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luxiaotao1123
2022-08-19 bbdf281616894604d41a0381961fc5f3282ceb37
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16个文件已添加
6113 ■■■■■ 已修改文件
views/sketh/Terrain_Rendering.html 29 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
views/sketh/css/default.css 63 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
views/sketh/js/FirstPersonCameraControls.js 101 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
views/sketh/js/InitCommon.js 953 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
views/sketh/js/MobileJoystickControls.js 800 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
views/sketh/js/PathTracingCommon.js 3132 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
views/sketh/js/Terrain_Rendering.js 76 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
views/sketh/js/lil-gui.min.js 8 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
views/sketh/js/stats.min.js 5 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
views/sketh/js/three.min.js 6 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
views/sketh/shaders/ScreenCopy_Fragment.glsl 10 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
views/sketh/shaders/ScreenOutput_Fragment.glsl 306 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
views/sketh/shaders/Terrain_Rendering_Fragment.glsl 617 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
views/sketh/shaders/common_PathTracing_Vertex.glsl 7 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
views/sketh/textures/BlueNoise_RGBA256.png 补丁 | 查看 | 原始文档 | blame | 历史
views/sketh/textures/perlin256.png 补丁 | 查看 | 原始文档 | blame | 历史
views/sketh/Terrain_Rendering.html
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<!DOCTYPE html>
<html lang="en">
    <head>
        <title>three.js PathTracing Renderer - Terrain Rendering</title>
        <meta charset="utf-8">
        <meta name="viewport" content="width=device-width, user-scalable=no, initial-scale=1">
        <link href="css/default.css" rel="stylesheet"/>
    </head>
    <body>
        <div id="container"> </div>
        <div id="info">three.js PathTracing Renderer - Terrain Rendering</div>
        <div id="cameraInfo" style="position:fixed; left:3%; bottom:2%; font-family:arial; color:rgb(255,255,255);"></div>
        <script src="js/three.min.js"> </script>
        <script src="js/FirstPersonCameraControls.js"> </script>
        <script src="js/MobileJoystickControls.js"> </script>
<!--        <script src="js/stats.min.js"> </script>-->
        <script src='js/lil-gui.min.js'></script>
        <script src="js/PathTracingCommon.js"> </script>
        <script src="js/InitCommon.js"> </script>
        <script src="js/Terrain_Rendering.js"> </script>
    </body>
</html>
views/sketh/css/default.css
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html, body {
    width: 100%;
    height: 100%;
    font-family: Monospace;
    background-color: #000;
    color: #000;
    margin: 0px;
    overflow: hidden;
    touch-action: none;
    cursor: default;
}
#info {
    position: fixed;
    top: 5px;
    width: 100%;
    text-align: center;
    color: #ffffff;
    cursor: default;
    user-select: none;
}
#demoInfo {
    position: fixed;
    left: 3%;
    bottom: 8%;
    font-family: Arial;
    font-size: 14px;
    color: #ffffff;
    cursor: default;
    user-select: none;
}
#cameraInfo {
    position: fixed;
    left: 3%;
    bottom: 2%;
    font-family: Arial;
    color: #ffffff;
    cursor: default;
    user-select: none;
}
.toggleButton {
    position:fixed;
    background-color: gray;
    border-color: darkgray;
    color: white;
    top: 5px;
    right: 5px;
    padding: 2px 5px;
    text-align: center;
    text-decoration: none;
    font-size: 14px;
    margin: 4px 2px;
    cursor: pointer;
    user-select: none;
    z-index: 11;
}
#timePauseButton {
    top: 50px;
}
views/sketh/js/FirstPersonCameraControls.js
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/**
 * originally from https://github.com/mrdoob/three.js/blob/dev/examples/js/controls/PointerLockControls.js
 * @author mrdoob / http://mrdoob.com/
 *
 * edited by Erich Loftis (erichlof on GitHub)
 * https://github.com/erichlof
 * Btw, this is the most consice and elegant way to implement first person camera rotation/movement that I've ever seen -
 * look at how short it is, without spaces/braces it would be around 30 lines!  Way to go, mrdoob!
 */
var FirstPersonCameraControls = function ( camera ) {
    camera.rotation.set( 0, 0, 0 );
    var pitchObject = new THREE.Object3D();
    pitchObject.add( camera );
    var yawObject = new THREE.Object3D();
    yawObject.add( pitchObject );
    var movementX = 0;
    var movementY = 0;
    var onMouseMove = function ( event ) {
        if (isPaused)
            return;
        movementX = event.movementX || event.mozMovementX || 0;
        movementY = event.movementY || event.mozMovementY || 0;
        yawObject.rotation.y -= movementX * 0.0012 * cameraRotationSpeed;
        pitchObject.rotation.x -= movementY * 0.001 * cameraRotationSpeed;
        // clamp the camera's vertical movement (around the x-axis) to the scene's 'ceiling' and 'floor'
        pitchObject.rotation.x = Math.max( - PI_2, Math.min( PI_2, pitchObject.rotation.x ) );
    };
    document.addEventListener( 'mousemove', onMouseMove, false );
    this.getObject = function () {
        return yawObject;
    };
    this.getYawObject = function () {
        return yawObject;
    };
    this.getPitchObject = function () {
        return pitchObject;
    };
    this.getDirection = function() {
        var te = pitchObject.matrixWorld.elements;
        return function( v ) {
            v.set( te[ 8 ], te[ 9 ], te[ 10 ] ).negate();
            return v;
        };
    }();
    this.getUpVector = function() {
        var te = pitchObject.matrixWorld.elements;
        return function( v ) {
            v.set( te[ 4 ], te[ 5 ], te[ 6 ] );
            return v;
        };
    }();
    this.getRightVector = function() {
        var te = pitchObject.matrixWorld.elements;
        return function( v ) {
            v.set( te[ 0 ], te[ 1 ], te[ 2 ] );
            return v;
        };
    }();
};
views/sketh/js/InitCommon.js
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let SCREEN_WIDTH;
let SCREEN_HEIGHT;
let canvas, context;
let container, stats;
let controls;
let pathTracingScene, screenCopyScene, screenOutputScene;
let pathTracingUniforms = {};
let pathTracingUniformsGroups = [];
let screenCopyUniforms, screenOutputUniforms;
let pathTracingDefines;
let pathTracingVertexShader, pathTracingFragmentShader;
let demoFragmentShaderFileName;
let screenCopyVertexShader, screenCopyFragmentShader;
let screenOutputVertexShader, screenOutputFragmentShader;
let pathTracingGeometry, pathTracingMaterial, pathTracingMesh;
let screenCopyGeometry, screenCopyMaterial, screenCopyMesh;
let screenOutputGeometry, screenOutputMaterial, screenOutputMesh;
let pathTracingRenderTarget, screenCopyRenderTarget;
let quadCamera, worldCamera;
let renderer, clock;
let frameTime, elapsedTime;
let sceneIsDynamic = false;
let cameraFlightSpeed = 60;
let cameraRotationSpeed = 1;
let fovScale;
let storedFOV = 0;
let increaseFOV = false;
let decreaseFOV = false;
let dollyCameraIn = false;
let dollyCameraOut = false;
let apertureSize = 0.0;
let increaseAperture = false;
let decreaseAperture = false;
let focusDistance = 132.0;
let increaseFocusDist = false;
let decreaseFocusDist = false;
let pixelRatio = 0.5;
let windowIsBeingResized = false;
let TWO_PI = Math.PI * 2;
let sampleCounter = 0.0; // will get increased by 1 in animation loop before rendering
let frameCounter = 1.0; // 1 instead of 0 because it is used as a rng() seed in pathtracing shader
let cameraIsMoving = false;
let cameraRecentlyMoving = false;
let isPaused = true;
let oldYawRotation, oldPitchRotation;
let mobileJoystickControls = null;
let oldDeltaX = 0;
let oldDeltaY = 0;
let newDeltaX = 0;
let newDeltaY = 0;
let mobileControlsMoveX = 0;
let mobileControlsMoveY = 0;
let oldPinchWidthX = 0;
let oldPinchWidthY = 0;
let pinchDeltaX = 0;
let pinchDeltaY = 0;
let fontAspect;
let useGenericInput = true;
let EPS_intersect;
let blueNoiseTexture;
let useToneMapping = true;
let canPress_O = true;
let canPress_P = true;
let allowOrthographicCamera = true;
let changeToOrthographicCamera = false;
let changeToPerspectiveCamera = false;
let pixelEdgeSharpness = 1.0;
let edgeSharpenSpeed = 0.05;
let filterDecaySpeed = 0.0002;
let gui;
let ableToEngagePointerLock = true;
let pixel_ResolutionController, pixel_ResolutionObject;
let needChangePixelResolution = false;
let orthographicCamera_ToggleController, orthographicCamera_ToggleObject;
let currentlyUsingOrthographicCamera = false;
// the following variables will be used to calculate rotations and directions from the camera
let cameraDirectionVector = new THREE.Vector3(); //for moving where the camera is looking
let cameraRightVector = new THREE.Vector3(); //for strafing the camera right and left
let cameraUpVector = new THREE.Vector3(); //for moving camera up and down
let cameraWorldQuaternion = new THREE.Quaternion(); //for rotating scene objects to match camera's current rotation
let cameraControlsObject; //for positioning and moving the camera itself
let cameraControlsYawObject; //allows access to control camera's left/right movements through mobile input
let cameraControlsPitchObject; //allows access to control camera's up/down movements through mobile input
let PI_2 = Math.PI / 2; //used by controls below
let infoElement = document.getElementById('info');
infoElement.style.cursor = "default";
infoElement.style.userSelect = "none";
infoElement.style.MozUserSelect = "none";
let cameraInfoElement = document.getElementById('cameraInfo');
cameraInfoElement.style.cursor = "default";
cameraInfoElement.style.userSelect = "none";
cameraInfoElement.style.MozUserSelect = "none";
let mouseControl = true;
let pointerlockChange;
let fileLoader = new THREE.FileLoader();
const KEYCODE_NAMES = {
    65: 'a', 66: 'b', 67: 'c', 68: 'd', 69: 'e', 70: 'f', 71: 'g', 72: 'h', 73: 'i', 74: 'j', 75: 'k', 76: 'l', 77: 'm',
    78: 'n', 79: 'o', 80: 'p', 81: 'q', 82: 'r', 83: 's', 84: 't', 85: 'u', 86: 'v', 87: 'w', 88: 'x', 89: 'y', 90: 'z',
    37: 'left', 38: 'up', 39: 'right', 40: 'down', 32: 'space', 33: 'pageup', 34: 'pagedown', 9: 'tab',
    189: 'dash', 187: 'equals', 188: 'comma', 190: 'period', 27: 'escape', 13: 'enter'
}
let KeyboardState = {
    a: false, b: false, c: false, d: false, e: false, f: false, g: false, h: false, i: false, j: false, k: false, l: false, m: false,
    n: false, o: false, p: false, q: false, r: false, s: false, t: false, u: false, v: false, w: false, x: false, y: false, z: false,
    left: false, up: false, right: false, down: false, space: false, pageup: false, pagedown: false, tab: false,
    dash: false, equals: false, comma: false, period: false, escape: false, enter: false
}
function onKeyDown(event)
{
    event.preventDefault();
    KeyboardState[KEYCODE_NAMES[event.keyCode]] = true;
}
function onKeyUp(event)
{
    event.preventDefault();
    KeyboardState[KEYCODE_NAMES[event.keyCode]] = false;
}
function keyPressed(keyName)
{
    if (!mouseControl)
        return;
    return KeyboardState[keyName];
}
function onMouseWheel(event)
{
    if (isPaused)
        return;
    // use the following instead, because event.preventDefault() gives errors in console
    event.stopPropagation();
    if (event.deltaY > 0)
    {
        increaseFOV = true;
        dollyCameraOut = true;
    }
    else if (event.deltaY < 0)
    {
        decreaseFOV = true;
        dollyCameraIn = true;
    }
}
function onWindowResize(event)
{
    windowIsBeingResized = true;
    // the following change to document.body.clientWidth and Height works better for mobile, especially iOS
    // suggestion from Github user q750831855  - Thank you!
    SCREEN_WIDTH = document.body.clientWidth; //window.innerWidth;
    SCREEN_HEIGHT = document.body.clientHeight; //window.innerHeight;
    renderer.setPixelRatio(pixelRatio);
    renderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
    fontAspect = (SCREEN_WIDTH / 175) * (SCREEN_HEIGHT / 200);
    if (fontAspect > 25) fontAspect = 25;
    if (fontAspect < 4) fontAspect = 4;
    fontAspect *= 2;
    pathTracingUniforms.uResolution.value.x = context.drawingBufferWidth;
    pathTracingUniforms.uResolution.value.y = context.drawingBufferHeight;
    pathTracingRenderTarget.setSize(context.drawingBufferWidth, context.drawingBufferHeight);
    screenCopyRenderTarget.setSize(context.drawingBufferWidth, context.drawingBufferHeight);
    worldCamera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
    // the following is normally used with traditional rasterized rendering, but it is not needed for our fragment shader raytraced rendering
    ///worldCamera.updateProjectionMatrix();
    // the following scales all scene objects by the worldCamera's field of view,
    // taking into account the screen aspect ratio and multiplying the uniform uULen,
    // the x-coordinate, by this ratio
    fovScale = worldCamera.fov * 0.5 * (Math.PI / 180.0);
    pathTracingUniforms.uVLen.value = Math.tan(fovScale);
    pathTracingUniforms.uULen.value = pathTracingUniforms.uVLen.value * worldCamera.aspect;
    if (!mouseControl)
    {
        button1Element.style.display = "";
        button2Element.style.display = "";
        button3Element.style.display = "";
        button4Element.style.display = "";
        button5Element.style.display = "";
        button6Element.style.display = "";
        // check if mobile device is in portrait or landscape mode and position buttons accordingly
        if (SCREEN_WIDTH < SCREEN_HEIGHT)
        {
            button1Element.style.right = 36 + "%";
            button2Element.style.right = 2 + "%";
            button3Element.style.right = 16 + "%";
            button4Element.style.right = 16 + "%";
            button5Element.style.right = 3 + "%";
            button6Element.style.right = 3 + "%";
            button1Element.style.bottom = 5 + "%";
            button2Element.style.bottom = 5 + "%";
            button3Element.style.bottom = 13 + "%";
            button4Element.style.bottom = 2 + "%";
            button5Element.style.bottom = 25 + "%";
            button6Element.style.bottom = 18 + "%";
        }
        else
        {
            button1Element.style.right = 22 + "%";
            button2Element.style.right = 3 + "%";
            button3Element.style.right = 11 + "%";
            button4Element.style.right = 11 + "%";
            button5Element.style.right = 3 + "%";
            button6Element.style.right = 3 + "%";
            button1Element.style.bottom = 10 + "%";
            button2Element.style.bottom = 10 + "%";
            button3Element.style.bottom = 26 + "%";
            button4Element.style.bottom = 4 + "%";
            button5Element.style.bottom = 48 + "%";
            button6Element.style.bottom = 34 + "%";
        }
    } // end if ( !mouseControl ) {
} // end function onWindowResize( event )
function init()
{
    window.addEventListener('resize', onWindowResize, false);
    if ('ontouchstart' in window)
    {
        mouseControl = false;
        // if on mobile device, unpause the app because there is no ESC key and no mouse capture to do
        isPaused = false;
        ableToEngagePointerLock = true;
        mobileJoystickControls = new MobileJoystickControls({
            //showJoystick: true
        });
    }
    // default GUI elements for all demos
    pixel_ResolutionObject = {
        pixel_Resolution: 0.5 // will be set by each demo's js file
    }
    orthographicCamera_ToggleObject = {
        Orthographic_Camera: false
    }
    function handlePixelResolutionChange()
    {
        needChangePixelResolution = true;
    }
    function handleCameraProjectionChange()
    {
        if (!currentlyUsingOrthographicCamera)
            changeToOrthographicCamera = true;
        else if (currentlyUsingOrthographicCamera)
            changeToPerspectiveCamera = true;
        // toggle boolean flag
        currentlyUsingOrthographicCamera = !currentlyUsingOrthographicCamera;
    }
    // since I use the lil-gui.min.js minified version of lil-gui without modern exports,
    //'g()' is 'GUI()' ('g' is the shortened version of 'GUI' inside the lil-gui.min.js file)
    gui = new g(); // same as gui = new GUI();
    pixel_ResolutionController = gui.add(pixel_ResolutionObject, 'pixel_Resolution', 0.5, 1.0, 0.05).onChange(handlePixelResolutionChange);
    if (!mouseControl)
        orthographicCamera_ToggleController = gui.add(orthographicCamera_ToggleObject, 'Orthographic_Camera', false).onChange(handleCameraProjectionChange);
    gui.domElement.style.userSelect = "none";
    gui.domElement.style.MozUserSelect = "none";
    if (mouseControl)
    {
        gui.domElement.addEventListener("mouseenter", function (event)
        {
            ableToEngagePointerLock = false;
        }, false);
        gui.domElement.addEventListener("mouseleave", function (event)
        {
            ableToEngagePointerLock = true;
        }, false);
        window.addEventListener('wheel', onMouseWheel, false);
        // window.addEventListener("click", function(event)
        // {
        //     event.preventDefault();
        // }, false);
        window.addEventListener("dblclick", function (event)
        {
            event.preventDefault();
        }, false);
        document.body.addEventListener("click", function (event)
        {
            if (!ableToEngagePointerLock)
                return;
            this.requestPointerLock = this.requestPointerLock || this.mozRequestPointerLock;
            this.requestPointerLock();
        }, false);
        pointerlockChange = function (event)
        {
            if (document.pointerLockElement === document.body ||
                document.mozPointerLockElement === document.body || document.webkitPointerLockElement === document.body)
            {
                document.addEventListener('keydown', onKeyDown, false);
                document.addEventListener('keyup', onKeyUp, false);
                isPaused = false;
            }
            else
            {
                document.removeEventListener('keydown', onKeyDown, false);
                document.removeEventListener('keyup', onKeyUp, false);
                isPaused = true;
            }
        };
        // Hook pointer lock state change events
        document.addEventListener('pointerlockchange', pointerlockChange, false);
        document.addEventListener('mozpointerlockchange', pointerlockChange, false);
        document.addEventListener('webkitpointerlockchange', pointerlockChange, false);
    } // end if (mouseControl)
    /* // Fullscreen API (optional)
    document.addEventListener("click", function()
    {
        if ( !document.fullscreenElement && !document.mozFullScreenElement && !document.webkitFullscreenElement )
        {
            if (document.documentElement.requestFullscreen)
                document.documentElement.requestFullscreen();
            else if (document.documentElement.mozRequestFullScreen)
                document.documentElement.mozRequestFullScreen();
            else if (document.documentElement.webkitRequestFullscreen)
                document.documentElement.webkitRequestFullscreen();
        }
    }); */
    initTHREEjs(); // boilerplate: init necessary three.js items and scene/demo-specific objects
} // end function init()
function initTHREEjs()
{
    canvas = document.createElement('canvas');
    renderer = new THREE.WebGLRenderer({ canvas: canvas, context: canvas.getContext('webgl2') });
    //suggestion: set to false for production
    renderer.debug.checkShaderErrors = true;
    renderer.autoClear = false;
    renderer.toneMapping = THREE.ReinhardToneMapping;
    //required by WebGL 2.0 for rendering to FLOAT textures
    context = renderer.getContext();
    context.getExtension('EXT_color_buffer_float');
    container = document.getElementById('container');
    container.appendChild(renderer.domElement);
    // stats = new Stats();
    // stats.domElement.style.position = 'absolute';
    // stats.domElement.style.top = '0px';
    // stats.domElement.style.cursor = "default";
    // stats.domElement.style.userSelect = "none";
    // stats.domElement.style.MozUserSelect = "none";
    // container.appendChild(stats.domElement);
    clock = new THREE.Clock();
    pathTracingScene = new THREE.Scene();
    screenCopyScene = new THREE.Scene();
    screenOutputScene = new THREE.Scene();
    // quadCamera is simply the camera to help render the full screen quad (2 triangles),
    // hence the name.  It is an Orthographic camera that sits facing the view plane, which serves as
    // the window into our 3d world. This camera will not move or rotate for the duration of the app.
    quadCamera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1);
    screenCopyScene.add(quadCamera);
    screenOutputScene.add(quadCamera);
    // worldCamera is the dynamic camera 3d object that will be positioned, oriented and
    // constantly updated inside the 3d scene.  Its view will ultimately get passed back to the
    // stationary quadCamera, which renders the scene to a fullscreen quad (made up of 2 large triangles).
    worldCamera = new THREE.PerspectiveCamera(60, document.body.clientWidth / document.body.clientHeight, 1, 1000);
    pathTracingScene.add(worldCamera);
    controls = new FirstPersonCameraControls(worldCamera);
    cameraControlsObject = controls.getObject();
    cameraControlsYawObject = controls.getYawObject();
    cameraControlsPitchObject = controls.getPitchObject();
    pathTracingScene.add(cameraControlsObject);
    // setup render targets...
    pathTracingRenderTarget = new THREE.WebGLRenderTarget(context.drawingBufferWidth, context.drawingBufferHeight, {
        minFilter: THREE.NearestFilter,
        magFilter: THREE.NearestFilter,
        format: THREE.RGBAFormat,
        type: THREE.FloatType,
        depthBuffer: false,
        stencilBuffer: false
    });
    pathTracingRenderTarget.texture.generateMipmaps = false;
    screenCopyRenderTarget = new THREE.WebGLRenderTarget(context.drawingBufferWidth, context.drawingBufferHeight, {
        minFilter: THREE.NearestFilter,
        magFilter: THREE.NearestFilter,
        format: THREE.RGBAFormat,
        type: THREE.FloatType,
        depthBuffer: false,
        stencilBuffer: false
    });
    screenCopyRenderTarget.texture.generateMipmaps = false;
    // blueNoise texture used in all demos
    blueNoiseTexture = new THREE.TextureLoader().load('textures/BlueNoise_RGBA256.png');
    blueNoiseTexture.wrapS = THREE.RepeatWrapping;
    blueNoiseTexture.wrapT = THREE.RepeatWrapping;
    blueNoiseTexture.flipY = false;
    blueNoiseTexture.minFilter = THREE.NearestFilter;
    blueNoiseTexture.magFilter = THREE.NearestFilter;
    blueNoiseTexture.generateMipmaps = false;
    // setup scene/demo-specific objects, variables, GUI elements, and data
    initSceneData();
    pixel_ResolutionController.setValue(pixelRatio);
    if (!allowOrthographicCamera && !mouseControl)
    {
        orthographicCamera_ToggleController.domElement.hidden = true;
        orthographicCamera_ToggleController.domElement.remove();
    }
    // setup screen-size quad geometry and shaders....
    // this full-screen quad mesh performs the path tracing operations and produces a screen-sized image
    pathTracingGeometry = new THREE.PlaneBufferGeometry(2, 2);
    pathTracingUniforms.tPreviousTexture = { type: "t", value: screenCopyRenderTarget.texture };
    pathTracingUniforms.tBlueNoiseTexture = { type: "t", value: blueNoiseTexture };
    pathTracingUniforms.uCameraMatrix = { type: "m4", value: new THREE.Matrix4() };
    pathTracingUniforms.uResolution = { type: "v2", value: new THREE.Vector2() };
    pathTracingUniforms.uRandomVec2 = { type: "v2", value: new THREE.Vector2() };
    pathTracingUniforms.uEPS_intersect = { type: "f", value: EPS_intersect };
    pathTracingUniforms.uTime = { type: "f", value: 0.0 };
    pathTracingUniforms.uSampleCounter = { type: "f", value: 0.0 }; //0.0
    pathTracingUniforms.uPreviousSampleCount = { type: "f", value: 1.0 };
    pathTracingUniforms.uFrameCounter = { type: "f", value: 1.0 }; //1.0
    pathTracingUniforms.uULen = { type: "f", value: 1.0 };
    pathTracingUniforms.uVLen = { type: "f", value: 1.0 };
    pathTracingUniforms.uApertureSize = { type: "f", value: apertureSize };
    pathTracingUniforms.uFocusDistance = { type: "f", value: focusDistance };
    pathTracingUniforms.uCameraIsMoving = { type: "b1", value: false };
    pathTracingUniforms.uUseOrthographicCamera = { type: "b1", value: false };
    pathTracingDefines = {
        //NUMBER_OF_TRIANGLES: total_number_of_triangles
    };
    // load vertex and fragment shader files that are used in the pathTracing material, mesh and scene
    fileLoader.load('shaders/common_PathTracing_Vertex.glsl', function (vertexShaderText)
    {
        pathTracingVertexShader = vertexShaderText;
        fileLoader.load('shaders/' + demoFragmentShaderFileName, function (fragmentShaderText)
        {
            pathTracingFragmentShader = fragmentShaderText;
            pathTracingMaterial = new THREE.ShaderMaterial({
                uniforms: pathTracingUniforms,
                uniformsGroups: pathTracingUniformsGroups,
                defines: pathTracingDefines,
                vertexShader: pathTracingVertexShader,
                fragmentShader: pathTracingFragmentShader,
                depthTest: false,
                depthWrite: false
            });
            pathTracingMesh = new THREE.Mesh(pathTracingGeometry, pathTracingMaterial);
            pathTracingScene.add(pathTracingMesh);
            // the following keeps the large scene ShaderMaterial quad right in front
            //   of the camera at all times. This is necessary because without it, the scene
            //   quad will fall out of view and get clipped when the camera rotates past 180 degrees.
            worldCamera.add(pathTracingMesh);
        });
    });
    // this full-screen quad mesh copies the image output of the pathtracing shader and feeds it back in to that shader as a 'previousTexture'
    screenCopyGeometry = new THREE.PlaneBufferGeometry(2, 2);
    screenCopyUniforms = {
        tPathTracedImageTexture: { type: "t", value: pathTracingRenderTarget.texture }
    };
    fileLoader.load('shaders/ScreenCopy_Fragment.glsl', function (shaderText) {
        screenCopyFragmentShader = shaderText;
        screenCopyMaterial = new THREE.ShaderMaterial({
            uniforms: screenCopyUniforms,
            vertexShader: pathTracingVertexShader,
            fragmentShader: screenCopyFragmentShader,
            depthWrite: false,
            depthTest: false
        });
        screenCopyMesh = new THREE.Mesh(screenCopyGeometry, screenCopyMaterial);
        screenCopyScene.add(screenCopyMesh);
    });
    // this full-screen quad mesh takes the image output of the path tracing shader (which is a continuous blend of the previous frame and current frame),
    // and applies gamma correction (which brightens the entire image), and then displays the final accumulated rendering to the screen
    screenOutputGeometry = new THREE.PlaneBufferGeometry(2, 2);
    screenOutputUniforms = {
        tPathTracedImageTexture: { type: "t", value: pathTracingRenderTarget.texture },
        uSampleCounter: { type: "f", value: 0.0 },
        uOneOverSampleCounter: { type: "f", value: 0.0 },
        uPixelEdgeSharpness: { type: "f", value: pixelEdgeSharpness },
        uEdgeSharpenSpeed: { type: "f", value: edgeSharpenSpeed },
        uFilterDecaySpeed: { type: "f", value: filterDecaySpeed },
        uSceneIsDynamic: { type: "b1", value: sceneIsDynamic },
        uUseToneMapping: { type: "b1", value: useToneMapping }
    };
    fileLoader.load('shaders/ScreenOutput_Fragment.glsl', function (shaderText) {
        screenOutputFragmentShader = shaderText;
        screenOutputMaterial = new THREE.ShaderMaterial({
            uniforms: screenOutputUniforms,
            vertexShader: pathTracingVertexShader,
            fragmentShader: screenOutputFragmentShader,
            depthWrite: false,
            depthTest: false
        });
        screenOutputMesh = new THREE.Mesh(screenOutputGeometry, screenOutputMaterial);
        screenOutputScene.add(screenOutputMesh);
    });
    // this 'jumpstarts' the initial dimensions and parameters for the window and renderer
    onWindowResize();
    // everything is set up, now we can start animating
    animate();
} // end function initTHREEjs()
function animate()
{
    frameTime = clock.getDelta();
    elapsedTime = clock.getElapsedTime() % 1000;
    // reset flags
    cameraIsMoving = false;
    // if GUI has been used, update
    if (needChangePixelResolution)
    {
        pixelRatio = pixel_ResolutionController.getValue();
        onWindowResize();
        needChangePixelResolution = false;
    }
    if (windowIsBeingResized)
    {
        cameraIsMoving = true;
        windowIsBeingResized = false;
    }
    // check user controls
    if (mouseControl)
    {
        // movement detected
        if (oldYawRotation != cameraControlsYawObject.rotation.y ||
            oldPitchRotation != cameraControlsPitchObject.rotation.x)
        {
            cameraIsMoving = true;
        }
        // save state for next frame
        oldYawRotation = cameraControlsYawObject.rotation.y;
        oldPitchRotation = cameraControlsPitchObject.rotation.x;
    } // end if (mouseControl)
    // if on mobile device, get input from the mobileJoystickControls
    if (!mouseControl)
    {
        newDeltaX = joystickDeltaX * cameraRotationSpeed;
        if (newDeltaX)
        {
            cameraIsMoving = true;
            mobileControlsMoveX = oldDeltaX - newDeltaX;
            // mobileJoystick X movement (left and right) affects camera rotation around the Y axis
            cameraControlsYawObject.rotation.y += (mobileControlsMoveX) * 0.01;
        }
        newDeltaY = joystickDeltaY * cameraRotationSpeed;
        if (newDeltaY)
        {
            cameraIsMoving = true;
            mobileControlsMoveY = oldDeltaY - newDeltaY;
            // mobileJoystick Y movement (up and down) affects camera rotation around the X axis
            cameraControlsPitchObject.rotation.x += (mobileControlsMoveY) * 0.01;
        }
        // clamp the camera's vertical movement (around the x-axis) to the scene's 'ceiling' and 'floor',
        // so you can't accidentally flip the camera upside down
        cameraControlsPitchObject.rotation.x = Math.max(-PI_2, Math.min(PI_2, cameraControlsPitchObject.rotation.x));
        // save state for next frame
        oldDeltaX = newDeltaX;
        oldDeltaY = newDeltaY;
        newPinchWidthX = pinchWidthX;
        newPinchWidthY = pinchWidthY;
        pinchDeltaX = newPinchWidthX - oldPinchWidthX;
        pinchDeltaY = newPinchWidthY - oldPinchWidthY;
        if (Math.abs(pinchDeltaX) > Math.abs(pinchDeltaY))
        {
            if (pinchDeltaX < -1)
            {
                increaseFOV = true;
                dollyCameraOut = true;
            }
            if (pinchDeltaX > 1)
            {
                decreaseFOV = true;
                dollyCameraIn = true;
            }
        }
        if (Math.abs(pinchDeltaY) >= Math.abs(pinchDeltaX))
        {
            if (pinchDeltaY > 1)
            {
                increaseAperture = true;
            }
            if (pinchDeltaY < -1)
            {
                decreaseAperture = true;
            }
        }
        // save state for next frame
        oldPinchWidthX = newPinchWidthX;
        oldPinchWidthY = newPinchWidthY;
    } // end if ( !mouseControl )
    // this gives us a vector in the direction that the camera is pointing,
    // which will be useful for moving the camera 'forward' and shooting projectiles in that direction
    controls.getDirection(cameraDirectionVector);
    cameraDirectionVector.normalize();
    controls.getUpVector(cameraUpVector);
    cameraUpVector.normalize();
    controls.getRightVector(cameraRightVector);
    cameraRightVector.normalize();
    // the following gives us a rotation quaternion (4D vector), which will be useful for
    // rotating scene objects to match the camera's rotation
    worldCamera.getWorldQuaternion(cameraWorldQuaternion);
    if (useGenericInput)
    {
        if (!isPaused)
        {
            if ( (keyPressed('w') || button3Pressed) && !(keyPressed('s') || button4Pressed) )
            {
                cameraControlsObject.position.add(cameraDirectionVector.multiplyScalar(cameraFlightSpeed * frameTime));
                cameraIsMoving = true;
            }
            if ( (keyPressed('s') || button4Pressed) && !(keyPressed('w') || button3Pressed) )
            {
                cameraControlsObject.position.sub(cameraDirectionVector.multiplyScalar(cameraFlightSpeed * frameTime));
                cameraIsMoving = true;
            }
            if ( (keyPressed('a') || button1Pressed) && !(keyPressed('d') || button2Pressed) )
            {
                cameraControlsObject.position.sub(cameraRightVector.multiplyScalar(cameraFlightSpeed * frameTime));
                cameraIsMoving = true;
            }
            if ( (keyPressed('d') || button2Pressed) && !(keyPressed('a') || button1Pressed) )
            {
                cameraControlsObject.position.add(cameraRightVector.multiplyScalar(cameraFlightSpeed * frameTime));
                cameraIsMoving = true;
            }
            if (keyPressed('q') && !keyPressed('z'))
            {
                cameraControlsObject.position.add(cameraUpVector.multiplyScalar(cameraFlightSpeed * frameTime));
                cameraIsMoving = true;
            }
            if (keyPressed('z') && !keyPressed('q'))
            {
                cameraControlsObject.position.sub(cameraUpVector.multiplyScalar(cameraFlightSpeed * frameTime));
                cameraIsMoving = true;
            }
            if ( (keyPressed('up') || button5Pressed) && !(keyPressed('down') || button6Pressed) )
            {
                increaseFocusDist = true;
            }
            if ( (keyPressed('down') || button6Pressed) && !(keyPressed('up') || button5Pressed) )
            {
                decreaseFocusDist = true;
            }
            if (keyPressed('right') && !keyPressed('left'))
            {
                increaseAperture = true;
            }
            if (keyPressed('left') && !keyPressed('right'))
            {
                decreaseAperture = true;
            }
            if (keyPressed('o') && canPress_O)
            {
                changeToOrthographicCamera = true;
                canPress_O = false;
            }
            if (!keyPressed('o'))
                canPress_O = true;
            if (keyPressed('p') && canPress_P)
            {
                changeToPerspectiveCamera = true;
                canPress_P = false;
            }
            if (!keyPressed('p'))
                canPress_P = true;
        } // end if (!isPaused)
    } // end if (useGenericInput)
    // update scene/demo-specific input(if custom), variables and uniforms every animation frame
    updateVariablesAndUniforms();
    if (increaseFOV)
    {
        worldCamera.fov++;
        if (worldCamera.fov > 179)
            worldCamera.fov = 179;
        fovScale = worldCamera.fov * 0.5 * (Math.PI / 180.0);
        pathTracingUniforms.uVLen.value = Math.tan(fovScale);
        pathTracingUniforms.uULen.value = pathTracingUniforms.uVLen.value * worldCamera.aspect;
        cameraIsMoving = true;
        increaseFOV = false;
    }
    if (decreaseFOV)
    {
        worldCamera.fov--;
        if (worldCamera.fov < 1)
            worldCamera.fov = 1;
        fovScale = worldCamera.fov * 0.5 * (Math.PI / 180.0);
        pathTracingUniforms.uVLen.value = Math.tan(fovScale);
        pathTracingUniforms.uULen.value = pathTracingUniforms.uVLen.value * worldCamera.aspect;
        cameraIsMoving = true;
        decreaseFOV = false;
    }
    if (increaseFocusDist)
    {
        focusDistance += 1;
        pathTracingUniforms.uFocusDistance.value = focusDistance;
        cameraIsMoving = true;
        increaseFocusDist = false;
    }
    if (decreaseFocusDist)
    {
        focusDistance -= 1;
        if (focusDistance < 1)
            focusDistance = 1;
        pathTracingUniforms.uFocusDistance.value = focusDistance;
        cameraIsMoving = true;
        decreaseFocusDist = false;
    }
    if (increaseAperture)
    {
        apertureSize += 0.1;
        if (apertureSize > 100.0)
            apertureSize = 100.0;
        pathTracingUniforms.uApertureSize.value = apertureSize;
        cameraIsMoving = true;
        increaseAperture = false;
    }
    if (decreaseAperture)
    {
        apertureSize -= 0.1;
        if (apertureSize < 0.0)
            apertureSize = 0.0;
        pathTracingUniforms.uApertureSize.value = apertureSize;
        cameraIsMoving = true;
        decreaseAperture = false;
    }
    if (allowOrthographicCamera && changeToOrthographicCamera)
    {
        storedFOV = worldCamera.fov; // save current perspective camera's FOV
        worldCamera.fov = 90; // good default for Ortho camera - lets user see most of the scene
        fovScale = worldCamera.fov * 0.5 * (Math.PI / 180.0);
        pathTracingUniforms.uVLen.value = Math.tan(fovScale);
        pathTracingUniforms.uULen.value = pathTracingUniforms.uVLen.value * worldCamera.aspect;
        pathTracingUniforms.uUseOrthographicCamera.value = true;
        cameraIsMoving = true;
        changeToOrthographicCamera = false;
    }
    if (allowOrthographicCamera && changeToPerspectiveCamera)
    {
        worldCamera.fov = storedFOV; // return to prior perspective camera's FOV
        fovScale = worldCamera.fov * 0.5 * (Math.PI / 180.0);
        pathTracingUniforms.uVLen.value = Math.tan(fovScale);
        pathTracingUniforms.uULen.value = pathTracingUniforms.uVLen.value * worldCamera.aspect;
        pathTracingUniforms.uUseOrthographicCamera.value = false;
        cameraIsMoving = true;
        changeToPerspectiveCamera = false;
    }
    // now update uniforms that are common to all scenes
    if (!cameraIsMoving)
    {
        if (sceneIsDynamic)
            sampleCounter = 1.0; // reset for continuous updating of image
        else sampleCounter += 1.0; // for progressive refinement of image
        frameCounter += 1.0;
        cameraRecentlyMoving = false;
    }
    if (cameraIsMoving)
    {
        frameCounter += 1.0;
        if (!cameraRecentlyMoving)
        {
            // record current sampleCounter before it gets set to 1.0 below
            pathTracingUniforms.uPreviousSampleCount.value = sampleCounter;
            frameCounter = 1.0;
            cameraRecentlyMoving = true;
        }
        sampleCounter = 1.0;
    }
    pathTracingUniforms.uTime.value = elapsedTime;
    pathTracingUniforms.uCameraIsMoving.value = cameraIsMoving;
    pathTracingUniforms.uSampleCounter.value = sampleCounter;
    pathTracingUniforms.uFrameCounter.value = frameCounter;
    pathTracingUniforms.uRandomVec2.value.set(Math.random(), Math.random());
    // CAMERA
    cameraControlsObject.updateMatrixWorld(true);
    worldCamera.updateMatrixWorld(true);
    pathTracingUniforms.uCameraMatrix.value.copy(worldCamera.matrixWorld);
    screenOutputUniforms.uSampleCounter.value = sampleCounter;
    // PROGRESSIVE SAMPLE WEIGHT (reduces intensity of each successive animation frame's image)
    screenOutputUniforms.uOneOverSampleCounter.value = 1.0 / sampleCounter;
    // RENDERING in 3 steps
    // STEP 1
    // Perform PathTracing and Render(save) into pathTracingRenderTarget, a full-screen texture.
    // Read previous screenCopyRenderTarget(via texelFetch inside fragment shader) to use as a new starting point to blend with
    renderer.setRenderTarget(pathTracingRenderTarget);
    renderer.render(pathTracingScene, worldCamera);
    // STEP 2
    // Render(copy) the pathTracingScene output(pathTracingRenderTarget above) into screenCopyRenderTarget.
    // This will be used as a new starting point for Step 1 above (essentially creating ping-pong buffers)
    renderer.setRenderTarget(screenCopyRenderTarget);
    renderer.render(screenCopyScene, quadCamera);
    // STEP 3
    // Render full screen quad with generated pathTracingRenderTarget in STEP 1 above.
    // After applying tonemapping and gamma-correction to the image, it will be shown on the screen as the final accumulated output
    renderer.setRenderTarget(null);
    renderer.render(screenOutputScene, quadCamera);
    // stats.update();
    requestAnimationFrame(animate);
} // end function animate()
views/sketh/js/MobileJoystickControls.js
New file
@@ -0,0 +1,800 @@
// exposed global variables/elements that your program can access
let joystickDeltaX = 0;
let joystickDeltaY = 0;
let pinchWidthX = 0;
let pinchWidthY = 0;
let button1Pressed = false;
let button2Pressed = false;
let button3Pressed = false;
let button4Pressed = false;
let button5Pressed = false;
let button6Pressed = false;
let stickElement = null;
let baseElement = null;
let button1Element = null;
let button2Element = null;
let button3Element = null;
let button4Element = null;
let button5Element = null;
let button6Element = null;
// the following variables marked with an underscore ( _ ) are for internal use
let _touches = [];
let _eventTarget;
let _stickDistance;
let _stickNormalizedX;
let _stickNormalizedY;
let _buttonCanvasWidth = 70;
let _buttonCanvasReducedWidth = 50;
let _buttonCanvasHalfWidth = _buttonCanvasWidth * 0.5;
let _smallButtonCanvasWidth = 40;
let _smallButtonCanvasReducedWidth = 28;
let _smallButtonCanvasHalfWidth = _smallButtonCanvasWidth * 0.5;
let _showJoystick;
let _showButtons;
let _limitStickTravel;
let _stickRadius;
let _baseX;
let _baseY;
let _stickX;
let _stickY;
let _container;
let _pinchWasActive = false;
let MobileJoystickControls = function (opts)
{
    opts = opts || {};
    _container = document.body;
    //create joystick Base
    baseElement = document.createElement('canvas');
    baseElement.width = 126;
    baseElement.height = 126;
    _container.appendChild(baseElement);
    baseElement.style.position = "absolute";
    baseElement.style.display = "none";
    _Base_ctx = baseElement.getContext('2d');
    _Base_ctx.strokeStyle = 'rgba(255,255,255,0.2)';
    _Base_ctx.lineWidth = 2;
    _Base_ctx.beginPath();
    _Base_ctx.arc(baseElement.width / 2, baseElement.width / 2, 40, 0, Math.PI * 2, true);
    _Base_ctx.stroke();
    //create joystick Stick
    stickElement = document.createElement('canvas');
    stickElement.width = 86;
    stickElement.height = 86;
    _container.appendChild(stickElement);
    stickElement.style.position = "absolute";
    stickElement.style.display = "none";
    _Stick_ctx = stickElement.getContext('2d');
    _Stick_ctx.strokeStyle = 'rgba(255,255,255,0.2)';
    _Stick_ctx.lineWidth = 3;
    _Stick_ctx.beginPath();
    _Stick_ctx.arc(stickElement.width / 2, stickElement.width / 2, 30, 0, Math.PI * 2, true);
    _Stick_ctx.stroke();
    //create button1
    button1Element = document.createElement('canvas');
    button1Element.width = _buttonCanvasReducedWidth; // for Triangle Button
    //button1Element.width = _buttonCanvasWidth; // for Circle Button
    button1Element.height = _buttonCanvasWidth;
    _container.appendChild(button1Element);
    button1Element.style.position = "absolute";
    button1Element.style.display = "none";
    button1Element.style.zIndex = "10";
    button1Pressed = false;
    _Button1_ctx = button1Element.getContext('2d');
    _Button1_ctx.strokeStyle = 'rgba(255,255,255,0.2)';
    _Button1_ctx.lineWidth = 3;
    // Triangle Button
    _Button1_ctx.beginPath();
    _Button1_ctx.moveTo(0, _buttonCanvasHalfWidth);
    _Button1_ctx.lineTo(_buttonCanvasReducedWidth, _buttonCanvasWidth);
    _Button1_ctx.lineTo(_buttonCanvasReducedWidth, 0);
    _Button1_ctx.closePath();
    _Button1_ctx.stroke();
    /*
    // Circle Button
    _Button1_ctx.beginPath();
    _Button1_ctx.arc(_buttonCanvasHalfWidth, _buttonCanvasHalfWidth, _buttonCanvasHalfWidth - 8, 0, Math.PI * 2);
    _Button1_ctx.stroke();
    _Button1_ctx.lineWidth = 1;
    _Button1_ctx.beginPath();
    _Button1_ctx.arc(_buttonCanvasHalfWidth, _buttonCanvasHalfWidth, _buttonCanvasHalfWidth - 1, 0, Math.PI * 2);
    _Button1_ctx.stroke();
    */
    //create button2
    button2Element = document.createElement('canvas');
    button2Element.width = _buttonCanvasReducedWidth; // for Triangle Button
    //button2Element.width = _buttonCanvasWidth; // for Circle Button
    button2Element.height = _buttonCanvasWidth;
    _container.appendChild(button2Element);
    button2Element.style.position = "absolute";
    button2Element.style.display = "none";
    button2Element.style.zIndex = "10";
    button2Pressed = false;
    _Button2_ctx = button2Element.getContext('2d');
    _Button2_ctx.strokeStyle = 'rgba(255,255,255,0.2)';
    _Button2_ctx.lineWidth = 3;
    // Triangle Button
    _Button2_ctx.beginPath();
    _Button2_ctx.moveTo(_buttonCanvasReducedWidth, _buttonCanvasHalfWidth);
    _Button2_ctx.lineTo(0, 0);
    _Button2_ctx.lineTo(0, _buttonCanvasWidth);
    _Button2_ctx.closePath();
    _Button2_ctx.stroke();
    /*
    // Circle Button
    _Button2_ctx.beginPath();
    _Button2_ctx.arc(_buttonCanvasHalfWidth, _buttonCanvasHalfWidth, _buttonCanvasHalfWidth - 8, 0, Math.PI * 2);
    _Button2_ctx.stroke();
    _Button2_ctx.lineWidth = 1;
    _Button2_ctx.beginPath();
    _Button2_ctx.arc(_buttonCanvasHalfWidth, _buttonCanvasHalfWidth, _buttonCanvasHalfWidth - 1, 0, Math.PI * 2);
    _Button2_ctx.stroke();
    */
    //create button3
    button3Element = document.createElement('canvas');
    button3Element.width = _buttonCanvasWidth;
    button3Element.height = _buttonCanvasReducedWidth; // for Triangle Button
    //button3Element.height = _buttonCanvasWidth; // for Circle Button
    _container.appendChild(button3Element);
    button3Element.style.position = "absolute";
    button3Element.style.display = "none";
    button3Element.style.zIndex = "10";
    button3Pressed = false;
    _Button3_ctx = button3Element.getContext('2d');
    _Button3_ctx.strokeStyle = 'rgba(255,255,255,0.2)';
    _Button3_ctx.lineWidth = 3;
    // Triangle Button
    _Button3_ctx.beginPath();
    _Button3_ctx.moveTo(_buttonCanvasHalfWidth, 0);
    _Button3_ctx.lineTo(0, _buttonCanvasReducedWidth);
    _Button3_ctx.lineTo(_buttonCanvasWidth, _buttonCanvasReducedWidth);
    _Button3_ctx.closePath();
    _Button3_ctx.stroke();
    /*
    // Circle Button
    _Button3_ctx.beginPath();
    _Button3_ctx.arc(_buttonCanvasHalfWidth, _buttonCanvasHalfWidth, _buttonCanvasHalfWidth - 8, 0, Math.PI * 2);
    _Button3_ctx.stroke();
    _Button3_ctx.lineWidth = 1;
    _Button3_ctx.beginPath();
    _Button3_ctx.arc(_buttonCanvasHalfWidth, _buttonCanvasHalfWidth, _buttonCanvasHalfWidth - 1, 0, Math.PI * 2);
    _Button3_ctx.stroke();
    */
    //create button4
    button4Element = document.createElement('canvas');
    button4Element.width = _buttonCanvasWidth;
    button4Element.height = _buttonCanvasReducedWidth; // for Triangle Button
    //button4Element.height = _buttonCanvasWidth; // for Circle Button
    _container.appendChild(button4Element);
    button4Element.style.position = "absolute";
    button4Element.style.display = "none";
    button4Element.style.zIndex = "10";
    button4Pressed = false;
    _Button4_ctx = button4Element.getContext('2d');
    _Button4_ctx.strokeStyle = 'rgba(255,255,255,0.2)';
    _Button4_ctx.lineWidth = 3;
    // Triangle Button
    _Button4_ctx.beginPath();
    _Button4_ctx.moveTo(_buttonCanvasHalfWidth, _buttonCanvasReducedWidth);
    _Button4_ctx.lineTo(_buttonCanvasWidth, 0);
    _Button4_ctx.lineTo(0, 0);
    _Button4_ctx.closePath();
    _Button4_ctx.stroke();
    /*
    // Circle Button
    _Button4_ctx.beginPath();
    _Button4_ctx.arc(_buttonCanvasHalfWidth, _buttonCanvasHalfWidth, _buttonCanvasHalfWidth - 8, 0, Math.PI * 2);
    _Button4_ctx.stroke();
    _Button4_ctx.lineWidth = 1;
    _Button4_ctx.beginPath();
    _Button4_ctx.arc(_buttonCanvasHalfWidth, _buttonCanvasHalfWidth, _buttonCanvasHalfWidth - 1, 0, Math.PI * 2);
    _Button4_ctx.stroke();
    */
    //create button5
    button5Element = document.createElement('canvas');
    button5Element.width = _smallButtonCanvasWidth;
    button5Element.height = _smallButtonCanvasReducedWidth; // for Triangle Button
    //button5Element.height = _smallButtonCanvasWidth; // for Circle Button
    _container.appendChild(button5Element);
    button5Element.style.position = "absolute";
    button5Element.style.display = "none";
    button5Element.style.zIndex = "10";
    button5Pressed = false;
    _Button5_ctx = button5Element.getContext('2d');
    _Button5_ctx.strokeStyle = 'rgba(255,255,255,0.2)';
    _Button5_ctx.lineWidth = 3;
    // Triangle Button
    _Button5_ctx.beginPath();
    _Button5_ctx.moveTo(_smallButtonCanvasHalfWidth, 0);
    _Button5_ctx.lineTo(0, _smallButtonCanvasReducedWidth);
    _Button5_ctx.lineTo(_smallButtonCanvasWidth, _smallButtonCanvasReducedWidth);
    _Button5_ctx.closePath();
    _Button5_ctx.stroke();
    /*
    // Circle Button
    _Button5_ctx.beginPath();
    _Button5_ctx.arc(_smallButtonCanvasHalfWidth, _smallButtonCanvasHalfWidth, _smallButtonCanvasHalfWidth - 8, 0, Math.PI * 2);
    _Button5_ctx.stroke();
    _Button5_ctx.lineWidth = 1;
    _Button5_ctx.beginPath();
    _Button5_ctx.arc(_smallButtonCanvasHalfWidth, _smallButtonCanvasHalfWidth, _smallButtonCanvasHalfWidth - 1, 0, Math.PI * 2);
    _Button5_ctx.stroke();
    */
    //create button6
    button6Element = document.createElement('canvas');
    button6Element.width = _smallButtonCanvasWidth;
    button6Element.height = _smallButtonCanvasReducedWidth; // for Triangle Button
    //button6Element.height = _buttonCanvasWidth; // for Circle Button
    _container.appendChild(button6Element);
    button6Element.style.position = "absolute";
    button6Element.style.display = "none";
    button6Element.style.zIndex = "10";
    button6Pressed = false;
    _Button6_ctx = button6Element.getContext('2d');
    _Button6_ctx.strokeStyle = 'rgba(255,255,255,0.2)';
    _Button6_ctx.lineWidth = 3;
    // Triangle Button
    _Button6_ctx.beginPath();
    _Button6_ctx.moveTo(_smallButtonCanvasHalfWidth, _smallButtonCanvasReducedWidth);
    _Button6_ctx.lineTo(_smallButtonCanvasWidth, 0);
    _Button6_ctx.lineTo(0, 0);
    _Button6_ctx.closePath();
    _Button6_ctx.stroke();
    /*
    // Circle Button
    _Button6_ctx.beginPath();
    _Button6_ctx.arc(_smallButtonCanvasHalfWidth, _smallButtonCanvasHalfWidth, _smallButtonCanvasHalfWidth - 8, 0, Math.PI * 2);
    _Button6_ctx.stroke();
    _Button6_ctx.lineWidth = 1;
    _Button6_ctx.beginPath();
    _Button6_ctx.arc(_smallButtonCanvasHalfWidth, _smallButtonCanvasHalfWidth, _smallButtonCanvasHalfWidth - 1, 0, Math.PI * 2);
    _Button6_ctx.stroke();
    */
    // options
    _showJoystick = opts.showJoystick || false;
    _showButtons = opts.showButtons || true;
    _baseX = _stickX = opts.baseX || 100;
    _baseY = _stickY = opts.baseY || 200;
    _limitStickTravel = opts.limitStickTravel || false;
    if (_limitStickTravel) _showJoystick = true;
    _stickRadius = opts.stickRadius || 50;
    if (_stickRadius > 100) _stickRadius = 100;
    // the following listeners are for 1-finger touch detection to emulate mouse-click and mouse-drag operations
    _container.addEventListener('pointerdown', _onPointerDown, false);
    _container.addEventListener('pointermove', _onPointerMove, false);
    _container.addEventListener('pointerup', _onPointerUp, false);
    // the following listener is for 2-finger pinch gesture detection
    _container.addEventListener('touchmove', _onTouchMove, false);
}; // end let MobileJoystickControls = function (opts)
function _move(style, x, y)
{
    style.left = x + 'px';
    style.top = y + 'px';
}
function _onButton1Down()
{
    button1Pressed = true;
    _Button1_ctx.strokeStyle = 'rgba(255,255,255,0.5)';
    _Button1_ctx.lineWidth = 3;
    // Triangle Button
    _Button1_ctx.beginPath();
    _Button1_ctx.moveTo(0, _buttonCanvasHalfWidth);
    _Button1_ctx.lineTo(_buttonCanvasReducedWidth, _buttonCanvasWidth);
    _Button1_ctx.lineTo(_buttonCanvasReducedWidth, 0);
    _Button1_ctx.closePath();
    _Button1_ctx.stroke();
    /*
    // Circle Button
    _Button1_ctx.beginPath();
    _Button1_ctx.arc(_buttonCanvasHalfWidth, _buttonCanvasHalfWidth, _buttonCanvasHalfWidth - 8, 0, Math.PI * 2);
    _Button1_ctx.stroke();
    _Button1_ctx.strokeStyle = 'rgba(255,255,255,0.2)';
    _Button1_ctx.lineWidth = 1;
    _Button1_ctx.beginPath();
    _Button1_ctx.arc(_buttonCanvasHalfWidth, _buttonCanvasHalfWidth, _buttonCanvasHalfWidth - 1, 0, Math.PI * 2);
    _Button1_ctx.stroke();
    */
}
function _onButton1Up()
{
    button1Pressed = false;
    _Button1_ctx.clearRect(0, 0, _buttonCanvasWidth, _buttonCanvasWidth);
    _Button1_ctx.strokeStyle = 'rgba(255,255,255,0.2)';
    _Button1_ctx.lineWidth = 3;
    // Triangle Button
    _Button1_ctx.beginPath();
    _Button1_ctx.moveTo(0, _buttonCanvasHalfWidth);
    _Button1_ctx.lineTo(_buttonCanvasReducedWidth, _buttonCanvasWidth);
    _Button1_ctx.lineTo(_buttonCanvasReducedWidth, 0);
    _Button1_ctx.closePath();
    _Button1_ctx.stroke();
    /*
    // Circle Button
    _Button1_ctx.beginPath();
    _Button1_ctx.arc(_buttonCanvasHalfWidth, _buttonCanvasHalfWidth, _buttonCanvasHalfWidth - 8, 0, Math.PI * 2);
    _Button1_ctx.stroke();
    _Button1_ctx.lineWidth = 1;
    _Button1_ctx.beginPath();
    _Button1_ctx.arc(_buttonCanvasHalfWidth, _buttonCanvasHalfWidth, _buttonCanvasHalfWidth - 1, 0, Math.PI * 2);
    _Button1_ctx.stroke();
    */
}
function _onButton2Down()
{
    button2Pressed = true;
    _Button2_ctx.strokeStyle = 'rgba(255,255,255,0.5)';
    _Button2_ctx.lineWidth = 3;
    // Triangle Button
    _Button2_ctx.beginPath();
    _Button2_ctx.moveTo(_buttonCanvasReducedWidth, _buttonCanvasHalfWidth);
    _Button2_ctx.lineTo(0, 0);
    _Button2_ctx.lineTo(0, _buttonCanvasWidth);
    _Button2_ctx.closePath();
    _Button2_ctx.stroke();
    /*
    // Circle Button
    _Button2_ctx.beginPath();
    _Button2_ctx.arc(_buttonCanvasHalfWidth, _buttonCanvasHalfWidth, _buttonCanvasHalfWidth - 8, 0, Math.PI * 2);
    _Button2_ctx.stroke();
    _Button2_ctx.strokeStyle = 'rgba(255,255,255,0.2)';
    _Button2_ctx.lineWidth = 1;
    _Button2_ctx.beginPath();
    _Button2_ctx.arc(_buttonCanvasHalfWidth, _buttonCanvasHalfWidth, _buttonCanvasHalfWidth - 1, 0, Math.PI * 2);
    _Button2_ctx.stroke();
    */
}
function _onButton2Up()
{
    button2Pressed = false;
    _Button2_ctx.clearRect(0, 0, _buttonCanvasWidth, _buttonCanvasWidth);
    _Button2_ctx.strokeStyle = 'rgba(255,255,255,0.2)';
    _Button2_ctx.lineWidth = 3;
    // Triangle Button
    _Button2_ctx.beginPath();
    _Button2_ctx.moveTo(_buttonCanvasReducedWidth, _buttonCanvasHalfWidth);
    _Button2_ctx.lineTo(0, 0);
    _Button2_ctx.lineTo(0, _buttonCanvasWidth);
    _Button2_ctx.closePath();
    _Button2_ctx.stroke();
    /*
    // Circle Button
    _Button2_ctx.beginPath();
    _Button2_ctx.arc(_buttonCanvasHalfWidth, _buttonCanvasHalfWidth, _buttonCanvasHalfWidth - 8, 0, Math.PI * 2);
    _Button2_ctx.stroke();
    _Button2_ctx.lineWidth = 1;
    _Button2_ctx.beginPath();
    _Button2_ctx.arc(_buttonCanvasHalfWidth, _buttonCanvasHalfWidth, _buttonCanvasHalfWidth - 1, 0, Math.PI * 2);
    _Button2_ctx.stroke();
    */
}
function _onButton3Down()
{
    button3Pressed = true;
    _Button3_ctx.strokeStyle = 'rgba(255,255,255,0.5)';
    _Button3_ctx.lineWidth = 3;
    // Triangle Button
    _Button3_ctx.beginPath();
    _Button3_ctx.moveTo(_buttonCanvasHalfWidth, 0);
    _Button3_ctx.lineTo(0, _buttonCanvasReducedWidth);
    _Button3_ctx.lineTo(_buttonCanvasWidth, _buttonCanvasReducedWidth);
    _Button3_ctx.closePath();
    _Button3_ctx.stroke();
    /*
    // Circle Button
    _Button3_ctx.beginPath();
    _Button3_ctx.arc(_buttonCanvasHalfWidth, _buttonCanvasHalfWidth, _buttonCanvasHalfWidth - 8, 0, Math.PI * 2);
    _Button3_ctx.stroke();
    _Button3_ctx.strokeStyle = 'rgba(255,255,255,0.2)';
    _Button3_ctx.lineWidth = 1;
    _Button3_ctx.beginPath();
    _Button3_ctx.arc(_buttonCanvasHalfWidth, _buttonCanvasHalfWidth, _buttonCanvasHalfWidth - 1, 0, Math.PI * 2);
    _Button3_ctx.stroke();
    */
}
function _onButton3Up()
{
    button3Pressed = false;
    _Button3_ctx.clearRect(0, 0, _buttonCanvasWidth, _buttonCanvasWidth);
    _Button3_ctx.strokeStyle = 'rgba(255,255,255,0.2)';
    _Button3_ctx.lineWidth = 3;
    // Triangle Button
    _Button3_ctx.beginPath();
    _Button3_ctx.moveTo(_buttonCanvasHalfWidth, 0);
    _Button3_ctx.lineTo(0, _buttonCanvasReducedWidth);
    _Button3_ctx.lineTo(_buttonCanvasWidth, _buttonCanvasReducedWidth);
    _Button3_ctx.closePath();
    _Button3_ctx.stroke();
    /*
    // Circle Button
    _Button3_ctx.beginPath();
    _Button3_ctx.arc(_buttonCanvasHalfWidth, _buttonCanvasHalfWidth, _buttonCanvasHalfWidth - 8, 0, Math.PI * 2);
    _Button3_ctx.stroke();
    _Button3_ctx.lineWidth = 1;
    _Button3_ctx.beginPath();
    _Button3_ctx.arc(_buttonCanvasHalfWidth, _buttonCanvasHalfWidth, _buttonCanvasHalfWidth - 1, 0, Math.PI * 2);
    _Button3_ctx.stroke();
    */
}
function _onButton4Down()
{
    button4Pressed = true;
    _Button4_ctx.strokeStyle = 'rgba(255,255,255,0.5)';
    _Button4_ctx.lineWidth = 3;
    // Triangle Button
    _Button4_ctx.beginPath();
    _Button4_ctx.moveTo(_buttonCanvasHalfWidth, _buttonCanvasReducedWidth);
    _Button4_ctx.lineTo(_buttonCanvasWidth, 0);
    _Button4_ctx.lineTo(0, 0);
    _Button4_ctx.closePath();
    _Button4_ctx.stroke();
    /*
    // Circle Button
    _Button4_ctx.beginPath();
    _Button4_ctx.arc(_buttonCanvasHalfWidth, _buttonCanvasHalfWidth, _buttonCanvasHalfWidth - 8, 0, Math.PI * 2);
    _Button4_ctx.stroke();
    _Button4_ctx.strokeStyle = 'rgba(255,255,255,0.2)';
    _Button4_ctx.lineWidth = 1;
    _Button4_ctx.beginPath();
    _Button4_ctx.arc(_buttonCanvasHalfWidth, _buttonCanvasHalfWidth, _buttonCanvasHalfWidth - 1, 0, Math.PI * 2);
    _Button4_ctx.stroke();
    */
}
function _onButton4Up()
{
    button4Pressed = false;
    _Button4_ctx.clearRect(0, 0, _buttonCanvasWidth, _buttonCanvasWidth);
    _Button4_ctx.strokeStyle = 'rgba(255,255,255,0.2)';
    _Button4_ctx.lineWidth = 3;
    // Triangle Button
    _Button4_ctx.beginPath();
    _Button4_ctx.moveTo(_buttonCanvasHalfWidth, _buttonCanvasReducedWidth);
    _Button4_ctx.lineTo(_buttonCanvasWidth, 0);
    _Button4_ctx.lineTo(0, 0);
    _Button4_ctx.closePath();
    _Button4_ctx.stroke();
    /*
    // Circle Button
    _Button4_ctx.beginPath();
    _Button4_ctx.arc(_buttonCanvasHalfWidth, _buttonCanvasHalfWidth, _buttonCanvasHalfWidth - 8, 0, Math.PI * 2);
    _Button4_ctx.stroke();
    _Button4_ctx.lineWidth = 1;
    _Button4_ctx.beginPath();
    _Button4_ctx.arc(_buttonCanvasHalfWidth, _buttonCanvasHalfWidth, _buttonCanvasHalfWidth - 1, 0, Math.PI * 2);
    _Button4_ctx.stroke();
    */
}
function _onButton5Down()
{
    button5Pressed = true;
    _Button5_ctx.strokeStyle = 'rgba(255,255,255,0.5)';
    _Button5_ctx.lineWidth = 3;
    // Triangle Button
    _Button5_ctx.beginPath();
    _Button5_ctx.moveTo(_smallButtonCanvasHalfWidth, 0);
    _Button5_ctx.lineTo(0, _smallButtonCanvasReducedWidth);
    _Button5_ctx.lineTo(_smallButtonCanvasWidth, _smallButtonCanvasReducedWidth);
    _Button5_ctx.closePath();
    _Button5_ctx.stroke();
    /*
    // Circle Button
    _Button5_ctx.beginPath();
    _Button5_ctx.arc(_smallButtonCanvasHalfWidth, _smallButtonCanvasHalfWidth, _smallButtonCanvasHalfWidth - 8, 0, Math.PI * 2);
    _Button5_ctx.stroke();
    _Button5_ctx.lineWidth = 1;
    _Button5_ctx.beginPath();
    _Button5_ctx.arc(_smallButtonCanvasHalfWidth, _smallButtonCanvasHalfWidth, _smallButtonCanvasHalfWidth - 1, 0, Math.PI * 2);
    _Button5_ctx.stroke();
    */
}
function _onButton5Up()
{
    button5Pressed = false;
    _Button5_ctx.clearRect(0, 0, _smallButtonCanvasWidth, _smallButtonCanvasWidth);
    _Button5_ctx.strokeStyle = 'rgba(255,255,255,0.2)';
    _Button5_ctx.lineWidth = 3;
    // Triangle Button
    _Button5_ctx.beginPath();
    _Button5_ctx.moveTo(_smallButtonCanvasHalfWidth, 0);
    _Button5_ctx.lineTo(0, _smallButtonCanvasReducedWidth);
    _Button5_ctx.lineTo(_smallButtonCanvasWidth, _smallButtonCanvasReducedWidth);
    _Button5_ctx.closePath();
    _Button5_ctx.stroke();
    /*
    // Circle Button
    _Button5_ctx.beginPath();
    _Button5_ctx.arc(_smallButtonCanvasHalfWidth, _smallButtonCanvasHalfWidth, _smallButtonCanvasHalfWidth - 8, 0, Math.PI * 2);
    _Button5_ctx.stroke();
    _Button5_ctx.lineWidth = 1;
    _Button5_ctx.beginPath();
    _Button5_ctx.arc(_smallButtonCanvasHalfWidth, _smallButtonCanvasHalfWidth, _smallButtonCanvasHalfWidth - 1, 0, Math.PI * 2);
    _Button5_ctx.stroke();
    */
}
function _onButton6Down()
{
    button6Pressed = true;
    _Button6_ctx.strokeStyle = 'rgba(255,255,255,0.5)';
    _Button6_ctx.lineWidth = 3;
    // Triangle Button
    _Button6_ctx.beginPath();
    _Button6_ctx.moveTo(_smallButtonCanvasHalfWidth, _smallButtonCanvasReducedWidth);
    _Button6_ctx.lineTo(_smallButtonCanvasWidth, 0);
    _Button6_ctx.lineTo(0, 0);
    _Button6_ctx.closePath();
    _Button6_ctx.stroke();
    /*
    // Circle Button
    _Button6_ctx.beginPath();
    _Button6_ctx.arc(_smallButtonCanvasHalfWidth, _smallButtonCanvasHalfWidth, _smallButtonCanvasHalfWidth - 8, 0, Math.PI * 2);
    _Button6_ctx.stroke();
    _Button6_ctx.lineWidth = 1;
    _Button6_ctx.beginPath();
    _Button6_ctx.arc(_smallButtonCanvasHalfWidth, _smallButtonCanvasHalfWidth, _smallButtonCanvasHalfWidth - 1, 0, Math.PI * 2);
    _Button6_ctx.stroke();
    */
}
function _onButton6Up()
{
    button6Pressed = false;
    _Button6_ctx.clearRect(0, 0, _smallButtonCanvasWidth, _smallButtonCanvasWidth);
    _Button6_ctx.strokeStyle = 'rgba(255,255,255,0.2)';
    _Button6_ctx.lineWidth = 3;
    // Triangle Button
    _Button6_ctx.beginPath();
    _Button6_ctx.moveTo(_smallButtonCanvasHalfWidth, _smallButtonCanvasReducedWidth);
    _Button6_ctx.lineTo(_smallButtonCanvasWidth, 0);
    _Button6_ctx.lineTo(0, 0);
    _Button6_ctx.closePath();
    _Button6_ctx.stroke();
    /*
    // Circle Button
    _Button6_ctx.beginPath();
    _Button6_ctx.arc(_smallButtonCanvasHalfWidth, _smallButtonCanvasHalfWidth, _smallButtonCanvasHalfWidth - 8, 0, Math.PI * 2);
    _Button6_ctx.stroke();
    _Button6_ctx.lineWidth = 1;
    _Button6_ctx.beginPath();
    _Button6_ctx.arc(_smallButtonCanvasHalfWidth, _smallButtonCanvasHalfWidth, _smallButtonCanvasHalfWidth - 1, 0, Math.PI * 2);
    _Button6_ctx.stroke();
    */
}
function _onPointerDown(event)
{
    _eventTarget = event.target;
    if (_eventTarget == button1Element)
        return _onButton1Down();
    else if (_eventTarget == button2Element)
        return _onButton2Down();
    else if (_eventTarget == button3Element)
        return _onButton3Down();
    else if (_eventTarget == button4Element)
        return _onButton4Down();
    else if (_eventTarget == button5Element)
        return _onButton5Down();
    else if (_eventTarget == button6Element)
        return _onButton6Down();
    else if (_eventTarget != renderer.domElement) // target was the GUI menu
        return;
    // else target is the joystick area
    _stickX = event.clientX;
    _stickY = event.clientY;
    _baseX = _stickX;
    _baseY = _stickY;
    joystickDeltaX = joystickDeltaY = 0;
} // end function _onPointerDown(event)
function _onPointerMove(event)
{
    _eventTarget = event.target;
    if (_eventTarget != renderer.domElement) // target was the GUI menu or Buttons
        return;
    _stickX = event.clientX;
    _stickY = event.clientY;
    joystickDeltaX = _stickX - _baseX;
    joystickDeltaY = _stickY - _baseY;
    if (_limitStickTravel)
    {
        _stickDistance = Math.sqrt((joystickDeltaX * joystickDeltaX) + (joystickDeltaY * joystickDeltaY));
        if (_stickDistance > _stickRadius)
        {
            _stickNormalizedX = joystickDeltaX / _stickDistance;
            _stickNormalizedY = joystickDeltaY / _stickDistance;
            _stickX = _stickNormalizedX * _stickRadius + _baseX;
            _stickY = _stickNormalizedY * _stickRadius + _baseY;
            joystickDeltaX = _stickX - _baseX;
            joystickDeltaY = _stickY - _baseY;
        }
    }
    if (_pinchWasActive)
    {
        _pinchWasActive = false;
        _baseX = event.clientX;
        _baseY = event.clientY;
        _stickX = _baseX;
        _stickY = _baseY;
        joystickDeltaX = joystickDeltaY = 0;
    }
    if (_showJoystick)
    {
        stickElement.style.display = "";
        _move(baseElement.style, (_baseX - baseElement.width / 2), (_baseY - baseElement.height / 2));
        baseElement.style.display = "";
        _move(stickElement.style, (_stickX - stickElement.width / 2), (_stickY - stickElement.height / 2));
    }
} // end function _onPointerMove(event)
function _onPointerUp(event)
{
    _eventTarget = event.target;
    if (_eventTarget == button1Element)
        return _onButton1Up();
    else if (_eventTarget == button2Element)
        return _onButton2Up();
    else if (_eventTarget == button3Element)
        return _onButton3Up();
    else if (_eventTarget == button4Element)
        return _onButton4Up();
    else if (_eventTarget == button5Element)
        return _onButton5Up();
    else if (_eventTarget == button6Element)
        return _onButton6Up();
    else if (_eventTarget != renderer.domElement) // target was the GUI menu
        return;
    joystickDeltaX = joystickDeltaY = 0;
    baseElement.style.display = "none";
    stickElement.style.display = "none";
} // end function _onPointerUp(event)
function _onTouchMove(event)
{
    // we only want to deal with a 2-finger pinch
    if (event.touches.length != 2)
        return;
    _touches = event.touches;
    if (_touches[0].target != button1Element && _touches[0].target != button2Element &&
        _touches[0].target != button3Element && _touches[0].target != button4Element &&
        _touches[0].target != button5Element && _touches[0].target != button6Element &&
        _touches[1].target != button1Element && _touches[1].target != button2Element &&
        _touches[1].target != button3Element && _touches[1].target != button4Element &&
        _touches[1].target != button5Element && _touches[1].target != button6Element)
    {
        pinchWidthX = Math.abs(_touches[1].pageX - _touches[0].pageX);
        pinchWidthY = Math.abs(_touches[1].pageY - _touches[0].pageY);
        _stickX = _baseX;
        _stickY = _baseY;
        joystickDeltaX = joystickDeltaY = 0;
        _pinchWasActive = true;
        baseElement.style.display = "none";
        stickElement.style.display = "none";
    }
} // end function _onTouchMove(event)
views/sketh/js/PathTracingCommon.js
New file
@@ -0,0 +1,3132 @@
THREE.ShaderChunk[ 'pathtracing_uniforms_and_defines' ] = `
uniform sampler2D tPreviousTexture;
uniform sampler2D tBlueNoiseTexture;
uniform mat4 uCameraMatrix;
uniform vec2 uResolution;
uniform vec2 uRandomVec2;
uniform float uEPS_intersect;
uniform float uTime;
uniform float uSampleCounter;
uniform float uFrameCounter;
uniform float uULen;
uniform float uVLen;
uniform float uApertureSize;
uniform float uFocusDistance;
uniform float uPreviousSampleCount;
uniform bool uCameraIsMoving;
uniform bool uUseOrthographicCamera;
in vec2 vUv;
#define PI               3.14159265358979323
#define TWO_PI           6.28318530717958648
#define FOUR_PI          12.5663706143591729
#define ONE_OVER_PI      0.31830988618379067
#define ONE_OVER_TWO_PI  0.15915494309
#define ONE_OVER_FOUR_PI 0.07957747154594767
#define PI_OVER_TWO      1.57079632679489662
#define ONE_OVER_THREE   0.33333333333333333
#define E                2.71828182845904524
#define INFINITY         1000000.0
#define QUADRIC_EPSILON  0.00001
#define SPOT_LIGHT -2
#define POINT_LIGHT -1
#define LIGHT 0
#define DIFF 1
#define REFR 2
#define SPEC 3
#define COAT 4
#define CARCOAT 5
#define TRANSLUCENT 6
#define SPECSUB 7
#define CHECK 8
#define WATER 9
#define PBR_MATERIAL 10
#define WOOD 11
#define SEAFLOOR 12
#define TERRAIN 13
#define CLOTH 14
#define LIGHTWOOD 15
#define DARKWOOD 16
#define PAINTING 17
#define METALCOAT 18
`;
THREE.ShaderChunk[ 'pathtracing_skymodel_defines' ] = `
#define TURBIDITY 1.0
#define RAYLEIGH_COEFFICIENT 3.0
#define MIE_COEFFICIENT 0.03
#define MIE_DIRECTIONAL_G 0.76
// constants for atmospheric scattering
#define THREE_OVER_SIXTEENPI 0.05968310365946075
#define ONE_OVER_FOURPI 0.07957747154594767
// wavelength of used primaries, according to preetham
#define LAMBDA vec3( 680E-9, 550E-9, 450E-9 )
#define TOTAL_RAYLEIGH vec3( 5.804542996261093E-6, 1.3562911419845635E-5, 3.0265902468824876E-5 )
// mie stuff
// K coefficient for the primaries
#define K vec3(0.686, 0.678, 0.666)
#define MIE_V 4.0
#define MIE_CONST vec3( 1.8399918514433978E14, 2.7798023919660528E14, 4.0790479543861094E14 )
// optical length at zenith for molecules
#define RAYLEIGH_ZENITH_LENGTH 8400.0
#define MIE_ZENITH_LENGTH 1250.0
#define UP_VECTOR vec3(0.0, 1.0, 0.0)
#define SUN_POWER 1000.0
// 66 arc seconds -> degrees, and the cosine of that
#define SUN_ANGULAR_DIAMETER_COS 0.9998 //0.9999566769
#define CUTOFF_ANGLE 1.6110731556870734
#define STEEPNESS 1.5
`;
THREE.ShaderChunk[ 'pathtracing_plane_intersect' ] = `
//-----------------------------------------------------------------------
float PlaneIntersect( vec4 pla, vec3 rayOrigin, vec3 rayDirection )
//-----------------------------------------------------------------------
{
    vec3 n = pla.xyz;
    float denom = dot(n, rayDirection);
        vec3 pOrO = (pla.w * n) - rayOrigin;
        float result = dot(pOrO, n) / denom;
    return (result > 0.0) ? result : INFINITY;
}
`;
THREE.ShaderChunk[ 'pathtracing_single_sided_plane_intersect' ] = `
//----------------------------------------------------------------------------
float SingleSidedPlaneIntersect( vec4 pla, vec3 rayOrigin, vec3 rayDirection )
//----------------------------------------------------------------------------
{
    vec3 n = pla.xyz;
    float denom = dot(n, rayDirection);
    if (denom > 0.0) return INFINITY;
        vec3 pOrO = (pla.w * n) - rayOrigin;
        float result = dot(pOrO, n) / denom;
    return (result > 0.0) ? result : INFINITY;
}
`;
THREE.ShaderChunk[ 'pathtracing_disk_intersect' ] = `
//-------------------------------------------------------------------------------------------
float DiskIntersect( float radius, vec3 pos, vec3 normal, vec3 rayOrigin, vec3 rayDirection )
//-------------------------------------------------------------------------------------------
{
    vec3 pOrO = pos - rayOrigin;
    float denom = dot(-normal, rayDirection);
    // use the following for one-sided disk
    //if (denom <= 0.0) return INFINITY;
        float result = dot(pOrO, -normal) / denom;
    if (result < 0.0) return INFINITY;
        vec3 intersectPos = rayOrigin + rayDirection * result;
    vec3 v = intersectPos - pos;
    float d2 = dot(v,v);
    float radiusSq = radius * radius;
    if (d2 > radiusSq)
        return INFINITY;
    return result;
}
`;
THREE.ShaderChunk[ 'pathtracing_rectangle_intersect' ] = `
//----------------------------------------------------------------------------------------------------------------
float RectangleIntersect( vec3 pos, vec3 normal, float radiusU, float radiusV, vec3 rayOrigin, vec3 rayDirection )
//----------------------------------------------------------------------------------------------------------------
{
    float dt = dot(-normal, rayDirection);
    // use the following for one-sided rectangle
    if (dt < 0.0) return INFINITY;
    float t = dot(-normal, pos - rayOrigin) / dt;
    if (t < 0.0) return INFINITY;
    vec3 hit = rayOrigin + rayDirection * t;
    vec3 vi = hit - pos;
    vec3 U = normalize( cross( abs(normal.y) < 0.9 ? vec3(0, 1, 0) : vec3(0, 0, 1), normal ) );
    vec3 V = cross(normal, U);
    return (abs(dot(U, vi)) > radiusU || abs(dot(V, vi)) > radiusV) ? INFINITY : t;
}
`;
THREE.ShaderChunk[ 'pathtracing_slab_intersect' ] = `
//---------------------------------------------------------------------------------------------
float SlabIntersect( float radius, vec3 normal, vec3 rayOrigin, vec3 rayDirection, out vec3 n )
//---------------------------------------------------------------------------------------------
{
    n = dot(normal, rayDirection) < 0.0 ? normal : -normal;
    float rad = dot(rayOrigin, n) > radius ? radius : -radius;
    float denom = dot(n, rayDirection);
    vec3 pOrO = (rad * n) - rayOrigin;
    float t = dot(pOrO, n) / denom;
    return t > 0.0 ? t : INFINITY;
}
`;
THREE.ShaderChunk[ 'pathtracing_sphere_intersect' ] = `
/* bool solveQuadratic(float A, float B, float C, out float t0, out float t1)
{
    float discrim = B * B - 4.0 * A * C;
    if (discrim < 0.0)
            return false;
    float rootDiscrim = sqrt(discrim);
    float Q = (B > 0.0) ? -0.5 * (B + rootDiscrim) : -0.5 * (B - rootDiscrim);
    // float t_0 = Q / A;
    // float t_1 = C / Q;
    // t0 = min( t_0, t_1 );
    // t1 = max( t_0, t_1 );
    t1 = Q / A;
    t0 = C / Q;
    return true;
} */
// optimized algorithm for solving quadratic equations developed by Dr. Po-Shen Loh -> https://youtu.be/XKBX0r3J-9Y
// Adapted to root finding (ray t0/t1) for all quadric shapes (sphere, ellipsoid, cylinder, cone, etc.) by Erich Loftis
void solveQuadratic(float A, float B, float C, out float t0, out float t1)
{
    float invA = 1.0 / A;
    B *= invA;
    C *= invA;
    float neg_halfB = -B * 0.5;
    float u2 = neg_halfB * neg_halfB - C;
    float u = u2 < 0.0 ? neg_halfB = 0.0 : sqrt(u2);
    t0 = neg_halfB - u;
    t1 = neg_halfB + u;
}
//-----------------------------------------------------------------------------
float SphereIntersect( float rad, vec3 pos, vec3 rayOrigin, vec3 rayDirection )
//-----------------------------------------------------------------------------
{
    float t0, t1;
    vec3 L = rayOrigin - pos;
    float a = dot( rayDirection, rayDirection );
    float b = 2.0 * dot( rayDirection, L );
    float c = dot( L, L ) - (rad * rad);
    solveQuadratic(a, b, c, t0, t1);
    return t0 > 0.0 ? t0 : t1 > 0.0 ? t1 : INFINITY;
}
`;
THREE.ShaderChunk[ 'pathtracing_unit_bounding_sphere_intersect' ] = `
float UnitBoundingSphereIntersect( vec3 ro, vec3 rd, out bool insideSphere )
{
    float t0, t1;
    float a = dot(rd, rd);
    float b = 2.0 * dot(rd, ro);
    float c = dot(ro, ro) - (1.01 * 1.01); // - (rad * rad) = - (1.0 * 1.0) = - 1.0
    solveQuadratic(a, b, c, t0, t1);
    if (t0 > 0.0)
    {
        insideSphere = false;
        return t0;
    }
    if (t1 > 0.0)
    {
        insideSphere = true;
        return t1;
    }
    return INFINITY;
}
`;
THREE.ShaderChunk[ 'pathtracing_quadric_intersect' ] = `
/*
The Quadric shape Parameters (A-J) are stored in a 4x4 matrix (a 'mat4' in GLSL).
Following the technique found in the 2004 paper, "Ray Tracing Arbitrary Objects on the GPU" by Wood, et al.,
the parameter layout is:
mat4 shape = mat4(A, B, C, D,
          B, E, F, G,
          C, F, H, I,
          D, G, I, J);
*/
float QuadricIntersect(mat4 shape, vec4 ro, vec4 rd)
{
    vec4 rda = shape * rd;
        vec4 roa = shape * ro;
    vec3 hitPoint;
        // quadratic coefficients
        float a = dot(rd, rda);
        float b = dot(ro, rda) + dot(rd, roa);
        float c = dot(ro, roa);
    float t0, t1;
    solveQuadratic(a, b, c, t0, t1);
    // restrict valid intersections to be inside unit bounding box vec3(-1,-1,-1) to vec3(+1,+1,+1)
    hitPoint = ro.xyz + rd.xyz * t0;
    if ( t0 > 0.0 && all(greaterThanEqual(hitPoint, vec3(-1.0 - QUADRIC_EPSILON))) && all(lessThanEqual(hitPoint, vec3(1.0 + QUADRIC_EPSILON))) )
        return t0;
    hitPoint = ro.xyz + rd.xyz * t1;
    if ( t1 > 0.0 && all(greaterThanEqual(hitPoint, vec3(-1.0 - QUADRIC_EPSILON))) && all(lessThanEqual(hitPoint, vec3(1.0 + QUADRIC_EPSILON))) )
        return t1;
    return INFINITY;
}
`;
THREE.ShaderChunk[ 'pathtracing_sphere_csg_intersect' ] = `
//------------------------------------------------------------------------------------------------------------
void Sphere_CSG_Intersect( vec3 ro, vec3 rd, out float t0, out float t1, out vec3 n0, out vec3 n1 )
//------------------------------------------------------------------------------------------------------------
{
    vec3 hit;
    // implicit equation of a unit (radius of 1) sphere:
    // x^2 + y^2 + z^2 - 1 = 0
    float a = dot(rd, rd);
    float b = 2.0 * dot(rd, ro);
    float c = dot(ro, ro) - 1.0;
    solveQuadratic(a, b, c, t0, t1);
    hit = ro + rd * t0;
    n0 = vec3(2.0 * hit.x, 2.0 * hit.y, 2.0 * hit.z);
    hit = ro + rd * t1;
    n1 = vec3(2.0 * hit.x, 2.0 * hit.y, 2.0 * hit.z);
}
`;
THREE.ShaderChunk[ 'pathtracing_cylinder_csg_intersect' ] = `
//------------------------------------------------------------------------------------------------------------
void Cylinder_CSG_Intersect( vec3 ro, vec3 rd, out float t0, out float t1, out vec3 n0, out vec3 n1 )
//------------------------------------------------------------------------------------------------------------
{
    vec3 hit;
    float d0, d1;
    d0 = d1 = 0.0;
    vec3 dn0, dn1;
    // implicit equation of a unit (radius of 1) cylinder, extending infinitely in the +Y and -Y directions:
    // x^2 + z^2 - 1 = 0
    float a = (rd.x * rd.x + rd.z * rd.z);
        float b = 2.0 * (rd.x * ro.x + rd.z * ro.z);
        float c = (ro.x * ro.x + ro.z * ro.z) - 1.0;
    solveQuadratic(a, b, c, t0, t1);
    hit = ro + rd * t0;
    t0 = (abs(hit.y) > 1.0) ? 0.0 : t0;
    n0 = vec3(2.0 * hit.x, 0.0, 2.0 * hit.z);
    hit = ro + rd * t1;
    t1 = (abs(hit.y) > 1.0) ? 0.0 : t1;
    n1 = vec3(2.0 * hit.x, 0.0, 2.0 * hit.z);
    // intersect top and bottom unit-radius disk caps
    if (rd.y < 0.0)
    {
        d0 = (ro.y - 1.0) / -rd.y;
        dn0 = vec3(0,1,0);
        d1 = (ro.y + 1.0) / -rd.y;
        dn1 = vec3(0,-1,0);
    }
    else
    {
        d1 = (ro.y - 1.0) / -rd.y;
        dn1 = vec3(0,1,0);
        d0 = (ro.y + 1.0) / -rd.y;
        dn0 = vec3(0,-1,0);
    }
    hit = ro + rd * d0;
    if (hit.x * hit.x + hit.z * hit.z <= 1.0) // unit radius disk
    {
        t0 = d0;
        n0 = dn0;
    }
    hit = ro + rd * d1;
    if (hit.x * hit.x + hit.z * hit.z <= 1.0) // unit radius disk
    {
        t1 = d1;
        n1 = dn1;
    }
}
`;
THREE.ShaderChunk[ 'pathtracing_cone_csg_intersect' ] = `
//------------------------------------------------------------------------------------------------------------
void Cone_CSG_Intersect( float k, vec3 ro, vec3 rd, out float t0, out float t1, out vec3 n0, out vec3 n1 )
//------------------------------------------------------------------------------------------------------------
{
    vec3 hit;
    float d0, d1, dr0, dr1;
    d0 = d1 = dr0 = dr1 = 0.0;
    vec3 dn0, dn1;
    // implicit equation of a double-cone extending infinitely in +Y and -Y directions
    // x^2 + z^2 - y^2 = 0
    // code below cuts off top cone, leaving bottom cone with apex at the top (+1.0), and circular base (radius of 1) at the bottom (-1.0)
    // valid range for k: 0.01 to 1.0 (1.0 being the default for cone with a sharp, pointed apex)
    k = clamp(k, 0.01, 1.0);
    float j = 1.0 / k;
    float h = j * 2.0 - 1.0;           // (k * 0.25) makes the normal cone's bottom circular base have a unit radius of 1.0
    float a = j * rd.x * rd.x + j * rd.z * rd.z - (k * 0.25) * rd.y * rd.y;
        float b = 2.0 * (j * rd.x * ro.x + j * rd.z * ro.z - (k * 0.25) * rd.y * (ro.y - h));
        float c = j * ro.x * ro.x + j * ro.z * ro.z - (k * 0.25) * (ro.y - h) * (ro.y - h);
    solveQuadratic(a, b, c, t0, t1);
    hit = ro + rd * t0;
    t0 = (abs(hit.y) > 1.0) ? 0.0 : t0; // invalidate t0 if it's outside truncated cone's height bounds
    n0 = vec3(2.0 * hit.x * j, 2.0 * (h - hit.y) * (k * 0.25), 2.0 * hit.z * j);
    hit = ro + rd * t1;
    t1 = (abs(hit.y) > 1.0) ? 0.0 : t1; // invalidate t1 if it's outside truncated cone's height bounds
    n1 = vec3(2.0 * hit.x * j, 2.0 * (h - hit.y) * (k * 0.25), 2.0 * hit.z * j);
    // since the infinite double-cone is artificially cut off, if t0 intersection was invalidated, try t1
    if (t0 == 0.0)
    {
        t0 = t1;
        n0 = n1;
    }
    // intersect top and bottom disk caps
    if (rd.y < 0.0)
    {
        d0 = (ro.y - 1.0) / -rd.y;
        dn0 = vec3(0,1,0);
        d1 = (ro.y + 1.0) / -rd.y;
        dn1 = vec3(0,-1,0);
        dr0 = (1.0 - k) * (1.0 - k); // top cap's size is relative to k
        dr1 = 1.0; // bottom cap is unit radius
    }
    else
    {
        d1 = (ro.y - 1.0) / -rd.y;
        dn1 = vec3(0,1,0);
        d0 = (ro.y + 1.0) / -rd.y;
        dn0 = vec3(0,-1,0);
        dr0 = 1.0; // bottom cap is unit radius
        dr1 = (1.0 - k) * (1.0 - k);// top cap's size is relative to k
    }
    hit = ro + rd * d0;
    if (hit.x * hit.x + hit.z * hit.z <= dr0)
    {
        t1 = t0;
        n1 = n0;
        t0 = d0;
        n0 = dn0;
    }
    hit = ro + rd * d1;
    if (hit.x * hit.x + hit.z * hit.z <= dr1)
    {
        t1 = d1;
        n1 = dn1;
    }
}
`;
THREE.ShaderChunk[ 'pathtracing_conicalprism_csg_intersect' ] = `
//------------------------------------------------------------------------------------------------------------
void ConicalPrism_CSG_Intersect( float k, vec3 ro, vec3 rd, out float t0, out float t1, out vec3 n0, out vec3 n1 )
//------------------------------------------------------------------------------------------------------------
{
    vec3 hit;
    float d0, d1, dr0, dr1;
    d0 = d1 = dr0 = dr1 = 0.0;
    vec3 dn0, dn1;
    // start with implicit equation of a double-cone extending infinitely in +Y and -Y directions
    // x^2 + z^2 - y^2 = 0
    // To obtain a conical prism along the Z axis, the Z component is simply removed, leaving:
    // x^2 - y^2 = 0
    // code below cuts off top cone of the double-cone, leaving bottom cone with apex at the top (+1.0), and base (radius of 1) at the bottom (-1.0)
    // valid range for k: 0.01 to 1.0 (1.0 being the default for cone with a sharp, pointed apex)
    k = clamp(k, 0.01, 1.0);
    float j = 1.0 / k;
    float h = j * 2.0 - 1.0;           // (k * 0.25) makes the normal cone's bottom circular base have a unit radius of 1.0
    float a = j * rd.x * rd.x - (k * 0.25) * rd.y * rd.y;
        float b = 2.0 * (j * rd.x * ro.x - (k * 0.25) * rd.y * (ro.y - h));
        float c = j * ro.x * ro.x - (k * 0.25) * (ro.y - h) * (ro.y - h);
    solveQuadratic(a, b, c, t0, t1);
    hit = ro + rd * t0;
    t0 = (abs(hit.y) > 1.0 || abs(hit.z) > 1.0) ? 0.0 : t0; // invalidate t0 if it's outside unit radius bounds
    n0 = vec3(2.0 * hit.x * j, 2.0 * (hit.y - h) * -(k * 0.25), 0.0);
    hit = ro + rd * t1;
    t1 = (abs(hit.y) > 1.0 || abs(hit.z) > 1.0) ? 0.0 : t1; // invalidate t1 if it's outside unit radius bounds
    n1 = vec3(2.0 * hit.x * j, 2.0 * (hit.y - h) * -(k * 0.25), 0.0);
    // since the infinite double-cone shape is artificially cut off at the top and bottom,
    // if t0 intersection was invalidated above, try t1
    if (t0 == 0.0)
    {
        t0 = t1;
        n0 = n1;
    }
    // intersect top and bottom base rectangles
    if (rd.y < 0.0)
    {
        d0 = (ro.y - 1.0) / -rd.y;
        dn0 = vec3(0,1,0);
        d1 = (ro.y + 1.0) / -rd.y;
        dn1 = vec3(0,-1,0);
        dr0 = 1.0 - (k); // top cap's size is relative to k
        dr1 = 1.0; // bottom cap is unit radius
    }
    else
    {
        d1 = (ro.y - 1.0) / -rd.y;
        dn1 = vec3(0,1,0);
        d0 = (ro.y + 1.0) / -rd.y;
        dn0 = vec3(0,-1,0);
        dr0 = 1.0; // bottom cap is unit radius
        dr1 = 1.0 - (k);// top cap's size is relative to k
    }
    hit = ro + rd * d0;
    if (abs(hit.x) <= dr0 && abs(hit.z) <= 1.0)
    {
        t1 = t0;
        n1 = n0;
        t0 = d0;
        n0 = dn0;
    }
    hit = ro + rd * d1;
    if (abs(hit.x) <= dr1 && abs(hit.z) <= 1.0)
    {
        t1 = d1;
        n1 = dn1;
    }
    // intersect conical-shaped front and back wall pieces
    if (rd.z < 0.0)
    {
        d0 = (ro.z - 1.0) / -rd.z;
        dn0 = vec3(0,0,1);
        d1 = (ro.z + 1.0) / -rd.z;
        dn1 = vec3(0,0,-1);
    }
    else
    {
        d1 = (ro.z - 1.0) / -rd.z;
        dn1 = vec3(0,0,1);
        d0 = (ro.z + 1.0) / -rd.z;
        dn0 = vec3(0,0,-1);
    }
    hit = ro + rd * d0;
    if (abs(hit.x) <= 1.0 && abs(hit.y) <= 1.0 && (j * hit.x * hit.x - k * 0.25 * (hit.y - h) * (hit.y - h)) <= 0.0) // y is a quadratic (conical) function of x
    {
        if (t0 != 0.0)
        {
            t1 = t0;
            n1 = n0;
        }
        t0 = d0;
        n0 = dn0;
    }
    hit = ro + rd * d1;
    if (abs(hit.x) <= 1.0 && abs(hit.y) <= 1.0 && (j * hit.x * hit.x - k * 0.25 * (hit.y - h) * (hit.y - h)) <= 0.0) // y is a quadratic (conical) function of x
    {
        t1 = d1;
        n1 = dn1;
    }
}
`;
THREE.ShaderChunk[ 'pathtracing_paraboloid_csg_intersect' ] = `
//------------------------------------------------------------------------------------------------------------
void Paraboloid_CSG_Intersect( vec3 ro, vec3 rd, out float t0, out float t1, out vec3 n0, out vec3 n1 )
//------------------------------------------------------------------------------------------------------------
{
    vec3 hit;
    float d = 0.0;
    vec3 dn;
    // implicit equation of a paraboloid (upside down rounded-v shape extending infinitely downward in the -Y direction):
    // x^2 + z^2 + y = 0
    // code below centers the paraboloid so that its rounded apex is at the top (+1.0) and
    //   its circular base is of unit radius (1) and is located at the bottom (-1.0) where the shape is truncated
    float k = 0.5;
    float a = rd.x * rd.x + rd.z * rd.z;
        float b = 2.0 * (rd.x * ro.x + rd.z * ro.z) + k * rd.y;
        float c = ro.x * ro.x + ro.z * ro.z + k * (ro.y - 1.0);
    solveQuadratic(a, b, c, t0, t1);
    hit = ro + rd * t0;
    t0 = (abs(hit.y) > 1.0) ? 0.0 : t0; // invalidate t0 if it's outside unit radius bounds
    n0 = vec3(2.0 * hit.x, 1.0 * k, 2.0 * hit.z);
    hit = ro + rd * t1;
    t1 = (abs(hit.y) > 1.0) ? 0.0 : t1; // invalidate t1 if it's outside unit radius bounds
    n1 = vec3(2.0 * hit.x, 1.0 * k, 2.0 * hit.z);
    // since the infinite paraboloid is artificially cut off at the bottom,
    // if t0 intersection was invalidated, try t1
    if (t0 == 0.0)
    {
        t0 = t1;
        n0 = n1;
    }
    // now intersect unit-radius disk located at bottom base opening of unit paraboloid shape
    d = (ro.y + 1.0) / -rd.y;
    hit = ro + rd * d;
    if (hit.x * hit.x + hit.z * hit.z <= 1.0) // disk with unit radius
    {
        if (rd.y < 0.0)
        {
            t1 = d;
            n1 = vec3(0,-1,0);
        }
        else
        {
            t1 = t0;
            n1 = n0;
            t0 = d;
            n0 = vec3(0,-1,0);
        }
    }
}
`;
THREE.ShaderChunk[ 'pathtracing_parabolicprism_csg_intersect' ] = `
//------------------------------------------------------------------------------------------------------------
void ParabolicPrism_CSG_Intersect( vec3 ro, vec3 rd, out float t0, out float t1, out vec3 n0, out vec3 n1 )
//------------------------------------------------------------------------------------------------------------
{
    vec3 hit;
    float d, d0, d1;
    d = d0 = d1 = 0.0;
    vec3 dn, dn0, dn1;
    // start with implicit equation of a paraboloid (upside down rounded-v shape extending infinitely downward in the -Y direction):
    // x^2 + z^2 + y = 0
    // To obtain a parabolic prism along the Z axis, the Z component is simply removed, leaving:
    // x^2 + y = 0
    // code below centers the parabolic prism so that its rounded apex is at the top (+1.0) and
    //   its square base is of unit radius (1) and is located at the bottom (-1.0) where the infinite parabola shape is truncated also
    float k = 0.5; // k:0.5 narrows the parabola to ensure that when the lower portion of the parabola reaches the cut-off at the base, it is 1 unit wide
    float a = rd.x * rd.x;
        float b = 2.0 * (rd.x * ro.x) + k * rd.y;
        float c = ro.x * ro.x + k * (ro.y - 1.0);
    solveQuadratic(a, b, c, t0, t1);
    hit = ro + rd * t0;
    t0 = (hit.y < -1.0 || abs(hit.z) > 1.0) ? 0.0 : t0; // invalidate t0 if it's outside unit radius bounds
    n0 = vec3(2.0 * hit.x, 1.0 * k, 0.0);
    hit = ro + rd * t1;
    t1 = (hit.y < -1.0 || abs(hit.z) > 1.0) ? 0.0 : t1; // invalidate t1 if it's outside unit radius bounds
    n1 = vec3(2.0 * hit.x, 1.0 * k, 0.0);
    // since the infinite parabolic shape is artificially cut off at the bottom,
    // if t0 intersection was invalidated above, try t1
    if (t0 == 0.0)
    {
        t0 = t1;
        n0 = n1;
    }
    // intersect unit-radius square located at bottom opening of unit paraboloid shape
    d = (ro.y + 1.0) / -rd.y;
    hit = ro + rd * d;
    if (abs(hit.x) <= 1.0 && abs(hit.z) <= 1.0) // square with unit radius
    {
        if (rd.y < 0.0)
        {
            t1 = d;
            n1 = vec3(0,-1,0);
        }
        else
        {
            t1 = t0;
            n1 = n0;
            t0 = d;
            n0 = vec3(0,-1,0);
        }
    }
    // intersect parabola-shaped front and back wall pieces
    if (rd.z < 0.0)
    {
        d0 = (ro.z - 1.0) / -rd.z;
        dn0 = vec3(0,0,1);
        d1 = (ro.z + 1.0) / -rd.z;
        dn1 = vec3(0,0,-1);
    }
    else
    {
        d1 = (ro.z - 1.0) / -rd.z;
        dn1 = vec3(0,0,1);
        d0 = (ro.z + 1.0) / -rd.z;
        dn0 = vec3(0,0,-1);
    }
    hit = ro + rd * d0;
    if (hit.y >= -1.0 && (hit.x * hit.x + k * (hit.y - 1.0)) <= 0.0) // y is a parabolic function of x
    {
        t0 = d0;
        n0 = dn0;
    }
    hit = ro + rd * d1;
    if (hit.y >= -1.0 && (hit.x * hit.x + k * (hit.y - 1.0)) <= 0.0) // y is a parabolic function of x
    {
        t1 = d1;
        n1 = dn1;
    }
}
`;
THREE.ShaderChunk[ 'pathtracing_hyperboloid1sheet_csg_intersect' ] = `
//------------------------------------------------------------------------------------------------------------
void Hyperboloid1Sheet_CSG_Intersect( float k, vec3 ro, vec3 rd, out float t0, out float t1, out vec3 n0, out vec3 n1 )
//------------------------------------------------------------------------------------------------------------
{
    vec3 hit;
    float d0, d1, dr0, dr1;
    d0 = d1 = dr0 = dr1 = 0.0;
    vec3 dn0, dn1;
    // implicit equation of a hyperboloid of 1 sheet (hourglass shape extending infinitely in the +Y and -Y directions):
    // x^2 + z^2 - y^2 - 1 = 0
    // for CSG purposes, we artificially truncate the hyperboloid at the middle, so that only the top half of the hourglass remains with added top/bottom caps...
    // This way, the total number of possible intersections will be 2 max (t0/t1), rather than possibly 4 (if we left it as a full hourglass with added top/bottom caps)
    ro.y += 0.5; // this places the top-to-middle portion of the shape closer to its own origin, so that it rotates smoothly around its own middle.
    // conservative range of k: 1 to 100
    float j = k - 1.0;
    float a = k * rd.x * rd.x + k * rd.z * rd.z - j * rd.y * rd.y;
    float b = 2.0 * (k * rd.x * ro.x + k * rd.z * ro.z - j * rd.y * ro.y);
    float c = (k * ro.x * ro.x + k * ro.z * ro.z - j * ro.y * ro.y) - 1.0;
    solveQuadratic(a, b, c, t0, t1);
    hit = ro + rd * t0;
    t0 = (hit.y > 1.0 || hit.y < 0.0) ? 0.0 : t0; // invalidate t0 if it's outside unit radius bounds of top half
    n0 = vec3(2.0 * hit.x * k, 2.0 * -hit.y * j, 2.0 * hit.z * k);
    hit = ro + rd * t1;
    t1 = (hit.y > 1.0 || hit.y < 0.0) ? 0.0 : t1; // invalidate t1 if it's outside unit radius bounds of top half
    n1 = vec3(2.0 * hit.x * k, 2.0 * -hit.y * j, 2.0 * hit.z * k);
    // since the infinite hyperboloid is artificially cut off at the top and bottom so that it has a unit radius top cap,
    // if t0 intersection was invalidated, try t1
    if (t0 == 0.0)
    {
        t0 = t1;
        n0 = n1;
    }
    if (rd.y < 0.0)
    {
        d0 = (ro.y - 1.0) / -rd.y;
        dn0 = vec3(0,1,0);
        d1 = (ro.y + 0.0) / -rd.y;
        dn1 = vec3(0,-1,0);
        dr0 = 1.0; // top cap is unit radius
        dr1 = 1.0 / k; // bottom cap is inverse size of k (smaller than 1)
    }
    else
    {
        d1 = (ro.y - 1.0) / -rd.y;
        dn1 = vec3(0,1,0);
        d0 = (ro.y + 0.0) / -rd.y;
        dn0 = vec3(0,-1,0);
        dr0 = 1.0 / k; // bottom cap is inverse size of k (smaller than 1)
        dr1 = 1.0; // top cap is unit radius
    }
    hit = ro + rd * d0;
    if (hit.x * hit.x + hit.z * hit.z <= dr0)
    {
        t1 = t0;
        n1 = n0;
        t0 = d0;
        n0 = dn0;
    }
    hit = ro + rd * d1;
    if (hit.x * hit.x + hit.z * hit.z <= dr1)
    {
        t1 = d1;
        n1 = dn1;
    }
}
`;
THREE.ShaderChunk[ 'pathtracing_hyperboloid2sheets_csg_intersect' ] = `
//------------------------------------------------------------------------------------------------------------
void Hyperboloid2Sheets_CSG_Intersect( float k, vec3 ro, vec3 rd, out float t0, out float t1, out vec3 n0, out vec3 n1 )
//------------------------------------------------------------------------------------------------------------
{
    vec3 hit;
    float d = 0.0;
    vec3 dn;
    // implicit equation of a hyperboloid of 2 sheets (2 rounded v shapes that are mirrored and pointing at each other)
    // -x^2 - z^2 + y^2 - 1 = 0
    // for CSG purposes, we artificially truncate the hyperboloid at the middle, so that only 1 sheet (the top sheet) of the 2 mirrored sheets remains...
    // This way, the total number of possible intersections will be 2 max (t0/t1), rather than possibly 4 (if we left it as 2 full sheets with added top/bottom caps)
    ro.y += 0.5; // this places the top-to-middle portion of the shape closer to its own origin, so that it rotates smoothly around its own middle.
    // conservative range of k: 1 to 100
    float j = k + 1.0;
    float a = -k * rd.x * rd.x - k * rd.z * rd.z + j * rd.y * rd.y;
    float b = 2.0 * (-k * rd.x * ro.x - k * rd.z * ro.z + j * rd.y * ro.y);
    float c = (-k * ro.x * ro.x - k * ro.z * ro.z + j * ro.y * ro.y) - 1.0;
    solveQuadratic(a, b, c, t0, t1);
    hit = ro + rd * t0;
    t0 = (hit.y > 1.0 || hit.y < 0.0) ? 0.0 : t0; // invalidate t0 if it's outside unit radius bounds of top half
    n0 = vec3(2.0 * -hit.x * k, 2.0 * hit.y * j, 2.0 * -hit.z * k);
    hit = ro + rd * t1;
    t1 = (hit.y > 1.0 || hit.y < 0.0) ? 0.0 : t1; // invalidate t1 if it's outside unit radius bounds of top half
    n1 = vec3(2.0 * -hit.x * k, 2.0 * hit.y * j, 2.0 * -hit.z * k);
    // since the infinite hyperboloid is artificially cut off at the top and bottom so that it has a unit radius top cap,
    // if t0 intersection was invalidated, try t1
    if (t0 == 0.0)
    {
        t0 = t1;
        n0 = n1;
    }
    // intersect unit-radius disk located at top opening of unit hyperboloid shape
    d = (ro.y - 1.0) / -rd.y;
    hit = ro + rd * d;
    if (hit.x * hit.x + hit.z * hit.z <= 1.0) // disk with unit radius
    {
        if (rd.y > 0.0)
        {
            t1 = d;
            n1 = vec3(0,1,0);
        }
        else
        {
            t1 = t0;
            n1 = n0;
            t0 = d;
            n0 = vec3(0,1,0);
        }
    }
}
`;
THREE.ShaderChunk[ 'pathtracing_hyperbolicprism1sheet_csg_intersect' ] = `
//------------------------------------------------------------------------------------------------------------
void HyperbolicPrism1Sheet_CSG_Intersect( float k, vec3 ro, vec3 rd, out float t0, out float t1, out vec3 n0, out vec3 n1 )
//------------------------------------------------------------------------------------------------------------
{
    vec3 hit;
    float d0, d1, dr0, dr1;
    d0 = d1 = dr0 = dr1 = 0.0;
    vec3 dn0, dn1;
    // start with the implicit equation of a hyperboloid of 1 sheet (hourglass shape extending infinitely in the +Y and -Y directions):
    // x^2 + z^2 - y^2 - 1 = 0
    // To obtain a hyperbolic prism along the Z axis, the Z component is simply removed, leaving:
    // x^2 - y^2 - 1 = 0
    // for CSG purposes, we artificially truncate the hyperbolic prism at the middle, so that only the top half of the hourglass remains with added top/bottom caps...
    // This way, the total number of possible intersections will be 2 max (t0/t1), rather than possibly 4 (if we left it as a full hourglass with added top/bottom caps)
    ro.y += 0.5; // this places the top-to-middle portion of the shape closer to its own origin, so that it rotates smoothly around its own middle.
    // conservative range of k: 1 to 100
    float j = k - 1.0;
    float a = k * rd.x * rd.x - j * rd.y * rd.y;
    float b = 2.0 * (k * rd.x * ro.x - j * rd.y * ro.y);
    float c = (k * ro.x * ro.x - j * ro.y * ro.y) - 1.0;
    solveQuadratic(a, b, c, t0, t1);
    hit = ro + rd * t0;
    t0 = (hit.y > 1.0 || hit.y < 0.0 || abs(hit.z) > 1.0) ? 0.0 : t0; // invalidate t0 if it's outside unit radius bounds of top half
    n0 = vec3(2.0 * hit.x * k, 2.0 * -hit.y * j, 0.0);
    hit = ro + rd * t1;
    t1 = (hit.y > 1.0 || hit.y < 0.0 || abs(hit.z) > 1.0) ? 0.0 : t1; // invalidate t1 if it's outside unit radius bounds of top half
    n1 = vec3(2.0 * hit.x * k, 2.0 * -hit.y * j, 0.0);
    // since the infinite hyperbolic shape is artificially cut off at the top and bottom so that it has a unit radius top cap,
    // if t0 intersection was invalidated, try t1
    if (t0 == 0.0)
    {
        t0 = t1;
        n0 = n1;
    }
    // intersect top and bottom base rectangles
    if (rd.y < 0.0)
    {
        d0 = (ro.y - 1.0) / -rd.y;
        dn0 = vec3(0,1,0);
        d1 = (ro.y + 0.0) / -rd.y;
        dn1 = vec3(0,-1,0);
        dr0 = 1.0; // top cap is unit radius
        dr1 = 1.0 / sqrt(abs(k)); // bottom cap is related to k (smaller than 1)
    }
    else
    {
        d1 = (ro.y - 1.0) / -rd.y;
        dn1 = vec3(0,1,0);
        d0 = (ro.y + 0.0) / -rd.y;
        dn0 = vec3(0,-1,0);
        dr0 = 1.0 / sqrt(abs(k)); // bottom cap is related to k (smaller than 1)
        dr1 = 1.0; // top cap is unit radius
    }
    hit = ro + rd * d0;
    if (abs(hit.x) <= dr0 && abs(hit.z) <= 1.0)
    {
        if (t0 != 0.0)
        {
            t1 = t0;
            n1 = n0;
        }
        t0 = d0;
        n0 = dn0;
    }
    hit = ro + rd * d1;
    if (abs(hit.x) <= dr1 && abs(hit.z) <= 1.0)
    {
        t1 = d1;
        n1 = dn1;
    }
    // intersect hyperbolic-shaped front and back wall pieces
    if (rd.z < 0.0)
    {
        d0 = (ro.z - 1.0) / -rd.z;
        dn0 = vec3(0,0,1);
        d1 = (ro.z + 1.0) / -rd.z;
        dn1 = vec3(0,0,-1);
    }
    else
    {
        d1 = (ro.z - 1.0) / -rd.z;
        dn1 = vec3(0,0,1);
        d0 = (ro.z + 1.0) / -rd.z;
        dn0 = vec3(0,0,-1);
    }
    hit = ro + rd * d0;
    if (abs(hit.x) <= 1.0 && hit.y >= 0.0 && hit.y <= 1.0 && (k * hit.x * hit.x - j * hit.y * hit.y - 1.0) <= 0.0) // y is a quadratic (hyperbolic) function of x
    {
        if (t0 != 0.0)
        {
            t1 = t0;
            n1 = n0;
        }
        t0 = d0;
        n0 = dn0;
    }
    hit = ro + rd * d1;
    if (abs(hit.x) <= 1.0 && hit.y >= 0.0 && hit.y <= 1.0 && (k * hit.x * hit.x - j * hit.y * hit.y - 1.0) <= 0.0) // y is a quadratic (hyperbolic) function of x
    {
        t1 = d1;
        n1 = dn1;
    }
}
`;
THREE.ShaderChunk[ 'pathtracing_hyperbolicprism2sheets_csg_intersect' ] = `
//------------------------------------------------------------------------------------------------------------
void HyperbolicPrism2Sheets_CSG_Intersect( float k, vec3 ro, vec3 rd, out float t0, out float t1, out vec3 n0, out vec3 n1 )
//------------------------------------------------------------------------------------------------------------
{
    vec3 hit;
    float d, d0, d1, dr0, dr1;
    d = d0 = d1 = dr0 = dr1 = 0.0;
    vec3 dn0, dn1;
    // start with the implicit equation of a hyperboloid of 2 sheets (2 rounded v shapes that are mirrored and pointing at each other)
    // -x^2 - z^2 + y^2 - 1 = 0
    // To obtain a hyperbolic prism along the Z axis, the Z component is simply removed, leaving:
    // -x^2 + y^2 - 1 = 0
    // for CSG purposes, we artificially truncate the hyperbolic prism at the middle, so that only 1 sheet (the top sheet) of the 2 mirrored sheets remains...
    // This way, the total number of possible intersections will be 2 max (t0/t1), rather than possibly 4 (if we left it as 2 full sheets with added top/bottom caps)
    ro.y += 0.5; // this places the top-to-middle portion of the shape closer to its own origin, so that it rotates smoothly around its own middle.
    // conservative range of k: 1 to 100
    float j = k + 1.0;
    float a = -k * rd.x * rd.x + j * rd.y * rd.y;
    float b = 2.0 * (-k * rd.x * ro.x + j * rd.y * ro.y);
    float c = (-k * ro.x * ro.x + j * ro.y * ro.y) - 1.0;
    solveQuadratic(a, b, c, t0, t1);
    hit = ro + rd * t0;
    t0 = (hit.y > 1.0 || hit.y < 0.0 || abs(hit.z) > 1.0) ? 0.0 : t0; // invalidate t0 if it's outside unit radius bounds of top half
    n0 = vec3(2.0 * -hit.x * k, 2.0 * hit.y * j, 0.0);
    hit = ro + rd * t1;
    t1 = (hit.y > 1.0 || hit.y < 0.0 || abs(hit.z) > 1.0) ? 0.0 : t1; // invalidate t1 if it's outside unit radius bounds of top half
    n1 = vec3(2.0 * -hit.x * k, 2.0 * hit.y * j, 0.0);
    // since the infinite hyperbolic shape is artificially cut off at the top and bottom so that it has a unit radius top cap,
    // if t0 intersection was invalidated, try t1
    if (t0 == 0.0)
    {
        t0 = t1;
        n0 = n1;
    }
    // intersect unit-radius square located at top opening of hyperbolic prism shape
    d = (ro.y - 1.0) / -rd.y;
    hit = ro + rd * d;
    if (abs(hit.x) <= 1.0 && abs(hit.z) <= 1.0) // square with unit radius
    {
        if (rd.y > 0.0)
        {
            t1 = d;
            n1 = vec3(0,1,0);
        }
        else
        {
            t1 = t0;
            n1 = n0;
            t0 = d;
            n0 = vec3(0,1,0);
        }
    }
    // intersect hyperbolic v-shaped front and back wall pieces
    if (rd.z < 0.0)
    {
        d0 = (ro.z - 1.0) / -rd.z;
        dn0 = vec3(0,0,1);
        d1 = (ro.z + 1.0) / -rd.z;
        dn1 = vec3(0,0,-1);
    }
    else
    {
        d1 = (ro.z - 1.0) / -rd.z;
        dn1 = vec3(0,0,1);
        d0 = (ro.z + 1.0) / -rd.z;
        dn0 = vec3(0,0,-1);
    }
    hit = ro + rd * d0;
    if (abs(hit.x) <= 1.0 && hit.y >= 0.0 && hit.y <= 1.0 && (-k * hit.x * hit.x + j * hit.y * hit.y - 1.0) >= 0.0) // y is a quadratic (hyperbolic) function of x
    {
        if (t0 != 0.0)
        {
            t1 = t0;
            n1 = n0;
        }
        t0 = d0;
        n0 = dn0;
    }
    hit = ro + rd * d1;
    if (abs(hit.x) <= 1.0 && hit.y >= 0.0 && hit.y <= 1.0 && (-k * hit.x * hit.x + j * hit.y * hit.y - 1.0) >= 0.0) // y is a quadratic (hyperbolic) function of x
    {
        t1 = d1;
        n1 = dn1;
    }
}
`;
THREE.ShaderChunk[ 'pathtracing_capsule_csg_intersect' ] = `
//------------------------------------------------------------------------------------------------------------
void Capsule_CSG_Intersect( float k, vec3 ro, vec3 rd, out float t0, out float t1, out vec3 n0, out vec3 n1 )
//------------------------------------------------------------------------------------------------------------
{
    vec3 hit, s0n0, s0n1, s1n0, s1n1;
    float s0t0, s0t1, s1t0, s1t1;
    s0t0 = s0t1 = s1t0 = s1t1 = 0.0;
    // implicit equation of a unit (radius of 1) cylinder, extending infinitely in the +Y and -Y directions:
    // x^2 + z^2 - 1 = 0
    float a = (rd.x * rd.x + rd.z * rd.z);
        float b = 2.0 * (rd.x * ro.x + rd.z * ro.z);
        float c = (ro.x * ro.x + ro.z * ro.z) - 1.0;
    solveQuadratic(a, b, c, t0, t1);
    hit = ro + rd * t0;
    t0 = (abs(hit.y) > k) ? 0.0 : t0;
    n0 = vec3(2.0 * hit.x, 0.0, 2.0 * hit.z);
    hit = ro + rd * t1;
    t1 = (abs(hit.y) > k) ? 0.0 : t1;
    n1 = vec3(2.0 * hit.x, 0.0, 2.0 * hit.z);
    // intersect unit-radius sphere located at top opening of cylinder
    vec3 s0pos = vec3(0, k, 0);
    vec3 L = ro - s0pos;
    a = dot(rd, rd);
    b = 2.0 * dot(rd, L);
    c = dot(L, L) - 1.0;
    solveQuadratic(a, b, c, s0t0, s0t1);
    hit = ro + rd * s0t0;
    s0n0 = vec3(2.0 * hit.x, 2.0 * (hit.y - s0pos.y), 2.0 * hit.z);
    s0t0 = (hit.y < k) ? 0.0 : s0t0;
    hit = ro + rd * s0t1;
    s0n1 = vec3(2.0 * hit.x, 2.0 * (hit.y - s0pos.y), 2.0 * hit.z);
    s0t1 = (hit.y < k) ? 0.0 : s0t1;
    // now intersect unit-radius sphere located at bottom opening of cylinder
    vec3 s1pos = vec3(0, -k, 0);
    L = ro - s1pos;
    a = dot(rd, rd);
    b = 2.0 * dot(rd, L);
    c = dot(L, L) - 1.0;
    solveQuadratic(a, b, c, s1t0, s1t1);
    hit = ro + rd * s1t0;
    s1n0 = vec3(2.0 * hit.x, 2.0 * (hit.y - s1pos.y), 2.0 * hit.z);
    s1t0 = (hit.y > -k) ? 0.0 : s1t0;
    hit = ro + rd * s1t1;
    s1n1 = vec3(2.0 * hit.x, 2.0 * (hit.y - s1pos.y), 2.0 * hit.z);
    s1t1 = (hit.y > -k) ? 0.0 : s1t1;
    if (s0t0 != 0.0)
    {
        t0 = s0t0;
        n0 = s0n0;
    }
    else if (s1t0 != 0.0)
    {
        t0 = s1t0;
        n0 = s1n0;
    }
    if (s0t1 != 0.0)
    {
        t1 = s0t1;
        n1 = s0n1;
    }
    else if (s1t1 != 0.0)
    {
        t1 = s1t1;
        n1 = s1n1;
    }
}
`;
THREE.ShaderChunk[ 'pathtracing_box_csg_intersect' ] = `
//------------------------------------------------------------------------------------------------------------
void Box_CSG_Intersect( vec3 ro, vec3 rd, out float t0, out float t1, out vec3 n0, out vec3 n1 )
//------------------------------------------------------------------------------------------------------------
{
    vec3 invDir = 1.0 / rd;
    vec3 near = (vec3(-1) - ro) * invDir; // unit radius box: vec3(-1,-1,-1) min corner
    vec3 far  = (vec3(1) - ro) * invDir;  // unit radius box: vec3(+1,+1,+1) max corner
    vec3 tmin = min(near, far);
    vec3 tmax = max(near, far);
    t0 = max( max(tmin.x, tmin.y), tmin.z);
    t1 = min( min(tmax.x, tmax.y), tmax.z);
    n0 = -sign(rd) * step(tmin.yzx, tmin) * step(tmin.zxy, tmin);
    n1 = -sign(rd) * step(tmax, tmax.yzx) * step(tmax, tmax.zxy);
    if (t0 > t1) // invalid intersection
        t0 = t1 = 0.0;
}
`;
/* THREE.ShaderChunk[ 'pathtracing_convexpolyhedron_csg_intersect' ] = `
// This convexPolyhedron routine works with any number of user-defined cutting planes (a plane is defined by its unit normal (vec3) and an offset distance (float) from the shape's origin along this normal)
// Examples of shapes that can be made from a list of pure convex cutting planes: cube, frustum, triangular pyramid (tetrahedron), rectangular pyramid, triangular bipyramid (hexahedron), rectangular bipyramid (octahedron), other Platonic/Archimedean solids, etc.)
// Although I am proud of coming up with this ray casting / ray intersection algo for arbitrary mathematical convex polyhedra, and it does indeed give pixel-perfect sharp cut convex polygon faces (tris, quads, pentagons, hexagons, etc),
// I'm not currently using it because it runs too slowly on mobile, probably due to the nested for loops that have to compare each plane against all of its neighbor planes: big O(N-squared) - ouch! Hopefully I can optimize someday!
// -Erich  erichlof on GitHub
const int numPlanes = 8;
vec4 convex_planes[numPlanes];
//------------------------------------------------------------------------------------------------------------
float ConvexPolyhedron_Intersect( vec3 ro, vec3 rd, out vec3 n )
//------------------------------------------------------------------------------------------------------------
{
    vec3 hit;
    float t;
    float smallestT = INFINITY;
    // to get triangular bipyramid (hexahedron), set numPlanes = 6 above
    //convex_planes[0] = vec4(normalize(vec3(1, 1, -1)), 0.5);
    //convex_planes[1] = vec4(normalize(vec3(-1, 1, -1)), 0.5);
    //convex_planes[2] = vec4(normalize(vec3(0, 1, 1)), 0.5);
    //convex_planes[3] = vec4(normalize(vec3(0, -1, 1)), 0.5);
    //convex_planes[4] = vec4(normalize(vec3(1, -1, -1)), 0.5);
    //convex_planes[5] = vec4(normalize(vec3(-1, -1, -1)), 0.5);
    // to get rectangular bipyramid (octahedron), set numPlanes = 8 above
    convex_planes[0] = vec4(normalize(vec3(1, 1, 0)), 0.5);
    convex_planes[1] = vec4(normalize(vec3(-1, 1, 0)), 0.5);
    convex_planes[2] = vec4(normalize(vec3(0, 1, 1)), 0.5);
    convex_planes[3] = vec4(normalize(vec3(0, 1, -1)), 0.5);
    convex_planes[4] = vec4(normalize(vec3(1, -1, 0)), 0.5);
    convex_planes[5] = vec4(normalize(vec3(-1, -1, 0)), 0.5);
    convex_planes[6] = vec4(normalize(vec3(0, -1, 1)), 0.5);
    convex_planes[7] = vec4(normalize(vec3(0, -1, -1)), 0.5);
    for (int i = 0; i < numPlanes; i++)
    {
        t = (-dot(convex_planes[i].xyz, ro) + convex_planes[i].w) / dot(convex_planes[i].xyz, rd);
        if (t <= 0.0)
            continue;
        hit = ro + rd * t;
        for (int j = 0; j < numPlanes; j++)
        {
            if (i != j)
                t = dot(convex_planes[j].xyz, (hit - (convex_planes[j].xyz * convex_planes[j].w))) > 0.0 ? INFINITY : t;
        }
        if (t < smallestT)
        {
            smallestT = t;
            n = convex_planes[i].xyz;
        }
    }
    return smallestT;
}
//const int numPlanes = 8;
//vec4 convex_planes[numPlanes];
//------------------------------------------------------------------------------------------------------------
void ConvexPolyhedron_CSG_Intersect( vec3 ro, vec3 rd, out float t0, out float t1, out vec3 n0, out vec3 n1 )
//------------------------------------------------------------------------------------------------------------
{
    vec3 hit;
    float smallestT = INFINITY;
    float largestT = -INFINITY;
    float t = 0.0;
    // to get triangular bipyramid (hexahedron), set numPlanes = 6 above
    //convex_planes[0] = vec4(normalize(vec3(1, 1, -1)), 0.5);
    //convex_planes[1] = vec4(normalize(vec3(-1, 1, -1)), 0.5);
    //convex_planes[2] = vec4(normalize(vec3(0, 1, 1)), 0.5);
    //convex_planes[3] = vec4(normalize(vec3(0, -1, 1)), 0.5);
    //convex_planes[4] = vec4(normalize(vec3(1, -1, -1)), 0.5);
    //convex_planes[5] = vec4(normalize(vec3(-1, -1, -1)), 0.5);
    // to get rectangular bipyramid (octahedron), set numPlanes = 8 above
    convex_planes[0] = vec4(normalize(vec3(1, 1, 0)), 0.5);
    convex_planes[1] = vec4(normalize(vec3(-1, 1, 0)), 0.5);
    convex_planes[2] = vec4(normalize(vec3(0, 1, 1)), 0.5);
    convex_planes[3] = vec4(normalize(vec3(0, 1, -1)), 0.5);
    convex_planes[4] = vec4(normalize(vec3(1, -1, 0)), 0.5);
    convex_planes[5] = vec4(normalize(vec3(-1, -1, 0)), 0.5);
    convex_planes[6] = vec4(normalize(vec3(0, -1, 1)), 0.5);
    convex_planes[7] = vec4(normalize(vec3(0, -1, -1)), 0.5);
    for (int i = 0; i < numPlanes; i++)
    {
        t = (-dot(convex_planes[i].xyz, ro) + convex_planes[i].w) / dot(convex_planes[i].xyz, rd);
        hit = ro + rd * t;
        for (int j = 0; j < numPlanes; j++)
        {
            if (i != j)
                t = dot(convex_planes[j].xyz, (hit - (convex_planes[j].xyz * convex_planes[j].w))) > 0.0 ? 0.0 : t;
        }
        if (t == 0.0)
            continue;
        if (t < smallestT)
        {
            smallestT = t;
            t0 = t;
            n0 = convex_planes[i].xyz;
        }
        if (t > largestT)
        {
            largestT = t;
            t1 = t;
            n1 = convex_planes[i].xyz;
        }
    } // end for (int i = 0; i < numPlanes; i++)
}
`; */
THREE.ShaderChunk[ 'pathtracing_pyramidfrustum_csg_intersect' ] = `
//------------------------------------------------------------------------------------------------------------
void PyramidFrustum_CSG_Intersect( float k, vec3 ro, vec3 rd, out float t0, out float t1, out vec3 n0, out vec3 n1 )
//------------------------------------------------------------------------------------------------------------
{
    vec3 hit, dn0, dn1, xn0, xn1, zn0, zn1;
    float d0, d1, dr0, dr1;
    float xt0, xt1, zt0, zt1;
    d0 = d1 = dr0 = dr1 = xt0 = xt1 = zt0 = zt1 = 0.0;
    // first, intersect left and right sides of pyramid/frustum
    // start with implicit equation of a double-cone extending infinitely in +Y and -Y directions
    // x^2 + z^2 - y^2 = 0
    // To obtain a conical prism along the Z axis, the Z component is simply removed, leaving:
    // x^2 - y^2 = 0
    // code below cuts off top cone of the double-cone, leaving bottom cone with apex at the top (+1.0), and base (radius of 1) at the bottom (-1.0)
    // valid range for k: 0.01 to 1.0 (1.0 being the default for cone with a sharp, pointed apex)
    k = clamp(k, 0.01, 1.0);
    float j = 1.0 / k;
    float h = j * 2.0 - 1.0; // (k * 0.25) makes the normal cone's bottom circular base have a unit radius of 1.0
    float a = j * rd.x * rd.x - (k * 0.25) * rd.y * rd.y;
        float b = 2.0 * (j * rd.x * ro.x - (k * 0.25) * rd.y * (ro.y - h));
        float c = j * ro.x * ro.x - (k * 0.25) * (ro.y - h) * (ro.y - h);
    solveQuadratic(a, b, c, xt0, xt1);
    hit = ro + rd * xt0;
    xt0 = (abs(hit.x) > 1.0 || abs(hit.z) > 1.0 || hit.y > 1.0 || (j * hit.z * hit.z - k * 0.25 * (hit.y - h) * (hit.y - h)) > 0.0) ? 0.0 : xt0;
    xn0 = vec3(2.0 * hit.x * j, 2.0 * (hit.y - h) * -(k * 0.25), 0.0);
    hit = ro + rd * xt1;
    xt1 = (abs(hit.x) > 1.0 || abs(hit.z) > 1.0 || hit.y > 1.0 || (j * hit.z * hit.z - k * 0.25 * (hit.y - h) * (hit.y - h)) > 0.0) ? 0.0 : xt1;
    xn1 = vec3(2.0 * hit.x * j, 2.0 * (hit.y - h) * -(k * 0.25), 0.0);
    // since the infinite double-cone shape is artificially cut off at the top and bottom,
    // if xt0 intersection was invalidated above, try xt1
    if (xt0 == 0.0)
    {
        xt0 = xt1;
        xn0 = xn1;
        xt1 = 0.0; // invalidate xt1 (see sorting algo below)
    }
    // now intersect front and back sides of pyramid/frustum
    // start with implicit equation of a double-cone extending infinitely in +Y and -Y directions
    // x^2 + z^2 - y^2 = 0
    // To obtain a conical prism along the X axis, the X component is simply removed, leaving:
    // z^2 - y^2 = 0
    a = j * rd.z * rd.z - (k * 0.25) * rd.y * rd.y;
        b = 2.0 * (j * rd.z * ro.z - (k * 0.25) * rd.y * (ro.y - h));
        c = j * ro.z * ro.z - (k * 0.25) * (ro.y - h) * (ro.y - h);
    solveQuadratic(a, b, c, zt0, zt1);
    hit = ro + rd * zt0;
    zt0 = (abs(hit.x) > 1.0 || abs(hit.z) > 1.0 || hit.y > 1.0 || (j * hit.x * hit.x - k * 0.25 * (hit.y - h) * (hit.y - h)) > 0.0) ? 0.0 : zt0;
    zn0 = vec3(0.0, 2.0 * (hit.y - h) * -(k * 0.25), 2.0 * hit.z * j);
    hit = ro + rd * zt1;
    zt1 = (abs(hit.x) > 1.0 || abs(hit.z) > 1.0 || hit.y > 1.0 || (j * hit.x * hit.x - k * 0.25 * (hit.y - h) * (hit.y - h)) > 0.0) ? 0.0 : zt1;
    zn1 = vec3(0.0, 2.0 * (hit.y - h) * -(k * 0.25), 2.0 * hit.z * j);
    // since the infinite double-cone shape is artificially cut off at the top and bottom,
    // if zt0 intersection was invalidated above, try zt1
    if (zt0 == 0.0)
    {
        zt0 = zt1;
        zn0 = zn1;
        zt1 = 0.0; // invalidate zt1 (see sorting algo below)
    }
    // sort valid intersections of 4 sides of pyramid/frustum thus far
    if (xt1 != 0.0) // the only way xt1 can be valid (not 0), is if xt0 was also valid (not 0) (see above)
    {
        t0 = xt0;
        n0 = xn0;
        t1 = xt1;
        n1 = xn1;
    }
    else if (zt1 != 0.0) // the only way zt1 can be valid (not 0), is if zt0 was also valid (not 0) (see above)
    {
        t0 = zt0;
        n0 = zn0;
        t1 = zt1;
        n1 = zn1;
    }
    else if (xt0 != 0.0)
    {
        if (zt0 == 0.0)
        {
            t0 = xt0;
            n0 = xn0;
        }
        else if (zt0 < xt0)
        {
            t0 = zt0;
            n0 = zn0;
            t1 = xt0;
            n1 = xn0;
        }
        else
        {
            t0 = xt0;
            n0 = xn0;
            t1 = zt0;
            n1 = zn0;
        }
    }
    else if (xt0 == 0.0)
    {
        t0 = zt0;
        n0 = zn0;
    }
    // lastly, intersect top and bottom base squares (both are perfect squares)
    if (rd.y < 0.0)
    {
        d0 = (ro.y - 1.0) / -rd.y;
        dn0 = vec3(0,1,0);
        d1 = (ro.y + 1.0) / -rd.y;
        dn1 = vec3(0,-1,0);
        dr0 = 1.0 - k; // top square's size is relative to k
        dr1 = 1.0; // bottom square is unit radius
    }
    else
    {
        d1 = (ro.y - 1.0) / -rd.y;
        dn1 = vec3(0,1,0);
        d0 = (ro.y + 1.0) / -rd.y;
        dn0 = vec3(0,-1,0);
        dr0 = 1.0; // bottom square is unit radius
        dr1 = 1.0 - k;// top square's size is relative to k
    }
    hit = ro + rd * d0;
    if (abs(hit.x) <= dr0 && abs(hit.z) <= dr0)
    {
        t1 = t0;
        n1 = n0;
        t0 = d0;
        n0 = dn0;
    }
    hit = ro + rd * d1;
    if (abs(hit.x) <= dr1 && abs(hit.z) <= dr1)
    {
        t1 = d1;
        n1 = dn1;
    }
}
`;
THREE.ShaderChunk[ 'pathtracing_csg_operations' ] = `
//------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
void CSG_Union_Operation( float A_t0, vec3 A_n0, int A_type0, vec3 A_color0, int A_objectID0, float A_t1, vec3 A_n1, int A_type1, vec3 A_color1, int A_objectID1,
              float B_t0, vec3 B_n0, int B_type0, vec3 B_color0, int B_objectID0, float B_t1, vec3 B_n1, int B_type1, vec3 B_color1, int B_objectID1,
              out float t0, out vec3 n0, out int type0, out vec3 color0, out int objectID0, out float t1, out vec3 n1, out int type1, out vec3 color1, out int objectID1 )
//------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
{
    // CSG UNION OPERATION [A + B] (outside of shape A and outside of shape B are fused together into a single, new shape)
    // (hypothetically, the interior volume of the newly created union could be completely filled with water in one pass)
    vec3 temp_n0, temp_n1, temp_col0, temp_col1;
    float temp_t0, temp_t1;
    int temp_type0, temp_type1, temp_objectID0, temp_objectID1;
    // if shape B is closer than A, swap shapes
    if (B_t0 < A_t0)
    {
        temp_t0 = A_t0;
        temp_n0 = A_n0;
        temp_col0 = A_color0;
        temp_type0 = A_type0;
        temp_objectID0 = A_objectID0;
        temp_t1 = A_t1;
        temp_n1 = A_n1;
        temp_col1 = A_color1;
        temp_type1 = A_type1;
        temp_objectID1 = A_objectID1;
        A_t0 = B_t0;
        A_n0 = B_n0;
        A_color0 = B_color0;
        A_type0 = B_type0;
        A_objectID0 = B_objectID0;
        A_t1 = B_t1;
        A_n1 = B_n1;
        A_color1 = B_color1;
        A_type1 = B_type1;
        A_objectID1 = B_objectID1;
        B_t0 = temp_t0;
        B_n0 = temp_n0;
        B_color0 = temp_col0;
        B_type0 = temp_type0;
        B_objectID0 = temp_objectID0;
        B_t1 = temp_t1;
        B_n1 = temp_n1;
        B_color1 = temp_col1;
        B_type1 = temp_type1;
        B_objectID1 = temp_objectID1;
    }
    // shape A is always considered to be first
    t0 = A_t0;
    n0 = A_n0;
    type0 = A_type0;
    color0 = A_color0;
    objectID0 = A_objectID0;
    t1 = A_t1;
    n1 = A_n1;
    type1 = A_type1;
    color1 = A_color1;
    objectID1 = A_objectID1;
    // except for when the outside of shape B matches the outside of shape A
    if (B_t0 == A_t0)
    {
        t0 = B_t0;
        n0 = B_n0;
        type0 = B_type0;
        color0 = B_color0;
        objectID0 = B_objectID0;
    }
    // A is behind us and completely in front of B
    if (A_t1 <= 0.0 && A_t1 < B_t0)
    {
        t0 = B_t0;
        n0 = B_n0;
        type0 = B_type0;
        color0 = B_color0;
        objectID0 = B_objectID0;
        t1 = B_t1;
        n1 = B_n1;
        type1 = B_type1;
        color1 = B_color1;
        objectID1 = B_objectID1;
    }
    else if (B_t0 <= A_t1 && B_t1 > A_t1)
    {
        t1 = B_t1;
        n1 = B_n1;
        type1 = B_type1;
        color1 = B_color1;
        objectID1 = B_objectID1;
    }
    else if (B_t0 <= A_t1 && B_t1 <= A_t1)
    {
        t1 = A_t1;
        n1 = A_n1;
        type1 = A_type1;
        color1 = A_color1;
        objectID1 = A_objectID1;
    }
}
//-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
void CSG_Difference_Operation( float A_t0, vec3 A_n0, int A_type0, vec3 A_color0, int A_objectID0, float A_t1, vec3 A_n1, int A_type1, vec3 A_color1, int A_objectID1,
                   float B_t0, vec3 B_n0, int B_type0, vec3 B_color0, int B_objectID0, float B_t1, vec3 B_n1, int B_type1, vec3 B_color1, int B_objectID1,
                   out float t0, out vec3 n0, out int type0, out vec3 color0, out int objectID0, out float t1, out vec3 n1, out int type1, out vec3 color1, out int objectID1 )
//-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
{
    // CSG DIFFERENCE OPERATION [A - B] (shape A is carved out with shape B where the two shapes overlap)
    if ((B_t0 < A_t0 && B_t1 < A_t0) || (B_t0 > A_t1 && B_t1 > A_t1))
    {
        t0 = A_t0;
        n0 = A_n0;
        type0 = A_type0;
        color0 = A_color0;
        objectID0 = A_objectID0;
        t1 = A_t1;
        n1 = A_n1;
        type1 = A_type1;
        color1 = A_color1;
        objectID1 = A_objectID1;
    }
    else if (B_t0 > 0.0 && B_t0 < A_t1 && B_t0 > A_t0)
    {
        t0 = A_t0;
        n0 = A_n0;
        type0 = A_type0;
        color0 = A_color0;
        objectID0 = A_objectID0;
        t1 = B_t0;
        n1 = B_n0;
        type1 = B_type0;
        color1 = B_color0;
        objectID1 = B_objectID0;
    }
    else if (B_t1 > A_t0 && B_t1 < A_t1)
    {
        t0 = B_t1;
        n0 = B_n1;
        type0 = B_type1;
        color0 = B_color1;
        objectID0 = B_objectID1;
        t1 = A_t1;
        n1 = A_n1;
        type1 = A_type1;
        color1 = A_color1;
        objectID1 = A_objectID1;
    }
}
//-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
void CSG_Intersection_Operation( float A_t0, vec3 A_n0, int A_type0, vec3 A_color0, int A_objectID0, float A_t1, vec3 A_n1, int A_type1, vec3 A_color1, int A_objectID1,
                   float B_t0, vec3 B_n0, int B_type0, vec3 B_color0, int B_objectID0, float B_t1, vec3 B_n1, int B_type1, vec3 B_color1, int B_objectID1,
                   out float t0, out vec3 n0, out int type0, out vec3 color0, out int objectID0, out float t1, out vec3 n1, out int type1, out vec3 color1, out int objectID1 )
//-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
{
    // CSG INTERSECTION OPERATION [A ^ B] (Only valid where shape A overlaps shape B)
    // (ray must intersect both shape A and shape B)
    vec3 temp_n0, temp_n1, temp_col0, temp_col1;
    float temp_t0, temp_t1;
    int temp_type0, temp_type1, temp_objectID0, temp_objectID1;
    // if shape B is closer than A, swap shapes
    if (B_t0 < A_t0)
    {
        temp_t0 = A_t0;
        temp_n0 = A_n0;
        temp_col0 = A_color0;
        temp_type0 = A_type0;
        temp_objectID0 = A_objectID0;
        temp_t1 = A_t1;
        temp_n1 = A_n1;
        temp_col1 = A_color1;
        temp_type1 = A_type1;
        temp_objectID1 = A_objectID1;
        A_t0 = B_t0;
        A_n0 = B_n0;
        A_color0 = B_color0;
        A_type0 = B_type0;
        A_objectID0 = B_objectID0;
        A_t1 = B_t1;
        A_n1 = B_n1;
        A_color1 = B_color1;
        A_type1 = B_type1;
        A_objectID1 = B_objectID1;
        B_t0 = temp_t0;
        B_n0 = temp_n0;
        B_color0 = temp_col0;
        B_type0 = temp_type0;
        B_objectID0 = temp_objectID0;
        B_t1 = temp_t1;
        B_n1 = temp_n1;
        B_color1 = temp_col1;
        B_type1 = temp_type1;
        B_objectID1 = temp_objectID1;
    }
    if (B_t0 < A_t1)
    {
        t0 = B_t0;
        n0 = B_n0;
        // in surfaceA's space, so must use surfaceA's material
        type0 = A_type0;
        color0 = A_color0;
        objectID0 = A_objectID0;
    }
    if (A_t1 > B_t0 && A_t1 < B_t1)
    {
        t1 = A_t1;
        n1 = A_n1;
        // in surfaceB's space, so must use surfaceB's material
        type1 = B_type0;
        color1 = B_color0;
        objectID1 = B_objectID0;
    }
    else if (B_t1 > A_t0 && B_t1 <= A_t1)
    {
        t1 = B_t1;
        n1 = B_n1;
        // in surfaceA's space, so must use surfaceA's material
        type1 = A_type0;
        color1 = A_color0;
        objectID1 = A_objectID0;
    }
}
`;
THREE.ShaderChunk[ 'pathtracing_ellipsoid_param_intersect' ] = `
//------------------------------------------------------------------------------------------------------------
float EllipsoidParamIntersect( float yMinPercent, float yMaxPercent, float phiMaxRadians, vec3 ro, vec3 rd, out vec3 n )
//------------------------------------------------------------------------------------------------------------
{
    vec3 pHit;
    float t, t0, t1, phi;
    // implicit equation of a unit (radius of 1) sphere:
    // x^2 + y^2 + z^2 - 1 = 0
    float a = dot(rd, rd);
    float b = 2.0 * dot(rd, ro);
    float c = dot(ro, ro) - 1.0;
    solveQuadratic(a, b, c, t0, t1);
    if (t1 <= 0.0) return INFINITY;
    t = t0 > 0.0 ? t0 : INFINITY;
    pHit = ro + rd * t;
    phi = mod(atan(pHit.z, pHit.x), TWO_PI);
    if (pHit.y > yMaxPercent || pHit.y < yMinPercent || phi > phiMaxRadians)
    {
        t = t1;
        pHit = ro + rd * t;
        phi = mod(atan(pHit.z, pHit.x), TWO_PI);
        if (pHit.y > yMaxPercent || pHit.y < yMinPercent || phi > phiMaxRadians)
            t = INFINITY;
    }
    n = vec3(2.0 * pHit.x, 2.0 * pHit.y, 2.0 * pHit.z);
    n = dot(rd, n) < 0.0 ? n : -n; // flip normal if it is facing away from us
    return t;
}
`;
THREE.ShaderChunk[ 'pathtracing_cylinder_param_intersect' ] = `
//------------------------------------------------------------------------------------------------------------
float CylinderParamIntersect( float yMinPercent, float yMaxPercent, float phiMaxRadians, vec3 ro, vec3 rd, out vec3 n )
//------------------------------------------------------------------------------------------------------------
{
    vec3 pHit;
    float t, t0, t1, phi;
    // implicit equation of a unit (radius of 1) cylinder, extending infinitely in the +Y and -Y directions:
    // x^2 + z^2 - 1 = 0
    float a = (rd.x * rd.x + rd.z * rd.z);
        float b = 2.0 * (rd.x * ro.x + rd.z * ro.z);
        float c = (ro.x * ro.x + ro.z * ro.z) - 1.0;
    solveQuadratic(a, b, c, t0, t1);
    if (t1 <= 0.0) return INFINITY;
    t = t0 > 0.0 ? t0 : INFINITY;
    pHit = ro + rd * t;
    phi = mod(atan(pHit.z, pHit.x), TWO_PI);
    if (pHit.y > yMaxPercent || pHit.y < yMinPercent || phi > phiMaxRadians)
    {
        t = t1;
        pHit = ro + rd * t;
        phi = mod(atan(pHit.z, pHit.x), TWO_PI);
        if (pHit.y > yMaxPercent || pHit.y < yMinPercent || phi > phiMaxRadians)
            t = INFINITY;
    }
    n = vec3(2.0 * pHit.x, 0.0, 2.0 * pHit.z);
    n = dot(rd, n) < 0.0 ? n : -n; // flip normal if it is facing away from us
    return t;
}
`;
THREE.ShaderChunk[ 'pathtracing_cone_param_intersect' ] = `
//------------------------------------------------------------------------------------------------------------
float ConeParamIntersect( float yMinPercent, float yMaxPercent, float phiMaxRadians, vec3 ro, vec3 rd, out vec3 n )
//------------------------------------------------------------------------------------------------------------
{
    vec3 pHit;
    float t, t0, t1, phi;
    // implicit equation of a double-cone extending infinitely in +Y and -Y directions
    // x^2 + z^2 - y^2 = 0
    // code below cuts off top cone, leaving bottom cone with apex at the top (+1.0), and circular base (radius of 1) at the bottom (-1.0)
    float k = 0.25;
    float a = rd.x * rd.x + rd.z * rd.z - k * rd.y * rd.y;
        float b = 2.0 * (rd.x * ro.x + rd.z * ro.z - k * rd.y * (ro.y - 1.0));
        float c = ro.x * ro.x + ro.z * ro.z - k * (ro.y - 1.0) * (ro.y - 1.0);
    solveQuadratic(a, b, c, t0, t1);
    if (t1 <= 0.0) return INFINITY;
    t = t0 > 0.0 ? t0 : INFINITY;
    pHit = ro + rd * t;
    phi = mod(atan(pHit.z, pHit.x), TWO_PI);
    if (pHit.y > yMaxPercent || pHit.y < yMinPercent || phi > phiMaxRadians)
    {
        t = t1;
        pHit = ro + rd * t;
        phi = mod(atan(pHit.z, pHit.x), TWO_PI);
        if (pHit.y > yMaxPercent || pHit.y < yMinPercent || phi > phiMaxRadians)
            t = INFINITY;
    }
    n = vec3(2.0 * pHit.x, 2.0 * (1.0 - pHit.y) * k, 2.0 * pHit.z);
    n = dot(rd, n) < 0.0 ? n : -n; // flip normal if it is facing away from us
    return t;
}
`;
THREE.ShaderChunk[ 'pathtracing_paraboloid_param_intersect' ] = `
//------------------------------------------------------------------------------------------------------------
float ParaboloidParamIntersect( float yMinPercent, float yMaxPercent, float phiMaxRadians, vec3 ro, vec3 rd, out vec3 n )
//------------------------------------------------------------------------------------------------------------
{
    vec3 pHit;
    float t, t0, t1, phi;
    // implicit equation of a paraboloid (bowl or vase-shape extending infinitely in the +Y direction):
    // x^2 + z^2 - y = 0
    ro.y += 1.0; // this essentially centers the paraboloid so that the bottom is at -1.0 and
             // the open circular top (radius of 1) is at +1.0
    float k = 0.5;
    float a = (rd.x * rd.x + rd.z * rd.z);
        float b = 2.0 * (rd.x * ro.x + rd.z * ro.z) - k * rd.y;
        float c = (ro.x * ro.x + ro.z * ro.z) - k * ro.y;
    solveQuadratic(a, b, c, t0, t1);
    if (t1 <= 0.0) return INFINITY;
    // this takes into account that we shifted the ray origin by +1.0
    yMaxPercent += 1.0;
    yMinPercent += 1.0;
    t = t0 > 0.0 ? t0 : INFINITY;
    pHit = ro + rd * t;
    phi = mod(atan(pHit.z, pHit.x), TWO_PI);
    if (pHit.y > yMaxPercent || pHit.y < yMinPercent || phi > phiMaxRadians)
    {
        t = t1;
        pHit = ro + rd * t;
        phi = mod(atan(pHit.z, pHit.x), TWO_PI);
        if (pHit.y > yMaxPercent || pHit.y < yMinPercent || phi > phiMaxRadians)
            t = INFINITY;
    }
    n = vec3(2.0 * pHit.x, -1.0 * k, 2.0 * pHit.z);
    n = dot(rd, n) < 0.0 ? n : -n; // flip normal if it is facing away from us
    return t;
}
`;
THREE.ShaderChunk[ 'pathtracing_hyperboloid_param_intersect' ] = `
//------------------------------------------------------------------------------------------------------------
float HyperboloidParamIntersect( float k, float yMinPercent, float yMaxPercent, float phiMaxRadians, vec3 ro, vec3 rd, out vec3 n )
//------------------------------------------------------------------------------------------------------------
{
    vec3 pHit;
    float t, t0, t1, phi;
    // implicit equation of a hyperboloid of 1 sheet (hourglass shape extending infinitely in the +Y and -Y directions):
    // x^2 + z^2 - y^2 - 1 = 0
    // implicit equation of a hyperboloid of 2 sheets (2 mirrored opposing paraboloids, non-connecting, top extends infinitely in +Y, bottom in -Y):
    // x^2 + z^2 - y^2 + 1 = 0
    // if the k argument is negative, a 2-sheet hyperboloid is created
    float j = k - 1.0;
    float a = k * rd.x * rd.x + k * rd.z * rd.z - j * rd.y * rd.y;
    float b = 2.0 * (k * rd.x * ro.x + k * rd.z * ro.z - j * rd.y * ro.y);
    float c = (k * ro.x * ro.x + k * ro.z * ro.z - j * ro.y * ro.y) - 1.0;
    solveQuadratic(a, b, c, t0, t1);
    if (t1 <= 0.0) return INFINITY;
    t = t0 > 0.0 ? t0 : INFINITY;
    pHit = ro + rd * t;
    phi = mod(atan(pHit.z, pHit.x), TWO_PI);
    if (pHit.y > yMaxPercent || pHit.y < yMinPercent || phi > phiMaxRadians)
    {
        t = t1;
        pHit = ro + rd * t;
        phi = mod(atan(pHit.z, pHit.x), TWO_PI);
        if (pHit.y > yMaxPercent || pHit.y < yMinPercent || phi > phiMaxRadians)
            t = INFINITY;
    }
    n = vec3(2.0 * pHit.x * k, 2.0 * -pHit.y * j, 2.0 * pHit.z * k);
    n = dot(rd, n) < 0.0 ? n : -n; // flip normal if it is facing away from us
    return t;
}
`;
THREE.ShaderChunk[ 'pathtracing_hyperbolic_paraboloid_param_intersect' ] = `
//------------------------------------------------------------------------------------------------------------
float HyperbolicParaboloidParamIntersect( float yMinPercent, float yMaxPercent, float phiMaxRadians, vec3 ro, vec3 rd, out vec3 n )
//------------------------------------------------------------------------------------------------------------
{
    vec3 pHit;
    float t, t0, t1, phi;
    // implicit equation of an infinite hyperbolic paraboloid (saddle shape):
    // x^2 - z^2 - y = 0
    float a = rd.x * rd.x - rd.z * rd.z;
    float b = 2.0 * (rd.x * ro.x - rd.z * ro.z) - rd.y;
    float c = (ro.x * ro.x - ro.z * ro.z) - ro.y;
    solveQuadratic(a, b, c, t0, t1);
    if (t1 <= 0.0) return INFINITY;
    t = t0 > 0.0 ? t0 : INFINITY;
    pHit = ro + rd * t;
    phi = mod(atan(pHit.z, pHit.x), TWO_PI);
    if (abs(pHit.x) > yMaxPercent || abs(pHit.y) > yMaxPercent || abs(pHit.z) > yMaxPercent || phi > phiMaxRadians)
    {
        t = t1;
        pHit = ro + rd * t;
        phi = mod(atan(pHit.z, pHit.x), TWO_PI);
        if (abs(pHit.x) > yMaxPercent || abs(pHit.y) > yMaxPercent || abs(pHit.z) > yMaxPercent || phi > phiMaxRadians)
            t = INFINITY;
    }
    n = vec3(2.0 * pHit.x, -1.0, -2.0 * pHit.z);
    n = dot(rd, n) < 0.0 ? n : -n; // flip normal if it is facing away from us
    return t;
}
`;
THREE.ShaderChunk[ 'pathtracing_ellipsoid_intersect' ] = `
//---------------------------------------------------------------------------------
float EllipsoidIntersect( vec3 radii, vec3 pos, vec3 rayOrigin, vec3 rayDirection )
//---------------------------------------------------------------------------------
{
    float t0, t1;
    vec3 oc = rayOrigin - pos;
    vec3 oc2 = oc*oc;
    vec3 ocrd = oc*rayDirection;
    vec3 rd2 = rayDirection*rayDirection;
    vec3 invRad = 1.0/radii;
    vec3 invRad2 = invRad*invRad;
    // quadratic equation coefficients
    float a = dot(rd2, invRad2);
    float b = 2.0*dot(ocrd, invRad2);
    float c = dot(oc2, invRad2) - 1.0;
    solveQuadratic(a, b, c, t0, t1);
    return t0 > 0.0 ? t0 : t1 > 0.0 ? t1 : INFINITY;
}
`;
THREE.ShaderChunk[ 'pathtracing_opencylinder_intersect' ] = `
//-------------------------------------------------------------------------------------------------------
float OpenCylinderIntersect( vec3 p0, vec3 p1, float rad, vec3 rayOrigin, vec3 rayDirection, out vec3 n )
//-------------------------------------------------------------------------------------------------------
{
    float r2=rad*rad;
    vec3 dp=p1-p0;
    vec3 dpt=dp/dot(dp,dp);
    vec3 ao=rayOrigin-p0;
    vec3 aoxab=cross(ao,dpt);
    vec3 vxab=cross(rayDirection,dpt);
    float ab2=dot(dpt,dpt);
    float a=2.0*dot(vxab,vxab);
    float ra=1.0/a;
    float b=2.0*dot(vxab,aoxab);
    float c=dot(aoxab,aoxab)-r2*ab2;
    float det=b*b-2.0*a*c;
    if (det<0.0)
        return INFINITY;
    det=sqrt(det);
    float t0 = (-b-det)*ra;
    float t1 = (-b+det)*ra;
    vec3 ip;
    vec3 lp;
    float ct;
    if (t0 > 0.0)
    {
        ip=rayOrigin+rayDirection*t0;
        lp=ip-p0;
        ct=dot(lp,dpt);
        if((ct>0.0)&&(ct<1.0))
        {
            n=ip-(p0+dp*ct);
            return t0;
        }
    }
    if (t1 > 0.0)
    {
        ip=rayOrigin+rayDirection*t1;
        lp=ip-p0;
        ct=dot(lp,dpt);
        if((ct>0.0)&&(ct<1.0))
        {
                 n=(p0+dp*ct)-ip;
            return t1;
        }
    }
    return INFINITY;
}
`;
THREE.ShaderChunk[ 'pathtracing_cappedcylinder_intersect' ] = `
//---------------------------------------------------------------------------------------------------------
float CappedCylinderIntersect( vec3 p0, vec3 p1, float rad, vec3 rayOrigin, vec3 rayDirection, out vec3 n )
//---------------------------------------------------------------------------------------------------------
{
    float r2=rad*rad;
    vec3 dp=p1-p0;
    vec3 dpt=dp/dot(dp,dp);
    vec3 ao=rayOrigin-p0;
    vec3 aoxab=cross(ao,dpt);
    vec3 vxab=cross(rayDirection,dpt);
    float ab2=dot(dpt,dpt);
    float a=2.0*dot(vxab,vxab);
    float ra=1.0/a;
    float b=2.0*dot(vxab,aoxab);
    float c=dot(aoxab,aoxab)-r2*ab2;
    float det=b*b-2.0*a*c;
    if(det<0.0)
        return INFINITY;
    det=sqrt(det);
    float t0=(-b-det)*ra;
    float t1=(-b+det)*ra;
    vec3 ip;
    vec3 lp;
    float ct;
    float result = INFINITY;
    // Cylinder caps
    // disk0
    vec3 diskNormal = normalize(dp);
    float denom = dot(diskNormal, rayDirection);
    vec3 pOrO = p0 - rayOrigin;
    float tDisk0 = dot(pOrO, diskNormal) / denom;
    if (tDisk0 > 0.0)
    {
        vec3 intersectPos = rayOrigin + rayDirection * tDisk0;
        vec3 v = intersectPos - p0;
        float d2 = dot(v,v);
        if (d2 <= r2)
        {
            result = tDisk0;
            n = diskNormal;
        }
    }
    // disk1
    denom = dot(diskNormal, rayDirection);
    pOrO = p1 - rayOrigin;
    float tDisk1 = dot(pOrO, diskNormal) / denom;
    if (tDisk1 > 0.0)
    {
        vec3 intersectPos = rayOrigin + rayDirection * tDisk1;
        vec3 v = intersectPos - p1;
        float d2 = dot(v,v);
        if (d2 <= r2 && tDisk1 < result)
        {
            result = tDisk1;
            n = diskNormal;
        }
    }
    // Cylinder body
    if (t1 > 0.0)
    {
        ip=rayOrigin+rayDirection*t1;
        lp=ip-p0;
        ct=dot(lp,dpt);
        if(ct>0.0 && ct<1.0 && t1<result)
        {
            result = t1;
                 n=(p0+dp*ct)-ip;
        }
    }
    if (t0 > 0.0)
    {
        ip=rayOrigin+rayDirection*t0;
        lp=ip-p0;
        ct=dot(lp,dpt);
        if(ct>0.0 && ct<1.0 && t0<result)
        {
            result = t0;
            n=ip-(p0+dp*ct);
        }
    }
    return result;
}
`;
THREE.ShaderChunk[ 'pathtracing_cone_intersect' ] = `
//--------------------------------------------------------------------------------------------------------
float ConeIntersect( vec3 p0, float r0, vec3 p1, float r1, vec3 rayOrigin, vec3 rayDirection, out vec3 n )
//--------------------------------------------------------------------------------------------------------
{
    r0 += 0.1;
    vec3 locX;
    vec3 locY;
    vec3 locZ=-(p1-p0)/(1.0 - r1/r0);
    rayOrigin-=p0-locZ;
    if(abs(locZ.x)<abs(locZ.y))
        locX=vec3(1,0,0);
    else
        locX=vec3(0,1,0);
    float len=length(locZ);
    locZ=normalize(locZ)/len;
    locY=normalize(cross(locX,locZ))/r0;
    locX=normalize(cross(locY,locZ))/r0;
    mat3 tm;
    tm[0]=locX;
    tm[1]=locY;
    tm[2]=locZ;
    rayDirection*=tm;
    rayOrigin*=tm;
    float dx=rayDirection.x;
    float dy=rayDirection.y;
    float dz=rayDirection.z;
    float x0=rayOrigin.x;
    float y0=rayOrigin.y;
    float z0=rayOrigin.z;
    float x02=x0*x0;
    float y02=y0*y0;
    float z02=z0*z0;
    float dx2=dx*dx;
    float dy2=dy*dy;
    float dz2=dz*dz;
    float det=(
        -2.0*x0*dx*z0*dz
        +2.0*x0*dx*y0*dy
        -2.0*z0*dz*y0*dy
        +dz2*x02
        +dz2*y02
        +dx2*z02
        +dy2*z02
        -dy2*x02
        -dx2*y02
        );
    if(det<0.0)
        return INFINITY;
    float t0=(-x0*dx+z0*dz-y0*dy-sqrt(abs(det)))/(dx2-dz2+dy2);
    float t1=(-x0*dx+z0*dz-y0*dy+sqrt(abs(det)))/(dx2-dz2+dy2);
    vec3 pt0=rayOrigin+t0*rayDirection;
    vec3 pt1=rayOrigin+t1*rayDirection;
    if(t0>0.0 && pt0.z>r1/r0 && pt0.z<1.0)
    {
        n=pt0;
        n.z=0.0;
        n=normalize(n);
        n.z=-pt0.z/abs(pt0.z);
        n=normalize(n);
        n=tm*n;
        return t0;
    }
        if(t1>0.0 && pt1.z>r1/r0 && pt1.z<1.0)
    {
        n=pt1;
        n.z=0.0;
        n=normalize(n);
        n.z=-pt1.z/abs(pt1.z);
        n=normalize(n);
        n=tm*-n;
        return t1;
    }
    return INFINITY;
}
`;
THREE.ShaderChunk[ 'pathtracing_capsule_intersect' ] = `
//-----------------------------------------------------------------------------------------------------------
float CapsuleIntersect( vec3 p0, float r0, vec3 p1, float r1, vec3 rayOrigin, vec3 rayDirection, out vec3 n )
//-----------------------------------------------------------------------------------------------------------
{
    /*
    // used for ConeIntersect below, if different radius sphere end-caps are desired
    vec3 l  = p1-p0;
    float ld = length(l);
    l=l/ld;
    float d= r0-r1;
    float sa = d/ld;
    float h0 = r0*sa;
    float h1 = r1*sa;
    float cr0 = sqrt(r0*r0-h0*h0);
    float cr1 = sqrt(r1*r1-h1*h1);
    vec3 coneP0=p0+l*h0;
    vec3 coneP1=p1+l*h1;
    */
    float t0=INFINITY;
    float t1;
    vec3 uv1;
    vec3 n1;
    //t1 = ConeIntersect(coneP0,cr0,coneP1,cr1,rayOrigin, rayDirection,n1);
    t1 = OpenCylinderIntersect(p0,p1,r0,rayOrigin, rayDirection,n1);
    if(t1<t0)
    {
        t0=t1;
        n=n1;
    }
    t1 = SphereIntersect(r0,p0,rayOrigin, rayDirection);
    if(t1<t0)
    {
        t0=t1;
        n=(rayOrigin + rayDirection * t1) - p0;
    }
    t1 = SphereIntersect(r1,p1,rayOrigin, rayDirection);
    if(t1<t0)
    {
        t0=t1;
        n=(rayOrigin + rayDirection * t1) - p1;
    }
    return t0;
}
`;
THREE.ShaderChunk[ 'pathtracing_paraboloid_intersect' ] = `
//-----------------------------------------------------------------------------------------------------------
float ParaboloidIntersect( float rad, float height, vec3 pos, vec3 rayOrigin, vec3 rayDirection, out vec3 n )
//-----------------------------------------------------------------------------------------------------------
{
    vec3 rd = rayDirection;
    vec3 ro = rayOrigin - pos;
    float k = height / (rad * rad);
    // quadratic equation coefficients
    float a = k * (rd.x * rd.x + rd.z * rd.z);
    float b = k * 2.0 * (rd.x * ro.x + rd.z * ro.z) - rd.y;
    float c = k * (ro.x * ro.x + ro.z * ro.z) - ro.y;
    float t0, t1;
    solveQuadratic(a, b, c, t0, t1);
    vec3 ip;
    if (t0 > 0.0)
    {
        ip = ro + rd * t0;
        n = vec3( 2.0 * ip.x, -1.0 / k, 2.0 * ip.z );
        // flip normal if it is facing away from us
        n *= sign(-dot(rd, n)) * 2.0 - 1.0; // sign is 0 or 1, map it to -1 and +1
        if (ip.y < height)
            return t0;
    }
    if (t1 > 0.0)
    {
        ip = ro + rd * t1;
        n = vec3( 2.0 * ip.x, -1.0 / k, 2.0 * ip.z );
        // flip normal if it is facing away from us
        n *= sign(-dot(rd, n)) * 2.0 - 1.0; // sign is 0 or 1, map it to -1 and +1
        if (ip.y < height)
            return t1;
    }
    return INFINITY;
}
`;
THREE.ShaderChunk[ 'pathtracing_hyperboloid_intersect' ] = `
//------------------------------------------------------------------------------------------------------------
float HyperboloidIntersect( float rad, float height, vec3 pos, vec3 rayOrigin, vec3 rayDirection, out vec3 n )
//------------------------------------------------------------------------------------------------------------
{
    vec3 rd = rayDirection;
    vec3 ro = rayOrigin - pos;
    float k = height / (rad * rad);
    // quadratic equation coefficients
    float a = k * ((rd.x * rd.x) - (rd.y * rd.y) + (rd.z * rd.z));
    float b = k * 2.0 * ( (rd.x * ro.x) - (rd.y * ro.y) + (rd.z * ro.z) );
    float c = k * ((ro.x * ro.x) - (ro.y * ro.y) + (ro.z * ro.z)) - (rad * rad);
    float t0, t1;
    solveQuadratic(a, b, c, t0, t1);
    vec3 ip;
    if (t0 > 0.0)
    {
        ip = ro + rd * t0;
        n = vec3( 2.0 * ip.x, -2.0 * ip.y, 2.0 * ip.z );
        // flip normal if it is facing away from us
        n *= sign(-dot(rd, n)) * 2.0 - 1.0; // sign is 0 or 1, map it to -1 and +1
        if (abs(ip.y) < height)
            return t0;
    }
    if (t1 > 0.0)
    {
        ip = ro + rd * t1;
        n = vec3( 2.0 * ip.x, -2.0 * ip.y, 2.0 * ip.z );
        // flip normal if it is facing away from us
        n *= sign(-dot(rd, n)) * 2.0 - 1.0; // sign is 0 or 1, map it to -1 and +1
        if (abs(ip.y) < height)
            return t1;
    }
    return INFINITY;
}
`;
THREE.ShaderChunk[ 'pathtracing_hyperbolic_paraboloid_intersect' ] = `
//---------------------------------------------------------------------------------------------------------------------
float HyperbolicParaboloidIntersect( float rad, float height, vec3 pos, vec3 rayOrigin, vec3 rayDirection, out vec3 n )
//---------------------------------------------------------------------------------------------------------------------
{
    vec3 rd = rayDirection;
    vec3 ro = rayOrigin - pos;
    float k = height / (rad * rad);
    // quadratic equation coefficients
    float a = k * (rd.x * rd.x - rd.z * rd.z);
    float b = k * 2.0 * (rd.x * ro.x - rd.z * ro.z) - rd.y;
    float c = k * (ro.x * ro.x - ro.z * ro.z) - ro.y;
    float t0, t1;
    solveQuadratic(a, b, c, t0, t1);
    vec3 ip;
    if (t0 > 0.0)
    {
        ip = ro + rd * t0;
        n = vec3( 2.0 * ip.x, -1.0 / k, -2.0 * ip.z );
        // flip normal if it is facing away from us
        n *= sign(-dot(rd, n)) * 2.0 - 1.0; // sign is 0 or 1, map it to -1 and +1
        if (abs(ip.x) < height && abs(ip.y) < height && abs(ip.z) < height)
            return t0;
    }
    if (t1 > 0.0)
    {
        ip = ro + rd * t1;
        n = vec3( 2.0 * ip.x, -1.0 / k, -2.0 * ip.z );
        // flip normal if it is facing away from us
        n *= sign(-dot(rd, n)) * 2.0 - 1.0; // sign is 0 or 1, map it to -1 and +1
        if (abs(ip.x) < height && abs(ip.y) < height && abs(ip.z) < height)
            return t1;
    }
    return INFINITY;
}
`;
THREE.ShaderChunk[ 'pathtracing_unit_torus_intersect' ] = `
// The following Torus quartic solver algo/code is from https://www.shadertoy.com/view/ssc3Dn by Shadertoy user 'mla'
float sgn(float x)
{
    return x < 0.0 ? -1.0 : 1.0; // Return 1.0 for x == 0.0
}
float evalquadratic(float x, float A, float B, float C)
{
      return (A * x + B) * x + C;
}
float evalcubic(float x, float A, float B, float C, float D)
{
      return ((A * x + B) * x + C) * x + D;
}
// Quadratic solver from Kahan
int quadratic(float A, float B, float C, out vec2 res)
{
      float b = -0.5 * B, b2 = b * b;
      float q = b2 - A * C;
      if (q < 0.0) return 0;
      float r = b + sgn(b) * sqrt(q);
      if (r == 0.0)
    {
          res[0] = C / A;
            res[1] = -res[0];
      }
    else
    {
            res[0] = C / r;
            res[1] = r / A;
      }
      return 2;
}
// Numerical Recipes algorithm for solving cubic equation
int cubic(float a, float b, float c, float d, out vec3 res)
{
      if (a == 0.0)
      {
            return quadratic(b, c, d, res.xy);
      }
      if (d == 0.0)
      {
            res.x = 0.0;
            return 1 + quadratic(a, b, c, res.yz);
      }
      float tmp = a; a = b / tmp; b = c / tmp; c = d / tmp;
      // solve x^3 + ax^2 + bx + c = 0
      float Q = (a * a - 3.0 * b) / 9.0;
      float R = (2.0 * a * a * a - 9.0 * a * b + 27.0 * c) / 54.0;
      float R2 = R * R, Q3 = Q * Q * Q;
      if (R2 < Q3)
      {
            float X = clamp(R / sqrt(Q3), -1.0, 1.0);
            float theta = acos(X);
            float S = sqrt(Q); // Q must be positive since 0 <= R2 < Q3
            res[0] = -2.0 *S *cos(theta / 3.0) - a / 3.0;
            res[1] = -2.0 *S *cos((theta + 2.0 * PI) / 3.0) - a / 3.0;
            res[2] = -2.0 *S *cos((theta + 4.0 * PI) / 3.0) - a / 3.0;
            return 3;
      }
      else
      {
            float alpha = -sgn(R) * pow(abs(R) + sqrt(R2 - Q3), 0.3333);
            float beta = alpha == 0.0 ? 0.0 : Q / alpha;
            res[0] = alpha + beta - a / 3.0;
            return 1;
      }
}
/* float qcubic(float B, float C, float D) {
  vec3 roots;
  int nroots = cubic(1.0,B,C,D,roots);
  // Sort into descending order
  if (nroots > 1 && roots.x < roots.y) roots.xy = roots.yx;
  if (nroots > 2) {
    if (roots.y < roots.z) roots.yz = roots.zy;
    if (roots.x < roots.y) roots.xy = roots.yx;
  }
  // And select the largest
  float psi = roots[0];
  psi = max(1e-6,psi);
  // and give a quick polish with Newton-Raphson
  for (int i = 0; i < 3; i++) {
    float delta = evalcubic(psi,1.0,B,C,D)/evalquadratic(psi,3.0,2.0*B,C);
    psi -= delta;
  }
  return psi;
} */
float qcubic(float B, float C, float D)
{
      vec3 roots;
      int nroots = cubic(1.0, B, C, D, roots);
      // Select the largest
      float psi = roots[0];
      if (nroots > 1) psi = max(psi, roots[1]);
      if (nroots > 2) psi = max(psi, roots[2]);
      // Give a quick polish with Newton-Raphson
      float delta;
    delta = evalcubic(psi, 1.0, B, C, D) / evalquadratic(psi, 3.0, 2.0 * B, C);
    psi -= delta;
    delta = evalcubic(psi, 1.0, B, C, D) / evalquadratic(psi, 3.0, 2.0 * B, C);
        psi -= delta;
      return psi;
}
// The Lanczos quartic method
int lquartic(float c1, float c2, float c3, float c4, out vec4 res)
{
      float alpha = 0.5 * c1;
      float A = c2 - alpha * alpha;
      float B = c3 - alpha * A;
      float a, b, beta, psi;
      psi = qcubic(2.0 * A - alpha * alpha, A * A + 2.0 * B * alpha - 4.0 * c4, -B * B);
      // There _should_ be a root >= 0, but sometimes the cubic
      // solver misses it (probably a double root around zero).
      psi = max(0.0, psi);
      a = sqrt(psi);
      beta = 0.5 * (A + psi);
      if (psi <= 0.0)
      {
            b = sqrt(max(beta * beta - c4, 0.0));
      }
      else
      {
            b = 0.5 * a * (alpha - B / psi);
      }
      int resn = quadratic(1.0, alpha + a, beta + b, res.xy);
      vec2 tmp;
      if (quadratic(1.0, alpha - a, beta - b, tmp) != 0)
      {
            res.zw = res.xy;
            res.xy = tmp;
            resn += 2;
      }
      return resn;
}
// Note: the parameter below is renamed '_E', because Euler's number 'E' is already defined in 'pathtracing_defines_and_uniforms'
int quartic(float A, float B, float C, float D, float _E, out vec4 roots)
{
    int nroots;
      // Sometimes it's advantageous to solve for the reciprocal (if there are very large solutions)
      if (abs(B / A) < abs(D /_E))
    {
            nroots = lquartic(B / A, C / A, D / A,_E / A, roots);
      }
    else
    {
            nroots = lquartic(D /_E, C /_E, B /_E, A /_E, roots);
            for (int i = 0; i < nroots; i++)
        {
                  roots[i] = 1.0 / roots[i];
            }
      }
      return nroots;
}
float UnitTorusIntersect(vec3 ro, vec3 rd, float k, out vec3 n)
{
    // Note: the vec3 'rd' might not be normalized to unit length of 1,
    //  in order to allow for inverse transform of intersecting rays into Torus' object space
    k = mix(0.5, 1.0, k);
    float torus_R = max(0.0, k); // outer extent of the entire torus/ring
    float torus_r = max(0.01, 1.0 - k); // thickness of circular 'tubing' part of torus/ring
    float torusR2 = torus_R * torus_R;
    float torusr2 = torus_r * torus_r;
    float U = dot(rd, rd);
    float V = 2.0 * dot(ro, rd);
    float W = dot(ro, ro) - (torusR2 + torusr2);
    // A*t^4 + B*t^3 + C*t^2 + D*t + _E = 0
    float A = U * U;
    float B = 2.0 * U * V;
    float C = V * V + 2.0 * U * W + 4.0 * torusR2 * rd.z * rd.z;
    float D = 2.0 * V * W + 8.0 * torusR2 * ro.z * rd.z;
// Note: the float below is renamed '_E', because Euler's number 'E' is already defined in 'pathtracing_defines_and_uniforms'
    float _E = W * W + 4.0 * torusR2 * (ro.z * ro.z - torusr2);
    vec4 res = vec4(0);
    int nr = quartic(A, B, C, D, _E, res);
    if (nr == 0) return INFINITY;
      // Sort the roots.
      if (res.x > res.y) res.xy = res.yx;
      if (nr > 2)
    {
            if (res.y > res.z) res.yz = res.zy;
            if (res.x > res.y) res.xy = res.yx;
      }
    if (nr > 3)
    {
        if (res.z > res.w) res.zw = res.wz;
        if (res.y > res.z) res.yz = res.zy;
        if (res.x > res.y) res.xy = res.yx;
    }
    float t = INFINITY;
    t = (res.w > 0.0) ? res.w : t;
    t = (res.z > 0.0) ? res.z : t;
    t = (res.y > 0.0) ? res.y : t;
    t = (res.x > 0.0) ? res.x : t;
    vec3 pos = ro + t * rd;
    //n = pos * (dot(pos, pos) - torusr2 - torusR2 * vec3(1, 1,-1));
    float kn = sqrt(torusR2 / dot(pos.xy, pos.xy));
    pos.xy -= kn * pos.xy;
    n = pos;
      return t;
}
`;
THREE.ShaderChunk[ 'pathtracing_quad_intersect' ] = `
float TriangleIntersect( vec3 v0, vec3 v1, vec3 v2, vec3 rayOrigin, vec3 rayDirection, bool isDoubleSided )
{
    vec3 edge1 = v1 - v0;
    vec3 edge2 = v2 - v0;
    vec3 pvec = cross(rayDirection, edge2);
    float det = 1.0 / dot(edge1, pvec);
    if ( !isDoubleSided && det < 0.0 )
        return INFINITY;
    vec3 tvec = rayOrigin - v0;
    float u = dot(tvec, pvec) * det;
    vec3 qvec = cross(tvec, edge1);
    float v = dot(rayDirection, qvec) * det;
    float t = dot(edge2, qvec) * det;
    return (u < 0.0 || u > 1.0 || v < 0.0 || u + v > 1.0 || t <= 0.0) ? INFINITY : t;
}
//--------------------------------------------------------------------------------------------------------------
float QuadIntersect( vec3 v0, vec3 v1, vec3 v2, vec3 v3, vec3 rayOrigin, vec3 rayDirection, bool isDoubleSided )
//--------------------------------------------------------------------------------------------------------------
{
    return min(TriangleIntersect(v0, v1, v2, rayOrigin, rayDirection, isDoubleSided),
           TriangleIntersect(v0, v2, v3, rayOrigin, rayDirection, isDoubleSided));
}
`;
THREE.ShaderChunk[ 'pathtracing_box_intersect' ] = `
//-----------------------------------------------------------------------------------------------------------------------------
float BoxIntersect( vec3 minCorner, vec3 maxCorner, vec3 rayOrigin, vec3 rayDirection, out vec3 normal, out bool isRayExiting )
//-----------------------------------------------------------------------------------------------------------------------------
{
    vec3 invDir = 1.0 / rayDirection;
    vec3 near = (minCorner - rayOrigin) * invDir;
    vec3 far  = (maxCorner - rayOrigin) * invDir;
    vec3 tmin = min(near, far);
    vec3 tmax = max(near, far);
    float t0 = max( max(tmin.x, tmin.y), tmin.z);
    float t1 = min( min(tmax.x, tmax.y), tmax.z);
    if (t0 > t1) return INFINITY;
    if (t0 > 0.0) // if we are outside the box
    {
        normal = -sign(rayDirection) * step(tmin.yzx, tmin) * step(tmin.zxy, tmin);
        isRayExiting = false;
        return t0;
    }
    if (t1 > 0.0) // if we are inside the box
    {
        normal = -sign(rayDirection) * step(tmax, tmax.yzx) * step(tmax, tmax.zxy);
        isRayExiting = true;
        return t1;
    }
    return INFINITY;
}
`;
THREE.ShaderChunk[ 'pathtracing_boundingbox_intersect' ] = `
//--------------------------------------------------------------------------------------
float BoundingBoxIntersect( vec3 minCorner, vec3 maxCorner, vec3 rayOrigin, vec3 invDir )
//--------------------------------------------------------------------------------------
{
    vec3 near = (minCorner - rayOrigin) * invDir;
    vec3 far  = (maxCorner - rayOrigin) * invDir;
    vec3 tmin = min(near, far);
    vec3 tmax = max(near, far);
    float t0 = max( max(tmin.x, tmin.y), tmin.z);
    float t1 = min( min(tmax.x, tmax.y), tmax.z);
    //return t1 >= max(t0, 0.0) ? t0 : INFINITY;
    return max(t0, 0.0) > t1 ? INFINITY : t0;
}
`;
THREE.ShaderChunk[ 'pathtracing_bvhTriangle_intersect' ] = `
//-------------------------------------------------------------------------------------------------------------------
float BVH_TriangleIntersect( vec3 v0, vec3 v1, vec3 v2, vec3 rayOrigin, vec3 rayDirection, out float u, out float v )
//-------------------------------------------------------------------------------------------------------------------
{
    vec3 edge1 = v1 - v0;
    vec3 edge2 = v2 - v0;
    vec3 pvec = cross(rayDirection, edge2);
    float det = 1.0 / dot(edge1, pvec);
    vec3 tvec = rayOrigin - v0;
    u = dot(tvec, pvec) * det;
    vec3 qvec = cross(tvec, edge1);
    v = dot(rayDirection, qvec) * det;
    float t = dot(edge2, qvec) * det;
    return (det < 0.0 || u < 0.0 || u > 1.0 || v < 0.0 || u + v > 1.0 || t <= 0.0) ? INFINITY : t;
}
`;
THREE.ShaderChunk[ 'pathtracing_bvhDoubleSidedTriangle_intersect' ] = `
//------------------------------------------------------------------------------------------------------------------------------
float BVH_DoubleSidedTriangleIntersect( vec3 v0, vec3 v1, vec3 v2, vec3 rayOrigin, vec3 rayDirection, out float u, out float v )
//------------------------------------------------------------------------------------------------------------------------------
{
    vec3 edge1 = v1 - v0;
    vec3 edge2 = v2 - v0;
    vec3 pvec = cross(rayDirection, edge2);
    float det = 1.0 / dot(edge1, pvec);
    vec3 tvec = rayOrigin - v0;
    u = dot(tvec, pvec) * det;
    vec3 qvec = cross(tvec, edge1);
    v = dot(rayDirection, qvec) * det;
    float t = dot(edge2, qvec) * det;
    return (u < 0.0 || u > 1.0 || v < 0.0 || u + v > 1.0 || t <= 0.0) ? INFINITY : t;
}
`;
THREE.ShaderChunk[ 'pathtracing_physical_sky_functions' ] = `
float RayleighPhase(float cosTheta)
{
    return THREE_OVER_SIXTEENPI * (1.0 + (cosTheta * cosTheta));
}
float hgPhase(float cosTheta, float g)
{
        float g2 = g * g;
        float inverse = 1.0 / pow(max(0.0, 1.0 - 2.0 * g * cosTheta + g2), 1.5);
    return ONE_OVER_FOURPI * ((1.0 - g2) * inverse);
}
vec3 totalMie()
{
    float c = (0.2 * TURBIDITY) * 10E-18;
    return 0.434 * c * MIE_CONST;
}
float SunIntensity(float zenithAngleCos)
{
    zenithAngleCos = clamp( zenithAngleCos, -1.0, 1.0 );
    return SUN_POWER * max( 0.0, 1.0 - pow( E, -( ( CUTOFF_ANGLE - acos( zenithAngleCos ) ) / STEEPNESS ) ) );
}
vec3 Get_Sky_Color(vec3 rayDir)
{
    vec3 viewDirection = normalize(rayDir);
    /* most of the following code is borrowed from the three.js shader file: SkyShader.js */
        // Cosine angles
    float cosViewSunAngle = dot(viewDirection, uSunDirection);
        float cosSunUpAngle = dot(UP_VECTOR, uSunDirection); // allowed to be negative: + is daytime, - is nighttime
        float cosUpViewAngle = dot(UP_VECTOR, viewDirection);
        // Get sun intensity based on how high in the sky it is
        float sunE = SunIntensity(cosSunUpAngle);
    // extinction (absorbtion + out scattering)
    // rayleigh coefficients
        vec3 rayleighAtX = TOTAL_RAYLEIGH * RAYLEIGH_COEFFICIENT;
    // mie coefficients
    vec3 mieAtX = totalMie() * MIE_COEFFICIENT;
    // optical length
    float zenithAngle = acos( max( 0.0, dot( UP_VECTOR, viewDirection ) ) );
    float inverse = 1.0 / ( cos( zenithAngle ) + 0.15 * pow( 93.885 - ( ( zenithAngle * 180.0 ) / PI ), -1.253 ) );
    float rayleighOpticalLength = RAYLEIGH_ZENITH_LENGTH * inverse;
    float mieOpticalLength = MIE_ZENITH_LENGTH * inverse;
    // combined extinction factor
    vec3 Fex = exp(-(rayleighAtX * rayleighOpticalLength + mieAtX * mieOpticalLength));
    // in scattering
    vec3 betaRTheta = rayleighAtX * RayleighPhase(cosViewSunAngle * 0.5 + 0.5);
    vec3 betaMTheta = mieAtX * hgPhase(cosViewSunAngle, MIE_DIRECTIONAL_G);
    vec3 Lin = pow( sunE * ( ( betaRTheta + betaMTheta ) / ( rayleighAtX + mieAtX ) ) * ( 1.0 - Fex ), vec3( 1.5 ) );
    Lin *= mix( vec3( 1.0 ), pow( sunE * ( ( betaRTheta + betaMTheta ) / ( rayleighAtX + mieAtX ) ) * Fex, vec3( 1.0 / 2.0 ) ), clamp( pow( 1.0 - cosSunUpAngle, 5.0 ), 0.0, 1.0 ) );
    // nightsky
    float theta = acos( viewDirection.y ); // elevation --> y-axis, [-pi/2, pi/2]
    float phi = atan( viewDirection.z, viewDirection.x ); // azimuth --> x-axis [-pi/2, pi/2]
    vec2 uv = vec2( phi, theta ) / vec2( 2.0 * PI, PI ) + vec2( 0.5, 0.0 );
    vec3 L0 = vec3( 0.1 ) * Fex;
    // composition + solar disc
    float sundisk = smoothstep( SUN_ANGULAR_DIAMETER_COS, SUN_ANGULAR_DIAMETER_COS + 0.00002, cosViewSunAngle );
    L0 += ( sunE * 19000.0 * Fex ) * sundisk;
    vec3 texColor = ( Lin + L0 ) * 0.04 + vec3( 0.0, 0.0003, 0.00075 );
    float sunfade = 1.0 - clamp( 1.0 - exp( ( uSunDirection.y / 450000.0 ) ), 0.0, 1.0 );
    vec3 retColor = pow( texColor, vec3( 1.0 / ( 1.2 + ( 1.2 * sunfade ) ) ) );
    return retColor;
}
`;
THREE.ShaderChunk[ 'pathtracing_pbr_material_functions' ] = `
/*  All of the following GGX functions come from this great tutorial/resource:
    http://cwyman.org/code/dxrTutors/tutors/Tutor14/tutorial14.md.html */
// The NDF for GGX, see Eqn 19 from
//    http://blog.selfshadow.com/publications/s2012-shading-course/hoffman/s2012_pbs_physics_math_notes.pdf
//
// This function can be used for "D" in the Cook-Torrance model:  D*G*F / (4*NdotL*NdotV)
float ggxNormalDistribution(float NdotH, float roughness)
{
    float a2 = roughness * roughness;
    float d = ((NdotH * a2 - NdotH) * NdotH + 1.0);
    return a2 / max(0.001, (d * d * PI));
}
// This from Schlick 1994, modified as per Karas in SIGGRAPH 2013 "Physically Based Shading" course
//
// This function can be used for "G" in the Cook-Torrance model:  D*G*F / (4*NdotL*NdotV)
float ggxSchlickMaskingTerm(float NdotL, float NdotV, float roughness)
{
    // Karis notes they use alpha / 2 (or roughness^2 / 2)
    float k = (roughness * roughness) * 0.5;
    // Karis also notes they can use the following equation, but only for analytical lights
    //float k = (roughness + 1.0) * (roughness + 1.0) / 8.0;
    // Compute G(v) and G(l).  These equations directly from Schlick 1994
    float g_v = NdotV / (NdotV * (1.0 - k) + k);
    float g_l = NdotL / (NdotL * (1.0 - k) + k);
    // Return G(v) * G(l)
    return g_v * g_l;
}
// Traditional Schlick approximation to the Fresnel term (also from Schlick 1994)
//
// This function can be used for "F" in the Cook-Torrance model:  D*G*F / (4*NdotL*NdotV)
vec3 schlickFresnel(vec3 f0, float u)
{
    float U = 1.0 - u;
    return f0 + (vec3(1) - f0) * (U * U * U * U * U); // same as  * pow(1.0 - u, 5.0);
}
// Get a GGX half vector / microfacet normal, sampled according to the distribution computed by
//     the function ggxNormalDistribution() above.
//
// When using this function to sample, the probability density is pdf = D * NdotH / (4 * HdotV)
vec3 getGGXMicrofacet(float roughness, vec3 nl)
{
    float r0 = rng();
    // GGX NDF sampling
    float a2 = roughness * roughness;
    float cosThetaH = sqrt(max(0.0, (1.0 - r0) / ((a2 - 1.0) * r0 + 1.0)));
    float sinThetaH = sqrt(max(0.0, 1.0 - cosThetaH * cosThetaH));
    float phiH = rng() * TWO_PI;
    // Get an orthonormal basis from the normal
    vec3 T = normalize(cross(nl.yzx, nl));
    vec3 B = cross(nl, T);
    // Get our GGX NDF sample (i.e., the half vector)
    return normalize(T * sinThetaH * cos(phiH) + B * sinThetaH * sin(phiH) + nl * cosThetaH);
}
float luminance(vec3 color)
{
    //return dot(color, vec3(0.299, 0.587, 0.114));
    return dot(color, vec3(0.2126, 0.7152, 0.0722));
}
// Our material has both a diffuse and a specular lobe.
//     With what probability should we sample the diffuse one?
float probabilityToSampleDiffuse(vec3 difColor, vec3 specColor)
{
    float lumDiffuse = max(0.001, luminance(difColor));
    float lumSpecular = max(0.001, luminance(specColor));
    return lumDiffuse / (lumDiffuse + lumSpecular);
}
vec3 ggxDirect(Sphere light, vec3 hitPoint, vec3 N, vec3 difColor, vec3 specColor, float roughness, out vec3 L)
{
    vec3 V = -rayDirection;
    float weight;
    L = sampleSphereLight(hitPoint, N, light, weight);
    // Compute our lambertian term (N dot L)
    float NdotL = clamp(dot(N, L), 0.001, 1.0);
    // Compute half vectors and additional dot products for GGX
    vec3 H = normalize(V + L);
    float NdotH = clamp(dot(N, H), 0.001, 1.0);
    float LdotH = clamp(dot(L, H), 0.001, 1.0);
    float NdotV = clamp(dot(N, V), 0.001, 1.0);
    // Evaluate terms for our GGX BRDF model
    float D = ggxNormalDistribution(NdotH, roughness);
    float G = ggxSchlickMaskingTerm(NdotL, NdotV, roughness);
    vec3  F = schlickFresnel(specColor, LdotH);
    // Evaluate the Cook-Torrance Microfacet BRDF model
    //     Cancel out NdotL here & the next eq. to avoid catastrophic numerical precision issues.
    vec3 ggxTerm = D * G * F / (4.0 * NdotV /* * NdotL */);
    // Compute our final color (combining diffuse lobe plus specular GGX lobe)
    return (/* NdotL * */ ggxTerm + weight * difColor / PI);
}
vec3 ggxIndirect(vec3 hitPoint, vec3 N, vec3 difColor, vec3 specColor, float roughness, out vec3 L, inout int diffuseCount)
{
    // We have to decide whether we sample our diffuse or specular/ggx lobe.
    float probDiffuse = probabilityToSampleDiffuse(difColor, specColor);
    bool chooseDiffuse = rng() < probDiffuse;
    vec3 V = -rayDirection;
    // We'll need NdotV for both diffuse and specular...
    float NdotV = clamp(dot(N, V), 0.001, 1.0);
    // If we randomly selected to sample our diffuse lobe...
    if (chooseDiffuse)
    {
        diffuseCount++;
        // Choose a randomly selected cosine-sampled diffuse ray.
        L = randomCosWeightedDirectionInHemisphere(N);
        // Check to make sure our randomly selected, normal mapped diffuse ray didn't go below the surface.
        //if (dot(noNormalN, L) <= 0.0) return vec3(0, 0, 0);
        // Accumulate the color: (NdotL * incomingLight * dif / pi)
        // Probability of sampling:  (NdotL / pi) * probDiffuse
        return difColor / probDiffuse;
    }
    // Otherwise we randomly selected to sample our GGX lobe
    else
    {
        // Randomly sample the NDF to get a microfacet in our BRDF to reflect off of
        vec3 H = getGGXMicrofacet(roughness, N);
        // Compute the outgoing direction based on this (perfectly reflective) microfacet
        L = reflect(rayDirection, H);
        // Check to make sure our randomly selected, normal mapped diffuse ray didn't go below the surface.
        //if (dot(noNormalN, L) <= 0.0) return vec3(0, 0, 0);
        // Compute some dot products needed for shading
        float NdotL = clamp(dot(N, L), 0.001, 1.0);
        float NdotH = clamp(dot(N, H), 0.001, 1.0);
        float LdotH = clamp(dot(L, H), 0.001, 1.0);
        // Evaluate our BRDF using a microfacet BRDF model
        float D = ggxNormalDistribution(NdotH, roughness);        // The GGX normal distribution
        float G = ggxSchlickMaskingTerm(NdotL, NdotV, roughness); // Use Schlick's masking term approx
        vec3  F = schlickFresnel(specColor, LdotH);               // Use Schlick's approx to Fresnel
        vec3  ggxTerm = D * G * F / (4.0 * NdotL * NdotV);        // The Cook-Torrance microfacet BRDF
        // What's the probability of sampling vector H from getGGXMicrofacet()?
        float  ggxProb = D * NdotH / (4.0 * LdotH);
        // Accumulate the color:  ggx-BRDF * incomingLight * NdotL / probability-of-sampling
        //    -> Should really simplify the math above.
        return NdotL * ggxTerm / (ggxProb * (1.0 - probDiffuse));
    }
}
`;
THREE.ShaderChunk[ 'pathtracing_random_functions' ] = `
// globals used in rand() function
vec4 randVec4; // samples and holds the RGBA blueNoise texture value for this pixel
float randNumber; // the final randomly generated number (range: 0.0 to 1.0)
float counter; // will get incremented by 1 on each call to rand()
int channel; // the final selected color channel to use for rand() calc (range: 0 to 3, corresponds to R,G,B, or A)
float rand()
{
    counter++; // increment counter by 1 on every call to rand()
    // cycles through channels, if modulus is 1.0, channel will always be 0 (the R color channel)
    channel = int(mod(counter, 2.0));
    // but if modulus was 4.0, channel will cycle through all available channels: 0,1,2,3,0,1,2,3, and so on...
    randNumber = randVec4[channel]; // get value stored in channel 0:R, 1:G, 2:B, or 3:A
    return fract(randNumber); // we're only interested in randNumber's fractional value between 0.0 (inclusive) and 1.0 (non-inclusive)
    //return clamp(randNumber,0.0,0.999999999); // we're only interested in randNumber's fractional value between 0.0 (inclusive) and 1.0 (non-inclusive)
}
// from iq https://www.shadertoy.com/view/4tXyWN
// global seed used in rng() function
uvec2 seed;
float rng()
{
    seed += uvec2(1);
        uvec2 q = 1103515245U * ( (seed >> 1U) ^ (seed.yx) );
        uint  n = 1103515245U * ( (q.x) ^ (q.y >> 3U) );
    return float(n) * (1.0 / float(0xffffffffU));
}
vec3 randomSphereDirection()
{
        float up = rng() * 2.0 - 1.0; // range: -1 to +1
    float over = sqrt( max(0.0, 1.0 - up * up) );
    float around = rng() * TWO_PI;
    return normalize(vec3(cos(around) * over, up, sin(around) * over));
}
/* vec3 randomCosWeightedDirectionInHemisphere(vec3 nl)
{
    float r0 = sqrt(rng());
    float phi = rng() * TWO_PI;
    float x = r0 * cos(phi);
    float y = r0 * sin(phi);
    float z = sqrt(1.0 - r0 * r0);
    vec3 T = normalize(cross(nl.yzx, nl));
    vec3 B = cross(nl, T);
    return normalize(T * x + B * y + nl * z);
} */
//the following alternative skips the creation of tangent and bi-tangent vectors T and B
vec3 randomCosWeightedDirectionInHemisphere(vec3 nl)
{
    float z = rng() * 2.0 - 1.0;
    float phi = rng() * TWO_PI;
    float r = sqrt(1.0 - z * z);
        return normalize(nl + vec3(r * cos(phi), r * sin(phi), z));
}
vec3 randomDirectionInSpecularLobe(vec3 reflectionDir, float roughness)
{
    float z = rng() * 2.0 - 1.0;
    float phi = rng() * TWO_PI;
    float r = sqrt(1.0 - z * z);
        vec3 cosDiffuseDir = normalize(reflectionDir + vec3(r * cos(phi), r * sin(phi), z));
    return normalize( mix(reflectionDir, cosDiffuseDir, roughness * roughness) );
}
/* vec3 randomDirectionInPhongSpecular(vec3 reflectionDir, float shininess)
{
    float cosTheta = pow(rng(), 1.0 / (2.0 + shininess));
    float sinTheta = sqrt(1.0 - cosTheta * cosTheta);
    float phi = rng() * TWO_PI;
    float x = sinTheta * cos(phi);
    float y = sinTheta * sin(phi);
    vec3 T = normalize(cross(reflectionDir.yzx, reflectionDir));
    vec3 B = cross(reflectionDir, T);
    return normalize(T * x + B * y + reflectionDir * cosTheta);
} */
/*
// this is my crude attempt at a Fibonacci-spiral sample point pattern on a hemisphere above a diffuse surface
#define N_POINTS 64.0 //64.0
vec3 randomCosWeightedDirectionInHemisphere(vec3 nl)
{
    float i = N_POINTS * rng();
            // the Golden angle in radians
    float phi = mod(i * 2.39996322972865332, TWO_PI);
    float r = sqrt(i / N_POINTS); // sqrt pushes points outward to prevent clumping in center of disk
    float x = r * cos(phi);
    float y = r * sin(phi);
    float z = sqrt(1.0 - r * r);
    vec3 U = normalize( cross( abs(nl.y) < 0.9 ? vec3(0, 1, 0) : vec3(0, 0, 1), nl ) );
    vec3 V = cross(nl, U);
    return normalize(x * U + y * V + z * nl);
} */
/*
// like the function several functions above,
// the following alternative skips the creation of tangent and bi-tangent vectors T and B
vec3 randomCosWeightedDirectionInHemisphere(vec3 nl)
{
    float phi = rng() * TWO_PI;
    float theta = rng() * 2.0 - 1.0;
    return normalize(nl + vec3(sqrt(1.0 - theta * theta) * vec2(cos(phi), sin(phi)), theta));
} */
`;
THREE.ShaderChunk[ 'pathtracing_sample_sphere_light' ] = `
vec3 sampleSphereLight(vec3 x, vec3 nl, Sphere light, out float weight)
{
    vec3 dirToLight = (light.position - x); // no normalize (for distance calc below)
    float cos_alpha_max = sqrt(1.0 - clamp((light.radius * light.radius) / dot(dirToLight, dirToLight), 0.0, 1.0));
    float r0 = rng();
    float cos_alpha = 1.0 - r0 + r0 * cos_alpha_max;//mix( cos_alpha_max, 1.0, rng() );
    // * 0.75 below ensures shadow rays don't miss smaller sphere lights, due to shader float precision
    float sin_alpha = sqrt(max(0.0, 1.0 - cos_alpha * cos_alpha)) * 0.75;
    float phi = rng() * TWO_PI;
    dirToLight = normalize(dirToLight);
    vec3 U = normalize( cross( abs(dirToLight.y) < 0.9 ? vec3(0, 1, 0) : vec3(0, 0, 1), dirToLight ) );
    vec3 V = cross(dirToLight, U);
    vec3 sampleDir = normalize(U * cos(phi) * sin_alpha + V * sin(phi) * sin_alpha + dirToLight * cos_alpha);
    weight = clamp(2.0 * (1.0 - cos_alpha_max) * max(0.0, dot(nl, sampleDir)), 0.0, 1.0);
    return sampleDir;
}
`;
THREE.ShaderChunk[ 'pathtracing_sample_quad_light' ] = `
vec3 sampleQuadLight(vec3 x, vec3 nl, Quad light, out float weight)
{
    vec3 randPointOnLight;
    randPointOnLight.x = mix(light.v0.x, light.v2.x, clamp(rng(), 0.1, 0.9));
    randPointOnLight.y = light.v0.y;
    randPointOnLight.z = mix(light.v0.z, light.v2.z, clamp(rng(), 0.1, 0.9));
    vec3 dirToLight = randPointOnLight - x;
    float r2 = distance(light.v0, light.v1) * distance(light.v0, light.v3);
    float d2 = dot(dirToLight, dirToLight);
    float cos_a_max = sqrt(1.0 - clamp( r2 / d2, 0.0, 1.0));
    dirToLight = normalize(dirToLight);
    float dotNlRayDir = max(0.0, dot(nl, dirToLight));
    weight =  2.0 * (1.0 - cos_a_max) * max(0.0, -dot(dirToLight, light.normal)) * dotNlRayDir;
    weight = clamp(weight, 0.0, 1.0);
    return dirToLight;
}
`;
THREE.ShaderChunk[ 'pathtracing_calc_fresnel_reflectance' ] = `
float calcFresnelReflectance(vec3 rayDirection, vec3 n, float etai, float etat, out float ratioIoR)
{
    float temp = etai;
    float cosi = clamp(dot(rayDirection, n), -1.0, 1.0);
    if (cosi > 0.0)
    {
        etai = etat;
        etat = temp;
    }
    ratioIoR = etai / etat;
    float sint = ratioIoR * sqrt(1.0 - (cosi * cosi));
    if (sint >= 1.0)
        return 1.0; // total internal reflection
    float cost = sqrt(1.0 - (sint * sint));
    cosi = abs(cosi);
    float Rs = ((etat * cosi) - (etai * cost)) / ((etat * cosi) + (etai * cost));
    float Rp = ((etai * cosi) - (etat * cost)) / ((etai * cosi) + (etat * cost));
    return clamp( ((Rs * Rs) + (Rp * Rp)) * 0.5, 0.0, 1.0 );
}
`;
THREE.ShaderChunk[ 'pathtracing_main' ] = `
// tentFilter from Peter Shirley's 'Realistic Ray Tracing (2nd Edition)' book, pg. 60
float tentFilter(float x) // input: x: a random float(0.0 to 1.0), output: a filtered float (-1.0 to +1.0)
{
    return (x < 0.5) ? sqrt(2.0 * x) - 1.0 : 1.0 - sqrt(2.0 - (2.0 * x));
}
void main( void )
{
    vec3 camRight   = vec3( uCameraMatrix[0][0],  uCameraMatrix[0][1],  uCameraMatrix[0][2]);
    vec3 camUp      = vec3( uCameraMatrix[1][0],  uCameraMatrix[1][1],  uCameraMatrix[1][2]);
    vec3 camForward = vec3(-uCameraMatrix[2][0], -uCameraMatrix[2][1], -uCameraMatrix[2][2]);
    // the following is not needed - three.js has a built-in uniform named cameraPosition
    //vec3 camPos   = vec3( uCameraMatrix[3][0],  uCameraMatrix[3][1],  uCameraMatrix[3][2]);
    // calculate unique seed for rng() function
    seed = uvec2(uFrameCounter, uFrameCounter + 1.0) * uvec2(gl_FragCoord);
    // initialize rand() variables
    counter = -1.0; // will get incremented by 1 on each call to rand()
    channel = 0; // the final selected color channel to use for rand() calc (range: 0 to 3, corresponds to R,G,B, or A)
    randNumber = 0.0; // the final randomly-generated number (range: 0.0 to 1.0)
    randVec4 = vec4(0); // samples and holds the RGBA blueNoise texture value for this pixel
    randVec4 = texelFetch(tBlueNoiseTexture, ivec2(mod(gl_FragCoord.xy + floor(uRandomVec2 * 256.0), 256.0)), 0);
    // rand() produces higher FPS and almost immediate convergence, but may have very slight jagged diagonal edges on higher frequency color patterns, i.e. checkerboards.
    // rng() has a little less FPS on mobile, and a little more noisy initially, but eventually converges on perfect anti-aliased edges - use this if 'beauty-render' is desired.
    vec2 pixelOffset = uFrameCounter < 150.0 ? vec2( tentFilter(rand()), tentFilter(rand()) ) :
                                 vec2( tentFilter(rng()), tentFilter(rng()) );
    // we must map pixelPos into the range -1.0 to +1.0: (-1.0,-1.0) is bottom-left screen corner, (1.0,1.0) is top-right
    vec2 pixelPos = ((gl_FragCoord.xy + pixelOffset) / uResolution) * 2.0 - 1.0;
    vec3 rayDir = uUseOrthographicCamera ? camForward :
                           normalize( pixelPos.x * camRight * uULen + pixelPos.y * camUp * uVLen + camForward );
    // depth of field
    vec3 focalPoint = uFocusDistance * rayDir;
    float randomAngle = rng() * TWO_PI; // pick random point on aperture
    float randomRadius = rng() * uApertureSize;
    vec3  randomAperturePos = ( cos(randomAngle) * camRight + sin(randomAngle) * camUp ) * sqrt(randomRadius);
    // point on aperture to focal point
    vec3 finalRayDir = normalize(focalPoint - randomAperturePos);
    rayOrigin = uUseOrthographicCamera ? cameraPosition + (camRight * pixelPos.x * uULen * 100.0) + (camUp * pixelPos.y * uVLen * 100.0) + randomAperturePos :
                         cameraPosition + randomAperturePos;
    rayDirection = finalRayDir;
    SetupScene();
    // Edge Detection - don't want to blur edges where either surface normals change abruptly (i.e. room wall corners), objects overlap each other (i.e. edge of a foreground sphere in front of another sphere right behind it),
    // or an abrupt color variation on the same smooth surface, even if it has similar surface normals (i.e. checkerboard pattern). Want to keep all of these cases as sharp as possible - no blur filter will be applied.
    vec3 objectNormal = vec3(0);
    vec3 objectColor = vec3(0);
    float objectID = -INFINITY;
    float pixelSharpness = 0.0;
    // perform path tracing and get resulting pixel color
    vec4 currentPixel = vec4( vec3(CalculateRadiance(objectNormal, objectColor, objectID, pixelSharpness)), 0.0 );
    // if difference between normals of neighboring pixels is less than the first edge0 threshold, the white edge line effect is considered off (0.0)
    float edge0 = 0.2; // edge0 is the minimum difference required between normals of neighboring pixels to start becoming a white edge line
    // any difference between normals of neighboring pixels that is between edge0 and edge1 smoothly ramps up the white edge line brightness (smoothstep 0.0-1.0)
    float edge1 = 0.6; // once the difference between normals of neighboring pixels is >= this edge1 threshold, the white edge line is considered fully bright (1.0)
    float difference_Nx = fwidth(objectNormal.x);
    float difference_Ny = fwidth(objectNormal.y);
    float difference_Nz = fwidth(objectNormal.z);
    float normalDifference = smoothstep(edge0, edge1, difference_Nx) + smoothstep(edge0, edge1, difference_Ny) + smoothstep(edge0, edge1, difference_Nz);
    edge0 = 0.0;
    edge1 = 0.5;
    float difference_obj = abs(dFdx(objectID)) > 0.0 ? 1.0 : 0.0;
    difference_obj += abs(dFdy(objectID)) > 0.0 ? 1.0 : 0.0;
    float objectDifference = smoothstep(edge0, edge1, difference_obj);
    float difference_col = length(dFdx(objectColor)) > 0.0 ? 1.0 : 0.0;
    difference_col += length(dFdy(objectColor)) > 0.0 ? 1.0 : 0.0;
    float colorDifference = smoothstep(edge0, edge1, difference_col);
    // edge detector (normal and object differences) white-line debug visualization
    //currentPixel.rgb += 1.0 * vec3(max(normalDifference, objectDifference));
    // edge detector (color difference) white-line debug visualization
    //currentPixel.rgb += 1.0 * vec3(colorDifference);
    vec4 previousPixel = texelFetch(tPreviousTexture, ivec2(gl_FragCoord.xy), 0);
    if (uFrameCounter == 1.0) // camera just moved after being still
    {
        previousPixel.rgb *= (1.0 / uPreviousSampleCount) * 0.5; // essentially previousPixel *= 0.5, like below
        previousPixel.a = 0.0;
        currentPixel.rgb *= 0.5;
    }
    else if (uCameraIsMoving) // camera is currently moving
    {
        previousPixel.rgb *= 0.5; // motion-blur trail amount (old image)
        previousPixel.a = 0.0;
        currentPixel.rgb *= 0.5; // brightness of new image (noisy)
    }
    // if current raytraced pixel didn't return any color value, just use the previous frame's pixel color
    if (currentPixel.rgb == vec3(0.0))
    {
        currentPixel.rgb = previousPixel.rgb;
        previousPixel.rgb *= 0.5;
        currentPixel.rgb *= 0.5;
    }
    if (colorDifference >= 1.0 || normalDifference >= 1.0 || objectDifference >= 1.0)
        pixelSharpness = 1.01;
    currentPixel.a = pixelSharpness;
    // Eventually, all edge-containing pixels' .a (alpha channel) values will converge to 1.01, which keeps them from getting blurred by the box-blur filter, thus retaining sharpness.
    if (previousPixel.a == 1.01)
        currentPixel.a = 1.01;
    pc_fragColor = vec4(previousPixel.rgb + currentPixel.rgb, currentPixel.a);
}
`;
views/sketh/js/Terrain_Rendering.js
New file
@@ -0,0 +1,76 @@
// scene/demo-specific variables go here
let sunAngle = 0;
let sunDirection = new THREE.Vector3();
let waterLevel = 400;
let cameraUnderWater = 0.0;
let PerlinNoiseTexture;
// called automatically from within initTHREEjs() function (located in InitCommon.js file)
function initSceneData()
{
    demoFragmentShaderFileName = 'Terrain_Rendering_Fragment.glsl';
    // scene/demo-specific three.js objects setup goes here
    sceneIsDynamic = true;
    cameraFlightSpeed = 300;
    // pixelRatio is resolution - range: 0.5(half resolution) to 1.0(full resolution)
    pixelRatio = mouseControl ? 0.7 : 0.75;
    EPS_intersect = 0.2;
    // set camera's field of view
    worldCamera.fov = 60;
    focusDistance = 3000.0;
    // position and orient camera
    cameraControlsObject.position.set(-837, 1350, 2156);
    cameraControlsYawObject.rotation.y = 0.0;
    cameraControlsPitchObject.rotation.x = 0.0;
    PerlinNoiseTexture = new THREE.TextureLoader().load('textures/perlin256.png');
    PerlinNoiseTexture.wrapS = THREE.RepeatWrapping;
    PerlinNoiseTexture.wrapT = THREE.RepeatWrapping;
    PerlinNoiseTexture.flipY = false;
    PerlinNoiseTexture.minFilter = THREE.LinearFilter;
    PerlinNoiseTexture.magFilter = THREE.LinearFilter;
    PerlinNoiseTexture.generateMipmaps = false;
    // scene/demo-specific uniforms go here
    pathTracingUniforms.t_PerlinNoise = { value: PerlinNoiseTexture };
    pathTracingUniforms.uCameraUnderWater = { value: 0.0 };
    pathTracingUniforms.uWaterLevel = { value: 0.0 };
    pathTracingUniforms.uSunDirection = { value: new THREE.Vector3() };
} // end function initSceneData()
// called automatically from within the animate() function (located in InitCommon.js file)
function updateVariablesAndUniforms()
{
    // scene/demo-specific variables
    sunAngle = (elapsedTime * 0.035) % (Math.PI + 0.2) - 0.11;
    sunDirection.set(Math.cos(sunAngle), Math.sin(sunAngle), -Math.cos(sunAngle) * 2.0);
    sunDirection.normalize();
    // scene/demo-specific uniforms
    if (cameraControlsObject.position.y < waterLevel)
        cameraUnderWater = 1.0;
    else cameraUnderWater = 0.0;
    pathTracingUniforms.uCameraUnderWater.value = cameraUnderWater;
    pathTracingUniforms.uWaterLevel.value = waterLevel;
    pathTracingUniforms.uSunDirection.value.copy(sunDirection);
    // INFO
    cameraInfoElement.innerHTML = "FOV: " + worldCamera.fov + " / Aperture: " + apertureSize.toFixed(2) + " / FocusDistance: " + focusDistance + "<br>" + "Samples: " + sampleCounter;
} // end function updateUniforms()
init(); // init app and start animating
views/sketh/js/lil-gui.min.js
New file
@@ -0,0 +1,8 @@
/**
 * lil-gui
 * https://lil-gui.georgealways.com
 * @version 0.16.0
 * @author George Michael Brower
 * @license MIT
 */
class t{constructor(i,e,s,n,r="div"){this.parent=i,this.object=e,this.property=s,this._disabled=!1,this.initialValue=this.getValue(),this.domElement=document.createElement("div"),this.domElement.classList.add("controller"),this.domElement.classList.add(n),this.$name=document.createElement("div"),this.$name.classList.add("name"),t.nextNameID=t.nextNameID||0,this.$name.id="lil-gui-name-"+ ++t.nextNameID,this.$widget=document.createElement(r),this.$widget.classList.add("widget"),this.$disable=this.$widget,this.domElement.appendChild(this.$name),this.domElement.appendChild(this.$widget),this.parent.children.push(this),this.parent.controllers.push(this),this.parent.$children.appendChild(this.domElement),this._listenCallback=this._listenCallback.bind(this),this.name(s)}name(t){return this._name=t,this.$name.innerHTML=t,this}onChange(t){return this._onChange=t,this}_callOnChange(){this.parent._callOnChange(this),void 0!==this._onChange&&this._onChange.call(this,this.getValue()),this._changed=!0}onFinishChange(t){return this._onFinishChange=t,this}_callOnFinishChange(){this._changed&&(this.parent._callOnFinishChange(this),void 0!==this._onFinishChange&&this._onFinishChange.call(this,this.getValue())),this._changed=!1}reset(){return this.setValue(this.initialValue),this._callOnFinishChange(),this}enable(t=!0){return this.disable(!t)}disable(t=!0){return t===this._disabled||(this._disabled=t,this.domElement.classList.toggle("disabled",t),this.$disable.toggleAttribute("disabled",t)),this}options(t){const i=this.parent.add(this.object,this.property,t);return i.name(this._name),this.destroy(),i}min(t){return this}max(t){return this}step(t){return this}listen(t=!0){return this._listening=t,void 0!==this._listenCallbackID&&(cancelAnimationFrame(this._listenCallbackID),this._listenCallbackID=void 0),this._listening&&this._listenCallback(),this}_listenCallback(){this._listenCallbackID=requestAnimationFrame(this._listenCallback),this.updateDisplay()}getValue(){return this.object[this.property]}setValue(t){return this.object[this.property]=t,this._callOnChange(),this.updateDisplay(),this}updateDisplay(){return this}load(t){return this.setValue(t),this._callOnFinishChange(),this}save(){return this.getValue()}destroy(){this.parent.children.splice(this.parent.children.indexOf(this),1),this.parent.controllers.splice(this.parent.controllers.indexOf(this),1),this.parent.$children.removeChild(this.domElement)}}class i extends t{constructor(t,i,e){super(t,i,e,"boolean","label"),this.$input=document.createElement("input"),this.$input.setAttribute("type","checkbox"),this.$input.setAttribute("aria-labelledby",this.$name.id),this.$widget.appendChild(this.$input),this.$input.addEventListener("change",()=>{this.setValue(this.$input.checked),this._callOnFinishChange()}),this.$disable=this.$input,this.updateDisplay()}updateDisplay(){return this.$input.checked=this.getValue(),this}}function e(t){let i,e;return(i=t.match(/(#|0x)?([a-f0-9]{6})/i))?e=i[2]:(i=t.match(/rgb\(\s*(\d*)\s*,\s*(\d*)\s*,\s*(\d*)\s*\)/))?e=parseInt(i[1]).toString(16).padStart(2,0)+parseInt(i[2]).toString(16).padStart(2,0)+parseInt(i[3]).toString(16).padStart(2,0):(i=t.match(/^#?([a-f0-9])([a-f0-9])([a-f0-9])$/i))&&(e=i[1]+i[1]+i[2]+i[2]+i[3]+i[3]),!!e&&"#"+e}const s={isPrimitive:!0,match:t=>"string"==typeof t,fromHexString:e,toHexString:e},n={isPrimitive:!0,match:t=>"number"==typeof t,fromHexString:t=>parseInt(t.substring(1),16),toHexString:t=>"#"+t.toString(16).padStart(6,0)},r={isPrimitive:!1,match:Array.isArray,fromHexString(t,i,e=1){const s=n.fromHexString(t);i[0]=(s>>16&255)/255*e,i[1]=(s>>8&255)/255*e,i[2]=(255&s)/255*e},toHexString:([t,i,e],s=1)=>n.toHexString(t*(s=255/s)<<16^i*s<<8^e*s<<0)},l={isPrimitive:!1,match:t=>Object(t)===t,fromHexString(t,i,e=1){const s=n.fromHexString(t);i.r=(s>>16&255)/255*e,i.g=(s>>8&255)/255*e,i.b=(255&s)/255*e},toHexString:({r:t,g:i,b:e},s=1)=>n.toHexString(t*(s=255/s)<<16^i*s<<8^e*s<<0)},o=[s,n,r,l];class a extends t{constructor(t,i,s,n){var r;super(t,i,s,"color"),this.$input=document.createElement("input"),this.$input.setAttribute("type","color"),this.$input.setAttribute("tabindex",-1),this.$input.setAttribute("aria-labelledby",this.$name.id),this.$text=document.createElement("input"),this.$text.setAttribute("type","text"),this.$text.setAttribute("spellcheck","false"),this.$text.setAttribute("aria-labelledby",this.$name.id),this.$display=document.createElement("div"),this.$display.classList.add("display"),this.$display.appendChild(this.$input),this.$widget.appendChild(this.$display),this.$widget.appendChild(this.$text),this._format=(r=this.initialValue,o.find(t=>t.match(r))),this._rgbScale=n,this._initialValueHexString=this.save(),this._textFocused=!1,this.$input.addEventListener("input",()=>{this._setValueFromHexString(this.$input.value)}),this.$input.addEventListener("blur",()=>{this._callOnFinishChange()}),this.$text.addEventListener("input",()=>{const t=e(this.$text.value);t&&this._setValueFromHexString(t)}),this.$text.addEventListener("focus",()=>{this._textFocused=!0,this.$text.select()}),this.$text.addEventListener("blur",()=>{this._textFocused=!1,this.updateDisplay(),this._callOnFinishChange()}),this.$disable=this.$text,this.updateDisplay()}reset(){return this._setValueFromHexString(this._initialValueHexString),this}_setValueFromHexString(t){if(this._format.isPrimitive){const i=this._format.fromHexString(t);this.setValue(i)}else this._format.fromHexString(t,this.getValue(),this._rgbScale),this._callOnChange(),this.updateDisplay()}save(){return this._format.toHexString(this.getValue(),this._rgbScale)}load(t){return this._setValueFromHexString(t),this._callOnFinishChange(),this}updateDisplay(){return this.$input.value=this._format.toHexString(this.getValue(),this._rgbScale),this._textFocused||(this.$text.value=this.$input.value.substring(1)),this.$display.style.backgroundColor=this.$input.value,this}}class h extends t{constructor(t,i,e){super(t,i,e,"function"),this.$button=document.createElement("button"),this.$button.appendChild(this.$name),this.$widget.appendChild(this.$button),this.$button.addEventListener("click",t=>{t.preventDefault(),this.getValue().call(this.object)}),this.$button.addEventListener("touchstart",()=>{}),this.$disable=this.$button}}class d extends t{constructor(t,i,e,s,n,r){super(t,i,e,"number"),this._initInput(),this.min(s),this.max(n);const l=void 0!==r;this.step(l?r:this._getImplicitStep(),l),this.updateDisplay()}min(t){return this._min=t,this._onUpdateMinMax(),this}max(t){return this._max=t,this._onUpdateMinMax(),this}step(t,i=!0){return this._step=t,this._stepExplicit=i,this}updateDisplay(){const t=this.getValue();if(this._hasSlider){let i=(t-this._min)/(this._max-this._min);i=Math.max(0,Math.min(i,1)),this.$fill.style.width=100*i+"%"}return this._inputFocused||(this.$input.value=t),this}_initInput(){this.$input=document.createElement("input"),this.$input.setAttribute("type","number"),this.$input.setAttribute("step","any"),this.$input.setAttribute("aria-labelledby",this.$name.id),this.$widget.appendChild(this.$input),this.$disable=this.$input;const t=t=>{const i=parseFloat(this.$input.value);isNaN(i)||(this._snapClampSetValue(i+t),this.$input.value=this.getValue())};let i,e,s,n,r,l=!1;const o=t=>{if(l){const s=t.clientX-i,n=t.clientY-e;Math.abs(n)>5?(t.preventDefault(),this.$input.blur(),l=!1,this._setDraggingStyle(!0,"vertical")):Math.abs(s)>5&&a()}if(!l){const i=t.clientY-s;r-=i*this._step*this._arrowKeyMultiplier(t),n+r>this._max?r=this._max-n:n+r<this._min&&(r=this._min-n),this._snapClampSetValue(n+r)}s=t.clientY},a=()=>{this._setDraggingStyle(!1,"vertical"),this._callOnFinishChange(),window.removeEventListener("mousemove",o),window.removeEventListener("mouseup",a)};this.$input.addEventListener("input",()=>{const t=parseFloat(this.$input.value);isNaN(t)||this.setValue(this._clamp(t))}),this.$input.addEventListener("keydown",i=>{"Enter"===i.code&&this.$input.blur(),"ArrowUp"===i.code&&(i.preventDefault(),t(this._step*this._arrowKeyMultiplier(i))),"ArrowDown"===i.code&&(i.preventDefault(),t(this._step*this._arrowKeyMultiplier(i)*-1))}),this.$input.addEventListener("wheel",i=>{this._inputFocused&&(i.preventDefault(),t(this._step*this._normalizeMouseWheel(i)))}),this.$input.addEventListener("mousedown",t=>{i=t.clientX,e=s=t.clientY,l=!0,n=this.getValue(),r=0,window.addEventListener("mousemove",o),window.addEventListener("mouseup",a)}),this.$input.addEventListener("focus",()=>{this._inputFocused=!0}),this.$input.addEventListener("blur",()=>{this._inputFocused=!1,this.updateDisplay(),this._callOnFinishChange()})}_initSlider(){this._hasSlider=!0,this.$slider=document.createElement("div"),this.$slider.classList.add("slider"),this.$fill=document.createElement("div"),this.$fill.classList.add("fill"),this.$slider.appendChild(this.$fill),this.$widget.insertBefore(this.$slider,this.$input),this.domElement.classList.add("hasSlider");const t=t=>{const i=this.$slider.getBoundingClientRect();let e=(s=t,n=i.left,r=i.right,l=this._min,o=this._max,(s-n)/(r-n)*(o-l)+l);var s,n,r,l,o;this._snapClampSetValue(e)},i=i=>{t(i.clientX)},e=()=>{this._callOnFinishChange(),this._setDraggingStyle(!1),window.removeEventListener("mousemove",i),window.removeEventListener("mouseup",e)};let s,n,r=!1;const l=i=>{i.preventDefault(),this._setDraggingStyle(!0),t(i.touches[0].clientX),r=!1},o=i=>{if(r){const t=i.touches[0].clientX-s,e=i.touches[0].clientY-n;Math.abs(t)>Math.abs(e)?l(i):(window.removeEventListener("touchmove",o),window.removeEventListener("touchend",a))}else i.preventDefault(),t(i.touches[0].clientX)},a=()=>{this._callOnFinishChange(),this._setDraggingStyle(!1),window.removeEventListener("touchmove",o),window.removeEventListener("touchend",a)},h=this._callOnFinishChange.bind(this);let d;this.$slider.addEventListener("mousedown",s=>{this._setDraggingStyle(!0),t(s.clientX),window.addEventListener("mousemove",i),window.addEventListener("mouseup",e)}),this.$slider.addEventListener("touchstart",t=>{t.touches.length>1||(this._hasScrollBar?(s=t.touches[0].clientX,n=t.touches[0].clientY,r=!0):l(t),window.addEventListener("touchmove",o),window.addEventListener("touchend",a))}),this.$slider.addEventListener("wheel",t=>{if(Math.abs(t.deltaX)<Math.abs(t.deltaY)&&this._hasScrollBar)return;t.preventDefault();const i=this._normalizeMouseWheel(t)*this._step;this._snapClampSetValue(this.getValue()+i),this.$input.value=this.getValue(),clearTimeout(d),d=setTimeout(h,400)})}_setDraggingStyle(t,i="horizontal"){this.$slider&&this.$slider.classList.toggle("active",t),document.body.classList.toggle("lil-gui-dragging",t),document.body.classList.toggle("lil-gui-"+i,t)}_getImplicitStep(){return this._hasMin&&this._hasMax?(this._max-this._min)/1e3:.1}_onUpdateMinMax(){!this._hasSlider&&this._hasMin&&this._hasMax&&(this._stepExplicit||this.step(this._getImplicitStep(),!1),this._initSlider(),this.updateDisplay())}_normalizeMouseWheel(t){let{deltaX:i,deltaY:e}=t;Math.floor(t.deltaY)!==t.deltaY&&t.wheelDelta&&(i=0,e=-t.wheelDelta/120,e*=this._stepExplicit?1:10);return i+-e}_arrowKeyMultiplier(t){let i=this._stepExplicit?1:10;return t.shiftKey?i*=10:t.altKey&&(i/=10),i}_snap(t){const i=Math.round(t/this._step)*this._step;return parseFloat(i.toPrecision(15))}_clamp(t){return t<this._min&&(t=this._min),t>this._max&&(t=this._max),t}_snapClampSetValue(t){this.setValue(this._clamp(this._snap(t)))}get _hasScrollBar(){const t=this.parent.root.$children;return t.scrollHeight>t.clientHeight}get _hasMin(){return void 0!==this._min}get _hasMax(){return void 0!==this._max}}class c extends t{constructor(t,i,e,s){super(t,i,e,"option"),this.$select=document.createElement("select"),this.$select.setAttribute("aria-labelledby",this.$name.id),this.$display=document.createElement("div"),this.$display.classList.add("display"),this._values=Array.isArray(s)?s:Object.values(s),this._names=Array.isArray(s)?s:Object.keys(s),this._names.forEach(t=>{const i=document.createElement("option");i.innerHTML=t,this.$select.appendChild(i)}),this.$select.addEventListener("change",()=>{this.setValue(this._values[this.$select.selectedIndex]),this._callOnFinishChange()}),this.$select.addEventListener("focus",()=>{this.$display.classList.add("focus")}),this.$select.addEventListener("blur",()=>{this.$display.classList.remove("focus")}),this.$widget.appendChild(this.$select),this.$widget.appendChild(this.$display),this.$disable=this.$select,this.updateDisplay()}updateDisplay(){const t=this.getValue(),i=this._values.indexOf(t);return this.$select.selectedIndex=i,this.$display.innerHTML=-1===i?t:this._names[i],this}}class u extends t{constructor(t,i,e){super(t,i,e,"string"),this.$input=document.createElement("input"),this.$input.setAttribute("type","text"),this.$input.setAttribute("aria-labelledby",this.$name.id),this.$input.addEventListener("input",()=>{this.setValue(this.$input.value)}),this.$input.addEventListener("keydown",t=>{"Enter"===t.code&&this.$input.blur()}),this.$input.addEventListener("blur",()=>{this._callOnFinishChange()}),this.$widget.appendChild(this.$input),this.$disable=this.$input,this.updateDisplay()}updateDisplay(){return this.$input.value=this.getValue(),this}}let p=!1;class g{constructor({parent:t,autoPlace:i=void 0===t,container:e,width:s,title:n="Controls",injectStyles:r=!0,touchStyles:l=!0}={}){if(this.parent=t,this.root=t?t.root:this,this.children=[],this.controllers=[],this.folders=[],this._closed=!1,this._hidden=!1,this.domElement=document.createElement("div"),this.domElement.classList.add("lil-gui"),this.$title=document.createElement("div"),this.$title.classList.add("title"),this.$title.setAttribute("role","button"),this.$title.setAttribute("aria-expanded",!0),this.$title.setAttribute("tabindex",0),this.$title.addEventListener("click",()=>this.openAnimated(this._closed)),this.$title.addEventListener("keydown",t=>{"Enter"!==t.code&&"Space"!==t.code||(t.preventDefault(),this.$title.click())}),this.$title.addEventListener("touchstart",()=>{}),this.$children=document.createElement("div"),this.$children.classList.add("children"),this.domElement.appendChild(this.$title),this.domElement.appendChild(this.$children),this.title(n),l&&this.domElement.classList.add("allow-touch-styles"),this.parent)return this.parent.children.push(this),this.parent.folders.push(this),void this.parent.$children.appendChild(this.domElement);this.domElement.classList.add("root"),!p&&r&&(!function(t){const i=document.createElement("style");i.innerHTML=t;const e=document.querySelector("head link[rel=stylesheet], head style");e?document.head.insertBefore(i,e):document.head.appendChild(i)}('.lil-gui{--background-color:#1f1f1f;--text-color:#ebebeb;--title-background-color:#111;--title-text-color:#ebebeb;--widget-color:#424242;--hover-color:#4f4f4f;--focus-color:#595959;--number-color:#2cc9ff;--string-color:#a2db3c;--font-size:11px;--input-font-size:11px;--font-family:-apple-system,BlinkMacSystemFont,"Segoe UI",Roboto,Arial,sans-serif;--font-family-mono:Menlo,Monaco,Consolas,"Droid Sans Mono",monospace;--padd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.lil-gui input:active{background:var(--focus-color)}.lil-gui input[type=checkbox]:focus{box-shadow:inset 0 0 0 1px var(--focus-color)}.lil-gui button:hover{background:var(--hover-color);border-color:var(--hover-color)}.lil-gui button:focus{border-color:var(--focus-color)}}'),p=!0),e?e.appendChild(this.domElement):i&&(this.domElement.classList.add("autoPlace"),document.body.appendChild(this.domElement)),s&&this.domElement.style.setProperty("--width",s+"px"),this.domElement.addEventListener("keydown",t=>t.stopPropagation()),this.domElement.addEventListener("keyup",t=>t.stopPropagation())}add(t,e,s,n,r){if(Object(s)===s)return new c(this,t,e,s);const l=t[e];switch(typeof l){case"number":return new d(this,t,e,s,n,r);case"boolean":return new i(this,t,e);case"string":return new u(this,t,e);case"function":return new h(this,t,e)}console.error("gui.add failed\n\tproperty:",e,"\n\tobject:",t,"\n\tvalue:",l)}addColor(t,i,e=1){return new a(this,t,i,e)}addFolder(t){return new g({parent:this,title:t})}load(t,i=!0){return t.controllers&&this.controllers.forEach(i=>{i instanceof h||i._name in t.controllers&&i.load(t.controllers[i._name])}),i&&t.folders&&this.folders.forEach(i=>{i._title in t.folders&&i.load(t.folders[i._title])}),this}save(t=!0){const i={controllers:{},folders:{}};return this.controllers.forEach(t=>{if(!(t instanceof h)){if(t._name in i.controllers)throw new Error(`Cannot save GUI with duplicate property "${t._name}"`);i.controllers[t._name]=t.save()}}),t&&this.folders.forEach(t=>{if(t._title in i.folders)throw new Error(`Cannot save GUI with duplicate folder "${t._title}"`);i.folders[t._title]=t.save()}),i}open(t=!0){return this._closed=!t,this.$title.setAttribute("aria-expanded",!this._closed),this.domElement.classList.toggle("closed",this._closed),this}close(){return this.open(!1)}show(t=!0){return this._hidden=!t,this.domElement.style.display=this._hidden?"none":"",this}hide(){return this.show(!1)}openAnimated(t=!0){return this._closed=!t,this.$title.setAttribute("aria-expanded",!this._closed),requestAnimationFrame(()=>{const i=this.$children.clientHeight;this.$children.style.height=i+"px",this.domElement.classList.add("transition");const e=t=>{t.target===this.$children&&(this.$children.style.height="",this.domElement.classList.remove("transition"),this.$children.removeEventListener("transitionend",e))};this.$children.addEventListener("transitionend",e);const s=t?this.$children.scrollHeight:0;this.domElement.classList.toggle("closed",!t),requestAnimationFrame(()=>{this.$children.style.height=s+"px"})}),this}title(t){return this._title=t,this.$title.innerHTML=t,this}reset(t=!0){return(t?this.controllersRecursive():this.controllers).forEach(t=>t.reset()),this}onChange(t){return this._onChange=t,this}_callOnChange(t){this.parent&&this.parent._callOnChange(t),void 0!==this._onChange&&this._onChange.call(this,{object:t.object,property:t.property,value:t.getValue(),controller:t})}onFinishChange(t){return this._onFinishChange=t,this}_callOnFinishChange(t){this.parent&&this.parent._callOnFinishChange(t),void 0!==this._onFinishChange&&this._onFinishChange.call(this,{object:t.object,property:t.property,value:t.getValue(),controller:t})}destroy(){this.parent&&(this.parent.children.splice(this.parent.children.indexOf(this),1),this.parent.folders.splice(this.parent.folders.indexOf(this),1)),this.domElement.parentElement&&this.domElement.parentElement.removeChild(this.domElement),Array.from(this.children).forEach(t=>t.destroy())}controllersRecursive(){let t=Array.from(this.controllers);return this.folders.forEach(i=>{t=t.concat(i.controllersRecursive())}),t}foldersRecursive(){let t=Array.from(this.folders);return this.folders.forEach(i=>{t=t.concat(i.foldersRecursive())}),t}};
views/sketh/js/stats.min.js
New file
@@ -0,0 +1,5 @@
// stats.js - http://github.com/mrdoob/stats.js
(function(f,e){"object"===typeof exports&&"undefined"!==typeof module?module.exports=e():"function"===typeof define&&define.amd?define(e):f.Stats=e()})(this,function(){var f=function(){function e(a){c.appendChild(a.dom);return a}function u(a){for(var d=0;d<c.children.length;d++)c.children[d].style.display=d===a?"block":"none";l=a}var l=0,c=document.createElement("div");c.style.cssText="position:fixed;top:0;left:0;cursor:pointer;opacity:0.9;z-index:10000";c.addEventListener("click",function(a){a.preventDefault();
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views/sketh/js/three.min.js
New file
@@ -0,0 +1,6 @@
/**
 * @license
 * Copyright 2010-2022 Three.js Authors
 * SPDX-License-Identifier: MIT
 */
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35*t);case Uint8Array:return Math.round(255*t);case Int16Array:return Math.round(32767*t);case Int8Array:return Math.round(127*t);default:throw new Error("Invalid component type.")}},denormalize:function(t,e){switch(e.constructor){case Float32Array:return t;case Uint16Array:return t/65535;case Uint8Array:return t/255;case Int16Array:return Math.max(t/32767,-1);case Int8Array:return Math.max(t/127,-1);default:throw new Error("Invalid component type.")}}});class Et{constructor(t=0,e=0){Et.prototype.isVector2=!0,this.x=t,this.y=e}get width(){return this.x}set width(t){this.x=t}get height(){return this.y}set height(t){this.y=t}set(t,e){return this.x=t,this.y=e,this}setScalar(t){return this.x=t,this.y=t,this}setX(t){return this.x=t,this}setY(t){return this.y=t,this}setComponent(t,e){switch(t){case 0:this.x=e;break;case 1:this.y=e;break;default:throw new Error("index is out of range: "+t)}return this}getComponent(t){switch(t){case 0:return this.x;case 1:return this.y;default:throw new Error("index is out of range: "+t)}}clone(){return new this.constructor(this.x,this.y)}copy(t){return this.x=t.x,this.y=t.y,this}add(t){return this.x+=t.x,this.y+=t.y,this}addScalar(t){return this.x+=t,this.y+=t,this}addVectors(t,e){return this.x=t.x+e.x,this.y=t.y+e.y,this}addScaledVector(t,e){return this.x+=t.x*e,this.y+=t.y*e,this}sub(t){return this.x-=t.x,this.y-=t.y,this}subScalar(t){return this.x-=t,this.y-=t,this}subVectors(t,e){return this.x=t.x-e.x,this.y=t.y-e.y,this}multiply(t){return this.x*=t.x,this.y*=t.y,this}multiplyScalar(t){return this.x*=t,this.y*=t,this}divide(t){return this.x/=t.x,this.y/=t.y,this}divideScalar(t){return this.multiplyScalar(1/t)}applyMatrix3(t){const e=this.x,i=this.y,n=t.elements;return this.x=n[0]*e+n[3]*i+n[6],this.y=n[1]*e+n[4]*i+n[7],this}min(t){return this.x=Math.min(this.x,t.x),this.y=Math.min(this.y,t.y),this}max(t){return this.x=Math.max(this.x,t.x),this.y=Math.max(this.y,t.y),this}clamp(t,e){return this.x=Math.max(t.x,Math.min(e.x,this.x)),this.y=Math.max(t.y,Math.min(e.y,this.y)),this}clampScalar(t,e){return this.x=Math.max(t,Math.min(e,this.x)),this.y=Math.max(t,Math.min(e,this.y)),this}clampLength(t,e){const i=this.length();return this.divideScalar(i||1).multiplyScalar(Math.max(t,Math.min(e,i)))}floor(){return this.x=Math.floor(this.x),this.y=Math.floor(this.y),this}ceil(){return this.x=Math.ceil(this.x),this.y=Math.ceil(this.y),this}round(){return this.x=Math.round(this.x),this.y=Math.round(this.y),this}roundToZero(){return this.x=this.x<0?Math.ceil(this.x):Math.floor(this.x),this.y=this.y<0?Math.ceil(this.y):Math.floor(this.y),this}negate(){return this.x=-this.x,this.y=-this.y,this}dot(t){return this.x*t.x+this.y*t.y}cross(t){return this.x*t.y-this.y*t.x}lengthSq(){return this.x*this.x+this.y*this.y}length(){return Math.sqrt(this.x*this.x+this.y*this.y)}manhattanLength(){return Math.abs(this.x)+Math.abs(this.y)}normalize(){return this.divideScalar(this.length()||1)}angle(){return Math.atan2(-this.y,-this.x)+Math.PI}distanceTo(t){return Math.sqrt(this.distanceToSquared(t))}distanceToSquared(t){const e=this.x-t.x,i=this.y-t.y;return e*e+i*i}manhattanDistanceTo(t){return Math.abs(this.x-t.x)+Math.abs(this.y-t.y)}setLength(t){return this.normalize().multiplyScalar(t)}lerp(t,e){return this.x+=(t.x-this.x)*e,this.y+=(t.y-this.y)*e,this}lerpVectors(t,e,i){return this.x=t.x+(e.x-t.x)*i,this.y=t.y+(e.y-t.y)*i,this}equals(t){return t.x===this.x&&t.y===this.y}fromArray(t,e=0){return this.x=t[e],this.y=t[e+1],this}toArray(t=[],e=0){return t[e]=this.x,t[e+1]=this.y,t}fromBufferAttribute(t,e){return this.x=t.getX(e),this.y=t.getY(e),this}rotateAround(t,e){const i=Math.cos(e),n=Math.sin(e),r=this.x-t.x,s=this.y-t.y;return this.x=r*i-s*n+t.x,this.y=r*n+s*i+t.y,this}random(){return this.x=Math.random(),this.y=Math.random(),this}*[Symbol.iterator](){yield this.x,yield this.y}}class Ct{constructor(){Ct.prototype.isMatrix3=!0,this.elements=[1,0,0,0,1,0,0,0,1]}set(t,e,i,n,r,s,a,o,l){const c=this.elements;return c[0]=t,c[1]=n,c[2]=a,c[3]=e,c[4]=r,c[5]=o,c[6]=i,c[7]=s,c[8]=l,this}identity(){return this.set(1,0,0,0,1,0,0,0,1),this}copy(t){const e=this.elements,i=t.elements;return e[0]=i[0],e[1]=i[1],e[2]=i[2],e[3]=i[3],e[4]=i[4],e[5]=i[5],e[6]=i[6],e[7]=i[7],e[8]=i[8],this}extractBasis(t,e,i){return t.setFromMatrix3Column(this,0),e.setFromMatrix3Column(this,1),i.setFromMatrix3Column(this,2),this}setFromMatrix4(t){const e=t.elements;return this.set(e[0],e[4],e[8],e[1],e[5],e[9],e[2],e[6],e[10]),this}multiply(t){return this.multiplyMatrices(this,t)}premultiply(t){return this.multiplyMatrices(t,this)}multiplyMatrices(t,e){const i=t.elements,n=e.elements,r=this.elements,s=i[0],a=i[3],o=i[6],l=i[1],c=i[4],h=i[7],u=i[2],d=i[5],p=i[8],f=n[0],m=n[3],g=n[6],v=n[1],x=n[4],_=n[7],y=n[2],M=n[5],b=n[8];return r[0]=s*f+a*v+o*y,r[3]=s*m+a*x+o*M,r[6]=s*g+a*_+o*b,r[1]=l*f+c*v+h*y,r[4]=l*m+c*x+h*M,r[7]=l*g+c*_+h*b,r[2]=u*f+d*v+p*y,r[5]=u*m+d*x+p*M,r[8]=u*g+d*_+p*b,this}multiplyScalar(t){const e=this.elements;return e[0]*=t,e[3]*=t,e[6]*=t,e[1]*=t,e[4]*=t,e[7]*=t,e[2]*=t,e[5]*=t,e[8]*=t,this}determinant(){const t=this.elements,e=t[0],i=t[1],n=t[2],r=t[3],s=t[4],a=t[5],o=t[6],l=t[7],c=t[8];return e*s*c-e*a*l-i*r*c+i*a*o+n*r*l-n*s*o}invert(){const t=this.elements,e=t[0],i=t[1],n=t[2],r=t[3],s=t[4],a=t[5],o=t[6],l=t[7],c=t[8],h=c*s-a*l,u=a*o-c*r,d=l*r-s*o,p=e*h+i*u+n*d;if(0===p)return this.set(0,0,0,0,0,0,0,0,0);const f=1/p;return t[0]=h*f,t[1]=(n*l-c*i)*f,t[2]=(a*i-n*s)*f,t[3]=u*f,t[4]=(c*e-n*o)*f,t[5]=(n*r-a*e)*f,t[6]=d*f,t[7]=(i*o-l*e)*f,t[8]=(s*e-i*r)*f,this}transpose(){let t;const e=this.elements;return t=e[1],e[1]=e[3],e[3]=t,t=e[2],e[2]=e[6],e[6]=t,t=e[5],e[5]=e[7],e[7]=t,this}getNormalMatrix(t){return this.setFromMatrix4(t).invert().transpose()}transposeIntoArray(t){const e=this.elements;return t[0]=e[0],t[1]=e[3],t[2]=e[6],t[3]=e[1],t[4]=e[4],t[5]=e[7],t[6]=e[2],t[7]=e[5],t[8]=e[8],this}setUvTransform(t,e,i,n,r,s,a){const o=Math.cos(r),l=Math.sin(r);return this.set(i*o,i*l,-i*(o*s+l*a)+s+t,-n*l,n*o,-n*(-l*s+o*a)+a+e,0,0,1),this}scale(t,e){const i=this.elements;return i[0]*=t,i[3]*=t,i[6]*=t,i[1]*=e,i[4]*=e,i[7]*=e,this}rotate(t){const e=Math.cos(t),i=Math.sin(t),n=this.elements,r=n[0],s=n[3],a=n[6],o=n[1],l=n[4],c=n[7];return n[0]=e*r+i*o,n[3]=e*s+i*l,n[6]=e*a+i*c,n[1]=-i*r+e*o,n[4]=-i*s+e*l,n[7]=-i*a+e*c,this}translate(t,e){const i=this.elements;return i[0]+=t*i[2],i[3]+=t*i[5],i[6]+=t*i[8],i[1]+=e*i[2],i[4]+=e*i[5],i[7]+=e*i[8],this}equals(t){const e=this.elements,i=t.elements;for(let t=0;t<9;t++)if(e[t]!==i[t])return!1;return!0}fromArray(t,e=0){for(let i=0;i<9;i++)this.elements[i]=t[i+e];return this}toArray(t=[],e=0){const i=this.elements;return t[e]=i[0],t[e+1]=i[1],t[e+2]=i[2],t[e+3]=i[3],t[e+4]=i[4],t[e+5]=i[5],t[e+6]=i[6],t[e+7]=i[7],t[e+8]=i[8],t}clone(){return(new this.constructor).fromArray(this.elements)}}function Lt(t){for(let e=t.length-1;e>=0;--e)if(t[e]>65535)return!0;return!1}const Rt={Int8Array:Int8Array,Uint8Array:Uint8Array,Uint8ClampedArray:Uint8ClampedArray,Int16Array:Int16Array,Uint16Array:Uint16Array,Int32Array:Int32Array,Uint32Array:Uint32Array,Float32Array:Float32Array,Float64Array:Float64Array};function Pt(t,e){return new Rt[t](e)}function It(t){return document.createElementNS("http://www.w3.org/1999/xhtml",t)}function Dt(t){return t<.04045?.0773993808*t:Math.pow(.9478672986*t+.0521327014,2.4)}function Nt(t){return t<.0031308?12.92*t:1.055*Math.pow(t,.41666)-.055}const Ot={[lt]:{[ct]:Dt},[ct]:{[lt]:Nt}},zt={legacyMode:!0,get workingColorSpace(){return ct},set workingColorSpace(t){console.warn("THREE.ColorManagement: .workingColorSpace is readonly.")},convert:function(t,e,i){if(this.legacyMode||e===i||!e||!i)return t;if(Ot[e]&&void 0!==Ot[e][i]){const n=Ot[e][i];return t.r=n(t.r),t.g=n(t.g),t.b=n(t.b),t}throw new Error("Unsupported color space conversion.")},fromWorkingColorSpace:function(t,e){return this.convert(t,this.workingColorSpace,e)},toWorkingColorSpace:function(t,e){return this.convert(t,e,this.workingColorSpace)}},Ft={aliceblue:15792383,antiquewhite:16444375,aqua:65535,aquamarine:8388564,azure:15794175,beige:16119260,bisque:16770244,black:0,blanchedalmond:16772045,blue:255,blueviolet:9055202,brown:10824234,burlywood:14596231,cadetblue:6266528,chartreuse:8388352,chocolate:13789470,coral:16744272,cornflowerblue:6591981,cornsilk:16775388,crimson:14423100,cyan:65535,darkblue:139,darkcyan:35723,darkgoldenrod:12092939,darkgray:11119017,darkgreen:25600,darkgrey:11119017,darkkhaki:12433259,darkmagenta:9109643,darkolivegreen:5597999,darkorange:16747520,darkorchid:10040012,darkred:9109504,darksalmon:15308410,darkseagreen:9419919,darkslateblue:4734347,darkslategray:3100495,darkslategrey:3100495,darkturquoise:52945,darkviolet:9699539,deeppink:16716947,deepskyblue:49151,dimgray:6908265,dimgrey:6908265,dodgerblue:2003199,firebrick:11674146,floralwhite:16775920,forestgreen:2263842,fuchsia:16711935,gainsboro:14474460,ghostwhite:16316671,gold:16766720,goldenrod:14329120,gray:8421504,green:32768,greenyellow:11403055,grey:8421504,honeydew:15794160,hotpink:16738740,indianred:13458524,indigo:4915330,ivory:16777200,khaki:15787660,lavender:15132410,lavenderblush:16773365,lawngreen:8190976,lemonchiffon:16775885,lightblue:11393254,lightcoral:15761536,lightcyan:14745599,lightgoldenrodyellow:16448210,lightgray:13882323,lightgreen:9498256,lightgrey:13882323,lightpink:16758465,lightsalmon:16752762,lightseagreen:2142890,lightskyblue:8900346,lightslategray:7833753,lightslategrey:7833753,lightsteelblue:11584734,lightyellow:16777184,lime:65280,limegreen:3329330,linen:16445670,magenta:16711935,maroon:8388608,mediumaquamarine:6737322,mediumblue:205,mediumorchid:12211667,mediumpurple:9662683,mediumseagreen:3978097,mediumslateblue:8087790,mediumspringgreen:64154,mediumturquoise:4772300,mediumvioletred:13047173,midnightblue:1644912,mintcream:16121850,mistyrose:16770273,moccasin:16770229,navajowhite:16768685,navy:128,oldlace:16643558,olive:8421376,olivedrab:7048739,orange:16753920,orangered:16729344,orchid:14315734,palegoldenrod:15657130,palegreen:10025880,paleturquoise:11529966,palevioletred:14381203,papayawhip:16773077,peachpuff:16767673,peru:13468991,pink:16761035,plum:14524637,powderblue:11591910,purple:8388736,rebeccapurple:6697881,red:16711680,rosybrown:12357519,royalblue:4286945,saddlebrown:9127187,salmon:16416882,sandybrown:16032864,seagreen:3050327,seashell:16774638,sienna:10506797,silver:12632256,skyblue:8900331,slateblue:6970061,slategray:7372944,slategrey:7372944,snow:16775930,springgreen:65407,steelblue:4620980,tan:13808780,teal:32896,thistle:14204888,tomato:16737095,turquoise:4251856,violet:15631086,wheat:16113331,white:16777215,whitesmoke:16119285,yellow:16776960,yellowgreen:10145074},Bt={r:0,g:0,b:0},Ut={h:0,s:0,l:0},kt={h:0,s:0,l:0};function Gt(t,e,i){return i<0&&(i+=1),i>1&&(i-=1),i<1/6?t+6*(e-t)*i:i<.5?e:i<2/3?t+6*(e-t)*(2/3-i):t}function Vt(t,e){return e.r=t.r,e.g=t.g,e.b=t.b,e}class Ht{constructor(t,e,i){return this.isColor=!0,this.r=1,this.g=1,this.b=1,void 0===e&&void 0===i?this.set(t):this.setRGB(t,e,i)}set(t){return t&&t.isColor?this.copy(t):"number"==typeof t?this.setHex(t):"string"==typeof t&&this.setStyle(t),this}setScalar(t){return this.r=t,this.g=t,this.b=t,this}setHex(t,e="srgb"){return t=Math.floor(t),this.r=(t>>16&255)/255,this.g=(t>>8&255)/255,this.b=(255&t)/255,zt.toWorkingColorSpace(this,e),this}setRGB(t,e,i,n="srgb-linear"){return this.r=t,this.g=e,this.b=i,zt.toWorkingColorSpace(this,n),this}setHSL(t,e,i,n="srgb-linear"){if(t=Mt(t,1),e=yt(e,0,1),i=yt(i,0,1),0===e)this.r=this.g=this.b=i;else{const n=i<=.5?i*(1+e):i+e-i*e,r=2*i-n;this.r=Gt(r,n,t+1/3),this.g=Gt(r,n,t),this.b=Gt(r,n,t-1/3)}return zt.toWorkingColorSpace(this,n),this}setStyle(t,e="srgb"){function i(e){void 0!==e&&parseFloat(e)<1&&console.warn("THREE.Color: Alpha component of "+t+" will be ignored.")}let n;if(n=/^((?:rgb|hsl)a?)\(([^\)]*)\)/.exec(t)){let t;const r=n[1],s=n[2];switch(r){case"rgb":case"rgba":if(t=/^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(s))return this.r=Math.min(255,parseInt(t[1],10))/255,this.g=Math.min(255,parseInt(t[2],10))/255,this.b=Math.min(255,parseInt(t[3],10))/255,zt.toWorkingColorSpace(this,e),i(t[4]),this;if(t=/^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(s))return this.r=Math.min(100,parseInt(t[1],10))/100,this.g=Math.min(100,parseInt(t[2],10))/100,this.b=Math.min(100,parseInt(t[3],10))/100,zt.toWorkingColorSpace(this,e),i(t[4]),this;break;case"hsl":case"hsla":if(t=/^\s*(\d*\.?\d+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(s)){const n=parseFloat(t[1])/360,r=parseInt(t[2],10)/100,s=parseInt(t[3],10)/100;return i(t[4]),this.setHSL(n,r,s,e)}}}else if(n=/^\#([A-Fa-f\d]+)$/.exec(t)){const t=n[1],i=t.length;if(3===i)return this.r=parseInt(t.charAt(0)+t.charAt(0),16)/255,this.g=parseInt(t.charAt(1)+t.charAt(1),16)/255,this.b=parseInt(t.charAt(2)+t.charAt(2),16)/255,zt.toWorkingColorSpace(this,e),this;if(6===i)return this.r=parseInt(t.charAt(0)+t.charAt(1),16)/255,this.g=parseInt(t.charAt(2)+t.charAt(3),16)/255,this.b=parseInt(t.charAt(4)+t.charAt(5),16)/255,zt.toWorkingColorSpace(this,e),this}return t&&t.length>0?this.setColorName(t,e):this}setColorName(t,e="srgb"){const i=Ft[t.toLowerCase()];return void 0!==i?this.setHex(i,e):console.warn("THREE.Color: Unknown color "+t),this}clone(){return new this.constructor(this.r,this.g,this.b)}copy(t){return this.r=t.r,this.g=t.g,this.b=t.b,this}copySRGBToLinear(t){return this.r=Dt(t.r),this.g=Dt(t.g),this.b=Dt(t.b),this}copyLinearToSRGB(t){return this.r=Nt(t.r),this.g=Nt(t.g),this.b=Nt(t.b),this}convertSRGBToLinear(){return this.copySRGBToLinear(this),this}convertLinearToSRGB(){return this.copyLinearToSRGB(this),this}getHex(t="srgb"){return zt.fromWorkingColorSpace(Vt(this,Bt),t),yt(255*Bt.r,0,255)<<16^yt(255*Bt.g,0,255)<<8^yt(255*Bt.b,0,255)<<0}getHexString(t="srgb"){return("000000"+this.getHex(t).toString(16)).slice(-6)}getHSL(t,e="srgb-linear"){zt.fromWorkingColorSpace(Vt(this,Bt),e);const i=Bt.r,n=Bt.g,r=Bt.b,s=Math.max(i,n,r),a=Math.min(i,n,r);let o,l;const c=(a+s)/2;if(a===s)o=0,l=0;else{const t=s-a;switch(l=c<=.5?t/(s+a):t/(2-s-a),s){case i:o=(n-r)/t+(n<r?6:0);break;case n:o=(r-i)/t+2;break;case r:o=(i-n)/t+4}o/=6}return t.h=o,t.s=l,t.l=c,t}getRGB(t,e="srgb-linear"){return zt.fromWorkingColorSpace(Vt(this,Bt),e),t.r=Bt.r,t.g=Bt.g,t.b=Bt.b,t}getStyle(t="srgb"){return zt.fromWorkingColorSpace(Vt(this,Bt),t),t!==lt?`color(${t} ${Bt.r} ${Bt.g} ${Bt.b})`:`rgb(${255*Bt.r|0},${255*Bt.g|0},${255*Bt.b|0})`}offsetHSL(t,e,i){return this.getHSL(Ut),Ut.h+=t,Ut.s+=e,Ut.l+=i,this.setHSL(Ut.h,Ut.s,Ut.l),this}add(t){return this.r+=t.r,this.g+=t.g,this.b+=t.b,this}addColors(t,e){return this.r=t.r+e.r,this.g=t.g+e.g,this.b=t.b+e.b,this}addScalar(t){return this.r+=t,this.g+=t,this.b+=t,this}sub(t){return this.r=Math.max(0,this.r-t.r),this.g=Math.max(0,this.g-t.g),this.b=Math.max(0,this.b-t.b),this}multiply(t){return this.r*=t.r,this.g*=t.g,this.b*=t.b,this}multiplyScalar(t){return this.r*=t,this.g*=t,this.b*=t,this}lerp(t,e){return this.r+=(t.r-this.r)*e,this.g+=(t.g-this.g)*e,this.b+=(t.b-this.b)*e,this}lerpColors(t,e,i){return this.r=t.r+(e.r-t.r)*i,this.g=t.g+(e.g-t.g)*i,this.b=t.b+(e.b-t.b)*i,this}lerpHSL(t,e){this.getHSL(Ut),t.getHSL(kt);const i=bt(Ut.h,kt.h,e),n=bt(Ut.s,kt.s,e),r=bt(Ut.l,kt.l,e);return this.setHSL(i,n,r),this}equals(t){return t.r===this.r&&t.g===this.g&&t.b===this.b}fromArray(t,e=0){return this.r=t[e],this.g=t[e+1],this.b=t[e+2],this}toArray(t=[],e=0){return t[e]=this.r,t[e+1]=this.g,t[e+2]=this.b,t}fromBufferAttribute(t,e){return this.r=t.getX(e),this.g=t.getY(e),this.b=t.getZ(e),!0===t.normalized&&(this.r/=255,this.g/=255,this.b/=255),this}toJSON(){return this.getHex()}*[Symbol.iterator](){yield this.r,yield this.g,yield this.b}}let Wt;Ht.NAMES=Ft;class jt{static getDataURL(t){if(/^data:/i.test(t.src))return t.src;if("undefined"==typeof HTMLCanvasElement)return t.src;let e;if(t instanceof HTMLCanvasElement)e=t;else{void 0===Wt&&(Wt=It("canvas")),Wt.width=t.width,Wt.height=t.height;const i=Wt.getContext("2d");t instanceof ImageData?i.putImageData(t,0,0):i.drawImage(t,0,0,t.width,t.height),e=Wt}return e.width>2048||e.height>2048?(console.warn("THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons",t),e.toDataURL("image/jpeg",.6)):e.toDataURL("image/png")}static sRGBToLinear(t){if("undefined"!=typeof HTMLImageElement&&t instanceof HTMLImageElement||"undefined"!=typeof HTMLCanvasElement&&t instanceof HTMLCanvasElement||"undefined"!=typeof ImageBitmap&&t instanceof ImageBitmap){const e=It("canvas");e.width=t.width,e.height=t.height;const i=e.getContext("2d");i.drawImage(t,0,0,t.width,t.height);const n=i.getImageData(0,0,t.width,t.height),r=n.data;for(let t=0;t<r.length;t++)r[t]=255*Dt(r[t]/255);return i.putImageData(n,0,0),e}if(t.data){const e=t.data.slice(0);for(let t=0;t<e.length;t++)e instanceof Uint8Array||e instanceof Uint8ClampedArray?e[t]=Math.floor(255*Dt(e[t]/255)):e[t]=Dt(e[t]);return{data:e,width:t.width,height:t.height}}return console.warn("THREE.ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied."),t}}class qt{constructor(t=null){this.isSource=!0,this.uuid=_t(),this.data=t,this.version=0}set needsUpdate(t){!0===t&&this.version++}toJSON(t){const e=void 0===t||"string"==typeof t;if(!e&&void 0!==t.images[this.uuid])return t.images[this.uuid];const i={uuid:this.uuid,url:""},n=this.data;if(null!==n){let t;if(Array.isArray(n)){t=[];for(let e=0,i=n.length;e<i;e++)n[e].isDataTexture?t.push(Xt(n[e].image)):t.push(Xt(n[e]))}else t=Xt(n);i.url=t}return e||(t.images[this.uuid]=i),i}}function Xt(t){return"undefined"!=typeof HTMLImageElement&&t instanceof HTMLImageElement||"undefined"!=typeof HTMLCanvasElement&&t instanceof HTMLCanvasElement||"undefined"!=typeof ImageBitmap&&t instanceof ImageBitmap?jt.getDataURL(t):t.data?{data:Array.from(t.data),width:t.width,height:t.height,type:t.data.constructor.name}:(console.warn("THREE.Texture: Unable to serialize Texture."),{})}let Yt=0;class Zt extends ft{constructor(t=Zt.DEFAULT_IMAGE,e=Zt.DEFAULT_MAPPING,i=1001,n=1001,r=1006,s=1008,a=1023,o=1009,l=1,c=3e3){super(),this.isTexture=!0,Object.defineProperty(this,"id",{value:Yt++}),this.uuid=_t(),this.name="",this.source=new qt(t),this.mipmaps=[],this.mapping=e,this.wrapS=i,this.wrapT=n,this.magFilter=r,this.minFilter=s,this.anisotropy=l,this.format=a,this.internalFormat=null,this.type=o,this.offset=new Et(0,0),this.repeat=new Et(1,1),this.center=new Et(0,0),this.rotation=0,this.matrixAutoUpdate=!0,this.matrix=new Ct,this.generateMipmaps=!0,this.premultiplyAlpha=!1,this.flipY=!0,this.unpackAlignment=4,this.encoding=c,this.userData={},this.version=0,this.onUpdate=null,this.isRenderTargetTexture=!1,this.needsPMREMUpdate=!1}get image(){return this.source.data}set image(t){this.source.data=t}updateMatrix(){this.matrix.setUvTransform(this.offset.x,this.offset.y,this.repeat.x,this.repeat.y,this.rotation,this.center.x,this.center.y)}clone(){return(new this.constructor).copy(this)}copy(t){return this.name=t.name,this.source=t.source,this.mipmaps=t.mipmaps.slice(0),this.mapping=t.mapping,this.wrapS=t.wrapS,this.wrapT=t.wrapT,this.magFilter=t.magFilter,this.minFilter=t.minFilter,this.anisotropy=t.anisotropy,this.format=t.format,this.internalFormat=t.internalFormat,this.type=t.type,this.offset.copy(t.offset),this.repeat.copy(t.repeat),this.center.copy(t.center),this.rotation=t.rotation,this.matrixAutoUpdate=t.matrixAutoUpdate,this.matrix.copy(t.matrix),this.generateMipmaps=t.generateMipmaps,this.premultiplyAlpha=t.premultiplyAlpha,this.flipY=t.flipY,this.unpackAlignment=t.unpackAlignment,this.encoding=t.encoding,this.userData=JSON.parse(JSON.stringify(t.userData)),this.needsUpdate=!0,this}toJSON(t){const e=void 0===t||"string"==typeof t;if(!e&&void 0!==t.textures[this.uuid])return t.textures[this.uuid];const i={metadata:{version:4.5,type:"Texture",generator:"Texture.toJSON"},uuid:this.uuid,name:this.name,image:this.source.toJSON(t).uuid,mapping:this.mapping,repeat:[this.repeat.x,this.repeat.y],offset:[this.offset.x,this.offset.y],center:[this.center.x,this.center.y],rotation:this.rotation,wrap:[this.wrapS,this.wrapT],format:this.format,type:this.type,encoding:this.encoding,minFilter:this.minFilter,magFilter:this.magFilter,anisotropy:this.anisotropy,flipY:this.flipY,premultiplyAlpha:this.premultiplyAlpha,unpackAlignment:this.unpackAlignment};return"{}"!==JSON.stringify(this.userData)&&(i.userData=this.userData),e||(t.textures[this.uuid]=i),i}dispose(){this.dispatchEvent({type:"dispose"})}transformUv(t){if(this.mapping!==n)return t;if(t.applyMatrix3(this.matrix),t.x<0||t.x>1)switch(this.wrapS){case c:t.x=t.x-Math.floor(t.x);break;case h:t.x=t.x<0?0:1;break;case u:1===Math.abs(Math.floor(t.x)%2)?t.x=Math.ceil(t.x)-t.x:t.x=t.x-Math.floor(t.x)}if(t.y<0||t.y>1)switch(this.wrapT){case c:t.y=t.y-Math.floor(t.y);break;case h:t.y=t.y<0?0:1;break;case u:1===Math.abs(Math.floor(t.y)%2)?t.y=Math.ceil(t.y)-t.y:t.y=t.y-Math.floor(t.y)}return this.flipY&&(t.y=1-t.y),t}set needsUpdate(t){!0===t&&(this.version++,this.source.needsUpdate=!0)}}Zt.DEFAULT_IMAGE=null,Zt.DEFAULT_MAPPING=n;class Jt{constructor(t=0,e=0,i=0,n=1){Jt.prototype.isVector4=!0,this.x=t,this.y=e,this.z=i,this.w=n}get width(){return this.z}set width(t){this.z=t}get height(){return this.w}set height(t){this.w=t}set(t,e,i,n){return this.x=t,this.y=e,this.z=i,this.w=n,this}setScalar(t){return this.x=t,this.y=t,this.z=t,this.w=t,this}setX(t){return this.x=t,this}setY(t){return this.y=t,this}setZ(t){return this.z=t,this}setW(t){return this.w=t,this}setComponent(t,e){switch(t){case 0:this.x=e;break;case 1:this.y=e;break;case 2:this.z=e;break;case 3:this.w=e;break;default:throw new Error("index is out of range: "+t)}return this}getComponent(t){switch(t){case 0:return this.x;case 1:return this.y;case 2:return this.z;case 3:return this.w;default:throw new Error("index is out of range: "+t)}}clone(){return new this.constructor(this.x,this.y,this.z,this.w)}copy(t){return this.x=t.x,this.y=t.y,this.z=t.z,this.w=void 0!==t.w?t.w:1,this}add(t){return this.x+=t.x,this.y+=t.y,this.z+=t.z,this.w+=t.w,this}addScalar(t){return this.x+=t,this.y+=t,this.z+=t,this.w+=t,this}addVectors(t,e){return this.x=t.x+e.x,this.y=t.y+e.y,this.z=t.z+e.z,this.w=t.w+e.w,this}addScaledVector(t,e){return this.x+=t.x*e,this.y+=t.y*e,this.z+=t.z*e,this.w+=t.w*e,this}sub(t){return this.x-=t.x,this.y-=t.y,this.z-=t.z,this.w-=t.w,this}subScalar(t){return this.x-=t,this.y-=t,this.z-=t,this.w-=t,this}subVectors(t,e){return this.x=t.x-e.x,this.y=t.y-e.y,this.z=t.z-e.z,this.w=t.w-e.w,this}multiply(t){return this.x*=t.x,this.y*=t.y,this.z*=t.z,this.w*=t.w,this}multiplyScalar(t){return this.x*=t,this.y*=t,this.z*=t,this.w*=t,this}applyMatrix4(t){const e=this.x,i=this.y,n=this.z,r=this.w,s=t.elements;return this.x=s[0]*e+s[4]*i+s[8]*n+s[12]*r,this.y=s[1]*e+s[5]*i+s[9]*n+s[13]*r,this.z=s[2]*e+s[6]*i+s[10]*n+s[14]*r,this.w=s[3]*e+s[7]*i+s[11]*n+s[15]*r,this}divideScalar(t){return this.multiplyScalar(1/t)}setAxisAngleFromQuaternion(t){this.w=2*Math.acos(t.w);const e=Math.sqrt(1-t.w*t.w);return e<1e-4?(this.x=1,this.y=0,this.z=0):(this.x=t.x/e,this.y=t.y/e,this.z=t.z/e),this}setAxisAngleFromRotationMatrix(t){let e,i,n,r;const s=.01,a=.1,o=t.elements,l=o[0],c=o[4],h=o[8],u=o[1],d=o[5],p=o[9],f=o[2],m=o[6],g=o[10];if(Math.abs(c-u)<s&&Math.abs(h-f)<s&&Math.abs(p-m)<s){if(Math.abs(c+u)<a&&Math.abs(h+f)<a&&Math.abs(p+m)<a&&Math.abs(l+d+g-3)<a)return this.set(1,0,0,0),this;e=Math.PI;const t=(l+1)/2,o=(d+1)/2,v=(g+1)/2,x=(c+u)/4,_=(h+f)/4,y=(p+m)/4;return t>o&&t>v?t<s?(i=0,n=.707106781,r=.707106781):(i=Math.sqrt(t),n=x/i,r=_/i):o>v?o<s?(i=.707106781,n=0,r=.707106781):(n=Math.sqrt(o),i=x/n,r=y/n):v<s?(i=.707106781,n=.707106781,r=0):(r=Math.sqrt(v),i=_/r,n=y/r),this.set(i,n,r,e),this}let v=Math.sqrt((m-p)*(m-p)+(h-f)*(h-f)+(u-c)*(u-c));return Math.abs(v)<.001&&(v=1),this.x=(m-p)/v,this.y=(h-f)/v,this.z=(u-c)/v,this.w=Math.acos((l+d+g-1)/2),this}min(t){return this.x=Math.min(this.x,t.x),this.y=Math.min(this.y,t.y),this.z=Math.min(this.z,t.z),this.w=Math.min(this.w,t.w),this}max(t){return this.x=Math.max(this.x,t.x),this.y=Math.max(this.y,t.y),this.z=Math.max(this.z,t.z),this.w=Math.max(this.w,t.w),this}clamp(t,e){return this.x=Math.max(t.x,Math.min(e.x,this.x)),this.y=Math.max(t.y,Math.min(e.y,this.y)),this.z=Math.max(t.z,Math.min(e.z,this.z)),this.w=Math.max(t.w,Math.min(e.w,this.w)),this}clampScalar(t,e){return this.x=Math.max(t,Math.min(e,this.x)),this.y=Math.max(t,Math.min(e,this.y)),this.z=Math.max(t,Math.min(e,this.z)),this.w=Math.max(t,Math.min(e,this.w)),this}clampLength(t,e){const i=this.length();return this.divideScalar(i||1).multiplyScalar(Math.max(t,Math.min(e,i)))}floor(){return this.x=Math.floor(this.x),this.y=Math.floor(this.y),this.z=Math.floor(this.z),this.w=Math.floor(this.w),this}ceil(){return this.x=Math.ceil(this.x),this.y=Math.ceil(this.y),this.z=Math.ceil(this.z),this.w=Math.ceil(this.w),this}round(){return this.x=Math.round(this.x),this.y=Math.round(this.y),this.z=Math.round(this.z),this.w=Math.round(this.w),this}roundToZero(){return this.x=this.x<0?Math.ceil(this.x):Math.floor(this.x),this.y=this.y<0?Math.ceil(this.y):Math.floor(this.y),this.z=this.z<0?Math.ceil(this.z):Math.floor(this.z),this.w=this.w<0?Math.ceil(this.w):Math.floor(this.w),this}negate(){return this.x=-this.x,this.y=-this.y,this.z=-this.z,this.w=-this.w,this}dot(t){return this.x*t.x+this.y*t.y+this.z*t.z+this.w*t.w}lengthSq(){return this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w}length(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w)}manhattanLength(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)+Math.abs(this.w)}normalize(){return this.divideScalar(this.length()||1)}setLength(t){return this.normalize().multiplyScalar(t)}lerp(t,e){return this.x+=(t.x-this.x)*e,this.y+=(t.y-this.y)*e,this.z+=(t.z-this.z)*e,this.w+=(t.w-this.w)*e,this}lerpVectors(t,e,i){return this.x=t.x+(e.x-t.x)*i,this.y=t.y+(e.y-t.y)*i,this.z=t.z+(e.z-t.z)*i,this.w=t.w+(e.w-t.w)*i,this}equals(t){return t.x===this.x&&t.y===this.y&&t.z===this.z&&t.w===this.w}fromArray(t,e=0){return this.x=t[e],this.y=t[e+1],this.z=t[e+2],this.w=t[e+3],this}toArray(t=[],e=0){return t[e]=this.x,t[e+1]=this.y,t[e+2]=this.z,t[e+3]=this.w,t}fromBufferAttribute(t,e){return this.x=t.getX(e),this.y=t.getY(e),this.z=t.getZ(e),this.w=t.getW(e),this}random(){return this.x=Math.random(),this.y=Math.random(),this.z=Math.random(),this.w=Math.random(),this}*[Symbol.iterator](){yield this.x,yield this.y,yield this.z,yield this.w}}class Kt extends ft{constructor(t,e,i={}){super(),this.isWebGLRenderTarget=!0,this.width=t,this.height=e,this.depth=1,this.scissor=new Jt(0,0,t,e),this.scissorTest=!1,this.viewport=new Jt(0,0,t,e);const n={width:t,height:e,depth:1};this.texture=new Zt(n,i.mapping,i.wrapS,i.wrapT,i.magFilter,i.minFilter,i.format,i.type,i.anisotropy,i.encoding),this.texture.isRenderTargetTexture=!0,this.texture.flipY=!1,this.texture.generateMipmaps=void 0!==i.generateMipmaps&&i.generateMipmaps,this.texture.internalFormat=void 0!==i.internalFormat?i.internalFormat:null,this.texture.minFilter=void 0!==i.minFilter?i.minFilter:m,this.depthBuffer=void 0===i.depthBuffer||i.depthBuffer,this.stencilBuffer=void 0!==i.stencilBuffer&&i.stencilBuffer,this.depthTexture=void 0!==i.depthTexture?i.depthTexture:null,this.samples=void 0!==i.samples?i.samples:0}setSize(t,e,i=1){this.width===t&&this.height===e&&this.depth===i||(this.width=t,this.height=e,this.depth=i,this.texture.image.width=t,this.texture.image.height=e,this.texture.image.depth=i,this.dispose()),this.viewport.set(0,0,t,e),this.scissor.set(0,0,t,e)}clone(){return(new this.constructor).copy(this)}copy(t){this.width=t.width,this.height=t.height,this.depth=t.depth,this.viewport.copy(t.viewport),this.texture=t.texture.clone(),this.texture.isRenderTargetTexture=!0;const e=Object.assign({},t.texture.image);return this.texture.source=new qt(e),this.depthBuffer=t.depthBuffer,this.stencilBuffer=t.stencilBuffer,null!==t.depthTexture&&(this.depthTexture=t.depthTexture.clone()),this.samples=t.samples,this}dispose(){this.dispatchEvent({type:"dispose"})}}class $t extends Zt{constructor(t=null,e=1,i=1,n=1){super(null),this.isDataArrayTexture=!0,this.image={data:t,width:e,height:i,depth:n},this.magFilter=d,this.minFilter=d,this.wrapR=h,this.generateMipmaps=!1,this.flipY=!1,this.unpackAlignment=1}}class Qt extends Zt{constructor(t=null,e=1,i=1,n=1){super(null),this.isData3DTexture=!0,this.image={data:t,width:e,height:i,depth:n},this.magFilter=d,this.minFilter=d,this.wrapR=h,this.generateMipmaps=!1,this.flipY=!1,this.unpackAlignment=1}}class te{constructor(t=0,e=0,i=0,n=1){this.isQuaternion=!0,this._x=t,this._y=e,this._z=i,this._w=n}static slerpFlat(t,e,i,n,r,s,a){let o=i[n+0],l=i[n+1],c=i[n+2],h=i[n+3];const u=r[s+0],d=r[s+1],p=r[s+2],f=r[s+3];if(0===a)return t[e+0]=o,t[e+1]=l,t[e+2]=c,void(t[e+3]=h);if(1===a)return t[e+0]=u,t[e+1]=d,t[e+2]=p,void(t[e+3]=f);if(h!==f||o!==u||l!==d||c!==p){let t=1-a;const e=o*u+l*d+c*p+h*f,i=e>=0?1:-1,n=1-e*e;if(n>Number.EPSILON){const r=Math.sqrt(n),s=Math.atan2(r,e*i);t=Math.sin(t*s)/r,a=Math.sin(a*s)/r}const r=a*i;if(o=o*t+u*r,l=l*t+d*r,c=c*t+p*r,h=h*t+f*r,t===1-a){const t=1/Math.sqrt(o*o+l*l+c*c+h*h);o*=t,l*=t,c*=t,h*=t}}t[e]=o,t[e+1]=l,t[e+2]=c,t[e+3]=h}static multiplyQuaternionsFlat(t,e,i,n,r,s){const a=i[n],o=i[n+1],l=i[n+2],c=i[n+3],h=r[s],u=r[s+1],d=r[s+2],p=r[s+3];return t[e]=a*p+c*h+o*d-l*u,t[e+1]=o*p+c*u+l*h-a*d,t[e+2]=l*p+c*d+a*u-o*h,t[e+3]=c*p-a*h-o*u-l*d,t}get x(){return this._x}set x(t){this._x=t,this._onChangeCallback()}get y(){return this._y}set y(t){this._y=t,this._onChangeCallback()}get z(){return this._z}set z(t){this._z=t,this._onChangeCallback()}get w(){return this._w}set w(t){this._w=t,this._onChangeCallback()}set(t,e,i,n){return this._x=t,this._y=e,this._z=i,this._w=n,this._onChangeCallback(),this}clone(){return new this.constructor(this._x,this._y,this._z,this._w)}copy(t){return this._x=t.x,this._y=t.y,this._z=t.z,this._w=t.w,this._onChangeCallback(),this}setFromEuler(t,e){if(!t||!t.isEuler)throw new Error("THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.");const i=t._x,n=t._y,r=t._z,s=t._order,a=Math.cos,o=Math.sin,l=a(i/2),c=a(n/2),h=a(r/2),u=o(i/2),d=o(n/2),p=o(r/2);switch(s){case"XYZ":this._x=u*c*h+l*d*p,this._y=l*d*h-u*c*p,this._z=l*c*p+u*d*h,this._w=l*c*h-u*d*p;break;case"YXZ":this._x=u*c*h+l*d*p,this._y=l*d*h-u*c*p,this._z=l*c*p-u*d*h,this._w=l*c*h+u*d*p;break;case"ZXY":this._x=u*c*h-l*d*p,this._y=l*d*h+u*c*p,this._z=l*c*p+u*d*h,this._w=l*c*h-u*d*p;break;case"ZYX":this._x=u*c*h-l*d*p,this._y=l*d*h+u*c*p,this._z=l*c*p-u*d*h,this._w=l*c*h+u*d*p;break;case"YZX":this._x=u*c*h+l*d*p,this._y=l*d*h+u*c*p,this._z=l*c*p-u*d*h,this._w=l*c*h-u*d*p;break;case"XZY":this._x=u*c*h-l*d*p,this._y=l*d*h-u*c*p,this._z=l*c*p+u*d*h,this._w=l*c*h+u*d*p;break;default:console.warn("THREE.Quaternion: .setFromEuler() encountered an unknown order: "+s)}return!1!==e&&this._onChangeCallback(),this}setFromAxisAngle(t,e){const i=e/2,n=Math.sin(i);return this._x=t.x*n,this._y=t.y*n,this._z=t.z*n,this._w=Math.cos(i),this._onChangeCallback(),this}setFromRotationMatrix(t){const e=t.elements,i=e[0],n=e[4],r=e[8],s=e[1],a=e[5],o=e[9],l=e[2],c=e[6],h=e[10],u=i+a+h;if(u>0){const t=.5/Math.sqrt(u+1);this._w=.25/t,this._x=(c-o)*t,this._y=(r-l)*t,this._z=(s-n)*t}else if(i>a&&i>h){const t=2*Math.sqrt(1+i-a-h);this._w=(c-o)/t,this._x=.25*t,this._y=(n+s)/t,this._z=(r+l)/t}else if(a>h){const t=2*Math.sqrt(1+a-i-h);this._w=(r-l)/t,this._x=(n+s)/t,this._y=.25*t,this._z=(o+c)/t}else{const t=2*Math.sqrt(1+h-i-a);this._w=(s-n)/t,this._x=(r+l)/t,this._y=(o+c)/t,this._z=.25*t}return this._onChangeCallback(),this}setFromUnitVectors(t,e){let i=t.dot(e)+1;return i<Number.EPSILON?(i=0,Math.abs(t.x)>Math.abs(t.z)?(this._x=-t.y,this._y=t.x,this._z=0,this._w=i):(this._x=0,this._y=-t.z,this._z=t.y,this._w=i)):(this._x=t.y*e.z-t.z*e.y,this._y=t.z*e.x-t.x*e.z,this._z=t.x*e.y-t.y*e.x,this._w=i),this.normalize()}angleTo(t){return 2*Math.acos(Math.abs(yt(this.dot(t),-1,1)))}rotateTowards(t,e){const i=this.angleTo(t);if(0===i)return this;const n=Math.min(1,e/i);return this.slerp(t,n),this}identity(){return this.set(0,0,0,1)}invert(){return this.conjugate()}conjugate(){return this._x*=-1,this._y*=-1,this._z*=-1,this._onChangeCallback(),this}dot(t){return this._x*t._x+this._y*t._y+this._z*t._z+this._w*t._w}lengthSq(){return this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w}length(){return Math.sqrt(this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w)}normalize(){let t=this.length();return 0===t?(this._x=0,this._y=0,this._z=0,this._w=1):(t=1/t,this._x=this._x*t,this._y=this._y*t,this._z=this._z*t,this._w=this._w*t),this._onChangeCallback(),this}multiply(t){return this.multiplyQuaternions(this,t)}premultiply(t){return this.multiplyQuaternions(t,this)}multiplyQuaternions(t,e){const i=t._x,n=t._y,r=t._z,s=t._w,a=e._x,o=e._y,l=e._z,c=e._w;return this._x=i*c+s*a+n*l-r*o,this._y=n*c+s*o+r*a-i*l,this._z=r*c+s*l+i*o-n*a,this._w=s*c-i*a-n*o-r*l,this._onChangeCallback(),this}slerp(t,e){if(0===e)return this;if(1===e)return this.copy(t);const i=this._x,n=this._y,r=this._z,s=this._w;let a=s*t._w+i*t._x+n*t._y+r*t._z;if(a<0?(this._w=-t._w,this._x=-t._x,this._y=-t._y,this._z=-t._z,a=-a):this.copy(t),a>=1)return this._w=s,this._x=i,this._y=n,this._z=r,this;const o=1-a*a;if(o<=Number.EPSILON){const t=1-e;return this._w=t*s+e*this._w,this._x=t*i+e*this._x,this._y=t*n+e*this._y,this._z=t*r+e*this._z,this.normalize(),this._onChangeCallback(),this}const l=Math.sqrt(o),c=Math.atan2(l,a),h=Math.sin((1-e)*c)/l,u=Math.sin(e*c)/l;return this._w=s*h+this._w*u,this._x=i*h+this._x*u,this._y=n*h+this._y*u,this._z=r*h+this._z*u,this._onChangeCallback(),this}slerpQuaternions(t,e,i){return this.copy(t).slerp(e,i)}random(){const t=Math.random(),e=Math.sqrt(1-t),i=Math.sqrt(t),n=2*Math.PI*Math.random(),r=2*Math.PI*Math.random();return this.set(e*Math.cos(n),i*Math.sin(r),i*Math.cos(r),e*Math.sin(n))}equals(t){return t._x===this._x&&t._y===this._y&&t._z===this._z&&t._w===this._w}fromArray(t,e=0){return this._x=t[e],this._y=t[e+1],this._z=t[e+2],this._w=t[e+3],this._onChangeCallback(),this}toArray(t=[],e=0){return t[e]=this._x,t[e+1]=this._y,t[e+2]=this._z,t[e+3]=this._w,t}fromBufferAttribute(t,e){return this._x=t.getX(e),this._y=t.getY(e),this._z=t.getZ(e),this._w=t.getW(e),this}_onChange(t){return this._onChangeCallback=t,this}_onChangeCallback(){}*[Symbol.iterator](){yield this._x,yield this._y,yield this._z,yield this._w}}class ee{constructor(t=0,e=0,i=0){ee.prototype.isVector3=!0,this.x=t,this.y=e,this.z=i}set(t,e,i){return void 0===i&&(i=this.z),this.x=t,this.y=e,this.z=i,this}setScalar(t){return this.x=t,this.y=t,this.z=t,this}setX(t){return this.x=t,this}setY(t){return this.y=t,this}setZ(t){return this.z=t,this}setComponent(t,e){switch(t){case 0:this.x=e;break;case 1:this.y=e;break;case 2:this.z=e;break;default:throw new Error("index is out of range: "+t)}return this}getComponent(t){switch(t){case 0:return this.x;case 1:return this.y;case 2:return this.z;default:throw new Error("index is out of range: "+t)}}clone(){return new this.constructor(this.x,this.y,this.z)}copy(t){return this.x=t.x,this.y=t.y,this.z=t.z,this}add(t){return this.x+=t.x,this.y+=t.y,this.z+=t.z,this}addScalar(t){return this.x+=t,this.y+=t,this.z+=t,this}addVectors(t,e){return this.x=t.x+e.x,this.y=t.y+e.y,this.z=t.z+e.z,this}addScaledVector(t,e){return this.x+=t.x*e,this.y+=t.y*e,this.z+=t.z*e,this}sub(t){return this.x-=t.x,this.y-=t.y,this.z-=t.z,this}subScalar(t){return this.x-=t,this.y-=t,this.z-=t,this}subVectors(t,e){return this.x=t.x-e.x,this.y=t.y-e.y,this.z=t.z-e.z,this}multiply(t){return this.x*=t.x,this.y*=t.y,this.z*=t.z,this}multiplyScalar(t){return this.x*=t,this.y*=t,this.z*=t,this}multiplyVectors(t,e){return this.x=t.x*e.x,this.y=t.y*e.y,this.z=t.z*e.z,this}applyEuler(t){return this.applyQuaternion(ne.setFromEuler(t))}applyAxisAngle(t,e){return this.applyQuaternion(ne.setFromAxisAngle(t,e))}applyMatrix3(t){const e=this.x,i=this.y,n=this.z,r=t.elements;return this.x=r[0]*e+r[3]*i+r[6]*n,this.y=r[1]*e+r[4]*i+r[7]*n,this.z=r[2]*e+r[5]*i+r[8]*n,this}applyNormalMatrix(t){return this.applyMatrix3(t).normalize()}applyMatrix4(t){const e=this.x,i=this.y,n=this.z,r=t.elements,s=1/(r[3]*e+r[7]*i+r[11]*n+r[15]);return this.x=(r[0]*e+r[4]*i+r[8]*n+r[12])*s,this.y=(r[1]*e+r[5]*i+r[9]*n+r[13])*s,this.z=(r[2]*e+r[6]*i+r[10]*n+r[14])*s,this}applyQuaternion(t){const e=this.x,i=this.y,n=this.z,r=t.x,s=t.y,a=t.z,o=t.w,l=o*e+s*n-a*i,c=o*i+a*e-r*n,h=o*n+r*i-s*e,u=-r*e-s*i-a*n;return this.x=l*o+u*-r+c*-a-h*-s,this.y=c*o+u*-s+h*-r-l*-a,this.z=h*o+u*-a+l*-s-c*-r,this}project(t){return this.applyMatrix4(t.matrixWorldInverse).applyMatrix4(t.projectionMatrix)}unproject(t){return this.applyMatrix4(t.projectionMatrixInverse).applyMatrix4(t.matrixWorld)}transformDirection(t){const e=this.x,i=this.y,n=this.z,r=t.elements;return this.x=r[0]*e+r[4]*i+r[8]*n,this.y=r[1]*e+r[5]*i+r[9]*n,this.z=r[2]*e+r[6]*i+r[10]*n,this.normalize()}divide(t){return this.x/=t.x,this.y/=t.y,this.z/=t.z,this}divideScalar(t){return this.multiplyScalar(1/t)}min(t){return this.x=Math.min(this.x,t.x),this.y=Math.min(this.y,t.y),this.z=Math.min(this.z,t.z),this}max(t){return this.x=Math.max(this.x,t.x),this.y=Math.max(this.y,t.y),this.z=Math.max(this.z,t.z),this}clamp(t,e){return this.x=Math.max(t.x,Math.min(e.x,this.x)),this.y=Math.max(t.y,Math.min(e.y,this.y)),this.z=Math.max(t.z,Math.min(e.z,this.z)),this}clampScalar(t,e){return this.x=Math.max(t,Math.min(e,this.x)),this.y=Math.max(t,Math.min(e,this.y)),this.z=Math.max(t,Math.min(e,this.z)),this}clampLength(t,e){const i=this.length();return this.divideScalar(i||1).multiplyScalar(Math.max(t,Math.min(e,i)))}floor(){return this.x=Math.floor(this.x),this.y=Math.floor(this.y),this.z=Math.floor(this.z),this}ceil(){return this.x=Math.ceil(this.x),this.y=Math.ceil(this.y),this.z=Math.ceil(this.z),this}round(){return this.x=Math.round(this.x),this.y=Math.round(this.y),this.z=Math.round(this.z),this}roundToZero(){return this.x=this.x<0?Math.ceil(this.x):Math.floor(this.x),this.y=this.y<0?Math.ceil(this.y):Math.floor(this.y),this.z=this.z<0?Math.ceil(this.z):Math.floor(this.z),this}negate(){return this.x=-this.x,this.y=-this.y,this.z=-this.z,this}dot(t){return this.x*t.x+this.y*t.y+this.z*t.z}lengthSq(){return this.x*this.x+this.y*this.y+this.z*this.z}length(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z)}manhattanLength(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)}normalize(){return this.divideScalar(this.length()||1)}setLength(t){return this.normalize().multiplyScalar(t)}lerp(t,e){return this.x+=(t.x-this.x)*e,this.y+=(t.y-this.y)*e,this.z+=(t.z-this.z)*e,this}lerpVectors(t,e,i){return this.x=t.x+(e.x-t.x)*i,this.y=t.y+(e.y-t.y)*i,this.z=t.z+(e.z-t.z)*i,this}cross(t){return this.crossVectors(this,t)}crossVectors(t,e){const i=t.x,n=t.y,r=t.z,s=e.x,a=e.y,o=e.z;return this.x=n*o-r*a,this.y=r*s-i*o,this.z=i*a-n*s,this}projectOnVector(t){const e=t.lengthSq();if(0===e)return this.set(0,0,0);const i=t.dot(this)/e;return this.copy(t).multiplyScalar(i)}projectOnPlane(t){return ie.copy(this).projectOnVector(t),this.sub(ie)}reflect(t){return this.sub(ie.copy(t).multiplyScalar(2*this.dot(t)))}angleTo(t){const e=Math.sqrt(this.lengthSq()*t.lengthSq());if(0===e)return Math.PI/2;const i=this.dot(t)/e;return Math.acos(yt(i,-1,1))}distanceTo(t){return Math.sqrt(this.distanceToSquared(t))}distanceToSquared(t){const e=this.x-t.x,i=this.y-t.y,n=this.z-t.z;return e*e+i*i+n*n}manhattanDistanceTo(t){return Math.abs(this.x-t.x)+Math.abs(this.y-t.y)+Math.abs(this.z-t.z)}setFromSpherical(t){return this.setFromSphericalCoords(t.radius,t.phi,t.theta)}setFromSphericalCoords(t,e,i){const n=Math.sin(e)*t;return this.x=n*Math.sin(i),this.y=Math.cos(e)*t,this.z=n*Math.cos(i),this}setFromCylindrical(t){return this.setFromCylindricalCoords(t.radius,t.theta,t.y)}setFromCylindricalCoords(t,e,i){return this.x=t*Math.sin(e),this.y=i,this.z=t*Math.cos(e),this}setFromMatrixPosition(t){const e=t.elements;return this.x=e[12],this.y=e[13],this.z=e[14],this}setFromMatrixScale(t){const e=this.setFromMatrixColumn(t,0).length(),i=this.setFromMatrixColumn(t,1).length(),n=this.setFromMatrixColumn(t,2).length();return this.x=e,this.y=i,this.z=n,this}setFromMatrixColumn(t,e){return this.fromArray(t.elements,4*e)}setFromMatrix3Column(t,e){return this.fromArray(t.elements,3*e)}setFromEuler(t){return this.x=t._x,this.y=t._y,this.z=t._z,this}equals(t){return t.x===this.x&&t.y===this.y&&t.z===this.z}fromArray(t,e=0){return this.x=t[e],this.y=t[e+1],this.z=t[e+2],this}toArray(t=[],e=0){return t[e]=this.x,t[e+1]=this.y,t[e+2]=this.z,t}fromBufferAttribute(t,e){return this.x=t.getX(e),this.y=t.getY(e),this.z=t.getZ(e),this}random(){return this.x=Math.random(),this.y=Math.random(),this.z=Math.random(),this}randomDirection(){const t=2*(Math.random()-.5),e=Math.random()*Math.PI*2,i=Math.sqrt(1-t**2);return this.x=i*Math.cos(e),this.y=i*Math.sin(e),this.z=t,this}*[Symbol.iterator](){yield this.x,yield this.y,yield this.z}}const ie=new ee,ne=new te;class re{constructor(t=new ee(1/0,1/0,1/0),e=new ee(-1/0,-1/0,-1/0)){this.isBox3=!0,this.min=t,this.max=e}set(t,e){return this.min.copy(t),this.max.copy(e),this}setFromArray(t){let e=1/0,i=1/0,n=1/0,r=-1/0,s=-1/0,a=-1/0;for(let o=0,l=t.length;o<l;o+=3){const l=t[o],c=t[o+1],h=t[o+2];l<e&&(e=l),c<i&&(i=c),h<n&&(n=h),l>r&&(r=l),c>s&&(s=c),h>a&&(a=h)}return this.min.set(e,i,n),this.max.set(r,s,a),this}setFromBufferAttribute(t){let e=1/0,i=1/0,n=1/0,r=-1/0,s=-1/0,a=-1/0;for(let o=0,l=t.count;o<l;o++){const l=t.getX(o),c=t.getY(o),h=t.getZ(o);l<e&&(e=l),c<i&&(i=c),h<n&&(n=h),l>r&&(r=l),c>s&&(s=c),h>a&&(a=h)}return this.min.set(e,i,n),this.max.set(r,s,a),this}setFromPoints(t){this.makeEmpty();for(let e=0,i=t.length;e<i;e++)this.expandByPoint(t[e]);return this}setFromCenterAndSize(t,e){const i=ae.copy(e).multiplyScalar(.5);return this.min.copy(t).sub(i),this.max.copy(t).add(i),this}setFromObject(t,e=!1){return this.makeEmpty(),this.expandByObject(t,e)}clone(){return(new this.constructor).copy(this)}copy(t){return this.min.copy(t.min),this.max.copy(t.max),this}makeEmpty(){return this.min.x=this.min.y=this.min.z=1/0,this.max.x=this.max.y=this.max.z=-1/0,this}isEmpty(){return this.max.x<this.min.x||this.max.y<this.min.y||this.max.z<this.min.z}getCenter(t){return this.isEmpty()?t.set(0,0,0):t.addVectors(this.min,this.max).multiplyScalar(.5)}getSize(t){return this.isEmpty()?t.set(0,0,0):t.subVectors(this.max,this.min)}expandByPoint(t){return this.min.min(t),this.max.max(t),this}expandByVector(t){return this.min.sub(t),this.max.add(t),this}expandByScalar(t){return this.min.addScalar(-t),this.max.addScalar(t),this}expandByObject(t,e=!1){t.updateWorldMatrix(!1,!1);const i=t.geometry;if(void 0!==i)if(e&&null!=i.attributes&&void 0!==i.attributes.position){const e=i.attributes.position;for(let i=0,n=e.count;i<n;i++)ae.fromBufferAttribute(e,i).applyMatrix4(t.matrixWorld),this.expandByPoint(ae)}else null===i.boundingBox&&i.computeBoundingBox(),oe.copy(i.boundingBox),oe.applyMatrix4(t.matrixWorld),this.union(oe);const n=t.children;for(let t=0,i=n.length;t<i;t++)this.expandByObject(n[t],e);return this}containsPoint(t){return!(t.x<this.min.x||t.x>this.max.x||t.y<this.min.y||t.y>this.max.y||t.z<this.min.z||t.z>this.max.z)}containsBox(t){return this.min.x<=t.min.x&&t.max.x<=this.max.x&&this.min.y<=t.min.y&&t.max.y<=this.max.y&&this.min.z<=t.min.z&&t.max.z<=this.max.z}getParameter(t,e){return e.set((t.x-this.min.x)/(this.max.x-this.min.x),(t.y-this.min.y)/(this.max.y-this.min.y),(t.z-this.min.z)/(this.max.z-this.min.z))}intersectsBox(t){return!(t.max.x<this.min.x||t.min.x>this.max.x||t.max.y<this.min.y||t.min.y>this.max.y||t.max.z<this.min.z||t.min.z>this.max.z)}intersectsSphere(t){return this.clampPoint(t.center,ae),ae.distanceToSquared(t.center)<=t.radius*t.radius}intersectsPlane(t){let e,i;return t.normal.x>0?(e=t.normal.x*this.min.x,i=t.normal.x*this.max.x):(e=t.normal.x*this.max.x,i=t.normal.x*this.min.x),t.normal.y>0?(e+=t.normal.y*this.min.y,i+=t.normal.y*this.max.y):(e+=t.normal.y*this.max.y,i+=t.normal.y*this.min.y),t.normal.z>0?(e+=t.normal.z*this.min.z,i+=t.normal.z*this.max.z):(e+=t.normal.z*this.max.z,i+=t.normal.z*this.min.z),e<=-t.constant&&i>=-t.constant}intersectsTriangle(t){if(this.isEmpty())return!1;this.getCenter(fe),me.subVectors(this.max,fe),le.subVectors(t.a,fe),ce.subVectors(t.b,fe),he.subVectors(t.c,fe),ue.subVectors(ce,le),de.subVectors(he,ce),pe.subVectors(le,he);let e=[0,-ue.z,ue.y,0,-de.z,de.y,0,-pe.z,pe.y,ue.z,0,-ue.x,de.z,0,-de.x,pe.z,0,-pe.x,-ue.y,ue.x,0,-de.y,de.x,0,-pe.y,pe.x,0];return!!xe(e,le,ce,he,me)&&(e=[1,0,0,0,1,0,0,0,1],!!xe(e,le,ce,he,me)&&(ge.crossVectors(ue,de),e=[ge.x,ge.y,ge.z],xe(e,le,ce,he,me)))}clampPoint(t,e){return e.copy(t).clamp(this.min,this.max)}distanceToPoint(t){return ae.copy(t).clamp(this.min,this.max).sub(t).length()}getBoundingSphere(t){return this.getCenter(t.center),t.radius=.5*this.getSize(ae).length(),t}intersect(t){return this.min.max(t.min),this.max.min(t.max),this.isEmpty()&&this.makeEmpty(),this}union(t){return this.min.min(t.min),this.max.max(t.max),this}applyMatrix4(t){return this.isEmpty()||(se[0].set(this.min.x,this.min.y,this.min.z).applyMatrix4(t),se[1].set(this.min.x,this.min.y,this.max.z).applyMatrix4(t),se[2].set(this.min.x,this.max.y,this.min.z).applyMatrix4(t),se[3].set(this.min.x,this.max.y,this.max.z).applyMatrix4(t),se[4].set(this.max.x,this.min.y,this.min.z).applyMatrix4(t),se[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(t),se[6].set(this.max.x,this.max.y,this.min.z).applyMatrix4(t),se[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(t),this.setFromPoints(se)),this}translate(t){return this.min.add(t),this.max.add(t),this}equals(t){return t.min.equals(this.min)&&t.max.equals(this.max)}}const se=[new ee,new ee,new ee,new ee,new ee,new ee,new ee,new ee],ae=new ee,oe=new re,le=new ee,ce=new ee,he=new ee,ue=new ee,de=new ee,pe=new ee,fe=new ee,me=new ee,ge=new ee,ve=new ee;function xe(t,e,i,n,r){for(let s=0,a=t.length-3;s<=a;s+=3){ve.fromArray(t,s);const a=r.x*Math.abs(ve.x)+r.y*Math.abs(ve.y)+r.z*Math.abs(ve.z),o=e.dot(ve),l=i.dot(ve),c=n.dot(ve);if(Math.max(-Math.max(o,l,c),Math.min(o,l,c))>a)return!1}return!0}const _e=new re,ye=new ee,Me=new ee,be=new ee;class we{constructor(t=new ee,e=-1){this.center=t,this.radius=e}set(t,e){return this.center.copy(t),this.radius=e,this}setFromPoints(t,e){const i=this.center;void 0!==e?i.copy(e):_e.setFromPoints(t).getCenter(i);let n=0;for(let e=0,r=t.length;e<r;e++)n=Math.max(n,i.distanceToSquared(t[e]));return this.radius=Math.sqrt(n),this}copy(t){return this.center.copy(t.center),this.radius=t.radius,this}isEmpty(){return this.radius<0}makeEmpty(){return this.center.set(0,0,0),this.radius=-1,this}containsPoint(t){return t.distanceToSquared(this.center)<=this.radius*this.radius}distanceToPoint(t){return t.distanceTo(this.center)-this.radius}intersectsSphere(t){const e=this.radius+t.radius;return t.center.distanceToSquared(this.center)<=e*e}intersectsBox(t){return t.intersectsSphere(this)}intersectsPlane(t){return Math.abs(t.distanceToPoint(this.center))<=this.radius}clampPoint(t,e){const i=this.center.distanceToSquared(t);return e.copy(t),i>this.radius*this.radius&&(e.sub(this.center).normalize(),e.multiplyScalar(this.radius).add(this.center)),e}getBoundingBox(t){return this.isEmpty()?(t.makeEmpty(),t):(t.set(this.center,this.center),t.expandByScalar(this.radius),t)}applyMatrix4(t){return this.center.applyMatrix4(t),this.radius=this.radius*t.getMaxScaleOnAxis(),this}translate(t){return this.center.add(t),this}expandByPoint(t){be.subVectors(t,this.center);const e=be.lengthSq();if(e>this.radius*this.radius){const t=Math.sqrt(e),i=.5*(t-this.radius);this.center.add(be.multiplyScalar(i/t)),this.radius+=i}return this}union(t){return!0===this.center.equals(t.center)?Me.set(0,0,1).multiplyScalar(t.radius):Me.subVectors(t.center,this.center).normalize().multiplyScalar(t.radius),this.expandByPoint(ye.copy(t.center).add(Me)),this.expandByPoint(ye.copy(t.center).sub(Me)),this}equals(t){return t.center.equals(this.center)&&t.radius===this.radius}clone(){return(new this.constructor).copy(this)}}const Se=new ee,Te=new ee,Ae=new ee,Ee=new ee,Ce=new ee,Le=new ee,Re=new ee;class Pe{constructor(t=new ee,e=new ee(0,0,-1)){this.origin=t,this.direction=e}set(t,e){return this.origin.copy(t),this.direction.copy(e),this}copy(t){return this.origin.copy(t.origin),this.direction.copy(t.direction),this}at(t,e){return e.copy(this.direction).multiplyScalar(t).add(this.origin)}lookAt(t){return this.direction.copy(t).sub(this.origin).normalize(),this}recast(t){return this.origin.copy(this.at(t,Se)),this}closestPointToPoint(t,e){e.subVectors(t,this.origin);const i=e.dot(this.direction);return i<0?e.copy(this.origin):e.copy(this.direction).multiplyScalar(i).add(this.origin)}distanceToPoint(t){return Math.sqrt(this.distanceSqToPoint(t))}distanceSqToPoint(t){const e=Se.subVectors(t,this.origin).dot(this.direction);return e<0?this.origin.distanceToSquared(t):(Se.copy(this.direction).multiplyScalar(e).add(this.origin),Se.distanceToSquared(t))}distanceSqToSegment(t,e,i,n){Te.copy(t).add(e).multiplyScalar(.5),Ae.copy(e).sub(t).normalize(),Ee.copy(this.origin).sub(Te);const r=.5*t.distanceTo(e),s=-this.direction.dot(Ae),a=Ee.dot(this.direction),o=-Ee.dot(Ae),l=Ee.lengthSq(),c=Math.abs(1-s*s);let h,u,d,p;if(c>0)if(h=s*o-a,u=s*a-o,p=r*c,h>=0)if(u>=-p)if(u<=p){const t=1/c;h*=t,u*=t,d=h*(h+s*u+2*a)+u*(s*h+u+2*o)+l}else u=r,h=Math.max(0,-(s*u+a)),d=-h*h+u*(u+2*o)+l;else u=-r,h=Math.max(0,-(s*u+a)),d=-h*h+u*(u+2*o)+l;else u<=-p?(h=Math.max(0,-(-s*r+a)),u=h>0?-r:Math.min(Math.max(-r,-o),r),d=-h*h+u*(u+2*o)+l):u<=p?(h=0,u=Math.min(Math.max(-r,-o),r),d=u*(u+2*o)+l):(h=Math.max(0,-(s*r+a)),u=h>0?r:Math.min(Math.max(-r,-o),r),d=-h*h+u*(u+2*o)+l);else u=s>0?-r:r,h=Math.max(0,-(s*u+a)),d=-h*h+u*(u+2*o)+l;return i&&i.copy(this.direction).multiplyScalar(h).add(this.origin),n&&n.copy(Ae).multiplyScalar(u).add(Te),d}intersectSphere(t,e){Se.subVectors(t.center,this.origin);const i=Se.dot(this.direction),n=Se.dot(Se)-i*i,r=t.radius*t.radius;if(n>r)return null;const s=Math.sqrt(r-n),a=i-s,o=i+s;return a<0&&o<0?null:a<0?this.at(o,e):this.at(a,e)}intersectsSphere(t){return this.distanceSqToPoint(t.center)<=t.radius*t.radius}distanceToPlane(t){const e=t.normal.dot(this.direction);if(0===e)return 0===t.distanceToPoint(this.origin)?0:null;const i=-(this.origin.dot(t.normal)+t.constant)/e;return i>=0?i:null}intersectPlane(t,e){const i=this.distanceToPlane(t);return null===i?null:this.at(i,e)}intersectsPlane(t){const e=t.distanceToPoint(this.origin);if(0===e)return!0;return t.normal.dot(this.direction)*e<0}intersectBox(t,e){let i,n,r,s,a,o;const l=1/this.direction.x,c=1/this.direction.y,h=1/this.direction.z,u=this.origin;return l>=0?(i=(t.min.x-u.x)*l,n=(t.max.x-u.x)*l):(i=(t.max.x-u.x)*l,n=(t.min.x-u.x)*l),c>=0?(r=(t.min.y-u.y)*c,s=(t.max.y-u.y)*c):(r=(t.max.y-u.y)*c,s=(t.min.y-u.y)*c),i>s||r>n?null:((r>i||i!=i)&&(i=r),(s<n||n!=n)&&(n=s),h>=0?(a=(t.min.z-u.z)*h,o=(t.max.z-u.z)*h):(a=(t.max.z-u.z)*h,o=(t.min.z-u.z)*h),i>o||a>n?null:((a>i||i!=i)&&(i=a),(o<n||n!=n)&&(n=o),n<0?null:this.at(i>=0?i:n,e)))}intersectsBox(t){return null!==this.intersectBox(t,Se)}intersectTriangle(t,e,i,n,r){Ce.subVectors(e,t),Le.subVectors(i,t),Re.crossVectors(Ce,Le);let s,a=this.direction.dot(Re);if(a>0){if(n)return null;s=1}else{if(!(a<0))return null;s=-1,a=-a}Ee.subVectors(this.origin,t);const o=s*this.direction.dot(Le.crossVectors(Ee,Le));if(o<0)return null;const l=s*this.direction.dot(Ce.cross(Ee));if(l<0)return null;if(o+l>a)return null;const c=-s*Ee.dot(Re);return c<0?null:this.at(c/a,r)}applyMatrix4(t){return this.origin.applyMatrix4(t),this.direction.transformDirection(t),this}equals(t){return t.origin.equals(this.origin)&&t.direction.equals(this.direction)}clone(){return(new this.constructor).copy(this)}}class Ie{constructor(){Ie.prototype.isMatrix4=!0,this.elements=[1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1]}set(t,e,i,n,r,s,a,o,l,c,h,u,d,p,f,m){const g=this.elements;return g[0]=t,g[4]=e,g[8]=i,g[12]=n,g[1]=r,g[5]=s,g[9]=a,g[13]=o,g[2]=l,g[6]=c,g[10]=h,g[14]=u,g[3]=d,g[7]=p,g[11]=f,g[15]=m,this}identity(){return this.set(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1),this}clone(){return(new Ie).fromArray(this.elements)}copy(t){const e=this.elements,i=t.elements;return e[0]=i[0],e[1]=i[1],e[2]=i[2],e[3]=i[3],e[4]=i[4],e[5]=i[5],e[6]=i[6],e[7]=i[7],e[8]=i[8],e[9]=i[9],e[10]=i[10],e[11]=i[11],e[12]=i[12],e[13]=i[13],e[14]=i[14],e[15]=i[15],this}copyPosition(t){const e=this.elements,i=t.elements;return e[12]=i[12],e[13]=i[13],e[14]=i[14],this}setFromMatrix3(t){const e=t.elements;return this.set(e[0],e[3],e[6],0,e[1],e[4],e[7],0,e[2],e[5],e[8],0,0,0,0,1),this}extractBasis(t,e,i){return t.setFromMatrixColumn(this,0),e.setFromMatrixColumn(this,1),i.setFromMatrixColumn(this,2),this}makeBasis(t,e,i){return this.set(t.x,e.x,i.x,0,t.y,e.y,i.y,0,t.z,e.z,i.z,0,0,0,0,1),this}extractRotation(t){const e=this.elements,i=t.elements,n=1/De.setFromMatrixColumn(t,0).length(),r=1/De.setFromMatrixColumn(t,1).length(),s=1/De.setFromMatrixColumn(t,2).length();return e[0]=i[0]*n,e[1]=i[1]*n,e[2]=i[2]*n,e[3]=0,e[4]=i[4]*r,e[5]=i[5]*r,e[6]=i[6]*r,e[7]=0,e[8]=i[8]*s,e[9]=i[9]*s,e[10]=i[10]*s,e[11]=0,e[12]=0,e[13]=0,e[14]=0,e[15]=1,this}makeRotationFromEuler(t){const e=this.elements,i=t.x,n=t.y,r=t.z,s=Math.cos(i),a=Math.sin(i),o=Math.cos(n),l=Math.sin(n),c=Math.cos(r),h=Math.sin(r);if("XYZ"===t.order){const t=s*c,i=s*h,n=a*c,r=a*h;e[0]=o*c,e[4]=-o*h,e[8]=l,e[1]=i+n*l,e[5]=t-r*l,e[9]=-a*o,e[2]=r-t*l,e[6]=n+i*l,e[10]=s*o}else if("YXZ"===t.order){const t=o*c,i=o*h,n=l*c,r=l*h;e[0]=t+r*a,e[4]=n*a-i,e[8]=s*l,e[1]=s*h,e[5]=s*c,e[9]=-a,e[2]=i*a-n,e[6]=r+t*a,e[10]=s*o}else if("ZXY"===t.order){const t=o*c,i=o*h,n=l*c,r=l*h;e[0]=t-r*a,e[4]=-s*h,e[8]=n+i*a,e[1]=i+n*a,e[5]=s*c,e[9]=r-t*a,e[2]=-s*l,e[6]=a,e[10]=s*o}else if("ZYX"===t.order){const t=s*c,i=s*h,n=a*c,r=a*h;e[0]=o*c,e[4]=n*l-i,e[8]=t*l+r,e[1]=o*h,e[5]=r*l+t,e[9]=i*l-n,e[2]=-l,e[6]=a*o,e[10]=s*o}else if("YZX"===t.order){const t=s*o,i=s*l,n=a*o,r=a*l;e[0]=o*c,e[4]=r-t*h,e[8]=n*h+i,e[1]=h,e[5]=s*c,e[9]=-a*c,e[2]=-l*c,e[6]=i*h+n,e[10]=t-r*h}else if("XZY"===t.order){const t=s*o,i=s*l,n=a*o,r=a*l;e[0]=o*c,e[4]=-h,e[8]=l*c,e[1]=t*h+r,e[5]=s*c,e[9]=i*h-n,e[2]=n*h-i,e[6]=a*c,e[10]=r*h+t}return e[3]=0,e[7]=0,e[11]=0,e[12]=0,e[13]=0,e[14]=0,e[15]=1,this}makeRotationFromQuaternion(t){return this.compose(Oe,t,ze)}lookAt(t,e,i){const n=this.elements;return Ue.subVectors(t,e),0===Ue.lengthSq()&&(Ue.z=1),Ue.normalize(),Fe.crossVectors(i,Ue),0===Fe.lengthSq()&&(1===Math.abs(i.z)?Ue.x+=1e-4:Ue.z+=1e-4,Ue.normalize(),Fe.crossVectors(i,Ue)),Fe.normalize(),Be.crossVectors(Ue,Fe),n[0]=Fe.x,n[4]=Be.x,n[8]=Ue.x,n[1]=Fe.y,n[5]=Be.y,n[9]=Ue.y,n[2]=Fe.z,n[6]=Be.z,n[10]=Ue.z,this}multiply(t){return this.multiplyMatrices(this,t)}premultiply(t){return this.multiplyMatrices(t,this)}multiplyMatrices(t,e){const i=t.elements,n=e.elements,r=this.elements,s=i[0],a=i[4],o=i[8],l=i[12],c=i[1],h=i[5],u=i[9],d=i[13],p=i[2],f=i[6],m=i[10],g=i[14],v=i[3],x=i[7],_=i[11],y=i[15],M=n[0],b=n[4],w=n[8],S=n[12],T=n[1],A=n[5],E=n[9],C=n[13],L=n[2],R=n[6],P=n[10],I=n[14],D=n[3],N=n[7],O=n[11],z=n[15];return r[0]=s*M+a*T+o*L+l*D,r[4]=s*b+a*A+o*R+l*N,r[8]=s*w+a*E+o*P+l*O,r[12]=s*S+a*C+o*I+l*z,r[1]=c*M+h*T+u*L+d*D,r[5]=c*b+h*A+u*R+d*N,r[9]=c*w+h*E+u*P+d*O,r[13]=c*S+h*C+u*I+d*z,r[2]=p*M+f*T+m*L+g*D,r[6]=p*b+f*A+m*R+g*N,r[10]=p*w+f*E+m*P+g*O,r[14]=p*S+f*C+m*I+g*z,r[3]=v*M+x*T+_*L+y*D,r[7]=v*b+x*A+_*R+y*N,r[11]=v*w+x*E+_*P+y*O,r[15]=v*S+x*C+_*I+y*z,this}multiplyScalar(t){const e=this.elements;return e[0]*=t,e[4]*=t,e[8]*=t,e[12]*=t,e[1]*=t,e[5]*=t,e[9]*=t,e[13]*=t,e[2]*=t,e[6]*=t,e[10]*=t,e[14]*=t,e[3]*=t,e[7]*=t,e[11]*=t,e[15]*=t,this}determinant(){const t=this.elements,e=t[0],i=t[4],n=t[8],r=t[12],s=t[1],a=t[5],o=t[9],l=t[13],c=t[2],h=t[6],u=t[10],d=t[14];return t[3]*(+r*o*h-n*l*h-r*a*u+i*l*u+n*a*d-i*o*d)+t[7]*(+e*o*d-e*l*u+r*s*u-n*s*d+n*l*c-r*o*c)+t[11]*(+e*l*h-e*a*d-r*s*h+i*s*d+r*a*c-i*l*c)+t[15]*(-n*a*c-e*o*h+e*a*u+n*s*h-i*s*u+i*o*c)}transpose(){const t=this.elements;let e;return e=t[1],t[1]=t[4],t[4]=e,e=t[2],t[2]=t[8],t[8]=e,e=t[6],t[6]=t[9],t[9]=e,e=t[3],t[3]=t[12],t[12]=e,e=t[7],t[7]=t[13],t[13]=e,e=t[11],t[11]=t[14],t[14]=e,this}setPosition(t,e,i){const n=this.elements;return t.isVector3?(n[12]=t.x,n[13]=t.y,n[14]=t.z):(n[12]=t,n[13]=e,n[14]=i),this}invert(){const t=this.elements,e=t[0],i=t[1],n=t[2],r=t[3],s=t[4],a=t[5],o=t[6],l=t[7],c=t[8],h=t[9],u=t[10],d=t[11],p=t[12],f=t[13],m=t[14],g=t[15],v=h*m*l-f*u*l+f*o*d-a*m*d-h*o*g+a*u*g,x=p*u*l-c*m*l-p*o*d+s*m*d+c*o*g-s*u*g,_=c*f*l-p*h*l+p*a*d-s*f*d-c*a*g+s*h*g,y=p*h*o-c*f*o-p*a*u+s*f*u+c*a*m-s*h*m,M=e*v+i*x+n*_+r*y;if(0===M)return this.set(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0);const b=1/M;return t[0]=v*b,t[1]=(f*u*r-h*m*r-f*n*d+i*m*d+h*n*g-i*u*g)*b,t[2]=(a*m*r-f*o*r+f*n*l-i*m*l-a*n*g+i*o*g)*b,t[3]=(h*o*r-a*u*r-h*n*l+i*u*l+a*n*d-i*o*d)*b,t[4]=x*b,t[5]=(c*m*r-p*u*r+p*n*d-e*m*d-c*n*g+e*u*g)*b,t[6]=(p*o*r-s*m*r-p*n*l+e*m*l+s*n*g-e*o*g)*b,t[7]=(s*u*r-c*o*r+c*n*l-e*u*l-s*n*d+e*o*d)*b,t[8]=_*b,t[9]=(p*h*r-c*f*r-p*i*d+e*f*d+c*i*g-e*h*g)*b,t[10]=(s*f*r-p*a*r+p*i*l-e*f*l-s*i*g+e*a*g)*b,t[11]=(c*a*r-s*h*r-c*i*l+e*h*l+s*i*d-e*a*d)*b,t[12]=y*b,t[13]=(c*f*n-p*h*n+p*i*u-e*f*u-c*i*m+e*h*m)*b,t[14]=(p*a*n-s*f*n-p*i*o+e*f*o+s*i*m-e*a*m)*b,t[15]=(s*h*n-c*a*n+c*i*o-e*h*o-s*i*u+e*a*u)*b,this}scale(t){const e=this.elements,i=t.x,n=t.y,r=t.z;return e[0]*=i,e[4]*=n,e[8]*=r,e[1]*=i,e[5]*=n,e[9]*=r,e[2]*=i,e[6]*=n,e[10]*=r,e[3]*=i,e[7]*=n,e[11]*=r,this}getMaxScaleOnAxis(){const t=this.elements,e=t[0]*t[0]+t[1]*t[1]+t[2]*t[2],i=t[4]*t[4]+t[5]*t[5]+t[6]*t[6],n=t[8]*t[8]+t[9]*t[9]+t[10]*t[10];return Math.sqrt(Math.max(e,i,n))}makeTranslation(t,e,i){return this.set(1,0,0,t,0,1,0,e,0,0,1,i,0,0,0,1),this}makeRotationX(t){const e=Math.cos(t),i=Math.sin(t);return this.set(1,0,0,0,0,e,-i,0,0,i,e,0,0,0,0,1),this}makeRotationY(t){const e=Math.cos(t),i=Math.sin(t);return this.set(e,0,i,0,0,1,0,0,-i,0,e,0,0,0,0,1),this}makeRotationZ(t){const e=Math.cos(t),i=Math.sin(t);return this.set(e,-i,0,0,i,e,0,0,0,0,1,0,0,0,0,1),this}makeRotationAxis(t,e){const i=Math.cos(e),n=Math.sin(e),r=1-i,s=t.x,a=t.y,o=t.z,l=r*s,c=r*a;return this.set(l*s+i,l*a-n*o,l*o+n*a,0,l*a+n*o,c*a+i,c*o-n*s,0,l*o-n*a,c*o+n*s,r*o*o+i,0,0,0,0,1),this}makeScale(t,e,i){return this.set(t,0,0,0,0,e,0,0,0,0,i,0,0,0,0,1),this}makeShear(t,e,i,n,r,s){return this.set(1,i,r,0,t,1,s,0,e,n,1,0,0,0,0,1),this}compose(t,e,i){const n=this.elements,r=e._x,s=e._y,a=e._z,o=e._w,l=r+r,c=s+s,h=a+a,u=r*l,d=r*c,p=r*h,f=s*c,m=s*h,g=a*h,v=o*l,x=o*c,_=o*h,y=i.x,M=i.y,b=i.z;return n[0]=(1-(f+g))*y,n[1]=(d+_)*y,n[2]=(p-x)*y,n[3]=0,n[4]=(d-_)*M,n[5]=(1-(u+g))*M,n[6]=(m+v)*M,n[7]=0,n[8]=(p+x)*b,n[9]=(m-v)*b,n[10]=(1-(u+f))*b,n[11]=0,n[12]=t.x,n[13]=t.y,n[14]=t.z,n[15]=1,this}decompose(t,e,i){const n=this.elements;let r=De.set(n[0],n[1],n[2]).length();const s=De.set(n[4],n[5],n[6]).length(),a=De.set(n[8],n[9],n[10]).length();this.determinant()<0&&(r=-r),t.x=n[12],t.y=n[13],t.z=n[14],Ne.copy(this);const o=1/r,l=1/s,c=1/a;return Ne.elements[0]*=o,Ne.elements[1]*=o,Ne.elements[2]*=o,Ne.elements[4]*=l,Ne.elements[5]*=l,Ne.elements[6]*=l,Ne.elements[8]*=c,Ne.elements[9]*=c,Ne.elements[10]*=c,e.setFromRotationMatrix(Ne),i.x=r,i.y=s,i.z=a,this}makePerspective(t,e,i,n,r,s){const a=this.elements,o=2*r/(e-t),l=2*r/(i-n),c=(e+t)/(e-t),h=(i+n)/(i-n),u=-(s+r)/(s-r),d=-2*s*r/(s-r);return a[0]=o,a[4]=0,a[8]=c,a[12]=0,a[1]=0,a[5]=l,a[9]=h,a[13]=0,a[2]=0,a[6]=0,a[10]=u,a[14]=d,a[3]=0,a[7]=0,a[11]=-1,a[15]=0,this}makeOrthographic(t,e,i,n,r,s){const a=this.elements,o=1/(e-t),l=1/(i-n),c=1/(s-r),h=(e+t)*o,u=(i+n)*l,d=(s+r)*c;return a[0]=2*o,a[4]=0,a[8]=0,a[12]=-h,a[1]=0,a[5]=2*l,a[9]=0,a[13]=-u,a[2]=0,a[6]=0,a[10]=-2*c,a[14]=-d,a[3]=0,a[7]=0,a[11]=0,a[15]=1,this}equals(t){const e=this.elements,i=t.elements;for(let t=0;t<16;t++)if(e[t]!==i[t])return!1;return!0}fromArray(t,e=0){for(let i=0;i<16;i++)this.elements[i]=t[i+e];return this}toArray(t=[],e=0){const i=this.elements;return t[e]=i[0],t[e+1]=i[1],t[e+2]=i[2],t[e+3]=i[3],t[e+4]=i[4],t[e+5]=i[5],t[e+6]=i[6],t[e+7]=i[7],t[e+8]=i[8],t[e+9]=i[9],t[e+10]=i[10],t[e+11]=i[11],t[e+12]=i[12],t[e+13]=i[13],t[e+14]=i[14],t[e+15]=i[15],t}}const De=new ee,Ne=new Ie,Oe=new ee(0,0,0),ze=new ee(1,1,1),Fe=new ee,Be=new ee,Ue=new ee,ke=new Ie,Ge=new te;class Ve{constructor(t=0,e=0,i=0,n=Ve.DefaultOrder){this.isEuler=!0,this._x=t,this._y=e,this._z=i,this._order=n}get x(){return this._x}set x(t){this._x=t,this._onChangeCallback()}get y(){return this._y}set y(t){this._y=t,this._onChangeCallback()}get z(){return this._z}set z(t){this._z=t,this._onChangeCallback()}get order(){return this._order}set order(t){this._order=t,this._onChangeCallback()}set(t,e,i,n=this._order){return this._x=t,this._y=e,this._z=i,this._order=n,this._onChangeCallback(),this}clone(){return new this.constructor(this._x,this._y,this._z,this._order)}copy(t){return this._x=t._x,this._y=t._y,this._z=t._z,this._order=t._order,this._onChangeCallback(),this}setFromRotationMatrix(t,e=this._order,i=!0){const n=t.elements,r=n[0],s=n[4],a=n[8],o=n[1],l=n[5],c=n[9],h=n[2],u=n[6],d=n[10];switch(e){case"XYZ":this._y=Math.asin(yt(a,-1,1)),Math.abs(a)<.9999999?(this._x=Math.atan2(-c,d),this._z=Math.atan2(-s,r)):(this._x=Math.atan2(u,l),this._z=0);break;case"YXZ":this._x=Math.asin(-yt(c,-1,1)),Math.abs(c)<.9999999?(this._y=Math.atan2(a,d),this._z=Math.atan2(o,l)):(this._y=Math.atan2(-h,r),this._z=0);break;case"ZXY":this._x=Math.asin(yt(u,-1,1)),Math.abs(u)<.9999999?(this._y=Math.atan2(-h,d),this._z=Math.atan2(-s,l)):(this._y=0,this._z=Math.atan2(o,r));break;case"ZYX":this._y=Math.asin(-yt(h,-1,1)),Math.abs(h)<.9999999?(this._x=Math.atan2(u,d),this._z=Math.atan2(o,r)):(this._x=0,this._z=Math.atan2(-s,l));break;case"YZX":this._z=Math.asin(yt(o,-1,1)),Math.abs(o)<.9999999?(this._x=Math.atan2(-c,l),this._y=Math.atan2(-h,r)):(this._x=0,this._y=Math.atan2(a,d));break;case"XZY":this._z=Math.asin(-yt(s,-1,1)),Math.abs(s)<.9999999?(this._x=Math.atan2(u,l),this._y=Math.atan2(a,r)):(this._x=Math.atan2(-c,d),this._y=0);break;default:console.warn("THREE.Euler: .setFromRotationMatrix() encountered an unknown order: "+e)}return this._order=e,!0===i&&this._onChangeCallback(),this}setFromQuaternion(t,e,i){return ke.makeRotationFromQuaternion(t),this.setFromRotationMatrix(ke,e,i)}setFromVector3(t,e=this._order){return this.set(t.x,t.y,t.z,e)}reorder(t){return Ge.setFromEuler(this),this.setFromQuaternion(Ge,t)}equals(t){return t._x===this._x&&t._y===this._y&&t._z===this._z&&t._order===this._order}fromArray(t){return this._x=t[0],this._y=t[1],this._z=t[2],void 0!==t[3]&&(this._order=t[3]),this._onChangeCallback(),this}toArray(t=[],e=0){return t[e]=this._x,t[e+1]=this._y,t[e+2]=this._z,t[e+3]=this._order,t}_onChange(t){return this._onChangeCallback=t,this}_onChangeCallback(){}*[Symbol.iterator](){yield this._x,yield this._y,yield this._z,yield this._order}toVector3(){console.error("THREE.Euler: .toVector3() has been removed. Use Vector3.setFromEuler() instead")}}Ve.DefaultOrder="XYZ",Ve.RotationOrders=["XYZ","YZX","ZXY","XZY","YXZ","ZYX"];class He{constructor(){this.mask=1}set(t){this.mask=(1<<t|0)>>>0}enable(t){this.mask|=1<<t|0}enableAll(){this.mask=-1}toggle(t){this.mask^=1<<t|0}disable(t){this.mask&=~(1<<t|0)}disableAll(){this.mask=0}test(t){return 0!=(this.mask&t.mask)}isEnabled(t){return 0!=(this.mask&(1<<t|0))}}let We=0;const je=new ee,qe=new te,Xe=new Ie,Ye=new ee,Ze=new ee,Je=new ee,Ke=new te,$e=new ee(1,0,0),Qe=new ee(0,1,0),ti=new ee(0,0,1),ei={type:"added"},ii={type:"removed"};class ni extends ft{constructor(){super(),this.isObject3D=!0,Object.defineProperty(this,"id",{value:We++}),this.uuid=_t(),this.name="",this.type="Object3D",this.parent=null,this.children=[],this.up=ni.DefaultUp.clone();const t=new ee,e=new Ve,i=new te,n=new ee(1,1,1);e._onChange((function(){i.setFromEuler(e,!1)})),i._onChange((function(){e.setFromQuaternion(i,void 0,!1)})),Object.defineProperties(this,{position:{configurable:!0,enumerable:!0,value:t},rotation:{configurable:!0,enumerable:!0,value:e},quaternion:{configurable:!0,enumerable:!0,value:i},scale:{configurable:!0,enumerable:!0,value:n},modelViewMatrix:{value:new Ie},normalMatrix:{value:new Ct}}),this.matrix=new Ie,this.matrixWorld=new Ie,this.matrixAutoUpdate=ni.DefaultMatrixAutoUpdate,this.matrixWorldNeedsUpdate=!1,this.layers=new He,this.visible=!0,this.castShadow=!1,this.receiveShadow=!1,this.frustumCulled=!0,this.renderOrder=0,this.animations=[],this.userData={}}onBeforeRender(){}onAfterRender(){}applyMatrix4(t){this.matrixAutoUpdate&&this.updateMatrix(),this.matrix.premultiply(t),this.matrix.decompose(this.position,this.quaternion,this.scale)}applyQuaternion(t){return this.quaternion.premultiply(t),this}setRotationFromAxisAngle(t,e){this.quaternion.setFromAxisAngle(t,e)}setRotationFromEuler(t){this.quaternion.setFromEuler(t,!0)}setRotationFromMatrix(t){this.quaternion.setFromRotationMatrix(t)}setRotationFromQuaternion(t){this.quaternion.copy(t)}rotateOnAxis(t,e){return qe.setFromAxisAngle(t,e),this.quaternion.multiply(qe),this}rotateOnWorldAxis(t,e){return qe.setFromAxisAngle(t,e),this.quaternion.premultiply(qe),this}rotateX(t){return this.rotateOnAxis($e,t)}rotateY(t){return this.rotateOnAxis(Qe,t)}rotateZ(t){return this.rotateOnAxis(ti,t)}translateOnAxis(t,e){return je.copy(t).applyQuaternion(this.quaternion),this.position.add(je.multiplyScalar(e)),this}translateX(t){return this.translateOnAxis($e,t)}translateY(t){return this.translateOnAxis(Qe,t)}translateZ(t){return this.translateOnAxis(ti,t)}localToWorld(t){return t.applyMatrix4(this.matrixWorld)}worldToLocal(t){return t.applyMatrix4(Xe.copy(this.matrixWorld).invert())}lookAt(t,e,i){t.isVector3?Ye.copy(t):Ye.set(t,e,i);const n=this.parent;this.updateWorldMatrix(!0,!1),Ze.setFromMatrixPosition(this.matrixWorld),this.isCamera||this.isLight?Xe.lookAt(Ze,Ye,this.up):Xe.lookAt(Ye,Ze,this.up),this.quaternion.setFromRotationMatrix(Xe),n&&(Xe.extractRotation(n.matrixWorld),qe.setFromRotationMatrix(Xe),this.quaternion.premultiply(qe.invert()))}add(t){if(arguments.length>1){for(let t=0;t<arguments.length;t++)this.add(arguments[t]);return this}return t===this?(console.error("THREE.Object3D.add: object can't be added as a child of itself.",t),this):(t&&t.isObject3D?(null!==t.parent&&t.parent.remove(t),t.parent=this,this.children.push(t),t.dispatchEvent(ei)):console.error("THREE.Object3D.add: object not an instance of THREE.Object3D.",t),this)}remove(t){if(arguments.length>1){for(let t=0;t<arguments.length;t++)this.remove(arguments[t]);return this}const e=this.children.indexOf(t);return-1!==e&&(t.parent=null,this.children.splice(e,1),t.dispatchEvent(ii)),this}removeFromParent(){const t=this.parent;return null!==t&&t.remove(this),this}clear(){for(let t=0;t<this.children.length;t++){const e=this.children[t];e.parent=null,e.dispatchEvent(ii)}return this.children.length=0,this}attach(t){return this.updateWorldMatrix(!0,!1),Xe.copy(this.matrixWorld).invert(),null!==t.parent&&(t.parent.updateWorldMatrix(!0,!1),Xe.multiply(t.parent.matrixWorld)),t.applyMatrix4(Xe),this.add(t),t.updateWorldMatrix(!1,!0),this}getObjectById(t){return this.getObjectByProperty("id",t)}getObjectByName(t){return this.getObjectByProperty("name",t)}getObjectByProperty(t,e){if(this[t]===e)return this;for(let i=0,n=this.children.length;i<n;i++){const n=this.children[i].getObjectByProperty(t,e);if(void 0!==n)return n}}getWorldPosition(t){return this.updateWorldMatrix(!0,!1),t.setFromMatrixPosition(this.matrixWorld)}getWorldQuaternion(t){return this.updateWorldMatrix(!0,!1),this.matrixWorld.decompose(Ze,t,Je),t}getWorldScale(t){return this.updateWorldMatrix(!0,!1),this.matrixWorld.decompose(Ze,Ke,t),t}getWorldDirection(t){this.updateWorldMatrix(!0,!1);const e=this.matrixWorld.elements;return t.set(e[8],e[9],e[10]).normalize()}raycast(){}traverse(t){t(this);const e=this.children;for(let i=0,n=e.length;i<n;i++)e[i].traverse(t)}traverseVisible(t){if(!1===this.visible)return;t(this);const e=this.children;for(let i=0,n=e.length;i<n;i++)e[i].traverseVisible(t)}traverseAncestors(t){const e=this.parent;null!==e&&(t(e),e.traverseAncestors(t))}updateMatrix(){this.matrix.compose(this.position,this.quaternion,this.scale),this.matrixWorldNeedsUpdate=!0}updateMatrixWorld(t){this.matrixAutoUpdate&&this.updateMatrix(),(this.matrixWorldNeedsUpdate||t)&&(null===this.parent?this.matrixWorld.copy(this.matrix):this.matrixWorld.multiplyMatrices(this.parent.matrixWorld,this.matrix),this.matrixWorldNeedsUpdate=!1,t=!0);const e=this.children;for(let i=0,n=e.length;i<n;i++)e[i].updateMatrixWorld(t)}updateWorldMatrix(t,e){const i=this.parent;if(!0===t&&null!==i&&i.updateWorldMatrix(!0,!1),this.matrixAutoUpdate&&this.updateMatrix(),null===this.parent?this.matrixWorld.copy(this.matrix):this.matrixWorld.multiplyMatrices(this.parent.matrixWorld,this.matrix),!0===e){const t=this.children;for(let e=0,i=t.length;e<i;e++)t[e].updateWorldMatrix(!1,!0)}}toJSON(t){const e=void 0===t||"string"==typeof t,i={};e&&(t={geometries:{},materials:{},textures:{},images:{},shapes:{},skeletons:{},animations:{},nodes:{}},i.metadata={version:4.5,type:"Object",generator:"Object3D.toJSON"});const n={};function r(e,i){return void 0===e[i.uuid]&&(e[i.uuid]=i.toJSON(t)),i.uuid}if(n.uuid=this.uuid,n.type=this.type,""!==this.name&&(n.name=this.name),!0===this.castShadow&&(n.castShadow=!0),!0===this.receiveShadow&&(n.receiveShadow=!0),!1===this.visible&&(n.visible=!1),!1===this.frustumCulled&&(n.frustumCulled=!1),0!==this.renderOrder&&(n.renderOrder=this.renderOrder),"{}"!==JSON.stringify(this.userData)&&(n.userData=this.userData),n.layers=this.layers.mask,n.matrix=this.matrix.toArray(),!1===this.matrixAutoUpdate&&(n.matrixAutoUpdate=!1),this.isInstancedMesh&&(n.type="InstancedMesh",n.count=this.count,n.instanceMatrix=this.instanceMatrix.toJSON(),null!==this.instanceColor&&(n.instanceColor=this.instanceColor.toJSON())),this.isScene)this.background&&(this.background.isColor?n.background=this.background.toJSON():this.background.isTexture&&(n.background=this.background.toJSON(t).uuid)),this.environment&&this.environment.isTexture&&!0!==this.environment.isRenderTargetTexture&&(n.environment=this.environment.toJSON(t).uuid);else if(this.isMesh||this.isLine||this.isPoints){n.geometry=r(t.geometries,this.geometry);const e=this.geometry.parameters;if(void 0!==e&&void 0!==e.shapes){const i=e.shapes;if(Array.isArray(i))for(let e=0,n=i.length;e<n;e++){const n=i[e];r(t.shapes,n)}else r(t.shapes,i)}}if(this.isSkinnedMesh&&(n.bindMode=this.bindMode,n.bindMatrix=this.bindMatrix.toArray(),void 0!==this.skeleton&&(r(t.skeletons,this.skeleton),n.skeleton=this.skeleton.uuid)),void 0!==this.material)if(Array.isArray(this.material)){const e=[];for(let i=0,n=this.material.length;i<n;i++)e.push(r(t.materials,this.material[i]));n.material=e}else n.material=r(t.materials,this.material);if(this.children.length>0){n.children=[];for(let e=0;e<this.children.length;e++)n.children.push(this.children[e].toJSON(t).object)}if(this.animations.length>0){n.animations=[];for(let e=0;e<this.animations.length;e++){const i=this.animations[e];n.animations.push(r(t.animations,i))}}if(e){const e=s(t.geometries),n=s(t.materials),r=s(t.textures),a=s(t.images),o=s(t.shapes),l=s(t.skeletons),c=s(t.animations),h=s(t.nodes);e.length>0&&(i.geometries=e),n.length>0&&(i.materials=n),r.length>0&&(i.textures=r),a.length>0&&(i.images=a),o.length>0&&(i.shapes=o),l.length>0&&(i.skeletons=l),c.length>0&&(i.animations=c),h.length>0&&(i.nodes=h)}return i.object=n,i;function s(t){const e=[];for(const i in t){const n=t[i];delete n.metadata,e.push(n)}return e}}clone(t){return(new this.constructor).copy(this,t)}copy(t,e=!0){if(this.name=t.name,this.up.copy(t.up),this.position.copy(t.position),this.rotation.order=t.rotation.order,this.quaternion.copy(t.quaternion),this.scale.copy(t.scale),this.matrix.copy(t.matrix),this.matrixWorld.copy(t.matrixWorld),this.matrixAutoUpdate=t.matrixAutoUpdate,this.matrixWorldNeedsUpdate=t.matrixWorldNeedsUpdate,this.layers.mask=t.layers.mask,this.visible=t.visible,this.castShadow=t.castShadow,this.receiveShadow=t.receiveShadow,this.frustumCulled=t.frustumCulled,this.renderOrder=t.renderOrder,this.userData=JSON.parse(JSON.stringify(t.userData)),!0===e)for(let e=0;e<t.children.length;e++){const i=t.children[e];this.add(i.clone())}return this}}ni.DefaultUp=new ee(0,1,0),ni.DefaultMatrixAutoUpdate=!0;const ri=new ee,si=new ee,ai=new ee,oi=new ee,li=new ee,ci=new ee,hi=new ee,ui=new ee,di=new ee,pi=new ee;class fi{constructor(t=new ee,e=new ee,i=new ee){this.a=t,this.b=e,this.c=i}static getNormal(t,e,i,n){n.subVectors(i,e),ri.subVectors(t,e),n.cross(ri);const r=n.lengthSq();return r>0?n.multiplyScalar(1/Math.sqrt(r)):n.set(0,0,0)}static getBarycoord(t,e,i,n,r){ri.subVectors(n,e),si.subVectors(i,e),ai.subVectors(t,e);const s=ri.dot(ri),a=ri.dot(si),o=ri.dot(ai),l=si.dot(si),c=si.dot(ai),h=s*l-a*a;if(0===h)return r.set(-2,-1,-1);const u=1/h,d=(l*o-a*c)*u,p=(s*c-a*o)*u;return r.set(1-d-p,p,d)}static containsPoint(t,e,i,n){return this.getBarycoord(t,e,i,n,oi),oi.x>=0&&oi.y>=0&&oi.x+oi.y<=1}static getUV(t,e,i,n,r,s,a,o){return this.getBarycoord(t,e,i,n,oi),o.set(0,0),o.addScaledVector(r,oi.x),o.addScaledVector(s,oi.y),o.addScaledVector(a,oi.z),o}static isFrontFacing(t,e,i,n){return ri.subVectors(i,e),si.subVectors(t,e),ri.cross(si).dot(n)<0}set(t,e,i){return this.a.copy(t),this.b.copy(e),this.c.copy(i),this}setFromPointsAndIndices(t,e,i,n){return this.a.copy(t[e]),this.b.copy(t[i]),this.c.copy(t[n]),this}setFromAttributeAndIndices(t,e,i,n){return this.a.fromBufferAttribute(t,e),this.b.fromBufferAttribute(t,i),this.c.fromBufferAttribute(t,n),this}clone(){return(new this.constructor).copy(this)}copy(t){return this.a.copy(t.a),this.b.copy(t.b),this.c.copy(t.c),this}getArea(){return ri.subVectors(this.c,this.b),si.subVectors(this.a,this.b),.5*ri.cross(si).length()}getMidpoint(t){return t.addVectors(this.a,this.b).add(this.c).multiplyScalar(1/3)}getNormal(t){return fi.getNormal(this.a,this.b,this.c,t)}getPlane(t){return t.setFromCoplanarPoints(this.a,this.b,this.c)}getBarycoord(t,e){return fi.getBarycoord(t,this.a,this.b,this.c,e)}getUV(t,e,i,n,r){return fi.getUV(t,this.a,this.b,this.c,e,i,n,r)}containsPoint(t){return fi.containsPoint(t,this.a,this.b,this.c)}isFrontFacing(t){return fi.isFrontFacing(this.a,this.b,this.c,t)}intersectsBox(t){return t.intersectsTriangle(this)}closestPointToPoint(t,e){const i=this.a,n=this.b,r=this.c;let s,a;li.subVectors(n,i),ci.subVectors(r,i),ui.subVectors(t,i);const o=li.dot(ui),l=ci.dot(ui);if(o<=0&&l<=0)return e.copy(i);di.subVectors(t,n);const c=li.dot(di),h=ci.dot(di);if(c>=0&&h<=c)return e.copy(n);const u=o*h-c*l;if(u<=0&&o>=0&&c<=0)return s=o/(o-c),e.copy(i).addScaledVector(li,s);pi.subVectors(t,r);const d=li.dot(pi),p=ci.dot(pi);if(p>=0&&d<=p)return e.copy(r);const f=d*l-o*p;if(f<=0&&l>=0&&p<=0)return a=l/(l-p),e.copy(i).addScaledVector(ci,a);const m=c*p-d*h;if(m<=0&&h-c>=0&&d-p>=0)return hi.subVectors(r,n),a=(h-c)/(h-c+(d-p)),e.copy(n).addScaledVector(hi,a);const g=1/(m+f+u);return s=f*g,a=u*g,e.copy(i).addScaledVector(li,s).addScaledVector(ci,a)}equals(t){return t.a.equals(this.a)&&t.b.equals(this.b)&&t.c.equals(this.c)}}let mi=0;class gi extends ft{constructor(){super(),this.isMaterial=!0,Object.defineProperty(this,"id",{value:mi++}),this.uuid=_t(),this.name="",this.type="Material",this.blending=1,this.side=0,this.vertexColors=!1,this.opacity=1,this.transparent=!1,this.blendSrc=204,this.blendDst=205,this.blendEquation=i,this.blendSrcAlpha=null,this.blendDstAlpha=null,this.blendEquationAlpha=null,this.depthFunc=3,this.depthTest=!0,this.depthWrite=!0,this.stencilWriteMask=255,this.stencilFunc=519,this.stencilRef=0,this.stencilFuncMask=255,this.stencilFail=ht,this.stencilZFail=ht,this.stencilZPass=ht,this.stencilWrite=!1,this.clippingPlanes=null,this.clipIntersection=!1,this.clipShadows=!1,this.shadowSide=null,this.colorWrite=!0,this.precision=null,this.polygonOffset=!1,this.polygonOffsetFactor=0,this.polygonOffsetUnits=0,this.dithering=!1,this.alphaToCoverage=!1,this.premultipliedAlpha=!1,this.visible=!0,this.toneMapped=!0,this.userData={},this.version=0,this._alphaTest=0}get alphaTest(){return this._alphaTest}set alphaTest(t){this._alphaTest>0!=t>0&&this.version++,this._alphaTest=t}onBuild(){}onBeforeRender(){}onBeforeCompile(){}customProgramCacheKey(){return this.onBeforeCompile.toString()}setValues(t){if(void 0!==t)for(const e in t){const i=t[e];if(void 0===i){console.warn("THREE.Material: '"+e+"' parameter is undefined.");continue}if("shading"===e){console.warn("THREE."+this.type+": .shading has been removed. Use the boolean .flatShading instead."),this.flatShading=1===i;continue}const n=this[e];void 0!==n?n&&n.isColor?n.set(i):n&&n.isVector3&&i&&i.isVector3?n.copy(i):this[e]=i:console.warn("THREE."+this.type+": '"+e+"' is not a property of this material.")}}toJSON(t){const e=void 0===t||"string"==typeof t;e&&(t={textures:{},images:{}});const i={metadata:{version:4.5,type:"Material",generator:"Material.toJSON"}};function n(t){const e=[];for(const i in t){const n=t[i];delete n.metadata,e.push(n)}return e}if(i.uuid=this.uuid,i.type=this.type,""!==this.name&&(i.name=this.name),this.color&&this.color.isColor&&(i.color=this.color.getHex()),void 0!==this.roughness&&(i.roughness=this.roughness),void 0!==this.metalness&&(i.metalness=this.metalness),void 0!==this.sheen&&(i.sheen=this.sheen),this.sheenColor&&this.sheenColor.isColor&&(i.sheenColor=this.sheenColor.getHex()),void 0!==this.sheenRoughness&&(i.sheenRoughness=this.sheenRoughness),this.emissive&&this.emissive.isColor&&(i.emissive=this.emissive.getHex()),this.emissiveIntensity&&1!==this.emissiveIntensity&&(i.emissiveIntensity=this.emissiveIntensity),this.specular&&this.specular.isColor&&(i.specular=this.specular.getHex()),void 0!==this.specularIntensity&&(i.specularIntensity=this.specularIntensity),this.specularColor&&this.specularColor.isColor&&(i.specularColor=this.specularColor.getHex()),void 0!==this.shininess&&(i.shininess=this.shininess),void 0!==this.clearcoat&&(i.clearcoat=this.clearcoat),void 0!==this.clearcoatRoughness&&(i.clearcoatRoughness=this.clearcoatRoughness),this.clearcoatMap&&this.clearcoatMap.isTexture&&(i.clearcoatMap=this.clearcoatMap.toJSON(t).uuid),this.clearcoatRoughnessMap&&this.clearcoatRoughnessMap.isTexture&&(i.clearcoatRoughnessMap=this.clearcoatRoughnessMap.toJSON(t).uuid),this.clearcoatNormalMap&&this.clearcoatNormalMap.isTexture&&(i.clearcoatNormalMap=this.clearcoatNormalMap.toJSON(t).uuid,i.clearcoatNormalScale=this.clearcoatNormalScale.toArray()),void 0!==this.iridescence&&(i.iridescence=this.iridescence),void 0!==this.iridescenceIOR&&(i.iridescenceIOR=this.iridescenceIOR),void 0!==this.iridescenceThicknessRange&&(i.iridescenceThicknessRange=this.iridescenceThicknessRange),this.iridescenceMap&&this.iridescenceMap.isTexture&&(i.iridescenceMap=this.iridescenceMap.toJSON(t).uuid),this.iridescenceThicknessMap&&this.iridescenceThicknessMap.isTexture&&(i.iridescenceThicknessMap=this.iridescenceThicknessMap.toJSON(t).uuid),this.map&&this.map.isTexture&&(i.map=this.map.toJSON(t).uuid),this.matcap&&this.matcap.isTexture&&(i.matcap=this.matcap.toJSON(t).uuid),this.alphaMap&&this.alphaMap.isTexture&&(i.alphaMap=this.alphaMap.toJSON(t).uuid),this.lightMap&&this.lightMap.isTexture&&(i.lightMap=this.lightMap.toJSON(t).uuid,i.lightMapIntensity=this.lightMapIntensity),this.aoMap&&this.aoMap.isTexture&&(i.aoMap=this.aoMap.toJSON(t).uuid,i.aoMapIntensity=this.aoMapIntensity),this.bumpMap&&this.bumpMap.isTexture&&(i.bumpMap=this.bumpMap.toJSON(t).uuid,i.bumpScale=this.bumpScale),this.normalMap&&this.normalMap.isTexture&&(i.normalMap=this.normalMap.toJSON(t).uuid,i.normalMapType=this.normalMapType,i.normalScale=this.normalScale.toArray()),this.displacementMap&&this.displacementMap.isTexture&&(i.displacementMap=this.displacementMap.toJSON(t).uuid,i.displacementScale=this.displacementScale,i.displacementBias=this.displacementBias),this.roughnessMap&&this.roughnessMap.isTexture&&(i.roughnessMap=this.roughnessMap.toJSON(t).uuid),this.metalnessMap&&this.metalnessMap.isTexture&&(i.metalnessMap=this.metalnessMap.toJSON(t).uuid),this.emissiveMap&&this.emissiveMap.isTexture&&(i.emissiveMap=this.emissiveMap.toJSON(t).uuid),this.specularMap&&this.specularMap.isTexture&&(i.specularMap=this.specularMap.toJSON(t).uuid),this.specularIntensityMap&&this.specularIntensityMap.isTexture&&(i.specularIntensityMap=this.specularIntensityMap.toJSON(t).uuid),this.specularColorMap&&this.specularColorMap.isTexture&&(i.specularColorMap=this.specularColorMap.toJSON(t).uuid),this.envMap&&this.envMap.isTexture&&(i.envMap=this.envMap.toJSON(t).uuid,void 0!==this.combine&&(i.combine=this.combine)),void 0!==this.envMapIntensity&&(i.envMapIntensity=this.envMapIntensity),void 0!==this.reflectivity&&(i.reflectivity=this.reflectivity),void 0!==this.refractionRatio&&(i.refractionRatio=this.refractionRatio),this.gradientMap&&this.gradientMap.isTexture&&(i.gradientMap=this.gradientMap.toJSON(t).uuid),void 0!==this.transmission&&(i.transmission=this.transmission),this.transmissionMap&&this.transmissionMap.isTexture&&(i.transmissionMap=this.transmissionMap.toJSON(t).uuid),void 0!==this.thickness&&(i.thickness=this.thickness),this.thicknessMap&&this.thicknessMap.isTexture&&(i.thicknessMap=this.thicknessMap.toJSON(t).uuid),void 0!==this.attenuationDistance&&(i.attenuationDistance=this.attenuationDistance),void 0!==this.attenuationColor&&(i.attenuationColor=this.attenuationColor.getHex()),void 0!==this.size&&(i.size=this.size),null!==this.shadowSide&&(i.shadowSide=this.shadowSide),void 0!==this.sizeAttenuation&&(i.sizeAttenuation=this.sizeAttenuation),1!==this.blending&&(i.blending=this.blending),0!==this.side&&(i.side=this.side),this.vertexColors&&(i.vertexColors=!0),this.opacity<1&&(i.opacity=this.opacity),!0===this.transparent&&(i.transparent=this.transparent),i.depthFunc=this.depthFunc,i.depthTest=this.depthTest,i.depthWrite=this.depthWrite,i.colorWrite=this.colorWrite,i.stencilWrite=this.stencilWrite,i.stencilWriteMask=this.stencilWriteMask,i.stencilFunc=this.stencilFunc,i.stencilRef=this.stencilRef,i.stencilFuncMask=this.stencilFuncMask,i.stencilFail=this.stencilFail,i.stencilZFail=this.stencilZFail,i.stencilZPass=this.stencilZPass,void 0!==this.rotation&&0!==this.rotation&&(i.rotation=this.rotation),!0===this.polygonOffset&&(i.polygonOffset=!0),0!==this.polygonOffsetFactor&&(i.polygonOffsetFactor=this.polygonOffsetFactor),0!==this.polygonOffsetUnits&&(i.polygonOffsetUnits=this.polygonOffsetUnits),void 0!==this.linewidth&&1!==this.linewidth&&(i.linewidth=this.linewidth),void 0!==this.dashSize&&(i.dashSize=this.dashSize),void 0!==this.gapSize&&(i.gapSize=this.gapSize),void 0!==this.scale&&(i.scale=this.scale),!0===this.dithering&&(i.dithering=!0),this.alphaTest>0&&(i.alphaTest=this.alphaTest),!0===this.alphaToCoverage&&(i.alphaToCoverage=this.alphaToCoverage),!0===this.premultipliedAlpha&&(i.premultipliedAlpha=this.premultipliedAlpha),!0===this.wireframe&&(i.wireframe=this.wireframe),this.wireframeLinewidth>1&&(i.wireframeLinewidth=this.wireframeLinewidth),"round"!==this.wireframeLinecap&&(i.wireframeLinecap=this.wireframeLinecap),"round"!==this.wireframeLinejoin&&(i.wireframeLinejoin=this.wireframeLinejoin),!0===this.flatShading&&(i.flatShading=this.flatShading),!1===this.visible&&(i.visible=!1),!1===this.toneMapped&&(i.toneMapped=!1),!1===this.fog&&(i.fog=!1),"{}"!==JSON.stringify(this.userData)&&(i.userData=this.userData),e){const e=n(t.textures),r=n(t.images);e.length>0&&(i.textures=e),r.length>0&&(i.images=r)}return i}clone(){return(new this.constructor).copy(this)}copy(t){this.name=t.name,this.blending=t.blending,this.side=t.side,this.vertexColors=t.vertexColors,this.opacity=t.opacity,this.transparent=t.transparent,this.blendSrc=t.blendSrc,this.blendDst=t.blendDst,this.blendEquation=t.blendEquation,this.blendSrcAlpha=t.blendSrcAlpha,this.blendDstAlpha=t.blendDstAlpha,this.blendEquationAlpha=t.blendEquationAlpha,this.depthFunc=t.depthFunc,this.depthTest=t.depthTest,this.depthWrite=t.depthWrite,this.stencilWriteMask=t.stencilWriteMask,this.stencilFunc=t.stencilFunc,this.stencilRef=t.stencilRef,this.stencilFuncMask=t.stencilFuncMask,this.stencilFail=t.stencilFail,this.stencilZFail=t.stencilZFail,this.stencilZPass=t.stencilZPass,this.stencilWrite=t.stencilWrite;const e=t.clippingPlanes;let i=null;if(null!==e){const t=e.length;i=new Array(t);for(let n=0;n!==t;++n)i[n]=e[n].clone()}return this.clippingPlanes=i,this.clipIntersection=t.clipIntersection,this.clipShadows=t.clipShadows,this.shadowSide=t.shadowSide,this.colorWrite=t.colorWrite,this.precision=t.precision,this.polygonOffset=t.polygonOffset,this.polygonOffsetFactor=t.polygonOffsetFactor,this.polygonOffsetUnits=t.polygonOffsetUnits,this.dithering=t.dithering,this.alphaTest=t.alphaTest,this.alphaToCoverage=t.alphaToCoverage,this.premultipliedAlpha=t.premultipliedAlpha,this.visible=t.visible,this.toneMapped=t.toneMapped,this.userData=JSON.parse(JSON.stringify(t.userData)),this}dispose(){this.dispatchEvent({type:"dispose"})}set needsUpdate(t){!0===t&&this.version++}}class vi extends gi{constructor(t){super(),this.isMeshBasicMaterial=!0,this.type="MeshBasicMaterial",this.color=new Ht(16777215),this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.specularMap=null,this.alphaMap=null,this.envMap=null,this.combine=0,this.reflectivity=1,this.refractionRatio=.98,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.fog=!0,this.setValues(t)}copy(t){return super.copy(t),this.color.copy(t.color),this.map=t.map,this.lightMap=t.lightMap,this.lightMapIntensity=t.lightMapIntensity,this.aoMap=t.aoMap,this.aoMapIntensity=t.aoMapIntensity,this.specularMap=t.specularMap,this.alphaMap=t.alphaMap,this.envMap=t.envMap,this.combine=t.combine,this.reflectivity=t.reflectivity,this.refractionRatio=t.refractionRatio,this.wireframe=t.wireframe,this.wireframeLinewidth=t.wireframeLinewidth,this.wireframeLinecap=t.wireframeLinecap,this.wireframeLinejoin=t.wireframeLinejoin,this.fog=t.fog,this}}const xi=new ee,_i=new Et;class yi{constructor(t,e,i){if(Array.isArray(t))throw new TypeError("THREE.BufferAttribute: array should be a Typed Array.");this.isBufferAttribute=!0,this.name="",this.array=t,this.itemSize=e,this.count=void 0!==t?t.length/e:0,this.normalized=!0===i,this.usage=ut,this.updateRange={offset:0,count:-1},this.version=0}onUploadCallback(){}set needsUpdate(t){!0===t&&this.version++}setUsage(t){return this.usage=t,this}copy(t){return this.name=t.name,this.array=new t.array.constructor(t.array),this.itemSize=t.itemSize,this.count=t.count,this.normalized=t.normalized,this.usage=t.usage,this}copyAt(t,e,i){t*=this.itemSize,i*=e.itemSize;for(let n=0,r=this.itemSize;n<r;n++)this.array[t+n]=e.array[i+n];return this}copyArray(t){return this.array.set(t),this}copyColorsArray(t){const e=this.array;let i=0;for(let n=0,r=t.length;n<r;n++){let r=t[n];void 0===r&&(console.warn("THREE.BufferAttribute.copyColorsArray(): color is undefined",n),r=new Ht),e[i++]=r.r,e[i++]=r.g,e[i++]=r.b}return this}copyVector2sArray(t){const e=this.array;let i=0;for(let n=0,r=t.length;n<r;n++){let r=t[n];void 0===r&&(console.warn("THREE.BufferAttribute.copyVector2sArray(): vector is undefined",n),r=new Et),e[i++]=r.x,e[i++]=r.y}return this}copyVector3sArray(t){const e=this.array;let i=0;for(let n=0,r=t.length;n<r;n++){let r=t[n];void 0===r&&(console.warn("THREE.BufferAttribute.copyVector3sArray(): vector is undefined",n),r=new ee),e[i++]=r.x,e[i++]=r.y,e[i++]=r.z}return this}copyVector4sArray(t){const e=this.array;let i=0;for(let n=0,r=t.length;n<r;n++){let r=t[n];void 0===r&&(console.warn("THREE.BufferAttribute.copyVector4sArray(): vector is undefined",n),r=new Jt),e[i++]=r.x,e[i++]=r.y,e[i++]=r.z,e[i++]=r.w}return this}applyMatrix3(t){if(2===this.itemSize)for(let e=0,i=this.count;e<i;e++)_i.fromBufferAttribute(this,e),_i.applyMatrix3(t),this.setXY(e,_i.x,_i.y);else if(3===this.itemSize)for(let e=0,i=this.count;e<i;e++)xi.fromBufferAttribute(this,e),xi.applyMatrix3(t),this.setXYZ(e,xi.x,xi.y,xi.z);return this}applyMatrix4(t){for(let e=0,i=this.count;e<i;e++)xi.fromBufferAttribute(this,e),xi.applyMatrix4(t),this.setXYZ(e,xi.x,xi.y,xi.z);return this}applyNormalMatrix(t){for(let e=0,i=this.count;e<i;e++)xi.fromBufferAttribute(this,e),xi.applyNormalMatrix(t),this.setXYZ(e,xi.x,xi.y,xi.z);return this}transformDirection(t){for(let e=0,i=this.count;e<i;e++)xi.fromBufferAttribute(this,e),xi.transformDirection(t),this.setXYZ(e,xi.x,xi.y,xi.z);return this}set(t,e=0){return this.array.set(t,e),this}getX(t){return this.array[t*this.itemSize]}setX(t,e){return this.array[t*this.itemSize]=e,this}getY(t){return this.array[t*this.itemSize+1]}setY(t,e){return this.array[t*this.itemSize+1]=e,this}getZ(t){return this.array[t*this.itemSize+2]}setZ(t,e){return this.array[t*this.itemSize+2]=e,this}getW(t){return this.array[t*this.itemSize+3]}setW(t,e){return this.array[t*this.itemSize+3]=e,this}setXY(t,e,i){return t*=this.itemSize,this.array[t+0]=e,this.array[t+1]=i,this}setXYZ(t,e,i,n){return t*=this.itemSize,this.array[t+0]=e,this.array[t+1]=i,this.array[t+2]=n,this}setXYZW(t,e,i,n,r){return t*=this.itemSize,this.array[t+0]=e,this.array[t+1]=i,this.array[t+2]=n,this.array[t+3]=r,this}onUpload(t){return this.onUploadCallback=t,this}clone(){return new this.constructor(this.array,this.itemSize).copy(this)}toJSON(){const t={itemSize:this.itemSize,type:this.array.constructor.name,array:Array.from(this.array),normalized:this.normalized};return""!==this.name&&(t.name=this.name),this.usage!==ut&&(t.usage=this.usage),0===this.updateRange.offset&&-1===this.updateRange.count||(t.updateRange=this.updateRange),t}}class Mi extends yi{constructor(t,e,i){super(new Uint16Array(t),e,i)}}class bi extends yi{constructor(t,e,i){super(new Uint32Array(t),e,i)}}class wi extends yi{constructor(t,e,i){super(new Float32Array(t),e,i)}}let Si=0;const Ti=new Ie,Ai=new ni,Ei=new ee,Ci=new re,Li=new re,Ri=new ee;class Pi extends ft{constructor(){super(),this.isBufferGeometry=!0,Object.defineProperty(this,"id",{value:Si++}),this.uuid=_t(),this.name="",this.type="BufferGeometry",this.index=null,this.attributes={},this.morphAttributes={},this.morphTargetsRelative=!1,this.groups=[],this.boundingBox=null,this.boundingSphere=null,this.drawRange={start:0,count:1/0},this.userData={}}getIndex(){return this.index}setIndex(t){return Array.isArray(t)?this.index=new(Lt(t)?bi:Mi)(t,1):this.index=t,this}getAttribute(t){return this.attributes[t]}setAttribute(t,e){return this.attributes[t]=e,this}deleteAttribute(t){return delete this.attributes[t],this}hasAttribute(t){return void 0!==this.attributes[t]}addGroup(t,e,i=0){this.groups.push({start:t,count:e,materialIndex:i})}clearGroups(){this.groups=[]}setDrawRange(t,e){this.drawRange.start=t,this.drawRange.count=e}applyMatrix4(t){const e=this.attributes.position;void 0!==e&&(e.applyMatrix4(t),e.needsUpdate=!0);const i=this.attributes.normal;if(void 0!==i){const e=(new Ct).getNormalMatrix(t);i.applyNormalMatrix(e),i.needsUpdate=!0}const n=this.attributes.tangent;return void 0!==n&&(n.transformDirection(t),n.needsUpdate=!0),null!==this.boundingBox&&this.computeBoundingBox(),null!==this.boundingSphere&&this.computeBoundingSphere(),this}applyQuaternion(t){return Ti.makeRotationFromQuaternion(t),this.applyMatrix4(Ti),this}rotateX(t){return Ti.makeRotationX(t),this.applyMatrix4(Ti),this}rotateY(t){return Ti.makeRotationY(t),this.applyMatrix4(Ti),this}rotateZ(t){return Ti.makeRotationZ(t),this.applyMatrix4(Ti),this}translate(t,e,i){return Ti.makeTranslation(t,e,i),this.applyMatrix4(Ti),this}scale(t,e,i){return Ti.makeScale(t,e,i),this.applyMatrix4(Ti),this}lookAt(t){return Ai.lookAt(t),Ai.updateMatrix(),this.applyMatrix4(Ai.matrix),this}center(){return this.computeBoundingBox(),this.boundingBox.getCenter(Ei).negate(),this.translate(Ei.x,Ei.y,Ei.z),this}setFromPoints(t){const e=[];for(let i=0,n=t.length;i<n;i++){const n=t[i];e.push(n.x,n.y,n.z||0)}return this.setAttribute("position",new wi(e,3)),this}computeBoundingBox(){null===this.boundingBox&&(this.boundingBox=new re);const t=this.attributes.position,e=this.morphAttributes.position;if(t&&t.isGLBufferAttribute)return console.error('THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box. Alternatively set "mesh.frustumCulled" to "false".',this),void this.boundingBox.set(new ee(-1/0,-1/0,-1/0),new ee(1/0,1/0,1/0));if(void 0!==t){if(this.boundingBox.setFromBufferAttribute(t),e)for(let t=0,i=e.length;t<i;t++){const i=e[t];Ci.setFromBufferAttribute(i),this.morphTargetsRelative?(Ri.addVectors(this.boundingBox.min,Ci.min),this.boundingBox.expandByPoint(Ri),Ri.addVectors(this.boundingBox.max,Ci.max),this.boundingBox.expandByPoint(Ri)):(this.boundingBox.expandByPoint(Ci.min),this.boundingBox.expandByPoint(Ci.max))}}else this.boundingBox.makeEmpty();(isNaN(this.boundingBox.min.x)||isNaN(this.boundingBox.min.y)||isNaN(this.boundingBox.min.z))&&console.error('THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.',this)}computeBoundingSphere(){null===this.boundingSphere&&(this.boundingSphere=new we);const t=this.attributes.position,e=this.morphAttributes.position;if(t&&t.isGLBufferAttribute)return console.error('THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere. Alternatively set "mesh.frustumCulled" to "false".',this),void this.boundingSphere.set(new ee,1/0);if(t){const i=this.boundingSphere.center;if(Ci.setFromBufferAttribute(t),e)for(let t=0,i=e.length;t<i;t++){const i=e[t];Li.setFromBufferAttribute(i),this.morphTargetsRelative?(Ri.addVectors(Ci.min,Li.min),Ci.expandByPoint(Ri),Ri.addVectors(Ci.max,Li.max),Ci.expandByPoint(Ri)):(Ci.expandByPoint(Li.min),Ci.expandByPoint(Li.max))}Ci.getCenter(i);let n=0;for(let e=0,r=t.count;e<r;e++)Ri.fromBufferAttribute(t,e),n=Math.max(n,i.distanceToSquared(Ri));if(e)for(let r=0,s=e.length;r<s;r++){const s=e[r],a=this.morphTargetsRelative;for(let e=0,r=s.count;e<r;e++)Ri.fromBufferAttribute(s,e),a&&(Ei.fromBufferAttribute(t,e),Ri.add(Ei)),n=Math.max(n,i.distanceToSquared(Ri))}this.boundingSphere.radius=Math.sqrt(n),isNaN(this.boundingSphere.radius)&&console.error('THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.',this)}}computeTangents(){const t=this.index,e=this.attributes;if(null===t||void 0===e.position||void 0===e.normal||void 0===e.uv)return void console.error("THREE.BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)");const i=t.array,n=e.position.array,r=e.normal.array,s=e.uv.array,a=n.length/3;!1===this.hasAttribute("tangent")&&this.setAttribute("tangent",new yi(new Float32Array(4*a),4));const o=this.getAttribute("tangent").array,l=[],c=[];for(let t=0;t<a;t++)l[t]=new ee,c[t]=new ee;const h=new ee,u=new ee,d=new ee,p=new Et,f=new Et,m=new Et,g=new ee,v=new ee;function x(t,e,i){h.fromArray(n,3*t),u.fromArray(n,3*e),d.fromArray(n,3*i),p.fromArray(s,2*t),f.fromArray(s,2*e),m.fromArray(s,2*i),u.sub(h),d.sub(h),f.sub(p),m.sub(p);const r=1/(f.x*m.y-m.x*f.y);isFinite(r)&&(g.copy(u).multiplyScalar(m.y).addScaledVector(d,-f.y).multiplyScalar(r),v.copy(d).multiplyScalar(f.x).addScaledVector(u,-m.x).multiplyScalar(r),l[t].add(g),l[e].add(g),l[i].add(g),c[t].add(v),c[e].add(v),c[i].add(v))}let _=this.groups;0===_.length&&(_=[{start:0,count:i.length}]);for(let t=0,e=_.length;t<e;++t){const e=_[t],n=e.start;for(let t=n,r=n+e.count;t<r;t+=3)x(i[t+0],i[t+1],i[t+2])}const y=new ee,M=new ee,b=new ee,w=new ee;function S(t){b.fromArray(r,3*t),w.copy(b);const e=l[t];y.copy(e),y.sub(b.multiplyScalar(b.dot(e))).normalize(),M.crossVectors(w,e);const i=M.dot(c[t])<0?-1:1;o[4*t]=y.x,o[4*t+1]=y.y,o[4*t+2]=y.z,o[4*t+3]=i}for(let t=0,e=_.length;t<e;++t){const e=_[t],n=e.start;for(let t=n,r=n+e.count;t<r;t+=3)S(i[t+0]),S(i[t+1]),S(i[t+2])}}computeVertexNormals(){const t=this.index,e=this.getAttribute("position");if(void 0!==e){let i=this.getAttribute("normal");if(void 0===i)i=new yi(new Float32Array(3*e.count),3),this.setAttribute("normal",i);else for(let t=0,e=i.count;t<e;t++)i.setXYZ(t,0,0,0);const n=new ee,r=new ee,s=new ee,a=new ee,o=new ee,l=new ee,c=new ee,h=new ee;if(t)for(let u=0,d=t.count;u<d;u+=3){const d=t.getX(u+0),p=t.getX(u+1),f=t.getX(u+2);n.fromBufferAttribute(e,d),r.fromBufferAttribute(e,p),s.fromBufferAttribute(e,f),c.subVectors(s,r),h.subVectors(n,r),c.cross(h),a.fromBufferAttribute(i,d),o.fromBufferAttribute(i,p),l.fromBufferAttribute(i,f),a.add(c),o.add(c),l.add(c),i.setXYZ(d,a.x,a.y,a.z),i.setXYZ(p,o.x,o.y,o.z),i.setXYZ(f,l.x,l.y,l.z)}else for(let t=0,a=e.count;t<a;t+=3)n.fromBufferAttribute(e,t+0),r.fromBufferAttribute(e,t+1),s.fromBufferAttribute(e,t+2),c.subVectors(s,r),h.subVectors(n,r),c.cross(h),i.setXYZ(t+0,c.x,c.y,c.z),i.setXYZ(t+1,c.x,c.y,c.z),i.setXYZ(t+2,c.x,c.y,c.z);this.normalizeNormals(),i.needsUpdate=!0}}merge(t,e){if(!t||!t.isBufferGeometry)return void console.error("THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.",t);void 0===e&&(e=0,console.warn("THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge."));const i=this.attributes;for(const n in i){if(void 0===t.attributes[n])continue;const r=i[n].array,s=t.attributes[n],a=s.array,o=s.itemSize*e,l=Math.min(a.length,r.length-o);for(let t=0,e=o;t<l;t++,e++)r[e]=a[t]}return this}normalizeNormals(){const t=this.attributes.normal;for(let e=0,i=t.count;e<i;e++)Ri.fromBufferAttribute(t,e),Ri.normalize(),t.setXYZ(e,Ri.x,Ri.y,Ri.z)}toNonIndexed(){function t(t,e){const i=t.array,n=t.itemSize,r=t.normalized,s=new i.constructor(e.length*n);let a=0,o=0;for(let r=0,l=e.length;r<l;r++){a=t.isInterleavedBufferAttribute?e[r]*t.data.stride+t.offset:e[r]*n;for(let t=0;t<n;t++)s[o++]=i[a++]}return new yi(s,n,r)}if(null===this.index)return console.warn("THREE.BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed."),this;const e=new Pi,i=this.index.array,n=this.attributes;for(const r in n){const s=t(n[r],i);e.setAttribute(r,s)}const r=this.morphAttributes;for(const n in r){const s=[],a=r[n];for(let e=0,n=a.length;e<n;e++){const n=t(a[e],i);s.push(n)}e.morphAttributes[n]=s}e.morphTargetsRelative=this.morphTargetsRelative;const s=this.groups;for(let t=0,i=s.length;t<i;t++){const i=s[t];e.addGroup(i.start,i.count,i.materialIndex)}return e}toJSON(){const t={metadata:{version:4.5,type:"BufferGeometry",generator:"BufferGeometry.toJSON"}};if(t.uuid=this.uuid,t.type=this.type,""!==this.name&&(t.name=this.name),Object.keys(this.userData).length>0&&(t.userData=this.userData),void 0!==this.parameters){const e=this.parameters;for(const i in e)void 0!==e[i]&&(t[i]=e[i]);return t}t.data={attributes:{}};const e=this.index;null!==e&&(t.data.index={type:e.array.constructor.name,array:Array.prototype.slice.call(e.array)});const i=this.attributes;for(const e in i){const n=i[e];t.data.attributes[e]=n.toJSON(t.data)}const n={};let r=!1;for(const e in this.morphAttributes){const i=this.morphAttributes[e],s=[];for(let e=0,n=i.length;e<n;e++){const n=i[e];s.push(n.toJSON(t.data))}s.length>0&&(n[e]=s,r=!0)}r&&(t.data.morphAttributes=n,t.data.morphTargetsRelative=this.morphTargetsRelative);const s=this.groups;s.length>0&&(t.data.groups=JSON.parse(JSON.stringify(s)));const a=this.boundingSphere;return null!==a&&(t.data.boundingSphere={center:a.center.toArray(),radius:a.radius}),t}clone(){return(new this.constructor).copy(this)}copy(t){this.index=null,this.attributes={},this.morphAttributes={},this.groups=[],this.boundingBox=null,this.boundingSphere=null;const e={};this.name=t.name;const i=t.index;null!==i&&this.setIndex(i.clone(e));const n=t.attributes;for(const t in n){const i=n[t];this.setAttribute(t,i.clone(e))}const r=t.morphAttributes;for(const t in r){const i=[],n=r[t];for(let t=0,r=n.length;t<r;t++)i.push(n[t].clone(e));this.morphAttributes[t]=i}this.morphTargetsRelative=t.morphTargetsRelative;const s=t.groups;for(let t=0,e=s.length;t<e;t++){const e=s[t];this.addGroup(e.start,e.count,e.materialIndex)}const a=t.boundingBox;null!==a&&(this.boundingBox=a.clone());const o=t.boundingSphere;return null!==o&&(this.boundingSphere=o.clone()),this.drawRange.start=t.drawRange.start,this.drawRange.count=t.drawRange.count,this.userData=t.userData,void 0!==t.parameters&&(this.parameters=Object.assign({},t.parameters)),this}dispose(){this.dispatchEvent({type:"dispose"})}}const Ii=new Ie,Di=new Pe,Ni=new we,Oi=new ee,zi=new ee,Fi=new ee,Bi=new ee,Ui=new ee,ki=new ee,Gi=new ee,Vi=new ee,Hi=new ee,Wi=new Et,ji=new Et,qi=new Et,Xi=new ee,Yi=new ee;class Zi extends ni{constructor(t=new Pi,e=new vi){super(),this.isMesh=!0,this.type="Mesh",this.geometry=t,this.material=e,this.updateMorphTargets()}copy(t,e){return super.copy(t,e),void 0!==t.morphTargetInfluences&&(this.morphTargetInfluences=t.morphTargetInfluences.slice()),void 0!==t.morphTargetDictionary&&(this.morphTargetDictionary=Object.assign({},t.morphTargetDictionary)),this.material=t.material,this.geometry=t.geometry,this}updateMorphTargets(){const t=this.geometry.morphAttributes,e=Object.keys(t);if(e.length>0){const i=t[e[0]];if(void 0!==i){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let t=0,e=i.length;t<e;t++){const e=i[t].name||String(t);this.morphTargetInfluences.push(0),this.morphTargetDictionary[e]=t}}}}raycast(t,e){const i=this.geometry,n=this.material,r=this.matrixWorld;if(void 0===n)return;if(null===i.boundingSphere&&i.computeBoundingSphere(),Ni.copy(i.boundingSphere),Ni.applyMatrix4(r),!1===t.ray.intersectsSphere(Ni))return;if(Ii.copy(r).invert(),Di.copy(t.ray).applyMatrix4(Ii),null!==i.boundingBox&&!1===Di.intersectsBox(i.boundingBox))return;let s;const a=i.index,o=i.attributes.position,l=i.morphAttributes.position,c=i.morphTargetsRelative,h=i.attributes.uv,u=i.attributes.uv2,d=i.groups,p=i.drawRange;if(null!==a)if(Array.isArray(n))for(let i=0,r=d.length;i<r;i++){const r=d[i],f=n[r.materialIndex];for(let i=Math.max(r.start,p.start),n=Math.min(a.count,Math.min(r.start+r.count,p.start+p.count));i<n;i+=3){const n=a.getX(i),d=a.getX(i+1),p=a.getX(i+2);s=Ji(this,f,t,Di,o,l,c,h,u,n,d,p),s&&(s.faceIndex=Math.floor(i/3),s.face.materialIndex=r.materialIndex,e.push(s))}}else{for(let i=Math.max(0,p.start),r=Math.min(a.count,p.start+p.count);i<r;i+=3){const r=a.getX(i),d=a.getX(i+1),p=a.getX(i+2);s=Ji(this,n,t,Di,o,l,c,h,u,r,d,p),s&&(s.faceIndex=Math.floor(i/3),e.push(s))}}else if(void 0!==o)if(Array.isArray(n))for(let i=0,r=d.length;i<r;i++){const r=d[i],a=n[r.materialIndex];for(let i=Math.max(r.start,p.start),n=Math.min(o.count,Math.min(r.start+r.count,p.start+p.count));i<n;i+=3){s=Ji(this,a,t,Di,o,l,c,h,u,i,i+1,i+2),s&&(s.faceIndex=Math.floor(i/3),s.face.materialIndex=r.materialIndex,e.push(s))}}else{for(let i=Math.max(0,p.start),r=Math.min(o.count,p.start+p.count);i<r;i+=3){s=Ji(this,n,t,Di,o,l,c,h,u,i,i+1,i+2),s&&(s.faceIndex=Math.floor(i/3),e.push(s))}}}}function Ji(t,e,i,n,r,s,a,o,l,c,h,u){Oi.fromBufferAttribute(r,c),zi.fromBufferAttribute(r,h),Fi.fromBufferAttribute(r,u);const d=t.morphTargetInfluences;if(s&&d){Gi.set(0,0,0),Vi.set(0,0,0),Hi.set(0,0,0);for(let t=0,e=s.length;t<e;t++){const e=d[t],i=s[t];0!==e&&(Bi.fromBufferAttribute(i,c),Ui.fromBufferAttribute(i,h),ki.fromBufferAttribute(i,u),a?(Gi.addScaledVector(Bi,e),Vi.addScaledVector(Ui,e),Hi.addScaledVector(ki,e)):(Gi.addScaledVector(Bi.sub(Oi),e),Vi.addScaledVector(Ui.sub(zi),e),Hi.addScaledVector(ki.sub(Fi),e)))}Oi.add(Gi),zi.add(Vi),Fi.add(Hi)}t.isSkinnedMesh&&(t.boneTransform(c,Oi),t.boneTransform(h,zi),t.boneTransform(u,Fi));const p=function(t,e,i,n,r,s,a,o){let l;if(l=1===e.side?n.intersectTriangle(a,s,r,!0,o):n.intersectTriangle(r,s,a,2!==e.side,o),null===l)return null;Yi.copy(o),Yi.applyMatrix4(t.matrixWorld);const c=i.ray.origin.distanceTo(Yi);return c<i.near||c>i.far?null:{distance:c,point:Yi.clone(),object:t}}(t,e,i,n,Oi,zi,Fi,Xi);if(p){o&&(Wi.fromBufferAttribute(o,c),ji.fromBufferAttribute(o,h),qi.fromBufferAttribute(o,u),p.uv=fi.getUV(Xi,Oi,zi,Fi,Wi,ji,qi,new Et)),l&&(Wi.fromBufferAttribute(l,c),ji.fromBufferAttribute(l,h),qi.fromBufferAttribute(l,u),p.uv2=fi.getUV(Xi,Oi,zi,Fi,Wi,ji,qi,new Et));const t={a:c,b:h,c:u,normal:new ee,materialIndex:0};fi.getNormal(Oi,zi,Fi,t.normal),p.face=t}return p}class Ki extends Pi{constructor(t=1,e=1,i=1,n=1,r=1,s=1){super(),this.type="BoxGeometry",this.parameters={width:t,height:e,depth:i,widthSegments:n,heightSegments:r,depthSegments:s};const a=this;n=Math.floor(n),r=Math.floor(r),s=Math.floor(s);const o=[],l=[],c=[],h=[];let u=0,d=0;function p(t,e,i,n,r,s,p,f,m,g,v){const x=s/m,_=p/g,y=s/2,M=p/2,b=f/2,w=m+1,S=g+1;let T=0,A=0;const E=new ee;for(let s=0;s<S;s++){const a=s*_-M;for(let o=0;o<w;o++){const u=o*x-y;E[t]=u*n,E[e]=a*r,E[i]=b,l.push(E.x,E.y,E.z),E[t]=0,E[e]=0,E[i]=f>0?1:-1,c.push(E.x,E.y,E.z),h.push(o/m),h.push(1-s/g),T+=1}}for(let t=0;t<g;t++)for(let e=0;e<m;e++){const i=u+e+w*t,n=u+e+w*(t+1),r=u+(e+1)+w*(t+1),s=u+(e+1)+w*t;o.push(i,n,s),o.push(n,r,s),A+=6}a.addGroup(d,A,v),d+=A,u+=T}p("z","y","x",-1,-1,i,e,t,s,r,0),p("z","y","x",1,-1,i,e,-t,s,r,1),p("x","z","y",1,1,t,i,e,n,s,2),p("x","z","y",1,-1,t,i,-e,n,s,3),p("x","y","z",1,-1,t,e,i,n,r,4),p("x","y","z",-1,-1,t,e,-i,n,r,5),this.setIndex(o),this.setAttribute("position",new wi(l,3)),this.setAttribute("normal",new wi(c,3)),this.setAttribute("uv",new wi(h,2))}static fromJSON(t){return new Ki(t.width,t.height,t.depth,t.widthSegments,t.heightSegments,t.depthSegments)}}function $i(t){const e={};for(const i in t){e[i]={};for(const n in t[i]){const r=t[i][n];r&&(r.isColor||r.isMatrix3||r.isMatrix4||r.isVector2||r.isVector3||r.isVector4||r.isTexture||r.isQuaternion)?e[i][n]=r.clone():Array.isArray(r)?e[i][n]=r.slice():e[i][n]=r}}return e}function Qi(t){const e={};for(let i=0;i<t.length;i++){const n=$i(t[i]);for(const t in n)e[t]=n[t]}return e}const tn={clone:$i,merge:Qi};class en extends gi{constructor(t){super(),this.isShaderMaterial=!0,this.type="ShaderMaterial",this.defines={},this.uniforms={},this.uniformsGroups=[],this.vertexShader="void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}",this.fragmentShader="void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}",this.linewidth=1,this.wireframe=!1,this.wireframeLinewidth=1,this.fog=!1,this.lights=!1,this.clipping=!1,this.extensions={derivatives:!1,fragDepth:!1,drawBuffers:!1,shaderTextureLOD:!1},this.defaultAttributeValues={color:[1,1,1],uv:[0,0],uv2:[0,0]},this.index0AttributeName=void 0,this.uniformsNeedUpdate=!1,this.glslVersion=null,void 0!==t&&(void 0!==t.attributes&&console.error("THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead."),this.setValues(t))}copy(t){return super.copy(t),this.fragmentShader=t.fragmentShader,this.vertexShader=t.vertexShader,this.uniforms=$i(t.uniforms),this.uniformsGroups=function(t){const e=[];for(let i=0;i<t.length;i++)e.push(t[i].clone());return e}(t.uniformsGroups),this.defines=Object.assign({},t.defines),this.wireframe=t.wireframe,this.wireframeLinewidth=t.wireframeLinewidth,this.fog=t.fog,this.lights=t.lights,this.clipping=t.clipping,this.extensions=Object.assign({},t.extensions),this.glslVersion=t.glslVersion,this}toJSON(t){const e=super.toJSON(t);e.glslVersion=this.glslVersion,e.uniforms={};for(const i in this.uniforms){const n=this.uniforms[i].value;n&&n.isTexture?e.uniforms[i]={type:"t",value:n.toJSON(t).uuid}:n&&n.isColor?e.uniforms[i]={type:"c",value:n.getHex()}:n&&n.isVector2?e.uniforms[i]={type:"v2",value:n.toArray()}:n&&n.isVector3?e.uniforms[i]={type:"v3",value:n.toArray()}:n&&n.isVector4?e.uniforms[i]={type:"v4",value:n.toArray()}:n&&n.isMatrix3?e.uniforms[i]={type:"m3",value:n.toArray()}:n&&n.isMatrix4?e.uniforms[i]={type:"m4",value:n.toArray()}:e.uniforms[i]={value:n}}Object.keys(this.defines).length>0&&(e.defines=this.defines),e.vertexShader=this.vertexShader,e.fragmentShader=this.fragmentShader;const i={};for(const t in this.extensions)!0===this.extensions[t]&&(i[t]=!0);return Object.keys(i).length>0&&(e.extensions=i),e}}class nn extends ni{constructor(){super(),this.isCamera=!0,this.type="Camera",this.matrixWorldInverse=new Ie,this.projectionMatrix=new Ie,this.projectionMatrixInverse=new Ie}copy(t,e){return super.copy(t,e),this.matrixWorldInverse.copy(t.matrixWorldInverse),this.projectionMatrix.copy(t.projectionMatrix),this.projectionMatrixInverse.copy(t.projectionMatrixInverse),this}getWorldDirection(t){this.updateWorldMatrix(!0,!1);const e=this.matrixWorld.elements;return t.set(-e[8],-e[9],-e[10]).normalize()}updateMatrixWorld(t){super.updateMatrixWorld(t),this.matrixWorldInverse.copy(this.matrixWorld).invert()}updateWorldMatrix(t,e){super.updateWorldMatrix(t,e),this.matrixWorldInverse.copy(this.matrixWorld).invert()}clone(){return(new this.constructor).copy(this)}}class rn extends nn{constructor(t=50,e=1,i=.1,n=2e3){super(),this.isPerspectiveCamera=!0,this.type="PerspectiveCamera",this.fov=t,this.zoom=1,this.near=i,this.far=n,this.focus=10,this.aspect=e,this.view=null,this.filmGauge=35,this.filmOffset=0,this.updateProjectionMatrix()}copy(t,e){return super.copy(t,e),this.fov=t.fov,this.zoom=t.zoom,this.near=t.near,this.far=t.far,this.focus=t.focus,this.aspect=t.aspect,this.view=null===t.view?null:Object.assign({},t.view),this.filmGauge=t.filmGauge,this.filmOffset=t.filmOffset,this}setFocalLength(t){const e=.5*this.getFilmHeight()/t;this.fov=2*xt*Math.atan(e),this.updateProjectionMatrix()}getFocalLength(){const t=Math.tan(.5*vt*this.fov);return.5*this.getFilmHeight()/t}getEffectiveFOV(){return 2*xt*Math.atan(Math.tan(.5*vt*this.fov)/this.zoom)}getFilmWidth(){return this.filmGauge*Math.min(this.aspect,1)}getFilmHeight(){return this.filmGauge/Math.max(this.aspect,1)}setViewOffset(t,e,i,n,r,s){this.aspect=t/e,null===this.view&&(this.view={enabled:!0,fullWidth:1,fullHeight:1,offsetX:0,offsetY:0,width:1,height:1}),this.view.enabled=!0,this.view.fullWidth=t,this.view.fullHeight=e,this.view.offsetX=i,this.view.offsetY=n,this.view.width=r,this.view.height=s,this.updateProjectionMatrix()}clearViewOffset(){null!==this.view&&(this.view.enabled=!1),this.updateProjectionMatrix()}updateProjectionMatrix(){const t=this.near;let e=t*Math.tan(.5*vt*this.fov)/this.zoom,i=2*e,n=this.aspect*i,r=-.5*n;const s=this.view;if(null!==this.view&&this.view.enabled){const t=s.fullWidth,a=s.fullHeight;r+=s.offsetX*n/t,e-=s.offsetY*i/a,n*=s.width/t,i*=s.height/a}const a=this.filmOffset;0!==a&&(r+=t*a/this.getFilmWidth()),this.projectionMatrix.makePerspective(r,r+n,e,e-i,t,this.far),this.projectionMatrixInverse.copy(this.projectionMatrix).invert()}toJSON(t){const e=super.toJSON(t);return e.object.fov=this.fov,e.object.zoom=this.zoom,e.object.near=this.near,e.object.far=this.far,e.object.focus=this.focus,e.object.aspect=this.aspect,null!==this.view&&(e.object.view=Object.assign({},this.view)),e.object.filmGauge=this.filmGauge,e.object.filmOffset=this.filmOffset,e}}const sn=90;class an extends ni{constructor(t,e,i){if(super(),this.type="CubeCamera",!0!==i.isWebGLCubeRenderTarget)return void console.error("THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.");this.renderTarget=i;const n=new rn(sn,1,t,e);n.layers=this.layers,n.up.set(0,-1,0),n.lookAt(new ee(1,0,0)),this.add(n);const r=new rn(sn,1,t,e);r.layers=this.layers,r.up.set(0,-1,0),r.lookAt(new ee(-1,0,0)),this.add(r);const s=new rn(sn,1,t,e);s.layers=this.layers,s.up.set(0,0,1),s.lookAt(new ee(0,1,0)),this.add(s);const a=new rn(sn,1,t,e);a.layers=this.layers,a.up.set(0,0,-1),a.lookAt(new ee(0,-1,0)),this.add(a);const o=new rn(sn,1,t,e);o.layers=this.layers,o.up.set(0,-1,0),o.lookAt(new ee(0,0,1)),this.add(o);const l=new rn(sn,1,t,e);l.layers=this.layers,l.up.set(0,-1,0),l.lookAt(new ee(0,0,-1)),this.add(l)}update(t,e){null===this.parent&&this.updateMatrixWorld();const i=this.renderTarget,[n,r,s,a,o,l]=this.children,c=t.getRenderTarget(),h=t.toneMapping,u=t.xr.enabled;t.toneMapping=0,t.xr.enabled=!1;const d=i.texture.generateMipmaps;i.texture.generateMipmaps=!1,t.setRenderTarget(i,0),t.render(e,n),t.setRenderTarget(i,1),t.render(e,r),t.setRenderTarget(i,2),t.render(e,s),t.setRenderTarget(i,3),t.render(e,a),t.setRenderTarget(i,4),t.render(e,o),i.texture.generateMipmaps=d,t.setRenderTarget(i,5),t.render(e,l),t.setRenderTarget(c),t.toneMapping=h,t.xr.enabled=u,i.texture.needsPMREMUpdate=!0}}class on extends Zt{constructor(t,e,i,n,s,a,o,l,c,h){super(t=void 0!==t?t:[],e=void 0!==e?e:r,i,n,s,a,o,l,c,h),this.isCubeTexture=!0,this.flipY=!1}get images(){return this.image}set images(t){this.image=t}}class ln extends Kt{constructor(t,e={}){super(t,t,e),this.isWebGLCubeRenderTarget=!0;const i={width:t,height:t,depth:1},n=[i,i,i,i,i,i];this.texture=new on(n,e.mapping,e.wrapS,e.wrapT,e.magFilter,e.minFilter,e.format,e.type,e.anisotropy,e.encoding),this.texture.isRenderTargetTexture=!0,this.texture.generateMipmaps=void 0!==e.generateMipmaps&&e.generateMipmaps,this.texture.minFilter=void 0!==e.minFilter?e.minFilter:m}fromEquirectangularTexture(t,e){this.texture.type=e.type,this.texture.encoding=e.encoding,this.texture.generateMipmaps=e.generateMipmaps,this.texture.minFilter=e.minFilter,this.texture.magFilter=e.magFilter;const i={uniforms:{tEquirect:{value:null}},vertexShader:"\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\tvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\n\t\t\t\t\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvWorldDirection = transformDirection( position, modelMatrix );\n\n\t\t\t\t\t#include <begin_vertex>\n\t\t\t\t\t#include <project_vertex>\n\n\t\t\t\t}\n\t\t\t",fragmentShader:"\n\n\t\t\t\tuniform sampler2D tEquirect;\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\t#include <common>\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvec3 direction = normalize( vWorldDirection );\n\n\t\t\t\t\tvec2 sampleUV = equirectUv( direction );\n\n\t\t\t\t\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\n\t\t\t\t}\n\t\t\t"},n=new Ki(5,5,5),r=new en({name:"CubemapFromEquirect",uniforms:$i(i.uniforms),vertexShader:i.vertexShader,fragmentShader:i.fragmentShader,side:1,blending:0});r.uniforms.tEquirect.value=e;const s=new Zi(n,r),a=e.minFilter;e.minFilter===v&&(e.minFilter=m);return new an(1,10,this).update(t,s),e.minFilter=a,s.geometry.dispose(),s.material.dispose(),this}clear(t,e,i,n){const r=t.getRenderTarget();for(let r=0;r<6;r++)t.setRenderTarget(this,r),t.clear(e,i,n);t.setRenderTarget(r)}}const cn=new ee,hn=new ee,un=new Ct;class dn{constructor(t=new ee(1,0,0),e=0){this.isPlane=!0,this.normal=t,this.constant=e}set(t,e){return this.normal.copy(t),this.constant=e,this}setComponents(t,e,i,n){return this.normal.set(t,e,i),this.constant=n,this}setFromNormalAndCoplanarPoint(t,e){return this.normal.copy(t),this.constant=-e.dot(this.normal),this}setFromCoplanarPoints(t,e,i){const n=cn.subVectors(i,e).cross(hn.subVectors(t,e)).normalize();return this.setFromNormalAndCoplanarPoint(n,t),this}copy(t){return this.normal.copy(t.normal),this.constant=t.constant,this}normalize(){const t=1/this.normal.length();return this.normal.multiplyScalar(t),this.constant*=t,this}negate(){return this.constant*=-1,this.normal.negate(),this}distanceToPoint(t){return this.normal.dot(t)+this.constant}distanceToSphere(t){return this.distanceToPoint(t.center)-t.radius}projectPoint(t,e){return e.copy(this.normal).multiplyScalar(-this.distanceToPoint(t)).add(t)}intersectLine(t,e){const i=t.delta(cn),n=this.normal.dot(i);if(0===n)return 0===this.distanceToPoint(t.start)?e.copy(t.start):null;const r=-(t.start.dot(this.normal)+this.constant)/n;return r<0||r>1?null:e.copy(i).multiplyScalar(r).add(t.start)}intersectsLine(t){const e=this.distanceToPoint(t.start),i=this.distanceToPoint(t.end);return e<0&&i>0||i<0&&e>0}intersectsBox(t){return t.intersectsPlane(this)}intersectsSphere(t){return t.intersectsPlane(this)}coplanarPoint(t){return t.copy(this.normal).multiplyScalar(-this.constant)}applyMatrix4(t,e){const i=e||un.getNormalMatrix(t),n=this.coplanarPoint(cn).applyMatrix4(t),r=this.normal.applyMatrix3(i).normalize();return this.constant=-n.dot(r),this}translate(t){return this.constant-=t.dot(this.normal),this}equals(t){return t.normal.equals(this.normal)&&t.constant===this.constant}clone(){return(new this.constructor).copy(this)}}const pn=new we,fn=new ee;class mn{constructor(t=new dn,e=new dn,i=new dn,n=new dn,r=new dn,s=new dn){this.planes=[t,e,i,n,r,s]}set(t,e,i,n,r,s){const a=this.planes;return a[0].copy(t),a[1].copy(e),a[2].copy(i),a[3].copy(n),a[4].copy(r),a[5].copy(s),this}copy(t){const e=this.planes;for(let i=0;i<6;i++)e[i].copy(t.planes[i]);return this}setFromProjectionMatrix(t){const e=this.planes,i=t.elements,n=i[0],r=i[1],s=i[2],a=i[3],o=i[4],l=i[5],c=i[6],h=i[7],u=i[8],d=i[9],p=i[10],f=i[11],m=i[12],g=i[13],v=i[14],x=i[15];return e[0].setComponents(a-n,h-o,f-u,x-m).normalize(),e[1].setComponents(a+n,h+o,f+u,x+m).normalize(),e[2].setComponents(a+r,h+l,f+d,x+g).normalize(),e[3].setComponents(a-r,h-l,f-d,x-g).normalize(),e[4].setComponents(a-s,h-c,f-p,x-v).normalize(),e[5].setComponents(a+s,h+c,f+p,x+v).normalize(),this}intersectsObject(t){const e=t.geometry;return null===e.boundingSphere&&e.computeBoundingSphere(),pn.copy(e.boundingSphere).applyMatrix4(t.matrixWorld),this.intersectsSphere(pn)}intersectsSprite(t){return pn.center.set(0,0,0),pn.radius=.7071067811865476,pn.applyMatrix4(t.matrixWorld),this.intersectsSphere(pn)}intersectsSphere(t){const e=this.planes,i=t.center,n=-t.radius;for(let t=0;t<6;t++){if(e[t].distanceToPoint(i)<n)return!1}return!0}intersectsBox(t){const e=this.planes;for(let i=0;i<6;i++){const n=e[i];if(fn.x=n.normal.x>0?t.max.x:t.min.x,fn.y=n.normal.y>0?t.max.y:t.min.y,fn.z=n.normal.z>0?t.max.z:t.min.z,n.distanceToPoint(fn)<0)return!1}return!0}containsPoint(t){const e=this.planes;for(let i=0;i<6;i++)if(e[i].distanceToPoint(t)<0)return!1;return!0}clone(){return(new this.constructor).copy(this)}}function gn(){let t=null,e=!1,i=null,n=null;function r(e,s){i(e,s),n=t.requestAnimationFrame(r)}return{start:function(){!0!==e&&null!==i&&(n=t.requestAnimationFrame(r),e=!0)},stop:function(){t.cancelAnimationFrame(n),e=!1},setAnimationLoop:function(t){i=t},setContext:function(e){t=e}}}function vn(t,e){const i=e.isWebGL2,n=new WeakMap;return{get:function(t){return t.isInterleavedBufferAttribute&&(t=t.data),n.get(t)},remove:function(e){e.isInterleavedBufferAttribute&&(e=e.data);const i=n.get(e);i&&(t.deleteBuffer(i.buffer),n.delete(e))},update:function(e,r){if(e.isGLBufferAttribute){const t=n.get(e);return void((!t||t.version<e.version)&&n.set(e,{buffer:e.buffer,type:e.type,bytesPerElement:e.elementSize,version:e.version}))}e.isInterleavedBufferAttribute&&(e=e.data);const s=n.get(e);void 0===s?n.set(e,function(e,n){const r=e.array,s=e.usage,a=t.createBuffer();let o;if(t.bindBuffer(n,a),t.bufferData(n,r,s),e.onUploadCallback(),r instanceof Float32Array)o=5126;else if(r instanceof Uint16Array)if(e.isFloat16BufferAttribute){if(!i)throw new Error("THREE.WebGLAttributes: Usage of Float16BufferAttribute requires WebGL2.");o=5131}else o=5123;else if(r instanceof Int16Array)o=5122;else if(r instanceof Uint32Array)o=5125;else if(r instanceof Int32Array)o=5124;else if(r instanceof Int8Array)o=5120;else if(r instanceof Uint8Array)o=5121;else{if(!(r instanceof Uint8ClampedArray))throw new Error("THREE.WebGLAttributes: Unsupported buffer data format: "+r);o=5121}return{buffer:a,type:o,bytesPerElement:r.BYTES_PER_ELEMENT,version:e.version}}(e,r)):s.version<e.version&&(!function(e,n,r){const s=n.array,a=n.updateRange;t.bindBuffer(r,e),-1===a.count?t.bufferSubData(r,0,s):(i?t.bufferSubData(r,a.offset*s.BYTES_PER_ELEMENT,s,a.offset,a.count):t.bufferSubData(r,a.offset*s.BYTES_PER_ELEMENT,s.subarray(a.offset,a.offset+a.count)),a.count=-1)}(s.buffer,e,r),s.version=e.version)}}}class xn extends Pi{constructor(t=1,e=1,i=1,n=1){super(),this.type="PlaneGeometry",this.parameters={width:t,height:e,widthSegments:i,heightSegments:n};const r=t/2,s=e/2,a=Math.floor(i),o=Math.floor(n),l=a+1,c=o+1,h=t/a,u=e/o,d=[],p=[],f=[],m=[];for(let t=0;t<c;t++){const e=t*u-s;for(let i=0;i<l;i++){const n=i*h-r;p.push(n,-e,0),f.push(0,0,1),m.push(i/a),m.push(1-t/o)}}for(let t=0;t<o;t++)for(let e=0;e<a;e++){const i=e+l*t,n=e+l*(t+1),r=e+1+l*(t+1),s=e+1+l*t;d.push(i,n,s),d.push(n,r,s)}this.setIndex(d),this.setAttribute("position",new wi(p,3)),this.setAttribute("normal",new wi(f,3)),this.setAttribute("uv",new wi(m,2))}static fromJSON(t){return new xn(t.width,t.height,t.widthSegments,t.heightSegments)}}const _n={alphamap_fragment:"#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif",alphamap_pars_fragment:"#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif",alphatest_fragment:"#ifdef USE_ALPHATEST\n\tif ( diffuseColor.a < alphaTest ) discard;\n#endif",alphatest_pars_fragment:"#ifdef USE_ALPHATEST\n\tuniform float alphaTest;\n#endif",aomap_fragment:"#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.roughness );\n\t#endif\n#endif",aomap_pars_fragment:"#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif",begin_vertex:"vec3 transformed = vec3( position );",beginnormal_vertex:"vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif",bsdfs:"vec3 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}\nvec3 Schlick_to_F0( const in vec3 f, const in float f90, const in float dotVH ) {\n\t\tfloat x = clamp( 1.0 - dotVH, 0.0, 1.0 );\n\t\tfloat x2 = x * x;\n\t\tfloat x5 = clamp( x * x2 * x2, 0.0, 0.9999 );\n\t\treturn ( 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}\nvec3 BRDF_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 f0, const in float f90, const in float 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\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( V * D );\n}\n#ifdef USE_IRIDESCENCE\n\tvec3 BRDF_GGX_Iridescence( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 f0, const in float f90, const in float iridescence, const in vec3 iridescenceFresnel, const in float roughness ) {\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 = mix( F_Schlick( f0, f90, dotVH ), iridescenceFresnel, iridescence );\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\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_BlinnPhong( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, 1.0, dotVH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\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",iridescence_fragment:"#ifdef USE_IRIDESCENCE\n\tconst mat3 XYZ_TO_REC709 = mat3(\n\t\t 3.2404542, -0.9692660,\t0.0556434,\n\t\t-1.5371385,\t1.8760108, -0.2040259,\n\t\t-0.4985314,\t0.0415560,\t1.0572252\n\t);\n\tvec3 Fresnel0ToIor( vec3 fresnel0 ) {\n\t\tvec3 sqrtF0 = sqrt( fresnel0 );\n\t\treturn ( vec3( 1.0 ) + sqrtF0 ) / ( vec3( 1.0 ) - sqrtF0 );\n\t}\n\tvec3 IorToFresnel0( vec3 transmittedIor, float incidentIor ) {\n\t\treturn pow2( ( transmittedIor - vec3( incidentIor ) ) / ( transmittedIor + vec3( incidentIor ) ) );\n\t}\n\tfloat IorToFresnel0( float transmittedIor, float incidentIor ) {\n\t\treturn pow2( ( transmittedIor - incidentIor ) / ( transmittedIor + incidentIor ));\n\t}\n\tvec3 evalSensitivity( float OPD, vec3 shift ) {\n\t\tfloat phase = 2.0 * PI * OPD * 1.0e-9;\n\t\tvec3 val = vec3( 5.4856e-13, 4.4201e-13, 5.2481e-13 );\n\t\tvec3 pos = vec3( 1.6810e+06, 1.7953e+06, 2.2084e+06 );\n\t\tvec3 var = vec3( 4.3278e+09, 9.3046e+09, 6.6121e+09 );\n\t\tvec3 xyz = val * sqrt( 2.0 * PI * var ) * cos( pos * phase + shift ) * exp( - pow2( phase ) * var );\n\t\txyz.x += 9.7470e-14 * sqrt( 2.0 * PI * 4.5282e+09 ) * cos( 2.2399e+06 * phase + shift[ 0 ] ) * exp( - 4.5282e+09 * pow2( phase ) );\n\t\txyz /= 1.0685e-7;\n\t\tvec3 rgb = XYZ_TO_REC709 * xyz;\n\t\treturn rgb;\n\t}\n\tvec3 evalIridescence( float outsideIOR, float eta2, float cosTheta1, float thinFilmThickness, vec3 baseF0 ) {\n\t\tvec3 I;\n\t\tfloat iridescenceIOR = mix( outsideIOR, eta2, smoothstep( 0.0, 0.03, thinFilmThickness ) );\n\t\tfloat sinTheta2Sq = pow2( outsideIOR / iridescenceIOR ) * ( 1.0 - pow2( cosTheta1 ) );\n\t\tfloat cosTheta2Sq = 1.0 - sinTheta2Sq;\n\t\tif ( cosTheta2Sq < 0.0 ) {\n\t\t\t return vec3( 1.0 );\n\t\t}\n\t\tfloat cosTheta2 = sqrt( cosTheta2Sq );\n\t\tfloat R0 = IorToFresnel0( iridescenceIOR, outsideIOR );\n\t\tfloat R12 = F_Schlick( R0, 1.0, cosTheta1 );\n\t\tfloat R21 = R12;\n\t\tfloat T121 = 1.0 - R12;\n\t\tfloat phi12 = 0.0;\n\t\tif ( iridescenceIOR < outsideIOR ) phi12 = PI;\n\t\tfloat phi21 = PI - phi12;\n\t\tvec3 baseIOR = Fresnel0ToIor( clamp( baseF0, 0.0, 0.9999 ) );\t\tvec3 R1 = IorToFresnel0( baseIOR, iridescenceIOR );\n\t\tvec3 R23 = F_Schlick( R1, 1.0, cosTheta2 );\n\t\tvec3 phi23 = vec3( 0.0 );\n\t\tif ( baseIOR[ 0 ] < iridescenceIOR ) phi23[ 0 ] = PI;\n\t\tif ( baseIOR[ 1 ] < iridescenceIOR ) phi23[ 1 ] = PI;\n\t\tif ( baseIOR[ 2 ] < iridescenceIOR ) phi23[ 2 ] = PI;\n\t\tfloat OPD = 2.0 * iridescenceIOR * thinFilmThickness * cosTheta2;\n\t\tvec3 phi = vec3( phi21 ) + phi23;\n\t\tvec3 R123 = clamp( R12 * R23, 1e-5, 0.9999 );\n\t\tvec3 r123 = sqrt( R123 );\n\t\tvec3 Rs = pow2( T121 ) * R23 / ( vec3( 1.0 ) - R123 );\n\t\tvec3 C0 = R12 + Rs;\n\t\tI = C0;\n\t\tvec3 Cm = Rs - T121;\n\t\tfor ( int m = 1; m <= 2; ++ m ) {\n\t\t\tCm *= r123;\n\t\t\tvec3 Sm = 2.0 * evalSensitivity( float( m ) * OPD, float( m ) * phi );\n\t\t\tI += Cm * Sm;\n\t\t}\n\t\treturn max( I, vec3( 0.0 ) );\n\t}\n#endif",bumpmap_pars_fragment:"#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {\n\t\tvec3 vSigmaX = dFdx( surf_pos.xyz );\n\t\tvec3 vSigmaY = dFdy( surf_pos.xyz );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 ) * faceDirection;\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif",clipping_planes_fragment:"#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#pragma unroll_loop_end\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\tif ( clipped ) discard;\n\t#endif\n#endif",clipping_planes_pars_fragment:"#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif",clipping_planes_pars_vertex:"#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif",clipping_planes_vertex:"#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif",color_fragment:"#if defined( USE_COLOR_ALPHA )\n\tdiffuseColor *= vColor;\n#elif defined( USE_COLOR )\n\tdiffuseColor.rgb *= vColor;\n#endif",color_pars_fragment:"#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR )\n\tvarying vec3 vColor;\n#endif",color_pars_vertex:"#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvarying vec3 vColor;\n#endif",color_vertex:"#if defined( USE_COLOR_ALPHA )\n\tvColor = vec4( 1.0 );\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvColor = vec3( 1.0 );\n#endif\n#ifdef USE_COLOR\n\tvColor *= color;\n#endif\n#ifdef USE_INSTANCING_COLOR\n\tvColor.xyz *= instanceColor.xyz;\n#endif",common:"#define PI 3.141592653589793\n#define PI2 6.283185307179586\n#define PI_HALF 1.5707963267948966\n#define RECIPROCAL_PI 0.3183098861837907\n#define RECIPROCAL_PI2 0.15915494309189535\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement( a ) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nvec3 pow2( const in vec3 x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat max3( const in vec3 v ) { return max( max( v.x, v.y ), v.z ); }\nfloat average( const in vec3 v ) { return dot( v, vec3( 0.3333333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract( sin( sn ) * c );\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef USE_CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat luminance( const in vec3 rgb ) {\n\tconst vec3 weights = vec3( 0.2126729, 0.7151522, 0.0721750 );\n\treturn dot( weights, rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n\treturn m[ 2 ][ 3 ] == - 1.0;\n}\nvec2 equirectUv( in vec3 dir ) {\n\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\n\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\treturn vec2( u, v );\n}",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\tvec2 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 r0 1.0\n\t#define v0 0.339\n\t#define m0 - 2.0\n\t#define r1 0.8\n\t#define v1 0.276\n\t#define m1 - 1.0\n\t#define r4 0.4\n\t#define v4 0.046\n\t#define m4 2.0\n\t#define r5 0.305\n\t#define v5 0.016\n\t#define m5 3.0\n\t#define r6 0.21\n\t#define v6 0.0038\n\t#define m6 4.0\n\tfloat roughnessToMip( float roughness ) {\n\t\tfloat mip = 0.0;\n\t\tif ( roughness >= r1 ) {\n\t\t\tmip = ( r0 - roughness ) * ( m1 - m0 ) / ( r0 - r1 ) + m0;\n\t\t} else if ( roughness >= r4 ) {\n\t\t\tmip = ( r1 - roughness ) * ( m4 - m1 ) / ( r1 - r4 ) + m1;\n\t\t} else if ( roughness >= r5 ) {\n\t\t\tmip = ( r4 - roughness ) * ( m5 - m4 ) / ( r4 - r5 ) + m4;\n\t\t} else if ( roughness >= r6 ) {\n\t\t\tmip = ( r5 - roughness ) * ( m6 - m5 ) / ( r5 - r6 ) + 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 ), 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",defaultnormal_vertex:"vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\tmat3 m = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\n\ttransformedNormal = m * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif",displacementmap_pars_vertex:"#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif",displacementmap_vertex:"#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif",emissivemap_fragment:"#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif",emissivemap_pars_fragment:"#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif",encodings_fragment:"gl_FragColor = linearToOutputTexel( gl_FragColor );",encodings_pars_fragment:"vec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}",envmap_fragment:"#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif",envmap_common_pars_fragment:"#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\t\n#endif",envmap_pars_fragment:"#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif",envmap_pars_vertex:"#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\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",envmap_physical_pars_fragment:"#if defined( USE_ENVMAP )\n\tvec3 getIBLIrradiance( const in vec3 normal ) {\n\t\t#if defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\t\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n\tvec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {\n\t\t#if defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 reflectVec = reflect( - viewDir, normal );\n\t\t\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t\treturn envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n#endif",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",fog_vertex:"#ifdef USE_FOG\n\tvFogDepth = - mvPosition.z;\n#endif",fog_pars_vertex:"#ifdef USE_FOG\n\tvarying float vFogDepth;\n#endif",fog_fragment:"#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * vFogDepth * vFogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, vFogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif",fog_pars_fragment:"#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float vFogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif",gradientmap_pars_fragment:"#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn vec3( texture2D( gradientMap, coord ).r );\n\t#else\n\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t#endif\n}",lightmap_fragment:"#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel = texture2D( lightMap, vUv2 );\n\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\n\treflectedLight.indirectDiffuse += lightMapIrradiance;\n#endif",lightmap_pars_fragment:"#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif",lights_lambert_vertex:"vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\nvIndirectFront += getAmbientLightIrradiance( ambientLightColor );\nvIndirectFront += getLightProbeIrradiance( lightProbe, geometry.normal );\n#ifdef DOUBLE_SIDED\n\tvIndirectBack += getAmbientLightIrradiance( ambientLightColor );\n\tvIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry.normal );\n#endif\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointLightInfo( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( - dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotLightInfo( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( - dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalLightInfo( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( - dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry.normal );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry.normal );\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif",lights_pars_begin:"uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in vec3 normal ) {\n\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\treturn irradiance;\n}\nfloat getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n\t#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\t\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\t\tif ( cutoffDistance > 0.0 ) {\n\t\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t\t}\n\t\treturn distanceFalloff;\n\t#else\n\t\tif ( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\t\treturn pow( saturate( - lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t\t}\n\t\treturn 1.0;\n\t#endif\n}\nfloat getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {\n\treturn smoothstep( coneCosine, penumbraCosine, angleCosine );\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalLightInfo( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight light ) {\n\t\tlight.color = directionalLight.color;\n\t\tlight.direction = directionalLight.direction;\n\t\tlight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointLightInfo( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight light ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tlight.color = pointLight.color;\n\t\tlight.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay );\n\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotLightInfo( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight light ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat angleCos = dot( light.direction, spotLight.direction );\n\t\tfloat spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\tif ( spotAttenuation > 0.0 ) {\n\t\t\tfloat lightDistance = length( lVector );\n\t\t\tlight.color = spotLight.color * spotAttenuation;\n\t\t\tlight.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t\t} else {\n\t\t\tlight.color = vec3( 0.0 );\n\t\t\tlight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in vec3 normal ) {\n\t\tfloat dotNL = dot( normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\treturn irradiance;\n\t}\n#endif",lights_toon_fragment:"ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;",lights_toon_pars_fragment:"varying vec3 vViewPosition;\nstruct ToonMaterial {\n\tvec3 diffuseColor;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon\n#define Material_LightProbeLOD( material )\t(0)",lights_phong_fragment:"BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;",lights_phong_pars_fragment:"varying vec3 vViewPosition;\nstruct BlinnPhongMaterial {\n\tvec3 diffuseColor;\n\tvec3 specularColor;\n\tfloat specularShininess;\n\tfloat specularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)",lights_physical_fragment:"PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.roughness = max( roughnessFactor, 0.0525 );material.roughness += geometryRoughness;\nmaterial.roughness = min( material.roughness, 1.0 );\n#ifdef IOR\n\t#ifdef SPECULAR\n\t\tfloat specularIntensityFactor = specularIntensity;\n\t\tvec3 specularColorFactor = specularColor;\n\t\t#ifdef USE_SPECULARINTENSITYMAP\n\t\t\tspecularIntensityFactor *= texture2D( specularIntensityMap, vUv ).a;\n\t\t#endif\n\t\t#ifdef USE_SPECULARCOLORMAP\n\t\t\tspecularColorFactor *= texture2D( specularColorMap, vUv ).rgb;\n\t\t#endif\n\t\tmaterial.specularF90 = mix( specularIntensityFactor, 1.0, metalnessFactor );\n\t#else\n\t\tfloat specularIntensityFactor = 1.0;\n\t\tvec3 specularColorFactor = vec3( 1.0 );\n\t\tmaterial.specularF90 = 1.0;\n\t#endif\n\tmaterial.specularColor = mix( min( pow2( ( ior - 1.0 ) / ( ior + 1.0 ) ) * specularColorFactor, vec3( 1.0 ) ) * specularIntensityFactor, diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.specularF90 = 1.0;\n#endif\n#ifdef USE_CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\tmaterial.clearcoatF0 = vec3( 0.04 );\n\tmaterial.clearcoatF90 = 1.0;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_IRIDESCENCE\n\tmaterial.iridescence = iridescence;\n\tmaterial.iridescenceIOR = iridescenceIOR;\n\t#ifdef USE_IRIDESCENCEMAP\n\t\tmaterial.iridescence *= texture2D( iridescenceMap, vUv ).r;\n\t#endif\n\t#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\t\tmaterial.iridescenceThickness = (iridescenceThicknessMaximum - iridescenceThicknessMinimum) * texture2D( iridescenceThicknessMap, vUv ).g + iridescenceThicknessMinimum;\n\t#else\n\t\tmaterial.iridescenceThickness = iridescenceThicknessMaximum;\n\t#endif\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheenColor;\n\t#ifdef USE_SHEENCOLORMAP\n\t\tmaterial.sheenColor *= texture2D( sheenColorMap, vUv ).rgb;\n\t#endif\n\tmaterial.sheenRoughness = clamp( sheenRoughness, 0.07, 1.0 );\n\t#ifdef USE_SHEENROUGHNESSMAP\n\t\tmaterial.sheenRoughness *= texture2D( sheenRoughnessMap, vUv ).a;\n\t#endif\n#endif",lights_physical_pars_fragment:"struct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tfloat roughness;\n\tvec3 specularColor;\n\tfloat specularF90;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat clearcoat;\n\t\tfloat clearcoatRoughness;\n\t\tvec3 clearcoatF0;\n\t\tfloat clearcoatF90;\n\t#endif\n\t#ifdef USE_IRIDESCENCE\n\t\tfloat iridescence;\n\t\tfloat iridescenceIOR;\n\t\tfloat iridescenceThickness;\n\t\tvec3 iridescenceFresnel;\n\t\tvec3 iridescenceF0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tvec3 sheenColor;\n\t\tfloat sheenRoughness;\n\t#endif\n};\nvec3 clearcoatSpecular = vec3( 0.0 );\nvec3 sheenSpecular = vec3( 0.0 );\nfloat IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat r2 = roughness * roughness;\n\tfloat a = roughness < 0.25 ? -339.2 * r2 + 161.4 * roughness - 25.9 : -8.48 * r2 + 14.3 * roughness - 9.95;\n\tfloat b = roughness < 0.25 ? 44.0 * r2 - 23.7 * roughness + 3.26 : 1.97 * r2 - 3.27 * roughness + 0.72;\n\tfloat DG = exp( a * dotNV + b ) + ( roughness < 0.25 ? 0.0 : 0.1 * ( roughness - 0.25 ) );\n\treturn saturate( DG * RECIPROCAL_PI );\n}\nvec2 DFGApprox( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\tvec2 fab = vec2( - 1.04, 1.04 ) * a004 + r.zw;\n\treturn fab;\n}\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\treturn specularColor * fab.x + specularF90 * fab.y;\n}\n#ifdef USE_IRIDESCENCE\nvoid computeMultiscatteringIridescence( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float iridescence, const in vec3 iridescenceF0, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#else\nvoid computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#endif\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\t#ifdef USE_IRIDESCENCE\n\t\tvec3 Fr = mix( specularColor, iridescenceF0, iridescence );\n\t#else\n\t\tvec3 Fr = specularColor;\n\t#endif\n\tvec3 FssEss = Fr * fab.x + specularF90 * fab.y;\n\tfloat Ess = fab.x + fab.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = Fr + ( 1.0 - Fr ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.roughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3(\t\t0, 1,\t\t0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNLcc = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = dotNLcc * directLight.color;\n\t\tclearcoatSpecular += ccIrradiance * BRDF_GGX( directLight.direction, geometry.viewDir, geometry.clearcoatNormal, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecular += irradiance * BRDF_Sheen( directLight.direction, geometry.viewDir, geometry.normal, material.sheenColor, material.sheenRoughness );\n\t#endif\n\t#ifdef USE_IRIDESCENCE\n\t\treflectedLight.directSpecular += irradiance * BRDF_GGX_Iridescence( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness );\n\t#else\n\t\treflectedLight.directSpecular += irradiance * BRDF_GGX( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularF90, material.roughness );\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatSpecular += clearcoatRadiance * EnvironmentBRDF( geometry.clearcoatNormal, geometry.viewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecular += irradiance * material.sheenColor * IBLSheenBRDF( geometry.normal, geometry.viewDir, material.sheenRoughness );\n\t#endif\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\t#ifdef USE_IRIDESCENCE\n\t\tcomputeMultiscatteringIridescence( geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness, singleScattering, multiScattering );\n\t#else\n\t\tcomputeMultiscattering( geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering );\n\t#endif\n\tvec3 totalScattering = singleScattering + multiScattering;\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - max( max( totalScattering.r, totalScattering.g ), totalScattering.b ) );\n\treflectedLight.indirectSpecular += radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}",lights_fragment_begin:"\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n#ifdef USE_CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\n#ifdef USE_IRIDESCENCE\n\tfloat dotNVi = saturate( dot( normal, geometry.viewDir ) );\n\tif ( material.iridescenceThickness == 0.0 ) {\n\t\tmaterial.iridescence = 0.0;\n\t} else {\n\t\tmaterial.iridescence = saturate( material.iridescence );\n\t}\n\tif ( material.iridescence > 0.0 ) {\n\t\tmaterial.iridescenceFresnel = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor );\n\t\tmaterial.iridescenceF0 = Schlick_to_F0( material.iridescenceFresnel, 1.0, dotNVi );\n\t}\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointLightInfo( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotLightInfo( spotLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalLightInfo( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry.normal );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry.normal );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif",lights_fragment_maps:"#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel = texture2D( lightMap, vUv2 );\n\t\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getIBLIrradiance( geometry.normal );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getIBLRadiance( geometry.viewDir, geometry.normal, material.roughness );\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatRadiance += getIBLRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness );\n\t#endif\n#endif",lights_fragment_end:"#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\n#endif",logdepthbuf_fragment:"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif",logdepthbuf_pars_fragment:"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif",logdepthbuf_pars_vertex:"#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t\tvarying float vIsPerspective;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif",logdepthbuf_vertex:"#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n\t#else\n\t\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\n\t\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\t\tgl_Position.z *= gl_Position.w;\n\t\t}\n\t#endif\n#endif",map_fragment:"#ifdef USE_MAP\n\tvec4 sampledDiffuseColor = texture2D( map, vUv );\n\t#ifdef DECODE_VIDEO_TEXTURE\n\t\tsampledDiffuseColor = vec4( mix( pow( sampledDiffuseColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), sampledDiffuseColor.rgb * 0.0773993808, vec3( lessThanEqual( sampledDiffuseColor.rgb, vec3( 0.04045 ) ) ) ), sampledDiffuseColor.w );\n\t#endif\n\tdiffuseColor *= sampledDiffuseColor;\n#endif",map_pars_fragment:"#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif",map_particle_fragment:"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n#endif\n#ifdef USE_MAP\n\tdiffuseColor *= texture2D( map, uv );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif",map_particle_pars_fragment:"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tuniform mat3 uvTransform;\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif",metalnessmap_fragment:"float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif",metalnessmap_pars_fragment:"#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif",morphcolor_vertex:"#if defined( USE_MORPHCOLORS ) && defined( MORPHTARGETS_TEXTURE )\n\tvColor *= morphTargetBaseInfluence;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\t#if defined( USE_COLOR_ALPHA )\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ) * morphTargetInfluences[ i ];\n\t\t#elif defined( USE_COLOR )\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ).rgb * morphTargetInfluences[ i ];\n\t\t#endif\n\t}\n#endif",morphnormal_vertex:"#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\t#ifdef MORPHTARGETS_TEXTURE\n\t\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) objectNormal += getMorph( gl_VertexID, i, 1 ).xyz * morphTargetInfluences[ i ];\n\t\t}\n\t#else\n\t\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\t\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\t\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\t\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n\t#endif\n#endif",morphtarget_pars_vertex:"#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifdef MORPHTARGETS_TEXTURE\n\t\tuniform float morphTargetInfluences[ MORPHTARGETS_COUNT ];\n\t\tuniform sampler2DArray morphTargetsTexture;\n\t\tuniform ivec2 morphTargetsTextureSize;\n\t\tvec4 getMorph( const in int vertexIndex, const in int morphTargetIndex, const in int offset ) {\n\t\t\tint texelIndex = vertexIndex * MORPHTARGETS_TEXTURE_STRIDE + offset;\n\t\t\tint y = texelIndex / morphTargetsTextureSize.x;\n\t\t\tint x = texelIndex - y * morphTargetsTextureSize.x;\n\t\t\tivec3 morphUV = ivec3( x, y, morphTargetIndex );\n\t\t\treturn texelFetch( morphTargetsTexture, morphUV, 0 );\n\t\t}\n\t#else\n\t\t#ifndef USE_MORPHNORMALS\n\t\t\tuniform float morphTargetInfluences[ 8 ];\n\t\t#else\n\t\t\tuniform float morphTargetInfluences[ 4 ];\n\t\t#endif\n\t#endif\n#endif",morphtarget_vertex:"#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\t#ifdef MORPHTARGETS_TEXTURE\n\t\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0 ).xyz * morphTargetInfluences[ i ];\n\t\t}\n\t#else\n\t\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\t\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\t\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\t\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t\t#ifndef USE_MORPHNORMALS\n\t\t\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\t\t\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\t\t\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\t\t\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t\t#endif\n\t#endif\n#endif",normal_fragment_begin:"float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\n#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * faceDirection;\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * faceDirection;\n\t\t\tbitangent = bitangent * faceDirection;\n\t\t#endif\n\t\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;",normal_fragment_maps:"#ifdef OBJECTSPACE_NORMALMAP\n\tnormal = texture2D( normalMap, vUv ).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( TANGENTSPACE_NORMALMAP )\n\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\t#ifdef USE_TANGENT\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( - vViewPosition, normal, mapN, faceDirection );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );\n#endif",normal_pars_fragment:"#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",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",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",normalmap_pars_fragment:"#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN, float faceDirection ) {\n\t\tvec3 q0 = dFdx( eye_pos.xyz );\n\t\tvec3 q1 = dFdy( eye_pos.xyz );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.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 : faceDirection * inversesqrt( det );\n\t\treturn normalize( T * ( mapN.x * scale ) + B * ( mapN.y * scale ) + N * mapN.z );\n\t}\n#endif",clearcoat_normal_fragment_begin:"#ifdef USE_CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif",clearcoat_normal_fragment_maps:"#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\t#ifdef USE_TANGENT\n\t\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN, faceDirection );\n\t#endif\n#endif",clearcoat_pars_fragment:"#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif",iridescence_pars_fragment:"#ifdef USE_IRIDESCENCEMAP\n\tuniform sampler2D iridescenceMap;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tuniform sampler2D iridescenceThicknessMap;\n#endif",output_fragment:"#ifdef OPAQUE\ndiffuseColor.a = 1.0;\n#endif\n#ifdef USE_TRANSMISSION\ndiffuseColor.a *= transmissionAlpha + 0.1;\n#endif\ngl_FragColor = vec4( outgoingLight, diffuseColor.a );",packing:"vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nvec4 pack2HalfToRGBA( vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ) );\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w );\n}\nvec2 unpackRGBATo2Half( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( ( near + viewZ ) * far ) / ( ( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}",premultiplied_alpha_fragment:"#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif",project_vertex:"vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;",dithering_fragment:"#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif",dithering_pars_fragment:"#ifdef DITHERING\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif",roughnessmap_fragment:"float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif",roughnessmap_pars_fragment:"#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif",shadowmap_pars_fragment:"#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t\tf.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \n\t\t\t\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t\tf.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif",shadowmap_pars_vertex:"#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 shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\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 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",shadowmap_vertex:"#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SPOT_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0\n\t\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\tvec4 shadowWorldPosition;\n\t#endif\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n#endif",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.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.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\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.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}",skinbase_vertex:"#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif",skinning_pars_vertex:"#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\tuniform highp sampler2D boneTexture;\n\tuniform int boneTextureSize;\n\tmat4 getBoneMatrix( const in float i ) {\n\t\tfloat j = i * 4.0;\n\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\tfloat dy = 1.0 / float( boneTextureSize );\n\t\ty = dy * ( y + 0.5 );\n\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\treturn bone;\n\t}\n#endif",skinning_vertex:"#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif",skinnormal_vertex:"#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif",specularmap_fragment:"float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif",specularmap_pars_fragment:"#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif",tonemapping_fragment:"#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif",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 toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 OptimizedCineonToneMapping( 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(\t1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108,\t1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605,\t1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }",transmission_fragment:"#ifdef USE_TRANSMISSION\n\tfloat transmissionAlpha = 1.0;\n\tfloat transmissionFactor = transmission;\n\tfloat thicknessFactor = thickness;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\ttransmissionFactor *= texture2D( transmissionMap, vUv ).r;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tthicknessFactor *= texture2D( thicknessMap, vUv ).g;\n\t#endif\n\tvec3 pos = vWorldPosition;\n\tvec3 v = normalize( cameraPosition - pos );\n\tvec3 n = inverseTransformDirection( normal, viewMatrix );\n\tvec4 transmission = getIBLVolumeRefraction(\n\t\tn, v, roughnessFactor, material.diffuseColor, material.specularColor, material.specularF90,\n\t\tpos, modelMatrix, viewMatrix, projectionMatrix, ior, thicknessFactor,\n\t\tattenuationColor, attenuationDistance );\n\ttotalDiffuse = mix( totalDiffuse, transmission.rgb, transmissionFactor );\n\ttransmissionAlpha = mix( transmissionAlpha, transmission.a, transmissionFactor );\n#endif",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\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 framebufferLod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );\n\t\t#ifdef texture2DLodEXT\n\t\t\treturn texture2DLodEXT( transmissionSamplerMap, fragCoord.xy, framebufferLod );\n\t\t#else\n\t\t\treturn texture2D( transmissionSamplerMap, fragCoord.xy, framebufferLod );\n\t\t#endif\n\t}\n\tvec3 applyVolumeAttenuation( const in vec3 radiance, const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {\n\t\tif ( attenuationDistance == 0.0 ) {\n\t\t\treturn radiance;\n\t\t} else {\n\t\t\tvec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;\n\t\t\tvec3 transmittance = exp( - attenuationCoefficient * transmissionDistance );\t\t\treturn transmittance * radiance;\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 ior, const in float thickness,\n\t\tconst in vec3 attenuationColor, const in float attenuationDistance ) {\n\t\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );\n\t\tvec3 refractedRayExit = position + transmissionRay;\n\t\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n\t\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\n\t\trefractionCoords += 1.0;\n\t\trefractionCoords /= 2.0;\n\t\tvec4 transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );\n\t\tvec3 attenuatedColor = applyVolumeAttenuation( transmittedLight.rgb, length( transmissionRay ), attenuationColor, attenuationDistance );\n\t\tvec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );\n\t\treturn vec4( ( 1.0 - F ) * attenuatedColor * diffuseColor, transmittedLight.a );\n\t}\n#endif",uv_pars_fragment:"#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif",uv_pars_vertex:"#ifdef USE_UV\n\t#ifdef UVS_VERTEX_ONLY\n\t\tvec2 vUv;\n\t#else\n\t\tvarying vec2 vUv;\n\t#endif\n\tuniform mat3 uvTransform;\n#endif",uv_vertex:"#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif",uv2_pars_fragment:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif",uv2_pars_vertex:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\tuniform mat3 uv2Transform;\n#endif",uv2_vertex:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif",worldpos_vertex:"#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION )\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif",background_vert:"varying vec2 vUv;\nuniform mat3 uvTransform;\nvoid main() {\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\tgl_Position = vec4( position.xy, 1.0, 1.0 );\n}",background_frag:"uniform sampler2D t2D;\nvarying vec2 vUv;\nvoid main() {\n\tgl_FragColor = texture2D( t2D, vUv );\n\t#ifdef DECODE_VIDEO_TEXTURE\n\t\tgl_FragColor = vec4( mix( pow( gl_FragColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), gl_FragColor.rgb * 0.0773993808, vec3( lessThanEqual( gl_FragColor.rgb, vec3( 0.04045 ) ) ) ), gl_FragColor.w );\n\t#endif\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}",cube_vert:"varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\tgl_Position.z = gl_Position.w;\n}",cube_frag:"#include <envmap_common_pars_fragment>\nuniform float opacity;\nvarying vec3 vWorldDirection;\n#include <cube_uv_reflection_fragment>\nvoid main() {\n\tvec3 vReflect = vWorldDirection;\n\t#include <envmap_fragment>\n\tgl_FragColor = envColor;\n\tgl_FragColor.a *= opacity;\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}",depth_vert:"#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvHighPrecisionZW = gl_Position.zw;\n}",depth_frag:"#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <logdepthbuf_fragment>\n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#endif\n}",distanceRGBA_vert:"#define DISTANCE\nvarying vec3 vWorldPosition;\n#include <common>\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 <skinbase_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}",distanceRGBA_frag:"#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main () {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}",equirect_vert:"varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n}",equirect_frag:"uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV = equirectUv( direction );\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}",linedashed_vert:"uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\tvLineDistance = scale * lineDistance;\n\t#include <color_vertex>\n\t#include <morphcolor_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}",linedashed_frag:"uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <color_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\t#include <output_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}",meshbasic_vert:"#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <morphcolor_vertex>\n\t#if defined ( USE_ENVMAP ) || defined ( USE_SKINNING )\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinbase_vertex>\n\t\t#include <skinnormal_vertex>\n\t\t#include <defaultnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <fog_vertex>\n}",meshbasic_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel = texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexel.rgb * lightMapIntensity * RECIPROCAL_PI;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <envmap_fragment>\n\t#include <output_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}",meshlambert_vert:"#define LAMBERT\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <morphcolor_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <lights_lambert_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}",meshlambert_frag:"uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <emissivemap_fragment>\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\t#else\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\t#endif\n\t#include <lightmap_fragment>\n\treflectedLight.indirectDiffuse *= BRDF_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\t#include <output_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}",meshmatcap_vert:"#define MATCAP\nvarying vec3 vViewPosition;\n#include <common>\n#include <uv_pars_vertex>\n#include <color_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <fog_pars_vertex>\n#include <normal_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <morphcolor_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <normal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n\tvViewPosition = - mvPosition.xyz;\n}",meshmatcap_frag:"#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <fog_pars_fragment>\n#include <normal_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t#else\n\t\tvec4 matcapColor = vec4( vec3( mix( 0.2, 0.8, uv.y ) ), 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\t#include <output_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}",meshnormal_vert:"#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <normal_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <normal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}",meshnormal_frag:"#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#include <packing>\n#include <uv_pars_fragment>\n#include <normal_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\t#include <logdepthbuf_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n\t#ifdef OPAQUE\n\t\tgl_FragColor.a = 1.0;\n\t#endif\n}",meshphong_vert:"#define PHONG\nvarying vec3 vViewPosition;\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <normal_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <morphcolor_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <normal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}",meshphong_frag:"#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <normal_pars_fragment>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\t#include <output_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}",meshphysical_vert:"#define STANDARD\nvarying vec3 vViewPosition;\n#ifdef USE_TRANSMISSION\n\tvarying vec3 vWorldPosition;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <normal_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <morphcolor_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <normal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n#ifdef USE_TRANSMISSION\n\tvWorldPosition = worldPosition.xyz;\n#endif\n}",meshphysical_frag:"#define STANDARD\n#ifdef PHYSICAL\n\t#define IOR\n\t#define SPECULAR\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef IOR\n\tuniform float ior;\n#endif\n#ifdef SPECULAR\n\tuniform float specularIntensity;\n\tuniform vec3 specularColor;\n\t#ifdef USE_SPECULARINTENSITYMAP\n\t\tuniform sampler2D specularIntensityMap;\n\t#endif\n\t#ifdef USE_SPECULARCOLORMAP\n\t\tuniform sampler2D specularColorMap;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_IRIDESCENCE\n\tuniform float iridescence;\n\tuniform float iridescenceIOR;\n\tuniform float iridescenceThicknessMinimum;\n\tuniform float iridescenceThicknessMaximum;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheenColor;\n\tuniform float sheenRoughness;\n\t#ifdef USE_SHEENCOLORMAP\n\t\tuniform sampler2D sheenColorMap;\n\t#endif\n\t#ifdef USE_SHEENROUGHNESSMAP\n\t\tuniform sampler2D sheenRoughnessMap;\n\t#endif\n#endif\nvarying vec3 vViewPosition;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <bsdfs>\n#include <iridescence_fragment>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <normal_pars_fragment>\n#include <lights_physical_pars_fragment>\n#include <transmission_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <clearcoat_pars_fragment>\n#include <iridescence_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <clearcoat_normal_fragment_begin>\n\t#include <clearcoat_normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\n\tvec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\t#include <transmission_fragment>\n\tvec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\n\t#ifdef USE_SHEEN\n\t\tfloat sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor );\n\t\toutgoingLight = outgoingLight * sheenEnergyComp + sheenSpecular;\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNVcc = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\n\t\toutgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + clearcoatSpecular * material.clearcoat;\n\t#endif\n\t#include <output_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}",meshtoon_vert:"#define TOON\nvarying vec3 vViewPosition;\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <normal_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <morphcolor_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <normal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}",meshtoon_frag:"#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <normal_pars_fragment>\n#include <lights_toon_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_toon_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <output_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}",points_vert:"uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\t#include <morphcolor_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <fog_vertex>\n}",points_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\t#include <output_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}",shadow_vert:"#include <common>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\nvoid main() {\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}",shadow_frag:"uniform vec3 color;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}",sprite_vert:"uniform float rotation;\nuniform vec2 center;\n#include <common>\n#include <uv_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}",sprite_frag:"uniform vec3 diffuse;\nuniform float opacity;\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 <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\t#include <output_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}"},yn={common:{diffuse:{value:new Ht(16777215)},opacity:{value:1},map:{value:null},uvTransform:{value:new Ct},uv2Transform:{value:new Ct},alphaMap:{value:null},alphaTest:{value:0}},specularmap:{specularMap:{value:null}},envmap:{envMap:{value:null},flipEnvMap:{value:-1},reflectivity:{value:1},ior:{value:1.5},refractionRatio:{value:.98}},aomap:{aoMap:{value:null},aoMapIntensity:{value:1}},lightmap:{lightMap:{value:null},lightMapIntensity:{value:1}},emissivemap:{emissiveMap:{value:null}},bumpmap:{bumpMap:{value:null},bumpScale:{value:1}},normalmap:{normalMap:{value:null},normalScale:{value:new Et(1,1)}},displacementmap:{displacementMap:{value:null},displacementScale:{value:1},displacementBias:{value:0}},roughnessmap:{roughnessMap:{value:null}},metalnessmap:{metalnessMap:{value:null}},gradientmap:{gradientMap:{value:null}},fog:{fogDensity:{value:25e-5},fogNear:{value:1},fogFar:{value:2e3},fogColor:{value:new Ht(16777215)}},lights:{ambientLightColor:{value:[]},lightProbe:{value:[]},directionalLights:{value:[],properties:{direction:{},color:{}}},directionalLightShadows:{value:[],properties:{shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{}}},directionalShadowMap:{value:[]},directionalShadowMatrix:{value:[]},spotLights:{value:[],properties:{color:{},position:{},direction:{},distance:{},coneCos:{},penumbraCos:{},decay:{}}},spotLightShadows:{value:[],properties:{shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{}}},spotShadowMap:{value:[]},spotShadowMatrix:{value:[]},pointLights:{value:[],properties:{color:{},position:{},decay:{},distance:{}}},pointLightShadows:{value:[],properties:{shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{},shadowCameraNear:{},shadowCameraFar:{}}},pointShadowMap:{value:[]},pointShadowMatrix:{value:[]},hemisphereLights:{value:[],properties:{direction:{},skyColor:{},groundColor:{}}},rectAreaLights:{value:[],properties:{color:{},position:{},width:{},height:{}}},ltc_1:{value:null},ltc_2:{value:null}},points:{diffuse:{value:new Ht(16777215)},opacity:{value:1},size:{value:1},scale:{value:1},map:{value:null},alphaMap:{value:null},alphaTest:{value:0},uvTransform:{value:new Ct}},sprite:{diffuse:{value:new Ht(16777215)},opacity:{value:1},center:{value:new Et(.5,.5)},rotation:{value:0},map:{value:null},alphaMap:{value:null},alphaTest:{value:0},uvTransform:{value:new Ct}}},Mn={basic:{uniforms:Qi([yn.common,yn.specularmap,yn.envmap,yn.aomap,yn.lightmap,yn.fog]),vertexShader:_n.meshbasic_vert,fragmentShader:_n.meshbasic_frag},lambert:{uniforms:Qi([yn.common,yn.specularmap,yn.envmap,yn.aomap,yn.lightmap,yn.emissivemap,yn.fog,yn.lights,{emissive:{value:new Ht(0)}}]),vertexShader:_n.meshlambert_vert,fragmentShader:_n.meshlambert_frag},phong:{uniforms:Qi([yn.common,yn.specularmap,yn.envmap,yn.aomap,yn.lightmap,yn.emissivemap,yn.bumpmap,yn.normalmap,yn.displacementmap,yn.fog,yn.lights,{emissive:{value:new Ht(0)},specular:{value:new Ht(1118481)},shininess:{value:30}}]),vertexShader:_n.meshphong_vert,fragmentShader:_n.meshphong_frag},standard:{uniforms:Qi([yn.common,yn.envmap,yn.aomap,yn.lightmap,yn.emissivemap,yn.bumpmap,yn.normalmap,yn.displacementmap,yn.roughnessmap,yn.metalnessmap,yn.fog,yn.lights,{emissive:{value:new Ht(0)},roughness:{value:1},metalness:{value:0},envMapIntensity:{value:1}}]),vertexShader:_n.meshphysical_vert,fragmentShader:_n.meshphysical_frag},toon:{uniforms:Qi([yn.common,yn.aomap,yn.lightmap,yn.emissivemap,yn.bumpmap,yn.normalmap,yn.displacementmap,yn.gradientmap,yn.fog,yn.lights,{emissive:{value:new Ht(0)}}]),vertexShader:_n.meshtoon_vert,fragmentShader:_n.meshtoon_frag},matcap:{uniforms:Qi([yn.common,yn.bumpmap,yn.normalmap,yn.displacementmap,yn.fog,{matcap:{value:null}}]),vertexShader:_n.meshmatcap_vert,fragmentShader:_n.meshmatcap_frag},points:{uniforms:Qi([yn.points,yn.fog]),vertexShader:_n.points_vert,fragmentShader:_n.points_frag},dashed:{uniforms:Qi([yn.common,yn.fog,{scale:{value:1},dashSize:{value:1},totalSize:{value:2}}]),vertexShader:_n.linedashed_vert,fragmentShader:_n.linedashed_frag},depth:{uniforms:Qi([yn.common,yn.displacementmap]),vertexShader:_n.depth_vert,fragmentShader:_n.depth_frag},normal:{uniforms:Qi([yn.common,yn.bumpmap,yn.normalmap,yn.displacementmap,{opacity:{value:1}}]),vertexShader:_n.meshnormal_vert,fragmentShader:_n.meshnormal_frag},sprite:{uniforms:Qi([yn.sprite,yn.fog]),vertexShader:_n.sprite_vert,fragmentShader:_n.sprite_frag},background:{uniforms:{uvTransform:{value:new Ct},t2D:{value:null}},vertexShader:_n.background_vert,fragmentShader:_n.background_frag},cube:{uniforms:Qi([yn.envmap,{opacity:{value:1}}]),vertexShader:_n.cube_vert,fragmentShader:_n.cube_frag},equirect:{uniforms:{tEquirect:{value:null}},vertexShader:_n.equirect_vert,fragmentShader:_n.equirect_frag},distanceRGBA:{uniforms:Qi([yn.common,yn.displacementmap,{referencePosition:{value:new ee},nearDistance:{value:1},farDistance:{value:1e3}}]),vertexShader:_n.distanceRGBA_vert,fragmentShader:_n.distanceRGBA_frag},shadow:{un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ltAttributeValues;for(const e in c){const n=c[e];if(n.location>=0){let s=l[e];if(void 0===s&&("instanceMatrix"===e&&r.instanceMatrix&&(s=r.instanceMatrix),"instanceColor"===e&&r.instanceColor&&(s=r.instanceColor)),void 0!==s){const e=s.normalized,a=s.itemSize,l=i.get(s);if(void 0===l)continue;const c=l.buffer,h=l.type,u=l.bytesPerElement;if(s.isInterleavedBufferAttribute){const i=s.data,l=i.stride,d=s.offset;if(i.isInstancedInterleavedBuffer){for(let t=0;t<n.locationSize;t++)g(n.location+t,i.meshPerAttribute);!0!==r.isInstancedMesh&&void 0===o._maxInstanceCount&&(o._maxInstanceCount=i.meshPerAttribute*i.count)}else for(let t=0;t<n.locationSize;t++)m(n.location+t);t.bindBuffer(34962,c);for(let t=0;t<n.locationSize;t++)x(n.location+t,a/n.locationSize,h,e,l*u,(d+a/n.locationSize*t)*u)}else{if(s.isInstancedBufferAttribute){for(let t=0;t<n.locationSize;t++)g(n.location+t,s.meshPerAttribute);!0!==r.isInstancedMesh&&void 0===o._maxInstanceCount&&(o._maxInstanceCount=s.meshPerAttribute*s.count)}else for(let t=0;t<n.locationSize;t++)m(n.location+t);t.bindBuffer(34962,c);for(let t=0;t<n.locationSize;t++)x(n.location+t,a/n.locationSize,h,e,a*u,a/n.locationSize*t*u)}}else if(void 0!==h){const i=h[e];if(void 0!==i)switch(i.length){case 2:t.vertexAttrib2fv(n.location,i);break;case 3:t.vertexAttrib3fv(n.location,i);break;case 4:t.vertexAttrib4fv(n.location,i);break;default:t.vertexAttrib1fv(n.location,i)}}}}v()}(r,l,d,_),null!==y&&t.bindBuffer(34963,i.get(y).buffer))},reset:_,resetDefaultState:y,dispose:function(){_();for(const t in o){const e=o[t];for(const t in e){const i=e[t];for(const t in i)d(i[t].object),delete i[t];delete e[t]}delete o[t]}},releaseStatesOfGeometry:function(t){if(void 0===o[t.id])return;const e=o[t.id];for(const t in e){const i=e[t];for(const t in i)d(i[t].object),delete i[t];delete e[t]}delete o[t.id]},releaseStatesOfProgram:function(t){for(const e in o){const i=o[e];if(void 0===i[t.id])continue;const n=i[t.id];for(const t in n)d(n[t].object),delete n[t];delete i[t.id]}},initAttributes:f,enableAttribute:m,disableUnusedAttributes:v}}function Sn(t,e,i,n){const r=n.isWebGL2;let s;this.setMode=function(t){s=t},this.render=function(e,n){t.drawArrays(s,e,n),i.update(n,s,1)},this.renderInstances=function(n,a,o){if(0===o)return;let l,c;if(r)l=t,c="drawArraysInstanced";else if(l=e.get("ANGLE_instanced_arrays"),c="drawArraysInstancedANGLE",null===l)return void console.error("THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.");l[c](s,n,a,o),i.update(a,s,o)}}function Tn(t,e,i){let n;function r(e){if("highp"===e){if(t.getShaderPrecisionFormat(35633,36338).precision>0&&t.getShaderPrecisionFormat(35632,36338).precision>0)return"highp";e="mediump"}return"mediump"===e&&t.getShaderPrecisionFormat(35633,36337).precision>0&&t.getShaderPrecisionFormat(35632,36337).precision>0?"mediump":"lowp"}const s="undefined"!=typeof WebGL2RenderingContext&&t instanceof WebGL2RenderingContext||"undefined"!=typeof WebGL2ComputeRenderingContext&&t instanceof WebGL2ComputeRenderingContext;let a=void 0!==i.precision?i.precision:"highp";const o=r(a);o!==a&&(console.warn("THREE.WebGLRenderer:",a,"not supported, using",o,"instead."),a=o);const l=s||e.has("WEBGL_draw_buffers"),c=!0===i.logarithmicDepthBuffer,h=t.getParameter(34930),u=t.getParameter(35660),d=t.getParameter(3379),p=t.getParameter(34076),f=t.getParameter(34921),m=t.getParameter(36347),g=t.getParameter(36348),v=t.getParameter(36349),x=u>0,_=s||e.has("OES_texture_float");return{isWebGL2:s,drawBuffers:l,getMaxAnisotropy:function(){if(void 0!==n)return n;if(!0===e.has("EXT_texture_filter_anisotropic")){const i=e.get("EXT_texture_filter_anisotropic");n=t.getParameter(i.MAX_TEXTURE_MAX_ANISOTROPY_EXT)}else n=0;return n},getMaxPrecision:r,precision:a,logarithmicDepthBuffer:c,maxTextures:h,maxVertexTextures:u,maxTextureSize:d,maxCubemapSize:p,maxAttributes:f,maxVertexUniforms:m,maxVaryings:g,maxFragmentUniforms:v,vertexTextures:x,floatFragmentTextures:_,floatVertexTextures:x&&_,maxSamples:s?t.getParameter(36183):0}}function An(t){const e=this;let i=null,n=0,r=!1,s=!1;const a=new dn,o=new Ct,l={value:null,needsUpdate:!1};function c(){l.value!==i&&(l.value=i,l.needsUpdate=n>0),e.numPlanes=n,e.numIntersection=0}function h(t,i,n,r){const s=null!==t?t.length:0;let c=null;if(0!==s){if(c=l.value,!0!==r||null===c){const e=n+4*s,r=i.matrixWorldInverse;o.getNormalMatrix(r),(null===c||c.length<e)&&(c=new Float32Array(e));for(let e=0,i=n;e!==s;++e,i+=4)a.copy(t[e]).applyMatrix4(r,o),a.normal.toArray(c,i),c[i+3]=a.constant}l.value=c,l.needsUpdate=!0}return e.numPlanes=s,e.numIntersection=0,c}this.uniform=l,this.numPlanes=0,this.numIntersection=0,this.init=function(t,e,s){const a=0!==t.length||e||0!==n||r;return r=e,i=h(t,s,0),n=t.length,a},this.beginShadows=function(){s=!0,h(null)},this.endShadows=function(){s=!1,c()},this.setState=function(e,a,o){const u=e.clippingPlanes,d=e.clipIntersection,p=e.clipShadows,f=t.get(e);if(!r||null===u||0===u.length||s&&!p)s?h(null):c();else{const t=s?0:n,e=4*t;let r=f.clippingState||null;l.value=r,r=h(u,a,e,o);for(let t=0;t!==e;++t)r[t]=i[t];f.clippingState=r,this.numIntersection=d?this.numPlanes:0,this.numPlanes+=t}}}function En(t){let e=new WeakMap;function i(t,e){return e===a?t.mapping=r:e===o&&(t.mapping=s),t}function n(t){const i=t.target;i.removeEventListener("dispose",n);const r=e.get(i);void 0!==r&&(e.delete(i),r.dispose())}return{get:function(r){if(r&&r.isTexture&&!1===r.isRenderTargetTexture){const s=r.mapping;if(s===a||s===o){if(e.has(r)){return i(e.get(r).texture,r.mapping)}{const s=r.image;if(s&&s.height>0){const a=new ln(s.height/2);return a.fromEquirectangularTexture(t,r),e.set(r,a),r.addEventListener("dispose",n),i(a.texture,r.mapping)}return null}}}return r},dispose:function(){e=new WeakMap}}}Mn.physical={uniforms:Qi([Mn.standard.uniforms,{clearcoat:{value:0},clearcoatMap:{value:null},clearcoatRoughness:{value:0},clearcoatRoughnessMap:{value:null},clearcoatNormalScale:{value:new Et(1,1)},clearcoatNormalMap:{value:null},iridescence:{value:0},iridescenceMap:{value:null},iridescenceIOR:{value:1.3},iridescenceThicknessMinimum:{value:100},iridescenceThicknessMaximum:{value:400},iridescenceThicknessMap:{value:null},sheen:{value:0},sheenColor:{value:new Ht(0)},sheenColorMap:{value:null},sheenRoughness:{value:1},sheenRoughnessMap:{value:null},transmission:{value:0},transmissionMap:{value:null},transmissionSamplerSize:{value:new Et},transmissionSamplerMap:{value:null},thickness:{value:0},thicknessMap:{value:null},attenuationDistance:{value:0},attenuationColor:{value:new Ht(0)},specularIntensity:{value:1},specularIntensityMap:{value:null},specularColor:{value:new Ht(1,1,1)},specularColorMap:{value:null}}]),vertexShader:_n.meshphysical_vert,fragmentShader:_n.meshphysical_frag};class Cn extends nn{constructor(t=-1,e=1,i=1,n=-1,r=.1,s=2e3){super(),this.isOrthographicCamera=!0,this.type="OrthographicCamera",this.zoom=1,this.view=null,this.left=t,this.right=e,this.top=i,this.bottom=n,this.near=r,this.far=s,this.updateProjectionMatrix()}copy(t,e){return super.copy(t,e),this.left=t.left,this.right=t.right,this.top=t.top,this.bottom=t.bottom,this.near=t.near,this.far=t.far,this.zoom=t.zoom,this.view=null===t.view?null:Object.assign({},t.view),this}setViewOffset(t,e,i,n,r,s){null===this.view&&(this.view={enabled:!0,fullWidth:1,fullHeight:1,offsetX:0,offsetY:0,width:1,height:1}),this.view.enabled=!0,this.view.fullWidth=t,this.view.fullHeight=e,this.view.offsetX=i,this.view.offsetY=n,this.view.width=r,this.view.height=s,this.updateProjectionMatrix()}clearViewOffset(){null!==this.view&&(this.view.enabled=!1),this.updateProjectionMatrix()}updateProjectionMatrix(){const t=(this.right-this.left)/(2*this.zoom),e=(this.top-this.bottom)/(2*this.zoom),i=(this.right+this.left)/2,n=(this.top+this.bottom)/2;let r=i-t,s=i+t,a=n+e,o=n-e;if(null!==this.view&&this.view.enabled){const t=(this.right-this.left)/this.view.fullWidth/this.zoom,e=(this.top-this.bottom)/this.view.fullHeight/this.zoom;r+=t*this.view.offsetX,s=r+t*this.view.width,a-=e*this.view.offsetY,o=a-e*this.view.height}this.projectionMatrix.makeOrthographic(r,s,a,o,this.near,this.far),this.projectionMatrixInverse.copy(this.projectionMatrix).invert()}toJSON(t){const e=super.toJSON(t);return e.object.zoom=this.zoom,e.object.left=this.left,e.object.right=this.right,e.object.top=this.top,e.object.bottom=this.bottom,e.object.near=this.near,e.object.far=this.far,null!==this.view&&(e.object.view=Object.assign({},this.view)),e}}const Ln=[.125,.215,.35,.446,.526,.582],Rn=20,Pn=new Cn,In=new Ht;let Dn=null;const Nn=(1+Math.sqrt(5))/2,On=1/Nn,zn=[new ee(1,1,1),new ee(-1,1,1),new ee(1,1,-1),new ee(-1,1,-1),new ee(0,Nn,On),new ee(0,Nn,-On),new ee(On,0,Nn),new ee(-On,0,Nn),new ee(Nn,On,0),new ee(-Nn,On,0)];class Fn{constructor(t){this._renderer=t,this._pingPongRenderTarget=null,this._lodMax=0,this._cubeSize=0,this._lodPlanes=[],this._sizeLods=[],this._sigmas=[],this._blurMaterial=null,this._cubemapMaterial=null,this._equirectMaterial=null,this._compileMaterial(this._blurMaterial)}fromScene(t,e=0,i=.1,n=100){Dn=this._renderer.getRenderTarget(),this._setSize(256);const r=this._allocateTargets();return r.depthBuffer=!0,this._sceneToCubeUV(t,i,n,r),e>0&&this._blur(r,0,0,e),this._applyPMREM(r),this._cleanup(r),r}fromEquirectangular(t,e=null){return this._fromTexture(t,e)}fromCubemap(t,e=null){return this._fromTexture(t,e)}compileCubemapShader(){null===this._cubemapMaterial&&(this._cubemapMaterial=Gn(),this._compileMaterial(this._cubemapMaterial))}compileEquirectangularShader(){null===this._equirectMaterial&&(this._equirectMaterial=kn(),this._compileMaterial(this._equirectMaterial))}dispose(){this._dispose(),null!==this._cubemapMaterial&&this._cubemapMaterial.dispose(),null!==this._equirectMaterial&&this._equirectMaterial.dispose()}_setSize(t){this._lodMax=Math.floor(Math.log2(t)),this._cubeSize=Math.pow(2,this._lodMax)}_dispose(){null!==this._blurMaterial&&this._blurMaterial.dispose(),null!==this._pingPongRenderTarget&&this._pingPongRenderTarget.dispose();for(let t=0;t<this._lodPlanes.length;t++)this._lodPlanes[t].dispose()}_cleanup(t){this._renderer.setRenderTarget(Dn),t.scissorTest=!1,Un(t,0,0,t.width,t.height)}_fromTexture(t,e){t.mapping===r||t.mapping===s?this._setSize(0===t.image.length?16:t.image[0].width||t.image[0].image.width):this._setSize(t.image.width/4),Dn=this._renderer.getRenderTarget();const i=e||this._allocateTargets();return this._textureToCubeUV(t,i),this._applyPMREM(i),this._cleanup(i),i}_allocateTargets(){const t=3*Math.max(this._cubeSize,112),e=4*this._cubeSize,i={magFilter:m,minFilter:m,generateMipmaps:!1,type:b,format:S,encoding:at,depthBuffer:!1},n=Bn(t,e,i);if(null===this._pingPongRenderTarget||this._pingPongRenderTarget.width!==t){null!==this._pingPongRenderTarget&&this._dispose(),this._pingPongRenderTarget=Bn(t,e,i);const{_lodMax:n}=this;({sizeLods:this._sizeLods,lodPlanes:this._lodPlanes,sigmas:this._sigmas}=function(t){const e=[],i=[],n=[];let r=t;const s=t-4+1+Ln.length;for(let a=0;a<s;a++){const s=Math.pow(2,r);i.push(s);let o=1/s;a>t-4?o=Ln[a-t+4-1]:0===a&&(o=0),n.push(o);const l=1/(s-2),c=-l,h=1+l,u=[c,c,h,c,h,h,c,c,h,h,c,h],d=6,p=6,f=3,m=2,g=1,v=new Float32Array(f*p*d),x=new Float32Array(m*p*d),_=new Float32Array(g*p*d);for(let t=0;t<d;t++){const e=t%3*2/3-1,i=t>2?0:-1,n=[e,i,0,e+2/3,i,0,e+2/3,i+1,0,e,i,0,e+2/3,i+1,0,e,i+1,0];v.set(n,f*p*t),x.set(u,m*p*t);const r=[t,t,t,t,t,t];_.set(r,g*p*t)}const y=new Pi;y.setAttribute("position",new yi(v,f)),y.setAttribute("uv",new yi(x,m)),y.setAttribute("faceIndex",new yi(_,g)),e.push(y),r>4&&r--}return{lodPlanes:e,sizeLods:i,sigmas:n}}(n)),this._blurMaterial=function(t,e,i){const n=new Float32Array(Rn),r=new ee(0,1,0);return new en({name:"SphericalGaussianBlur",defines:{n:Rn,CUBEUV_TEXEL_WIDTH:1/e,CUBEUV_TEXEL_HEIGHT:1/i,CUBEUV_MAX_MIP:`${t}.0`},uniforms:{envMap:{value:null},samples:{value:1},weights:{value:n},latitudinal:{value:!1},dTheta:{value:0},mipInt:{value:0},poleAxis:{value:r}},vertexShader:Vn(),fragmentShader:"\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform int samples;\n\t\t\tuniform float weights[ n ];\n\t\t\tuniform bool latitudinal;\n\t\t\tuniform float dTheta;\n\t\t\tuniform float mipInt;\n\t\t\tuniform vec3 poleAxis;\n\n\t\t\t#define ENVMAP_TYPE_CUBE_UV\n\t\t\t#include <cube_uv_reflection_fragment>\n\n\t\t\tvec3 getSample( float theta, vec3 axis ) {\n\n\t\t\t\tfloat cosTheta = cos( theta );\n\t\t\t\t// Rodrigues' axis-angle rotation\n\t\t\t\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t\t\t\t+ cross( axis, vOutputDirection ) * sin( theta )\n\t\t\t\t\t+ axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );\n\n\t\t\t\treturn bilinearCubeUV( envMap, sampleDirection, mipInt );\n\n\t\t\t}\n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );\n\n\t\t\t\tif ( all( equal( axis, vec3( 0.0 ) ) ) ) {\n\n\t\t\t\t\taxis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );\n\n\t\t\t\t}\n\n\t\t\t\taxis = normalize( axis );\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );\n\n\t\t\t\tfor ( int i = 1; i < n; i++ ) {\n\n\t\t\t\t\tif ( i >= samples ) {\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfloat theta = dTheta * float( i );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( theta, axis );\n\n\t\t\t\t}\n\n\t\t\t}\n\t\t",blending:0,depthTest:!1,depthWrite:!1})}(n,t,e)}return n}_compileMaterial(t){const e=new Zi(this._lodPlanes[0],t);this._renderer.compile(e,Pn)}_sceneToCubeUV(t,e,i,n){const r=new rn(90,1,e,i),s=[1,-1,1,1,1,1],a=[1,1,1,-1,-1,-1],o=this._renderer,l=o.autoClear,c=o.toneMapping;o.getClearColor(In),o.toneMapping=0,o.autoClear=!1;const h=new vi({name:"PMREM.Background",side:1,depthWrite:!1,depthTest:!1}),u=new Zi(new Ki,h);let d=!1;const p=t.background;p?p.isColor&&(h.color.copy(p),t.background=null,d=!0):(h.color.copy(In),d=!0);for(let e=0;e<6;e++){const i=e%3;0===i?(r.up.set(0,s[e],0),r.lookAt(a[e],0,0)):1===i?(r.up.set(0,0,s[e]),r.lookAt(0,a[e],0)):(r.up.set(0,s[e],0),r.lookAt(0,0,a[e]));const l=this._cubeSize;Un(n,i*l,e>2?l:0,l,l),o.setRenderTarget(n),d&&o.render(u,r),o.render(t,r)}u.geometry.dispose(),u.material.dispose(),o.toneMapping=c,o.autoClear=l,t.background=p}_textureToCubeUV(t,e){const i=this._renderer,n=t.mapping===r||t.mapping===s;n?(null===this._cubemapMaterial&&(this._cubemapMaterial=Gn()),this._cubemapMaterial.uniforms.flipEnvMap.value=!1===t.isRenderTargetTexture?-1:1):null===this._equirectMaterial&&(this._equirectMaterial=kn());const a=n?this._cubemapMaterial:this._equirectMaterial,o=new Zi(this._lodPlanes[0],a);a.uniforms.envMap.value=t;const l=this._cubeSize;Un(e,0,0,3*l,2*l),i.setRenderTarget(e),i.render(o,Pn)}_applyPMREM(t){const e=this._renderer,i=e.autoClear;e.autoClear=!1;for(let e=1;e<this._lodPlanes.length;e++){const i=Math.sqrt(this._sigmas[e]*this._sigmas[e]-this._sigmas[e-1]*this._sigmas[e-1]),n=zn[(e-1)%zn.length];this._blur(t,e-1,e,i,n)}e.autoClear=i}_blur(t,e,i,n,r){const s=this._pingPongRenderTarget;this._halfBlur(t,s,e,i,n,"latitudinal",r),this._halfBlur(s,t,i,i,n,"longitudinal",r)}_halfBlur(t,e,i,n,r,s,a){const o=this._renderer,l=this._blurMaterial;"latitudinal"!==s&&"longitudinal"!==s&&console.error("blur direction must be either latitudinal or longitudinal!");const c=new Zi(this._lodPlanes[n],l),h=l.uniforms,u=this._sizeLods[i]-1,d=isFinite(r)?Math.PI/(2*u):2*Math.PI/39,p=r/d,f=isFinite(r)?1+Math.floor(3*p):Rn;f>Rn&&console.warn(`sigmaRadians, ${r}, is too large and will clip, as it requested ${f} samples when the maximum is set to 20`);const m=[];let g=0;for(let t=0;t<Rn;++t){const e=t/p,i=Math.exp(-e*e/2);m.push(i),0===t?g+=i:t<f&&(g+=2*i)}for(let t=0;t<m.length;t++)m[t]=m[t]/g;h.envMap.value=t.texture,h.samples.value=f,h.weights.value=m,h.latitudinal.value="latitudinal"===s,a&&(h.poleAxis.value=a);const{_lodMax:v}=this;h.dTheta.value=d,h.mipInt.value=v-i;const x=this._sizeLods[n];Un(e,3*x*(n>v-4?n-v+4:0),4*(this._cubeSize-x),3*x,2*x),o.setRenderTarget(e),o.render(c,Pn)}}function Bn(t,e,i){const n=new Kt(t,e,i);return n.texture.mapping=l,n.texture.name="PMREM.cubeUv",n.scissorTest=!0,n}function Un(t,e,i,n,r){t.viewport.set(e,i,n,r),t.scissor.set(e,i,n,r)}function kn(){return new en({name:"EquirectangularToCubeUV",uniforms:{envMap:{value:null}},vertexShader:Vn(),fragmentShader:"\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\n\t\t\t#include <common>\n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 outputDirection = normalize( vOutputDirection );\n\t\t\t\tvec2 uv = equirectUv( outputDirection );\n\n\t\t\t\tgl_FragColor = vec4( texture2D ( envMap, uv ).rgb, 1.0 );\n\n\t\t\t}\n\t\t",blending:0,depthTest:!1,depthWrite:!1})}function Gn(){return new en({name:"CubemapToCubeUV",uniforms:{envMap:{value:null},flipEnvMap:{value:-1}},vertexShader:Vn(),fragmentShader:"\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tuniform float flipEnvMap;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform samplerCube envMap;\n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = textureCube( envMap, vec3( flipEnvMap * vOutputDirection.x, vOutputDirection.yz ) );\n\n\t\t\t}\n\t\t",blending:0,depthTest:!1,depthWrite:!1})}function Vn(){return"\n\n\t\tprecision mediump float;\n\t\tprecision mediump int;\n\n\t\tattribute float faceIndex;\n\n\t\tvarying vec3 vOutputDirection;\n\n\t\t// RH coordinate system; PMREM face-indexing convention\n\t\tvec3 getDirection( vec2 uv, float face ) {\n\n\t\t\tuv = 2.0 * uv - 1.0;\n\n\t\t\tvec3 direction = vec3( uv, 1.0 );\n\n\t\t\tif ( face == 0.0 ) {\n\n\t\t\t\tdirection = direction.zyx; // ( 1, v, u ) pos x\n\n\t\t\t} else if ( face == 1.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xz *= -1.0; // ( -u, 1, -v ) pos y\n\n\t\t\t} else if ( face == 2.0 ) {\n\n\t\t\t\tdirection.x *= -1.0; // ( -u, v, 1 ) pos z\n\n\t\t\t} else if ( face == 3.0 ) {\n\n\t\t\t\tdirection = direction.zyx;\n\t\t\t\tdirection.xz *= -1.0; // ( -1, v, -u ) neg x\n\n\t\t\t} else if ( face == 4.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xy *= -1.0; // ( -u, -1, v ) neg y\n\n\t\t\t} else if ( face == 5.0 ) {\n\n\t\t\t\tdirection.z *= -1.0; // ( u, v, -1 ) neg z\n\n\t\t\t}\n\n\t\t\treturn direction;\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tvOutputDirection = getDirection( uv, faceIndex );\n\t\t\tgl_Position = vec4( position, 1.0 );\n\n\t\t}\n\t"}function Hn(t){let e=new WeakMap,i=null;function n(t){const i=t.target;i.removeEventListener("dispose",n);const r=e.get(i);void 0!==r&&(e.delete(i),r.dispose())}return{get:function(l){if(l&&l.isTexture){const c=l.mapping,h=c===a||c===o,u=c===r||c===s;if(h||u){if(l.isRenderTargetTexture&&!0===l.needsPMREMUpdate){l.needsPMREMUpdate=!1;let n=e.get(l);return null===i&&(i=new Fn(t)),n=h?i.fromEquirectangular(l,n):i.fromCubemap(l,n),e.set(l,n),n.texture}if(e.has(l))return e.get(l).texture;{const r=l.image;if(h&&r&&r.height>0||u&&r&&function(t){let e=0;const i=6;for(let n=0;n<i;n++)void 0!==t[n]&&e++;return e===i}(r)){null===i&&(i=new Fn(t));const r=h?i.fromEquirectangular(l):i.fromCubemap(l);return e.set(l,r),l.addEventListener("dispose",n),r.texture}return null}}}return l},dispose:function(){e=new WeakMap,null!==i&&(i.dispose(),i=null)}}}function Wn(t){const e={};function i(i){if(void 0!==e[i])return e[i];let n;switch(i){case"WEBGL_depth_texture":n=t.getExtension("WEBGL_depth_texture")||t.getExtension("MOZ_WEBGL_depth_texture")||t.getExtension("WEBKIT_WEBGL_depth_texture");break;case"EXT_texture_filter_anisotropic":n=t.getExtension("EXT_texture_filter_anisotropic")||t.getExtension("MOZ_EXT_texture_filter_anisotropic")||t.getExtension("WEBKIT_EXT_texture_filte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thBuffer&&i.rendererExtensionFragDepth?"#define USE_LOGDEPTHBUF_EXT":"","uniform mat4 viewMatrix;","uniform vec3 cameraPosition;","uniform bool isOrthographic;",0!==i.toneMapping?"#define TONE_MAPPING":"",0!==i.toneMapping?_n.tonemapping_pars_fragment:"",0!==i.toneMapping?os("toneMapping",i.toneMapping):"",i.dithering?"#define DITHERING":"",i.opaque?"#define OPAQUE":"",_n.encodings_pars_fragment,as("linearToOutputTexel",i.outputEncoding),i.useDepthPacking?"#define DEPTH_PACKING "+i.depthPacking:"","\n"].filter(ls).join("\n")),c=ds(c),c=cs(c,i),c=hs(c,i),h=ds(h),h=cs(h,i),h=hs(h,i),c=gs(c),h=gs(h),i.isWebGL2&&!0!==i.isRawShaderMaterial&&(M="#version 300 es\n",_=["precision mediump sampler2DArray;","#define attribute in","#define varying out","#define texture2D texture"].join("\n")+"\n"+_,y=["#define varying in",i.glslVersion===dt?"":"layout(location = 0) out highp vec4 pc_fragColor;",i.glslVersion===dt?"":"#define gl_FragColor pc_fragColor","#define gl_FragDepthEXT gl_FragDepth","#define texture2D texture","#define textureCube texture","#define texture2DProj textureProj","#define texture2DLodEXT textureLod","#define texture2DProjLodEXT textureProjLod","#define textureCubeLodEXT textureLod","#define texture2DGradEXT textureGrad","#define texture2DProjGradEXT textureProjGrad","#define textureCubeGradEXT textureGrad"].join("\n")+"\n"+y);const b=M+y+h,w=ns(a,35633,M+_+c),S=ns(a,35632,b);if(a.attachShader(x,w),a.attachShader(x,S),void 0!==i.index0AttributeName?a.bindAttribLocation(x,0,i.index0AttributeName):!0===i.morphTargets&&a.bindAttribLocation(x,0,"position"),a.linkProgram(x),t.debug.checkShaderErrors){const t=a.getProgramInfoLog(x).trim(),e=a.getShaderInfoLog(w).trim(),i=a.getShaderInfoLog(S).trim();let n=!0,r=!0;if(!1===a.getProgramParameter(x,35714)){n=!1;const e=ss(a,w,"vertex"),i=ss(a,S,"fragment");console.error("THREE.WebGLProgram: Shader Error "+a.getError()+" - VALIDATE_STATUS "+a.getProgramParameter(x,35715)+"\n\nProgram Info Log: "+t+"\n"+e+"\n"+i)}else""!==t?console.warn("THREE.WebGLProgram: Program Info Log:",t):""!==e&&""!==i||(r=!1);r&&(this.diagnostics={runnable:n,programLog:t,vertexShader:{log:e,prefix:_},fragmentShader:{log:i,prefix:y}})}let T,A;return a.deleteShader(w),a.deleteShader(S),this.getUniforms=function(){return void 0===T&&(T=new is(a,x)),T},this.getAttributes=function(){return void 0===A&&(A=function(t,e){const i={},n=t.getProgramParameter(e,35721);for(let r=0;r<n;r++){const n=t.getActiveAttrib(e,r),s=n.name;let a=1;35674===n.type&&(a=2),35675===n.type&&(a=3),35676===n.type&&(a=4),i[s]={type:n.type,location:t.getAttribLocation(e,s),locationSize:a}}return i}(a,x)),A},this.destroy=function(){n.releaseStatesOfProgram(this),a.deleteProgram(x),this.program=void 0},this.name=i.shaderName,this.id=rs++,this.cacheKey=e,this.usedTimes=1,this.program=x,this.vertexShader=w,this.fragmentShader=S,this}let Ms=0;class bs{constructor(){this.shaderCache=new Map,this.materialCache=new Map}update(t){const e=t.vertexShader,i=t.fragmentShader,n=this._getShaderStage(e),r=this._getShaderStage(i),s=this._getShaderCacheForMaterial(t);return!1===s.has(n)&&(s.add(n),n.usedTimes++),!1===s.has(r)&&(s.add(r),r.usedTimes++),this}remove(t){const e=this.materialCache.get(t);for(const t of e)t.usedTimes--,0===t.usedTimes&&this.shaderCache.delete(t.code);return this.materialCache.delete(t),this}getVertexShaderID(t){return this._getShaderStage(t.vertexShader).id}getFragmentShaderID(t){return this._getShaderStage(t.fragmentShader).id}dispose(){this.shaderCache.clear(),this.materialCache.clear()}_getShaderCacheForMaterial(t){const e=this.materialCache;return!1===e.has(t)&&e.set(t,new Set),e.get(t)}_getShaderStage(t){const e=this.shaderCache;if(!1===e.has(t)){const i=new ws(t);e.set(t,i)}return e.get(t)}}class ws{constructor(t){this.id=Ms++,this.code=t,this.usedTimes=0}}function Ss(t,e,i,n,r,s,a){const o=new He,c=new bs,h=[],u=r.isWebGL2,d=r.logarithmicDepthBuffer,p=r.vertexTextures;let f=r.precision;const m={MeshDepthMaterial:"depth",MeshDistanceMaterial:"distanceRGBA",MeshNormalMaterial:"normal",MeshBasicMaterial:"basic",MeshLambertMaterial:"lambert",MeshPhongMaterial:"phong",MeshToonMaterial:"toon",MeshStandardMaterial:"physical",MeshPhysicalMaterial:"physical",MeshMatcapMaterial:"matcap",LineBasicMaterial:"basic",LineDashedMaterial:"dashed",PointsMaterial:"points",ShadowMaterial:"shadow",SpriteMaterial:"sprite"};return{getParameters:function(s,o,h,g,v){const x=g.fog,_=v.geometry,y=s.isMeshStandardMaterial?g.environment:null,M=(s.isMeshStandardMaterial?i:e).get(s.envMap||y),b=M&&M.mapping===l?M.image.height:null,w=m[s.type];null!==s.precision&&(f=r.getMaxPrecision(s.precision),f!==s.precision&&console.warn("THREE.WebGLProgram.getParameters:",s.precision,"not supported, using",f,"instead."));const S=_.morphAttributes.position||_.morphAttributes.normal||_.morphAttributes.color,T=void 0!==S?S.length:0;let A,E,C,L,R=0;if(void 0!==_.morphAttributes.position&&(R=1),void 0!==_.morphAttributes.normal&&(R=2),void 0!==_.morphAttributes.color&&(R=3),w){const t=Mn[w];A=t.vertexShader,E=t.fragmentShader}else A=s.vertexShader,E=s.fragmentShader,c.update(s),C=c.getVertexShaderID(s),L=c.getFragmentShaderID(s);const P=t.getRenderTarget(),I=s.alphaTest>0,D=s.clearcoat>0,N=s.iridescence>0;return{isWebGL2:u,shaderID:w,shaderName:s.type,vertexShader:A,fragmentShader:E,defines:s.defines,customVertexShaderID:C,customFragmentShaderID:L,isRawShaderMaterial:!0===s.isRawShaderMaterial,glslVersion:s.glslVersion,precision:f,instancing:!0===v.isInstancedMesh,instancingColor:!0===v.isInstancedMesh&&null!==v.instanceColor,supportsVertexTextures:p,outputEncoding:null===P?t.outputEncoding:!0===P.isXRRenderTarget?P.texture.encoding:at,map:!!s.map,matcap:!!s.matcap,envMap:!!M,envMapMode:M&&M.mapping,envMapCubeUVHeight:b,lightMap:!!s.lightMap,aoMap:!!s.aoMap,emissiveMap:!!s.emissiveMap,bumpMap:!!s.bumpMap,normalMap:!!s.normalMap,objectSpaceNormalMap:1===s.normalMapType,tangentSpaceNormalMap:0===s.normalMapType,decodeVideoTexture:!!s.map&&!0===s.map.isVideoTexture&&s.map.encoding===ot,clearcoat:D,clearcoatMap:D&&!!s.clearcoatMap,clearcoatRoughnessMap:D&&!!s.clearcoatRoughnessMap,clearcoatNormalMap:D&&!!s.clearcoatNormalMap,iridescence:N,iridescenceMap:N&&!!s.iridescenceMap,iridescenceThicknessMap:N&&!!s.iridescenceThicknessMap,displacementMap:!!s.displacementMap,roughnessMap:!!s.roughnessMap,metalnessMap:!!s.metalnessMap,specularMap:!!s.specularMap,specularIntensityMap:!!s.specularIntensityMap,specularColorMap:!!s.specularColorMap,opaque:!1===s.transparent&&1===s.blending,alphaMap:!!s.alphaMap,alphaTest:I,gradientMap:!!s.gradientMap,sheen:s.sheen>0,sheenColorMap:!!s.sheenColorMap,sheenRoughnessMap:!!s.sheenRoughnessMap,transmission:s.transmission>0,transmissionMap:!!s.transmissionMap,thicknessMap:!!s.thicknessMap,combine:s.combine,vertexTangents:!!s.normalMap&&!!_.attributes.tangent,vertexColors:s.vertexColors,vertexAlphas:!0===s.vertexColors&&!!_.attributes.color&&4===_.attributes.color.itemSize,vertexUvs:!!(s.map||s.bumpMap||s.normalMap||s.specularMap||s.alphaMap||s.emissiveMap||s.roughnessMap||s.metalnessMap||s.clearcoatMap||s.clearcoatRoughnessMap||s.clearcoatNormalMap||s.iridescenceMap||s.iridescenceThicknessMap||s.displacementMap||s.transmissionMap||s.thicknessMap||s.specularIntensityMap||s.specularColorMap||s.sheenColorMap||s.sheenRoughnessMap),uvsVertexOnly:!(s.map||s.bumpMap||s.normalMap||s.specularMap||s.alphaMap||s.emissiveMap||s.roughnessMap||s.metalnessMap||s.clearcoatNormalMap||s.iridescenceMap||s.iridescenceThicknessMap||s.transmission>0||s.transmissionMap||s.thicknessMap||s.specularIntensityMap||s.specularColorMap||s.sheen>0||s.sheenColorMap||s.sheenRoughnessMap||!s.displacementMap),fog:!!x,useFog:!0===s.fog,fogExp2:x&&x.isFogExp2,flatShading:!!s.flatShading,sizeAttenuation:s.sizeAttenuation,logarithmicDepthBuffer:d,skinning:!0===v.isSkinnedMesh,morphTargets:void 0!==_.morphAttributes.position,morphNormals:void 0!==_.morphAttributes.normal,morphColors:void 0!==_.morphAttributes.color,morphTargetsCount:T,morphTextureStride:R,numDirLights:o.directional.length,numPointLights:o.point.length,numSpotLights:o.spot.length,numRectAreaLights:o.rectArea.length,numHemiLights:o.hemi.length,numDirLightShadows:o.directionalShadowMap.length,numPointLightShadows:o.pointShadowMap.length,numSpotLightShadows:o.spotShadowMap.length,numClippingPlanes:a.numPlanes,numClipIntersection:a.numIntersection,dithering:s.dithering,shadowMapEnabled:t.shadowMap.enabled&&h.length>0,shadowMapType:t.shadowMap.type,toneMapping:s.toneMapped?t.toneMapping:0,physicallyCorrectLights:t.physicallyCorrectLights,premultipliedAlpha:s.premultipliedAlpha,doubleSided:2===s.side,flipSided:1===s.side,useDepthPacking:!!s.depthPacking,depthPacking:s.depthPacking||0,index0AttributeName:s.index0AttributeName,extensionDerivatives:s.extensions&&s.extensions.derivatives,extensionFragDepth:s.extensions&&s.extensions.fragDepth,extensionDrawBuffers:s.extensions&&s.extensions.drawBuffers,extensionShaderTextureLOD:s.extensions&&s.extensions.shaderTextureLOD,rendererExtensionFragDepth:u||n.has("EXT_frag_depth"),rendererExtensionDrawBuffers:u||n.has("WEBGL_draw_buffers"),rendererExtensionShaderTextureLod:u||n.has("EXT_shader_texture_lod"),customProgramCacheKey:s.customProgramCacheKey()}},getProgramCacheKey:function(e){const i=[];if(e.shaderID?i.push(e.shaderID):(i.push(e.customVertexShaderID),i.push(e.customFragmentShaderID)),void 0!==e.defines)for(const t in e.defines)i.push(t),i.push(e.defines[t]);return!1===e.isRawShaderMaterial&&(!function(t,e){t.push(e.precision),t.push(e.outputEncoding),t.push(e.envMapMode),t.push(e.envMapCubeUVHeight),t.push(e.combine),t.push(e.vertexUvs),t.push(e.fogExp2),t.push(e.sizeAttenuation),t.push(e.morphTargetsCount),t.push(e.morphAttributeCount),t.push(e.numDirLights),t.push(e.numPointLights),t.push(e.numSpotLights),t.push(e.numHemiLights),t.push(e.numRectAreaLights),t.push(e.numDirLightShadows),t.push(e.numPointLightShadows),t.push(e.numSpotLightShadows),t.push(e.shadowMapType),t.push(e.toneMapping),t.push(e.numClippingPlanes),t.push(e.numClipIntersection),t.push(e.depthPacking)}(i,e),function(t,e){o.disableAll(),e.isWebGL2&&o.enable(0);e.supportsVertexTextures&&o.enable(1);e.instancing&&o.enable(2);e.instancingColor&&o.enable(3);e.map&&o.enable(4);e.matcap&&o.enable(5);e.envMap&&o.enable(6);e.lightMap&&o.enable(7);e.aoMap&&o.enable(8);e.emissiveMap&&o.enable(9);e.bumpMap&&o.enable(10);e.normalMap&&o.enable(11);e.objectSpaceNormalMap&&o.enable(12);e.tangentSpaceNormalMap&&o.enable(13);e.clearcoat&&o.enable(14);e.clearcoatMap&&o.enable(15);e.clearcoatRoughnessMap&&o.enable(16);e.clearcoatNormalMap&&o.enable(17);e.iridescence&&o.enable(18);e.iridescenceMap&&o.enable(19);e.iridescenceThicknessMap&&o.enable(20);e.displacementMap&&o.enable(21);e.specularMap&&o.enable(22);e.roughnessMap&&o.enable(23);e.metalnessMap&&o.enable(24);e.gradientMap&&o.enable(25);e.alphaMap&&o.enable(26);e.alphaTest&&o.enable(27);e.vertexColors&&o.enable(28);e.vertexAlphas&&o.enable(29);e.vertexUvs&&o.enable(30);e.vertexTangents&&o.enable(31);e.uvsVertexOnly&&o.enable(32);e.fog&&o.enable(33);t.push(o.mask),o.disableAll(),e.useFog&&o.enable(0);e.flatShading&&o.enable(1);e.logarithmicDepthBuffer&&o.enable(2);e.skinning&&o.enable(3);e.morphTargets&&o.enable(4);e.morphNormals&&o.enable(5);e.morphColors&&o.enable(6);e.premultipliedAlpha&&o.enable(7);e.shadowMapEnabled&&o.enable(8);e.physicallyCorrectLights&&o.enable(9);e.doubleSided&&o.enable(10);e.flipSided&&o.enable(11);e.useDepthPacking&&o.enable(12);e.dithering&&o.enable(13);e.specularIntensityMap&&o.enable(14);e.specularColorMap&&o.enable(15);e.transmission&&o.enable(16);e.transmissionMap&&o.enable(17);e.thicknessMap&&o.enable(18);e.sheen&&o.enable(19);e.sheenColorMap&&o.enable(20);e.sheenRoughnessMap&&o.enable(21);e.decodeVideoTexture&&o.enable(22);e.opaque&&o.enable(23);t.push(o.mask)}(i,e),i.push(t.outputEncoding)),i.push(e.customProgramCacheKey),i.join()},getUniforms:function(t){const e=m[t.type];let i;if(e){const t=Mn[e];i=tn.clone(t.uniforms)}else i=t.uniforms;return i},acquireProgram:function(e,i){let n;for(let t=0,e=h.length;t<e;t++){const e=h[t];if(e.cacheKey===i){n=e,++n.usedTimes;break}}return void 0===n&&(n=new ys(t,i,e,s),h.push(n)),n},releaseProgram:function(t){if(0==--t.usedTimes){const e=h.indexOf(t);h[e]=h[h.length-1],h.pop(),t.destroy()}},releaseShaderCache:function(t){c.remove(t)},programs:h,dispose:function(){c.dispose()}}}function Ts(){let t=new WeakMap;return{get:function(e){let i=t.get(e);return void 0===i&&(i={},t.set(e,i)),i},remove:function(e){t.delete(e)},update:function(e,i,n){t.get(e)[i]=n},dispose:function(){t=new WeakMap}}}function As(t,e){return t.groupOrder!==e.groupOrder?t.groupOrder-e.groupOrder:t.renderOrder!==e.renderOrder?t.renderOrder-e.renderOrder:t.material.id!==e.material.id?t.material.id-e.material.id:t.z!==e.z?t.z-e.z:t.id-e.id}function Es(t,e){return t.groupOrder!==e.groupOrder?t.groupOrder-e.groupOrder:t.renderOrder!==e.renderOrder?t.renderOrder-e.renderOrder:t.z!==e.z?e.z-t.z:t.id-e.id}function Cs(){const t=[];let e=0;const i=[],n=[],r=[];function s(i,n,r,s,a,o){let l=t[e];return void 0===l?(l={id:i.id,object:i,geometry:n,material:r,groupOrder:s,renderOrder:i.renderOrder,z:a,group:o},t[e]=l):(l.id=i.id,l.object=i,l.geometry=n,l.material=r,l.groupOrder=s,l.renderOrder=i.renderOrder,l.z=a,l.group=o),e++,l}return{opaque:i,transmissive:n,transparent:r,init:function(){e=0,i.length=0,n.length=0,r.length=0},push:function(t,e,a,o,l,c){const h=s(t,e,a,o,l,c);a.transmission>0?n.push(h):!0===a.transparent?r.push(h):i.push(h)},unshift:function(t,e,a,o,l,c){const h=s(t,e,a,o,l,c);a.transmission>0?n.unshift(h):!0===a.transparent?r.unshift(h):i.unshift(h)},finish:function(){for(let i=e,n=t.length;i<n;i++){const e=t[i];if(null===e.id)break;e.id=null,e.object=null,e.geometry=null,e.material=null,e.group=null}},sort:function(t,e){i.length>1&&i.sort(t||As),n.length>1&&n.sort(e||Es),r.length>1&&r.sort(e||Es)}}}function Ls(){let t=new WeakMap;return{get:function(e,i){let n;return!1===t.has(e)?(n=new Cs,t.set(e,[n])):i>=t.get(e).length?(n=new Cs,t.get(e).push(n)):n=t.get(e)[i],n},dispose:function(){t=new WeakMap}}}function Rs(){const t={};return{get:function(e){if(void 0!==t[e.id])return t[e.id];let i;switch(e.type){case"DirectionalLight":i={direction:new ee,color:new Ht};break;case"SpotLight":i={position:new ee,direction:new ee,color:new Ht,distance:0,coneCos:0,penumbraCos:0,decay:0};break;case"PointLight":i={position:new ee,color:new Ht,distance:0,decay:0};break;case"HemisphereLight":i={direction:new ee,skyColor:new Ht,groundColor:new Ht};break;case"RectAreaLight":i={color:new Ht,position:new ee,halfWidth:new ee,halfHeight:new ee}}return t[e.id]=i,i}}}let Ps=0;function Is(t,e){return(e.castShadow?1:0)-(t.castShadow?1:0)}function Ds(t,e){const i=new Rs,n=function(){const t={};return{get:function(e){if(void 0!==t[e.id])return t[e.id];let i;switch(e.type){case"DirectionalLight":case"SpotLight":i={shadowBias:0,shadowNormalBias:0,shadowRadius:1,shadowMapSize:new Et};break;case"PointLight":i={shadowBias:0,shadowNormalBias:0,shadowRadius:1,shadowMapSize:new Et,shadowCameraNear:1,shadowCameraFar:1e3}}return t[e.id]=i,i}}}(),r={version:0,hash:{directionalLength:-1,pointLength:-1,spotLength:-1,rectAreaLength:-1,hemiLength:-1,numDirectionalShadows:-1,numPointShadows:-1,numSpotShadows:-1},ambient:[0,0,0],probe:[],directional:[],directionalShadow:[],directionalShadowMap:[],directionalShadowMatrix:[],spot:[],spotShadow:[],spotShadowMap:[],spotShadowMatrix:[],rectArea:[],rectAreaLTC1:null,rectAreaLTC2:null,point:[],pointShadow:[],pointShadowMap:[],pointShadowMatrix:[],hemi:[]};for(let t=0;t<9;t++)r.probe.push(new ee);const s=new ee,a=new Ie,o=new Ie;return{setup:function(s,a){let o=0,l=0,c=0;for(let t=0;t<9;t++)r.probe[t].set(0,0,0);let h=0,u=0,d=0,p=0,f=0,m=0,g=0,v=0;s.sort(Is);const x=!0!==a?Math.PI:1;for(let t=0,e=s.length;t<e;t++){const e=s[t],a=e.color,_=e.intensity,y=e.distance,M=e.shadow&&e.shadow.map?e.shadow.map.texture:null;if(e.isAmbientLight)o+=a.r*_*x,l+=a.g*_*x,c+=a.b*_*x;else if(e.isLightProbe)for(let t=0;t<9;t++)r.probe[t].addScaledVector(e.sh.coefficients[t],_);else if(e.isDirectionalLight){const t=i.get(e);if(t.color.copy(e.color).multiplyScalar(e.intensity*x),e.castShadow){const t=e.shadow,i=n.get(e);i.shadowBias=t.bias,i.shadowNormalBias=t.normalBias,i.shadowRadius=t.radius,i.shadowMapSize=t.mapSize,r.directionalShadow[h]=i,r.directionalShadowMap[h]=M,r.directionalShadowMatrix[h]=e.shadow.matrix,m++}r.directional[h]=t,h++}else if(e.isSpotLight){const t=i.get(e);if(t.position.setFromMatrixPosition(e.matrixWorld),t.color.copy(a).multiplyScalar(_*x),t.distance=y,t.coneCos=Math.cos(e.angle),t.penumbraCos=Math.cos(e.angle*(1-e.penumbra)),t.decay=e.decay,e.castShadow){const t=e.shadow,i=n.get(e);i.shadowBias=t.bias,i.shadowNormalBias=t.normalBias,i.shadowRadius=t.radius,i.shadowMapSize=t.mapSize,r.spotShadow[d]=i,r.spotShadowMap[d]=M,r.spotShadowMatrix[d]=e.shadow.matrix,v++}r.spot[d]=t,d++}else if(e.isRectAreaLight){const t=i.get(e);t.color.copy(a).multiplyScalar(_),t.halfWidth.set(.5*e.width,0,0),t.halfHeight.set(0,.5*e.height,0),r.rectArea[p]=t,p++}else if(e.isPointLight){const t=i.get(e);if(t.color.copy(e.color).multiplyScalar(e.intensity*x),t.distance=e.distance,t.decay=e.decay,e.castShadow){const t=e.shadow,i=n.get(e);i.shadowBias=t.bias,i.shadowNormalBias=t.normalBias,i.shadowRadius=t.radius,i.shadowMapSize=t.mapSize,i.shadowCameraNear=t.camera.near,i.shadowCameraFar=t.camera.far,r.pointShadow[u]=i,r.pointShadowMap[u]=M,r.pointShadowMatrix[u]=e.shadow.matrix,g++}r.point[u]=t,u++}else if(e.isHemisphereLight){const t=i.get(e);t.skyColor.copy(e.color).multiplyScalar(_*x),t.groundColor.copy(e.groundColor).multiplyScalar(_*x),r.hemi[f]=t,f++}}p>0&&(e.isWebGL2||!0===t.has("OES_texture_float_linear")?(r.rectAreaLTC1=yn.LTC_FLOAT_1,r.rectAreaLTC2=yn.LTC_FLOAT_2):!0===t.has("OES_texture_half_float_linear")?(r.rectAreaLTC1=yn.LTC_HALF_1,r.rectAreaLTC2=yn.LTC_HALF_2):console.error("THREE.WebGLRenderer: Unable to use RectAreaLight. Missing WebGL extensions.")),r.ambient[0]=o,r.ambient[1]=l,r.ambient[2]=c;const _=r.hash;_.directionalLength===h&&_.pointLength===u&&_.spotLength===d&&_.rectAreaLength===p&&_.hemiLength===f&&_.numDirectionalShadows===m&&_.numPointShadows===g&&_.numSpotShadows===v||(r.directional.length=h,r.spot.length=d,r.rectArea.length=p,r.point.length=u,r.hemi.length=f,r.directionalShadow.length=m,r.directionalShadowMap.length=m,r.pointShadow.length=g,r.pointShadowMap.length=g,r.spotShadow.length=v,r.spotShadowMap.length=v,r.directionalShadowMatrix.length=m,r.pointShadowMatrix.length=g,r.spotShadowMatrix.length=v,_.directionalLength=h,_.pointLength=u,_.spotLength=d,_.rectAreaLength=p,_.hemiLength=f,_.numDirectionalShadows=m,_.numPointShadows=g,_.numSpotShadows=v,r.version=Ps++)},setupView:function(t,e){let i=0,n=0,l=0,c=0,h=0;const u=e.matrixWorldInverse;for(let e=0,d=t.length;e<d;e++){const d=t[e];if(d.isDirectionalLight){const t=r.directional[i];t.direction.setFromMatrixPosition(d.matrixWorld),s.setFromMatrixPosition(d.target.matrixWorld),t.direction.sub(s),t.direction.transformDirection(u),i++}else if(d.isSpotLight){const t=r.spot[l];t.position.setFromMatrixPosition(d.matrixWorld),t.position.applyMatrix4(u),t.direction.setFromMatrixPosition(d.matrixWorld),s.setFromMatrixPosition(d.target.matrixWorld),t.direction.sub(s),t.direction.transformDirection(u),l++}else if(d.isRectAreaLight){const t=r.rectArea[c];t.position.setFromMatrixPosition(d.matrixWorld),t.position.applyMatrix4(u),o.identity(),a.copy(d.matrixWorld),a.premultiply(u),o.extractRotation(a),t.halfWidth.set(.5*d.width,0,0),t.halfHeight.set(0,.5*d.height,0),t.halfWidth.applyMatrix4(o),t.halfHeight.applyMatrix4(o),c++}else if(d.isPointLight){const t=r.point[n];t.position.setFromMatrixPosition(d.matrixWorld),t.position.applyMatrix4(u),n++}else if(d.isHemisphereLight){const t=r.hemi[h];t.direction.setFromMatrixPosition(d.matrixWorld),t.direction.transformDirection(u),h++}}},state:r}}function Ns(t,e){const i=new Ds(t,e),n=[],r=[];return{init:function(){n.length=0,r.length=0},state:{lightsArray:n,shadowsArray:r,lights:i},setupLights:function(t){i.setup(n,t)},setupLightsView:function(t){i.setupView(n,t)},pushLight:function(t){n.push(t)},pushShadow:function(t){r.push(t)}}}function Os(t,e){let i=new WeakMap;return{get:function(n,r=0){let s;return!1===i.has(n)?(s=new Ns(t,e),i.set(n,[s])):r>=i.get(n).length?(s=new Ns(t,e),i.get(n).push(s)):s=i.get(n)[r],s},dispose:function(){i=new WeakMap}}}class zs extends gi{constructor(t){super(),this.isMeshDepthMaterial=!0,this.type="MeshDepthMaterial",this.depthPacking=3200,this.map=null,this.alphaMap=null,this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.wireframe=!1,this.wireframeLinewidth=1,this.setValues(t)}copy(t){return super.copy(t),this.depthPacking=t.depthPacking,this.map=t.map,this.alphaMap=t.alphaMap,this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this.wireframe=t.wireframe,this.wireframeLinewidth=t.wireframeLinewidth,this}}class Fs extends gi{constructor(t){super(),this.isMeshDistanceMaterial=!0,this.type="MeshDistanceMaterial",this.referencePosition=new ee,this.nearDistance=1,this.farDistance=1e3,this.map=null,this.alphaMap=null,this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.setValues(t)}copy(t){return super.copy(t),this.referencePosition.copy(t.referencePosition),this.nearDistance=t.nearDistance,this.farDistance=t.farDistance,this.map=t.map,this.alphaMap=t.alphaMap,this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this}}function Bs(t,e,i){let n=new mn;const r=new Et,s=new Et,a=new Jt,o=new zs({depthPacking:3201}),l=new Fs,c={},h=i.maxTextureSize,u={0:1,1:0,2:2},p=new en({defines:{VSM_SAMPLES:8},uniforms:{shadow_pass:{value:null},resolution:{value:new Et},radius:{value:4}},vertexShader:"void main() {\n\tgl_Position = vec4( position, 1.0 );\n}",fragmentShader:"uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include <packing>\nvoid main() {\n\tconst float samples = float( VSM_SAMPLES );\n\tfloat mean = 0.0;\n\tfloat squared_mean = 0.0;\n\tfloat uvStride = samples <= 1.0 ? 0.0 : 2.0 / ( samples - 1.0 );\n\tfloat uvStart = samples <= 1.0 ? 0.0 : - 1.0;\n\tfor ( float i = 0.0; i < samples; i ++ ) {\n\t\tfloat uvOffset = uvStart + i * uvStride;\n\t\t#ifdef HORIZONTAL_PASS\n\t\t\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( uvOffset, 0.0 ) * radius ) / resolution ) );\n\t\t\tmean += distribution.x;\n\t\t\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n\t\t#else\n\t\t\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, uvOffset ) * radius ) / resolution ) );\n\t\t\tmean += depth;\n\t\t\tsquared_mean += depth * depth;\n\t\t#endif\n\t}\n\tmean = mean / samples;\n\tsquared_mean = squared_mean / samples;\n\tfloat std_dev = sqrt( squared_mean - mean * mean );\n\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}"}),f=p.clone();f.defines.HORIZONTAL_PASS=1;const m=new Pi;m.setAttribute("position",new yi(new Float32Array([-1,-1,.5,3,-1,.5,-1,3,.5]),3));const g=new Zi(m,p),v=this;function x(i,n){const s=e.update(g);p.defines.VSM_SAMPLES!==i.blurSamples&&(p.defines.VSM_SAMPLES=i.blurSamples,f.defines.VSM_SAMPLES=i.blurSamples,p.needsUpdate=!0,f.needsUpdate=!0),null===i.mapPass&&(i.mapPass=new Kt(r.x,r.y)),p.uniforms.shadow_pass.value=i.map.texture,p.uniforms.resolution.value=i.mapSize,p.uniforms.radius.value=i.radius,t.setRenderTarget(i.mapPass),t.clear(),t.renderBufferDirect(n,null,s,p,g,null),f.uniforms.shadow_pass.value=i.mapPass.texture,f.uniforms.resolution.value=i.mapSize,f.uniforms.radius.value=i.radius,t.setRenderTarget(i.map),t.clear(),t.renderBufferDirect(n,null,s,f,g,null)}function _(e,i,n,r,s,a){let h=null;const d=!0===n.isPointLight?e.customDistanceMaterial:e.customDepthMaterial;if(h=void 0!==d?d:!0===n.isPointLight?l:o,t.localClippingEnabled&&!0===i.clipShadows&&Array.isArray(i.clippingPlanes)&&0!==i.clippingPlanes.length||i.displacementMap&&0!==i.displacementScale||i.alphaMap&&i.alphaTest>0){const t=h.uuid,e=i.uuid;let n=c[t];void 0===n&&(n={},c[t]=n);let r=n[e];void 0===r&&(r=h.clone(),n[e]=r),h=r}return h.visible=i.visible,h.wireframe=i.wireframe,h.side=3===a?null!==i.shadowSide?i.shadowSide:i.side:null!==i.shadowSide?i.shadowSide:u[i.side],h.alphaMap=i.alphaMap,h.alphaTest=i.alphaTest,h.clipShadows=i.clipShadows,h.clippingPlanes=i.clippingPlanes,h.clipIntersection=i.clipIntersection,h.displacementMap=i.displacementMap,h.displacementScale=i.displacementScale,h.displacementBias=i.displacementBias,h.wireframeLinewidth=i.wireframeLinewidth,h.linewidth=i.linewidth,!0===n.isPointLight&&!0===h.isMeshDistanceMaterial&&(h.referencePosition.setFromMatrixPosition(n.matrixWorld),h.nearDistance=r,h.farDistance=s),h}function y(i,r,s,a,o){if(!1===i.visible)return;if(i.layers.test(r.layers)&&(i.isMesh||i.isLine||i.isPoints)&&(i.castShadow||i.receiveShadow&&3===o)&&(!i.frustumCulled||n.intersectsObject(i))){i.modelViewMatrix.multiplyMatrices(s.matrixWorldInverse,i.matrixWorld);const n=e.update(i),r=i.material;if(Array.isArray(r)){const e=n.groups;for(let l=0,c=e.length;l<c;l++){const c=e[l],h=r[c.materialIndex];if(h&&h.visible){const e=_(i,h,a,s.near,s.far,o);t.renderBufferDirect(s,null,n,e,i,c)}}}else if(r.visible){const e=_(i,r,a,s.near,s.far,o);t.renderBufferDirect(s,null,n,e,i,null)}}const l=i.children;for(let t=0,e=l.length;t<e;t++)y(l[t],r,s,a,o)}this.enabled=!1,this.autoUpdate=!0,this.needsUpdate=!1,this.type=1,this.render=function(e,i,o){if(!1===v.enabled)return;if(!1===v.autoUpdate&&!1===v.needsUpdate)return;if(0===e.length)return;const l=t.getRenderTarget(),c=t.getActiveCubeFace(),u=t.getActiveMipmapLevel(),p=t.state;p.setBlending(0),p.buffers.color.setClear(1,1,1,1),p.buffers.depth.setTest(!0),p.setScissorTest(!1);for(let l=0,c=e.length;l<c;l++){const c=e[l],u=c.shadow;if(void 0===u){console.warn("THREE.WebGLShadowMap:",c,"has no shadow.");continue}if(!1===u.autoUpdate&&!1===u.needsUpdate)continue;r.copy(u.mapSize);const f=u.getFrameExtents();if(r.multiply(f),s.copy(u.mapSize),(r.x>h||r.y>h)&&(r.x>h&&(s.x=Math.floor(h/f.x),r.x=s.x*f.x,u.mapSize.x=s.x),r.y>h&&(s.y=Math.floor(h/f.y),r.y=s.y*f.y,u.mapSize.y=s.y)),null===u.map){const t=3!==this.type?{minFilter:d,magFilter:d}:{};u.map=new Kt(r.x,r.y,t),u.map.texture.name=c.name+".shadowMap",u.camera.updateProjectionMatrix()}t.setRenderTarget(u.map),t.clear();const m=u.getViewportCount();for(let t=0;t<m;t++){const e=u.getViewport(t);a.set(s.x*e.x,s.y*e.y,s.x*e.z,s.y*e.w),p.viewport(a),u.updateMatrices(c,t),n=u.getFrustum(),y(i,o,u.camera,c,this.type)}!0!==u.isPointLightShadow&&3===this.type&&x(u,o),u.needsUpdate=!1}v.needsUpdate=!1,t.setRenderTarget(l,c,u)}}function Us(t,e,n){const r=n.isWebGL2;const s=new function(){let e=!1;const i=new Jt;let n=null;const r=new Jt(0,0,0,0);return{setMask:function(i){n===i||e||(t.colorMask(i,i,i,i),n=i)},setLocked:function(t){e=t},setClear:function(e,n,s,a,o){!0===o&&(e*=a,n*=a,s*=a),i.set(e,n,s,a),!1===r.equals(i)&&(t.clearColor(e,n,s,a),r.copy(i))},reset:function(){e=!1,n=null,r.set(-1,0,0,0)}}},a=new function(){let e=!1,i=null,n=null,r=null;return{setTest:function(t){t?G(2929):V(2929)},setMask:function(n){i===n||e||(t.depthMask(n),i=n)},setFunc:function(e){if(n!==e){if(e)switch(e){case 0:t.depthFunc(512);break;case 1:t.depthFunc(519);break;case 2:t.depthFunc(513);break;case 3:default:t.depthFunc(515);break;case 4:t.depthFunc(514);break;case 5:t.depthFunc(518);break;case 6:t.depthFunc(516);break;case 7:t.depthFunc(517)}else t.depthFunc(515);n=e}},setLocked:function(t){e=t},setClear:function(e){r!==e&&(t.clearDepth(e),r=e)},reset:function(){e=!1,i=null,n=null,r=null}}},o=new function(){let e=!1,i=null,n=null,r=null,s=null,a=null,o=null,l=null,c=null;return{setTest:function(t){e||(t?G(2960):V(2960))},setMask:function(n){i===n||e||(t.stencilMask(n),i=n)},setFunc:function(e,i,a){n===e&&r===i&&s===a||(t.stencilFunc(e,i,a),n=e,r=i,s=a)},setOp:function(e,i,n){a===e&&o===i&&l===n||(t.stencilOp(e,i,n),a=e,o=i,l=n)},setLocked:function(t){e=t},setClear:function(e){c!==e&&(t.clearStencil(e),c=e)},reset:function(){e=!1,i=null,n=null,r=null,s=null,a=null,o=null,l=null,c=null}}},l=new WeakMap,c=new WeakMap;let h={},u={},d=new WeakMap,p=[],f=null,m=!1,g=null,v=null,x=null,_=null,y=null,M=null,b=null,w=!1,S=null,T=null,A=null,E=null,C=null;const L=t.getParameter(35661);let R=!1,P=0;const I=t.getParameter(7938);-1!==I.indexOf("WebGL")?(P=parseFloat(/^WebGL (\d)/.exec(I)[1]),R=P>=1):-1!==I.indexOf("OpenGL ES")&&(P=parseFloat(/^OpenGL ES (\d)/.exec(I)[1]),R=P>=2);let D=null,N={};const O=t.getParameter(3088),z=t.getParameter(2978),F=(new Jt).fromArray(O),B=(new Jt).fromArray(z);function U(e,i,n){const r=new Uint8Array(4),s=t.createTexture();t.bindTexture(e,s),t.texParameteri(e,10241,9728),t.texParameteri(e,10240,9728);for(let e=0;e<n;e++)t.texImage2D(i+e,0,6408,1,1,0,6408,5121,r);return s}const k={};function G(e){!0!==h[e]&&(t.enable(e),h[e]=!0)}function V(e){!1!==h[e]&&(t.disable(e),h[e]=!1)}k[3553]=U(3553,3553,1),k[34067]=U(34067,34069,6),s.setClear(0,0,0,1),a.setClear(1),o.setClear(0),G(2929),a.setFunc(3),q(!1),X(1),G(2884),j(0);const H={[i]:32774,101:32778,102:32779};if(r)H[103]=32775,H[104]=32776;else{const t=e.get("EXT_blend_minmax");null!==t&&(H[103]=t.MIN_EXT,H[104]=t.MAX_EXT)}const W={200:0,201:1,202:768,204:770,210:776,208:774,206:772,203:769,205:771,209:775,207:773};function j(e,n,r,s,a,o,l,c){if(0!==e){if(!1===m&&(G(3042),m=!0),5===e)a=a||n,o=o||r,l=l||s,n===v&&a===y||(t.blendEquationSeparate(H[n],H[a]),v=n,y=a),r===x&&s===_&&o===M&&l===b||(t.blendFuncSeparate(W[r],W[s],W[o],W[l]),x=r,_=s,M=o,b=l),g=e,w=null;else if(e!==g||c!==w){if(v===i&&y===i||(t.blendEquation(32774),v=i,y=i),c)switch(e)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ndFramebuffer(36160,null)}function et(e,i,n){if(t.bindRenderbuffer(36161,e),i.depthBuffer&&!i.stencilBuffer){let r=33189;if(n||rt(i)){const e=i.depthTexture;e&&e.isDepthTexture&&(e.type===M?r=36012:e.type===y&&(r=33190));const n=nt(i);rt(i)?R.renderbufferStorageMultisampleEXT(36161,n,r,i.width,i.height):t.renderbufferStorageMultisample(36161,n,r,i.width,i.height)}else t.renderbufferStorage(36161,r,i.width,i.height);t.framebufferRenderbuffer(36160,36096,36161,e)}else if(i.depthBuffer&&i.stencilBuffer){const r=nt(i);n&&!1===rt(i)?t.renderbufferStorageMultisample(36161,r,35056,i.width,i.height):rt(i)?R.renderbufferStorageMultisampleEXT(36161,r,35056,i.width,i.height):t.renderbufferStorage(36161,34041,i.width,i.height),t.framebufferRenderbuffer(36160,33306,36161,e)}else{const e=!0===i.isWebGLMultipleRenderTargets?i.texture:[i.texture];for(let r=0;r<e.length;r++){const a=e[r],o=s.convert(a.format,a.encoding),l=s.convert(a.type),c=G(a.internalFormat,o,l,a.encoding),h=nt(i);n&&!1===rt(i)?t.renderbufferStorageMultisample(36161,h,c,i.width,i.height):rt(i)?R.renderbufferStorageMultisampleEXT(36161,h,c,i.width,i.height):t.renderbufferStorage(36161,c,i.width,i.height)}}t.bindRenderbuffer(36161,null)}function it(e){const r=n.get(e),s=!0===e.isWebGLCubeRenderTarget;if(e.depthTexture&&!r.__autoAllocateDepthBuffer){if(s)throw new Error("target.depthTexture not supported in Cube render targets");!function(e,r){if(r&&r.isWebGLCubeRenderTarget)throw new Error("Depth Texture with cube render targets is not supported");if(i.bindFramebuffer(36160,e),!r.depthTexture||!r.depthTexture.isDepthTexture)throw new Error("renderTarget.depthTexture must be an instance of THREE.DepthTexture");n.get(r.depthTexture).__webglTexture&&r.depthTexture.image.width===r.width&&r.depthTexture.image.height===r.height||(r.depthTexture.image.width=r.width,r.depthTexture.image.height=r.height,r.depthTexture.needsUpdate=!0),Y(r.depthTexture,0);const s=n.get(r.depthTexture).__webglTexture,a=nt(r);if(r.depthTexture.format===T)rt(r)?R.framebufferTexture2DMultisampleEXT(36160,36096,3553,s,0,a):t.framebufferTexture2D(36160,36096,3553,s,0);else{if(r.depthTexture.format!==A)throw new Error("Unknown depthTexture format");rt(r)?R.framebufferTexture2DMultisampleEXT(36160,33306,3553,s,0,a):t.framebufferTexture2D(36160,33306,3553,s,0)}}(r.__webglFramebuffer,e)}else if(s){r.__webglDepthbuffer=[];for(let n=0;n<6;n++)i.bindFramebuffer(36160,r.__webglFramebuffer[n]),r.__webglDepthbuffer[n]=t.createRenderbuffer(),et(r.__webglDepthbuffer[n],e,!1)}else i.bindFramebuffer(36160,r.__webglFramebuffer),r.__webglDepthbuffer=t.createRenderbuffer(),et(r.__webglDepthbuffer,e,!1);i.bindFramebuffer(36160,null)}function nt(t){return Math.min(L,t.samples)}function rt(t){const i=n.get(t);return o&&t.samples>0&&!0===e.has("WEBGL_multisampled_render_to_texture")&&!1!==i.__useRenderToTexture}function st(t,i){const n=t.encoding,r=t.format,s=t.type;return!0===t.isCompressedTexture||!0===t.isVideoTexture||t.format===pt||n!==at&&(n===ot?!1===o?!0===e.has("EXT_sRGB")&&r===S?(t.format=pt,t.minFilter=m,t.generateMipmaps=!1):i=jt.sRGBToLinear(i):r===S&&s===x||console.warn("THREE.WebGLTextures: sRGB encoded textures have to use RGBAFormat and UnsignedByteType."):console.error("THREE.WebGLTextures: Unsupported texture encoding:",n)),i}this.allocateTextureUnit=function(){const t=X;return t>=l&&console.warn("THREE.WebGLTextures: Trying to use "+t+" texture units while this GPU supports only "+l),X+=1,t},this.resetTextureUnits=function(){X=0},this.setTexture2D=Y,this.setTexture2DArray=function(t,e){const r=n.get(t);t.version>0&&r.__version!==t.version?Q(r,t,e):(i.activeTexture(33984+e),i.bindTexture(35866,r.__webglTexture))},this.setTexture3D=function(t,e){const r=n.get(t);t.version>0&&r.__version!==t.version?Q(r,t,e):(i.activeTexture(33984+e),i.bindTexture(32879,r.__webglTexture))},this.setTextureCube=function(e,r){const a=n.get(e);e.version>0&&a.__version!==e.version?function(e,n,r){if(6!==n.image.length)return;const a=$(e,n),l=n.source;if(i.activeTexture(33984+r),i.bindTexture(34067,e.__webglTexture),l.version!==l.__currentVersion||!0===a){t.pixelStorei(37440,n.flipY),t.pixelStorei(37441,n.premultiplyAlpha),t.pixelStorei(3317,n.unpackAlignment),t.pixelStorei(37443,0);const e=n.isCompressedTexture||n.image[0].isCompressedTexture,r=n.image[0]&&n.image[0].isDataTexture,c=[];for(let t=0;t<6;t++)c[t]=e||r?r?n.image[t].image:n.image[t]:F(n.image[t],!1,!0,E),c[t]=st(n,c[t]);const h=c[0],u=B(h)||o,d=s.convert(n.format,n.encoding),p=s.convert(n.type),f=G(n.internalFormat,d,p,n.encoding),m=o&&!0!==n.isVideoTexture,g=void 0===l.__currentVersion||!0===a;let v,x=V(n,h,u);if(K(34067,n,u),e){m&&g&&i.texStorage2D(34067,x,f,h.width,h.height);for(let t=0;t<6;t++){v=c[t].mipmaps;for(let e=0;e<v.length;e++){const r=v[e];n.format!==S?null!==d?m?i.compressedTexSubImage2D(34069+t,e,0,0,r.width,r.height,d,r.data):i.compressedTexImage2D(34069+t,e,f,r.width,r.height,0,r.data):console.warn("THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()"):m?i.texSubImage2D(34069+t,e,0,0,r.width,r.height,d,p,r.data):i.texImage2D(34069+t,e,f,r.width,r.height,0,d,p,r.data)}}}else{v=n.mipmaps,m&&g&&(v.length>0&&x++,i.texStorage2D(34067,x,f,c[0].width,c[0].height));for(let t=0;t<6;t++)if(r){m?i.texSubImage2D(34069+t,0,0,0,c[t].width,c[t].height,d,p,c[t].data):i.texImage2D(34069+t,0,f,c[t].width,c[t].height,0,d,p,c[t].data);for(let e=0;e<v.length;e++){const n=v[e].image[t].image;m?i.texSubImage2D(34069+t,e+1,0,0,n.width,n.height,d,p,n.data):i.texImage2D(34069+t,e+1,f,n.width,n.height,0,d,p,n.data)}}else{m?i.texSubImage2D(34069+t,0,0,0,d,p,c[t]):i.texImage2D(34069+t,0,f,d,p,c[t]);for(let e=0;e<v.length;e++){const n=v[e];m?i.texSubImage2D(34069+t,e+1,0,0,d,p,n.image[t]):i.texImage2D(34069+t,e+1,f,d,p,n.image[t])}}}U(n,u)&&k(34067),l.__currentVersion=l.version,n.onUpdate&&n.onUpdate(n)}e.__version=n.version}(a,e,r):(i.activeTexture(33984+r),i.bindTexture(34067,a.__webglTexture))},this.rebindTextures=function(t,e,i){const r=n.get(t);void 0!==e&&tt(r.__webglFramebuffer,t,t.texture,36064,3553),void 0!==i&&it(t)},this.setupRenderTarget=function(e){const l=e.texture,c=n.get(e),h=n.get(l);e.addEventListener("dispose",j),!0!==e.isWebGLMultipleRenderTargets&&(void 0===h.__webglTexture&&(h.__webglTexture=t.createTexture()),h.__version=l.version,a.memory.textures++);const u=!0===e.isWebGLCubeRenderTarget,d=!0===e.isWebGLMultipleRenderTargets,p=B(e)||o;if(u){c.__webglFramebuffer=[];for(let e=0;e<6;e++)c.__webglFramebuffer[e]=t.createFramebuffer()}else{if(c.__webglFramebuffer=t.createFramebuffer(),d)if(r.drawBuffers){const i=e.texture;for(let e=0,r=i.length;e<r;e++){const r=n.get(i[e]);void 0===r.__webglTexture&&(r.__webglTexture=t.createTexture(),a.memory.textures++)}}else console.warn("THREE.WebGLRenderer: WebGLMultipleRenderTargets can only be used with WebGL2 or WEBGL_draw_buffers extension.");if(o&&e.samples>0&&!1===rt(e)){const n=d?l:[l];c.__webglMultisampledFramebuffer=t.createFramebuffer(),c.__webglColorRenderbuffer=[],i.bindFramebuffer(36160,c.__webglMultisampledFramebuffer);for(let i=0;i<n.length;i++){const r=n[i];c.__webglColorRenderbuffer[i]=t.createRenderbuffer(),t.bindRenderbuffer(36161,c.__webglColorRenderbuffer[i]);const a=s.convert(r.format,r.encoding),o=s.convert(r.type),l=G(r.internalFormat,a,o,r.encoding),h=nt(e);t.renderbufferStorageMultisample(36161,h,l,e.width,e.height),t.framebufferRenderbuffer(36160,36064+i,36161,c.__webglColorRenderbuffer[i])}t.bindRenderbuffer(36161,null),e.depthBuffer&&(c.__webglDepthRenderbuffer=t.createRenderbuffer(),et(c.__webglDepthRenderbuffer,e,!0)),i.bindFramebuffer(36160,null)}}if(u){i.bindTexture(34067,h.__webglTexture),K(34067,l,p);for(let t=0;t<6;t++)tt(c.__webglFramebuffer[t],e,l,36064,34069+t);U(l,p)&&k(34067),i.unbindTexture()}else if(d){const t=e.texture;for(let r=0,s=t.length;r<s;r++){const s=t[r],a=n.get(s);i.bindTexture(3553,a.__webglTexture),K(3553,s,p),tt(c.__webglFramebuffer,e,s,36064+r,3553),U(s,p)&&k(3553)}i.unbindTexture()}else{let t=3553;(e.isWebGL3DRenderTarget||e.isWebGLArrayRenderTarget)&&(o?t=e.isWebGL3DRenderTarget?32879:35866:console.error("THREE.WebGLTextures: THREE.Data3DTexture and THREE.DataArrayTexture only supported with WebGL2.")),i.bindTexture(t,h.__webglTexture),K(t,l,p),tt(c.__webglFramebuffer,e,l,36064,t),U(l,p)&&k(t),i.unbindTexture()}e.depthBuffer&&it(e)},this.updateRenderTargetMipmap=function(t){const e=B(t)||o,r=!0===t.isWebGLMultipleRenderTargets?t.texture:[t.texture];for(let s=0,a=r.length;s<a;s++){const a=r[s];if(U(a,e)){const e=t.isWebGLCubeRenderTarget?34067:3553,r=n.get(a).__webglTexture;i.bindTexture(e,r),k(e),i.unbindTexture()}}},this.updateMultisampleRenderTarget=function(e){if(o&&e.samples>0&&!1===rt(e)){const r=e.isWebGLMultipleRenderTargets?e.texture:[e.texture],s=e.width,a=e.height;let o=16384;const l=[],c=e.stencilBuffer?33306:36096,h=n.get(e),u=!0===e.isWebGLMultipleRenderTargets;if(u)for(let e=0;e<r.length;e++)i.bindFramebuffer(36160,h.__webglMultisampledFramebuffer),t.framebufferRenderbuffer(36160,36064+e,36161,null),i.bindFramebuffer(36160,h.__webglFramebuffer),t.framebufferTexture2D(36009,36064+e,3553,null,0);i.bindFramebuffer(36008,h.__webglMultisampledFramebuffer),i.bindFramebuffer(36009,h.__webglFramebuffer);for(let i=0;i<r.length;i++){l.push(36064+i),e.depthBuffer&&l.push(c);const d=void 0!==h.__ignoreDepthValues&&h.__ignoreDepthValues;if(!1===d&&(e.depthBuffer&&(o|=256),e.stencilBuffer&&(o|=1024)),u&&t.framebufferRenderbuffer(36008,36064,36161,h.__webglColorRenderbuffer[i]),!0===d&&(t.invalidateFramebuffer(36008,[c]),t.invalidateFramebuffer(36009,[c])),u){const e=n.get(r[i]).__webglTexture;t.framebufferTexture2D(36009,36064,3553,e,0)}t.blitFramebuffer(0,0,s,a,0,0,s,a,o,9728),P&&t.invalidateFramebuffer(36008,l)}if(i.bindFramebuffer(36008,null),i.bindFramebuffer(36009,null),u)for(let e=0;e<r.length;e++){i.bindFramebuffer(36160,h.__webglMultisampledFramebuffer),t.framebufferRenderbuffer(36160,36064+e,36161,h.__webglColorRenderbuffer[e]);const s=n.get(r[e]).__webglTexture;i.bindFramebuffer(36160,h.__webglFramebuffer),t.framebufferTexture2D(36009,36064+e,3553,s,0)}i.bindFramebuffer(36009,h.__webglMultisampledFramebuffer)}},this.setupDepthRenderbuffer=it,this.setupFrameBufferTexture=tt,this.useMultisampledRTT=rt}function Gs(t,e,i){const n=i.isWebGL2;return{convert:function(i,r=null){let s;if(i===x)return 5121;if(1017===i)return 32819;if(1018===i)return 32820;if(1010===i)return 5120;if(1011===i)return 5122;if(i===_)return 5123;if(1013===i)return 5124;if(i===y)return 5125;if(i===M)return 5126;if(i===b)return n?5131:(s=e.get("OES_texture_half_float"),null!==s?s.HALF_FLOAT_OES:null);if(1021===i)return 6406;if(i===S)return 6408;if(1024===i)return 6409;if(1025===i)return 6410;if(i===T)return 6402;if(i===A)return 34041;if(1028===i)return 6403;if(1022===i)return console.warn("THREE.WebGLRenderer: THREE.RGBFormat has been removed. Use THREE.RGBAFormat instead. https://github.com/mrdoob/three.js/pull/23228"),6408;if(i===pt)return s=e.get("EXT_sRGB"),null!==s?s.SRGB_ALPHA_EXT:null;if(1029===i)return 36244;if(1030===i)return 33319;if(1031===i)return 33320;if(1033===i)return 36249;if(i===E||i===C||i===L||i===R)if(r===ot){if(s=e.get("WEBGL_compressed_texture_s3tc_srgb"),null===s)return null;if(i===E)return s.COMPRESSED_SRGB_S3TC_DXT1_EXT;if(i===C)return s.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT;if(i===L)return s.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT;if(i===R)return s.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT}else{if(s=e.get("WEBGL_compressed_texture_s3tc"),null===s)return null;if(i===E)return s.COMPRESSED_RGB_S3TC_DXT1_EXT;if(i===C)return s.COMPRESSED_RGBA_S3TC_DXT1_EXT;if(i===L)return s.COMPRESSED_RGBA_S3TC_DXT3_EXT;if(i===R)return s.COMPRESSED_RGBA_S3TC_DXT5_EXT}if(i===P||i===I||i===D||i===N){if(s=e.get("WEBGL_compressed_texture_pvrtc"),null===s)return null;if(i===P)return s.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;if(i===I)return s.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;if(i===D)return s.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;if(i===N)return s.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG}if(36196===i)return s=e.get("WEBGL_compressed_texture_etc1"),null!==s?s.COMPRESSED_RGB_ETC1_WEBGL:null;if(i===O||i===z){if(s=e.get("WEBGL_compressed_texture_etc"),null===s)return null;if(i===O)return r===ot?s.COMPRESSED_SRGB8_ETC2:s.COMPRESSED_RGB8_ETC2;if(i===z)return r===ot?s.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC:s.COMPRESSED_RGBA8_ETC2_EAC}if(i===F||i===B||i===U||i===k||i===G||i===V||i===H||i===W||i===j||i===q||i===X||i===Y||i===Z||i===J){if(s=e.get("WEBGL_compressed_texture_astc"),null===s)return null;if(i===F)return r===ot?s.COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR:s.COMPRESSED_RGBA_ASTC_4x4_KHR;if(i===B)return r===ot?s.COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR:s.COMPRESSED_RGBA_ASTC_5x4_KHR;if(i===U)return r===ot?s.COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR:s.COMPRESSED_RGBA_ASTC_5x5_KHR;if(i===k)return r===ot?s.COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR:s.COMPRESSED_RGBA_ASTC_6x5_KHR;if(i===G)return r===ot?s.COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR:s.COMPRESSED_RGBA_ASTC_6x6_KHR;if(i===V)return r===ot?s.COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR:s.COMPRESSED_RGBA_ASTC_8x5_KHR;if(i===H)return r===ot?s.COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR:s.COMPRESSED_RGBA_ASTC_8x6_KHR;if(i===W)return r===ot?s.COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR:s.COMPRESSED_RGBA_ASTC_8x8_KHR;if(i===j)return r===ot?s.COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR:s.COMPRESSED_RGBA_ASTC_10x5_KHR;if(i===q)return r===ot?s.COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR:s.COMPRESSED_RGBA_ASTC_10x6_KHR;if(i===X)return r===ot?s.COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR:s.COMPRESSED_RGBA_ASTC_10x8_KHR;if(i===Y)return r===ot?s.COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR:s.COMPRESSED_RGBA_ASTC_10x10_KHR;if(i===Z)return r===ot?s.COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR:s.COMPRESSED_RGBA_ASTC_12x10_KHR;if(i===J)return r===ot?s.COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR:s.COMPRESSED_RGBA_ASTC_12x12_KHR}if(i===K){if(s=e.get("EXT_texture_compression_bptc"),null===s)return null;if(i===K)return r===ot?s.COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT:s.COMPRESSED_RGBA_BPTC_UNORM_EXT}return i===w?n?34042:(s=e.get("WEBGL_depth_texture"),null!==s?s.UNSIGNED_INT_24_8_WEBGL:null):void 0!==t[i]?t[i]:null}}}class Vs extends rn{constructor(t=[]){super(),this.isArrayCamera=!0,this.cameras=t}}class Hs extends ni{constructor(){super(),this.isGroup=!0,this.type="Group"}}const Ws={type:"move"};class js{constructor(){this._targetRay=null,this._grip=null,this._hand=null}getHandSpace(){return null===this._hand&&(this._hand=new Hs,this._hand.matrixAutoUpdate=!1,this._hand.visible=!1,this._hand.joints={},this._hand.inputState={pinching:!1}),this._hand}getTargetRaySpace(){return null===this._targetRay&&(this._targetRay=new Hs,this._targetRay.matrixAutoUpdate=!1,this._targetRay.visible=!1,this._targetRay.hasLinearVelocity=!1,this._targetRay.linearVelocity=new ee,this._targetRay.hasAngularVelocity=!1,this._targetRay.angularVelocity=new ee),this._targetRay}getGripSpace(){return null===this._grip&&(this._grip=new Hs,this._grip.matrixAutoUpdate=!1,this._grip.visible=!1,this._grip.hasLinearVelocity=!1,this._grip.linearVelocity=new ee,this._grip.hasAngularVelocity=!1,this._grip.angularVelocity=new ee),this._grip}dispatchEvent(t){return null!==this._targetRay&&this._targetRay.dispatchEvent(t),null!==this._grip&&this._grip.dispatchEvent(t),null!==this._hand&&this._hand.dispatchEvent(t),this}disconnect(t){return this.dispatchEvent({type:"disconnected",data:t}),null!==this._targetRay&&(this._targetRay.visible=!1),null!==this._grip&&(this._grip.visible=!1),null!==this._hand&&(this._hand.visible=!1),this}update(t,e,i){let n=null,r=null,s=null;const a=this._targetRay,o=this._grip,l=this._hand;if(t&&"visible-blurred"!==e.session.visibilityState){if(l&&t.hand){s=!0;for(const n of t.hand.values()){const t=e.getJointPose(n,i);if(void 0===l.joints[n.jointName]){const t=new Hs;t.matrixAutoUpdate=!1,t.visible=!1,l.joints[n.jointName]=t,l.add(t)}const r=l.joints[n.jointName];null!==t&&(r.matrix.fromArray(t.transform.matrix),r.matrix.decompose(r.position,r.rotation,r.scale),r.jointRadius=t.radius),r.visible=null!==t}const n=l.joints["index-finger-tip"],r=l.joints["thumb-tip"],a=n.position.distanceTo(r.position),o=.02,c=.005;l.inputState.pinching&&a>o+c?(l.inputState.pinching=!1,this.dispatchEvent({type:"pinchend",handedness:t.handedness,target:this})):!l.inputState.pinching&&a<=o-c&&(l.inputState.pinching=!0,this.dispatchEvent({type:"pinchstart",handedness:t.handedness,target:this}))}else null!==o&&t.gripSpace&&(r=e.getPose(t.gripSpace,i),null!==r&&(o.matrix.fromArray(r.transform.matrix),o.matrix.decompose(o.position,o.rotation,o.scale),r.linearVelocity?(o.hasLinearVelocity=!0,o.linearVelocity.copy(r.linearVelocity)):o.hasLinearVelocity=!1,r.angularVelocity?(o.hasAngularVelocity=!0,o.angularVelocity.copy(r.angularVelocity)):o.hasAngularVelocity=!1));null!==a&&(n=e.getPose(t.targetRaySpace,i),null===n&&null!==r&&(n=r),null!==n&&(a.matrix.fromArray(n.transform.matrix),a.matrix.decompose(a.position,a.rotation,a.scale),n.linearVelocity?(a.hasLinearVelocity=!0,a.linearVelocity.copy(n.linearVelocity)):a.hasLinearVelocity=!1,n.angularVelocity?(a.hasAngularVelocity=!0,a.angularVelocity.copy(n.angularVelocity)):a.hasAngularVelocity=!1,this.dispatchEvent(Ws)))}return null!==a&&(a.visible=null!==n),null!==o&&(o.visible=null!==r),null!==l&&(l.visible=null!==s),this}}class qs extends Zt{constructor(t,e,i,n,r,s,a,o,l,c){if((c=void 0!==c?c:T)!==T&&c!==A)throw new Error("DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat");void 0===i&&c===T&&(i=y),void 0===i&&c===A&&(i=w),super(null,n,r,s,a,o,c,i,l),this.isDepthTexture=!0,this.image={width:t,height:e},this.magFilter=void 0!==a?a:d,this.minFilter=void 0!==o?o:d,this.flipY=!1,this.generateMipmaps=!1}}class Xs extends ft{constructor(t,e){super();const i=this;let n=null,r=1,s=null,a="local-floor",o=null,l=null,c=null,h=null,u=null,d=null;const p=e.getContextAttributes();let f=null,m=null;const g=[],v=[],_=new rn;_.layers.enable(1),_.viewport=new Jt;const M=new rn;M.layers.enable(2),M.viewport=new Jt;const b=[_,M],E=new Vs;E.layers.enable(1),E.layers.enable(2);let C=null,L=null;function R(t){const e=v.indexOf(t.inputSource);if(-1===e)return;const i=g[e];void 0!==i&&i.dispatchEvent({type:t.type,data:t.inputSource})}function P(){n.removeEventListener("select",R),n.removeEventListener("selectstart",R),n.removeEventListener("selectend",R),n.removeEventListener("squeeze",R),n.removeEventListener("squeezestart",R),n.removeEventListener("squeezeend",R),n.removeEventListener("end",P),n.removeEventListener("inputsourceschange",I);for(let t=0;t<g.length;t++){const e=v[t];null!==e&&(v[t]=null,g[t].disconnect(e))}C=null,L=null,t.setRenderTarget(f),u=null,h=null,c=null,n=null,m=null,F.stop(),i.isPresenting=!1,i.dispatchEvent({type:"sessionend"})}function I(t){for(let e=0;e<t.removed.length;e++){const i=t.removed[e],n=v.indexOf(i);n>=0&&(v[n]=null,g[n].dispatchEvent({type:"disconnected",data:i}))}for(let e=0;e<t.added.length;e++){const i=t.added[e];let n=v.indexOf(i);if(-1===n){for(let t=0;t<g.length;t++){if(t>=v.length){v.push(i),n=t;break}if(null===v[t]){v[t]=i,n=t;break}}if(-1===n)break}const r=g[n];r&&r.dispatchEvent({type:"connected",data:i})}}this.cameraAutoUpdate=!0,this.enabled=!1,this.isPresenting=!1,this.getController=function(t){let e=g[t];return void 0===e&&(e=new js,g[t]=e),e.getTargetRaySpace()},this.getControllerGrip=function(t){let e=g[t];return void 0===e&&(e=new js,g[t]=e),e.getGripSpace()},this.getHand=function(t){let e=g[t];return void 0===e&&(e=new js,g[t]=e),e.getHandSpace()},this.setFramebufferScaleFactor=function(t){r=t,!0===i.isPresenting&&console.warn("THREE.WebXRManager: Cannot change framebuffer scale while presenting.")},this.setReferenceSpaceType=function(t){a=t,!0===i.isPresenting&&console.warn("THREE.WebXRManager: Cannot change reference space type while presenting.")},this.getReferenceSpace=function(){return o||s},this.setReferenceSpace=function(t){o=t},this.getBaseLayer=function(){return null!==h?h:u},this.getBinding=function(){return c},this.getFrame=function(){return d},this.getSession=function(){return n},this.setSession=async function(l){if(n=l,null!==n){if(f=t.getRenderTarget(),n.addEventListener("select",R),n.addEventListener("selectstart",R),n.addEventListener("selectend",R),n.addEventListener("squeeze",R),n.addEventListener("squeezestart",R),n.addEventListener("squeezeend",R),n.addEventListener("end",P),n.addEventListener("inputsourceschange",I),!0!==p.xrCompatible&&await e.makeXRCompatible(),void 0===n.renderState.layers||!1===t.capabilities.isWebGL2){const i={antialias:void 0!==n.renderState.layers||p.antialias,alpha:p.alpha,depth:p.depth,stencil:p.stencil,framebufferScaleFactor:r};u=new XRWebGLLayer(n,e,i),n.updateRenderState({baseLayer:u}),m=new Kt(u.framebufferWidth,u.framebufferHeight,{format:S,type:x,encoding:t.outputEncoding})}else{let i=null,s=null,a=null;p.depth&&(a=p.stencil?35056:33190,i=p.stencil?A:T,s=p.stencil?w:y);const o={colorFormat:32856,depthFormat:a,scaleFactor:r};c=new XRWebGLBinding(n,e),h=c.createProjectionLayer(o),n.updateRenderState({layers:[h]}),m=new Kt(h.textureWidth,h.textureHeight,{format:S,type:x,depthTexture:new qs(h.textureWidth,h.textureHeight,s,void 0,void 0,void 0,void 0,void 0,void 0,i),stencilBuffer:p.stencil,encoding:t.outputEncoding,samples:p.antialias?4:0});t.properties.get(m).__ignoreDepthValues=h.ignoreDepthValues}m.isXRRenderTarget=!0,this.setFoveation(1),o=null,s=await n.requestReferenceSpace(a),F.setContext(n),F.start(),i.isPresenting=!0,i.dispatchEvent({type:"sessionstart"})}};const D=new ee,N=new ee;function O(t,e){null===e?t.matrixWorld.copy(t.matrix):t.matrixWorld.multiplyMatrices(e.matrixWorld,t.matrix),t.matrixWorldInverse.copy(t.matrixWorld).invert()}this.updateCamera=function(t){if(null===n)return;E.near=M.near=_.near=t.near,E.far=M.far=_.far=t.far,C===E.near&&L===E.far||(n.updateRenderState({depthNear:E.near,depthFar:E.far}),C=E.near,L=E.far);const e=t.parent,i=E.cameras;O(E,e);for(let t=0;t<i.length;t++)O(i[t],e);E.matrixWorld.decompose(E.position,E.quaternion,E.scale),t.position.copy(E.position),t.quaternion.copy(E.quaternion),t.scale.copy(E.scale),t.matrix.copy(E.matrix),t.matrixWorld.copy(E.matrixWorld);const r=t.children;for(let t=0,e=r.length;t<e;t++)r[t].updateMatrixWorld(!0);2===i.length?function(t,e,i){D.setFromMatrixPosition(e.matrixWorld),N.setFromMatrixPosition(i.matrixWorld);const n=D.distanceTo(N),r=e.projectionMatrix.elements,s=i.projectionMatrix.elements,a=r[14]/(r[10]-1),o=r[14]/(r[10]+1),l=(r[9]+1)/r[5],c=(r[9]-1)/r[5],h=(r[8]-1)/r[0],u=(s[8]+1)/s[0],d=a*h,p=a*u,f=n/(-h+u),m=f*-h;e.matrixWorld.decompose(t.position,t.quaternion,t.scale),t.translateX(m),t.translateZ(f),t.matrixWorld.compose(t.position,t.quaternion,t.scale),t.matrixWorldInverse.copy(t.matrixWorld).invert();const g=a+f,v=o+f,x=d-m,_=p+(n-m),y=l*o/v*g,M=c*o/v*g;t.projectionMatrix.makePerspective(x,_,y,M,g,v)}(E,_,M):E.projectionMatrix.copy(_.projectionMatrix)},this.getCamera=function(){return E},this.getFoveation=function(){return null!==h?h.fixedFoveation:null!==u?u.fixedFoveation:void 0},this.setFoveation=function(t){null!==h&&(h.fixedFoveation=t),null!==u&&void 0!==u.fixedFoveation&&(u.fixedFoveation=t)};let z=null;const F=new gn;F.setAnimationLoop((function(e,i){if(l=i.getViewerPose(o||s),d=i,null!==l){const e=l.views;null!==u&&(t.setRenderTargetFramebuffer(m,u.framebuffer),t.setRenderTarget(m));let i=!1;e.length!==E.cameras.length&&(E.cameras.length=0,i=!0);for(let n=0;n<e.length;n++){const r=e[n];let s=null;if(null!==u)s=u.getViewport(r);else{const e=c.getViewSubImage(h,r);s=e.viewport,0===n&&(t.setRenderTargetTextures(m,e.colorTexture,h.ignoreDepthValues?void 0:e.depthStencilTexture),t.setRenderTarget(m))}let a=b[n];void 0===a&&(a=new rn,a.layers.enable(n),a.viewport=new Jt,b[n]=a),a.matrix.fromArray(r.transform.matrix),a.projectionMatrix.fromArray(r.projectionMatrix),a.viewport.set(s.x,s.y,s.width,s.height),0===n&&E.matrix.copy(a.matrix),!0===i&&E.cameras.push(a)}}for(let t=0;t<g.length;t++){const e=v[t],n=g[t];null!==e&&void 0!==n&&n.update(e,i,o||s)}z&&z(e,i),d=null})),this.setAnimationLoop=function(t){z=t},this.dispose=function(){}}}function Ys(t,e){function i(i,n){i.opacity.value=n.opacity,n.color&&i.diffuse.value.copy(n.color),n.emissive&&i.emissive.value.copy(n.emissive).multiplyScalar(n.emissiveIntensity),n.map&&(i.map.value=n.map),n.alphaMap&&(i.alphaMap.value=n.alphaMap),n.bumpMap&&(i.bumpMap.value=n.bumpMap,i.bumpScale.value=n.bumpScale,1===n.side&&(i.bumpScale.value*=-1)),n.displacementMap&&(i.displacementMap.value=n.displacementMap,i.displacementScale.value=n.displacementScale,i.displacementBias.value=n.displacementBias),n.emissiveMap&&(i.emissiveMap.value=n.emissiveMap),n.normalMap&&(i.normalMap.value=n.normalMap,i.normalScale.value.copy(n.normalScale),1===n.side&&i.normalScale.value.negate()),n.specularMap&&(i.specularMap.value=n.specularMap),n.alphaTest>0&&(i.alphaTest.value=n.alphaTest);const r=e.get(n).envMap;if(r&&(i.envMap.value=r,i.flipEnvMap.value=r.isCubeTexture&&!1===r.isRenderTargetTexture?-1:1,i.reflectivity.value=n.reflectivity,i.ior.value=n.ior,i.refractionRatio.value=n.refractionRatio),n.lightMap){i.lightMap.value=n.lightMap;const e=!0!==t.physicallyCorrectLights?Math.PI:1;i.lightMapIntensity.value=n.lightMapIntensity*e}let s,a;n.aoMap&&(i.aoMap.value=n.aoMap,i.aoMapIntensity.value=n.aoMapIntensity),n.map?s=n.map:n.specularMap?s=n.specularMap:n.displacementMap?s=n.displacementMap:n.normalMap?s=n.normalMap:n.bumpMap?s=n.bumpMap:n.roughnessMap?s=n.roughnessMap:n.metalnessMap?s=n.metalnessMap:n.alphaMap?s=n.alphaMap:n.emissiveMap?s=n.emissiveMap:n.clearcoatMap?s=n.clearcoatMap:n.clearcoatNormalMap?s=n.clearcoatNormalMap:n.clearcoatRoughnessMap?s=n.clearcoatRoughnessMap:n.iridescenceMap?s=n.iridescenceMap:n.iridescenceThicknessMap?s=n.iridescenceThicknessMap:n.specularIntensityMap?s=n.specularIntensityMap:n.specularColorMap?s=n.specularColorMap:n.transmissionMap?s=n.transmissionMap:n.thicknessMap?s=n.thicknessMap:n.sheenColorMap?s=n.sheenColorMap:n.sheenRoughnessMap&&(s=n.sheenRoughnessMap),void 0!==s&&(s.isWebGLRenderTarget&&(s=s.texture),!0===s.matrixAutoUpdate&&s.updateMatrix(),i.uvTransform.value.copy(s.matrix)),n.aoMap?a=n.aoMap:n.lightMap&&(a=n.lightMap),void 0!==a&&(a.isWebGLRenderTarget&&(a=a.texture),!0===a.matrixAutoUpdate&&a.updateMatrix(),i.uv2Transform.value.copy(a.matrix))}return{refreshFogUniforms:function(t,e){t.fogColor.value.copy(e.color),e.isFog?(t.fogNear.value=e.near,t.fogFar.value=e.far):e.isFogExp2&&(t.fogDensity.value=e.density)},refreshMaterialUniforms:function(t,n,r,s,a){n.isMeshBasicMaterial||n.isMeshLambertMaterial?i(t,n):n.isMeshToonMaterial?(i(t,n),function(t,e){e.gradientMap&&(t.gradientMap.value=e.gradientMap)}(t,n)):n.isMeshPhongMaterial?(i(t,n),function(t,e){t.specular.value.copy(e.specular),t.shininess.value=Math.max(e.shininess,1e-4)}(t,n)):n.isMeshStandardMaterial?(i(t,n),function(t,i){t.roughness.value=i.roughness,t.metalness.value=i.metalness,i.roughnessMap&&(t.roughnessMap.value=i.roughnessMap);i.metalnessMap&&(t.metalnessMap.value=i.metalnessMap);e.get(i).envMap&&(t.envMapIntensity.value=i.envMapIntensity)}(t,n),n.isMeshPhysicalMaterial&&function(t,e,i){t.ior.value=e.ior,e.sheen>0&&(t.sheenColor.value.copy(e.sheenColor).multiplyScalar(e.sheen),t.sheenRoughness.value=e.sheenRoughness,e.sheenColorMap&&(t.sheenColorMap.value=e.sheenColorMap),e.sheenRoughnessMap&&(t.sheenRoughnessMap.value=e.sheenRoughnessMap));e.clearcoat>0&&(t.clearcoat.value=e.clearcoat,t.clearcoatRoughness.value=e.clearcoatRoughness,e.clearcoatMap&&(t.clearcoatMap.value=e.clearcoatMap),e.clearcoatRoughnessMap&&(t.clearcoatRoughnessMap.value=e.clearcoatRoughnessMap),e.clearcoatNormalMap&&(t.clearcoatNormalScale.value.copy(e.clearcoatNormalScale),t.clearcoatNormalMap.value=e.clearcoatNormalMap,1===e.side&&t.clearcoatNormalScale.value.negate()));e.iridescence>0&&(t.iridescence.value=e.iridescence,t.iridescenceIOR.value=e.iridescenceIOR,t.iridescenceThicknessMinimum.value=e.iridescenceThicknessRange[0],t.iridescenceThicknessMaximum.value=e.iridescenceThicknessRange[1],e.iridescenceMap&&(t.iridescenceMap.value=e.iridescenceMap),e.iridescenceThicknessMap&&(t.iridescenceThicknessMap.value=e.iridescenceThicknessMap));e.transmission>0&&(t.transmission.value=e.transmission,t.transmissionSamplerMap.value=i.texture,t.transmissionSamplerSize.value.set(i.width,i.height),e.transmissionMap&&(t.transmissionMap.value=e.transmissionMap),t.thickness.value=e.thickness,e.thicknessMap&&(t.thicknessMap.value=e.thicknessMap),t.attenuationDistance.value=e.attenuationDistance,t.attenuationColor.value.copy(e.attenuationColor));t.specularIntensity.value=e.specularIntensity,t.specularColor.value.copy(e.specularColor),e.specularIntensityMap&&(t.specularIntensityMap.value=e.specularIntensityMap);e.specularColorMap&&(t.specularColorMap.value=e.specularColorMap)}(t,n,a)):n.isMeshMatcapMaterial?(i(t,n),function(t,e){e.matcap&&(t.matcap.value=e.matcap)}(t,n)):n.isMeshDepthMaterial?i(t,n):n.isMeshDistanceMaterial?(i(t,n),function(t,e){t.referencePosition.value.copy(e.referencePosition),t.nearDistance.value=e.nearDistance,t.farDistance.value=e.farDistance}(t,n)):n.isMeshNormalMaterial?i(t,n):n.isLineBasicMaterial?(function(t,e){t.diffuse.value.copy(e.color),t.opacity.value=e.opacity}(t,n),n.isLineDashedMaterial&&function(t,e){t.dashSize.value=e.dashSize,t.totalSize.value=e.dashSize+e.gapSize,t.scale.value=e.scale}(t,n)):n.isPointsMaterial?function(t,e,i,n){t.diffuse.value.copy(e.color),t.opacity.value=e.opacity,t.size.value=e.size*i,t.scale.value=.5*n,e.map&&(t.map.value=e.map);e.alphaMap&&(t.alphaMap.value=e.alphaMap);e.alphaTest>0&&(t.alphaTest.value=e.alphaTest);let r;e.map?r=e.map:e.alphaMap&&(r=e.alphaMap);void 0!==r&&(!0===r.matrixAutoUpdate&&r.updateMatrix(),t.uvTransform.value.copy(r.matrix))}(t,n,r,s):n.isSpriteMaterial?function(t,e){t.diffuse.value.copy(e.color),t.opacity.value=e.opacity,t.rotation.value=e.rotation,e.map&&(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if(t.isLOD)!0===t.autoUpdate&&t.update(e);else if(t.isLight)d.pushLight(t),t.castShadow&&d.pushShadow(t);else if(t.isSprite){if(!t.frustumCulled||B.intersectsSprite(t)){n&&W.setFromMatrixPosition(t.matrixWorld).applyMatrix4(V);const e=nt.update(t),r=t.material;r.visible&&u.push(t,e,r,i,W.z,null)}}else if((t.isMesh||t.isLine||t.isPoints)&&(t.isSkinnedMesh&&t.skeleton.frame!==J.render.frame&&(t.skeleton.update(),t.skeleton.frame=J.render.frame),!t.frustumCulled||B.intersectsObject(t))){n&&W.setFromMatrixPosition(t.matrixWorld).applyMatrix4(V);const e=nt.update(t),r=t.material;if(Array.isArray(r)){const n=e.groups;for(let s=0,a=n.length;s<a;s++){const a=n[s],o=r[a.materialIndex];o&&o.visible&&u.push(t,e,o,i,W.z,a)}}else r.visible&&u.push(t,e,r,i,W.z,null)}const r=t.children;for(let t=0,s=r.length;t<s;t++)Dt(r[t],e,i,n)}function Nt(t,e,i,n){const r=t.opaque,a=t.transmissive,o=t.transparent;d.setupLightsView(i),a.length>0&&function(t,e,i){const n=Y.isWebGL2;null===G&&(G=new Kt(1,1,{generateMipmaps:!0,type:X.has("EXT_color_buffer_half_float")?b:x,minFilter:v,samples:n&&!0===s?4:0}));m.getDrawingBufferSize(H),n?G.setSize(H.x,H.y):G.setSize(Tt(H.x),Tt(H.y));const r=m.getRenderTarget();m.setRenderTarget(G),m.clear();const a=m.toneMapping;m.toneMapping=0,Ot(t,e,i),m.toneMapping=a,$.updateMultisampleRenderTarget(G),$.updateRenderTargetMipmap(G),m.setRenderTarget(r)}(r,e,i),n&&Z.viewport(E.copy(n)),r.length>0&&Ot(r,e,i),a.length>0&&Ot(a,e,i),o.length>0&&Ot(o,e,i),Z.buffers.depth.setTest(!0),Z.buffers.depth.setMask(!0),Z.buffers.color.setMask(!0),Z.setPolygonOffset(!1)}function Ot(t,e,i){const n=!0===e.isScene?e.overrideMaterial:null;for(let r=0,s=t.length;r<s;r++){const s=t[r],a=s.object,o=s.geometry,l=null===n?s.material:n,c=s.group;a.layers.test(i.layers)&&zt(a,e,i,o,l,c)}}function zt(t,e,i,n,r,s){t.onBeforeRender(m,e,i,n,r,s),t.modelViewMatrix.multiplyMatrices(i.matrixWorldInverse,t.matrixWorld),t.normalMatrix.getNormalMatrix(t.modelViewMatrix),r.onBeforeRender(m,e,i,n,t,s),!0===r.transparent&&2===r.side?(r.side=1,r.needsUpdate=!0,m.renderBufferDirect(i,e,n,r,t,s),r.side=0,r.needsUpdate=!0,m.renderBufferDirect(i,e,n,r,t,s),r.side=2):m.renderBufferDirect(i,e,n,r,t,s),t.onAfterRender(m,e,i,n,r,s)}function Ft(t,e,i){!0!==e.isScene&&(e=j);const n=K.get(t),r=d.state.lights,s=d.state.shadowsArray,a=r.state.version,o=rt.getParameters(t,r.state,s,e,i),l=rt.getProgramCacheKey(o);let c=n.programs;n.environment=t.isMeshStandardMaterial?e.environment:null,n.fog=e.fog,n.envMap=(t.isMeshStandardMaterial?tt:Q).get(t.envMap||n.environment),void 0===c&&(t.addEventListener("dispose",At),c=new Map,n.programs=c);let h=c.get(l);if(void 0!==h){if(n.currentProgram===h&&n.lightsStateVersion===a)return Bt(t,o),h}else o.uniforms=rt.getUniforms(t),t.onBuild(i,o,m),t.onBeforeCompile(o,m),h=rt.acquireProgram(o,l),c.set(l,h),n.uniforms=o.uniforms;const u=n.uniforms;(t.isShaderMaterial||t.isRawShaderMaterial)&&!0!==t.clipping||(u.clippingPlanes=ct.uniform),Bt(t,o),n.needsLights=function(t){return t.isMeshLambertMaterial||t.isMeshToonMaterial||t.isMeshPhongMaterial||t.isMeshStandardMaterial||t.isShadowMaterial||t.isShaderMaterial&&!0===t.lights}(t),n.lightsStateVersion=a,n.needsLights&&(u.ambientLightColor.value=r.state.ambient,u.lightProbe.value=r.state.probe,u.directionalLights.value=r.state.directional,u.directionalLightShadows.value=r.state.directionalShadow,u.spotLights.value=r.state.spot,u.spotLightShadows.value=r.state.spotShadow,u.rectAreaLights.value=r.state.rectArea,u.ltc_1.value=r.state.rectAreaLTC1,u.ltc_2.value=r.state.rectAreaLTC2,u.pointLights.value=r.state.point,u.pointLightShadows.value=r.state.pointShadow,u.hemisphereLights.value=r.state.hemi,u.directionalShadowMap.value=r.state.directionalShadowMap,u.directionalShadowMatrix.value=r.state.directionalShadowMatrix,u.spotShadowMap.value=r.state.spotShadowMap,u.spotShadowMatrix.value=r.state.spotShadowMatrix,u.pointShadowMap.value=r.state.pointShadowMap,u.pointShadowMatrix.value=r.state.pointShadowMatrix);const p=h.getUniforms(),f=is.seqWithValue(p.seq,u);return n.currentProgram=h,n.uniformsList=f,h}function Bt(t,e){const i=K.get(t);i.outputEncoding=e.outputEncoding,i.instancing=e.instancing,i.skinning=e.skinning,i.morphTargets=e.morphTargets,i.morphNormals=e.morphNormals,i.morphColors=e.morphColors,i.morphTargetsCount=e.morphTargetsCount,i.numClippingPlanes=e.numClippingPlanes,i.numIntersection=e.numClipIntersection,i.vertexAlphas=e.vertexAlphas,i.vertexTangents=e.vertexTangents,i.toneMapping=e.toneMapping}Pt.setAnimationLoop((function(t){Ct&&Ct(t)})),"undefined"!=typeof self&&Pt.setContext(self),this.setAnimationLoop=function(t){Ct=t,Mt.setAnimationLoop(t),null===t?Pt.stop():Pt.start()},Mt.addEventListener("sessionstart",Lt),Mt.addEventListener("sessionend",Rt),this.render=function(t,e){if(void 0!==e&&!0!==e.isCamera)return void console.error("THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.");if(!0===g)return;!0===t.autoUpdate&&t.updateMatrixWorld(),null===e.parent&&e.updateMatrixWorld(),!0===Mt.enabled&&!0===Mt.isPresenting&&(!0===Mt.cameraAutoUpdate&&Mt.updateCamera(e),e=Mt.getCamera()),!0===t.isScene&&t.onBeforeRender(m,t,e,w),d=lt.get(t,f.length),d.init(),f.push(d),V.multiplyMatrices(e.projectionMatrix,e.matrixWorldInverse),B.setFromProjectionMatrix(V),k=this.localClippingEnabled,U=ct.init(this.clippingPlanes,k,e),u=ot.get(t,p.length),u.init(),p.push(u),Dt(t,e,0,m.sortObjects),u.finish(),!0===m.sortObjects&&u.sort(D,N),!0===U&&ct.beginShadows();const i=d.state.shadowsArray;if(ht.render(i,t,e),!0===U&&ct.endShadows(),!0===this.info.autoReset&&this.info.reset(),ut.render(u,t),d.setupLights(m.physicallyCorrectLights),e.isArrayCamera){const i=e.cameras;for(let e=0,n=i.length;e<n;e++){const n=i[e];Nt(u,t,n,n.viewport)}}else Nt(u,t,e);null!==w&&($.updateMultisampleRenderTarget(w),$.updateRenderTargetMipmap(w)),!0===t.isScene&&t.onAfterRender(m,t,e),gt.resetDefaultState(),T=-1,A=null,f.pop(),d=f.length>0?f[f.length-1]:null,p.pop(),u=p.length>0?p[p.length-1]:null},this.getActiveCubeFace=function(){return _},this.getActiveMipmapLevel=function(){return y},this.getRenderTarget=function(){return w},this.setRenderTargetTextures=function(t,e,i){K.get(t.texture).__webglTexture=e,K.get(t.depthTexture).__webglTexture=i;const n=K.get(t);n.__hasExternalTextures=!0,n.__hasExternalTextures&&(n.__autoAllocateDepthBuffer=void 0===i,n.__autoAllocateDepthBuffer||!0===X.has("WEBGL_multisampled_render_to_texture")&&(console.warn("THREE.WebGLRenderer: Render-to-texture extension was disabled because an external texture was provided"),n.__useRenderToTexture=!1))},this.setRenderTargetFramebuffer=function(t,e){const i=K.get(t);i.__webglFramebuffer=e,i.__useDefaultFramebuffer=void 0===e},this.setRenderTarget=function(t,e=0,i=0){w=t,_=e,y=i;let n=!0;if(t){const e=K.get(t);void 0!==e.__useDefaultFramebuffer?(Z.bindFramebuffer(36160,null),n=!1):void 0===e.__webglFramebuffer?$.setupRenderTarget(t):e.__hasExternalTextures&&$.rebindTextures(t,K.get(t.texture).__webglTexture,K.get(t.depthTexture).__webglTexture)}let r=null,s=!1,a=!1;if(t){const i=t.texture;(i.isData3DTexture||i.isDataArrayTexture)&&(a=!0);const n=K.get(t).__webglFramebuffer;t.isWebGLCubeRenderTarget?(r=n[e],s=!0):r=Y.isWebGL2&&t.samples>0&&!1===$.useMultisampledRTT(t)?K.get(t).__webglMultisampledFramebuffer:n,E.copy(t.viewport),C.copy(t.scissor),L=t.scissorTest}else E.copy(O).multiplyScalar(I).floor(),C.copy(z).multiplyScalar(I).floor(),L=F;if(Z.bindFramebuffer(36160,r)&&Y.drawBuffers&&n&&Z.drawBuffers(t,r),Z.viewport(E),Z.scissor(C),Z.setScissorTest(L),s){const n=K.get(t.texture);xt.framebufferTexture2D(36160,36064,34069+e,n.__webglTexture,i)}else if(a){const n=K.get(t.texture),r=e||0;xt.framebufferTextureLayer(36160,36064,n.__webglTexture,i||0,r)}T=-1},this.readRenderTargetPixels=function(t,e,i,n,r,s,a){if(!t||!t.isWebGLRenderTarget)return void console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.");let o=K.get(t).__webglFramebuffer;if(t.isWebGLCubeRenderTarget&&void 0!==a&&(o=o[a]),o){Z.bindFramebuffer(36160,o);try{const a=t.texture,o=a.format,l=a.type;if(o!==S&&mt.convert(o)!==xt.getParameter(35739))return void console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.");const c=l===b&&(X.has("EXT_color_buffer_half_float")||Y.isWebGL2&&X.has("EXT_color_buffer_float"));if(!(l===x||mt.convert(l)===xt.getParameter(35738)||l===M&&(Y.isWebGL2||X.has("OES_texture_float")||X.has("WEBGL_color_buffer_float"))||c))return void console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.");e>=0&&e<=t.width-n&&i>=0&&i<=t.height-r&&xt.readPixels(e,i,n,r,mt.convert(o),mt.convert(l),s)}finally{const t=null!==w?K.get(w).__webglFramebuffer:null;Z.bindFramebuffer(36160,t)}}},this.copyFramebufferToTexture=function(t,e,i=0){const n=Math.pow(2,-i),r=Math.floor(e.image.width*n),s=Math.floor(e.image.height*n);$.setTexture2D(e,0),xt.copyTexSubImage2D(3553,i,0,0,t.x,t.y,r,s),Z.unbindTexture()},this.copyTextureToTexture=function(t,e,i,n=0){const r=e.image.width,s=e.image.height,a=mt.convert(i.format),o=mt.convert(i.type);$.setTexture2D(i,0),xt.pixelStorei(37440,i.flipY),xt.pixelStorei(37441,i.premultiplyAlpha),xt.pixelStorei(3317,i.unpackAlignment),e.isDataTexture?xt.texSubImage2D(3553,n,t.x,t.y,r,s,a,o,e.image.data):e.isCompressedTexture?xt.compressedTexSubImage2D(3553,n,t.x,t.y,e.mipmaps[0].width,e.mipmaps[0].height,a,e.mipmaps[0].data):xt.texSubImage2D(3553,n,t.x,t.y,a,o,e.image),0===n&&i.generateMipmaps&&xt.generateMipmap(3553),Z.unbindTexture()},this.copyTextureToTexture3D=function(t,e,i,n,r=0){if(m.isWebGL1Renderer)return void console.warn("THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.");const s=t.max.x-t.min.x+1,a=t.max.y-t.min.y+1,o=t.max.z-t.min.z+1,l=mt.convert(n.format),c=mt.convert(n.type);let h;if(n.isData3DTexture)$.setTexture3D(n,0),h=32879;else{if(!n.isDataArrayTexture)return void console.warn("THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.");$.setTexture2DArray(n,0),h=35866}xt.pixelStorei(37440,n.flipY),xt.pixelStorei(37441,n.premultiplyAlpha),xt.pixelStorei(3317,n.unpackAlignment);const u=xt.getParameter(3314),d=xt.getParameter(32878),p=xt.getParameter(3316),f=xt.getParameter(3315),g=xt.getParameter(32877),v=i.isCompressedTexture?i.mipmaps[0]:i.image;xt.pixelStorei(3314,v.width),xt.pixelStorei(32878,v.height),xt.pixelStorei(3316,t.min.x),xt.pixelStorei(3315,t.min.y),xt.pixelStorei(32877,t.min.z),i.isDataTexture||i.isData3DTexture?xt.texSubImage3D(h,r,e.x,e.y,e.z,s,a,o,l,c,v.data):i.isCompressedTexture?(console.warn("THREE.WebGLRenderer.copyTextureToTexture3D: untested support for compressed srcTexture."),xt.compressedTexSubImage3D(h,r,e.x,e.y,e.z,s,a,o,l,v.data)):xt.texSubImage3D(h,r,e.x,e.y,e.z,s,a,o,l,c,v),xt.pixelStorei(3314,u),xt.pixelStorei(32878,d),xt.pixelStorei(3316,p),xt.pixelStorei(3315,f),xt.pixelStorei(32877,g),0===r&&n.generateMipmaps&&xt.generateMipmap(h),Z.unbindTexture()},this.initTexture=function(t){t.isCubeTexture?$.setTextureCube(t,0):t.isData3DTexture?$.setTexture3D(t,0):t.isDataArrayTexture?$.setTexture2DArray(t,0):$.setTexture2D(t,0),Z.unbindTexture()},this.resetState=function(){_=0,y=0,w=null,Z.reset(),gt.reset()},"undefined"!=typeof __THREE_DEVTOOLS__&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("observe",{detail:this}))}class Ks extends Js{}Ks.prototype.isWebGL1Renderer=!0;class $s{constructor(t,e=25e-5){this.isFogExp2=!0,this.name="",this.color=new Ht(t),this.density=e}clone(){return new $s(this.color,this.density)}toJSON(){return{type:"FogExp2",color:this.color.getHex(),density:this.density}}}class Qs{constructor(t,e=1,i=1e3){this.isFog=!0,this.name="",this.color=new Ht(t),this.near=e,this.far=i}clone(){return new Qs(this.color,this.near,this.far)}toJSON(){return{type:"Fog",color:this.color.getHex(),near:this.near,far:this.far}}}class ta extends ni{constructor(){super(),this.isScene=!0,this.type="Scene",this.background=null,this.environment=null,this.fog=null,this.overrideMaterial=null,this.autoUpdate=!0,"undefined"!=typeof __THREE_DEVTOOLS__&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("observe",{detail:this}))}copy(t,e){return super.copy(t,e),null!==t.background&&(this.background=t.background.clone()),null!==t.environment&&(this.environment=t.environment.clone()),null!==t.fog&&(this.fog=t.fog.clone()),null!==t.overrideMaterial&&(this.overrideMaterial=t.overrideMaterial.clone()),this.autoUpdate=t.autoUpdate,this.matrixAutoUpdate=t.matrixAutoUpdate,this}toJSON(t){const e=super.toJSON(t);return null!==this.fog&&(e.object.fog=this.fog.toJSON()),e}}class ea{constructor(t,e){this.isInterleavedBuffer=!0,this.array=t,this.stride=e,this.count=void 0!==t?t.length/e:0,this.usage=ut,this.updateRange={offset:0,count:-1},this.version=0,this.uuid=_t()}onUploadCallback(){}set needsUpdate(t){!0===t&&this.version++}setUsage(t){return this.usage=t,this}copy(t){return this.array=new t.array.constructor(t.array),this.count=t.count,this.stride=t.stride,this.usage=t.usage,this}copyAt(t,e,i){t*=this.stride,i*=e.stride;for(let n=0,r=this.stride;n<r;n++)this.array[t+n]=e.array[i+n];return this}set(t,e=0){return this.array.set(t,e),this}clone(t){void 0===t.arrayBuffers&&(t.arrayBuffers={}),void 0===this.array.buffer._uuid&&(this.array.buffer._uuid=_t()),void 0===t.arrayBuffers[this.array.buffer._uuid]&&(t.arrayBuffers[this.array.buffer._uuid]=this.array.slice(0).buffer);const e=new this.array.constructor(t.arrayBuffers[this.array.buffer._uuid]),i=new this.constructor(e,this.stride);return i.setUsage(this.usage),i}onUpload(t){return this.onUploadCallback=t,this}toJSON(t){return void 0===t.arrayBuffers&&(t.arrayBuffers={}),void 0===this.array.buffer._uuid&&(this.array.buffer._uuid=_t()),void 0===t.arrayBuffers[this.array.buffer._uuid]&&(t.arrayBuffers[this.array.buffer._uuid]=Array.from(new Uint32Array(this.array.buffer))),{uuid:this.uuid,buffer:this.array.buffer._uuid,type:this.array.constructor.name,stride:this.stride}}}const ia=new ee;class na{constructor(t,e,i,n=!1){this.isInterleavedBufferAttribute=!0,this.name="",this.data=t,this.itemSize=e,this.offset=i,this.normalized=!0===n}get count(){return this.data.count}get array(){return this.data.array}set needsUpdate(t){this.data.needsUpdate=t}applyMatrix4(t){for(let e=0,i=this.data.count;e<i;e++)ia.fromBufferAttribute(this,e),ia.applyMatrix4(t),this.setXYZ(e,ia.x,ia.y,ia.z);return this}applyNormalMatrix(t){for(let e=0,i=this.count;e<i;e++)ia.fromBufferAttribute(this,e),ia.applyNormalMatrix(t),this.setXYZ(e,ia.x,ia.y,ia.z);return this}transformDirection(t){for(let e=0,i=this.count;e<i;e++)ia.fromBufferAttribute(this,e),ia.transformDirection(t),this.setXYZ(e,ia.x,ia.y,ia.z);return this}setX(t,e){return this.data.array[t*this.data.stride+this.offset]=e,this}setY(t,e){return this.data.array[t*this.data.stride+this.offset+1]=e,this}setZ(t,e){return this.data.array[t*this.data.stride+this.offset+2]=e,this}setW(t,e){return this.data.array[t*this.data.stride+this.offset+3]=e,this}getX(t){return this.data.array[t*this.data.stride+this.offset]}getY(t){return this.data.array[t*this.data.stride+this.offset+1]}getZ(t){return this.data.array[t*this.data.stride+this.offset+2]}getW(t){return this.data.array[t*this.data.stride+this.offset+3]}setXY(t,e,i){return t=t*this.data.stride+this.offset,this.data.array[t+0]=e,this.data.array[t+1]=i,this}setXYZ(t,e,i,n){return t=t*this.data.stride+this.offset,this.data.array[t+0]=e,this.data.array[t+1]=i,this.data.array[t+2]=n,this}setXYZW(t,e,i,n,r){return t=t*this.data.stride+this.offset,this.data.array[t+0]=e,this.data.array[t+1]=i,this.data.array[t+2]=n,this.data.array[t+3]=r,this}clone(t){if(void 0===t){console.log("THREE.InterleavedBufferAttribute.clone(): Cloning an interleaved buffer attribute will deinterleave buffer data.");const t=[];for(let e=0;e<this.count;e++){const i=e*this.data.stride+this.offset;for(let e=0;e<this.itemSize;e++)t.push(this.data.array[i+e])}return new yi(new this.array.constructor(t),this.itemSize,this.normalized)}return void 0===t.interleavedBuffers&&(t.interleavedBuffers={}),void 0===t.interleavedBuffers[this.data.uuid]&&(t.interleavedBuffers[this.data.uuid]=this.data.clone(t)),new na(t.interleavedBuffers[this.data.uuid],this.itemSize,this.offset,this.normalized)}toJSON(t){if(void 0===t){console.log("THREE.InterleavedBufferAttribute.toJSON(): Serializing an interleaved buffer attribute will deinterleave buffer data.");const t=[];for(let e=0;e<this.count;e++){const i=e*this.data.stride+this.offset;for(let e=0;e<this.itemSize;e++)t.push(this.data.array[i+e])}return{itemSize:this.itemSize,type:this.array.constructor.name,array:t,normalized:this.normalized}}return void 0===t.interleavedBuffers&&(t.interleavedBuffers={}),void 0===t.interleavedBuffers[this.data.uuid]&&(t.interleavedBuffers[this.data.uuid]=this.data.toJSON(t)),{isInterleavedBufferAttribute:!0,itemSize:this.itemSize,data:this.data.uuid,offset:this.offset,normalized:this.normalized}}}class ra extends gi{constructor(t){super(),this.isSpriteMaterial=!0,this.type="SpriteMaterial",this.color=new Ht(16777215),this.map=null,this.alphaMap=null,this.rotation=0,this.sizeAttenuation=!0,this.transparent=!0,this.fog=!0,this.setValues(t)}copy(t){return super.copy(t),this.color.copy(t.color),this.map=t.map,this.alphaMap=t.alphaMap,this.rotation=t.rotation,this.sizeAttenuation=t.sizeAttenuation,this.fog=t.fog,this}}let sa;const aa=new ee,oa=new ee,la=new ee,ca=new Et,ha=new Et,ua=new Ie,da=new ee,pa=new ee,fa=new ee,ma=new Et,ga=new Et,va=new Et;class xa extends ni{constructor(t){if(super(),this.isSprite=!0,this.type="Sprite",void 0===sa){sa=new Pi;const t=new Float32Array([-.5,-.5,0,0,0,.5,-.5,0,1,0,.5,.5,0,1,1,-.5,.5,0,0,1]),e=new ea(t,5);sa.setIndex([0,1,2,0,2,3]),sa.setAttribute("position",new na(e,3,0,!1)),sa.setAttribute("uv",new na(e,2,3,!1))}this.geometry=sa,this.material=void 0!==t?t:new ra,this.center=new Et(.5,.5)}raycast(t,e){null===t.camera&&console.error('THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.'),oa.setFromMatrixScale(this.matrixWorld),ua.copy(t.camera.matrixWorld),this.modelViewMatrix.multiplyMatrices(t.camera.matrixWorldInverse,this.matrixWorld),la.setFromMatrixPosition(this.modelViewMatrix),t.camera.isPerspectiveCamera&&!1===this.material.sizeAttenuation&&oa.multiplyScalar(-la.z);const i=this.material.rotation;let n,r;0!==i&&(r=Math.cos(i),n=Math.sin(i));const s=this.center;_a(da.set(-.5,-.5,0),la,s,oa,n,r),_a(pa.set(.5,-.5,0),la,s,oa,n,r),_a(fa.set(.5,.5,0),la,s,oa,n,r),ma.set(0,0),ga.set(1,0),va.set(1,1);let a=t.ray.intersectTriangle(da,pa,fa,!1,aa);if(null===a&&(_a(pa.set(-.5,.5,0),la,s,oa,n,r),ga.set(0,1),a=t.ray.intersectTriangle(da,fa,pa,!1,aa),null===a))return;const o=t.ray.origin.distanceTo(aa);o<t.near||o>t.far||e.push({distance:o,point:aa.clone(),uv:fi.getUV(aa,da,pa,fa,ma,ga,va,new Et),face:null,object:this})}copy(t,e){return super.copy(t,e),void 0!==t.center&&this.center.copy(t.center),this.material=t.material,this}}function _a(t,e,i,n,r,s){ca.subVectors(t,i).addScalar(.5).multiply(n),void 0!==r?(ha.x=s*ca.x-r*ca.y,ha.y=r*ca.x+s*ca.y):ha.copy(ca),t.copy(e),t.x+=ha.x,t.y+=ha.y,t.applyMatrix4(ua)}const ya=new ee,Ma=new ee;class ba extends ni{constructor(){super(),this._currentLevel=0,this.type="LOD",Object.defineProperties(this,{levels:{enumerable:!0,value:[]},isLOD:{value:!0}}),this.autoUpdate=!0}copy(t){super.copy(t,!1);const e=t.levels;for(let t=0,i=e.length;t<i;t++){const i=e[t];this.addLevel(i.object.clone(),i.distance)}return this.autoUpdate=t.autoUpdate,this}addLevel(t,e=0){e=Math.abs(e);const i=this.levels;let n;for(n=0;n<i.length&&!(e<i[n].distance);n++);return i.splice(n,0,{distance:e,object:t}),this.add(t),this}getCurrentLevel(){return this._currentLevel}getObjectForDistance(t){const e=this.levels;if(e.length>0){let i,n;for(i=1,n=e.length;i<n&&!(t<e[i].distance);i++);return e[i-1].object}return null}raycast(t,e){if(this.levels.length>0){ya.setFromMatrixPosition(this.matrixWorld);const i=t.ray.origin.distanceTo(ya);this.getObjectForDistance(i).raycast(t,e)}}update(t){const e=this.levels;if(e.length>1){ya.setFromMatrixPosition(t.matrixWorld),Ma.setFromMatrixPosition(this.matrixWorld);const i=ya.distanceTo(Ma)/t.zoom;let n,r;for(e[0].object.visible=!0,n=1,r=e.length;n<r&&i>=e[n].distance;n++)e[n-1].object.visible=!1,e[n].object.visible=!0;for(this._currentLevel=n-1;n<r;n++)e[n].object.visible=!1}}toJSON(t){const e=super.toJSON(t);!1===this.autoUpdate&&(e.object.autoUpdate=!1),e.object.levels=[];const i=this.levels;for(let t=0,n=i.length;t<n;t++){const n=i[t];e.object.levels.push({object:n.object.uuid,distance:n.distance})}return e}}const wa=new ee,Sa=new Jt,Ta=new Jt,Aa=new ee,Ea=new Ie;class Ca extends Zi{constructor(t,e){super(t,e),this.isSkinnedMesh=!0,this.type="SkinnedMesh",this.bindMode="attached",this.bindMatrix=new Ie,this.bindMatrixInverse=new Ie}copy(t,e){return super.copy(t,e),this.bindMode=t.bindMode,this.bindMatrix.copy(t.bindMatrix),this.bindMatrixInverse.copy(t.bindMatrixInverse),this.skeleton=t.skeleton,this}bind(t,e){this.skeleton=t,void 0===e&&(this.updateMatrixWorld(!0),this.skeleton.calculateInverses(),e=this.matrixWorld),this.bindMatrix.copy(e),this.bindMatrixInverse.copy(e).invert()}pose(){this.skeleton.pose()}normalizeSkinWeights(){const t=new Jt,e=this.geometry.attributes.skinWeight;for(let i=0,n=e.count;i<n;i++){t.fromBufferAttribute(e,i);const n=1/t.manhattanLength();n!==1/0?t.multiplyScalar(n):t.set(1,0,0,0),e.setXYZW(i,t.x,t.y,t.z,t.w)}}updateMatrixWorld(t){super.updateMatrixWorld(t),"attached"===this.bindMode?this.bindMatrixInverse.copy(this.matrixWorld).invert():"detached"===this.bindMode?this.bindMatrixInverse.copy(this.bindMatrix).invert():console.warn("THREE.SkinnedMesh: Unrecognized bindMode: "+this.bindMode)}boneTransform(t,e){const i=this.skeleton,n=this.geometry;Sa.fromBufferAttribute(n.attributes.skinIndex,t),Ta.fromBufferAttribute(n.attributes.skinWeight,t),wa.copy(e).applyMatrix4(this.bindMatrix),e.set(0,0,0);for(let t=0;t<4;t++){const n=Ta.getComponent(t);if(0!==n){const r=Sa.getComponent(t);Ea.multiplyMatrices(i.bones[r].matrixWorld,i.boneInverses[r]),e.addScaledVector(Aa.copy(wa).applyMatrix4(Ea),n)}}return e.applyMatrix4(this.bindMatrixInverse)}}class La extends ni{constructor(){super(),this.isBone=!0,this.type="Bone"}}class Ra extends Zt{constructor(t=null,e=1,i=1,n,r,s,a,o,l=1003,c=1003,h,u){super(null,s,a,o,l,c,n,r,h,u),this.isDataTexture=!0,this.image={data:t,width:e,height:i},this.generateMipmaps=!1,this.flipY=!1,this.unpackAlignment=1}}const Pa=new Ie,Ia=new Ie;class Da{constructor(t=[],e=[]){this.uuid=_t(),this.bones=t.slice(0),this.boneInverses=e,this.boneMatrices=null,this.boneTexture=null,this.boneTextureSize=0,this.frame=-1,this.init()}init(){const t=this.bones,e=this.boneInverses;if(this.boneMatrices=new Float32Array(16*t.length),0===e.length)this.calculateInverses();else if(t.length!==e.length){console.warn("THREE.Skeleton: Number of inverse bone matrices does not match amount of bones."),this.boneInverses=[];for(let t=0,e=this.bones.length;t<e;t++)this.boneInverses.push(new Ie)}}calculateInverses(){this.boneInverses.length=0;for(let t=0,e=this.bones.length;t<e;t++){const e=new Ie;this.bones[t]&&e.copy(this.bones[t].matrixWorld).invert(),this.boneInverses.push(e)}}pose(){for(let t=0,e=this.bones.length;t<e;t++){const e=this.bones[t];e&&e.matrixWorld.copy(this.boneInverses[t]).invert()}for(let t=0,e=this.bones.length;t<e;t++){const e=this.bones[t];e&&(e.parent&&e.parent.isBone?(e.matrix.copy(e.parent.matrixWorld).invert(),e.matrix.multiply(e.matrixWorld)):e.matrix.copy(e.matrixWorld),e.matrix.decompose(e.position,e.quaternion,e.scale))}}update(){const t=this.bones,e=this.boneInverses,i=this.boneMatrices,n=this.boneTexture;for(let n=0,r=t.length;n<r;n++){const r=t[n]?t[n].matrixWorld:Ia;Pa.multiplyMatrices(r,e[n]),Pa.toArray(i,16*n)}null!==n&&(n.needsUpdate=!0)}clone(){return new Da(this.bones,this.boneInverses)}computeBoneTexture(){let t=Math.sqrt(4*this.bones.length);t=St(t),t=Math.max(t,4);const e=new Float32Array(t*t*4);e.set(this.boneMatrices);const i=new Ra(e,t,t,S,M);return i.needsUpdate=!0,this.boneMatrices=e,this.boneTexture=i,this.boneTextureSize=t,this}getBoneByName(t){for(let e=0,i=this.bones.length;e<i;e++){const i=this.bones[e];if(i.name===t)return i}}dispose(){null!==this.boneTexture&&(this.boneTexture.dispose(),this.boneTexture=null)}fromJSON(t,e){this.uuid=t.uuid;for(let i=0,n=t.bones.length;i<n;i++){const n=t.bones[i];let r=e[n];void 0===r&&(console.warn("THREE.Skeleton: No bone found with UUID:",n),r=new La),this.bones.push(r),this.boneInverses.push((new Ie).fromArray(t.boneInverses[i]))}return this.init(),this}toJSON(){const t={metadata:{version:4.5,type:"Skeleton",generator:"Skeleton.toJSON"},bones:[],boneInverses:[]};t.uuid=this.uuid;const e=this.bones,i=this.boneInverses;for(let n=0,r=e.length;n<r;n++){const r=e[n];t.bones.push(r.uuid);const s=i[n];t.boneInverses.push(s.toArray())}return t}}class Na extends yi{constructor(t,e,i,n=1){"number"==typeof i&&(n=i,i=!1,console.error("THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.")),super(t,e,i),this.isInstancedBufferAttribute=!0,this.meshPerAttribute=n}copy(t){return super.copy(t),this.meshPerAttribute=t.meshPerAttribute,this}toJSON(){const t=super.toJSON();return t.meshPerAttribute=this.meshPerAttribute,t.isInstancedBufferAttribute=!0,t}}const Oa=new Ie,za=new Ie,Fa=[],Ba=new Zi;class Ua extends Zi{constructor(t,e,i){super(t,e),this.isInstancedMesh=!0,this.instanceMatrix=new Na(new Float32Array(16*i),16),this.instanceColor=null,this.count=i,this.frustumCulled=!1}copy(t,e){return super.copy(t,e),this.instanceMatrix.copy(t.instanceMatrix),null!==t.instanceColor&&(this.instanceColor=t.instanceColor.clone()),this.count=t.count,this}getColorAt(t,e){e.fromArray(this.instanceColor.array,3*t)}getMatrixAt(t,e){e.fromArray(this.instanceMatrix.array,16*t)}raycast(t,e){const i=this.matrixWorld,n=this.count;if(Ba.geometry=this.geometry,Ba.material=this.material,void 0!==Ba.material)for(let r=0;r<n;r++){this.getMatrixAt(r,Oa),za.multiplyMatrices(i,Oa),Ba.matrixWorld=za,Ba.raycast(t,Fa);for(let t=0,i=Fa.length;t<i;t++){const i=Fa[t];i.instanceId=r,i.object=this,e.push(i)}Fa.length=0}}setColorAt(t,e){null===this.instanceColor&&(this.instanceColor=new Na(new Float32Array(3*this.instanceMatrix.count),3)),e.toArray(this.instanceColor.array,3*t)}setMatrixAt(t,e){e.toArray(this.instanceMatrix.array,16*t)}updateMorphTargets(){}dispose(){this.dispatchEvent({type:"dispose"})}}class ka extends gi{constructor(t){super(),this.isLineBasicMaterial=!0,this.type="LineBasicMaterial",this.color=new Ht(16777215),this.linewidth=1,this.linecap="round",this.linejoin="round",this.fog=!0,this.setValues(t)}copy(t){return super.copy(t),this.color.copy(t.color),this.linewidth=t.linewidth,this.linecap=t.linecap,this.linejoin=t.linejoin,this.fog=t.fog,this}}const Ga=new ee,Va=new ee,Ha=new Ie,Wa=new Pe,ja=new we;class qa extends ni{constructor(t=new Pi,e=new ka){super(),this.isLine=!0,this.type="Line",this.geometry=t,this.material=e,this.updateMorphTargets()}copy(t,e){return super.copy(t,e),this.material=t.material,this.geometry=t.geometry,this}computeLineDistances(){const t=this.geometry;if(null===t.index){const e=t.attributes.position,i=[0];for(let t=1,n=e.count;t<n;t++)Ga.fromBufferAttribute(e,t-1),Va.fromBufferAttribute(e,t),i[t]=i[t-1],i[t]+=Ga.distanceTo(Va);t.setAttribute("lineDistance",new wi(i,1))}else console.warn("THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.");return this}raycast(t,e){const i=this.geometry,n=this.matrixWorld,r=t.params.Line.threshold,s=i.drawRange;if(null===i.boundingSphere&&i.computeBoundingSphere(),ja.copy(i.boundingSphere),ja.applyMatrix4(n),ja.radius+=r,!1===t.ray.intersectsSphere(ja))return;Ha.copy(n).invert(),Wa.copy(t.ray).applyMatrix4(Ha);const a=r/((this.scale.x+this.scale.y+this.scale.z)/3),o=a*a,l=new ee,c=new ee,h=new ee,u=new ee,d=this.isLineSegments?2:1,p=i.index,f=i.attributes.position;if(null!==p){for(let i=Math.max(0,s.start),n=Math.min(p.count,s.start+s.count)-1;i<n;i+=d){const n=p.getX(i),r=p.getX(i+1);l.fromBufferAttribute(f,n),c.fromBufferAttribute(f,r);if(Wa.distanceSqToSegment(l,c,u,h)>o)continue;u.applyMatrix4(this.matrixWorld);const s=t.ray.origin.distanceTo(u);s<t.near||s>t.far||e.push({distance:s,point:h.clone().applyMatrix4(this.matrixWorld),index:i,face:null,faceIndex:null,object:this})}}else{for(let i=Math.max(0,s.start),n=Math.min(f.count,s.start+s.count)-1;i<n;i+=d){l.fromBufferAttribute(f,i),c.fromBufferAttribute(f,i+1);if(Wa.distanceSqToSegment(l,c,u,h)>o)continue;u.applyMatrix4(this.matrixWorld);const n=t.ray.origin.distanceTo(u);n<t.near||n>t.far||e.push({distance:n,point:h.clone().applyMatrix4(this.matrixWorld),index:i,face:null,faceIndex:null,object:this})}}}updateMorphTargets(){const t=this.geometry.morphAttributes,e=Object.keys(t);if(e.length>0){const i=t[e[0]];if(void 0!==i){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let t=0,e=i.length;t<e;t++){const e=i[t].name||String(t);this.morphTargetInfluences.push(0),this.morphTargetDictionary[e]=t}}}}}const Xa=new ee,Ya=new ee;class Za extends qa{constructor(t,e){super(t,e),this.isLineSegments=!0,this.type="LineSegments"}computeLineDistances(){const t=this.geometry;if(null===t.index){const e=t.attributes.position,i=[];for(let t=0,n=e.count;t<n;t+=2)Xa.fromBufferAttribute(e,t),Ya.fromBufferAttribute(e,t+1),i[t]=0===t?0:i[t-1],i[t+1]=i[t]+Xa.distanceTo(Ya);t.setAttribute("lineDistance",new wi(i,1))}else console.warn("THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.");return this}}class Ja extends qa{constructor(t,e){super(t,e),this.isLineLoop=!0,this.type="LineLoop"}}class Ka extends gi{constructor(t){super(),this.isPointsMaterial=!0,this.type="PointsMaterial",this.color=new Ht(16777215),this.map=null,this.alphaMap=null,this.size=1,this.sizeAttenuation=!0,this.fog=!0,this.setValues(t)}copy(t){return super.copy(t),this.color.copy(t.color),this.map=t.map,this.alphaMap=t.alphaMap,this.size=t.size,this.sizeAttenuation=t.sizeAttenuation,this.fog=t.fog,this}}const $a=new Ie,Qa=new Pe,to=new we,eo=new ee;class io extends ni{constructor(t=new Pi,e=new Ka){super(),this.isPoints=!0,this.type="Points",this.geometry=t,this.material=e,this.updateMorphTargets()}copy(t,e){return super.copy(t,e),this.material=t.material,this.geometry=t.geometry,this}raycast(t,e){const i=this.geometry,n=this.matrixWorld,r=t.params.Points.threshold,s=i.drawRange;if(null===i.boundingSphere&&i.computeBoundingSphere(),to.copy(i.boundingSphere),to.applyMatrix4(n),to.radius+=r,!1===t.ray.intersectsSphere(to))return;$a.copy(n).invert(),Qa.copy(t.ray).applyMatrix4($a);const a=r/((this.scale.x+this.scale.y+this.scale.z)/3),o=a*a,l=i.index,c=i.attributes.position;if(null!==l){for(let i=Math.max(0,s.start),r=Math.min(l.count,s.start+s.count);i<r;i++){const r=l.getX(i);eo.fromBufferAttribute(c,r),no(eo,r,o,n,t,e,this)}}else{for(let i=Math.max(0,s.start),r=Math.min(c.count,s.start+s.count);i<r;i++)eo.fromBufferAttribute(c,i),no(eo,i,o,n,t,e,this)}}updateMorphTargets(){const t=this.geometry.morphAttributes,e=Object.keys(t);if(e.length>0){const i=t[e[0]];if(void 0!==i){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let t=0,e=i.length;t<e;t++){const e=i[t].name||String(t);this.morphTargetInfluences.push(0),this.morphTargetDictionary[e]=t}}}}}function no(t,e,i,n,r,s,a){const o=Qa.distanceSqToPoint(t);if(o<i){const i=new ee;Qa.closestPointToPoint(t,i),i.applyMatrix4(n);const l=r.ray.origin.distanceTo(i);if(l<r.near||l>r.far)return;s.push({distance:l,distanceToRay:Math.sqrt(o),point:i,index:e,face:null,object:a})}}class ro extends Zt{constructor(t,e,i,n,r,s,a,o,l,c,h,u){super(null,s,a,o,l,c,n,r,h,u),this.isCompressedTexture=!0,this.image={width:e,height:i},this.mipmaps=t,this.flipY=!1,this.generateMipmaps=!1}}class so{constructor(){this.type="Curve",this.arcLengthDivisions=200}getPoint(){return console.warn("THREE.Curve: .getPoint() not implemented."),null}getPointAt(t,e){const i=this.getUtoTmapping(t);return this.getPoint(i,e)}getPoints(t=5){const e=[];for(let i=0;i<=t;i++)e.push(this.getPoint(i/t));return e}getSpacedPoints(t=5){const e=[];for(let i=0;i<=t;i++)e.push(this.getPointAt(i/t));return e}getLength(){const t=this.getLengths();return t[t.length-1]}getLengths(t=this.arcLengthDivisions){if(this.cacheArcLengths&&this.cacheArcLengths.length===t+1&&!this.needsUpdate)return this.cacheArcLengths;this.needsUpdate=!1;const e=[];let i,n=this.getPoint(0),r=0;e.push(0);for(let s=1;s<=t;s++)i=this.getPoint(s/t),r+=i.distanceTo(n),e.push(r),n=i;return this.cacheArcLengths=e,e}updateArcLengths(){this.needsUpdate=!0,this.getLengths()}getUtoTmapping(t,e){const i=this.getLengths();let n=0;const r=i.length;let s;s=e||t*i[r-1];let a,o=0,l=r-1;for(;o<=l;)if(n=Math.floor(o+(l-o)/2),a=i[n]-s,a<0)o=n+1;else{if(!(a>0)){l=n;break}l=n-1}if(n=l,i[n]===s)return n/(r-1);const c=i[n];return(n+(s-c)/(i[n+1]-c))/(r-1)}getTangent(t,e){const i=1e-4;let n=t-i,r=t+i;n<0&&(n=0),r>1&&(r=1);const s=this.getPoint(n),a=this.getPoint(r),o=e||(s.isVector2?new Et:new ee);return o.copy(a).sub(s).normalize(),o}getTangentAt(t,e){const i=this.getUtoTmapping(t);return this.getTangent(i,e)}computeFrenetFrames(t,e){const i=new ee,n=[],r=[],s=[],a=new ee,o=new Ie;for(let e=0;e<=t;e++){const i=e/t;n[e]=this.getTangentAt(i,new ee)}r[0]=new ee,s[0]=new ee;let l=Number.MAX_VALUE;const c=Math.abs(n[0].x),h=Math.abs(n[0].y),u=Math.abs(n[0].z);c<=l&&(l=c,i.set(1,0,0)),h<=l&&(l=h,i.set(0,1,0)),u<=l&&i.set(0,0,1),a.crossVectors(n[0],i).normalize(),r[0].crossVectors(n[0],a),s[0].crossVectors(n[0],r[0]);for(let e=1;e<=t;e++){if(r[e]=r[e-1].clone(),s[e]=s[e-1].clone(),a.crossVectors(n[e-1],n[e]),a.length()>Number.EPSILON){a.normalize();const t=Math.acos(yt(n[e-1].dot(n[e]),-1,1));r[e].applyMatrix4(o.makeRotationAxis(a,t))}s[e].crossVectors(n[e],r[e])}if(!0===e){let e=Math.acos(yt(r[0].dot(r[t]),-1,1));e/=t,n[0].dot(a.crossVectors(r[0],r[t]))>0&&(e=-e);for(let i=1;i<=t;i++)r[i].applyMatrix4(o.makeRotationAxis(n[i],e*i)),s[i].crossVectors(n[i],r[i])}return{tangents:n,normals:r,binormals:s}}clone(){return(new this.constructor).copy(this)}copy(t){return this.arcLengthDivisions=t.arcLengthDivisions,this}toJSON(){const t={metadata:{version:4.5,type:"Curve",generator:"Curve.toJSON"}};return t.arcLengthDivisions=this.arcLengthDivisions,t.type=this.type,t}fromJSON(t){return this.arcLengthDivisions=t.arcLengthDivisions,this}}class ao extends so{constructor(t=0,e=0,i=1,n=1,r=0,s=2*Math.PI,a=!1,o=0){super(),this.isEllipseCurve=!0,this.type="EllipseCurve",this.aX=t,this.aY=e,this.xRadius=i,this.yRadius=n,this.aStartAngle=r,this.aEndAngle=s,this.aClockwise=a,this.aRotation=o}getPoint(t,e){const i=e||new Et,n=2*Math.PI;let r=this.aEndAngle-this.aStartAngle;const s=Math.abs(r)<Number.EPSILON;for(;r<0;)r+=n;for(;r>n;)r-=n;r<Number.EPSILON&&(r=s?0:n),!0!==this.aClockwise||s||(r===n?r=-n:r-=n);const a=this.aStartAngle+t*r;let o=this.aX+this.xRadius*Math.cos(a),l=this.aY+this.yRadius*Math.sin(a);if(0!==this.aRotation){const t=Math.cos(this.aRotation),e=Math.sin(this.aRotation),i=o-this.aX,n=l-this.aY;o=i*t-n*e+this.aX,l=i*e+n*t+this.aY}return i.set(o,l)}copy(t){return super.copy(t),this.aX=t.aX,this.aY=t.aY,this.xRadius=t.xRadius,this.yRadius=t.yRadius,this.aStartAngle=t.aStartAngle,this.aEndAngle=t.aEndAngle,this.aClockwise=t.aClockwise,this.aRotation=t.aRotation,this}toJSON(){const t=super.toJSON();return t.aX=this.aX,t.aY=this.aY,t.xRadius=this.xRadius,t.yRadius=this.yRadius,t.aStartAngle=this.aStartAngle,t.aEndAngle=this.aEndAngle,t.aClockwise=this.aClockwise,t.aRotation=this.aRotation,t}fromJSON(t){return super.fromJSON(t),this.aX=t.aX,this.aY=t.aY,this.xRadius=t.xRadius,this.yRadius=t.yRadius,this.aStartAngle=t.aStartAngle,this.aEndAngle=t.aEndAngle,this.aClockwise=t.aClockwise,this.aRotation=t.aRotation,this}}class oo extends ao{constructor(t,e,i,n,r,s){super(t,e,i,i,n,r,s),this.isArcCurve=!0,this.type="ArcCurve"}}function lo(){let t=0,e=0,i=0,n=0;function r(r,s,a,o){t=r,e=a,i=-3*r+3*s-2*a-o,n=2*r-2*s+a+o}return{initCatmullRom:function(t,e,i,n,s){r(e,i,s*(i-t),s*(n-e))},initNonuniformCatmullRom:function(t,e,i,n,s,a,o){let l=(e-t)/s-(i-t)/(s+a)+(i-e)/a,c=(i-e)/a-(n-e)/(a+o)+(n-i)/o;l*=a,c*=a,r(e,i,l,c)},calc:function(r){const s=r*r;return t+e*r+i*s+n*(s*r)}}}const co=new ee,ho=new lo,uo=new lo,po=new lo;class fo extends so{constructor(t=[],e=!1,i="centripetal",n=.5){super(),this.isCatmullRomCurve3=!0,this.type="CatmullRomCurve3",this.points=t,this.closed=e,this.curveType=i,this.tension=n}getPoint(t,e=new ee){const i=e,n=this.points,r=n.length,s=(r-(this.closed?0:1))*t;let a,o,l=Math.floor(s),c=s-l;this.closed?l+=l>0?0:(Math.floor(Math.abs(l)/r)+1)*r:0===c&&l===r-1&&(l=r-2,c=1),this.closed||l>0?a=n[(l-1)%r]:(co.subVectors(n[0],n[1]).add(n[0]),a=co);const h=n[l%r],u=n[(l+1)%r];if(this.closed||l+2<r?o=n[(l+2)%r]:(co.subVectors(n[r-1],n[r-2]).add(n[r-1]),o=co),"centripetal"===this.curveType||"chordal"===this.curveType){const t="chordal"===this.curveType?.5:.25;let e=Math.pow(a.distanceToSquared(h),t),i=Math.pow(h.distanceToSquared(u),t),n=Math.pow(u.distanceToSquared(o),t);i<1e-4&&(i=1),e<1e-4&&(e=i),n<1e-4&&(n=i),ho.initNonuniformCatmullRom(a.x,h.x,u.x,o.x,e,i,n),uo.initNonuniformCatmullRom(a.y,h.y,u.y,o.y,e,i,n),po.initNonuniformCatmullRom(a.z,h.z,u.z,o.z,e,i,n)}else"catmullrom"===this.curveType&&(ho.initCatmullRom(a.x,h.x,u.x,o.x,this.tension),uo.initCatmullRom(a.y,h.y,u.y,o.y,this.tension),po.initCatmullRom(a.z,h.z,u.z,o.z,this.tension));return i.set(ho.calc(c),uo.calc(c),po.calc(c)),i}copy(t){super.copy(t),this.points=[];for(let e=0,i=t.points.length;e<i;e++){const i=t.points[e];this.points.push(i.clone())}return this.closed=t.closed,this.curveType=t.curveType,this.tension=t.tension,this}toJSON(){const t=super.toJSON();t.points=[];for(let e=0,i=this.points.length;e<i;e++){const i=this.points[e];t.points.push(i.toArray())}return t.closed=this.closed,t.curveType=this.curveType,t.tension=this.tension,t}fromJSON(t){super.fromJSON(t),this.points=[];for(let e=0,i=t.points.length;e<i;e++){const i=t.points[e];this.points.push((new ee).fromArray(i))}return this.closed=t.closed,this.curveType=t.curveType,this.tension=t.tension,this}}function mo(t,e,i,n,r){const s=.5*(n-e),a=.5*(r-i),o=t*t;return(2*i-2*n+s+a)*(t*o)+(-3*i+3*n-2*s-a)*o+s*t+i}function go(t,e,i,n){return function(t,e){const i=1-t;return i*i*e}(t,e)+function(t,e){return 2*(1-t)*t*e}(t,i)+function(t,e){return t*t*e}(t,n)}function vo(t,e,i,n,r){return function(t,e){const i=1-t;return i*i*i*e}(t,e)+function(t,e){const i=1-t;return 3*i*i*t*e}(t,i)+function(t,e){return 3*(1-t)*t*t*e}(t,n)+function(t,e){return t*t*t*e}(t,r)}class xo extends so{constructor(t=new Et,e=new Et,i=new Et,n=new Et){super(),this.isCubicBezierCurve=!0,this.type="CubicBezierCurve",this.v0=t,this.v1=e,this.v2=i,this.v3=n}getPoint(t,e=new Et){const i=e,n=this.v0,r=this.v1,s=this.v2,a=this.v3;return i.set(vo(t,n.x,r.x,s.x,a.x),vo(t,n.y,r.y,s.y,a.y)),i}copy(t){return super.copy(t),this.v0.copy(t.v0),this.v1.copy(t.v1),this.v2.copy(t.v2),this.v3.copy(t.v3),this}toJSON(){const t=super.toJSON();return t.v0=this.v0.toArray(),t.v1=this.v1.toArray(),t.v2=this.v2.toArray(),t.v3=this.v3.toArray(),t}fromJSON(t){return super.fromJSON(t),this.v0.fromArray(t.v0),this.v1.fromArray(t.v1),this.v2.fromArray(t.v2),this.v3.fromArray(t.v3),this}}class _o extends so{constructor(t=new ee,e=new ee,i=new ee,n=new ee){super(),this.isCubicBezierCurve3=!0,this.type="CubicBezierCurve3",this.v0=t,this.v1=e,this.v2=i,this.v3=n}getPoint(t,e=new ee){const i=e,n=this.v0,r=this.v1,s=this.v2,a=this.v3;return i.set(vo(t,n.x,r.x,s.x,a.x),vo(t,n.y,r.y,s.y,a.y),vo(t,n.z,r.z,s.z,a.z)),i}copy(t){return super.copy(t),this.v0.copy(t.v0),this.v1.copy(t.v1),this.v2.copy(t.v2),this.v3.copy(t.v3),this}toJSON(){const t=super.toJSON();return t.v0=this.v0.toArray(),t.v1=this.v1.toArray(),t.v2=this.v2.toArray(),t.v3=this.v3.toArray(),t}fromJSON(t){return super.fromJSON(t),this.v0.fromArray(t.v0),this.v1.fromArray(t.v1),this.v2.fromArray(t.v2),this.v3.fromArray(t.v3),this}}class yo extends so{constructor(t=new Et,e=new Et){super(),this.isLineCurve=!0,this.type="LineCurve",this.v1=t,this.v2=e}getPoint(t,e=new Et){const i=e;return 1===t?i.copy(this.v2):(i.copy(this.v2).sub(this.v1),i.multiplyScalar(t).add(this.v1)),i}getPointAt(t,e){return this.getPoint(t,e)}getTangent(t,e){const i=e||new Et;return i.copy(this.v2).sub(this.v1).normalize(),i}copy(t){return super.copy(t),this.v1.copy(t.v1),this.v2.copy(t.v2),this}toJSON(){const t=super.toJSON();return t.v1=this.v1.toArray(),t.v2=this.v2.toArray(),t}fromJSON(t){return super.fromJSON(t),this.v1.fromArray(t.v1),this.v2.fromArray(t.v2),this}}class Mo extends so{constructor(t=new ee,e=new ee){super(),this.isLineCurve3=!0,this.type="LineCurve3",this.v1=t,this.v2=e}getPoint(t,e=new ee){const i=e;return 1===t?i.copy(this.v2):(i.copy(this.v2).sub(this.v1),i.multiplyScalar(t).add(this.v1)),i}getPointAt(t,e){return this.getPoint(t,e)}copy(t){return super.copy(t),this.v1.copy(t.v1),this.v2.copy(t.v2),this}toJSON(){const t=super.toJSON();return t.v1=this.v1.toArray(),t.v2=this.v2.toArray(),t}fromJSON(t){return super.fromJSON(t),this.v1.fromArray(t.v1),this.v2.fromArray(t.v2),this}}class bo extends so{constructor(t=new Et,e=new Et,i=new Et){super(),this.isQuadraticBezierCurve=!0,this.type="QuadraticBezierCurve",this.v0=t,this.v1=e,this.v2=i}getPoint(t,e=new Et){const i=e,n=this.v0,r=this.v1,s=this.v2;return i.set(go(t,n.x,r.x,s.x),go(t,n.y,r.y,s.y)),i}copy(t){return super.copy(t),this.v0.copy(t.v0),this.v1.copy(t.v1),this.v2.copy(t.v2),this}toJSON(){const t=super.toJSON();return t.v0=this.v0.toArray(),t.v1=this.v1.toArray(),t.v2=this.v2.toArray(),t}fromJSON(t){return super.fromJSON(t),this.v0.fromArray(t.v0),this.v1.fromArray(t.v1),this.v2.fromArray(t.v2),this}}class wo extends so{constructor(t=new ee,e=new ee,i=new ee){super(),this.isQuadraticBezierCurve3=!0,this.type="QuadraticBezierCurve3",this.v0=t,this.v1=e,this.v2=i}getPoint(t,e=new ee){const i=e,n=this.v0,r=this.v1,s=this.v2;return i.set(go(t,n.x,r.x,s.x),go(t,n.y,r.y,s.y),go(t,n.z,r.z,s.z)),i}copy(t){return super.copy(t),this.v0.copy(t.v0),this.v1.copy(t.v1),this.v2.copy(t.v2),this}toJSON(){const t=super.toJSON();return t.v0=this.v0.toArray(),t.v1=this.v1.toArray(),t.v2=this.v2.toArray(),t}fromJSON(t){return super.fromJSON(t),this.v0.fromArray(t.v0),this.v1.fromArray(t.v1),this.v2.fromArray(t.v2),this}}class So extends so{constructor(t=[]){super(),this.isSplineCurve=!0,this.type="SplineCurve",this.points=t}getPoint(t,e=new Et){const i=e,n=this.points,r=(n.length-1)*t,s=Math.floor(r),a=r-s,o=n[0===s?s:s-1],l=n[s],c=n[s>n.length-2?n.length-1:s+1],h=n[s>n.length-3?n.length-1:s+2];return i.set(mo(a,o.x,l.x,c.x,h.x),mo(a,o.y,l.y,c.y,h.y)),i}copy(t){super.copy(t),this.points=[];for(let e=0,i=t.points.length;e<i;e++){const i=t.points[e];this.points.push(i.clone())}return this}toJSON(){const t=super.toJSON();t.points=[];for(let e=0,i=this.points.length;e<i;e++){const i=this.points[e];t.points.push(i.toArray())}return t}fromJSON(t){super.fromJSON(t),this.points=[];for(let e=0,i=t.points.length;e<i;e++){const i=t.points[e];this.points.push((new Et).fromArray(i))}return this}}var To=Object.freeze({__proto__:null,ArcCurve:oo,CatmullRomCurve3:fo,CubicBezierCurve:xo,CubicBezierCurve3:_o,EllipseCurve:ao,LineCurve:yo,LineCurve3:Mo,QuadraticBezierCurve:bo,QuadraticBezierCurve3:wo,SplineCurve:So});class Ao extends so{constructor(){super(),this.type="CurvePath",this.curves=[],this.autoClose=!1}add(t){this.curves.push(t)}closePath(){const t=this.curves[0].getPoint(0),e=this.curves[this.curves.length-1].getPoint(1);t.equals(e)||this.curves.push(new yo(e,t))}getPoint(t,e){const i=t*this.getLength(),n=this.getCurveLengths();let r=0;for(;r<n.length;){if(n[r]>=i){const t=n[r]-i,s=this.curves[r],a=s.getLength(),o=0===a?0:1-t/a;return s.getPointAt(o,e)}r++}return null}getLength(){const t=this.getCurveLengths();return t[t.length-1]}updateArcLengths(){this.needsUpdate=!0,this.cacheLengths=null,this.getCurveLengths()}getCurveLengths(){if(this.cacheLengths&&this.cacheLengths.length===this.curves.length)return this.cacheLengths;const t=[];let e=0;for(let i=0,n=this.curves.length;i<n;i++)e+=this.curves[i].getLength(),t.push(e);return this.cacheLengths=t,t}getSpacedPoints(t=40){const e=[];for(let i=0;i<=t;i++)e.push(this.getPoint(i/t));return this.autoClose&&e.push(e[0]),e}getPoints(t=12){const e=[];let i;for(let n=0,r=this.curves;n<r.length;n++){const s=r[n],a=s.isEllipseCurve?2*t:s.isLineCurve||s.isLineCurve3?1:s.isSplineCurve?t*s.points.length:t,o=s.getPoints(a);for(let t=0;t<o.length;t++){const n=o[t];i&&i.equals(n)||(e.push(n),i=n)}}return this.autoClose&&e.length>1&&!e[e.length-1].equals(e[0])&&e.push(e[0]),e}copy(t){super.copy(t),this.curves=[];for(let e=0,i=t.curves.length;e<i;e++){const i=t.curves[e];this.curves.push(i.clone())}return this.autoClose=t.autoClose,this}toJSON(){const t=super.toJSON();t.autoClose=this.autoClose,t.curves=[];for(let e=0,i=this.curves.length;e<i;e++){const i=this.curves[e];t.curves.push(i.toJSON())}return t}fromJSON(t){super.fromJSON(t),this.autoClose=t.autoClose,this.curves=[];for(let e=0,i=t.curves.length;e<i;e++){const i=t.curves[e];this.curves.push((new To[i.type]).fromJSON(i))}return this}}class Eo extends Ao{constructor(t){super(),this.type="Path",this.currentPoint=new Et,t&&this.setFromPoints(t)}setFromPoints(t){this.moveTo(t[0].x,t[0].y);for(let e=1,i=t.length;e<i;e++)this.lineTo(t[e].x,t[e].y);return this}moveTo(t,e){return this.currentPoint.set(t,e),this}lineTo(t,e){const i=new yo(this.currentPoint.clone(),new Et(t,e));return this.curves.push(i),this.currentPoint.set(t,e),this}quadraticCurveTo(t,e,i,n){const r=new bo(this.currentPoint.clone(),new Et(t,e),new Et(i,n));return this.curves.push(r),this.currentPoint.set(i,n),this}bezierCurveTo(t,e,i,n,r,s){const a=new xo(this.currentPoint.clone(),new Et(t,e),new Et(i,n),new Et(r,s));return this.curves.push(a),this.currentPoint.set(r,s),this}splineThru(t){const e=[this.currentPoint.clone()].concat(t),i=new So(e);return this.curves.push(i),this.currentPoint.copy(t[t.length-1]),this}arc(t,e,i,n,r,s){const a=this.currentPoint.x,o=this.currentPoint.y;return this.absarc(t+a,e+o,i,n,r,s),this}absarc(t,e,i,n,r,s){return this.absellipse(t,e,i,i,n,r,s),this}ellipse(t,e,i,n,r,s,a,o){const l=this.currentPoint.x,c=this.currentPoint.y;return this.absellipse(t+l,e+c,i,n,r,s,a,o),this}absellipse(t,e,i,n,r,s,a,o){const l=new ao(t,e,i,n,r,s,a,o);if(this.curves.length>0){const t=l.getPoint(0);t.equals(this.currentPoint)||this.lineTo(t.x,t.y)}this.curves.push(l);const c=l.getPoint(1);return this.currentPoint.copy(c),this}copy(t){return super.copy(t),this.currentPoint.copy(t.currentPoint),this}toJSON(){const t=super.toJSON();return t.currentPoint=this.currentPoint.toArray(),t}fromJSON(t){return super.fromJSON(t),this.currentPoint.fromArray(t.currentPoint),this}}class Co extends Pi{constructor(t=[new Et(0,-.5),new Et(.5,0),new Et(0,.5)],e=12,i=0,n=2*Math.PI){super(),this.type="LatheGeometry",this.parameters={points:t,segments:e,phiStart:i,phiLength:n},e=Math.floor(e),n=yt(n,0,2*Math.PI);const r=[],s=[],a=[],o=[],l=[],c=1/e,h=new ee,u=new Et,d=new ee,p=new ee,f=new ee;let m=0,g=0;for(let e=0;e<=t.length-1;e++)switch(e){case 0:m=t[e+1].x-t[e].x,g=t[e+1].y-t[e].y,d.x=1*g,d.y=-m,d.z=0*g,f.copy(d),d.normalize(),o.push(d.x,d.y,d.z);break;case t.length-1:o.push(f.x,f.y,f.z);break;default:m=t[e+1].x-t[e].x,g=t[e+1].y-t[e].y,d.x=1*g,d.y=-m,d.z=0*g,p.copy(d),d.x+=f.x,d.y+=f.y,d.z+=f.z,d.normalize(),o.push(d.x,d.y,d.z),f.copy(p)}for(let r=0;r<=e;r++){const d=i+r*c*n,p=Math.sin(d),f=Math.cos(d);for(let i=0;i<=t.length-1;i++){h.x=t[i].x*p,h.y=t[i].y,h.z=t[i].x*f,s.push(h.x,h.y,h.z),u.x=r/e,u.y=i/(t.length-1),a.push(u.x,u.y);const n=o[3*i+0]*p,c=o[3*i+1],d=o[3*i+0]*f;l.push(n,c,d)}}for(let i=0;i<e;i++)for(let e=0;e<t.length-1;e++){const n=e+i*t.length,s=n,a=n+t.length,o=n+t.length+1,l=n+1;r.push(s,a,l),r.push(o,l,a)}this.setIndex(r),this.setAttribute("position",new wi(s,3)),this.setAttribute("uv",new wi(a,2)),this.setAttribute("normal",new wi(l,3))}static fromJSON(t){return new Co(t.points,t.segments,t.phiStart,t.phiLength)}}class Lo extends Co{constructor(t=1,e=1,i=4,n=8){const r=new Eo;r.absarc(0,-e/2,t,1.5*Math.PI,0),r.absarc(0,e/2,t,0,.5*Math.PI),super(r.getPoints(i),n),this.type="CapsuleGeometry",this.parameters={radius:t,height:e,capSegments:i,radialSegments:n}}static fromJSON(t){return new Lo(t.radius,t.length,t.capSegments,t.radialSegments)}}class Ro extends Pi{constructor(t=1,e=8,i=0,n=2*Math.PI){super(),this.type="CircleGeometry",this.parameters={radius:t,segments:e,thetaStart:i,thetaLength:n},e=Math.max(3,e);const r=[],s=[],a=[],o=[],l=new ee,c=new Et;s.push(0,0,0),a.push(0,0,1),o.push(.5,.5);for(let r=0,h=3;r<=e;r++,h+=3){const u=i+r/e*n;l.x=t*Math.cos(u),l.y=t*Math.sin(u),s.push(l.x,l.y,l.z),a.push(0,0,1),c.x=(s[h]/t+1)/2,c.y=(s[h+1]/t+1)/2,o.push(c.x,c.y)}for(let t=1;t<=e;t++)r.push(t,t+1,0);this.setIndex(r),this.setAttribute("position",new wi(s,3)),this.setAttribute("normal",new wi(a,3)),this.setAttribute("uv",new wi(o,2))}static fromJSON(t){return new Ro(t.radius,t.segments,t.thetaStart,t.thetaLength)}}class Po extends Pi{constructor(t=1,e=1,i=1,n=8,r=1,s=!1,a=0,o=2*Math.PI){super(),this.type="CylinderGeometry",this.parameters={radiusTop:t,radiusBottom:e,height:i,radialSegments:n,heightSegments:r,openEnded:s,thetaStart:a,thetaLength:o};const l=this;n=Math.floor(n),r=Math.floor(r);const c=[],h=[],u=[],d=[];let p=0;const f=[],m=i/2;let g=0;function v(i){const r=p,s=new Et,f=new ee;let v=0;const x=!0===i?t:e,_=!0===i?1:-1;for(let t=1;t<=n;t++)h.push(0,m*_,0),u.push(0,_,0),d.push(.5,.5),p++;const y=p;for(let t=0;t<=n;t++){const e=t/n*o+a,i=Math.cos(e),r=Math.sin(e);f.x=x*r,f.y=m*_,f.z=x*i,h.push(f.x,f.y,f.z),u.push(0,_,0),s.x=.5*i+.5,s.y=.5*r*_+.5,d.push(s.x,s.y),p++}for(let t=0;t<n;t++){const e=r+t,n=y+t;!0===i?c.push(n,n+1,e):c.push(n+1,n,e),v+=3}l.addGroup(g,v,!0===i?1:2),g+=v}!function(){const s=new ee,v=new ee;let x=0;const _=(e-t)/i;for(let l=0;l<=r;l++){const c=[],g=l/r,x=g*(e-t)+t;for(let t=0;t<=n;t++){const e=t/n,r=e*o+a,l=Math.sin(r),f=Math.cos(r);v.x=x*l,v.y=-g*i+m,v.z=x*f,h.push(v.x,v.y,v.z),s.set(l,_,f).normalize(),u.push(s.x,s.y,s.z),d.push(e,1-g),c.push(p++)}f.push(c)}for(let t=0;t<n;t++)for(let e=0;e<r;e++){const i=f[e][t],n=f[e+1][t],r=f[e+1][t+1],s=f[e][t+1];c.push(i,n,s),c.push(n,r,s),x+=6}l.addGroup(g,x,0),g+=x}(),!1===s&&(t>0&&v(!0),e>0&&v(!1)),this.setIndex(c),this.setAttribute("position",new wi(h,3)),this.setAttribute("normal",new wi(u,3)),this.setAttribute("uv",new wi(d,2))}static fromJSON(t){return new Po(t.radiusTop,t.radiusBottom,t.height,t.radialSegments,t.heightSegments,t.openEnded,t.thetaStart,t.thetaLength)}}class Io extends Po{constructor(t=1,e=1,i=8,n=1,r=!1,s=0,a=2*Math.PI){super(0,t,e,i,n,r,s,a),this.type="ConeGeometry",this.parameters={radius:t,height:e,radialSegments:i,heightSegments:n,openEnded:r,thetaStart:s,thetaLength:a}}static fromJSON(t){return new Io(t.radius,t.height,t.radialSegments,t.heightSegments,t.openEnded,t.thetaStart,t.thetaLength)}}class Do extends Pi{constructor(t=[],e=[],i=1,n=0){super(),this.type="PolyhedronGeometry",this.parameters={vertices:t,indices:e,radius:i,detail:n};const r=[],s=[];function a(t,e,i,n){const r=n+1,s=[];for(let n=0;n<=r;n++){s[n]=[];const a=t.clone().lerp(i,n/r),o=e.clone().lerp(i,n/r),l=r-n;for(let t=0;t<=l;t++)s[n][t]=0===t&&n===r?a:a.clone().lerp(o,t/l)}for(let t=0;t<r;t++)for(let e=0;e<2*(r-t)-1;e++){const i=Math.floor(e/2);e%2==0?(o(s[t][i+1]),o(s[t+1][i]),o(s[t][i])):(o(s[t][i+1]),o(s[t+1][i+1]),o(s[t+1][i]))}}function o(t){r.push(t.x,t.y,t.z)}function l(e,i){const n=3*e;i.x=t[n+0],i.y=t[n+1],i.z=t[n+2]}function c(t,e,i,n){n<0&&1===t.x&&(s[e]=t.x-1),0===i.x&&0===i.z&&(s[e]=n/2/Math.PI+.5)}function h(t){return Math.atan2(t.z,-t.x)}!function(t){const i=new ee,n=new ee,r=new ee;for(let s=0;s<e.length;s+=3)l(e[s+0],i),l(e[s+1],n),l(e[s+2],r),a(i,n,r,t)}(n),function(t){const e=new ee;for(let i=0;i<r.length;i+=3)e.x=r[i+0],e.y=r[i+1],e.z=r[i+2],e.normalize().multiplyScalar(t),r[i+0]=e.x,r[i+1]=e.y,r[i+2]=e.z}(i),function(){const t=new ee;for(let i=0;i<r.length;i+=3){t.x=r[i+0],t.y=r[i+1],t.z=r[i+2];const n=h(t)/2/Math.PI+.5,a=(e=t,Math.atan2(-e.y,Math.sqrt(e.x*e.x+e.z*e.z))/Math.PI+.5);s.push(n,1-a)}var e;(function(){const t=new ee,e=new ee,i=new ee,n=new ee,a=new Et,o=new Et,l=new Et;for(let u=0,d=0;u<r.length;u+=9,d+=6){t.set(r[u+0],r[u+1],r[u+2]),e.set(r[u+3],r[u+4],r[u+5]),i.set(r[u+6],r[u+7],r[u+8]),a.set(s[d+0],s[d+1]),o.set(s[d+2],s[d+3]),l.set(s[d+4],s[d+5]),n.copy(t).add(e).add(i).divideScalar(3);const p=h(n);c(a,d+0,t,p),c(o,d+2,e,p),c(l,d+4,i,p)}})(),function(){for(let t=0;t<s.length;t+=6){const e=s[t+0],i=s[t+2],n=s[t+4],r=Math.max(e,i,n),a=Math.min(e,i,n);r>.9&&a<.1&&(e<.2&&(s[t+0]+=1),i<.2&&(s[t+2]+=1),n<.2&&(s[t+4]+=1))}}()}(),this.setAttribute("position",new wi(r,3)),this.setAttribute("normal",new wi(r.slice(),3)),this.setAttribute("uv",new wi(s,2)),0===n?this.computeVertexNormals():this.normalizeNormals()}static fromJSON(t){return new Do(t.vertices,t.indices,t.radius,t.details)}}class No extends Do{constructor(t=1,e=0){const i=(1+Math.sqrt(5))/2,n=1/i;super([-1,-1,-1,-1,-1,1,-1,1,-1,-1,1,1,1,-1,-1,1,-1,1,1,1,-1,1,1,1,0,-n,-i,0,-n,i,0,n,-i,0,n,i,-n,-i,0,-n,i,0,n,-i,0,n,i,0,-i,0,-n,i,0,-n,-i,0,n,i,0,n],[3,11,7,3,7,15,3,15,13,7,19,17,7,17,6,7,6,15,17,4,8,17,8,10,17,10,6,8,0,16,8,16,2,8,2,10,0,12,1,0,1,18,0,18,16,6,10,2,6,2,13,6,13,15,2,16,18,2,18,3,2,3,13,18,1,9,18,9,11,18,11,3,4,14,12,4,12,0,4,0,8,11,9,5,11,5,19,11,19,7,19,5,14,19,14,4,19,4,17,1,12,14,1,14,5,1,5,9],t,e),this.type="DodecahedronGeometry",this.parameters={radius:t,detail:e}}static fromJSON(t){return new No(t.radius,t.detail)}}const Oo=new ee,zo=new ee,Fo=new ee,Bo=new fi;class Uo extends Pi{constructor(t=null,e=1){if(super(),this.type="EdgesGeometry",this.parameters={geometry:t,thresholdAngle:e},null!==t){const i=4,n=Math.pow(10,i),r=Math.cos(vt*e),s=t.getIndex(),a=t.getAttribute("position"),o=s?s.count:a.count,l=[0,0,0],c=["a","b","c"],h=new Array(3),u={},d=[];for(let t=0;t<o;t+=3){s?(l[0]=s.getX(t),l[1]=s.getX(t+1),l[2]=s.getX(t+2)):(l[0]=t,l[1]=t+1,l[2]=t+2);const{a:e,b:i,c:o}=Bo;if(e.fromBufferAttribute(a,l[0]),i.fromBufferAttribute(a,l[1]),o.fromBufferAttribute(a,l[2]),Bo.getNormal(Fo),h[0]=`${Math.round(e.x*n)},${Math.round(e.y*n)},${Math.round(e.z*n)}`,h[1]=`${Math.round(i.x*n)},${Math.round(i.y*n)},${Math.round(i.z*n)}`,h[2]=`${Math.round(o.x*n)},${Math.round(o.y*n)},${Math.round(o.z*n)}`,h[0]!==h[1]&&h[1]!==h[2]&&h[2]!==h[0])for(let t=0;t<3;t++){const e=(t+1)%3,i=h[t],n=h[e],s=Bo[c[t]],a=Bo[c[e]],o=`${i}_${n}`,p=`${n}_${i}`;p in u&&u[p]?(Fo.dot(u[p].normal)<=r&&(d.push(s.x,s.y,s.z),d.push(a.x,a.y,a.z)),u[p]=null):o in u||(u[o]={index0:l[t],index1:l[e],normal:Fo.clone()})}}for(const t in u)if(u[t]){const{index0:e,index1:i}=u[t];Oo.fromBufferAttribute(a,e),zo.fromBufferAttribute(a,i),d.push(Oo.x,Oo.y,Oo.z),d.push(zo.x,zo.y,zo.z)}this.setAttribute("position",new wi(d,3))}}}class ko extends Eo{constructor(t){super(t),this.uuid=_t(),this.type="Shape",this.holes=[]}getPointsHoles(t){const e=[];for(let i=0,n=this.holes.length;i<n;i++)e[i]=this.holes[i].getPoints(t);return e}extractPoints(t){return{shape:this.getPoints(t),holes:this.getPointsHoles(t)}}copy(t){super.copy(t),this.holes=[];for(let e=0,i=t.holes.length;e<i;e++){const i=t.holes[e];this.holes.push(i.clone())}return this}toJSON(){const t=super.toJSON();t.uuid=this.uuid,t.holes=[];for(let e=0,i=this.holes.length;e<i;e++){const i=this.holes[e];t.holes.push(i.toJSON())}return t}fromJSON(t){super.fromJSON(t),this.uuid=t.uuid,this.holes=[];for(let e=0,i=t.holes.length;e<i;e++){const i=t.holes[e];this.holes.push((new Eo).fromJSON(i))}return this}}const Go=function(t,e,i=2){const n=e&&e.length,r=n?e[0]*i:t.length;let s=Vo(t,0,r,i,!0);const a=[];if(!s||s.next===s.prev)return a;let o,l,c,h,u,d,p;if(n&&(s=function(t,e,i,n){const r=[];let s,a,o,l,c;for(s=0,a=e.length;s<a;s++)o=e[s]*n,l=s<a-1?e[s+1]*n:t.length,c=Vo(t,o,l,n,!1),c===c.next&&(c.steiner=!0),r.push(Qo(c));for(r.sort(Zo),s=0;s<r.length;s++)Jo(r[s],i),i=Ho(i,i.next);return i}(t,e,s,i)),t.length>80*i){o=c=t[0],l=h=t[1];for(let e=i;e<r;e+=i)u=t[e],d=t[e+1],u<o&&(o=u),d<l&&(l=d),u>c&&(c=u),d>h&&(h=d);p=Math.max(c-o,h-l),p=0!==p?1/p:0}return Wo(s,a,i,o,l,p),a};function Vo(t,e,i,n,r){let s,a;if(r===function(t,e,i,n){let r=0;for(let s=e,a=i-n;s<i;s+=n)r+=(t[a]-t[s])*(t[s+1]+t[a+1]),a=s;return r}(t,e,i,n)>0)for(s=e;s<i;s+=n)a=cl(s,t[s],t[s+1],a);else for(s=i-n;s>=e;s-=n)a=cl(s,t[s],t[s+1],a);return a&&nl(a,a.next)&&(hl(a),a=a.next),a}function Ho(t,e){if(!t)return t;e||(e=t);let i,n=t;do{if(i=!1,n.steiner||!nl(n,n.next)&&0!==il(n.prev,n,n.next))n=n.next;else{if(hl(n),n=e=n.prev,n===n.next)break;i=!0}}while(i||n!==e);return e}function Wo(t,e,i,n,r,s,a){if(!t)return;!a&&s&&function(t,e,i,n){let r=t;do{null===r.z&&(r.z=$o(r.x,r.y,e,i,n)),r.prevZ=r.prev,r.nextZ=r.next,r=r.next}while(r!==t);r.prevZ.nextZ=null,r.prevZ=null,function(t){let e,i,n,r,s,a,o,l,c=1;do{for(i=t,t=null,s=null,a=0;i;){for(a++,n=i,o=0,e=0;e<c&&(o++,n=n.nextZ,n);e++);for(l=c;o>0||l>0&&n;)0!==o&&(0===l||!n||i.z<=n.z)?(r=i,i=i.nextZ,o--):(r=n,n=n.nextZ,l--),s?s.nextZ=r:t=r,r.prevZ=s,s=r;i=n}s.nextZ=null,c*=2}while(a>1)}(r)}(t,n,r,s);let o,l,c=t;for(;t.prev!==t.next;)if(o=t.prev,l=t.next,s?qo(t,n,r,s):jo(t))e.push(o.i/i),e.push(t.i/i),e.push(l.i/i),hl(t),t=l.next,c=l.next;else if((t=l)===c){a?1===a?Wo(t=Xo(Ho(t),e,i),e,i,n,r,s,2):2===a&&Yo(t,e,i,n,r,s):Wo(Ho(t),e,i,n,r,s,1);break}}function jo(t){const e=t.prev,i=t,n=t.next;if(il(e,i,n)>=0)return!1;let r=t.next.next;for(;r!==t.prev;){if(tl(e.x,e.y,i.x,i.y,n.x,n.y,r.x,r.y)&&il(r.prev,r,r.next)>=0)return!1;r=r.next}return!0}function qo(t,e,i,n){const r=t.prev,s=t,a=t.next;if(il(r,s,a)>=0)return!1;const o=r.x<s.x?r.x<a.x?r.x:a.x:s.x<a.x?s.x:a.x,l=r.y<s.y?r.y<a.y?r.y:a.y:s.y<a.y?s.y:a.y,c=r.x>s.x?r.x>a.x?r.x:a.x:s.x>a.x?s.x:a.x,h=r.y>s.y?r.y>a.y?r.y:a.y:s.y>a.y?s.y:a.y,u=$o(o,l,e,i,n),d=$o(c,h,e,i,n);let p=t.prevZ,f=t.nextZ;for(;p&&p.z>=u&&f&&f.z<=d;){if(p!==t.prev&&p!==t.next&&tl(r.x,r.y,s.x,s.y,a.x,a.y,p.x,p.y)&&il(p.prev,p,p.next)>=0)return!1;if(p=p.prevZ,f!==t.prev&&f!==t.next&&tl(r.x,r.y,s.x,s.y,a.x,a.y,f.x,f.y)&&il(f.prev,f,f.next)>=0)return!1;f=f.nextZ}for(;p&&p.z>=u;){if(p!==t.prev&&p!==t.next&&tl(r.x,r.y,s.x,s.y,a.x,a.y,p.x,p.y)&&il(p.prev,p,p.next)>=0)return!1;p=p.prevZ}for(;f&&f.z<=d;){if(f!==t.prev&&f!==t.next&&tl(r.x,r.y,s.x,s.y,a.x,a.y,f.x,f.y)&&il(f.prev,f,f.next)>=0)return!1;f=f.nextZ}return!0}function Xo(t,e,i){let n=t;do{const r=n.prev,s=n.next.next;!nl(r,s)&&rl(r,n,n.next,s)&&ol(r,s)&&ol(s,r)&&(e.push(r.i/i),e.push(n.i/i),e.push(s.i/i),hl(n),hl(n.next),n=t=s),n=n.next}while(n!==t);return Ho(n)}function Yo(t,e,i,n,r,s){let a=t;do{let t=a.next.next;for(;t!==a.prev;){if(a.i!==t.i&&el(a,t)){let o=ll(a,t);return a=Ho(a,a.next),o=Ho(o,o.next),Wo(a,e,i,n,r,s),void Wo(o,e,i,n,r,s)}t=t.next}a=a.next}while(a!==t)}function Zo(t,e){return t.x-e.x}function Jo(t,e){if(e=function(t,e){let i=e;const n=t.x,r=t.y;let s,a=-1/0;do{if(r<=i.y&&r>=i.next.y&&i.next.y!==i.y){const t=i.x+(r-i.y)*(i.next.x-i.x)/(i.next.y-i.y);if(t<=n&&t>a){if(a=t,t===n){if(r===i.y)return i;if(r===i.next.y)return i.next}s=i.x<i.next.x?i:i.next}}i=i.next}while(i!==e);if(!s)return null;if(n===a)return s;const o=s,l=s.x,c=s.y;let h,u=1/0;i=s;do{n>=i.x&&i.x>=l&&n!==i.x&&tl(r<c?n:a,r,l,c,r<c?a:n,r,i.x,i.y)&&(h=Math.abs(r-i.y)/(n-i.x),ol(i,t)&&(h<u||h===u&&(i.x>s.x||i.x===s.x&&Ko(s,i)))&&(s=i,u=h)),i=i.next}while(i!==o);return s}(t,e),e){const i=ll(e,t);Ho(e,e.next),Ho(i,i.next)}}function Ko(t,e){return il(t.prev,t,e.prev)<0&&il(e.next,t,t.next)<0}function $o(t,e,i,n,r){return(t=1431655765&((t=858993459&((t=252645135&((t=16711935&((t=32767*(t-i)*r)|t<<8))|t<<4))|t<<2))|t<<1))|(e=1431655765&((e=858993459&((e=252645135&((e=16711935&((e=32767*(e-n)*r)|e<<8))|e<<4))|e<<2))|e<<1))<<1}function Qo(t){let e=t,i=t;do{(e.x<i.x||e.x===i.x&&e.y<i.y)&&(i=e),e=e.next}while(e!==t);return i}function tl(t,e,i,n,r,s,a,o){return(r-a)*(e-o)-(t-a)*(s-o)>=0&&(t-a)*(n-o)-(i-a)*(e-o)>=0&&(i-a)*(s-o)-(r-a)*(n-o)>=0}function el(t,e){return t.next.i!==e.i&&t.prev.i!==e.i&&!function(t,e){let i=t;do{if(i.i!==t.i&&i.next.i!==t.i&&i.i!==e.i&&i.next.i!==e.i&&rl(i,i.next,t,e))return!0;i=i.next}while(i!==t);return!1}(t,e)&&(ol(t,e)&&ol(e,t)&&function(t,e){let i=t,n=!1;const r=(t.x+e.x)/2,s=(t.y+e.y)/2;do{i.y>s!=i.next.y>s&&i.next.y!==i.y&&r<(i.next.x-i.x)*(s-i.y)/(i.next.y-i.y)+i.x&&(n=!n),i=i.next}while(i!==t);return n}(t,e)&&(il(t.prev,t,e.prev)||il(t,e.prev,e))||nl(t,e)&&il(t.prev,t,t.next)>0&&il(e.prev,e,e.next)>0)}function il(t,e,i){return(e.y-t.y)*(i.x-e.x)-(e.x-t.x)*(i.y-e.y)}function nl(t,e){return t.x===e.x&&t.y===e.y}function rl(t,e,i,n){const r=al(il(t,e,i)),s=al(il(t,e,n)),a=al(il(i,n,t)),o=al(il(i,n,e));return r!==s&&a!==o||(!(0!==r||!sl(t,i,e))||(!(0!==s||!sl(t,n,e))||(!(0!==a||!sl(i,t,n))||!(0!==o||!sl(i,e,n)))))}function sl(t,e,i){return e.x<=Math.max(t.x,i.x)&&e.x>=Math.min(t.x,i.x)&&e.y<=Math.max(t.y,i.y)&&e.y>=Math.min(t.y,i.y)}function al(t){return t>0?1:t<0?-1:0}function ol(t,e){return il(t.prev,t,t.next)<0?il(t,e,t.next)>=0&&il(t,t.prev,e)>=0:il(t,e,t.prev)<0||il(t,t.next,e)<0}function ll(t,e){const i=new ul(t.i,t.x,t.y),n=new ul(e.i,e.x,e.y),r=t.next,s=e.prev;return t.next=e,e.prev=t,i.next=r,r.prev=i,n.next=i,i.prev=n,s.next=n,n.prev=s,n}function cl(t,e,i,n){const r=new ul(t,e,i);return n?(r.next=n.next,r.prev=n,n.next.prev=r,n.next=r):(r.prev=r,r.next=r),r}function hl(t){t.next.prev=t.prev,t.prev.next=t.next,t.prevZ&&(t.prevZ.nextZ=t.nextZ),t.nextZ&&(t.nextZ.prevZ=t.prevZ)}function ul(t,e,i){this.i=t,this.x=e,this.y=i,this.prev=null,this.next=null,this.z=null,this.prevZ=null,this.nextZ=null,this.steiner=!1}class dl{static area(t){const e=t.length;let i=0;for(let n=e-1,r=0;r<e;n=r++)i+=t[n].x*t[r].y-t[r].x*t[n].y;return.5*i}static isClockWise(t){return dl.area(t)<0}static triangulateShape(t,e){const i=[],n=[],r=[];pl(t),fl(i,t);let s=t.length;e.forEach(pl);for(let t=0;t<e.length;t++)n.push(s),s+=e[t].length,fl(i,e[t]);const a=Go(i,n);for(let t=0;t<a.length;t+=3)r.push(a.slice(t,t+3));return r}}function pl(t){const e=t.length;e>2&&t[e-1].equals(t[0])&&t.pop()}function fl(t,e){for(let i=0;i<e.length;i++)t.push(e[i].x),t.push(e[i].y)}class ml extends Pi{constructor(t=new ko([new Et(.5,.5),new Et(-.5,.5),new Et(-.5,-.5),new Et(.5,-.5)]),e={}){super(),this.type="ExtrudeGeometry",this.parameters={shapes:t,options:e},t=Array.isArray(t)?t:[t];const i=this,n=[],r=[];for(let e=0,i=t.length;e<i;e++){s(t[e])}function s(t){const s=[],a=void 0!==e.curveSegments?e.curveSegments:12,o=void 0!==e.steps?e.steps:1,l=void 0!==e.depth?e.depth:1;let c=void 0===e.bevelEnabled||e.bevelEnabled,h=void 0!==e.bevelThickness?e.bevelThickness:.2,u=void 0!==e.bevelSize?e.bevelSize:h-.1,d=void 0!==e.bevelOffset?e.bevelOffset:0,p=void 0!==e.bevelSegments?e.bevelSegments:3;const f=e.extrudePath,m=void 0!==e.UVGenerator?e.UVGenerator:gl;let g,v,x,_,y,M=!1;f&&(g=f.getSpacedPoints(o),M=!0,c=!1,v=f.computeFrenetFrames(o,!1),x=new ee,_=new ee,y=new ee),c||(p=0,h=0,u=0,d=0);const b=t.extractPoints(a);let w=b.shape;const S=b.holes;if(!dl.isClockWise(w)){w=w.reverse();for(let t=0,e=S.length;t<e;t++){const e=S[t];dl.isClockWise(e)&&(S[t]=e.reverse())}}const T=dl.triangulateShape(w,S),A=w;for(let t=0,e=S.length;t<e;t++){const e=S[t];w=w.concat(e)}function E(t,e,i){return e||console.error("THREE.ExtrudeGeometry: vec does not exist"),e.clone().multiplyScalar(i).add(t)}const C=w.length,L=T.length;function R(t,e,i){let n,r,s;const a=t.x-e.x,o=t.y-e.y,l=i.x-t.x,c=i.y-t.y,h=a*a+o*o,u=a*c-o*l;if(Math.abs(u)>Number.EPSILON){const u=Math.sqrt(h),d=Math.sqrt(l*l+c*c),p=e.x-o/u,f=e.y+a/u,m=((i.x-c/d-p)*c-(i.y+l/d-f)*l)/(a*c-o*l);n=p+a*m-t.x,r=f+o*m-t.y;const g=n*n+r*r;if(g<=2)return new Et(n,r);s=Math.sqrt(g/2)}else{let t=!1;a>Number.EPSILON?l>Number.EPSILON&&(t=!0):a<-Number.EPSILON?l<-Number.EPSILON&&(t=!0):Math.sign(o)===Math.sign(c)&&(t=!0),t?(n=-o,r=a,s=Math.sqrt(h)):(n=a,r=o,s=Math.sqrt(h/2))}return new Et(n/s,r/s)}const P=[];for(let t=0,e=A.length,i=e-1,n=t+1;t<e;t++,i++,n++)i===e&&(i=0),n===e&&(n=0),P[t]=R(A[t],A[i],A[n]);const I=[];let D,N=P.concat();for(let t=0,e=S.length;t<e;t++){const e=S[t];D=[];for(let t=0,i=e.length,n=i-1,r=t+1;t<i;t++,n++,r++)n===i&&(n=0),r===i&&(r=0),D[t]=R(e[t],e[n],e[r]);I.push(D),N=N.concat(D)}for(let t=0;t<p;t++){const e=t/p,i=h*Math.cos(e*Math.PI/2),n=u*Math.sin(e*Math.PI/2)+d;for(let t=0,e=A.length;t<e;t++){const e=E(A[t],P[t],n);F(e.x,e.y,-i)}for(let t=0,e=S.length;t<e;t++){const e=S[t];D=I[t];for(let t=0,r=e.length;t<r;t++){const r=E(e[t],D[t],n);F(r.x,r.y,-i)}}}const O=u+d;for(let t=0;t<C;t++){const e=c?E(w[t],N[t],O):w[t];M?(_.copy(v.normals[0]).multiplyScalar(e.x),x.copy(v.binormals[0]).multiplyScalar(e.y),y.copy(g[0]).add(_).add(x),F(y.x,y.y,y.z)):F(e.x,e.y,0)}for(let t=1;t<=o;t++)for(let e=0;e<C;e++){const i=c?E(w[e],N[e],O):w[e];M?(_.copy(v.normals[t]).multiplyScalar(i.x),x.copy(v.binormals[t]).multiplyScalar(i.y),y.copy(g[t]).add(_).add(x),F(y.x,y.y,y.z)):F(i.x,i.y,l/o*t)}for(let t=p-1;t>=0;t--){const e=t/p,i=h*Math.cos(e*Math.PI/2),n=u*Math.sin(e*Math.PI/2)+d;for(let t=0,e=A.length;t<e;t++){const e=E(A[t],P[t],n);F(e.x,e.y,l+i)}for(let t=0,e=S.length;t<e;t++){const e=S[t];D=I[t];for(let t=0,r=e.length;t<r;t++){const r=E(e[t],D[t],n);M?F(r.x,r.y+g[o-1].y,g[o-1].x+i):F(r.x,r.y,l+i)}}}function z(t,e){let i=t.length;for(;--i>=0;){const n=i;let r=i-1;r<0&&(r=t.length-1);for(let t=0,i=o+2*p;t<i;t++){const i=C*t,s=C*(t+1);U(e+n+i,e+r+i,e+r+s,e+n+s)}}}function F(t,e,i){s.push(t),s.push(e),s.push(i)}function B(t,e,r){k(t),k(e),k(r);const s=n.length/3,a=m.generateTopUV(i,n,s-3,s-2,s-1);G(a[0]),G(a[1]),G(a[2])}function U(t,e,r,s){k(t),k(e),k(s),k(e),k(r),k(s);const a=n.length/3,o=m.generateSideWallUV(i,n,a-6,a-3,a-2,a-1);G(o[0]),G(o[1]),G(o[3]),G(o[1]),G(o[2]),G(o[3])}function k(t){n.push(s[3*t+0]),n.push(s[3*t+1]),n.push(s[3*t+2])}function G(t){r.push(t.x),r.push(t.y)}!function(){const t=n.length/3;if(c){let t=0,e=C*t;for(let t=0;t<L;t++){const i=T[t];B(i[2]+e,i[1]+e,i[0]+e)}t=o+2*p,e=C*t;for(let t=0;t<L;t++){const i=T[t];B(i[0]+e,i[1]+e,i[2]+e)}}else{for(let t=0;t<L;t++){const e=T[t];B(e[2],e[1],e[0])}for(let t=0;t<L;t++){const e=T[t];B(e[0]+C*o,e[1]+C*o,e[2]+C*o)}}i.addGroup(t,n.length/3-t,0)}(),function(){const t=n.length/3;let e=0;z(A,e),e+=A.length;for(let t=0,i=S.length;t<i;t++){const i=S[t];z(i,e),e+=i.length}i.addGroup(t,n.length/3-t,1)}()}this.setAttribute("position",new wi(n,3)),this.setAttribute("uv",new wi(r,2)),this.computeVertexNormals()}toJSON(){const t=super.toJSON();return function(t,e,i){if(i.shapes=[],Array.isArray(t))for(let e=0,n=t.length;e<n;e++){const n=t[e];i.shapes.push(n.uuid)}else i.shapes.push(t.uuid);i.options=Object.assign({},e),void 0!==e.extrudePath&&(i.options.extrudePath=e.extrudePath.toJSON());return i}(this.parameters.shapes,this.parameters.options,t)}static fromJSON(t,e){const i=[];for(let n=0,r=t.shapes.length;n<r;n++){const r=e[t.shapes[n]];i.push(r)}const n=t.options.extrudePath;return void 0!==n&&(t.options.extrudePath=(new To[n.type]).fromJSON(n)),new ml(i,t.options)}}const gl={generateTopUV:function(t,e,i,n,r){const s=e[3*i],a=e[3*i+1],o=e[3*n],l=e[3*n+1],c=e[3*r],h=e[3*r+1];return[new Et(s,a),new Et(o,l),new Et(c,h)]},generateSideWallUV:function(t,e,i,n,r,s){const a=e[3*i],o=e[3*i+1],l=e[3*i+2],c=e[3*n],h=e[3*n+1],u=e[3*n+2],d=e[3*r],p=e[3*r+1],f=e[3*r+2],m=e[3*s],g=e[3*s+1],v=e[3*s+2];return Math.abs(o-h)<Math.abs(a-c)?[new Et(a,1-l),new Et(c,1-u),new Et(d,1-f),new Et(m,1-v)]:[new Et(o,1-l),new Et(h,1-u),new Et(p,1-f),new Et(g,1-v)]}};class vl extends Do{constructor(t=1,e=0){const i=(1+Math.sqrt(5))/2;super([-1,i,0,1,i,0,-1,-i,0,1,-i,0,0,-1,i,0,1,i,0,-1,-i,0,1,-i,i,0,-1,i,0,1,-i,0,-1,-i,0,1],[0,11,5,0,5,1,0,1,7,0,7,10,0,10,11,1,5,9,5,11,4,11,10,2,10,7,6,7,1,8,3,9,4,3,4,2,3,2,6,3,6,8,3,8,9,4,9,5,2,4,11,6,2,10,8,6,7,9,8,1],t,e),this.type="IcosahedronGeometry",this.parameters={radius:t,detail:e}}static fromJSON(t){return new vl(t.radius,t.detail)}}class xl extends Do{constructor(t=1,e=0){super([1,0,0,-1,0,0,0,1,0,0,-1,0,0,0,1,0,0,-1],[0,2,4,0,4,3,0,3,5,0,5,2,1,2,5,1,5,3,1,3,4,1,4,2],t,e),this.type="OctahedronGeometry",this.parameters={radius:t,detail:e}}static fromJSON(t){return new xl(t.radius,t.detail)}}class _l extends Pi{constructor(t=.5,e=1,i=8,n=1,r=0,s=2*Math.PI){super(),this.type="RingGeometry",this.parameters={innerRadius:t,outerRadius:e,thetaSegments:i,phiSegments:n,thetaStart:r,thetaLength:s},i=Math.max(3,i);const a=[],o=[],l=[],c=[];let h=t;const u=(e-t)/(n=Math.max(1,n)),d=new ee,p=new Et;for(let t=0;t<=n;t++){for(let t=0;t<=i;t++){const n=r+t/i*s;d.x=h*Math.cos(n),d.y=h*Math.sin(n),o.push(d.x,d.y,d.z),l.push(0,0,1),p.x=(d.x/e+1)/2,p.y=(d.y/e+1)/2,c.push(p.x,p.y)}h+=u}for(let t=0;t<n;t++){const e=t*(i+1);for(let t=0;t<i;t++){const n=t+e,r=n,s=n+i+1,o=n+i+2,l=n+1;a.push(r,s,l),a.push(s,o,l)}}this.setIndex(a),this.setAttribute("position",new wi(o,3)),this.setAttribute("normal",new wi(l,3)),this.setAttribute("uv",new wi(c,2))}static fromJSON(t){return new _l(t.innerRadius,t.outerRadius,t.thetaSegments,t.phiSegments,t.thetaStart,t.thetaLength)}}class yl extends Pi{constructor(t=new ko([new Et(0,.5),new Et(-.5,-.5),new Et(.5,-.5)]),e=12){super(),this.type="ShapeGeometry",this.parameters={shapes:t,curveSegments:e};const i=[],n=[],r=[],s=[];let a=0,o=0;if(!1===Array.isArray(t))l(t);else for(let e=0;e<t.length;e++)l(t[e]),this.addGroup(a,o,e),a+=o,o=0;function l(t){const a=n.length/3,l=t.extractPoints(e);let c=l.shape;const h=l.holes;!1===dl.isClockWise(c)&&(c=c.reverse());for(let t=0,e=h.length;t<e;t++){const e=h[t];!0===dl.isClockWise(e)&&(h[t]=e.reverse())}const u=dl.triangulateShape(c,h);for(let t=0,e=h.length;t<e;t++){const e=h[t];c=c.concat(e)}for(let t=0,e=c.length;t<e;t++){const e=c[t];n.push(e.x,e.y,0),r.push(0,0,1),s.push(e.x,e.y)}for(let t=0,e=u.length;t<e;t++){const e=u[t],n=e[0]+a,r=e[1]+a,s=e[2]+a;i.push(n,r,s),o+=3}}this.setIndex(i),this.setAttribute("position",new wi(n,3)),this.setAttribute("normal",new wi(r,3)),this.setAttribute("uv",new wi(s,2))}toJSON(){const t=super.toJSON();return function(t,e){if(e.shapes=[],Array.isArray(t))for(let i=0,n=t.length;i<n;i++){const n=t[i];e.shapes.push(n.uuid)}else e.shapes.push(t.uuid);return e}(this.parameters.shapes,t)}static fromJSON(t,e){const i=[];for(let n=0,r=t.shapes.length;n<r;n++){const r=e[t.shapes[n]];i.push(r)}return new yl(i,t.curveSegments)}}class Ml extends Pi{constructor(t=1,e=32,i=16,n=0,r=2*Math.PI,s=0,a=Math.PI){super(),this.type="SphereGeometry",this.parameters={radius:t,widthSegments:e,heightSegments:i,phiStart:n,phiLength:r,thetaStart:s,thetaLength:a},e=Math.max(3,Math.floor(e)),i=Math.max(2,Math.floor(i));const o=Math.min(s+a,Math.PI);let l=0;const c=[],h=new ee,u=new ee,d=[],p=[],f=[],m=[];for(let d=0;d<=i;d++){const g=[],v=d/i;let x=0;0==d&&0==s?x=.5/e:d==i&&o==Math.PI&&(x=-.5/e);for(let i=0;i<=e;i++){const o=i/e;h.x=-t*Math.cos(n+o*r)*Math.sin(s+v*a),h.y=t*Math.cos(s+v*a),h.z=t*Math.sin(n+o*r)*Math.sin(s+v*a),p.push(h.x,h.y,h.z),u.copy(h).normalize(),f.push(u.x,u.y,u.z),m.push(o+x,1-v),g.push(l++)}c.push(g)}for(let t=0;t<i;t++)for(let n=0;n<e;n++){const e=c[t][n+1],r=c[t][n],a=c[t+1][n],l=c[t+1][n+1];(0!==t||s>0)&&d.push(e,r,l),(t!==i-1||o<Math.PI)&&d.push(r,a,l)}this.setIndex(d),this.setAttribute("position",new wi(p,3)),this.setAttribute("normal",new wi(f,3)),this.setAttribute("uv",new wi(m,2))}static fromJSON(t){return new Ml(t.radius,t.widthSegments,t.heightSegments,t.phiStart,t.phiLength,t.thetaStart,t.thetaLength)}}class bl extends Do{constructor(t=1,e=0){super([1,1,1,-1,-1,1,-1,1,-1,1,-1,-1],[2,1,0,0,3,2,1,3,0,2,3,1],t,e),this.type="TetrahedronGeometry",this.parameters={radius:t,detail:e}}static fromJSON(t){return new bl(t.radius,t.detail)}}class wl extends Pi{constructor(t=1,e=.4,i=8,n=6,r=2*Math.PI){super(),this.type="TorusGeometry",this.parameters={radius:t,tube:e,radialSegments:i,tubularSegments:n,arc:r},i=Math.floor(i),n=Math.floor(n);const s=[],a=[],o=[],l=[],c=new ee,h=new ee,u=new ee;for(let s=0;s<=i;s++)for(let d=0;d<=n;d++){const p=d/n*r,f=s/i*Math.PI*2;h.x=(t+e*Math.cos(f))*Math.cos(p),h.y=(t+e*Math.cos(f))*Math.sin(p),h.z=e*Math.sin(f),a.push(h.x,h.y,h.z),c.x=t*Math.cos(p),c.y=t*Math.sin(p),u.subVectors(h,c).normalize(),o.push(u.x,u.y,u.z),l.push(d/n),l.push(s/i)}for(let t=1;t<=i;t++)for(let e=1;e<=n;e++){const i=(n+1)*t+e-1,r=(n+1)*(t-1)+e-1,a=(n+1)*(t-1)+e,o=(n+1)*t+e;s.push(i,r,o),s.push(r,a,o)}this.setIndex(s),this.setAttribute("position",new wi(a,3)),this.setAttribute("normal",new wi(o,3)),this.setAttribute("uv",new wi(l,2))}static fromJSON(t){return new wl(t.radius,t.tube,t.radialSegments,t.tubularSegments,t.arc)}}class Sl extends Pi{constructor(t=1,e=.4,i=64,n=8,r=2,s=3){super(),this.type="TorusKnotGeometry",this.parameters={radius:t,tube:e,tubularSegments:i,radialSegments:n,p:r,q:s},i=Math.floor(i),n=Math.floor(n);const a=[],o=[],l=[],c=[],h=new ee,u=new ee,d=new ee,p=new ee,f=new ee,m=new ee,g=new ee;for(let a=0;a<=i;++a){const x=a/i*r*Math.PI*2;v(x,r,s,t,d),v(x+.01,r,s,t,p),m.subVectors(p,d),g.addVectors(p,d),f.crossVectors(m,g),g.crossVectors(f,m),f.normalize(),g.normalize();for(let t=0;t<=n;++t){const r=t/n*Math.PI*2,s=-e*Math.cos(r),p=e*Math.sin(r);h.x=d.x+(s*g.x+p*f.x),h.y=d.y+(s*g.y+p*f.y),h.z=d.z+(s*g.z+p*f.z),o.push(h.x,h.y,h.z),u.subVectors(h,d).normalize(),l.push(u.x,u.y,u.z),c.push(a/i),c.push(t/n)}}for(let t=1;t<=i;t++)for(let e=1;e<=n;e++){const i=(n+1)*(t-1)+(e-1),r=(n+1)*t+(e-1),s=(n+1)*t+e,o=(n+1)*(t-1)+e;a.push(i,r,o),a.push(r,s,o)}function v(t,e,i,n,r){const s=Math.cos(t),a=Math.sin(t),o=i/e*t,l=Math.cos(o);r.x=n*(2+l)*.5*s,r.y=n*(2+l)*a*.5,r.z=n*Math.sin(o)*.5}this.setIndex(a),this.setAttribute("position",new wi(o,3)),this.setAttribute("normal",new wi(l,3)),this.setAttribute("uv",new wi(c,2))}static fromJSON(t){return new Sl(t.radius,t.tube,t.tubularSegments,t.radialSegments,t.p,t.q)}}class Tl extends Pi{constructor(t=new wo(new ee(-1,-1,0),new ee(-1,1,0),new ee(1,1,0)),e=64,i=1,n=8,r=!1){super(),this.type="TubeGeometry",this.parameters={path:t,tubularSegments:e,radius:i,radialSegments:n,closed:r};const s=t.computeFrenetFrames(e,r);this.tangents=s.tangents,this.normals=s.normals,this.binormals=s.binormals;const a=new ee,o=new ee,l=new Et;let c=new ee;const h=[],u=[],d=[],p=[];function f(r){c=t.getPointAt(r/e,c);const l=s.normals[r],d=s.binormals[r];for(let t=0;t<=n;t++){const e=t/n*Math.PI*2,r=Math.sin(e),s=-Math.cos(e);o.x=s*l.x+r*d.x,o.y=s*l.y+r*d.y,o.z=s*l.z+r*d.z,o.normalize(),u.push(o.x,o.y,o.z),a.x=c.x+i*o.x,a.y=c.y+i*o.y,a.z=c.z+i*o.z,h.push(a.x,a.y,a.z)}}!function(){for(let t=0;t<e;t++)f(t);f(!1===r?e:0),function(){for(let t=0;t<=e;t++)for(let i=0;i<=n;i++)l.x=t/e,l.y=i/n,d.push(l.x,l.y)}(),function(){for(let t=1;t<=e;t++)for(let e=1;e<=n;e++){const i=(n+1)*(t-1)+(e-1),r=(n+1)*t+(e-1),s=(n+1)*t+e,a=(n+1)*(t-1)+e;p.push(i,r,a),p.push(r,s,a)}}()}(),this.setIndex(p),this.setAttribute("position",new wi(h,3)),this.setAttribute("normal",new wi(u,3)),this.setAttribute("uv",new wi(d,2))}toJSON(){const t=super.toJSON();return t.path=this.parameters.path.toJSON(),t}static fromJSON(t){return new Tl((new To[t.path.type]).fromJSON(t.path),t.tubularSegments,t.radius,t.radialSegments,t.closed)}}class Al extends Pi{constructor(t=null){if(super(),this.type="WireframeGeometry",this.parameters={geometry:t},null!==t){const e=[],i=new Set,n=new ee,r=new ee;if(null!==t.index){const s=t.attributes.position,a=t.index;let o=t.groups;0===o.length&&(o=[{start:0,count:a.count,materialIndex:0}]);for(let t=0,l=o.length;t<l;++t){const l=o[t],c=l.start;for(let t=c,o=c+l.count;t<o;t+=3)for(let o=0;o<3;o++){const l=a.getX(t+o),c=a.getX(t+(o+1)%3);n.fromBufferAttribute(s,l),r.fromBufferAttribute(s,c),!0===El(n,r,i)&&(e.push(n.x,n.y,n.z),e.push(r.x,r.y,r.z))}}}else{const s=t.attributes.position;for(let t=0,a=s.count/3;t<a;t++)for(let a=0;a<3;a++){const o=3*t+a,l=3*t+(a+1)%3;n.fromBufferAttribute(s,o),r.fromBufferAttribute(s,l),!0===El(n,r,i)&&(e.push(n.x,n.y,n.z),e.push(r.x,r.y,r.z))}}this.setAttribute("position",new wi(e,3))}}}function El(t,e,i){const n=`${t.x},${t.y},${t.z}-${e.x},${e.y},${e.z}`,r=`${e.x},${e.y},${e.z}-${t.x},${t.y},${t.z}`;return!0!==i.has(n)&&!0!==i.has(r)&&(i.add(n),i.add(r),!0)}var Cl=Object.freeze({__proto__:null,BoxGeometry:Ki,BoxBufferGeometry:Ki,CapsuleGeometry:Lo,CapsuleBufferGeometry:Lo,CircleGeometry:Ro,CircleBufferGeometry:Ro,ConeGeometry:Io,ConeBufferGeometry:Io,CylinderGeometry:Po,CylinderBufferGeometry:Po,DodecahedronGeometry:No,DodecahedronBufferGeometry:No,EdgesGeometry:Uo,ExtrudeGeometry:ml,ExtrudeBufferGeometry:ml,IcosahedronGeometry:vl,IcosahedronBufferGeometry:vl,LatheGeometry:Co,LatheBufferGeometry:Co,OctahedronGeometry:xl,OctahedronBufferGeometry:xl,PlaneGeometry:xn,PlaneBufferGeometry:xn,PolyhedronGeometry:Do,PolyhedronBufferGeometry:Do,RingGeometry:_l,RingBufferGeometry:_l,ShapeGeometry:yl,ShapeBufferGeometry:yl,SphereGeometry:Ml,SphereBufferGeometry:Ml,TetrahedronGeometry:bl,TetrahedronBufferGeometry:bl,TorusGeometry:wl,TorusBufferGeometry:wl,TorusKnotGeometry:Sl,TorusKnotBufferGeometry:Sl,TubeGeometry:Tl,TubeBufferGeometry:Tl,WireframeGeometry:Al});class Ll extends gi{constructor(t){super(),this.isShadowMaterial=!0,this.type="ShadowMaterial",this.color=new Ht(0),this.transparent=!0,this.fog=!0,this.setValues(t)}copy(t){return super.copy(t),this.color.copy(t.color),this.fog=t.fog,this}}class Rl extends en{constructor(t){super(t),this.isRawShaderMaterial=!0,this.type="RawShaderMaterial"}}class Pl extends gi{constructor(t){super(),this.isMeshStandardMaterial=!0,this.defines={STANDARD:""},this.type="MeshStandardMaterial",this.color=new Ht(16777215),this.roughness=1,this.metalness=0,this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new Ht(0),this.emissiveIntensity=1,this.emissiveMap=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new Et(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.roughnessMap=null,this.metalnessMap=null,this.alphaMap=null,this.envMap=null,this.envMapIntensity=1,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.flatShading=!1,this.fog=!0,this.setValues(t)}copy(t){return super.copy(t),this.defines={STANDARD:""},this.color.copy(t.color),this.roughness=t.roughness,this.metalness=t.metalness,this.map=t.map,this.lightMap=t.lightMap,this.lightMapIntensity=t.lightMapIntensity,this.aoMap=t.aoMap,this.aoMapIntensity=t.aoMapIntensity,this.emissive.copy(t.emissive),this.emissiveMap=t.emissiveMap,this.emissiveIntensity=t.emissiveIntensity,this.bumpMap=t.bumpMap,this.bumpScale=t.bumpScale,this.normalMap=t.normalMap,this.normalMapType=t.normalMapType,this.normalScale.copy(t.normalScale),this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this.roughnessMap=t.roughnessMap,this.metalnessMap=t.metalnessMap,this.alphaMap=t.alphaMap,this.envMap=t.envMap,this.envMapIntensity=t.envMapIntensity,this.wireframe=t.wireframe,this.wireframeLinewidth=t.wireframeLinewidth,this.wireframeLinecap=t.wireframeLinecap,this.wireframeLinejoin=t.wireframeLinejoin,this.flatShading=t.flatShading,this.fog=t.fog,this}}class Il extends Pl{constructor(t){super(),this.isMeshPhysicalMaterial=!0,this.defines={STANDARD:"",PHYSICAL:""},this.type="MeshPhysicalMaterial",this.clearcoatMap=null,this.clearcoatRoughness=0,this.clearcoatRoughnessMap=null,this.clearcoatNormalScale=new Et(1,1),this.clearcoatNormalMap=null,this.ior=1.5,Object.defineProperty(this,"reflectivity",{get:function(){return yt(2.5*(this.ior-1)/(this.ior+1),0,1)},set:function(t){this.ior=(1+.4*t)/(1-.4*t)}}),this.iridescenceMap=null,this.iridescenceIOR=1.3,this.iridescenceThicknessRange=[100,400],this.iridescenceThicknessMap=null,this.sheenColor=new Ht(0),this.sheenColorMap=null,this.sheenRoughness=1,this.sheenRoughnessMap=null,this.transmissionMap=null,this.thickness=0,this.thicknessMap=null,this.attenuationDistance=0,this.attenuationColor=new Ht(1,1,1),this.specularIntensity=1,this.specularIntensityMap=null,this.specularColor=new Ht(1,1,1),this.specularColorMap=null,this._sheen=0,this._clearcoat=0,this._iridescence=0,this._transmission=0,this.setValues(t)}get sheen(){return this._sheen}set sheen(t){this._sheen>0!=t>0&&this.version++,this._sheen=t}get clearcoat(){return this._clearcoat}set clearcoat(t){this._clearcoat>0!=t>0&&this.version++,this._clearcoat=t}get iridescence(){return this._iridescence}set iridescence(t){this._iridescence>0!=t>0&&this.version++,this._iridescence=t}get transmission(){return this._transmission}set transmission(t){this._transmission>0!=t>0&&this.version++,this._transmission=t}copy(t){return super.copy(t),this.defines={STANDARD:"",PHYSICAL:""},this.clearcoat=t.clearcoat,this.clearcoatMap=t.clearcoatMap,this.clearcoatRoughness=t.clearcoatRoughness,this.clearcoatRoughnessMap=t.clearcoatRoughnessMap,this.clearcoatNormalMap=t.clearcoatNormalMap,this.clearcoatNormalScale.copy(t.clearcoatNormalScale),this.ior=t.ior,this.iridescence=t.iridescence,this.iridescenceMap=t.iridescenceMap,this.iridescenceIOR=t.iridescenceIOR,this.iridescenceThicknessRange=[...t.iridescenceThicknessRange],this.iridescenceThicknessMap=t.iridescenceThicknessMap,this.sheen=t.sheen,this.sheenColor.copy(t.sheenColor),this.sheenColorMap=t.sheenColorMap,this.sheenRoughness=t.sheenRoughness,this.sheenRoughnessMap=t.sheenRoughnessMap,this.transmission=t.transmission,this.transmissionMap=t.transmissionMap,this.thickness=t.thickness,this.thicknessMap=t.thicknessMap,this.attenuationDistance=t.attenuationDistance,this.attenuationColor.copy(t.attenuationColor),this.specularIntensity=t.specularIntensity,this.specularIntensityMap=t.specularIntensityMap,this.specularColor.copy(t.specularColor),this.specularColorMap=t.specularColorMap,this}}class Dl extends gi{constructor(t){super(),this.isMeshPhongMaterial=!0,this.type="MeshPhongMaterial",this.color=new Ht(16777215),this.specular=new Ht(1118481),this.shininess=30,this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new Ht(0),this.emissiveIntensity=1,this.emissiveMap=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new Et(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.specularMap=null,this.alphaMap=null,this.envMap=null,this.combine=0,this.reflectivity=1,this.refractionRatio=.98,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.flatShading=!1,this.fog=!0,this.setValues(t)}copy(t){return super.copy(t),this.color.copy(t.color),this.specular.copy(t.specular),this.shininess=t.shininess,this.map=t.map,this.lightMap=t.lightMap,this.lightMapIntensity=t.lightMapIntensity,this.aoMap=t.aoMap,this.aoMapIntensity=t.aoMapIntensity,this.emissive.copy(t.emissive),this.emissiveMap=t.emissiveMap,this.emissiveIntensity=t.emissiveIntensity,this.bumpMap=t.bumpMap,this.bumpScale=t.bumpScale,this.normalMap=t.normalMap,this.normalMapType=t.normalMapType,this.normalScale.copy(t.normalScale),this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this.specularMap=t.specularMap,this.alphaMap=t.alphaMap,this.envMap=t.envMap,this.combine=t.combine,this.reflectivity=t.reflectivity,this.refractionRatio=t.refractionRatio,this.wireframe=t.wireframe,this.wireframeLinewidth=t.wireframeLinewidth,this.wireframeLinecap=t.wireframeLinecap,this.wireframeLinejoin=t.wireframeLinejoin,this.flatShading=t.flatShading,this.fog=t.fog,this}}class Nl extends gi{constructor(t){super(),this.isMeshToonMaterial=!0,this.defines={TOON:""},this.type="MeshToonMaterial",this.color=new Ht(16777215),this.map=null,this.gradientMap=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new Ht(0),this.emissiveIntensity=1,this.emissiveMap=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new Et(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.alphaMap=null,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.fog=!0,this.setValues(t)}copy(t){return super.copy(t),this.color.copy(t.color),this.map=t.map,this.gradientMap=t.gradientMap,this.lightMap=t.lightMap,this.lightMapIntensity=t.lightMapIntensity,this.aoMap=t.aoMap,this.aoMapIntensity=t.aoMapIntensity,this.emissive.copy(t.emissive),this.emissiveMap=t.emissiveMap,this.emissiveIntensity=t.emissiveIntensity,this.bumpMap=t.bumpMap,this.bumpScale=t.bumpScale,this.normalMap=t.normalMap,this.normalMapType=t.normalMapType,this.normalScale.copy(t.normalScale),this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this.alphaMap=t.alphaMap,this.wireframe=t.wireframe,this.wireframeLinewidth=t.wireframeLinewidth,this.wireframeLinecap=t.wireframeLinecap,this.wireframeLinejoin=t.wireframeLinejoin,this.fog=t.fog,this}}class Ol extends gi{constructor(t){super(),this.isMeshNormalMaterial=!0,this.type="MeshNormalMaterial",this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new Et(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.wireframe=!1,this.wireframeLinewidth=1,this.flatShading=!1,this.setValues(t)}copy(t){return super.copy(t),this.bumpMap=t.bumpMap,this.bumpScale=t.bumpScale,this.normalMap=t.normalMap,this.normalMapType=t.normalMapType,this.normalScale.copy(t.normalScale),this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this.wireframe=t.wireframe,this.wireframeLinewidth=t.wireframeLinewidth,this.flatShading=t.flatShading,this}}class zl extends gi{constructor(t){super(),this.isMeshLambertMaterial=!0,this.type="MeshLambertMaterial",this.color=new Ht(16777215),this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new Ht(0),this.emissiveIntensity=1,this.emissiveMap=null,this.specularMap=null,this.alphaMap=null,this.envMap=null,this.combine=0,this.reflectivity=1,this.refractionRatio=.98,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.fog=!0,this.setValues(t)}copy(t){return super.copy(t),this.color.copy(t.color),this.map=t.map,this.lightMap=t.lightMap,this.lightMapIntensity=t.lightMapIntensity,this.aoMap=t.aoMap,this.aoMapIntensity=t.aoMapIntensity,this.emissive.copy(t.emissive),this.emissiveMap=t.emissiveMap,this.emissiveIntensity=t.emissiveIntensity,this.specularMap=t.specularMap,this.alphaMap=t.alphaMap,this.envMap=t.envMap,this.combine=t.combine,this.reflectivity=t.reflectivity,this.refractionRatio=t.refractionRatio,this.wireframe=t.wireframe,this.wireframeLinewidth=t.wireframeLinewidth,this.wireframeLinecap=t.wireframeLinecap,this.wireframeLinejoin=t.wireframeLinejoin,this.fog=t.fog,this}}class Fl extends gi{constructor(t){super(),this.isMeshMatcapMaterial=!0,this.defines={MATCAP:""},this.type="MeshMatcapMaterial",this.color=new Ht(16777215),this.matcap=null,this.map=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new Et(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.alphaMap=null,this.flatShading=!1,this.fog=!0,this.setValues(t)}copy(t){return super.copy(t),this.defines={MATCAP:""},this.color.copy(t.color),this.matcap=t.matcap,this.map=t.map,this.bumpMap=t.bumpMap,this.bumpScale=t.bumpScale,this.normalMap=t.normalMap,this.normalMapType=t.normalMapType,this.normalScale.copy(t.normalScale),this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this.alphaMap=t.alphaMap,this.flatShading=t.flatShading,this.fog=t.fog,this}}class Bl extends ka{constructor(t){super(),this.isLineDashedMaterial=!0,this.type="LineDashedMaterial",this.scale=1,this.dashSize=3,this.gapSize=1,this.setValues(t)}copy(t){return super.copy(t),this.scale=t.scale,this.dashSize=t.dashSize,this.gapSize=t.gapSize,this}}function Ul(t,e,i){return Gl(t)?new t.constructor(t.subarray(e,void 0!==i?i:t.length)):t.slice(e,i)}function kl(t,e,i){return!t||!i&&t.constructor===e?t:"number"==typeof e.BYTES_PER_ELEMENT?new e(t):Array.prototype.slice.call(t)}function Gl(t){return ArrayBuffer.isView(t)&&!(t instanceof DataView)}function Vl(t){const e=t.length,i=new Array(e);for(let t=0;t!==e;++t)i[t]=t;return i.sort((function(e,i){return t[e]-t[i]})),i}function Hl(t,e,i){const n=t.length,r=new t.constructor(n);for(let s=0,a=0;a!==n;++s){const n=i[s]*e;for(let i=0;i!==e;++i)r[a++]=t[n+i]}return r}function Wl(t,e,i,n){let r=1,s=t[0];for(;void 0!==s&&void 0===s[n];)s=t[r++];if(void 0===s)return;let a=s[n];if(void 0!==a)if(Array.isArray(a))do{a=s[n],void 0!==a&&(e.push(s.time),i.push.apply(i,a)),s=t[r++]}while(void 0!==s);else if(void 0!==a.toArray)do{a=s[n],void 0!==a&&(e.push(s.time),a.toArray(i,i.length)),s=t[r++]}while(void 0!==s);else do{a=s[n],void 0!==a&&(e.push(s.time),i.push(a)),s=t[r++]}while(void 0!==s)}var jl=Object.freeze({__proto__:null,arraySlice:Ul,convertArray:kl,isTypedArray:Gl,getKeyframeOrder:Vl,sortedArray:Hl,flattenJSON:Wl,subclip:function(t,e,i,n,r=30){const s=t.clone();s.name=e;const a=[];for(let t=0;t<s.tracks.length;++t){const e=s.tracks[t],o=e.getValueSize(),l=[],c=[];for(let t=0;t<e.times.length;++t){const s=e.times[t]*r;if(!(s<i||s>=n)){l.push(e.times[t]);for(let i=0;i<o;++i)c.push(e.values[t*o+i])}}0!==l.length&&(e.times=kl(l,e.times.constructor),e.values=kl(c,e.values.constructor),a.push(e))}s.tracks=a;let o=1/0;for(let t=0;t<s.tracks.length;++t)o>s.tracks[t].times[0]&&(o=s.tracks[t].times[0]);for(let t=0;t<s.tracks.length;++t)s.tracks[t].shift(-1*o);return s.resetDuration(),s},makeClipAdditive:function(t,e=0,i=t,n=30){n<=0&&(n=30);const r=i.tracks.length,s=e/n;for(let e=0;e<r;++e){const n=i.tracks[e],r=n.ValueTypeName;if("bool"===r||"string"===r)continue;const a=t.tracks.find((function(t){return t.name===n.name&&t.ValueTypeName===r}));if(void 0===a)continue;let o=0;const l=n.getValueSize();n.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline&&(o=l/3);let c=0;const h=a.getValueSize();a.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline&&(c=h/3);const u=n.times.length-1;let d;if(s<=n.times[0]){const t=o,e=l-o;d=Ul(n.values,t,e)}else if(s>=n.times[u]){const t=u*l+o,e=t+l-o;d=Ul(n.values,t,e)}else{const t=n.createInterpolant(),e=o,i=l-o;t.evaluate(s),d=Ul(t.resultBuffer,e,i)}if("quaternion"===r){(new te).fromArray(d).normalize().conjugate().toArray(d)}const p=a.times.length;for(let t=0;t<p;++t){const e=t*h+c;if("quaternion"===r)te.multiplyQuaternionsFlat(a.values,e,d,0,a.values,e);else{const t=h-2*c;for(let i=0;i<t;++i)a.values[e+i]-=d[i]}}}return t.blendMode=st,t}});class ql{constructor(t,e,i,n){this.parameterPositions=t,this._cachedIndex=0,this.resultBuffer=void 0!==n?n:new e.constructor(i),this.sampleValues=e,this.valueSize=i,this.settings=null,this.DefaultSettings_={}}evaluate(t){const e=this.parameterPositions;let i=this._cachedIndex,n=e[i],r=e[i-1];t:{e:{let s;i:{n:if(!(t<n)){for(let s=i+2;;){if(void 0===n){if(t<r)break n;return i=e.length,this._cachedIndex=i,this.copySampleValue_(i-1)}if(i===s)break;if(r=n,n=e[++i],t<n)break e}s=e.length;break i}if(t>=r)break t;{const a=e[1];t<a&&(i=2,r=a);for(let s=i-2;;){if(void 0===r)return this._cachedIndex=0,this.copySampleValue_(0);if(i===s)break;if(n=r,r=e[--i-1],t>=r)break e}s=i,i=0}}for(;i<s;){const n=i+s>>>1;t<e[n]?s=n:i=n+1}if(n=e[i],r=e[i-1],void 0===r)return this._cachedIndex=0,this.copySampleValue_(0);if(void 0===n)return i=e.length,this._cachedIndex=i,this.copySampleValue_(i-1)}this._cachedIndex=i,this.intervalChanged_(i,r,n)}return this.interpolate_(i,r,t,n)}getSettings_(){return this.settings||this.DefaultSettings_}copySampleValue_(t){const e=this.resultBuffer,i=this.sampleValues,n=this.valueSize,r=t*n;for(let t=0;t!==n;++t)e[t]=i[r+t];return e}interpolate_(){throw new Error("call to abstract method")}intervalChanged_(){}}class Xl extends ql{constructor(t,e,i,n){super(t,e,i,n),this._weightPrev=-0,this._offsetPrev=-0,this._weightNext=-0,this._offsetNext=-0,this.DefaultSettings_={endingStart:et,endingEnd:et}}intervalChanged_(t,e,i){const n=this.parameterPositions;let r=t-2,s=t+1,a=n[r],o=n[s];if(void 0===a)switch(this.getSettings_().endingStart){case it:r=t,a=2*e-i;break;case nt:r=n.length-2,a=e+n[r]-n[r+1];break;default:r=t,a=i}if(void 0===o)switch(this.getSettings_().endingEnd){case it:s=t,o=2*i-e;break;case nt:s=1,o=i+n[1]-n[0];break;default:s=t-1,o=e}const l=.5*(i-e),c=this.valueSize;this._weightPrev=l/(e-a),this._weightNext=l/(o-i),this._offsetPrev=r*c,this._offsetNext=s*c}interpolate_(t,e,i,n){const r=this.resultBuffer,s=this.sampleValues,a=this.valueSize,o=t*a,l=o-a,c=this._offsetPrev,h=this._offsetNext,u=this._weightPrev,d=this._weightNext,p=(i-e)/(n-e),f=p*p,m=f*p,g=-u*m+2*u*f-u*p,v=(1+u)*m+(-1.5-2*u)*f+(-.5+u)*p+1,x=(-1-d)*m+(1.5+d)*f+.5*p,_=d*m-d*f;for(let t=0;t!==a;++t)r[t]=g*s[c+t]+v*s[l+t]+x*s[o+t]+_*s[h+t];return r}}class Yl extends ql{constructor(t,e,i,n){super(t,e,i,n)}interpolate_(t,e,i,n){const r=this.resultBuffer,s=this.sampleValues,a=this.valueSize,o=t*a,l=o-a,c=(i-e)/(n-e),h=1-c;for(let t=0;t!==a;++t)r[t]=s[l+t]*h+s[o+t]*c;return r}}class Zl extends ql{constructor(t,e,i,n){super(t,e,i,n)}interpolate_(t){return this.copySampleValue_(t-1)}}class Jl{constructor(t,e,i,n){if(void 0===t)throw new Error("THREE.KeyframeTrack: track name is undefined");if(void 0===e||0===e.length)throw new Error("THREE.KeyframeTrack: no keyframes in track named "+t);this.name=t,this.times=kl(e,this.TimeBufferType),this.values=kl(i,this.ValueBufferType),this.setInterpolation(n||this.DefaultInterpolation)}static toJSON(t){const e=t.constructor;let i;if(e.toJSON!==this.toJSON)i=e.toJSON(t);else{i={name:t.name,times:kl(t.times,Array),values:kl(t.values,Array)};const e=t.getInterpolation();e!==t.DefaultInterpolation&&(i.interpolation=e)}return i.type=t.ValueTypeName,i}InterpolantFactoryMethodDiscrete(t){return new Zl(this.times,this.values,this.getValueSize(),t)}InterpolantFactoryMethodLinear(t){return new Yl(this.times,this.values,this.getValueSize(),t)}InterpolantFactoryMethodSmooth(t){return new Xl(this.times,this.values,this.getValueSize(),t)}setInterpolation(t){let e;switch(t){case $:e=this.InterpolantFactoryMethodDiscrete;break;case Q:e=this.InterpolantFactoryMethodLinear;break;case tt:e=this.InterpolantFactoryMethodSmooth}if(void 0===e){const e="unsupported interpolation for "+this.ValueTypeName+" keyframe track named "+this.name;if(void 0===this.createInterpolant){if(t===this.DefaultInterpolation)throw new Error(e);this.setInterpolation(this.DefaultInterpolation)}return console.warn("THREE.KeyframeTrack:",e),this}return this.createInterpolant=e,this}getInterpolation(){switch(this.createInterpolant){case this.InterpolantFactoryMethodDiscrete:return $;case this.InterpolantFactoryMethodLinear:return Q;case this.InterpolantFactoryMethodSmooth:return tt}}getValueSize(){return this.values.length/this.times.length}shift(t){if(0!==t){const e=this.times;for(let i=0,n=e.length;i!==n;++i)e[i]+=t}return this}scale(t){if(1!==t){const e=this.times;for(let i=0,n=e.length;i!==n;++i)e[i]*=t}return this}trim(t,e){const i=this.times,n=i.length;let r=0,s=n-1;for(;r!==n&&i[r]<t;)++r;for(;-1!==s&&i[s]>e;)--s;if(++s,0!==r||s!==n){r>=s&&(s=Math.max(s,1),r=s-1);const t=this.getValueSize();this.times=Ul(i,r,s),this.values=Ul(this.values,r*t,s*t)}return this}validate(){let t=!0;const e=this.getValueSize();e-Math.floor(e)!=0&&(console.error("THREE.KeyframeTrack: Invalid value size in track.",this),t=!1);const i=this.times,n=this.values,r=i.length;0===r&&(console.error("THREE.KeyframeTrack: Track is empty.",this),t=!1);let s=null;for(let e=0;e!==r;e++){const n=i[e];if("number"==typeof n&&isNaN(n)){console.error("THREE.KeyframeTrack: Time is not a valid number.",this,e,n),t=!1;break}if(null!==s&&s>n){console.error("THREE.KeyframeTrack: Out of order keys.",this,e,n,s),t=!1;break}s=n}if(void 0!==n&&Gl(n))for(let e=0,i=n.length;e!==i;++e){const i=n[e];if(isNaN(i)){console.error("THREE.KeyframeTrack: Value is not a valid number.",this,e,i),t=!1;break}}return t}optimize(){const t=Ul(this.times),e=Ul(this.values),i=this.getValueSize(),n=this.getInterpolation()===tt,r=t.length-1;let s=1;for(let a=1;a<r;++a){let r=!1;const o=t[a];if(o!==t[a+1]&&(1!==a||o!==t[0]))if(n)r=!0;else{const t=a*i,n=t-i,s=t+i;for(let a=0;a!==i;++a){const i=e[t+a];if(i!==e[n+a]||i!==e[s+a]){r=!0;break}}}if(r){if(a!==s){t[s]=t[a];const n=a*i,r=s*i;for(let t=0;t!==i;++t)e[r+t]=e[n+t]}++s}}if(r>0){t[s]=t[r];for(let t=r*i,n=s*i,a=0;a!==i;++a)e[n+a]=e[t+a];++s}return s!==t.length?(this.times=Ul(t,0,s),this.values=Ul(e,0,s*i)):(this.times=t,this.values=e),this}clone(){const t=Ul(this.times,0),e=Ul(this.values,0),i=new(0,this.constructor)(this.name,t,e);return i.createInterpolant=this.createInterpolant,i}}Jl.prototype.TimeBufferType=Float32Array,Jl.prototype.ValueBufferType=Float32Array,Jl.prototype.DefaultInterpolation=Q;class Kl extends Jl{}Kl.prototype.ValueTypeName="bool",Kl.prototype.ValueBufferType=Array,Kl.prototype.DefaultInterpolation=$,Kl.prototype.InterpolantFactoryMethodLinear=void 0,Kl.prototype.InterpolantFactoryMethodSmooth=void 0;class $l extends Jl{}$l.prototype.ValueTypeName="color";class Ql extends Jl{}Ql.prototype.ValueTypeName="number";class tc extends ql{constructor(t,e,i,n){super(t,e,i,n)}interpolate_(t,e,i,n){const r=this.resultBuffer,s=this.sampleValues,a=this.valueSize,o=(i-e)/(n-e);let l=t*a;for(let t=l+a;l!==t;l+=4)te.slerpFlat(r,0,s,l-a,s,l,o);return r}}class ec extends Jl{InterpolantFactoryMethodLinear(t){return new tc(this.times,this.values,this.getValueSize(),t)}}ec.prototype.ValueTypeName="quaternion",ec.prototype.DefaultInterpolation=Q,ec.prototype.InterpolantFactoryMethodSmooth=void 0;class ic extends Jl{}ic.prototype.ValueTypeName="string",ic.prototype.ValueBufferType=Array,ic.prototype.DefaultInterpolation=$,ic.prototype.InterpolantFactoryMethodLinear=void 0,ic.prototype.InterpolantFactoryMethodSmooth=void 0;class nc extends Jl{}nc.prototype.ValueTypeName="vector";class rc{constructor(t,e=-1,i,n=2500){this.name=t,this.tracks=i,this.duration=e,this.blendMode=n,this.uuid=_t(),this.duration<0&&this.resetDuration()}static parse(t){const e=[],i=t.tracks,n=1/(t.fps||1);for(let t=0,r=i.length;t!==r;++t)e.push(sc(i[t]).scale(n));const r=new this(t.name,t.duration,e,t.blendMode);return r.uuid=t.uuid,r}static toJSON(t){const e=[],i=t.tracks,n={name:t.name,duration:t.duration,tracks:e,uuid:t.uuid,blendMode:t.blendMode};for(let t=0,n=i.length;t!==n;++t)e.push(Jl.toJSON(i[t]));return n}static CreateFromMorphTargetSequence(t,e,i,n){const r=e.length,s=[];for(let t=0;t<r;t++){let a=[],o=[];a.push((t+r-1)%r,t,(t+1)%r),o.push(0,1,0);const l=Vl(a);a=Hl(a,1,l),o=Hl(o,1,l),n||0!==a[0]||(a.push(r),o.push(o[0])),s.push(new Ql(".morphTargetInfluences["+e[t].name+"]",a,o).scale(1/i))}return new this(t,-1,s)}static findByName(t,e){let i=t;if(!Array.isArray(t)){const e=t;i=e.geometry&&e.geometry.animations||e.animations}for(let t=0;t<i.length;t++)if(i[t].name===e)return i[t];return null}static CreateClipsFromMorphTargetSequences(t,e,i){const n={},r=/^([\w-]*?)([\d]+)$/;for(let e=0,i=t.length;e<i;e++){const i=t[e],s=i.name.match(r);if(s&&s.length>1){const t=s[1];let e=n[t];e||(n[t]=e=[]),e.push(i)}}const s=[];for(const t in n)s.push(this.CreateFromMorphTargetSequence(t,n[t],e,i));return s}static parseAnimation(t,e){if(!t)return console.error("THREE.AnimationClip: No animation in JSONLoader data."),null;const i=function(t,e,i,n,r){if(0!==i.length){const s=[],a=[];Wl(i,s,a,n),0!==s.length&&r.push(new t(e,s,a))}},n=[],r=t.name||"default",s=t.fps||30,a=t.blendMode;let o=t.length||-1;const l=t.hierarchy||[];for(let t=0;t<l.length;t++){const r=l[t].keys;if(r&&0!==r.length)if(r[0].morphTargets){const t={};let e;for(e=0;e<r.length;e++)if(r[e].morphTargets)for(let i=0;i<r[e].morphTargets.length;i++)t[r[e].morphTargets[i]]=-1;for(const i in t){const t=[],s=[];for(let n=0;n!==r[e].morphTargets.length;++n){const n=r[e];t.push(n.time),s.push(n.morphTarget===i?1:0)}n.push(new Ql(".morphTargetInfluence["+i+"]",t,s))}o=t.length*s}else{const s=".bones["+e[t].name+"]";i(nc,s+".position",r,"pos",n),i(ec,s+".quaternion",r,"rot",n),i(nc,s+".scale",r,"scl",n)}}if(0===n.length)return null;return new this(r,o,n,a)}resetDuration(){let t=0;for(let e=0,i=this.tracks.length;e!==i;++e){const i=this.tracks[e];t=Math.max(t,i.times[i.times.length-1])}return this.duration=t,this}trim(){for(let t=0;t<this.tracks.length;t++)this.tracks[t].trim(0,this.duration);return this}validate(){let t=!0;for(let e=0;e<this.tracks.length;e++)t=t&&this.tracks[e].validate();return t}optimize(){for(let t=0;t<this.tracks.length;t++)this.tracks[t].optimize();return this}clone(){const t=[];for(let e=0;e<this.tracks.length;e++)t.push(this.tracks[e].clone());return new this.constructor(this.name,this.duration,t,this.blendMode)}toJSON(){return this.constructor.toJSON(this)}}function sc(t){if(void 0===t.type)throw new Error("THREE.KeyframeTrack: track type undefined, can not parse");const e=function(t){switch(t.toLowerCase()){case"scalar":case"double":case"float":case"number":case"integer":return Ql;case"vector":case"vector2":case"vector3":case"vector4":return nc;case"color":return $l;case"quaternion":return ec;case"bool":case"boolean":return Kl;case"string":return ic}throw new Error("THREE.KeyframeTrack: Unsupported typeName: "+t)}(t.type);if(void 0===t.times){const e=[],i=[];Wl(t.keys,e,i,"value"),t.times=e,t.values=i}return void 0!==e.parse?e.parse(t):new e(t.name,t.times,t.values,t.interpolation)}const ac={enabled:!1,files:{},add:function(t,e){!1!==this.enabled&&(this.files[t]=e)},get:function(t){if(!1!==this.enabled)return this.files[t]},remove:function(t){delete this.files[t]},clear:function(){this.files={}}};class oc{constructor(t,e,i){const n=this;let r,s=!1,a=0,o=0;const l=[];this.onStart=void 0,this.onLoad=t,this.onProgress=e,this.onError=i,this.itemStart=function(t){o++,!1===s&&void 0!==n.onStart&&n.onStart(t,a,o),s=!0},this.itemEnd=function(t){a++,void 0!==n.onProgress&&n.onProgress(t,a,o),a===o&&(s=!1,void 0!==n.onLoad&&n.onLoad())},this.itemError=function(t){void 0!==n.onError&&n.onError(t)},this.resolveURL=function(t){return r?r(t):t},this.setURLModifier=function(t){return r=t,this},this.addHandler=function(t,e){return l.push(t,e),this},this.removeHandler=function(t){const e=l.indexOf(t);return-1!==e&&l.splice(e,2),this},this.getHandler=function(t){for(let e=0,i=l.length;e<i;e+=2){const i=l[e],n=l[e+1];if(i.global&&(i.lastIndex=0),i.test(t))return n}return null}}}const lc=new oc;class cc{constructor(t){this.manager=void 0!==t?t:lc,this.crossOrigin="anonymous",this.withCredentials=!1,this.path="",this.resourcePath="",this.requestHeader={}}load(){}loadAsync(t,e){const i=this;return new Promise((function(n,r){i.load(t,n,e,r)}))}parse(){}setCrossOrigin(t){return this.crossOrigin=t,this}setWithCredentials(t){return this.withCredentials=t,this}setPath(t){return this.path=t,this}setResourcePath(t){return this.resourcePath=t,this}setRequestHeader(t){return this.requestHeader=t,this}}const hc={};class uc extends Error{constructor(t,e){super(t),this.response=e}}class dc extends cc{constructor(t){super(t)}load(t,e,i,n){void 0===t&&(t=""),void 0!==this.path&&(t=this.path+t),t=this.manager.resolveURL(t);const r=ac.get(t);if(void 0!==r)return this.manager.itemStart(t),setTimeout((()=>{e&&e(r),this.manager.itemEnd(t)}),0),r;if(void 0!==hc[t])return void hc[t].push({onLoad:e,onProgress:i,onError:n});hc[t]=[],hc[t].push({onLoad:e,onProgress:i,onError:n});const s=new Request(t,{headers:new Headers(this.requestHeader),credentials:this.withCredentials?"include":"same-origin"}),a=this.mimeType,o=this.responseType;fetch(s).then((e=>{if(200===e.status||0===e.status){if(0===e.status&&console.warn("THREE.FileLoader: HTTP Status 0 received."),"undefined"==typeof ReadableStream||void 0===e.body||void 0===e.body.getReader)return e;const i=hc[t],n=e.body.getReader(),r=e.headers.get("Content-Length"),s=r?parseInt(r):0,a=0!==s;let o=0;const l=new ReadableStream({start(t){!function e(){n.read().then((({done:n,value:r})=>{if(n)t.close();else{o+=r.byteLength;const n=new ProgressEvent("progress",{lengthComputable:a,loaded:o,total:s});for(let t=0,e=i.length;t<e;t++){const e=i[t];e.onProgress&&e.onProgress(n)}t.enqueue(r),e()}}))}()}});return new Response(l)}throw new uc(`fetch for "${e.url}" responded with ${e.status}: ${e.statusText}`,e)})).then((t=>{switch(o){case"arraybuffer":return t.arrayBuffer();case"blob":return t.blob();case"document":return t.text().then((t=>(new DOMParser).parseFromString(t,a)));case"json":return t.json();default:if(void 0===a)return t.text();{const e=/charset="?([^;"\s]*)"?/i.exec(a),i=e&&e[1]?e[1].toLowerCase():void 0,n=new TextDecoder(i);return t.arrayBuffer().then((t=>n.decode(t)))}}})).then((e=>{ac.add(t,e);const i=hc[t];delete hc[t];for(let t=0,n=i.length;t<n;t++){const n=i[t];n.onLoad&&n.onLoad(e)}})).catch((e=>{const i=hc[t];if(void 0===i)throw this.manager.itemError(t),e;delete hc[t];for(let t=0,n=i.length;t<n;t++){const n=i[t];n.onError&&n.onError(e)}this.manager.itemError(t)})).finally((()=>{this.manager.itemEnd(t)})),this.manager.itemStart(t)}setResponseType(t){return this.responseType=t,this}setMimeType(t){return this.mimeType=t,this}}class pc extends cc{constructor(t){super(t)}load(t,e,i,n){void 0!==this.path&&(t=this.path+t),t=this.manager.resolveURL(t);const r=this,s=ac.get(t);if(void 0!==s)return r.manager.itemStart(t),setTimeout((function(){e&&e(s),r.manager.itemEnd(t)}),0),s;const a=It("img");function o(){c(),ac.add(t,this),e&&e(this),r.manager.itemEnd(t)}function l(e){c(),n&&n(e),r.manager.itemError(t),r.manager.itemEnd(t)}function c(){a.removeEventListener("load",o,!1),a.removeEventListener("error",l,!1)}return a.addEventListener("load",o,!1),a.addEventListener("error",l,!1),"data:"!==t.slice(0,5)&&void 0!==this.crossOrigin&&(a.crossOrigin=this.crossOrigin),r.manager.itemStart(t),a.src=t,a}}class fc extends ni{constructor(t,e=1){super(),this.isLight=!0,this.type="Light",this.color=new Ht(t),this.intensity=e}dispose(){}copy(t,e){return super.copy(t,e),this.color.copy(t.color),this.intensity=t.intensity,this}toJSON(t){const e=super.toJSON(t);return e.object.color=this.color.getHex(),e.object.intensity=this.intensity,void 0!==this.groundColor&&(e.object.groundColor=this.groundColor.getHex()),void 0!==this.distance&&(e.object.distance=this.distance),void 0!==this.angle&&(e.object.angle=this.angle),void 0!==this.decay&&(e.object.decay=this.decay),void 0!==this.penumbra&&(e.object.penumbra=this.penumbra),void 0!==this.shadow&&(e.object.shadow=this.shadow.toJSON()),e}}class mc extends fc{constructor(t,e,i){super(t,i),this.isHemisphereLight=!0,this.type="HemisphereLight",this.position.copy(ni.DefaultUp),this.updateMatrix(),this.groundColor=new Ht(e)}copy(t,e){return super.copy(t,e),this.groundColor.copy(t.groundColor),this}}const gc=new Ie,vc=new ee,xc=new ee;class _c{constructor(t){this.camera=t,this.bias=0,this.normalBias=0,this.radius=1,this.blurSamples=8,this.mapSize=new Et(512,512),this.map=null,this.mapPass=null,this.matrix=new Ie,this.autoUpdate=!0,this.needsUpdate=!1,this._frustum=new mn,this._frameExtents=new Et(1,1),this._viewportCount=1,this._viewports=[new Jt(0,0,1,1)]}getViewportCount(){return this._viewportCount}getFrustum(){return this._frustum}updateMatrices(t){const e=this.camera,i=this.matrix;vc.setFromMatrixPosition(t.matrixWorld),e.position.copy(vc),xc.setFromMatrixPosition(t.target.matrixWorld),e.lookAt(xc),e.updateMatrixWorld(),gc.multiplyMatrices(e.projectionMatrix,e.matrixWorldInverse),this._frustum.setFromProjectionMatrix(gc),i.set(.5,0,0,.5,0,.5,0,.5,0,0,.5,.5,0,0,0,1),i.multiply(e.projectionMatrix),i.multiply(e.matrixWorldInverse)}getViewport(t){return this._viewports[t]}getFrameExtents(){return this._frameExtents}dispose(){this.map&&this.map.dispose(),this.mapPass&&this.mapPass.dispose()}copy(t){return this.camera=t.camera.clone(),this.bias=t.bias,this.radius=t.radius,this.mapSize.copy(t.mapSize),this}clone(){return(new this.constructor).copy(this)}toJSON(){const t={};return 0!==this.bias&&(t.bias=this.bias),0!==this.normalBias&&(t.normalBias=this.normalBias),1!==this.radius&&(t.radius=this.radius),512===this.mapSize.x&&512===this.mapSize.y||(t.mapSize=this.mapSize.toArray()),t.camera=this.camera.toJSON(!1).object,delete t.camera.matrix,t}}class yc extends _c{constructor(){super(new rn(50,1,.5,500)),this.isSpotLightShadow=!0,this.focus=1}updateMatrices(t){const e=this.camera,i=2*xt*t.angle*this.focus,n=this.mapSize.width/this.mapSize.height,r=t.distance||e.far;i===e.fov&&n===e.aspect&&r===e.far||(e.fov=i,e.aspect=n,e.far=r,e.updateProjectionMatrix()),super.updateMatrices(t)}copy(t){return super.copy(t),this.focus=t.focus,this}}class Mc extends fc{constructor(t,e,i=0,n=Math.PI/3,r=0,s=1){super(t,e),this.isSpotLight=!0,this.type="SpotLight",this.position.copy(ni.DefaultUp),this.updateMatrix(),this.target=new ni,this.distance=i,this.angle=n,this.penumbra=r,this.decay=s,this.shadow=new yc}get power(){return this.intensity*Math.PI}set power(t){this.intensity=t/Math.PI}dispose(){this.shadow.dispose()}copy(t,e){return super.copy(t,e),this.distance=t.distance,this.angle=t.angle,this.penumbra=t.penumbra,this.decay=t.decay,this.target=t.target.clone(),this.shadow=t.shadow.clone(),this}}const bc=new Ie,wc=new ee,Sc=new ee;class Tc extends _c{constructor(){super(new rn(90,1,.5,500)),this.isPointLightShadow=!0,this._frameExtents=new Et(4,2),this._viewportCount=6,this._viewports=[new Jt(2,1,1,1),new Jt(0,1,1,1),new Jt(3,1,1,1),new Jt(1,1,1,1),new Jt(3,0,1,1),new Jt(1,0,1,1)],this._cubeDirections=[new ee(1,0,0),new ee(-1,0,0),new ee(0,0,1),new ee(0,0,-1),new ee(0,1,0),new ee(0,-1,0)],this._cubeUps=[new ee(0,1,0),new ee(0,1,0),new ee(0,1,0),new ee(0,1,0),new ee(0,0,1),new ee(0,0,-1)]}updateMatrices(t,e=0){const i=this.camera,n=this.matrix,r=t.distance||i.far;r!==i.far&&(i.far=r,i.updateProjectionMatrix()),wc.setFromMatrixPosition(t.matrixWorld),i.position.copy(wc),Sc.copy(i.position),Sc.add(this._cubeDirections[e]),i.up.copy(this._cubeUps[e]),i.lookAt(Sc),i.updateMatrixWorld(),n.makeTranslation(-wc.x,-wc.y,-wc.z),bc.multiplyMatrices(i.projectionMatrix,i.matrixWorldInverse),this._frustum.setFromProjectionMatrix(bc)}}class Ac extends fc{constructor(t,e,i=0,n=1){super(t,e),this.isPointLight=!0,this.type="PointLight",this.distance=i,this.decay=n,this.shadow=new Tc}get power(){return 4*this.intensity*Math.PI}set power(t){this.intensity=t/(4*Math.PI)}dispose(){this.shadow.dispose()}copy(t,e){return super.copy(t,e),this.distance=t.distance,this.decay=t.decay,this.shadow=t.shadow.clone(),this}}class Ec extends _c{constructor(){super(new Cn(-5,5,5,-5,.5,500)),this.isDirectionalLightShadow=!0}}class Cc extends fc{constructor(t,e){super(t,e),this.isDirectionalLight=!0,this.type="DirectionalLight",this.position.copy(ni.DefaultUp),this.updateMatrix(),this.target=new ni,this.shadow=new Ec}dispose(){this.shadow.dispose()}copy(t){return super.copy(t),this.target=t.target.clone(),this.shadow=t.shadow.clone(),this}}class Lc extends fc{constructor(t,e){super(t,e),this.isAmbientLight=!0,this.type="AmbientLight"}}class Rc extends fc{constructor(t,e,i=10,n=10){super(t,e),this.isRectAreaLight=!0,this.type="RectAreaLight",this.width=i,this.height=n}get power(){return this.intensity*this.width*this.height*Math.PI}set power(t){this.intensity=t/(this.width*this.height*Math.PI)}copy(t){return super.copy(t),this.width=t.width,this.height=t.height,this}toJSON(t){const e=super.toJSON(t);return e.object.width=this.width,e.object.height=this.height,e}}class Pc{constructor(){this.isSphericalHarmonics3=!0,this.coefficients=[];for(let t=0;t<9;t++)this.coefficients.push(new ee)}set(t){for(let e=0;e<9;e++)this.coefficients[e].copy(t[e]);return this}zero(){for(let t=0;t<9;t++)this.coefficients[t].set(0,0,0);return this}getAt(t,e){const i=t.x,n=t.y,r=t.z,s=this.coefficients;return e.copy(s[0]).multiplyScalar(.282095),e.addScaledVector(s[1],.488603*n),e.addScaledVector(s[2],.488603*r),e.addScaledVector(s[3],.488603*i),e.addScaledVector(s[4],i*n*1.092548),e.addScaledVector(s[5],n*r*1.092548),e.addScaledVector(s[6],.315392*(3*r*r-1)),e.addScaledVector(s[7],i*r*1.092548),e.addScaledVector(s[8],.546274*(i*i-n*n)),e}getIrradianceAt(t,e){const i=t.x,n=t.y,r=t.z,s=this.coefficients;return e.copy(s[0]).multiplyScalar(.886227),e.addScaledVector(s[1],1.023328*n),e.addScaledVector(s[2],1.023328*r),e.addScaledVector(s[3],1.023328*i),e.addScaledVector(s[4],.858086*i*n),e.addScaledVector(s[5],.858086*n*r),e.addScaledVector(s[6],.743125*r*r-.247708),e.addScaledVector(s[7],.858086*i*r),e.addScaledVector(s[8],.429043*(i*i-n*n)),e}add(t){for(let e=0;e<9;e++)this.coefficients[e].add(t.coefficients[e]);return this}addScaledSH(t,e){for(let i=0;i<9;i++)this.coefficients[i].addScaledVector(t.coefficients[i],e);return this}scale(t){for(let e=0;e<9;e++)this.coefficients[e].multiplyScalar(t);return this}lerp(t,e){for(let i=0;i<9;i++)this.coefficients[i].lerp(t.coefficients[i],e);return this}equals(t){for(let e=0;e<9;e++)if(!this.coefficients[e].equals(t.coefficients[e]))return!1;return!0}copy(t){return this.set(t.coefficients)}clone(){return(new this.constructor).copy(this)}fromArray(t,e=0){const i=this.coefficients;for(let n=0;n<9;n++)i[n].fromArray(t,e+3*n);return this}toArray(t=[],e=0){const i=this.coefficients;for(let n=0;n<9;n++)i[n].toArray(t,e+3*n);return t}static getBasisAt(t,e){const i=t.x,n=t.y,r=t.z;e[0]=.282095,e[1]=.488603*n,e[2]=.488603*r,e[3]=.488603*i,e[4]=1.092548*i*n,e[5]=1.092548*n*r,e[6]=.315392*(3*r*r-1),e[7]=1.092548*i*r,e[8]=.546274*(i*i-n*n)}}class Ic extends fc{constructor(t=new Pc,e=1){super(void 0,e),this.isLightProbe=!0,this.sh=t}copy(t){return super.copy(t),this.sh.copy(t.sh),this}fromJSON(t){return this.intensity=t.intensity,this.sh.fromArray(t.sh),this}toJSON(t){const e=super.toJSON(t);return e.object.sh=this.sh.toArray(),e}}class Dc extends cc{constructor(t){super(t),this.textures={}}load(t,e,i,n){const r=this,s=new dc(r.manager);s.setPath(r.path),s.setRequestHeader(r.requestHeader),s.setWithCredentials(r.withCredentials),s.load(t,(function(i){try{e(r.parse(JSON.parse(i)))}catch(e){n?n(e):console.error(e),r.manager.itemError(t)}}),i,n)}parse(t){const e=this.textures;function i(t){return void 0===e[t]&&console.warn("THREE.MaterialLoader: Undefined texture",t),e[t]}const n=Dc.createMaterialFromType(t.type);if(void 0!==t.uuid&&(n.uuid=t.uuid),void 0!==t.name&&(n.name=t.name),void 0!==t.color&&void 0!==n.color&&n.color.setHex(t.color),void 0!==t.roughness&&(n.roughness=t.roughness),void 0!==t.metalness&&(n.metalness=t.metalness),void 0!==t.sheen&&(n.sheen=t.sheen),void 0!==t.sheenColor&&(n.sheenColor=(new Ht).setHex(t.sheenColor)),void 0!==t.sheenRoughness&&(n.sheenRoughness=t.sheenRoughness),void 0!==t.emissive&&void 0!==n.emissive&&n.emissive.setHex(t.emissive),void 0!==t.specular&&void 0!==n.specular&&n.specular.setHex(t.specular),void 0!==t.specularIntensity&&(n.specularIntensity=t.specularIntensity),void 0!==t.specularColor&&void 0!==n.specularColor&&n.specularColor.setHex(t.specularColor),void 0!==t.shininess&&(n.shininess=t.shininess),void 0!==t.clearcoat&&(n.clearcoat=t.clearcoat),void 0!==t.clearcoatRoughness&&(n.clearcoatRoughness=t.clearcoatRoughness),void 0!==t.iridescence&&(n.iridescence=t.iridescence),void 0!==t.iridescenceIOR&&(n.iridescenceIOR=t.iridescenceIOR),void 0!==t.iridescenceThicknessRange&&(n.iridescenceThicknessRange=t.iridescenceThicknessRange),void 0!==t.transmission&&(n.transmission=t.transmission),void 0!==t.thickness&&(n.thickness=t.thickness),void 0!==t.attenuationDistance&&(n.attenuationDistance=t.attenuationDistance),void 0!==t.attenuationColor&&void 0!==n.attenuationColor&&n.attenuationColor.setHex(t.attenuationColor),void 0!==t.fog&&(n.fog=t.fog),void 0!==t.flatShading&&(n.flatShading=t.flatShading),void 0!==t.blending&&(n.blending=t.blending),void 0!==t.combine&&(n.combine=t.combine),void 0!==t.side&&(n.side=t.side),void 0!==t.shadowSide&&(n.shadowSide=t.shadowSide),void 0!==t.opacity&&(n.opacity=t.opacity),void 0!==t.transparent&&(n.transparent=t.transparent),void 0!==t.alphaTest&&(n.alphaTest=t.alphaTest),void 0!==t.depthTest&&(n.depthTest=t.depthTest),void 0!==t.depthWrite&&(n.depthWrite=t.depthWrite),void 0!==t.colorWrite&&(n.colorWrite=t.colorWrite),void 0!==t.stencilWrite&&(n.stencilWrite=t.stencilWrite),void 0!==t.stencilWriteMask&&(n.stencilWriteMask=t.stencilWriteMask),void 0!==t.stencilFunc&&(n.stencilFunc=t.stencilFunc),void 0!==t.stencilRef&&(n.stencilRef=t.stencilRef),void 0!==t.stencilFuncMask&&(n.stencilFuncMask=t.stencilFuncMask),void 0!==t.stencilFail&&(n.stencilFail=t.stencilFail),void 0!==t.stencilZFail&&(n.stencilZFail=t.stencilZFail),void 0!==t.stencilZPass&&(n.stencilZPass=t.stencilZPass),void 0!==t.wireframe&&(n.wireframe=t.wireframe),void 0!==t.wireframeLinewidth&&(n.wireframeLinewidth=t.wireframeLinewidth),void 0!==t.wireframeLinecap&&(n.wireframeLinecap=t.wireframeLinecap),void 0!==t.wireframeLinejoin&&(n.wireframeLinejoin=t.wireframeLinejoin),void 0!==t.rotation&&(n.rotation=t.rotation),1!==t.linewidth&&(n.linewidth=t.linewidth),void 0!==t.dashSize&&(n.dashSize=t.dashSize),void 0!==t.gapSize&&(n.gapSize=t.gapSize),void 0!==t.scale&&(n.scale=t.scale),void 0!==t.polygonOffset&&(n.polygonOffset=t.polygonOffset),void 0!==t.polygonOffsetFactor&&(n.polygonOffsetFactor=t.polygonOffsetFactor),void 0!==t.polygonOffsetUnits&&(n.polygonOffsetUnits=t.polygonOffsetUnits),void 0!==t.dithering&&(n.dithering=t.dithering),void 0!==t.alphaToCoverage&&(n.alphaToCoverage=t.alphaToCoverage),void 0!==t.premultipliedAlpha&&(n.premultipliedAlpha=t.premultipliedAlpha),void 0!==t.visible&&(n.visible=t.visible),void 0!==t.toneMapped&&(n.toneMapped=t.toneMapped),void 0!==t.userData&&(n.userData=t.userData),void 0!==t.vertexColors&&("number"==typeof t.vertexColors?n.vertexColors=t.vertexColors>0:n.vertexColors=t.vertexColors),void 0!==t.uniforms)for(const e in t.uniforms){const r=t.uniforms[e];switch(n.uniforms[e]={},r.type){case"t":n.uniforms[e].value=i(r.value);break;case"c":n.uniforms[e].value=(new Ht).setHex(r.value);break;case"v2":n.uniforms[e].value=(new Et).fromArray(r.value);break;case"v3":n.uniforms[e].value=(new ee).fromArray(r.value);break;case"v4":n.uniforms[e].value=(new Jt).fromArray(r.value);break;case"m3":n.uniforms[e].value=(new Ct).fromArray(r.value);break;case"m4":n.uniforms[e].value=(new Ie).fromArray(r.value);break;default:n.uniforms[e].value=r.value}}if(void 0!==t.defines&&(n.defines=t.defines),void 0!==t.vertexShader&&(n.vertexShader=t.vertexShader),void 0!==t.fragmentShader&&(n.fragmentShader=t.fragmentShader),void 0!==t.extensions)for(const e in t.extensions)n.extensions[e]=t.extensions[e];if(void 0!==t.shading&&(n.flatShading=1===t.shading),void 0!==t.size&&(n.size=t.size),void 0!==t.sizeAttenuation&&(n.sizeAttenuation=t.sizeAttenuation),void 0!==t.map&&(n.map=i(t.map)),void 0!==t.matcap&&(n.matcap=i(t.matcap)),void 0!==t.alphaMap&&(n.alphaMap=i(t.alphaMap)),void 0!==t.bumpMap&&(n.bumpMap=i(t.bumpMap)),void 0!==t.bumpScale&&(n.bumpScale=t.bumpScale),void 0!==t.normalMap&&(n.normalMap=i(t.normalMap)),void 0!==t.normalMapType&&(n.normalMapType=t.normalMapType),void 0!==t.normalScale){let e=t.normalScale;!1===Array.isArray(e)&&(e=[e,e]),n.normalScale=(new Et).fromArray(e)}return void 0!==t.displacementMap&&(n.displacementMap=i(t.displacementMap)),void 0!==t.displacementScale&&(n.displacementScale=t.displacementScale),void 0!==t.displacementBias&&(n.displacementBias=t.displacementBias),void 0!==t.roughnessMap&&(n.roughnessMap=i(t.roughnessMap)),void 0!==t.metalnessMap&&(n.metalnessMap=i(t.metalnessMap)),void 0!==t.emissiveMap&&(n.emissiveMap=i(t.emissiveMap)),void 0!==t.emissiveIntensity&&(n.emissiveIntensity=t.emissiveIntensity),void 0!==t.specularMap&&(n.specularMap=i(t.specularMap)),void 0!==t.specularIntensityMap&&(n.specularIntensityMap=i(t.specularIntensityMap)),void 0!==t.specularColorMap&&(n.specularColorMap=i(t.specularColorMap)),void 0!==t.envMap&&(n.envMap=i(t.envMap)),void 0!==t.envMapIntensity&&(n.envMapIntensity=t.envMapIntensity),void 0!==t.reflectivity&&(n.reflectivity=t.reflectivity),void 0!==t.refractionRatio&&(n.refractionRatio=t.refractionRatio),void 0!==t.lightMap&&(n.lightMap=i(t.lightMap)),void 0!==t.lightMapIntensity&&(n.lightMapIntensity=t.lightMapIntensity),void 0!==t.aoMap&&(n.aoMap=i(t.aoMap)),void 0!==t.aoMapIntensity&&(n.aoMapIntensity=t.aoMapIntensity),void 0!==t.gradientMap&&(n.gradientMap=i(t.gradientMap)),void 0!==t.clearcoatMap&&(n.clearcoatMap=i(t.clearcoatMap)),void 0!==t.clearcoatRoughnessMap&&(n.clearcoatRoughnessMap=i(t.clearcoatRoughnessMap)),void 0!==t.clearcoatNormalMap&&(n.clearcoatNormalMap=i(t.clearcoatNormalMap)),void 0!==t.clearcoatNormalScale&&(n.clearcoatNormalScale=(new Et).fromArray(t.clearcoatNormalScale)),void 0!==t.iridescenceMap&&(n.iridescenceMap=i(t.iridescenceMap)),void 0!==t.iridescenceThicknessMap&&(n.iridescenceThicknessMap=i(t.iridescenceThicknessMap)),void 0!==t.transmissionMap&&(n.transmissionMap=i(t.transmissionMap)),void 0!==t.thicknessMap&&(n.thicknessMap=i(t.thicknessMap)),void 0!==t.sheenColorMap&&(n.sheenColorMap=i(t.sheenColorMap)),void 0!==t.sheenRoughnessMap&&(n.sheenRoughnessMap=i(t.sheenRoughnessMap)),n}setTextures(t){return this.textures=t,this}static createMaterialFromType(t){return new{ShadowMaterial:Ll,SpriteMaterial:ra,RawShaderMaterial:Rl,ShaderMaterial:en,PointsMaterial:Ka,MeshPhysicalMaterial:Il,MeshStandardMaterial:Pl,MeshPhongMaterial:Dl,MeshToonMaterial:Nl,MeshNormalMaterial:Ol,MeshLambertMaterial:zl,MeshDepthMaterial:zs,MeshDistanceMaterial:Fs,MeshBasicMaterial:vi,MeshMatcapMaterial:Fl,LineDashedMaterial:Bl,LineBasicMaterial:ka,Material:gi}[t]}}class Nc{static decodeText(t){if("undefined"!=typeof TextDecoder)return(new TextDecoder).decode(t);let e="";for(let i=0,n=t.length;i<n;i++)e+=String.fromCharCode(t[i]);try{return decodeURIComponent(escape(e))}catch(t){return e}}static extractUrlBase(t){const e=t.lastIndexOf("/");return-1===e?"./":t.slice(0,e+1)}static resolveURL(t,e){return"string"!=typeof t||""===t?"":(/^https?:\/\//i.test(e)&&/^\//.test(t)&&(e=e.replace(/(^https?:\/\/[^\/]+).*/i,"$1")),/^(https?:)?\/\//i.test(t)||/^data:.*,.*$/i.test(t)||/^blob:.*$/i.test(t)?t:e+t)}}class Oc extends Pi{constructor(){super(),this.isInstancedBufferGeometry=!0,this.type="InstancedBufferGeometry",this.instanceCount=1/0}copy(t){return super.copy(t),this.instanceCount=t.instanceCount,this}clone(){return(new this.constructor).copy(this)}toJSON(){const t=super.toJSON(this);return t.instanceCount=this.instanceCount,t.isInstancedBufferGeometry=!0,t}}class zc extends cc{constructor(t){super(t)}load(t,e,i,n){const r=this,s=new dc(r.manager);s.setPath(r.path),s.setRequestHeader(r.requestHeader),s.setWithCredentials(r.withCredentials),s.load(t,(function(i){try{e(r.parse(JSON.parse(i)))}catch(e){n?n(e):console.error(e),r.manager.itemError(t)}}),i,n)}parse(t){const e={},i={};function n(t,n){if(void 0!==e[n])return e[n];const r=t.interleavedBuffers[n],s=function(t,e){if(void 0!==i[e])return i[e];const n=t.arrayBuffers[e],r=new Uint32Array(n).buffer;return i[e]=r,r}(t,r.buffer),a=Pt(r.type,s),o=new ea(a,r.stride);return o.uuid=r.uuid,e[n]=o,o}const r=t.isInstancedBufferGeometry?new Oc:new Pi,s=t.data.index;if(void 0!==s){const t=Pt(s.type,s.array);r.setIndex(new yi(t,1))}const a=t.data.attributes;for(const e in a){const i=a[e];let s;if(i.isInterleavedBufferAttribute){const e=n(t.data,i.data);s=new na(e,i.itemSize,i.offset,i.normalized)}else{const t=Pt(i.type,i.array);s=new(i.isInstancedBufferAttribute?Na:yi)(t,i.itemSize,i.normalized)}void 0!==i.name&&(s.name=i.name),void 0!==i.usage&&s.setUsage(i.usage),void 0!==i.updateRange&&(s.updateRange.offset=i.updateRange.offset,s.updateRange.count=i.updateRange.count),r.setAttribute(e,s)}const o=t.data.morphAttributes;if(o)for(const e in o){const i=o[e],s=[];for(let e=0,r=i.length;e<r;e++){const r=i[e];let a;if(r.isInterleavedBufferAttribute){const e=n(t.data,r.data);a=new na(e,r.itemSize,r.offset,r.normalized)}else{const t=Pt(r.type,r.array);a=new yi(t,r.itemSize,r.normalized)}void 0!==r.name&&(a.name=r.name),s.push(a)}r.morphAttributes[e]=s}t.data.morphTargetsRelative&&(r.morphTargetsRelative=!0);const l=t.data.groups||t.data.drawcalls||t.data.offsets;if(void 0!==l)for(let t=0,e=l.length;t!==e;++t){const e=l[t];r.addGroup(e.start,e.count,e.materialIndex)}const c=t.data.boundingSphere;if(void 0!==c){const t=new ee;void 0!==c.center&&t.fromArray(c.center),r.boundingSphere=new we(t,c.radius)}return t.name&&(r.name=t.name),t.userData&&(r.userData=t.userData),r}}const Fc={UVMapping:n,CubeReflectionMapping:r,CubeRefractionMapping:s,EquirectangularReflectionMapping:a,EquirectangularRefractionMapping:o,CubeUVReflectionMapping:l},Bc={RepeatWrapping:c,ClampToEdgeWrapping:h,MirroredRepeatWrapping:u},Uc={NearestFilter:d,NearestMipmapNearestFilter:p,NearestMipmapLinearFilter:f,LinearFilter:m,LinearMipmapNearestFilter:g,LinearMipmapLinearFilter:v};let kc;const Gc={getContext:function(){return void 0===kc&&(kc=new(window.AudioContext||window.webkitAudioContext)),kc},setContext:function(t){kc=t}};const Vc=new Ie,Hc=new Ie,Wc=new Ie;class jc{constructor(t=!0){this.autoStart=t,this.startTime=0,this.oldTime=0,this.elapsedTime=0,this.running=!1}start(){this.startTime=qc(),this.oldTime=this.startTime,this.elapsedTime=0,this.running=!0}stop(){this.getElapsedTime(),this.running=!1,this.autoStart=!1}getElapsedTime(){return this.getDelta(),this.elapsedTime}getDelta(){let t=0;if(this.autoStart&&!this.running)return this.start(),0;if(this.running){const e=qc();t=(e-this.oldTime)/1e3,this.oldTime=e,this.elapsedTime+=t}return t}}function qc(){return("undefined"==typeof performance?Date:performance).now()}const Xc=new ee,Yc=new te,Zc=new ee,Jc=new ee;class Kc extends ni{constructor(t){super(),this.type="Audio",this.listener=t,this.context=t.context,this.gain=this.context.createGain(),this.gain.connect(t.getInput()),this.autoplay=!1,this.buffer=null,this.detune=0,this.loop=!1,this.loopStart=0,this.loopEnd=0,this.offset=0,this.duration=void 0,this.playbackRate=1,this.isPlaying=!1,this.hasPlaybackControl=!0,this.source=null,this.sourceType="empty",this._startedAt=0,this._progress=0,this._connected=!1,this.filters=[]}getOutput(){return this.gain}setNodeSource(t){return this.hasPlaybackControl=!1,this.sourceType="audioNode",this.source=t,this.connect(),this}setMediaElementSource(t){return this.hasPlaybackControl=!1,this.sourceType="mediaNode",this.source=this.context.createMediaElementSource(t),this.connect(),this}setMediaStreamSource(t){return this.hasPlaybackControl=!1,this.sourceType="mediaStreamNode",this.source=this.context.createMediaStreamSource(t),this.connect(),this}setBuffer(t){return this.buffer=t,this.sourceType="buffer",this.autoplay&&this.play(),this}play(t=0){if(!0===this.isPlaying)return void console.warn("THREE.Audio: Audio is already playing.");if(!1===this.hasPlaybackControl)return void console.warn("THREE.Audio: this Audio has no playback control.");this._startedAt=this.context.currentTime+t;const e=this.context.createBufferSource();return e.buffer=this.buffer,e.loop=this.loop,e.loopStart=this.loopStart,e.loopEnd=this.loopEnd,e.onended=this.onEnded.bind(this),e.start(this._startedAt,this._progress+this.offset,this.duration),this.isPlaying=!0,this.source=e,this.setDetune(this.detune),this.setPlaybackRate(this.playbackRate),this.connect()}pause(){if(!1!==this.hasPlaybackControl)return!0===this.isPlaying&&(this._progress+=Math.max(this.context.currentTime-this._startedAt,0)*this.playbackRate,!0===this.loop&&(this._progress=this._progress%(this.duration||this.buffer.duration)),this.source.stop(),this.source.onended=null,this.isPlaying=!1),this;console.warn("THREE.Audio: this Audio has no playback control.")}stop(){if(!1!==this.hasPlaybackControl)return this._progress=0,this.source.stop(),this.source.onended=null,this.isPlaying=!1,this;console.warn("THREE.Audio: this Audio has no playback control.")}connect(){if(this.filters.length>0){this.source.connect(this.filters[0]);for(let t=1,e=this.filters.length;t<e;t++)this.filters[t-1].connect(this.filters[t]);this.filters[this.filters.length-1].connect(this.getOutput())}else this.source.connect(this.getOutput());return this._connected=!0,this}disconnect(){if(this.filters.length>0){this.source.disconnect(this.filters[0]);for(let t=1,e=this.filters.length;t<e;t++)this.filters[t-1].disconnect(this.filters[t]);this.filters[this.filters.length-1].disconnect(this.getOutput())}else this.source.disconnect(this.getOutput());return this._connected=!1,this}getFilters(){return this.filters}setFilters(t){return t||(t=[]),!0===this._connected?(this.disconnect(),this.filters=t.slice(),this.connect()):this.filters=t.slice(),this}setDetune(t){if(this.detune=t,void 0!==this.source.detune)return!0===this.isPlaying&&this.source.detune.setTargetAtTime(this.detune,this.context.currentTime,.01),this}getDetune(){return this.detune}getFilter(){return this.getFilters()[0]}setFilter(t){return this.setFilters(t?[t]:[])}setPlaybackRate(t){if(!1!==this.hasPlaybackControl)return this.playbackRate=t,!0===this.isPlaying&&this.source.playbackRate.setTargetAtTime(this.playbackRate,this.context.currentTime,.01),this;console.warn("THREE.Audio: this Audio has no playback control.")}getPlaybackRate(){return this.playbackRate}onEnded(){this.isPlaying=!1}getLoop(){return!1===this.hasPlaybackControl?(console.warn("THREE.Audio: this Audio has no playback control."),!1):this.loop}setLoop(t){if(!1!==this.hasPlaybackControl)return this.loop=t,!0===this.isPlaying&&(this.source.loop=this.loop),this;console.warn("THREE.Audio: this Audio has no playback control.")}setLoopStart(t){return this.loopStart=t,this}setLoopEnd(t){return this.loopEnd=t,this}getVolume(){return this.gain.gain.value}setVolume(t){return this.gain.gain.setTargetAtTime(t,this.context.currentTime,.01),this}}const $c=new ee,Qc=new te,th=new ee,eh=new ee;class ih{constructor(t,e,i){let n,r,s;switch(this.binding=t,this.valueSize=i,e){case"quaternion":n=this._slerp,r=this._slerpAdditive,s=this._setAdditiveIdentityQuaternion,this.buffer=new Float64Array(6*i),this._workIndex=5;break;case"string":case"bool":n=this._select,r=this._select,s=this._setAdditiveIdentityOther,this.buffer=new Array(5*i);break;default:n=this._lerp,r=this._lerpAdditive,s=this._setAdditiveIdentityNumeric,this.buffer=new Float64Array(5*i)}this._mixBufferRegion=n,this._mixBufferRegionAdditive=r,this._setIdentity=s,this._origIndex=3,this._addIndex=4,this.cumulativeWeight=0,this.cumulativeWeightAdditive=0,this.useCount=0,this.referenceCount=0}accumulate(t,e){const i=this.buffer,n=this.valueSize,r=t*n+n;let s=this.cumulativeWeight;if(0===s){for(let t=0;t!==n;++t)i[r+t]=i[t];s=e}else{s+=e;const t=e/s;this._mixBufferRegion(i,r,0,t,n)}this.cumulativeWeight=s}accumulateAdditive(t){const e=this.buffer,i=this.valueSize,n=i*this._addIndex;0===this.cumulativeWeightAdditive&&this._setIdentity(),this._mixBufferRegionAdditive(e,n,0,t,i),this.cumulativeWeightAdditive+=t}apply(t){const e=this.valueSize,i=this.buffer,n=t*e+e,r=this.cumulativeWeight,s=this.cumulativeWeightAdditive,a=this.binding;if(this.cumulativeWeight=0,this.cumulativeWeightAdditive=0,r<1){const t=e*this._origIndex;this._mixBufferRegion(i,n,t,1-r,e)}s>0&&this._mixBufferRegionAdditive(i,n,this._addIndex*e,1,e);for(let t=e,r=e+e;t!==r;++t)if(i[t]!==i[t+e]){a.setValue(i,n);break}}saveOriginalState(){const t=this.binding,e=this.buffer,i=this.valueSize,n=i*this._origIndex;t.getValue(e,n);for(let t=i,r=n;t!==r;++t)e[t]=e[n+t%i];this._setIdentity(),this.cumulativeWeight=0,this.cumulativeWeightAdditive=0}restoreOriginalState(){const t=3*this.valueSize;this.binding.setValue(this.buffer,t)}_setAdditiveIdentityNumeric(){const t=this._addIndex*this.valueSize,e=t+this.valueSize;for(let i=t;i<e;i++)this.buffer[i]=0}_setAdditiveIdentityQuaternion(){this._setAdditiveIdentityNumeric(),this.buffer[this._addIndex*this.valueSize+3]=1}_setAdditiveIdentityOther(){const t=this._origIndex*this.valueSize,e=this._addIndex*this.valueSize;for(let i=0;i<this.valueSize;i++)this.buffer[e+i]=this.buffer[t+i]}_select(t,e,i,n,r){if(n>=.5)for(let n=0;n!==r;++n)t[e+n]=t[i+n]}_slerp(t,e,i,n){te.slerpFlat(t,e,t,e,t,i,n)}_slerpAdditive(t,e,i,n,r){const s=this._workIndex*r;te.multiplyQuaternionsFlat(t,s,t,e,t,i),te.slerpFlat(t,e,t,e,t,s,n)}_lerp(t,e,i,n,r){const s=1-n;for(let a=0;a!==r;++a){const r=e+a;t[r]=t[r]*s+t[i+a]*n}}_lerpAdditive(t,e,i,n,r){for(let s=0;s!==r;++s){const r=e+s;t[r]=t[r]+t[i+s]*n}}}const nh="\\[\\]\\.:\\/",rh=new RegExp("[\\[\\]\\.:\\/]","g"),sh="[^\\[\\]\\.:\\/]",ah="[^"+nh.replace("\\.","")+"]",oh=new RegExp("^"+/((?:WC+[\/:])*)/.source.replace("WC",sh)+/(WCOD+)?/.source.replace("WCOD",ah)+/(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace("WC",sh)+/\.(WC+)(?:\[(.+)\])?/.source.replace("WC",sh)+"$"),lh=["material","materials","bones"];class ch{constructor(t,e,i){this.path=e,this.parsedPath=i||ch.parseTrackName(e),this.node=ch.findNode(t,this.parsedPath.nodeName)||t,this.rootNode=t,this.getValue=this._getValue_unbound,this.setValue=this._setValue_unbound}static create(t,e,i){return t&&t.isAnimationObjectGroup?new ch.Composite(t,e,i):new ch(t,e,i)}static sanitizeNodeName(t){return t.replace(/\s/g,"_").replace(rh,"")}static parseTrackName(t){const e=oh.exec(t);if(null===e)throw new Error("PropertyBinding: Cannot parse trackName: "+t);const i={nodeName:e[2],objectName:e[3],objectIndex:e[4],propertyName:e[5],propertyIndex:e[6]},n=i.nodeName&&i.nodeName.lastIndexOf(".");if(void 0!==n&&-1!==n){const t=i.nodeName.substring(n+1);-1!==lh.indexOf(t)&&(i.nodeName=i.nodeName.substring(0,n),i.objectName=t)}if(null===i.propertyName||0===i.propertyName.length)throw new Error("PropertyBinding: can not parse propertyName from trackName: "+t);return i}static findNode(t,e){if(void 0===e||""===e||"."===e||-1===e||e===t.name||e===t.uuid)return t;if(t.skeleton){const i=t.skeleton.getBoneByName(e);if(void 0!==i)return i}if(t.children){const i=function(t){for(let n=0;n<t.length;n++){const r=t[n];if(r.name===e||r.uuid===e)return r;const s=i(r.children);if(s)return s}return null},n=i(t.children);if(n)return n}return null}_getValue_unavailable(){}_setValue_unavailable(){}_getValue_direct(t,e){t[e]=this.targetObject[this.propertyName]}_getValue_array(t,e){const i=this.resolvedProperty;for(let n=0,r=i.length;n!==r;++n)t[e++]=i[n]}_getValue_arrayElement(t,e){t[e]=this.resolvedProperty[this.propertyIndex]}_getValue_toArray(t,e){this.resolvedProperty.toArray(t,e)}_setValue_direct(t,e){this.targetObject[this.propertyName]=t[e]}_setValue_direct_setNeedsUpdate(t,e){this.targetObject[this.propertyName]=t[e],this.targetObject.needsUpdate=!0}_setValue_direct_setMatrixWorldNeedsUpdate(t,e){this.targetObject[this.propertyName]=t[e],this.targetObject.matrixWorldNeedsUpdate=!0}_setValue_array(t,e){const i=this.resolvedProperty;for(let n=0,r=i.length;n!==r;++n)i[n]=t[e++]}_setValue_array_setNeedsUpdate(t,e){const i=this.resolvedProperty;for(let n=0,r=i.length;n!==r;++n)i[n]=t[e++];this.targetObject.needsUpdate=!0}_setValue_array_setMatrixWorldNeedsUpdate(t,e){const i=this.resolvedProperty;for(let n=0,r=i.length;n!==r;++n)i[n]=t[e++];this.targetObject.matrixWorldNeedsUpdate=!0}_setValue_arrayElement(t,e){this.resolvedProperty[this.propertyIndex]=t[e]}_setValue_arrayElement_setNeedsUpdate(t,e){this.resolvedProperty[this.propertyIndex]=t[e],this.targetObject.needsUpdate=!0}_setValue_arrayElement_setMatrixWorldNeedsUpdate(t,e){this.resolvedProperty[this.propertyIndex]=t[e],this.targetObject.matrixWorldNeedsUpdate=!0}_setValue_fromArray(t,e){this.resolvedProperty.fromArray(t,e)}_setValue_fromArray_setNeedsUpdate(t,e){this.resolvedProperty.fromArray(t,e),this.targetObject.needsUpdate=!0}_setValue_fromArray_setMatrixWorldNeedsUpdate(t,e){this.resolvedProperty.fromArray(t,e),this.targetObject.matrixWorldNeedsUpdate=!0}_getValue_unbound(t,e){this.bind(),this.getValue(t,e)}_setValue_unbound(t,e){this.bind(),this.setValue(t,e)}bind(){let t=this.node;const e=this.parsedPath,i=e.objectName,n=e.propertyName;let r=e.propertyIndex;if(t||(t=ch.findNode(this.rootNode,e.nodeName)||this.rootNode,this.node=t),this.getValue=this._getValue_unavailable,this.setValue=this._setValue_unavailable,!t)return void console.error("THREE.PropertyBinding: Trying to update node for track: "+this.path+" but it wasn't found.");if(i){let n=e.objectIndex;switch(i){case"materials":if(!t.material)return void console.error("THREE.PropertyBinding: Can not bind to material as node does not have a material.",this);if(!t.material.materials)return void console.error("THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.",this);t=t.material.materials;break;case"bones":if(!t.skeleton)return void console.error("THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.",this);t=t.skeleton.bones;for(let e=0;e<t.length;e++)if(t[e].name===n){n=e;break}break;default:if(void 0===t[i])return void console.error("THREE.PropertyBinding: Can not bind to objectName of node undefined.",this);t=t[i]}if(void 0!==n){if(void 0===t[n])return void console.error("THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.",this,t);t=t[n]}}const s=t[n];if(void 0===s){const i=e.nodeName;return void console.error("THREE.PropertyBinding: Trying to update property for track: "+i+"."+n+" but it wasn't found.",t)}let a=this.Versioning.None;this.targetObject=t,void 0!==t.needsUpdate?a=this.Versioning.NeedsUpdate:void 0!==t.matrixWorldNeedsUpdate&&(a=this.Versioning.MatrixWorldNeedsUpdate);let o=this.BindingType.Direct;if(void 0!==r){if("morphTargetInfluences"===n){if(!t.geometry)return void console.error("THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.",this);if(!t.geometry.morphAttributes)return void console.error("THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.",this);void 0!==t.morphTargetDictionary[r]&&(r=t.morphTargetDictionary[r])}o=this.BindingType.ArrayElement,this.resolvedProperty=s,this.propertyIndex=r}else void 0!==s.fromArray&&void 0!==s.toArray?(o=this.BindingType.HasFromToArray,this.resolvedProperty=s):Array.isArray(s)?(o=this.BindingType.EntireArray,this.resolvedProperty=s):this.propertyName=n;this.getValue=this.GetterByBindingType[o],this.setValue=this.SetterByBindingTypeAndVersioning[o][a]}unbind(){this.node=null,this.getValue=this._getValue_unbound,this.setValue=this._setValue_unbound}}ch.Composite=class{constructor(t,e,i){const n=i||ch.parseTrackName(e);this._targetGroup=t,this._bindings=t.subscribe_(e,n)}getValue(t,e){this.bind();const i=this._targetGroup.nCachedObjects_,n=this._bindings[i];void 0!==n&&n.getValue(t,e)}setValue(t,e){const i=this._bindings;for(let n=this._targetGroup.nCachedObjects_,r=i.length;n!==r;++n)i[n].setValue(t,e)}bind(){const t=this._bindings;for(let e=this._targetGroup.nCachedObjects_,i=t.length;e!==i;++e)t[e].bind()}unbind(){const t=this._bindings;for(let e=this._targetGroup.nCachedObjects_,i=t.length;e!==i;++e)t[e].unbind()}},ch.prototype.BindingType={Direct:0,EntireArray:1,ArrayElement:2,HasFromToArray:3},ch.prototype.Versioning={None:0,NeedsUpdate:1,MatrixWorldNeedsUpdate:2},ch.prototype.GetterByBindingType=[ch.prototype._getValue_direct,ch.prototype._getValue_array,ch.prototype._getValue_arrayElement,ch.prototype._getValue_toArray],ch.prototype.SetterByBindingTypeAndVersioning=[[ch.prototype._setValue_direct,ch.prototype._setValue_direct_setNeedsUpdate,ch.prototype._setValue_direct_setMatrixWorldNeedsUpdate],[ch.prototype._setValue_array,ch.prototype._setValue_array_setNeedsUpdate,ch.prototype._setValue_array_setMatrixWorldNeedsUpdate],[ch.prototype._setValue_arrayElement,ch.prototype._setValue_arrayElement_setNeedsUpdate,ch.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate],[ch.prototype._setValue_fromArray,ch.prototype._setValue_fromArray_setNeedsUpdate,ch.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate]];class hh{constructor(t,e,i=null,n=e.blendMode){this._mixer=t,this._clip=e,this._localRoot=i,this.blendMode=n;const r=e.tracks,s=r.length,a=new Array(s),o={endingStart:et,endingEnd:et};for(let t=0;t!==s;++t){const e=r[t].createInterpolant(null);a[t]=e,e.settings=o}this._interpolantSettings=o,this._interpolants=a,this._propertyBindings=new Array(s),this._cacheIndex=null,this._byClipCacheIndex=null,this._timeScaleInterpolant=null,this._weightInterpolant=null,this.loop=2201,this._loopCount=-1,this._startTime=null,this.time=0,this.timeScale=1,this._effectiveTimeScale=1,this.weight=1,this._effectiveWeight=1,this.repetitions=1/0,this.paused=!1,this.enabled=!0,this.clampWhenFinished=!1,this.zeroSlopeAtStart=!0,this.zeroSlopeAtEnd=!0}play(){return this._mixer._activateAction(this),this}stop(){return this._mixer._deactivateAction(this),this.reset()}reset(){return this.paused=!1,this.enabled=!0,this.time=0,this._loopCount=-1,this._startTime=null,this.stopFading().stopWarping()}isRunning(){return this.enabled&&!this.paused&&0!==this.timeScale&&null===this._startTime&&this._mixer._isActiveAction(this)}isScheduled(){return this._mixer._isActiveAction(this)}startAt(t){return this._startTime=t,this}setLoop(t,e){return this.loop=t,this.repetitions=e,this}setEffectiveWeight(t){return this.weight=t,this._effectiveWeight=this.enabled?t:0,this.stopFading()}getEffectiveWeight(){return this._effectiveWeight}fadeIn(t){return this._scheduleFading(t,0,1)}fadeOut(t){return this._scheduleFading(t,1,0)}crossFadeFrom(t,e,i){if(t.fadeOut(e),this.fadeIn(e),i){const i=this._clip.duration,n=t._clip.duration,r=n/i,s=i/n;t.warp(1,r,e),this.warp(s,1,e)}return this}crossFadeTo(t,e,i){return t.crossFadeFrom(this,e,i)}stopFading(){const t=this._weightInterpolant;return null!==t&&(this._weightInterpolant=null,this._mixer._takeBackControlInterpolant(t)),this}setEffectiveTimeScale(t){return this.timeScale=t,this._effectiveTimeScale=this.paused?0:t,this.stopWarping()}getEffectiveTimeScale(){return this._effectiveTimeScale}setDuration(t){return this.timeScale=this._clip.duration/t,this.stopWarping()}syncWith(t){return this.time=t.time,this.timeScale=t.timeScale,this.stopWarping()}halt(t){return this.warp(this._effectiveTimeScale,0,t)}warp(t,e,i){const n=this._mixer,r=n.time,s=this.timeScale;let a=this._timeScaleInterpolant;null===a&&(a=n._lendControlInterpolant(),this._timeScaleInterpolant=a);const o=a.parameterPositions,l=a.sampleValues;return o[0]=r,o[1]=r+i,l[0]=t/s,l[1]=e/s,this}stopWarping(){const t=this._timeScaleInterpolant;return null!==t&&(this._timeScaleInterpolant=null,this._mixer._takeBackControlInterpolant(t)),this}getMixer(){return this._mixer}getClip(){return this._clip}getRoot(){return this._localRoot||this._mixer._root}_update(t,e,i,n){if(!this.enabled)return void this._updateWeight(t);const r=this._startTime;if(null!==r){const n=(t-r)*i;if(n<0||0===i)return;this._startTime=null,e=i*n}e*=this._updateTimeScale(t);const s=this._updateTime(e),a=this._updateWeight(t);if(a>0){const t=this._interpolants,e=this._propertyBindings;if(this.blendMode===st)for(let i=0,n=t.length;i!==n;++i)t[i].evaluate(s),e[i].accumulateAdditive(a);else for(let i=0,r=t.length;i!==r;++i)t[i].evaluate(s),e[i].accumulate(n,a)}}_updateWeight(t){let e=0;if(this.enabled){e=this.weight;const i=this._weightInterpolant;if(null!==i){const n=i.evaluate(t)[0];e*=n,t>i.parameterPositions[1]&&(this.stopFading(),0===n&&(this.enabled=!1))}}return this._effectiveWeight=e,e}_updateTimeScale(t){let e=0;if(!this.paused){e=this.timeScale;const i=this._timeScaleInterpolant;if(null!==i){e*=i.evaluate(t)[0],t>i.parameterPositions[1]&&(this.stopWarping(),0===e?this.paused=!0:this.timeScale=e)}}return this._effectiveTimeScale=e,e}_updateTime(t){const e=this._clip.duration,i=this.loop;let n=this.time+t,r=this._loopCount;const s=2202===i;if(0===t)return-1===r?n:s&&1==(1&r)?e-n:n;if(2200===i){-1===r&&(this._loopCount=0,this._setEndings(!0,!0,!1));t:{if(n>=e)n=e;else{if(!(n<0)){this.time=n;break t}n=0}this.clampWhenFinished?this.paused=!0:this.enabled=!1,this.time=n,this._mixer.dispatchEvent({type:"finished",action:this,direction:t<0?-1:1})}}else{if(-1===r&&(t>=0?(r=0,this._setEndings(!0,0===this.repetitions,s)):this._setEndings(0===this.repetitions,!0,s)),n>=e||n<0){const i=Math.floor(n/e);n-=e*i,r+=Math.abs(i);const a=this.repetitions-r;if(a<=0)this.clampWhenFinished?this.paused=!0:this.enabled=!1,n=t>0?e:0,this.time=n,this._mixer.dispatchEvent({type:"finished",action:this,direction:t>0?1:-1});else{if(1===a){const e=t<0;this._setEndings(e,!e,s)}else this._setEndings(!1,!1,s);this._loopCount=r,this.time=n,this._mixer.dispatchEvent({type:"loop",action:this,loopDelta:i})}}else this.time=n;if(s&&1==(1&r))return e-n}return n}_setEndings(t,e,i){const n=this._interpolantSettings;i?(n.endingStart=it,n.endingEnd=it):(n.endingStart=t?this.zeroSlopeAtStart?it:et:nt,n.endingEnd=e?this.zeroSlopeAtEnd?it:et:nt)}_scheduleFading(t,e,i){const n=this._mixer,r=n.time;let s=this._weightInterpolant;null===s&&(s=n._lendControlInterpolant(),this._weightInterpolant=s);const a=s.parameterPositions,o=s.sampleValues;return a[0]=r,o[0]=e,a[1]=r+t,o[1]=i,this}}const uh=new Float32Array(1);class dh{constructor(t){"string"==typeof t&&(console.warn("THREE.Uniform: Type parameter is no longer needed."),t=arguments[1]),this.value=t}clone(){return new dh(void 0===this.value.clone?this.value:this.value.clone())}}let ph=0;function fh(t,e){return t.distance-e.distance}function mh(t,e,i,n){if(t.layers.test(e.layers)&&t.raycast(e,i),!0===n){const n=t.children;for(let t=0,r=n.length;t<r;t++)mh(n[t],e,i,!0)}}const gh=new Et;const vh=new ee,xh=new ee;const _h=new ee;const yh=new ee,Mh=new Ie,bh=new Ie;function wh(t){const e=[];!0===t.isBone&&e.push(t);for(let i=0;i<t.children.length;i++)e.push.apply(e,wh(t.children[i]));return e}const Sh=new ee,Th=new Ht,Ah=new Ht;const Eh=new ee,Ch=new ee,Lh=new ee;const Rh=new ee,Ph=new nn;function Ih(t,e,i,n,r,s,a){Rh.set(r,s,a).unproject(n);const o=e[t];if(void 0!==o){const t=i.getAttribute("position");for(let e=0,i=o.length;e<i;e++)t.setXYZ(o[e],Rh.x,Rh.y,Rh.z)}}const Dh=new re;const Nh=new ee;let Oh,zh;const Fh=Bh();function Bh(){const t=new ArrayBuffer(4),e=new Float32Array(t),i=new Uint32Array(t),n=new Uint32Array(512),r=new Uint32Array(512);for(let t=0;t<256;++t){const e=t-127;e<-27?(n[t]=0,n[256|t]=32768,r[t]=24,r[256|t]=24):e<-14?(n[t]=1024>>-e-14,n[256|t]=1024>>-e-14|32768,r[t]=-e-1,r[256|t]=-e-1):e<=15?(n[t]=e+15<<10,n[256|t]=e+15<<10|32768,r[t]=13,r[256|t]=13):e<128?(n[t]=31744,n[256|t]=64512,r[t]=24,r[256|t]=24):(n[t]=31744,n[256|t]=64512,r[t]=13,r[256|t]=13)}const s=new Uint32Array(2048),a=new Uint32Array(64),o=new Uint32Array(64);for(let t=1;t<1024;++t){let e=t<<13,i=0;for(;0==(8388608&e);)e<<=1,i-=8388608;e&=-8388609,i+=947912704,s[t]=e|i}for(let t=1024;t<2048;++t)s[t]=939524096+(t-1024<<13);for(let t=1;t<31;++t)a[t]=t<<23;a[31]=1199570944,a[32]=2147483648;for(let t=33;t<63;++t)a[t]=2147483648+(t-32<<23);a[63]=3347054592;for(let t=1;t<64;++t)32!==t&&(o[t]=1024);return{floatView:e,uint32View:i,baseTable:n,shiftTable:r,mantissaTable:s,exponentTable:a,offsetTable:o}}var Uh=Object.freeze({__proto__:null,toHalfFloat:function(t){Math.abs(t)>65504&&console.warn("THREE.DataUtils.toHalfFloat(): Value out of range."),t=yt(t,-65504,65504),Fh.floatView[0]=t;const e=Fh.uint32View[0],i=e>>23&511;return Fh.baseTable[i]+((8388607&e)>>Fh.shiftTable[i])},fromHalfFloat:function(t){const e=t>>10;return Fh.uint32View[0]=Fh.mantissaTable[Fh.offsetTable[e]+(1023&t)]+Fh.exponentTable[e],Fh.floatView[0]}});"undefined"!=typeof __THREE_DEVTOOLS__&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("register",{detail:{revision:e}})),"undefined"!=typeof window&&(window.__THREE__?console.warn("WARNING: Multiple instances of Three.js being imported."):window.__THREE__=e),t.ACESFilmicToneMapping=4,t.AddEquation=i,t.AddOperation=2,t.AdditiveAnimationBlendMode=st,t.AdditiveBlending=2,t.AlphaFormat=1021,t.AlwaysDepth=1,t.AlwaysStencilFunc=519,t.AmbientLight=Lc,t.AmbientLightProbe=class extends Ic{constructor(t,e=1){super(void 0,e),this.isAmbientLightProbe=!0;const i=(new Ht).set(t);this.sh.coefficients[0].set(i.r,i.g,i.b).multiplyScalar(2*Math.sqrt(Math.PI))}},t.AnimationClip=rc,t.AnimationLoader=class extends cc{constructor(t){super(t)}load(t,e,i,n){const r=this,s=new dc(this.manager);s.setPath(this.path),s.setRequestHeader(this.requestHeader),s.setWithCredentials(this.withCredentials),s.load(t,(function(i){try{e(r.parse(JSON.parse(i)))}catch(e){n?n(e):console.error(e),r.manager.itemError(t)}}),i,n)}parse(t){const e=[];for(let i=0;i<t.length;i++){const n=rc.parse(t[i]);e.push(n)}return e}},t.AnimationMixer=class extends ft{constructor(t){super(),this._root=t,this._initMemoryManager(),this._accuIndex=0,this.time=0,this.timeScale=1}_bindAction(t,e){const i=t._localRoot||this._root,n=t._clip.tracks,r=n.length,s=t._propertyBindings,a=t._interpolants,o=i.uuid,l=this._bindingsByRootAndName;let c=l[o];void 0===c&&(c={},l[o]=c);for(let t=0;t!==r;++t){const r=n[t],l=r.name;let h=c[l];if(void 0!==h)++h.referenceCount,s[t]=h;else{if(h=s[t],void 0!==h){null===h._cacheIndex&&(++h.referenceCount,this._addInactiveBinding(h,o,l));continue}const n=e&&e._propertyBindings[t].binding.parsedPath;h=new ih(ch.create(i,l,n),r.ValueTypeName,r.getValueSize()),++h.referenceCount,this._addInactiveBinding(h,o,l),s[t]=h}a[t].resultBuffer=h.buffer}}_activateAction(t){if(!this._isActiveAction(t)){if(null===t._cacheIndex){const e=(t._localRoot||this._root).uuid,i=t._clip.uuid,n=this._actionsByClip[i];this._bindAction(t,n&&n.knownActions[0]),this._addInactiveAction(t,i,e)}const e=t._propertyBindings;for(let t=0,i=e.length;t!==i;++t){const i=e[t];0==i.useCount++&&(this._lendBinding(i),i.saveOriginalState())}this._lendAction(t)}}_deactivateAction(t){if(this._isActiveAction(t)){const e=t._propertyBindings;for(let t=0,i=e.length;t!==i;++t){const i=e[t];0==--i.useCount&&(i.restoreOriginalState(),this._takeBackBinding(i))}this._takeBackAction(t)}}_initMemoryManager(){this._actions=[],this._nActiveActions=0,this._actionsByClip={},this._bindings=[],this._nActiveBindings=0,this._bindingsByRootAndName={},this._controlInterpolants=[],this._nActiveControlInterpolants=0;const t=this;this.stats={actions:{get total(){return t._actions.length},get inUse(){return t._nActiveActions}},bindings:{get total(){return t._bindings.length},get inUse(){return t._nActiveBindings}},controlInterpolants:{get total(){return t._controlInterpolants.length},get inUse(){return t._nActiveControlInterpolants}}}}_isActiveAction(t){const e=t._cacheIndex;return null!==e&&e<this._nActiveActions}_addInactiveAction(t,e,i){const n=this._actions,r=this._actionsByClip;let s=r[e];if(void 0===s)s={knownActions:[t],actionByRoot:{}},t._byClipCacheIndex=0,r[e]=s;else{const e=s.knownActions;t._byClipCacheIndex=e.length,e.push(t)}t._cacheIndex=n.length,n.push(t),s.actionByRoot[i]=t}_removeInactiveAction(t){const e=this._actions,i=e[e.length-1],n=t._cacheIndex;i._cacheIndex=n,e[n]=i,e.pop(),t._cacheIndex=null;const r=t._clip.uuid,s=this._actionsByClip,a=s[r],o=a.knownActions,l=o[o.length-1],c=t._byClipCacheIndex;l._byClipCacheIndex=c,o[c]=l,o.pop(),t._byClipCacheIndex=null;delete a.actionByRoot[(t._localRoot||this._root).uuid],0===o.length&&delete s[r],this._removeInactiveBindingsForAction(t)}_removeInactiveBindingsForAction(t){const e=t._propertyBindings;for(let t=0,i=e.length;t!==i;++t){const i=e[t];0==--i.referenceCount&&this._removeInactiveBinding(i)}}_lendAction(t){const e=this._actions,i=t._cacheIndex,n=this._nActiveActions++,r=e[n];t._cacheIndex=n,e[n]=t,r._cacheIndex=i,e[i]=r}_takeBackAction(t){const e=this._actions,i=t._cacheIndex,n=--this._nActiveActions,r=e[n];t._cacheIndex=n,e[n]=t,r._cacheIndex=i,e[i]=r}_addInactiveBinding(t,e,i){const n=this._bindingsByRootAndName,r=this._bindings;let s=n[e];void 0===s&&(s={},n[e]=s),s[i]=t,t._cacheIndex=r.length,r.push(t)}_removeInactiveBinding(t){const e=this._bindings,i=t.binding,n=i.rootNode.uuid,r=i.path,s=this._bindingsByRootAndName,a=s[n],o=e[e.length-1],l=t._cacheIndex;o._cacheIndex=l,e[l]=o,e.pop(),delete a[r],0===Object.keys(a).length&&delete s[n]}_lendBinding(t){const e=this._bindings,i=t._cacheIndex,n=this._nActiveBindings++,r=e[n];t._cacheIndex=n,e[n]=t,r._cacheIndex=i,e[i]=r}_takeBackBinding(t){const e=this._bindings,i=t._cacheIndex,n=--this._nActiveBindings,r=e[n];t._cacheIndex=n,e[n]=t,r._cacheIndex=i,e[i]=r}_lendControlInterpolant(){const t=this._controlInterpolants,e=this._nActiveControlInterpolants++;let i=t[e];return void 0===i&&(i=new Yl(new Float32Array(2),new Float32Array(2),1,uh),i.__cacheIndex=e,t[e]=i),i}_takeBackControlInterpolant(t){const e=this._controlInterpolants,i=t.__cacheIndex,n=--this._nActiveControlInterpolants,r=e[n];t.__cacheIndex=n,e[n]=t,r.__cacheIndex=i,e[i]=r}clipAction(t,e,i){const n=e||this._root,r=n.uuid;let s="string"==typeof t?rc.findByName(n,t):t;const a=null!==s?s.uuid:t,o=this._actionsByClip[a];let l=null;if(void 0===i&&(i=null!==s?s.blendMode:rt),void 0!==o){const t=o.actionByRoot[r];if(void 0!==t&&t.blendMode===i)return t;l=o.knownActions[0],null===s&&(s=l._clip)}if(null===s)return null;const c=new hh(this,s,e,i);return this._bindAction(c,l),this._addInactiveAction(c,a,r),c}existingAction(t,e){const i=e||this._root,n=i.uuid,r="string"==typeof t?rc.findByName(i,t):t,s=r?r.uuid:t,a=this._actionsByClip[s];return void 0!==a&&a.actionByRoot[n]||null}stopAllAction(){const t=this._actions;for(let e=this._nActiveActions-1;e>=0;--e)t[e].stop();return this}update(t){t*=this.timeScale;const e=this._actions,i=this._nActiveActions,n=this.time+=t,r=Math.sign(t),s=this._accuIndex^=1;for(let a=0;a!==i;++a){e[a]._update(n,t,r,s)}const a=this._bindings,o=this._nActiveBindings;for(let t=0;t!==o;++t)a[t].apply(s);return this}setTime(t){this.time=0;for(let t=0;t<this._actions.length;t++)this._actions[t].time=0;return this.update(t)}getRoot(){return this._root}uncacheClip(t){const e=this._actions,i=t.uuid,n=this._actionsByClip,r=n[i];if(void 0!==r){const t=r.knownActions;for(let i=0,n=t.length;i!==n;++i){const n=t[i];this._deactivateAction(n);const r=n._cacheIndex,s=e[e.length-1];n._cacheIndex=null,n._byClipCacheIndex=null,s._cacheIndex=r,e[r]=s,e.pop(),this._removeInactiveBindingsForAction(n)}delete n[i]}}uncacheRoot(t){const e=t.uuid,i=this._actionsByClip;for(const t in i){const n=i[t].actionByRoot[e];void 0!==n&&(this._deactivateAction(n),this._removeInactiveAction(n))}const n=this._bindingsByRootAndName[e];if(void 0!==n)for(const t in n){const e=n[t];e.restoreOriginalState(),this._removeInactiveBinding(e)}}uncacheAction(t,e){const i=this.existingAction(t,e);null!==i&&(this._deactivateAction(i),this._removeInactiveAction(i))}},t.AnimationObjectGroup=class{constructor(){this.isAnimationObjectGroup=!0,this.uuid=_t(),this._objects=Array.prototype.slice.call(arguments),this.nCachedObjects_=0;const t={};this._indicesByUUID=t;for(let e=0,i=arguments.length;e!==i;++e)t[arguments[e].uuid]=e;this._paths=[],this._parsedPaths=[],this._bindings=[],this._bindingsIndicesByPath={};const e=this;this.stats={objects:{get total(){return e._objects.length},get inUse(){return this.total-e.nCachedObjects_}},get bindingsPerObject(){return e._bindings.length}}}add(){const t=this._objects,e=this._indicesByUUID,i=this._paths,n=this._parsedPaths,r=this._bindings,s=r.length;let a,o=t.length,l=this.nCachedObjects_;for(let c=0,h=arguments.length;c!==h;++c){const h=arguments[c],u=h.uuid;let d=e[u];if(void 0===d){d=o++,e[u]=d,t.push(h);for(let t=0,e=s;t!==e;++t)r[t].push(new ch(h,i[t],n[t]))}else if(d<l){a=t[d];const o=--l,c=t[o];e[c.uuid]=d,t[d]=c,e[u]=o,t[o]=h;for(let t=0,e=s;t!==e;++t){const e=r[t],s=e[o];let a=e[d];e[d]=s,void 0===a&&(a=new ch(h,i[t],n[t])),e[o]=a}}else t[d]!==a&&console.error("THREE.AnimationObjectGroup: Different objects with the same UUID detected. Clean the caches or recreate your infrastructure when reloading scenes.")}this.nCachedObjects_=l}remove(){const t=this._objects,e=this._indicesByUUID,i=this._bindings,n=i.length;let r=this.nCachedObjects_;for(let s=0,a=arguments.length;s!==a;++s){const a=arguments[s],o=a.uuid,l=e[o];if(void 0!==l&&l>=r){const s=r++,c=t[s];e[c.uuid]=l,t[l]=c,e[o]=s,t[s]=a;for(let t=0,e=n;t!==e;++t){const e=i[t],n=e[s],r=e[l];e[l]=n,e[s]=r}}}this.nCachedObjects_=r}uncache(){const t=this._objects,e=this._indicesByUUID,i=this._bindings,n=i.length;let r=this.nCachedObjects_,s=t.length;for(let a=0,o=arguments.length;a!==o;++a){const o=arguments[a].uuid,l=e[o];if(void 0!==l)if(delete e[o],l<r){const a=--r,o=t[a],c=--s,h=t[c];e[o.uuid]=l,t[l]=o,e[h.uuid]=a,t[a]=h,t.pop();for(let t=0,e=n;t!==e;++t){const e=i[t],n=e[a],r=e[c];e[l]=n,e[a]=r,e.pop()}}else{const r=--s,a=t[r];r>0&&(e[a.uuid]=l),t[l]=a,t.pop();for(let t=0,e=n;t!==e;++t){const e=i[t];e[l]=e[r],e.pop()}}}this.nCachedObjects_=r}subscribe_(t,e){const i=this._bindingsIndicesByPath;let n=i[t];const r=this._bindings;if(void 0!==n)return r[n];const s=this._paths,a=this._parsedPaths,o=this._objects,l=o.length,c=this.nCachedObjects_,h=new Array(l);n=r.length,i[t]=n,s.push(t),a.push(e),r.push(h);for(let i=c,n=o.length;i!==n;++i){const n=o[i];h[i]=new ch(n,t,e)}return h}unsubscribe_(t){const e=this._bindingsIndicesByPath,i=e[t];if(void 0!==i){const n=this._paths,r=this._parsedPaths,s=this._bindings,a=s.length-1,o=s[a];e[t[a]]=i,s[i]=o,s.pop(),r[i]=r[a],r.pop(),n[i]=n[a],n.pop()}}},t.AnimationUtils=jl,t.ArcCurve=oo,t.ArrayCamera=Vs,t.ArrowHelper=class extends ni{constructor(t=new ee(0,0,1),e=new ee(0,0,0),i=1,n=16776960,r=.2*i,s=.2*r){super(),this.type="ArrowHelper",void 0===Oh&&(Oh=new Pi,Oh.setAttribute("position",new wi([0,0,0,0,1,0],3)),zh=new Po(0,.5,1,5,1),zh.translate(0,-.5,0)),this.position.copy(e),this.line=new qa(Oh,new ka({color:n,toneMapped:!1})),this.line.matrixAutoUpdate=!1,this.add(this.line),this.cone=new Zi(zh,new vi({color:n,toneMapped:!1})),this.cone.matrixAutoUpdate=!1,this.add(this.cone),this.setDirection(t),this.setLength(i,r,s)}setDirection(t){if(t.y>.99999)this.quaternion.set(0,0,0,1);else if(t.y<-.99999)this.quaternion.set(1,0,0,0);else{Nh.set(t.z,0,-t.x).normalize();const e=Math.acos(t.y);this.quaternion.setFromAxisAngle(Nh,e)}}setLength(t,e=.2*t,i=.2*e){this.line.scale.set(1,Math.max(1e-4,t-e),1),this.line.updateMatrix(),this.cone.scale.set(i,e,i),this.cone.position.y=t,this.cone.updateMatrix()}setColor(t){this.line.material.color.set(t),this.cone.material.color.set(t)}copy(t){return super.copy(t,!1),this.line.copy(t.line),this.cone.copy(t.cone),this}},t.Audio=Kc,t.AudioAnalyser=class{constructor(t,e=2048){this.analyser=t.context.createAnalyser(),this.analyser.fftSize=e,this.data=new Uint8Array(this.analyser.frequencyBinCount),t.getOutput().connect(this.analyser)}getFrequencyData(){return this.analyser.getByteFrequencyData(this.data),this.data}getAverageFrequency(){let t=0;const e=this.getFrequencyData();for(let i=0;i<e.length;i++)t+=e[i];return t/e.length}},t.AudioContext=Gc,t.AudioListener=class extends ni{constructor(){super(),this.type="AudioListener",this.context=Gc.getContext(),this.gain=this.context.createGain(),this.gain.connect(this.context.destination),this.filter=null,this.timeDelta=0,this._clock=new jc}getInput(){return this.gain}removeFilter(){return null!==this.filter&&(this.gain.disconnect(this.filter),this.filter.disconnect(this.context.destination),this.gain.connect(this.context.destination),this.filter=null),this}getFilter(){return this.filter}setFilter(t){return null!==this.filter?(this.gain.disconnect(this.filter),this.filter.disconnect(this.context.destination)):this.gain.disconnect(this.context.destination),this.filter=t,this.gain.connect(this.filter),this.filter.connect(this.context.destination),this}getMasterVolume(){return this.gain.gain.value}setMasterVolume(t){return this.gain.gain.setTargetAtTime(t,this.context.currentTime,.01),this}updateMatrixWorld(t){super.updateMatrixWorld(t);const e=this.context.listener,i=this.up;if(this.timeDelta=this._clock.getDelta(),this.matrixWorld.decompose(Xc,Yc,Zc),Jc.set(0,0,-1).applyQuaternion(Yc),e.positionX){const t=this.context.currentTime+this.timeDelta;e.positionX.linearRampToValueAtTime(Xc.x,t),e.positionY.linearRampToValueAtTime(Xc.y,t),e.positionZ.linearRampToValueAtTime(Xc.z,t),e.forwardX.linearRampToValueAtTime(Jc.x,t),e.forwardY.linearRampToValueAtTime(Jc.y,t),e.forwardZ.linearRampToValueAtTime(Jc.z,t),e.upX.linearRampToValueAtTime(i.x,t),e.upY.linearRampToValueAtTime(i.y,t),e.upZ.linearRampToValueAtTime(i.z,t)}else e.setPosition(Xc.x,Xc.y,Xc.z),e.setOrientation(Jc.x,Jc.y,Jc.z,i.x,i.y,i.z)}},t.AudioLoader=class extends cc{constructor(t){super(t)}load(t,e,i,n){const r=this,s=new dc(this.manager);s.setResponseType("arraybuffer"),s.setPath(this.path),s.setRequestHeader(this.requestHeader),s.setWithCredentials(this.withCredentials),s.load(t,(function(i){try{const t=i.slice(0);Gc.getContext().decodeAudioData(t,(function(t){e(t)}))}catch(e){n?n(e):console.error(e),r.manager.itemError(t)}}),i,n)}},t.AxesHelper=class extends Za{constructor(t=1){const e=[0,0,0,t,0,0,0,0,0,0,t,0,0,0,0,0,0,t],i=new Pi;i.setAttribute("position",new wi(e,3)),i.setAttribute("color",new wi([1,0,0,1,.6,0,0,1,0,.6,1,0,0,0,1,0,.6,1],3));super(i,new ka({vertexColors:!0,toneMapped:!1})),this.type="AxesHelper"}setColors(t,e,i){const n=new Ht,r=this.geometry.attributes.color.array;return n.set(t),n.toArray(r,0),n.toArray(r,3),n.set(e),n.toArray(r,6),n.toArray(r,9),n.set(i),n.toArray(r,12),n.toArray(r,15),this.geometry.attributes.color.needsUpdate=!0,this}dispose(){this.geometry.dispose(),this.material.dispose()}},t.BackSide=1,t.BasicDepthPacking=3200,t.BasicShadowMap=0,t.Bone=La,t.BooleanKeyframeTrack=Kl,t.Box2=class{constructor(t=new Et(1/0,1/0),e=new Et(-1/0,-1/0)){this.isBox2=!0,this.min=t,this.max=e}set(t,e){return this.min.copy(t),this.max.copy(e),this}setFromPoints(t){this.makeEmpty();for(let e=0,i=t.length;e<i;e++)this.expandByPoint(t[e]);return this}setFromCenterAndSize(t,e){const i=gh.copy(e).multiplyScalar(.5);return this.min.copy(t).sub(i),this.max.copy(t).add(i),this}clone(){return(new this.constructor).copy(this)}copy(t){return this.min.copy(t.min),this.max.copy(t.max),this}makeEmpty(){return this.min.x=this.min.y=1/0,this.max.x=this.max.y=-1/0,this}isEmpty(){return this.max.x<this.min.x||this.max.y<this.min.y}getCenter(t){return this.isEmpty()?t.set(0,0):t.addVectors(this.min,this.max).multiplyScalar(.5)}getSize(t){return this.isEmpty()?t.set(0,0):t.subVectors(this.max,this.min)}expandByPoint(t){return this.min.min(t),this.max.max(t),this}expandByVector(t){return this.min.sub(t),this.max.add(t),this}expandByScalar(t){return this.min.addScalar(-t),this.max.addScalar(t),this}containsPoint(t){return!(t.x<this.min.x||t.x>this.max.x||t.y<this.min.y||t.y>this.max.y)}containsBox(t){return this.min.x<=t.min.x&&t.max.x<=this.max.x&&this.min.y<=t.min.y&&t.max.y<=this.max.y}getParameter(t,e){return e.set((t.x-this.min.x)/(this.max.x-this.min.x),(t.y-this.min.y)/(this.max.y-this.min.y))}intersectsBox(t){return!(t.max.x<this.min.x||t.min.x>this.max.x||t.max.y<this.min.y||t.min.y>this.max.y)}clampPoint(t,e){return e.copy(t).clamp(this.min,this.max)}distanceToPoint(t){return gh.copy(t).clamp(this.min,this.max).sub(t).length()}intersect(t){return this.min.max(t.min),this.max.min(t.max),this}union(t){return this.min.min(t.min),this.max.max(t.max),this}translate(t){return this.min.add(t),this.max.add(t),this}equals(t){return t.min.equals(this.min)&&t.max.equals(this.max)}},t.Box3=re,t.Box3Helper=class extends Za{constructor(t,e=16776960){const i=new Uint16Array([0,1,1,2,2,3,3,0,4,5,5,6,6,7,7,4,0,4,1,5,2,6,3,7]),n=new Pi;n.setIndex(new yi(i,1)),n.setAttribute("position",new wi([1,1,1,-1,1,1,-1,-1,1,1,-1,1,1,1,-1,-1,1,-1,-1,-1,-1,1,-1,-1],3)),super(n,new ka({color:e,toneMapped:!1})),this.box=t,this.type="Box3Helper",this.geometry.computeBoundingSphere()}updateMatrixWorld(t){const e=this.box;e.isEmpty()||(e.getCenter(this.position),e.getSize(this.scale),this.scale.multiplyScalar(.5),super.updateMatrixWorld(t))}},t.BoxBufferGeometry=Ki,t.BoxGeometry=Ki,t.BoxHelper=class extends Za{constructor(t,e=16776960){const i=new Uint16Array([0,1,1,2,2,3,3,0,4,5,5,6,6,7,7,4,0,4,1,5,2,6,3,7]),n=new Float32Array(24),r=new Pi;r.setIndex(new yi(i,1)),r.setAttribute("position",new yi(n,3)),super(r,new ka({color:e,toneMapped:!1})),this.object=t,this.type="BoxHelper",this.matrixAutoUpdate=!1,this.update()}update(t){if(void 0!==t&&console.warn("THREE.BoxHelper: .update() has no longer arguments."),void 0!==this.object&&Dh.setFromObject(this.object),Dh.isEmpty())return;const e=Dh.min,i=Dh.max,n=this.geometry.attributes.position,r=n.array;r[0]=i.x,r[1]=i.y,r[2]=i.z,r[3]=e.x,r[4]=i.y,r[5]=i.z,r[6]=e.x,r[7]=e.y,r[8]=i.z,r[9]=i.x,r[10]=e.y,r[11]=i.z,r[12]=i.x,r[13]=i.y,r[14]=e.z,r[15]=e.x,r[16]=i.y,r[17]=e.z,r[18]=e.x,r[19]=e.y,r[20]=e.z,r[21]=i.x,r[22]=e.y,r[23]=e.z,n.needsUpdate=!0,this.geometry.computeBoundingSphere()}setFromObject(t){return this.object=t,this.update(),this}copy(t,e){return super.copy(t,e),this.object=t.object,this}},t.BufferAttribute=yi,t.BufferGeometry=Pi,t.BufferGeometryLoader=zc,t.ByteType=1010,t.Cache=ac,t.Camera=nn,t.CameraHelper=class extends Za{constructor(t){const e=new Pi,i=new ka({color:16777215,vertexColors:!0,toneMapped:!1}),n=[],r=[],s={};function a(t,e){o(t),o(e)}function o(t){n.push(0,0,0),r.push(0,0,0),void 0===s[t]&&(s[t]=[]),s[t].push(n.length/3-1)}a("n1","n2"),a("n2","n4"),a("n4","n3"),a("n3","n1"),a("f1","f2"),a("f2","f4"),a("f4","f3"),a("f3","f1"),a("n1","f1"),a("n2","f2"),a("n3","f3"),a("n4","f4"),a("p","n1"),a("p","n2"),a("p","n3"),a("p","n4"),a("u1","u2"),a("u2","u3"),a("u3","u1"),a("c","t"),a("p","c"),a("cn1","cn2"),a("cn3","cn4"),a("cf1","cf2"),a("cf3","cf4"),e.setAttribute("position",new wi(n,3)),e.setAttribute("color",new wi(r,3)),super(e,i),this.type="CameraHelper",this.camera=t,this.camera.updateProjectionMatrix&&this.camera.updateProjectionMatrix(),this.matrix=t.matrixWorld,this.matrixAutoUpdate=!1,this.pointMap=s,this.update();const l=new Ht(16755200),c=new Ht(16711680),h=new Ht(43775),u=new Ht(16777215),d=new Ht(3355443);this.setColors(l,c,h,u,d)}setColors(t,e,i,n,r){const s=this.geometry.getAttribute("color");s.setXYZ(0,t.r,t.g,t.b),s.setXYZ(1,t.r,t.g,t.b),s.setXYZ(2,t.r,t.g,t.b),s.setXYZ(3,t.r,t.g,t.b),s.setXYZ(4,t.r,t.g,t.b),s.setXYZ(5,t.r,t.g,t.b),s.setXYZ(6,t.r,t.g,t.b),s.setXYZ(7,t.r,t.g,t.b),s.setXYZ(8,t.r,t.g,t.b),s.setXYZ(9,t.r,t.g,t.b),s.setXYZ(10,t.r,t.g,t.b),s.setXYZ(11,t.r,t.g,t.b),s.setXYZ(12,t.r,t.g,t.b),s.setXYZ(13,t.r,t.g,t.b),s.setXYZ(14,t.r,t.g,t.b),s.setXYZ(15,t.r,t.g,t.b),s.setXYZ(16,t.r,t.g,t.b),s.setXYZ(17,t.r,t.g,t.b),s.setXYZ(18,t.r,t.g,t.b),s.setXYZ(19,t.r,t.g,t.b),s.setXYZ(20,t.r,t.g,t.b),s.setXYZ(21,t.r,t.g,t.b),s.setXYZ(22,t.r,t.g,t.b),s.setXYZ(23,t.r,t.g,t.b),s.setXYZ(24,e.r,e.g,e.b),s.setXYZ(25,e.r,e.g,e.b),s.setXYZ(26,e.r,e.g,e.b),s.setXYZ(27,e.r,e.g,e.b),s.setXYZ(28,e.r,e.g,e.b),s.setXYZ(29,e.r,e.g,e.b),s.setXYZ(30,e.r,e.g,e.b),s.setXYZ(31,e.r,e.g,e.b),s.setXYZ(32,i.r,i.g,i.b),s.setXYZ(33,i.r,i.g,i.b),s.setXYZ(34,i.r,i.g,i.b),s.setXYZ(35,i.r,i.g,i.b),s.setXYZ(36,i.r,i.g,i.b),s.setXYZ(37,i.r,i.g,i.b),s.setXYZ(38,n.r,n.g,n.b),s.setXYZ(39,n.r,n.g,n.b),s.setXYZ(40,r.r,r.g,r.b),s.setXYZ(41,r.r,r.g,r.b),s.setXYZ(42,r.r,r.g,r.b),s.setXYZ(43,r.r,r.g,r.b),s.setXYZ(44,r.r,r.g,r.b),s.setXYZ(45,r.r,r.g,r.b),s.setXYZ(46,r.r,r.g,r.b),s.setXYZ(47,r.r,r.g,r.b),s.setXYZ(48,r.r,r.g,r.b),s.setXYZ(49,r.r,r.g,r.b),s.needsUpdate=!0}update(){const t=this.geometry,e=this.pointMap;Ph.projectionMatrixInverse.copy(this.camera.projectionMatrixInverse),Ih("c",e,t,Ph,0,0,-1),Ih("t",e,t,Ph,0,0,1),Ih("n1",e,t,Ph,-1,-1,-1),Ih("n2",e,t,Ph,1,-1,-1),Ih("n3",e,t,Ph,-1,1,-1),Ih("n4",e,t,Ph,1,1,-1),Ih("f1",e,t,Ph,-1,-1,1),Ih("f2",e,t,Ph,1,-1,1),Ih("f3",e,t,Ph,-1,1,1),Ih("f4",e,t,Ph,1,1,1),Ih("u1",e,t,Ph,.7,1.1,-1),Ih("u2",e,t,Ph,-.7,1.1,-1),Ih("u3",e,t,Ph,0,2,-1),Ih("cf1",e,t,Ph,-1,0,1),Ih("cf2",e,t,Ph,1,0,1),Ih("cf3",e,t,Ph,0,-1,1),Ih("cf4",e,t,Ph,0,1,1),Ih("cn1",e,t,Ph,-1,0,-1),Ih("cn2",e,t,Ph,1,0,-1),Ih("cn3",e,t,Ph,0,-1,-1),Ih("cn4",e,t,Ph,0,1,-1),t.getAttribute("position").needsUpdate=!0}dispose(){this.geometry.dispose(),this.material.dispose()}},t.CanvasTexture=class extends Zt{constructor(t,e,i,n,r,s,a,o,l){super(t,e,i,n,r,s,a,o,l),this.isCanvasTexture=!0,this.needsUpdate=!0}},t.CapsuleBufferGeometry=Lo,t.CapsuleGeometry=Lo,t.CatmullRomCurve3=fo,t.CineonToneMapping=3,t.CircleBufferGeometry=Ro,t.CircleGeometry=Ro,t.ClampToEdgeWrapping=h,t.Clock=jc,t.Color=Ht,t.ColorKeyframeTrack=$l,t.ColorManagement=zt,t.CompressedTexture=ro,t.CompressedTextureLoader=class extends cc{constructor(t){super(t)}load(t,e,i,n){const r=this,s=[],a=new ro,o=new dc(this.manager);o.setPath(this.path),o.setResponseType("arraybuffer"),o.setRequestHeader(this.requestHeader),o.setWithCredentials(r.withCredentials);let l=0;function c(c){o.load(t[c],(function(t){const i=r.parse(t,!0);s[c]={width:i.width,height:i.height,format:i.format,mipmaps:i.mipmaps},l+=1,6===l&&(1===i.mipmapCount&&(a.minFilter=m),a.image=s,a.format=i.format,a.needsUpdate=!0,e&&e(a))}),i,n)}if(Array.isArray(t))for(let e=0,i=t.length;e<i;++e)c(e);else o.load(t,(function(t){const i=r.parse(t,!0);if(i.isCubemap){const t=i.mipmaps.length/i.mipmapCount;for(let e=0;e<t;e++){s[e]={mipmaps:[]};for(let t=0;t<i.mipmapCount;t++)s[e].mipmaps.push(i.mipmaps[e*i.mipmapCount+t]),s[e].format=i.format,s[e].width=i.width,s[e].height=i.height}a.image=s}else a.image.width=i.width,a.image.height=i.height,a.mipmaps=i.mipmaps;1===i.mipmapCount&&(a.minFilter=m),a.format=i.format,a.needsUpdate=!0,e&&e(a)}),i,n);return a}},t.ConeBufferGeometry=Io,t.ConeGeometry=Io,t.CubeCamera=an,t.CubeReflectionMapping=r,t.CubeRefractionMapping=s,t.CubeTexture=on,t.CubeTextureLoader=class extends cc{constructor(t){super(t)}load(t,e,i,n){const r=new on,s=new pc(this.manager);s.setCrossOrigin(this.crossOrigin),s.setPath(this.path);let a=0;function o(i){s.load(t[i],(function(t){r.images[i]=t,a++,6===a&&(r.needsUpdate=!0,e&&e(r))}),void 0,n)}for(let e=0;e<t.length;++e)o(e);return r}},t.CubeUVReflectionMapping=l,t.CubicBezierCurve=xo,t.CubicBezierCurve3=_o,t.CubicInterpolant=Xl,t.CullFaceBack=1,t.CullFaceFront=2,t.CullFaceFrontBack=3,t.CullFaceNone=0,t.Curve=so,t.CurvePath=Ao,t.CustomBlending=5,t.CustomToneMapping=5,t.CylinderBufferGeometry=Po,t.CylinderGeometry=Po,t.Cylindrical=class{constructor(t=1,e=0,i=0){return this.radius=t,this.theta=e,this.y=i,this}set(t,e,i){return this.radius=t,this.theta=e,this.y=i,this}copy(t){return this.radius=t.radius,this.theta=t.theta,this.y=t.y,this}setFromVector3(t){return this.setFromCartesianCoords(t.x,t.y,t.z)}setFromCartesianCoords(t,e,i){return this.radius=Math.sqrt(t*t+i*i),this.theta=Math.atan2(t,i),this.y=e,this}clone(){return(new this.constructor).copy(this)}},t.Data3DTexture=Qt,t.DataArrayTexture=$t,t.DataTexture=Ra,t.DataTexture2DArray=class extends $t{constructor(t,e,i,n){console.warn("THREE.DataTexture2DArray has been renamed to DataArrayTexture."),super(t,e,i,n)}},t.DataTexture3D=class extends Qt{constructor(t,e,i,n){console.warn("THREE.DataTexture3D has been renamed to Data3DTexture."),super(t,e,i,n)}},t.DataTextureLoader=class extends cc{constructor(t){super(t)}load(t,e,i,n){const r=this,s=new Ra,a=new dc(this.manager);return a.setResponseType("arraybuffer"),a.setRequestHeader(this.requestHeader),a.setPath(this.path),a.setWithCredentials(r.withCredentials),a.load(t,(function(t){const i=r.parse(t);i&&(void 0!==i.image?s.image=i.image:void 0!==i.data&&(s.image.width=i.width,s.image.height=i.height,s.image.data=i.data),s.wrapS=void 0!==i.wrapS?i.wrapS:h,s.wrapT=void 0!==i.wrapT?i.wrapT:h,s.magFilter=void 0!==i.magFilter?i.magFilter:m,s.minFilter=void 0!==i.minFilter?i.minFilter:m,s.anisotropy=void 0!==i.anisotropy?i.anisotropy:1,void 0!==i.encoding&&(s.encoding=i.encoding),void 0!==i.flipY&&(s.flipY=i.flipY),void 0!==i.format&&(s.format=i.format),void 0!==i.type&&(s.type=i.type),void 0!==i.mipmaps&&(s.mipmaps=i.mipmaps,s.minFilter=v),1===i.mipmapCount&&(s.minFilter=m),void 0!==i.generateMipmaps&&(s.generateMipmaps=i.generateMipmaps),s.needsUpdate=!0,e&&e(s,i))}),i,n),s}},t.DataUtils=Uh,t.DecrementStencilOp=7683,t.DecrementWrapStencilOp=34056,t.DefaultLoadingManager=lc,t.DepthFormat=T,t.DepthStencilFormat=A,t.DepthTexture=qs,t.DirectionalLight=Cc,t.DirectionalLightHelper=class extends ni{constructor(t,e,i){super(),this.light=t,this.light.updateMatrixWorld(),this.matrix=t.matrixWorld,this.matrixAutoUpdate=!1,this.color=i,void 0===e&&(e=1);let n=new Pi;n.setAttribute("position",new wi([-e,e,0,e,e,0,e,-e,0,-e,-e,0,-e,e,0],3));const r=new ka({fog:!1,toneMapped:!1});this.lightPlane=new qa(n,r),this.add(this.lightPlane),n=new Pi,n.setAttribute("position",new wi([0,0,0,0,0,1],3)),this.targetLine=new qa(n,r),this.add(this.targetLine),this.update()}dispose(){this.lightPlane.geometry.dispose(),this.lightPlane.material.dispose(),this.targetLine.geometry.dispose(),this.targetLine.material.dispose()}update(){Eh.setFromMatrixPosition(this.light.matrixWorld),Ch.setFromMatrixPosition(this.light.target.matrixWorld),Lh.subVectors(Ch,Eh),this.lightPlane.lookAt(Ch),void 0!==this.color?(this.lightPlane.material.color.set(this.color),this.targetLine.material.color.set(this.color)):(this.lightPlane.material.color.copy(this.light.color),this.targetLine.material.color.copy(this.light.color)),this.targetLine.lookAt(Ch),this.targetLine.scale.z=Lh.length()}},t.DiscreteInterpolant=Zl,t.DodecahedronBufferGeometry=No,t.DodecahedronGeometry=No,t.DoubleSide=2,t.DstAlphaFactor=206,t.DstColorFactor=208,t.DynamicCopyUsage=35050,t.DynamicDrawUsage=35048,t.DynamicReadUsage=35049,t.EdgesGeometry=Uo,t.EllipseCurve=ao,t.EqualDepth=4,t.EqualStencilFunc=514,t.EquirectangularReflectionMapping=a,t.EquirectangularRefractionMapping=o,t.Euler=Ve,t.EventDispatcher=ft,t.ExtrudeBufferGeometry=ml,t.ExtrudeGeometry=ml,t.FileLoader=dc,t.FlatShading=1,t.Float16BufferAttribute=class extends yi{constructor(t,e,i){super(new Uint16Array(t),e,i),this.isFloat16BufferAttribute=!0}},t.Float32BufferAttribute=wi,t.Float64BufferAttribute=class extends yi{constructor(t,e,i){super(new Float64Array(t),e,i)}},t.FloatType=M,t.Fog=Qs,t.FogExp2=$s,t.Font=function(){console.error("THREE.Font has been moved to /examples/jsm/loaders/FontLoader.js")},t.FontLoader=function(){console.error("THREE.FontLoader has been moved to /examples/jsm/loaders/FontLoader.js")},t.FramebufferTexture=class extends Zt{constructor(t,e,i){super({width:t,height:e}),this.isFramebufferTexture=!0,this.format=i,this.magFilter=d,this.minFilter=d,this.generateMipmaps=!1,this.needsUpdate=!0}},t.FrontSide=0,t.Frustum=mn,t.GLBufferAttribute=class{constructor(t,e,i,n,r){this.isGLBufferAttribute=!0,this.buffer=t,this.type=e,this.itemSize=i,this.elementSize=n,this.count=r,this.version=0}set needsUpdate(t){!0===t&&this.version++}setBuffer(t){return this.buffer=t,this}setType(t,e){return this.type=t,this.elementSize=e,this}setItemSize(t){return this.itemSize=t,this}setCount(t){return this.count=t,this}},t.GLSL1="100",t.GLSL3=dt,t.GreaterDepth=6,t.GreaterEqualDepth=5,t.GreaterEqualStencilFunc=518,t.GreaterStencilFunc=516,t.GridHelper=class extends Za{constructor(t=10,e=10,i=4473924,n=8947848){i=new Ht(i),n=new Ht(n);const r=e/2,s=t/e,a=t/2,o=[],l=[];for(let t=0,c=0,h=-a;t<=e;t++,h+=s){o.push(-a,0,h,a,0,h),o.push(h,0,-a,h,0,a);const e=t===r?i:n;e.toArray(l,c),c+=3,e.toArray(l,c),c+=3,e.toArray(l,c),c+=3,e.toArray(l,c),c+=3}const c=new Pi;c.setAttribute("position",new wi(o,3)),c.setAttribute("color",new wi(l,3));super(c,new ka({vertexColors:!0,toneMapped:!1})),this.type="GridHelper"}},t.Group=Hs,t.HalfFloatType=b,t.HemisphereLight=mc,t.HemisphereLightHelper=class extends ni{constructor(t,e,i){super(),this.light=t,this.light.updateMatrixWorld(),this.matrix=t.matrixWorld,this.matrixAutoUpdate=!1,this.color=i;const n=new xl(e);n.rotateY(.5*Math.PI),this.material=new vi({wireframe:!0,fog:!1,toneMapped:!1}),void 0===this.color&&(this.material.vertexColors=!0);const r=n.getAttribute("position"),s=new Float32Array(3*r.count);n.setAttribute("color",new yi(s,3)),this.add(new Zi(n,this.material)),this.update()}dispose(){this.children[0].geometry.dispose(),this.children[0].material.dispose()}update(){const t=this.children[0];if(void 0!==this.color)this.material.color.set(this.color);else{const e=t.geometry.getAttribute("color");Th.copy(this.light.color),Ah.copy(this.light.groundColor);for(let t=0,i=e.count;t<i;t++){const n=t<i/2?Th:Ah;e.setXYZ(t,n.r,n.g,n.b)}e.needsUpdate=!0}t.lookAt(Sh.setFromMatrixPosition(this.light.matrixWorld).negate())}},t.HemisphereLightProbe=class extends Ic{constructor(t,e,i=1){super(void 0,i),this.isHemisphereLightProbe=!0;const n=(new Ht).set(t),r=(new Ht).set(e),s=new ee(n.r,n.g,n.b),a=new ee(r.r,r.g,r.b),o=Math.sqrt(Math.PI),l=o*Math.sqrt(.75);this.sh.coefficients[0].copy(s).add(a).multiplyScalar(o),this.sh.coefficients[1].copy(s).sub(a).multiplyScalar(l)}},t.IcosahedronBufferGeometry=vl,t.IcosahedronGeometry=vl,t.ImageBitmapLoader=class extends cc{constructor(t){super(t),this.isImageBitmapLoader=!0,"undefined"==typeof createImageBitmap&&console.warn("THREE.ImageBitmapLoader: createImageBitmap() not supported."),"undefined"==typeof fetch&&console.warn("THREE.ImageBitmapLoader: fetch() not supported."),this.options={premultiplyAlpha:"none"}}setOptions(t){return this.options=t,this}load(t,e,i,n){void 0===t&&(t=""),void 0!==this.path&&(t=this.path+t),t=this.manager.resolveURL(t);const r=this,s=ac.get(t);if(void 0!==s)return r.manager.itemStart(t),setTimeout((function(){e&&e(s),r.manager.itemEnd(t)}),0),s;const a={};a.credentials="anonymous"===this.crossOrigin?"same-origin":"include",a.headers=this.requestHeader,fetch(t,a).then((function(t){return t.blob()})).then((function(t){return createImageBitmap(t,Object.assign(r.options,{colorSpaceConversion:"none"}))})).then((function(i){ac.add(t,i),e&&e(i),r.manager.itemEnd(t)})).catch((function(e){n&&n(e),r.manager.itemError(t),r.manager.itemEnd(t)})),r.manager.itemStart(t)}},t.ImageLoader=pc,t.ImageUtils=jt,t.ImmediateRenderObject=function(){console.error("THREE.ImmediateRenderObject has been removed.")},t.IncrementStencilOp=7682,t.IncrementWrapStencilOp=34055,t.InstancedBufferAttribute=Na,t.InstancedBufferGeometry=Oc,t.InstancedInterleavedBuffer=class extends ea{constructor(t,e,i=1){super(t,e),this.isInstancedInterleavedBuffer=!0,this.meshPerAttribute=i}copy(t){return super.copy(t),this.meshPerAttribute=t.meshPerAttribute,this}clone(t){const e=super.clone(t);return e.meshPerAttribute=this.meshPerAttribute,e}toJSON(t){const e=super.toJSON(t);return e.isInstancedInterleavedBuffer=!0,e.meshPerAttribute=this.meshPerAttribute,e}},t.InstancedMesh=Ua,t.Int16BufferAttribute=class extends yi{constructor(t,e,i){super(new Int16Array(t),e,i)}},t.Int32BufferAttribute=class extends yi{constructor(t,e,i){super(new Int32Array(t),e,i)}},t.Int8BufferAttribute=class extends yi{constructor(t,e,i){super(new Int8Array(t),e,i)}},t.IntType=1013,t.InterleavedBuffer=ea,t.InterleavedBufferAttribute=na,t.Interpolant=ql,t.InterpolateDiscrete=$,t.InterpolateLinear=Q,t.InterpolateSmooth=tt,t.InvertStencilOp=5386,t.KeepStencilOp=ht,t.KeyframeTrack=Jl,t.LOD=ba,t.LatheBufferGeometry=Co,t.LatheGeometry=Co,t.Layers=He,t.LessDepth=2,t.LessEqualDepth=3,t.LessEqualStencilFunc=515,t.LessStencilFunc=513,t.Light=fc,t.LightProbe=Ic,t.Line=qa,t.Line3=class{constructor(t=new ee,e=new ee){this.start=t,this.end=e}set(t,e){return this.start.copy(t),this.end.copy(e),this}copy(t){return this.start.copy(t.start),this.end.copy(t.end),this}getCenter(t){return t.addVectors(this.start,this.end).multiplyScalar(.5)}delta(t){return t.subVectors(this.end,this.start)}distanceSq(){return this.start.distanceToSquared(this.end)}distance(){return this.start.distanceTo(this.end)}at(t,e){return this.delta(e).multiplyScalar(t).add(this.start)}closestPointToPointParameter(t,e){vh.subVectors(t,this.start),xh.subVectors(this.end,this.start);const i=xh.dot(xh);let n=xh.dot(vh)/i;return e&&(n=yt(n,0,1)),n}closestPointToPoint(t,e,i){const n=this.closestPointToPointParameter(t,e);return this.delta(i).multiplyScalar(n).add(this.start)}applyMatrix4(t){return this.start.applyMatrix4(t),this.end.applyMatrix4(t),this}equals(t){return t.start.equals(this.start)&&t.end.equals(this.end)}clone(){return(new this.constructor).copy(this)}},t.LineBasicMaterial=ka,t.LineCurve=yo,t.LineCurve3=Mo,t.LineDashedMaterial=Bl,t.LineLoop=Ja,t.LineSegments=Za,t.LinearEncoding=at,t.LinearFilter=m,t.LinearInterpolant=Yl,t.LinearMipMapLinearFilter=1008,t.LinearMipMapNearestFilter=1007,t.LinearMipmapLinearFilter=v,t.LinearMipmapNearestFilter=g,t.LinearSRGBColorSpace=ct,t.LinearToneMapping=1,t.Loader=cc,t.LoaderUtils=Nc,t.LoadingManager=oc,t.LoopOnce=2200,t.LoopPingPong=2202,t.LoopRepeat=2201,t.LuminanceAlphaFormat=1025,t.LuminanceFormat=1024,t.MOUSE={LEFT:0,MIDDLE:1,RIGHT:2,ROTATE:0,DOLLY:1,PAN:2},t.Material=gi,t.MaterialLoader=Dc,t.MathUtils=At,t.Matrix3=Ct,t.Matrix4=Ie,t.MaxEquation=104,t.Mesh=Zi,t.MeshBasicMaterial=vi,t.MeshDepthMaterial=zs,t.MeshDistanceMaterial=Fs,t.MeshLambertMaterial=zl,t.MeshMatcapMaterial=Fl,t.MeshNormalMaterial=Ol,t.MeshPhongMaterial=Dl,t.MeshPhysicalMaterial=Il,t.MeshStandardMaterial=Pl,t.MeshToonMaterial=Nl,t.MinEquation=103,t.MirroredRepeatWrapping=u,t.MixOperation=1,t.MultiplyBlending=4,t.MultiplyOperation=0,t.NearestFilter=d,t.NearestMipMapLinearFilter=1005,t.NearestMipMapNearestFilter=1004,t.NearestMipmapLinearFilter=f,t.NearestMipmapNearestFilter=p,t.NeverDepth=0,t.NeverStencilFunc=512,t.NoBlending=0,t.NoColorSpace="",t.NoToneMapping=0,t.NormalAnimationBlendMode=rt,t.NormalBlending=1,t.NotEqualDepth=7,t.NotEqualStencilFunc=517,t.NumberKeyframeTrack=Ql,t.Object3D=ni,t.ObjectLoader=class extends cc{constructor(t){super(t)}load(t,e,i,n){const r=this,s=""===this.path?Nc.extractUrlBase(t):this.path;this.resourcePath=this.resourcePath||s;const a=new dc(this.manager);a.setPath(this.path),a.setRequestHeader(this.requestHeader),a.setWithCredentials(this.withCredentials),a.load(t,(function(i){let s=null;try{s=JSON.parse(i)}catch(e){return void 0!==n&&n(e),void console.error("THREE:ObjectLoader: Can't parse "+t+".",e.message)}const a=s.metadata;void 0!==a&&void 0!==a.type&&"geometry"!==a.type.toLowerCase()?r.parse(s,e):console.error("THREE.ObjectLoader: Can't load "+t)}),i,n)}async loadAsync(t,e){const i=""===this.path?Nc.extractUrlBase(t):this.path;this.resourcePath=this.resourcePath||i;const n=new dc(this.manager);n.setPath(this.path),n.setRequestHeader(this.requestHeader),n.setWithCredentials(this.withCredentials);const r=await n.loadAsync(t,e),s=JSON.parse(r),a=s.metadata;if(void 0===a||void 0===a.type||"geometry"===a.type.toLowerCase())throw new Error("THREE.ObjectLoader: Can't load "+t);return await this.parseAsync(s)}parse(t,e){const i=this.parseAnimations(t.animations),n=this.parseShapes(t.shapes),r=this.parseGeometries(t.geometries,n),s=this.parseImages(t.images,(function(){void 0!==e&&e(l)})),a=this.parseTextures(t.textures,s),o=this.parseMaterials(t.materials,a),l=this.parseObject(t.object,r,o,a,i),c=this.parseSkeletons(t.skeletons,l);if(this.bindSkeletons(l,c),void 0!==e){let t=!1;for(const e in s)if(s[e].data instanceof HTMLImageElement){t=!0;break}!1===t&&e(l)}return l}async parseAsync(t){const e=this.parseAnimations(t.animations),i=this.parseShapes(t.shapes),n=this.parseGeometries(t.geometries,i),r=await this.parseImagesAsync(t.images),s=this.parseTextures(t.textures,r),a=this.parseMaterials(t.materials,s),o=this.parseObject(t.object,n,a,s,e),l=this.parseSkeletons(t.skeletons,o);return this.bindSkeletons(o,l),o}parseShapes(t){const e={};if(void 0!==t)for(let i=0,n=t.length;i<n;i++){const n=(new ko).fromJSON(t[i]);e[n.uuid]=n}return e}parseSkeletons(t,e){const i={},n={};if(e.traverse((function(t){t.isBone&&(n[t.uuid]=t)})),void 0!==t)for(let e=0,r=t.length;e<r;e++){const r=(new Da).fromJSON(t[e],n);i[r.uuid]=r}return i}parseGeometries(t,e){const i={};if(void 0!==t){const n=new zc;for(let r=0,s=t.length;r<s;r++){let s;const a=t[r];switch(a.type){case"BufferGeometry":case"InstancedBufferGeometry":s=n.parse(a);break;case"Geometry":console.error("THREE.ObjectLoader: The legacy Geometry type is no longer supported.");break;default:a.type in Cl?s=Cl[a.type].fromJSON(a,e):console.warn(`THREE.ObjectLoader: Unsupported geometry type "${a.type}"`)}s.uuid=a.uuid,void 0!==a.name&&(s.name=a.name),!0===s.isBufferGeometry&&void 0!==a.userData&&(s.userData=a.userData),i[a.uuid]=s}}return i}parseMaterials(t,e){const i={},n={};if(void 0!==t){const r=new Dc;r.setTextures(e);for(let e=0,s=t.length;e<s;e++){const s=t[e];if("MultiMaterial"===s.type){const t=[];for(let e=0;e<s.materials.length;e++){const n=s.materials[e];void 0===i[n.uuid]&&(i[n.uuid]=r.parse(n)),t.push(i[n.uuid])}n[s.uuid]=t}else void 0===i[s.uuid]&&(i[s.uuid]=r.parse(s)),n[s.uuid]=i[s.uuid]}}return n}parseAnimations(t){const e={};if(void 0!==t)for(let i=0;i<t.length;i++){const n=t[i],r=rc.parse(n);e[r.uuid]=r}return e}parseImages(t,e){const i=this,n={};let r;function s(t){if("string"==typeof t){const e=t;return function(t){return i.manager.itemStart(t),r.load(t,(function(){i.manager.itemEnd(t)}),void 0,(function(){i.manager.itemError(t),i.manager.itemEnd(t)}))}(/^(\/\/)|([a-z]+:(\/\/)?)/i.test(e)?e:i.resourcePath+e)}return t.data?{data:Pt(t.type,t.data),width:t.width,height:t.height}:null}if(void 0!==t&&t.length>0){const i=new oc(e);r=new pc(i),r.setCrossOrigin(this.crossOrigin);for(let e=0,i=t.length;e<i;e++){const i=t[e],r=i.url;if(Array.isArray(r)){const t=[];for(let e=0,i=r.length;e<i;e++){const i=s(r[e]);null!==i&&(i instanceof HTMLImageElement?t.push(i):t.push(new Ra(i.data,i.width,i.height)))}n[i.uuid]=new qt(t)}else{const t=s(i.url);n[i.uuid]=new qt(t)}}}return n}async parseImagesAsync(t){const e=this,i={};let n;async function r(t){if("string"==typeof t){const i=t,r=/^(\/\/)|([a-z]+:(\/\/)?)/i.test(i)?i:e.resourcePath+i;return await n.loadAsync(r)}return t.data?{data:Pt(t.type,t.data),width:t.width,height:t.height}:null}if(void 0!==t&&t.length>0){n=new pc(this.manager),n.setCrossOrigin(this.crossOrigin);for(let e=0,n=t.length;e<n;e++){const n=t[e],s=n.url;if(Array.isArray(s)){const t=[];for(let e=0,i=s.length;e<i;e++){const i=s[e],n=await r(i);null!==n&&(n instanceof HTMLImageElement?t.push(n):t.push(new Ra(n.data,n.width,n.height)))}i[n.uuid]=new qt(t)}else{const t=await r(n.url);i[n.uuid]=new qt(t)}}}return i}parseTextures(t,e){function i(t,e){return"number"==typeof t?t:(console.warn("THREE.ObjectLoader.parseTexture: Constant should be in numeric form.",t),e[t])}const n={};if(void 0!==t)for(let r=0,s=t.length;r<s;r++){const s=t[r];void 0===s.image&&console.warn('THREE.ObjectLoader: No "image" specified for',s.uuid),void 0===e[s.image]&&console.warn("THREE.ObjectLoader: Undefined image",s.image);const a=e[s.image],o=a.data;let l;Array.isArray(o)?(l=new on,6===o.length&&(l.needsUpdate=!0)):(l=o&&o.data?new Ra:new Zt,o&&(l.needsUpdate=!0)),l.source=a,l.uuid=s.uuid,void 0!==s.name&&(l.name=s.name),void 0!==s.mapping&&(l.mapping=i(s.mapping,Fc)),void 0!==s.offset&&l.offset.fromArray(s.offset),void 0!==s.repeat&&l.repeat.fromArray(s.repeat),void 0!==s.center&&l.center.fromArray(s.center),void 0!==s.rotation&&(l.rotation=s.rotation),void 0!==s.wrap&&(l.wrapS=i(s.wrap[0],Bc),l.wrapT=i(s.wrap[1],Bc)),void 0!==s.format&&(l.format=s.format),void 0!==s.type&&(l.type=s.type),void 0!==s.encoding&&(l.encoding=s.encoding),void 0!==s.minFilter&&(l.minFilter=i(s.minFilter,Uc)),void 0!==s.magFilter&&(l.magFilter=i(s.magFilter,Uc)),void 0!==s.anisotropy&&(l.anisotropy=s.anisotropy),void 0!==s.flipY&&(l.flipY=s.flipY),void 0!==s.premultiplyAlpha&&(l.premultiplyAlpha=s.premultiplyAlpha),void 0!==s.unpackAlignment&&(l.unpackAlignment=s.unpackAlignment),void 0!==s.userData&&(l.userData=s.userData),n[s.uuid]=l}return n}parseObject(t,e,i,n,r){let s,a,o;function l(t){return void 0===e[t]&&console.warn("THREE.ObjectLoader: Undefined geometry",t),e[t]}function c(t){if(void 0!==t){if(Array.isArray(t)){const e=[];for(let n=0,r=t.length;n<r;n++){const r=t[n];void 0===i[r]&&console.warn("THREE.ObjectLoader: Undefined material",r),e.push(i[r])}return e}return void 0===i[t]&&console.warn("THREE.ObjectLoader: Undefined material",t),i[t]}}function h(t){return void 0===n[t]&&console.warn("THREE.ObjectLoader: Undefined texture",t),n[t]}switch(t.type){case"Scene":s=new ta,void 0!==t.background&&(Number.isInteger(t.background)?s.background=new Ht(t.background):s.background=h(t.background)),void 0!==t.environment&&(s.environment=h(t.environment)),void 0!==t.fog&&("Fog"===t.fog.type?s.fog=new Qs(t.fog.color,t.fog.near,t.fog.far):"FogExp2"===t.fog.type&&(s.fog=new $s(t.fog.color,t.fog.density)));break;case"PerspectiveCamera":s=new rn(t.fov,t.aspect,t.near,t.far),void 0!==t.focus&&(s.focus=t.focus),void 0!==t.zoom&&(s.zoom=t.zoom),void 0!==t.filmGauge&&(s.filmGauge=t.filmGauge),void 0!==t.filmOffset&&(s.filmOffset=t.filmOffset),void 0!==t.view&&(s.view=Object.assign({},t.view));break;case"OrthographicCamera":s=new Cn(t.left,t.right,t.top,t.bottom,t.near,t.far),void 0!==t.zoom&&(s.zoom=t.zoom),void 0!==t.view&&(s.view=Object.assign({},t.view));break;case"AmbientLight":s=new Lc(t.color,t.intensity);break;case"DirectionalLight":s=new Cc(t.color,t.intensity);break;case"PointLight":s=new Ac(t.color,t.intensity,t.distance,t.decay);break;case"RectAreaLight":s=new Rc(t.color,t.intensity,t.width,t.height);break;case"SpotLight":s=new Mc(t.color,t.intensity,t.distance,t.angle,t.penumbra,t.decay);break;case"HemisphereLight":s=new mc(t.color,t.groundColor,t.intensity);break;case"LightProbe":s=(new Ic).fromJSON(t);break;case"SkinnedMesh":a=l(t.geometry),o=c(t.material),s=new Ca(a,o),void 0!==t.bindMode&&(s.bindMode=t.bindMode),void 0!==t.bindMatrix&&s.bindMatrix.fromArray(t.bindMatrix),void 0!==t.skeleton&&(s.skeleton=t.skeleton);break;case"Mesh":a=l(t.geometry),o=c(t.material),s=new Zi(a,o);break;case"InstancedMesh":a=l(t.geometry),o=c(t.material);const e=t.count,i=t.instanceMatrix,n=t.instanceColor;s=new Ua(a,o,e),s.instanceMatrix=new Na(new Float32Array(i.array),16),void 0!==n&&(s.instanceColor=new Na(new Float32Array(n.array),n.itemSize));break;case"LOD":s=new ba;break;case"Line":s=new qa(l(t.geometry),c(t.material));break;case"LineLoop":s=new Ja(l(t.geometry),c(t.material));break;case"LineSegments":s=new Za(l(t.geometry),c(t.material));break;case"PointCloud":case"Points":s=new io(l(t.geometry),c(t.material));break;case"Sprite":s=new xa(c(t.material));break;case"Group":s=new Hs;break;case"Bone":s=new La;break;default:s=new ni}if(s.uuid=t.uuid,void 0!==t.name&&(s.name=t.name),void 0!==t.matrix?(s.matrix.fromArray(t.matrix),void 0!==t.matrixAutoUpdate&&(s.matrixAutoUpdate=t.matrixAutoUpdate),s.matrixAutoUpdate&&s.matrix.decompose(s.position,s.quaternion,s.scale)):(void 0!==t.position&&s.position.fromArray(t.position),void 0!==t.rotation&&s.rotation.fromArray(t.rotation),void 0!==t.quaternion&&s.quaternion.fromArray(t.quaternion),void 0!==t.scale&&s.scale.fromArray(t.scale)),void 0!==t.castShadow&&(s.castShadow=t.castShadow),void 0!==t.receiveShadow&&(s.receiveShadow=t.receiveShadow),t.shadow&&(void 0!==t.shadow.bias&&(s.shadow.bias=t.shadow.bias),void 0!==t.shadow.normalBias&&(s.shadow.normalBias=t.shadow.normalBias),void 0!==t.shadow.radius&&(s.shadow.radius=t.shadow.radius),void 0!==t.shadow.mapSize&&s.shadow.mapSize.fromArray(t.shadow.mapSize),void 0!==t.shadow.camera&&(s.shadow.camera=this.parseObject(t.shadow.camera))),void 0!==t.visible&&(s.visible=t.visible),void 0!==t.frustumCulled&&(s.frustumCulled=t.frustumCulled),void 0!==t.renderOrder&&(s.renderOrder=t.renderOrder),void 0!==t.userData&&(s.userData=t.userData),void 0!==t.layers&&(s.layers.mask=t.layers),void 0!==t.children){const a=t.children;for(let t=0;t<a.length;t++)s.add(this.parseObject(a[t],e,i,n,r))}if(void 0!==t.animations){const e=t.animations;for(let t=0;t<e.length;t++){const i=e[t];s.animations.push(r[i])}}if("LOD"===t.type){void 0!==t.autoUpdate&&(s.autoUpdate=t.autoUpdate);const e=t.levels;for(let t=0;t<e.length;t++){const i=e[t],n=s.getObjectByProperty("uuid",i.object);void 0!==n&&s.addLevel(n,i.distance)}}return s}bindSkeletons(t,e){0!==Object.keys(e).length&&t.traverse((function(t){if(!0===t.isSkinnedMesh&&void 0!==t.skeleton){const i=e[t.skeleton];void 0===i?console.warn("THREE.ObjectLoader: No skeleton found with UUID:",t.skeleton):t.bind(i,t.bindMatrix)}}))}},t.ObjectSpaceNormalMap=1,t.OctahedronBufferGeometry=xl,t.OctahedronGeometry=xl,t.OneFactor=201,t.OneMinusDstAlphaFactor=207,t.OneMinusDstColorFactor=209,t.OneMinusSrcAlphaFactor=205,t.OneMinusSrcColorFactor=203,t.OrthographicCamera=Cn,t.PCFShadowMap=1,t.PCFSoftShadowMap=2,t.PMREMGenerator=Fn,t.ParametricGeometry=class extends Pi{constructor(){console.error("THREE.ParametricGeometry has been moved to /examples/jsm/geometries/ParametricGeometry.js"),super()}},t.Path=Eo,t.PerspectiveCamera=rn,t.Plane=dn,t.PlaneBufferGeometry=xn,t.PlaneGeometry=xn,t.PlaneHelper=class extends qa{constructor(t,e=1,i=16776960){const n=i,r=new Pi;r.setAttribute("position",new wi([1,-1,0,-1,1,0,-1,-1,0,1,1,0,-1,1,0,-1,-1,0,1,-1,0,1,1,0],3)),r.computeBoundingSphere(),super(r,new ka({color:n,toneMapped:!1})),this.type="PlaneHelper",this.plane=t,this.size=e;const s=new Pi;s.setAttribute("position",new wi([1,1,0,-1,1,0,-1,-1,0,1,1,0,-1,-1,0,1,-1,0],3)),s.computeBoundingSphere(),this.add(new Zi(s,new vi({color:n,opacity:.2,transparent:!0,depthWrite:!1,toneMapped:!1})))}updateMatrixWorld(t){this.position.set(0,0,0),this.scale.set(.5*this.size,.5*this.size,1),this.lookAt(this.plane.normal),this.translateZ(-this.plane.constant),super.updateMatrixWorld(t)}},t.PointLight=Ac,t.PointLightHelper=class extends Zi{constructor(t,e,i){super(new Ml(e,4,2),new vi({wireframe:!0,fog:!1,toneMapped:!1})),this.light=t,this.light.updateMatrixWorld(),this.color=i,this.type="PointLightHelper",this.matrix=this.light.matrixWorld,this.matrixAutoUpdate=!1,this.update()}dispose(){this.geometry.dispose(),this.material.dispose()}update(){void 0!==this.color?this.material.color.set(this.color):this.material.color.copy(this.light.color)}},t.Points=io,t.PointsMaterial=Ka,t.PolarGridHelper=class extends Za{constructor(t=10,e=16,i=8,n=64,r=4473924,s=8947848){r=new Ht(r),s=new Ht(s);const a=[],o=[];for(let i=0;i<=e;i++){const n=i/e*(2*Math.PI),l=Math.sin(n)*t,c=Math.cos(n)*t;a.push(0,0,0),a.push(l,0,c);const h=1&i?r:s;o.push(h.r,h.g,h.b),o.push(h.r,h.g,h.b)}for(let e=0;e<=i;e++){const l=1&e?r:s,c=t-t/i*e;for(let t=0;t<n;t++){let e=t/n*(2*Math.PI),i=Math.sin(e)*c,r=Math.cos(e)*c;a.push(i,0,r),o.push(l.r,l.g,l.b),e=(t+1)/n*(2*Math.PI),i=Math.sin(e)*c,r=Math.cos(e)*c,a.push(i,0,r),o.push(l.r,l.g,l.b)}}const l=new Pi;l.setAttribute("position",new wi(a,3)),l.setAttribute("color",new wi(o,3));super(l,new ka({vertexColors:!0,toneMapped:!1})),this.type="PolarGridHelper"}},t.PolyhedronBufferGeometry=Do,t.PolyhedronGeometry=Do,t.PositionalAudio=class extends Kc{constructor(t){super(t),this.panner=this.context.createPanner(),this.panner.panningModel="HRTF",this.panner.connect(this.gain)}disconnect(){super.disconnect(),this.panner.disconnect(this.gain)}getOutput(){return this.panner}getRefDistance(){return this.panner.refDistance}setRefDistance(t){return this.panner.refDistance=t,this}getRolloffFactor(){return this.panner.rolloffFactor}setRolloffFactor(t){return this.panner.rolloffFactor=t,this}getDistanceModel(){return this.panner.distanceModel}setDistanceModel(t){return this.panner.distanceModel=t,this}getMaxDistance(){return this.panner.maxDistance}setMaxDistance(t){return this.panner.maxDistance=t,this}setDirectionalCone(t,e,i){return this.panner.coneInnerAngle=t,this.panner.coneOuterAngle=e,this.panner.coneOuterGain=i,this}updateMatrixWorld(t){if(super.updateMatrixWorld(t),!0===this.hasPlaybackControl&&!1===this.isPlaying)return;this.matrixWorld.decompose($c,Qc,th),eh.set(0,0,1).applyQuaternion(Qc);const e=this.panner;if(e.positionX){const t=this.context.currentTime+this.listener.timeDelta;e.positionX.linearRampToValueAtTime($c.x,t),e.positionY.linearRampToValueAtTime($c.y,t),e.positionZ.linearRampToValueAtTime($c.z,t),e.orientationX.linearRampToValueAtTime(eh.x,t),e.orientationY.linearRampToValueAtTime(eh.y,t),e.orientationZ.linearRampToValueAtTime(eh.z,t)}else e.setPosition($c.x,$c.y,$c.z),e.setOrientation(eh.x,eh.y,eh.z)}},t.PropertyBinding=ch,t.PropertyMixer=ih,t.QuadraticBezierCurve=bo,t.QuadraticBezierCurve3=wo,t.Quaternion=te,t.QuaternionKeyframeTrack=ec,t.QuaternionLinearInterpolant=tc,t.REVISION=e,t.RGBADepthPacking=3201,t.RGBAFormat=S,t.RGBAIntegerFormat=1033,t.RGBA_ASTC_10x10_Format=Y,t.RGBA_ASTC_10x5_Format=j,t.RGBA_ASTC_10x6_Format=q,t.RGBA_ASTC_10x8_Format=X,t.RGBA_ASTC_12x10_Format=Z,t.RGBA_ASTC_12x12_Format=J,t.RGBA_ASTC_4x4_Format=F,t.RGBA_ASTC_5x4_Format=B,t.RGBA_ASTC_5x5_Format=U,t.RGBA_ASTC_6x5_Format=k,t.RGBA_ASTC_6x6_Format=G,t.RGBA_ASTC_8x5_Format=V,t.RGBA_ASTC_8x6_Format=H,t.RGBA_ASTC_8x8_Format=W,t.RGBA_BPTC_Format=K,t.RGBA_ETC2_EAC_Format=z,t.RGBA_PVRTC_2BPPV1_Format=N,t.RGBA_PVRTC_4BPPV1_Format=D,t.RGBA_S3TC_DXT1_Format=C,t.RGBA_S3TC_DXT3_Format=L,t.RGBA_S3TC_DXT5_Format=R,t.RGBFormat=1022,t.RGB_ETC1_Format=36196,t.RGB_ETC2_Format=O,t.RGB_PVRTC_2BPPV1_Format=I,t.RGB_PVRTC_4BPPV1_Format=P,t.RGB_S3TC_DXT1_Format=E,t.RGFormat=1030,t.RGIntegerFormat=1031,t.RawShaderMaterial=Rl,t.Ray=Pe,t.Raycaster=class{constructor(t,e,i=0,n=1/0){this.ray=new Pe(t,e),this.near=i,this.far=n,this.camera=null,this.layers=new He,this.params={Mesh:{},Line:{threshold:1},LOD:{},Points:{threshold:1},Sprite:{}}}set(t,e){this.ray.set(t,e)}setFromCamera(t,e){e.isPerspectiveCamera?(this.ray.origin.setFromMatrixPosition(e.matrixWorld),this.ray.direction.set(t.x,t.y,.5).unproject(e).sub(this.ray.origin).normalize(),this.camera=e):e.isOrthographicCamera?(this.ray.origin.set(t.x,t.y,(e.near+e.far)/(e.near-e.far)).unproject(e),this.ray.direction.set(0,0,-1).transformDirection(e.matrixWorld),this.camera=e):console.error("THREE.Raycaster: Unsupported camera type: "+e.type)}intersectObject(t,e=!0,i=[]){return mh(t,this,i,e),i.sort(fh),i}intersectObjects(t,e=!0,i=[]){for(let n=0,r=t.length;n<r;n++)mh(t[n],this,i,e);return i.sort(fh),i}},t.RectAreaLight=Rc,t.RedFormat=1028,t.RedIntegerFormat=1029,t.ReinhardToneMapping=2,t.RepeatWrapping=c,t.ReplaceStencilOp=7681,t.ReverseSubtractEquation=102,t.RingBufferGeometry=_l,t.RingGeometry=_l,t.SRGBColorSpace=lt,t.Scene=ta,t.ShaderChunk=_n,t.ShaderLib=Mn,t.ShaderMaterial=en,t.ShadowMaterial=Ll,t.Shape=ko,t.ShapeBufferGeometry=yl,t.ShapeGeometry=yl,t.ShapePath=class{constructor(){this.type="ShapePath",this.color=new Ht,this.subPaths=[],this.currentPath=null}moveTo(t,e){return this.currentPath=new Eo,this.subPaths.push(this.currentPath),this.currentPath.moveTo(t,e),this}lineTo(t,e){return this.currentPath.lineTo(t,e),this}quadraticCurveTo(t,e,i,n){return this.currentPath.quadraticCurveTo(t,e,i,n),this}bezierCurveTo(t,e,i,n,r,s){return this.currentPath.bezierCurveTo(t,e,i,n,r,s),this}splineThru(t){return this.currentPath.splineThru(t),this}toShapes(t,e){function i(t){const e=[];for(let i=0,n=t.length;i<n;i++){const n=t[i],r=new ko;r.curves=n.curves,e.push(r)}return e}function n(t,e){const i=e.length;let n=!1;for(let r=i-1,s=0;s<i;r=s++){let i=e[r],a=e[s],o=a.x-i.x,l=a.y-i.y;if(Math.abs(l)>Number.EPSILON){if(l<0&&(i=e[s],o=-o,a=e[r],l=-l),t.y<i.y||t.y>a.y)continue;if(t.y===i.y){if(t.x===i.x)return!0}else{const e=l*(t.x-i.x)-o*(t.y-i.y);if(0===e)return!0;if(e<0)continue;n=!n}}else{if(t.y!==i.y)continue;if(a.x<=t.x&&t.x<=i.x||i.x<=t.x&&t.x<=a.x)return!0}}return n}const r=dl.isClockWise,s=this.subPaths;if(0===s.length)return[];if(!0===e)return i(s);let a,o,l;const c=[];if(1===s.length)return o=s[0],l=new ko,l.curves=o.curves,c.push(l),c;let h=!r(s[0].getPoints());h=t?!h:h;const u=[],d=[];let p,f,m=[],g=0;d[g]=void 0,m[g]=[];for(let e=0,i=s.length;e<i;e++)o=s[e],p=o.getPoints(),a=r(p),a=t?!a:a,a?(!h&&d[g]&&g++,d[g]={s:new ko,p:p},d[g].s.curves=o.curves,h&&g++,m[g]=[]):m[g].push({h:o,p:p[0]});if(!d[0])return i(s);if(d.length>1){let t=!1,e=0;for(let t=0,e=d.length;t<e;t++)u[t]=[];for(let i=0,r=d.length;i<r;i++){const r=m[i];for(let s=0;s<r.length;s++){const a=r[s];let o=!0;for(let r=0;r<d.length;r++)n(a.p,d[r].p)&&(i!==r&&e++,o?(o=!1,u[r].push(a)):t=!0);o&&u[i].push(a)}}e>0&&!1===t&&(m=u)}for(let t=0,e=d.length;t<e;t++){l=d[t].s,c.push(l),f=m[t];for(let t=0,e=f.length;t<e;t++)l.holes.push(f[t].h)}return c}},t.ShapeUtils=dl,t.ShortType=1011,t.Skeleton=Da,t.SkeletonHelper=class extends Za{constructor(t){const e=wh(t),i=new Pi,n=[],r=[],s=new Ht(0,0,1),a=new Ht(0,1,0);for(let t=0;t<e.length;t++){const i=e[t];i.parent&&i.parent.isBone&&(n.push(0,0,0),n.push(0,0,0),r.push(s.r,s.g,s.b),r.push(a.r,a.g,a.b))}i.setAttribute("position",new wi(n,3)),i.setAttribute("color",new wi(r,3));super(i,new ka({vertexColors:!0,depthTest:!1,depthWrite:!1,toneMapped:!1,transparent:!0})),this.isSkeletonHelper=!0,this.type="SkeletonHelper",this.root=t,this.bones=e,this.matrix=t.matrixWorld,this.matrixAutoUpdate=!1}updateMatrixWorld(t){const e=this.bones,i=this.geometry,n=i.getAttribute("position");bh.copy(this.root.matrixWorld).invert();for(let t=0,i=0;t<e.length;t++){const r=e[t];r.parent&&r.parent.isBone&&(Mh.multiplyMatrices(bh,r.matrixWorld),yh.setFromMatrixPosition(Mh),n.setXYZ(i,yh.x,yh.y,yh.z),Mh.multiplyMatrices(bh,r.parent.matrixWorld),yh.setFromMatrixPosition(Mh),n.setXYZ(i+1,yh.x,yh.y,yh.z),i+=2)}i.getAttribute("position").needsUpdate=!0,super.updateMatrixWorld(t)}},t.SkinnedMesh=Ca,t.SmoothShading=2,t.Source=qt,t.Sphere=we,t.SphereBufferGeometry=Ml,t.SphereGeometry=Ml,t.Spherical=class{constructor(t=1,e=0,i=0){return this.radius=t,this.phi=e,this.theta=i,this}set(t,e,i){return this.radius=t,this.phi=e,this.theta=i,this}copy(t){return this.radius=t.radius,this.phi=t.phi,this.theta=t.theta,this}makeSafe(){const t=1e-6;return this.phi=Math.max(t,Math.min(Math.PI-t,this.phi)),this}setFromVector3(t){return this.setFromCartesianCoords(t.x,t.y,t.z)}setFromCartesianCoords(t,e,i){return this.radius=Math.sqrt(t*t+e*e+i*i),0===this.radius?(this.theta=0,this.phi=0):(this.theta=Math.atan2(t,i),this.phi=Math.acos(yt(e/this.radius,-1,1))),this}clone(){return(new this.constructor).copy(this)}},t.SphericalHarmonics3=Pc,t.SplineCurve=So,t.SpotLight=Mc,t.SpotLightHelper=class extends ni{constructor(t,e){super(),this.light=t,this.light.updateMatrixWorld(),this.matrix=t.matrixWorld,this.matrixAutoUpdate=!1,this.color=e;const i=new Pi,n=[0,0,0,0,0,1,0,0,0,1,0,1,0,0,0,-1,0,1,0,0,0,0,1,1,0,0,0,0,-1,1];for(let t=0,e=1,i=32;t<i;t++,e++){const r=t/i*Math.PI*2,s=e/i*Math.PI*2;n.push(Math.cos(r),Math.sin(r),1,Math.cos(s),Math.sin(s),1)}i.setAttribute("position",new wi(n,3));const r=new ka({fog:!1,toneMapped:!1});this.cone=new Za(i,r),this.add(this.cone),this.update()}dispose(){this.cone.geometry.dispose(),this.cone.material.dispose()}update(){this.light.updateMatrixWorld();const t=this.light.distance?this.light.distance:1e3,e=t*Math.tan(this.light.angle);this.cone.scale.set(e,e,t),_h.setFromMatrixPosition(this.light.target.matrixWorld),this.cone.lookAt(_h),void 0!==this.color?this.cone.material.color.set(this.color):this.cone.material.color.copy(this.light.color)}},t.Sprite=xa,t.SpriteMaterial=ra,t.SrcAlphaFactor=204,t.SrcAlphaSaturateFactor=210,t.SrcColorFactor=202,t.StaticCopyUsage=35046,t.StaticDrawUsage=ut,t.StaticReadUsage=35045,t.StereoCamera=class{constructor(){this.type="StereoCamera",this.aspect=1,this.eyeSep=.064,this.cameraL=new rn,this.cameraL.layers.enable(1),this.cameraL.matrixAutoUpdate=!1,this.cameraR=new rn,this.cameraR.layers.enable(2),this.cameraR.matrixAutoUpdate=!1,this._cache={focus:null,fov:null,aspect:null,near:null,far:null,zoom:null,eyeSep:null}}update(t){const e=this._cache;if(e.focus!==t.focus||e.fov!==t.fov||e.aspect!==t.aspect*this.aspect||e.near!==t.near||e.far!==t.far||e.zoom!==t.zoom||e.eyeSep!==this.eyeSep){e.focus=t.focus,e.fov=t.fov,e.aspect=t.aspect*this.aspect,e.near=t.near,e.far=t.far,e.zoom=t.zoom,e.eyeSep=this.eyeSep,Wc.copy(t.projectionMatrix);const i=e.eyeSep/2,n=i*e.near/e.focus,r=e.near*Math.tan(vt*e.fov*.5)/e.zoom;let s,a;Hc.elements[12]=-i,Vc.elements[12]=i,s=-r*e.aspect+n,a=r*e.aspect+n,Wc.elements[0]=2*e.near/(a-s),Wc.elements[8]=(a+s)/(a-s),this.cameraL.projectionMatrix.copy(Wc),s=-r*e.aspect-n,a=r*e.aspect-n,Wc.elements[0]=2*e.near/(a-s),Wc.elements[8]=(a+s)/(a-s),this.cameraR.projectionMatrix.copy(Wc)}this.cameraL.matrixWorld.copy(t.matrixWorld).multiply(Hc),this.cameraR.matrixWorld.copy(t.matrixWorld).multiply(Vc)}},t.StreamCopyUsage=35042,t.StreamDrawUsage=35040,t.StreamReadUsage=35041,t.StringKeyframeTrack=ic,t.SubtractEquation=101,t.SubtractiveBlending=3,t.TOUCH={ROTATE:0,PAN:1,DOLLY_PAN:2,DOLLY_ROTATE:3},t.TangentSpaceNormalMap=0,t.TetrahedronBufferGeometry=bl,t.TetrahedronGeometry=bl,t.TextGeometry=class extends Pi{constructor(){console.error("THREE.TextGeometry has been moved to /examples/jsm/geometries/TextGeometry.js"),super()}},t.Texture=Zt,t.TextureLoader=class extends cc{constructor(t){super(t)}load(t,e,i,n){const r=new Zt,s=new pc(this.manager);return s.setCrossOrigin(this.crossOrigin),s.setPath(this.path),s.load(t,(function(t){r.image=t,r.needsUpdate=!0,void 0!==e&&e(r)}),i,n),r}},t.TorusBufferGeometry=wl,t.TorusGeometry=wl,t.TorusKnotBufferGeometry=Sl,t.TorusKnotGeometry=Sl,t.Triangle=fi,t.TriangleFanDrawMode=2,t.TriangleStripDrawMode=1,t.TrianglesDrawMode=0,t.TubeBufferGeometry=Tl,t.TubeGeometry=Tl,t.UVMapping=n,t.Uint16BufferAttribute=Mi,t.Uint32BufferAttribute=bi,t.Uint8BufferAttribute=class extends yi{constructor(t,e,i){super(new Uint8Array(t),e,i)}},t.Uint8ClampedBufferAttribute=class extends yi{constructor(t,e,i){super(new Uint8ClampedArray(t),e,i)}},t.Uniform=dh,t.UniformsGroup=class extends ft{constructor(){super(),this.isUniformsGroup=!0,Object.defineProperty(this,"id",{value:ph++}),this.name="",this.usage=ut,this.uniforms=[]}add(t){return this.uniforms.push(t),this}remove(t){const e=this.uniforms.indexOf(t);return-1!==e&&this.uniforms.splice(e,1),this}setName(t){return this.name=t,this}setUsage(t){return this.usage=t,this}dispose(){return this.dispatchEvent({type:"dispose"}),this}copy(t){this.name=t.name,this.usage=t.usage;const e=t.uniforms;this.uniforms.length=0;for(let t=0,i=e.length;t<i;t++)this.uniforms.push(e[t].clone());return this}clone(){return(new this.constructor).copy(this)}},t.UniformsLib=yn,t.UniformsUtils=tn,t.UnsignedByteType=x,t.UnsignedInt248Type=w,t.UnsignedIntType=y,t.UnsignedShort4444Type=1017,t.UnsignedShort5551Type=1018,t.UnsignedShortType=_,t.VSMShadowMap=3,t.Vector2=Et,t.Vector3=ee,t.Vector4=Jt,t.VectorKeyframeTrack=nc,t.VideoTexture=class extends Zt{constructor(t,e,i,n,r,s,a,o,l){super(t,e,i,n,r,s,a,o,l),this.isVideoTexture=!0,this.minFilter=void 0!==s?s:m,this.magFilter=void 0!==r?r:m,this.generateMipmaps=!1;const c=this;"requestVideoFrameCallback"in t&&t.requestVideoFrameCallback((function e(){c.needsUpdate=!0,t.requestVideoFrameCallback(e)}))}clone(){return new this.constructor(this.image).copy(this)}update(){const t=this.image;!1==="requestVideoFrameCallback"in t&&t.readyState>=t.HAVE_CURRENT_DATA&&(this.needsUpdate=!0)}},t.WebGL1Renderer=Ks,t.WebGL3DRenderTarget=class extends Kt{constructor(t,e,i){super(t,e),this.isWebGL3DRenderTarget=!0,this.depth=i,this.texture=new Qt(null,t,e,i),this.texture.isRenderTargetTexture=!0}},t.WebGLArrayRenderTarget=class extends Kt{constructor(t,e,i){super(t,e),this.isWebGLArrayRenderTarget=!0,this.depth=i,this.texture=new $t(null,t,e,i),this.texture.isRenderTargetTexture=!0}},t.WebGLCubeRenderTarget=ln,t.WebGLMultipleRenderTargets=class extends Kt{constructor(t,e,i,n={}){super(t,e,n),this.isWebGLMultipleRenderTargets=!0;const r=this.texture;this.texture=[];for(let t=0;t<i;t++)this.texture[t]=r.clone(),this.texture[t].isRenderTargetTexture=!0}setSize(t,e,i=1){if(this.width!==t||this.height!==e||this.depth!==i){this.width=t,this.height=e,this.depth=i;for(let n=0,r=this.texture.length;n<r;n++)this.texture[n].image.width=t,this.texture[n].image.height=e,this.texture[n].image.depth=i;this.dispose()}return this.viewport.set(0,0,t,e),this.scissor.set(0,0,t,e),this}copy(t){this.dispose(),this.width=t.width,this.height=t.height,this.depth=t.depth,this.viewport.set(0,0,this.width,this.height),this.scissor.set(0,0,this.width,this.height),this.depthBuffer=t.depthBuffer,this.stencilBuffer=t.stencilBuffer,null!==t.depthTexture&&(this.depthTexture=t.depthTexture.clone()),this.texture.length=0;for(let e=0,i=t.texture.length;e<i;e++)this.texture[e]=t.texture[e].clone(),this.texture[e].isRenderTargetTexture=!0;return this}},t.WebGLMultisampleRenderTarget=class extends Kt{constructor(t,e,i){console.error('THREE.WebGLMultisampleRenderTarget has been removed. Use a normal render target and set the "samples" property to greater 0 to enable multisampling.'),super(t,e,i),this.samples=4}},t.WebGLRenderTarget=Kt,t.WebGLRenderer=Js,t.WebGLUtils=Gs,t.WireframeGeometry=Al,t.WrapAroundEnding=nt,t.ZeroCurvatureEnding=et,t.ZeroFactor=200,t.ZeroSlopeEnding=it,t.ZeroStencilOp=0,t._SRGBAFormat=pt,t.sRGBEncoding=ot,Object.defineProperty(t,"__esModule",{value:!0})}));
views/sketh/shaders/ScreenCopy_Fragment.glsl
New file
@@ -0,0 +1,10 @@
precision highp float;
precision highp int;
precision highp sampler2D;
uniform sampler2D tPathTracedImageTexture;
void main()
{
    pc_fragColor = texelFetch(tPathTracedImageTexture, ivec2(gl_FragCoord.xy), 0);
}
views/sketh/shaders/ScreenOutput_Fragment.glsl
New file
@@ -0,0 +1,306 @@
precision highp float;
precision highp int;
precision highp sampler2D;
uniform sampler2D tPathTracedImageTexture;
uniform float uSampleCounter;
uniform float uOneOverSampleCounter;
uniform float uPixelEdgeSharpness;
uniform float uEdgeSharpenSpeed;
uniform float uFilterDecaySpeed;
uniform bool uSceneIsDynamic;
uniform bool uUseToneMapping;
void main()
{
    // 5x5 kernel
    vec4 m25[25];
    m25[ 0] = texelFetch(tPathTracedImageTexture, ivec2(gl_FragCoord.xy + vec2(-2, 2)), 0);
    m25[ 1] = texelFetch(tPathTracedImageTexture, ivec2(gl_FragCoord.xy + vec2(-1, 2)), 0);
    m25[ 2] = texelFetch(tPathTracedImageTexture, ivec2(gl_FragCoord.xy + vec2( 0, 2)), 0);
    m25[ 3] = texelFetch(tPathTracedImageTexture, ivec2(gl_FragCoord.xy + vec2( 1, 2)), 0);
    m25[ 4] = texelFetch(tPathTracedImageTexture, ivec2(gl_FragCoord.xy + vec2( 2, 2)), 0);
    m25[ 5] = texelFetch(tPathTracedImageTexture, ivec2(gl_FragCoord.xy + vec2(-2, 1)), 0);
    m25[ 6] = texelFetch(tPathTracedImageTexture, ivec2(gl_FragCoord.xy + vec2(-1, 1)), 0);
    m25[ 7] = texelFetch(tPathTracedImageTexture, ivec2(gl_FragCoord.xy + vec2( 0, 1)), 0);
    m25[ 8] = texelFetch(tPathTracedImageTexture, ivec2(gl_FragCoord.xy + vec2( 1, 1)), 0);
    m25[ 9] = texelFetch(tPathTracedImageTexture, ivec2(gl_FragCoord.xy + vec2( 2, 1)), 0);
    m25[10] = texelFetch(tPathTracedImageTexture, ivec2(gl_FragCoord.xy + vec2(-2, 0)), 0);
    m25[11] = texelFetch(tPathTracedImageTexture, ivec2(gl_FragCoord.xy + vec2(-1, 0)), 0);
    m25[12] = texelFetch(tPathTracedImageTexture, ivec2(gl_FragCoord.xy + vec2( 0, 0)), 0);
    m25[13] = texelFetch(tPathTracedImageTexture, ivec2(gl_FragCoord.xy + vec2( 1, 0)), 0);
    m25[14] = texelFetch(tPathTracedImageTexture, ivec2(gl_FragCoord.xy + vec2( 2, 0)), 0);
    m25[15] = texelFetch(tPathTracedImageTexture, ivec2(gl_FragCoord.xy + vec2(-2,-1)), 0);
    m25[16] = texelFetch(tPathTracedImageTexture, ivec2(gl_FragCoord.xy + vec2(-1,-1)), 0);
    m25[17] = texelFetch(tPathTracedImageTexture, ivec2(gl_FragCoord.xy + vec2( 0,-1)), 0);
    m25[18] = texelFetch(tPathTracedImageTexture, ivec2(gl_FragCoord.xy + vec2( 1,-1)), 0);
    m25[19] = texelFetch(tPathTracedImageTexture, ivec2(gl_FragCoord.xy + vec2( 2,-1)), 0);
    m25[20] = texelFetch(tPathTracedImageTexture, ivec2(gl_FragCoord.xy + vec2(-2,-2)), 0);
    m25[21] = texelFetch(tPathTracedImageTexture, ivec2(gl_FragCoord.xy + vec2(-1,-2)), 0);
    m25[22] = texelFetch(tPathTracedImageTexture, ivec2(gl_FragCoord.xy + vec2( 0,-2)), 0);
    m25[23] = texelFetch(tPathTracedImageTexture, ivec2(gl_FragCoord.xy + vec2( 1,-2)), 0);
    m25[24] = texelFetch(tPathTracedImageTexture, ivec2(gl_FragCoord.xy + vec2( 2,-2)), 0);
    vec4 centerPixel = m25[12];
    vec3 filteredPixelColor;
    float threshold = 1.0;
    int count = 1;
    // start with center pixel
    filteredPixelColor = m25[12].rgb;
    // search left
    if (m25[11].a < threshold)
    {
        filteredPixelColor += m25[11].rgb;
        count++;
        if (m25[10].a < threshold)
        {
            filteredPixelColor += m25[10].rgb;
            count++;
        }
        if (m25[5].a < threshold)
        {
            filteredPixelColor += m25[5].rgb;
            count++;
        }
    }
    // search right
    if (m25[13].a < threshold)
    {
        filteredPixelColor += m25[13].rgb;
        count++;
        if (m25[14].a < threshold)
        {
            filteredPixelColor += m25[14].rgb;
            count++;
        }
        if (m25[19].a < threshold)
        {
            filteredPixelColor += m25[19].rgb;
            count++;
        }
    }
    // search above
    if (m25[7].a < threshold)
    {
        filteredPixelColor += m25[7].rgb;
        count++;
        if (m25[2].a < threshold)
        {
            filteredPixelColor += m25[2].rgb;
            count++;
        }
        if (m25[3].a < threshold)
        {
            filteredPixelColor += m25[3].rgb;
            count++;
        }
    }
    // search below
    if (m25[17].a < threshold)
    {
        filteredPixelColor += m25[17].rgb;
        count++;
        if (m25[22].a < threshold)
        {
            filteredPixelColor += m25[22].rgb;
            count++;
        }
        if (m25[21].a < threshold)
        {
            filteredPixelColor += m25[21].rgb;
            count++;
        }
    }
    // search upper-left
    if (m25[6].a < threshold)
    {
        filteredPixelColor += m25[6].rgb;
        count++;
        if (m25[0].a < threshold)
        {
            filteredPixelColor += m25[0].rgb;
            count++;
        }
        if (m25[1].a < threshold)
        {
            filteredPixelColor += m25[1].rgb;
            count++;
        }
    }
    // search upper-right
    if (m25[8].a < threshold)
    {
        filteredPixelColor += m25[8].rgb;
        count++;
        if (m25[4].a < threshold)
        {
            filteredPixelColor += m25[4].rgb;
            count++;
        }
        if (m25[9].a < threshold)
        {
            filteredPixelColor += m25[9].rgb;
            count++;
        }
    }
    // search lower-left
    if (m25[16].a < threshold)
    {
        filteredPixelColor += m25[16].rgb;
        count++;
        if (m25[15].a < threshold)
        {
            filteredPixelColor += m25[15].rgb;
            count++;
        }
        if (m25[20].a < threshold)
        {
            filteredPixelColor += m25[20].rgb;
            count++;
        }
    }
    // search lower-right
    if (m25[18].a < threshold)
    {
        filteredPixelColor += m25[18].rgb;
        count++;
        if (m25[23].a < threshold)
        {
            filteredPixelColor += m25[23].rgb;
            count++;
        }
        if (m25[24].a < threshold)
        {
            filteredPixelColor += m25[24].rgb;
            count++;
        }
    }
    filteredPixelColor /= float(count);
    // 3x3 kernel
    vec4 m9[9];
    m9[0] = m25[6];
    m9[1] = m25[7];
    m9[2] = m25[8];
    m9[3] = m25[11];
    m9[4] = m25[12];
    m9[5] = m25[13];
    m9[6] = m25[16];
    m9[7] = m25[17];
    m9[8] = m25[18];
    if (centerPixel.a == -1.0)
    {
        // reset variables
        centerPixel = m9[4];
        count = 1;
        // start with center pixel
        filteredPixelColor = m9[4].rgb;
        // search left
        if (m9[3].a < threshold)
        {
            filteredPixelColor += m9[3].rgb;
            count++;
        }
        // search right
        if (m9[5].a < threshold)
        {
            filteredPixelColor += m9[5].rgb;
            count++;
        }
        // search above
        if (m9[1].a < threshold)
        {
            filteredPixelColor += m9[1].rgb;
            count++;
        }
        // search below
        if (m9[7].a < threshold)
        {
            filteredPixelColor += m9[7].rgb;
            count++;
        }
        // search upper-left
        if (m9[0].a < threshold)
        {
            filteredPixelColor += m9[0].rgb;
            count++;
        }
        // search upper-right
        if (m9[2].a < threshold)
        {
            filteredPixelColor += m9[2].rgb;
            count++;
        }
        // search lower-left
        if (m9[6].a < threshold)
        {
            filteredPixelColor += m9[6].rgb;
            count++;
        }
        // search lower-right
        if (m9[8].a < threshold)
        {
            filteredPixelColor += m9[8].rgb;
            count++;
        }
        filteredPixelColor /= float(count);
    } // end if (centerPixel.a == -1.0)
    if ( !uSceneIsDynamic ) // static scene
    {
        // fast progressive convergence from filtered (blurred) pixels to their original sharp center pixel colors
        if (uSampleCounter > 1.0) // is camera still?
        {
            if (centerPixel.a == 1.01) // 1.01 means pixel is on an edge, must get sharper quickest
                filteredPixelColor = mix(filteredPixelColor, centerPixel.rgb, clamp(uSampleCounter * uEdgeSharpenSpeed, 0.0, 1.0));
            else if (centerPixel.a == -1.0) // -1.0 means glass / transparent surfaces, must get sharper fairly quickly
                filteredPixelColor = mix(filteredPixelColor, centerPixel.rgb, clamp(uSampleCounter * 0.01, 0.0, 1.0));
            else // else this is a diffuse surface, so we can take our time converging. That way, there will be minimal noise
                filteredPixelColor = mix(filteredPixelColor, centerPixel.rgb, clamp(uSampleCounter * uFilterDecaySpeed, 0.0, 1.0));
        } // else camera is moving
        else if (centerPixel.a == 1.01) // 1.01 means pixel is on an edge, must remain sharper
        {
            filteredPixelColor = mix(filteredPixelColor, centerPixel.rgb, 0.5);
        }
    }
    else // scene is dynamic
    {
        if (centerPixel.a == 1.01) // 1.01 means pixel is on an edge, must remain sharper
        {
            filteredPixelColor = mix(filteredPixelColor, centerPixel.rgb, uPixelEdgeSharpness);
        }
    }
    // final filteredPixelColor processing ////////////////////////////////////
    // average accumulation buffer
    filteredPixelColor *= uOneOverSampleCounter;
    // apply tone mapping (brings pixel into 0.0-1.0 rgb color range)
    filteredPixelColor = uUseToneMapping ? ReinhardToneMapping(filteredPixelColor) : filteredPixelColor;
    //filteredPixelColor = OptimizedCineonToneMapping(filteredPixelColor);
    //filteredPixelColor = ACESFilmicToneMapping(filteredPixelColor);
    // lastly, apply gamma correction (gives more intensity/brightness range where it's needed)
    pc_fragColor = clamp(vec4( pow(filteredPixelColor, vec3(0.4545)), 1.0 ), 0.0, 1.0);
}
views/sketh/shaders/Terrain_Rendering_Fragment.glsl
New file
@@ -0,0 +1,617 @@
precision highp float;
precision highp int;
precision highp sampler2D;
uniform float uCameraUnderWater;
uniform float uWaterLevel;
uniform vec3 uSunDirection;
uniform sampler2D t_PerlinNoise;
vec3 rayOrigin, rayDirection;
// recorded intersection data:
vec3 hitNormal, hitEmission, hitColor;
vec2 hitUV;
float hitObjectID;
int hitType = -100;
struct Quad { vec3 v0; vec3 v1; vec3 v2; vec3 v3; vec3 emission; vec3 color; int type; };
struct Box { vec3 minCorner; vec3 maxCorner; vec3 emission; vec3 color; int type; };
#include <pathtracing_uniforms_and_defines>
#include <pathtracing_skymodel_defines>
#include <pathtracing_random_functions>
#include <pathtracing_calc_fresnel_reflectance>
#include <pathtracing_sphere_intersect>
#include <pathtracing_plane_intersect>
#include <pathtracing_box_intersect>
#include <pathtracing_physical_sky_functions>
//---------------------------------------------------------------------------------------------------------
float DisplacementBoxIntersect( vec3 minCorner, vec3 maxCorner, vec3 rayOrigin, vec3 rayDirection )
//---------------------------------------------------------------------------------------------------------
{
    vec3 invDir = 1.0 / rayDirection;
    vec3 tmin = (minCorner - rayOrigin) * invDir;
    vec3 tmax = (maxCorner - rayOrigin) * invDir;
    vec3 real_min = min(tmin, tmax);
    vec3 real_max = max(tmin, tmax);
    float minmax = min( min(real_max.x, real_max.y), real_max.z);
    float maxmin = max( max(real_min.x, real_min.y), real_min.z);
    // early out
    if (minmax < maxmin) return INFINITY;
    if (maxmin > 0.0) // if we are outside the box
    {
        return maxmin;
    }
    if (minmax > 0.0) // else if we are inside the box
    {
        return minmax;
    }
    return INFINITY;
}
// WATER
/* Credit: some of the following water code is borrowed from https://www.shadertoy.com/view/Ms2SD1 posted by user 'TDM' */
#define WATER_COLOR vec3(0.96, 1.0, 0.98)
#define WATER_SAMPLE_SCALE 0.01
#define WATER_WAVE_HEIGHT 4.0 // max height of water waves
#define WATER_FREQ        0.1 // wave density: lower = spread out, higher = close together
#define WATER_CHOPPY      2.0 // smaller beachfront-type waves, they travel in parallel
#define WATER_SPEED       0.1 // how quickly time passes
#define OCTAVE_M  mat2(1.6, 1.2, -1.2, 1.6);
#define WATER_DETAIL_FAR 1000.0
// float noise( in vec2 p )
// {
//     return texture(t_PerlinNoise, p).x;
// }
float sea_octave( vec2 uv, float choppy )
{
    uv += texture(t_PerlinNoise, uv).x * 2.0 - 1.0;
    vec2 wv = 1.0 - abs(sin(uv));
    vec2 swv = abs(cos(uv));
    wv = mix(wv, swv, wv);
    return pow(1.0 - pow(wv.x * wv.y, 0.65), choppy);
}
float getOceanWaterHeight( vec3 p )
{
    float freq = WATER_FREQ;
    float amp = 1.0;
    float choppy = WATER_CHOPPY;
    float sea_time = uTime * WATER_SPEED;
    vec2 uv = p.xz * WATER_SAMPLE_SCALE;
    uv.x *= 0.75;
    float d, h = 0.0;
    d =  sea_octave((uv + sea_time) * freq, choppy);
    d += sea_octave((uv - sea_time) * freq, choppy);
    h += d * amp;
    return h * WATER_WAVE_HEIGHT + uWaterLevel;
}
float getOceanWaterHeight_Detail( vec3 p )
{
    float freq = WATER_FREQ;
    float amp = 1.0;
    float choppy = WATER_CHOPPY;
    float sea_time = uTime * WATER_SPEED;
    vec2 uv = p.xz * WATER_SAMPLE_SCALE;
    uv.x *= 0.75;
    float d, h = 0.0;
    for(int i = 0; i < 4; i++)
    {
        d =  sea_octave((uv + sea_time) * freq, choppy);
        d += sea_octave((uv - sea_time) * freq, choppy);
        h += d * amp;
        uv *= OCTAVE_M; freq *= 1.9; amp *= 0.22;
        choppy = mix(choppy, 1.0, 0.2);
    }
    return h * WATER_WAVE_HEIGHT + uWaterLevel;
}
// CLOUDS
/* Credit: some of the following cloud code is borrowed from https://www.shadertoy.com/view/XtBXDw posted by user 'valentingalea' */
#define THICKNESS      25.0
#define ABSORPTION     0.45
#define N_MARCH_STEPS  12
#define N_LIGHT_STEPS  3
const mat3 m = 1.21 * mat3( 0.00,  0.80,  0.60,
                    -0.80,  0.36, -0.48,
            -0.60, -0.48,  0.64 );
float fbm( vec3 p )
{
    float t;
    float mult = 2.0;
    t  = 1.0 * texture(t_PerlinNoise, p.xz).x;   p = m * p * mult;
    t += 0.5 * texture(t_PerlinNoise, p.xz).x;   p = m * p * mult;
    t += 0.25 * texture(t_PerlinNoise, p.xz).x;
    return t;
}
float cloud_density( vec3 pos, float cov )
{
    float dens = fbm(pos * 0.002);
    dens *= smoothstep(cov, cov + 0.05, dens);
    return clamp(dens, 0.0, 1.0);
}
float cloud_light( vec3 pos, vec3 dir_step, float cov )
{
    float T = 1.0; // transmitance
        float dens;
        float T_i;
    for (int i = 0; i < N_LIGHT_STEPS; i++)
    {
        dens = cloud_density(pos, cov);
        T_i = exp(-ABSORPTION * dens);
        T *= T_i;
        pos += dir_step;
    }
    return T;
}
vec4 render_clouds(vec3 rayOrigin, vec3 rayDirection)
{
    float march_step = THICKNESS / float(N_MARCH_STEPS);
    vec3 pos = rayOrigin + vec3(uTime * -3.0, uTime * -0.5, uTime * -2.0);
    vec3 dir_step = rayDirection / clamp(rayDirection.y, 0.3, 1.0) * march_step;
    vec3 light_step = uSunDirection * 5.0;
    float covAmount = (sin(mod(uTime * 0.1 + 3.5, TWO_PI))) * 0.5 + 0.5;
    float coverage = mix(1.1, 1.5, clamp(covAmount, 0.0, 1.0));
    float T = 1.0; // transmitance
    vec3 C = vec3(0); // color
    float alpha = 0.0;
    float dens;
    float T_i;
    float cloudLight;
    for (int i = 0; i < N_MARCH_STEPS; i++)
    {
        dens = cloud_density(pos, coverage);
        T_i = exp(-ABSORPTION * dens * march_step);
        T *= T_i;
        cloudLight = cloud_light(pos, light_step, coverage);
        C += T * cloudLight * dens * march_step;
        C = mix(C * 0.95, C, cloudLight);
        alpha += (1.0 - T_i) * (1.0 - alpha);
        pos += dir_step;
    }
    return vec4(C, alpha);
}
// TERRAIN
#define TERRAIN_HEIGHT 2000.0
#define TERRAIN_SAMPLE_SCALE 0.00004
#define TERRAIN_LIFT -1300.0 // how much to lift or drop the entire terrain
#define TERRAIN_DETAIL_FAR 40000.0
float lookup_Heightmap( in vec3 pos )
{
    vec2 uv = pos.xz;
    uv *= TERRAIN_SAMPLE_SCALE;
    float h = 0.0;
    float mult = 1.0;
    for (int i = 0; i < 4; i ++)
    {
        h += mult * texture(t_PerlinNoise, uv + 0.5).x;
        mult *= 0.5;
        uv *= 2.0;
    }
    return h * TERRAIN_HEIGHT + TERRAIN_LIFT;
}
float lookup_Normal( in vec3 pos )
{
    vec2 uv = pos.xz;
    uv *= TERRAIN_SAMPLE_SCALE;
    float h = 0.0;
    float mult = 1.0;
    for (int i = 0; i < 9; i ++)
    {
        h += mult * texture(t_PerlinNoise, uv + 0.5).x;
        mult *= 0.5;
        uv *= 2.0;
    }
    return h * TERRAIN_HEIGHT + TERRAIN_LIFT;
}
vec3 terrain_calcNormal( vec3 pos, float t )
{
    vec3 eps = vec3(uEPS_intersect, 0.0, 0.0);
    return vec3( lookup_Normal(pos-eps.xyy) - lookup_Normal(pos+eps.xyy),
             eps.x * 2.0,
             lookup_Normal(pos-eps.yyx) - lookup_Normal(pos+eps.yyx) ) ;
}
bool isLightSourceVisible( vec3 pos, vec3 n, vec3 dirToLight)
{
    pos += n;
    float h = 1.0;
    float t = 0.0;
    float terrainHeight = TERRAIN_HEIGHT * 2.0 + TERRAIN_LIFT;
    for(int i = 0; i < 300; i++)
    {
        h = pos.y - lookup_Heightmap(pos);
        if ( pos.y > terrainHeight || h < 0.1) break;
        pos += dirToLight * h;
    }
    return h > 0.1;
}
//-----------------------------------------------------------------------------------------------------------------------------------------------------------------------
float SceneIntersect( bool checkWater )
//-----------------------------------------------------------------------------------------------------------------------------------------------------------------------
{
    vec3 normal;
    float d = 0.0;
    float dp = 0.0;
    float t = INFINITY;
    vec3 hitPos;
    float terrainHeight;
    float waterWaveHeight;
    // Terrain
    vec3 pos = rayOrigin;
    vec3 dir = rayDirection;
    float h = 0.0;
    for (int i = 0; i < 300; i++)
    {
        h = pos.y - lookup_Heightmap(pos);
        if (d > TERRAIN_DETAIL_FAR || h < 1.0) break;
        d += h * 0.45;
        pos += dir * h * 0.45;
    }
    hitPos = pos;
    if (h >= 1.0) d = INFINITY;
    if (d > TERRAIN_DETAIL_FAR)
    {
        dp = PlaneIntersect( vec4(0, 1, 0, uWaterLevel), rayOrigin, rayDirection );
        if (dp < d)
        {
            hitPos = rayOrigin + rayDirection * dp;
            terrainHeight = lookup_Heightmap(hitPos);
            d = DisplacementBoxIntersect( vec3(-INFINITY, -INFINITY, -INFINITY), vec3(INFINITY, terrainHeight, INFINITY), rayOrigin, rayDirection);
        }
    }
    if (d < t)
    {
        t = d;
        hitNormal = terrain_calcNormal(hitPos, t);
        hitEmission = vec3(0);
        hitColor = vec3(0);
        hitType = TERRAIN;
    }
    if ( !checkWater )
        return t;
    pos = rayOrigin; // reset pos
    dir = rayDirection; // reset dir
    h = 0.0; // reset h
    d = 0.0; // reset d
    for(int i = 0; i < 50; i++)
    {
        h = abs(pos.y - getOceanWaterHeight(pos));
        if (d > WATER_DETAIL_FAR || abs(h) < 1.0) break;
        d += h;
        pos += dir * h;
    }
    hitPos = pos;
    if (h >= 1.0) d = INFINITY;
    if (d > WATER_DETAIL_FAR)
    {
        dp = PlaneIntersect( vec4(0, 1, 0, uWaterLevel), rayOrigin, rayDirection );
        if ( dp < d )
        {
            hitPos = rayOrigin + rayDirection * dp;
            waterWaveHeight = getOceanWaterHeight_Detail(hitPos);
            d = DisplacementBoxIntersect( vec3(-INFINITY, -INFINITY, -INFINITY), vec3(INFINITY, waterWaveHeight, INFINITY), rayOrigin, rayDirection);
        }
    }
    if (d < t)
    {
        float eps = 1.0;
        t = d;
        float dx = getOceanWaterHeight_Detail(hitPos - vec3(eps,0,0)) - getOceanWaterHeight_Detail(hitPos + vec3(eps,0,0));
        float dy = eps * 2.0; // (the water wave height is a function of x and z, not dependent on y)
        float dz = getOceanWaterHeight_Detail(hitPos - vec3(0,0,eps)) - getOceanWaterHeight_Detail(hitPos + vec3(0,0,eps));
        hitNormal = vec3(dx,dy,dz);
        hitEmission = vec3(0);
        hitColor = vec3(0.6, 1.0, 1.0);
        hitType = REFR;
    }
    return t;
}
//-----------------------------------------------------------------------
vec3 CalculateRadiance()
//-----------------------------------------------------------------------
{
    vec3 skyRayOrigin, skyRayDirection;
    vec3 firstRayOrigin, firstRayDirection;
    vec3 cameraRayOrigin, cameraRayDirection;
    cameraRayOrigin = rayOrigin;
    cameraRayDirection = rayDirection;
    vec3 initialSkyColor = Get_Sky_Color(rayDirection);
    skyRayOrigin = rayOrigin * vec3(0.02);
    skyRayDirection = normalize(vec3(rayDirection.x, abs(rayDirection.y), rayDirection.z));
    float dc = SphereIntersect( 20000.0, vec3(skyRayOrigin.x, -19900.0, skyRayOrigin.z) + vec3(rng() * 2.0), skyRayOrigin, skyRayDirection );
    vec3 skyPos = skyRayOrigin + skyRayDirection * dc;
    vec4 cld = render_clouds(skyPos, skyRayDirection);
    vec3 accumCol = vec3(0);
    vec3 terrainCol = vec3(0);
        vec3 mask = vec3(1);
    vec3 firstMask = vec3(1);
    vec3 n, nl, x;
    vec3 firstX = cameraRayOrigin;
    vec3 tdir;
    float nc, nt, ratioIoR, Re, Tr;
    float P, RP, TP;
    float t = INFINITY;
    float thickness = 0.01;
    int previousIntersecType = -100;
    bool checkWater = true;
    bool skyHit = false;
        for (int bounces = 0; bounces < 3; bounces++)
    {
        t = SceneIntersect(checkWater);
        checkWater = false;
        if (t == INFINITY)
        {
            if (bounces == 0) // ray hits sky first
            {
                skyHit = true;
                accumCol = initialSkyColor;
                break; // exit early
            }
            if (previousIntersecType == REFR)
            {
                accumCol = mask * Get_Sky_Color(rayDirection);
                break;
            }
            // reached the sky light, so we can exit
            break;
        } // end if (t == INFINITY)
        // useful data
        n = normalize(hitNormal);
                nl = dot(n, rayDirection) < 0.0 ? n : -n;
        x = rayOrigin + rayDirection * t;
        if (bounces == 0)
            firstX = x;
        // ray hits terrain
        if (hitType == TERRAIN)
        {
            previousIntersecType = TERRAIN;
            float rockNoise = texture(t_PerlinNoise, (0.0003 * x.xz)).x;
            vec3 rockColor0 = max(vec3(0.01), vec3(0.04, 0.01, 0.01) * rockNoise);
            vec3 rockColor1 = max(vec3(0.01), vec3(0.08, 0.07, 0.07) * rockNoise);
            vec3 snowColor = vec3(0.7);
            vec3 up = vec3(0, 1, 0);
            vec3 randomSkyVec = randomCosWeightedDirectionInHemisphere(mix(n, up, 0.9));
            vec3 skyColor = Get_Sky_Color(randomSkyVec);
            if (dot(randomSkyVec, uSunDirection) > 0.98) skyColor *= 0.01;
            vec3 sunColor = clamp( Get_Sky_Color(randomDirectionInSpecularLobe(uSunDirection, 0.1)), 0.0, 4.0 );
            float terrainLayer = clamp( (x.y + (rockNoise * 500.0) * n.y) / (TERRAIN_HEIGHT * 1.5 + TERRAIN_LIFT), 0.0, 1.0 );
            if (terrainLayer > 0.8 && terrainLayer > 1.0 - n.y)
                hitColor = snowColor;
            else
                hitColor = mix(rockColor0, rockColor1, clamp(n.y, 0.0, 1.0) );
            mask = hitColor * skyColor; // ambient color from sky light
            vec3 shadowRayDirection = randomDirectionInSpecularLobe(uSunDirection, 0.1);
            if (bounces == 0 && dot(n, shadowRayDirection) > 0.1 && isLightSourceVisible(x, n, shadowRayDirection) ) // in direct sunlight
            {
                mask = hitColor * mix(skyColor, sunColor, clamp(dot(n,shadowRayDirection),0.0,1.0));
            }
            accumCol = mask;
            break;
        }
        if (hitType == REFR)  // Ideal dielectric REFRACTION
        {
            previousIntersecType = REFR;
            nc = 1.0; // IOR of air
            nt = 1.33; // IOR of water
            Re = calcFresnelReflectance(rayDirection, n, nc, nt, ratioIoR);
            Tr = 1.0 - Re;
            P  = 0.25 + (0.5 * Re);
                    RP = Re / P;
                    TP = Tr / (1.0 - P);
            if (bounces == 0 && rand() < P)
            {
                mask *= RP;
                rayDirection = reflect(rayDirection, nl); // reflect ray from surface
                rayOrigin = x + nl * uEPS_intersect;
                continue;
            }
            // transmit ray through surface
            mask *= TP;
            mask *= hitColor;
            tdir = refract(rayDirection, nl, ratioIoR);
            rayDirection = tdir;
            rayOrigin = x - nl * uEPS_intersect;
            continue;
        } // end if (hitType == REFR)
    } // end for (int bounces = 0; bounces < 3; bounces++)
    // atmospheric haze effect (aerial perspective)
    float hitDistance;
    if ( skyHit ) // sky and clouds
    {
        vec3 cloudColor = cld.rgb / (cld.a + 0.00001);
        vec3 sunColor = clamp( Get_Sky_Color(randomDirectionInSpecularLobe(uSunDirection, 0.1)), 0.0, 5.0 );
        cloudColor *= sunColor;
        cloudColor = mix(initialSkyColor, cloudColor, clamp(cld.a, 0.0, 1.0));
        hitDistance = distance(skyRayOrigin, skyPos);
        accumCol = mask * mix( accumCol, cloudColor, clamp( exp2( -hitDistance * 0.004 ), 0.0, 1.0 ) );
    }
    else // terrain and other objects
    {
        hitDistance = distance(cameraRayOrigin, firstX);
        accumCol = mix( initialSkyColor, accumCol, clamp( exp2( -log(hitDistance * 0.00006) ), 0.0, 1.0 ) );
        // underwater fog effect
        hitDistance = distance(cameraRayOrigin, firstX);
        hitDistance *= uCameraUnderWater;
        accumCol = mix( vec3(0.0,0.05,0.05), accumCol, clamp( exp2( -hitDistance * 0.001 ), 0.0, 1.0 ) );
    }
    return max(vec3(0), accumCol); // prevents black spot artifacts appearing in the water
}
/*
// not needed in this demo, all objects are procedurally generated
//-----------------------------------------------------------------------
void SetupScene(void)
//-----------------------------------------------------------------------
{
    vec3 z  = vec3(0);// No color value, Black
}
*/
// tentFilter from Peter Shirley's 'Realistic Ray Tracing (2nd Edition)' book, pg. 60
float tentFilter(float x)
{
    return (x < 0.5) ? sqrt(2.0 * x) - 1.0 : 1.0 - sqrt(2.0 - (2.0 * x));
}
void main( void )
{
    // not needed, three.js has a built-in uniform named cameraPosition
    //vec3 camPos   = vec3( uCameraMatrix[3][0],  uCameraMatrix[3][1],  uCameraMatrix[3][2]);
        vec3 camRight   = vec3( uCameraMatrix[0][0],  uCameraMatrix[0][1],  uCameraMatrix[0][2]);
        vec3 camUp      = vec3( uCameraMatrix[1][0],  uCameraMatrix[1][1],  uCameraMatrix[1][2]);
    vec3 camForward = vec3(-uCameraMatrix[2][0], -uCameraMatrix[2][1], -uCameraMatrix[2][2]);
    // calculate unique seed for rng() function
    seed = uvec2(uFrameCounter, uFrameCounter + 1.0) * uvec2(gl_FragCoord);
    // initialize rand() variables
    counter = -1.0; // will get incremented by 1 on each call to rand()
    channel = 0; // the final selected color channel to use for rand() calc (range: 0 to 3, corresponds to R,G,B, or A)
    randNumber = 0.0; // the final randomly-generated number (range: 0.0 to 1.0)
    randVec4 = vec4(0); // samples and holds the RGBA blueNoise texture value for this pixel
    randVec4 = texelFetch(tBlueNoiseTexture, ivec2(mod(gl_FragCoord.xy + floor(uRandomVec2 * 256.0), 256.0)), 0);
    vec2 pixelOffset = vec2( tentFilter(rand()), tentFilter(rand()) ) * 0.5;
    // we must map pixelPos into the range -1.0 to +1.0
    vec2 pixelPos = ((gl_FragCoord.xy + pixelOffset) / uResolution) * 2.0 - 1.0;
    vec3 rayDir = uUseOrthographicCamera ? camForward :
                           normalize( pixelPos.x * camRight * uULen + pixelPos.y * camUp * uVLen + camForward );
    // depth of field
    vec3 focalPoint = uFocusDistance * rayDir;
    float randomAngle = rng() * TWO_PI; // pick random point on aperture
    float randomRadius = rng() * uApertureSize;
    vec3  randomAperturePos = ( cos(randomAngle) * camRight + sin(randomAngle) * camUp ) * sqrt(randomRadius);
    // point on aperture to focal point
    vec3 finalRayDir = normalize(focalPoint - randomAperturePos);
    rayOrigin = uUseOrthographicCamera ? cameraPosition + (camRight * pixelPos.x * uULen * 100.0) + (camUp * pixelPos.y * uVLen * 100.0) + randomAperturePos :
                         cameraPosition + randomAperturePos;
    rayDirection = finalRayDir;
    //SetupScene();
    // perform path tracing and get resulting pixel color
    vec3 pixelColor = CalculateRadiance();
    vec3 previousColor = texelFetch(tPreviousTexture, ivec2(gl_FragCoord.xy), 0).rgb;
    if ( uCameraIsMoving )
    {
        previousColor *= 0.8; // motion-blur trail amount (old image)
        pixelColor *= 0.2; // brightness of new image (noisy)
    }
    else
    {
        previousColor *= 0.9; // motion-blur trail amount (old image)
        pixelColor *= 0.1; // brightness of new image (noisy)
    }
    // if current raytraced pixel didn't return any color value, just use the previous frame's pixel color
    if (pixelColor == vec3(0.0))
    {
        pixelColor = previousColor;
        previousColor *= 0.5;
        pixelColor *= 0.5;
    }
    pc_fragColor = vec4( pixelColor + previousColor, 1.01 );
}
views/sketh/shaders/common_PathTracing_Vertex.glsl
New file
@@ -0,0 +1,7 @@
precision highp float;
precision highp int;
void main()
{
    gl_Position = vec4( position, 1.0 );
}
views/sketh/textures/BlueNoise_RGBA256.png
views/sketh/textures/perlin256.png