diff --git a/build/public/index.html b/build/public/index.html
deleted file mode 100644
index dbe8924..0000000
--- a/build/public/index.html
+++ /dev/null
@@ -1,20 +0,0 @@
-
-
-
-
- Three.js Webpack ES6 Boilerplate
-
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/src/public/assets/js/app.js b/src/public/assets/js/app.js
index 29dc96d..3bd1f89 100644
--- a/src/public/assets/js/app.js
+++ b/src/public/assets/js/app.js
@@ -1,694 +1,66 @@
/******/ (function(modules) { // webpackBootstrap
-/******/ function hotDisposeChunk(chunkId) {
-/******/ delete installedChunks[chunkId];
-/******/ }
-/******/ var parentHotUpdateCallback = window["webpackHotUpdate"];
-/******/ window["webpackHotUpdate"] = // eslint-disable-next-line no-unused-vars
-/******/ function webpackHotUpdateCallback(chunkId, moreModules) {
-/******/ hotAddUpdateChunk(chunkId, moreModules);
-/******/ if (parentHotUpdateCallback) parentHotUpdateCallback(chunkId, moreModules);
-/******/ } ;
+/******/ // install a JSONP callback for chunk loading
+/******/ function webpackJsonpCallback(data) {
+/******/ var chunkIds = data[0];
+/******/ var moreModules = data[1];
+/******/ var executeModules = data[2];
/******/
-/******/ // eslint-disable-next-line no-unused-vars
-/******/ function hotDownloadUpdateChunk(chunkId) {
-/******/ var head = document.getElementsByTagName("head")[0];
-/******/ var script = document.createElement("script");
-/******/ script.charset = "utf-8";
-/******/ script.src = __webpack_require__.p + "" + chunkId + "." + hotCurrentHash + ".hot-update.js";
-/******/ ;
-/******/ head.appendChild(script);
-/******/ }
-/******/
-/******/ // eslint-disable-next-line no-unused-vars
-/******/ function hotDownloadManifest(requestTimeout) {
-/******/ requestTimeout = requestTimeout || 10000;
-/******/ return new Promise(function(resolve, reject) {
-/******/ if (typeof XMLHttpRequest === "undefined")
-/******/ return reject(new Error("No browser support"));
-/******/ try {
-/******/ var request = new XMLHttpRequest();
-/******/ var requestPath = __webpack_require__.p + "" + hotCurrentHash + ".hot-update.json";
-/******/ request.open("GET", requestPath, true);
-/******/ request.timeout = requestTimeout;
-/******/ request.send(null);
-/******/ } catch (err) {
-/******/ return reject(err);
+/******/ // add "moreModules" to the modules object,
+/******/ // then flag all "chunkIds" as loaded and fire callback
+/******/ var moduleId, chunkId, i = 0, resolves = [];
+/******/ for(;i < chunkIds.length; i++) {
+/******/ chunkId = chunkIds[i];
+/******/ if(installedChunks[chunkId]) {
+/******/ resolves.push(installedChunks[chunkId][0]);
/******/ }
-/******/ request.onreadystatechange = function() {
-/******/ if (request.readyState !== 4) return;
-/******/ if (request.status === 0) {
-/******/ // timeout
-/******/ reject(
-/******/ new Error("Manifest request to " + requestPath + " timed out.")
-/******/ );
-/******/ } else if (request.status === 404) {
-/******/ // no update available
-/******/ resolve();
-/******/ } else if (request.status !== 200 && request.status !== 304) {
-/******/ // other failure
-/******/ reject(new Error("Manifest request to " + requestPath + " failed."));
-/******/ } else {
-/******/ // success
-/******/ try {
-/******/ var update = JSON.parse(request.responseText);
-/******/ } catch (e) {
-/******/ reject(e);
-/******/ return;
-/******/ }
-/******/ resolve(update);
-/******/ }
-/******/ };
-/******/ });
-/******/ }
-/******/
-/******/ var hotApplyOnUpdate = true;
-/******/ var hotCurrentHash = "ed9fa36a242600c1a9f7"; // eslint-disable-line no-unused-vars
-/******/ var hotRequestTimeout = 10000;
-/******/ var hotCurrentModuleData = {};
-/******/ var hotCurrentChildModule; // eslint-disable-line no-unused-vars
-/******/ var hotCurrentParents = []; // eslint-disable-line no-unused-vars
-/******/ var hotCurrentParentsTemp = []; // eslint-disable-line no-unused-vars
-/******/
-/******/ // eslint-disable-next-line no-unused-vars
-/******/ function hotCreateRequire(moduleId) {
-/******/ var me = installedModules[moduleId];
-/******/ if (!me) return __webpack_require__;
-/******/ var fn = function(request) {
-/******/ if (me.hot.active) {
-/******/ if (installedModules[request]) {
-/******/ if (!installedModules[request].parents.includes(moduleId))
-/******/ installedModules[request].parents.push(moduleId);
-/******/ } else {
-/******/ hotCurrentParents = [moduleId];
-/******/ hotCurrentChildModule = request;
-/******/ }
-/******/ if (!me.children.includes(request)) me.children.push(request);
-/******/ } else {
-/******/ console.warn(
-/******/ "[HMR] unexpected require(" +
-/******/ request +
-/******/ ") from disposed module " +
-/******/ moduleId
-/******/ );
-/******/ hotCurrentParents = [];
-/******/ }
-/******/ return __webpack_require__(request);
-/******/ };
-/******/ var ObjectFactory = function ObjectFactory(name) {
-/******/ return {
-/******/ configurable: true,
-/******/ enumerable: true,
-/******/ get: function() {
-/******/ return __webpack_require__[name];
-/******/ },
-/******/ set: function(value) {
-/******/ __webpack_require__[name] = value;
-/******/ }
-/******/ };
-/******/ };
-/******/ for (var name in __webpack_require__) {
-/******/ if (
-/******/ Object.prototype.hasOwnProperty.call(__webpack_require__, name) &&
-/******/ name !== "e"
-/******/ ) {
-/******/ Object.defineProperty(fn, name, ObjectFactory(name));
+/******/ installedChunks[chunkId] = 0;
+/******/ }
+/******/ for(moduleId in moreModules) {
+/******/ if(Object.prototype.hasOwnProperty.call(moreModules, moduleId)) {
+/******/ modules[moduleId] = moreModules[moduleId];
/******/ }
/******/ }
-/******/ fn.e = function(chunkId) {
-/******/ if (hotStatus === "ready") hotSetStatus("prepare");
-/******/ hotChunksLoading++;
-/******/ return __webpack_require__.e(chunkId).then(finishChunkLoading, function(err) {
-/******/ finishChunkLoading();
-/******/ throw err;
-/******/ });
+/******/ if(parentJsonpFunction) parentJsonpFunction(data);
/******/
-/******/ function finishChunkLoading() {
-/******/ hotChunksLoading--;
-/******/ if (hotStatus === "prepare") {
-/******/ if (!hotWaitingFilesMap[chunkId]) {
-/******/ hotEnsureUpdateChunk(chunkId);
-/******/ }
-/******/ if (hotChunksLoading === 0 && hotWaitingFiles === 0) {
-/******/ hotUpdateDownloaded();
-/******/ }
-/******/ }
-/******/ }
-/******/ };
-/******/ return fn;
-/******/ }
-/******/
-/******/ // eslint-disable-next-line no-unused-vars
-/******/ function hotCreateModule(moduleId) {
-/******/ var hot = {
-/******/ // private stuff
-/******/ _acceptedDependencies: {},
-/******/ _declinedDependencies: {},
-/******/ _selfAccepted: false,
-/******/ _selfDeclined: false,
-/******/ _disposeHandlers: [],
-/******/ _main: hotCurrentChildModule !== moduleId,
-/******/
-/******/ // Module API
-/******/ active: true,
-/******/ accept: function(dep, callback) {
-/******/ if (typeof dep === "undefined") hot._selfAccepted = true;
-/******/ else if (typeof dep === "function") hot._selfAccepted = dep;
-/******/ else if (typeof dep === "object")
-/******/ for (var i = 0; i < dep.length; i++)
-/******/ hot._acceptedDependencies[dep[i]] = callback || function() {};
-/******/ else hot._acceptedDependencies[dep] = callback || function() {};
-/******/ },
-/******/ decline: function(dep) {
-/******/ if (typeof dep === "undefined") hot._selfDeclined = true;
-/******/ else if (typeof dep === "object")
-/******/ for (var i = 0; i < dep.length; i++)
-/******/ hot._declinedDependencies[dep[i]] = true;
-/******/ else hot._declinedDependencies[dep] = true;
-/******/ },
-/******/ dispose: function(callback) {
-/******/ hot._disposeHandlers.push(callback);
-/******/ },
-/******/ addDisposeHandler: function(callback) {
-/******/ hot._disposeHandlers.push(callback);
-/******/ },
-/******/ removeDisposeHandler: function(callback) {
-/******/ var idx = hot._disposeHandlers.indexOf(callback);
-/******/ if (idx >= 0) hot._disposeHandlers.splice(idx, 1);
-/******/ },
-/******/
-/******/ // Management API
-/******/ check: hotCheck,
-/******/ apply: hotApply,
-/******/ status: function(l) {
-/******/ if (!l) return hotStatus;
-/******/ hotStatusHandlers.push(l);
-/******/ },
-/******/ addStatusHandler: function(l) {
-/******/ hotStatusHandlers.push(l);
-/******/ },
-/******/ removeStatusHandler: function(l) {
-/******/ var idx = hotStatusHandlers.indexOf(l);
-/******/ if (idx >= 0) hotStatusHandlers.splice(idx, 1);
-/******/ },
-/******/
-/******/ //inherit from previous dispose call
-/******/ data: hotCurrentModuleData[moduleId]
-/******/ };
-/******/ hotCurrentChildModule = undefined;
-/******/ return hot;
-/******/ }
-/******/
-/******/ var hotStatusHandlers = [];
-/******/ var hotStatus = "idle";
-/******/
-/******/ function hotSetStatus(newStatus) {
-/******/ hotStatus = newStatus;
-/******/ for (var i = 0; i < hotStatusHandlers.length; i++)
-/******/ hotStatusHandlers[i].call(null, newStatus);
-/******/ }
-/******/
-/******/ // while downloading
-/******/ var hotWaitingFiles = 0;
-/******/ var hotChunksLoading = 0;
-/******/ var hotWaitingFilesMap = {};
-/******/ var hotRequestedFilesMap = {};
-/******/ var hotAvailableFilesMap = {};
-/******/ var hotDeferred;
-/******/
-/******/ // The update info
-/******/ var hotUpdate, hotUpdateNewHash;
-/******/
-/******/ function toModuleId(id) {
-/******/ var isNumber = +id + "" === id;
-/******/ return isNumber ? +id : id;
-/******/ }
-/******/
-/******/ function hotCheck(apply) {
-/******/ if (hotStatus !== "idle")
-/******/ throw new Error("check() is only allowed in idle status");
-/******/ hotApplyOnUpdate = apply;
-/******/ hotSetStatus("check");
-/******/ return hotDownloadManifest(hotRequestTimeout).then(function(update) {
-/******/ if (!update) {
-/******/ hotSetStatus("idle");
-/******/ return null;
-/******/ }
-/******/ hotRequestedFilesMap = {};
-/******/ hotWaitingFilesMap = {};
-/******/ hotAvailableFilesMap = update.c;
-/******/ hotUpdateNewHash = update.h;
-/******/
-/******/ hotSetStatus("prepare");
-/******/ var promise = new Promise(function(resolve, reject) {
-/******/ hotDeferred = {
-/******/ resolve: resolve,
-/******/ reject: reject
-/******/ };
-/******/ });
-/******/ hotUpdate = {};
-/******/ var chunkId = "main";
-/******/ {
-/******/ // eslint-disable-line no-lone-blocks
-/******/ /*globals chunkId */
-/******/ hotEnsureUpdateChunk(chunkId);
-/******/ }
-/******/ if (
-/******/ hotStatus === "prepare" &&
-/******/ hotChunksLoading === 0 &&
-/******/ hotWaitingFiles === 0
-/******/ ) {
-/******/ hotUpdateDownloaded();
-/******/ }
-/******/ return promise;
-/******/ });
-/******/ }
-/******/
-/******/ // eslint-disable-next-line no-unused-vars
-/******/ function hotAddUpdateChunk(chunkId, moreModules) {
-/******/ if (!hotAvailableFilesMap[chunkId] || !hotRequestedFilesMap[chunkId])
-/******/ return;
-/******/ hotRequestedFilesMap[chunkId] = false;
-/******/ for (var moduleId in moreModules) {
-/******/ if (Object.prototype.hasOwnProperty.call(moreModules, moduleId)) {
-/******/ hotUpdate[moduleId] = moreModules[moduleId];
-/******/ }
-/******/ }
-/******/ if (--hotWaitingFiles === 0 && hotChunksLoading === 0) {
-/******/ hotUpdateDownloaded();
-/******/ }
-/******/ }
-/******/
-/******/ function hotEnsureUpdateChunk(chunkId) {
-/******/ if (!hotAvailableFilesMap[chunkId]) {
-/******/ hotWaitingFilesMap[chunkId] = true;
-/******/ } else {
-/******/ hotRequestedFilesMap[chunkId] = true;
-/******/ hotWaitingFiles++;
-/******/ hotDownloadUpdateChunk(chunkId);
-/******/ }
-/******/ }
-/******/
-/******/ function hotUpdateDownloaded() {
-/******/ hotSetStatus("ready");
-/******/ var deferred = hotDeferred;
-/******/ hotDeferred = null;
-/******/ if (!deferred) return;
-/******/ if (hotApplyOnUpdate) {
-/******/ // Wrap deferred object in Promise to mark it as a well-handled Promise to
-/******/ // avoid triggering uncaught exception warning in Chrome.
-/******/ // See https://bugs.chromium.org/p/chromium/issues/detail?id=465666
-/******/ Promise.resolve()
-/******/ .then(function() {
-/******/ return hotApply(hotApplyOnUpdate);
-/******/ })
-/******/ .then(
-/******/ function(result) {
-/******/ deferred.resolve(result);
-/******/ },
-/******/ function(err) {
-/******/ deferred.reject(err);
-/******/ }
-/******/ );
-/******/ } else {
-/******/ var outdatedModules = [];
-/******/ for (var id in hotUpdate) {
-/******/ if (Object.prototype.hasOwnProperty.call(hotUpdate, id)) {
-/******/ outdatedModules.push(toModuleId(id));
-/******/ }
-/******/ }
-/******/ deferred.resolve(outdatedModules);
-/******/ }
-/******/ }
-/******/
-/******/ function hotApply(options) {
-/******/ if (hotStatus !== "ready")
-/******/ throw new Error("apply() is only allowed in ready status");
-/******/ options = options || {};
-/******/
-/******/ var cb;
-/******/ var i;
-/******/ var j;
-/******/ var module;
-/******/ var moduleId;
-/******/
-/******/ function getAffectedStuff(updateModuleId) {
-/******/ var outdatedModules = [updateModuleId];
-/******/ var outdatedDependencies = {};
-/******/
-/******/ var queue = outdatedModules.slice().map(function(id) {
-/******/ return {
-/******/ chain: [id],
-/******/ id: id
-/******/ };
-/******/ });
-/******/ while (queue.length > 0) {
-/******/ var queueItem = queue.pop();
-/******/ var moduleId = queueItem.id;
-/******/ var chain = queueItem.chain;
-/******/ module = installedModules[moduleId];
-/******/ if (!module || module.hot._selfAccepted) continue;
-/******/ if (module.hot._selfDeclined) {
-/******/ return {
-/******/ type: "self-declined",
-/******/ chain: chain,
-/******/ moduleId: moduleId
-/******/ };
-/******/ }
-/******/ if (module.hot._main) {
-/******/ return {
-/******/ type: "unaccepted",
-/******/ chain: chain,
-/******/ moduleId: moduleId
-/******/ };
-/******/ }
-/******/ for (var i = 0; i < module.parents.length; i++) {
-/******/ var parentId = module.parents[i];
-/******/ var parent = installedModules[parentId];
-/******/ if (!parent) continue;
-/******/ if (parent.hot._declinedDependencies[moduleId]) {
-/******/ return {
-/******/ type: "declined",
-/******/ chain: chain.concat([parentId]),
-/******/ moduleId: moduleId,
-/******/ parentId: parentId
-/******/ };
-/******/ }
-/******/ if (outdatedModules.includes(parentId)) continue;
-/******/ if (parent.hot._acceptedDependencies[moduleId]) {
-/******/ if (!outdatedDependencies[parentId])
-/******/ outdatedDependencies[parentId] = [];
-/******/ addAllToSet(outdatedDependencies[parentId], [moduleId]);
-/******/ continue;
-/******/ }
-/******/ delete outdatedDependencies[parentId];
-/******/ outdatedModules.push(parentId);
-/******/ queue.push({
-/******/ chain: chain.concat([parentId]),
-/******/ id: parentId
-/******/ });
-/******/ }
-/******/ }
-/******/
-/******/ return {
-/******/ type: "accepted",
-/******/ moduleId: updateModuleId,
-/******/ outdatedModules: outdatedModules,
-/******/ outdatedDependencies: outdatedDependencies
-/******/ };
+/******/ while(resolves.length) {
+/******/ resolves.shift()();
/******/ }
/******/
-/******/ function addAllToSet(a, b) {
-/******/ for (var i = 0; i < b.length; i++) {
-/******/ var item = b[i];
-/******/ if (!a.includes(item)) a.push(item);
+/******/ // add entry modules from loaded chunk to deferred list
+/******/ deferredModules.push.apply(deferredModules, executeModules || []);
+/******/
+/******/ // run deferred modules when all chunks ready
+/******/ return checkDeferredModules();
+/******/ };
+/******/ function checkDeferredModules() {
+/******/ var result;
+/******/ for(var i = 0; i < deferredModules.length; i++) {
+/******/ var deferredModule = deferredModules[i];
+/******/ var fulfilled = true;
+/******/ for(var j = 1; j < deferredModule.length; j++) {
+/******/ var depId = deferredModule[j];
+/******/ if(installedChunks[depId] !== 0) fulfilled = false;
+/******/ }
+/******/ if(fulfilled) {
+/******/ deferredModules.splice(i--, 1);
+/******/ result = __webpack_require__(__webpack_require__.s = deferredModule[0]);
/******/ }
/******/ }
-/******/
-/******/ // at begin all updates modules are outdated
-/******/ // the "outdated" status can propagate to parents if they don't accept the children
-/******/ var outdatedDependencies = {};
-/******/ var outdatedModules = [];
-/******/ var appliedUpdate = {};
-/******/
-/******/ var warnUnexpectedRequire = function warnUnexpectedRequire() {
-/******/ console.warn(
-/******/ "[HMR] unexpected require(" + result.moduleId + ") to disposed module"
-/******/ );
-/******/ };
-/******/
-/******/ for (var id in hotUpdate) {
-/******/ if (Object.prototype.hasOwnProperty.call(hotUpdate, id)) {
-/******/ moduleId = toModuleId(id);
-/******/ var result;
-/******/ if (hotUpdate[id]) {
-/******/ result = getAffectedStuff(moduleId);
-/******/ } else {
-/******/ result = {
-/******/ type: "disposed",
-/******/ moduleId: id
-/******/ };
-/******/ }
-/******/ var abortError = false;
-/******/ var doApply = false;
-/******/ var doDispose = false;
-/******/ var chainInfo = "";
-/******/ if (result.chain) {
-/******/ chainInfo = "\nUpdate propagation: " + result.chain.join(" -> ");
-/******/ }
-/******/ switch (result.type) {
-/******/ case "self-declined":
-/******/ if (options.onDeclined) options.onDeclined(result);
-/******/ if (!options.ignoreDeclined)
-/******/ abortError = new Error(
-/******/ "Aborted because of self decline: " +
-/******/ result.moduleId +
-/******/ chainInfo
-/******/ );
-/******/ break;
-/******/ case "declined":
-/******/ if (options.onDeclined) options.onDeclined(result);
-/******/ if (!options.ignoreDeclined)
-/******/ abortError = new Error(
-/******/ "Aborted because of declined dependency: " +
-/******/ result.moduleId +
-/******/ " in " +
-/******/ result.parentId +
-/******/ chainInfo
-/******/ );
-/******/ break;
-/******/ case "unaccepted":
-/******/ if (options.onUnaccepted) options.onUnaccepted(result);
-/******/ if (!options.ignoreUnaccepted)
-/******/ abortError = new Error(
-/******/ "Aborted because " + moduleId + " is not accepted" + chainInfo
-/******/ );
-/******/ break;
-/******/ case "accepted":
-/******/ if (options.onAccepted) options.onAccepted(result);
-/******/ doApply = true;
-/******/ break;
-/******/ case "disposed":
-/******/ if (options.onDisposed) options.onDisposed(result);
-/******/ doDispose = true;
-/******/ break;
-/******/ default:
-/******/ throw new Error("Unexception type " + result.type);
-/******/ }
-/******/ if (abortError) {
-/******/ hotSetStatus("abort");
-/******/ return Promise.reject(abortError);
-/******/ }
-/******/ if (doApply) {
-/******/ appliedUpdate[moduleId] = hotUpdate[moduleId];
-/******/ addAllToSet(outdatedModules, result.outdatedModules);
-/******/ for (moduleId in result.outdatedDependencies) {
-/******/ if (
-/******/ Object.prototype.hasOwnProperty.call(
-/******/ result.outdatedDependencies,
-/******/ moduleId
-/******/ )
-/******/ ) {
-/******/ if (!outdatedDependencies[moduleId])
-/******/ outdatedDependencies[moduleId] = [];
-/******/ addAllToSet(
-/******/ outdatedDependencies[moduleId],
-/******/ result.outdatedDependencies[moduleId]
-/******/ );
-/******/ }
-/******/ }
-/******/ }
-/******/ if (doDispose) {
-/******/ addAllToSet(outdatedModules, [result.moduleId]);
-/******/ appliedUpdate[moduleId] = warnUnexpectedRequire;
-/******/ }
-/******/ }
-/******/ }
-/******/
-/******/ // Store self accepted outdated modules to require them later by the module system
-/******/ var outdatedSelfAcceptedModules = [];
-/******/ for (i = 0; i < outdatedModules.length; i++) {
-/******/ moduleId = outdatedModules[i];
-/******/ if (
-/******/ installedModules[moduleId] &&
-/******/ installedModules[moduleId].hot._selfAccepted
-/******/ )
-/******/ outdatedSelfAcceptedModules.push({
-/******/ module: moduleId,
-/******/ errorHandler: installedModules[moduleId].hot._selfAccepted
-/******/ });
-/******/ }
-/******/
-/******/ // Now in "dispose" phase
-/******/ hotSetStatus("dispose");
-/******/ Object.keys(hotAvailableFilesMap).forEach(function(chunkId) {
-/******/ if (hotAvailableFilesMap[chunkId] === false) {
-/******/ hotDisposeChunk(chunkId);
-/******/ }
-/******/ });
-/******/
-/******/ var idx;
-/******/ var queue = outdatedModules.slice();
-/******/ while (queue.length > 0) {
-/******/ moduleId = queue.pop();
-/******/ module = installedModules[moduleId];
-/******/ if (!module) continue;
-/******/
-/******/ var data = {};
-/******/
-/******/ // Call dispose handlers
-/******/ var disposeHandlers = module.hot._disposeHandlers;
-/******/ for (j = 0; j < disposeHandlers.length; j++) {
-/******/ cb = disposeHandlers[j];
-/******/ cb(data);
-/******/ }
-/******/ hotCurrentModuleData[moduleId] = data;
-/******/
-/******/ // disable module (this disables requires from this module)
-/******/ module.hot.active = false;
-/******/
-/******/ // remove module from cache
-/******/ delete installedModules[moduleId];
-/******/
-/******/ // when disposing there is no need to call dispose handler
-/******/ delete outdatedDependencies[moduleId];
-/******/
-/******/ // remove "parents" references from all children
-/******/ for (j = 0; j < module.children.length; j++) {
-/******/ var child = installedModules[module.children[j]];
-/******/ if (!child) continue;
-/******/ idx = child.parents.indexOf(moduleId);
-/******/ if (idx >= 0) {
-/******/ child.parents.splice(idx, 1);
-/******/ }
-/******/ }
-/******/ }
-/******/
-/******/ // remove outdated dependency from module children
-/******/ var dependency;
-/******/ var moduleOutdatedDependencies;
-/******/ for (moduleId in outdatedDependencies) {
-/******/ if (
-/******/ Object.prototype.hasOwnProperty.call(outdatedDependencies, moduleId)
-/******/ ) {
-/******/ module = installedModules[moduleId];
-/******/ if (module) {
-/******/ moduleOutdatedDependencies = outdatedDependencies[moduleId];
-/******/ for (j = 0; j < moduleOutdatedDependencies.length; j++) {
-/******/ dependency = moduleOutdatedDependencies[j];
-/******/ idx = module.children.indexOf(dependency);
-/******/ if (idx >= 0) module.children.splice(idx, 1);
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-/***/ "./node_modules/es6-promise/dist/es6-promise.js":
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-eval("/* WEBPACK VAR INJECTION */(function(process, global) {/*!\n * @overview es6-promise - a tiny implementation of Promises/A+.\n * @copyright Copyright (c) 2014 Yehuda Katz, Tom Dale, Stefan Penner and contributors (Conversion to ES6 API by Jake Archibald)\n * @license Licensed under MIT license\n * See https://raw.githubusercontent.com/stefanpenner/es6-promise/master/LICENSE\n * @version v4.2.4+314e4831\n */\n\n(function (global, factory) {\n\t true ? module.exports = factory() :\n\tundefined;\n}(this, (function () { 'use strict';\n\nfunction objectOrFunction(x) {\n var type = typeof x;\n return x !== null && (type === 'object' || type === 'function');\n}\n\nfunction isFunction(x) {\n return typeof x === 'function';\n}\n\n\n\nvar _isArray = void 0;\nif (Array.isArray) {\n _isArray = Array.isArray;\n} else {\n _isArray = function (x) {\n return Object.prototype.toString.call(x) === '[object Array]';\n };\n}\n\nvar isArray = _isArray;\n\nvar len = 0;\nvar vertxNext = void 0;\nvar customSchedulerFn = void 0;\n\nvar asap = function asap(callback, arg) {\n queue[len] = callback;\n queue[len + 1] = arg;\n len += 2;\n if (len === 2) {\n // If len is 2, that means that we need to schedule an async flush.\n // If additional callbacks are queued before the queue is flushed, they\n // will be processed by this flush that we are scheduling.\n if (customSchedulerFn) {\n customSchedulerFn(flush);\n } else {\n scheduleFlush();\n }\n }\n};\n\nfunction setScheduler(scheduleFn) {\n customSchedulerFn = scheduleFn;\n}\n\nfunction setAsap(asapFn) {\n asap = asapFn;\n}\n\nvar browserWindow = typeof window !== 'undefined' ? window : undefined;\nvar browserGlobal = browserWindow || {};\nvar BrowserMutationObserver = browserGlobal.MutationObserver || browserGlobal.WebKitMutationObserver;\nvar isNode = typeof self === 'undefined' && typeof process !== 'undefined' && {}.toString.call(process) === '[object process]';\n\n// test for web worker but not in IE10\nvar isWorker = typeof Uint8ClampedArray !== 'undefined' && typeof importScripts !== 'undefined' && typeof MessageChannel !== 'undefined';\n\n// node\nfunction useNextTick() {\n // node version 0.10.x displays a deprecation warning when nextTick is used recursively\n // see https://github.com/cujojs/when/issues/410 for details\n return function () {\n return process.nextTick(flush);\n };\n}\n\n// vertx\nfunction useVertxTimer() {\n if (typeof vertxNext !== 'undefined') {\n return function () {\n vertxNext(flush);\n };\n }\n\n return useSetTimeout();\n}\n\nfunction useMutationObserver() {\n var iterations = 0;\n var observer = new BrowserMutationObserver(flush);\n var node = document.createTextNode('');\n observer.observe(node, { characterData: true });\n\n return function () {\n node.data = iterations = ++iterations % 2;\n };\n}\n\n// web worker\nfunction useMessageChannel() {\n var channel = new MessageChannel();\n channel.port1.onmessage = flush;\n return function () {\n return channel.port2.postMessage(0);\n };\n}\n\nfunction useSetTimeout() {\n // Store setTimeout reference so es6-promise will be unaffected by\n // other code modifying setTimeout (like sinon.useFakeTimers())\n var globalSetTimeout = setTimeout;\n return function () {\n return globalSetTimeout(flush, 1);\n };\n}\n\nvar queue = new Array(1000);\nfunction flush() {\n for (var i = 0; i < len; i += 2) {\n var callback = queue[i];\n var arg = queue[i + 1];\n\n callback(arg);\n\n queue[i] = undefined;\n queue[i + 1] = undefined;\n }\n\n len = 0;\n}\n\nfunction attemptVertx() {\n try {\n var vertx = Function('return this')().require('vertx');\n vertxNext = vertx.runOnLoop || vertx.runOnContext;\n return useVertxTimer();\n } catch (e) {\n return useSetTimeout();\n }\n}\n\nvar scheduleFlush = void 0;\n// Decide what async method to use to triggering processing of queued callbacks:\nif (isNode) {\n scheduleFlush = useNextTick();\n} else if (BrowserMutationObserver) {\n scheduleFlush = useMutationObserver();\n} else if (isWorker) {\n scheduleFlush = useMessageChannel();\n} else if (browserWindow === undefined && \"function\" === 'function') {\n scheduleFlush = attemptVertx();\n} else {\n scheduleFlush = useSetTimeout();\n}\n\nfunction then(onFulfillment, onRejection) {\n var parent = this;\n\n var child = new this.constructor(noop);\n\n if (child[PROMISE_ID] === undefined) {\n makePromise(child);\n }\n\n var _state = parent._state;\n\n\n if (_state) {\n var callback = arguments[_state - 1];\n asap(function () {\n return invokeCallback(_state, child, callback, parent._result);\n });\n } else {\n subscribe(parent, child, onFulfillment, onRejection);\n }\n\n return child;\n}\n\n/**\n `Promise.resolve` returns a promise that will become resolved with the\n passed `value`. It is shorthand for the following:\n\n ```javascript\n let promise = new Promise(function(resolve, reject){\n resolve(1);\n });\n\n promise.then(function(value){\n // value === 1\n });\n ```\n\n Instead of writing the above, your code now simply becomes the following:\n\n ```javascript\n let promise = Promise.resolve(1);\n\n promise.then(function(value){\n // value === 1\n });\n ```\n\n @method resolve\n @static\n @param {Any} value value that the returned promise will be resolved with\n Useful for tooling.\n @return {Promise} a promise that will become fulfilled with the given\n `value`\n*/\nfunction resolve$1(object) {\n /*jshint validthis:true */\n var Constructor = this;\n\n if (object && typeof object === 'object' && object.constructor === Constructor) {\n return object;\n }\n\n var promise = new Constructor(noop);\n resolve(promise, object);\n return promise;\n}\n\nvar PROMISE_ID = Math.random().toString(36).substring(2);\n\nfunction noop() {}\n\nvar PENDING = void 0;\nvar FULFILLED = 1;\nvar REJECTED = 2;\n\nvar TRY_CATCH_ERROR = { error: null };\n\nfunction selfFulfillment() {\n return new TypeError(\"You cannot resolve a promise with itself\");\n}\n\nfunction cannotReturnOwn() {\n return new TypeError('A promises callback cannot return that same promise.');\n}\n\nfunction getThen(promise) {\n try {\n return promise.then;\n } catch (error) {\n TRY_CATCH_ERROR.error = error;\n return TRY_CATCH_ERROR;\n }\n}\n\nfunction tryThen(then$$1, value, fulfillmentHandler, rejectionHandler) {\n try {\n then$$1.call(value, fulfillmentHandler, rejectionHandler);\n } catch (e) {\n return e;\n }\n}\n\nfunction handleForeignThenable(promise, thenable, then$$1) {\n asap(function (promise) {\n var sealed = false;\n var error = tryThen(then$$1, thenable, function (value) {\n if (sealed) {\n return;\n }\n sealed = true;\n if (thenable !== value) {\n resolve(promise, value);\n } else {\n fulfill(promise, value);\n }\n }, function (reason) {\n if (sealed) {\n return;\n }\n sealed = true;\n\n reject(promise, reason);\n }, 'Settle: ' + (promise._label || ' unknown promise'));\n\n if (!sealed && error) {\n sealed = true;\n reject(promise, error);\n }\n }, promise);\n}\n\nfunction handleOwnThenable(promise, thenable) {\n if (thenable._state === FULFILLED) {\n fulfill(promise, thenable._result);\n } else if (thenable._state === REJECTED) {\n reject(promise, thenable._result);\n } else {\n subscribe(thenable, undefined, function (value) {\n return resolve(promise, value);\n }, function (reason) {\n return reject(promise, reason);\n });\n }\n}\n\nfunction handleMaybeThenable(promise, maybeThenable, then$$1) {\n if (maybeThenable.constructor === promise.constructor && then$$1 === then && maybeThenable.constructor.resolve === resolve$1) {\n handleOwnThenable(promise, maybeThenable);\n } else {\n if (then$$1 === TRY_CATCH_ERROR) {\n reject(promise, TRY_CATCH_ERROR.error);\n TRY_CATCH_ERROR.error = null;\n } else if (then$$1 === undefined) {\n fulfill(promise, maybeThenable);\n } else if (isFunction(then$$1)) {\n handleForeignThenable(promise, maybeThenable, then$$1);\n } else {\n fulfill(promise, maybeThenable);\n }\n }\n}\n\nfunction resolve(promise, value) {\n if (promise === value) {\n reject(promise, selfFulfillment());\n } else if (objectOrFunction(value)) {\n handleMaybeThenable(promise, value, getThen(value));\n } else {\n fulfill(promise, value);\n }\n}\n\nfunction publishRejection(promise) {\n if (promise._onerror) {\n promise._onerror(promise._result);\n }\n\n publish(promise);\n}\n\nfunction fulfill(promise, value) {\n if (promise._state !== PENDING) {\n return;\n }\n\n promise._result = value;\n promise._state = FULFILLED;\n\n if (promise._subscribers.length !== 0) {\n asap(publish, promise);\n }\n}\n\nfunction reject(promise, reason) {\n if (promise._state !== PENDING) {\n return;\n }\n promise._state = REJECTED;\n promise._result = reason;\n\n asap(publishRejection, promise);\n}\n\nfunction subscribe(parent, child, onFulfillment, onRejection) {\n var _subscribers = parent._subscribers;\n var length = _subscribers.length;\n\n\n parent._onerror = null;\n\n _subscribers[length] = child;\n _subscribers[length + FULFILLED] = onFulfillment;\n _subscribers[length + REJECTED] = onRejection;\n\n if (length === 0 && parent._state) {\n asap(publish, parent);\n }\n}\n\nfunction publish(promise) {\n var subscribers = promise._subscribers;\n var settled = promise._state;\n\n if (subscribers.length === 0) {\n return;\n }\n\n var child = void 0,\n callback = void 0,\n detail = promise._result;\n\n for (var i = 0; i < subscribers.length; i += 3) {\n child = subscribers[i];\n callback = subscribers[i + settled];\n\n if (child) {\n invokeCallback(settled, child, callback, detail);\n } else {\n callback(detail);\n }\n }\n\n promise._subscribers.length = 0;\n}\n\nfunction tryCatch(callback, detail) {\n try {\n return callback(detail);\n } catch (e) {\n TRY_CATCH_ERROR.error = e;\n return TRY_CATCH_ERROR;\n }\n}\n\nfunction invokeCallback(settled, promise, callback, detail) {\n var hasCallback = isFunction(callback),\n value = void 0,\n error = void 0,\n succeeded = void 0,\n failed = void 0;\n\n if (hasCallback) {\n value = tryCatch(callback, detail);\n\n if (value === TRY_CATCH_ERROR) {\n failed = true;\n error = value.error;\n value.error = null;\n } else {\n succeeded = true;\n }\n\n if (promise === value) {\n reject(promise, cannotReturnOwn());\n return;\n }\n } else {\n value = detail;\n succeeded = true;\n }\n\n if (promise._state !== PENDING) {\n // noop\n } else if (hasCallback && succeeded) {\n resolve(promise, value);\n } else if (failed) {\n reject(promise, error);\n } else if (settled === FULFILLED) {\n fulfill(promise, value);\n } else if (settled === REJECTED) {\n reject(promise, value);\n }\n}\n\nfunction initializePromise(promise, resolver) {\n try {\n resolver(function resolvePromise(value) {\n resolve(promise, value);\n }, function rejectPromise(reason) {\n reject(promise, reason);\n });\n } catch (e) {\n reject(promise, e);\n }\n}\n\nvar id = 0;\nfunction nextId() {\n return id++;\n}\n\nfunction makePromise(promise) {\n promise[PROMISE_ID] = id++;\n promise._state = undefined;\n promise._result = undefined;\n promise._subscribers = [];\n}\n\nfunction validationError() {\n return new Error('Array Methods must be provided an Array');\n}\n\nvar Enumerator = function () {\n function Enumerator(Constructor, input) {\n this._instanceConstructor = Constructor;\n this.promise = new Constructor(noop);\n\n if (!this.promise[PROMISE_ID]) {\n makePromise(this.promise);\n }\n\n if (isArray(input)) {\n this.length = input.length;\n this._remaining = input.length;\n\n this._result = new Array(this.length);\n\n if (this.length === 0) {\n fulfill(this.promise, this._result);\n } else {\n this.length = this.length || 0;\n this._enumerate(input);\n if (this._remaining === 0) {\n fulfill(this.promise, this._result);\n }\n }\n } else {\n reject(this.promise, validationError());\n }\n }\n\n Enumerator.prototype._enumerate = function _enumerate(input) {\n for (var i = 0; this._state === PENDING && i < input.length; i++) {\n this._eachEntry(input[i], i);\n }\n };\n\n Enumerator.prototype._eachEntry = function _eachEntry(entry, i) {\n var c = this._instanceConstructor;\n var resolve$$1 = c.resolve;\n\n\n if (resolve$$1 === resolve$1) {\n var _then = getThen(entry);\n\n if (_then === then && entry._state !== PENDING) {\n this._settledAt(entry._state, i, entry._result);\n } else if (typeof _then !== 'function') {\n this._remaining--;\n this._result[i] = entry;\n } else if (c === Promise$1) {\n var promise = new c(noop);\n handleMaybeThenable(promise, entry, _then);\n this._willSettleAt(promise, i);\n } else {\n this._willSettleAt(new c(function (resolve$$1) {\n return resolve$$1(entry);\n }), i);\n }\n } else {\n this._willSettleAt(resolve$$1(entry), i);\n }\n };\n\n Enumerator.prototype._settledAt = function _settledAt(state, i, value) {\n var promise = this.promise;\n\n\n if (promise._state === PENDING) {\n this._remaining--;\n\n if (state === REJECTED) {\n reject(promise, value);\n } else {\n this._result[i] = value;\n }\n }\n\n if (this._remaining === 0) {\n fulfill(promise, this._result);\n }\n };\n\n Enumerator.prototype._willSettleAt = function _willSettleAt(promise, i) {\n var enumerator = this;\n\n subscribe(promise, undefined, function (value) {\n return enumerator._settledAt(FULFILLED, i, value);\n }, function (reason) {\n return enumerator._settledAt(REJECTED, i, reason);\n });\n };\n\n return Enumerator;\n}();\n\n/**\n `Promise.all` accepts an array of promises, and returns a new promise which\n is fulfilled with an array of fulfillment values for the passed promises, or\n rejected with the reason of the first passed promise to be rejected. It casts all\n elements of the passed iterable to promises as it runs this algorithm.\n\n Example:\n\n ```javascript\n let promise1 = resolve(1);\n let promise2 = resolve(2);\n let promise3 = resolve(3);\n let promises = [ promise1, promise2, promise3 ];\n\n Promise.all(promises).then(function(array){\n // The array here would be [ 1, 2, 3 ];\n });\n ```\n\n If any of the `promises` given to `all` are rejected, the first promise\n that is rejected will be given as an argument to the returned promises's\n rejection handler. For example:\n\n Example:\n\n ```javascript\n let promise1 = resolve(1);\n let promise2 = reject(new Error(\"2\"));\n let promise3 = reject(new Error(\"3\"));\n let promises = [ promise1, promise2, promise3 ];\n\n Promise.all(promises).then(function(array){\n // Code here never runs because there are rejected promises!\n }, function(error) {\n // error.message === \"2\"\n });\n ```\n\n @method all\n @static\n @param {Array} entries array of promises\n @param {String} label optional string for labeling the promise.\n Useful for tooling.\n @return {Promise} promise that is fulfilled when all `promises` have been\n fulfilled, or rejected if any of them become rejected.\n @static\n*/\nfunction all(entries) {\n return new Enumerator(this, entries).promise;\n}\n\n/**\n `Promise.race` returns a new promise which is settled in the same way as the\n first passed promise to settle.\n\n Example:\n\n ```javascript\n let promise1 = new Promise(function(resolve, reject){\n setTimeout(function(){\n resolve('promise 1');\n }, 200);\n });\n\n let promise2 = new Promise(function(resolve, reject){\n setTimeout(function(){\n resolve('promise 2');\n }, 100);\n });\n\n Promise.race([promise1, promise2]).then(function(result){\n // result === 'promise 2' because it was resolved before promise1\n // was resolved.\n });\n ```\n\n `Promise.race` is deterministic in that only the state of the first\n settled promise matters. For example, even if other promises given to the\n `promises` array argument are resolved, but the first settled promise has\n become rejected before the other promises became fulfilled, the returned\n promise will become rejected:\n\n ```javascript\n let promise1 = new Promise(function(resolve, reject){\n setTimeout(function(){\n resolve('promise 1');\n }, 200);\n });\n\n let promise2 = new Promise(function(resolve, reject){\n setTimeout(function(){\n reject(new Error('promise 2'));\n }, 100);\n });\n\n Promise.race([promise1, promise2]).then(function(result){\n // Code here never runs\n }, function(reason){\n // reason.message === 'promise 2' because promise 2 became rejected before\n // promise 1 became fulfilled\n });\n ```\n\n An example real-world use case is implementing timeouts:\n\n ```javascript\n Promise.race([ajax('foo.json'), timeout(5000)])\n ```\n\n @method race\n @static\n @param {Array} promises array of promises to observe\n Useful for tooling.\n @return {Promise} a promise which settles in the same way as the first passed\n promise to settle.\n*/\nfunction race(entries) {\n /*jshint validthis:true */\n var Constructor = this;\n\n if (!isArray(entries)) {\n return new Constructor(function (_, reject) {\n return reject(new TypeError('You must pass an array to race.'));\n });\n } else {\n return new Constructor(function (resolve, reject) {\n var length = entries.length;\n for (var i = 0; i < length; i++) {\n Constructor.resolve(entries[i]).then(resolve, reject);\n }\n });\n }\n}\n\n/**\n `Promise.reject` returns a promise rejected with the passed `reason`.\n It is shorthand for the following:\n\n ```javascript\n let promise = new Promise(function(resolve, reject){\n reject(new Error('WHOOPS'));\n });\n\n promise.then(function(value){\n // Code here doesn't run because the promise is rejected!\n }, function(reason){\n // reason.message === 'WHOOPS'\n });\n ```\n\n Instead of writing the above, your code now simply becomes the following:\n\n ```javascript\n let promise = Promise.reject(new Error('WHOOPS'));\n\n promise.then(function(value){\n // Code here doesn't run because the promise is rejected!\n }, function(reason){\n // reason.message === 'WHOOPS'\n });\n ```\n\n @method reject\n @static\n @param {Any} reason value that the returned promise will be rejected with.\n Useful for tooling.\n @return {Promise} a promise rejected with the given `reason`.\n*/\nfunction reject$1(reason) {\n /*jshint validthis:true */\n var Constructor = this;\n var promise = new Constructor(noop);\n reject(promise, reason);\n return promise;\n}\n\nfunction needsResolver() {\n throw new TypeError('You must pass a resolver function as the first argument to the promise constructor');\n}\n\nfunction needsNew() {\n throw new TypeError(\"Failed to construct 'Promise': Please use the 'new' operator, this object constructor cannot be called as a function.\");\n}\n\n/**\n Promise objects represent the eventual result of an asynchronous operation. The\n primary way of interacting with a promise is through its `then` method, which\n registers callbacks to receive either a promise's eventual value or the reason\n why the promise cannot be fulfilled.\n\n Terminology\n -----------\n\n - `promise` is an object or function with a `then` method whose behavior conforms to this specification.\n - `thenable` is an object or function that defines a `then` method.\n - `value` is any legal JavaScript value (including undefined, a thenable, or a promise).\n - `exception` is a value that is thrown using the throw statement.\n - `reason` is a value that indicates why a promise was rejected.\n - `settled` the final resting state of a promise, fulfilled or rejected.\n\n A promise can be in one of three states: pending, fulfilled, or rejected.\n\n Promises that are fulfilled have a fulfillment value and are in the fulfilled\n state. Promises that are rejected have a rejection reason and are in the\n rejected state. A fulfillment value is never a thenable.\n\n Promises can also be said to *resolve* a value. If this value is also a\n promise, then the original promise's settled state will match the value's\n settled state. So a promise that *resolves* a promise that rejects will\n itself reject, and a promise that *resolves* a promise that fulfills will\n itself fulfill.\n\n\n Basic Usage:\n ------------\n\n ```js\n let promise = new Promise(function(resolve, reject) {\n // on success\n resolve(value);\n\n // on failure\n reject(reason);\n });\n\n promise.then(function(value) {\n // on fulfillment\n }, function(reason) {\n // on rejection\n });\n ```\n\n Advanced Usage:\n ---------------\n\n Promises shine when abstracting away asynchronous interactions such as\n `XMLHttpRequest`s.\n\n ```js\n function getJSON(url) {\n return new Promise(function(resolve, reject){\n let xhr = new XMLHttpRequest();\n\n xhr.open('GET', url);\n xhr.onreadystatechange = handler;\n xhr.responseType = 'json';\n xhr.setRequestHeader('Accept', 'application/json');\n xhr.send();\n\n function handler() {\n if (this.readyState === this.DONE) {\n if (this.status === 200) {\n resolve(this.response);\n } else {\n reject(new Error('getJSON: `' + url + '` failed with status: [' + this.status + ']'));\n }\n }\n };\n });\n }\n\n getJSON('/posts.json').then(function(json) {\n // on fulfillment\n }, function(reason) {\n // on rejection\n });\n ```\n\n Unlike callbacks, promises are great composable primitives.\n\n ```js\n Promise.all([\n getJSON('/posts'),\n getJSON('/comments')\n ]).then(function(values){\n values[0] // => postsJSON\n values[1] // => commentsJSON\n\n return values;\n });\n ```\n\n @class Promise\n @param {Function} resolver\n Useful for tooling.\n @constructor\n*/\n\nvar Promise$1 = function () {\n function Promise(resolver) {\n this[PROMISE_ID] = nextId();\n this._result = this._state = undefined;\n this._subscribers = [];\n\n if (noop !== resolver) {\n typeof resolver !== 'function' && needsResolver();\n this instanceof Promise ? initializePromise(this, resolver) : needsNew();\n }\n }\n\n /**\n The primary way of interacting with a promise is through its `then` method,\n which registers callbacks to receive either a promise's eventual value or the\n reason why the promise cannot be fulfilled.\n ```js\n findUser().then(function(user){\n // user is available\n }, function(reason){\n // user is unavailable, and you are given the reason why\n });\n ```\n Chaining\n --------\n The return value of `then` is itself a promise. This second, 'downstream'\n promise is resolved with the return value of the first promise's fulfillment\n or rejection handler, or rejected if the handler throws an exception.\n ```js\n findUser().then(function (user) {\n return user.name;\n }, function (reason) {\n return 'default name';\n }).then(function (userName) {\n // If `findUser` fulfilled, `userName` will be the user's name, otherwise it\n // will be `'default name'`\n });\n findUser().then(function (user) {\n throw new Error('Found user, but still unhappy');\n }, function (reason) {\n throw new Error('`findUser` rejected and we're unhappy');\n }).then(function (value) {\n // never reached\n }, function (reason) {\n // if `findUser` fulfilled, `reason` will be 'Found user, but still unhappy'.\n // If `findUser` rejected, `reason` will be '`findUser` rejected and we're unhappy'.\n });\n ```\n If the downstream promise does not specify a rejection handler, rejection reasons will be propagated further downstream.\n ```js\n findUser().then(function (user) {\n throw new PedagogicalException('Upstream error');\n }).then(function (value) {\n // never reached\n }).then(function (value) {\n // never reached\n }, function (reason) {\n // The `PedgagocialException` is propagated all the way down to here\n });\n ```\n Assimilation\n ------------\n Sometimes the value you want to propagate to a downstream promise can only be\n retrieved asynchronously. This can be achieved by returning a promise in the\n fulfillment or rejection handler. The downstream promise will then be pending\n until the returned promise is settled. This is called *assimilation*.\n ```js\n findUser().then(function (user) {\n return findCommentsByAuthor(user);\n }).then(function (comments) {\n // The user's comments are now available\n });\n ```\n If the assimliated promise rejects, then the downstream promise will also reject.\n ```js\n findUser().then(function (user) {\n return findCommentsByAuthor(user);\n }).then(function (comments) {\n // If `findCommentsByAuthor` fulfills, we'll have the value here\n }, function (reason) {\n // If `findCommentsByAuthor` rejects, we'll have the reason here\n });\n ```\n Simple Example\n --------------\n Synchronous Example\n ```javascript\n let result;\n try {\n result = findResult();\n // success\n } catch(reason) {\n // failure\n }\n ```\n Errback Example\n ```js\n findResult(function(result, err){\n if (err) {\n // failure\n } else {\n // success\n }\n });\n ```\n Promise Example;\n ```javascript\n findResult().then(function(result){\n // success\n }, function(reason){\n // failure\n });\n ```\n Advanced Example\n --------------\n Synchronous Example\n ```javascript\n let author, books;\n try {\n author = findAuthor();\n books = findBooksByAuthor(author);\n // success\n } catch(reason) {\n // failure\n }\n ```\n Errback Example\n ```js\n function foundBooks(books) {\n }\n function failure(reason) {\n }\n findAuthor(function(author, err){\n if (err) {\n failure(err);\n // failure\n } else {\n try {\n findBoooksByAuthor(author, function(books, err) {\n if (err) {\n failure(err);\n } else {\n try {\n foundBooks(books);\n } catch(reason) {\n failure(reason);\n }\n }\n });\n } catch(error) {\n failure(err);\n }\n // success\n }\n });\n ```\n Promise Example;\n ```javascript\n findAuthor().\n then(findBooksByAuthor).\n then(function(books){\n // found books\n }).catch(function(reason){\n // something went wrong\n });\n ```\n @method then\n @param {Function} onFulfilled\n @param {Function} onRejected\n Useful for tooling.\n @return {Promise}\n */\n\n /**\n `catch` is simply sugar for `then(undefined, onRejection)` which makes it the same\n as the catch block of a try/catch statement.\n ```js\n function findAuthor(){\n throw new Error('couldn't find that author');\n }\n // synchronous\n try {\n findAuthor();\n } catch(reason) {\n // something went wrong\n }\n // async with promises\n findAuthor().catch(function(reason){\n // something went wrong\n });\n ```\n @method catch\n @param {Function} onRejection\n Useful for tooling.\n @return {Promise}\n */\n\n\n Promise.prototype.catch = function _catch(onRejection) {\n return this.then(null, onRejection);\n };\n\n /**\n `finally` will be invoked regardless of the promise's fate just as native\n try/catch/finally behaves\n \n Synchronous example:\n \n ```js\n findAuthor() {\n if (Math.random() > 0.5) {\n throw new Error();\n }\n return new Author();\n }\n \n try {\n return findAuthor(); // succeed or fail\n } catch(error) {\n return findOtherAuther();\n } finally {\n // always runs\n // doesn't affect the return value\n }\n ```\n \n Asynchronous example:\n \n ```js\n findAuthor().catch(function(reason){\n return findOtherAuther();\n }).finally(function(){\n // author was either found, or not\n });\n ```\n \n @method finally\n @param {Function} callback\n @return {Promise}\n */\n\n\n Promise.prototype.finally = function _finally(callback) {\n var promise = this;\n var constructor = promise.constructor;\n\n return promise.then(function (value) {\n return constructor.resolve(callback()).then(function () {\n return value;\n });\n }, function (reason) {\n return constructor.resolve(callback()).then(function () {\n throw reason;\n });\n });\n };\n\n return Promise;\n}();\n\nPromise$1.prototype.then = then;\nPromise$1.all = all;\nPromise$1.race = race;\nPromise$1.resolve = resolve$1;\nPromise$1.reject = reject$1;\nPromise$1._setScheduler = setScheduler;\nPromise$1._setAsap = setAsap;\nPromise$1._asap = asap;\n\n/*global self*/\nfunction polyfill() {\n var local = void 0;\n\n if (typeof global !== 'undefined') {\n local = global;\n } else if (typeof self !== 'undefined') {\n local = self;\n } else {\n try {\n local = Function('return this')();\n } catch (e) {\n throw new Error('polyfill failed because global object is unavailable in this environment');\n }\n }\n\n var P = local.Promise;\n\n if (P) {\n var promiseToString = null;\n try {\n promiseToString = Object.prototype.toString.call(P.resolve());\n } catch (e) {\n // silently ignored\n }\n\n if (promiseToString === '[object Promise]' && !P.cast) {\n return;\n }\n }\n\n local.Promise = Promise$1;\n}\n\n// Strange compat..\nPromise$1.polyfill = polyfill;\nPromise$1.Promise = Promise$1;\n\nreturn Promise$1;\n\n})));\n\n\n\n//# sourceMappingURL=es6-promise.map\n\n/* WEBPACK VAR INJECTION */}.call(this, __webpack_require__(/*! ./../../process/browser.js */ \"./node_modules/process/browser.js\"), __webpack_require__(/*! ./../../webpack/buildin/global.js */ \"./node_modules/webpack/buildin/global.js\")))\n\n//# sourceURL=webpack:///./node_modules/es6-promise/dist/es6-promise.js?");
-
-/***/ }),
-
-/***/ "./node_modules/process/browser.js":
-/*!*****************************************!*\
- !*** ./node_modules/process/browser.js ***!
- \*****************************************/
-/*! no static exports found */
-/***/ (function(module, exports) {
-
-eval("// shim for using process in browser\nvar process = module.exports = {};\n\n// cached from whatever global is present so that test runners that stub it\n// don't break things. But we need to wrap it in a try catch in case it is\n// wrapped in strict mode code which doesn't define any globals. It's inside a\n// function because try/catches deoptimize in certain engines.\n\nvar cachedSetTimeout;\nvar cachedClearTimeout;\n\nfunction defaultSetTimout() {\n throw new Error('setTimeout has not been defined');\n}\nfunction defaultClearTimeout () {\n throw new Error('clearTimeout has not been defined');\n}\n(function () {\n try {\n if (typeof setTimeout === 'function') {\n cachedSetTimeout = setTimeout;\n } else {\n cachedSetTimeout = defaultSetTimout;\n }\n } catch (e) {\n cachedSetTimeout = defaultSetTimout;\n }\n try {\n if (typeof clearTimeout === 'function') {\n cachedClearTimeout = clearTimeout;\n } else {\n cachedClearTimeout = defaultClearTimeout;\n }\n } catch (e) {\n cachedClearTimeout = defaultClearTimeout;\n }\n} ())\nfunction runTimeout(fun) {\n if (cachedSetTimeout === setTimeout) {\n //normal enviroments in sane situations\n return setTimeout(fun, 0);\n }\n // if setTimeout wasn't available but was latter defined\n if ((cachedSetTimeout === defaultSetTimout || !cachedSetTimeout) && setTimeout) {\n cachedSetTimeout = setTimeout;\n return setTimeout(fun, 0);\n }\n try {\n // when when somebody has screwed with setTimeout but no I.E. maddness\n return cachedSetTimeout(fun, 0);\n } catch(e){\n try {\n // When we are in I.E. but the script has been evaled so I.E. doesn't trust the global object when called normally\n return cachedSetTimeout.call(null, fun, 0);\n } catch(e){\n // same as above but when it's a version of I.E. that must have the global object for 'this', hopfully our context correct otherwise it will throw a global error\n return cachedSetTimeout.call(this, fun, 0);\n }\n }\n\n\n}\nfunction runClearTimeout(marker) {\n if (cachedClearTimeout === clearTimeout) {\n //normal enviroments in sane situations\n return clearTimeout(marker);\n }\n // if clearTimeout wasn't available but was latter defined\n if ((cachedClearTimeout === defaultClearTimeout || !cachedClearTimeout) && clearTimeout) {\n cachedClearTimeout = clearTimeout;\n return clearTimeout(marker);\n }\n try {\n // when when somebody has screwed with setTimeout but no I.E. maddness\n return cachedClearTimeout(marker);\n } catch (e){\n try {\n // When we are in I.E. but the script has been evaled so I.E. doesn't trust the global object when called normally\n return cachedClearTimeout.call(null, marker);\n } catch (e){\n // same as above but when it's a version of I.E. that must have the global object for 'this', hopfully our context correct otherwise it will throw a global error.\n // Some versions of I.E. have different rules for clearTimeout vs setTimeout\n return cachedClearTimeout.call(this, marker);\n }\n }\n\n\n\n}\nvar queue = [];\nvar draining = false;\nvar currentQueue;\nvar queueIndex = -1;\n\nfunction cleanUpNextTick() {\n if (!draining || !currentQueue) {\n return;\n }\n draining = false;\n if (currentQueue.length) {\n queue = currentQueue.concat(queue);\n } else {\n queueIndex = -1;\n }\n if (queue.length) {\n drainQueue();\n }\n}\n\nfunction drainQueue() {\n if (draining) {\n return;\n }\n var timeout = runTimeout(cleanUpNextTick);\n draining = true;\n\n var len = queue.length;\n while(len) {\n currentQueue = queue;\n queue = [];\n while (++queueIndex < len) {\n if (currentQueue) {\n currentQueue[queueIndex].run();\n }\n }\n queueIndex = -1;\n len = queue.length;\n }\n currentQueue = null;\n draining = false;\n runClearTimeout(timeout);\n}\n\nprocess.nextTick = function (fun) {\n var args = new Array(arguments.length - 1);\n if (arguments.length > 1) {\n for (var i = 1; i < arguments.length; i++) {\n args[i - 1] = arguments[i];\n }\n }\n queue.push(new Item(fun, args));\n if (queue.length === 1 && !draining) {\n runTimeout(drainQueue);\n }\n};\n\n// v8 likes predictible objects\nfunction Item(fun, array) {\n this.fun = fun;\n this.array = array;\n}\nItem.prototype.run = function () {\n this.fun.apply(null, this.array);\n};\nprocess.title = 'browser';\nprocess.browser = true;\nprocess.env = {};\nprocess.argv = [];\nprocess.version = ''; // empty string to avoid regexp issues\nprocess.versions = {};\n\nfunction noop() {}\n\nprocess.on = noop;\nprocess.addListener = noop;\nprocess.once = noop;\nprocess.off = noop;\nprocess.removeListener = noop;\nprocess.removeAllListeners = noop;\nprocess.emit = noop;\nprocess.prependListener = noop;\nprocess.prependOnceListener = noop;\n\nprocess.listeners = function (name) { return [] }\n\nprocess.binding = function (name) {\n throw new Error('process.binding is not supported');\n};\n\nprocess.cwd = function () { return '/' };\nprocess.chdir = function (dir) {\n throw new Error('process.chdir is not supported');\n};\nprocess.umask = function() { return 0; };\n\n\n//# sourceURL=webpack:///./node_modules/process/browser.js?");
-
-/***/ }),
-
-/***/ "./node_modules/three/build/three.module.js":
-/*!**************************************************!*\
- !*** ./node_modules/three/build/three.module.js ***!
- \**************************************************/
-/*! exports provided: WebGLRenderTargetCube, WebGLRenderTarget, WebGLRenderer, ShaderLib, UniformsLib, UniformsUtils, ShaderChunk, FogExp2, Fog, Scene, Sprite, LOD, SkinnedMesh, Skeleton, Bone, Mesh, LineSegments, LineLoop, Line, Points, Group, VideoTexture, DataTexture, CompressedTexture, CubeTexture, CanvasTexture, DepthTexture, Texture, CompressedTextureLoader, DataTextureLoader, CubeTextureLoader, TextureLoader, ObjectLoader, MaterialLoader, BufferGeometryLoader, DefaultLoadingManager, LoadingManager, JSONLoader, ImageLoader, ImageBitmapLoader, FontLoader, FileLoader, Loader, LoaderUtils, Cache, AudioLoader, SpotLightShadow, SpotLight, PointLight, RectAreaLight, HemisphereLight, DirectionalLightShadow, DirectionalLight, AmbientLight, LightShadow, Light, StereoCamera, PerspectiveCamera, OrthographicCamera, CubeCamera, ArrayCamera, Camera, AudioListener, PositionalAudio, AudioContext, AudioAnalyser, Audio, VectorKeyframeTrack, StringKeyframeTrack, QuaternionKeyframeTrack, NumberKeyframeTrack, ColorKeyframeTrack, BooleanKeyframeTrack, PropertyMixer, PropertyBinding, KeyframeTrack, AnimationUtils, AnimationObjectGroup, AnimationMixer, AnimationClip, Uniform, InstancedBufferGeometry, BufferGeometry, Geometry, InterleavedBufferAttribute, InstancedInterleavedBuffer, InterleavedBuffer, InstancedBufferAttribute, Face3, Object3D, Raycaster, Layers, EventDispatcher, Clock, QuaternionLinearInterpolant, LinearInterpolant, DiscreteInterpolant, CubicInterpolant, Interpolant, Triangle, Math, Spherical, Cylindrical, Plane, Frustum, Sphere, Ray, Matrix4, Matrix3, Box3, Box2, Line3, Euler, Vector4, Vector3, Vector2, Quaternion, Color, ImmediateRenderObject, VertexNormalsHelper, SpotLightHelper, SkeletonHelper, PointLightHelper, RectAreaLightHelper, HemisphereLightHelper, GridHelper, PolarGridHelper, FaceNormalsHelper, DirectionalLightHelper, CameraHelper, BoxHelper, Box3Helper, PlaneHelper, ArrowHelper, AxesHelper, Shape, Path, ShapePath, Font, CurvePath, Curve, ShapeUtils, WebGLUtils, WireframeGeometry, ParametricGeometry, ParametricBufferGeometry, TetrahedronGeometry, TetrahedronBufferGeometry, OctahedronGeometry, OctahedronBufferGeometry, IcosahedronGeometry, IcosahedronBufferGeometry, DodecahedronGeometry, DodecahedronBufferGeometry, PolyhedronGeometry, PolyhedronBufferGeometry, TubeGeometry, TubeBufferGeometry, TorusKnotGeometry, TorusKnotBufferGeometry, TorusGeometry, TorusBufferGeometry, TextGeometry, TextBufferGeometry, SphereGeometry, SphereBufferGeometry, RingGeometry, RingBufferGeometry, PlaneGeometry, PlaneBufferGeometry, LatheGeometry, LatheBufferGeometry, ShapeGeometry, ShapeBufferGeometry, ExtrudeGeometry, ExtrudeBufferGeometry, EdgesGeometry, ConeGeometry, ConeBufferGeometry, CylinderGeometry, CylinderBufferGeometry, CircleGeometry, CircleBufferGeometry, BoxGeometry, BoxBufferGeometry, ShadowMaterial, SpriteMaterial, RawShaderMaterial, ShaderMaterial, PointsMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshPhongMaterial, MeshToonMaterial, MeshNormalMaterial, MeshLambertMaterial, MeshDepthMaterial, MeshDistanceMaterial, MeshBasicMaterial, LineDashedMaterial, LineBasicMaterial, Material, Float64BufferAttribute, Float32BufferAttribute, Uint32BufferAttribute, Int32BufferAttribute, Uint16BufferAttribute, Int16BufferAttribute, Uint8ClampedBufferAttribute, Uint8BufferAttribute, Int8BufferAttribute, BufferAttribute, ArcCurve, CatmullRomCurve3, CubicBezierCurve, CubicBezierCurve3, EllipseCurve, LineCurve, LineCurve3, QuadraticBezierCurve, QuadraticBezierCurve3, SplineCurve, REVISION, MOUSE, CullFaceNone, CullFaceBack, CullFaceFront, CullFaceFrontBack, FrontFaceDirectionCW, FrontFaceDirectionCCW, BasicShadowMap, PCFShadowMap, PCFSoftShadowMap, FrontSide, BackSide, DoubleSide, FlatShading, SmoothShading, NoColors, FaceColors, VertexColors, NoBlending, NormalBlending, AdditiveBlending, SubtractiveBlending, MultiplyBlending, CustomBlending, AddEquation, SubtractEquation, ReverseSubtractEquation, MinEquation, MaxEquation, ZeroFactor, OneFactor, SrcColorFactor, OneMinusSrcColorFactor, SrcAlphaFactor, OneMinusSrcAlphaFactor, DstAlphaFactor, OneMinusDstAlphaFactor, DstColorFactor, OneMinusDstColorFactor, SrcAlphaSaturateFactor, NeverDepth, AlwaysDepth, LessDepth, LessEqualDepth, EqualDepth, GreaterEqualDepth, GreaterDepth, NotEqualDepth, MultiplyOperation, MixOperation, AddOperation, NoToneMapping, LinearToneMapping, ReinhardToneMapping, Uncharted2ToneMapping, CineonToneMapping, UVMapping, CubeReflectionMapping, CubeRefractionMapping, EquirectangularReflectionMapping, EquirectangularRefractionMapping, SphericalReflectionMapping, CubeUVReflectionMapping, CubeUVRefractionMapping, RepeatWrapping, ClampToEdgeWrapping, MirroredRepeatWrapping, NearestFilter, NearestMipMapNearestFilter, NearestMipMapLinearFilter, LinearFilter, LinearMipMapNearestFilter, LinearMipMapLinearFilter, UnsignedByteType, ByteType, ShortType, UnsignedShortType, IntType, UnsignedIntType, FloatType, HalfFloatType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShort565Type, UnsignedInt248Type, AlphaFormat, RGBFormat, RGBAFormat, LuminanceFormat, LuminanceAlphaFormat, RGBEFormat, DepthFormat, DepthStencilFormat, RGB_S3TC_DXT1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGB_PVRTC_4BPPV1_Format, RGB_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_PVRTC_2BPPV1_Format, RGB_ETC1_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_10x10_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, LoopOnce, LoopRepeat, LoopPingPong, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, ZeroCurvatureEnding, ZeroSlopeEnding, WrapAroundEnding, TrianglesDrawMode, TriangleStripDrawMode, TriangleFanDrawMode, LinearEncoding, sRGBEncoding, GammaEncoding, RGBEEncoding, LogLuvEncoding, RGBM7Encoding, RGBM16Encoding, RGBDEncoding, BasicDepthPacking, RGBADepthPacking, CubeGeometry, Face4, LineStrip, LinePieces, MeshFaceMaterial, MultiMaterial, PointCloud, Particle, ParticleSystem, PointCloudMaterial, ParticleBasicMaterial, ParticleSystemMaterial, Vertex, DynamicBufferAttribute, Int8Attribute, Uint8Attribute, Uint8ClampedAttribute, Int16Attribute, Uint16Attribute, Int32Attribute, Uint32Attribute, Float32Attribute, Float64Attribute, ClosedSplineCurve3, SplineCurve3, Spline, AxisHelper, BoundingBoxHelper, EdgesHelper, WireframeHelper, XHRLoader, BinaryTextureLoader, GeometryUtils, ImageUtils, Projector, CanvasRenderer, SceneUtils, LensFlare */
-/***/ (function(module, __webpack_exports__, __webpack_require__) {
-
-"use strict";
-eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"WebGLRenderTargetCube\", function() { return WebGLRenderTargetCube; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"WebGLRenderTarget\", function() { return WebGLRenderTarget; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"WebGLRenderer\", function() { return WebGLRenderer; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"ShaderLib\", function() { return ShaderLib; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"UniformsLib\", function() { return UniformsLib; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"UniformsUtils\", function() { return UniformsUtils; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"ShaderChunk\", function() { return ShaderChunk; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"FogExp2\", function() { return FogExp2; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Fog\", function() { return Fog; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Scene\", function() { return Scene; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Sprite\", function() { return Sprite; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"LOD\", function() { return LOD; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"SkinnedMesh\", function() { return SkinnedMesh; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Skeleton\", function() { return Skeleton; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Bone\", function() { return Bone; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Mesh\", function() { return Mesh; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"LineSegments\", function() { return LineSegments; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"LineLoop\", function() { return LineLoop; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Line\", function() { return Line; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Points\", function() { return Points; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Group\", function() { return Group; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"VideoTexture\", function() { return VideoTexture; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"DataTexture\", function() { return DataTexture; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"CompressedTexture\", function() { return CompressedTexture; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"CubeTexture\", function() { return CubeTexture; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"CanvasTexture\", function() { return CanvasTexture; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"DepthTexture\", function() { return DepthTexture; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Texture\", function() { return Texture; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"CompressedTextureLoader\", function() { return CompressedTextureLoader; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"DataTextureLoader\", function() { return DataTextureLoader; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"CubeTextureLoader\", function() { return CubeTextureLoader; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"TextureLoader\", function() { return TextureLoader; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"ObjectLoader\", function() { return ObjectLoader; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"MaterialLoader\", function() { return MaterialLoader; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"BufferGeometryLoader\", function() { return BufferGeometryLoader; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"DefaultLoadingManager\", function() { return DefaultLoadingManager; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"LoadingManager\", function() { return LoadingManager; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"JSONLoader\", function() { return JSONLoader; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"ImageLoader\", function() { return ImageLoader; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"ImageBitmapLoader\", function() { return ImageBitmapLoader; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"FontLoader\", function() { return FontLoader; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"FileLoader\", function() { return FileLoader; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Loader\", function() { return Loader; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"LoaderUtils\", function() { return LoaderUtils; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Cache\", function() { return Cache; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"AudioLoader\", function() { return AudioLoader; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"SpotLightShadow\", function() { return SpotLightShadow; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"SpotLight\", function() { return SpotLight; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"PointLight\", function() { return PointLight; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"RectAreaLight\", function() { return RectAreaLight; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"HemisphereLight\", function() { return HemisphereLight; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"DirectionalLightShadow\", function() { return DirectionalLightShadow; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"DirectionalLight\", function() { return DirectionalLight; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"AmbientLight\", function() { return AmbientLight; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"LightShadow\", function() { return LightShadow; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Light\", function() { return Light; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"StereoCamera\", function() { return StereoCamera; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"PerspectiveCamera\", function() { return PerspectiveCamera; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"OrthographicCamera\", function() { return OrthographicCamera; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"CubeCamera\", function() { return CubeCamera; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"ArrayCamera\", function() { return ArrayCamera; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Camera\", function() { return Camera; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"AudioListener\", function() { return AudioListener; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"PositionalAudio\", function() { return PositionalAudio; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"AudioContext\", function() { return AudioContext; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"AudioAnalyser\", function() { return AudioAnalyser; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Audio\", function() { return Audio; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"VectorKeyframeTrack\", function() { return VectorKeyframeTrack; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"StringKeyframeTrack\", function() { return StringKeyframeTrack; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"QuaternionKeyframeTrack\", function() { return QuaternionKeyframeTrack; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"NumberKeyframeTrack\", function() { return NumberKeyframeTrack; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"ColorKeyframeTrack\", function() { return ColorKeyframeTrack; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"BooleanKeyframeTrack\", function() { return BooleanKeyframeTrack; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"PropertyMixer\", function() { return PropertyMixer; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"PropertyBinding\", function() { return PropertyBinding; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"KeyframeTrack\", function() { return KeyframeTrack; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"AnimationUtils\", function() { return AnimationUtils; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"AnimationObjectGroup\", function() { return AnimationObjectGroup; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"AnimationMixer\", function() { return AnimationMixer; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"AnimationClip\", function() { return AnimationClip; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Uniform\", function() { return Uniform; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"InstancedBufferGeometry\", function() { return InstancedBufferGeometry; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"BufferGeometry\", function() { return BufferGeometry; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Geometry\", function() { return Geometry; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"InterleavedBufferAttribute\", function() { return InterleavedBufferAttribute; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"InstancedInterleavedBuffer\", function() { return InstancedInterleavedBuffer; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"InterleavedBuffer\", function() { return InterleavedBuffer; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"InstancedBufferAttribute\", function() { return InstancedBufferAttribute; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Face3\", function() { return Face3; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Object3D\", function() { return Object3D; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Raycaster\", function() { return Raycaster; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Layers\", function() { return Layers; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"EventDispatcher\", function() { return EventDispatcher; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Clock\", function() { return Clock; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"QuaternionLinearInterpolant\", function() { return QuaternionLinearInterpolant; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"LinearInterpolant\", function() { return LinearInterpolant; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"DiscreteInterpolant\", function() { return DiscreteInterpolant; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"CubicInterpolant\", function() { return CubicInterpolant; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Interpolant\", function() { return Interpolant; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Triangle\", function() { return Triangle; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Math\", function() { return _Math; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Spherical\", function() { return Spherical; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Cylindrical\", function() { return Cylindrical; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Plane\", function() { return Plane; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Frustum\", function() { return Frustum; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Sphere\", function() { return Sphere; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Ray\", function() { return Ray; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Matrix4\", function() { return Matrix4; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Matrix3\", function() { return Matrix3; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Box3\", function() { return Box3; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Box2\", function() { return Box2; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Line3\", function() { return Line3; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Euler\", function() { return Euler; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Vector4\", function() { return Vector4; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Vector3\", function() { return Vector3; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Vector2\", function() { return Vector2; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Quaternion\", function() { return Quaternion; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Color\", function() { return Color; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"ImmediateRenderObject\", function() { return ImmediateRenderObject; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"VertexNormalsHelper\", function() { return VertexNormalsHelper; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"SpotLightHelper\", function() { return SpotLightHelper; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"SkeletonHelper\", function() { return SkeletonHelper; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"PointLightHelper\", function() { return PointLightHelper; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"RectAreaLightHelper\", function() { return RectAreaLightHelper; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"HemisphereLightHelper\", function() { return HemisphereLightHelper; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"GridHelper\", function() { return GridHelper; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"PolarGridHelper\", function() { return PolarGridHelper; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"FaceNormalsHelper\", function() { return FaceNormalsHelper; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"DirectionalLightHelper\", function() { return DirectionalLightHelper; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"CameraHelper\", function() { return CameraHelper; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"BoxHelper\", function() { return BoxHelper; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Box3Helper\", function() { return Box3Helper; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"PlaneHelper\", function() { return PlaneHelper; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"ArrowHelper\", function() { return ArrowHelper; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"AxesHelper\", function() { return AxesHelper; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Shape\", function() { return Shape; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Path\", function() { return Path; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"ShapePath\", function() { return ShapePath; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Font\", function() { return Font; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"CurvePath\", function() { return CurvePath; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Curve\", function() { return Curve; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"ShapeUtils\", function() { return ShapeUtils; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"WebGLUtils\", function() { return WebGLUtils; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"WireframeGeometry\", function() { return WireframeGeometry; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"ParametricGeometry\", function() { return ParametricGeometry; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"ParametricBufferGeometry\", function() { return ParametricBufferGeometry; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"TetrahedronGeometry\", function() { return TetrahedronGeometry; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"TetrahedronBufferGeometry\", function() { return TetrahedronBufferGeometry; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"OctahedronGeometry\", function() { return OctahedronGeometry; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"OctahedronBufferGeometry\", function() { return OctahedronBufferGeometry; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"IcosahedronGeometry\", function() { return IcosahedronGeometry; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"IcosahedronBufferGeometry\", function() { return IcosahedronBufferGeometry; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"DodecahedronGeometry\", function() { return DodecahedronGeometry; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"DodecahedronBufferGeometry\", function() { return DodecahedronBufferGeometry; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"PolyhedronGeometry\", function() { return PolyhedronGeometry; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"PolyhedronBufferGeometry\", function() { return PolyhedronBufferGeometry; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"TubeGeometry\", function() { return TubeGeometry; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"TubeBufferGeometry\", function() { return TubeBufferGeometry; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"TorusKnotGeometry\", function() { return TorusKnotGeometry; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"TorusKnotBufferGeometry\", function() { return TorusKnotBufferGeometry; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"TorusGeometry\", function() { return TorusGeometry; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"TorusBufferGeometry\", function() { return TorusBufferGeometry; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"TextGeometry\", function() { return TextGeometry; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"TextBufferGeometry\", function() { return TextBufferGeometry; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"SphereGeometry\", function() { return SphereGeometry; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"SphereBufferGeometry\", function() { return SphereBufferGeometry; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"RingGeometry\", function() { return RingGeometry; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"RingBufferGeometry\", function() { return RingBufferGeometry; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"PlaneGeometry\", function() { return PlaneGeometry; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"PlaneBufferGeometry\", function() { return PlaneBufferGeometry; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"LatheGeometry\", function() { return LatheGeometry; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"LatheBufferGeometry\", function() { return LatheBufferGeometry; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"ShapeGeometry\", function() { return ShapeGeometry; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"ShapeBufferGeometry\", function() { return ShapeBufferGeometry; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"ExtrudeGeometry\", function() { return ExtrudeGeometry; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"ExtrudeBufferGeometry\", function() { return ExtrudeBufferGeometry; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"EdgesGeometry\", function() { return EdgesGeometry; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"ConeGeometry\", function() { return ConeGeometry; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"ConeBufferGeometry\", function() { return ConeBufferGeometry; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"CylinderGeometry\", function() { return CylinderGeometry; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"CylinderBufferGeometry\", function() { return CylinderBufferGeometry; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"CircleGeometry\", function() { return CircleGeometry; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"CircleBufferGeometry\", function() { return CircleBufferGeometry; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"BoxGeometry\", function() { return BoxGeometry; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"BoxBufferGeometry\", function() { return BoxBufferGeometry; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"ShadowMaterial\", function() { return ShadowMaterial; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"SpriteMaterial\", function() { return SpriteMaterial; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"RawShaderMaterial\", function() { return RawShaderMaterial; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"ShaderMaterial\", function() { return ShaderMaterial; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"PointsMaterial\", function() { return PointsMaterial; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"MeshPhysicalMaterial\", function() { return MeshPhysicalMaterial; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"MeshStandardMaterial\", function() { return MeshStandardMaterial; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"MeshPhongMaterial\", function() { return MeshPhongMaterial; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"MeshToonMaterial\", function() { return MeshToonMaterial; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"MeshNormalMaterial\", function() { return MeshNormalMaterial; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"MeshLambertMaterial\", function() { return MeshLambertMaterial; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"MeshDepthMaterial\", function() { return MeshDepthMaterial; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"MeshDistanceMaterial\", function() { return MeshDistanceMaterial; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"MeshBasicMaterial\", function() { return MeshBasicMaterial; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"LineDashedMaterial\", function() { return LineDashedMaterial; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"LineBasicMaterial\", function() { return LineBasicMaterial; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Material\", function() { return Material; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Float64BufferAttribute\", function() { return Float64BufferAttribute; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Float32BufferAttribute\", function() { return Float32BufferAttribute; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Uint32BufferAttribute\", function() { return Uint32BufferAttribute; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Int32BufferAttribute\", function() { return Int32BufferAttribute; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Uint16BufferAttribute\", function() { return Uint16BufferAttribute; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Int16BufferAttribute\", function() { return Int16BufferAttribute; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Uint8ClampedBufferAttribute\", function() { return Uint8ClampedBufferAttribute; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Uint8BufferAttribute\", function() { return Uint8BufferAttribute; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Int8BufferAttribute\", function() { return Int8BufferAttribute; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"BufferAttribute\", function() { return BufferAttribute; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"ArcCurve\", function() { return ArcCurve; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"CatmullRomCurve3\", function() { return CatmullRomCurve3; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"CubicBezierCurve\", function() { return CubicBezierCurve; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"CubicBezierCurve3\", function() { return CubicBezierCurve3; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"EllipseCurve\", function() { return EllipseCurve; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"LineCurve\", function() { return LineCurve; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"LineCurve3\", function() { return LineCurve3; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"QuadraticBezierCurve\", function() { return QuadraticBezierCurve; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"QuadraticBezierCurve3\", function() { return QuadraticBezierCurve3; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"SplineCurve\", function() { return SplineCurve; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"REVISION\", function() { return REVISION; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"MOUSE\", function() { return MOUSE; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"CullFaceNone\", function() { return CullFaceNone; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"CullFaceBack\", function() { return CullFaceBack; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"CullFaceFront\", function() { return CullFaceFront; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"CullFaceFrontBack\", function() { return CullFaceFrontBack; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"FrontFaceDirectionCW\", function() { return FrontFaceDirectionCW; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"FrontFaceDirectionCCW\", function() { return FrontFaceDirectionCCW; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"BasicShadowMap\", function() { return BasicShadowMap; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"PCFShadowMap\", function() { return PCFShadowMap; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"PCFSoftShadowMap\", function() { return PCFSoftShadowMap; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"FrontSide\", function() { return FrontSide; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"BackSide\", function() { return BackSide; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"DoubleSide\", function() { return DoubleSide; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"FlatShading\", function() { return FlatShading; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"SmoothShading\", function() { return SmoothShading; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"NoColors\", function() { return NoColors; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"FaceColors\", function() { return FaceColors; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"VertexColors\", function() { return VertexColors; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"NoBlending\", function() { return NoBlending; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"NormalBlending\", function() { return NormalBlending; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"AdditiveBlending\", function() { return AdditiveBlending; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"SubtractiveBlending\", function() { return SubtractiveBlending; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"MultiplyBlending\", function() { return MultiplyBlending; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"CustomBlending\", function() { return CustomBlending; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"AddEquation\", function() { return AddEquation; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"SubtractEquation\", function() { return SubtractEquation; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"ReverseSubtractEquation\", function() { return ReverseSubtractEquation; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"MinEquation\", function() { return MinEquation; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"MaxEquation\", function() { return MaxEquation; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"ZeroFactor\", function() { return ZeroFactor; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"OneFactor\", function() { return OneFactor; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"SrcColorFactor\", function() { return SrcColorFactor; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"OneMinusSrcColorFactor\", function() { return OneMinusSrcColorFactor; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"SrcAlphaFactor\", function() { return SrcAlphaFactor; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"OneMinusSrcAlphaFactor\", function() { return OneMinusSrcAlphaFactor; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"DstAlphaFactor\", function() { return DstAlphaFactor; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"OneMinusDstAlphaFactor\", function() { return OneMinusDstAlphaFactor; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"DstColorFactor\", function() { return DstColorFactor; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"OneMinusDstColorFactor\", function() { return OneMinusDstColorFactor; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"SrcAlphaSaturateFactor\", function() { return SrcAlphaSaturateFactor; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"NeverDepth\", function() { return NeverDepth; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"AlwaysDepth\", function() { return AlwaysDepth; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"LessDepth\", function() { return LessDepth; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"LessEqualDepth\", function() { return LessEqualDepth; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"EqualDepth\", function() { return EqualDepth; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"GreaterEqualDepth\", function() { return GreaterEqualDepth; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"GreaterDepth\", function() { return GreaterDepth; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"NotEqualDepth\", function() { return NotEqualDepth; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"MultiplyOperation\", function() { return MultiplyOperation; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"MixOperation\", function() { return MixOperation; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"AddOperation\", function() { return AddOperation; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"NoToneMapping\", function() { return NoToneMapping; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"LinearToneMapping\", function() { return LinearToneMapping; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"ReinhardToneMapping\", function() { return ReinhardToneMapping; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Uncharted2ToneMapping\", function() { return Uncharted2ToneMapping; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"CineonToneMapping\", function() { return CineonToneMapping; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"UVMapping\", function() { return UVMapping; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"CubeReflectionMapping\", function() { return CubeReflectionMapping; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"CubeRefractionMapping\", function() { return CubeRefractionMapping; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"EquirectangularReflectionMapping\", function() { return EquirectangularReflectionMapping; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"EquirectangularRefractionMapping\", function() { return EquirectangularRefractionMapping; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"SphericalReflectionMapping\", function() { return SphericalReflectionMapping; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"CubeUVReflectionMapping\", function() { return CubeUVReflectionMapping; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"CubeUVRefractionMapping\", function() { return CubeUVRefractionMapping; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"RepeatWrapping\", function() { return RepeatWrapping; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"ClampToEdgeWrapping\", function() { return ClampToEdgeWrapping; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"MirroredRepeatWrapping\", function() { return MirroredRepeatWrapping; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"NearestFilter\", function() { return NearestFilter; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"NearestMipMapNearestFilter\", function() { return NearestMipMapNearestFilter; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"NearestMipMapLinearFilter\", function() { return NearestMipMapLinearFilter; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"LinearFilter\", function() { return LinearFilter; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"LinearMipMapNearestFilter\", function() { return LinearMipMapNearestFilter; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"LinearMipMapLinearFilter\", function() { return LinearMipMapLinearFilter; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"UnsignedByteType\", function() { return UnsignedByteType; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"ByteType\", function() { return ByteType; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"ShortType\", function() { return ShortType; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"UnsignedShortType\", function() { return UnsignedShortType; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"IntType\", function() { return IntType; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"UnsignedIntType\", function() { return UnsignedIntType; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"FloatType\", function() { return FloatType; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"HalfFloatType\", function() { return HalfFloatType; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"UnsignedShort4444Type\", function() { return UnsignedShort4444Type; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"UnsignedShort5551Type\", function() { return UnsignedShort5551Type; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"UnsignedShort565Type\", function() { return UnsignedShort565Type; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"UnsignedInt248Type\", function() { return UnsignedInt248Type; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"AlphaFormat\", function() { return AlphaFormat; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"RGBFormat\", function() { return RGBFormat; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"RGBAFormat\", function() { return RGBAFormat; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"LuminanceFormat\", function() { return LuminanceFormat; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"LuminanceAlphaFormat\", function() { return LuminanceAlphaFormat; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"RGBEFormat\", function() { return RGBEFormat; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"DepthFormat\", function() { return DepthFormat; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"DepthStencilFormat\", function() { return DepthStencilFormat; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"RGB_S3TC_DXT1_Format\", function() { return RGB_S3TC_DXT1_Format; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"RGBA_S3TC_DXT1_Format\", function() { return RGBA_S3TC_DXT1_Format; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"RGBA_S3TC_DXT3_Format\", function() { return RGBA_S3TC_DXT3_Format; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"RGBA_S3TC_DXT5_Format\", function() { return RGBA_S3TC_DXT5_Format; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"RGB_PVRTC_4BPPV1_Format\", function() { return RGB_PVRTC_4BPPV1_Format; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"RGB_PVRTC_2BPPV1_Format\", function() { return RGB_PVRTC_2BPPV1_Format; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"RGBA_PVRTC_4BPPV1_Format\", function() { return RGBA_PVRTC_4BPPV1_Format; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"RGBA_PVRTC_2BPPV1_Format\", function() { return RGBA_PVRTC_2BPPV1_Format; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"RGB_ETC1_Format\", function() { return RGB_ETC1_Format; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"RGBA_ASTC_4x4_Format\", function() { return RGBA_ASTC_4x4_Format; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"RGBA_ASTC_5x4_Format\", function() { return RGBA_ASTC_5x4_Format; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"RGBA_ASTC_5x5_Format\", function() { return RGBA_ASTC_5x5_Format; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"RGBA_ASTC_6x5_Format\", function() { return RGBA_ASTC_6x5_Format; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"RGBA_ASTC_6x6_Format\", function() { return RGBA_ASTC_6x6_Format; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"RGBA_ASTC_8x5_Format\", function() { return RGBA_ASTC_8x5_Format; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"RGBA_ASTC_8x6_Format\", function() { return RGBA_ASTC_8x6_Format; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"RGBA_ASTC_8x8_Format\", function() { return RGBA_ASTC_8x8_Format; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"RGBA_ASTC_10x5_Format\", function() { return RGBA_ASTC_10x5_Format; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"RGBA_ASTC_10x6_Format\", function() { return RGBA_ASTC_10x6_Format; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"RGBA_ASTC_10x8_Format\", function() { return RGBA_ASTC_10x8_Format; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"RGBA_ASTC_10x10_Format\", function() { return RGBA_ASTC_10x10_Format; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"RGBA_ASTC_12x10_Format\", function() { return RGBA_ASTC_12x10_Format; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"RGBA_ASTC_12x12_Format\", function() { return RGBA_ASTC_12x12_Format; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"LoopOnce\", function() { return LoopOnce; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"LoopRepeat\", function() { return LoopRepeat; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"LoopPingPong\", function() { return LoopPingPong; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"InterpolateDiscrete\", function() { return InterpolateDiscrete; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"InterpolateLinear\", function() { return InterpolateLinear; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"InterpolateSmooth\", function() { return InterpolateSmooth; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"ZeroCurvatureEnding\", function() { return ZeroCurvatureEnding; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"ZeroSlopeEnding\", function() { return ZeroSlopeEnding; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"WrapAroundEnding\", function() { return WrapAroundEnding; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"TrianglesDrawMode\", function() { return TrianglesDrawMode; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"TriangleStripDrawMode\", function() { return TriangleStripDrawMode; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"TriangleFanDrawMode\", function() { return TriangleFanDrawMode; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"LinearEncoding\", function() { return LinearEncoding; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"sRGBEncoding\", function() { return sRGBEncoding; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"GammaEncoding\", function() { return GammaEncoding; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"RGBEEncoding\", function() { return RGBEEncoding; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"LogLuvEncoding\", function() { return LogLuvEncoding; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"RGBM7Encoding\", function() { return RGBM7Encoding; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"RGBM16Encoding\", function() { return RGBM16Encoding; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"RGBDEncoding\", function() { return RGBDEncoding; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"BasicDepthPacking\", function() { return BasicDepthPacking; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"RGBADepthPacking\", function() { return RGBADepthPacking; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"CubeGeometry\", function() { return BoxGeometry; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Face4\", function() { return Face4; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"LineStrip\", function() { return LineStrip; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"LinePieces\", function() { return LinePieces; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"MeshFaceMaterial\", function() { return MeshFaceMaterial; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"MultiMaterial\", function() { return MultiMaterial; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"PointCloud\", function() { return PointCloud; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Particle\", function() { return Particle; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"ParticleSystem\", function() { return ParticleSystem; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"PointCloudMaterial\", function() { return PointCloudMaterial; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"ParticleBasicMaterial\", function() { return ParticleBasicMaterial; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"ParticleSystemMaterial\", function() { return ParticleSystemMaterial; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Vertex\", function() { return Vertex; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"DynamicBufferAttribute\", function() { return DynamicBufferAttribute; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Int8Attribute\", function() { return Int8Attribute; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Uint8Attribute\", function() { return Uint8Attribute; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Uint8ClampedAttribute\", function() { return Uint8ClampedAttribute; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Int16Attribute\", function() { return Int16Attribute; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Uint16Attribute\", function() { return Uint16Attribute; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Int32Attribute\", function() { return Int32Attribute; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Uint32Attribute\", function() { return Uint32Attribute; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Float32Attribute\", function() { return Float32Attribute; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Float64Attribute\", function() { return Float64Attribute; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"ClosedSplineCurve3\", function() { return ClosedSplineCurve3; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"SplineCurve3\", function() { return SplineCurve3; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Spline\", function() { return Spline; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"AxisHelper\", function() { return AxisHelper; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"BoundingBoxHelper\", function() { return BoundingBoxHelper; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"EdgesHelper\", function() { return EdgesHelper; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"WireframeHelper\", function() { return WireframeHelper; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"XHRLoader\", function() { return XHRLoader; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"BinaryTextureLoader\", function() { return BinaryTextureLoader; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"GeometryUtils\", function() { return GeometryUtils; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"ImageUtils\", function() { return ImageUtils; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Projector\", function() { return Projector; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"CanvasRenderer\", function() { return CanvasRenderer; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"SceneUtils\", function() { return SceneUtils; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"LensFlare\", function() { return LensFlare; });\n// Polyfills\n\nif ( Number.EPSILON === undefined ) {\n\n\tNumber.EPSILON = Math.pow( 2, - 52 );\n\n}\n\nif ( Number.isInteger === undefined ) {\n\n\t// Missing in IE\n\t// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger\n\n\tNumber.isInteger = function ( value ) {\n\n\t\treturn typeof value === 'number' && isFinite( value ) && Math.floor( value ) === value;\n\n\t};\n\n}\n\n//\n\nif ( Math.sign === undefined ) {\n\n\t// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign\n\n\tMath.sign = function ( x ) {\n\n\t\treturn ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x;\n\n\t};\n\n}\n\nif ( 'name' in Function.prototype === false ) {\n\n\t// Missing in IE\n\t// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name\n\n\tObject.defineProperty( Function.prototype, 'name', {\n\n\t\tget: function () {\n\n\t\t\treturn this.toString().match( /^\\s*function\\s*([^\\(\\s]*)/ )[ 1 ];\n\n\t\t}\n\n\t} );\n\n}\n\nif ( Object.assign === undefined ) {\n\n\t// Missing in IE\n\t// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign\n\n\t( function () {\n\n\t\tObject.assign = function ( target ) {\n\n\t\t\tif ( target === undefined || target === null ) {\n\n\t\t\t\tthrow new TypeError( 'Cannot convert undefined or null to object' );\n\n\t\t\t}\n\n\t\t\tvar output = Object( target );\n\n\t\t\tfor ( var index = 1; index < arguments.length; index ++ ) {\n\n\t\t\t\tvar source = arguments[ index ];\n\n\t\t\t\tif ( source !== undefined && source !== null ) {\n\n\t\t\t\t\tfor ( var nextKey in source ) {\n\n\t\t\t\t\t\tif ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) {\n\n\t\t\t\t\t\t\toutput[ nextKey ] = source[ nextKey ];\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn output;\n\n\t\t};\n\n\t} )();\n\n}\n\n/**\n * https://github.com/mrdoob/eventdispatcher.js/\n */\n\nfunction EventDispatcher() {}\n\nObject.assign( EventDispatcher.prototype, {\n\n\taddEventListener: function ( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) this._listeners = {};\n\n\t\tvar listeners = this._listeners;\n\n\t\tif ( listeners[ type ] === undefined ) {\n\n\t\t\tlisteners[ type ] = [];\n\n\t\t}\n\n\t\tif ( listeners[ type ].indexOf( listener ) === - 1 ) {\n\n\t\t\tlisteners[ type ].push( listener );\n\n\t\t}\n\n\t},\n\n\thasEventListener: function ( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) return false;\n\n\t\tvar listeners = this._listeners;\n\n\t\treturn listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;\n\n\t},\n\n\tremoveEventListener: function ( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) return;\n\n\t\tvar listeners = this._listeners;\n\t\tvar listenerArray = listeners[ type ];\n\n\t\tif ( listenerArray !== undefined ) {\n\n\t\t\tvar index = listenerArray.indexOf( listener );\n\n\t\t\tif ( index !== - 1 ) {\n\n\t\t\t\tlistenerArray.splice( index, 1 );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tdispatchEvent: function ( event ) {\n\n\t\tif ( this._listeners === undefined ) return;\n\n\t\tvar listeners = this._listeners;\n\t\tvar listenerArray = listeners[ event.type ];\n\n\t\tif ( listenerArray !== undefined ) {\n\n\t\t\tevent.target = this;\n\n\t\t\tvar array = listenerArray.slice( 0 );\n\n\t\t\tfor ( var i = 0, l = array.length; i < l; i ++ ) {\n\n\t\t\t\tarray[ i ].call( this, event );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n} );\n\nvar REVISION = '90';\nvar MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2 };\nvar CullFaceNone = 0;\nvar CullFaceBack = 1;\nvar CullFaceFront = 2;\nvar CullFaceFrontBack = 3;\nvar FrontFaceDirectionCW = 0;\nvar FrontFaceDirectionCCW = 1;\nvar BasicShadowMap = 0;\nvar PCFShadowMap = 1;\nvar PCFSoftShadowMap = 2;\nvar FrontSide = 0;\nvar BackSide = 1;\nvar DoubleSide = 2;\nvar FlatShading = 1;\nvar SmoothShading = 2;\nvar NoColors = 0;\nvar FaceColors = 1;\nvar VertexColors = 2;\nvar NoBlending = 0;\nvar NormalBlending = 1;\nvar AdditiveBlending = 2;\nvar SubtractiveBlending = 3;\nvar MultiplyBlending = 4;\nvar CustomBlending = 5;\nvar AddEquation = 100;\nvar SubtractEquation = 101;\nvar ReverseSubtractEquation = 102;\nvar MinEquation = 103;\nvar MaxEquation = 104;\nvar ZeroFactor = 200;\nvar OneFactor = 201;\nvar SrcColorFactor = 202;\nvar OneMinusSrcColorFactor = 203;\nvar SrcAlphaFactor = 204;\nvar OneMinusSrcAlphaFactor = 205;\nvar DstAlphaFactor = 206;\nvar OneMinusDstAlphaFactor = 207;\nvar DstColorFactor = 208;\nvar OneMinusDstColorFactor = 209;\nvar SrcAlphaSaturateFactor = 210;\nvar NeverDepth = 0;\nvar AlwaysDepth = 1;\nvar LessDepth = 2;\nvar LessEqualDepth = 3;\nvar EqualDepth = 4;\nvar GreaterEqualDepth = 5;\nvar GreaterDepth = 6;\nvar NotEqualDepth = 7;\nvar MultiplyOperation = 0;\nvar MixOperation = 1;\nvar AddOperation = 2;\nvar NoToneMapping = 0;\nvar LinearToneMapping = 1;\nvar ReinhardToneMapping = 2;\nvar Uncharted2ToneMapping = 3;\nvar CineonToneMapping = 4;\nvar UVMapping = 300;\nvar CubeReflectionMapping = 301;\nvar CubeRefractionMapping = 302;\nvar EquirectangularReflectionMapping = 303;\nvar EquirectangularRefractionMapping = 304;\nvar SphericalReflectionMapping = 305;\nvar CubeUVReflectionMapping = 306;\nvar CubeUVRefractionMapping = 307;\nvar RepeatWrapping = 1000;\nvar ClampToEdgeWrapping = 1001;\nvar MirroredRepeatWrapping = 1002;\nvar NearestFilter = 1003;\nvar NearestMipMapNearestFilter = 1004;\nvar NearestMipMapLinearFilter = 1005;\nvar LinearFilter = 1006;\nvar LinearMipMapNearestFilter = 1007;\nvar LinearMipMapLinearFilter = 1008;\nvar UnsignedByteType = 1009;\nvar ByteType = 1010;\nvar ShortType = 1011;\nvar UnsignedShortType = 1012;\nvar IntType = 1013;\nvar UnsignedIntType = 1014;\nvar FloatType = 1015;\nvar HalfFloatType = 1016;\nvar UnsignedShort4444Type = 1017;\nvar UnsignedShort5551Type = 1018;\nvar UnsignedShort565Type = 1019;\nvar UnsignedInt248Type = 1020;\nvar AlphaFormat = 1021;\nvar RGBFormat = 1022;\nvar RGBAFormat = 1023;\nvar LuminanceFormat = 1024;\nvar LuminanceAlphaFormat = 1025;\nvar RGBEFormat = RGBAFormat;\nvar DepthFormat = 1026;\nvar DepthStencilFormat = 1027;\nvar RGB_S3TC_DXT1_Format = 33776;\nvar RGBA_S3TC_DXT1_Format = 33777;\nvar RGBA_S3TC_DXT3_Format = 33778;\nvar RGBA_S3TC_DXT5_Format = 33779;\nvar RGB_PVRTC_4BPPV1_Format = 35840;\nvar RGB_PVRTC_2BPPV1_Format = 35841;\nvar RGBA_PVRTC_4BPPV1_Format = 35842;\nvar RGBA_PVRTC_2BPPV1_Format = 35843;\nvar RGB_ETC1_Format = 36196;\nvar RGBA_ASTC_4x4_Format = 37808;\nvar RGBA_ASTC_5x4_Format = 37809;\nvar RGBA_ASTC_5x5_Format = 37810;\nvar RGBA_ASTC_6x5_Format = 37811;\nvar RGBA_ASTC_6x6_Format = 37812;\nvar RGBA_ASTC_8x5_Format = 37813;\nvar RGBA_ASTC_8x6_Format = 37814;\nvar RGBA_ASTC_8x8_Format = 37815;\nvar RGBA_ASTC_10x5_Format = 37816;\nvar RGBA_ASTC_10x6_Format = 37817;\nvar RGBA_ASTC_10x8_Format = 37818;\nvar RGBA_ASTC_10x10_Format = 37819;\nvar RGBA_ASTC_12x10_Format = 37820;\nvar RGBA_ASTC_12x12_Format = 37821;\nvar LoopOnce = 2200;\nvar LoopRepeat = 2201;\nvar LoopPingPong = 2202;\nvar InterpolateDiscrete = 2300;\nvar InterpolateLinear = 2301;\nvar InterpolateSmooth = 2302;\nvar ZeroCurvatureEnding = 2400;\nvar ZeroSlopeEnding = 2401;\nvar WrapAroundEnding = 2402;\nvar TrianglesDrawMode = 0;\nvar TriangleStripDrawMode = 1;\nvar TriangleFanDrawMode = 2;\nvar LinearEncoding = 3000;\nvar sRGBEncoding = 3001;\nvar GammaEncoding = 3007;\nvar RGBEEncoding = 3002;\nvar LogLuvEncoding = 3003;\nvar RGBM7Encoding = 3004;\nvar RGBM16Encoding = 3005;\nvar RGBDEncoding = 3006;\nvar BasicDepthPacking = 3200;\nvar RGBADepthPacking = 3201;\n\n/**\n * @author alteredq / http://alteredqualia.com/\n * @author mrdoob / http://mrdoob.com/\n */\n\nvar _Math = {\n\n\tDEG2RAD: Math.PI / 180,\n\tRAD2DEG: 180 / Math.PI,\n\n\tgenerateUUID: ( function () {\n\n\t\t// http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136\n\n\t\tvar lut = [];\n\n\t\tfor ( var i = 0; i < 256; i ++ ) {\n\n\t\t\tlut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 ).toUpperCase();\n\n\t\t}\n\n\t\treturn function generateUUID() {\n\n\t\t\tvar d0 = Math.random() * 0xffffffff | 0;\n\t\t\tvar d1 = Math.random() * 0xffffffff | 0;\n\t\t\tvar d2 = Math.random() * 0xffffffff | 0;\n\t\t\tvar d3 = Math.random() * 0xffffffff | 0;\n\t\t\treturn lut[ d0 & 0xff ] + lut[ d0 >> 8 & 0xff ] + lut[ d0 >> 16 & 0xff ] + lut[ d0 >> 24 & 0xff ] + '-' +\n\t\t\t\tlut[ d1 & 0xff ] + lut[ d1 >> 8 & 0xff ] + '-' + lut[ d1 >> 16 & 0x0f | 0x40 ] + lut[ d1 >> 24 & 0xff ] + '-' +\n\t\t\t\tlut[ d2 & 0x3f | 0x80 ] + lut[ d2 >> 8 & 0xff ] + '-' + lut[ d2 >> 16 & 0xff ] + lut[ d2 >> 24 & 0xff ] +\n\t\t\t\tlut[ d3 & 0xff ] + lut[ d3 >> 8 & 0xff ] + lut[ d3 >> 16 & 0xff ] + lut[ d3 >> 24 & 0xff ];\n\n\t\t};\n\n\t} )(),\n\n\tclamp: function ( value, min, max ) {\n\n\t\treturn Math.max( min, Math.min( max, value ) );\n\n\t},\n\n\t// compute euclidian modulo of m % n\n\t// https://en.wikipedia.org/wiki/Modulo_operation\n\n\teuclideanModulo: function ( n, m ) {\n\n\t\treturn ( ( n % m ) + m ) % m;\n\n\t},\n\n\t// Linear mapping from range to range \n\n\tmapLinear: function ( x, a1, a2, b1, b2 ) {\n\n\t\treturn b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );\n\n\t},\n\n\t// https://en.wikipedia.org/wiki/Linear_interpolation\n\n\tlerp: function ( x, y, t ) {\n\n\t\treturn ( 1 - t ) * x + t * y;\n\n\t},\n\n\t// http://en.wikipedia.org/wiki/Smoothstep\n\n\tsmoothstep: function ( x, min, max ) {\n\n\t\tif ( x <= min ) return 0;\n\t\tif ( x >= max ) return 1;\n\n\t\tx = ( x - min ) / ( max - min );\n\n\t\treturn x * x * ( 3 - 2 * x );\n\n\t},\n\n\tsmootherstep: function ( x, min, max ) {\n\n\t\tif ( x <= min ) return 0;\n\t\tif ( x >= max ) return 1;\n\n\t\tx = ( x - min ) / ( max - min );\n\n\t\treturn x * x * x * ( x * ( x * 6 - 15 ) + 10 );\n\n\t},\n\n\t// Random integer from interval\n\n\trandInt: function ( low, high ) {\n\n\t\treturn low + Math.floor( Math.random() * ( high - low + 1 ) );\n\n\t},\n\n\t// Random float from interval\n\n\trandFloat: function ( low, high ) {\n\n\t\treturn low + Math.random() * ( high - low );\n\n\t},\n\n\t// Random float from <-range/2, range/2> interval\n\n\trandFloatSpread: function ( range ) {\n\n\t\treturn range * ( 0.5 - Math.random() );\n\n\t},\n\n\tdegToRad: function ( degrees ) {\n\n\t\treturn degrees * _Math.DEG2RAD;\n\n\t},\n\n\tradToDeg: function ( radians ) {\n\n\t\treturn radians * _Math.RAD2DEG;\n\n\t},\n\n\tisPowerOfTwo: function ( value ) {\n\n\t\treturn ( value & ( value - 1 ) ) === 0 && value !== 0;\n\n\t},\n\n\tceilPowerOfTwo: function ( value ) {\n\n\t\treturn Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );\n\n\t},\n\n\tfloorPowerOfTwo: function ( value ) {\n\n\t\treturn Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );\n\n\t}\n\n};\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author philogb / http://blog.thejit.org/\n * @author egraether / http://egraether.com/\n * @author zz85 / http://www.lab4games.net/zz85/blog\n */\n\nfunction Vector2( x, y ) {\n\n\tthis.x = x || 0;\n\tthis.y = y || 0;\n\n}\n\nObject.defineProperties( Vector2.prototype, {\n\n\t\"width\": {\n\n\t\tget: function () {\n\n\t\t\treturn this.x;\n\n\t\t},\n\n\t\tset: function ( value ) {\n\n\t\t\tthis.x = value;\n\n\t\t}\n\n\t},\n\n\t\"height\": {\n\n\t\tget: function () {\n\n\t\t\treturn this.y;\n\n\t\t},\n\n\t\tset: function ( value ) {\n\n\t\t\tthis.y = value;\n\n\t\t}\n\n\t}\n\n} );\n\nObject.assign( Vector2.prototype, {\n\n\tisVector2: true,\n\n\tset: function ( x, y ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t},\n\n\tsetScalar: function ( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\n\t\treturn this;\n\n\t},\n\n\tsetX: function ( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t},\n\n\tsetY: function ( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t},\n\n\tsetComponent: function ( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tgetComponent: function ( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor( this.x, this.y );\n\n\t},\n\n\tcopy: function ( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\n\t\treturn this;\n\n\t},\n\n\tadd: function ( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );\n\t\t\treturn this.addVectors( v, w );\n\n\t\t}\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\n\t\treturn this;\n\n\t},\n\n\taddScalar: function ( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\n\t\treturn this;\n\n\t},\n\n\taddVectors: function ( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\n\t\treturn this;\n\n\t},\n\n\taddScaledVector: function ( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\n\t\treturn this;\n\n\t},\n\n\tsub: function ( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );\n\t\t\treturn this.subVectors( v, w );\n\n\t\t}\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\n\t\treturn this;\n\n\t},\n\n\tsubScalar: function ( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\n\t\treturn this;\n\n\t},\n\n\tsubVectors: function ( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\n\t\treturn this;\n\n\t},\n\n\tmultiply: function ( v ) {\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\n\t\treturn this;\n\n\t},\n\n\tmultiplyScalar: function ( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\n\t\treturn this;\n\n\t},\n\n\tdivide: function ( v ) {\n\n\t\tthis.x /= v.x;\n\t\tthis.y /= v.y;\n\n\t\treturn this;\n\n\t},\n\n\tdivideScalar: function ( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t},\n\n\tapplyMatrix3: function ( m ) {\n\n\t\tvar x = this.x, y = this.y;\n\t\tvar e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];\n\t\tthis.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];\n\n\t\treturn this;\n\n\t},\n\n\tmin: function ( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\n\t\treturn this;\n\n\t},\n\n\tmax: function ( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\n\t\treturn this;\n\n\t},\n\n\tclamp: function ( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\n\t\treturn this;\n\n\t},\n\n\tclampScalar: function () {\n\n\t\tvar min = new Vector2();\n\t\tvar max = new Vector2();\n\n\t\treturn function clampScalar( minVal, maxVal ) {\n\n\t\t\tmin.set( minVal, minVal );\n\t\t\tmax.set( maxVal, maxVal );\n\n\t\t\treturn this.clamp( min, max );\n\n\t\t};\n\n\t}(),\n\n\tclampLength: function ( min, max ) {\n\n\t\tvar length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t},\n\n\tfloor: function () {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\n\t\treturn this;\n\n\t},\n\n\tceil: function () {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\n\t\treturn this;\n\n\t},\n\n\tround: function () {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\n\t\treturn this;\n\n\t},\n\n\troundToZero: function () {\n\n\t\tthis.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );\n\t\tthis.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );\n\n\t\treturn this;\n\n\t},\n\n\tnegate: function () {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\n\t\treturn this;\n\n\t},\n\n\tdot: function ( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y;\n\n\t},\n\n\tlengthSq: function () {\n\n\t\treturn this.x * this.x + this.y * this.y;\n\n\t},\n\n\tlength: function () {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y );\n\n\t},\n\n\tmanhattanLength: function () {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y );\n\n\t},\n\n\tnormalize: function () {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t},\n\n\tangle: function () {\n\n\t\t// computes the angle in radians with respect to the positive x-axis\n\n\t\tvar angle = Math.atan2( this.y, this.x );\n\n\t\tif ( angle < 0 ) angle += 2 * Math.PI;\n\n\t\treturn angle;\n\n\t},\n\n\tdistanceTo: function ( v ) {\n\n\t\treturn Math.sqrt( this.distanceToSquared( v ) );\n\n\t},\n\n\tdistanceToSquared: function ( v ) {\n\n\t\tvar dx = this.x - v.x, dy = this.y - v.y;\n\t\treturn dx * dx + dy * dy;\n\n\t},\n\n\tmanhattanDistanceTo: function ( v ) {\n\n\t\treturn Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );\n\n\t},\n\n\tsetLength: function ( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t},\n\n\tlerp: function ( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\n\t\treturn this;\n\n\t},\n\n\tlerpVectors: function ( v1, v2, alpha ) {\n\n\t\treturn this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );\n\n\t},\n\n\tequals: function ( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) );\n\n\t},\n\n\tfromArray: function ( array, offset ) {\n\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\n\t\treturn this;\n\n\t},\n\n\ttoArray: function ( array, offset ) {\n\n\t\tif ( array === undefined ) array = [];\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\n\t\treturn array;\n\n\t},\n\n\tfromBufferAttribute: function ( attribute, index, offset ) {\n\n\t\tif ( offset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );\n\n\t\t}\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\n\t\treturn this;\n\n\t},\n\n\trotateAround: function ( center, angle ) {\n\n\t\tvar c = Math.cos( angle ), s = Math.sin( angle );\n\n\t\tvar x = this.x - center.x;\n\t\tvar y = this.y - center.y;\n\n\t\tthis.x = x * c - y * s + center.x;\n\t\tthis.y = x * s + y * c + center.y;\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author supereggbert / http://www.paulbrunt.co.uk/\n * @author philogb / http://blog.thejit.org/\n * @author jordi_ros / http://plattsoft.com\n * @author D1plo1d / http://github.com/D1plo1d\n * @author alteredq / http://alteredqualia.com/\n * @author mikael emtinger / http://gomo.se/\n * @author timknip / http://www.floorplanner.com/\n * @author bhouston / http://clara.io\n * @author WestLangley / http://github.com/WestLangley\n */\n\nfunction Matrix4() {\n\n\tthis.elements = [\n\n\t\t1, 0, 0, 0,\n\t\t0, 1, 0, 0,\n\t\t0, 0, 1, 0,\n\t\t0, 0, 0, 1\n\n\t];\n\n\tif ( arguments.length > 0 ) {\n\n\t\tconsole.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );\n\n\t}\n\n}\n\nObject.assign( Matrix4.prototype, {\n\n\tisMatrix4: true,\n\n\tset: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {\n\n\t\tvar te = this.elements;\n\n\t\tte[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;\n\t\tte[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;\n\t\tte[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;\n\t\tte[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;\n\n\t\treturn this;\n\n\t},\n\n\tidentity: function () {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, 1, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new Matrix4().fromArray( this.elements );\n\n\t},\n\n\tcopy: function ( m ) {\n\n\t\tvar te = this.elements;\n\t\tvar me = m.elements;\n\n\t\tte[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];\n\t\tte[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];\n\t\tte[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];\n\t\tte[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];\n\n\t\treturn this;\n\n\t},\n\n\tcopyPosition: function ( m ) {\n\n\t\tvar te = this.elements, me = m.elements;\n\n\t\tte[ 12 ] = me[ 12 ];\n\t\tte[ 13 ] = me[ 13 ];\n\t\tte[ 14 ] = me[ 14 ];\n\n\t\treturn this;\n\n\t},\n\n\textractBasis: function ( xAxis, yAxis, zAxis ) {\n\n\t\txAxis.setFromMatrixColumn( this, 0 );\n\t\tyAxis.setFromMatrixColumn( this, 1 );\n\t\tzAxis.setFromMatrixColumn( this, 2 );\n\n\t\treturn this;\n\n\t},\n\n\tmakeBasis: function ( xAxis, yAxis, zAxis ) {\n\n\t\tthis.set(\n\t\t\txAxis.x, yAxis.x, zAxis.x, 0,\n\t\t\txAxis.y, yAxis.y, zAxis.y, 0,\n\t\t\txAxis.z, yAxis.z, zAxis.z, 0,\n\t\t\t0, 0, 0, 1\n\t\t);\n\n\t\treturn this;\n\n\t},\n\n\textractRotation: function () {\n\n\t\tvar v1 = new Vector3();\n\n\t\treturn function extractRotation( m ) {\n\n\t\t\tvar te = this.elements;\n\t\t\tvar me = m.elements;\n\n\t\t\tvar scaleX = 1 / v1.setFromMatrixColumn( m, 0 ).length();\n\t\t\tvar scaleY = 1 / v1.setFromMatrixColumn( m, 1 ).length();\n\t\t\tvar scaleZ = 1 / v1.setFromMatrixColumn( m, 2 ).length();\n\n\t\t\tte[ 0 ] = me[ 0 ] * scaleX;\n\t\t\tte[ 1 ] = me[ 1 ] * scaleX;\n\t\t\tte[ 2 ] = me[ 2 ] * scaleX;\n\n\t\t\tte[ 4 ] = me[ 4 ] * scaleY;\n\t\t\tte[ 5 ] = me[ 5 ] * scaleY;\n\t\t\tte[ 6 ] = me[ 6 ] * scaleY;\n\n\t\t\tte[ 8 ] = me[ 8 ] * scaleZ;\n\t\t\tte[ 9 ] = me[ 9 ] * scaleZ;\n\t\t\tte[ 10 ] = me[ 10 ] * scaleZ;\n\n\t\t\treturn this;\n\n\t\t};\n\n\t}(),\n\n\tmakeRotationFromEuler: function ( euler ) {\n\n\t\tif ( ! ( euler && euler.isEuler ) ) {\n\n\t\t\tconsole.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );\n\n\t\t}\n\n\t\tvar te = this.elements;\n\n\t\tvar x = euler.x, y = euler.y, z = euler.z;\n\t\tvar a = Math.cos( x ), b = Math.sin( x );\n\t\tvar c = Math.cos( y ), d = Math.sin( y );\n\t\tvar e = Math.cos( z ), f = Math.sin( z );\n\n\t\tif ( euler.order === 'XYZ' ) {\n\n\t\t\tvar ae = a * e, af = a * f, be = b * e, bf = b * f;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = - c * f;\n\t\t\tte[ 8 ] = d;\n\n\t\t\tte[ 1 ] = af + be * d;\n\t\t\tte[ 5 ] = ae - bf * d;\n\t\t\tte[ 9 ] = - b * c;\n\n\t\t\tte[ 2 ] = bf - ae * d;\n\t\t\tte[ 6 ] = be + af * d;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'YXZ' ) {\n\n\t\t\tvar ce = c * e, cf = c * f, de = d * e, df = d * f;\n\n\t\t\tte[ 0 ] = ce + df * b;\n\t\t\tte[ 4 ] = de * b - cf;\n\t\t\tte[ 8 ] = a * d;\n\n\t\t\tte[ 1 ] = a * f;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = - b;\n\n\t\t\tte[ 2 ] = cf * b - de;\n\t\t\tte[ 6 ] = df + ce * b;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'ZXY' ) {\n\n\t\t\tvar ce = c * e, cf = c * f, de = d * e, df = d * f;\n\n\t\t\tte[ 0 ] = ce - df * b;\n\t\t\tte[ 4 ] = - a * f;\n\t\t\tte[ 8 ] = de + cf * b;\n\n\t\t\tte[ 1 ] = cf + de * b;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = df - ce * b;\n\n\t\t\tte[ 2 ] = - a * d;\n\t\t\tte[ 6 ] = b;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'ZYX' ) {\n\n\t\t\tvar ae = a * e, af = a * f, be = b * e, bf = b * f;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = be * d - af;\n\t\t\tte[ 8 ] = ae * d + bf;\n\n\t\t\tte[ 1 ] = c * f;\n\t\t\tte[ 5 ] = bf * d + ae;\n\t\t\tte[ 9 ] = af * d - be;\n\n\t\t\tte[ 2 ] = - d;\n\t\t\tte[ 6 ] = b * c;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'YZX' ) {\n\n\t\t\tvar ac = a * c, ad = a * d, bc = b * c, bd = b * d;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = bd - ac * f;\n\t\t\tte[ 8 ] = bc * f + ad;\n\n\t\t\tte[ 1 ] = f;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = - b * e;\n\n\t\t\tte[ 2 ] = - d * e;\n\t\t\tte[ 6 ] = ad * f + bc;\n\t\t\tte[ 10 ] = ac - bd * f;\n\n\t\t} else if ( euler.order === 'XZY' ) {\n\n\t\t\tvar ac = a * c, ad = a * d, bc = b * c, bd = b * d;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = - f;\n\t\t\tte[ 8 ] = d * e;\n\n\t\t\tte[ 1 ] = ac * f + bd;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = ad * f - bc;\n\n\t\t\tte[ 2 ] = bc * f - ad;\n\t\t\tte[ 6 ] = b * e;\n\t\t\tte[ 10 ] = bd * f + ac;\n\n\t\t}\n\n\t\t// last column\n\t\tte[ 3 ] = 0;\n\t\tte[ 7 ] = 0;\n\t\tte[ 11 ] = 0;\n\n\t\t// bottom row\n\t\tte[ 12 ] = 0;\n\t\tte[ 13 ] = 0;\n\t\tte[ 14 ] = 0;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t},\n\n\tmakeRotationFromQuaternion: function ( q ) {\n\n\t\tvar te = this.elements;\n\n\t\tvar x = q._x, y = q._y, z = q._z, w = q._w;\n\t\tvar x2 = x + x, y2 = y + y, z2 = z + z;\n\t\tvar xx = x * x2, xy = x * y2, xz = x * z2;\n\t\tvar yy = y * y2, yz = y * z2, zz = z * z2;\n\t\tvar wx = w * x2, wy = w * y2, wz = w * z2;\n\n\t\tte[ 0 ] = 1 - ( yy + zz );\n\t\tte[ 4 ] = xy - wz;\n\t\tte[ 8 ] = xz + wy;\n\n\t\tte[ 1 ] = xy + wz;\n\t\tte[ 5 ] = 1 - ( xx + zz );\n\t\tte[ 9 ] = yz - wx;\n\n\t\tte[ 2 ] = xz - wy;\n\t\tte[ 6 ] = yz + wx;\n\t\tte[ 10 ] = 1 - ( xx + yy );\n\n\t\t// last column\n\t\tte[ 3 ] = 0;\n\t\tte[ 7 ] = 0;\n\t\tte[ 11 ] = 0;\n\n\t\t// bottom row\n\t\tte[ 12 ] = 0;\n\t\tte[ 13 ] = 0;\n\t\tte[ 14 ] = 0;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t},\n\n\tlookAt: function () {\n\n\t\tvar x = new Vector3();\n\t\tvar y = new Vector3();\n\t\tvar z = new Vector3();\n\n\t\treturn function lookAt( eye, target, up ) {\n\n\t\t\tvar te = this.elements;\n\n\t\t\tz.subVectors( eye, target );\n\n\t\t\tif ( z.lengthSq() === 0 ) {\n\n\t\t\t\t// eye and target are in the same position\n\n\t\t\t\tz.z = 1;\n\n\t\t\t}\n\n\t\t\tz.normalize();\n\t\t\tx.crossVectors( up, z );\n\n\t\t\tif ( x.lengthSq() === 0 ) {\n\n\t\t\t\t// up and z are parallel\n\n\t\t\t\tif ( Math.abs( up.z ) === 1 ) {\n\n\t\t\t\t\tz.x += 0.0001;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tz.z += 0.0001;\n\n\t\t\t\t}\n\n\t\t\t\tz.normalize();\n\t\t\t\tx.crossVectors( up, z );\n\n\t\t\t}\n\n\t\t\tx.normalize();\n\t\t\ty.crossVectors( z, x );\n\n\t\t\tte[ 0 ] = x.x; te[ 4 ] = y.x; te[ 8 ] = z.x;\n\t\t\tte[ 1 ] = x.y; te[ 5 ] = y.y; te[ 9 ] = z.y;\n\t\t\tte[ 2 ] = x.z; te[ 6 ] = y.z; te[ 10 ] = z.z;\n\n\t\t\treturn this;\n\n\t\t};\n\n\t}(),\n\n\tmultiply: function ( m, n ) {\n\n\t\tif ( n !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );\n\t\t\treturn this.multiplyMatrices( m, n );\n\n\t\t}\n\n\t\treturn this.multiplyMatrices( this, m );\n\n\t},\n\n\tpremultiply: function ( m ) {\n\n\t\treturn this.multiplyMatrices( m, this );\n\n\t},\n\n\tmultiplyMatrices: function ( a, b ) {\n\n\t\tvar ae = a.elements;\n\t\tvar be = b.elements;\n\t\tvar te = this.elements;\n\n\t\tvar a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];\n\t\tvar a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];\n\t\tvar a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];\n\t\tvar a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];\n\n\t\tvar b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];\n\t\tvar b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];\n\t\tvar b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];\n\t\tvar b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];\n\n\t\tte[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;\n\t\tte[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;\n\t\tte[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;\n\t\tte[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;\n\n\t\tte[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;\n\t\tte[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;\n\t\tte[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;\n\t\tte[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;\n\n\t\tte[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;\n\t\tte[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;\n\t\tte[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;\n\t\tte[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;\n\n\t\tte[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;\n\t\tte[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;\n\t\tte[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;\n\t\tte[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;\n\n\t\treturn this;\n\n\t},\n\n\tmultiplyScalar: function ( s ) {\n\n\t\tvar te = this.elements;\n\n\t\tte[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;\n\t\tte[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;\n\t\tte[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;\n\t\tte[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;\n\n\t\treturn this;\n\n\t},\n\n\tapplyToBufferAttribute: function () {\n\n\t\tvar v1 = new Vector3();\n\n\t\treturn function applyToBufferAttribute( attribute ) {\n\n\t\t\tfor ( var i = 0, l = attribute.count; i < l; i ++ ) {\n\n\t\t\t\tv1.x = attribute.getX( i );\n\t\t\t\tv1.y = attribute.getY( i );\n\t\t\t\tv1.z = attribute.getZ( i );\n\n\t\t\t\tv1.applyMatrix4( this );\n\n\t\t\t\tattribute.setXYZ( i, v1.x, v1.y, v1.z );\n\n\t\t\t}\n\n\t\t\treturn attribute;\n\n\t\t};\n\n\t}(),\n\n\tdeterminant: function () {\n\n\t\tvar te = this.elements;\n\n\t\tvar n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];\n\t\tvar n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];\n\t\tvar n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];\n\t\tvar n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];\n\n\t\t//TODO: make this more efficient\n\t\t//( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )\n\n\t\treturn (\n\t\t\tn41 * (\n\t\t\t\t+ n14 * n23 * n32\n\t\t\t\t - n13 * n24 * n32\n\t\t\t\t - n14 * n22 * n33\n\t\t\t\t + n12 * n24 * n33\n\t\t\t\t + n13 * n22 * n34\n\t\t\t\t - n12 * n23 * n34\n\t\t\t) +\n\t\t\tn42 * (\n\t\t\t\t+ n11 * n23 * n34\n\t\t\t\t - n11 * n24 * n33\n\t\t\t\t + n14 * n21 * n33\n\t\t\t\t - n13 * n21 * n34\n\t\t\t\t + n13 * n24 * n31\n\t\t\t\t - n14 * n23 * n31\n\t\t\t) +\n\t\t\tn43 * (\n\t\t\t\t+ n11 * n24 * n32\n\t\t\t\t - n11 * n22 * n34\n\t\t\t\t - n14 * n21 * n32\n\t\t\t\t + n12 * n21 * n34\n\t\t\t\t + n14 * n22 * n31\n\t\t\t\t - n12 * n24 * n31\n\t\t\t) +\n\t\t\tn44 * (\n\t\t\t\t- n13 * n22 * n31\n\t\t\t\t - n11 * n23 * n32\n\t\t\t\t + n11 * n22 * n33\n\t\t\t\t + n13 * n21 * n32\n\t\t\t\t - n12 * n21 * n33\n\t\t\t\t + n12 * n23 * n31\n\t\t\t)\n\n\t\t);\n\n\t},\n\n\ttranspose: function () {\n\n\t\tvar te = this.elements;\n\t\tvar tmp;\n\n\t\ttmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;\n\t\ttmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;\n\t\ttmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;\n\n\t\ttmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;\n\t\ttmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;\n\t\ttmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;\n\n\t\treturn this;\n\n\t},\n\n\tsetPosition: function ( v ) {\n\n\t\tvar te = this.elements;\n\n\t\tte[ 12 ] = v.x;\n\t\tte[ 13 ] = v.y;\n\t\tte[ 14 ] = v.z;\n\n\t\treturn this;\n\n\t},\n\n\tgetInverse: function ( m, throwOnDegenerate ) {\n\n\t\t// based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm\n\t\tvar te = this.elements,\n\t\t\tme = m.elements,\n\n\t\t\tn11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],\n\t\t\tn12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],\n\t\t\tn13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],\n\t\t\tn14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],\n\n\t\t\tt11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,\n\t\t\tt12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,\n\t\t\tt13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,\n\t\t\tt14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;\n\n\t\tvar det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;\n\n\t\tif ( det === 0 ) {\n\n\t\t\tvar msg = \"THREE.Matrix4: .getInverse() can't invert matrix, determinant is 0\";\n\n\t\t\tif ( throwOnDegenerate === true ) {\n\n\t\t\t\tthrow new Error( msg );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( msg );\n\n\t\t\t}\n\n\t\t\treturn this.identity();\n\n\t\t}\n\n\t\tvar detInv = 1 / det;\n\n\t\tte[ 0 ] = t11 * detInv;\n\t\tte[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;\n\t\tte[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;\n\t\tte[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;\n\n\t\tte[ 4 ] = t12 * detInv;\n\t\tte[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;\n\t\tte[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;\n\t\tte[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;\n\n\t\tte[ 8 ] = t13 * detInv;\n\t\tte[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;\n\t\tte[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;\n\t\tte[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;\n\n\t\tte[ 12 ] = t14 * detInv;\n\t\tte[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;\n\t\tte[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;\n\t\tte[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;\n\n\t\treturn this;\n\n\t},\n\n\tscale: function ( v ) {\n\n\t\tvar te = this.elements;\n\t\tvar x = v.x, y = v.y, z = v.z;\n\n\t\tte[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;\n\t\tte[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;\n\t\tte[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;\n\t\tte[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;\n\n\t\treturn this;\n\n\t},\n\n\tgetMaxScaleOnAxis: function () {\n\n\t\tvar te = this.elements;\n\n\t\tvar scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];\n\t\tvar scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];\n\t\tvar scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];\n\n\t\treturn Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );\n\n\t},\n\n\tmakeTranslation: function ( x, y, z ) {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, x,\n\t\t\t0, 1, 0, y,\n\t\t\t0, 0, 1, z,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t},\n\n\tmakeRotationX: function ( theta ) {\n\n\t\tvar c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, c, - s, 0,\n\t\t\t0, s, c, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t},\n\n\tmakeRotationY: function ( theta ) {\n\n\t\tvar c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\t c, 0, s, 0,\n\t\t\t 0, 1, 0, 0,\n\t\t\t- s, 0, c, 0,\n\t\t\t 0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t},\n\n\tmakeRotationZ: function ( theta ) {\n\n\t\tvar c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\tc, - s, 0, 0,\n\t\t\ts, c, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t},\n\n\tmakeRotationAxis: function ( axis, angle ) {\n\n\t\t// Based on http://www.gamedev.net/reference/articles/article1199.asp\n\n\t\tvar c = Math.cos( angle );\n\t\tvar s = Math.sin( angle );\n\t\tvar t = 1 - c;\n\t\tvar x = axis.x, y = axis.y, z = axis.z;\n\t\tvar tx = t * x, ty = t * y;\n\n\t\tthis.set(\n\n\t\t\ttx * x + c, tx * y - s * z, tx * z + s * y, 0,\n\t\t\ttx * y + s * z, ty * y + c, ty * z - s * x, 0,\n\t\t\ttx * z - s * y, ty * z + s * x, t * z * z + c, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\t return this;\n\n\t},\n\n\tmakeScale: function ( x, y, z ) {\n\n\t\tthis.set(\n\n\t\t\tx, 0, 0, 0,\n\t\t\t0, y, 0, 0,\n\t\t\t0, 0, z, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t},\n\n\tmakeShear: function ( x, y, z ) {\n\n\t\tthis.set(\n\n\t\t\t1, y, z, 0,\n\t\t\tx, 1, z, 0,\n\t\t\tx, y, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t},\n\n\tcompose: function ( position, quaternion, scale ) {\n\n\t\tthis.makeRotationFromQuaternion( quaternion );\n\t\tthis.scale( scale );\n\t\tthis.setPosition( position );\n\n\t\treturn this;\n\n\t},\n\n\tdecompose: function () {\n\n\t\tvar vector = new Vector3();\n\t\tvar matrix = new Matrix4();\n\n\t\treturn function decompose( position, quaternion, scale ) {\n\n\t\t\tvar te = this.elements;\n\n\t\t\tvar sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();\n\t\t\tvar sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();\n\t\t\tvar sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();\n\n\t\t\t// if determine is negative, we need to invert one scale\n\t\t\tvar det = this.determinant();\n\t\t\tif ( det < 0 ) sx = - sx;\n\n\t\t\tposition.x = te[ 12 ];\n\t\t\tposition.y = te[ 13 ];\n\t\t\tposition.z = te[ 14 ];\n\n\t\t\t// scale the rotation part\n\t\t\tmatrix.copy( this );\n\n\t\t\tvar invSX = 1 / sx;\n\t\t\tvar invSY = 1 / sy;\n\t\t\tvar invSZ = 1 / sz;\n\n\t\t\tmatrix.elements[ 0 ] *= invSX;\n\t\t\tmatrix.elements[ 1 ] *= invSX;\n\t\t\tmatrix.elements[ 2 ] *= invSX;\n\n\t\t\tmatrix.elements[ 4 ] *= invSY;\n\t\t\tmatrix.elements[ 5 ] *= invSY;\n\t\t\tmatrix.elements[ 6 ] *= invSY;\n\n\t\t\tmatrix.elements[ 8 ] *= invSZ;\n\t\t\tmatrix.elements[ 9 ] *= invSZ;\n\t\t\tmatrix.elements[ 10 ] *= invSZ;\n\n\t\t\tquaternion.setFromRotationMatrix( matrix );\n\n\t\t\tscale.x = sx;\n\t\t\tscale.y = sy;\n\t\t\tscale.z = sz;\n\n\t\t\treturn this;\n\n\t\t};\n\n\t}(),\n\n\tmakePerspective: function ( left, right, top, bottom, near, far ) {\n\n\t\tif ( far === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );\n\n\t\t}\n\n\t\tvar te = this.elements;\n\t\tvar x = 2 * near / ( right - left );\n\t\tvar y = 2 * near / ( top - bottom );\n\n\t\tvar a = ( right + left ) / ( right - left );\n\t\tvar b = ( top + bottom ) / ( top - bottom );\n\t\tvar c = - ( far + near ) / ( far - near );\n\t\tvar d = - 2 * far * near / ( far - near );\n\n\t\tte[ 0 ] = x;\tte[ 4 ] = 0;\tte[ 8 ] = a;\tte[ 12 ] = 0;\n\t\tte[ 1 ] = 0;\tte[ 5 ] = y;\tte[ 9 ] = b;\tte[ 13 ] = 0;\n\t\tte[ 2 ] = 0;\tte[ 6 ] = 0;\tte[ 10 ] = c;\tte[ 14 ] = d;\n\t\tte[ 3 ] = 0;\tte[ 7 ] = 0;\tte[ 11 ] = - 1;\tte[ 15 ] = 0;\n\n\t\treturn this;\n\n\t},\n\n\tmakeOrthographic: function ( left, right, top, bottom, near, far ) {\n\n\t\tvar te = this.elements;\n\t\tvar w = 1.0 / ( right - left );\n\t\tvar h = 1.0 / ( top - bottom );\n\t\tvar p = 1.0 / ( far - near );\n\n\t\tvar x = ( right + left ) * w;\n\t\tvar y = ( top + bottom ) * h;\n\t\tvar z = ( far + near ) * p;\n\n\t\tte[ 0 ] = 2 * w;\tte[ 4 ] = 0;\tte[ 8 ] = 0;\tte[ 12 ] = - x;\n\t\tte[ 1 ] = 0;\tte[ 5 ] = 2 * h;\tte[ 9 ] = 0;\tte[ 13 ] = - y;\n\t\tte[ 2 ] = 0;\tte[ 6 ] = 0;\tte[ 10 ] = - 2 * p;\tte[ 14 ] = - z;\n\t\tte[ 3 ] = 0;\tte[ 7 ] = 0;\tte[ 11 ] = 0;\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t},\n\n\tequals: function ( matrix ) {\n\n\t\tvar te = this.elements;\n\t\tvar me = matrix.elements;\n\n\t\tfor ( var i = 0; i < 16; i ++ ) {\n\n\t\t\tif ( te[ i ] !== me[ i ] ) return false;\n\n\t\t}\n\n\t\treturn true;\n\n\t},\n\n\tfromArray: function ( array, offset ) {\n\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tfor ( var i = 0; i < 16; i ++ ) {\n\n\t\t\tthis.elements[ i ] = array[ i + offset ];\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\ttoArray: function ( array, offset ) {\n\n\t\tif ( array === undefined ) array = [];\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tvar te = this.elements;\n\n\t\tarray[ offset ] = te[ 0 ];\n\t\tarray[ offset + 1 ] = te[ 1 ];\n\t\tarray[ offset + 2 ] = te[ 2 ];\n\t\tarray[ offset + 3 ] = te[ 3 ];\n\n\t\tarray[ offset + 4 ] = te[ 4 ];\n\t\tarray[ offset + 5 ] = te[ 5 ];\n\t\tarray[ offset + 6 ] = te[ 6 ];\n\t\tarray[ offset + 7 ] = te[ 7 ];\n\n\t\tarray[ offset + 8 ] = te[ 8 ];\n\t\tarray[ offset + 9 ] = te[ 9 ];\n\t\tarray[ offset + 10 ] = te[ 10 ];\n\t\tarray[ offset + 11 ] = te[ 11 ];\n\n\t\tarray[ offset + 12 ] = te[ 12 ];\n\t\tarray[ offset + 13 ] = te[ 13 ];\n\t\tarray[ offset + 14 ] = te[ 14 ];\n\t\tarray[ offset + 15 ] = te[ 15 ];\n\n\t\treturn array;\n\n\t}\n\n} );\n\n/**\n * @author mikael emtinger / http://gomo.se/\n * @author alteredq / http://alteredqualia.com/\n * @author WestLangley / http://github.com/WestLangley\n * @author bhouston / http://clara.io\n */\n\nfunction Quaternion( x, y, z, w ) {\n\n\tthis._x = x || 0;\n\tthis._y = y || 0;\n\tthis._z = z || 0;\n\tthis._w = ( w !== undefined ) ? w : 1;\n\n}\n\nObject.assign( Quaternion, {\n\n\tslerp: function ( qa, qb, qm, t ) {\n\n\t\treturn qm.copy( qa ).slerp( qb, t );\n\n\t},\n\n\tslerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {\n\n\t\t// fuzz-free, array-based Quaternion SLERP operation\n\n\t\tvar x0 = src0[ srcOffset0 + 0 ],\n\t\t\ty0 = src0[ srcOffset0 + 1 ],\n\t\t\tz0 = src0[ srcOffset0 + 2 ],\n\t\t\tw0 = src0[ srcOffset0 + 3 ],\n\n\t\t\tx1 = src1[ srcOffset1 + 0 ],\n\t\t\ty1 = src1[ srcOffset1 + 1 ],\n\t\t\tz1 = src1[ srcOffset1 + 2 ],\n\t\t\tw1 = src1[ srcOffset1 + 3 ];\n\n\t\tif ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {\n\n\t\t\tvar s = 1 - t,\n\n\t\t\t\tcos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,\n\n\t\t\t\tdir = ( cos >= 0 ? 1 : - 1 ),\n\t\t\t\tsqrSin = 1 - cos * cos;\n\n\t\t\t// Skip the Slerp for tiny steps to avoid numeric problems:\n\t\t\tif ( sqrSin > Number.EPSILON ) {\n\n\t\t\t\tvar sin = Math.sqrt( sqrSin ),\n\t\t\t\t\tlen = Math.atan2( sin, cos * dir );\n\n\t\t\t\ts = Math.sin( s * len ) / sin;\n\t\t\t\tt = Math.sin( t * len ) / sin;\n\n\t\t\t}\n\n\t\t\tvar tDir = t * dir;\n\n\t\t\tx0 = x0 * s + x1 * tDir;\n\t\t\ty0 = y0 * s + y1 * tDir;\n\t\t\tz0 = z0 * s + z1 * tDir;\n\t\t\tw0 = w0 * s + w1 * tDir;\n\n\t\t\t// Normalize in case we just did a lerp:\n\t\t\tif ( s === 1 - t ) {\n\n\t\t\t\tvar f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );\n\n\t\t\t\tx0 *= f;\n\t\t\t\ty0 *= f;\n\t\t\t\tz0 *= f;\n\t\t\t\tw0 *= f;\n\n\t\t\t}\n\n\t\t}\n\n\t\tdst[ dstOffset ] = x0;\n\t\tdst[ dstOffset + 1 ] = y0;\n\t\tdst[ dstOffset + 2 ] = z0;\n\t\tdst[ dstOffset + 3 ] = w0;\n\n\t}\n\n} );\n\nObject.defineProperties( Quaternion.prototype, {\n\n\tx: {\n\n\t\tget: function () {\n\n\t\t\treturn this._x;\n\n\t\t},\n\n\t\tset: function ( value ) {\n\n\t\t\tthis._x = value;\n\t\t\tthis.onChangeCallback();\n\n\t\t}\n\n\t},\n\n\ty: {\n\n\t\tget: function () {\n\n\t\t\treturn this._y;\n\n\t\t},\n\n\t\tset: function ( value ) {\n\n\t\t\tthis._y = value;\n\t\t\tthis.onChangeCallback();\n\n\t\t}\n\n\t},\n\n\tz: {\n\n\t\tget: function () {\n\n\t\t\treturn this._z;\n\n\t\t},\n\n\t\tset: function ( value ) {\n\n\t\t\tthis._z = value;\n\t\t\tthis.onChangeCallback();\n\n\t\t}\n\n\t},\n\n\tw: {\n\n\t\tget: function () {\n\n\t\t\treturn this._w;\n\n\t\t},\n\n\t\tset: function ( value ) {\n\n\t\t\tthis._w = value;\n\t\t\tthis.onChangeCallback();\n\n\t\t}\n\n\t}\n\n} );\n\nObject.assign( Quaternion.prototype, {\n\n\tset: function ( x, y, z, w ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._w = w;\n\n\t\tthis.onChangeCallback();\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor( this._x, this._y, this._z, this._w );\n\n\t},\n\n\tcopy: function ( quaternion ) {\n\n\t\tthis._x = quaternion.x;\n\t\tthis._y = quaternion.y;\n\t\tthis._z = quaternion.z;\n\t\tthis._w = quaternion.w;\n\n\t\tthis.onChangeCallback();\n\n\t\treturn this;\n\n\t},\n\n\tsetFromEuler: function ( euler, update ) {\n\n\t\tif ( ! ( euler && euler.isEuler ) ) {\n\n\t\t\tthrow new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );\n\n\t\t}\n\n\t\tvar x = euler._x, y = euler._y, z = euler._z, order = euler.order;\n\n\t\t// http://www.mathworks.com/matlabcentral/fileexchange/\n\t\t// \t20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/\n\t\t//\tcontent/SpinCalc.m\n\n\t\tvar cos = Math.cos;\n\t\tvar sin = Math.sin;\n\n\t\tvar c1 = cos( x / 2 );\n\t\tvar c2 = cos( y / 2 );\n\t\tvar c3 = cos( z / 2 );\n\n\t\tvar s1 = sin( x / 2 );\n\t\tvar s2 = sin( y / 2 );\n\t\tvar s3 = sin( z / 2 );\n\n\t\tif ( order === 'XYZ' ) {\n\n\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\n\t\t} else if ( order === 'YXZ' ) {\n\n\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\n\t\t} else if ( order === 'ZXY' ) {\n\n\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\n\t\t} else if ( order === 'ZYX' ) {\n\n\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\n\t\t} else if ( order === 'YZX' ) {\n\n\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\n\t\t} else if ( order === 'XZY' ) {\n\n\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\n\t\t}\n\n\t\tif ( update !== false ) this.onChangeCallback();\n\n\t\treturn this;\n\n\t},\n\n\tsetFromAxisAngle: function ( axis, angle ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm\n\n\t\t// assumes axis is normalized\n\n\t\tvar halfAngle = angle / 2, s = Math.sin( halfAngle );\n\n\t\tthis._x = axis.x * s;\n\t\tthis._y = axis.y * s;\n\t\tthis._z = axis.z * s;\n\t\tthis._w = Math.cos( halfAngle );\n\n\t\tthis.onChangeCallback();\n\n\t\treturn this;\n\n\t},\n\n\tsetFromRotationMatrix: function ( m ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tvar te = m.elements,\n\n\t\t\tm11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],\n\t\t\tm21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],\n\t\t\tm31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],\n\n\t\t\ttrace = m11 + m22 + m33,\n\t\t\ts;\n\n\t\tif ( trace > 0 ) {\n\n\t\t\ts = 0.5 / Math.sqrt( trace + 1.0 );\n\n\t\t\tthis._w = 0.25 / s;\n\t\t\tthis._x = ( m32 - m23 ) * s;\n\t\t\tthis._y = ( m13 - m31 ) * s;\n\t\t\tthis._z = ( m21 - m12 ) * s;\n\n\t\t} else if ( m11 > m22 && m11 > m33 ) {\n\n\t\t\ts = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );\n\n\t\t\tthis._w = ( m32 - m23 ) / s;\n\t\t\tthis._x = 0.25 * s;\n\t\t\tthis._y = ( m12 + m21 ) / s;\n\t\t\tthis._z = ( m13 + m31 ) / s;\n\n\t\t} else if ( m22 > m33 ) {\n\n\t\t\ts = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );\n\n\t\t\tthis._w = ( m13 - m31 ) / s;\n\t\t\tthis._x = ( m12 + m21 ) / s;\n\t\t\tthis._y = 0.25 * s;\n\t\t\tthis._z = ( m23 + m32 ) / s;\n\n\t\t} else {\n\n\t\t\ts = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );\n\n\t\t\tthis._w = ( m21 - m12 ) / s;\n\t\t\tthis._x = ( m13 + m31 ) / s;\n\t\t\tthis._y = ( m23 + m32 ) / s;\n\t\t\tthis._z = 0.25 * s;\n\n\t\t}\n\n\t\tthis.onChangeCallback();\n\n\t\treturn this;\n\n\t},\n\n\tsetFromUnitVectors: function () {\n\n\t\t// assumes direction vectors vFrom and vTo are normalized\n\n\t\tvar v1 = new Vector3();\n\t\tvar r;\n\n\t\tvar EPS = 0.000001;\n\n\t\treturn function setFromUnitVectors( vFrom, vTo ) {\n\n\t\t\tif ( v1 === undefined ) v1 = new Vector3();\n\n\t\t\tr = vFrom.dot( vTo ) + 1;\n\n\t\t\tif ( r < EPS ) {\n\n\t\t\t\tr = 0;\n\n\t\t\t\tif ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {\n\n\t\t\t\t\tv1.set( - vFrom.y, vFrom.x, 0 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tv1.set( 0, - vFrom.z, vFrom.y );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tv1.crossVectors( vFrom, vTo );\n\n\t\t\t}\n\n\t\t\tthis._x = v1.x;\n\t\t\tthis._y = v1.y;\n\t\t\tthis._z = v1.z;\n\t\t\tthis._w = r;\n\n\t\t\treturn this.normalize();\n\n\t\t};\n\n\t}(),\n\n\tinverse: function () {\n\n\t\t// quaternion is assumed to have unit length\n\n\t\treturn this.conjugate();\n\n\t},\n\n\tconjugate: function () {\n\n\t\tthis._x *= - 1;\n\t\tthis._y *= - 1;\n\t\tthis._z *= - 1;\n\n\t\tthis.onChangeCallback();\n\n\t\treturn this;\n\n\t},\n\n\tdot: function ( v ) {\n\n\t\treturn this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;\n\n\t},\n\n\tlengthSq: function () {\n\n\t\treturn this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;\n\n\t},\n\n\tlength: function () {\n\n\t\treturn Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );\n\n\t},\n\n\tnormalize: function () {\n\n\t\tvar l = this.length();\n\n\t\tif ( l === 0 ) {\n\n\t\t\tthis._x = 0;\n\t\t\tthis._y = 0;\n\t\t\tthis._z = 0;\n\t\t\tthis._w = 1;\n\n\t\t} else {\n\n\t\t\tl = 1 / l;\n\n\t\t\tthis._x = this._x * l;\n\t\t\tthis._y = this._y * l;\n\t\t\tthis._z = this._z * l;\n\t\t\tthis._w = this._w * l;\n\n\t\t}\n\n\t\tthis.onChangeCallback();\n\n\t\treturn this;\n\n\t},\n\n\tmultiply: function ( q, p ) {\n\n\t\tif ( p !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );\n\t\t\treturn this.multiplyQuaternions( q, p );\n\n\t\t}\n\n\t\treturn this.multiplyQuaternions( this, q );\n\n\t},\n\n\tpremultiply: function ( q ) {\n\n\t\treturn this.multiplyQuaternions( q, this );\n\n\t},\n\n\tmultiplyQuaternions: function ( a, b ) {\n\n\t\t// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm\n\n\t\tvar qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;\n\t\tvar qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;\n\n\t\tthis._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;\n\t\tthis._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;\n\t\tthis._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;\n\t\tthis._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;\n\n\t\tthis.onChangeCallback();\n\n\t\treturn this;\n\n\t},\n\n\tslerp: function ( qb, t ) {\n\n\t\tif ( t === 0 ) return this;\n\t\tif ( t === 1 ) return this.copy( qb );\n\n\t\tvar x = this._x, y = this._y, z = this._z, w = this._w;\n\n\t\t// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/\n\n\t\tvar cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;\n\n\t\tif ( cosHalfTheta < 0 ) {\n\n\t\t\tthis._w = - qb._w;\n\t\t\tthis._x = - qb._x;\n\t\t\tthis._y = - qb._y;\n\t\t\tthis._z = - qb._z;\n\n\t\t\tcosHalfTheta = - cosHalfTheta;\n\n\t\t} else {\n\n\t\t\tthis.copy( qb );\n\n\t\t}\n\n\t\tif ( cosHalfTheta >= 1.0 ) {\n\n\t\t\tthis._w = w;\n\t\t\tthis._x = x;\n\t\t\tthis._y = y;\n\t\t\tthis._z = z;\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tvar sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta );\n\n\t\tif ( Math.abs( sinHalfTheta ) < 0.001 ) {\n\n\t\t\tthis._w = 0.5 * ( w + this._w );\n\t\t\tthis._x = 0.5 * ( x + this._x );\n\t\t\tthis._y = 0.5 * ( y + this._y );\n\t\t\tthis._z = 0.5 * ( z + this._z );\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tvar halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );\n\t\tvar ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,\n\t\t\tratioB = Math.sin( t * halfTheta ) / sinHalfTheta;\n\n\t\tthis._w = ( w * ratioA + this._w * ratioB );\n\t\tthis._x = ( x * ratioA + this._x * ratioB );\n\t\tthis._y = ( y * ratioA + this._y * ratioB );\n\t\tthis._z = ( z * ratioA + this._z * ratioB );\n\n\t\tthis.onChangeCallback();\n\n\t\treturn this;\n\n\t},\n\n\tequals: function ( quaternion ) {\n\n\t\treturn ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );\n\n\t},\n\n\tfromArray: function ( array, offset ) {\n\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tthis._x = array[ offset ];\n\t\tthis._y = array[ offset + 1 ];\n\t\tthis._z = array[ offset + 2 ];\n\t\tthis._w = array[ offset + 3 ];\n\n\t\tthis.onChangeCallback();\n\n\t\treturn this;\n\n\t},\n\n\ttoArray: function ( array, offset ) {\n\n\t\tif ( array === undefined ) array = [];\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tarray[ offset ] = this._x;\n\t\tarray[ offset + 1 ] = this._y;\n\t\tarray[ offset + 2 ] = this._z;\n\t\tarray[ offset + 3 ] = this._w;\n\n\t\treturn array;\n\n\t},\n\n\tonChange: function ( callback ) {\n\n\t\tthis.onChangeCallback = callback;\n\n\t\treturn this;\n\n\t},\n\n\tonChangeCallback: function () {}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author kile / http://kile.stravaganza.org/\n * @author philogb / http://blog.thejit.org/\n * @author mikael emtinger / http://gomo.se/\n * @author egraether / http://egraether.com/\n * @author WestLangley / http://github.com/WestLangley\n */\n\nfunction Vector3( x, y, z ) {\n\n\tthis.x = x || 0;\n\tthis.y = y || 0;\n\tthis.z = z || 0;\n\n}\n\nObject.assign( Vector3.prototype, {\n\n\tisVector3: true,\n\n\tset: function ( x, y, z ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t},\n\n\tsetScalar: function ( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\t\tthis.z = scalar;\n\n\t\treturn this;\n\n\t},\n\n\tsetX: function ( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t},\n\n\tsetY: function ( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t},\n\n\tsetZ: function ( z ) {\n\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t},\n\n\tsetComponent: function ( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tcase 2: this.z = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tgetComponent: function ( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tcase 2: return this.z;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor( this.x, this.y, this.z );\n\n\t},\n\n\tcopy: function ( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\t\tthis.z = v.z;\n\n\t\treturn this;\n\n\t},\n\n\tadd: function ( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );\n\t\t\treturn this.addVectors( v, w );\n\n\t\t}\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\t\tthis.z += v.z;\n\n\t\treturn this;\n\n\t},\n\n\taddScalar: function ( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\t\tthis.z += s;\n\n\t\treturn this;\n\n\t},\n\n\taddVectors: function ( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\t\tthis.z = a.z + b.z;\n\n\t\treturn this;\n\n\t},\n\n\taddScaledVector: function ( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\t\tthis.z += v.z * s;\n\n\t\treturn this;\n\n\t},\n\n\tsub: function ( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );\n\t\t\treturn this.subVectors( v, w );\n\n\t\t}\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\t\tthis.z -= v.z;\n\n\t\treturn this;\n\n\t},\n\n\tsubScalar: function ( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\t\tthis.z -= s;\n\n\t\treturn this;\n\n\t},\n\n\tsubVectors: function ( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\t\tthis.z = a.z - b.z;\n\n\t\treturn this;\n\n\t},\n\n\tmultiply: function ( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );\n\t\t\treturn this.multiplyVectors( v, w );\n\n\t\t}\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\t\tthis.z *= v.z;\n\n\t\treturn this;\n\n\t},\n\n\tmultiplyScalar: function ( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\t\tthis.z *= scalar;\n\n\t\treturn this;\n\n\t},\n\n\tmultiplyVectors: function ( a, b ) {\n\n\t\tthis.x = a.x * b.x;\n\t\tthis.y = a.y * b.y;\n\t\tthis.z = a.z * b.z;\n\n\t\treturn this;\n\n\t},\n\n\tapplyEuler: function () {\n\n\t\tvar quaternion = new Quaternion();\n\n\t\treturn function applyEuler( euler ) {\n\n\t\t\tif ( ! ( euler && euler.isEuler ) ) {\n\n\t\t\t\tconsole.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );\n\n\t\t\t}\n\n\t\t\treturn this.applyQuaternion( quaternion.setFromEuler( euler ) );\n\n\t\t};\n\n\t}(),\n\n\tapplyAxisAngle: function () {\n\n\t\tvar quaternion = new Quaternion();\n\n\t\treturn function applyAxisAngle( axis, angle ) {\n\n\t\t\treturn this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) );\n\n\t\t};\n\n\t}(),\n\n\tapplyMatrix3: function ( m ) {\n\n\t\tvar x = this.x, y = this.y, z = this.z;\n\t\tvar e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;\n\t\tthis.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;\n\t\tthis.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;\n\n\t\treturn this;\n\n\t},\n\n\tapplyMatrix4: function ( m ) {\n\n\t\tvar x = this.x, y = this.y, z = this.z;\n\t\tvar e = m.elements;\n\n\t\tvar w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );\n\n\t\tthis.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;\n\t\tthis.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;\n\t\tthis.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;\n\n\t\treturn this;\n\n\t},\n\n\tapplyQuaternion: function ( q ) {\n\n\t\tvar x = this.x, y = this.y, z = this.z;\n\t\tvar qx = q.x, qy = q.y, qz = q.z, qw = q.w;\n\n\t\t// calculate quat * vector\n\n\t\tvar ix = qw * x + qy * z - qz * y;\n\t\tvar iy = qw * y + qz * x - qx * z;\n\t\tvar iz = qw * z + qx * y - qy * x;\n\t\tvar iw = - qx * x - qy * y - qz * z;\n\n\t\t// calculate result * inverse quat\n\n\t\tthis.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;\n\t\tthis.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;\n\t\tthis.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;\n\n\t\treturn this;\n\n\t},\n\n\tproject: function () {\n\n\t\tvar matrix = new Matrix4();\n\n\t\treturn function project( camera ) {\n\n\t\t\tmatrix.multiplyMatrices( camera.projectionMatrix, matrix.getInverse( camera.matrixWorld ) );\n\t\t\treturn this.applyMatrix4( matrix );\n\n\t\t};\n\n\t}(),\n\n\tunproject: function () {\n\n\t\tvar matrix = new Matrix4();\n\n\t\treturn function unproject( camera ) {\n\n\t\t\tmatrix.multiplyMatrices( camera.matrixWorld, matrix.getInverse( camera.projectionMatrix ) );\n\t\t\treturn this.applyMatrix4( matrix );\n\n\t\t};\n\n\t}(),\n\n\ttransformDirection: function ( m ) {\n\n\t\t// input: THREE.Matrix4 affine matrix\n\t\t// vector interpreted as a direction\n\n\t\tvar x = this.x, y = this.y, z = this.z;\n\t\tvar e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;\n\t\tthis.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;\n\t\tthis.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;\n\n\t\treturn this.normalize();\n\n\t},\n\n\tdivide: function ( v ) {\n\n\t\tthis.x /= v.x;\n\t\tthis.y /= v.y;\n\t\tthis.z /= v.z;\n\n\t\treturn this;\n\n\t},\n\n\tdivideScalar: function ( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t},\n\n\tmin: function ( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\t\tthis.z = Math.min( this.z, v.z );\n\n\t\treturn this;\n\n\t},\n\n\tmax: function ( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\t\tthis.z = Math.max( this.z, v.z );\n\n\t\treturn this;\n\n\t},\n\n\tclamp: function ( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\t\tthis.z = Math.max( min.z, Math.min( max.z, this.z ) );\n\n\t\treturn this;\n\n\t},\n\n\tclampScalar: function () {\n\n\t\tvar min = new Vector3();\n\t\tvar max = new Vector3();\n\n\t\treturn function clampScalar( minVal, maxVal ) {\n\n\t\t\tmin.set( minVal, minVal, minVal );\n\t\t\tmax.set( maxVal, maxVal, maxVal );\n\n\t\t\treturn this.clamp( min, max );\n\n\t\t};\n\n\t}(),\n\n\tclampLength: function ( min, max ) {\n\n\t\tvar length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t},\n\n\tfloor: function () {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\t\tthis.z = Math.floor( this.z );\n\n\t\treturn this;\n\n\t},\n\n\tceil: function () {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\t\tthis.z = Math.ceil( this.z );\n\n\t\treturn this;\n\n\t},\n\n\tround: function () {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\t\tthis.z = Math.round( this.z );\n\n\t\treturn this;\n\n\t},\n\n\troundToZero: function () {\n\n\t\tthis.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );\n\t\tthis.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );\n\t\tthis.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );\n\n\t\treturn this;\n\n\t},\n\n\tnegate: function () {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\t\tthis.z = - this.z;\n\n\t\treturn this;\n\n\t},\n\n\tdot: function ( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y + this.z * v.z;\n\n\t},\n\n\t// TODO lengthSquared?\n\n\tlengthSq: function () {\n\n\t\treturn this.x * this.x + this.y * this.y + this.z * this.z;\n\n\t},\n\n\tlength: function () {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );\n\n\t},\n\n\tmanhattanLength: function () {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );\n\n\t},\n\n\tnormalize: function () {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t},\n\n\tsetLength: function ( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t},\n\n\tlerp: function ( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\t\tthis.z += ( v.z - this.z ) * alpha;\n\n\t\treturn this;\n\n\t},\n\n\tlerpVectors: function ( v1, v2, alpha ) {\n\n\t\treturn this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );\n\n\t},\n\n\tcross: function ( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );\n\t\t\treturn this.crossVectors( v, w );\n\n\t\t}\n\n\t\treturn this.crossVectors( this, v );\n\n\t},\n\n\tcrossVectors: function ( a, b ) {\n\n\t\tvar ax = a.x, ay = a.y, az = a.z;\n\t\tvar bx = b.x, by = b.y, bz = b.z;\n\n\t\tthis.x = ay * bz - az * by;\n\t\tthis.y = az * bx - ax * bz;\n\t\tthis.z = ax * by - ay * bx;\n\n\t\treturn this;\n\n\t},\n\n\tprojectOnVector: function ( vector ) {\n\n\t\tvar scalar = vector.dot( this ) / vector.lengthSq();\n\n\t\treturn this.copy( vector ).multiplyScalar( scalar );\n\n\t},\n\n\tprojectOnPlane: function () {\n\n\t\tvar v1 = new Vector3();\n\n\t\treturn function projectOnPlane( planeNormal ) {\n\n\t\t\tv1.copy( this ).projectOnVector( planeNormal );\n\n\t\t\treturn this.sub( v1 );\n\n\t\t};\n\n\t}(),\n\n\treflect: function () {\n\n\t\t// reflect incident vector off plane orthogonal to normal\n\t\t// normal is assumed to have unit length\n\n\t\tvar v1 = new Vector3();\n\n\t\treturn function reflect( normal ) {\n\n\t\t\treturn this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );\n\n\t\t};\n\n\t}(),\n\n\tangleTo: function ( v ) {\n\n\t\tvar theta = this.dot( v ) / ( Math.sqrt( this.lengthSq() * v.lengthSq() ) );\n\n\t\t// clamp, to handle numerical problems\n\n\t\treturn Math.acos( _Math.clamp( theta, - 1, 1 ) );\n\n\t},\n\n\tdistanceTo: function ( v ) {\n\n\t\treturn Math.sqrt( this.distanceToSquared( v ) );\n\n\t},\n\n\tdistanceToSquared: function ( v ) {\n\n\t\tvar dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;\n\n\t\treturn dx * dx + dy * dy + dz * dz;\n\n\t},\n\n\tmanhattanDistanceTo: function ( v ) {\n\n\t\treturn Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );\n\n\t},\n\n\tsetFromSpherical: function ( s ) {\n\n\t\tvar sinPhiRadius = Math.sin( s.phi ) * s.radius;\n\n\t\tthis.x = sinPhiRadius * Math.sin( s.theta );\n\t\tthis.y = Math.cos( s.phi ) * s.radius;\n\t\tthis.z = sinPhiRadius * Math.cos( s.theta );\n\n\t\treturn this;\n\n\t},\n\n\tsetFromCylindrical: function ( c ) {\n\n\t\tthis.x = c.radius * Math.sin( c.theta );\n\t\tthis.y = c.y;\n\t\tthis.z = c.radius * Math.cos( c.theta );\n\n\t\treturn this;\n\n\t},\n\n\tsetFromMatrixPosition: function ( m ) {\n\n\t\tvar e = m.elements;\n\n\t\tthis.x = e[ 12 ];\n\t\tthis.y = e[ 13 ];\n\t\tthis.z = e[ 14 ];\n\n\t\treturn this;\n\n\t},\n\n\tsetFromMatrixScale: function ( m ) {\n\n\t\tvar sx = this.setFromMatrixColumn( m, 0 ).length();\n\t\tvar sy = this.setFromMatrixColumn( m, 1 ).length();\n\t\tvar sz = this.setFromMatrixColumn( m, 2 ).length();\n\n\t\tthis.x = sx;\n\t\tthis.y = sy;\n\t\tthis.z = sz;\n\n\t\treturn this;\n\n\t},\n\n\tsetFromMatrixColumn: function ( m, index ) {\n\n\t\treturn this.fromArray( m.elements, index * 4 );\n\n\t},\n\n\tequals: function ( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );\n\n\t},\n\n\tfromArray: function ( array, offset ) {\n\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\t\tthis.z = array[ offset + 2 ];\n\n\t\treturn this;\n\n\t},\n\n\ttoArray: function ( array, offset ) {\n\n\t\tif ( array === undefined ) array = [];\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\t\tarray[ offset + 2 ] = this.z;\n\n\t\treturn array;\n\n\t},\n\n\tfromBufferAttribute: function ( attribute, index, offset ) {\n\n\t\tif ( offset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );\n\n\t\t}\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\t\tthis.z = attribute.getZ( index );\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author alteredq / http://alteredqualia.com/\n * @author WestLangley / http://github.com/WestLangley\n * @author bhouston / http://clara.io\n * @author tschw\n */\n\nfunction Matrix3() {\n\n\tthis.elements = [\n\n\t\t1, 0, 0,\n\t\t0, 1, 0,\n\t\t0, 0, 1\n\n\t];\n\n\tif ( arguments.length > 0 ) {\n\n\t\tconsole.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );\n\n\t}\n\n}\n\nObject.assign( Matrix3.prototype, {\n\n\tisMatrix3: true,\n\n\tset: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {\n\n\t\tvar te = this.elements;\n\n\t\tte[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;\n\t\tte[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;\n\t\tte[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;\n\n\t\treturn this;\n\n\t},\n\n\tidentity: function () {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0,\n\t\t\t0, 1, 0,\n\t\t\t0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().fromArray( this.elements );\n\n\t},\n\n\tcopy: function ( m ) {\n\n\t\tvar te = this.elements;\n\t\tvar me = m.elements;\n\n\t\tte[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];\n\t\tte[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];\n\t\tte[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];\n\n\t\treturn this;\n\n\t},\n\n\tsetFromMatrix4: function ( m ) {\n\n\t\tvar me = m.elements;\n\n\t\tthis.set(\n\n\t\t\tme[ 0 ], me[ 4 ], me[ 8 ],\n\t\t\tme[ 1 ], me[ 5 ], me[ 9 ],\n\t\t\tme[ 2 ], me[ 6 ], me[ 10 ]\n\n\t\t);\n\n\t\treturn this;\n\n\t},\n\n\tapplyToBufferAttribute: function () {\n\n\t\tvar v1 = new Vector3();\n\n\t\treturn function applyToBufferAttribute( attribute ) {\n\n\t\t\tfor ( var i = 0, l = attribute.count; i < l; i ++ ) {\n\n\t\t\t\tv1.x = attribute.getX( i );\n\t\t\t\tv1.y = attribute.getY( i );\n\t\t\t\tv1.z = attribute.getZ( i );\n\n\t\t\t\tv1.applyMatrix3( this );\n\n\t\t\t\tattribute.setXYZ( i, v1.x, v1.y, v1.z );\n\n\t\t\t}\n\n\t\t\treturn attribute;\n\n\t\t};\n\n\t}(),\n\n\tmultiply: function ( m ) {\n\n\t\treturn this.multiplyMatrices( this, m );\n\n\t},\n\n\tpremultiply: function ( m ) {\n\n\t\treturn this.multiplyMatrices( m, this );\n\n\t},\n\n\tmultiplyMatrices: function ( a, b ) {\n\n\t\tvar ae = a.elements;\n\t\tvar be = b.elements;\n\t\tvar te = this.elements;\n\n\t\tvar a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];\n\t\tvar a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];\n\t\tvar a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];\n\n\t\tvar b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];\n\t\tvar b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];\n\t\tvar b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];\n\n\t\tte[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;\n\t\tte[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;\n\t\tte[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;\n\n\t\tte[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;\n\t\tte[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;\n\t\tte[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;\n\n\t\tte[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;\n\t\tte[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;\n\t\tte[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;\n\n\t\treturn this;\n\n\t},\n\n\tmultiplyScalar: function ( s ) {\n\n\t\tvar te = this.elements;\n\n\t\tte[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;\n\t\tte[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;\n\t\tte[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;\n\n\t\treturn this;\n\n\t},\n\n\tdeterminant: function () {\n\n\t\tvar te = this.elements;\n\n\t\tvar a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],\n\t\t\td = te[ 3 ], e = te[ 4 ], f = te[ 5 ],\n\t\t\tg = te[ 6 ], h = te[ 7 ], i = te[ 8 ];\n\n\t\treturn a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;\n\n\t},\n\n\tgetInverse: function ( matrix, throwOnDegenerate ) {\n\n\t\tif ( matrix && matrix.isMatrix4 ) {\n\n\t\t\tconsole.error( \"THREE.Matrix3: .getInverse() no longer takes a Matrix4 argument.\" );\n\n\t\t}\n\n\t\tvar me = matrix.elements,\n\t\t\tte = this.elements,\n\n\t\t\tn11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],\n\t\t\tn12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],\n\t\t\tn13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],\n\n\t\t\tt11 = n33 * n22 - n32 * n23,\n\t\t\tt12 = n32 * n13 - n33 * n12,\n\t\t\tt13 = n23 * n12 - n22 * n13,\n\n\t\t\tdet = n11 * t11 + n21 * t12 + n31 * t13;\n\n\t\tif ( det === 0 ) {\n\n\t\t\tvar msg = \"THREE.Matrix3: .getInverse() can't invert matrix, determinant is 0\";\n\n\t\t\tif ( throwOnDegenerate === true ) {\n\n\t\t\t\tthrow new Error( msg );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( msg );\n\n\t\t\t}\n\n\t\t\treturn this.identity();\n\n\t\t}\n\n\t\tvar detInv = 1 / det;\n\n\t\tte[ 0 ] = t11 * detInv;\n\t\tte[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;\n\t\tte[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;\n\n\t\tte[ 3 ] = t12 * detInv;\n\t\tte[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;\n\t\tte[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;\n\n\t\tte[ 6 ] = t13 * detInv;\n\t\tte[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;\n\t\tte[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;\n\n\t\treturn this;\n\n\t},\n\n\ttranspose: function () {\n\n\t\tvar tmp, m = this.elements;\n\n\t\ttmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;\n\t\ttmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;\n\t\ttmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;\n\n\t\treturn this;\n\n\t},\n\n\tgetNormalMatrix: function ( matrix4 ) {\n\n\t\treturn this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();\n\n\t},\n\n\ttransposeIntoArray: function ( r ) {\n\n\t\tvar m = this.elements;\n\n\t\tr[ 0 ] = m[ 0 ];\n\t\tr[ 1 ] = m[ 3 ];\n\t\tr[ 2 ] = m[ 6 ];\n\t\tr[ 3 ] = m[ 1 ];\n\t\tr[ 4 ] = m[ 4 ];\n\t\tr[ 5 ] = m[ 7 ];\n\t\tr[ 6 ] = m[ 2 ];\n\t\tr[ 7 ] = m[ 5 ];\n\t\tr[ 8 ] = m[ 8 ];\n\n\t\treturn this;\n\n\t},\n\n\tsetUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) {\n\n\t\tvar c = Math.cos( rotation );\n\t\tvar s = Math.sin( rotation );\n\n\t\tthis.set(\n\t\t\tsx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,\n\t\t\t- sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,\n\t\t\t0, 0, 1\n\t\t);\n\n\t},\n\n\tscale: function ( sx, sy ) {\n\n\t\tvar te = this.elements;\n\n\t\tte[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;\n\t\tte[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;\n\n\t\treturn this;\n\n\t},\n\n\trotate: function ( theta ) {\n\n\t\tvar c = Math.cos( theta );\n\t\tvar s = Math.sin( theta );\n\n\t\tvar te = this.elements;\n\n\t\tvar a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];\n\t\tvar a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];\n\n\t\tte[ 0 ] = c * a11 + s * a21;\n\t\tte[ 3 ] = c * a12 + s * a22;\n\t\tte[ 6 ] = c * a13 + s * a23;\n\n\t\tte[ 1 ] = - s * a11 + c * a21;\n\t\tte[ 4 ] = - s * a12 + c * a22;\n\t\tte[ 7 ] = - s * a13 + c * a23;\n\n\t\treturn this;\n\n\t},\n\n\ttranslate: function ( tx, ty ) {\n\n\t\tvar te = this.elements;\n\n\t\tte[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];\n\t\tte[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];\n\n\t\treturn this;\n\n\t},\n\n\tequals: function ( matrix ) {\n\n\t\tvar te = this.elements;\n\t\tvar me = matrix.elements;\n\n\t\tfor ( var i = 0; i < 9; i ++ ) {\n\n\t\t\tif ( te[ i ] !== me[ i ] ) return false;\n\n\t\t}\n\n\t\treturn true;\n\n\t},\n\n\tfromArray: function ( array, offset ) {\n\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tfor ( var i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.elements[ i ] = array[ i + offset ];\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\ttoArray: function ( array, offset ) {\n\n\t\tif ( array === undefined ) array = [];\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tvar te = this.elements;\n\n\t\tarray[ offset ] = te[ 0 ];\n\t\tarray[ offset + 1 ] = te[ 1 ];\n\t\tarray[ offset + 2 ] = te[ 2 ];\n\n\t\tarray[ offset + 3 ] = te[ 3 ];\n\t\tarray[ offset + 4 ] = te[ 4 ];\n\t\tarray[ offset + 5 ] = te[ 5 ];\n\n\t\tarray[ offset + 6 ] = te[ 6 ];\n\t\tarray[ offset + 7 ] = te[ 7 ];\n\t\tarray[ offset + 8 ] = te[ 8 ];\n\n\t\treturn array;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n * @author szimek / https://github.com/szimek/\n */\n\nvar textureId = 0;\n\nfunction Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {\n\n\tObject.defineProperty( this, 'id', { value: textureId ++ } );\n\n\tthis.uuid = _Math.generateUUID();\n\n\tthis.name = '';\n\n\tthis.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;\n\tthis.mipmaps = [];\n\n\tthis.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;\n\n\tthis.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;\n\tthis.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;\n\n\tthis.magFilter = magFilter !== undefined ? magFilter : LinearFilter;\n\tthis.minFilter = minFilter !== undefined ? minFilter : LinearMipMapLinearFilter;\n\n\tthis.anisotropy = anisotropy !== undefined ? anisotropy : 1;\n\n\tthis.format = format !== undefined ? format : RGBAFormat;\n\tthis.type = type !== undefined ? type : UnsignedByteType;\n\n\tthis.offset = new Vector2( 0, 0 );\n\tthis.repeat = new Vector2( 1, 1 );\n\tthis.center = new Vector2( 0, 0 );\n\tthis.rotation = 0;\n\n\tthis.matrixAutoUpdate = true;\n\tthis.matrix = new Matrix3();\n\n\tthis.generateMipmaps = true;\n\tthis.premultiplyAlpha = false;\n\tthis.flipY = true;\n\tthis.unpackAlignment = 4;\t// valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)\n\n\t// Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.\n\t//\n\t// Also changing the encoding after already used by a Material will not automatically make the Material\n\t// update. You need to explicitly call Material.needsUpdate to trigger it to recompile.\n\tthis.encoding = encoding !== undefined ? encoding : LinearEncoding;\n\n\tthis.version = 0;\n\tthis.onUpdate = null;\n\n}\n\nTexture.DEFAULT_IMAGE = undefined;\nTexture.DEFAULT_MAPPING = UVMapping;\n\nTexture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {\n\n\tconstructor: Texture,\n\n\tisTexture: true,\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.image = source.image;\n\t\tthis.mipmaps = source.mipmaps.slice( 0 );\n\n\t\tthis.mapping = source.mapping;\n\n\t\tthis.wrapS = source.wrapS;\n\t\tthis.wrapT = source.wrapT;\n\n\t\tthis.magFilter = source.magFilter;\n\t\tthis.minFilter = source.minFilter;\n\n\t\tthis.anisotropy = source.anisotropy;\n\n\t\tthis.format = source.format;\n\t\tthis.type = source.type;\n\n\t\tthis.offset.copy( source.offset );\n\t\tthis.repeat.copy( source.repeat );\n\t\tthis.center.copy( source.center );\n\t\tthis.rotation = source.rotation;\n\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\t\tthis.matrix.copy( source.matrix );\n\n\t\tthis.generateMipmaps = source.generateMipmaps;\n\t\tthis.premultiplyAlpha = source.premultiplyAlpha;\n\t\tthis.flipY = source.flipY;\n\t\tthis.unpackAlignment = source.unpackAlignment;\n\t\tthis.encoding = source.encoding;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tvar isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {\n\n\t\t\treturn meta.textures[ this.uuid ];\n\n\t\t}\n\n\t\tfunction getDataURL( image ) {\n\n\t\t\tvar canvas;\n\n\t\t\tif ( image instanceof HTMLCanvasElement ) {\n\n\t\t\t\tcanvas = image;\n\n\t\t\t} else {\n\n\t\t\t\tcanvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );\n\t\t\t\tcanvas.width = image.width;\n\t\t\t\tcanvas.height = image.height;\n\n\t\t\t\tvar context = canvas.getContext( '2d' );\n\n\t\t\t\tif ( image instanceof ImageData ) {\n\n\t\t\t\t\tcontext.putImageData( image, 0, 0 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tcontext.drawImage( image, 0, 0, image.width, image.height );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( canvas.width > 2048 || canvas.height > 2048 ) {\n\n\t\t\t\treturn canvas.toDataURL( 'image/jpeg', 0.6 );\n\n\t\t\t} else {\n\n\t\t\t\treturn canvas.toDataURL( 'image/png' );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvar output = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Texture',\n\t\t\t\tgenerator: 'Texture.toJSON'\n\t\t\t},\n\n\t\t\tuuid: this.uuid,\n\t\t\tname: this.name,\n\n\t\t\tmapping: this.mapping,\n\n\t\t\trepeat: [ this.repeat.x, this.repeat.y ],\n\t\t\toffset: [ this.offset.x, this.offset.y ],\n\t\t\tcenter: [ this.center.x, this.center.y ],\n\t\t\trotation: this.rotation,\n\n\t\t\twrap: [ this.wrapS, this.wrapT ],\n\n\t\t\tminFilter: this.minFilter,\n\t\t\tmagFilter: this.magFilter,\n\t\t\tanisotropy: this.anisotropy,\n\n\t\t\tflipY: this.flipY\n\t\t};\n\n\t\tif ( this.image !== undefined ) {\n\n\t\t\t// TODO: Move to THREE.Image\n\n\t\t\tvar image = this.image;\n\n\t\t\tif ( image.uuid === undefined ) {\n\n\t\t\t\timage.uuid = _Math.generateUUID(); // UGH\n\n\t\t\t}\n\n\t\t\tif ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {\n\n\t\t\t\tmeta.images[ image.uuid ] = {\n\t\t\t\t\tuuid: image.uuid,\n\t\t\t\t\turl: getDataURL( image )\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t\toutput.image = image.uuid;\n\n\t\t}\n\n\t\tif ( ! isRootObject ) {\n\n\t\t\tmeta.textures[ this.uuid ] = output;\n\n\t\t}\n\n\t\treturn output;\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t},\n\n\ttransformUv: function ( uv ) {\n\n\t\tif ( this.mapping !== UVMapping ) return;\n\n\t\tuv.applyMatrix3( this.matrix );\n\n\t\tif ( uv.x < 0 || uv.x > 1 ) {\n\n\t\t\tswitch ( this.wrapS ) {\n\n\t\t\t\tcase RepeatWrapping:\n\n\t\t\t\t\tuv.x = uv.x - Math.floor( uv.x );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase ClampToEdgeWrapping:\n\n\t\t\t\t\tuv.x = uv.x < 0 ? 0 : 1;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase MirroredRepeatWrapping:\n\n\t\t\t\t\tif ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {\n\n\t\t\t\t\t\tuv.x = Math.ceil( uv.x ) - uv.x;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tuv.x = uv.x - Math.floor( uv.x );\n\n\t\t\t\t\t}\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( uv.y < 0 || uv.y > 1 ) {\n\n\t\t\tswitch ( this.wrapT ) {\n\n\t\t\t\tcase RepeatWrapping:\n\n\t\t\t\t\tuv.y = uv.y - Math.floor( uv.y );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase ClampToEdgeWrapping:\n\n\t\t\t\t\tuv.y = uv.y < 0 ? 0 : 1;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase MirroredRepeatWrapping:\n\n\t\t\t\t\tif ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {\n\n\t\t\t\t\t\tuv.y = Math.ceil( uv.y ) - uv.y;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tuv.y = uv.y - Math.floor( uv.y );\n\n\t\t\t\t\t}\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.flipY ) {\n\n\t\t\tuv.y = 1 - uv.y;\n\n\t\t}\n\n\t}\n\n} );\n\nObject.defineProperty( Texture.prototype, \"needsUpdate\", {\n\n\tset: function ( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n} );\n\n/**\n * @author supereggbert / http://www.paulbrunt.co.uk/\n * @author philogb / http://blog.thejit.org/\n * @author mikael emtinger / http://gomo.se/\n * @author egraether / http://egraether.com/\n * @author WestLangley / http://github.com/WestLangley\n */\n\nfunction Vector4( x, y, z, w ) {\n\n\tthis.x = x || 0;\n\tthis.y = y || 0;\n\tthis.z = z || 0;\n\tthis.w = ( w !== undefined ) ? w : 1;\n\n}\n\nObject.assign( Vector4.prototype, {\n\n\tisVector4: true,\n\n\tset: function ( x, y, z, w ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\t\tthis.w = w;\n\n\t\treturn this;\n\n\t},\n\n\tsetScalar: function ( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\t\tthis.z = scalar;\n\t\tthis.w = scalar;\n\n\t\treturn this;\n\n\t},\n\n\tsetX: function ( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t},\n\n\tsetY: function ( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t},\n\n\tsetZ: function ( z ) {\n\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t},\n\n\tsetW: function ( w ) {\n\n\t\tthis.w = w;\n\n\t\treturn this;\n\n\t},\n\n\tsetComponent: function ( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tcase 2: this.z = value; break;\n\t\t\tcase 3: this.w = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tgetComponent: function ( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tcase 2: return this.z;\n\t\t\tcase 3: return this.w;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor( this.x, this.y, this.z, this.w );\n\n\t},\n\n\tcopy: function ( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\t\tthis.z = v.z;\n\t\tthis.w = ( v.w !== undefined ) ? v.w : 1;\n\n\t\treturn this;\n\n\t},\n\n\tadd: function ( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );\n\t\t\treturn this.addVectors( v, w );\n\n\t\t}\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\t\tthis.z += v.z;\n\t\tthis.w += v.w;\n\n\t\treturn this;\n\n\t},\n\n\taddScalar: function ( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\t\tthis.z += s;\n\t\tthis.w += s;\n\n\t\treturn this;\n\n\t},\n\n\taddVectors: function ( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\t\tthis.z = a.z + b.z;\n\t\tthis.w = a.w + b.w;\n\n\t\treturn this;\n\n\t},\n\n\taddScaledVector: function ( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\t\tthis.z += v.z * s;\n\t\tthis.w += v.w * s;\n\n\t\treturn this;\n\n\t},\n\n\tsub: function ( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );\n\t\t\treturn this.subVectors( v, w );\n\n\t\t}\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\t\tthis.z -= v.z;\n\t\tthis.w -= v.w;\n\n\t\treturn this;\n\n\t},\n\n\tsubScalar: function ( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\t\tthis.z -= s;\n\t\tthis.w -= s;\n\n\t\treturn this;\n\n\t},\n\n\tsubVectors: function ( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\t\tthis.z = a.z - b.z;\n\t\tthis.w = a.w - b.w;\n\n\t\treturn this;\n\n\t},\n\n\tmultiplyScalar: function ( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\t\tthis.z *= scalar;\n\t\tthis.w *= scalar;\n\n\t\treturn this;\n\n\t},\n\n\tapplyMatrix4: function ( m ) {\n\n\t\tvar x = this.x, y = this.y, z = this.z, w = this.w;\n\t\tvar e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;\n\t\tthis.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;\n\t\tthis.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;\n\t\tthis.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;\n\n\t\treturn this;\n\n\t},\n\n\tdivideScalar: function ( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t},\n\n\tsetAxisAngleFromQuaternion: function ( q ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm\n\n\t\t// q is assumed to be normalized\n\n\t\tthis.w = 2 * Math.acos( q.w );\n\n\t\tvar s = Math.sqrt( 1 - q.w * q.w );\n\n\t\tif ( s < 0.0001 ) {\n\n\t\t\tthis.x = 1;\n\t\t\tthis.y = 0;\n\t\t\tthis.z = 0;\n\n\t\t} else {\n\n\t\t\tthis.x = q.x / s;\n\t\t\tthis.y = q.y / s;\n\t\t\tthis.z = q.z / s;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tsetAxisAngleFromRotationMatrix: function ( m ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tvar angle, x, y, z,\t\t// variables for result\n\t\t\tepsilon = 0.01,\t\t// margin to allow for rounding errors\n\t\t\tepsilon2 = 0.1,\t\t// margin to distinguish between 0 and 180 degrees\n\n\t\t\tte = m.elements,\n\n\t\t\tm11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],\n\t\t\tm21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],\n\t\t\tm31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];\n\n\t\tif ( ( Math.abs( m12 - m21 ) < epsilon ) &&\n\t\t ( Math.abs( m13 - m31 ) < epsilon ) &&\n\t\t ( Math.abs( m23 - m32 ) < epsilon ) ) {\n\n\t\t\t// singularity found\n\t\t\t// first check for identity matrix which must have +1 for all terms\n\t\t\t// in leading diagonal and zero in other terms\n\n\t\t\tif ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m13 + m31 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m23 + m32 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {\n\n\t\t\t\t// this singularity is identity matrix so angle = 0\n\n\t\t\t\tthis.set( 1, 0, 0, 0 );\n\n\t\t\t\treturn this; // zero angle, arbitrary axis\n\n\t\t\t}\n\n\t\t\t// otherwise this singularity is angle = 180\n\n\t\t\tangle = Math.PI;\n\n\t\t\tvar xx = ( m11 + 1 ) / 2;\n\t\t\tvar yy = ( m22 + 1 ) / 2;\n\t\t\tvar zz = ( m33 + 1 ) / 2;\n\t\t\tvar xy = ( m12 + m21 ) / 4;\n\t\t\tvar xz = ( m13 + m31 ) / 4;\n\t\t\tvar yz = ( m23 + m32 ) / 4;\n\n\t\t\tif ( ( xx > yy ) && ( xx > zz ) ) {\n\n\t\t\t\t// m11 is the largest diagonal term\n\n\t\t\t\tif ( xx < epsilon ) {\n\n\t\t\t\t\tx = 0;\n\t\t\t\t\ty = 0.707106781;\n\t\t\t\t\tz = 0.707106781;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tx = Math.sqrt( xx );\n\t\t\t\t\ty = xy / x;\n\t\t\t\t\tz = xz / x;\n\n\t\t\t\t}\n\n\t\t\t} else if ( yy > zz ) {\n\n\t\t\t\t// m22 is the largest diagonal term\n\n\t\t\t\tif ( yy < epsilon ) {\n\n\t\t\t\t\tx = 0.707106781;\n\t\t\t\t\ty = 0;\n\t\t\t\t\tz = 0.707106781;\n\n\t\t\t\t} else {\n\n\t\t\t\t\ty = Math.sqrt( yy );\n\t\t\t\t\tx = xy / y;\n\t\t\t\t\tz = yz / y;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// m33 is the largest diagonal term so base result on this\n\n\t\t\t\tif ( zz < epsilon ) {\n\n\t\t\t\t\tx = 0.707106781;\n\t\t\t\t\ty = 0.707106781;\n\t\t\t\t\tz = 0;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tz = Math.sqrt( zz );\n\t\t\t\t\tx = xz / z;\n\t\t\t\t\ty = yz / z;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.set( x, y, z, angle );\n\n\t\t\treturn this; // return 180 deg rotation\n\n\t\t}\n\n\t\t// as we have reached here there are no singularities so we can handle normally\n\n\t\tvar s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +\n\t\t ( m13 - m31 ) * ( m13 - m31 ) +\n\t\t ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize\n\n\t\tif ( Math.abs( s ) < 0.001 ) s = 1;\n\n\t\t// prevent divide by zero, should not happen if matrix is orthogonal and should be\n\t\t// caught by singularity test above, but I've left it in just in case\n\n\t\tthis.x = ( m32 - m23 ) / s;\n\t\tthis.y = ( m13 - m31 ) / s;\n\t\tthis.z = ( m21 - m12 ) / s;\n\t\tthis.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );\n\n\t\treturn this;\n\n\t},\n\n\tmin: function ( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\t\tthis.z = Math.min( this.z, v.z );\n\t\tthis.w = Math.min( this.w, v.w );\n\n\t\treturn this;\n\n\t},\n\n\tmax: function ( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\t\tthis.z = Math.max( this.z, v.z );\n\t\tthis.w = Math.max( this.w, v.w );\n\n\t\treturn this;\n\n\t},\n\n\tclamp: function ( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\t\tthis.z = Math.max( min.z, Math.min( max.z, this.z ) );\n\t\tthis.w = Math.max( min.w, Math.min( max.w, this.w ) );\n\n\t\treturn this;\n\n\t},\n\n\tclampScalar: function () {\n\n\t\tvar min, max;\n\n\t\treturn function clampScalar( minVal, maxVal ) {\n\n\t\t\tif ( min === undefined ) {\n\n\t\t\t\tmin = new Vector4();\n\t\t\t\tmax = new Vector4();\n\n\t\t\t}\n\n\t\t\tmin.set( minVal, minVal, minVal, minVal );\n\t\t\tmax.set( maxVal, maxVal, maxVal, maxVal );\n\n\t\t\treturn this.clamp( min, max );\n\n\t\t};\n\n\t}(),\n\n\tclampLength: function ( min, max ) {\n\n\t\tvar length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t},\n\n\tfloor: function () {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\t\tthis.z = Math.floor( this.z );\n\t\tthis.w = Math.floor( this.w );\n\n\t\treturn this;\n\n\t},\n\n\tceil: function () {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\t\tthis.z = Math.ceil( this.z );\n\t\tthis.w = Math.ceil( this.w );\n\n\t\treturn this;\n\n\t},\n\n\tround: function () {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\t\tthis.z = Math.round( this.z );\n\t\tthis.w = Math.round( this.w );\n\n\t\treturn this;\n\n\t},\n\n\troundToZero: function () {\n\n\t\tthis.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );\n\t\tthis.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );\n\t\tthis.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );\n\t\tthis.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );\n\n\t\treturn this;\n\n\t},\n\n\tnegate: function () {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\t\tthis.z = - this.z;\n\t\tthis.w = - this.w;\n\n\t\treturn this;\n\n\t},\n\n\tdot: function ( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;\n\n\t},\n\n\tlengthSq: function () {\n\n\t\treturn this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;\n\n\t},\n\n\tlength: function () {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );\n\n\t},\n\n\tmanhattanLength: function () {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );\n\n\t},\n\n\tnormalize: function () {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t},\n\n\tsetLength: function ( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t},\n\n\tlerp: function ( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\t\tthis.z += ( v.z - this.z ) * alpha;\n\t\tthis.w += ( v.w - this.w ) * alpha;\n\n\t\treturn this;\n\n\t},\n\n\tlerpVectors: function ( v1, v2, alpha ) {\n\n\t\treturn this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );\n\n\t},\n\n\tequals: function ( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );\n\n\t},\n\n\tfromArray: function ( array, offset ) {\n\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\t\tthis.z = array[ offset + 2 ];\n\t\tthis.w = array[ offset + 3 ];\n\n\t\treturn this;\n\n\t},\n\n\ttoArray: function ( array, offset ) {\n\n\t\tif ( array === undefined ) array = [];\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\t\tarray[ offset + 2 ] = this.z;\n\t\tarray[ offset + 3 ] = this.w;\n\n\t\treturn array;\n\n\t},\n\n\tfromBufferAttribute: function ( attribute, index, offset ) {\n\n\t\tif ( offset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );\n\n\t\t}\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\t\tthis.z = attribute.getZ( index );\n\t\tthis.w = attribute.getW( index );\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author szimek / https://github.com/szimek/\n * @author alteredq / http://alteredqualia.com/\n * @author Marius Kintel / https://github.com/kintel\n */\n\n/*\n In options, we can specify:\n * Texture parameters for an auto-generated target texture\n * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers\n*/\nfunction WebGLRenderTarget( width, height, options ) {\n\n\tthis.uuid = _Math.generateUUID();\n\n\tthis.width = width;\n\tthis.height = height;\n\n\tthis.scissor = new Vector4( 0, 0, width, height );\n\tthis.scissorTest = false;\n\n\tthis.viewport = new Vector4( 0, 0, width, height );\n\n\toptions = options || {};\n\n\tif ( options.minFilter === undefined ) options.minFilter = LinearFilter;\n\n\tthis.texture = new Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );\n\n\tthis.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;\n\tthis.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;\n\tthis.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;\n\n}\n\nWebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {\n\n\tconstructor: WebGLRenderTarget,\n\n\tisWebGLRenderTarget: true,\n\n\tsetSize: function ( width, height ) {\n\n\t\tif ( this.width !== width || this.height !== height ) {\n\n\t\t\tthis.width = width;\n\t\t\tthis.height = height;\n\n\t\t\tthis.dispose();\n\n\t\t}\n\n\t\tthis.viewport.set( 0, 0, width, height );\n\t\tthis.scissor.set( 0, 0, width, height );\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.width = source.width;\n\t\tthis.height = source.height;\n\n\t\tthis.viewport.copy( source.viewport );\n\n\t\tthis.texture = source.texture.clone();\n\n\t\tthis.depthBuffer = source.depthBuffer;\n\t\tthis.stencilBuffer = source.stencilBuffer;\n\t\tthis.depthTexture = source.depthTexture;\n\n\t\treturn this;\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n} );\n\n/**\n * @author alteredq / http://alteredqualia.com\n */\n\nfunction WebGLRenderTargetCube( width, height, options ) {\n\n\tWebGLRenderTarget.call( this, width, height, options );\n\n\tthis.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5\n\tthis.activeMipMapLevel = 0;\n\n}\n\nWebGLRenderTargetCube.prototype = Object.create( WebGLRenderTarget.prototype );\nWebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube;\n\nWebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true;\n\n/**\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {\n\n\tTexture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );\n\n\tthis.image = { data: data, width: width, height: height };\n\n\tthis.magFilter = magFilter !== undefined ? magFilter : NearestFilter;\n\tthis.minFilter = minFilter !== undefined ? minFilter : NearestFilter;\n\n\tthis.generateMipmaps = false;\n\tthis.flipY = false;\n\tthis.unpackAlignment = 1;\n\n}\n\nDataTexture.prototype = Object.create( Texture.prototype );\nDataTexture.prototype.constructor = DataTexture;\n\nDataTexture.prototype.isDataTexture = true;\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {\n\n\timages = images !== undefined ? images : [];\n\tmapping = mapping !== undefined ? mapping : CubeReflectionMapping;\n\n\tTexture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );\n\n\tthis.flipY = false;\n\n}\n\nCubeTexture.prototype = Object.create( Texture.prototype );\nCubeTexture.prototype.constructor = CubeTexture;\n\nCubeTexture.prototype.isCubeTexture = true;\n\nObject.defineProperty( CubeTexture.prototype, 'images', {\n\n\tget: function () {\n\n\t\treturn this.image;\n\n\t},\n\n\tset: function ( value ) {\n\n\t\tthis.image = value;\n\n\t}\n\n} );\n\n/**\n * @author tschw\n *\n * Uniforms of a program.\n * Those form a tree structure with a special top-level container for the root,\n * which you get by calling 'new WebGLUniforms( gl, program, renderer )'.\n *\n *\n * Properties of inner nodes including the top-level container:\n *\n * .seq - array of nested uniforms\n * .map - nested uniforms by name\n *\n *\n * Methods of all nodes except the top-level container:\n *\n * .setValue( gl, value, [renderer] )\n *\n * \t\tuploads a uniform value(s)\n * \tthe 'renderer' parameter is needed for sampler uniforms\n *\n *\n * Static methods of the top-level container (renderer factorizations):\n *\n * .upload( gl, seq, values, renderer )\n *\n * \t\tsets uniforms in 'seq' to 'values[id].value'\n *\n * .seqWithValue( seq, values ) : filteredSeq\n *\n * \t\tfilters 'seq' entries with corresponding entry in values\n *\n *\n * Methods of the top-level container (renderer factorizations):\n *\n * .setValue( gl, name, value )\n *\n * \t\tsets uniform with name 'name' to 'value'\n *\n * .set( gl, obj, prop )\n *\n * \t\tsets uniform from object and property with same name than uniform\n *\n * .setOptional( gl, obj, prop )\n *\n * \t\tlike .set for an optional property of the object\n *\n */\n\nvar emptyTexture = new Texture();\nvar emptyCubeTexture = new CubeTexture();\n\n// --- Base for inner nodes (including the root) ---\n\nfunction UniformContainer() {\n\n\tthis.seq = [];\n\tthis.map = {};\n\n}\n\n// --- Utilities ---\n\n// Array Caches (provide typed arrays for temporary by size)\n\nvar arrayCacheF32 = [];\nvar arrayCacheI32 = [];\n\n// Float32Array caches used for uploading Matrix uniforms\n\nvar mat4array = new Float32Array( 16 );\nvar mat3array = new Float32Array( 9 );\n\n// Flattening for arrays of vectors and matrices\n\nfunction flatten( array, nBlocks, blockSize ) {\n\n\tvar firstElem = array[ 0 ];\n\n\tif ( firstElem <= 0 || firstElem > 0 ) return array;\n\t// unoptimized: ! isNaN( firstElem )\n\t// see http://jacksondunstan.com/articles/983\n\n\tvar n = nBlocks * blockSize,\n\t\tr = arrayCacheF32[ n ];\n\n\tif ( r === undefined ) {\n\n\t\tr = new Float32Array( n );\n\t\tarrayCacheF32[ n ] = r;\n\n\t}\n\n\tif ( nBlocks !== 0 ) {\n\n\t\tfirstElem.toArray( r, 0 );\n\n\t\tfor ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {\n\n\t\t\toffset += blockSize;\n\t\t\tarray[ i ].toArray( r, offset );\n\n\t\t}\n\n\t}\n\n\treturn r;\n\n}\n\n// Texture unit allocation\n\nfunction allocTexUnits( renderer, n ) {\n\n\tvar r = arrayCacheI32[ n ];\n\n\tif ( r === undefined ) {\n\n\t\tr = new Int32Array( n );\n\t\tarrayCacheI32[ n ] = r;\n\n\t}\n\n\tfor ( var i = 0; i !== n; ++ i )\n\t\tr[ i ] = renderer.allocTextureUnit();\n\n\treturn r;\n\n}\n\n// --- Setters ---\n\n// Note: Defining these methods externally, because they come in a bunch\n// and this way their names minify.\n\n// Single scalar\n\nfunction setValue1f( gl, v ) {\n\n\tgl.uniform1f( this.addr, v );\n\n}\n\nfunction setValue1i( gl, v ) {\n\n\tgl.uniform1i( this.addr, v );\n\n}\n\n// Single float vector (from flat array or THREE.VectorN)\n\nfunction setValue2fv( gl, v ) {\n\n\tif ( v.x === undefined ) {\n\n\t\tgl.uniform2fv( this.addr, v );\n\n\t} else {\n\n\t\tgl.uniform2f( this.addr, v.x, v.y );\n\n\t}\n\n}\n\nfunction setValue3fv( gl, v ) {\n\n\tif ( v.x !== undefined ) {\n\n\t\tgl.uniform3f( this.addr, v.x, v.y, v.z );\n\n\t} else if ( v.r !== undefined ) {\n\n\t\tgl.uniform3f( this.addr, v.r, v.g, v.b );\n\n\t} else {\n\n\t\tgl.uniform3fv( this.addr, v );\n\n\t}\n\n}\n\nfunction setValue4fv( gl, v ) {\n\n\tif ( v.x === undefined ) {\n\n\t\tgl.uniform4fv( this.addr, v );\n\n\t} else {\n\n\t\t gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );\n\n\t}\n\n}\n\n// Single matrix (from flat array or MatrixN)\n\nfunction setValue2fm( gl, v ) {\n\n\tgl.uniformMatrix2fv( this.addr, false, v.elements || v );\n\n}\n\nfunction setValue3fm( gl, v ) {\n\n\tif ( v.elements === undefined ) {\n\n\t\tgl.uniformMatrix3fv( this.addr, false, v );\n\n\t} else {\n\n\t\tmat3array.set( v.elements );\n\t\tgl.uniformMatrix3fv( this.addr, false, mat3array );\n\n\t}\n\n}\n\nfunction setValue4fm( gl, v ) {\n\n\tif ( v.elements === undefined ) {\n\n\t\tgl.uniformMatrix4fv( this.addr, false, v );\n\n\t} else {\n\n\t\tmat4array.set( v.elements );\n\t\tgl.uniformMatrix4fv( this.addr, false, mat4array );\n\n\t}\n\n}\n\n// Single texture (2D / Cube)\n\nfunction setValueT1( gl, v, renderer ) {\n\n\tvar unit = renderer.allocTextureUnit();\n\tgl.uniform1i( this.addr, unit );\n\trenderer.setTexture2D( v || emptyTexture, unit );\n\n}\n\nfunction setValueT6( gl, v, renderer ) {\n\n\tvar unit = renderer.allocTextureUnit();\n\tgl.uniform1i( this.addr, unit );\n\trenderer.setTextureCube( v || emptyCubeTexture, unit );\n\n}\n\n// Integer / Boolean vectors or arrays thereof (always flat arrays)\n\nfunction setValue2iv( gl, v ) {\n\n\tgl.uniform2iv( this.addr, v );\n\n}\n\nfunction setValue3iv( gl, v ) {\n\n\tgl.uniform3iv( this.addr, v );\n\n}\n\nfunction setValue4iv( gl, v ) {\n\n\tgl.uniform4iv( this.addr, v );\n\n}\n\n// Helper to pick the right setter for the singular case\n\nfunction getSingularSetter( type ) {\n\n\tswitch ( type ) {\n\n\t\tcase 0x1406: return setValue1f; // FLOAT\n\t\tcase 0x8b50: return setValue2fv; // _VEC2\n\t\tcase 0x8b51: return setValue3fv; // _VEC3\n\t\tcase 0x8b52: return setValue4fv; // _VEC4\n\n\t\tcase 0x8b5a: return setValue2fm; // _MAT2\n\t\tcase 0x8b5b: return setValue3fm; // _MAT3\n\t\tcase 0x8b5c: return setValue4fm; // _MAT4\n\n\t\tcase 0x8b5e: case 0x8d66: return setValueT1; // SAMPLER_2D, SAMPLER_EXTERNAL_OES\n\t\tcase 0x8b60: return setValueT6; // SAMPLER_CUBE\n\n\t\tcase 0x1404: case 0x8b56: return setValue1i; // INT, BOOL\n\t\tcase 0x8b53: case 0x8b57: return setValue2iv; // _VEC2\n\t\tcase 0x8b54: case 0x8b58: return setValue3iv; // _VEC3\n\t\tcase 0x8b55: case 0x8b59: return setValue4iv; // _VEC4\n\n\t}\n\n}\n\n// Array of scalars\n\nfunction setValue1fv( gl, v ) {\n\n\tgl.uniform1fv( this.addr, v );\n\n}\nfunction setValue1iv( gl, v ) {\n\n\tgl.uniform1iv( this.addr, v );\n\n}\n\n// Array of vectors (flat or from THREE classes)\n\nfunction setValueV2a( gl, v ) {\n\n\tgl.uniform2fv( this.addr, flatten( v, this.size, 2 ) );\n\n}\n\nfunction setValueV3a( gl, v ) {\n\n\tgl.uniform3fv( this.addr, flatten( v, this.size, 3 ) );\n\n}\n\nfunction setValueV4a( gl, v ) {\n\n\tgl.uniform4fv( this.addr, flatten( v, this.size, 4 ) );\n\n}\n\n// Array of matrices (flat or from THREE clases)\n\nfunction setValueM2a( gl, v ) {\n\n\tgl.uniformMatrix2fv( this.addr, false, flatten( v, this.size, 4 ) );\n\n}\n\nfunction setValueM3a( gl, v ) {\n\n\tgl.uniformMatrix3fv( this.addr, false, flatten( v, this.size, 9 ) );\n\n}\n\nfunction setValueM4a( gl, v ) {\n\n\tgl.uniformMatrix4fv( this.addr, false, flatten( v, this.size, 16 ) );\n\n}\n\n// Array of textures (2D / Cube)\n\nfunction setValueT1a( gl, v, renderer ) {\n\n\tvar n = v.length,\n\t\tunits = allocTexUnits( renderer, n );\n\n\tgl.uniform1iv( this.addr, units );\n\n\tfor ( var i = 0; i !== n; ++ i ) {\n\n\t\trenderer.setTexture2D( v[ i ] || emptyTexture, units[ i ] );\n\n\t}\n\n}\n\nfunction setValueT6a( gl, v, renderer ) {\n\n\tvar n = v.length,\n\t\tunits = allocTexUnits( renderer, n );\n\n\tgl.uniform1iv( this.addr, units );\n\n\tfor ( var i = 0; i !== n; ++ i ) {\n\n\t\trenderer.setTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );\n\n\t}\n\n}\n\n// Helper to pick the right setter for a pure (bottom-level) array\n\nfunction getPureArraySetter( type ) {\n\n\tswitch ( type ) {\n\n\t\tcase 0x1406: return setValue1fv; // FLOAT\n\t\tcase 0x8b50: return setValueV2a; // _VEC2\n\t\tcase 0x8b51: return setValueV3a; // _VEC3\n\t\tcase 0x8b52: return setValueV4a; // _VEC4\n\n\t\tcase 0x8b5a: return setValueM2a; // _MAT2\n\t\tcase 0x8b5b: return setValueM3a; // _MAT3\n\t\tcase 0x8b5c: return setValueM4a; // _MAT4\n\n\t\tcase 0x8b5e: return setValueT1a; // SAMPLER_2D\n\t\tcase 0x8b60: return setValueT6a; // SAMPLER_CUBE\n\n\t\tcase 0x1404: case 0x8b56: return setValue1iv; // INT, BOOL\n\t\tcase 0x8b53: case 0x8b57: return setValue2iv; // _VEC2\n\t\tcase 0x8b54: case 0x8b58: return setValue3iv; // _VEC3\n\t\tcase 0x8b55: case 0x8b59: return setValue4iv; // _VEC4\n\n\t}\n\n}\n\n// --- Uniform Classes ---\n\nfunction SingleUniform( id, activeInfo, addr ) {\n\n\tthis.id = id;\n\tthis.addr = addr;\n\tthis.setValue = getSingularSetter( activeInfo.type );\n\n\t// this.path = activeInfo.name; // DEBUG\n\n}\n\nfunction PureArrayUniform( id, activeInfo, addr ) {\n\n\tthis.id = id;\n\tthis.addr = addr;\n\tthis.size = activeInfo.size;\n\tthis.setValue = getPureArraySetter( activeInfo.type );\n\n\t// this.path = activeInfo.name; // DEBUG\n\n}\n\nfunction StructuredUniform( id ) {\n\n\tthis.id = id;\n\n\tUniformContainer.call( this ); // mix-in\n\n}\n\nStructuredUniform.prototype.setValue = function ( gl, value ) {\n\n\t// Note: Don't need an extra 'renderer' parameter, since samplers\n\t// are not allowed in structured uniforms.\n\n\tvar seq = this.seq;\n\n\tfor ( var i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\tvar u = seq[ i ];\n\t\tu.setValue( gl, value[ u.id ] );\n\n\t}\n\n};\n\n// --- Top-level ---\n\n// Parser - builds up the property tree from the path strings\n\nvar RePathPart = /([\\w\\d_]+)(\\])?(\\[|\\.)?/g;\n\n// extracts\n// \t- the identifier (member name or array index)\n// - followed by an optional right bracket (found when array index)\n// - followed by an optional left bracket or dot (type of subscript)\n//\n// Note: These portions can be read in a non-overlapping fashion and\n// allow straightforward parsing of the hierarchy that WebGL encodes\n// in the uniform names.\n\nfunction addUniform( container, uniformObject ) {\n\n\tcontainer.seq.push( uniformObject );\n\tcontainer.map[ uniformObject.id ] = uniformObject;\n\n}\n\nfunction parseUniform( activeInfo, addr, container ) {\n\n\tvar path = activeInfo.name,\n\t\tpathLength = path.length;\n\n\t// reset RegExp object, because of the early exit of a previous run\n\tRePathPart.lastIndex = 0;\n\n\tfor ( ; ; ) {\n\n\t\tvar match = RePathPart.exec( path ),\n\t\t\tmatchEnd = RePathPart.lastIndex,\n\n\t\t\tid = match[ 1 ],\n\t\t\tidIsIndex = match[ 2 ] === ']',\n\t\t\tsubscript = match[ 3 ];\n\n\t\tif ( idIsIndex ) id = id | 0; // convert to integer\n\n\t\tif ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {\n\n\t\t\t// bare name or \"pure\" bottom-level array \"[0]\" suffix\n\n\t\t\taddUniform( container, subscript === undefined ?\n\t\t\t\tnew SingleUniform( id, activeInfo, addr ) :\n\t\t\t\tnew PureArrayUniform( id, activeInfo, addr ) );\n\n\t\t\tbreak;\n\n\t\t} else {\n\n\t\t\t// step into inner node / create it in case it doesn't exist\n\n\t\t\tvar map = container.map, next = map[ id ];\n\n\t\t\tif ( next === undefined ) {\n\n\t\t\t\tnext = new StructuredUniform( id );\n\t\t\t\taddUniform( container, next );\n\n\t\t\t}\n\n\t\t\tcontainer = next;\n\n\t\t}\n\n\t}\n\n}\n\n// Root Container\n\nfunction WebGLUniforms( gl, program, renderer ) {\n\n\tUniformContainer.call( this );\n\n\tthis.renderer = renderer;\n\n\tvar n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS );\n\n\tfor ( var i = 0; i < n; ++ i ) {\n\n\t\tvar info = gl.getActiveUniform( program, i ),\n\t\t\tpath = info.name,\n\t\t\taddr = gl.getUniformLocation( program, path );\n\n\t\tparseUniform( info, addr, this );\n\n\t}\n\n}\n\nWebGLUniforms.prototype.setValue = function ( gl, name, value ) {\n\n\tvar u = this.map[ name ];\n\n\tif ( u !== undefined ) u.setValue( gl, value, this.renderer );\n\n};\n\nWebGLUniforms.prototype.setOptional = function ( gl, object, name ) {\n\n\tvar v = object[ name ];\n\n\tif ( v !== undefined ) this.setValue( gl, name, v );\n\n};\n\n\n// Static interface\n\nWebGLUniforms.upload = function ( gl, seq, values, renderer ) {\n\n\tfor ( var i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\tvar u = seq[ i ],\n\t\t\tv = values[ u.id ];\n\n\t\tif ( v.needsUpdate !== false ) {\n\n\t\t\t// note: always updating when .needsUpdate is undefined\n\t\t\tu.setValue( gl, v.value, renderer );\n\n\t\t}\n\n\t}\n\n};\n\nWebGLUniforms.seqWithValue = function ( seq, values ) {\n\n\tvar r = [];\n\n\tfor ( var i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\tvar u = seq[ i ];\n\t\tif ( u.id in values ) r.push( u );\n\n\t}\n\n\treturn r;\n\n};\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nvar ColorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,\n\t'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,\n\t'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,\n\t'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,\n\t'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,\n\t'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,\n\t'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,\n\t'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,\n\t'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,\n\t'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,\n\t'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,\n\t'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,\n\t'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,\n\t'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,\n\t'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,\n\t'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,\n\t'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,\n\t'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,\n\t'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,\n\t'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,\n\t'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,\n\t'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,\n\t'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,\n\t'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };\n\nfunction Color( r, g, b ) {\n\n\tif ( g === undefined && b === undefined ) {\n\n\t\t// r is THREE.Color, hex or string\n\t\treturn this.set( r );\n\n\t}\n\n\treturn this.setRGB( r, g, b );\n\n}\n\nObject.assign( Color.prototype, {\n\n\tisColor: true,\n\n\tr: 1, g: 1, b: 1,\n\n\tset: function ( value ) {\n\n\t\tif ( value && value.isColor ) {\n\n\t\t\tthis.copy( value );\n\n\t\t} else if ( typeof value === 'number' ) {\n\n\t\t\tthis.setHex( value );\n\n\t\t} else if ( typeof value === 'string' ) {\n\n\t\t\tthis.setStyle( value );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tsetScalar: function ( scalar ) {\n\n\t\tthis.r = scalar;\n\t\tthis.g = scalar;\n\t\tthis.b = scalar;\n\n\t\treturn this;\n\n\t},\n\n\tsetHex: function ( hex ) {\n\n\t\thex = Math.floor( hex );\n\n\t\tthis.r = ( hex >> 16 & 255 ) / 255;\n\t\tthis.g = ( hex >> 8 & 255 ) / 255;\n\t\tthis.b = ( hex & 255 ) / 255;\n\n\t\treturn this;\n\n\t},\n\n\tsetRGB: function ( r, g, b ) {\n\n\t\tthis.r = r;\n\t\tthis.g = g;\n\t\tthis.b = b;\n\n\t\treturn this;\n\n\t},\n\n\tsetHSL: function () {\n\n\t\tfunction hue2rgb( p, q, t ) {\n\n\t\t\tif ( t < 0 ) t += 1;\n\t\t\tif ( t > 1 ) t -= 1;\n\t\t\tif ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;\n\t\t\tif ( t < 1 / 2 ) return q;\n\t\t\tif ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );\n\t\t\treturn p;\n\n\t\t}\n\n\t\treturn function setHSL( h, s, l ) {\n\n\t\t\t// h,s,l ranges are in 0.0 - 1.0\n\t\t\th = _Math.euclideanModulo( h, 1 );\n\t\t\ts = _Math.clamp( s, 0, 1 );\n\t\t\tl = _Math.clamp( l, 0, 1 );\n\n\t\t\tif ( s === 0 ) {\n\n\t\t\t\tthis.r = this.g = this.b = l;\n\n\t\t\t} else {\n\n\t\t\t\tvar p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );\n\t\t\t\tvar q = ( 2 * l ) - p;\n\n\t\t\t\tthis.r = hue2rgb( q, p, h + 1 / 3 );\n\t\t\t\tthis.g = hue2rgb( q, p, h );\n\t\t\t\tthis.b = hue2rgb( q, p, h - 1 / 3 );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t};\n\n\t}(),\n\n\tsetStyle: function ( style ) {\n\n\t\tfunction handleAlpha( string ) {\n\n\t\t\tif ( string === undefined ) return;\n\n\t\t\tif ( parseFloat( string ) < 1 ) {\n\n\t\t\t\tconsole.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );\n\n\t\t\t}\n\n\t\t}\n\n\n\t\tvar m;\n\n\t\tif ( m = /^((?:rgb|hsl)a?)\\(\\s*([^\\)]*)\\)/.exec( style ) ) {\n\n\t\t\t// rgb / hsl\n\n\t\t\tvar color;\n\t\t\tvar name = m[ 1 ];\n\t\t\tvar components = m[ 2 ];\n\n\t\t\tswitch ( name ) {\n\n\t\t\t\tcase 'rgb':\n\t\t\t\tcase 'rgba':\n\n\t\t\t\t\tif ( color = /^(\\d+)\\s*,\\s*(\\d+)\\s*,\\s*(\\d+)\\s*(,\\s*([0-9]*\\.?[0-9]+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// rgb(255,0,0) rgba(255,0,0,0.5)\n\t\t\t\t\t\tthis.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;\n\t\t\t\t\t\tthis.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;\n\t\t\t\t\t\tthis.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;\n\n\t\t\t\t\t\thandleAlpha( color[ 5 ] );\n\n\t\t\t\t\t\treturn this;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( color = /^(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(,\\s*([0-9]*\\.?[0-9]+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)\n\t\t\t\t\t\tthis.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;\n\t\t\t\t\t\tthis.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;\n\t\t\t\t\t\tthis.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;\n\n\t\t\t\t\t\thandleAlpha( color[ 5 ] );\n\n\t\t\t\t\t\treturn this;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'hsl':\n\t\t\t\tcase 'hsla':\n\n\t\t\t\t\tif ( color = /^([0-9]*\\.?[0-9]+)\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(,\\s*([0-9]*\\.?[0-9]+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// hsl(120,50%,50%) hsla(120,50%,50%,0.5)\n\t\t\t\t\t\tvar h = parseFloat( color[ 1 ] ) / 360;\n\t\t\t\t\t\tvar s = parseInt( color[ 2 ], 10 ) / 100;\n\t\t\t\t\t\tvar l = parseInt( color[ 3 ], 10 ) / 100;\n\n\t\t\t\t\t\thandleAlpha( color[ 5 ] );\n\n\t\t\t\t\t\treturn this.setHSL( h, s, l );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t} else if ( m = /^\\#([A-Fa-f0-9]+)$/.exec( style ) ) {\n\n\t\t\t// hex color\n\n\t\t\tvar hex = m[ 1 ];\n\t\t\tvar size = hex.length;\n\n\t\t\tif ( size === 3 ) {\n\n\t\t\t\t// #ff0\n\t\t\t\tthis.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;\n\t\t\t\tthis.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;\n\t\t\t\tthis.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;\n\n\t\t\t\treturn this;\n\n\t\t\t} else if ( size === 6 ) {\n\n\t\t\t\t// #ff0000\n\t\t\t\tthis.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;\n\t\t\t\tthis.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;\n\t\t\t\tthis.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;\n\n\t\t\t\treturn this;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( style && style.length > 0 ) {\n\n\t\t\t// color keywords\n\t\t\tvar hex = ColorKeywords[ style ];\n\n\t\t\tif ( hex !== undefined ) {\n\n\t\t\t\t// red\n\t\t\t\tthis.setHex( hex );\n\n\t\t\t} else {\n\n\t\t\t\t// unknown color\n\t\t\t\tconsole.warn( 'THREE.Color: Unknown color ' + style );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor( this.r, this.g, this.b );\n\n\t},\n\n\tcopy: function ( color ) {\n\n\t\tthis.r = color.r;\n\t\tthis.g = color.g;\n\t\tthis.b = color.b;\n\n\t\treturn this;\n\n\t},\n\n\tcopyGammaToLinear: function ( color, gammaFactor ) {\n\n\t\tif ( gammaFactor === undefined ) gammaFactor = 2.0;\n\n\t\tthis.r = Math.pow( color.r, gammaFactor );\n\t\tthis.g = Math.pow( color.g, gammaFactor );\n\t\tthis.b = Math.pow( color.b, gammaFactor );\n\n\t\treturn this;\n\n\t},\n\n\tcopyLinearToGamma: function ( color, gammaFactor ) {\n\n\t\tif ( gammaFactor === undefined ) gammaFactor = 2.0;\n\n\t\tvar safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;\n\n\t\tthis.r = Math.pow( color.r, safeInverse );\n\t\tthis.g = Math.pow( color.g, safeInverse );\n\t\tthis.b = Math.pow( color.b, safeInverse );\n\n\t\treturn this;\n\n\t},\n\n\tconvertGammaToLinear: function () {\n\n\t\tvar r = this.r, g = this.g, b = this.b;\n\n\t\tthis.r = r * r;\n\t\tthis.g = g * g;\n\t\tthis.b = b * b;\n\n\t\treturn this;\n\n\t},\n\n\tconvertLinearToGamma: function () {\n\n\t\tthis.r = Math.sqrt( this.r );\n\t\tthis.g = Math.sqrt( this.g );\n\t\tthis.b = Math.sqrt( this.b );\n\n\t\treturn this;\n\n\t},\n\n\tgetHex: function () {\n\n\t\treturn ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;\n\n\t},\n\n\tgetHexString: function () {\n\n\t\treturn ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );\n\n\t},\n\n\tgetHSL: function ( optionalTarget ) {\n\n\t\t// h,s,l ranges are in 0.0 - 1.0\n\n\t\tvar hsl = optionalTarget || { h: 0, s: 0, l: 0 };\n\n\t\tvar r = this.r, g = this.g, b = this.b;\n\n\t\tvar max = Math.max( r, g, b );\n\t\tvar min = Math.min( r, g, b );\n\n\t\tvar hue, saturation;\n\t\tvar lightness = ( min + max ) / 2.0;\n\n\t\tif ( min === max ) {\n\n\t\t\thue = 0;\n\t\t\tsaturation = 0;\n\n\t\t} else {\n\n\t\t\tvar delta = max - min;\n\n\t\t\tsaturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );\n\n\t\t\tswitch ( max ) {\n\n\t\t\t\tcase r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;\n\t\t\t\tcase g: hue = ( b - r ) / delta + 2; break;\n\t\t\t\tcase b: hue = ( r - g ) / delta + 4; break;\n\n\t\t\t}\n\n\t\t\thue /= 6;\n\n\t\t}\n\n\t\thsl.h = hue;\n\t\thsl.s = saturation;\n\t\thsl.l = lightness;\n\n\t\treturn hsl;\n\n\t},\n\n\tgetStyle: function () {\n\n\t\treturn 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';\n\n\t},\n\n\toffsetHSL: function ( h, s, l ) {\n\n\t\tvar hsl = this.getHSL();\n\n\t\thsl.h += h; hsl.s += s; hsl.l += l;\n\n\t\tthis.setHSL( hsl.h, hsl.s, hsl.l );\n\n\t\treturn this;\n\n\t},\n\n\tadd: function ( color ) {\n\n\t\tthis.r += color.r;\n\t\tthis.g += color.g;\n\t\tthis.b += color.b;\n\n\t\treturn this;\n\n\t},\n\n\taddColors: function ( color1, color2 ) {\n\n\t\tthis.r = color1.r + color2.r;\n\t\tthis.g = color1.g + color2.g;\n\t\tthis.b = color1.b + color2.b;\n\n\t\treturn this;\n\n\t},\n\n\taddScalar: function ( s ) {\n\n\t\tthis.r += s;\n\t\tthis.g += s;\n\t\tthis.b += s;\n\n\t\treturn this;\n\n\t},\n\n\tsub: function ( color ) {\n\n\t\tthis.r = Math.max( 0, this.r - color.r );\n\t\tthis.g = Math.max( 0, this.g - color.g );\n\t\tthis.b = Math.max( 0, this.b - color.b );\n\n\t\treturn this;\n\n\t},\n\n\tmultiply: function ( color ) {\n\n\t\tthis.r *= color.r;\n\t\tthis.g *= color.g;\n\t\tthis.b *= color.b;\n\n\t\treturn this;\n\n\t},\n\n\tmultiplyScalar: function ( s ) {\n\n\t\tthis.r *= s;\n\t\tthis.g *= s;\n\t\tthis.b *= s;\n\n\t\treturn this;\n\n\t},\n\n\tlerp: function ( color, alpha ) {\n\n\t\tthis.r += ( color.r - this.r ) * alpha;\n\t\tthis.g += ( color.g - this.g ) * alpha;\n\t\tthis.b += ( color.b - this.b ) * alpha;\n\n\t\treturn this;\n\n\t},\n\n\tequals: function ( c ) {\n\n\t\treturn ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );\n\n\t},\n\n\tfromArray: function ( array, offset ) {\n\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tthis.r = array[ offset ];\n\t\tthis.g = array[ offset + 1 ];\n\t\tthis.b = array[ offset + 2 ];\n\n\t\treturn this;\n\n\t},\n\n\ttoArray: function ( array, offset ) {\n\n\t\tif ( array === undefined ) array = [];\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tarray[ offset ] = this.r;\n\t\tarray[ offset + 1 ] = this.g;\n\t\tarray[ offset + 2 ] = this.b;\n\n\t\treturn array;\n\n\t},\n\n\ttoJSON: function () {\n\n\t\treturn this.getHex();\n\n\t}\n\n} );\n\n/**\n * Uniforms library for shared webgl shaders\n */\n\nvar UniformsLib = {\n\n\tcommon: {\n\n\t\tdiffuse: { value: new Color( 0xeeeeee ) },\n\t\topacity: { value: 1.0 },\n\n\t\tmap: { value: null },\n\t\tuvTransform: { value: new Matrix3() },\n\n\t\talphaMap: { value: null },\n\n\t},\n\n\tspecularmap: {\n\n\t\tspecularMap: { value: null },\n\n\t},\n\n\tenvmap: {\n\n\t\tenvMap: { value: null },\n\t\tflipEnvMap: { value: - 1 },\n\t\treflectivity: { value: 1.0 },\n\t\trefractionRatio: { value: 0.98 }\n\n\t},\n\n\taomap: {\n\n\t\taoMap: { value: null },\n\t\taoMapIntensity: { value: 1 }\n\n\t},\n\n\tlightmap: {\n\n\t\tlightMap: { value: null },\n\t\tlightMapIntensity: { value: 1 }\n\n\t},\n\n\temissivemap: {\n\n\t\temissiveMap: { value: null }\n\n\t},\n\n\tbumpmap: {\n\n\t\tbumpMap: { value: null },\n\t\tbumpScale: { value: 1 }\n\n\t},\n\n\tnormalmap: {\n\n\t\tnormalMap: { value: null },\n\t\tnormalScale: { value: new Vector2( 1, 1 ) }\n\n\t},\n\n\tdisplacementmap: {\n\n\t\tdisplacementMap: { value: null },\n\t\tdisplacementScale: { value: 1 },\n\t\tdisplacementBias: { value: 0 }\n\n\t},\n\n\troughnessmap: {\n\n\t\troughnessMap: { value: null }\n\n\t},\n\n\tmetalnessmap: {\n\n\t\tmetalnessMap: { value: null }\n\n\t},\n\n\tgradientmap: {\n\n\t\tgradientMap: { value: null }\n\n\t},\n\n\tfog: {\n\n\t\tfogDensity: { value: 0.00025 },\n\t\tfogNear: { value: 1 },\n\t\tfogFar: { value: 2000 },\n\t\tfogColor: { value: new Color( 0xffffff ) }\n\n\t},\n\n\tlights: {\n\n\t\tambientLightColor: { value: [] },\n\n\t\tdirectionalLights: { value: [], properties: {\n\t\t\tdirection: {},\n\t\t\tcolor: {},\n\n\t\t\tshadow: {},\n\t\t\tshadowBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {}\n\t\t} },\n\n\t\tdirectionalShadowMap: { value: [] },\n\t\tdirectionalShadowMatrix: { value: [] },\n\n\t\tspotLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\tdirection: {},\n\t\t\tdistance: {},\n\t\t\tconeCos: {},\n\t\t\tpenumbraCos: {},\n\t\t\tdecay: {},\n\n\t\t\tshadow: {},\n\t\t\tshadowBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {}\n\t\t} },\n\n\t\tspotShadowMap: { value: [] },\n\t\tspotShadowMatrix: { value: [] },\n\n\t\tpointLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\tdecay: {},\n\t\t\tdistance: {},\n\n\t\t\tshadow: {},\n\t\t\tshadowBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {},\n\t\t\tshadowCameraNear: {},\n\t\t\tshadowCameraFar: {}\n\t\t} },\n\n\t\tpointShadowMap: { value: [] },\n\t\tpointShadowMatrix: { value: [] },\n\n\t\themisphereLights: { value: [], properties: {\n\t\t\tdirection: {},\n\t\t\tskyColor: {},\n\t\t\tgroundColor: {}\n\t\t} },\n\n\t\t// TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src\n\t\trectAreaLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\twidth: {},\n\t\t\theight: {}\n\t\t} }\n\n\t},\n\n\tpoints: {\n\n\t\tdiffuse: { value: new Color( 0xeeeeee ) },\n\t\topacity: { value: 1.0 },\n\t\tsize: { value: 1.0 },\n\t\tscale: { value: 1.0 },\n\t\tmap: { value: null },\n\t\tuvTransform: { value: new Matrix3() }\n\n\t}\n\n};\n\n/**\n * Uniform Utilities\n */\n\nvar UniformsUtils = {\n\n\tmerge: function ( uniforms ) {\n\n\t\tvar merged = {};\n\n\t\tfor ( var u = 0; u < uniforms.length; u ++ ) {\n\n\t\t\tvar tmp = this.clone( uniforms[ u ] );\n\n\t\t\tfor ( var p in tmp ) {\n\n\t\t\t\tmerged[ p ] = tmp[ p ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn merged;\n\n\t},\n\n\tclone: function ( uniforms_src ) {\n\n\t\tvar uniforms_dst = {};\n\n\t\tfor ( var u in uniforms_src ) {\n\n\t\t\tuniforms_dst[ u ] = {};\n\n\t\t\tfor ( var p in uniforms_src[ u ] ) {\n\n\t\t\t\tvar parameter_src = uniforms_src[ u ][ p ];\n\n\t\t\t\tif ( parameter_src && ( parameter_src.isColor ||\n\t\t\t\t\tparameter_src.isMatrix3 || parameter_src.isMatrix4 ||\n\t\t\t\t\tparameter_src.isVector2 || parameter_src.isVector3 || parameter_src.isVector4 ||\n\t\t\t\t\tparameter_src.isTexture ) ) {\n\n\t\t\t\t\tuniforms_dst[ u ][ p ] = parameter_src.clone();\n\n\t\t\t\t} else if ( Array.isArray( parameter_src ) ) {\n\n\t\t\t\t\tuniforms_dst[ u ][ p ] = parameter_src.slice();\n\n\t\t\t\t} else {\n\n\t\t\t\t\tuniforms_dst[ u ][ p ] = parameter_src;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn uniforms_dst;\n\n\t}\n\n};\n\nvar alphamap_fragment = \"#ifdef USE_ALPHAMAP\\n\\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\\n#endif\\n\";\n\nvar alphamap_pars_fragment = \"#ifdef USE_ALPHAMAP\\n\\tuniform sampler2D alphaMap;\\n#endif\\n\";\n\nvar alphatest_fragment = \"#ifdef ALPHATEST\\n\\tif ( diffuseColor.a < ALPHATEST ) discard;\\n#endif\\n\";\n\nvar 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( PHYSICAL )\\n\\t\\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\\n\\t\\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\\n\\t#endif\\n#endif\\n\";\n\nvar aomap_pars_fragment = \"#ifdef USE_AOMAP\\n\\tuniform sampler2D aoMap;\\n\\tuniform float aoMapIntensity;\\n#endif\";\n\nvar begin_vertex = \"\\nvec3 transformed = vec3( position );\\n\";\n\nvar beginnormal_vertex = \"\\nvec3 objectNormal = vec3( normal );\\n\";\n\nvar bsdfs = \"float punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\\n\\tif( decayExponent > 0.0 ) {\\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\\n\\t\\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\\n\\t\\tfloat maxDistanceCutoffFactor = pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\\n\\t\\treturn distanceFalloff * maxDistanceCutoffFactor;\\n#else\\n\\t\\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\\n#endif\\n\\t}\\n\\treturn 1.0;\\n}\\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\\n\\treturn RECIPROCAL_PI * diffuseColor;\\n}\\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\\n\\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\\n\\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\\n}\\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\\n\\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\\n\\treturn 1.0 / ( gl * gv );\\n}\\nfloat G_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_Specular_GGX( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\\n\\tfloat alpha = pow2( roughness );\\n\\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\\n\\tfloat dotNL = saturate( dot( geometry.normal, incidentLight.direction ) );\\n\\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\\n\\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\\n\\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\\n\\tvec3 F = F_Schlick( specularColor, dotLH );\\n\\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\\n\\tfloat D = D_GGX( alpha, dotNH );\\n\\treturn F * ( G * D );\\n}\\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\\n\\tconst float LUT_SIZE = 64.0;\\n\\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\\n\\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\\n\\tfloat dotNV = saturate( dot( N, V ) );\\n\\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\\n\\tuv = uv * LUT_SCALE + LUT_BIAS;\\n\\treturn uv;\\n}\\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\\n\\tfloat l = length( f );\\n\\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\\n}\\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\\n\\tfloat x = dot( v1, v2 );\\n\\tfloat y = abs( x );\\n\\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\\n\\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\\n\\tfloat v = a / b;\\n\\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\\n\\treturn cross( v1, v2 ) * theta_sintheta;\\n}\\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\\n\\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\\n\\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\\n\\tvec3 lightNormal = cross( v1, v2 );\\n\\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\\n\\tvec3 T1, T2;\\n\\tT1 = normalize( V - N * dot( V, N ) );\\n\\tT2 = - cross( N, T1 );\\n\\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\\n\\tvec3 coords[ 4 ];\\n\\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\\n\\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\\n\\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\\n\\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\\n\\tcoords[ 0 ] = normalize( coords[ 0 ] );\\n\\tcoords[ 1 ] = normalize( coords[ 1 ] );\\n\\tcoords[ 2 ] = normalize( coords[ 2 ] );\\n\\tcoords[ 3 ] = normalize( coords[ 3 ] );\\n\\tvec3 vectorFormFactor = vec3( 0.0 );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\\n\\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\\n\\treturn vec3( result );\\n}\\nvec3 BRDF_Specular_GGX_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\\n\\tfloat dotNV = saturate( dot( geometry.normal, geometry.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 AB = vec2( -1.04, 1.04 ) * a004 + r.zw;\\n\\treturn specularColor * AB.x + AB.y;\\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_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\\n\\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\\n\\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\\n\\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\\n\\tvec3 F = F_Schlick( specularColor, dotLH );\\n\\tfloat G = G_BlinnPhong_Implicit( );\\n\\tfloat D = D_BlinnPhong( shininess, dotNH );\\n\\treturn F * ( G * D );\\n}\\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\\n\\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\\n}\\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\\n\\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\\n}\\n\";\n\nvar 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 ) {\\n\\t\\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\\n\\t\\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\\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 );\\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\\n\";\n\nvar clipping_planes_fragment = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvec4 plane;\\n\\t#pragma unroll_loop\\n\\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\\n\\t\\tplane = clippingPlanes[ i ];\\n\\t\\tif ( dot( vViewPosition, plane.xyz ) > plane.w ) discard;\\n\\t}\\n\\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\\n\\t\\tbool clipped = true;\\n\\t\\t#pragma unroll_loop\\n\\t\\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\\n\\t\\t\\tplane = clippingPlanes[ i ];\\n\\t\\t\\tclipped = ( dot( vViewPosition, plane.xyz ) > plane.w ) && clipped;\\n\\t\\t}\\n\\t\\tif ( clipped ) discard;\\n\\t#endif\\n#endif\\n\";\n\nvar clipping_planes_pars_fragment = \"#if NUM_CLIPPING_PLANES > 0\\n\\t#if ! defined( PHYSICAL ) && ! defined( PHONG )\\n\\t\\tvarying vec3 vViewPosition;\\n\\t#endif\\n\\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\\n#endif\\n\";\n\nvar clipping_planes_pars_vertex = \"#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\\n\\tvarying vec3 vViewPosition;\\n#endif\\n\";\n\nvar clipping_planes_vertex = \"#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\\n\\tvViewPosition = - mvPosition.xyz;\\n#endif\\n\";\n\nvar color_fragment = \"#ifdef USE_COLOR\\n\\tdiffuseColor.rgb *= vColor;\\n#endif\";\n\nvar color_pars_fragment = \"#ifdef USE_COLOR\\n\\tvarying vec3 vColor;\\n#endif\\n\";\n\nvar color_pars_vertex = \"#ifdef USE_COLOR\\n\\tvarying vec3 vColor;\\n#endif\";\n\nvar color_vertex = \"#ifdef USE_COLOR\\n\\tvColor.xyz = color.xyz;\\n#endif\";\n\nvar common = \"#define PI 3.14159265359\\n#define PI2 6.28318530718\\n#define PI_HALF 1.5707963267949\\n#define RECIPROCAL_PI 0.31830988618\\n#define RECIPROCAL_PI2 0.15915494\\n#define LOG2 1.442695\\n#define EPSILON 1e-6\\n#define saturate(a) clamp( a, 0.0, 1.0 )\\n#define whiteCompliment(a) ( 1.0 - saturate( a ) )\\nfloat pow2( const in float 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 average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\\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}\\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};\\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}\\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\\n\\tfloat distance = dot( planeNormal, point - pointOnPlane );\\n\\treturn - distance * planeNormal + point;\\n}\\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\\n\\treturn sign( dot( point - pointOnPlane, planeNormal ) );\\n}\\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\\n\\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\\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 linearToRelativeLuminance( const in vec3 color ) {\\n\\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\\n\\treturn dot( weights, color.rgb );\\n}\\n\";\n\nvar cube_uv_reflection_fragment = \"#ifdef ENVMAP_TYPE_CUBE_UV\\n#define cubeUV_textureSize (1024.0)\\nint getFaceFromDirection(vec3 direction) {\\n\\tvec3 absDirection = abs(direction);\\n\\tint face = -1;\\n\\tif( absDirection.x > absDirection.z ) {\\n\\t\\tif(absDirection.x > absDirection.y )\\n\\t\\t\\tface = direction.x > 0.0 ? 0 : 3;\\n\\t\\telse\\n\\t\\t\\tface = direction.y > 0.0 ? 1 : 4;\\n\\t}\\n\\telse {\\n\\t\\tif(absDirection.z > absDirection.y )\\n\\t\\t\\tface = direction.z > 0.0 ? 2 : 5;\\n\\t\\telse\\n\\t\\t\\tface = direction.y > 0.0 ? 1 : 4;\\n\\t}\\n\\treturn face;\\n}\\n#define cubeUV_maxLods1 (log2(cubeUV_textureSize*0.25) - 1.0)\\n#define cubeUV_rangeClamp (exp2((6.0 - 1.0) * 2.0))\\nvec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {\\n\\tfloat scale = exp2(cubeUV_maxLods1 - roughnessLevel);\\n\\tfloat dxRoughness = dFdx(roughness);\\n\\tfloat dyRoughness = dFdy(roughness);\\n\\tvec3 dx = dFdx( vec * scale * dxRoughness );\\n\\tvec3 dy = dFdy( vec * scale * dyRoughness );\\n\\tfloat d = max( dot( dx, dx ), dot( dy, dy ) );\\n\\td = clamp(d, 1.0, cubeUV_rangeClamp);\\n\\tfloat mipLevel = 0.5 * log2(d);\\n\\treturn vec2(floor(mipLevel), fract(mipLevel));\\n}\\n#define cubeUV_maxLods2 (log2(cubeUV_textureSize*0.25) - 2.0)\\n#define cubeUV_rcpTextureSize (1.0 / cubeUV_textureSize)\\nvec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {\\n\\tmipLevel = roughnessLevel > cubeUV_maxLods2 - 3.0 ? 0.0 : mipLevel;\\n\\tfloat a = 16.0 * cubeUV_rcpTextureSize;\\n\\tvec2 exp2_packed = exp2( vec2( roughnessLevel, mipLevel ) );\\n\\tvec2 rcp_exp2_packed = vec2( 1.0 ) / exp2_packed;\\n\\tfloat powScale = exp2_packed.x * exp2_packed.y;\\n\\tfloat scale = rcp_exp2_packed.x * rcp_exp2_packed.y * 0.25;\\n\\tfloat mipOffset = 0.75*(1.0 - rcp_exp2_packed.y) * rcp_exp2_packed.x;\\n\\tbool bRes = mipLevel == 0.0;\\n\\tscale = bRes && (scale < a) ? a : scale;\\n\\tvec3 r;\\n\\tvec2 offset;\\n\\tint face = getFaceFromDirection(direction);\\n\\tfloat rcpPowScale = 1.0 / powScale;\\n\\tif( face == 0) {\\n\\t\\tr = vec3(direction.x, -direction.z, direction.y);\\n\\t\\toffset = vec2(0.0+mipOffset,0.75 * rcpPowScale);\\n\\t\\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\\n\\t}\\n\\telse if( face == 1) {\\n\\t\\tr = vec3(direction.y, direction.x, direction.z);\\n\\t\\toffset = vec2(scale+mipOffset, 0.75 * rcpPowScale);\\n\\t\\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\\n\\t}\\n\\telse if( face == 2) {\\n\\t\\tr = vec3(direction.z, direction.x, direction.y);\\n\\t\\toffset = vec2(2.0*scale+mipOffset, 0.75 * rcpPowScale);\\n\\t\\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\\n\\t}\\n\\telse if( face == 3) {\\n\\t\\tr = vec3(direction.x, direction.z, direction.y);\\n\\t\\toffset = vec2(0.0+mipOffset,0.5 * rcpPowScale);\\n\\t\\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\\n\\t}\\n\\telse if( face == 4) {\\n\\t\\tr = vec3(direction.y, direction.x, -direction.z);\\n\\t\\toffset = vec2(scale+mipOffset, 0.5 * rcpPowScale);\\n\\t\\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\\n\\t}\\n\\telse {\\n\\t\\tr = vec3(direction.z, -direction.x, direction.y);\\n\\t\\toffset = vec2(2.0*scale+mipOffset, 0.5 * rcpPowScale);\\n\\t\\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\\n\\t}\\n\\tr = normalize(r);\\n\\tfloat texelOffset = 0.5 * cubeUV_rcpTextureSize;\\n\\tvec2 s = ( r.yz / abs( r.x ) + vec2( 1.0 ) ) * 0.5;\\n\\tvec2 base = offset + vec2( texelOffset );\\n\\treturn base + s * ( scale - 2.0 * texelOffset );\\n}\\n#define cubeUV_maxLods3 (log2(cubeUV_textureSize*0.25) - 3.0)\\nvec4 textureCubeUV(vec3 reflectedDirection, float roughness ) {\\n\\tfloat roughnessVal = roughness* cubeUV_maxLods3;\\n\\tfloat r1 = floor(roughnessVal);\\n\\tfloat r2 = r1 + 1.0;\\n\\tfloat t = fract(roughnessVal);\\n\\tvec2 mipInfo = MipLevelInfo(reflectedDirection, r1, roughness);\\n\\tfloat s = mipInfo.y;\\n\\tfloat level0 = mipInfo.x;\\n\\tfloat level1 = level0 + 1.0;\\n\\tlevel1 = level1 > 5.0 ? 5.0 : level1;\\n\\tlevel0 += min( floor( s + 0.5 ), 5.0 );\\n\\tvec2 uv_10 = getCubeUV(reflectedDirection, r1, level0);\\n\\tvec4 color10 = envMapTexelToLinear(texture2D(envMap, uv_10));\\n\\tvec2 uv_20 = getCubeUV(reflectedDirection, r2, level0);\\n\\tvec4 color20 = envMapTexelToLinear(texture2D(envMap, uv_20));\\n\\tvec4 result = mix(color10, color20, t);\\n\\treturn vec4(result.rgb, 1.0);\\n}\\n#endif\\n\";\n\nvar defaultnormal_vertex = \"vec3 transformedNormal = normalMatrix * objectNormal;\\n#ifdef FLIP_SIDED\\n\\ttransformedNormal = - transformedNormal;\\n#endif\\n\";\n\nvar displacementmap_pars_vertex = \"#ifdef USE_DISPLACEMENTMAP\\n\\tuniform sampler2D displacementMap;\\n\\tuniform float displacementScale;\\n\\tuniform float displacementBias;\\n#endif\\n\";\n\nvar displacementmap_vertex = \"#ifdef USE_DISPLACEMENTMAP\\n\\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\\n#endif\\n\";\n\nvar emissivemap_fragment = \"#ifdef USE_EMISSIVEMAP\\n\\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\\n\\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\\n\\ttotalEmissiveRadiance *= emissiveColor.rgb;\\n#endif\\n\";\n\nvar emissivemap_pars_fragment = \"#ifdef USE_EMISSIVEMAP\\n\\tuniform sampler2D emissiveMap;\\n#endif\\n\";\n\nvar encodings_fragment = \" gl_FragColor = linearToOutputTexel( gl_FragColor );\\n\";\n\nvar encodings_pars_fragment = \"\\nvec4 LinearToLinear( in vec4 value ) {\\n\\treturn value;\\n}\\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\\n\\treturn vec4( pow( value.xyz, vec3( gammaFactor ) ), value.w );\\n}\\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\\n\\treturn vec4( pow( value.xyz, vec3( 1.0 / gammaFactor ) ), value.w );\\n}\\nvec4 sRGBToLinear( in vec4 value ) {\\n\\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.w );\\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.w );\\n}\\nvec4 RGBEToLinear( in vec4 value ) {\\n\\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\\n}\\nvec4 LinearToRGBE( in vec4 value ) {\\n\\tfloat maxComponent = max( max( value.r, value.g ), value.b );\\n\\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\\n\\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\\n}\\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\\n\\treturn vec4( value.xyz * value.w * maxRange, 1.0 );\\n}\\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\\n\\tfloat maxRGB = max( value.x, max( value.g, value.b ) );\\n\\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\\n\\tM = ceil( M * 255.0 ) / 255.0;\\n\\treturn vec4( value.rgb / ( M * maxRange ), M );\\n}\\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\\n\\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\\n}\\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\\n\\tfloat maxRGB = max( value.x, max( value.g, value.b ) );\\n\\tfloat D = max( maxRange / maxRGB, 1.0 );\\n\\tD = min( floor( D ) / 255.0, 1.0 );\\n\\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\\n}\\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\\nvec4 LinearToLogLuv( in vec4 value ) {\\n\\tvec3 Xp_Y_XYZp = value.rgb * cLogLuvM;\\n\\tXp_Y_XYZp = max(Xp_Y_XYZp, vec3(1e-6, 1e-6, 1e-6));\\n\\tvec4 vResult;\\n\\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\\n\\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\\n\\tvResult.w = fract(Le);\\n\\tvResult.z = (Le - (floor(vResult.w*255.0))/255.0)/255.0;\\n\\treturn vResult;\\n}\\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\\nvec4 LogLuvToLinear( in vec4 value ) {\\n\\tfloat Le = value.z * 255.0 + value.w;\\n\\tvec3 Xp_Y_XYZp;\\n\\tXp_Y_XYZp.y = exp2((Le - 127.0) / 2.0);\\n\\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\\n\\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\\n\\tvec3 vRGB = Xp_Y_XYZp.rgb * cLogLuvInverseM;\\n\\treturn vec4( max(vRGB, 0.0), 1.0 );\\n}\\n\";\n\nvar envmap_fragment = \"#ifdef USE_ENVMAP\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\\n\\t\\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\\n\\t\\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvec3 reflectVec = reflect( cameraToVertex, worldNormal );\\n\\t\\t#else\\n\\t\\t\\tvec3 reflectVec = refract( cameraToVertex, 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_EQUIREC )\\n\\t\\tvec2 sampleUV;\\n\\t\\treflectVec = normalize( reflectVec );\\n\\t\\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\\n\\t\\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\\n\\t\\tvec4 envColor = texture2D( envMap, sampleUV );\\n\\t#elif defined( ENVMAP_TYPE_SPHERE )\\n\\t\\treflectVec = normalize( reflectVec );\\n\\t\\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\\n\\t\\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\\n\\t#else\\n\\t\\tvec4 envColor = vec4( 0.0 );\\n\\t#endif\\n\\tenvColor = envMapTexelToLinear( envColor );\\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\\n\";\n\nvar envmap_pars_fragment = \"#if defined( USE_ENVMAP ) || defined( PHYSICAL )\\n\\tuniform float reflectivity;\\n\\tuniform float envMapIntensity;\\n#endif\\n#ifdef USE_ENVMAP\\n\\t#if ! defined( PHYSICAL ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) )\\n\\t\\tvarying vec3 vWorldPosition;\\n\\t#endif\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tuniform samplerCube envMap;\\n\\t#else\\n\\t\\tuniform sampler2D envMap;\\n\\t#endif\\n\\tuniform float flipEnvMap;\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( PHYSICAL )\\n\\t\\tuniform float refractionRatio;\\n\\t#else\\n\\t\\tvarying vec3 vReflect;\\n\\t#endif\\n#endif\\n\";\n\nvar envmap_pars_vertex = \"#ifdef USE_ENVMAP\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\\n\\t\\tvarying vec3 vWorldPosition;\\n\\t#else\\n\\t\\tvarying vec3 vReflect;\\n\\t\\tuniform float refractionRatio;\\n\\t#endif\\n#endif\\n\";\n\nvar envmap_vertex = \"#ifdef USE_ENVMAP\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\\n\\t\\tvWorldPosition = worldPosition.xyz;\\n\\t#else\\n\\t\\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\\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\\n\";\n\nvar fog_vertex = \"\\n#ifdef USE_FOG\\nfogDepth = -mvPosition.z;\\n#endif\";\n\nvar fog_pars_vertex = \"#ifdef USE_FOG\\n varying float fogDepth;\\n#endif\\n\";\n\nvar fog_fragment = \"#ifdef USE_FOG\\n\\t#ifdef FOG_EXP2\\n\\t\\tfloat fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 ) );\\n\\t#else\\n\\t\\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\\n\\t#endif\\n\\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\\n#endif\\n\";\n\nvar fog_pars_fragment = \"#ifdef USE_FOG\\n\\tuniform vec3 fogColor;\\n\\tvarying float fogDepth;\\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\\n\";\n\nvar gradientmap_pars_fragment = \"#ifdef TOON\\n\\tuniform sampler2D gradientMap;\\n\\tvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\\n\\t\\tfloat dotNL = dot( normal, lightDirection );\\n\\t\\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\\n\\t\\t#ifdef USE_GRADIENTMAP\\n\\t\\t\\treturn texture2D( gradientMap, coord ).rgb;\\n\\t\\t#else\\n\\t\\t\\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\\n\\t\\t#endif\\n\\t}\\n#endif\\n\";\n\nvar lightmap_fragment = \"#ifdef USE_LIGHTMAP\\n\\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\\n#endif\\n\";\n\nvar lightmap_pars_fragment = \"#ifdef USE_LIGHTMAP\\n\\tuniform sampler2D lightMap;\\n\\tuniform float lightMapIntensity;\\n#endif\";\n\nvar lights_lambert_vertex = \"vec3 diffuse = vec3( 1.0 );\\nGeometricContext geometry;\\ngeometry.position = mvPosition.xyz;\\ngeometry.normal = normalize( transformedNormal );\\ngeometry.viewDir = normalize( -mvPosition.xyz );\\nGeometricContext backGeometry;\\nbackGeometry.position = geometry.position;\\nbackGeometry.normal = -geometry.normal;\\nbackGeometry.viewDir = geometry.viewDir;\\nvLightFront = vec3( 0.0 );\\n#ifdef DOUBLE_SIDED\\n\\tvLightBack = vec3( 0.0 );\\n#endif\\nIncidentLight directLight;\\nfloat dotNL;\\nvec3 directLightColor_Diffuse;\\n#if NUM_POINT_LIGHTS > 0\\n\\t#pragma unroll_loop\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = PI * 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#endif\\n#if NUM_SPOT_LIGHTS > 0\\n\\t#pragma unroll_loop\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = PI * 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#endif\\n#if NUM_DIR_LIGHTS > 0\\n\\t#pragma unroll_loop\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = PI * 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#endif\\n#if NUM_HEMI_LIGHTS > 0\\n\\t#pragma unroll_loop\\n\\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\\n\\t\\tvLightFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\\n\\t\\t#endif\\n\\t}\\n#endif\\n\";\n\nvar lights_pars = \"uniform vec3 ambientLightColor;\\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\\n\\tvec3 irradiance = ambientLightColor;\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\treturn irradiance;\\n}\\n#if NUM_DIR_LIGHTS > 0\\n\\tstruct DirectionalLight {\\n\\t\\tvec3 direction;\\n\\t\\tvec3 color;\\n\\t\\tint shadow;\\n\\t\\tfloat shadowBias;\\n\\t\\tfloat shadowRadius;\\n\\t\\tvec2 shadowMapSize;\\n\\t};\\n\\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\\n\\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\\n\\t\\tdirectLight.color = directionalLight.color;\\n\\t\\tdirectLight.direction = directionalLight.direction;\\n\\t\\tdirectLight.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\\tint shadow;\\n\\t\\tfloat shadowBias;\\n\\t\\tfloat shadowRadius;\\n\\t\\tvec2 shadowMapSize;\\n\\t\\tfloat shadowCameraNear;\\n\\t\\tfloat shadowCameraFar;\\n\\t};\\n\\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\\n\\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\\n\\t\\tvec3 lVector = pointLight.position - geometry.position;\\n\\t\\tdirectLight.direction = normalize( lVector );\\n\\t\\tfloat lightDistance = length( lVector );\\n\\t\\tdirectLight.color = pointLight.color;\\n\\t\\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\\n\\t\\tdirectLight.visible = ( directLight.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\\tint shadow;\\n\\t\\tfloat shadowBias;\\n\\t\\tfloat shadowRadius;\\n\\t\\tvec2 shadowMapSize;\\n\\t};\\n\\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\\n\\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\\n\\t\\tvec3 lVector = spotLight.position - geometry.position;\\n\\t\\tdirectLight.direction = normalize( lVector );\\n\\t\\tfloat lightDistance = length( lVector );\\n\\t\\tfloat angleCos = dot( directLight.direction, spotLight.direction );\\n\\t\\tif ( angleCos > spotLight.coneCos ) {\\n\\t\\t\\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\\n\\t\\t\\tdirectLight.color = spotLight.color;\\n\\t\\t\\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\\n\\t\\t\\tdirectLight.visible = true;\\n\\t\\t} else {\\n\\t\\t\\tdirectLight.color = vec3( 0.0 );\\n\\t\\t\\tdirectLight.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 GeometricContext geometry ) {\\n\\t\\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\\n\\t\\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\\n\\t\\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\\n\\t\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\t\\tirradiance *= PI;\\n\\t\\t#endif\\n\\t\\treturn irradiance;\\n\\t}\\n#endif\\n#if defined( USE_ENVMAP ) && defined( PHYSICAL )\\n\\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\\n\\t\\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\t\\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\\n\\t\\t\\t#ifdef TEXTURE_LOD_EXT\\n\\t\\t\\t\\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\\n\\t\\t\\t#else\\n\\t\\t\\t\\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\\n\\t\\t\\t#endif\\n\\t\\t\\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\\n\\t\\t#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\t\\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\\n\\t\\t\\tvec4 envMapColor = textureCubeUV( queryVec, 1.0 );\\n\\t\\t#else\\n\\t\\t\\tvec4 envMapColor = vec4( 0.0 );\\n\\t\\t#endif\\n\\t\\treturn PI * envMapColor.rgb * envMapIntensity;\\n\\t}\\n\\tfloat getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {\\n\\t\\tfloat maxMIPLevelScalar = float( maxMIPLevel );\\n\\t\\tfloat desiredMIPLevel = maxMIPLevelScalar + 0.79248 - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );\\n\\t\\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\\n\\t}\\n\\tvec3 getLightProbeIndirectRadiance( const in GeometricContext geometry, const in float blinnShininessExponent, const in int maxMIPLevel ) {\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvec3 reflectVec = reflect( -geometry.viewDir, geometry.normal );\\n\\t\\t#else\\n\\t\\t\\tvec3 reflectVec = refract( -geometry.viewDir, geometry.normal, refractionRatio );\\n\\t\\t#endif\\n\\t\\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\\n\\t\\tfloat specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );\\n\\t\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\t\\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\\n\\t\\t\\t#ifdef TEXTURE_LOD_EXT\\n\\t\\t\\t\\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\\n\\t\\t\\t#else\\n\\t\\t\\t\\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\\n\\t\\t\\t#endif\\n\\t\\t\\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\\n\\t\\t#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\t\\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\\n\\t\\t\\tvec4 envMapColor = textureCubeUV(queryReflectVec, BlinnExponentToGGXRoughness(blinnShininessExponent));\\n\\t\\t#elif defined( ENVMAP_TYPE_EQUIREC )\\n\\t\\t\\tvec2 sampleUV;\\n\\t\\t\\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\\n\\t\\t\\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\\n\\t\\t\\t#ifdef TEXTURE_LOD_EXT\\n\\t\\t\\t\\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\\n\\t\\t\\t#else\\n\\t\\t\\t\\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\\n\\t\\t\\t#endif\\n\\t\\t\\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\\n\\t\\t#elif defined( ENVMAP_TYPE_SPHERE )\\n\\t\\t\\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\\n\\t\\t\\t#ifdef TEXTURE_LOD_EXT\\n\\t\\t\\t\\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\\n\\t\\t\\t#else\\n\\t\\t\\t\\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\\n\\t\\t\\t#endif\\n\\t\\t\\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\\n\\t\\t#endif\\n\\t\\treturn envMapColor.rgb * envMapIntensity;\\n\\t}\\n#endif\\n\";\n\nvar lights_phong_fragment = \"BlinnPhongMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\\nmaterial.specularColor = specular;\\nmaterial.specularShininess = shininess;\\nmaterial.specularStrength = specularStrength;\\n\";\n\nvar lights_phong_pars_fragment = \"varying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\nstruct BlinnPhongMaterial {\\n\\tvec3\\tdiffuseColor;\\n\\tvec3\\tspecularColor;\\n\\tfloat\\tspecularShininess;\\n\\tfloat\\tspecularStrength;\\n};\\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\\n\\t#ifdef TOON\\n\\t\\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\\n\\t#else\\n\\t\\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\\n\\t\\tvec3 irradiance = dotNL * directLight.color;\\n\\t#endif\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n\\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, 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_Diffuse_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)\\n\";\n\nvar lights_physical_fragment = \"PhysicalMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\\n#ifdef STANDARD\\n\\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\\n#else\\n\\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\\n\\tmaterial.clearCoat = saturate( clearCoat );\\tmaterial.clearCoatRoughness = clamp( clearCoatRoughness, 0.04, 1.0 );\\n#endif\\n\";\n\nvar lights_physical_pars_fragment = \"struct PhysicalMaterial {\\n\\tvec3\\tdiffuseColor;\\n\\tfloat\\tspecularRoughness;\\n\\tvec3\\tspecularColor;\\n\\t#ifndef STANDARD\\n\\t\\tfloat clearCoat;\\n\\t\\tfloat clearCoatRoughness;\\n\\t#endif\\n};\\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\\nfloat clearCoatDHRApprox( const in float roughness, const in float dotNL ) {\\n\\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\\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.specularRoughness;\\n\\t\\tvec3 rectCoords[ 4 ];\\n\\t\\trectCoords[ 0 ] = lightPos - halfWidth - halfHeight;\\t\\trectCoords[ 1 ] = lightPos + halfWidth - halfHeight;\\n\\t\\trectCoords[ 2 ] = lightPos + halfWidth + halfHeight;\\n\\t\\trectCoords[ 3 ] = lightPos - halfWidth + halfHeight;\\n\\t\\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\\n\\t\\tvec4 t1 = texture2D( ltc_1, uv );\\n\\t\\tvec4 t2 = texture2D( ltc_2, uv );\\n\\t\\tmat3 mInv = mat3(\\n\\t\\t\\tvec3( t1.x, 0, t1.y ),\\n\\t\\t\\tvec3( 0, 1, 0 ),\\n\\t\\t\\tvec3( t1.z, 0, t1.w )\\n\\t\\t);\\n\\t\\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\\n\\t\\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\\n\\t\\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\\n\\t}\\n#endif\\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\\n\\tvec3 irradiance = dotNL * directLight.color;\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\t#ifndef STANDARD\\n\\t\\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\\n\\t#else\\n\\t\\tfloat clearCoatDHR = 0.0;\\n\\t#endif\\n\\treflectedLight.directSpecular += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness );\\n\\treflectedLight.directDiffuse += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n\\t#ifndef STANDARD\\n\\t\\treflectedLight.directSpecular += irradiance * material.clearCoat * BRDF_Specular_GGX( directLight, geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\\n\\t#endif\\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_Diffuse_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 clearCoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\t#ifndef STANDARD\\n\\t\\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\\n\\t\\tfloat dotNL = dotNV;\\n\\t\\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\\n\\t#else\\n\\t\\tfloat clearCoatDHR = 0.0;\\n\\t#endif\\n\\treflectedLight.indirectSpecular += ( 1.0 - clearCoatDHR ) * radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );\\n\\t#ifndef STANDARD\\n\\t\\treflectedLight.indirectSpecular += clearCoatRadiance * material.clearCoat * BRDF_Specular_GGX_Environment( geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\\n\\t#endif\\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\\n#define Material_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.specularRoughness )\\n#define Material_ClearCoat_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.clearCoatRoughness )\\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}\\n\";\n\nvar lights_template = \"\\nGeometricContext geometry;\\ngeometry.position = - vViewPosition;\\ngeometry.normal = normal;\\ngeometry.viewDir = normalize( vViewPosition );\\nIncidentLight directLight;\\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tPointLight pointLight;\\n\\t#pragma unroll_loop\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tpointLight = pointLights[ i ];\\n\\t\\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\\n\\t\\t#ifdef USE_SHADOWMAP\\n\\t\\tdirectLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n#endif\\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tSpotLight spotLight;\\n\\t#pragma unroll_loop\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tspotLight = spotLights[ i ];\\n\\t\\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\\n\\t\\t#ifdef USE_SHADOWMAP\\n\\t\\tdirectLight.color *= all( bvec2( spotLight.shadow, directLight.visible ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n#endif\\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tDirectionalLight directionalLight;\\n\\t#pragma unroll_loop\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tdirectionalLight = directionalLights[ i ];\\n\\t\\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\\n\\t\\t#ifdef USE_SHADOWMAP\\n\\t\\tdirectLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n#endif\\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\\n\\tRectAreaLight rectAreaLight;\\n\\t#pragma unroll_loop\\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#endif\\n#if defined( RE_IndirectDiffuse )\\n\\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\\n\\t#ifdef USE_LIGHTMAP\\n\\t\\tvec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\\n\\t\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\t\\tlightMapIrradiance *= PI;\\n\\t\\t#endif\\n\\t\\tirradiance += lightMapIrradiance;\\n\\t#endif\\n\\t#if ( NUM_HEMI_LIGHTS > 0 )\\n\\t\\t#pragma unroll_loop\\n\\t\\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\\n\\t\\t\\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\\n\\t\\t}\\n\\t#endif\\n\\t#if defined( USE_ENVMAP ) && defined( PHYSICAL ) && defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\tirradiance += getLightProbeIndirectIrradiance( geometry, 8 );\\n\\t#endif\\n\\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\\n#endif\\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\\n\\tvec3 radiance = getLightProbeIndirectRadiance( geometry, Material_BlinnShininessExponent( material ), 8 );\\n\\t#ifndef STANDARD\\n\\t\\tvec3 clearCoatRadiance = getLightProbeIndirectRadiance( geometry, Material_ClearCoat_BlinnShininessExponent( material ), 8 );\\n\\t#else\\n\\t\\tvec3 clearCoatRadiance = vec3( 0.0 );\\n\\t#endif\\n\\tRE_IndirectSpecular( radiance, clearCoatRadiance, geometry, material, reflectedLight );\\n#endif\\n\";\n\nvar logdepthbuf_fragment = \"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\\n\\tgl_FragDepthEXT = log2( vFragDepth ) * logDepthBufFC * 0.5;\\n#endif\";\n\nvar logdepthbuf_pars_fragment = \"#ifdef USE_LOGDEPTHBUF\\n\\tuniform float logDepthBufFC;\\n\\t#ifdef USE_LOGDEPTHBUF_EXT\\n\\t\\tvarying float vFragDepth;\\n\\t#endif\\n#endif\\n\";\n\nvar logdepthbuf_pars_vertex = \"#ifdef USE_LOGDEPTHBUF\\n\\t#ifdef USE_LOGDEPTHBUF_EXT\\n\\t\\tvarying float vFragDepth;\\n\\t#endif\\n\\tuniform float logDepthBufFC;\\n#endif\";\n\nvar logdepthbuf_vertex = \"#ifdef USE_LOGDEPTHBUF\\n\\t#ifdef USE_LOGDEPTHBUF_EXT\\n\\t\\tvFragDepth = 1.0 + gl_Position.w;\\n\\t#else\\n\\t\\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\\n\\t\\tgl_Position.z *= gl_Position.w;\\n\\t#endif\\n#endif\\n\";\n\nvar map_fragment = \"#ifdef USE_MAP\\n\\tvec4 texelColor = texture2D( map, vUv );\\n\\ttexelColor = mapTexelToLinear( texelColor );\\n\\tdiffuseColor *= texelColor;\\n#endif\\n\";\n\nvar map_pars_fragment = \"#ifdef USE_MAP\\n\\tuniform sampler2D map;\\n#endif\\n\";\n\nvar map_particle_fragment = \"#ifdef USE_MAP\\n\\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\\n\\tvec4 mapTexel = texture2D( map, uv );\\n\\tdiffuseColor *= mapTexelToLinear( mapTexel );\\n#endif\\n\";\n\nvar map_particle_pars_fragment = \"#ifdef USE_MAP\\n\\tuniform mat3 uvTransform;\\n\\tuniform sampler2D map;\\n#endif\\n\";\n\nvar metalnessmap_fragment = \"float metalnessFactor = metalness;\\n#ifdef USE_METALNESSMAP\\n\\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\\n\\tmetalnessFactor *= texelMetalness.b;\\n#endif\\n\";\n\nvar metalnessmap_pars_fragment = \"#ifdef USE_METALNESSMAP\\n\\tuniform sampler2D metalnessMap;\\n#endif\";\n\nvar morphnormal_vertex = \"#ifdef USE_MORPHNORMALS\\n\\tobjectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\\n\\tobjectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\\n\\tobjectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\\n\\tobjectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\\n#endif\\n\";\n\nvar morphtarget_pars_vertex = \"#ifdef USE_MORPHTARGETS\\n\\t#ifndef USE_MORPHNORMALS\\n\\tuniform float morphTargetInfluences[ 8 ];\\n\\t#else\\n\\tuniform float morphTargetInfluences[ 4 ];\\n\\t#endif\\n#endif\";\n\nvar morphtarget_vertex = \"#ifdef USE_MORPHTARGETS\\n\\ttransformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\\n\\ttransformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\\n\\ttransformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\\n\\ttransformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\\n\\t#ifndef USE_MORPHNORMALS\\n\\ttransformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\\n\\ttransformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\\n\\ttransformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\\n\\ttransformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\\n\\t#endif\\n#endif\\n\";\n\nvar normal_fragment = \"#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 * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\\n\\t#endif\\n#endif\\n#ifdef USE_NORMALMAP\\n\\tnormal = perturbNormal2Arb( -vViewPosition, normal );\\n#elif defined( USE_BUMPMAP )\\n\\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\\n#endif\\n\";\n\nvar normalmap_pars_fragment = \"#ifdef USE_NORMALMAP\\n\\tuniform sampler2D normalMap;\\n\\tuniform vec2 normalScale;\\n\\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\\n\\t\\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\\n\\t\\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\\n\\t\\tvec2 st0 = dFdx( vUv.st );\\n\\t\\tvec2 st1 = dFdy( vUv.st );\\n\\t\\tvec3 S = normalize( q0 * st1.t - q1 * st0.t );\\n\\t\\tvec3 T = normalize( -q0 * st1.s + q1 * st0.s );\\n\\t\\tvec3 N = normalize( surf_norm );\\n\\t\\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\\n\\t\\tmapN.xy = normalScale * mapN.xy;\\n\\t\\tmat3 tsn = mat3( S, T, N );\\n\\t\\treturn normalize( tsn * mapN );\\n\\t}\\n#endif\\n\";\n\nvar 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}\\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}\\n\";\n\nvar premultiplied_alpha_fragment = \"#ifdef PREMULTIPLIED_ALPHA\\n\\tgl_FragColor.rgb *= gl_FragColor.a;\\n#endif\\n\";\n\nvar project_vertex = \"vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\\ngl_Position = projectionMatrix * mvPosition;\\n\";\n\nvar dithering_fragment = \"#if defined( DITHERING )\\n gl_FragColor.rgb = dithering( gl_FragColor.rgb );\\n#endif\\n\";\n\nvar dithering_pars_fragment = \"#if defined( 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\\n\";\n\nvar roughnessmap_fragment = \"float roughnessFactor = roughness;\\n#ifdef USE_ROUGHNESSMAP\\n\\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\\n\\troughnessFactor *= texelRoughness.g;\\n#endif\\n\";\n\nvar roughnessmap_pars_fragment = \"#ifdef USE_ROUGHNESSMAP\\n\\tuniform sampler2D roughnessMap;\\n#endif\";\n\nvar shadowmap_pars_fragment = \"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHTS > 0\\n\\t\\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHTS ];\\n\\t\\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHTS > 0\\n\\t\\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHTS ];\\n\\t\\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\\n\\t#endif\\n\\t#if NUM_POINT_LIGHTS > 0\\n\\t\\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHTS ];\\n\\t\\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\\n\\t#endif\\n\\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\\n\\t\\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\\n\\t}\\n\\tfloat texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\\n\\t\\tconst vec2 offset = vec2( 0.0, 1.0 );\\n\\t\\tvec2 texelSize = vec2( 1.0 ) / size;\\n\\t\\tvec2 centroidUV = floor( uv * size + 0.5 ) / size;\\n\\t\\tfloat lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\\n\\t\\tfloat lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\\n\\t\\tfloat rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\\n\\t\\tfloat rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\\n\\t\\tvec2 f = fract( uv * size + 0.5 );\\n\\t\\tfloat a = mix( lb, lt, f.y );\\n\\t\\tfloat b = mix( rb, rt, f.y );\\n\\t\\tfloat c = mix( a, b, f.x );\\n\\t\\treturn c;\\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\\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( dx0, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy, 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( 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 / 9.0 );\\n\\t\\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\\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\\tshadow = (\\n\\t\\t\\t\\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\\n\\t\\t\\t) * ( 1.0 / 9.0 );\\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 )\\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\\n\";\n\nvar shadowmap_pars_vertex = \"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHTS > 0\\n\\t\\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHTS ];\\n\\t\\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHTS > 0\\n\\t\\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHTS ];\\n\\t\\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\\n\\t#endif\\n\\t#if NUM_POINT_LIGHTS > 0\\n\\t\\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHTS ];\\n\\t\\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\\n\\t#endif\\n#endif\\n\";\n\nvar shadowmap_vertex = \"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHTS > 0\\n\\t#pragma unroll_loop\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\\n\\t}\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHTS > 0\\n\\t#pragma unroll_loop\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\\n\\t}\\n\\t#endif\\n\\t#if NUM_POINT_LIGHTS > 0\\n\\t#pragma unroll_loop\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\\n\\t}\\n\\t#endif\\n#endif\\n\";\n\nvar shadowmask_pars_fragment = \"float getShadowMask() {\\n\\tfloat shadow = 1.0;\\n\\t#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHTS > 0\\n\\tDirectionalLight directionalLight;\\n\\t#pragma unroll_loop\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tdirectionalLight = directionalLights[ i ];\\n\\t\\tshadow *= bool( directionalLight.shadow ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHTS > 0\\n\\tSpotLight spotLight;\\n\\t#pragma unroll_loop\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tspotLight = spotLights[ i ];\\n\\t\\tshadow *= bool( spotLight.shadow ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#endif\\n\\t#if NUM_POINT_LIGHTS > 0\\n\\tPointLight pointLight;\\n\\t#pragma unroll_loop\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tpointLight = pointLights[ i ];\\n\\t\\tshadow *= bool( pointLight.shadow ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\\n\\t}\\n\\t#endif\\n\\t#endif\\n\\treturn shadow;\\n}\\n\";\n\nvar 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\";\n\nvar skinning_pars_vertex = \"#ifdef USE_SKINNING\\n\\tuniform mat4 bindMatrix;\\n\\tuniform mat4 bindMatrixInverse;\\n\\t#ifdef BONE_TEXTURE\\n\\t\\tuniform sampler2D boneTexture;\\n\\t\\tuniform int boneTextureSize;\\n\\t\\tmat4 getBoneMatrix( const in float i ) {\\n\\t\\t\\tfloat j = i * 4.0;\\n\\t\\t\\tfloat x = mod( j, float( boneTextureSize ) );\\n\\t\\t\\tfloat y = floor( j / float( boneTextureSize ) );\\n\\t\\t\\tfloat dx = 1.0 / float( boneTextureSize );\\n\\t\\t\\tfloat dy = 1.0 / float( boneTextureSize );\\n\\t\\t\\ty = dy * ( y + 0.5 );\\n\\t\\t\\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\\n\\t\\t\\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\\n\\t\\t\\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\\n\\t\\t\\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\\n\\t\\t\\tmat4 bone = mat4( v1, v2, v3, v4 );\\n\\t\\t\\treturn bone;\\n\\t\\t}\\n\\t#else\\n\\t\\tuniform mat4 boneMatrices[ MAX_BONES ];\\n\\t\\tmat4 getBoneMatrix( const in float i ) {\\n\\t\\t\\tmat4 bone = boneMatrices[ int(i) ];\\n\\t\\t\\treturn bone;\\n\\t\\t}\\n\\t#endif\\n#endif\\n\";\n\nvar 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\\n\";\n\nvar 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#endif\\n\";\n\nvar 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\";\n\nvar specularmap_pars_fragment = \"#ifdef USE_SPECULARMAP\\n\\tuniform sampler2D specularMap;\\n#endif\";\n\nvar tonemapping_fragment = \"#if defined( TONE_MAPPING )\\n gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\\n#endif\\n\";\n\nvar tonemapping_pars_fragment = \"#ifndef saturate\\n\\t#define saturate(a) clamp( a, 0.0, 1.0 )\\n#endif\\nuniform float toneMappingExposure;\\nuniform float toneMappingWhitePoint;\\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}\\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\\nvec3 Uncharted2ToneMapping( vec3 color ) {\\n\\tcolor *= toneMappingExposure;\\n\\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\\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}\\n\";\n\nvar uv_pars_fragment = \"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\\n\\tvarying vec2 vUv;\\n#endif\";\n\nvar uv_pars_vertex = \"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\\n\\tvarying vec2 vUv;\\n\\tuniform mat3 uvTransform;\\n#endif\\n\";\n\nvar uv_vertex = \"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\\n\\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\\n#endif\";\n\nvar uv2_pars_fragment = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tvarying vec2 vUv2;\\n#endif\";\n\nvar uv2_pars_vertex = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tattribute vec2 uv2;\\n\\tvarying vec2 vUv2;\\n#endif\";\n\nvar uv2_vertex = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tvUv2 = uv2;\\n#endif\";\n\nvar worldpos_vertex = \"#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\\n\\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\\n#endif\\n\";\n\nvar cube_frag = \"uniform samplerCube tCube;\\nuniform float tFlip;\\nuniform float opacity;\\nvarying vec3 vWorldPosition;\\nvoid main() {\\n\\tgl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );\\n\\tgl_FragColor.a *= opacity;\\n}\\n\";\n\nvar cube_vert = \"varying vec3 vWorldPosition;\\n#include \\nvoid main() {\\n\\tvWorldPosition = transformDirection( position, modelMatrix );\\n\\t#include \\n\\t#include \\n\\tgl_Position.z = gl_Position.w;\\n}\\n\";\n\nvar depth_frag = \"#if DEPTH_PACKING == 3200\\n\\tuniform float opacity;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( 1.0 );\\n\\t#if DEPTH_PACKING == 3200\\n\\t\\tdiffuseColor.a = opacity;\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#if DEPTH_PACKING == 3200\\n\\t\\tgl_FragColor = vec4( vec3( gl_FragCoord.z ), opacity );\\n\\t#elif DEPTH_PACKING == 3201\\n\\t\\tgl_FragColor = packDepthToRGBA( gl_FragCoord.z );\\n\\t#endif\\n}\\n\";\n\nvar depth_vert = \"#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#ifdef USE_DISPLACEMENTMAP\\n\\t\\t#include \\n\\t\\t#include \\n\\t\\t#include \\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\\n\";\n\nvar distanceRGBA_frag = \"#define DISTANCE\\nuniform vec3 referencePosition;\\nuniform float nearDistance;\\nuniform float farDistance;\\nvarying vec3 vWorldPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main () {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( 1.0 );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\tfloat dist = length( vWorldPosition - referencePosition );\\n\\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\\n\\tdist = saturate( dist );\\n\\tgl_FragColor = packDepthToRGBA( dist );\\n}\\n\";\n\nvar distanceRGBA_vert = \"#define DISTANCE\\nvarying vec3 vWorldPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#ifdef USE_DISPLACEMENTMAP\\n\\t\\t#include \\n\\t\\t#include \\n\\t\\t#include \\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvWorldPosition = worldPosition.xyz;\\n}\\n\";\n\nvar equirect_frag = \"uniform sampler2D tEquirect;\\nvarying vec3 vWorldPosition;\\n#include \\nvoid main() {\\n\\tvec3 direction = normalize( vWorldPosition );\\n\\tvec2 sampleUV;\\n\\tsampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\\n\\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\\n\\tgl_FragColor = texture2D( tEquirect, sampleUV );\\n}\\n\";\n\nvar equirect_vert = \"varying vec3 vWorldPosition;\\n#include \\nvoid main() {\\n\\tvWorldPosition = transformDirection( position, modelMatrix );\\n\\t#include \\n\\t#include \\n}\\n\";\n\nvar linedashed_frag = \"uniform vec3 diffuse;\\nuniform float opacity;\\nuniform float dashSize;\\nuniform float totalSize;\\nvarying float vLineDistance;\\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\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 \\n\\t#include \\n\\toutgoingLight = diffuseColor.rgb;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\\n\";\n\nvar linedashed_vert = \"uniform float scale;\\nattribute float lineDistance;\\nvarying float vLineDistance;\\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvLineDistance = scale * lineDistance;\\n\\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\\n\\tgl_Position = projectionMatrix * mvPosition;\\n\\t#include \\n\\t#include \\n\\t#include \\n}\\n\";\n\nvar meshbasic_frag = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\t#ifdef USE_LIGHTMAP\\n\\t\\treflectedLight.indirectDiffuse += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\\n\\t#else\\n\\t\\treflectedLight.indirectDiffuse += vec3( 1.0 );\\n\\t#endif\\n\\t#include \\n\\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\\n\\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\\n\\t#include \\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\\n\";\n\nvar meshbasic_vert = \"#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#ifdef USE_ENVMAP\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\\n\";\n\nvar meshlambert_frag = \"uniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float opacity;\\nvarying vec3 vLightFront;\\n#ifdef DOUBLE_SIDED\\n\\tvarying vec3 vLightBack;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\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 \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\\n\\t#include \\n\\treflectedLight.indirectDiffuse *= BRDF_Diffuse_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_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\\n\\t#include \\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\\n\";\n\nvar meshlambert_vert = \"#define LAMBERT\\nvarying vec3 vLightFront;\\n#ifdef DOUBLE_SIDED\\n\\tvarying vec3 vLightBack;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\\n\";\n\nvar meshphong_frag = \"#define PHONG\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform vec3 specular;\\nuniform float shininess;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\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 \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n\\t#include \\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\\n\";\n\nvar meshphong_vert = \"#define PHONG\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include