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/***/ "./node_modules/binary-parser/dist/binary_parser.js":
/*!**********************************************************!*\
  !*** ./node_modules/binary-parser/dist/binary_parser.js ***!
  \**********************************************************/
/***/ ((__unused_webpack_module, exports, __webpack_require__) => {

"use strict";

Object.defineProperty(exports, "__esModule", ({ value: true }));
exports.Parser = void 0;
__webpack_require__(/*! fast-text-encoding */ "./node_modules/fast-text-encoding/text.min.js");
var context_1 = __webpack_require__(/*! ./context */ "./node_modules/binary-parser/dist/context.js");
var aliasRegistry = {};
var FUNCTION_PREFIX = '___parser_';
var PRIMITIVE_SIZES = {
    uint8: 1,
    uint16le: 2,
    uint16be: 2,
    uint32le: 4,
    uint32be: 4,
    int8: 1,
    int16le: 2,
    int16be: 2,
    int32le: 4,
    int32be: 4,
    int64be: 8,
    int64le: 8,
    uint64be: 8,
    uint64le: 8,
    floatle: 4,
    floatbe: 4,
    doublele: 8,
    doublebe: 8,
};
var PRIMITIVE_NAMES = {
    uint8: 'Uint8',
    uint16le: 'Uint16',
    uint16be: 'Uint16',
    uint32le: 'Uint32',
    uint32be: 'Uint32',
    int8: 'Int8',
    int16le: 'Int16',
    int16be: 'Int16',
    int32le: 'Int32',
    int32be: 'Int32',
    int64be: 'BigInt64',
    int64le: 'BigInt64',
    uint64be: 'BigUint64',
    uint64le: 'BigUint64',
    floatle: 'Float32',
    floatbe: 'Float32',
    doublele: 'Float64',
    doublebe: 'Float64',
};
var PRIMITIVE_LITTLE_ENDIANS = {
    uint8: false,
    uint16le: true,
    uint16be: false,
    uint32le: true,
    uint32be: false,
    int8: false,
    int16le: true,
    int16be: false,
    int32le: true,
    int32be: false,
    int64be: false,
    int64le: true,
    uint64be: false,
    uint64le: true,
    floatle: true,
    floatbe: false,
    doublele: true,
    doublebe: false,
};
var Parser = /** @class */ (function () {
    function Parser() {
        this.varName = '';
        this.type = '';
        this.options = {};
        this.next = null;
        this.head = null;
        this.compiled = null;
        this.endian = 'be';
        this.constructorFn = null;
        this.alias = null;
    }
    Parser.start = function () {
        return new Parser();
    };
    Parser.prototype.primitiveGenerateN = function (type, ctx) {
        var typeName = PRIMITIVE_NAMES[type];
        var littleEndian = PRIMITIVE_LITTLE_ENDIANS[type];
        ctx.pushCode(ctx.generateVariable(this.varName) + " = dataView.get" + typeName + "(offset, " + littleEndian + ");");
        ctx.pushCode("offset += " + PRIMITIVE_SIZES[type] + ";");
    };
    Parser.prototype.primitiveN = function (type, varName, options) {
        return this.setNextParser(type, varName, options);
    };
    Parser.prototype.useThisEndian = function (type) {
        return (type + this.endian.toLowerCase());
    };
    Parser.prototype.uint8 = function (varName, options) {
        return this.primitiveN('uint8', varName, options);
    };
    Parser.prototype.uint16 = function (varName, options) {
        return this.primitiveN(this.useThisEndian('uint16'), varName, options);
    };
    Parser.prototype.uint16le = function (varName, options) {
        return this.primitiveN('uint16le', varName, options);
    };
    Parser.prototype.uint16be = function (varName, options) {
        return this.primitiveN('uint16be', varName, options);
    };
    Parser.prototype.uint32 = function (varName, options) {
        return this.primitiveN(this.useThisEndian('uint32'), varName, options);
    };
    Parser.prototype.uint32le = function (varName, options) {
        return this.primitiveN('uint32le', varName, options);
    };
    Parser.prototype.uint32be = function (varName, options) {
        return this.primitiveN('uint32be', varName, options);
    };
    Parser.prototype.int8 = function (varName, options) {
        return this.primitiveN('int8', varName, options);
    };
    Parser.prototype.int16 = function (varName, options) {
        return this.primitiveN(this.useThisEndian('int16'), varName, options);
    };
    Parser.prototype.int16le = function (varName, options) {
        return this.primitiveN('int16le', varName, options);
    };
    Parser.prototype.int16be = function (varName, options) {
        return this.primitiveN('int16be', varName, options);
    };
    Parser.prototype.int32 = function (varName, options) {
        return this.primitiveN(this.useThisEndian('int32'), varName, options);
    };
    Parser.prototype.int32le = function (varName, options) {
        return this.primitiveN('int32le', varName, options);
    };
    Parser.prototype.int32be = function (varName, options) {
        return this.primitiveN('int32be', varName, options);
    };
    Parser.prototype.bigIntVersionCheck = function () {
        if (!DataView.prototype.getBigInt64)
            throw new Error('BigInt64 is unsupported in this runtime');
    };
    Parser.prototype.int64 = function (varName, options) {
        this.bigIntVersionCheck();
        return this.primitiveN(this.useThisEndian('int64'), varName, options);
    };
    Parser.prototype.int64be = function (varName, options) {
        this.bigIntVersionCheck();
        return this.primitiveN('int64be', varName, options);
    };
    Parser.prototype.int64le = function (varName, options) {
        this.bigIntVersionCheck();
        return this.primitiveN('int64le', varName, options);
    };
    Parser.prototype.uint64 = function (varName, options) {
        this.bigIntVersionCheck();
        return this.primitiveN(this.useThisEndian('uint64'), varName, options);
    };
    Parser.prototype.uint64be = function (varName, options) {
        this.bigIntVersionCheck();
        return this.primitiveN('uint64be', varName, options);
    };
    Parser.prototype.uint64le = function (varName, options) {
        this.bigIntVersionCheck();
        return this.primitiveN('uint64le', varName, options);
    };
    Parser.prototype.floatle = function (varName, options) {
        return this.primitiveN('floatle', varName, options);
    };
    Parser.prototype.floatbe = function (varName, options) {
        return this.primitiveN('floatbe', varName, options);
    };
    Parser.prototype.doublele = function (varName, options) {
        return this.primitiveN('doublele', varName, options);
    };
    Parser.prototype.doublebe = function (varName, options) {
        return this.primitiveN('doublebe', varName, options);
    };
    Parser.prototype.bitN = function (size, varName, options) {
        if (!options) {
            options = {};
        }
        options.length = size;
        return this.setNextParser('bit', varName, options);
    };
    Parser.prototype.bit1 = function (varName, options) {
        return this.bitN(1, varName, options);
    };
    Parser.prototype.bit2 = function (varName, options) {
        return this.bitN(2, varName, options);
    };
    Parser.prototype.bit3 = function (varName, options) {
        return this.bitN(3, varName, options);
    };
    Parser.prototype.bit4 = function (varName, options) {
        return this.bitN(4, varName, options);
    };
    Parser.prototype.bit5 = function (varName, options) {
        return this.bitN(5, varName, options);
    };
    Parser.prototype.bit6 = function (varName, options) {
        return this.bitN(6, varName, options);
    };
    Parser.prototype.bit7 = function (varName, options) {
        return this.bitN(7, varName, options);
    };
    Parser.prototype.bit8 = function (varName, options) {
        return this.bitN(8, varName, options);
    };
    Parser.prototype.bit9 = function (varName, options) {
        return this.bitN(9, varName, options);
    };
    Parser.prototype.bit10 = function (varName, options) {
        return this.bitN(10, varName, options);
    };
    Parser.prototype.bit11 = function (varName, options) {
        return this.bitN(11, varName, options);
    };
    Parser.prototype.bit12 = function (varName, options) {
        return this.bitN(12, varName, options);
    };
    Parser.prototype.bit13 = function (varName, options) {
        return this.bitN(13, varName, options);
    };
    Parser.prototype.bit14 = function (varName, options) {
        return this.bitN(14, varName, options);
    };
    Parser.prototype.bit15 = function (varName, options) {
        return this.bitN(15, varName, options);
    };
    Parser.prototype.bit16 = function (varName, options) {
        return this.bitN(16, varName, options);
    };
    Parser.prototype.bit17 = function (varName, options) {
        return this.bitN(17, varName, options);
    };
    Parser.prototype.bit18 = function (varName, options) {
        return this.bitN(18, varName, options);
    };
    Parser.prototype.bit19 = function (varName, options) {
        return this.bitN(19, varName, options);
    };
    Parser.prototype.bit20 = function (varName, options) {
        return this.bitN(20, varName, options);
    };
    Parser.prototype.bit21 = function (varName, options) {
        return this.bitN(21, varName, options);
    };
    Parser.prototype.bit22 = function (varName, options) {
        return this.bitN(22, varName, options);
    };
    Parser.prototype.bit23 = function (varName, options) {
        return this.bitN(23, varName, options);
    };
    Parser.prototype.bit24 = function (varName, options) {
        return this.bitN(24, varName, options);
    };
    Parser.prototype.bit25 = function (varName, options) {
        return this.bitN(25, varName, options);
    };
    Parser.prototype.bit26 = function (varName, options) {
        return this.bitN(26, varName, options);
    };
    Parser.prototype.bit27 = function (varName, options) {
        return this.bitN(27, varName, options);
    };
    Parser.prototype.bit28 = function (varName, options) {
        return this.bitN(28, varName, options);
    };
    Parser.prototype.bit29 = function (varName, options) {
        return this.bitN(29, varName, options);
    };
    Parser.prototype.bit30 = function (varName, options) {
        return this.bitN(30, varName, options);
    };
    Parser.prototype.bit31 = function (varName, options) {
        return this.bitN(31, varName, options);
    };
    Parser.prototype.bit32 = function (varName, options) {
        return this.bitN(32, varName, options);
    };
    Parser.prototype.namely = function (alias) {
        aliasRegistry[alias] = this;
        this.alias = alias;
        return this;
    };
    Parser.prototype.skip = function (length, options) {
        return this.seek(length, options);
    };
    Parser.prototype.seek = function (relOffset, options) {
        if (options && options.assert) {
            throw new Error('assert option on seek is not allowed.');
        }
        return this.setNextParser('seek', '', { length: relOffset });
    };
    Parser.prototype.string = function (varName, options) {
        if (!options.zeroTerminated && !options.length && !options.greedy) {
            throw new Error('Neither length, zeroTerminated, nor greedy is defined for string.');
        }
        if ((options.zeroTerminated || options.length) && options.greedy) {
            throw new Error('greedy is mutually exclusive with length and zeroTerminated for string.');
        }
        if (options.stripNull && !(options.length || options.greedy)) {
            throw new Error('Length or greedy must be defined if stripNull is defined.');
        }
        options.encoding = options.encoding || 'utf8';
        return this.setNextParser('string', varName, options);
    };
    Parser.prototype.buffer = function (varName, options) {
        if (!options.length && !options.readUntil) {
            throw new Error('Length nor readUntil is defined in buffer parser');
        }
        return this.setNextParser('buffer', varName, options);
    };
    Parser.prototype.wrapped = function (varName, options) {
        if (!options.length && !options.readUntil) {
            throw new Error('Length nor readUntil is defined in buffer parser');
        }
        if (!options.wrapper || !options.type) {
            throw new Error('Both wrapper and type must be defined in wrapper parser');
        }
        return this.setNextParser('wrapper', varName, options);
    };
    Parser.prototype.array = function (varName, options) {
        if (!options.readUntil && !options.length && !options.lengthInBytes) {
            throw new Error('Length option of array is not defined.');
        }
        if (!options.type) {
            throw new Error('Type option of array is not defined.');
        }
        if (typeof options.type === 'string' &&
            !aliasRegistry[options.type] &&
            Object.keys(PRIMITIVE_SIZES).indexOf(options.type) < 0) {
            throw new Error("Specified primitive type \"" + options.type + "\" is not supported.");
        }
        return this.setNextParser('array', varName, options);
    };
    Parser.prototype.choice = function (varName, options) {
        if (typeof options !== 'object' && typeof varName === 'object') {
            options = varName;
            varName = null;
        }
        if (!options.tag) {
            throw new Error('Tag option of array is not defined.');
        }
        if (!options.choices) {
            throw new Error('Choices option of array is not defined.');
        }
        Object.keys(options.choices).forEach(function (keyString) {
            var key = parseInt(keyString, 10);
            var value = options.choices[key];
            if (isNaN(key)) {
                throw new Error('Key of choices must be a number.');
            }
            if (!value) {
                throw new Error("Choice Case " + keyString + " of " + varName + " is not valid.");
            }
            if (typeof value === 'string' &&
                !aliasRegistry[value] &&
                Object.keys(PRIMITIVE_SIZES).indexOf(value) < 0) {
                throw new Error("Specified primitive type \"" + value + "\" is not supported.");
            }
        });
        return this.setNextParser('choice', varName, options);
    };
    Parser.prototype.nest = function (varName, options) {
        if (typeof options !== 'object' && typeof varName === 'object') {
            options = varName;
            varName = null;
        }
        if (!options.type) {
            throw new Error('Type option of nest is not defined.');
        }
        if (!(options.type instanceof Parser) && !aliasRegistry[options.type]) {
            throw new Error('Type option of nest must be a Parser object.');
        }
        if (!(options.type instanceof Parser) && !varName) {
            throw new Error('options.type must be a object if variable name is omitted.');
        }
        return this.setNextParser('nest', varName, options);
    };
    Parser.prototype.pointer = function (varName, options) {
        if (!options.offset) {
            throw new Error('Offset option of pointer is not defined.');
        }
        if (!options.type) {
            throw new Error('Type option of pointer is not defined.');
        }
        else if (typeof options.type === 'string') {
            if (Object.keys(PRIMITIVE_SIZES).indexOf(options.type) < 0 &&
                !aliasRegistry[options.type]) {
                throw new Error('Specified type "' + options.type + '" is not supported.');
            }
        }
        else if (options.type instanceof Parser) {
        }
        else {
            throw new Error('Type option of pointer must be a string or a Parser object.');
        }
        return this.setNextParser('pointer', varName, options);
    };
    Parser.prototype.saveOffset = function (varName, options) {
        return this.setNextParser('saveOffset', varName, options);
    };
    Parser.prototype.endianess = function (endianess) {
        switch (endianess.toLowerCase()) {
            case 'little':
                this.endian = 'le';
                break;
            case 'big':
                this.endian = 'be';
                break;
            default:
                throw new Error("Invalid endianess: " + endianess);
        }
        return this;
    };
    Parser.prototype.create = function (constructorFn) {
        if (!(constructorFn instanceof Function)) {
            throw new Error('Constructor must be a Function object.');
        }
        this.constructorFn = constructorFn;
        return this;
    };
    Parser.prototype.getContext = function (importPath) {
        var ctx = new context_1.Context(importPath);
        ctx.pushCode('var dataView = new DataView(buffer.buffer, buffer.byteOffset, buffer.length);');
        if (!this.alias) {
            this.addRawCode(ctx);
        }
        else {
            this.addAliasedCode(ctx);
            ctx.pushCode("return " + (FUNCTION_PREFIX + this.alias) + "(0).result;");
        }
        return ctx;
    };
    Parser.prototype.getCode = function () {
        return this.getContext().code;
    };
    Parser.prototype.addRawCode = function (ctx) {
        ctx.pushCode('var offset = 0;');
        ctx.pushCode("var vars = " + (this.constructorFn ? 'new constructorFn()' : '{}') + ";");
        ctx.pushCode('vars.$parent = null;');
        ctx.pushCode('vars.$root = vars;');
        this.generate(ctx);
        this.resolveReferences(ctx);
        ctx.pushCode('delete vars.$parent;');
        ctx.pushCode('delete vars.$root;');
        ctx.pushCode('return vars;');
    };
    Parser.prototype.addAliasedCode = function (ctx) {
        ctx.pushCode("function " + (FUNCTION_PREFIX + this.alias) + "(offset, context) {");
        ctx.pushCode("var vars = " + (this.constructorFn ? 'new constructorFn()' : '{}') + ";");
        ctx.pushCode("var ctx = Object.assign({$parent: null, $root: vars}, context || {});");
        ctx.pushCode("vars = Object.assign(vars, ctx);");
        this.generate(ctx);
        ctx.markResolved(this.alias);
        this.resolveReferences(ctx);
        ctx.pushCode('Object.keys(ctx).forEach(function (item) { delete vars[item]; });');
        ctx.pushCode('return { offset: offset, result: vars };');
        ctx.pushCode('}');
        return ctx;
    };
    Parser.prototype.resolveReferences = function (ctx) {
        var references = ctx.getUnresolvedReferences();
        ctx.markRequested(references);
        references.forEach(function (alias) {
            var parser = aliasRegistry[alias];
            parser.addAliasedCode(ctx);
        });
    };
    Parser.prototype.compile = function () {
        var importPath = 'imports';
        var ctx = this.getContext(importPath);
        this.compiled = new Function(importPath, 'TextDecoder', "return function (buffer, constructorFn) { " + ctx.code + " };")(ctx.imports, TextDecoder);
    };
    Parser.prototype.sizeOf = function () {
        var size = NaN;
        if (Object.keys(PRIMITIVE_SIZES).indexOf(this.type) >= 0) {
            size = PRIMITIVE_SIZES[this.type];
            // if this is a fixed length string
        }
        else if (this.type === 'string' &&
            typeof this.options.length === 'number') {
            size = this.options.length;
            // if this is a fixed length buffer
        }
        else if (this.type === 'buffer' &&
            typeof this.options.length === 'number') {
            size = this.options.length;
            // if this is a fixed length array
        }
        else if (this.type === 'array' &&
            typeof this.options.length === 'number') {
            var elementSize = NaN;
            if (typeof this.options.type === 'string') {
                elementSize = PRIMITIVE_SIZES[this.options.type];
            }
            else if (this.options.type instanceof Parser) {
                elementSize = this.options.type.sizeOf();
            }
            size = this.options.length * elementSize;
            // if this a skip
        }
        else if (this.type === 'seek') {
            size = this.options.length;
            // if this is a nested parser
        }
        else if (this.type === 'nest') {
            size = this.options.type.sizeOf();
        }
        else if (!this.type) {
            size = 0;
        }
        if (this.next) {
            size += this.next.sizeOf();
        }
        return size;
    };
    // Follow the parser chain till the root and start parsing from there
    Parser.prototype.parse = function (buffer) {
        if (!this.compiled) {
            this.compile();
        }
        return this.compiled(buffer, this.constructorFn);
    };
    Parser.prototype.setNextParser = function (type, varName, options) {
        var parser = new Parser();
        parser.type = type;
        parser.varName = varName;
        parser.options = options || parser.options;
        parser.endian = this.endian;
        if (this.head) {
            this.head.next = parser;
        }
        else {
            this.next = parser;
        }
        this.head = parser;
        return this;
    };
    // Call code generator for this parser
    Parser.prototype.generate = function (ctx) {
        if (this.type) {
            switch (this.type) {
                case 'uint8':
                case 'uint16le':
                case 'uint16be':
                case 'uint32le':
                case 'uint32be':
                case 'int8':
                case 'int16le':
                case 'int16be':
                case 'int32le':
                case 'int32be':
                case 'int64be':
                case 'int64le':
                case 'uint64be':
                case 'uint64le':
                case 'floatle':
                case 'floatbe':
                case 'doublele':
                case 'doublebe':
                    this.primitiveGenerateN(this.type, ctx);
                    break;
                case 'bit':
                    this.generateBit(ctx);
                    break;
                case 'string':
                    this.generateString(ctx);
                    break;
                case 'buffer':
                    this.generateBuffer(ctx);
                    break;
                case 'seek':
                    this.generateSeek(ctx);
                    break;
                case 'nest':
                    this.generateNest(ctx);
                    break;
                case 'array':
                    this.generateArray(ctx);
                    break;
                case 'choice':
                    this.generateChoice(ctx);
                    break;
                case 'pointer':
                    this.generatePointer(ctx);
                    break;
                case 'saveOffset':
                    this.generateSaveOffset(ctx);
                    break;
                case 'wrapper':
                    this.generateWrapper(ctx);
                    break;
            }
            this.generateAssert(ctx);
        }
        var varName = ctx.generateVariable(this.varName);
        if (this.options.formatter) {
            this.generateFormatter(ctx, varName, this.options.formatter);
        }
        return this.generateNext(ctx);
    };
    Parser.prototype.generateAssert = function (ctx) {
        if (!this.options.assert) {
            return;
        }
        var varName = ctx.generateVariable(this.varName);
        switch (typeof this.options.assert) {
            case 'function':
                var func = ctx.addImport(this.options.assert);
                ctx.pushCode("if (!" + func + ".call(vars, " + varName + ")) {");
                break;
            case 'number':
                ctx.pushCode("if (" + this.options.assert + " !== " + varName + ") {");
                break;
            case 'string':
                ctx.pushCode("if (\"" + this.options.assert + "\" !== " + varName + ") {");
                break;
            default:
                throw new Error('Assert option supports only strings, numbers and assert functions.');
        }
        ctx.generateError("\"Assert error: " + varName + " is \" + " + this.options.assert);
        ctx.pushCode('}');
    };
    // Recursively call code generators and append results
    Parser.prototype.generateNext = function (ctx) {
        if (this.next) {
            ctx = this.next.generate(ctx);
        }
        return ctx;
    };
    Parser.prototype.generateBit = function (ctx) {
        // TODO find better method to handle nested bit fields
        var parser = JSON.parse(JSON.stringify(this));
        parser.varName = ctx.generateVariable(parser.varName);
        ctx.bitFields.push(parser);
        if (!this.next ||
            (this.next && ['bit', 'nest'].indexOf(this.next.type) < 0)) {
            var sum_1 = 0;
            ctx.bitFields.forEach(function (parser) { return (sum_1 += parser.options.length); });
            var val_1 = ctx.generateTmpVariable();
            if (sum_1 <= 8) {
                ctx.pushCode("var " + val_1 + " = dataView.getUint8(offset);");
                sum_1 = 8;
            }
            else if (sum_1 <= 16) {
                ctx.pushCode("var " + val_1 + " = dataView.getUint16(offset);");
                sum_1 = 16;
            }
            else if (sum_1 <= 24) {
                var val1 = ctx.generateTmpVariable();
                var val2 = ctx.generateTmpVariable();
                ctx.pushCode("var " + val1 + " = dataView.getUint16(offset);");
                ctx.pushCode("var " + val2 + " = dataView.getUint8(offset + 2);");
                ctx.pushCode("var " + val_1 + " = (" + val1 + " << 8) | " + val2 + ";");
                sum_1 = 24;
            }
            else if (sum_1 <= 32) {
                ctx.pushCode("var " + val_1 + " = dataView.getUint32(offset);");
                sum_1 = 32;
            }
            else {
                throw new Error('Currently, bit field sequence longer than 4-bytes is not supported.');
            }
            ctx.pushCode("offset += " + sum_1 / 8 + ";");
            var bitOffset_1 = 0;
            var isBigEndian_1 = this.endian === 'be';
            ctx.bitFields.forEach(function (parser) {
                var length = parser.options.length;
                var offset = isBigEndian_1 ? sum_1 - bitOffset_1 - length : bitOffset_1;
                var mask = (1 << length) - 1;
                ctx.pushCode(parser.varName + " = " + val_1 + " >> " + offset + " & " + mask + ";");
                bitOffset_1 += length;
            });
            ctx.bitFields = [];
        }
    };
    Parser.prototype.generateSeek = function (ctx) {
        var length = ctx.generateOption(this.options.length);
        ctx.pushCode("offset += " + length + ";");
    };
    Parser.prototype.generateString = function (ctx) {
        var name = ctx.generateVariable(this.varName);
        var start = ctx.generateTmpVariable();
        var encoding = this.options.encoding;
        var isHex = encoding.toLowerCase() === 'hex';
        var toHex = 'b => b.toString(16).padStart(2, "0")';
        if (this.options.length && this.options.zeroTerminated) {
            var len = this.options.length;
            ctx.pushCode("var " + start + " = offset;");
            ctx.pushCode("while(dataView.getUint8(offset++) !== 0 && offset - " + start + " < " + len + ");");
            var end = "offset - " + start + " < " + len + " ? offset - 1 : offset";
            ctx.pushCode(isHex
                ? name + " = Array.from(buffer.subarray(" + start + ", " + end + "), " + toHex + ").join('');"
                : name + " = new TextDecoder('" + encoding + "').decode(buffer.subarray(" + start + ", " + end + "));");
        }
        else if (this.options.length) {
            var len = ctx.generateOption(this.options.length);
            ctx.pushCode(isHex
                ? name + " = Array.from(buffer.subarray(offset, offset + " + len + "), " + toHex + ").join('');"
                : name + " = new TextDecoder('" + encoding + "').decode(buffer.subarray(offset, offset + " + len + "));");
            ctx.pushCode("offset += " + len + ";");
        }
        else if (this.options.zeroTerminated) {
            ctx.pushCode("var " + start + " = offset;");
            ctx.pushCode('while(dataView.getUint8(offset++) !== 0);');
            ctx.pushCode(isHex
                ? name + " = Array.from(buffer.subarray(" + start + ", offset - 1), " + toHex + ").join('');"
                : name + " = new TextDecoder('" + encoding + "').decode(buffer.subarray(" + start + ", offset - 1));");
        }
        else if (this.options.greedy) {
            ctx.pushCode("var " + start + " = offset;");
            ctx.pushCode('while(buffer.length > offset++);');
            ctx.pushCode(isHex
                ? name + " = Array.from(buffer.subarray(" + start + ", offset), " + toHex + ").join('');"
                : name + " = new TextDecoder('" + encoding + "').decode(buffer.subarray(" + start + ", offset));");
        }
        if (this.options.stripNull) {
            ctx.pushCode(name + " = " + name + ".replace(/\\x00+$/g, '')");
        }
    };
    Parser.prototype.generateBuffer = function (ctx) {
        var varName = ctx.generateVariable(this.varName);
        if (typeof this.options.readUntil === 'function') {
            var pred = this.options.readUntil;
            var start = ctx.generateTmpVariable();
            var cur = ctx.generateTmpVariable();
            ctx.pushCode("var " + start + " = offset;");
            ctx.pushCode("var " + cur + " = 0;");
            ctx.pushCode("while (offset < buffer.length) {");
            ctx.pushCode(cur + " = dataView.getUint8(offset);");
            var func = ctx.addImport(pred);
            ctx.pushCode("if (" + func + ".call(" + ctx.generateVariable() + ", " + cur + ", buffer.subarray(offset))) break;");
            ctx.pushCode("offset += 1;");
            ctx.pushCode("}");
            ctx.pushCode(varName + " = buffer.subarray(" + start + ", offset);");
        }
        else if (this.options.readUntil === 'eof') {
            ctx.pushCode(varName + " = buffer.subarray(offset);");
        }
        else {
            var len = ctx.generateOption(this.options.length);
            ctx.pushCode(varName + " = buffer.subarray(offset, offset + " + len + ");");
            ctx.pushCode("offset += " + len + ";");
        }
        if (this.options.clone) {
            ctx.pushCode(varName + " = buffer.constructor.from(" + varName + ");");
        }
    };
    Parser.prototype.generateArray = function (ctx) {
        var length = ctx.generateOption(this.options.length);
        var lengthInBytes = ctx.generateOption(this.options.lengthInBytes);
        var type = this.options.type;
        var counter = ctx.generateTmpVariable();
        var lhs = ctx.generateVariable(this.varName);
        var item = ctx.generateTmpVariable();
        var key = this.options.key;
        var isHash = typeof key === 'string';
        if (isHash) {
            ctx.pushCode(lhs + " = {};");
        }
        else {
            ctx.pushCode(lhs + " = [];");
        }
        if (typeof this.options.readUntil === 'function') {
            ctx.pushCode('do {');
        }
        else if (this.options.readUntil === 'eof') {
            ctx.pushCode("for (var " + counter + " = 0; offset < buffer.length; " + counter + "++) {");
        }
        else if (lengthInBytes !== undefined) {
            ctx.pushCode("for (var " + counter + " = offset + " + lengthInBytes + "; offset < " + counter + "; ) {");
        }
        else {
            ctx.pushCode("for (var " + counter + " = " + length + "; " + counter + " > 0; " + counter + "--) {");
        }
        if (typeof type === 'string') {
            if (!aliasRegistry[type]) {
                var typeName = PRIMITIVE_NAMES[type];
                var littleEndian = PRIMITIVE_LITTLE_ENDIANS[type];
                ctx.pushCode("var " + item + " = dataView.get" + typeName + "(offset, " + littleEndian + ");");
                ctx.pushCode("offset += " + PRIMITIVE_SIZES[type] + ";");
            }
            else {
                var parentVar = ctx.generateVariable();
                var tempVar = ctx.generateTmpVariable();
                ctx.pushCode("var " + tempVar + " = " + (FUNCTION_PREFIX + type) + "(offset, {");
                ctx.pushCode("$parent: " + parentVar + ",");
                ctx.pushCode("$root: " + parentVar + ".$root,");
                if (!this.options.readUntil && lengthInBytes === undefined) {
                    ctx.pushCode("$index: " + length + " - " + counter + ",");
                }
                ctx.pushCode("});");
                ctx.pushCode("var " + item + " = " + tempVar + ".result; offset = " + tempVar + ".offset;");
                if (type !== this.alias)
                    ctx.addReference(type);
            }
        }
        else if (type instanceof Parser) {
            var parentVar = ctx.generateVariable();
            ctx.pushCode("var " + item + " = {};");
            ctx.pushScope(item);
            ctx.pushCode(item + ".$parent = " + parentVar + ";");
            ctx.pushCode(item + ".$root = " + parentVar + ".$root;");
            if (!this.options.readUntil && lengthInBytes === undefined) {
                ctx.pushCode(item + ".$index = " + length + " - " + counter + ";");
            }
            type.generate(ctx);
            ctx.pushCode("delete " + item + ".$parent;");
            ctx.pushCode("delete " + item + ".$root;");
            ctx.pushCode("delete " + item + ".$index;");
            ctx.popScope();
        }
        if (isHash) {
            ctx.pushCode(lhs + "[" + item + "." + key + "] = " + item + ";");
        }
        else {
            ctx.pushCode(lhs + ".push(" + item + ");");
        }
        ctx.pushCode('}');
        if (typeof this.options.readUntil === 'function') {
            var pred = this.options.readUntil;
            var func = ctx.addImport(pred);
            ctx.pushCode("while (!" + func + ".call(" + ctx.generateVariable() + ", " + item + ", buffer.subarray(offset)));");
        }
    };
    Parser.prototype.generateChoiceCase = function (ctx, varName, type) {
        if (typeof type === 'string') {
            var varName_1 = ctx.generateVariable(this.varName);
            if (!aliasRegistry[type]) {
                var typeName = PRIMITIVE_NAMES[type];
                var littleEndian = PRIMITIVE_LITTLE_ENDIANS[type];
                ctx.pushCode(varName_1 + " = dataView.get" + typeName + "(offset, " + littleEndian + ");");
                ctx.pushCode("offset += " + PRIMITIVE_SIZES[type]);
            }
            else {
                var tempVar = ctx.generateTmpVariable();
                ctx.pushCode("var " + tempVar + " = " + (FUNCTION_PREFIX + type) + "(offset, {");
                ctx.pushCode("$parent: " + varName_1 + ".$parent,");
                ctx.pushCode("$root: " + varName_1 + ".$root,");
                ctx.pushCode("});");
                ctx.pushCode(varName_1 + " = " + tempVar + ".result; offset = " + tempVar + ".offset;");
                if (type !== this.alias)
                    ctx.addReference(type);
            }
        }
        else if (type instanceof Parser) {
            ctx.pushPath(varName);
            type.generate(ctx);
            ctx.popPath(varName);
        }
    };
    Parser.prototype.generateChoice = function (ctx) {
        var _this = this;
        var tag = ctx.generateOption(this.options.tag);
        var nestVar = ctx.generateVariable(this.varName);
        if (this.varName) {
            ctx.pushCode(nestVar + " = {};");
            var parentVar = ctx.generateVariable();
            ctx.pushCode(nestVar + ".$parent = " + parentVar + ";");
            ctx.pushCode(nestVar + ".$root = " + parentVar + ".$root;");
        }
        ctx.pushCode("switch(" + tag + ") {");
        Object.keys(this.options.choices).forEach(function (tag) {
            var type = _this.options.choices[parseInt(tag, 10)];
            ctx.pushCode("case " + tag + ":");
            _this.generateChoiceCase(ctx, _this.varName, type);
            ctx.pushCode('break;');
        });
        ctx.pushCode('default:');
        if (this.options.defaultChoice) {
            this.generateChoiceCase(ctx, this.varName, this.options.defaultChoice);
        }
        else {
            ctx.generateError("\"Met undefined tag value \" + " + tag + " + \" at choice\"");
        }
        ctx.pushCode('}');
        if (this.varName) {
            ctx.pushCode("delete " + nestVar + ".$parent;");
            ctx.pushCode("delete " + nestVar + ".$root;");
        }
    };
    Parser.prototype.generateNest = function (ctx) {
        var nestVar = ctx.generateVariable(this.varName);
        if (this.options.type instanceof Parser) {
            if (this.varName) {
                var parentVar = ctx.generateVariable();
                ctx.pushCode(nestVar + " = {};");
                ctx.pushCode(nestVar + ".$parent = " + parentVar + ";");
                ctx.pushCode(nestVar + ".$root = " + parentVar + ".$root;");
            }
            ctx.pushPath(this.varName);
            this.options.type.generate(ctx);
            ctx.popPath(this.varName);
            if (this.varName) {
                ctx.pushCode("delete " + nestVar + ".$parent;");
                ctx.pushCode("delete " + nestVar + ".$root;");
            }
        }
        else if (aliasRegistry[this.options.type]) {
            var parentVar = ctx.generateVariable();
            var tempVar = ctx.generateTmpVariable();
            ctx.pushCode("var " + tempVar + " = " + (FUNCTION_PREFIX + this.options.type) + "(offset, {");
            ctx.pushCode("$parent: " + parentVar + ",");
            ctx.pushCode("$root: " + parentVar + ".$root,");
            ctx.pushCode("});");
            ctx.pushCode(nestVar + " = " + tempVar + ".result; offset = " + tempVar + ".offset;");
            if (this.options.type !== this.alias)
                ctx.addReference(this.options.type);
        }
    };
    Parser.prototype.generateWrapper = function (ctx) {
        var wrapperVar = ctx.generateVariable(this.varName);
        var wrappedBuf = ctx.generateTmpVariable();
        if (typeof this.options.readUntil === 'function') {
            var pred = this.options.readUntil;
            var start = ctx.generateTmpVariable();
            var cur = ctx.generateTmpVariable();
            ctx.pushCode("var " + start + " = offset;");
            ctx.pushCode("var " + cur + " = 0;");
            ctx.pushCode("while (offset < buffer.length) {");
            ctx.pushCode(cur + " = dataView.getUint8(offset);");
            var func_1 = ctx.addImport(pred);
            ctx.pushCode("if (" + func_1 + ".call(" + ctx.generateVariable() + ", " + cur + ", buffer.subarray(offset))) break;");
            ctx.pushCode("offset += 1;");
            ctx.pushCode("}");
            ctx.pushCode(wrappedBuf + " = buffer.subarray(" + start + ", offset);");
        }
        else if (this.options.readUntil === 'eof') {
            ctx.pushCode(wrappedBuf + " = buffer.subarray(offset);");
        }
        else {
            var len = ctx.generateOption(this.options.length);
            ctx.pushCode(wrappedBuf + " = buffer.subarray(offset, offset + " + len + ");");
            ctx.pushCode("offset += " + len + ";");
        }
        if (this.options.clone) {
            ctx.pushCode(wrappedBuf + " = buffer.constructor.from(" + wrappedBuf + ");");
        }
        var tempBuf = ctx.generateTmpVariable();
        var tempOff = ctx.generateTmpVariable();
        var tempView = ctx.generateTmpVariable();
        var func = ctx.addImport(this.options.wrapper);
        ctx.pushCode(wrappedBuf + " = " + func + ".call(this, " + wrappedBuf + ").subarray(0);");
        ctx.pushCode("var " + tempBuf + " = buffer;");
        ctx.pushCode("var " + tempOff + " = offset;");
        ctx.pushCode("var " + tempView + " = dataView;");
        ctx.pushCode("buffer = " + wrappedBuf + ";");
        ctx.pushCode("offset = 0;");
        ctx.pushCode("dataView = new DataView(buffer.buffer, buffer.byteOffset, buffer.length);");
        if (this.options.type instanceof Parser) {
            if (this.varName) {
                ctx.pushCode(wrapperVar + " = {};");
            }
            ctx.pushPath(this.varName);
            this.options.type.generate(ctx);
            ctx.popPath(this.varName);
        }
        else if (aliasRegistry[this.options.type]) {
            var tempVar = ctx.generateTmpVariable();
            ctx.pushCode("var " + tempVar + " = " + (FUNCTION_PREFIX + this.options.type) + "(0);");
            ctx.pushCode(wrapperVar + " = " + tempVar + ".result;");
            if (this.options.type !== this.alias)
                ctx.addReference(this.options.type);
        }
        ctx.pushCode("buffer = " + tempBuf + ";");
        ctx.pushCode("dataView = " + tempView + ";");
        ctx.pushCode("offset = " + tempOff + ";");
    };
    Parser.prototype.generateFormatter = function (ctx, varName, formatter) {
        if (typeof formatter === 'function') {
            var func = ctx.addImport(formatter);
            ctx.pushCode(varName + " = " + func + ".call(" + ctx.generateVariable() + ", " + varName + ");");
        }
    };
    Parser.prototype.generatePointer = function (ctx) {
        var type = this.options.type;
        var offset = ctx.generateOption(this.options.offset);
        var tempVar = ctx.generateTmpVariable();
        var nestVar = ctx.generateVariable(this.varName);
        // Save current offset
        ctx.pushCode("var " + tempVar + " = offset;");
        // Move offset
        ctx.pushCode("offset = " + offset + ";");
        if (this.options.type instanceof Parser) {
            var parentVar = ctx.generateVariable();
            ctx.pushCode(nestVar + " = {};");
            ctx.pushCode(nestVar + ".$parent = " + parentVar + ";");
            ctx.pushCode(nestVar + ".$root = " + parentVar + ".$root;");
            ctx.pushPath(this.varName);
            this.options.type.generate(ctx);
            ctx.popPath(this.varName);
            ctx.pushCode("delete " + nestVar + ".$parent;");
            ctx.pushCode("delete " + nestVar + ".$root;");
        }
        else if (aliasRegistry[this.options.type]) {
            var parentVar = ctx.generateVariable();
            var tempVar_1 = ctx.generateTmpVariable();
            ctx.pushCode("var " + tempVar_1 + " = " + (FUNCTION_PREFIX + this.options.type) + "(offset, {");
            ctx.pushCode("$parent: " + parentVar + ",");
            ctx.pushCode("$root: " + parentVar + ".$root,");
            ctx.pushCode("});");
            ctx.pushCode(nestVar + " = " + tempVar_1 + ".result; offset = " + tempVar_1 + ".offset;");
            if (this.options.type !== this.alias)
                ctx.addReference(this.options.type);
        }
        else if (Object.keys(PRIMITIVE_SIZES).indexOf(this.options.type) >= 0) {
            var typeName = PRIMITIVE_NAMES[type];
            var littleEndian = PRIMITIVE_LITTLE_ENDIANS[type];
            ctx.pushCode(nestVar + " = dataView.get" + typeName + "(offset, " + littleEndian + ");");
            ctx.pushCode("offset += " + PRIMITIVE_SIZES[type] + ";");
        }
        // Restore offset
        ctx.pushCode("offset = " + tempVar + ";");
    };
    Parser.prototype.generateSaveOffset = function (ctx) {
        var varName = ctx.generateVariable(this.varName);
        ctx.pushCode(varName + " = offset");
    };
    return Parser;
}());
exports.Parser = Parser;
//# sourceMappingURL=binary_parser.js.map

/***/ }),

/***/ "./node_modules/binary-parser/dist/context.js":
/*!****************************************************!*\
  !*** ./node_modules/binary-parser/dist/context.js ***!
  \****************************************************/
/***/ ((__unused_webpack_module, exports) => {

"use strict";

Object.defineProperty(exports, "__esModule", ({ value: true }));
exports.Context = void 0;
var Context = /** @class */ (function () {
    function Context(importPath) {
        this.code = '';
        this.scopes = [['vars']];
        this.bitFields = [];
        this.tmpVariableCount = 0;
        this.references = {};
        this.imports = [];
        this.reverseImports = new Map();
        this.importPath = importPath;
    }
    Context.prototype.generateVariable = function (name) {
        var arr = [];
        var scopes = this.scopes[this.scopes.length - 1];
        arr.push.apply(arr, scopes);
        if (name) {
            arr.push(name);
        }
        return arr.join('.');
    };
    Context.prototype.generateOption = function (val) {
        switch (typeof val) {
            case 'number':
                return val.toString();
            case 'string':
                return this.generateVariable(val);
            case 'function':
                return this.addImport(val) + ".call(" + this.generateVariable() + ", vars)";
        }
    };
    Context.prototype.generateError = function (err) {
        this.pushCode('throw new Error(' + err + ');');
    };
    Context.prototype.generateTmpVariable = function () {
        return '$tmp' + this.tmpVariableCount++;
    };
    Context.prototype.pushCode = function (code) {
        this.code += code + '\n';
    };
    Context.prototype.pushPath = function (name) {
        if (name) {
            this.scopes[this.scopes.length - 1].push(name);
        }
    };
    Context.prototype.popPath = function (name) {
        if (name) {
            this.scopes[this.scopes.length - 1].pop();
        }
    };
    Context.prototype.pushScope = function (name) {
        this.scopes.push([name]);
    };
    Context.prototype.popScope = function () {
        this.scopes.pop();
    };
    Context.prototype.addImport = function (im) {
        if (!this.importPath)
            return "(" + im + ")";
        var id = this.reverseImports.get(im);
        if (!id) {
            id = this.imports.push(im) - 1;
            this.reverseImports.set(im, id);
        }
        return this.importPath + "[" + id + "]";
    };
    Context.prototype.addReference = function (alias) {
        if (this.references[alias])
            return;
        this.references[alias] = { resolved: false, requested: false };
    };
    Context.prototype.markResolved = function (alias) {
        this.references[alias].resolved = true;
    };
    Context.prototype.markRequested = function (aliasList) {
        var _this = this;
        aliasList.forEach(function (alias) {
            _this.references[alias].requested = true;
        });
    };
    Context.prototype.getUnresolvedReferences = function () {
        var references = this.references;
        return Object.keys(this.references).filter(function (alias) { return !references[alias].resolved && !references[alias].requested; });
    };
    return Context;
}());
exports.Context = Context;
//# sourceMappingURL=context.js.map

/***/ }),

/***/ "./node_modules/fast-text-encoding/text.min.js":
/*!*****************************************************!*\
  !*** ./node_modules/fast-text-encoding/text.min.js ***!
  \*****************************************************/
/***/ (function(__unused_webpack_module, __unused_webpack_exports, __webpack_require__) {

(function(scope) {'use strict';
function B(r,e){var f;return r instanceof Buffer?f=r:f=Buffer.from(r.buffer,r.byteOffset,r.byteLength),f.toString(e)}var w=function(r){return Buffer.from(r)};function h(r){for(var e=0,f=Math.min(256*256,r.length+1),n=new Uint16Array(f),i=[],o=0;;){var t=e<r.length;if(!t||o>=f-1){var s=n.subarray(0,o),m=s;if(i.push(String.fromCharCode.apply(null,m)),!t)return i.join("");r=r.subarray(e),e=0,o=0}var a=r[e++];if((a&128)===0)n[o++]=a;else if((a&224)===192){var d=r[e++]&63;n[o++]=(a&31)<<6|d}else if((a&240)===224){var d=r[e++]&63,l=r[e++]&63;n[o++]=(a&31)<<12|d<<6|l}else if((a&248)===240){var d=r[e++]&63,l=r[e++]&63,R=r[e++]&63,c=(a&7)<<18|d<<12|l<<6|R;c>65535&&(c-=65536,n[o++]=c>>>10&1023|55296,c=56320|c&1023),n[o++]=c}}}function F(r){for(var e=0,f=r.length,n=0,i=Math.max(32,f+(f>>>1)+7),o=new Uint8Array(i>>>3<<3);e<f;){var t=r.charCodeAt(e++);if(t>=55296&&t<=56319){if(e<f){var s=r.charCodeAt(e);(s&64512)===56320&&(++e,t=((t&1023)<<10)+(s&1023)+65536)}if(t>=55296&&t<=56319)continue}if(n+4>o.length){i+=8,i*=1+e/r.length*2,i=i>>>3<<3;var m=new Uint8Array(i);m.set(o),o=m}if((t&4294967168)===0){o[n++]=t;continue}else if((t&4294965248)===0)o[n++]=t>>>6&31|192;else if((t&4294901760)===0)o[n++]=t>>>12&15|224,o[n++]=t>>>6&63|128;else if((t&4292870144)===0)o[n++]=t>>>18&7|240,o[n++]=t>>>12&63|128,o[n++]=t>>>6&63|128;else continue;o[n++]=t&63|128}return o.slice?o.slice(0,n):o.subarray(0,n)}var u="Failed to ",p=function(r,e,f){if(r)throw new Error("".concat(u).concat(e,": the '").concat(f,"' option is unsupported."))};var x=typeof Buffer=="function"&&Buffer.from;var A=x?w:F;function v(){this.encoding="utf-8"}v.prototype.encode=function(r,e){return p(e&&e.stream,"encode","stream"),A(r)};function U(r){var e;try{var f=new Blob([r],{type:"text/plain;charset=UTF-8"});e=URL.createObjectURL(f);var n=new XMLHttpRequest;return n.open("GET",e,!1),n.send(),n.responseText}finally{e&&URL.revokeObjectURL(e)}}var O=!x&&typeof Blob=="function"&&typeof URL=="function"&&typeof URL.createObjectURL=="function",S=["utf-8","utf8","unicode-1-1-utf-8"],T=h;x?T=B:O&&(T=function(r){try{return U(r)}catch(e){return h(r)}});var y="construct 'TextDecoder'",E="".concat(u," ").concat(y,": the ");function g(r,e){p(e&&e.fatal,y,"fatal"),r=r||"utf-8";var f;if(x?f=Buffer.isEncoding(r):f=S.indexOf(r.toLowerCase())!==-1,!f)throw new RangeError("".concat(E," encoding label provided ('").concat(r,"') is invalid."));this.encoding=r,this.fatal=!1,this.ignoreBOM=!1}g.prototype.decode=function(r,e){p(e&&e.stream,"decode","stream");var f;return r instanceof Uint8Array?f=r:r.buffer instanceof ArrayBuffer?f=new Uint8Array(r.buffer):f=new Uint8Array(r),T(f,this.encoding)};scope.TextEncoder=scope.TextEncoder||v;scope.TextDecoder=scope.TextDecoder||g;
}(typeof window !== 'undefined' ? window : (typeof __webpack_require__.g !== 'undefined' ? __webpack_require__.g : this)));


/***/ }),

/***/ "./node_modules/omovi/dist/index.modern.js":
/*!*************************************************!*\
  !*** ./node_modules/omovi/dist/index.modern.js ***!
  \*************************************************/
/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {

"use strict";
__webpack_require__.r(__webpack_exports__);
/* harmony export */ __webpack_require__.d(__webpack_exports__, {
/* harmony export */   "AtomTypes": () => (/* binding */ AtomTypes),
/* harmony export */   "Bonds": () => (/* binding */ Bonds),
/* harmony export */   "Particles": () => (/* binding */ Particles),
/* harmony export */   "SimulationData": () => (/* binding */ SimulationData),
/* harmony export */   "SimulationDataFrame": () => (/* binding */ SimulationDataFrame),
/* harmony export */   "Visualizer": () => (/* binding */ Visualizer),
/* harmony export */   "createBondsByDistance": () => (/* binding */ createBondsByDistance),
/* harmony export */   "getColor": () => (/* binding */ getColor),
/* harmony export */   "parseLAMMPSBinaryDump": () => (/* binding */ parse),
/* harmony export */   "parseLAMMPSData": () => (/* binding */ parseLAMMPSData),
/* harmony export */   "parseXyz": () => (/* binding */ parseXyz)
/* harmony export */ });
/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! three */ "./node_modules/three/build/three.module.js");
/* harmony import */ var uuid__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! uuid */ "./node_modules/omovi/node_modules/uuid/index.js");
/* harmony import */ var uuid__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(uuid__WEBPACK_IMPORTED_MODULE_0__);
/* harmony import */ var stats_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! stats.js */ "./node_modules/stats.js/build/stats.min.js");
/* harmony import */ var stats_js__WEBPACK_IMPORTED_MODULE_1___default = /*#__PURE__*/__webpack_require__.n(stats_js__WEBPACK_IMPORTED_MODULE_1__);
/* harmony import */ var binary_parser__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! binary-parser */ "./node_modules/binary-parser/dist/binary_parser.js");






class Particles {
  constructor(capacity) {
    this.getPosition = index => {
      return new three__WEBPACK_IMPORTED_MODULE_3__.Vector3(this.positions[3 * index + 0], this.positions[3 * index + 1], this.positions[3 * index + 2]);
    };
    this.getType = index => {
      return this.types[index];
    };
    this.getGeometry = () => {
      if (this.geometry) {
        return this.geometry;
      }
      this.baseGeometry = new three__WEBPACK_IMPORTED_MODULE_3__.PlaneBufferGeometry(1, 1, 1, 1);
      this.geometry = new three__WEBPACK_IMPORTED_MODULE_3__.InstancedBufferGeometry();
      this.geometry.setIndex(this.baseGeometry.getIndex());
      this.geometry.setAttribute('position', this.baseGeometry.getAttribute('position'));
      this.geometry.setAttribute('normal', this.baseGeometry.getAttribute('normal'));
      const positionAttribute = new three__WEBPACK_IMPORTED_MODULE_3__.InstancedBufferAttribute(this.positions, 3, false, 1);
      positionAttribute.setUsage(three__WEBPACK_IMPORTED_MODULE_3__.DynamicDrawUsage);
      this.geometry.setAttribute('particlePosition', positionAttribute);
      const particleIndexAttribute = new three__WEBPACK_IMPORTED_MODULE_3__.InstancedBufferAttribute(this.indices, 1, false, 1);
      particleIndexAttribute.setUsage(three__WEBPACK_IMPORTED_MODULE_3__.DynamicDrawUsage);
      this.geometry.setAttribute('particleIndex', particleIndexAttribute);
      return this.geometry;
    };
    this.markNeedsUpdate = () => {
      if (this.geometry) {
        Object.values(this.geometry.attributes).forEach(attribute => {
          attribute.needsUpdate = true;
        });
      }
      if (this.mesh) {
        this.mesh.count = this.count;
      }
    };
    this.dispose = () => {
      var _this$baseGeometry, _this$geometry;
      (_this$baseGeometry = this.baseGeometry) === null || _this$baseGeometry === void 0 ? void 0 : _this$baseGeometry.dispose();
      (_this$geometry = this.geometry) === null || _this$geometry === void 0 ? void 0 : _this$geometry.dispose();
      this.positions = new Float32Array(0);
      this.indices = new Float32Array(0);
      this.types = new Float32Array(0);
    };
    this.id = uuid__WEBPACK_IMPORTED_MODULE_0___default()();
    this.types = new Float32Array(capacity);
    this.positions = new Float32Array(3 * capacity);
    this.indices = new Float32Array(capacity);
    this.colors = [];
    this.count = 0;
    this.capacity = capacity;
    this.geometry = undefined;
  }
  add(x, y, z, id, type) {
    if (this.count === this.capacity) {
      console.log("Warning, can't add particle because arrays are full");
      return;
    }
    const index = this.count;
    this.positions[3 * index + 0] = x;
    this.positions[3 * index + 1] = y;
    this.positions[3 * index + 2] = z;
    this.indices[index] = id;
    this.types[index] = type;
    this.count += 1;
  }
}

class Bonds {
  constructor(capacity) {
    this.getRadius = index => {
      return this.radii[index];
    };
    this.getPosition1 = index => {
      return new three__WEBPACK_IMPORTED_MODULE_3__.Vector3(this.positions1[3 * index + 0], this.positions1[3 * index + 1], this.positions1[3 * index + 2]);
    };
    this.getGeometry = () => {
      if (this.geometry) {
        return this.geometry;
      }
      const positions = [];
      positions.push(-1, 1, -1);
      positions.push(-1, -1, -1);
      positions.push(1, 1, -1);
      positions.push(1, -1, -1);
      positions.push(1, 1, 1);
      positions.push(1, -1, 1);
      const positionBufferAttribute = new three__WEBPACK_IMPORTED_MODULE_3__.BufferAttribute(new Float32Array(positions), 3);
      const indexBufferAttribute = new three__WEBPACK_IMPORTED_MODULE_3__.BufferAttribute(new Uint16Array([1, 2, 0, 1, 3, 2, 3, 4, 2, 3, 5, 4]), 1);
      this.geometry = new three__WEBPACK_IMPORTED_MODULE_3__.InstancedBufferGeometry();
      this.geometry.instanceCount = this.count;
      this.geometry.setIndex(indexBufferAttribute);
      this.geometry.setAttribute('position', positionBufferAttribute);
      this.geometry.setAttribute('normal', positionBufferAttribute);
      const position1Attribute = new three__WEBPACK_IMPORTED_MODULE_3__.InstancedBufferAttribute(this.positions1, 3, false, 1);
      position1Attribute.setUsage(three__WEBPACK_IMPORTED_MODULE_3__.DynamicDrawUsage);
      this.geometry.setAttribute('position1', position1Attribute);
      const position2Attribute = new three__WEBPACK_IMPORTED_MODULE_3__.InstancedBufferAttribute(this.positions2, 3, false, 1);
      position2Attribute.setUsage(three__WEBPACK_IMPORTED_MODULE_3__.DynamicDrawUsage);
      this.geometry.setAttribute('position2', position2Attribute);
      const bondRadiusAttribute = new three__WEBPACK_IMPORTED_MODULE_3__.InstancedBufferAttribute(this.radii, 1, false, 1);
      bondRadiusAttribute.setUsage(three__WEBPACK_IMPORTED_MODULE_3__.DynamicDrawUsage);
      this.geometry.setAttribute('bondRadius', bondRadiusAttribute);
      return this.geometry;
    };
    this.markNeedsUpdate = () => {
      if (this.geometry) {
        Object.values(this.geometry.attributes).forEach(attribute => {
          attribute.needsUpdate = true;
        });
      }
      if (this.mesh) {
        this.mesh.count = this.count;
      }
    };
    this.dispose = () => {
      var _this$geometry;
      (_this$geometry = this.geometry) === null || _this$geometry === void 0 ? void 0 : _this$geometry.dispose();
      this.indices = new Float32Array(0);
      this.radii = new Float32Array(0);
      this.positions1 = new Float32Array(0);
      this.positions2 = new Float32Array(0);
    };
    this.id = uuid__WEBPACK_IMPORTED_MODULE_0___default()();
    this.positions1 = new Float32Array(3 * capacity);
    this.positions2 = new Float32Array(3 * capacity);
    this.indices = new Float32Array(capacity);
    this.radii = new Float32Array(capacity);
    this.colors = [];
    this.count = 0;
    this.capacity = capacity;
    this.geometry = undefined;
  }
  add(x1, y1, z1, x2, y2, z2, radius) {
    if (this.count === this.capacity) {
      console.log("Warning, can't add particle because arrays are full");
      return;
    }
    const index = this.count;
    this.positions1[3 * index + 0] = x1;
    this.positions1[3 * index + 1] = y1;
    this.positions1[3 * index + 2] = z1;
    this.positions2[3 * index + 0] = x2;
    this.positions2[3 * index + 1] = y2;
    this.positions2[3 * index + 2] = z2;
    this.radii[index] = radius * 0.25;
    this.indices[index] = index;
    this.count += 1;
  }
}

const keyMap = {
  16: 'shift',
  17: 'ctrl',
  18: 'alt',
  27: 'escape',
  32: 'space',
  37: 'left',
  38: 'up',
  39: 'right',
  40: 'down',
  65: 'a',
  68: 'd',
  69: 'e',
  81: 'q',
  83: 's',
  87: 'w'
};
class Keyboard {
  constructor() {
    this.keys = {};
    this._disabled = false;
    this.isPressed = key => this.keys[key] >= 1;
    this.comsumePressed = key => {
      const p = this.keys[key] === 2;
      if (p) {
        this.keys[key] = 1;
      }
      return p;
    };
    this.addEventListeners = () => {
      this.clearPressedKeys();
      window.addEventListener('keydown', this.onKeydown);
      window.addEventListener('keyup', this.onKeyup);
      window.addEventListener('blur', this.clearPressedKeys);
    };
    this.removeEventListeners = () => {
      window.removeEventListener('keydown', this.onKeydown);
      window.removeEventListener('keyup', this.onKeyup);
      window.removeEventListener('blur', this.clearPressedKeys);
    };
    this.onKeydown = event => {
      if (event.metaKey || event.altKey || event.ctrlKey) {
        return;
      }
      if (event.keyCode in keyMap) {
        if (this.keys[keyMap[event.keyCode]] === 0) {
          this.keys[keyMap[event.keyCode]] = 2;
        }
        event.preventDefault();
      }
    };
    this.onKeyup = event => {
      if (event.keyCode in keyMap) {
        this.keys[keyMap[event.keyCode]] = 0;
      }
    };
    this.clearPressedKeys = () => {
      Object.keys(keyMap).forEach(key => {
        this.keys[keyMap[key]] = 0;
      });
    };
    this.addEventListeners();
  }
  get disabled() {
    return this._disabled;
  }
  set disabled(isDisabled) {
    this._disabled = isDisabled;
    if (isDisabled) {
      this.removeEventListeners();
    } else {
      this.addEventListeners();
    }
  }
}

const isFirefox = navigator.userAgent.toLowerCase().indexOf('firefox') !== -1;
function getHTMLOffset(domElement, clientX, clientY) {
  return new three__WEBPACK_IMPORTED_MODULE_3__.Vector2(clientX - domElement.offsetLeft, clientY - domElement.offsetTop);
}
function getPinchInfo(domElement, touches) {
  if (touches.length !== 2) {
    throw new Error('getPinchInfo only works if touches.length === 2');
  }
  const touchList = [touches[0], touches[1]];
  const offsets = touchList.map(({
    clientX,
    clientY
  }) => getHTMLOffset(domElement, clientX, clientY));
  const center = offsets[0].clone().add(offsets[1]).multiplyScalar(0.5);
  const distance = offsets[0].distanceTo(offsets[1]);
  return {
    center,
    distance,
    offsets
  };
}
const defaultPointerRotationSpeed = Math.PI / 360;
const defaultKeyboardRotationSpeed = defaultPointerRotationSpeed * 10;
class ComboControls extends three__WEBPACK_IMPORTED_MODULE_3__.EventDispatcher {
  constructor(camera, domElement) {
    super();
    this.enabled = true;
    this.enableDamping = true;
    this.dampingFactor = 0.2;
    this.dynamicTarget = true;
    this.minDistance = 1;
    this.maxDistance = Infinity;
    this.dollyFactor = 0.98;
    this.minPolarAngle = 0;
    this.maxPolarAngle = Math.PI;
    this.minAzimuthAngle = -Infinity;
    this.maxAzimuthAngle = Infinity;
    this.panDollyMinDistanceFactor = 10.0;
    this.firstPersonRotationFactor = 0.4;
    this.pointerRotationSpeedAzimuth = defaultPointerRotationSpeed;
    this.pointerRotationSpeedPolar = defaultPointerRotationSpeed;
    this.enableKeyboardNavigation = true;
    this.keyboardRotationSpeedAzimuth = defaultKeyboardRotationSpeed;
    this.keyboardRotationSpeedPolar = defaultKeyboardRotationSpeed;
    this.mouseFirstPersonRotationSpeed = defaultPointerRotationSpeed * 2;
    this.keyboardDollySpeed = 2;
    this.keyboardPanSpeed = 10;
    this.keyboardSpeedFactor = 3;
    this.pinchEpsilon = 2;
    this.pinchPanSpeed = 1;
    this.EPSILON = 0.001;
    this.minZoom = 0;
    this.maxZoom = Infinity;
    this.orthographicCameraDollyFactor = 0.3;
    this.temporarilyDisableDamping = false;
    this.firstPersonMode = false;
    this.reusableVector3 = new three__WEBPACK_IMPORTED_MODULE_3__.Vector3();
    this._accumulatedMouseMove = new three__WEBPACK_IMPORTED_MODULE_3__.Vector2();
    this.target = new three__WEBPACK_IMPORTED_MODULE_3__.Vector3();
    this.targetEnd = new three__WEBPACK_IMPORTED_MODULE_3__.Vector3();
    this.spherical = new three__WEBPACK_IMPORTED_MODULE_3__.Spherical();
    this.sphericalEnd = new three__WEBPACK_IMPORTED_MODULE_3__.Spherical();
    this.deltaTarget = new three__WEBPACK_IMPORTED_MODULE_3__.Vector3();
    this.keyboard = new Keyboard();
    this.offsetVector = new three__WEBPACK_IMPORTED_MODULE_3__.Vector3();
    this.panVector = new three__WEBPACK_IMPORTED_MODULE_3__.Vector3();
    this.raycaster = new three__WEBPACK_IMPORTED_MODULE_3__.Raycaster();
    this.targetFPS = 30;
    this.targetFPSOverActualFPS = 1;
    this.isFocused = false;
    this.update = deltaTime => {
      const {
        camera,
        target,
        targetEnd,
        spherical,
        sphericalEnd,
        deltaTarget,
        handleKeyboard,
        enableDamping,
        dampingFactor,
        EPSILON,
        targetFPS,
        enabled
      } = this;
      if (!enabled) {
        return false;
      }
      const actualFPS = Math.min(1 / deltaTime, targetFPS);
      this.targetFPSOverActualFPS = targetFPS / actualFPS;
      handleKeyboard();
      if (this._accumulatedMouseMove.lengthSq() > 0) {
        this.rotate(this._accumulatedMouseMove.x, this._accumulatedMouseMove.y);
        this._accumulatedMouseMove.set(0, 0);
      }
      sphericalEnd.theta = Math.sign(sphericalEnd.theta) * Math.min(Math.abs(sphericalEnd.theta), 2.0 * Math.PI);
      let deltaTheta = sphericalEnd.theta - spherical.theta;
      if (Math.abs(deltaTheta) > Math.PI) {
        deltaTheta -= 2.0 * Math.PI * Math.sign(deltaTheta);
      }
      const deltaPhi = sphericalEnd.phi - spherical.phi;
      const deltaRadius = sphericalEnd.radius - spherical.radius;
      deltaTarget.subVectors(targetEnd, target);
      let changed = false;
      const wantDamping = enableDamping && !this.temporarilyDisableDamping;
      const deltaFactor = wantDamping ? Math.min(dampingFactor * this.targetFPSOverActualFPS, 1) : 1;
      this.temporarilyDisableDamping = false;
      if (Math.abs(deltaTheta) > EPSILON || Math.abs(deltaPhi) > EPSILON || Math.abs(deltaRadius) > EPSILON || Math.abs(deltaTarget.x) > EPSILON || Math.abs(deltaTarget.y) > EPSILON || Math.abs(deltaTarget.z) > EPSILON) {
        spherical.set(spherical.radius + deltaRadius * deltaFactor, spherical.phi + deltaPhi * deltaFactor, spherical.theta + deltaTheta * deltaFactor);
        spherical.theta = spherical.theta % (2.0 * Math.PI);
        target.add(deltaTarget.multiplyScalar(deltaFactor));
        changed = true;
      } else {
        spherical.copy(sphericalEnd);
        target.copy(targetEnd);
      }
      spherical.makeSafe();
      camera.position.setFromSpherical(spherical).add(target);
      camera.lookAt(target);
      if (changed) {
        this.triggerCameraChangeEvent();
      }
      return changed;
    };
    this.getState = () => {
      const {
        target,
        camera
      } = this;
      return {
        target: target.clone(),
        position: camera.position.clone()
      };
    };
    this.setState = (position, target) => {
      const offset = position.clone().sub(target);
      this.targetEnd.copy(target);
      this.sphericalEnd.setFromVector3(offset);
      this.target.copy(this.targetEnd);
      this.spherical.copy(this.sphericalEnd);
      this.update(1000 / this.targetFPS);
      this.triggerCameraChangeEvent();
    };
    this.triggerCameraChangeEvent = () => {
      const {
        camera,
        target
      } = this;
      this.dispatchEvent({
        type: 'cameraChange',
        camera: {
          position: camera.position,
          target
        }
      });
    };
    this.onMouseDown = event => {
      if (!this.enabled) {
        return;
      }
      switch (event.button) {
        case three__WEBPACK_IMPORTED_MODULE_3__.MOUSE.LEFT:
          {
            this.startMouseRotation(event);
            break;
          }
        case three__WEBPACK_IMPORTED_MODULE_3__.MOUSE.RIGHT:
          {
            event.preventDefault();
            this.startMousePan(event);
            break;
          }
      }
    };
    this.onMouseUp = _event => {
      this._accumulatedMouseMove.set(0, 0);
    };
    this.onMouseWheel = event => {
      if (!this.enabled) {
        return;
      }
      event.preventDefault();
      let delta = 0;
      if (event.wheelDelta) {
        delta = -event.wheelDelta / 40;
      } else if (event.detail) {
        delta = event.detail;
      } else if (event.deltaY) {
        const factor = isFirefox ? 1 : 40;
        delta = event.deltaY / factor;
      }
      const {
        domElement
      } = this;
      let x = event.offsetX;
      let y = event.offsetY;
      x = x / domElement.clientWidth * 2 - 1;
      y = y / domElement.clientHeight * -2 + 1;
      const dollyIn = delta < 0;
      const deltaDistance = this.camera.isPerspectiveCamera ? this.getDollyDeltaDistance(dollyIn, Math.abs(delta)) : Math.sign(delta) * this.orthographicCameraDollyFactor;
      this.dolly(x, y, deltaDistance);
    };
    this.onTouchStart = event => {
      if (!this.enabled) {
        return;
      }
      event.preventDefault();
      switch (event.touches.length) {
        case 1:
          {
            this.startTouchRotation(event);
            break;
          }
        case 2:
          {
            this.startTouchPinch(event);
            break;
          }
      }
    };
    this.onFocusChanged = event => {
      this.isFocused = event.type !== 'blur' && (event.target === this.domElement || document.activeElement === this.domElement);
      this.keyboard.disabled = !this.isFocused;
    };
    this.onContextMenu = event => {
      if (!this.enabled) {
        return;
      }
      event.preventDefault();
    };
    this.rotate = (deltaX, deltaY) => {
      if (deltaX === 0 && deltaY === 0) {
        return;
      }
      const azimuthAngle = (this.firstPersonMode ? this.mouseFirstPersonRotationSpeed : this.pointerRotationSpeedAzimuth) * deltaX;
      const polarAngle = (this.firstPersonMode ? this.mouseFirstPersonRotationSpeed : this.pointerRotationSpeedPolar) * deltaY;
      if (this.firstPersonMode) {
        this.temporarilyDisableDamping = true;
        this.rotateFirstPersonMode(azimuthAngle, polarAngle);
      } else {
        this.rotateSpherical(azimuthAngle, polarAngle);
      }
    };
    this.startMouseRotation = initialEvent => {
      let previousOffset = getHTMLOffset(this.domElement, initialEvent.clientX, initialEvent.clientY);
      const onMouseMove = event => {
        const newOffset = getHTMLOffset(this.domElement, event.clientX, event.clientY);
        const deltaOffset = previousOffset.clone().sub(newOffset);
        this._accumulatedMouseMove.add(deltaOffset);
        previousOffset = newOffset;
      };
      const onMouseUp = () => {
        window.removeEventListener('mousemove', onMouseMove);
        window.removeEventListener('mouseup', onMouseUp);
      };
      window.addEventListener('mousemove', onMouseMove, {
        passive: false
      });
      window.addEventListener('mouseup', onMouseUp, {
        passive: false
      });
    };
    this.startMousePan = initialEvent => {
      let previousOffset = getHTMLOffset(this.domElement, initialEvent.clientX, initialEvent.clientY);
      const onMouseMove = event => {
        const newOffset = getHTMLOffset(this.domElement, event.clientX, event.clientY);
        const xDifference = newOffset.x - previousOffset.x;
        const yDifference = newOffset.y - previousOffset.y;
        previousOffset = newOffset;
        this.pan(xDifference, yDifference);
      };
      const onMouseUp = () => {
        window.removeEventListener('mousemove', onMouseMove);
        window.removeEventListener('mouseup', onMouseUp);
      };
      window.addEventListener('mousemove', onMouseMove, {
        passive: false
      });
      window.addEventListener('mouseup', onMouseUp, {
        passive: false
      });
    };
    this.startTouchRotation = initialEvent => {
      const {
        domElement
      } = this;
      let previousOffset = getHTMLOffset(domElement, initialEvent.touches[0].clientX, initialEvent.touches[0].clientY);
      const onTouchMove = event => {
        if (event.touches.length !== 1) {
          return;
        }
        const newOffset = getHTMLOffset(domElement, event.touches[0].clientX, event.touches[0].clientY);
        this.rotate(previousOffset.x - newOffset.x, previousOffset.y - newOffset.y);
        previousOffset = newOffset;
      };
      const onTouchStart = event => {
        if (event.touches.length !== 1) {
          dispose();
        }
      };
      const onTouchEnd = () => {
        dispose();
      };
      const dispose = () => {
        document.removeEventListener('touchstart', onTouchStart);
        document.removeEventListener('touchmove', onTouchMove);
        document.removeEventListener('touchend', onTouchEnd);
      };
      document.addEventListener('touchstart', onTouchStart);
      document.addEventListener('touchmove', onTouchMove, {
        passive: false
      });
      document.addEventListener('touchend', onTouchEnd, {
        passive: false
      });
    };
    this.startTouchPinch = initialEvent => {
      const {
        domElement
      } = this;
      let previousPinchInfo = getPinchInfo(domElement, initialEvent.touches);
      const initialPinchInfo = getPinchInfo(domElement, initialEvent.touches);
      const initialRadius = this.spherical.radius;
      const onTouchMove = event => {
        if (event.touches.length !== 2) {
          return;
        }
        const pinchInfo = getPinchInfo(domElement, event.touches);
        const distanceFactor = initialPinchInfo.distance / pinchInfo.distance;
        this.sphericalEnd.radius = Math.max(distanceFactor * initialRadius, this.minDistance / 5);
        const deltaCenter = pinchInfo.center.clone().sub(previousPinchInfo.center);
        if (deltaCenter.length() > this.pinchEpsilon) {
          deltaCenter.multiplyScalar(this.pinchPanSpeed);
          this.pan(deltaCenter.x, deltaCenter.y);
        }
        previousPinchInfo = pinchInfo;
      };
      const onTouchStart = event => {
        if (event.touches.length !== 2) {
          dispose();
        }
      };
      const onTouchEnd = () => {
        dispose();
      };
      const dispose = () => {
        document.removeEventListener('touchstart', onTouchStart);
        document.removeEventListener('touchmove', onTouchMove);
        document.removeEventListener('touchend', onTouchEnd);
      };
      document.addEventListener('touchstart', onTouchStart);
      document.addEventListener('touchmove', onTouchMove);
      document.addEventListener('touchend', onTouchEnd);
    };
    this.handleKeyboard = () => {
      if (!this.enabled || !this.enableKeyboardNavigation || !this.isFocused) {
        return;
      }
      const {
        keyboard,
        keyboardDollySpeed,
        keyboardPanSpeed,
        keyboardSpeedFactor
      } = this;
      const azimuthAngle = this.keyboardRotationSpeedAzimuth * (Number(keyboard.isPressed('left')) - Number(keyboard.isPressed('right')));
      let polarAngle = this.keyboardRotationSpeedPolar * (Number(keyboard.isPressed('up')) - Number(keyboard.isPressed('down')));
      if (azimuthAngle !== 0 || polarAngle !== 0) {
        const {
          sphericalEnd
        } = this;
        const oldPhi = sphericalEnd.phi;
        sphericalEnd.phi += polarAngle;
        sphericalEnd.makeSafe();
        polarAngle = sphericalEnd.phi - oldPhi;
        sphericalEnd.phi = oldPhi;
        this.rotateFirstPersonMode(azimuthAngle, polarAngle);
      }
      this.firstPersonMode = false;
      const speedFactor = keyboard.isPressed('shift') ? keyboardSpeedFactor : 1;
      const moveForward = keyboard.isPressed('w') ? true : keyboard.isPressed('s') ? false : undefined;
      if (moveForward !== undefined) {
        this.dolly(0, 0, this.getDollyDeltaDistance(moveForward, keyboardDollySpeed * speedFactor));
        this.firstPersonMode = true;
      }
      const horizontalMovement = Number(keyboard.isPressed('a')) - Number(keyboard.isPressed('d'));
      const verticalMovement = Number(keyboard.isPressed('e')) - Number(keyboard.isPressed('q'));
      if (horizontalMovement !== 0 || verticalMovement !== 0) {
        this.pan(speedFactor * keyboardPanSpeed * horizontalMovement, speedFactor * keyboardPanSpeed * verticalMovement);
        this.firstPersonMode = true;
      }
    };
    this.rotateSpherical = (azimuthAngle, polarAngle) => {
      const {
        sphericalEnd
      } = this;
      const theta = three__WEBPACK_IMPORTED_MODULE_3__.MathUtils.clamp(sphericalEnd.theta + azimuthAngle, this.minAzimuthAngle, this.maxAzimuthAngle);
      const phi = three__WEBPACK_IMPORTED_MODULE_3__.MathUtils.clamp(sphericalEnd.phi + polarAngle, this.minPolarAngle, this.maxPolarAngle);
      sphericalEnd.theta = theta;
      sphericalEnd.phi = phi;
      sphericalEnd.makeSafe();
    };
    this.rotateFirstPersonMode = (azimuthAngle, polarAngle) => {
      const {
        firstPersonRotationFactor,
        reusableCamera,
        reusableVector3,
        sphericalEnd,
        targetEnd
      } = this;
      reusableCamera.position.setFromSpherical(sphericalEnd).add(targetEnd);
      reusableCamera.lookAt(targetEnd);
      reusableCamera.rotateX(firstPersonRotationFactor * polarAngle);
      reusableCamera.rotateY(firstPersonRotationFactor * azimuthAngle);
      const distToTarget = targetEnd.distanceTo(reusableCamera.position);
      reusableCamera.getWorldDirection(reusableVector3);
      targetEnd.addVectors(reusableCamera.position, reusableVector3.multiplyScalar(distToTarget));
      sphericalEnd.setFromVector3(reusableVector3.subVectors(reusableCamera.position, targetEnd));
      sphericalEnd.makeSafe();
    };
    this.pan = (deltaX, deltaY) => {
      const {
        domElement,
        camera,
        offsetVector,
        target
      } = this;
      offsetVector.copy(camera.position).sub(target);
      let targetDistance = offsetVector.length();
      targetDistance = Math.max(targetDistance, this.panDollyMinDistanceFactor * this.minDistance);
      if (camera.isPerspectiveCamera) {
        targetDistance *= Math.tan(camera.fov / 2 * Math.PI / 180);
      }
      this.panLeft(2 * deltaX * targetDistance / domElement.clientHeight);
      this.panUp(2 * deltaY * targetDistance / domElement.clientHeight);
    };
    this.dollyOrthographicCamera = (x, y, deltaDistance) => {
      const camera = this.camera;
      camera.zoom *= 1 - deltaDistance;
      camera.zoom = three__WEBPACK_IMPORTED_MODULE_3__.MathUtils.clamp(camera.zoom, this.minZoom, this.maxZoom);
      camera.updateProjectionMatrix();
    };
    this.dollyPerspectiveCamera = (x, y, deltaDistance) => {
      const {
        dynamicTarget,
        minDistance,
        raycaster,
        reusableVector3,
        sphericalEnd,
        targetEnd,
        camera,
        reusableCamera
      } = this;
      const distFromCameraToScreenCenter = Math.tan(three__WEBPACK_IMPORTED_MODULE_3__.MathUtils.degToRad(90 - camera.fov * 0.5));
      const distFromCameraToCursor = Math.sqrt(distFromCameraToScreenCenter * distFromCameraToScreenCenter + x * x + y * y);
      const ratio = distFromCameraToCursor / distFromCameraToScreenCenter;
      const distToTarget = reusableVector3.setFromSpherical(sphericalEnd).length();
      reusableCamera.copy(camera);
      reusableCamera.position.setFromSpherical(sphericalEnd).add(targetEnd);
      reusableCamera.lookAt(targetEnd);
      raycaster.setFromCamera({
        x,
        y
      }, reusableCamera);
      const cameraDirection = reusableVector3;
      let radius = distToTarget + deltaDistance;
      if (radius < minDistance) {
        radius = minDistance;
        if (dynamicTarget) {
          reusableCamera.getWorldDirection(cameraDirection);
          targetEnd.add(cameraDirection.normalize().multiplyScalar(Math.abs(deltaDistance)));
        } else {
          deltaDistance = distToTarget - radius;
        }
      }
      const distFromRayOrigin = -deltaDistance * ratio;
      sphericalEnd.radius = radius;
      reusableCamera.getWorldDirection(cameraDirection);
      cameraDirection.normalize().multiplyScalar(deltaDistance);
      const rayDirection = raycaster.ray.direction.normalize().multiplyScalar(distFromRayOrigin);
      const targetOffset = rayDirection.add(cameraDirection);
      targetEnd.add(targetOffset);
    };
    this.dolly = (x, y, deltaDistance) => {
      const {
        camera
      } = this;
      if (camera.isOrthographicCamera) {
        this.dollyOrthographicCamera(x, y, deltaDistance);
      } else if (camera.isPerspectiveCamera) {
        this.dollyPerspectiveCamera(x, y, deltaDistance);
      }
    };
    this.getDollyDeltaDistance = (dollyIn, steps = 1) => {
      const {
        sphericalEnd,
        dollyFactor
      } = this;
      const zoomFactor = dollyFactor ** steps;
      const factor = dollyIn ? zoomFactor : 1 / zoomFactor;
      const distance = Math.max(sphericalEnd.radius, this.panDollyMinDistanceFactor * this.minDistance);
      return distance * (factor - 1);
    };
    this.panLeft = distance => {
      const {
        camera,
        targetEnd,
        panVector
      } = this;
      panVector.setFromMatrixColumn(camera.matrix, 0);
      panVector.multiplyScalar(-distance);
      targetEnd.add(panVector);
    };
    this.panUp = distance => {
      const {
        camera,
        targetEnd,
        panVector
      } = this;
      panVector.setFromMatrixColumn(camera.matrix, 1);
      panVector.multiplyScalar(distance);
      targetEnd.add(panVector);
    };
    this.camera = camera;
    this.reusableCamera = camera.clone();
    this.domElement = domElement;
    this.spherical.setFromVector3(camera.position);
    this.sphericalEnd.copy(this.spherical);
    domElement.addEventListener('mousedown', this.onMouseDown);
    domElement.addEventListener('touchstart', this.onTouchStart);
    domElement.addEventListener('wheel', this.onMouseWheel);
    domElement.addEventListener('contextmenu', this.onContextMenu);
    domElement.addEventListener('focus', this.onFocusChanged);
    domElement.addEventListener('blur', this.onFocusChanged);
    window.addEventListener('mouseup', this.onMouseUp);
    window.addEventListener('mousedown', this.onFocusChanged);
    window.addEventListener('touchstart', this.onFocusChanged);
    this.dispose = () => {
      domElement.removeEventListener('mousedown', this.onMouseDown);
      domElement.removeEventListener('wheel', this.onMouseWheel);
      domElement.removeEventListener('touchstart', this.onTouchStart);
      domElement.removeEventListener('contextmenu', this.onContextMenu);
      domElement.removeEventListener('focus', this.onFocusChanged);
      domElement.removeEventListener('blur', this.onFocusChanged);
      window.removeEventListener('mouseup', this.onMouseUp);
      window.removeEventListener('mousedown', this.onFocusChanged);
      window.removeEventListener('touchstart', this.onFocusChanged);
    };
  }
}

function findTextureSizeFromNumPixels(numPixels) {
  const exp = Math.ceil(Math.log2(numPixels)) / 2;
  const width = 2 ** Math.ceil(exp);
  const height = 2 ** Math.floor(exp);
  return {
    width,
    height
  };
}
class DataTexture {
  constructor(name, maxParticleIndex, type, onChange) {
    this.name = name;
    this._onChange = onChange;
    this.maxParticleIndex = maxParticleIndex;
    const {
      width,
      height
    } = findTextureSizeFromNumPixels(maxParticleIndex + 10);
    this.width = width;
    this.height = height;
    const now = performance.now();
    const data = new Uint8Array(4 * width * height);
    if (type === "rgba") {
      for (let i = 0; i < data.length; i++) {
        data[i] = 255;
      }
    } else {
      for (let i = 0; i < maxParticleIndex; i++) {
        const value = 0.33;
        const {
          r,
          g,
          b,
          a
        } = DataTexture.rgbaFromValue(value, false);
        data[4 * i + 0] = r;
        data[4 * i + 1] = g;
        data[4 * i + 2] = b;
        data[4 * i + 3] = a;
      }
    }
    const stop = performance.now();
    this._texture = new three__WEBPACK_IMPORTED_MODULE_3__.DataTexture(data, width, height, three__WEBPACK_IMPORTED_MODULE_3__.RGBAFormat);
    this._texture.needsUpdate = true;
  }
  static rgbaFromValue(value, isInteger) {
    if (!isInteger) {
      value *= 255;
    }
    const a = value >= 0 ? 255 : 127;
    value = Math.abs(value);
    const r = Math.floor(value / (255 * 255));
    const g = Math.floor(value / 255) % 255;
    const b = value % 255;
    return {
      r,
      g,
      b,
      a
    };
  }
  static valueFromRgba(r, g, b, a, isInteger) {
    let value = r * 255 * 255 + g * 255 + b;
    if (a < 255) {
      value *= -1.0;
    }
    if (!isInteger) {
      return value / 255;
    }
    return value;
  }
  static rgbaFromDistanceFloat(distanceFloat) {
    const r = Math.floor(distanceFloat * 255);
    const g = Math.floor(distanceFloat * 255 * 255) % 255;
    const b = Math.floor(distanceFloat * 255 * 255 * 255) % 255;
    const a = 255.0;
    return {
      r,
      g,
      b,
      a
    };
  }
  static distanceFloatFromRgba(r, g, b, a) {
    const value = r / 255 + g / (255 * 255) + b / (255 * 255 * 255);
    return value;
  }
  dispose() {
    this._texture.dispose();
  }
  getRGBA(particleIndex) {
    let index = 4 * particleIndex;
    const r = this._texture.image.data[index++];
    const g = this._texture.image.data[index++];
    const b = this._texture.image.data[index++];
    const a = this._texture.image.data[index++];
    return {
      r,
      g,
      b,
      a
    };
  }
  setRGBA(particleIndex, r, g, b, a = 255) {
    let index = 4 * particleIndex;
    this._texture.image.data[index++] = r;
    this._texture.image.data[index++] = g;
    this._texture.image.data[index++] = b;
    this._texture.image.data[index++] = a;
    this._texture.needsUpdate = true;
    this._onChange();
  }
  getFloat(particleIndex) {
    const {
      r,
      g,
      b,
      a
    } = this.getRGBA(particleIndex);
    return DataTexture.valueFromRgba(r, g, b, a, false);
  }
  setFloat(particleIndex, value) {
    const {
      r,
      g,
      b,
      a
    } = DataTexture.rgbaFromValue(value, false);
    this.setRGBA(particleIndex, r, g, b, a);
  }
  getInteger(particleIndex) {
    const {
      r,
      g,
      b,
      a
    } = this.getRGBA(particleIndex);
    return DataTexture.valueFromRgba(r, g, b, a, true);
  }
  setInteger(particleIndex, value) {
    const {
      r,
      g,
      b,
      a
    } = DataTexture.rgbaFromValue(value, true);
    this.setRGBA(particleIndex, r, g, b, a);
  }
  getTexture() {
    return this._texture;
  }
}

function _extends() {
  _extends = Object.assign ? Object.assign.bind() : function (target) {
    for (var i = 1; i < arguments.length; i++) {
      var source = arguments[i];
      for (var key in source) {
        if (Object.prototype.hasOwnProperty.call(source, key)) {
          target[key] = source[key];
        }
      }
    }
    return target;
  };
  return _extends.apply(this, arguments);
}

class Material extends three__WEBPACK_IMPORTED_MODULE_3__.MeshPhongMaterial {
  constructor(materialType, parameters) {
    super(parameters);
    this.materialType = materialType;
    this.uniforms = {};
    this.extensions = {};
    this.defines = {};
  }
  copy(source) {
    three__WEBPACK_IMPORTED_MODULE_3__.MeshPhongMaterial.prototype.copy.call(this, source);
    const castedSource = source;
    this.type = castedSource.type;
    this.defines = _extends({}, castedSource.defines);
    this.extensions = castedSource.extensions;
    this.uniforms = castedSource.uniforms;
    this.onBeforeCompile = castedSource.onBeforeCompile;
    return this;
  }
  clone() {
    const material = new three__WEBPACK_IMPORTED_MODULE_3__.MeshPhongMaterial();
    Material.prototype.copy.call(material, this);
    return material;
  }
}
const materialMap = {};
let _fragDepthSupported;
function fragDepthSupported() {
  if (_fragDepthSupported !== undefined) {
    return _fragDepthSupported;
  }
  const renderer = new three__WEBPACK_IMPORTED_MODULE_3__.WebGLRenderer();
  const gl = renderer.domElement.getContext('webgl');
  if (renderer.capabilities.isWebGL2 || gl != null && gl.getExtension('EXT_frag_depth') != null) {
    _fragDepthSupported = true;
  } else {
    _fragDepthSupported = false;
  }
  renderer.dispose();
  return _fragDepthSupported;
}
const createMaterial = (type, vertexShader, fragmentShader, colorTexture, radiusTexture) => {
  if (materialMap[type] != null) {
    return materialMap[type];
  }
  const material = new Material(type, {
    color: 0xffffff
  });
  material.uniforms.inverseModelMatrix = {
    value: new three__WEBPACK_IMPORTED_MODULE_3__.Matrix4()
  };
  material.uniforms.inverseNormalMatrix = {
    value: new three__WEBPACK_IMPORTED_MODULE_3__.Matrix3()
  };
  if (fragDepthSupported()) {
    material.extensions.fragDepth = true;
    material.defines.FRAG_DEPTH = 1;
  }
  material.onBeforeCompile = shader => {
    Object.assign(shader.uniforms, material.uniforms);
    const rawColorTexture = colorTexture.getTexture();
    const rawRadiusTexture = radiusTexture.getTexture();
    shader.uniforms.dataTextureWidth = {
      value: colorTexture.width
    };
    shader.uniforms.dataTextureHeight = {
      value: colorTexture.height
    };
    shader.uniforms[colorTexture.name] = {
      value: rawColorTexture
    };
    shader.uniforms[radiusTexture.name] = {
      value: rawRadiusTexture
    };
    material.uniforms = shader.uniforms;
    shader.vertexShader = vertexShader;
    shader.fragmentShader = fragmentShader;
  };
  material.onBeforeCompile.toString = () => type;
  materialMap[type] = material;
  return material;
};

var particleFragmentShader = `
#define LAMBERT

uniform vec3 diffuse;
uniform vec3 emissive;
uniform vec3 specular;
uniform float shininess;
uniform float opacity;

uniform sampler2D colorTexture;
uniform mat4 projectionMatrix;
uniform float dataTextureWidth;
uniform float dataTextureHeight;
varying vec3 vSurfacePoint;
varying vec3 vCenter;
varying float vRadius;
varying float vParticleIndex;

#include <common>
#include <packing>
#include <dithering_pars_fragment>
#include <color_pars_fragment>
#include <uv_pars_fragment>
#include <uv2_pars_fragment>
#include <map_pars_fragment>
#include <alphamap_pars_fragment>
#include <aomap_pars_fragment>
#include <lightmap_pars_fragment>
#include <emissivemap_pars_fragment>
#include <envmap_common_pars_fragment>
#include <envmap_pars_fragment>
#include <cube_uv_reflection_fragment>
#include <fog_pars_fragment>
#include <bsdfs>
#include <lights_pars_begin>
#include <lights_phong_pars_fragment>
#include <shadowmap_pars_fragment>
#include <bumpmap_pars_fragment>
#include <normalmap_pars_fragment>
#include <specularmap_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>

void main() {
	float x = mod(vParticleIndex, dataTextureWidth);
	float y = floor(vParticleIndex / dataTextureWidth);
	float xCoord = (x + 0.5) / dataTextureWidth;
	float yCoord = (y + 0.5) / dataTextureHeight; // invert Y axis
	vec2 textureIndex = vec2(xCoord, yCoord);
	vec4 particleColor = texture2D(colorTexture, textureIndex);

	#include <clipping_planes_fragment>

	vec4 diffuseColor = vec4( diffuse, opacity );
	ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
	vec3 totalEmissiveRadiance = emissive;

	#include <logdepthbuf_fragment>
	#include <map_fragment>
	
	diffuseColor.rgb *= particleColor.rgb;
	#include <alphamap_fragment>
	#include <alphatest_fragment>
	#include <specularmap_fragment>
	#include <normal_fragment_begin>
	#include <normal_fragment_maps>

	vec3 rayTarget = vSurfacePoint;
	vec3 rayDirection = normalize(rayTarget); // rayOrigin is (0,0,0) in camera space

	vec3 diff = rayTarget - vCenter.xyz;
    vec3 E = diff;
    vec3 D = rayDirection;

    float a = dot(D, D);
    float b = dot(E, D);
    float c = dot(E, E) - vRadius*vRadius;

    // discriminant of sphere equation (factor 2 removed from b above)
    float d = b*b - a*c;
    if(d < 0.0)
        discard;
	
    float sqrtd = sqrt(d);
    float dist1 = (-b - sqrtd)/a;
    float dist2 = (-b + sqrtd)/a;

    // Make sure dist1 is the smaller one
    if (dist2 < dist1) {
        float tmp = dist1;
        dist1 = dist2;
        dist2 = tmp;
    }

    float dist = dist1;
    float intersectionPointZ = E.z + dist*D.z;
	vec3 p = rayTarget + dist*rayDirection;

	// Find normal vector in local space
    normal = normalize(vec3(p - vCenter.xyz));
    // Transform into camera space
    if (dot(normal, rayDirection) >  0.) {
        normal = -normal;
    }

#ifdef FRAG_DEPTH
	float projectedIntersection_z = projectionMatrix[0][2]*p.x + projectionMatrix[1][2]*p.y + projectionMatrix[2][2]*p.z + projectionMatrix[3][2];
	float projectedIntersection_w = projectionMatrix[0][3]*p.x + projectionMatrix[1][3]*p.y + projectionMatrix[2][3]*p.z + projectionMatrix[3][3];
	gl_FragDepthEXT = ((gl_DepthRange.diff * (projectedIntersection_z / projectedIntersection_w)) + gl_DepthRange.near + gl_DepthRange.far) * 0.5;
#endif

	#include <emissivemap_fragment>

	// accumulation
	#include <lights_phong_fragment>
	#include <lights_fragment_begin>
	#include <lights_fragment_maps>
	#include <lights_fragment_end>

	// modulation
	#include <aomap_fragment>

	vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;

	#include <envmap_fragment>

	gl_FragColor = vec4( outgoingLight, diffuseColor.a );

	#include <tonemapping_fragment>
	#include <encodings_fragment>
	#include <fog_fragment>
	#include <premultiplied_alpha_fragment>
	#include <dithering_fragment>

}
`;

var particleVertexShader = `
#define LAMBERT
varying vec3 vViewPosition;

#ifndef FLAT_SHADED

	varying vec3 vNormal;

#endif

uniform float dataTextureWidth;
uniform float dataTextureHeight;
uniform sampler2D radiusTexture;
uniform mat4 inverseModelMatrix;
attribute vec3 particlePosition;
attribute float particleIndex;

varying vec3 vSurfacePoint;
varying vec3 vCenter;
varying float vRadius;
varying float vParticleIndex;

#include <common>
#include <uv_pars_vertex>
#include <uv2_pars_vertex>
#include <displacementmap_pars_vertex>
#include <envmap_pars_vertex>
#include <color_pars_vertex>
#include <fog_pars_vertex>
#include <morphtarget_pars_vertex>
#include <skinning_pars_vertex>
#include <shadowmap_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>

float unpack(vec4 rgba) {
  float value = (rgba.r * 255. * 255. + rgba.g * 255. + rgba.b);
  if (rgba.a < 1.0) {
    return -value;
  }
  return value;
}

vec3 makePerpendicular(vec3 v) {
    if(v.x == 0.0 && v.y == 0.0) {
        if(v.z == 0.0) {
            return vec3(0.0, 0.0, 0.0);
        }
        return vec3(0.0, 1.0, 0.0);
    }
    return vec3(-v.y, v.x, 0.0);
}

vec3 mul3(mat4 M, vec3 v) {
	vec4 u = M * vec4(v, 1.0);
	return u.xyz / u.w;
}

void main() {
	float x = mod(particleIndex, dataTextureWidth);
	float y = floor(particleIndex / dataTextureWidth);
	float xCoord = (x + 0.5) / dataTextureWidth;
	float yCoord = (y + 0.5) / dataTextureHeight; // invert Y axis
	vec2 textureIndex = vec2(xCoord, yCoord);
	float particleRadius = unpack(texture2D(radiusTexture, textureIndex));

	
	#include <uv_vertex>
	#include <uv2_vertex>
	#include <color_vertex>

	#include <beginnormal_vertex>
	#include <morphnormal_vertex>
	#include <skinbase_vertex>
	#include <skinnormal_vertex>
	#include <defaultnormal_vertex>

#ifndef FLAT_SHADED // Normal computed with derivatives when FLAT_SHADED

	vNormal = normalize( transformedNormal );

#endif

	#include <begin_vertex>
	#include <morphtarget_vertex>
	#include <skinning_vertex>
	#include <displacementmap_vertex>
		vParticleIndex = particleIndex;
    vec4 mvPosition = vec4( transformed, 1.0 );

    #ifdef USE_INSTANCING

	vec3 objectToCameraModelSpace = (inverseModelMatrix*vec4(particlePosition - cameraPosition, 1.0)).xyz;
    vec3 view = normalize(objectToCameraModelSpace);
    vec3 right = normalize(makePerpendicular(view));
    vec3 up = cross(right, view);
	
	// Factor 2.0 is because geometry is 0.5x
	vec3 displacement = 2.0*particleRadius*(position.x * right + position.y * up);
	// particlePosition + displacement is the current vertex, also move closer to camera so billboard covers the sphere
	transformed = particlePosition + displacement - particleRadius * view;
	
	vSurfacePoint = mul3(modelViewMatrix, transformed);
    vCenter = mul3(modelViewMatrix, particlePosition);
	vRadius = particleRadius;
    #endif

    mvPosition = modelViewMatrix * vec4(transformed, 1.0);
    gl_Position = projectionMatrix * mvPosition;

	#include <logdepthbuf_vertex>
	#include <clipping_planes_vertex>

	vViewPosition = - mvPosition.xyz;

	#include <worldpos_vertex>
	#include <envmap_vertex>
	#include <shadowmap_vertex>
	#include <fog_vertex>
}
`;

var bondFragmentShader = `
#define PHONG

uniform vec3 diffuse;
uniform vec3 emissive;
uniform vec3 specular;
uniform float shininess;
uniform float opacity;

uniform sampler2D colorTexture;
uniform mat4 projectionMatrix;
varying vec4 v_position1;
varying vec4 v_position2;
varying vec4 U;
varying vec4 V;
varying vec4 axis;
varying float height;

#include <common>
#include <packing>
#include <dithering_pars_fragment>
#include <color_pars_fragment>
#include <uv_pars_fragment>
#include <uv2_pars_fragment>
#include <map_pars_fragment>
#include <alphamap_pars_fragment>
#include <aomap_pars_fragment>
#include <lightmap_pars_fragment>
#include <emissivemap_pars_fragment>
#include <envmap_common_pars_fragment>
#include <envmap_pars_fragment>
#include <cube_uv_reflection_fragment>
#include <fog_pars_fragment>
#include <bsdfs>
#include <lights_pars_begin>
#include <lights_phong_pars_fragment>
#include <shadowmap_pars_fragment>
#include <bumpmap_pars_fragment>
#include <normalmap_pars_fragment>
#include <specularmap_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>

void main() {

	#include <clipping_planes_fragment>

	vec4 diffuseColor = vec4( diffuse, opacity );
	ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
	vec3 totalEmissiveRadiance = emissive;

	#include <logdepthbuf_fragment>
	#include <map_fragment>
	#include <color_fragment>
	#include <alphamap_fragment>
	#include <alphatest_fragment>
	#include <specularmap_fragment>
	#include <normal_fragment_begin>
	#include <normal_fragment_maps>

	mat3 basis = mat3(U.xyz, V.xyz, axis.xyz);
    vec3 surfacePoint = vec3(U.w, V.w, axis.w);
    vec3 rayTarget = surfacePoint;
	vec3 rayDirection = normalize(rayTarget); // rayOrigin is (0,0,0) in camera space

	vec3 diff = rayTarget - v_position2.xyz;
    vec3 E = diff * basis;
    float L = height;
    vec3 D = rayDirection * basis;

    float R1 = v_position1.w;
    float R2 = v_position2.w;
    float dR = R2 - R1;

    float a = dot(D.xy, D.xy);
    float b = dot(E.xy, D.xy);
    float c = dot(E.xy, E.xy)-R1*R1;
    float L2Inv = 1.0/(L*L);

	// Calculate a dicriminant of the above quadratic equation (factor 2 removed from all b-terms above)
    float d = b*b - a*c;

    // d < 0.0 means the ray hits outside an infinitely long eccentric cone
    if (d < 0.0) {
		discard;
    }

	float sqrtd = sqrt(d);
    float dist1 = (-b - sqrtd)/a;
    float dist2 = (-b + sqrtd)/a;

    // Make sure dist1 is the smaller one
    if (dist2 < dist1) {
      float tmp = dist1;
      dist1 = dist2;
      dist2 = tmp;
    }

	// Check the smallest root, it is closest camera. Only test if the z-component is outside the truncated eccentric cone
    float dist = dist1;
    float intersectionPointZ = E.z + dist*D.z;
    // Intersection point in camera space
    vec3 p = rayTarget + dist*rayDirection;
    bool isInner = false;

    if (intersectionPointZ <= 0.0 ||
      intersectionPointZ >= L
      ) {
      // Either intersection point is behind starting point (happens inside the cone),
      // or the intersection point is outside the end caps. This is not a valid solution.
      isInner = true;
      dist = dist2;
      intersectionPointZ = E.z + dist*D.z;
      p = rayTarget + dist*rayDirection;

      if (intersectionPointZ <= 0.0 ||
        intersectionPointZ >= L
      ) {
        // Missed the other point too
		discard;
      }
    }

	// Find normal vector
    vec3 n = normalize(-axis.xyz);
    vec3 position1 = v_position1.xyz;
    vec3 position2 = v_position2.xyz;
    vec3 A = cross(position1 - p, position2 - p);

    vec3 t = normalize(cross(n, A));
    vec3 o1 = position1 + R1 * t;
    vec3 o2 = position2 + R2 * t;
    vec3 B = o2-o1;
    normal = normalize(cross(A, B));

#ifdef FRAG_DEPTH
	float projectedIntersection_z = projectionMatrix[0][2]*p.x + projectionMatrix[1][2]*p.y + projectionMatrix[2][2]*p.z + projectionMatrix[3][2];
	float projectedIntersection_w = projectionMatrix[0][3]*p.x + projectionMatrix[1][3]*p.y + projectionMatrix[2][3]*p.z + projectionMatrix[3][3];
	gl_FragDepthEXT = ((gl_DepthRange.diff * (projectedIntersection_z / projectedIntersection_w)) + gl_DepthRange.near + gl_DepthRange.far) * 0.5;
#endif

	#include <emissivemap_fragment>

	// accumulation
	#include <lights_phong_fragment>
	#include <lights_fragment_begin>
	#include <lights_fragment_maps>
	#include <lights_fragment_end>

	// modulation
	#include <aomap_fragment>

	vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;

	#include <envmap_fragment>

	gl_FragColor = vec4( outgoingLight, diffuseColor.a );

	#include <tonemapping_fragment>
	#include <encodings_fragment>
	#include <fog_fragment>
	#include <premultiplied_alpha_fragment>
	#include <dithering_fragment>
  
}

`;

var bondVertexShader = `
#define LAMBERT

varying vec3 vViewPosition;

#ifndef FLAT_SHADED

	varying vec3 vNormal;

#endif

uniform mat4 inverseModelMatrix;
attribute vec3 position1;
attribute vec3 position2;
attribute float bondRadius;

varying vec4 v_position1;
varying vec4 v_position2;

// U, V, axis represent the 3x3 cone basis.
// They are vec4 to pack extra data into the w-component
// since Safari on iOS only supports 8 varying vec4 registers.
varying vec4 U;
varying vec4 V;
varying vec4 axis;
varying float height;

#include <common>
#include <uv_pars_vertex>
#include <uv2_pars_vertex>
#include <displacementmap_pars_vertex>
#include <envmap_pars_vertex>
#include <color_pars_vertex>
#include <fog_pars_vertex>
#include <morphtarget_pars_vertex>
#include <skinning_pars_vertex>
#include <shadowmap_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>

vec3 mul3(mat4 M, vec3 v) {
	vec4 u = M * vec4(v, 1.0);
	return u.xyz / u.w;
}

void main() {

	#include <uv_vertex>
	#include <uv2_vertex>
	#include <color_vertex>

	#include <beginnormal_vertex>
	#include <morphnormal_vertex>
	#include <skinbase_vertex>
	#include <skinnormal_vertex>
	#include <defaultnormal_vertex>

#ifndef FLAT_SHADED // Normal computed with derivatives when FLAT_SHADED

	vNormal = normalize( transformedNormal );

#endif

	#include <begin_vertex>
	#include <morphtarget_vertex>
	#include <skinning_vertex>
	#include <displacementmap_vertex>

	vec4 mvPosition = vec4( transformed, 1.0 );

    // vec3 center = 0.5 * (position1 + position2);
	vec3 center = (inverseModelMatrix*vec4(0.5 * (position1 + position2), 1.0)).xyz;
	height = length(position2-position1);
    vec3 newPosition = position;
	
    vec3 objectToCameraModelSpace = (inverseModelMatrix*vec4(cameraPosition - center, 1.0)).xyz;
	
    vec3 lDir = normalize(position1-position2);
	float dirSign = 1.0;
    if (dot(objectToCameraModelSpace, lDir) < 0.0) { // direction vector looks away, flip it
      dirSign = -1.0;
      lDir *= -1.;
    }

    vec3 left = normalize(cross(objectToCameraModelSpace, lDir));
    vec3 up = normalize(cross(left, lDir));

	// compute basis for cylinder
    axis.xyz = lDir * dirSign;
    U.xyz = cross(objectToCameraModelSpace, axis.xyz);
    V.xyz = cross(U.xyz, axis.xyz);
    // Transform to camera space
    axis.xyz = normalize(normalMatrix * axis.xyz);
    U.xyz = normalize(normalMatrix * U.xyz);
    V.xyz = normalize(normalMatrix * V.xyz);

	v_position1.xyz = mul3(viewMatrix, mul3(modelMatrix, position1));
    v_position2.xyz = mul3(viewMatrix, mul3(modelMatrix, position2));

    // Pack radii as w components of v_centerA and v_centerB
    v_position1.w = bondRadius;
    v_position2.w = bondRadius;

	vec3 surfacePoint = center + mat3(0.5 * height * lDir, bondRadius * left, bondRadius * up) * newPosition;
    transformed = surfacePoint;

	surfacePoint = mul3(modelViewMatrix, surfacePoint);

	// We pack surfacePoint as w-components of U, V and axis
    U.w = surfacePoint.x;
    V.w = surfacePoint.y;
    axis.w = surfacePoint.z;

    mvPosition = modelViewMatrix * vec4(transformed, 1.0);
    gl_Position = projectionMatrix * mvPosition;
	
	#include <logdepthbuf_vertex>
	#include <clipping_planes_vertex>

	vViewPosition = - mvPosition.xyz;

	#include <worldpos_vertex>
	#include <envmap_vertex>
	#include <shadowmap_vertex>
	#include <fog_vertex>

}
`;

const rttFragment = `
varying vec2 vUv;

// selection outline
varying vec2 vUv0;
varying vec2 vUv1;
varying vec2 vUv2;
varying vec2 vUv3;

uniform sampler2D tBase;

void main() {
  vec4 t0 = texture2D(tBase, vUv);
  
  vec4 c = t0;
  
  gl_FragColor = c;
}
`;
const rttVertex = `
varying vec2 vUv;

// selection outline
uniform vec2 texelSize;
varying vec2 vUv0;
varying vec2 vUv1;
varying vec2 vUv2;
varying vec2 vUv3;

void main() {
  vUv = uv;

  // selection outline
  vUv0 = vec2(uv.x + texelSize.x, uv.y);
	vUv1 = vec2(uv.x - texelSize.x, uv.y);
	vUv2 = vec2(uv.x, uv.y + texelSize.y);
  vUv3 = vec2(uv.x, uv.y - texelSize.y);

  gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`;

const antialiasFragment = `
varying vec2 vUv;

varying vec2 v_rgbNW;
varying vec2 v_rgbNE;
varying vec2 v_rgbSW;
varying vec2 v_rgbSE;
varying vec2 v_rgbM;

uniform vec2 resolution;
uniform sampler2D tDiffuse;

#ifndef FXAA_REDUCE_MIN
    #define FXAA_REDUCE_MIN   (1.0/ 128.0)
#endif
#ifndef FXAA_REDUCE_MUL
    #define FXAA_REDUCE_MUL   (1.0 / 8.0)
#endif
#ifndef FXAA_SPAN_MAX
    #define FXAA_SPAN_MAX     8.0
#endif

vec4 fxaa(sampler2D tex, vec2 fragCoord, vec2 resolution,
    vec2 v_rgbNW, vec2 v_rgbNE, 
    vec2 v_rgbSW, vec2 v_rgbSE, 
    vec2 v_rgbM) {
  vec4 color;
  mediump vec2 inverseVP = vec2(1.0 / resolution.x, 1.0 / resolution.y);
  vec3 rgbNW = texture2D(tex, v_rgbNW).xyz;
  vec3 rgbNE = texture2D(tex, v_rgbNE).xyz;
  vec3 rgbSW = texture2D(tex, v_rgbSW).xyz;
  vec3 rgbSE = texture2D(tex, v_rgbSE).xyz;
  vec4 texColor = texture2D(tex, v_rgbM);
  vec3 rgbM  = texColor.xyz;
  vec3 luma = vec3(0.299, 0.587, 0.114);
  float lumaNW = dot(rgbNW, luma);
  float lumaNE = dot(rgbNE, luma);
  float lumaSW = dot(rgbSW, luma);
  float lumaSE = dot(rgbSE, luma);
  float lumaM  = dot(rgbM,  luma);
  float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
  float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));

  mediump vec2 dir;
  dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
  dir.y =  ((lumaNW + lumaSW) - (lumaNE + lumaSE));

  float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *
                  (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);

  float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);
  dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),
      max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
      dir * rcpDirMin)) * inverseVP;

  vec4 rgbA = 0.5 * (
    texture2D(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)) +
    texture2D(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)));
  vec4 rgbB = rgbA * 0.5 + 0.25 * (
    texture2D(tex, fragCoord * inverseVP + dir * -0.5) +
    texture2D(tex, fragCoord * inverseVP + dir * 0.5));

  float lumaB = dot(rgbB.rgb, luma);
  if ((lumaB < lumaMin) || (lumaB > lumaMax)) {
    color = rgbA;
  } else {
    color = rgbB;
  }
  return color;
}

void main() {
  vec2 fragCoord = vUv * resolution;
  gl_FragColor = fxaa(tDiffuse, fragCoord, resolution, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);
}
`;
const antialiasVertex = `
varying vec2 vUv;

varying vec2 v_rgbNW;
varying vec2 v_rgbNE;
varying vec2 v_rgbSW;
varying vec2 v_rgbSE;
varying vec2 v_rgbM;
uniform vec2 resolution;

// https://github.com/mattdesl/three-shader-fxaa

void main() {
  vUv = uv;

  vec2 fragCoord = uv * resolution;
  vec2 inverseVP = 1.0 / resolution.xy;
  v_rgbNW = (fragCoord + vec2(-1.0, -1.0)) * inverseVP;
  v_rgbNE = (fragCoord + vec2(1.0, -1.0)) * inverseVP;
  v_rgbSW = (fragCoord + vec2(-1.0, 1.0)) * inverseVP;
  v_rgbSE = (fragCoord + vec2(1.0, 1.0)) * inverseVP;
  v_rgbM = vec2(fragCoord * inverseVP);

  gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`;

const passThroughVertex = `
varying vec2 vUv;

void main() {
  vUv = uv;
  gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`;

const ssao = `

// From http://www.science-and-fiction.org/rendering/noise.html
float rand2d(vec2 co){
    return fract(sin(dot(co.xy, vec2(12.9898,78.233))) * 43758.5453);
}

uniform mat4 projMatrix;
uniform mat4 inverseProjectionMatrix;
uniform vec3 kernel[MAX_KERNEL_SIZE];
uniform sampler2D tDepth;
uniform sampler2D tDiffuse;
uniform float sampleRadius;
uniform float bias;
uniform float time;

in vec2 vUv;

vec3 viewPosFromDepth(float depth, vec2 uv) {
  // Depth to clip space: [0, 1] -> [-1, 1]
  float z = depth * 2.0 - 1.0;

  // Fragment in clip space
  vec4 clipSpacePosition = vec4(uv * 2.0 - 1.0, z, 1.0);
  vec4 viewSpacePosition = inverseProjectionMatrix * clipSpacePosition;

  // Perspective division
  viewSpacePosition /= viewSpacePosition.w;

  return viewSpacePosition.xyz;
}

vec3 computeWorldNormalFromDepth(sampler2D depthTexture, vec2 resolution, vec2 uv, float sampleDepth){
  float dx = 1.0 / resolution.x;
  float dy = 1.0 / resolution.y;

  vec2 uv1 = uv + vec2(dx, 0.0); // right
  float d1 = texture(depthTexture, uv1).r; 

  vec2 uv2 = uv + vec2(0.0, dy);  // up
  float d2 = texture(depthTexture, uv2).r;

  vec2 uv3 = uv + vec2(-dx, 0.0); // left
  float d3 = texture(depthTexture, uv3).r;

  vec2 uv4 = uv + vec2(0.0, -dy);  // down
  float d4 = texture(depthTexture, uv4).r;

  bool horizontalSampleCondition = abs(d1 - sampleDepth) < abs(d3 - sampleDepth);

  float horizontalSampleDepth = horizontalSampleCondition ? d1 : d3;
  vec2 horizontalSampleUv = horizontalSampleCondition ? uv1 : uv3;

  bool verticalSampleCondition = abs(d2 - sampleDepth) < abs(d4 - sampleDepth);

  float verticalSampleDepth = verticalSampleCondition ? d2 : d4;
  vec2 verticalSampleUv = verticalSampleCondition ? uv2 : uv4;

  vec3 viewPos = viewPosFromDepth(sampleDepth, vUv);
  
  vec3 viewPos1 = (horizontalSampleCondition == verticalSampleCondition) ? viewPosFromDepth(horizontalSampleDepth, horizontalSampleUv) : viewPosFromDepth(verticalSampleDepth, verticalSampleUv);
  vec3 viewPos2 = (horizontalSampleCondition == verticalSampleCondition) ? viewPosFromDepth(verticalSampleDepth, verticalSampleUv) : viewPosFromDepth(horizontalSampleDepth, horizontalSampleUv);

  return normalize(cross(viewPos1 - viewPos, viewPos2 - viewPos));
}

void main(){
  float d = texture(tDepth, vUv).r;
  vec3 c = texture(tDiffuse, vUv).rgb;

  ivec2 textureSize = textureSize(tDepth, 0);

  vec3 viewNormal = computeWorldNormalFromDepth(tDepth, vec2(float(textureSize.x), float(textureSize.y)), vUv, d);

  vec3 viewPosition = viewPosFromDepth(d, vUv);

  vec3 randomVec = normalize(vec3(rand2d( (vUv + cos(time))), rand2d((vUv + cos(time)) * 3.0), rand2d((vUv + cos(time)) * 5.0)));
  // vec3 randomVec = normalize(vec3(rand2d( (vUv + time)), rand2d((vUv + time) * 3.0), rand2d((vUv + time) * 5.0)));
  // vec3 randomVec = normalize(vec3(rand2d(viewPosition.xy + time), rand2d( (viewPosition.xz + time) * 3.0), rand2d((viewPosition.yz + time) * 5.0)));

  vec3 tangent = normalize(randomVec - viewNormal * dot(randomVec, viewNormal));

  vec3 bitangent = cross(viewNormal, tangent);

  mat3 TBN = mat3(tangent, bitangent, viewNormal);

  float occlusion = 0.0;

  for (int i = 0; i < MAX_KERNEL_SIZE; i++){
    
    vec3 sampleVector = TBN * kernel[i];
    sampleVector = viewPosition + sampleVector * sampleRadius;

    vec4 offset = projMatrix * vec4(sampleVector, 1.0);
    offset.xyz /= offset.w;
    offset.xyz = offset.xyz * 0.5 + 0.5;

    float realDepth = texture(tDepth, offset.xy).r;
    vec3 realPos = viewPosFromDepth(realDepth, offset.xy);

    float rangeCheck = smoothstep(0.0, 1.0, sampleRadius / length(viewPosition - realPos));

    occlusion += (realPos.z >= sampleVector.z + bias ? 1.0 : 0.0) * rangeCheck;
  }

  float occlusionFactor = 1.0 - clamp(occlusion / float(MAX_KERNEL_SIZE), 0.0, 1.0);
  gl_FragColor = vec4(c.r * occlusionFactor, c.g * occlusionFactor, c.b * occlusionFactor, 1.0);
}`;
const ssaoFinal = `
// Efficient Gaussian blur based on technique described by Daniel Rákos in
// http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/

varying vec2 vUv;

uniform sampler2D tDiffuse;
uniform sampler2D ssaoTexture;

uniform vec2 size;

const bool blur = true;

void main() {
  vec3 blurredAO;
  if (blur) {
    vec3 result = 0.5 * (
      2.0 * texture2D(ssaoTexture, vUv).rgb * 0.2270270270 +
      texture2D(ssaoTexture, vUv + vec2(1.3746153846, 0.0) / size.x).rgb * 0.3162162162 +
      texture2D(ssaoTexture, vUv + vec2(3.2307692308, 0.0) / size.x).rgb * 0.0702702703 +
      texture2D(ssaoTexture, vUv - vec2(1.3746153846, 0.0) / size.x).rgb * 0.3162162162 +
      texture2D(ssaoTexture, vUv - vec2(3.2307692308, 0.0) / size.x).rgb * 0.0702702703 +
      texture2D(ssaoTexture, vUv + vec2(0.0, 1.3746153846) / size.y).rgb * 0.3162162162 +
      texture2D(ssaoTexture, vUv + vec2(0.0, 3.2307692308) / size.y).rgb * 0.0702702703 +
      texture2D(ssaoTexture, vUv - vec2(0.0, 1.3746153846) / size.y).rgb * 0.3162162162 +
      texture2D(ssaoTexture, vUv - vec2(0.0, 3.2307692308) / size.y).rgb * 0.0702702703
    );
    blurredAO = result;
  } else {
    blurredAO = texture2D(ssaoTexture, vUv).rgb;
  }
  vec4 color = texture2D(tDiffuse, vUv);
  gl_FragColor = vec4(vec3(color.rgb * blurredAO), color.a);
}
`;

function setupRenderingPass(options) {
  const scene = new three__WEBPACK_IMPORTED_MODULE_3__.Scene();
  const material = new three__WEBPACK_IMPORTED_MODULE_3__.ShaderMaterial({
    uniforms: options.uniforms,
    defines: options.defines,
    vertexShader: options.vertexShader,
    fragmentShader: options.fragmentShader,
    depthWrite: false
  });
  const quad = new three__WEBPACK_IMPORTED_MODULE_3__.Mesh(new three__WEBPACK_IMPORTED_MODULE_3__.PlaneBufferGeometry(2, 2), material);
  quad.frustumCulled = false;
  scene.add(quad);
  return {
    scene,
    material
  };
}
function getBlob(canvas) {
  return new Promise(resolve => {
    canvas.toBlob(blob => resolve(blob != null ? blob : undefined));
  });
}
const quadCamera = new three__WEBPACK_IMPORTED_MODULE_3__.OrthographicCamera(-1, 1, 1, -1, 0, 1);
class OMOVIRenderer {
  constructor(options) {
    const {
      alpha,
      ssao
    } = options;
    this.alpha = alpha;
    this.renderer = new three__WEBPACK_IMPORTED_MODULE_3__.WebGLRenderer({
      alpha
    });
    this.renderer.localClippingEnabled = true;
    this.modelTarget = new three__WEBPACK_IMPORTED_MODULE_3__.WebGLRenderTarget(0, 0);
    this.modelTarget.depthBuffer = true;
    this.modelTarget.depthTexture = new three__WEBPACK_IMPORTED_MODULE_3__.DepthTexture(0, 0);
    this.modelTarget.depthTexture.type = three__WEBPACK_IMPORTED_MODULE_3__.UnsignedIntType;
    this.screenshotTarget = new three__WEBPACK_IMPORTED_MODULE_3__.WebGLRenderTarget(0, 0);
    this.screenshotTarget.depthBuffer = false;
    this.screenshotTarget.stencilBuffer = false;
    this.rttTarget = new three__WEBPACK_IMPORTED_MODULE_3__.WebGLRenderTarget(0, 0);
    this.ssaoTarget = new three__WEBPACK_IMPORTED_MODULE_3__.WebGLRenderTarget(0, 0);
    this.ssaoTarget.depthBuffer = false;
    this.ssaoTarget.stencilBuffer = false;
    this.ssaoFinalTarget = new three__WEBPACK_IMPORTED_MODULE_3__.WebGLRenderTarget(0, 0);
    this.ssaoFinalTarget.depthBuffer = false;
    this.ssaoFinalTarget.stencilBuffer = false;
    this.renderSsao = ssao;
    this.GUIScene = new three__WEBPACK_IMPORTED_MODULE_3__.Scene();
    const {
      scene: rttScene,
      uniforms: rttUniforms
    } = this.createRTTScene();
    this.rttScene = rttScene;
    this.rttUniforms = rttUniforms;
    const {
      scene: antiAliasScene,
      uniforms: antiAliasUniforms
    } = this.createAntialiasScene();
    this.antiAliasScene = antiAliasScene;
    this.antiAliasUniforms = antiAliasUniforms;
    const {
      scene: ssaoScene,
      uniforms: ssaoUniforms
    } = this.createSSAOScene();
    this.ssaoScene = ssaoScene;
    this.ssaoUniforms = ssaoUniforms;
    const {
      scene: ssaoFinalScene,
      uniforms: ssaoFinalUniforms
    } = this.createSSAOFinalScene();
    this.ssaoFinalScene = ssaoFinalScene;
    this.ssaoFinalUniforms = ssaoFinalUniforms;
    this.onBeforeModelRender = () => {};
    this.onBeforeSelectRender = () => {};
    this.onAfterRender = () => {};
  }
  dispose() {
    this.renderer.dispose();
    this.modelTarget.depthTexture.dispose();
    this.modelTarget.dispose();
    this.screenshotTarget.dispose();
    this.rttTarget.dispose();
    this.ssaoTarget.dispose();
    this.ssaoFinalTarget.dispose();
  }
  addGUIComponent(object) {
    this.GUIScene.add(object);
  }
  createRTTScene() {
    const uniforms = {
      tBase: {
        value: this.modelTarget.texture
      },
      texelSize: {
        value: new three__WEBPACK_IMPORTED_MODULE_3__.Vector2()
      }
    };
    const {
      scene,
      material
    } = setupRenderingPass({
      uniforms,
      defines: {},
      vertexShader: rttVertex,
      fragmentShader: rttFragment
    });
    return {
      scene,
      uniforms
    };
  }
  createAntialiasScene() {
    const uniforms = {
      tDiffuse: {
        value: this.ssaoFinalTarget.texture
      },
      resolution: {
        value: new three__WEBPACK_IMPORTED_MODULE_3__.Vector2()
      }
    };
    const {
      scene,
      material
    } = setupRenderingPass({
      uniforms,
      defines: {},
      vertexShader: antialiasVertex,
      fragmentShader: antialiasFragment
    });
    return {
      scene,
      uniforms
    };
  }
  createKernel(kernelSize) {
    const result = [];
    for (let i = 0; i < kernelSize; i++) {
      const sample = new three__WEBPACK_IMPORTED_MODULE_3__.Vector3();
      while (sample.length() < 1.0) {
        sample.x = Math.random() * 2 - 1;
        sample.y = Math.random() * 2 - 1;
        sample.z = Math.random();
      }
      sample.normalize();
      let scale = i / kernelSize;
      scale = lerp(0.1, 1, scale * scale);
      sample.multiplyScalar(scale);
      result.push(sample);
    }
    return result;
    function lerp(value1, value2, amount) {
      amount = amount < 0 ? 0 : amount;
      amount = amount > 1 ? 1 : amount;
      return value1 + (value2 - value1) * amount;
    }
  }
  createSSAOScene() {
    const defines = {
      MAX_KERNEL_SIZE: 32
    };
    const uniforms = {
      tDepth: {
        value: this.modelTarget.depthTexture
      },
      tDiffuse: {
        value: this.rttTarget.texture
      },
      size: {
        value: new three__WEBPACK_IMPORTED_MODULE_3__.Vector2()
      },
      sampleRadius: {
        value: 5
      },
      bias: {
        value: 0.5
      },
      kernel: {
        value: this.createKernel(defines.MAX_KERNEL_SIZE)
      },
      projMatrix: {
        value: new three__WEBPACK_IMPORTED_MODULE_3__.Matrix4()
      },
      inverseProjectionMatrix: {
        value: new three__WEBPACK_IMPORTED_MODULE_3__.Matrix4()
      },
      time: {
        value: 0.0
      }
    };
    const {
      scene,
      material
    } = setupRenderingPass({
      uniforms,
      defines,
      vertexShader: passThroughVertex,
      fragmentShader: ssao
    });
    return {
      scene,
      uniforms
    };
  }
  createSSAOFinalScene() {
    const uniforms = {
      tDiffuse: {
        value: this.rttTarget.texture
      },
      ssaoTexture: {
        value: this.ssaoTarget.texture
      },
      size: {
        value: new three__WEBPACK_IMPORTED_MODULE_3__.Vector2()
      }
    };
    const {
      scene,
      material
    } = setupRenderingPass({
      uniforms,
      defines: {},
      vertexShader: passThroughVertex,
      fragmentShader: ssaoFinal
    });
    return {
      scene,
      uniforms
    };
  }
  setSize(width, height) {
    console.log("Resize: ", width, height);
    this.renderer.setSize(width, height, false);
    this.modelTarget.setSize(width, height);
    this.screenshotTarget.setSize(width, height);
    this.rttTarget.setSize(width, height);
    this.rttUniforms.texelSize.value.set(1.75 / width, 1.75 / height);
    this.antiAliasUniforms.resolution.value.set(width, height);
    const halfWidth = width * 0.5;
    const halfHeight = height * 0.5;
    this.ssaoTarget.setSize(halfWidth, halfHeight);
    this.ssaoUniforms.size.value.set(halfWidth, halfHeight);
    this.ssaoFinalTarget.setSize(halfWidth, halfHeight);
    this.ssaoFinalUniforms.size.value.set(halfWidth, halfHeight);
  }
  getSize() {
    return this.renderer.getSize(new three__WEBPACK_IMPORTED_MODULE_3__.Vector2());
  }
  getScreenshot(scene, camera, width, height) {
    try {
      const _this = this;
      if (width === undefined) width = _this.getSize().width;
      if (height === undefined) height = _this.getSize().height;
      const {
        width: oldWidth,
        height: oldHeight
      } = _this.getSize();
      _this.setSize(width, height);
      const canvas = document.createElement('canvas');
      canvas.width = width;
      canvas.height = height;
      const ctx = canvas.getContext('2d');
      const imageData = ctx.createImageData(width, 1);
      const pixelBuffer = new Uint8Array(width * 4);
      _this.render(scene, camera, _this.screenshotTarget);
      for (let y = 0; y < height; y++) {
        _this.renderer.readRenderTargetPixels(_this.screenshotTarget, 0, y, width, 1, pixelBuffer);
        if (!_this.alpha) {
          for (let x = 0; x < width; x++) {
            let idx = x * 4 + 3;
            if (pixelBuffer[idx] === 0) {
              pixelBuffer[idx--] = 255;
              pixelBuffer[idx--] = 0;
              pixelBuffer[idx--] = 0;
              pixelBuffer[idx--] = 0;
            }
          }
        }
        imageData.data.set(pixelBuffer);
        ctx.putImageData(imageData, 0, height - 1 - y);
      }
      _this.setSize(oldWidth, oldHeight);
      return Promise.resolve(getBlob(canvas)).then(function (blob) {
        canvas.remove();
        return URL.createObjectURL(blob);
      });
    } catch (e) {
      return Promise.reject(e);
    }
  }
  render(scene, camera, target) {
    this.ssaoUniforms.inverseProjectionMatrix.value = camera.projectionMatrixInverse;
    this.ssaoUniforms.projMatrix.value = camera.projectionMatrix;
    this.ssaoUniforms.time.value = Date.now() % 1000;
    this.onBeforeModelRender();
    this.renderer.setRenderTarget(this.modelTarget);
    this.renderer.render(scene, camera);
    this.onBeforeSelectRender();
    this.renderer.setRenderTarget(this.renderSsao ? this.rttTarget : this.ssaoFinalTarget);
    this.renderer.render(this.rttScene, quadCamera);
    if (this.renderSsao) {
      this.renderer.setRenderTarget(this.ssaoTarget);
      this.renderer.render(this.ssaoScene, quadCamera);
      this.renderer.setRenderTarget(null);
      this.renderer.render(this.ssaoFinalScene, quadCamera);
    }
    this.renderer.autoClear = false;
    this.renderer.render(this.GUIScene, camera);
    this.renderer.autoClear = true;
    this.onAfterRender();
  }
  getRawRenderer() {
    return this.renderer;
  }
}

const inverseModelMatrix = new three__WEBPACK_IMPORTED_MODULE_3__.Matrix4();
const modelViewMatrix = new three__WEBPACK_IMPORTED_MODULE_3__.Matrix4();
const normalMatrix = new three__WEBPACK_IMPORTED_MODULE_3__.Matrix3();
const inverseNormalMatrix = new three__WEBPACK_IMPORTED_MODULE_3__.Matrix3();
const v1 = new three__WEBPACK_IMPORTED_MODULE_3__.Vector3();
const v2 = new three__WEBPACK_IMPORTED_MODULE_3__.Vector3();
const adjustCamera = (camera, width, height) => {
  if (camera instanceof three__WEBPACK_IMPORTED_MODULE_3__.PerspectiveCamera) {
    camera.aspect = width / height;
  }
  camera.updateProjectionMatrix();
};
class Visualizer {
  constructor({
    domElement,
    initialColors,
    onCameraChanged
  } = {}) {
    this.add = object => {
      if (this.cachedMeshes[object.id]) {
        this.object.add(this.cachedMeshes[object.id]);
        return;
      }
      let material;
      if (object instanceof Particles) {
        material = this.materials['particles'];
      } else {
        material = this.materials['bonds'];
      }
      const geometry = object.getGeometry();
      const mesh = new three__WEBPACK_IMPORTED_MODULE_3__.InstancedMesh(geometry, material, object.capacity);
      mesh.count = object.count;
      object.mesh = mesh;
      const matrix = new three__WEBPACK_IMPORTED_MODULE_3__.Matrix4();
      for (let i = 0; i < object.count; i++) {
        mesh.setMatrixAt(i, matrix);
      }
      mesh.frustumCulled = false;
      this.cachedMeshes[object.id] = mesh;
      this.object.add(mesh);
    };
    this.remove = object => {
      if (this.cachedMeshes[object.id]) {
        this.object.remove(this.cachedMeshes[object.id]);
        return;
      }
      throw new Error("Tried to remove object that never was added to the scene.");
    };
    this.setupCanvas = canvas => {
      canvas.style.width = '640px';
      canvas.style.height = '480px';
      canvas.style.minWidth = '100%';
      canvas.style.minHeight = '100%';
      canvas.style.maxWidth = '100%';
      canvas.style.maxHeight = '100%';
    };
    this.setupCamera = camera => {
      camera.position.set(10, 10, 10);
      camera.lookAt(new three__WEBPACK_IMPORTED_MODULE_3__.Vector3(0, 0, 0));
    };
    this.updateUniforms = camera => {
      this.object.matrixWorld.copy(this.object.matrixWorld).invert();
      modelViewMatrix.copy(camera.matrixWorldInverse).multiply(this.object.matrixWorld);
      normalMatrix.getNormalMatrix(modelViewMatrix);
      inverseNormalMatrix.copy(normalMatrix).invert();
      Object.values(this.materials).forEach(material => {
        if (material.uniforms.inverseModelMatrix != null) {
          material.uniforms.inverseModelMatrix.value.copy(inverseModelMatrix);
        }
        if (material.uniforms.inverseNormalMatrix != null) {
          material.uniforms.inverseNormalMatrix.value.copy(inverseNormalMatrix);
        }
      });
    };
    this.dispose = () => {
      if (this.domElement) {
        this.domElement.removeChild(this.canvas);
      }
      Object.values(this.materials).forEach(material => {
        material.dispose();
      });
      this.renderer.dispose();
    };
    this.getCameraPosition = () => {
      return this.controls.getState().position;
    };
    this.getCameraTarget = () => {
      return this.controls.getState().target;
    };
    this.setCameraPosition = position => {
      this.controls.setState(position, this.getCameraTarget());
    };
    this.setCameraTarget = target => {
      this.controls.setState(this.getCameraPosition(), target);
    };
    this.setColor = (index, color) => {
      this.colorTexture.setRGBA(index, color.r, color.g, color.b);
    };
    this.setRadius = (index, radius) => {
      this.setRadiusCalled = true;
      this.radiusTexture.setFloat(index, radius);
    };
    this.animate = () => {
      if (!this.idle) {
        this.memoryStats.update();
        this.cpuStats.begin();
        this.resizeIfNeeded();
        this.controls.update(this.clock.getDelta());
        this.updateUniforms(this.camera);
        this.renderer.render(this.scene, this.camera);
        this.cpuStats.end();
        this.forceRender = false;
      }
      this.latestRequestId = requestAnimationFrame(this.animate.bind(this));
    };
    this.resizeIfNeeded = () => {
      const maxTextureSize = 1.4e6;
      const rendererSize = this.renderer.getSize();
      const rendererPixelWidth = rendererSize.width;
      const rendererPixelHeight = rendererSize.height;
      let clientWidth;
      let clientHeight;
      if (this.domElement) {
        clientWidth = this.domElement.clientWidth !== 0 ? this.domElement.clientWidth : this.canvas.clientWidth;
        clientHeight = this.domElement.clientHeight !== 0 ? this.domElement.clientHeight : this.canvas.clientHeight;
      } else {
        clientWidth = this.canvas.clientWidth;
        clientHeight = this.canvas.clientHeight;
      }
      const clientPixelWidth = window.devicePixelRatio * clientWidth;
      const clientPixelHeight = window.devicePixelRatio * clientHeight;
      const clientTextureSize = clientPixelWidth * clientPixelHeight;
      const scale = clientTextureSize > maxTextureSize ? Math.sqrt(maxTextureSize / clientTextureSize) : 1;
      const width = clientPixelWidth * scale;
      const height = clientPixelHeight * scale;
      const maxError = 0.1;
      const isOptimalSize = Math.abs(rendererPixelWidth - width) < maxError && Math.abs(rendererPixelHeight - height) < maxError;
      if (isOptimalSize) {
        return false;
      }
      this.renderer.setSize(width, height);
      adjustCamera(this.camera, width, height);
      return true;
    };
    this.renderer = new OMOVIRenderer({
      alpha: false,
      ssao: true
    });
    this.idle = false;
    this.setRadiusCalled = false;
    this.canvas = this.renderer.getRawRenderer().domElement;
    if (domElement) {
      this.domElement = domElement;
      this.domElement.appendChild(this.canvas);
    }
    this.setupCanvas(this.canvas);
    this.scene = new three__WEBPACK_IMPORTED_MODULE_3__.Scene();
    this.forceRender = false;
    this.cachedMeshes = {};
    this.ambientLight = new three__WEBPACK_IMPORTED_MODULE_3__.AmbientLight(0xffffff, 0.5);
    this.pointLight = new three__WEBPACK_IMPORTED_MODULE_3__.PointLight(0xffffff, 0.5, 150, 1);
    this.scene.add(this.ambientLight);
    this.scene.add(this.pointLight);
    const maxParticleIndex = 4096 * 4096;
    this.colorTexture = new DataTexture('colorTexture', maxParticleIndex, "rgba", () => {
      this.forceRender = true;
    });
    this.radiusTexture = new DataTexture('radiusTexture', maxParticleIndex, "float", () => {
      this.forceRender = true;
    });
    initialColors === null || initialColors === void 0 ? void 0 : initialColors.forEach((color, index) => {
      this.colorTexture.setRGBA(index, color.r, color.g, color.b);
    });
    this.camera = new three__WEBPACK_IMPORTED_MODULE_3__.PerspectiveCamera(60, 640 / 480, 0.1, 10000);
    this.setupCamera(this.camera);
    this.controls = new ComboControls(this.camera, this.canvas);
    this.controls.addEventListener('cameraChange', event => {
      const {
        position,
        target
      } = event.camera;
      this.pointLight.position.set(position.x, position.y, position.z);
      if (onCameraChanged) {
        onCameraChanged(position, target);
      }
    });
    this.latestRequestId = undefined;
    this.clock = new three__WEBPACK_IMPORTED_MODULE_3__.Clock();
    this.object = new three__WEBPACK_IMPORTED_MODULE_3__.Object3D();
    this.scene.add(this.object);
    this.cpuStats = new (stats_js__WEBPACK_IMPORTED_MODULE_1___default())();
    this.memoryStats = new (stats_js__WEBPACK_IMPORTED_MODULE_1___default())();
    this.cpuStats.showPanel(0);
    this.memoryStats.showPanel(2);
    this.cpuStats.domElement.style.cssText = 'position:absolute;top:0px;right:80px;';
    this.memoryStats.domElement.style.cssText = 'position:absolute;top:0px;right:0px;';
    this.materials = {};
    this.materials['particles'] = createMaterial('particle', particleVertexShader, particleFragmentShader, this.colorTexture, this.radiusTexture);
    this.materials['bonds'] = createMaterial('bonds', bondVertexShader, bondFragmentShader, this.colorTexture, this.radiusTexture);
    this.animate();
    window.visualizer = this;
    window.THREE = three__WEBPACK_IMPORTED_MODULE_3__;
  }
}

const colors = [{
  r: 255,
  g: 102,
  b: 102
}, {
  r: 102,
  g: 102,
  b: 255
}, {
  r: 255,
  g: 255,
  b: 0
}, {
  r: 255,
  g: 102,
  b: 255
}, {
  r: 102,
  g: 255,
  b: 51
}, {
  r: 204,
  g: 255,
  b: 179
}, {
  r: 179,
  g: 0,
  b: 255
}, {
  r: 51,
  g: 255,
  b: 255
}, {
  r: 247,
  g: 247,
  b: 247
}];
function getColor(particleType) {
  const index = particleType % colors.length;
  return colors[index];
}
const AtomTypes = {
  H: {
    shortname: 'H',
    fullname: 'hydrogen',
    radius: 1.2,
    color: {
      r: 204,
      g: 204,
      b: 204
    }
  },
  He: {
    shortname: 'He',
    fullname: 'helium',
    radius: 1.4,
    color: {
      r: 217,
      g: 255,
      b: 255
    }
  },
  Li: {
    shortname: 'Li',
    fullname: 'lithium',
    radius: 1.82,
    color: {
      r: 204,
      g: 128,
      b: 255
    }
  },
  Be: {
    shortname: 'Be',
    fullname: 'beryllium',
    radius: 1.53,
    color: {
      r: 194,
      g: 255,
      b: 0
    }
  },
  B: {
    shortname: 'B',
    fullname: 'boron',
    radius: 1.92,
    color: {
      r: 255,
      g: 181,
      b: 181
    }
  },
  C: {
    shortname: 'C',
    fullname: 'carbon',
    radius: 1.7,
    color: {
      r: 80,
      g: 80,
      b: 80
    }
  },
  N: {
    shortname: 'N',
    fullname: 'nitrogen',
    radius: 1.55,
    color: {
      r: 48,
      g: 80,
      b: 248
    }
  },
  O: {
    shortname: 'O',
    fullname: 'oxygen',
    radius: 1.52,
    color: {
      r: 170,
      g: 0,
      b: 0
    }
  },
  F: {
    shortname: 'F',
    fullname: 'fluorine',
    radius: 1.35,
    color: {
      r: 144,
      g: 224,
      b: 80
    }
  },
  Ne: {
    shortname: 'Ne',
    fullname: 'neon',
    radius: 1.54,
    color: {
      r: 48,
      g: 80,
      b: 248
    }
  },
  Na: {
    shortname: 'Na',
    fullname: 'sodium',
    radius: 2.27,
    color: {
      r: 171,
      g: 92,
      b: 242
    }
  },
  Mg: {
    shortname: 'Mg',
    fullname: 'magnesium',
    radius: 1.73,
    color: {
      r: 138,
      g: 255,
      b: 0
    }
  },
  Al: {
    shortname: 'Al',
    fullname: 'aluminium',
    radius: 1.84,
    color: {
      r: 191,
      g: 166,
      b: 166
    }
  },
  Si: {
    shortname: 'Si',
    fullname: 'silicon',
    radius: 2.27,
    color: {
      r: 240,
      g: 200,
      b: 160
    }
  },
  P: {
    shortname: 'P',
    fullname: 'phosphorus',
    radius: 1.8,
    color: {
      r: 255,
      g: 128,
      b: 0
    }
  },
  S: {
    shortname: 'S',
    fullname: 'sulfur',
    radius: 1.8,
    color: {
      r: 255,
      g: 255,
      b: 48
    }
  },
  Cl: {
    shortname: 'Cl',
    fullname: 'chlorine',
    radius: 1.75,
    color: {
      r: 31,
      g: 240,
      b: 31
    }
  },
  Ar: {
    shortname: 'Ar',
    fullname: 'argon',
    radius: 1.88,
    color: {
      r: 128,
      g: 209,
      b: 227
    }
  },
  K: {
    shortname: 'K',
    fullname: 'potassium',
    radius: 2.75,
    color: {
      r: 143,
      g: 64,
      b: 212
    }
  },
  Ca: {
    shortname: 'Ca',
    fullname: 'calcium',
    radius: 2.31,
    color: {
      r: 61,
      g: 255,
      b: 0
    }
  },
  Sc: {
    shortname: 'Sc',
    fullname: 'scandium',
    radius: 2.11,
    color: {
      r: 230,
      g: 230,
      b: 230
    }
  },
  Ti: {
    shortname: 'Ti',
    fullname: 'titanium',
    radius: 2.0,
    color: {
      r: 191,
      g: 194,
      b: 199
    }
  },
  V: {
    shortname: 'V',
    fullname: 'vanadium',
    radius: 2.0,
    color: {
      r: 166,
      g: 166,
      b: 171
    }
  },
  Cr: {
    shortname: 'Cr',
    fullname: 'chromium',
    radius: 2.0,
    color: {
      r: 138,
      g: 153,
      b: 199
    }
  },
  Mn: {
    shortname: 'Mn',
    fullname: 'manganese',
    radius: 2.0,
    color: {
      r: 156,
      g: 122,
      b: 199
    }
  },
  Fe: {
    shortname: 'Fe',
    fullname: 'iron',
    radius: 2.0,
    color: {
      r: 224,
      g: 102,
      b: 51
    }
  },
  Co: {
    shortname: 'Co',
    fullname: 'cobalt',
    radius: 2.0,
    color: {
      r: 240,
      g: 144,
      b: 160
    }
  },
  Ni: {
    shortname: 'Ni',
    fullname: 'nickel',
    radius: 1.63,
    color: {
      r: 80,
      g: 208,
      b: 80
    }
  },
  Cu: {
    shortname: 'Cu',
    fullname: 'copper',
    radius: 1.4,
    color: {
      r: 200,
      g: 128,
      b: 51
    }
  },
  Zn: {
    shortname: 'Zn',
    fullname: 'zinc',
    radius: 1.39,
    color: {
      r: 125,
      g: 128,
      b: 176
    }
  },
  Ga: {
    shortname: 'Ga',
    fullname: 'gallium',
    radius: 1.87,
    color: {
      r: 194,
      g: 143,
      b: 143
    }
  },
  Ge: {
    shortname: 'Ge',
    fullname: 'germanium',
    radius: 2.11,
    color: {
      r: 102,
      g: 143,
      b: 143
    }
  },
  As: {
    shortname: 'As',
    fullname: 'arsenic',
    radius: 1.85,
    color: {
      r: 189,
      g: 128,
      b: 227
    }
  },
  Se: {
    shortname: 'Se',
    fullname: 'selenium',
    radius: 1.9,
    color: {
      r: 255,
      g: 161,
      b: 0
    }
  },
  Br: {
    shortname: 'Br',
    fullname: 'bromine',
    radius: 1.85,
    color: {
      r: 166,
      g: 41,
      b: 41
    }
  },
  Kr: {
    shortname: 'Kr',
    fullname: 'krypton',
    radius: 2.02,
    color: {
      r: 92,
      g: 184,
      b: 209
    }
  },
  Rb: {
    shortname: 'Rb',
    fullname: 'rubidium',
    radius: 3.03,
    color: {
      r: 112,
      g: 46,
      b: 176
    }
  },
  Sr: {
    shortname: 'Sr',
    fullname: 'strontium',
    radius: 2.49,
    color: {
      r: 0,
      g: 255,
      b: 0
    }
  },
  Y: {
    shortname: 'Y',
    fullname: 'yttrium',
    radius: 2.0,
    color: {
      r: 148,
      g: 255,
      b: 255
    }
  },
  Zr: {
    shortname: 'Zr',
    fullname: 'zirconium',
    radius: 2.0,
    color: {
      r: 148,
      g: 224,
      b: 224
    }
  },
  Nb: {
    shortname: 'Nb',
    fullname: 'niobium',
    radius: 2.0,
    color: {
      r: 115,
      g: 194,
      b: 201
    }
  },
  Mo: {
    shortname: 'Mo',
    fullname: 'molybdenum',
    radius: 2.0,
    color: {
      r: 84,
      g: 181,
      b: 181
    }
  },
  Tc: {
    shortname: 'Tc',
    fullname: 'technetium',
    radius: 2.0,
    color: {
      r: 59,
      g: 158,
      b: 158
    }
  },
  Ru: {
    shortname: 'Ru',
    fullname: 'ruthenium',
    radius: 2.0,
    color: {
      r: 36,
      g: 143,
      b: 143
    }
  },
  Rh: {
    shortname: 'Rh',
    fullname: 'rhodium',
    radius: 2.0,
    color: {
      r: 10,
      g: 125,
      b: 140
    }
  },
  Pd: {
    shortname: 'Pd',
    fullname: 'palladium',
    radius: 1.63,
    color: {
      r: 0,
      g: 105,
      b: 133
    }
  },
  Ag: {
    shortname: 'Ag',
    fullname: 'silver',
    radius: 1.72,
    color: {
      r: 192,
      g: 192,
      b: 192
    }
  },
  Cd: {
    shortname: 'Cd',
    fullname: 'cadmium',
    radius: 1.58,
    color: {
      r: 255,
      g: 217,
      b: 143
    }
  },
  In: {
    shortname: 'In',
    fullname: 'indium',
    radius: 1.93,
    color: {
      r: 166,
      g: 117,
      b: 115
    }
  },
  Sn: {
    shortname: 'Sn',
    fullname: 'tin',
    radius: 2.17,
    color: {
      r: 102,
      g: 128,
      b: 128
    }
  },
  Sb: {
    shortname: 'Sb',
    fullname: 'antimony',
    radius: 2.06,
    color: {
      r: 158,
      g: 99,
      b: 181
    }
  },
  Te: {
    shortname: 'Te',
    fullname: 'tellurium',
    radius: 2.06,
    color: {
      r: 212,
      g: 122,
      b: 0
    }
  },
  I: {
    shortname: 'I',
    fullname: 'iodine',
    radius: 1.98,
    color: {
      r: 148,
      g: 0,
      b: 148
    }
  },
  Xe: {
    shortname: 'Xe',
    fullname: 'xenon',
    radius: 2.16,
    color: {
      r: 66,
      g: 158,
      b: 176
    }
  },
  Cs: {
    shortname: 'Cs',
    fullname: 'caesium',
    radius: 3.43,
    color: {
      r: 87,
      g: 23,
      b: 143
    }
  },
  Ba: {
    shortname: 'Ba',
    fullname: 'barium',
    radius: 2.68,
    color: {
      r: 0,
      g: 201,
      b: 0
    }
  },
  La: {
    shortname: 'La',
    fullname: 'lanthanum',
    radius: 2.0,
    color: {
      r: 112,
      g: 212,
      b: 255
    }
  },
  Ce: {
    shortname: 'Ce',
    fullname: 'cerium',
    radius: 2.0,
    color: {
      r: 255,
      g: 255,
      b: 199
    }
  },
  Pr: {
    shortname: 'Pr',
    fullname: 'praseodymium',
    radius: 2.0,
    color: {
      r: 217,
      g: 255,
      b: 199
    }
  },
  Nd: {
    shortname: 'Nd',
    fullname: 'neodymium',
    radius: 2.0,
    color: {
      r: 199,
      g: 255,
      b: 199
    }
  },
  Pm: {
    shortname: 'Pm',
    fullname: 'promethium',
    radius: 2.0,
    color: {
      r: 163,
      g: 255,
      b: 199
    }
  },
  Sm: {
    shortname: 'Sm',
    fullname: 'samarium',
    radius: 2.0,
    color: {
      r: 143,
      g: 255,
      b: 199
    }
  },
  Eu: {
    shortname: 'Eu',
    fullname: 'europium',
    radius: 2.0,
    color: {
      r: 97,
      g: 255,
      b: 199
    }
  },
  Gd: {
    shortname: 'Gd',
    fullname: 'gadolinium',
    radius: 2.0,
    color: {
      r: 69,
      g: 255,
      b: 199
    }
  },
  Tb: {
    shortname: 'Tb',
    fullname: 'terbium',
    radius: 2.0,
    color: {
      r: 48,
      g: 255,
      b: 199
    }
  },
  Dy: {
    shortname: 'Dy',
    fullname: 'dysprosium',
    radius: 2.0,
    color: {
      r: 31,
      g: 255,
      b: 199
    }
  },
  Ho: {
    shortname: 'Ho',
    fullname: 'holmium',
    radius: 2.0,
    color: {
      r: 0,
      g: 255,
      b: 156
    }
  },
  Er: {
    shortname: 'Er',
    fullname: 'erbium',
    radius: 2.0,
    color: {
      r: 0,
      g: 230,
      b: 117
    }
  },
  Tm: {
    shortname: 'Tm',
    fullname: 'thulium',
    radius: 2.0,
    color: {
      r: 0,
      g: 212,
      b: 82
    }
  },
  Yb: {
    shortname: 'Yb',
    fullname: 'ytterbium',
    radius: 2.0,
    color: {
      r: 0,
      g: 191,
      b: 56
    }
  },
  Lu: {
    shortname: 'Lu',
    fullname: 'lutetium',
    radius: 2.0,
    color: {
      r: 0,
      g: 171,
      b: 36
    }
  },
  Hf: {
    shortname: 'Hf',
    fullname: 'hafnium',
    radius: 2.0,
    color: {
      r: 77,
      g: 194,
      b: 255
    }
  },
  Ta: {
    shortname: 'Ta',
    fullname: 'tantalum',
    radius: 2.0,
    color: {
      r: 77,
      g: 166,
      b: 255
    }
  },
  W: {
    shortname: 'W',
    fullname: 'tungsten',
    radius: 2.0,
    color: {
      r: 33,
      g: 148,
      b: 214
    }
  }
};

class SimulationData {
  constructor() {
    this.getFrame = index => {
      const frame = this.frames[index];
      if (this.generateBondsFunction && frame.bonds == null) {
        const bonds = this.generateBondsFunction(frame);
        if (bonds.count > 0) {
          frame.bonds = bonds;
        }
      }
      return frame;
    };
    this.getNumFrames = () => {
      return this.frames.length;
    };
    this.getUniqueParticleTypes = () => {
      const particleTypes = [];
      this.frames.forEach(frame => {
        particleTypes.push(...frame.particleTypes);
      });
      return [...new Set(particleTypes)].sort();
    };
    this.frames = [];
  }
}

class SimulationCell {
  constructor(vector1, vector2, vector3, origin) {
    this.getCenter = () => {
      const center = this.origin.clone().add(this.vector1.clone().multiplyScalar(0.5)).add(this.vector2.clone().multiplyScalar(0.5)).add(this.vector3.clone().multiplyScalar(0.5));
      return center;
    };
    this.getOrigin = () => {
      return this.origin.clone();
    };
    this.getBoundingBox = () => {
      const box = new three__WEBPACK_IMPORTED_MODULE_3__.Box3();
      box.expandByPoint(this.origin.clone().add(this.vector1));
      box.expandByPoint(this.origin.clone().add(this.vector2));
      box.expandByPoint(this.origin.clone().add(this.vector3));
      box.expandByPoint(this.origin);
      return box;
    };
    this.vector1 = vector1;
    this.vector2 = vector2;
    this.vector3 = vector3;
    this.origin = origin;
  }
}

class SimulationDataFrame {
  constructor(particles, simulationCell) {
    this.generateSimulationCell = () => {
      let box = new three__WEBPACK_IMPORTED_MODULE_3__.Box3();
      for (let i = 0; i < this.particles.count; i++) {
        box = box.expandByPoint(this.particles.getPosition(i));
      }
      const size = box.getSize(new three__WEBPACK_IMPORTED_MODULE_3__.Vector3());
      const origin = box.getCenter(new three__WEBPACK_IMPORTED_MODULE_3__.Vector3()).sub(size.clone().multiplyScalar(0.5));
      const simulationCell = new SimulationCell(new three__WEBPACK_IMPORTED_MODULE_3__.Vector3(size.x, 0, 0), new three__WEBPACK_IMPORTED_MODULE_3__.Vector3(0, size.y, 0), new three__WEBPACK_IMPORTED_MODULE_3__.Vector3(0, 0, size.x), origin);
      return simulationCell;
    };
    this.particles = particles;
    const particleTypeMap = [];
    particles.types.forEach(particleType => {
      particleTypeMap[particleType] = true;
    });
    this.particleTypes = Object.keys(particleTypeMap);
    if (simulationCell) {
      this.simulationCell = simulationCell;
    } else {
      this.simulationCell = this.generateSimulationCell();
    }
  }
}

function addParticlesToFrame(lines, i, particles) {
  for (let j = 0; j < particles.capacity; j++) {
    const lineData = lines[i + j].split(/\s+/).filter(Boolean);
    const x = parseFloat(lineData[1]);
    const y = parseFloat(lineData[2]);
    const z = parseFloat(lineData[3]);
    const id = j;
    particles.add(x, y, z, id, 1);
  }
}
const parseXyz = data => {
  let particles;
  const frames = [];
  const lines = data.split('\n');
  const numLines = lines.length;
  let i = 0;
  let skipNextLine = false;
  let readNumParticles = true;
  while (i < numLines) {
    if (lines[i] === '') {
      i++;
      continue;
    }
    if (skipNextLine) {
      skipNextLine = false;
    } else if (readNumParticles) {
      const numParticles = parseInt(lines[i], 10);
      if (isNaN(numParticles)) {
        console.log('Warning, got NaN as numParticles');
        break;
      }
      particles = new Particles(numParticles);
      readNumParticles = false;
      skipNextLine = true;
    } else {
      if (particles) {
        addParticlesToFrame(lines, i, particles);
        const frame = new SimulationDataFrame(particles);
        frames.push(frame);
        i += particles.count - 1;
        readNumParticles = true;
      }
    }
    i++;
  }
  const simulationData = new SimulationData();
  simulationData.frames = frames;
  return simulationData;
};

const parseHeader = (buffer, offset = 0) => {
  const triclinicParser = new binary_parser__WEBPACK_IMPORTED_MODULE_2__.Parser().endianess('little').doublele('xy').doublele('xz').doublele('yz');
  const noParser = new binary_parser__WEBPACK_IMPORTED_MODULE_2__.Parser();
  const ipHeader = new binary_parser__WEBPACK_IMPORTED_MODULE_2__.Parser().endianess('little').seek(offset).int64('numTimesteps').int64('numAtoms').int32('isTriclinic').int32('boundary0').int32('boundary1').int32('boundary2').int32('boundary3').int32('boundary4').int32('boundary5').doublele('xlo').doublele('xhi').doublele('ylo').doublele('yhi').doublele('zlo').doublele('zhi').choice('triclinic', {
    tag: 'isTriclinic',
    choices: {
      1: triclinicParser,
      0: noParser
    }
  }).int32('sizeOne').int32('numChunks').saveOffset('headerOffset');
  return ipHeader.parse(buffer);
};
const parseFrame = (buffer, offset = 0) => {
  const header = parseHeader(buffer, offset);
  offset = header.headerOffset;
  const particles = new Particles(Number(header.numAtoms));
  for (let chunkIndex = 0; chunkIndex < header.numChunks; chunkIndex++) {
    const chunkParser = new binary_parser__WEBPACK_IMPORTED_MODULE_2__.Parser().endianess('little').seek(offset).int32le('bufferSize').array('buffer', {
      type: 'doublele',
      length: 'bufferSize'
    }).saveOffset('chunkOffset');
    const chunk = chunkParser.parse(buffer);
    offset = chunk.chunkOffset;
    for (let particleIndex = 0; particleIndex < header.numAtoms; particleIndex++) {
      const id = chunk.buffer[0 + particleIndex * header.sizeOne];
      const type = chunk.buffer[1 + particleIndex * header.sizeOne];
      const x = chunk.buffer[2 + particleIndex * header.sizeOne];
      const y = chunk.buffer[3 + particleIndex * header.sizeOne];
      const z = chunk.buffer[4 + particleIndex * header.sizeOne];
      const typeStr = type.toString();
      particles.add(x, y, z, id, type);
    }
  }
  let xy, xz, yz;
  if (header.isTriclinic) {
    xy = header.triclinic.xy;
    xz = header.triclinic.xz;
    yz = header.triclinic.yz;
  }
  const simulationDataFrame = new SimulationDataFrame(particles);
  simulationDataFrame.simulationCell = new SimulationCell(new three__WEBPACK_IMPORTED_MODULE_3__.Vector3(header.xhi - header.xlo, 0, 0), new three__WEBPACK_IMPORTED_MODULE_3__.Vector3(xy, header.yhi - header.ylo, 0), new three__WEBPACK_IMPORTED_MODULE_3__.Vector3(xz, yz, header.zhi - header.zlo), new three__WEBPACK_IMPORTED_MODULE_3__.Vector3(header.xlo, header.ylo, header.zlo));
  return {
    simulationDataFrame: new SimulationDataFrame(particles),
    offset
  };
};
const parse = arrayBuffer => {
  const mainBuffer = Buffer.from(arrayBuffer);
  const simulationData = new SimulationData();
  let offset = 0;
  while (offset < mainBuffer.length) {
    const response = parseFrame(mainBuffer, offset);
    offset = response.offset;
    simulationData.frames.push(response.simulationDataFrame);
  }
  return simulationData;
};

class ParseError extends Error {}
const ensureNotNull = (lines, lineNumber, values) => {
  for (const key in values) {
    if (values[key] == null) {
      console.log('Found null value on line ', lines[lineNumber]);
      throw new ParseError(`Error parsing LAMMPS Data File. Expected non-null value for ${key} on line ${lineNumber}. Line: ${lines[lineNumber]}`);
    }
  }
};
const parseMolecular = (lines, lineNumber, particles) => {
  for (let j = 0; j < particles.capacity; j++) {
    const [idStr, molIdStr, typeStr, xStr, yStr, zStr] = lines[lineNumber + j].split(' ');
    ensureNotNull(lines, lineNumber, {
      x: xStr,
      y: yStr,
      z: zStr,
      id: idStr,
      molId: molIdStr,
      type: typeStr
    });
    const x = parseFloat(xStr);
    const y = parseFloat(yStr);
    const z = parseFloat(zStr);
    const id = parseInt(idStr);
    const type = parseInt(typeStr) - 1;
    particles.add(x, y, z, id, type);
  }
};
const parseAtomic = (lines, lineNumber, particles) => {
  for (let j = 0; j < particles.capacity; j++) {
    const [idStr, typeStr, xStr, yStr, zStr] = lines[lineNumber + j].split(' ');
    ensureNotNull(lines, lineNumber, {
      x: xStr,
      y: yStr,
      z: zStr,
      id: idStr,
      type: typeStr
    });
    const x = parseFloat(xStr);
    const y = parseFloat(yStr);
    const z = parseFloat(zStr);
    const id = parseInt(idStr);
    const type = parseInt(typeStr);
    particles.add(x, y, z, id, type);
  }
};
const findNext = (lines, lineNumber, needle, callback) => {
  while (lineNumber < lines.length) {
    const line = lines[lineNumber].trim();
    if (line.startsWith('#')) {
      lineNumber++;
      continue;
    }
    if (line === '') {
      lineNumber++;
      continue;
    }
    if (needle) {
      if (line.includes(needle)) {
        if (callback) {
          callback(line);
        }
        return lineNumber + 1;
      }
      throw new ParseError(`Error parsing LAMMPS Data File. Expected ${needle} on line ${lineNumber}. Line: ${lines[lineNumber]}`);
    }
    if (callback) {
      callback(line);
    }
    return lineNumber + 1;
  }
  return lines.length;
};
const getNextLineNumber = (lines, lineNumber, needle) => {
  while (lineNumber < lines.length) {
    const line = lines[lineNumber].trim();
    if (line.startsWith('#')) {
      lineNumber++;
      continue;
    }
    if (line === '') {
      lineNumber++;
      continue;
    }
    if (needle) {
      if (line.includes(needle)) {
        return lineNumber;
      }
    } else {
      return lineNumber;
    }
    lineNumber++;
  }
  return lineNumber;
};
const parseLAMMPSData = data => {
  const lines = data.split('\n');
  let lineNumber = 0;
  let numAtoms = 0;
  let xlo = 0;
  let xhi = 0;
  let ylo = 0;
  let yhi = 0;
  let zlo = 0;
  let zhi = 0;
  lineNumber = findNext(lines, lineNumber + 1, ' atoms', line => {
    numAtoms = parseInt(line.split(' ')[0]);
  });
  lineNumber = findNext(lines, lineNumber, ' atom types');
  lineNumber = findNext(lines, lineNumber, ' xlo xhi', line => {
    [xlo, xhi] = line.split(' ').map(parseFloat);
  });
  lineNumber = findNext(lines, lineNumber, ' ylo yhi', line => {
    [ylo, yhi] = line.split(' ').map(parseFloat);
  });
  lineNumber = findNext(lines, lineNumber, ' zlo zhi', line => {
    [zlo, zhi] = line.split(' ').map(parseFloat);
  });
  let xy = 0;
  let xz = 0;
  let yz = 0;
  if (lines[lineNumber + 1].includes('xy xz yz')) {
    lineNumber = findNext(lines, lineNumber + 1, ' xy xz yz', line => {
      [xy, xz, yz] = line.split(' ').map(parseFloat);
    });
  }
  lineNumber = getNextLineNumber(lines, lineNumber, 'Atoms');
  console.log(`Found Atoms on line ${lineNumber - 1} which is line ${lines[lineNumber - 1]}`);
  let isMolecular = false;
  lineNumber = findNext(lines, lineNumber, 'Atoms', line => {
    isMolecular = line.includes('molecular');
  });
  lineNumber++;
  const particles = new Particles(numAtoms);
  while (lines[lineNumber].trim() === '') {
    lineNumber++;
  }
  if (isMolecular) {
    parseMolecular(lines, lineNumber, particles);
  } else {
    parseAtomic(lines, lineNumber, particles);
  }
  const simulationCell = new SimulationCell(new three__WEBPACK_IMPORTED_MODULE_3__.Vector3(xhi - xlo, 0, 0), new three__WEBPACK_IMPORTED_MODULE_3__.Vector3(xy, yhi - ylo, 0), new three__WEBPACK_IMPORTED_MODULE_3__.Vector3(xz, yz, zhi - zlo), new three__WEBPACK_IMPORTED_MODULE_3__.Vector3(xlo, ylo, zlo));
  const simulationDataFrame = new SimulationDataFrame(particles, simulationCell);
  const simulationData = new SimulationData();
  simulationData.frames.push(simulationDataFrame);
  return simulationData;
};

class BinaryHeap {
  constructor(scoreFunction) {
    this.scoreFunction = scoreFunction;
    this.content = [];
    this.scoreFunction = scoreFunction;
  }
  push(element) {
    this.content.push(element);
    this.bubbleUp(this.content.length - 1);
  }
  pop() {
    const result = this.content[0];
    const end = this.content.pop();
    if (end && this.content.length > 0) {
      this.content[0] = end;
      this.sinkDown(0);
    }
    return result;
  }
  peek() {
    return this.content[0];
  }
  remove(element) {
    const len = this.content.length;
    for (let i = 0; i < len; i++) {
      if (this.content[i] === element) {
        const end = this.content.pop();
        if (end && i !== len - 1) {
          this.content[i] = end;
          if (this.scoreFunction(end) < this.scoreFunction(element)) {
            this.bubbleUp(i);
          } else {
            this.sinkDown(i);
          }
        }
        return;
      }
    }
    throw new Error('Node not found.');
  }
  size() {
    return this.content.length;
  }
  bubbleUp(n) {
    const element = this.content[n];
    while (n > 0) {
      const parentN = Math.floor((n + 1) / 2) - 1;
      const parent = this.content[parentN];
      if (this.scoreFunction(element) < this.scoreFunction(parent)) {
        this.content[parentN] = element;
        this.content[n] = parent;
        n = parentN;
      } else {
        break;
      }
    }
  }
  sinkDown(n) {
    const length = this.content.length;
    const element = this.content[n];
    const elemScore = this.scoreFunction(element);
    let child1Score = 0;
    let child2Score = 0;
    while (true) {
      const child2N = (n + 1) * 2;
      const child1N = child2N - 1;
      let swap = null;
      if (child1N < length) {
        const child1 = this.content[child1N];
        child1Score = this.scoreFunction(child1);
        if (child1Score < elemScore) swap = child1N;
      }
      if (child2N < length) {
        const child2 = this.content[child2N];
        child2Score = this.scoreFunction(child2);
        if (child2Score < (swap === null ? elemScore : child1Score)) swap = child2N;
      }
      if (swap !== null) {
        this.content[n] = this.content[swap];
        this.content[swap] = element;
        n = swap;
      } else {
        break;
      }
    }
  }
}

const reusableArray = new Float32Array(3);
class Kdtree {
  constructor(points, metric) {
    this.points = points;
    this.metric = metric;
    this.maxDepth = 0;
    this.currentNode = 0;
    const n = points.length / 3;
    const indices = new Uint32Array(n);
    for (let i = 0; i < n; ++i) {
      indices[i] = i;
    }
    this.indices = indices;
    this.nodes = new Int32Array(n * 4);
    this.rootIndex = this.buildTree(0, -1, 0, n);
  }
  buildTree(depth, parent, arrBegin, arrEnd) {
    if (depth > this.maxDepth) this.maxDepth = depth;
    const plength = arrEnd - arrBegin;
    if (plength === 0) {
      return -1;
    }
    const nodeIndex = this.currentNode * 4;
    const nodes = this.nodes;
    this.currentNode += 1;
    if (plength === 1) {
      nodes[nodeIndex] = arrBegin;
      nodes[nodeIndex + 1] = -1;
      nodes[nodeIndex + 2] = -1;
      nodes[nodeIndex + 3] = parent;
      return nodeIndex;
    }
    const indices = this.indices;
    const points = this.points;
    const arrMedian = arrBegin + Math.floor(plength / 2);
    const currentDim = depth % 3;
    let j, tmp, pivotIndex, pivotValue, storeIndex;
    let left = arrBegin;
    let right = arrEnd - 1;
    while (right > left) {
      pivotIndex = left + right >> 1;
      pivotValue = points[indices[pivotIndex] * 3 + currentDim];
      tmp = indices[pivotIndex];
      indices[pivotIndex] = indices[right];
      indices[right] = tmp;
      storeIndex = left;
      for (j = left; j < right; ++j) {
        if (points[indices[j] * 3 + currentDim] < pivotValue) {
          tmp = indices[storeIndex];
          indices[storeIndex] = indices[j];
          indices[j] = tmp;
          ++storeIndex;
        }
      }
      tmp = indices[right];
      indices[right] = indices[storeIndex];
      indices[storeIndex] = tmp;
      pivotIndex = storeIndex;
      if (arrMedian === pivotIndex) {
        break;
      } else if (arrMedian < pivotIndex) {
        right = pivotIndex - 1;
      } else {
        left = pivotIndex + 1;
      }
    }
    nodes[nodeIndex] = arrMedian;
    nodes[nodeIndex + 1] = this.buildTree(depth + 1, nodeIndex, arrBegin, arrMedian);
    nodes[nodeIndex + 2] = this.buildTree(depth + 1, nodeIndex, arrMedian + 1, arrEnd);
    nodes[nodeIndex + 3] = parent;
    return nodeIndex;
  }
  getNodeDepth(nodeIndex) {
    const parentIndex = this.nodes[nodeIndex + 3];
    return parentIndex === -1 ? 0 : this.getNodeDepth(parentIndex) + 1;
  }
  nearest(point, maxNodes, maxDistance) {
    const bestNodes = new BinaryHeap(e => -e[1]);
    const nodes = this.nodes;
    const points = this.points;
    const indices = this.indices;
    const nearestSearch = nodeIndex => {
      let bestChild, otherChild;
      const dimension = this.getNodeDepth(nodeIndex) % 3;
      const pointIndex = indices[nodes[nodeIndex]] * 3;
      const ownPoint = points.subarray(pointIndex, pointIndex + 3);
      const ownDistance = this.metric(point, ownPoint);
      function saveNode(nodeIndex, distance) {
        bestNodes.push([nodeIndex, distance]);
        if (bestNodes.size() > maxNodes) {
          bestNodes.pop();
        }
      }
      const leftIndex = nodes[nodeIndex + 1];
      const rightIndex = nodes[nodeIndex + 2];
      if (rightIndex === -1 && leftIndex === -1) {
        if ((bestNodes.size() < maxNodes || ownDistance < bestNodes.peek()[1]) && ownDistance <= maxDistance) {
          saveNode(nodeIndex, ownDistance);
        }
        return;
      }
      if (rightIndex === -1) {
        bestChild = leftIndex;
      } else if (leftIndex === -1) {
        bestChild = rightIndex;
      } else {
        if (point[dimension] <= points[pointIndex + dimension]) {
          bestChild = leftIndex;
        } else {
          bestChild = rightIndex;
        }
      }
      nearestSearch(bestChild);
      if ((bestNodes.size() < maxNodes || ownDistance < bestNodes.peek()[1]) && ownDistance <= maxDistance) {
        saveNode(nodeIndex, ownDistance);
      }
      const linearPoint = reusableArray;
      for (let i = 0; i < 3; i += 1) {
        if (i === dimension) {
          linearPoint[i] = point[i];
        } else {
          linearPoint[i] = points[pointIndex + i];
        }
      }
      const linearDistance = this.metric(linearPoint, ownPoint);
      if ((bestNodes.size() < maxNodes || Math.abs(linearDistance) < bestNodes.peek()[1]) && Math.abs(linearDistance) <= maxDistance) {
        if (bestChild === leftIndex) {
          otherChild = rightIndex;
        } else {
          otherChild = leftIndex;
        }
        if (otherChild !== -1) {
          nearestSearch(otherChild);
        }
      }
    };
    nearestSearch(this.rootIndex);
    const result = [];
    for (let i = 0, il = Math.min(bestNodes.size(), maxNodes); i < il; i += 1) {
      result.push(bestNodes.content[i]);
    }
    return result;
  }
  verify(nodeIndex, depth = 0) {
    let count = 1;
    if (nodeIndex === undefined) {
      nodeIndex = this.rootIndex;
    }
    if (nodeIndex === -1) {
      throw new Error('node is null');
    }
    const dim = depth % 3;
    const nodes = this.nodes;
    const points = this.points;
    const indices = this.indices;
    const leftIndex = nodes[nodeIndex + 1];
    const rightIndex = nodes[nodeIndex + 2];
    if (leftIndex !== -1) {
      if (points[indices[nodes[leftIndex]] * 3 + dim] > points[indices[nodes[nodeIndex]] * 3 + dim]) {
        throw new Error('left child is > parent!');
      }
      count += this.verify(leftIndex, depth + 1);
    }
    if (rightIndex !== -1) {
      if (points[indices[nodes[rightIndex]] * 3 + dim] < points[indices[nodes[nodeIndex]] * 3 + dim]) {
        throw new Error('right child is < parent!');
      }
      count += this.verify(rightIndex, depth + 1);
    }
    return count;
  }
}

const createBondsByDistance = ({
  radius = 0.5,
  pairDistances = []
}) => {
  return frame => {
    const particles = frame.particles;
    const distance = (a, b) => {
      return Math.pow(a[0] - b[0], 2) + Math.pow(a[1] - b[1], 2) + Math.pow(a[2] - b[2], 2);
    };
    const pairDistancesMap = {};
    pairDistances.forEach(pairDistance => {
      if (pairDistancesMap[pairDistance.type1] == null) {
        pairDistancesMap[pairDistance.type1] = {};
      }
      if (pairDistancesMap[pairDistance.type2] == null) {
        pairDistancesMap[pairDistance.type2] = {};
      }
      pairDistancesMap[pairDistance.type1][pairDistance.type2] = pairDistance.distance;
      pairDistancesMap[pairDistance.type2][pairDistance.type1] = pairDistance.distance;
    });
    const pairs = {};
    var tree = new Kdtree(particles.positions.subarray(0, 3 * particles.count), distance);
    const position1 = [];
    const position2 = [];
    for (let i = 0; i < particles.count; i++) {
      const particle1Type = particles.getType(i);
      if (pairDistancesMap[particle1Type] == null) {
        continue;
      }
      const nearest = tree.nearest(particles.positions.subarray(3 * i, 3 * (i + 1)), 4, 1.4);
      for (let j = 0; j < nearest.length; j++) {
        const nodeIndex = nearest[j][0];
        const index = tree.indices[tree.nodes[nodeIndex]];
        if (index === i) {
          continue;
        }
        const particle2Type = particles.getType(index);
        if (pairDistancesMap[particle1Type][particle2Type] == null) {
          continue;
        }
        const distanceThreshold = pairDistancesMap[particle1Type][particle2Type];
        const distance = nearest[j][1];
        if (distance > distanceThreshold) {
          continue;
        }
        const pairKey = index < i ? `${index}-${i}` : `${i}-${index}`;
        if (pairs[pairKey] == null) {
          position1.push(particles.getPosition(i));
          position2.push(particles.getPosition(index));
          pairs[pairKey] = true;
        }
      }
    }
    const bonds = new Bonds(position1.length);
    for (let i = 0; i < position1.length; i++) {
      bonds.add(position1[i].x, position1[i].y, position1[i].z, position2[i].x, position2[i].y, position2[i].z, radius);
    }
    return bonds;
  };
};


//# sourceMappingURL=index.modern.js.map


/***/ }),

/***/ "./node_modules/omovi/node_modules/uuid/index.js":
/*!*******************************************************!*\
  !*** ./node_modules/omovi/node_modules/uuid/index.js ***!
  \*******************************************************/
/***/ ((module, __unused_webpack_exports, __webpack_require__) => {

var v1 = __webpack_require__(/*! ./v1 */ "./node_modules/omovi/node_modules/uuid/v1.js");
var v4 = __webpack_require__(/*! ./v4 */ "./node_modules/omovi/node_modules/uuid/v4.js");

var uuid = v4;
uuid.v1 = v1;
uuid.v4 = v4;

module.exports = uuid;


/***/ }),

/***/ "./node_modules/omovi/node_modules/uuid/lib/bytesToUuid.js":
/*!*****************************************************************!*\
  !*** ./node_modules/omovi/node_modules/uuid/lib/bytesToUuid.js ***!
  \*****************************************************************/
/***/ ((module) => {

/**
 * Convert array of 16 byte values to UUID string format of the form:
 * XXXXXXXX-XXXX-XXXX-XXXX-XXXXXXXXXXXX
 */
var byteToHex = [];
for (var i = 0; i < 256; ++i) {
  byteToHex[i] = (i + 0x100).toString(16).substr(1);
}

function bytesToUuid(buf, offset) {
  var i = offset || 0;
  var bth = byteToHex;
  // join used to fix memory issue caused by concatenation: https://bugs.chromium.org/p/v8/issues/detail?id=3175#c4
  return ([
    bth[buf[i++]], bth[buf[i++]],
    bth[buf[i++]], bth[buf[i++]], '-',
    bth[buf[i++]], bth[buf[i++]], '-',
    bth[buf[i++]], bth[buf[i++]], '-',
    bth[buf[i++]], bth[buf[i++]], '-',
    bth[buf[i++]], bth[buf[i++]],
    bth[buf[i++]], bth[buf[i++]],
    bth[buf[i++]], bth[buf[i++]]
  ]).join('');
}

module.exports = bytesToUuid;


/***/ }),

/***/ "./node_modules/omovi/node_modules/uuid/lib/rng-browser.js":
/*!*****************************************************************!*\
  !*** ./node_modules/omovi/node_modules/uuid/lib/rng-browser.js ***!
  \*****************************************************************/
/***/ ((module) => {

// Unique ID creation requires a high quality random # generator.  In the
// browser this is a little complicated due to unknown quality of Math.random()
// and inconsistent support for the `crypto` API.  We do the best we can via
// feature-detection

// getRandomValues needs to be invoked in a context where "this" is a Crypto
// implementation. Also, find the complete implementation of crypto on IE11.
var getRandomValues = (typeof(crypto) != 'undefined' && crypto.getRandomValues && crypto.getRandomValues.bind(crypto)) ||
                      (typeof(msCrypto) != 'undefined' && typeof window.msCrypto.getRandomValues == 'function' && msCrypto.getRandomValues.bind(msCrypto));

if (getRandomValues) {
  // WHATWG crypto RNG - http://wiki.whatwg.org/wiki/Crypto
  var rnds8 = new Uint8Array(16); // eslint-disable-line no-undef

  module.exports = function whatwgRNG() {
    getRandomValues(rnds8);
    return rnds8;
  };
} else {
  // Math.random()-based (RNG)
  //
  // If all else fails, use Math.random().  It's fast, but is of unspecified
  // quality.
  var rnds = new Array(16);

  module.exports = function mathRNG() {
    for (var i = 0, r; i < 16; i++) {
      if ((i & 0x03) === 0) r = Math.random() * 0x100000000;
      rnds[i] = r >>> ((i & 0x03) << 3) & 0xff;
    }

    return rnds;
  };
}


/***/ }),

/***/ "./node_modules/omovi/node_modules/uuid/v1.js":
/*!****************************************************!*\
  !*** ./node_modules/omovi/node_modules/uuid/v1.js ***!
  \****************************************************/
/***/ ((module, __unused_webpack_exports, __webpack_require__) => {

var rng = __webpack_require__(/*! ./lib/rng */ "./node_modules/omovi/node_modules/uuid/lib/rng-browser.js");
var bytesToUuid = __webpack_require__(/*! ./lib/bytesToUuid */ "./node_modules/omovi/node_modules/uuid/lib/bytesToUuid.js");

// **`v1()` - Generate time-based UUID**
//
// Inspired by https://github.com/LiosK/UUID.js
// and http://docs.python.org/library/uuid.html

var _nodeId;
var _clockseq;

// Previous uuid creation time
var _lastMSecs = 0;
var _lastNSecs = 0;

// See https://github.com/uuidjs/uuid for API details
function v1(options, buf, offset) {
  var i = buf && offset || 0;
  var b = buf || [];

  options = options || {};
  var node = options.node || _nodeId;
  var clockseq = options.clockseq !== undefined ? options.clockseq : _clockseq;

  // node and clockseq need to be initialized to random values if they're not
  // specified.  We do this lazily to minimize issues related to insufficient
  // system entropy.  See #189
  if (node == null || clockseq == null) {
    var seedBytes = rng();
    if (node == null) {
      // Per 4.5, create and 48-bit node id, (47 random bits + multicast bit = 1)
      node = _nodeId = [
        seedBytes[0] | 0x01,
        seedBytes[1], seedBytes[2], seedBytes[3], seedBytes[4], seedBytes[5]
      ];
    }
    if (clockseq == null) {
      // Per 4.2.2, randomize (14 bit) clockseq
      clockseq = _clockseq = (seedBytes[6] << 8 | seedBytes[7]) & 0x3fff;
    }
  }

  // UUID timestamps are 100 nano-second units since the Gregorian epoch,
  // (1582-10-15 00:00).  JSNumbers aren't precise enough for this, so
  // time is handled internally as 'msecs' (integer milliseconds) and 'nsecs'
  // (100-nanoseconds offset from msecs) since unix epoch, 1970-01-01 00:00.
  var msecs = options.msecs !== undefined ? options.msecs : new Date().getTime();

  // Per 4.2.1.2, use count of uuid's generated during the current clock
  // cycle to simulate higher resolution clock
  var nsecs = options.nsecs !== undefined ? options.nsecs : _lastNSecs + 1;

  // Time since last uuid creation (in msecs)
  var dt = (msecs - _lastMSecs) + (nsecs - _lastNSecs)/10000;

  // Per 4.2.1.2, Bump clockseq on clock regression
  if (dt < 0 && options.clockseq === undefined) {
    clockseq = clockseq + 1 & 0x3fff;
  }

  // Reset nsecs if clock regresses (new clockseq) or we've moved onto a new
  // time interval
  if ((dt < 0 || msecs > _lastMSecs) && options.nsecs === undefined) {
    nsecs = 0;
  }

  // Per 4.2.1.2 Throw error if too many uuids are requested
  if (nsecs >= 10000) {
    throw new Error('uuid.v1(): Can\'t create more than 10M uuids/sec');
  }

  _lastMSecs = msecs;
  _lastNSecs = nsecs;
  _clockseq = clockseq;

  // Per 4.1.4 - Convert from unix epoch to Gregorian epoch
  msecs += 12219292800000;

  // `time_low`
  var tl = ((msecs & 0xfffffff) * 10000 + nsecs) % 0x100000000;
  b[i++] = tl >>> 24 & 0xff;
  b[i++] = tl >>> 16 & 0xff;
  b[i++] = tl >>> 8 & 0xff;
  b[i++] = tl & 0xff;

  // `time_mid`
  var tmh = (msecs / 0x100000000 * 10000) & 0xfffffff;
  b[i++] = tmh >>> 8 & 0xff;
  b[i++] = tmh & 0xff;

  // `time_high_and_version`
  b[i++] = tmh >>> 24 & 0xf | 0x10; // include version
  b[i++] = tmh >>> 16 & 0xff;

  // `clock_seq_hi_and_reserved` (Per 4.2.2 - include variant)
  b[i++] = clockseq >>> 8 | 0x80;

  // `clock_seq_low`
  b[i++] = clockseq & 0xff;

  // `node`
  for (var n = 0; n < 6; ++n) {
    b[i + n] = node[n];
  }

  return buf ? buf : bytesToUuid(b);
}

module.exports = v1;


/***/ }),

/***/ "./node_modules/omovi/node_modules/uuid/v4.js":
/*!****************************************************!*\
  !*** ./node_modules/omovi/node_modules/uuid/v4.js ***!
  \****************************************************/
/***/ ((module, __unused_webpack_exports, __webpack_require__) => {

var rng = __webpack_require__(/*! ./lib/rng */ "./node_modules/omovi/node_modules/uuid/lib/rng-browser.js");
var bytesToUuid = __webpack_require__(/*! ./lib/bytesToUuid */ "./node_modules/omovi/node_modules/uuid/lib/bytesToUuid.js");

function v4(options, buf, offset) {
  var i = buf && offset || 0;

  if (typeof(options) == 'string') {
    buf = options === 'binary' ? new Array(16) : null;
    options = null;
  }
  options = options || {};

  var rnds = options.random || (options.rng || rng)();

  // Per 4.4, set bits for version and `clock_seq_hi_and_reserved`
  rnds[6] = (rnds[6] & 0x0f) | 0x40;
  rnds[8] = (rnds[8] & 0x3f) | 0x80;

  // Copy bytes to buffer, if provided
  if (buf) {
    for (var ii = 0; ii < 16; ++ii) {
      buf[i + ii] = rnds[ii];
    }
  }

  return buf || bytesToUuid(rnds);
}

module.exports = v4;


/***/ }),

/***/ "./node_modules/stats.js/build/stats.min.js":
/*!**************************************************!*\
  !*** ./node_modules/stats.js/build/stats.min.js ***!
  \**************************************************/
/***/ (function(module) {

// stats.js - http://github.com/mrdoob/stats.js
(function(f,e){ true?module.exports=e():0})(this,function(){var f=function(){function e(a){c.appendChild(a.dom);return a}function u(a){for(var d=0;d<c.children.length;d++)c.children[d].style.display=d===a?"block":"none";l=a}var l=0,c=document.createElement("div");c.style.cssText="position:fixed;top:0;left:0;cursor:pointer;opacity:0.9;z-index:10000";c.addEventListener("click",function(a){a.preventDefault();
u(++l%c.children.length)},!1);var k=(performance||Date).now(),g=k,a=0,r=e(new f.Panel("FPS","#0ff","#002")),h=e(new f.Panel("MS","#0f0","#020"));if(self.performance&&self.performance.memory)var t=e(new f.Panel("MB","#f08","#201"));u(0);return{REVISION:16,dom:c,addPanel:e,showPanel:u,begin:function(){k=(performance||Date).now()},end:function(){a++;var c=(performance||Date).now();h.update(c-k,200);if(c>g+1E3&&(r.update(1E3*a/(c-g),100),g=c,a=0,t)){var d=performance.memory;t.update(d.usedJSHeapSize/
1048576,d.jsHeapSizeLimit/1048576)}return c},update:function(){k=this.end()},domElement:c,setMode:u}};f.Panel=function(e,f,l){var c=Infinity,k=0,g=Math.round,a=g(window.devicePixelRatio||1),r=80*a,h=48*a,t=3*a,v=2*a,d=3*a,m=15*a,n=74*a,p=30*a,q=document.createElement("canvas");q.width=r;q.height=h;q.style.cssText="width:80px;height:48px";var b=q.getContext("2d");b.font="bold "+9*a+"px Helvetica,Arial,sans-serif";b.textBaseline="top";b.fillStyle=l;b.fillRect(0,0,r,h);b.fillStyle=f;b.fillText(e,t,v);
b.fillRect(d,m,n,p);b.fillStyle=l;b.globalAlpha=.9;b.fillRect(d,m,n,p);return{dom:q,update:function(h,w){c=Math.min(c,h);k=Math.max(k,h);b.fillStyle=l;b.globalAlpha=1;b.fillRect(0,0,r,m);b.fillStyle=f;b.fillText(g(h)+" "+e+" ("+g(c)+"-"+g(k)+")",t,v);b.drawImage(q,d+a,m,n-a,p,d,m,n-a,p);b.fillRect(d+n-a,m,a,p);b.fillStyle=l;b.globalAlpha=.9;b.fillRect(d+n-a,m,a,g((1-h/w)*p))}}};return f});


/***/ }),

/***/ "./node_modules/three/build/three.module.js":
/*!**************************************************!*\
  !*** ./node_modules/three/build/three.module.js ***!
  \**************************************************/
/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {

"use strict";
__webpack_require__.r(__webpack_exports__);
/* harmony export */ __webpack_require__.d(__webpack_exports__, {
/* harmony export */   "ACESFilmicToneMapping": () => (/* binding */ ACESFilmicToneMapping),
/* harmony export */   "AddEquation": () => (/* binding */ AddEquation),
/* harmony export */   "AddOperation": () => (/* binding */ AddOperation),
/* harmony export */   "AdditiveAnimationBlendMode": () => (/* binding */ AdditiveAnimationBlendMode),
/* harmony export */   "AdditiveBlending": () => (/* binding */ AdditiveBlending),
/* harmony export */   "AlphaFormat": () => (/* binding */ AlphaFormat),
/* harmony export */   "AlwaysDepth": () => (/* binding */ AlwaysDepth),
/* harmony export */   "AlwaysStencilFunc": () => (/* binding */ AlwaysStencilFunc),
/* harmony export */   "AmbientLight": () => (/* binding */ AmbientLight),
/* harmony export */   "AmbientLightProbe": () => (/* binding */ AmbientLightProbe),
/* harmony export */   "AnimationClip": () => (/* binding */ AnimationClip),
/* harmony export */   "AnimationLoader": () => (/* binding */ AnimationLoader),
/* harmony export */   "AnimationMixer": () => (/* binding */ AnimationMixer),
/* harmony export */   "AnimationObjectGroup": () => (/* binding */ AnimationObjectGroup),
/* harmony export */   "AnimationUtils": () => (/* binding */ AnimationUtils),
/* harmony export */   "ArcCurve": () => (/* binding */ ArcCurve),
/* harmony export */   "ArrayCamera": () => (/* binding */ ArrayCamera),
/* harmony export */   "ArrowHelper": () => (/* binding */ ArrowHelper),
/* harmony export */   "Audio": () => (/* binding */ Audio),
/* harmony export */   "AudioAnalyser": () => (/* binding */ AudioAnalyser),
/* harmony export */   "AudioContext": () => (/* binding */ AudioContext),
/* harmony export */   "AudioListener": () => (/* binding */ AudioListener),
/* harmony export */   "AudioLoader": () => (/* binding */ AudioLoader),
/* harmony export */   "AxesHelper": () => (/* binding */ AxesHelper),
/* harmony export */   "AxisHelper": () => (/* binding */ AxisHelper),
/* harmony export */   "BackSide": () => (/* binding */ BackSide),
/* harmony export */   "BasicDepthPacking": () => (/* binding */ BasicDepthPacking),
/* harmony export */   "BasicShadowMap": () => (/* binding */ BasicShadowMap),
/* harmony export */   "BinaryTextureLoader": () => (/* binding */ BinaryTextureLoader),
/* harmony export */   "Bone": () => (/* binding */ Bone),
/* harmony export */   "BooleanKeyframeTrack": () => (/* binding */ BooleanKeyframeTrack),
/* harmony export */   "BoundingBoxHelper": () => (/* binding */ BoundingBoxHelper),
/* harmony export */   "Box2": () => (/* binding */ Box2),
/* harmony export */   "Box3": () => (/* binding */ Box3),
/* harmony export */   "Box3Helper": () => (/* binding */ Box3Helper),
/* harmony export */   "BoxBufferGeometry": () => (/* binding */ BoxGeometry),
/* harmony export */   "BoxGeometry": () => (/* binding */ BoxGeometry),
/* harmony export */   "BoxHelper": () => (/* binding */ BoxHelper),
/* harmony export */   "BufferAttribute": () => (/* binding */ BufferAttribute),
/* harmony export */   "BufferGeometry": () => (/* binding */ BufferGeometry),
/* harmony export */   "BufferGeometryLoader": () => (/* binding */ BufferGeometryLoader),
/* harmony export */   "ByteType": () => (/* binding */ ByteType),
/* harmony export */   "Cache": () => (/* binding */ Cache),
/* harmony export */   "Camera": () => (/* binding */ Camera),
/* harmony export */   "CameraHelper": () => (/* binding */ CameraHelper),
/* harmony export */   "CanvasRenderer": () => (/* binding */ CanvasRenderer),
/* harmony export */   "CanvasTexture": () => (/* binding */ CanvasTexture),
/* harmony export */   "CatmullRomCurve3": () => (/* binding */ CatmullRomCurve3),
/* harmony export */   "CineonToneMapping": () => (/* binding */ CineonToneMapping),
/* harmony export */   "CircleBufferGeometry": () => (/* binding */ CircleGeometry),
/* harmony export */   "CircleGeometry": () => (/* binding */ CircleGeometry),
/* harmony export */   "ClampToEdgeWrapping": () => (/* binding */ ClampToEdgeWrapping),
/* harmony export */   "Clock": () => (/* binding */ Clock),
/* harmony export */   "Color": () => (/* binding */ Color),
/* harmony export */   "ColorKeyframeTrack": () => (/* binding */ ColorKeyframeTrack),
/* harmony export */   "CompressedTexture": () => (/* binding */ CompressedTexture),
/* harmony export */   "CompressedTextureLoader": () => (/* binding */ CompressedTextureLoader),
/* harmony export */   "ConeBufferGeometry": () => (/* binding */ ConeGeometry),
/* harmony export */   "ConeGeometry": () => (/* binding */ ConeGeometry),
/* harmony export */   "CubeCamera": () => (/* binding */ CubeCamera),
/* harmony export */   "CubeReflectionMapping": () => (/* binding */ CubeReflectionMapping),
/* harmony export */   "CubeRefractionMapping": () => (/* binding */ CubeRefractionMapping),
/* harmony export */   "CubeTexture": () => (/* binding */ CubeTexture),
/* harmony export */   "CubeTextureLoader": () => (/* binding */ CubeTextureLoader),
/* harmony export */   "CubeUVReflectionMapping": () => (/* binding */ CubeUVReflectionMapping),
/* harmony export */   "CubeUVRefractionMapping": () => (/* binding */ CubeUVRefractionMapping),
/* harmony export */   "CubicBezierCurve": () => (/* binding */ CubicBezierCurve),
/* harmony export */   "CubicBezierCurve3": () => (/* binding */ CubicBezierCurve3),
/* harmony export */   "CubicInterpolant": () => (/* binding */ CubicInterpolant),
/* harmony export */   "CullFaceBack": () => (/* binding */ CullFaceBack),
/* harmony export */   "CullFaceFront": () => (/* binding */ CullFaceFront),
/* harmony export */   "CullFaceFrontBack": () => (/* binding */ CullFaceFrontBack),
/* harmony export */   "CullFaceNone": () => (/* binding */ CullFaceNone),
/* harmony export */   "Curve": () => (/* binding */ Curve),
/* harmony export */   "CurvePath": () => (/* binding */ CurvePath),
/* harmony export */   "CustomBlending": () => (/* binding */ CustomBlending),
/* harmony export */   "CustomToneMapping": () => (/* binding */ CustomToneMapping),
/* harmony export */   "CylinderBufferGeometry": () => (/* binding */ CylinderGeometry),
/* harmony export */   "CylinderGeometry": () => (/* binding */ CylinderGeometry),
/* harmony export */   "Cylindrical": () => (/* binding */ Cylindrical),
/* harmony export */   "DataTexture": () => (/* binding */ DataTexture),
/* harmony export */   "DataTexture2DArray": () => (/* binding */ DataTexture2DArray),
/* harmony export */   "DataTexture3D": () => (/* binding */ DataTexture3D),
/* harmony export */   "DataTextureLoader": () => (/* binding */ DataTextureLoader),
/* harmony export */   "DataUtils": () => (/* binding */ DataUtils),
/* harmony export */   "DecrementStencilOp": () => (/* binding */ DecrementStencilOp),
/* harmony export */   "DecrementWrapStencilOp": () => (/* binding */ DecrementWrapStencilOp),
/* harmony export */   "DefaultLoadingManager": () => (/* binding */ DefaultLoadingManager),
/* harmony export */   "DepthFormat": () => (/* binding */ DepthFormat),
/* harmony export */   "DepthStencilFormat": () => (/* binding */ DepthStencilFormat),
/* harmony export */   "DepthTexture": () => (/* binding */ DepthTexture),
/* harmony export */   "DirectionalLight": () => (/* binding */ DirectionalLight),
/* harmony export */   "DirectionalLightHelper": () => (/* binding */ DirectionalLightHelper),
/* harmony export */   "DiscreteInterpolant": () => (/* binding */ DiscreteInterpolant),
/* harmony export */   "DodecahedronBufferGeometry": () => (/* binding */ DodecahedronGeometry),
/* harmony export */   "DodecahedronGeometry": () => (/* binding */ DodecahedronGeometry),
/* harmony export */   "DoubleSide": () => (/* binding */ DoubleSide),
/* harmony export */   "DstAlphaFactor": () => (/* binding */ DstAlphaFactor),
/* harmony export */   "DstColorFactor": () => (/* binding */ DstColorFactor),
/* harmony export */   "DynamicBufferAttribute": () => (/* binding */ DynamicBufferAttribute),
/* harmony export */   "DynamicCopyUsage": () => (/* binding */ DynamicCopyUsage),
/* harmony export */   "DynamicDrawUsage": () => (/* binding */ DynamicDrawUsage),
/* harmony export */   "DynamicReadUsage": () => (/* binding */ DynamicReadUsage),
/* harmony export */   "EdgesGeometry": () => (/* binding */ EdgesGeometry),
/* harmony export */   "EdgesHelper": () => (/* binding */ EdgesHelper),
/* harmony export */   "EllipseCurve": () => (/* binding */ EllipseCurve),
/* harmony export */   "EqualDepth": () => (/* binding */ EqualDepth),
/* harmony export */   "EqualStencilFunc": () => (/* binding */ EqualStencilFunc),
/* harmony export */   "EquirectangularReflectionMapping": () => (/* binding */ EquirectangularReflectionMapping),
/* harmony export */   "EquirectangularRefractionMapping": () => (/* binding */ EquirectangularRefractionMapping),
/* harmony export */   "Euler": () => (/* binding */ Euler),
/* harmony export */   "EventDispatcher": () => (/* binding */ EventDispatcher),
/* harmony export */   "ExtrudeBufferGeometry": () => (/* binding */ ExtrudeGeometry),
/* harmony export */   "ExtrudeGeometry": () => (/* binding */ ExtrudeGeometry),
/* harmony export */   "FaceColors": () => (/* binding */ FaceColors),
/* harmony export */   "FileLoader": () => (/* binding */ FileLoader),
/* harmony export */   "FlatShading": () => (/* binding */ FlatShading),
/* harmony export */   "Float16BufferAttribute": () => (/* binding */ Float16BufferAttribute),
/* harmony export */   "Float32Attribute": () => (/* binding */ Float32Attribute),
/* harmony export */   "Float32BufferAttribute": () => (/* binding */ Float32BufferAttribute),
/* harmony export */   "Float64Attribute": () => (/* binding */ Float64Attribute),
/* harmony export */   "Float64BufferAttribute": () => (/* binding */ Float64BufferAttribute),
/* harmony export */   "FloatType": () => (/* binding */ FloatType),
/* harmony export */   "Fog": () => (/* binding */ Fog),
/* harmony export */   "FogExp2": () => (/* binding */ FogExp2),
/* harmony export */   "Font": () => (/* binding */ Font),
/* harmony export */   "FontLoader": () => (/* binding */ FontLoader),
/* harmony export */   "FrontSide": () => (/* binding */ FrontSide),
/* harmony export */   "Frustum": () => (/* binding */ Frustum),
/* harmony export */   "GLBufferAttribute": () => (/* binding */ GLBufferAttribute),
/* harmony export */   "GLSL1": () => (/* binding */ GLSL1),
/* harmony export */   "GLSL3": () => (/* binding */ GLSL3),
/* harmony export */   "GammaEncoding": () => (/* binding */ GammaEncoding),
/* harmony export */   "GreaterDepth": () => (/* binding */ GreaterDepth),
/* harmony export */   "GreaterEqualDepth": () => (/* binding */ GreaterEqualDepth),
/* harmony export */   "GreaterEqualStencilFunc": () => (/* binding */ GreaterEqualStencilFunc),
/* harmony export */   "GreaterStencilFunc": () => (/* binding */ GreaterStencilFunc),
/* harmony export */   "GridHelper": () => (/* binding */ GridHelper),
/* harmony export */   "Group": () => (/* binding */ Group),
/* harmony export */   "HalfFloatType": () => (/* binding */ HalfFloatType),
/* harmony export */   "HemisphereLight": () => (/* binding */ HemisphereLight),
/* harmony export */   "HemisphereLightHelper": () => (/* binding */ HemisphereLightHelper),
/* harmony export */   "HemisphereLightProbe": () => (/* binding */ HemisphereLightProbe),
/* harmony export */   "IcosahedronBufferGeometry": () => (/* binding */ IcosahedronGeometry),
/* harmony export */   "IcosahedronGeometry": () => (/* binding */ IcosahedronGeometry),
/* harmony export */   "ImageBitmapLoader": () => (/* binding */ ImageBitmapLoader),
/* harmony export */   "ImageLoader": () => (/* binding */ ImageLoader),
/* harmony export */   "ImageUtils": () => (/* binding */ ImageUtils),
/* harmony export */   "ImmediateRenderObject": () => (/* binding */ ImmediateRenderObject),
/* harmony export */   "IncrementStencilOp": () => (/* binding */ IncrementStencilOp),
/* harmony export */   "IncrementWrapStencilOp": () => (/* binding */ IncrementWrapStencilOp),
/* harmony export */   "InstancedBufferAttribute": () => (/* binding */ InstancedBufferAttribute),
/* harmony export */   "InstancedBufferGeometry": () => (/* binding */ InstancedBufferGeometry),
/* harmony export */   "InstancedInterleavedBuffer": () => (/* binding */ InstancedInterleavedBuffer),
/* harmony export */   "InstancedMesh": () => (/* binding */ InstancedMesh),
/* harmony export */   "Int16Attribute": () => (/* binding */ Int16Attribute),
/* harmony export */   "Int16BufferAttribute": () => (/* binding */ Int16BufferAttribute),
/* harmony export */   "Int32Attribute": () => (/* binding */ Int32Attribute),
/* harmony export */   "Int32BufferAttribute": () => (/* binding */ Int32BufferAttribute),
/* harmony export */   "Int8Attribute": () => (/* binding */ Int8Attribute),
/* harmony export */   "Int8BufferAttribute": () => (/* binding */ Int8BufferAttribute),
/* harmony export */   "IntType": () => (/* binding */ IntType),
/* harmony export */   "InterleavedBuffer": () => (/* binding */ InterleavedBuffer),
/* harmony export */   "InterleavedBufferAttribute": () => (/* binding */ InterleavedBufferAttribute),
/* harmony export */   "Interpolant": () => (/* binding */ Interpolant),
/* harmony export */   "InterpolateDiscrete": () => (/* binding */ InterpolateDiscrete),
/* harmony export */   "InterpolateLinear": () => (/* binding */ InterpolateLinear),
/* harmony export */   "InterpolateSmooth": () => (/* binding */ InterpolateSmooth),
/* harmony export */   "InvertStencilOp": () => (/* binding */ InvertStencilOp),
/* harmony export */   "JSONLoader": () => (/* binding */ JSONLoader),
/* harmony export */   "KeepStencilOp": () => (/* binding */ KeepStencilOp),
/* harmony export */   "KeyframeTrack": () => (/* binding */ KeyframeTrack),
/* harmony export */   "LOD": () => (/* binding */ LOD),
/* harmony export */   "LatheBufferGeometry": () => (/* binding */ LatheGeometry),
/* harmony export */   "LatheGeometry": () => (/* binding */ LatheGeometry),
/* harmony export */   "Layers": () => (/* binding */ Layers),
/* harmony export */   "LensFlare": () => (/* binding */ LensFlare),
/* harmony export */   "LessDepth": () => (/* binding */ LessDepth),
/* harmony export */   "LessEqualDepth": () => (/* binding */ LessEqualDepth),
/* harmony export */   "LessEqualStencilFunc": () => (/* binding */ LessEqualStencilFunc),
/* harmony export */   "LessStencilFunc": () => (/* binding */ LessStencilFunc),
/* harmony export */   "Light": () => (/* binding */ Light),
/* harmony export */   "LightProbe": () => (/* binding */ LightProbe),
/* harmony export */   "Line": () => (/* binding */ Line),
/* harmony export */   "Line3": () => (/* binding */ Line3),
/* harmony export */   "LineBasicMaterial": () => (/* binding */ LineBasicMaterial),
/* harmony export */   "LineCurve": () => (/* binding */ LineCurve),
/* harmony export */   "LineCurve3": () => (/* binding */ LineCurve3),
/* harmony export */   "LineDashedMaterial": () => (/* binding */ LineDashedMaterial),
/* harmony export */   "LineLoop": () => (/* binding */ LineLoop),
/* harmony export */   "LinePieces": () => (/* binding */ LinePieces),
/* harmony export */   "LineSegments": () => (/* binding */ LineSegments),
/* harmony export */   "LineStrip": () => (/* binding */ LineStrip),
/* harmony export */   "LinearEncoding": () => (/* binding */ LinearEncoding),
/* harmony export */   "LinearFilter": () => (/* binding */ LinearFilter),
/* harmony export */   "LinearInterpolant": () => (/* binding */ LinearInterpolant),
/* harmony export */   "LinearMipMapLinearFilter": () => (/* binding */ LinearMipMapLinearFilter),
/* harmony export */   "LinearMipMapNearestFilter": () => (/* binding */ LinearMipMapNearestFilter),
/* harmony export */   "LinearMipmapLinearFilter": () => (/* binding */ LinearMipmapLinearFilter),
/* harmony export */   "LinearMipmapNearestFilter": () => (/* binding */ LinearMipmapNearestFilter),
/* harmony export */   "LinearToneMapping": () => (/* binding */ LinearToneMapping),
/* harmony export */   "Loader": () => (/* binding */ Loader),
/* harmony export */   "LoaderUtils": () => (/* binding */ LoaderUtils),
/* harmony export */   "LoadingManager": () => (/* binding */ LoadingManager),
/* harmony export */   "LogLuvEncoding": () => (/* binding */ LogLuvEncoding),
/* harmony export */   "LoopOnce": () => (/* binding */ LoopOnce),
/* harmony export */   "LoopPingPong": () => (/* binding */ LoopPingPong),
/* harmony export */   "LoopRepeat": () => (/* binding */ LoopRepeat),
/* harmony export */   "LuminanceAlphaFormat": () => (/* binding */ LuminanceAlphaFormat),
/* harmony export */   "LuminanceFormat": () => (/* binding */ LuminanceFormat),
/* harmony export */   "MOUSE": () => (/* binding */ MOUSE),
/* harmony export */   "Material": () => (/* binding */ Material),
/* harmony export */   "MaterialLoader": () => (/* binding */ MaterialLoader),
/* harmony export */   "Math": () => (/* binding */ MathUtils),
/* harmony export */   "MathUtils": () => (/* binding */ MathUtils),
/* harmony export */   "Matrix3": () => (/* binding */ Matrix3),
/* harmony export */   "Matrix4": () => (/* binding */ Matrix4),
/* harmony export */   "MaxEquation": () => (/* binding */ MaxEquation),
/* harmony export */   "Mesh": () => (/* binding */ Mesh),
/* harmony export */   "MeshBasicMaterial": () => (/* binding */ MeshBasicMaterial),
/* harmony export */   "MeshDepthMaterial": () => (/* binding */ MeshDepthMaterial),
/* harmony export */   "MeshDistanceMaterial": () => (/* binding */ MeshDistanceMaterial),
/* harmony export */   "MeshFaceMaterial": () => (/* binding */ MeshFaceMaterial),
/* harmony export */   "MeshLambertMaterial": () => (/* binding */ MeshLambertMaterial),
/* harmony export */   "MeshMatcapMaterial": () => (/* binding */ MeshMatcapMaterial),
/* harmony export */   "MeshNormalMaterial": () => (/* binding */ MeshNormalMaterial),
/* harmony export */   "MeshPhongMaterial": () => (/* binding */ MeshPhongMaterial),
/* harmony export */   "MeshPhysicalMaterial": () => (/* binding */ MeshPhysicalMaterial),
/* harmony export */   "MeshStandardMaterial": () => (/* binding */ MeshStandardMaterial),
/* harmony export */   "MeshToonMaterial": () => (/* binding */ MeshToonMaterial),
/* harmony export */   "MinEquation": () => (/* binding */ MinEquation),
/* harmony export */   "MirroredRepeatWrapping": () => (/* binding */ MirroredRepeatWrapping),
/* harmony export */   "MixOperation": () => (/* binding */ MixOperation),
/* harmony export */   "MultiMaterial": () => (/* binding */ MultiMaterial),
/* harmony export */   "MultiplyBlending": () => (/* binding */ MultiplyBlending),
/* harmony export */   "MultiplyOperation": () => (/* binding */ MultiplyOperation),
/* harmony export */   "NearestFilter": () => (/* binding */ NearestFilter),
/* harmony export */   "NearestMipMapLinearFilter": () => (/* binding */ NearestMipMapLinearFilter),
/* harmony export */   "NearestMipMapNearestFilter": () => (/* binding */ NearestMipMapNearestFilter),
/* harmony export */   "NearestMipmapLinearFilter": () => (/* binding */ NearestMipmapLinearFilter),
/* harmony export */   "NearestMipmapNearestFilter": () => (/* binding */ NearestMipmapNearestFilter),
/* harmony export */   "NeverDepth": () => (/* binding */ NeverDepth),
/* harmony export */   "NeverStencilFunc": () => (/* binding */ NeverStencilFunc),
/* harmony export */   "NoBlending": () => (/* binding */ NoBlending),
/* harmony export */   "NoColors": () => (/* binding */ NoColors),
/* harmony export */   "NoToneMapping": () => (/* binding */ NoToneMapping),
/* harmony export */   "NormalAnimationBlendMode": () => (/* binding */ NormalAnimationBlendMode),
/* harmony export */   "NormalBlending": () => (/* binding */ NormalBlending),
/* harmony export */   "NotEqualDepth": () => (/* binding */ NotEqualDepth),
/* harmony export */   "NotEqualStencilFunc": () => (/* binding */ NotEqualStencilFunc),
/* harmony export */   "NumberKeyframeTrack": () => (/* binding */ NumberKeyframeTrack),
/* harmony export */   "Object3D": () => (/* binding */ Object3D),
/* harmony export */   "ObjectLoader": () => (/* binding */ ObjectLoader),
/* harmony export */   "ObjectSpaceNormalMap": () => (/* binding */ ObjectSpaceNormalMap),
/* harmony export */   "OctahedronBufferGeometry": () => (/* binding */ OctahedronGeometry),
/* harmony export */   "OctahedronGeometry": () => (/* binding */ OctahedronGeometry),
/* harmony export */   "OneFactor": () => (/* binding */ OneFactor),
/* harmony export */   "OneMinusDstAlphaFactor": () => (/* binding */ OneMinusDstAlphaFactor),
/* harmony export */   "OneMinusDstColorFactor": () => (/* binding */ OneMinusDstColorFactor),
/* harmony export */   "OneMinusSrcAlphaFactor": () => (/* binding */ OneMinusSrcAlphaFactor),
/* harmony export */   "OneMinusSrcColorFactor": () => (/* binding */ OneMinusSrcColorFactor),
/* harmony export */   "OrthographicCamera": () => (/* binding */ OrthographicCamera),
/* harmony export */   "PCFShadowMap": () => (/* binding */ PCFShadowMap),
/* harmony export */   "PCFSoftShadowMap": () => (/* binding */ PCFSoftShadowMap),
/* harmony export */   "PMREMGenerator": () => (/* binding */ PMREMGenerator),
/* harmony export */   "ParametricBufferGeometry": () => (/* binding */ ParametricGeometry),
/* harmony export */   "ParametricGeometry": () => (/* binding */ ParametricGeometry),
/* harmony export */   "Particle": () => (/* binding */ Particle),
/* harmony export */   "ParticleBasicMaterial": () => (/* binding */ ParticleBasicMaterial),
/* harmony export */   "ParticleSystem": () => (/* binding */ ParticleSystem),
/* harmony export */   "ParticleSystemMaterial": () => (/* binding */ ParticleSystemMaterial),
/* harmony export */   "Path": () => (/* binding */ Path),
/* harmony export */   "PerspectiveCamera": () => (/* binding */ PerspectiveCamera),
/* harmony export */   "Plane": () => (/* binding */ Plane),
/* harmony export */   "PlaneBufferGeometry": () => (/* binding */ PlaneGeometry),
/* harmony export */   "PlaneGeometry": () => (/* binding */ PlaneGeometry),
/* harmony export */   "PlaneHelper": () => (/* binding */ PlaneHelper),
/* harmony export */   "PointCloud": () => (/* binding */ PointCloud),
/* harmony export */   "PointCloudMaterial": () => (/* binding */ PointCloudMaterial),
/* harmony export */   "PointLight": () => (/* binding */ PointLight),
/* harmony export */   "PointLightHelper": () => (/* binding */ PointLightHelper),
/* harmony export */   "Points": () => (/* binding */ Points),
/* harmony export */   "PointsMaterial": () => (/* binding */ PointsMaterial),
/* harmony export */   "PolarGridHelper": () => (/* binding */ PolarGridHelper),
/* harmony export */   "PolyhedronBufferGeometry": () => (/* binding */ PolyhedronGeometry),
/* harmony export */   "PolyhedronGeometry": () => (/* binding */ PolyhedronGeometry),
/* harmony export */   "PositionalAudio": () => (/* binding */ PositionalAudio),
/* harmony export */   "PropertyBinding": () => (/* binding */ PropertyBinding),
/* harmony export */   "PropertyMixer": () => (/* binding */ PropertyMixer),
/* harmony export */   "QuadraticBezierCurve": () => (/* binding */ QuadraticBezierCurve),
/* harmony export */   "QuadraticBezierCurve3": () => (/* binding */ QuadraticBezierCurve3),
/* harmony export */   "Quaternion": () => (/* binding */ Quaternion),
/* harmony export */   "QuaternionKeyframeTrack": () => (/* binding */ QuaternionKeyframeTrack),
/* harmony export */   "QuaternionLinearInterpolant": () => (/* binding */ QuaternionLinearInterpolant),
/* harmony export */   "REVISION": () => (/* binding */ REVISION),
/* harmony export */   "RGBADepthPacking": () => (/* binding */ RGBADepthPacking),
/* harmony export */   "RGBAFormat": () => (/* binding */ RGBAFormat),
/* harmony export */   "RGBAIntegerFormat": () => (/* binding */ RGBAIntegerFormat),
/* harmony export */   "RGBA_ASTC_10x10_Format": () => (/* binding */ RGBA_ASTC_10x10_Format),
/* harmony export */   "RGBA_ASTC_10x5_Format": () => (/* binding */ RGBA_ASTC_10x5_Format),
/* harmony export */   "RGBA_ASTC_10x6_Format": () => (/* binding */ RGBA_ASTC_10x6_Format),
/* harmony export */   "RGBA_ASTC_10x8_Format": () => (/* binding */ RGBA_ASTC_10x8_Format),
/* harmony export */   "RGBA_ASTC_12x10_Format": () => (/* binding */ RGBA_ASTC_12x10_Format),
/* harmony export */   "RGBA_ASTC_12x12_Format": () => (/* binding */ RGBA_ASTC_12x12_Format),
/* harmony export */   "RGBA_ASTC_4x4_Format": () => (/* binding */ RGBA_ASTC_4x4_Format),
/* harmony export */   "RGBA_ASTC_5x4_Format": () => (/* binding */ RGBA_ASTC_5x4_Format),
/* harmony export */   "RGBA_ASTC_5x5_Format": () => (/* binding */ RGBA_ASTC_5x5_Format),
/* harmony export */   "RGBA_ASTC_6x5_Format": () => (/* binding */ RGBA_ASTC_6x5_Format),
/* harmony export */   "RGBA_ASTC_6x6_Format": () => (/* binding */ RGBA_ASTC_6x6_Format),
/* harmony export */   "RGBA_ASTC_8x5_Format": () => (/* binding */ RGBA_ASTC_8x5_Format),
/* harmony export */   "RGBA_ASTC_8x6_Format": () => (/* binding */ RGBA_ASTC_8x6_Format),
/* harmony export */   "RGBA_ASTC_8x8_Format": () => (/* binding */ RGBA_ASTC_8x8_Format),
/* harmony export */   "RGBA_BPTC_Format": () => (/* binding */ RGBA_BPTC_Format),
/* harmony export */   "RGBA_ETC2_EAC_Format": () => (/* binding */ RGBA_ETC2_EAC_Format),
/* harmony export */   "RGBA_PVRTC_2BPPV1_Format": () => (/* binding */ RGBA_PVRTC_2BPPV1_Format),
/* harmony export */   "RGBA_PVRTC_4BPPV1_Format": () => (/* binding */ RGBA_PVRTC_4BPPV1_Format),
/* harmony export */   "RGBA_S3TC_DXT1_Format": () => (/* binding */ RGBA_S3TC_DXT1_Format),
/* harmony export */   "RGBA_S3TC_DXT3_Format": () => (/* binding */ RGBA_S3TC_DXT3_Format),
/* harmony export */   "RGBA_S3TC_DXT5_Format": () => (/* binding */ RGBA_S3TC_DXT5_Format),
/* harmony export */   "RGBDEncoding": () => (/* binding */ RGBDEncoding),
/* harmony export */   "RGBEEncoding": () => (/* binding */ RGBEEncoding),
/* harmony export */   "RGBEFormat": () => (/* binding */ RGBEFormat),
/* harmony export */   "RGBFormat": () => (/* binding */ RGBFormat),
/* harmony export */   "RGBIntegerFormat": () => (/* binding */ RGBIntegerFormat),
/* harmony export */   "RGBM16Encoding": () => (/* binding */ RGBM16Encoding),
/* harmony export */   "RGBM7Encoding": () => (/* binding */ RGBM7Encoding),
/* harmony export */   "RGB_ETC1_Format": () => (/* binding */ RGB_ETC1_Format),
/* harmony export */   "RGB_ETC2_Format": () => (/* binding */ RGB_ETC2_Format),
/* harmony export */   "RGB_PVRTC_2BPPV1_Format": () => (/* binding */ RGB_PVRTC_2BPPV1_Format),
/* harmony export */   "RGB_PVRTC_4BPPV1_Format": () => (/* binding */ RGB_PVRTC_4BPPV1_Format),
/* harmony export */   "RGB_S3TC_DXT1_Format": () => (/* binding */ RGB_S3TC_DXT1_Format),
/* harmony export */   "RGFormat": () => (/* binding */ RGFormat),
/* harmony export */   "RGIntegerFormat": () => (/* binding */ RGIntegerFormat),
/* harmony export */   "RawShaderMaterial": () => (/* binding */ RawShaderMaterial),
/* harmony export */   "Ray": () => (/* binding */ Ray),
/* harmony export */   "Raycaster": () => (/* binding */ Raycaster),
/* harmony export */   "RectAreaLight": () => (/* binding */ RectAreaLight),
/* harmony export */   "RedFormat": () => (/* binding */ RedFormat),
/* harmony export */   "RedIntegerFormat": () => (/* binding */ RedIntegerFormat),
/* harmony export */   "ReinhardToneMapping": () => (/* binding */ ReinhardToneMapping),
/* harmony export */   "RepeatWrapping": () => (/* binding */ RepeatWrapping),
/* harmony export */   "ReplaceStencilOp": () => (/* binding */ ReplaceStencilOp),
/* harmony export */   "ReverseSubtractEquation": () => (/* binding */ ReverseSubtractEquation),
/* harmony export */   "RingBufferGeometry": () => (/* binding */ RingGeometry),
/* harmony export */   "RingGeometry": () => (/* binding */ RingGeometry),
/* harmony export */   "SRGB8_ALPHA8_ASTC_10x10_Format": () => (/* binding */ SRGB8_ALPHA8_ASTC_10x10_Format),
/* harmony export */   "SRGB8_ALPHA8_ASTC_10x5_Format": () => (/* binding */ SRGB8_ALPHA8_ASTC_10x5_Format),
/* harmony export */   "SRGB8_ALPHA8_ASTC_10x6_Format": () => (/* binding */ SRGB8_ALPHA8_ASTC_10x6_Format),
/* harmony export */   "SRGB8_ALPHA8_ASTC_10x8_Format": () => (/* binding */ SRGB8_ALPHA8_ASTC_10x8_Format),
/* harmony export */   "SRGB8_ALPHA8_ASTC_12x10_Format": () => (/* binding */ SRGB8_ALPHA8_ASTC_12x10_Format),
/* harmony export */   "SRGB8_ALPHA8_ASTC_12x12_Format": () => (/* binding */ SRGB8_ALPHA8_ASTC_12x12_Format),
/* harmony export */   "SRGB8_ALPHA8_ASTC_4x4_Format": () => (/* binding */ SRGB8_ALPHA8_ASTC_4x4_Format),
/* harmony export */   "SRGB8_ALPHA8_ASTC_5x4_Format": () => (/* binding */ SRGB8_ALPHA8_ASTC_5x4_Format),
/* harmony export */   "SRGB8_ALPHA8_ASTC_5x5_Format": () => (/* binding */ SRGB8_ALPHA8_ASTC_5x5_Format),
/* harmony export */   "SRGB8_ALPHA8_ASTC_6x5_Format": () => (/* binding */ SRGB8_ALPHA8_ASTC_6x5_Format),
/* harmony export */   "SRGB8_ALPHA8_ASTC_6x6_Format": () => (/* binding */ SRGB8_ALPHA8_ASTC_6x6_Format),
/* harmony export */   "SRGB8_ALPHA8_ASTC_8x5_Format": () => (/* binding */ SRGB8_ALPHA8_ASTC_8x5_Format),
/* harmony export */   "SRGB8_ALPHA8_ASTC_8x6_Format": () => (/* binding */ SRGB8_ALPHA8_ASTC_8x6_Format),
/* harmony export */   "SRGB8_ALPHA8_ASTC_8x8_Format": () => (/* binding */ SRGB8_ALPHA8_ASTC_8x8_Format),
/* harmony export */   "Scene": () => (/* binding */ Scene),
/* harmony export */   "SceneUtils": () => (/* binding */ SceneUtils),
/* harmony export */   "ShaderChunk": () => (/* binding */ ShaderChunk),
/* harmony export */   "ShaderLib": () => (/* binding */ ShaderLib),
/* harmony export */   "ShaderMaterial": () => (/* binding */ ShaderMaterial),
/* harmony export */   "ShadowMaterial": () => (/* binding */ ShadowMaterial),
/* harmony export */   "Shape": () => (/* binding */ Shape),
/* harmony export */   "ShapeBufferGeometry": () => (/* binding */ ShapeGeometry),
/* harmony export */   "ShapeGeometry": () => (/* binding */ ShapeGeometry),
/* harmony export */   "ShapePath": () => (/* binding */ ShapePath),
/* harmony export */   "ShapeUtils": () => (/* binding */ ShapeUtils),
/* harmony export */   "ShortType": () => (/* binding */ ShortType),
/* harmony export */   "Skeleton": () => (/* binding */ Skeleton),
/* harmony export */   "SkeletonHelper": () => (/* binding */ SkeletonHelper),
/* harmony export */   "SkinnedMesh": () => (/* binding */ SkinnedMesh),
/* harmony export */   "SmoothShading": () => (/* binding */ SmoothShading),
/* harmony export */   "Sphere": () => (/* binding */ Sphere),
/* harmony export */   "SphereBufferGeometry": () => (/* binding */ SphereGeometry),
/* harmony export */   "SphereGeometry": () => (/* binding */ SphereGeometry),
/* harmony export */   "Spherical": () => (/* binding */ Spherical),
/* harmony export */   "SphericalHarmonics3": () => (/* binding */ SphericalHarmonics3),
/* harmony export */   "SplineCurve": () => (/* binding */ SplineCurve),
/* harmony export */   "SpotLight": () => (/* binding */ SpotLight),
/* harmony export */   "SpotLightHelper": () => (/* binding */ SpotLightHelper),
/* harmony export */   "Sprite": () => (/* binding */ Sprite),
/* harmony export */   "SpriteMaterial": () => (/* binding */ SpriteMaterial),
/* harmony export */   "SrcAlphaFactor": () => (/* binding */ SrcAlphaFactor),
/* harmony export */   "SrcAlphaSaturateFactor": () => (/* binding */ SrcAlphaSaturateFactor),
/* harmony export */   "SrcColorFactor": () => (/* binding */ SrcColorFactor),
/* harmony export */   "StaticCopyUsage": () => (/* binding */ StaticCopyUsage),
/* harmony export */   "StaticDrawUsage": () => (/* binding */ StaticDrawUsage),
/* harmony export */   "StaticReadUsage": () => (/* binding */ StaticReadUsage),
/* harmony export */   "StereoCamera": () => (/* binding */ StereoCamera),
/* harmony export */   "StreamCopyUsage": () => (/* binding */ StreamCopyUsage),
/* harmony export */   "StreamDrawUsage": () => (/* binding */ StreamDrawUsage),
/* harmony export */   "StreamReadUsage": () => (/* binding */ StreamReadUsage),
/* harmony export */   "StringKeyframeTrack": () => (/* binding */ StringKeyframeTrack),
/* harmony export */   "SubtractEquation": () => (/* binding */ SubtractEquation),
/* harmony export */   "SubtractiveBlending": () => (/* binding */ SubtractiveBlending),
/* harmony export */   "TOUCH": () => (/* binding */ TOUCH),
/* harmony export */   "TangentSpaceNormalMap": () => (/* binding */ TangentSpaceNormalMap),
/* harmony export */   "TetrahedronBufferGeometry": () => (/* binding */ TetrahedronGeometry),
/* harmony export */   "TetrahedronGeometry": () => (/* binding */ TetrahedronGeometry),
/* harmony export */   "TextBufferGeometry": () => (/* binding */ TextGeometry),
/* harmony export */   "TextGeometry": () => (/* binding */ TextGeometry),
/* harmony export */   "Texture": () => (/* binding */ Texture),
/* harmony export */   "TextureLoader": () => (/* binding */ TextureLoader),
/* harmony export */   "TorusBufferGeometry": () => (/* binding */ TorusGeometry),
/* harmony export */   "TorusGeometry": () => (/* binding */ TorusGeometry),
/* harmony export */   "TorusKnotBufferGeometry": () => (/* binding */ TorusKnotGeometry),
/* harmony export */   "TorusKnotGeometry": () => (/* binding */ TorusKnotGeometry),
/* harmony export */   "Triangle": () => (/* binding */ Triangle),
/* harmony export */   "TriangleFanDrawMode": () => (/* binding */ TriangleFanDrawMode),
/* harmony export */   "TriangleStripDrawMode": () => (/* binding */ TriangleStripDrawMode),
/* harmony export */   "TrianglesDrawMode": () => (/* binding */ TrianglesDrawMode),
/* harmony export */   "TubeBufferGeometry": () => (/* binding */ TubeGeometry),
/* harmony export */   "TubeGeometry": () => (/* binding */ TubeGeometry),
/* harmony export */   "UVMapping": () => (/* binding */ UVMapping),
/* harmony export */   "Uint16Attribute": () => (/* binding */ Uint16Attribute),
/* harmony export */   "Uint16BufferAttribute": () => (/* binding */ Uint16BufferAttribute),
/* harmony export */   "Uint32Attribute": () => (/* binding */ Uint32Attribute),
/* harmony export */   "Uint32BufferAttribute": () => (/* binding */ Uint32BufferAttribute),
/* harmony export */   "Uint8Attribute": () => (/* binding */ Uint8Attribute),
/* harmony export */   "Uint8BufferAttribute": () => (/* binding */ Uint8BufferAttribute),
/* harmony export */   "Uint8ClampedAttribute": () => (/* binding */ Uint8ClampedAttribute),
/* harmony export */   "Uint8ClampedBufferAttribute": () => (/* binding */ Uint8ClampedBufferAttribute),
/* harmony export */   "Uniform": () => (/* binding */ Uniform),
/* harmony export */   "UniformsLib": () => (/* binding */ UniformsLib),
/* harmony export */   "UniformsUtils": () => (/* binding */ UniformsUtils),
/* harmony export */   "UnsignedByteType": () => (/* binding */ UnsignedByteType),
/* harmony export */   "UnsignedInt248Type": () => (/* binding */ UnsignedInt248Type),
/* harmony export */   "UnsignedIntType": () => (/* binding */ UnsignedIntType),
/* harmony export */   "UnsignedShort4444Type": () => (/* binding */ UnsignedShort4444Type),
/* harmony export */   "UnsignedShort5551Type": () => (/* binding */ UnsignedShort5551Type),
/* harmony export */   "UnsignedShort565Type": () => (/* binding */ UnsignedShort565Type),
/* harmony export */   "UnsignedShortType": () => (/* binding */ UnsignedShortType),
/* harmony export */   "VSMShadowMap": () => (/* binding */ VSMShadowMap),
/* harmony export */   "Vector2": () => (/* binding */ Vector2),
/* harmony export */   "Vector3": () => (/* binding */ Vector3),
/* harmony export */   "Vector4": () => (/* binding */ Vector4),
/* harmony export */   "VectorKeyframeTrack": () => (/* binding */ VectorKeyframeTrack),
/* harmony export */   "Vertex": () => (/* binding */ Vertex),
/* harmony export */   "VertexColors": () => (/* binding */ VertexColors),
/* harmony export */   "VideoTexture": () => (/* binding */ VideoTexture),
/* harmony export */   "WebGL1Renderer": () => (/* binding */ WebGL1Renderer),
/* harmony export */   "WebGLCubeRenderTarget": () => (/* binding */ WebGLCubeRenderTarget),
/* harmony export */   "WebGLMultisampleRenderTarget": () => (/* binding */ WebGLMultisampleRenderTarget),
/* harmony export */   "WebGLRenderTarget": () => (/* binding */ WebGLRenderTarget),
/* harmony export */   "WebGLRenderTargetCube": () => (/* binding */ WebGLRenderTargetCube),
/* harmony export */   "WebGLRenderer": () => (/* binding */ WebGLRenderer),
/* harmony export */   "WebGLUtils": () => (/* binding */ WebGLUtils),
/* harmony export */   "WireframeGeometry": () => (/* binding */ WireframeGeometry),
/* harmony export */   "WireframeHelper": () => (/* binding */ WireframeHelper),
/* harmony export */   "WrapAroundEnding": () => (/* binding */ WrapAroundEnding),
/* harmony export */   "XHRLoader": () => (/* binding */ XHRLoader),
/* harmony export */   "ZeroCurvatureEnding": () => (/* binding */ ZeroCurvatureEnding),
/* harmony export */   "ZeroFactor": () => (/* binding */ ZeroFactor),
/* harmony export */   "ZeroSlopeEnding": () => (/* binding */ ZeroSlopeEnding),
/* harmony export */   "ZeroStencilOp": () => (/* binding */ ZeroStencilOp),
/* harmony export */   "sRGBEncoding": () => (/* binding */ sRGBEncoding)
/* harmony export */ });
// threejs.org/license
const REVISION = '126';
const MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
const TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
const CullFaceNone = 0;
const CullFaceBack = 1;
const CullFaceFront = 2;
const CullFaceFrontBack = 3;
const BasicShadowMap = 0;
const PCFShadowMap = 1;
const PCFSoftShadowMap = 2;
const VSMShadowMap = 3;
const FrontSide = 0;
const BackSide = 1;
const DoubleSide = 2;
const FlatShading = 1;
const SmoothShading = 2;
const NoBlending = 0;
const NormalBlending = 1;
const AdditiveBlending = 2;
const SubtractiveBlending = 3;
const MultiplyBlending = 4;
const CustomBlending = 5;
const AddEquation = 100;
const SubtractEquation = 101;
const ReverseSubtractEquation = 102;
const MinEquation = 103;
const MaxEquation = 104;
const ZeroFactor = 200;
const OneFactor = 201;
const SrcColorFactor = 202;
const OneMinusSrcColorFactor = 203;
const SrcAlphaFactor = 204;
const OneMinusSrcAlphaFactor = 205;
const DstAlphaFactor = 206;
const OneMinusDstAlphaFactor = 207;
const DstColorFactor = 208;
const OneMinusDstColorFactor = 209;
const SrcAlphaSaturateFactor = 210;
const NeverDepth = 0;
const AlwaysDepth = 1;
const LessDepth = 2;
const LessEqualDepth = 3;
const EqualDepth = 4;
const GreaterEqualDepth = 5;
const GreaterDepth = 6;
const NotEqualDepth = 7;
const MultiplyOperation = 0;
const MixOperation = 1;
const AddOperation = 2;
const NoToneMapping = 0;
const LinearToneMapping = 1;
const ReinhardToneMapping = 2;
const CineonToneMapping = 3;
const ACESFilmicToneMapping = 4;
const CustomToneMapping = 5;

const UVMapping = 300;
const CubeReflectionMapping = 301;
const CubeRefractionMapping = 302;
const EquirectangularReflectionMapping = 303;
const EquirectangularRefractionMapping = 304;
const CubeUVReflectionMapping = 306;
const CubeUVRefractionMapping = 307;
const RepeatWrapping = 1000;
const ClampToEdgeWrapping = 1001;
const MirroredRepeatWrapping = 1002;
const NearestFilter = 1003;
const NearestMipmapNearestFilter = 1004;
const NearestMipMapNearestFilter = 1004;
const NearestMipmapLinearFilter = 1005;
const NearestMipMapLinearFilter = 1005;
const LinearFilter = 1006;
const LinearMipmapNearestFilter = 1007;
const LinearMipMapNearestFilter = 1007;
const LinearMipmapLinearFilter = 1008;
const LinearMipMapLinearFilter = 1008;
const UnsignedByteType = 1009;
const ByteType = 1010;
const ShortType = 1011;
const UnsignedShortType = 1012;
const IntType = 1013;
const UnsignedIntType = 1014;
const FloatType = 1015;
const HalfFloatType = 1016;
const UnsignedShort4444Type = 1017;
const UnsignedShort5551Type = 1018;
const UnsignedShort565Type = 1019;
const UnsignedInt248Type = 1020;
const AlphaFormat = 1021;
const RGBFormat = 1022;
const RGBAFormat = 1023;
const LuminanceFormat = 1024;
const LuminanceAlphaFormat = 1025;
const RGBEFormat = RGBAFormat;
const DepthFormat = 1026;
const DepthStencilFormat = 1027;
const RedFormat = 1028;
const RedIntegerFormat = 1029;
const RGFormat = 1030;
const RGIntegerFormat = 1031;
const RGBIntegerFormat = 1032;
const RGBAIntegerFormat = 1033;

const RGB_S3TC_DXT1_Format = 33776;
const RGBA_S3TC_DXT1_Format = 33777;
const RGBA_S3TC_DXT3_Format = 33778;
const RGBA_S3TC_DXT5_Format = 33779;
const RGB_PVRTC_4BPPV1_Format = 35840;
const RGB_PVRTC_2BPPV1_Format = 35841;
const RGBA_PVRTC_4BPPV1_Format = 35842;
const RGBA_PVRTC_2BPPV1_Format = 35843;
const RGB_ETC1_Format = 36196;
const RGB_ETC2_Format = 37492;
const RGBA_ETC2_EAC_Format = 37496;
const RGBA_ASTC_4x4_Format = 37808;
const RGBA_ASTC_5x4_Format = 37809;
const RGBA_ASTC_5x5_Format = 37810;
const RGBA_ASTC_6x5_Format = 37811;
const RGBA_ASTC_6x6_Format = 37812;
const RGBA_ASTC_8x5_Format = 37813;
const RGBA_ASTC_8x6_Format = 37814;
const RGBA_ASTC_8x8_Format = 37815;
const RGBA_ASTC_10x5_Format = 37816;
const RGBA_ASTC_10x6_Format = 37817;
const RGBA_ASTC_10x8_Format = 37818;
const RGBA_ASTC_10x10_Format = 37819;
const RGBA_ASTC_12x10_Format = 37820;
const RGBA_ASTC_12x12_Format = 37821;
const RGBA_BPTC_Format = 36492;
const SRGB8_ALPHA8_ASTC_4x4_Format = 37840;
const SRGB8_ALPHA8_ASTC_5x4_Format = 37841;
const SRGB8_ALPHA8_ASTC_5x5_Format = 37842;
const SRGB8_ALPHA8_ASTC_6x5_Format = 37843;
const SRGB8_ALPHA8_ASTC_6x6_Format = 37844;
const SRGB8_ALPHA8_ASTC_8x5_Format = 37845;
const SRGB8_ALPHA8_ASTC_8x6_Format = 37846;
const SRGB8_ALPHA8_ASTC_8x8_Format = 37847;
const SRGB8_ALPHA8_ASTC_10x5_Format = 37848;
const SRGB8_ALPHA8_ASTC_10x6_Format = 37849;
const SRGB8_ALPHA8_ASTC_10x8_Format = 37850;
const SRGB8_ALPHA8_ASTC_10x10_Format = 37851;
const SRGB8_ALPHA8_ASTC_12x10_Format = 37852;
const SRGB8_ALPHA8_ASTC_12x12_Format = 37853;
const LoopOnce = 2200;
const LoopRepeat = 2201;
const LoopPingPong = 2202;
const InterpolateDiscrete = 2300;
const InterpolateLinear = 2301;
const InterpolateSmooth = 2302;
const ZeroCurvatureEnding = 2400;
const ZeroSlopeEnding = 2401;
const WrapAroundEnding = 2402;
const NormalAnimationBlendMode = 2500;
const AdditiveAnimationBlendMode = 2501;
const TrianglesDrawMode = 0;
const TriangleStripDrawMode = 1;
const TriangleFanDrawMode = 2;
const LinearEncoding = 3000;
const sRGBEncoding = 3001;
const GammaEncoding = 3007;
const RGBEEncoding = 3002;
const LogLuvEncoding = 3003;
const RGBM7Encoding = 3004;
const RGBM16Encoding = 3005;
const RGBDEncoding = 3006;
const BasicDepthPacking = 3200;
const RGBADepthPacking = 3201;
const TangentSpaceNormalMap = 0;
const ObjectSpaceNormalMap = 1;

const ZeroStencilOp = 0;
const KeepStencilOp = 7680;
const ReplaceStencilOp = 7681;
const IncrementStencilOp = 7682;
const DecrementStencilOp = 7683;
const IncrementWrapStencilOp = 34055;
const DecrementWrapStencilOp = 34056;
const InvertStencilOp = 5386;

const NeverStencilFunc = 512;
const LessStencilFunc = 513;
const EqualStencilFunc = 514;
const LessEqualStencilFunc = 515;
const GreaterStencilFunc = 516;
const NotEqualStencilFunc = 517;
const GreaterEqualStencilFunc = 518;
const AlwaysStencilFunc = 519;

const StaticDrawUsage = 35044;
const DynamicDrawUsage = 35048;
const StreamDrawUsage = 35040;
const StaticReadUsage = 35045;
const DynamicReadUsage = 35049;
const StreamReadUsage = 35041;
const StaticCopyUsage = 35046;
const DynamicCopyUsage = 35050;
const StreamCopyUsage = 35042;

const GLSL1 = '100';
const GLSL3 = '300 es';

/**
 * https://github.com/mrdoob/eventdispatcher.js/
 */

function EventDispatcher() {}

Object.assign( EventDispatcher.prototype, {

	addEventListener: function ( type, listener ) {

		if ( this._listeners === undefined ) this._listeners = {};

		const listeners = this._listeners;

		if ( listeners[ type ] === undefined ) {

			listeners[ type ] = [];

		}

		if ( listeners[ type ].indexOf( listener ) === - 1 ) {

			listeners[ type ].push( listener );

		}

	},

	hasEventListener: function ( type, listener ) {

		if ( this._listeners === undefined ) return false;

		const listeners = this._listeners;

		return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;

	},

	removeEventListener: function ( type, listener ) {

		if ( this._listeners === undefined ) return;

		const listeners = this._listeners;
		const listenerArray = listeners[ type ];

		if ( listenerArray !== undefined ) {

			const index = listenerArray.indexOf( listener );

			if ( index !== - 1 ) {

				listenerArray.splice( index, 1 );

			}

		}

	},

	dispatchEvent: function ( event ) {

		if ( this._listeners === undefined ) return;

		const listeners = this._listeners;
		const listenerArray = listeners[ event.type ];

		if ( listenerArray !== undefined ) {

			event.target = this;

			// Make a copy, in case listeners are removed while iterating.
			const array = listenerArray.slice( 0 );

			for ( let i = 0, l = array.length; i < l; i ++ ) {

				array[ i ].call( this, event );

			}

		}

	}

} );

const _lut = [];

for ( let i = 0; i < 256; i ++ ) {

	_lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );

}

let _seed = 1234567;

const MathUtils = {

	DEG2RAD: Math.PI / 180,
	RAD2DEG: 180 / Math.PI,

	generateUUID: function () {

		// http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136

		const d0 = Math.random() * 0xffffffff | 0;
		const d1 = Math.random() * 0xffffffff | 0;
		const d2 = Math.random() * 0xffffffff | 0;
		const d3 = Math.random() * 0xffffffff | 0;
		const uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
			_lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
			_lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
			_lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];

		// .toUpperCase() here flattens concatenated strings to save heap memory space.
		return uuid.toUpperCase();

	},

	clamp: function ( value, min, max ) {

		return Math.max( min, Math.min( max, value ) );

	},

	// compute euclidian modulo of m % n
	// https://en.wikipedia.org/wiki/Modulo_operation

	euclideanModulo: function ( n, m ) {

		return ( ( n % m ) + m ) % m;

	},

	// Linear mapping from range <a1, a2> to range <b1, b2>

	mapLinear: function ( x, a1, a2, b1, b2 ) {

		return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );

	},

	// https://en.wikipedia.org/wiki/Linear_interpolation

	lerp: function ( x, y, t ) {

		return ( 1 - t ) * x + t * y;

	},

	// http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/

	damp: function ( x, y, lambda, dt ) {

		return MathUtils.lerp( x, y, 1 - Math.exp( - lambda * dt ) );

	},

	// https://www.desmos.com/calculator/vcsjnyz7x4

	pingpong: function ( x, length = 1 ) {

		return length - Math.abs( MathUtils.euclideanModulo( x, length * 2 ) - length );

	},

	// http://en.wikipedia.org/wiki/Smoothstep

	smoothstep: function ( x, min, max ) {

		if ( x <= min ) return 0;
		if ( x >= max ) return 1;

		x = ( x - min ) / ( max - min );

		return x * x * ( 3 - 2 * x );

	},

	smootherstep: function ( x, min, max ) {

		if ( x <= min ) return 0;
		if ( x >= max ) return 1;

		x = ( x - min ) / ( max - min );

		return x * x * x * ( x * ( x * 6 - 15 ) + 10 );

	},

	// Random integer from <low, high> interval

	randInt: function ( low, high ) {

		return low + Math.floor( Math.random() * ( high - low + 1 ) );

	},

	// Random float from <low, high> interval

	randFloat: function ( low, high ) {

		return low + Math.random() * ( high - low );

	},

	// Random float from <-range/2, range/2> interval

	randFloatSpread: function ( range ) {

		return range * ( 0.5 - Math.random() );

	},

	// Deterministic pseudo-random float in the interval [ 0, 1 ]

	seededRandom: function ( s ) {

		if ( s !== undefined ) _seed = s % 2147483647;

		// Park-Miller algorithm

		_seed = _seed * 16807 % 2147483647;

		return ( _seed - 1 ) / 2147483646;

	},

	degToRad: function ( degrees ) {

		return degrees * MathUtils.DEG2RAD;

	},

	radToDeg: function ( radians ) {

		return radians * MathUtils.RAD2DEG;

	},

	isPowerOfTwo: function ( value ) {

		return ( value & ( value - 1 ) ) === 0 && value !== 0;

	},

	ceilPowerOfTwo: function ( value ) {

		return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );

	},

	floorPowerOfTwo: function ( value ) {

		return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );

	},

	setQuaternionFromProperEuler: function ( q, a, b, c, order ) {

		// Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles

		// rotations are applied to the axes in the order specified by 'order'
		// rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'
		// angles are in radians

		const cos = Math.cos;
		const sin = Math.sin;

		const c2 = cos( b / 2 );
		const s2 = sin( b / 2 );

		const c13 = cos( ( a + c ) / 2 );
		const s13 = sin( ( a + c ) / 2 );

		const c1_3 = cos( ( a - c ) / 2 );
		const s1_3 = sin( ( a - c ) / 2 );

		const c3_1 = cos( ( c - a ) / 2 );
		const s3_1 = sin( ( c - a ) / 2 );

		switch ( order ) {

			case 'XYX':
				q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );
				break;

			case 'YZY':
				q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );
				break;

			case 'ZXZ':
				q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );
				break;

			case 'XZX':
				q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );
				break;

			case 'YXY':
				q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );
				break;

			case 'ZYZ':
				q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );
				break;

			default:
				console.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );

		}

	}

};

class Vector2 {

	constructor( x = 0, y = 0 ) {

		this.x = x;
		this.y = y;

	}

	get width() {

		return this.x;

	}

	set width( value ) {

		this.x = value;

	}

	get height() {

		return this.y;

	}

	set height( value ) {

		this.y = value;

	}

	set( x, y ) {

		this.x = x;
		this.y = y;

		return this;

	}

	setScalar( scalar ) {

		this.x = scalar;
		this.y = scalar;

		return this;

	}

	setX( x ) {

		this.x = x;

		return this;

	}

	setY( y ) {

		this.y = y;

		return this;

	}

	setComponent( index, value ) {

		switch ( index ) {

			case 0: this.x = value; break;
			case 1: this.y = value; break;
			default: throw new Error( 'index is out of range: ' + index );

		}

		return this;

	}

	getComponent( index ) {

		switch ( index ) {

			case 0: return this.x;
			case 1: return this.y;
			default: throw new Error( 'index is out of range: ' + index );

		}

	}

	clone() {

		return new this.constructor( this.x, this.y );

	}

	copy( v ) {

		this.x = v.x;
		this.y = v.y;

		return this;

	}

	add( v, w ) {

		if ( w !== undefined ) {

			console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
			return this.addVectors( v, w );

		}

		this.x += v.x;
		this.y += v.y;

		return this;

	}

	addScalar( s ) {

		this.x += s;
		this.y += s;

		return this;

	}

	addVectors( a, b ) {

		this.x = a.x + b.x;
		this.y = a.y + b.y;

		return this;

	}

	addScaledVector( v, s ) {

		this.x += v.x * s;
		this.y += v.y * s;

		return this;

	}

	sub( v, w ) {

		if ( w !== undefined ) {

			console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
			return this.subVectors( v, w );

		}

		this.x -= v.x;
		this.y -= v.y;

		return this;

	}

	subScalar( s ) {

		this.x -= s;
		this.y -= s;

		return this;

	}

	subVectors( a, b ) {

		this.x = a.x - b.x;
		this.y = a.y - b.y;

		return this;

	}

	multiply( v ) {

		this.x *= v.x;
		this.y *= v.y;

		return this;

	}

	multiplyScalar( scalar ) {

		this.x *= scalar;
		this.y *= scalar;

		return this;

	}

	divide( v ) {

		this.x /= v.x;
		this.y /= v.y;

		return this;

	}

	divideScalar( scalar ) {

		return this.multiplyScalar( 1 / scalar );

	}

	applyMatrix3( m ) {

		const x = this.x, y = this.y;
		const e = m.elements;

		this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
		this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];

		return this;

	}

	min( v ) {

		this.x = Math.min( this.x, v.x );
		this.y = Math.min( this.y, v.y );

		return this;

	}

	max( v ) {

		this.x = Math.max( this.x, v.x );
		this.y = Math.max( this.y, v.y );

		return this;

	}

	clamp( min, max ) {

		// assumes min < max, componentwise

		this.x = Math.max( min.x, Math.min( max.x, this.x ) );
		this.y = Math.max( min.y, Math.min( max.y, this.y ) );

		return this;

	}

	clampScalar( minVal, maxVal ) {

		this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
		this.y = Math.max( minVal, Math.min( maxVal, this.y ) );

		return this;

	}

	clampLength( min, max ) {

		const length = this.length();

		return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );

	}

	floor() {

		this.x = Math.floor( this.x );
		this.y = Math.floor( this.y );

		return this;

	}

	ceil() {

		this.x = Math.ceil( this.x );
		this.y = Math.ceil( this.y );

		return this;

	}

	round() {

		this.x = Math.round( this.x );
		this.y = Math.round( this.y );

		return this;

	}

	roundToZero() {

		this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
		this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );

		return this;

	}

	negate() {

		this.x = - this.x;
		this.y = - this.y;

		return this;

	}

	dot( v ) {

		return this.x * v.x + this.y * v.y;

	}

	cross( v ) {

		return this.x * v.y - this.y * v.x;

	}

	lengthSq() {

		return this.x * this.x + this.y * this.y;

	}

	length() {

		return Math.sqrt( this.x * this.x + this.y * this.y );

	}

	manhattanLength() {

		return Math.abs( this.x ) + Math.abs( this.y );

	}

	normalize() {

		return this.divideScalar( this.length() || 1 );

	}

	angle() {

		// computes the angle in radians with respect to the positive x-axis

		const angle = Math.atan2( - this.y, - this.x ) + Math.PI;

		return angle;

	}

	distanceTo( v ) {

		return Math.sqrt( this.distanceToSquared( v ) );

	}

	distanceToSquared( v ) {

		const dx = this.x - v.x, dy = this.y - v.y;
		return dx * dx + dy * dy;

	}

	manhattanDistanceTo( v ) {

		return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );

	}

	setLength( length ) {

		return this.normalize().multiplyScalar( length );

	}

	lerp( v, alpha ) {

		this.x += ( v.x - this.x ) * alpha;
		this.y += ( v.y - this.y ) * alpha;

		return this;

	}

	lerpVectors( v1, v2, alpha ) {

		this.x = v1.x + ( v2.x - v1.x ) * alpha;
		this.y = v1.y + ( v2.y - v1.y ) * alpha;

		return this;

	}

	equals( v ) {

		return ( ( v.x === this.x ) && ( v.y === this.y ) );

	}

	fromArray( array, offset = 0 ) {

		this.x = array[ offset ];
		this.y = array[ offset + 1 ];

		return this;

	}

	toArray( array = [], offset = 0 ) {

		array[ offset ] = this.x;
		array[ offset + 1 ] = this.y;

		return array;

	}

	fromBufferAttribute( attribute, index, offset ) {

		if ( offset !== undefined ) {

			console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );

		}

		this.x = attribute.getX( index );
		this.y = attribute.getY( index );

		return this;

	}

	rotateAround( center, angle ) {

		const c = Math.cos( angle ), s = Math.sin( angle );

		const x = this.x - center.x;
		const y = this.y - center.y;

		this.x = x * c - y * s + center.x;
		this.y = x * s + y * c + center.y;

		return this;

	}

	random() {

		this.x = Math.random();
		this.y = Math.random();

		return this;

	}

}

Vector2.prototype.isVector2 = true;

class Matrix3 {

	constructor() {

		this.elements = [

			1, 0, 0,
			0, 1, 0,
			0, 0, 1

		];

		if ( arguments.length > 0 ) {

			console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );

		}

	}

	set( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {

		const te = this.elements;

		te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
		te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
		te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;

		return this;

	}

	identity() {

		this.set(

			1, 0, 0,
			0, 1, 0,
			0, 0, 1

		);

		return this;

	}

	copy( m ) {

		const te = this.elements;
		const me = m.elements;

		te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
		te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
		te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];

		return this;

	}

	extractBasis( xAxis, yAxis, zAxis ) {

		xAxis.setFromMatrix3Column( this, 0 );
		yAxis.setFromMatrix3Column( this, 1 );
		zAxis.setFromMatrix3Column( this, 2 );

		return this;

	}

	setFromMatrix4( m ) {

		const me = m.elements;

		this.set(

			me[ 0 ], me[ 4 ], me[ 8 ],
			me[ 1 ], me[ 5 ], me[ 9 ],
			me[ 2 ], me[ 6 ], me[ 10 ]

		);

		return this;

	}

	multiply( m ) {

		return this.multiplyMatrices( this, m );

	}

	premultiply( m ) {

		return this.multiplyMatrices( m, this );

	}

	multiplyMatrices( a, b ) {

		const ae = a.elements;
		const be = b.elements;
		const te = this.elements;

		const a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
		const a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
		const a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];

		const b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
		const b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
		const b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];

		te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
		te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
		te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;

		te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
		te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
		te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;

		te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
		te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
		te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;

		return this;

	}

	multiplyScalar( s ) {

		const te = this.elements;

		te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
		te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
		te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;

		return this;

	}

	determinant() {

		const te = this.elements;

		const a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
			d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
			g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];

		return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;

	}

	invert() {

		const te = this.elements,

			n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ],
			n12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ],
			n13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ],

			t11 = n33 * n22 - n32 * n23,
			t12 = n32 * n13 - n33 * n12,
			t13 = n23 * n12 - n22 * n13,

			det = n11 * t11 + n21 * t12 + n31 * t13;

		if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 );

		const detInv = 1 / det;

		te[ 0 ] = t11 * detInv;
		te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
		te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;

		te[ 3 ] = t12 * detInv;
		te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
		te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;

		te[ 6 ] = t13 * detInv;
		te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
		te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;

		return this;

	}

	transpose() {

		let tmp;
		const m = this.elements;

		tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
		tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
		tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;

		return this;

	}

	getNormalMatrix( matrix4 ) {

		return this.setFromMatrix4( matrix4 ).invert().transpose();

	}

	transposeIntoArray( r ) {

		const m = this.elements;

		r[ 0 ] = m[ 0 ];
		r[ 1 ] = m[ 3 ];
		r[ 2 ] = m[ 6 ];
		r[ 3 ] = m[ 1 ];
		r[ 4 ] = m[ 4 ];
		r[ 5 ] = m[ 7 ];
		r[ 6 ] = m[ 2 ];
		r[ 7 ] = m[ 5 ];
		r[ 8 ] = m[ 8 ];

		return this;

	}

	setUvTransform( tx, ty, sx, sy, rotation, cx, cy ) {

		const c = Math.cos( rotation );
		const s = Math.sin( rotation );

		this.set(
			sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
			- sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
			0, 0, 1
		);

		return this;

	}

	scale( sx, sy ) {

		const te = this.elements;

		te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;
		te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;

		return this;

	}

	rotate( theta ) {

		const c = Math.cos( theta );
		const s = Math.sin( theta );

		const te = this.elements;

		const a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];
		const a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];

		te[ 0 ] = c * a11 + s * a21;
		te[ 3 ] = c * a12 + s * a22;
		te[ 6 ] = c * a13 + s * a23;

		te[ 1 ] = - s * a11 + c * a21;
		te[ 4 ] = - s * a12 + c * a22;
		te[ 7 ] = - s * a13 + c * a23;

		return this;

	}

	translate( tx, ty ) {

		const te = this.elements;

		te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];
		te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];

		return this;

	}

	equals( matrix ) {

		const te = this.elements;
		const me = matrix.elements;

		for ( let i = 0; i < 9; i ++ ) {

			if ( te[ i ] !== me[ i ] ) return false;

		}

		return true;

	}

	fromArray( array, offset = 0 ) {

		for ( let i = 0; i < 9; i ++ ) {

			this.elements[ i ] = array[ i + offset ];

		}

		return this;

	}

	toArray( array = [], offset = 0 ) {

		const te = this.elements;

		array[ offset ] = te[ 0 ];
		array[ offset + 1 ] = te[ 1 ];
		array[ offset + 2 ] = te[ 2 ];

		array[ offset + 3 ] = te[ 3 ];
		array[ offset + 4 ] = te[ 4 ];
		array[ offset + 5 ] = te[ 5 ];

		array[ offset + 6 ] = te[ 6 ];
		array[ offset + 7 ] = te[ 7 ];
		array[ offset + 8 ] = te[ 8 ];

		return array;

	}

	clone() {

		return new this.constructor().fromArray( this.elements );

	}

}

Matrix3.prototype.isMatrix3 = true;

let _canvas;

const ImageUtils = {

	getDataURL: function ( image ) {

		if ( /^data:/i.test( image.src ) ) {

			return image.src;

		}

		if ( typeof HTMLCanvasElement == 'undefined' ) {

			return image.src;

		}

		let canvas;

		if ( image instanceof HTMLCanvasElement ) {

			canvas = image;

		} else {

			if ( _canvas === undefined ) _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );

			_canvas.width = image.width;
			_canvas.height = image.height;

			const context = _canvas.getContext( '2d' );

			if ( image instanceof ImageData ) {

				context.putImageData( image, 0, 0 );

			} else {

				context.drawImage( image, 0, 0, image.width, image.height );

			}

			canvas = _canvas;

		}

		if ( canvas.width > 2048 || canvas.height > 2048 ) {

			return canvas.toDataURL( 'image/jpeg', 0.6 );

		} else {

			return canvas.toDataURL( 'image/png' );

		}

	}

};

let textureId = 0;

class Texture extends EventDispatcher {

	constructor( image = Texture.DEFAULT_IMAGE, mapping = Texture.DEFAULT_MAPPING, wrapS = ClampToEdgeWrapping, wrapT = ClampToEdgeWrapping, magFilter = LinearFilter, minFilter = LinearMipmapLinearFilter, format = RGBAFormat, type = UnsignedByteType, anisotropy = 1, encoding = LinearEncoding ) {

		super();

		Object.defineProperty( this, 'id', { value: textureId ++ } );

		this.uuid = MathUtils.generateUUID();

		this.name = '';

		this.image = image;
		this.mipmaps = [];

		this.mapping = mapping;

		this.wrapS = wrapS;
		this.wrapT = wrapT;

		this.magFilter = magFilter;
		this.minFilter = minFilter;

		this.anisotropy = anisotropy;

		this.format = format;
		this.internalFormat = null;
		this.type = type;

		this.offset = new Vector2( 0, 0 );
		this.repeat = new Vector2( 1, 1 );
		this.center = new Vector2( 0, 0 );
		this.rotation = 0;

		this.matrixAutoUpdate = true;
		this.matrix = new Matrix3();

		this.generateMipmaps = true;
		this.premultiplyAlpha = false;
		this.flipY = true;
		this.unpackAlignment = 4;	// valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)

		// Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
		//
		// Also changing the encoding after already used by a Material will not automatically make the Material
		// update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
		this.encoding = encoding;

		this.version = 0;
		this.onUpdate = null;

	}

	updateMatrix() {

		this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );

	}

	clone() {

		return new this.constructor().copy( this );

	}

	copy( source ) {

		this.name = source.name;

		this.image = source.image;
		this.mipmaps = source.mipmaps.slice( 0 );

		this.mapping = source.mapping;

		this.wrapS = source.wrapS;
		this.wrapT = source.wrapT;

		this.magFilter = source.magFilter;
		this.minFilter = source.minFilter;

		this.anisotropy = source.anisotropy;

		this.format = source.format;
		this.internalFormat = source.internalFormat;
		this.type = source.type;

		this.offset.copy( source.offset );
		this.repeat.copy( source.repeat );
		this.center.copy( source.center );
		this.rotation = source.rotation;

		this.matrixAutoUpdate = source.matrixAutoUpdate;
		this.matrix.copy( source.matrix );

		this.generateMipmaps = source.generateMipmaps;
		this.premultiplyAlpha = source.premultiplyAlpha;
		this.flipY = source.flipY;
		this.unpackAlignment = source.unpackAlignment;
		this.encoding = source.encoding;

		return this;

	}

	toJSON( meta ) {

		const isRootObject = ( meta === undefined || typeof meta === 'string' );

		if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {

			return meta.textures[ this.uuid ];

		}

		const output = {

			metadata: {
				version: 4.5,
				type: 'Texture',
				generator: 'Texture.toJSON'
			},

			uuid: this.uuid,
			name: this.name,

			mapping: this.mapping,

			repeat: [ this.repeat.x, this.repeat.y ],
			offset: [ this.offset.x, this.offset.y ],
			center: [ this.center.x, this.center.y ],
			rotation: this.rotation,

			wrap: [ this.wrapS, this.wrapT ],

			format: this.format,
			type: this.type,
			encoding: this.encoding,

			minFilter: this.minFilter,
			magFilter: this.magFilter,
			anisotropy: this.anisotropy,

			flipY: this.flipY,

			premultiplyAlpha: this.premultiplyAlpha,
			unpackAlignment: this.unpackAlignment

		};

		if ( this.image !== undefined ) {

			// TODO: Move to THREE.Image

			const image = this.image;

			if ( image.uuid === undefined ) {

				image.uuid = MathUtils.generateUUID(); // UGH

			}

			if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {

				let url;

				if ( Array.isArray( image ) ) {

					// process array of images e.g. CubeTexture

					url = [];

					for ( let i = 0, l = image.length; i < l; i ++ ) {

						// check cube texture with data textures

						if ( image[ i ].isDataTexture ) {

							url.push( serializeImage( image[ i ].image ) );

						} else {

							url.push( serializeImage( image[ i ] ) );

						}

					}

				} else {

					// process single image

					url = serializeImage( image );

				}

				meta.images[ image.uuid ] = {
					uuid: image.uuid,
					url: url
				};

			}

			output.image = image.uuid;

		}

		if ( ! isRootObject ) {

			meta.textures[ this.uuid ] = output;

		}

		return output;

	}

	dispose() {

		this.dispatchEvent( { type: 'dispose' } );

	}

	transformUv( uv ) {

		if ( this.mapping !== UVMapping ) return uv;

		uv.applyMatrix3( this.matrix );

		if ( uv.x < 0 || uv.x > 1 ) {

			switch ( this.wrapS ) {

				case RepeatWrapping:

					uv.x = uv.x - Math.floor( uv.x );
					break;

				case ClampToEdgeWrapping:

					uv.x = uv.x < 0 ? 0 : 1;
					break;

				case MirroredRepeatWrapping:

					if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {

						uv.x = Math.ceil( uv.x ) - uv.x;

					} else {

						uv.x = uv.x - Math.floor( uv.x );

					}

					break;

			}

		}

		if ( uv.y < 0 || uv.y > 1 ) {

			switch ( this.wrapT ) {

				case RepeatWrapping:

					uv.y = uv.y - Math.floor( uv.y );
					break;

				case ClampToEdgeWrapping:

					uv.y = uv.y < 0 ? 0 : 1;
					break;

				case MirroredRepeatWrapping:

					if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {

						uv.y = Math.ceil( uv.y ) - uv.y;

					} else {

						uv.y = uv.y - Math.floor( uv.y );

					}

					break;

			}

		}

		if ( this.flipY ) {

			uv.y = 1 - uv.y;

		}

		return uv;

	}

	set needsUpdate( value ) {

		if ( value === true ) this.version ++;

	}

}

Texture.DEFAULT_IMAGE = undefined;
Texture.DEFAULT_MAPPING = UVMapping;

Texture.prototype.isTexture = true;

function serializeImage( image ) {

	if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
		( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
		( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {

		// default images

		return ImageUtils.getDataURL( image );

	} else {

		if ( image.data ) {

			// images of DataTexture

			return {
				data: Array.prototype.slice.call( image.data ),
				width: image.width,
				height: image.height,
				type: image.data.constructor.name
			};

		} else {

			console.warn( 'THREE.Texture: Unable to serialize Texture.' );
			return {};

		}

	}

}

class Vector4 {

	constructor( x = 0, y = 0, z = 0, w = 1 ) {

		this.x = x;
		this.y = y;
		this.z = z;
		this.w = w;

	}

	get width() {

		return this.z;

	}

	set width( value ) {

		this.z = value;

	}

	get height() {

		return this.w;

	}

	set height( value ) {

		this.w = value;

	}

	set( x, y, z, w ) {

		this.x = x;
		this.y = y;
		this.z = z;
		this.w = w;

		return this;

	}

	setScalar( scalar ) {

		this.x = scalar;
		this.y = scalar;
		this.z = scalar;
		this.w = scalar;

		return this;

	}

	setX( x ) {

		this.x = x;

		return this;

	}

	setY( y ) {

		this.y = y;

		return this;

	}

	setZ( z ) {

		this.z = z;

		return this;

	}

	setW( w ) {

		this.w = w;

		return this;

	}

	setComponent( index, value ) {

		switch ( index ) {

			case 0: this.x = value; break;
			case 1: this.y = value; break;
			case 2: this.z = value; break;
			case 3: this.w = value; break;
			default: throw new Error( 'index is out of range: ' + index );

		}

		return this;

	}

	getComponent( index ) {

		switch ( index ) {

			case 0: return this.x;
			case 1: return this.y;
			case 2: return this.z;
			case 3: return this.w;
			default: throw new Error( 'index is out of range: ' + index );

		}

	}

	clone() {

		return new this.constructor( this.x, this.y, this.z, this.w );

	}

	copy( v ) {

		this.x = v.x;
		this.y = v.y;
		this.z = v.z;
		this.w = ( v.w !== undefined ) ? v.w : 1;

		return this;

	}

	add( v, w ) {

		if ( w !== undefined ) {

			console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
			return this.addVectors( v, w );

		}

		this.x += v.x;
		this.y += v.y;
		this.z += v.z;
		this.w += v.w;

		return this;

	}

	addScalar( s ) {

		this.x += s;
		this.y += s;
		this.z += s;
		this.w += s;

		return this;

	}

	addVectors( a, b ) {

		this.x = a.x + b.x;
		this.y = a.y + b.y;
		this.z = a.z + b.z;
		this.w = a.w + b.w;

		return this;

	}

	addScaledVector( v, s ) {

		this.x += v.x * s;
		this.y += v.y * s;
		this.z += v.z * s;
		this.w += v.w * s;

		return this;

	}

	sub( v, w ) {

		if ( w !== undefined ) {

			console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
			return this.subVectors( v, w );

		}

		this.x -= v.x;
		this.y -= v.y;
		this.z -= v.z;
		this.w -= v.w;

		return this;

	}

	subScalar( s ) {

		this.x -= s;
		this.y -= s;
		this.z -= s;
		this.w -= s;

		return this;

	}

	subVectors( a, b ) {

		this.x = a.x - b.x;
		this.y = a.y - b.y;
		this.z = a.z - b.z;
		this.w = a.w - b.w;

		return this;

	}

	multiply( v ) {

		this.x *= v.x;
		this.y *= v.y;
		this.z *= v.z;
		this.w *= v.w;

		return this;

	}

	multiplyScalar( scalar ) {

		this.x *= scalar;
		this.y *= scalar;
		this.z *= scalar;
		this.w *= scalar;

		return this;

	}

	applyMatrix4( m ) {

		const x = this.x, y = this.y, z = this.z, w = this.w;
		const e = m.elements;

		this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
		this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
		this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
		this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;

		return this;

	}

	divideScalar( scalar ) {

		return this.multiplyScalar( 1 / scalar );

	}

	setAxisAngleFromQuaternion( q ) {

		// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm

		// q is assumed to be normalized

		this.w = 2 * Math.acos( q.w );

		const s = Math.sqrt( 1 - q.w * q.w );

		if ( s < 0.0001 ) {

			this.x = 1;
			this.y = 0;
			this.z = 0;

		} else {

			this.x = q.x / s;
			this.y = q.y / s;
			this.z = q.z / s;

		}

		return this;

	}

	setAxisAngleFromRotationMatrix( m ) {

		// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm

		// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)

		let angle, x, y, z; // variables for result
		const epsilon = 0.01,		// margin to allow for rounding errors
			epsilon2 = 0.1,		// margin to distinguish between 0 and 180 degrees

			te = m.elements,

			m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
			m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
			m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];

		if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
		     ( Math.abs( m13 - m31 ) < epsilon ) &&
		     ( Math.abs( m23 - m32 ) < epsilon ) ) {

			// singularity found
			// first check for identity matrix which must have +1 for all terms
			// in leading diagonal and zero in other terms

			if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
			     ( Math.abs( m13 + m31 ) < epsilon2 ) &&
			     ( Math.abs( m23 + m32 ) < epsilon2 ) &&
			     ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {

				// this singularity is identity matrix so angle = 0

				this.set( 1, 0, 0, 0 );

				return this; // zero angle, arbitrary axis

			}

			// otherwise this singularity is angle = 180

			angle = Math.PI;

			const xx = ( m11 + 1 ) / 2;
			const yy = ( m22 + 1 ) / 2;
			const zz = ( m33 + 1 ) / 2;
			const xy = ( m12 + m21 ) / 4;
			const xz = ( m13 + m31 ) / 4;
			const yz = ( m23 + m32 ) / 4;

			if ( ( xx > yy ) && ( xx > zz ) ) {

				// m11 is the largest diagonal term

				if ( xx < epsilon ) {

					x = 0;
					y = 0.707106781;
					z = 0.707106781;

				} else {

					x = Math.sqrt( xx );
					y = xy / x;
					z = xz / x;

				}

			} else if ( yy > zz ) {

				// m22 is the largest diagonal term

				if ( yy < epsilon ) {

					x = 0.707106781;
					y = 0;
					z = 0.707106781;

				} else {

					y = Math.sqrt( yy );
					x = xy / y;
					z = yz / y;

				}

			} else {

				// m33 is the largest diagonal term so base result on this

				if ( zz < epsilon ) {

					x = 0.707106781;
					y = 0.707106781;
					z = 0;

				} else {

					z = Math.sqrt( zz );
					x = xz / z;
					y = yz / z;

				}

			}

			this.set( x, y, z, angle );

			return this; // return 180 deg rotation

		}

		// as we have reached here there are no singularities so we can handle normally

		let s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
			( m13 - m31 ) * ( m13 - m31 ) +
			( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize

		if ( Math.abs( s ) < 0.001 ) s = 1;

		// prevent divide by zero, should not happen if matrix is orthogonal and should be
		// caught by singularity test above, but I've left it in just in case

		this.x = ( m32 - m23 ) / s;
		this.y = ( m13 - m31 ) / s;
		this.z = ( m21 - m12 ) / s;
		this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );

		return this;

	}

	min( v ) {

		this.x = Math.min( this.x, v.x );
		this.y = Math.min( this.y, v.y );
		this.z = Math.min( this.z, v.z );
		this.w = Math.min( this.w, v.w );

		return this;

	}

	max( v ) {

		this.x = Math.max( this.x, v.x );
		this.y = Math.max( this.y, v.y );
		this.z = Math.max( this.z, v.z );
		this.w = Math.max( this.w, v.w );

		return this;

	}

	clamp( min, max ) {

		// assumes min < max, componentwise

		this.x = Math.max( min.x, Math.min( max.x, this.x ) );
		this.y = Math.max( min.y, Math.min( max.y, this.y ) );
		this.z = Math.max( min.z, Math.min( max.z, this.z ) );
		this.w = Math.max( min.w, Math.min( max.w, this.w ) );

		return this;

	}

	clampScalar( minVal, maxVal ) {

		this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
		this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
		this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
		this.w = Math.max( minVal, Math.min( maxVal, this.w ) );

		return this;

	}

	clampLength( min, max ) {

		const length = this.length();

		return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );

	}

	floor() {

		this.x = Math.floor( this.x );
		this.y = Math.floor( this.y );
		this.z = Math.floor( this.z );
		this.w = Math.floor( this.w );

		return this;

	}

	ceil() {

		this.x = Math.ceil( this.x );
		this.y = Math.ceil( this.y );
		this.z = Math.ceil( this.z );
		this.w = Math.ceil( this.w );

		return this;

	}

	round() {

		this.x = Math.round( this.x );
		this.y = Math.round( this.y );
		this.z = Math.round( this.z );
		this.w = Math.round( this.w );

		return this;

	}

	roundToZero() {

		this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
		this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
		this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
		this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );

		return this;

	}

	negate() {

		this.x = - this.x;
		this.y = - this.y;
		this.z = - this.z;
		this.w = - this.w;

		return this;

	}

	dot( v ) {

		return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;

	}

	lengthSq() {

		return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;

	}

	length() {

		return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );

	}

	manhattanLength() {

		return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );

	}

	normalize() {

		return this.divideScalar( this.length() || 1 );

	}

	setLength( length ) {

		return this.normalize().multiplyScalar( length );

	}

	lerp( v, alpha ) {

		this.x += ( v.x - this.x ) * alpha;
		this.y += ( v.y - this.y ) * alpha;
		this.z += ( v.z - this.z ) * alpha;
		this.w += ( v.w - this.w ) * alpha;

		return this;

	}

	lerpVectors( v1, v2, alpha ) {

		this.x = v1.x + ( v2.x - v1.x ) * alpha;
		this.y = v1.y + ( v2.y - v1.y ) * alpha;
		this.z = v1.z + ( v2.z - v1.z ) * alpha;
		this.w = v1.w + ( v2.w - v1.w ) * alpha;

		return this;

	}

	equals( v ) {

		return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );

	}

	fromArray( array, offset = 0 ) {

		this.x = array[ offset ];
		this.y = array[ offset + 1 ];
		this.z = array[ offset + 2 ];
		this.w = array[ offset + 3 ];

		return this;

	}

	toArray( array = [], offset = 0 ) {

		array[ offset ] = this.x;
		array[ offset + 1 ] = this.y;
		array[ offset + 2 ] = this.z;
		array[ offset + 3 ] = this.w;

		return array;

	}

	fromBufferAttribute( attribute, index, offset ) {

		if ( offset !== undefined ) {

			console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );

		}

		this.x = attribute.getX( index );
		this.y = attribute.getY( index );
		this.z = attribute.getZ( index );
		this.w = attribute.getW( index );

		return this;

	}

	random() {

		this.x = Math.random();
		this.y = Math.random();
		this.z = Math.random();
		this.w = Math.random();

		return this;

	}

}

Vector4.prototype.isVector4 = true;

/*
 In options, we can specify:
 * Texture parameters for an auto-generated target texture
 * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
*/
class WebGLRenderTarget extends EventDispatcher {

	constructor( width, height, options ) {

		super();

		this.width = width;
		this.height = height;
		this.depth = 1;

		this.scissor = new Vector4( 0, 0, width, height );
		this.scissorTest = false;

		this.viewport = new Vector4( 0, 0, width, height );

		options = options || {};

		this.texture = new Texture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );

		this.texture.image = {};
		this.texture.image.width = width;
		this.texture.image.height = height;
		this.texture.image.depth = 1;

		this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
		this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;

		this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
		this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : false;
		this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;

	}

	setTexture( texture ) {

		texture.image = {
			width: this.width,
			height: this.height,
			depth: this.depth
		};

		this.texture = texture;

	}

	setSize( width, height, depth = 1 ) {

		if ( this.width !== width || this.height !== height || this.depth !== depth ) {

			this.width = width;
			this.height = height;
			this.depth = depth;

			this.texture.image.width = width;
			this.texture.image.height = height;
			this.texture.image.depth = depth;

			this.dispose();

		}

		this.viewport.set( 0, 0, width, height );
		this.scissor.set( 0, 0, width, height );

	}

	clone() {

		return new this.constructor().copy( this );

	}

	copy( source ) {

		this.width = source.width;
		this.height = source.height;
		this.depth = source.depth;

		this.viewport.copy( source.viewport );

		this.texture = source.texture.clone();

		this.depthBuffer = source.depthBuffer;
		this.stencilBuffer = source.stencilBuffer;
		this.depthTexture = source.depthTexture;

		return this;

	}

	dispose() {

		this.dispatchEvent( { type: 'dispose' } );

	}

}

WebGLRenderTarget.prototype.isWebGLRenderTarget = true;

class WebGLMultisampleRenderTarget extends WebGLRenderTarget {

	constructor( width, height, options ) {

		super( width, height, options );

		this.samples = 4;

	}

	copy( source ) {

		super.copy.call( this, source );

		this.samples = source.samples;

		return this;

	}

}

WebGLMultisampleRenderTarget.prototype.isWebGLMultisampleRenderTarget = true;

class Quaternion {

	constructor( x = 0, y = 0, z = 0, w = 1 ) {

		this._x = x;
		this._y = y;
		this._z = z;
		this._w = w;

	}

	static slerp( qa, qb, qm, t ) {

		return qm.copy( qa ).slerp( qb, t );

	}

	static slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {

		// fuzz-free, array-based Quaternion SLERP operation

		let x0 = src0[ srcOffset0 + 0 ],
			y0 = src0[ srcOffset0 + 1 ],
			z0 = src0[ srcOffset0 + 2 ],
			w0 = src0[ srcOffset0 + 3 ];

		const x1 = src1[ srcOffset1 + 0 ],
			y1 = src1[ srcOffset1 + 1 ],
			z1 = src1[ srcOffset1 + 2 ],
			w1 = src1[ srcOffset1 + 3 ];

		if ( t === 0 ) {

			dst[ dstOffset + 0 ] = x0;
			dst[ dstOffset + 1 ] = y0;
			dst[ dstOffset + 2 ] = z0;
			dst[ dstOffset + 3 ] = w0;
			return;

		}

		if ( t === 1 ) {

			dst[ dstOffset + 0 ] = x1;
			dst[ dstOffset + 1 ] = y1;
			dst[ dstOffset + 2 ] = z1;
			dst[ dstOffset + 3 ] = w1;
			return;

		}

		if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {

			let s = 1 - t;
			const cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
				dir = ( cos >= 0 ? 1 : - 1 ),
				sqrSin = 1 - cos * cos;

			// Skip the Slerp for tiny steps to avoid numeric problems:
			if ( sqrSin > Number.EPSILON ) {

				const sin = Math.sqrt( sqrSin ),
					len = Math.atan2( sin, cos * dir );

				s = Math.sin( s * len ) / sin;
				t = Math.sin( t * len ) / sin;

			}

			const tDir = t * dir;

			x0 = x0 * s + x1 * tDir;
			y0 = y0 * s + y1 * tDir;
			z0 = z0 * s + z1 * tDir;
			w0 = w0 * s + w1 * tDir;

			// Normalize in case we just did a lerp:
			if ( s === 1 - t ) {

				const f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );

				x0 *= f;
				y0 *= f;
				z0 *= f;
				w0 *= f;

			}

		}

		dst[ dstOffset ] = x0;
		dst[ dstOffset + 1 ] = y0;
		dst[ dstOffset + 2 ] = z0;
		dst[ dstOffset + 3 ] = w0;

	}

	static multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {

		const x0 = src0[ srcOffset0 ];
		const y0 = src0[ srcOffset0 + 1 ];
		const z0 = src0[ srcOffset0 + 2 ];
		const w0 = src0[ srcOffset0 + 3 ];

		const x1 = src1[ srcOffset1 ];
		const y1 = src1[ srcOffset1 + 1 ];
		const z1 = src1[ srcOffset1 + 2 ];
		const w1 = src1[ srcOffset1 + 3 ];

		dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
		dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
		dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
		dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;

		return dst;

	}

	get x() {

		return this._x;

	}

	set x( value ) {

		this._x = value;
		this._onChangeCallback();

	}

	get y() {

		return this._y;

	}

	set y( value ) {

		this._y = value;
		this._onChangeCallback();

	}

	get z() {

		return this._z;

	}

	set z( value ) {

		this._z = value;
		this._onChangeCallback();

	}

	get w() {

		return this._w;

	}

	set w( value ) {

		this._w = value;
		this._onChangeCallback();

	}

	set( x, y, z, w ) {

		this._x = x;
		this._y = y;
		this._z = z;
		this._w = w;

		this._onChangeCallback();

		return this;

	}

	clone() {

		return new this.constructor( this._x, this._y, this._z, this._w );

	}

	copy( quaternion ) {

		this._x = quaternion.x;
		this._y = quaternion.y;
		this._z = quaternion.z;
		this._w = quaternion.w;

		this._onChangeCallback();

		return this;

	}

	setFromEuler( euler, update ) {

		if ( ! ( euler && euler.isEuler ) ) {

			throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );

		}

		const x = euler._x, y = euler._y, z = euler._z, order = euler._order;

		// http://www.mathworks.com/matlabcentral/fileexchange/
		// 	20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
		//	content/SpinCalc.m

		const cos = Math.cos;
		const sin = Math.sin;

		const c1 = cos( x / 2 );
		const c2 = cos( y / 2 );
		const c3 = cos( z / 2 );

		const s1 = sin( x / 2 );
		const s2 = sin( y / 2 );
		const s3 = sin( z / 2 );

		switch ( order ) {

			case 'XYZ':
				this._x = s1 * c2 * c3 + c1 * s2 * s3;
				this._y = c1 * s2 * c3 - s1 * c2 * s3;
				this._z = c1 * c2 * s3 + s1 * s2 * c3;
				this._w = c1 * c2 * c3 - s1 * s2 * s3;
				break;

			case 'YXZ':
				this._x = s1 * c2 * c3 + c1 * s2 * s3;
				this._y = c1 * s2 * c3 - s1 * c2 * s3;
				this._z = c1 * c2 * s3 - s1 * s2 * c3;
				this._w = c1 * c2 * c3 + s1 * s2 * s3;
				break;

			case 'ZXY':
				this._x = s1 * c2 * c3 - c1 * s2 * s3;
				this._y = c1 * s2 * c3 + s1 * c2 * s3;
				this._z = c1 * c2 * s3 + s1 * s2 * c3;
				this._w = c1 * c2 * c3 - s1 * s2 * s3;
				break;

			case 'ZYX':
				this._x = s1 * c2 * c3 - c1 * s2 * s3;
				this._y = c1 * s2 * c3 + s1 * c2 * s3;
				this._z = c1 * c2 * s3 - s1 * s2 * c3;
				this._w = c1 * c2 * c3 + s1 * s2 * s3;
				break;

			case 'YZX':
				this._x = s1 * c2 * c3 + c1 * s2 * s3;
				this._y = c1 * s2 * c3 + s1 * c2 * s3;
				this._z = c1 * c2 * s3 - s1 * s2 * c3;
				this._w = c1 * c2 * c3 - s1 * s2 * s3;
				break;

			case 'XZY':
				this._x = s1 * c2 * c3 - c1 * s2 * s3;
				this._y = c1 * s2 * c3 - s1 * c2 * s3;
				this._z = c1 * c2 * s3 + s1 * s2 * c3;
				this._w = c1 * c2 * c3 + s1 * s2 * s3;
				break;

			default:
				console.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order );

		}

		if ( update !== false ) this._onChangeCallback();

		return this;

	}

	setFromAxisAngle( axis, angle ) {

		// http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm

		// assumes axis is normalized

		const halfAngle = angle / 2, s = Math.sin( halfAngle );

		this._x = axis.x * s;
		this._y = axis.y * s;
		this._z = axis.z * s;
		this._w = Math.cos( halfAngle );

		this._onChangeCallback();

		return this;

	}

	setFromRotationMatrix( m ) {

		// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm

		// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)

		const te = m.elements,

			m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
			m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
			m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],

			trace = m11 + m22 + m33;

		if ( trace > 0 ) {

			const s = 0.5 / Math.sqrt( trace + 1.0 );

			this._w = 0.25 / s;
			this._x = ( m32 - m23 ) * s;
			this._y = ( m13 - m31 ) * s;
			this._z = ( m21 - m12 ) * s;

		} else if ( m11 > m22 && m11 > m33 ) {

			const s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );

			this._w = ( m32 - m23 ) / s;
			this._x = 0.25 * s;
			this._y = ( m12 + m21 ) / s;
			this._z = ( m13 + m31 ) / s;

		} else if ( m22 > m33 ) {

			const s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );

			this._w = ( m13 - m31 ) / s;
			this._x = ( m12 + m21 ) / s;
			this._y = 0.25 * s;
			this._z = ( m23 + m32 ) / s;

		} else {

			const s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );

			this._w = ( m21 - m12 ) / s;
			this._x = ( m13 + m31 ) / s;
			this._y = ( m23 + m32 ) / s;
			this._z = 0.25 * s;

		}

		this._onChangeCallback();

		return this;

	}

	setFromUnitVectors( vFrom, vTo ) {

		// assumes direction vectors vFrom and vTo are normalized

		const EPS = 0.000001;

		let r = vFrom.dot( vTo ) + 1;

		if ( r < EPS ) {

			r = 0;

			if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {

				this._x = - vFrom.y;
				this._y = vFrom.x;
				this._z = 0;
				this._w = r;

			} else {

				this._x = 0;
				this._y = - vFrom.z;
				this._z = vFrom.y;
				this._w = r;

			}

		} else {

			// crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3

			this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
			this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
			this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
			this._w = r;

		}

		return this.normalize();

	}

	angleTo( q ) {

		return 2 * Math.acos( Math.abs( MathUtils.clamp( this.dot( q ), - 1, 1 ) ) );

	}

	rotateTowards( q, step ) {

		const angle = this.angleTo( q );

		if ( angle === 0 ) return this;

		const t = Math.min( 1, step / angle );

		this.slerp( q, t );

		return this;

	}

	identity() {

		return this.set( 0, 0, 0, 1 );

	}

	invert() {

		// quaternion is assumed to have unit length

		return this.conjugate();

	}

	conjugate() {

		this._x *= - 1;
		this._y *= - 1;
		this._z *= - 1;

		this._onChangeCallback();

		return this;

	}

	dot( v ) {

		return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;

	}

	lengthSq() {

		return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;

	}

	length() {

		return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );

	}

	normalize() {

		let l = this.length();

		if ( l === 0 ) {

			this._x = 0;
			this._y = 0;
			this._z = 0;
			this._w = 1;

		} else {

			l = 1 / l;

			this._x = this._x * l;
			this._y = this._y * l;
			this._z = this._z * l;
			this._w = this._w * l;

		}

		this._onChangeCallback();

		return this;

	}

	multiply( q, p ) {

		if ( p !== undefined ) {

			console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
			return this.multiplyQuaternions( q, p );

		}

		return this.multiplyQuaternions( this, q );

	}

	premultiply( q ) {

		return this.multiplyQuaternions( q, this );

	}

	multiplyQuaternions( a, b ) {

		// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm

		const qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
		const qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;

		this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
		this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
		this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
		this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;

		this._onChangeCallback();

		return this;

	}

	slerp( qb, t ) {

		if ( t === 0 ) return this;
		if ( t === 1 ) return this.copy( qb );

		const x = this._x, y = this._y, z = this._z, w = this._w;

		// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/

		let cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;

		if ( cosHalfTheta < 0 ) {

			this._w = - qb._w;
			this._x = - qb._x;
			this._y = - qb._y;
			this._z = - qb._z;

			cosHalfTheta = - cosHalfTheta;

		} else {

			this.copy( qb );

		}

		if ( cosHalfTheta >= 1.0 ) {

			this._w = w;
			this._x = x;
			this._y = y;
			this._z = z;

			return this;

		}

		const sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;

		if ( sqrSinHalfTheta <= Number.EPSILON ) {

			const s = 1 - t;
			this._w = s * w + t * this._w;
			this._x = s * x + t * this._x;
			this._y = s * y + t * this._y;
			this._z = s * z + t * this._z;

			this.normalize();
			this._onChangeCallback();

			return this;

		}

		const sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
		const halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
		const ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
			ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;

		this._w = ( w * ratioA + this._w * ratioB );
		this._x = ( x * ratioA + this._x * ratioB );
		this._y = ( y * ratioA + this._y * ratioB );
		this._z = ( z * ratioA + this._z * ratioB );

		this._onChangeCallback();

		return this;

	}

	equals( quaternion ) {

		return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );

	}

	fromArray( array, offset = 0 ) {

		this._x = array[ offset ];
		this._y = array[ offset + 1 ];
		this._z = array[ offset + 2 ];
		this._w = array[ offset + 3 ];

		this._onChangeCallback();

		return this;

	}

	toArray( array = [], offset = 0 ) {

		array[ offset ] = this._x;
		array[ offset + 1 ] = this._y;
		array[ offset + 2 ] = this._z;
		array[ offset + 3 ] = this._w;

		return array;

	}

	fromBufferAttribute( attribute, index ) {

		this._x = attribute.getX( index );
		this._y = attribute.getY( index );
		this._z = attribute.getZ( index );
		this._w = attribute.getW( index );

		return this;

	}

	_onChange( callback ) {

		this._onChangeCallback = callback;

		return this;

	}

	_onChangeCallback() {}

}

Quaternion.prototype.isQuaternion = true;

class Vector3 {

	constructor( x = 0, y = 0, z = 0 ) {

		this.x = x;
		this.y = y;
		this.z = z;

	}

	set( x, y, z ) {

		if ( z === undefined ) z = this.z; // sprite.scale.set(x,y)

		this.x = x;
		this.y = y;
		this.z = z;

		return this;

	}

	setScalar( scalar ) {

		this.x = scalar;
		this.y = scalar;
		this.z = scalar;

		return this;

	}

	setX( x ) {

		this.x = x;

		return this;

	}

	setY( y ) {

		this.y = y;

		return this;

	}

	setZ( z ) {

		this.z = z;

		return this;

	}

	setComponent( index, value ) {

		switch ( index ) {

			case 0: this.x = value; break;
			case 1: this.y = value; break;
			case 2: this.z = value; break;
			default: throw new Error( 'index is out of range: ' + index );

		}

		return this;

	}

	getComponent( index ) {

		switch ( index ) {

			case 0: return this.x;
			case 1: return this.y;
			case 2: return this.z;
			default: throw new Error( 'index is out of range: ' + index );

		}

	}

	clone() {

		return new this.constructor( this.x, this.y, this.z );

	}

	copy( v ) {

		this.x = v.x;
		this.y = v.y;
		this.z = v.z;

		return this;

	}

	add( v, w ) {

		if ( w !== undefined ) {

			console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
			return this.addVectors( v, w );

		}

		this.x += v.x;
		this.y += v.y;
		this.z += v.z;

		return this;

	}

	addScalar( s ) {

		this.x += s;
		this.y += s;
		this.z += s;

		return this;

	}

	addVectors( a, b ) {

		this.x = a.x + b.x;
		this.y = a.y + b.y;
		this.z = a.z + b.z;

		return this;

	}

	addScaledVector( v, s ) {

		this.x += v.x * s;
		this.y += v.y * s;
		this.z += v.z * s;

		return this;

	}

	sub( v, w ) {

		if ( w !== undefined ) {

			console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
			return this.subVectors( v, w );

		}

		this.x -= v.x;
		this.y -= v.y;
		this.z -= v.z;

		return this;

	}

	subScalar( s ) {

		this.x -= s;
		this.y -= s;
		this.z -= s;

		return this;

	}

	subVectors( a, b ) {

		this.x = a.x - b.x;
		this.y = a.y - b.y;
		this.z = a.z - b.z;

		return this;

	}

	multiply( v, w ) {

		if ( w !== undefined ) {

			console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
			return this.multiplyVectors( v, w );

		}

		this.x *= v.x;
		this.y *= v.y;
		this.z *= v.z;

		return this;

	}

	multiplyScalar( scalar ) {

		this.x *= scalar;
		this.y *= scalar;
		this.z *= scalar;

		return this;

	}

	multiplyVectors( a, b ) {

		this.x = a.x * b.x;
		this.y = a.y * b.y;
		this.z = a.z * b.z;

		return this;

	}

	applyEuler( euler ) {

		if ( ! ( euler && euler.isEuler ) ) {

			console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );

		}

		return this.applyQuaternion( _quaternion.setFromEuler( euler ) );

	}

	applyAxisAngle( axis, angle ) {

		return this.applyQuaternion( _quaternion.setFromAxisAngle( axis, angle ) );

	}

	applyMatrix3( m ) {

		const x = this.x, y = this.y, z = this.z;
		const e = m.elements;

		this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
		this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
		this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;

		return this;

	}

	applyNormalMatrix( m ) {

		return this.applyMatrix3( m ).normalize();

	}

	applyMatrix4( m ) {

		const x = this.x, y = this.y, z = this.z;
		const e = m.elements;

		const w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );

		this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
		this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
		this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;

		return this;

	}

	applyQuaternion( q ) {

		const x = this.x, y = this.y, z = this.z;
		const qx = q.x, qy = q.y, qz = q.z, qw = q.w;

		// calculate quat * vector

		const ix = qw * x + qy * z - qz * y;
		const iy = qw * y + qz * x - qx * z;
		const iz = qw * z + qx * y - qy * x;
		const iw = - qx * x - qy * y - qz * z;

		// calculate result * inverse quat

		this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
		this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
		this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;

		return this;

	}

	project( camera ) {

		return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );

	}

	unproject( camera ) {

		return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );

	}

	transformDirection( m ) {

		// input: THREE.Matrix4 affine matrix
		// vector interpreted as a direction

		const x = this.x, y = this.y, z = this.z;
		const e = m.elements;

		this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
		this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
		this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;

		return this.normalize();

	}

	divide( v ) {

		this.x /= v.x;
		this.y /= v.y;
		this.z /= v.z;

		return this;

	}

	divideScalar( scalar ) {

		return this.multiplyScalar( 1 / scalar );

	}

	min( v ) {

		this.x = Math.min( this.x, v.x );
		this.y = Math.min( this.y, v.y );
		this.z = Math.min( this.z, v.z );

		return this;

	}

	max( v ) {

		this.x = Math.max( this.x, v.x );
		this.y = Math.max( this.y, v.y );
		this.z = Math.max( this.z, v.z );

		return this;

	}

	clamp( min, max ) {

		// assumes min < max, componentwise

		this.x = Math.max( min.x, Math.min( max.x, this.x ) );
		this.y = Math.max( min.y, Math.min( max.y, this.y ) );
		this.z = Math.max( min.z, Math.min( max.z, this.z ) );

		return this;

	}

	clampScalar( minVal, maxVal ) {

		this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
		this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
		this.z = Math.max( minVal, Math.min( maxVal, this.z ) );

		return this;

	}

	clampLength( min, max ) {

		const length = this.length();

		return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );

	}

	floor() {

		this.x = Math.floor( this.x );
		this.y = Math.floor( this.y );
		this.z = Math.floor( this.z );

		return this;

	}

	ceil() {

		this.x = Math.ceil( this.x );
		this.y = Math.ceil( this.y );
		this.z = Math.ceil( this.z );

		return this;

	}

	round() {

		this.x = Math.round( this.x );
		this.y = Math.round( this.y );
		this.z = Math.round( this.z );

		return this;

	}

	roundToZero() {

		this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
		this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
		this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );

		return this;

	}

	negate() {

		this.x = - this.x;
		this.y = - this.y;
		this.z = - this.z;

		return this;

	}

	dot( v ) {

		return this.x * v.x + this.y * v.y + this.z * v.z;

	}

	// TODO lengthSquared?

	lengthSq() {

		return this.x * this.x + this.y * this.y + this.z * this.z;

	}

	length() {

		return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );

	}

	manhattanLength() {

		return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );

	}

	normalize() {

		return this.divideScalar( this.length() || 1 );

	}

	setLength( length ) {

		return this.normalize().multiplyScalar( length );

	}

	lerp( v, alpha ) {

		this.x += ( v.x - this.x ) * alpha;
		this.y += ( v.y - this.y ) * alpha;
		this.z += ( v.z - this.z ) * alpha;

		return this;

	}

	lerpVectors( v1, v2, alpha ) {

		this.x = v1.x + ( v2.x - v1.x ) * alpha;
		this.y = v1.y + ( v2.y - v1.y ) * alpha;
		this.z = v1.z + ( v2.z - v1.z ) * alpha;

		return this;

	}

	cross( v, w ) {

		if ( w !== undefined ) {

			console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
			return this.crossVectors( v, w );

		}

		return this.crossVectors( this, v );

	}

	crossVectors( a, b ) {

		const ax = a.x, ay = a.y, az = a.z;
		const bx = b.x, by = b.y, bz = b.z;

		this.x = ay * bz - az * by;
		this.y = az * bx - ax * bz;
		this.z = ax * by - ay * bx;

		return this;

	}

	projectOnVector( v ) {

		const denominator = v.lengthSq();

		if ( denominator === 0 ) return this.set( 0, 0, 0 );

		const scalar = v.dot( this ) / denominator;

		return this.copy( v ).multiplyScalar( scalar );

	}

	projectOnPlane( planeNormal ) {

		_vector.copy( this ).projectOnVector( planeNormal );

		return this.sub( _vector );

	}

	reflect( normal ) {

		// reflect incident vector off plane orthogonal to normal
		// normal is assumed to have unit length

		return this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );

	}

	angleTo( v ) {

		const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );

		if ( denominator === 0 ) return Math.PI / 2;

		const theta = this.dot( v ) / denominator;

		// clamp, to handle numerical problems

		return Math.acos( MathUtils.clamp( theta, - 1, 1 ) );

	}

	distanceTo( v ) {

		return Math.sqrt( this.distanceToSquared( v ) );

	}

	distanceToSquared( v ) {

		const dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;

		return dx * dx + dy * dy + dz * dz;

	}

	manhattanDistanceTo( v ) {

		return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );

	}

	setFromSpherical( s ) {

		return this.setFromSphericalCoords( s.radius, s.phi, s.theta );

	}

	setFromSphericalCoords( radius, phi, theta ) {

		const sinPhiRadius = Math.sin( phi ) * radius;

		this.x = sinPhiRadius * Math.sin( theta );
		this.y = Math.cos( phi ) * radius;
		this.z = sinPhiRadius * Math.cos( theta );

		return this;

	}

	setFromCylindrical( c ) {

		return this.setFromCylindricalCoords( c.radius, c.theta, c.y );

	}

	setFromCylindricalCoords( radius, theta, y ) {

		this.x = radius * Math.sin( theta );
		this.y = y;
		this.z = radius * Math.cos( theta );

		return this;

	}

	setFromMatrixPosition( m ) {

		const e = m.elements;

		this.x = e[ 12 ];
		this.y = e[ 13 ];
		this.z = e[ 14 ];

		return this;

	}

	setFromMatrixScale( m ) {

		const sx = this.setFromMatrixColumn( m, 0 ).length();
		const sy = this.setFromMatrixColumn( m, 1 ).length();
		const sz = this.setFromMatrixColumn( m, 2 ).length();

		this.x = sx;
		this.y = sy;
		this.z = sz;

		return this;

	}

	setFromMatrixColumn( m, index ) {

		return this.fromArray( m.elements, index * 4 );

	}

	setFromMatrix3Column( m, index ) {

		return this.fromArray( m.elements, index * 3 );

	}

	equals( v ) {

		return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );

	}

	fromArray( array, offset = 0 ) {

		this.x = array[ offset ];
		this.y = array[ offset + 1 ];
		this.z = array[ offset + 2 ];

		return this;

	}

	toArray( array = [], offset = 0 ) {

		array[ offset ] = this.x;
		array[ offset + 1 ] = this.y;
		array[ offset + 2 ] = this.z;

		return array;

	}

	fromBufferAttribute( attribute, index, offset ) {

		if ( offset !== undefined ) {

			console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );

		}

		this.x = attribute.getX( index );
		this.y = attribute.getY( index );
		this.z = attribute.getZ( index );

		return this;

	}

	random() {

		this.x = Math.random();
		this.y = Math.random();
		this.z = Math.random();

		return this;

	}

}

Vector3.prototype.isVector3 = true;

const _vector = /*@__PURE__*/ new Vector3();
const _quaternion = /*@__PURE__*/ new Quaternion();

class Box3 {

	constructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) {

		this.min = min;
		this.max = max;

	}

	set( min, max ) {

		this.min.copy( min );
		this.max.copy( max );

		return this;

	}

	setFromArray( array ) {

		let minX = + Infinity;
		let minY = + Infinity;
		let minZ = + Infinity;

		let maxX = - Infinity;
		let maxY = - Infinity;
		let maxZ = - Infinity;

		for ( let i = 0, l = array.length; i < l; i += 3 ) {

			const x = array[ i ];
			const y = array[ i + 1 ];
			const z = array[ i + 2 ];

			if ( x < minX ) minX = x;
			if ( y < minY ) minY = y;
			if ( z < minZ ) minZ = z;

			if ( x > maxX ) maxX = x;
			if ( y > maxY ) maxY = y;
			if ( z > maxZ ) maxZ = z;

		}

		this.min.set( minX, minY, minZ );
		this.max.set( maxX, maxY, maxZ );

		return this;

	}

	setFromBufferAttribute( attribute ) {

		let minX = + Infinity;
		let minY = + Infinity;
		let minZ = + Infinity;

		let maxX = - Infinity;
		let maxY = - Infinity;
		let maxZ = - Infinity;

		for ( let i = 0, l = attribute.count; i < l; i ++ ) {

			const x = attribute.getX( i );
			const y = attribute.getY( i );
			const z = attribute.getZ( i );

			if ( x < minX ) minX = x;
			if ( y < minY ) minY = y;
			if ( z < minZ ) minZ = z;

			if ( x > maxX ) maxX = x;
			if ( y > maxY ) maxY = y;
			if ( z > maxZ ) maxZ = z;

		}

		this.min.set( minX, minY, minZ );
		this.max.set( maxX, maxY, maxZ );

		return this;

	}

	setFromPoints( points ) {

		this.makeEmpty();

		for ( let i = 0, il = points.length; i < il; i ++ ) {

			this.expandByPoint( points[ i ] );

		}

		return this;

	}

	setFromCenterAndSize( center, size ) {

		const halfSize = _vector$1.copy( size ).multiplyScalar( 0.5 );

		this.min.copy( center ).sub( halfSize );
		this.max.copy( center ).add( halfSize );

		return this;

	}

	setFromObject( object ) {

		this.makeEmpty();

		return this.expandByObject( object );

	}

	clone() {

		return new this.constructor().copy( this );

	}

	copy( box ) {

		this.min.copy( box.min );
		this.max.copy( box.max );

		return this;

	}

	makeEmpty() {

		this.min.x = this.min.y = this.min.z = + Infinity;
		this.max.x = this.max.y = this.max.z = - Infinity;

		return this;

	}

	isEmpty() {

		// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes

		return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );

	}

	getCenter( target ) {

		if ( target === undefined ) {

			console.warn( 'THREE.Box3: .getCenter() target is now required' );
			target = new Vector3();

		}

		return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );

	}

	getSize( target ) {

		if ( target === undefined ) {

			console.warn( 'THREE.Box3: .getSize() target is now required' );
			target = new Vector3();

		}

		return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );

	}

	expandByPoint( point ) {

		this.min.min( point );
		this.max.max( point );

		return this;

	}

	expandByVector( vector ) {

		this.min.sub( vector );
		this.max.add( vector );

		return this;

	}

	expandByScalar( scalar ) {

		this.min.addScalar( - scalar );
		this.max.addScalar( scalar );

		return this;

	}

	expandByObject( object ) {

		// Computes the world-axis-aligned bounding box of an object (including its children),
		// accounting for both the object's, and children's, world transforms

		object.updateWorldMatrix( false, false );

		const geometry = object.geometry;

		if ( geometry !== undefined ) {

			if ( geometry.boundingBox === null ) {

				geometry.computeBoundingBox();

			}

			_box.copy( geometry.boundingBox );
			_box.applyMatrix4( object.matrixWorld );

			this.union( _box );

		}

		const children = object.children;

		for ( let i = 0, l = children.length; i < l; i ++ ) {

			this.expandByObject( children[ i ] );

		}

		return this;

	}

	containsPoint( point ) {

		return point.x < this.min.x || point.x > this.max.x ||
			point.y < this.min.y || point.y > this.max.y ||
			point.z < this.min.z || point.z > this.max.z ? false : true;

	}

	containsBox( box ) {

		return this.min.x <= box.min.x && box.max.x <= this.max.x &&
			this.min.y <= box.min.y && box.max.y <= this.max.y &&
			this.min.z <= box.min.z && box.max.z <= this.max.z;

	}

	getParameter( point, target ) {

		// This can potentially have a divide by zero if the box
		// has a size dimension of 0.

		if ( target === undefined ) {

			console.warn( 'THREE.Box3: .getParameter() target is now required' );
			target = new Vector3();

		}

		return target.set(
			( point.x - this.min.x ) / ( this.max.x - this.min.x ),
			( point.y - this.min.y ) / ( this.max.y - this.min.y ),
			( point.z - this.min.z ) / ( this.max.z - this.min.z )
		);

	}

	intersectsBox( box ) {

		// using 6 splitting planes to rule out intersections.
		return box.max.x < this.min.x || box.min.x > this.max.x ||
			box.max.y < this.min.y || box.min.y > this.max.y ||
			box.max.z < this.min.z || box.min.z > this.max.z ? false : true;

	}

	intersectsSphere( sphere ) {

		// Find the point on the AABB closest to the sphere center.
		this.clampPoint( sphere.center, _vector$1 );

		// If that point is inside the sphere, the AABB and sphere intersect.
		return _vector$1.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );

	}

	intersectsPlane( plane ) {

		// We compute the minimum and maximum dot product values. If those values
		// are on the same side (back or front) of the plane, then there is no intersection.

		let min, max;

		if ( plane.normal.x > 0 ) {

			min = plane.normal.x * this.min.x;
			max = plane.normal.x * this.max.x;

		} else {

			min = plane.normal.x * this.max.x;
			max = plane.normal.x * this.min.x;

		}

		if ( plane.normal.y > 0 ) {

			min += plane.normal.y * this.min.y;
			max += plane.normal.y * this.max.y;

		} else {

			min += plane.normal.y * this.max.y;
			max += plane.normal.y * this.min.y;

		}

		if ( plane.normal.z > 0 ) {

			min += plane.normal.z * this.min.z;
			max += plane.normal.z * this.max.z;

		} else {

			min += plane.normal.z * this.max.z;
			max += plane.normal.z * this.min.z;

		}

		return ( min <= - plane.constant && max >= - plane.constant );

	}

	intersectsTriangle( triangle ) {

		if ( this.isEmpty() ) {

			return false;

		}

		// compute box center and extents
		this.getCenter( _center );
		_extents.subVectors( this.max, _center );

		// translate triangle to aabb origin
		_v0.subVectors( triangle.a, _center );
		_v1.subVectors( triangle.b, _center );
		_v2.subVectors( triangle.c, _center );

		// compute edge vectors for triangle
		_f0.subVectors( _v1, _v0 );
		_f1.subVectors( _v2, _v1 );
		_f2.subVectors( _v0, _v2 );

		// test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
		// make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation
		// axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
		let axes = [
			0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
			_f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
			- _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
		];
		if ( ! satForAxes( axes, _v0, _v1, _v2, _extents ) ) {

			return false;

		}

		// test 3 face normals from the aabb
		axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
		if ( ! satForAxes( axes, _v0, _v1, _v2, _extents ) ) {

			return false;

		}

		// finally testing the face normal of the triangle
		// use already existing triangle edge vectors here
		_triangleNormal.crossVectors( _f0, _f1 );
		axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];

		return satForAxes( axes, _v0, _v1, _v2, _extents );

	}

	clampPoint( point, target ) {

		if ( target === undefined ) {

			console.warn( 'THREE.Box3: .clampPoint() target is now required' );
			target = new Vector3();

		}

		return target.copy( point ).clamp( this.min, this.max );

	}

	distanceToPoint( point ) {

		const clampedPoint = _vector$1.copy( point ).clamp( this.min, this.max );

		return clampedPoint.sub( point ).length();

	}

	getBoundingSphere( target ) {

		if ( target === undefined ) {

			console.error( 'THREE.Box3: .getBoundingSphere() target is now required' );
			//target = new Sphere(); // removed to avoid cyclic dependency

		}

		this.getCenter( target.center );

		target.radius = this.getSize( _vector$1 ).length() * 0.5;

		return target;

	}

	intersect( box ) {

		this.min.max( box.min );
		this.max.min( box.max );

		// ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values.
		if ( this.isEmpty() ) this.makeEmpty();

		return this;

	}

	union( box ) {

		this.min.min( box.min );
		this.max.max( box.max );

		return this;

	}

	applyMatrix4( matrix ) {

		// transform of empty box is an empty box.
		if ( this.isEmpty() ) return this;

		// NOTE: I am using a binary pattern to specify all 2^3 combinations below
		_points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
		_points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
		_points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
		_points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
		_points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
		_points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
		_points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
		_points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111

		this.setFromPoints( _points );

		return this;

	}

	translate( offset ) {

		this.min.add( offset );
		this.max.add( offset );

		return this;

	}

	equals( box ) {

		return box.min.equals( this.min ) && box.max.equals( this.max );

	}

}

Box3.prototype.isBox3 = true;

const _points = [
	/*@__PURE__*/ new Vector3(),
	/*@__PURE__*/ new Vector3(),
	/*@__PURE__*/ new Vector3(),
	/*@__PURE__*/ new Vector3(),
	/*@__PURE__*/ new Vector3(),
	/*@__PURE__*/ new Vector3(),
	/*@__PURE__*/ new Vector3(),
	/*@__PURE__*/ new Vector3()
];

const _vector$1 = /*@__PURE__*/ new Vector3();

const _box = /*@__PURE__*/ new Box3();

// triangle centered vertices

const _v0 = /*@__PURE__*/ new Vector3();
const _v1 = /*@__PURE__*/ new Vector3();
const _v2 = /*@__PURE__*/ new Vector3();

// triangle edge vectors

const _f0 = /*@__PURE__*/ new Vector3();
const _f1 = /*@__PURE__*/ new Vector3();
const _f2 = /*@__PURE__*/ new Vector3();

const _center = /*@__PURE__*/ new Vector3();
const _extents = /*@__PURE__*/ new Vector3();
const _triangleNormal = /*@__PURE__*/ new Vector3();
const _testAxis = /*@__PURE__*/ new Vector3();

function satForAxes( axes, v0, v1, v2, extents ) {

	for ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) {

		_testAxis.fromArray( axes, i );
		// project the aabb onto the seperating axis
		const r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
		// project all 3 vertices of the triangle onto the seperating axis
		const p0 = v0.dot( _testAxis );
		const p1 = v1.dot( _testAxis );
		const p2 = v2.dot( _testAxis );
		// actual test, basically see if either of the most extreme of the triangle points intersects r
		if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {

			// points of the projected triangle are outside the projected half-length of the aabb
			// the axis is seperating and we can exit
			return false;

		}

	}

	return true;

}

const _box$1 = /*@__PURE__*/ new Box3();

class Sphere {

	constructor( center = new Vector3(), radius = - 1 ) {

		this.center = center;
		this.radius = radius;

	}

	set( center, radius ) {

		this.center.copy( center );
		this.radius = radius;

		return this;

	}

	setFromPoints( points, optionalCenter ) {

		const center = this.center;

		if ( optionalCenter !== undefined ) {

			center.copy( optionalCenter );

		} else {

			_box$1.setFromPoints( points ).getCenter( center );

		}

		let maxRadiusSq = 0;

		for ( let i = 0, il = points.length; i < il; i ++ ) {

			maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );

		}

		this.radius = Math.sqrt( maxRadiusSq );

		return this;

	}

	copy( sphere ) {

		this.center.copy( sphere.center );
		this.radius = sphere.radius;

		return this;

	}

	isEmpty() {

		return ( this.radius < 0 );

	}

	makeEmpty() {

		this.center.set( 0, 0, 0 );
		this.radius = - 1;

		return this;

	}

	containsPoint( point ) {

		return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );

	}

	distanceToPoint( point ) {

		return ( point.distanceTo( this.center ) - this.radius );

	}

	intersectsSphere( sphere ) {

		const radiusSum = this.radius + sphere.radius;

		return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );

	}

	intersectsBox( box ) {

		return box.intersectsSphere( this );

	}

	intersectsPlane( plane ) {

		return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;

	}

	clampPoint( point, target ) {

		const deltaLengthSq = this.center.distanceToSquared( point );

		if ( target === undefined ) {

			console.warn( 'THREE.Sphere: .clampPoint() target is now required' );
			target = new Vector3();

		}

		target.copy( point );

		if ( deltaLengthSq > ( this.radius * this.radius ) ) {

			target.sub( this.center ).normalize();
			target.multiplyScalar( this.radius ).add( this.center );

		}

		return target;

	}

	getBoundingBox( target ) {

		if ( target === undefined ) {

			console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );
			target = new Box3();

		}

		if ( this.isEmpty() ) {

			// Empty sphere produces empty bounding box
			target.makeEmpty();
			return target;

		}

		target.set( this.center, this.center );
		target.expandByScalar( this.radius );

		return target;

	}

	applyMatrix4( matrix ) {

		this.center.applyMatrix4( matrix );
		this.radius = this.radius * matrix.getMaxScaleOnAxis();

		return this;

	}

	translate( offset ) {

		this.center.add( offset );

		return this;

	}

	equals( sphere ) {

		return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );

	}

	clone() {

		return new this.constructor().copy( this );

	}

}

const _vector$2 = /*@__PURE__*/ new Vector3();
const _segCenter = /*@__PURE__*/ new Vector3();
const _segDir = /*@__PURE__*/ new Vector3();
const _diff = /*@__PURE__*/ new Vector3();

const _edge1 = /*@__PURE__*/ new Vector3();
const _edge2 = /*@__PURE__*/ new Vector3();
const _normal = /*@__PURE__*/ new Vector3();

class Ray {

	constructor( origin = new Vector3(), direction = new Vector3( 0, 0, - 1 ) ) {

		this.origin = origin;
		this.direction = direction;

	}

	set( origin, direction ) {

		this.origin.copy( origin );
		this.direction.copy( direction );

		return this;

	}

	copy( ray ) {

		this.origin.copy( ray.origin );
		this.direction.copy( ray.direction );

		return this;

	}

	at( t, target ) {

		if ( target === undefined ) {

			console.warn( 'THREE.Ray: .at() target is now required' );
			target = new Vector3();

		}

		return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );

	}

	lookAt( v ) {

		this.direction.copy( v ).sub( this.origin ).normalize();

		return this;

	}

	recast( t ) {

		this.origin.copy( this.at( t, _vector$2 ) );

		return this;

	}

	closestPointToPoint( point, target ) {

		if ( target === undefined ) {

			console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );
			target = new Vector3();

		}

		target.subVectors( point, this.origin );

		const directionDistance = target.dot( this.direction );

		if ( directionDistance < 0 ) {

			return target.copy( this.origin );

		}

		return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );

	}

	distanceToPoint( point ) {

		return Math.sqrt( this.distanceSqToPoint( point ) );

	}

	distanceSqToPoint( point ) {

		const directionDistance = _vector$2.subVectors( point, this.origin ).dot( this.direction );

		// point behind the ray

		if ( directionDistance < 0 ) {

			return this.origin.distanceToSquared( point );

		}

		_vector$2.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );

		return _vector$2.distanceToSquared( point );

	}

	distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {

		// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
		// It returns the min distance between the ray and the segment
		// defined by v0 and v1
		// It can also set two optional targets :
		// - The closest point on the ray
		// - The closest point on the segment

		_segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
		_segDir.copy( v1 ).sub( v0 ).normalize();
		_diff.copy( this.origin ).sub( _segCenter );

		const segExtent = v0.distanceTo( v1 ) * 0.5;
		const a01 = - this.direction.dot( _segDir );
		const b0 = _diff.dot( this.direction );
		const b1 = - _diff.dot( _segDir );
		const c = _diff.lengthSq();
		const det = Math.abs( 1 - a01 * a01 );
		let s0, s1, sqrDist, extDet;

		if ( det > 0 ) {

			// The ray and segment are not parallel.

			s0 = a01 * b1 - b0;
			s1 = a01 * b0 - b1;
			extDet = segExtent * det;

			if ( s0 >= 0 ) {

				if ( s1 >= - extDet ) {

					if ( s1 <= extDet ) {

						// region 0
						// Minimum at interior points of ray and segment.

						const invDet = 1 / det;
						s0 *= invDet;
						s1 *= invDet;
						sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;

					} else {

						// region 1

						s1 = segExtent;
						s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
						sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;

					}

				} else {

					// region 5

					s1 = - segExtent;
					s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
					sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;

				}

			} else {

				if ( s1 <= - extDet ) {

					// region 4

					s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
					s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
					sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;

				} else if ( s1 <= extDet ) {

					// region 3

					s0 = 0;
					s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
					sqrDist = s1 * ( s1 + 2 * b1 ) + c;

				} else {

					// region 2

					s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
					s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
					sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;

				}

			}

		} else {

			// Ray and segment are parallel.

			s1 = ( a01 > 0 ) ? - segExtent : segExtent;
			s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
			sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;

		}

		if ( optionalPointOnRay ) {

			optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );

		}

		if ( optionalPointOnSegment ) {

			optionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );

		}

		return sqrDist;

	}

	intersectSphere( sphere, target ) {

		_vector$2.subVectors( sphere.center, this.origin );
		const tca = _vector$2.dot( this.direction );
		const d2 = _vector$2.dot( _vector$2 ) - tca * tca;
		const radius2 = sphere.radius * sphere.radius;

		if ( d2 > radius2 ) return null;

		const thc = Math.sqrt( radius2 - d2 );

		// t0 = first intersect point - entrance on front of sphere
		const t0 = tca - thc;

		// t1 = second intersect point - exit point on back of sphere
		const t1 = tca + thc;

		// test to see if both t0 and t1 are behind the ray - if so, return null
		if ( t0 < 0 && t1 < 0 ) return null;

		// test to see if t0 is behind the ray:
		// if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
		// in order to always return an intersect point that is in front of the ray.
		if ( t0 < 0 ) return this.at( t1, target );

		// else t0 is in front of the ray, so return the first collision point scaled by t0
		return this.at( t0, target );

	}

	intersectsSphere( sphere ) {

		return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );

	}

	distanceToPlane( plane ) {

		const denominator = plane.normal.dot( this.direction );

		if ( denominator === 0 ) {

			// line is coplanar, return origin
			if ( plane.distanceToPoint( this.origin ) === 0 ) {

				return 0;

			}

			// Null is preferable to undefined since undefined means.... it is undefined

			return null;

		}

		const t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;

		// Return if the ray never intersects the plane

		return t >= 0 ? t : null;

	}

	intersectPlane( plane, target ) {

		const t = this.distanceToPlane( plane );

		if ( t === null ) {

			return null;

		}

		return this.at( t, target );

	}

	intersectsPlane( plane ) {

		// check if the ray lies on the plane first

		const distToPoint = plane.distanceToPoint( this.origin );

		if ( distToPoint === 0 ) {

			return true;

		}

		const denominator = plane.normal.dot( this.direction );

		if ( denominator * distToPoint < 0 ) {

			return true;

		}

		// ray origin is behind the plane (and is pointing behind it)

		return false;

	}

	intersectBox( box, target ) {

		let tmin, tmax, tymin, tymax, tzmin, tzmax;

		const invdirx = 1 / this.direction.x,
			invdiry = 1 / this.direction.y,
			invdirz = 1 / this.direction.z;

		const origin = this.origin;

		if ( invdirx >= 0 ) {

			tmin = ( box.min.x - origin.x ) * invdirx;
			tmax = ( box.max.x - origin.x ) * invdirx;

		} else {

			tmin = ( box.max.x - origin.x ) * invdirx;
			tmax = ( box.min.x - origin.x ) * invdirx;

		}

		if ( invdiry >= 0 ) {

			tymin = ( box.min.y - origin.y ) * invdiry;
			tymax = ( box.max.y - origin.y ) * invdiry;

		} else {

			tymin = ( box.max.y - origin.y ) * invdiry;
			tymax = ( box.min.y - origin.y ) * invdiry;

		}

		if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;

		// These lines also handle the case where tmin or tmax is NaN
		// (result of 0 * Infinity). x !== x returns true if x is NaN

		if ( tymin > tmin || tmin !== tmin ) tmin = tymin;

		if ( tymax < tmax || tmax !== tmax ) tmax = tymax;

		if ( invdirz >= 0 ) {

			tzmin = ( box.min.z - origin.z ) * invdirz;
			tzmax = ( box.max.z - origin.z ) * invdirz;

		} else {

			tzmin = ( box.max.z - origin.z ) * invdirz;
			tzmax = ( box.min.z - origin.z ) * invdirz;

		}

		if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;

		if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;

		if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;

		//return point closest to the ray (positive side)

		if ( tmax < 0 ) return null;

		return this.at( tmin >= 0 ? tmin : tmax, target );

	}

	intersectsBox( box ) {

		return this.intersectBox( box, _vector$2 ) !== null;

	}

	intersectTriangle( a, b, c, backfaceCulling, target ) {

		// Compute the offset origin, edges, and normal.

		// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h

		_edge1.subVectors( b, a );
		_edge2.subVectors( c, a );
		_normal.crossVectors( _edge1, _edge2 );

		// Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
		// E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
		//   |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
		//   |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
		//   |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
		let DdN = this.direction.dot( _normal );
		let sign;

		if ( DdN > 0 ) {

			if ( backfaceCulling ) return null;
			sign = 1;

		} else if ( DdN < 0 ) {

			sign = - 1;
			DdN = - DdN;

		} else {

			return null;

		}

		_diff.subVectors( this.origin, a );
		const DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );

		// b1 < 0, no intersection
		if ( DdQxE2 < 0 ) {

			return null;

		}

		const DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );

		// b2 < 0, no intersection
		if ( DdE1xQ < 0 ) {

			return null;

		}

		// b1+b2 > 1, no intersection
		if ( DdQxE2 + DdE1xQ > DdN ) {

			return null;

		}

		// Line intersects triangle, check if ray does.
		const QdN = - sign * _diff.dot( _normal );

		// t < 0, no intersection
		if ( QdN < 0 ) {

			return null;

		}

		// Ray intersects triangle.
		return this.at( QdN / DdN, target );

	}

	applyMatrix4( matrix4 ) {

		this.origin.applyMatrix4( matrix4 );
		this.direction.transformDirection( matrix4 );

		return this;

	}

	equals( ray ) {

		return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );

	}

	clone() {

		return new this.constructor().copy( this );

	}

}

class Matrix4 {

	constructor() {

		this.elements = [

			1, 0, 0, 0,
			0, 1, 0, 0,
			0, 0, 1, 0,
			0, 0, 0, 1

		];

		if ( arguments.length > 0 ) {

			console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );

		}

	}

	set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {

		const te = this.elements;

		te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
		te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
		te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
		te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;

		return this;

	}

	identity() {

		this.set(

			1, 0, 0, 0,
			0, 1, 0, 0,
			0, 0, 1, 0,
			0, 0, 0, 1

		);

		return this;

	}

	clone() {

		return new Matrix4().fromArray( this.elements );

	}

	copy( m ) {

		const te = this.elements;
		const me = m.elements;

		te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
		te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
		te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
		te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];

		return this;

	}

	copyPosition( m ) {

		const te = this.elements, me = m.elements;

		te[ 12 ] = me[ 12 ];
		te[ 13 ] = me[ 13 ];
		te[ 14 ] = me[ 14 ];

		return this;

	}

	setFromMatrix3( m ) {

		const me = m.elements;

		this.set(

			me[ 0 ], me[ 3 ], me[ 6 ], 0,
			me[ 1 ], me[ 4 ], me[ 7 ], 0,
			me[ 2 ], me[ 5 ], me[ 8 ], 0,
			0, 0, 0, 1

		);

		return this;

	}

	extractBasis( xAxis, yAxis, zAxis ) {

		xAxis.setFromMatrixColumn( this, 0 );
		yAxis.setFromMatrixColumn( this, 1 );
		zAxis.setFromMatrixColumn( this, 2 );

		return this;

	}

	makeBasis( xAxis, yAxis, zAxis ) {

		this.set(
			xAxis.x, yAxis.x, zAxis.x, 0,
			xAxis.y, yAxis.y, zAxis.y, 0,
			xAxis.z, yAxis.z, zAxis.z, 0,
			0, 0, 0, 1
		);

		return this;

	}

	extractRotation( m ) {

		// this method does not support reflection matrices

		const te = this.elements;
		const me = m.elements;

		const scaleX = 1 / _v1$1.setFromMatrixColumn( m, 0 ).length();
		const scaleY = 1 / _v1$1.setFromMatrixColumn( m, 1 ).length();
		const scaleZ = 1 / _v1$1.setFromMatrixColumn( m, 2 ).length();

		te[ 0 ] = me[ 0 ] * scaleX;
		te[ 1 ] = me[ 1 ] * scaleX;
		te[ 2 ] = me[ 2 ] * scaleX;
		te[ 3 ] = 0;

		te[ 4 ] = me[ 4 ] * scaleY;
		te[ 5 ] = me[ 5 ] * scaleY;
		te[ 6 ] = me[ 6 ] * scaleY;
		te[ 7 ] = 0;

		te[ 8 ] = me[ 8 ] * scaleZ;
		te[ 9 ] = me[ 9 ] * scaleZ;
		te[ 10 ] = me[ 10 ] * scaleZ;
		te[ 11 ] = 0;

		te[ 12 ] = 0;
		te[ 13 ] = 0;
		te[ 14 ] = 0;
		te[ 15 ] = 1;

		return this;

	}

	makeRotationFromEuler( euler ) {

		if ( ! ( euler && euler.isEuler ) ) {

			console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );

		}

		const te = this.elements;

		const x = euler.x, y = euler.y, z = euler.z;
		const a = Math.cos( x ), b = Math.sin( x );
		const c = Math.cos( y ), d = Math.sin( y );
		const e = Math.cos( z ), f = Math.sin( z );

		if ( euler.order === 'XYZ' ) {

			const ae = a * e, af = a * f, be = b * e, bf = b * f;

			te[ 0 ] = c * e;
			te[ 4 ] = - c * f;
			te[ 8 ] = d;

			te[ 1 ] = af + be * d;
			te[ 5 ] = ae - bf * d;
			te[ 9 ] = - b * c;

			te[ 2 ] = bf - ae * d;
			te[ 6 ] = be + af * d;
			te[ 10 ] = a * c;

		} else if ( euler.order === 'YXZ' ) {

			const ce = c * e, cf = c * f, de = d * e, df = d * f;

			te[ 0 ] = ce + df * b;
			te[ 4 ] = de * b - cf;
			te[ 8 ] = a * d;

			te[ 1 ] = a * f;
			te[ 5 ] = a * e;
			te[ 9 ] = - b;

			te[ 2 ] = cf * b - de;
			te[ 6 ] = df + ce * b;
			te[ 10 ] = a * c;

		} else if ( euler.order === 'ZXY' ) {

			const ce = c * e, cf = c * f, de = d * e, df = d * f;

			te[ 0 ] = ce - df * b;
			te[ 4 ] = - a * f;
			te[ 8 ] = de + cf * b;

			te[ 1 ] = cf + de * b;
			te[ 5 ] = a * e;
			te[ 9 ] = df - ce * b;

			te[ 2 ] = - a * d;
			te[ 6 ] = b;
			te[ 10 ] = a * c;

		} else if ( euler.order === 'ZYX' ) {

			const ae = a * e, af = a * f, be = b * e, bf = b * f;

			te[ 0 ] = c * e;
			te[ 4 ] = be * d - af;
			te[ 8 ] = ae * d + bf;

			te[ 1 ] = c * f;
			te[ 5 ] = bf * d + ae;
			te[ 9 ] = af * d - be;

			te[ 2 ] = - d;
			te[ 6 ] = b * c;
			te[ 10 ] = a * c;

		} else if ( euler.order === 'YZX' ) {

			const ac = a * c, ad = a * d, bc = b * c, bd = b * d;

			te[ 0 ] = c * e;
			te[ 4 ] = bd - ac * f;
			te[ 8 ] = bc * f + ad;

			te[ 1 ] = f;
			te[ 5 ] = a * e;
			te[ 9 ] = - b * e;

			te[ 2 ] = - d * e;
			te[ 6 ] = ad * f + bc;
			te[ 10 ] = ac - bd * f;

		} else if ( euler.order === 'XZY' ) {

			const ac = a * c, ad = a * d, bc = b * c, bd = b * d;

			te[ 0 ] = c * e;
			te[ 4 ] = - f;
			te[ 8 ] = d * e;

			te[ 1 ] = ac * f + bd;
			te[ 5 ] = a * e;
			te[ 9 ] = ad * f - bc;

			te[ 2 ] = bc * f - ad;
			te[ 6 ] = b * e;
			te[ 10 ] = bd * f + ac;

		}

		// bottom row
		te[ 3 ] = 0;
		te[ 7 ] = 0;
		te[ 11 ] = 0;

		// last column
		te[ 12 ] = 0;
		te[ 13 ] = 0;
		te[ 14 ] = 0;
		te[ 15 ] = 1;

		return this;

	}

	makeRotationFromQuaternion( q ) {

		return this.compose( _zero, q, _one );

	}

	lookAt( eye, target, up ) {

		const te = this.elements;

		_z.subVectors( eye, target );

		if ( _z.lengthSq() === 0 ) {

			// eye and target are in the same position

			_z.z = 1;

		}

		_z.normalize();
		_x.crossVectors( up, _z );

		if ( _x.lengthSq() === 0 ) {

			// up and z are parallel

			if ( Math.abs( up.z ) === 1 ) {

				_z.x += 0.0001;

			} else {

				_z.z += 0.0001;

			}

			_z.normalize();
			_x.crossVectors( up, _z );

		}

		_x.normalize();
		_y.crossVectors( _z, _x );

		te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
		te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
		te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;

		return this;

	}

	multiply( m, n ) {

		if ( n !== undefined ) {

			console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
			return this.multiplyMatrices( m, n );

		}

		return this.multiplyMatrices( this, m );

	}

	premultiply( m ) {

		return this.multiplyMatrices( m, this );

	}

	multiplyMatrices( a, b ) {

		const ae = a.elements;
		const be = b.elements;
		const te = this.elements;

		const a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
		const a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
		const a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
		const a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];

		const b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
		const b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
		const b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
		const b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];

		te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
		te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
		te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
		te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;

		te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
		te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
		te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
		te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;

		te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
		te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
		te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
		te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;

		te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
		te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
		te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
		te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;

		return this;

	}

	multiplyScalar( s ) {

		const te = this.elements;

		te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
		te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
		te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
		te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;

		return this;

	}

	determinant() {

		const te = this.elements;

		const n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
		const n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
		const n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
		const n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];

		//TODO: make this more efficient
		//( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )

		return (
			n41 * (
				+ n14 * n23 * n32
				 - n13 * n24 * n32
				 - n14 * n22 * n33
				 + n12 * n24 * n33
				 + n13 * n22 * n34
				 - n12 * n23 * n34
			) +
			n42 * (
				+ n11 * n23 * n34
				 - n11 * n24 * n33
				 + n14 * n21 * n33
				 - n13 * n21 * n34
				 + n13 * n24 * n31
				 - n14 * n23 * n31
			) +
			n43 * (
				+ n11 * n24 * n32
				 - n11 * n22 * n34
				 - n14 * n21 * n32
				 + n12 * n21 * n34
				 + n14 * n22 * n31
				 - n12 * n24 * n31
			) +
			n44 * (
				- n13 * n22 * n31
				 - n11 * n23 * n32
				 + n11 * n22 * n33
				 + n13 * n21 * n32
				 - n12 * n21 * n33
				 + n12 * n23 * n31
			)

		);

	}

	transpose() {

		const te = this.elements;
		let tmp;

		tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
		tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
		tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;

		tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
		tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
		tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;

		return this;

	}

	setPosition( x, y, z ) {

		const te = this.elements;

		if ( x.isVector3 ) {

			te[ 12 ] = x.x;
			te[ 13 ] = x.y;
			te[ 14 ] = x.z;

		} else {

			te[ 12 ] = x;
			te[ 13 ] = y;
			te[ 14 ] = z;

		}

		return this;

	}

	invert() {

		// based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
		const te = this.elements,

			n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ],
			n12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ],
			n13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ],
			n14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ],

			t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
			t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
			t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
			t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;

		const det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;

		if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );

		const detInv = 1 / det;

		te[ 0 ] = t11 * detInv;
		te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
		te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
		te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;

		te[ 4 ] = t12 * detInv;
		te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
		te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
		te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;

		te[ 8 ] = t13 * detInv;
		te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
		te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
		te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;

		te[ 12 ] = t14 * detInv;
		te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
		te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
		te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;

		return this;

	}

	scale( v ) {

		const te = this.elements;
		const x = v.x, y = v.y, z = v.z;

		te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
		te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
		te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
		te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;

		return this;

	}

	getMaxScaleOnAxis() {

		const te = this.elements;

		const scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
		const scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
		const scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];

		return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );

	}

	makeTranslation( x, y, z ) {

		this.set(

			1, 0, 0, x,
			0, 1, 0, y,
			0, 0, 1, z,
			0, 0, 0, 1

		);

		return this;

	}

	makeRotationX( theta ) {

		const c = Math.cos( theta ), s = Math.sin( theta );

		this.set(

			1, 0, 0, 0,
			0, c, - s, 0,
			0, s, c, 0,
			0, 0, 0, 1

		);

		return this;

	}

	makeRotationY( theta ) {

		const c = Math.cos( theta ), s = Math.sin( theta );

		this.set(

			 c, 0, s, 0,
			 0, 1, 0, 0,
			- s, 0, c, 0,
			 0, 0, 0, 1

		);

		return this;

	}

	makeRotationZ( theta ) {

		const c = Math.cos( theta ), s = Math.sin( theta );

		this.set(

			c, - s, 0, 0,
			s, c, 0, 0,
			0, 0, 1, 0,
			0, 0, 0, 1

		);

		return this;

	}

	makeRotationAxis( axis, angle ) {

		// Based on http://www.gamedev.net/reference/articles/article1199.asp

		const c = Math.cos( angle );
		const s = Math.sin( angle );
		const t = 1 - c;
		const x = axis.x, y = axis.y, z = axis.z;
		const tx = t * x, ty = t * y;

		this.set(

			tx * x + c, tx * y - s * z, tx * z + s * y, 0,
			tx * y + s * z, ty * y + c, ty * z - s * x, 0,
			tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
			0, 0, 0, 1

		);

		return this;

	}

	makeScale( x, y, z ) {

		this.set(

			x, 0, 0, 0,
			0, y, 0, 0,
			0, 0, z, 0,
			0, 0, 0, 1

		);

		return this;

	}

	makeShear( x, y, z ) {

		this.set(

			1, y, z, 0,
			x, 1, z, 0,
			x, y, 1, 0,
			0, 0, 0, 1

		);

		return this;

	}

	compose( position, quaternion, scale ) {

		const te = this.elements;

		const x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
		const x2 = x + x,	y2 = y + y, z2 = z + z;
		const xx = x * x2, xy = x * y2, xz = x * z2;
		const yy = y * y2, yz = y * z2, zz = z * z2;
		const wx = w * x2, wy = w * y2, wz = w * z2;

		const sx = scale.x, sy = scale.y, sz = scale.z;

		te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
		te[ 1 ] = ( xy + wz ) * sx;
		te[ 2 ] = ( xz - wy ) * sx;
		te[ 3 ] = 0;

		te[ 4 ] = ( xy - wz ) * sy;
		te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
		te[ 6 ] = ( yz + wx ) * sy;
		te[ 7 ] = 0;

		te[ 8 ] = ( xz + wy ) * sz;
		te[ 9 ] = ( yz - wx ) * sz;
		te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
		te[ 11 ] = 0;

		te[ 12 ] = position.x;
		te[ 13 ] = position.y;
		te[ 14 ] = position.z;
		te[ 15 ] = 1;

		return this;

	}

	decompose( position, quaternion, scale ) {

		const te = this.elements;

		let sx = _v1$1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
		const sy = _v1$1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
		const sz = _v1$1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();

		// if determine is negative, we need to invert one scale
		const det = this.determinant();
		if ( det < 0 ) sx = - sx;

		position.x = te[ 12 ];
		position.y = te[ 13 ];
		position.z = te[ 14 ];

		// scale the rotation part
		_m1.copy( this );

		const invSX = 1 / sx;
		const invSY = 1 / sy;
		const invSZ = 1 / sz;

		_m1.elements[ 0 ] *= invSX;
		_m1.elements[ 1 ] *= invSX;
		_m1.elements[ 2 ] *= invSX;

		_m1.elements[ 4 ] *= invSY;
		_m1.elements[ 5 ] *= invSY;
		_m1.elements[ 6 ] *= invSY;

		_m1.elements[ 8 ] *= invSZ;
		_m1.elements[ 9 ] *= invSZ;
		_m1.elements[ 10 ] *= invSZ;

		quaternion.setFromRotationMatrix( _m1 );

		scale.x = sx;
		scale.y = sy;
		scale.z = sz;

		return this;

	}

	makePerspective( left, right, top, bottom, near, far ) {

		if ( far === undefined ) {

			console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );

		}

		const te = this.elements;
		const x = 2 * near / ( right - left );
		const y = 2 * near / ( top - bottom );

		const a = ( right + left ) / ( right - left );
		const b = ( top + bottom ) / ( top - bottom );
		const c = - ( far + near ) / ( far - near );
		const d = - 2 * far * near / ( far - near );

		te[ 0 ] = x;	te[ 4 ] = 0;	te[ 8 ] = a;	te[ 12 ] = 0;
		te[ 1 ] = 0;	te[ 5 ] = y;	te[ 9 ] = b;	te[ 13 ] = 0;
		te[ 2 ] = 0;	te[ 6 ] = 0;	te[ 10 ] = c;	te[ 14 ] = d;
		te[ 3 ] = 0;	te[ 7 ] = 0;	te[ 11 ] = - 1;	te[ 15 ] = 0;

		return this;

	}

	makeOrthographic( left, right, top, bottom, near, far ) {

		const te = this.elements;
		const w = 1.0 / ( right - left );
		const h = 1.0 / ( top - bottom );
		const p = 1.0 / ( far - near );

		const x = ( right + left ) * w;
		const y = ( top + bottom ) * h;
		const z = ( far + near ) * p;

		te[ 0 ] = 2 * w;	te[ 4 ] = 0;	te[ 8 ] = 0;	te[ 12 ] = - x;
		te[ 1 ] = 0;	te[ 5 ] = 2 * h;	te[ 9 ] = 0;	te[ 13 ] = - y;
		te[ 2 ] = 0;	te[ 6 ] = 0;	te[ 10 ] = - 2 * p;	te[ 14 ] = - z;
		te[ 3 ] = 0;	te[ 7 ] = 0;	te[ 11 ] = 0;	te[ 15 ] = 1;

		return this;

	}

	equals( matrix ) {

		const te = this.elements;
		const me = matrix.elements;

		for ( let i = 0; i < 16; i ++ ) {

			if ( te[ i ] !== me[ i ] ) return false;

		}

		return true;

	}

	fromArray( array, offset = 0 ) {

		for ( let i = 0; i < 16; i ++ ) {

			this.elements[ i ] = array[ i + offset ];

		}

		return this;

	}

	toArray( array = [], offset = 0 ) {

		const te = this.elements;

		array[ offset ] = te[ 0 ];
		array[ offset + 1 ] = te[ 1 ];
		array[ offset + 2 ] = te[ 2 ];
		array[ offset + 3 ] = te[ 3 ];

		array[ offset + 4 ] = te[ 4 ];
		array[ offset + 5 ] = te[ 5 ];
		array[ offset + 6 ] = te[ 6 ];
		array[ offset + 7 ] = te[ 7 ];

		array[ offset + 8 ] = te[ 8 ];
		array[ offset + 9 ] = te[ 9 ];
		array[ offset + 10 ] = te[ 10 ];
		array[ offset + 11 ] = te[ 11 ];

		array[ offset + 12 ] = te[ 12 ];
		array[ offset + 13 ] = te[ 13 ];
		array[ offset + 14 ] = te[ 14 ];
		array[ offset + 15 ] = te[ 15 ];

		return array;

	}

}

Matrix4.prototype.isMatrix4 = true;

const _v1$1 = /*@__PURE__*/ new Vector3();
const _m1 = /*@__PURE__*/ new Matrix4();
const _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 );
const _one = /*@__PURE__*/ new Vector3( 1, 1, 1 );
const _x = /*@__PURE__*/ new Vector3();
const _y = /*@__PURE__*/ new Vector3();
const _z = /*@__PURE__*/ new Vector3();

const _matrix = /*@__PURE__*/ new Matrix4();
const _quaternion$1 = /*@__PURE__*/ new Quaternion();

class Euler {

	constructor( x = 0, y = 0, z = 0, order = Euler.DefaultOrder ) {

		this._x = x;
		this._y = y;
		this._z = z;
		this._order = order;

	}

	get x() {

		return this._x;

	}

	set x( value ) {

		this._x = value;
		this._onChangeCallback();

	}

	get y() {

		return this._y;

	}

	set y( value ) {

		this._y = value;
		this._onChangeCallback();

	}

	get z() {

		return this._z;

	}

	set z( value ) {

		this._z = value;
		this._onChangeCallback();

	}

	get order() {

		return this._order;

	}

	set order( value ) {

		this._order = value;
		this._onChangeCallback();

	}

	set( x, y, z, order ) {

		this._x = x;
		this._y = y;
		this._z = z;
		this._order = order || this._order;

		this._onChangeCallback();

		return this;

	}

	clone() {

		return new this.constructor( this._x, this._y, this._z, this._order );

	}

	copy( euler ) {

		this._x = euler._x;
		this._y = euler._y;
		this._z = euler._z;
		this._order = euler._order;

		this._onChangeCallback();

		return this;

	}

	setFromRotationMatrix( m, order, update ) {

		const clamp = MathUtils.clamp;

		// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)

		const te = m.elements;
		const m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
		const m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
		const m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];

		order = order || this._order;

		switch ( order ) {

			case 'XYZ':

				this._y = Math.asin( clamp( m13, - 1, 1 ) );

				if ( Math.abs( m13 ) < 0.9999999 ) {

					this._x = Math.atan2( - m23, m33 );
					this._z = Math.atan2( - m12, m11 );

				} else {

					this._x = Math.atan2( m32, m22 );
					this._z = 0;

				}

				break;

			case 'YXZ':

				this._x = Math.asin( - clamp( m23, - 1, 1 ) );

				if ( Math.abs( m23 ) < 0.9999999 ) {

					this._y = Math.atan2( m13, m33 );
					this._z = Math.atan2( m21, m22 );

				} else {

					this._y = Math.atan2( - m31, m11 );
					this._z = 0;

				}

				break;

			case 'ZXY':

				this._x = Math.asin( clamp( m32, - 1, 1 ) );

				if ( Math.abs( m32 ) < 0.9999999 ) {

					this._y = Math.atan2( - m31, m33 );
					this._z = Math.atan2( - m12, m22 );

				} else {

					this._y = 0;
					this._z = Math.atan2( m21, m11 );

				}

				break;

			case 'ZYX':

				this._y = Math.asin( - clamp( m31, - 1, 1 ) );

				if ( Math.abs( m31 ) < 0.9999999 ) {

					this._x = Math.atan2( m32, m33 );
					this._z = Math.atan2( m21, m11 );

				} else {

					this._x = 0;
					this._z = Math.atan2( - m12, m22 );

				}

				break;

			case 'YZX':

				this._z = Math.asin( clamp( m21, - 1, 1 ) );

				if ( Math.abs( m21 ) < 0.9999999 ) {

					this._x = Math.atan2( - m23, m22 );
					this._y = Math.atan2( - m31, m11 );

				} else {

					this._x = 0;
					this._y = Math.atan2( m13, m33 );

				}

				break;

			case 'XZY':

				this._z = Math.asin( - clamp( m12, - 1, 1 ) );

				if ( Math.abs( m12 ) < 0.9999999 ) {

					this._x = Math.atan2( m32, m22 );
					this._y = Math.atan2( m13, m11 );

				} else {

					this._x = Math.atan2( - m23, m33 );
					this._y = 0;

				}

				break;

			default:

				console.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );

		}

		this._order = order;

		if ( update !== false ) this._onChangeCallback();

		return this;

	}

	setFromQuaternion( q, order, update ) {

		_matrix.makeRotationFromQuaternion( q );

		return this.setFromRotationMatrix( _matrix, order, update );

	}

	setFromVector3( v, order ) {

		return this.set( v.x, v.y, v.z, order || this._order );

	}

	reorder( newOrder ) {

		// WARNING: this discards revolution information -bhouston

		_quaternion$1.setFromEuler( this );

		return this.setFromQuaternion( _quaternion$1, newOrder );

	}

	equals( euler ) {

		return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );

	}

	fromArray( array ) {

		this._x = array[ 0 ];
		this._y = array[ 1 ];
		this._z = array[ 2 ];
		if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];

		this._onChangeCallback();

		return this;

	}

	toArray( array = [], offset = 0 ) {

		array[ offset ] = this._x;
		array[ offset + 1 ] = this._y;
		array[ offset + 2 ] = this._z;
		array[ offset + 3 ] = this._order;

		return array;

	}

	toVector3( optionalResult ) {

		if ( optionalResult ) {

			return optionalResult.set( this._x, this._y, this._z );

		} else {

			return new Vector3( this._x, this._y, this._z );

		}

	}

	_onChange( callback ) {

		this._onChangeCallback = callback;

		return this;

	}

	_onChangeCallback() {}

}

Euler.prototype.isEuler = true;

Euler.DefaultOrder = 'XYZ';
Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];

class Layers {

	constructor() {

		this.mask = 1 | 0;

	}

	set( channel ) {

		this.mask = 1 << channel | 0;

	}

	enable( channel ) {

		this.mask |= 1 << channel | 0;

	}

	enableAll() {

		this.mask = 0xffffffff | 0;

	}

	toggle( channel ) {

		this.mask ^= 1 << channel | 0;

	}

	disable( channel ) {

		this.mask &= ~ ( 1 << channel | 0 );

	}

	disableAll() {

		this.mask = 0;

	}

	test( layers ) {

		return ( this.mask & layers.mask ) !== 0;

	}

}

let _object3DId = 0;

const _v1$2 = new Vector3();
const _q1 = new Quaternion();
const _m1$1 = new Matrix4();
const _target = new Vector3();

const _position = new Vector3();
const _scale = new Vector3();
const _quaternion$2 = new Quaternion();

const _xAxis = new Vector3( 1, 0, 0 );
const _yAxis = new Vector3( 0, 1, 0 );
const _zAxis = new Vector3( 0, 0, 1 );

const _addedEvent = { type: 'added' };
const _removedEvent = { type: 'removed' };

function Object3D() {

	Object.defineProperty( this, 'id', { value: _object3DId ++ } );

	this.uuid = MathUtils.generateUUID();

	this.name = '';
	this.type = 'Object3D';

	this.parent = null;
	this.children = [];

	this.up = Object3D.DefaultUp.clone();

	const position = new Vector3();
	const rotation = new Euler();
	const quaternion = new Quaternion();
	const scale = new Vector3( 1, 1, 1 );

	function onRotationChange() {

		quaternion.setFromEuler( rotation, false );

	}

	function onQuaternionChange() {

		rotation.setFromQuaternion( quaternion, undefined, false );

	}

	rotation._onChange( onRotationChange );
	quaternion._onChange( onQuaternionChange );

	Object.defineProperties( this, {
		position: {
			configurable: true,
			enumerable: true,
			value: position
		},
		rotation: {
			configurable: true,
			enumerable: true,
			value: rotation
		},
		quaternion: {
			configurable: true,
			enumerable: true,
			value: quaternion
		},
		scale: {
			configurable: true,
			enumerable: true,
			value: scale
		},
		modelViewMatrix: {
			value: new Matrix4()
		},
		normalMatrix: {
			value: new Matrix3()
		}
	} );

	this.matrix = new Matrix4();
	this.matrixWorld = new Matrix4();

	this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
	this.matrixWorldNeedsUpdate = false;

	this.layers = new Layers();
	this.visible = true;

	this.castShadow = false;
	this.receiveShadow = false;

	this.frustumCulled = true;
	this.renderOrder = 0;

	this.animations = [];

	this.userData = {};

}

Object3D.DefaultUp = new Vector3( 0, 1, 0 );
Object3D.DefaultMatrixAutoUpdate = true;

Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {

	constructor: Object3D,

	isObject3D: true,

	onBeforeRender: function () {},
	onAfterRender: function () {},

	applyMatrix4: function ( matrix ) {

		if ( this.matrixAutoUpdate ) this.updateMatrix();

		this.matrix.premultiply( matrix );

		this.matrix.decompose( this.position, this.quaternion, this.scale );

	},

	applyQuaternion: function ( q ) {

		this.quaternion.premultiply( q );

		return this;

	},

	setRotationFromAxisAngle: function ( axis, angle ) {

		// assumes axis is normalized

		this.quaternion.setFromAxisAngle( axis, angle );

	},

	setRotationFromEuler: function ( euler ) {

		this.quaternion.setFromEuler( euler, true );

	},

	setRotationFromMatrix: function ( m ) {

		// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)

		this.quaternion.setFromRotationMatrix( m );

	},

	setRotationFromQuaternion: function ( q ) {

		// assumes q is normalized

		this.quaternion.copy( q );

	},

	rotateOnAxis: function ( axis, angle ) {

		// rotate object on axis in object space
		// axis is assumed to be normalized

		_q1.setFromAxisAngle( axis, angle );

		this.quaternion.multiply( _q1 );

		return this;

	},

	rotateOnWorldAxis: function ( axis, angle ) {

		// rotate object on axis in world space
		// axis is assumed to be normalized
		// method assumes no rotated parent

		_q1.setFromAxisAngle( axis, angle );

		this.quaternion.premultiply( _q1 );

		return this;

	},

	rotateX: function ( angle ) {

		return this.rotateOnAxis( _xAxis, angle );

	},

	rotateY: function ( angle ) {

		return this.rotateOnAxis( _yAxis, angle );

	},

	rotateZ: function ( angle ) {

		return this.rotateOnAxis( _zAxis, angle );

	},

	translateOnAxis: function ( axis, distance ) {

		// translate object by distance along axis in object space
		// axis is assumed to be normalized

		_v1$2.copy( axis ).applyQuaternion( this.quaternion );

		this.position.add( _v1$2.multiplyScalar( distance ) );

		return this;

	},

	translateX: function ( distance ) {

		return this.translateOnAxis( _xAxis, distance );

	},

	translateY: function ( distance ) {

		return this.translateOnAxis( _yAxis, distance );

	},

	translateZ: function ( distance ) {

		return this.translateOnAxis( _zAxis, distance );

	},

	localToWorld: function ( vector ) {

		return vector.applyMatrix4( this.matrixWorld );

	},

	worldToLocal: function ( vector ) {

		return vector.applyMatrix4( _m1$1.copy( this.matrixWorld ).invert() );

	},

	lookAt: function ( x, y, z ) {

		// This method does not support objects having non-uniformly-scaled parent(s)

		if ( x.isVector3 ) {

			_target.copy( x );

		} else {

			_target.set( x, y, z );

		}

		const parent = this.parent;

		this.updateWorldMatrix( true, false );

		_position.setFromMatrixPosition( this.matrixWorld );

		if ( this.isCamera || this.isLight ) {

			_m1$1.lookAt( _position, _target, this.up );

		} else {

			_m1$1.lookAt( _target, _position, this.up );

		}

		this.quaternion.setFromRotationMatrix( _m1$1 );

		if ( parent ) {

			_m1$1.extractRotation( parent.matrixWorld );
			_q1.setFromRotationMatrix( _m1$1 );
			this.quaternion.premultiply( _q1.invert() );

		}

	},

	add: function ( object ) {

		if ( arguments.length > 1 ) {

			for ( let i = 0; i < arguments.length; i ++ ) {

				this.add( arguments[ i ] );

			}

			return this;

		}

		if ( object === this ) {

			console.error( 'THREE.Object3D.add: object can\'t be added as a child of itself.', object );
			return this;

		}

		if ( object && object.isObject3D ) {

			if ( object.parent !== null ) {

				object.parent.remove( object );

			}

			object.parent = this;
			this.children.push( object );

			object.dispatchEvent( _addedEvent );

		} else {

			console.error( 'THREE.Object3D.add: object not an instance of THREE.Object3D.', object );

		}

		return this;

	},

	remove: function ( object ) {

		if ( arguments.length > 1 ) {

			for ( let i = 0; i < arguments.length; i ++ ) {

				this.remove( arguments[ i ] );

			}

			return this;

		}

		const index = this.children.indexOf( object );

		if ( index !== - 1 ) {

			object.parent = null;
			this.children.splice( index, 1 );

			object.dispatchEvent( _removedEvent );

		}

		return this;

	},

	clear: function () {

		for ( let i = 0; i < this.children.length; i ++ ) {

			const object = this.children[ i ];

			object.parent = null;

			object.dispatchEvent( _removedEvent );

		}

		this.children.length = 0;

		return this;


	},

	attach: function ( object ) {

		// adds object as a child of this, while maintaining the object's world transform

		this.updateWorldMatrix( true, false );

		_m1$1.copy( this.matrixWorld ).invert();

		if ( object.parent !== null ) {

			object.parent.updateWorldMatrix( true, false );

			_m1$1.multiply( object.parent.matrixWorld );

		}

		object.applyMatrix4( _m1$1 );

		this.add( object );

		object.updateWorldMatrix( false, true );

		return this;

	},

	getObjectById: function ( id ) {

		return this.getObjectByProperty( 'id', id );

	},

	getObjectByName: function ( name ) {

		return this.getObjectByProperty( 'name', name );

	},

	getObjectByProperty: function ( name, value ) {

		if ( this[ name ] === value ) return this;

		for ( let i = 0, l = this.children.length; i < l; i ++ ) {

			const child = this.children[ i ];
			const object = child.getObjectByProperty( name, value );

			if ( object !== undefined ) {

				return object;

			}

		}

		return undefined;

	},

	getWorldPosition: function ( target ) {

		if ( target === undefined ) {

			console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );
			target = new Vector3();

		}

		this.updateWorldMatrix( true, false );

		return target.setFromMatrixPosition( this.matrixWorld );

	},

	getWorldQuaternion: function ( target ) {

		if ( target === undefined ) {

			console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );
			target = new Quaternion();

		}

		this.updateWorldMatrix( true, false );

		this.matrixWorld.decompose( _position, target, _scale );

		return target;

	},

	getWorldScale: function ( target ) {

		if ( target === undefined ) {

			console.warn( 'THREE.Object3D: .getWorldScale() target is now required' );
			target = new Vector3();

		}

		this.updateWorldMatrix( true, false );

		this.matrixWorld.decompose( _position, _quaternion$2, target );

		return target;

	},

	getWorldDirection: function ( target ) {

		if ( target === undefined ) {

			console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );
			target = new Vector3();

		}

		this.updateWorldMatrix( true, false );

		const e = this.matrixWorld.elements;

		return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();

	},

	raycast: function () {},

	traverse: function ( callback ) {

		callback( this );

		const children = this.children;

		for ( let i = 0, l = children.length; i < l; i ++ ) {

			children[ i ].traverse( callback );

		}

	},

	traverseVisible: function ( callback ) {

		if ( this.visible === false ) return;

		callback( this );

		const children = this.children;

		for ( let i = 0, l = children.length; i < l; i ++ ) {

			children[ i ].traverseVisible( callback );

		}

	},

	traverseAncestors: function ( callback ) {

		const parent = this.parent;

		if ( parent !== null ) {

			callback( parent );

			parent.traverseAncestors( callback );

		}

	},

	updateMatrix: function () {

		this.matrix.compose( this.position, this.quaternion, this.scale );

		this.matrixWorldNeedsUpdate = true;

	},

	updateMatrixWorld: function ( force ) {

		if ( this.matrixAutoUpdate ) this.updateMatrix();

		if ( this.matrixWorldNeedsUpdate || force ) {

			if ( this.parent === null ) {

				this.matrixWorld.copy( this.matrix );

			} else {

				this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );

			}

			this.matrixWorldNeedsUpdate = false;

			force = true;

		}

		// update children

		const children = this.children;

		for ( let i = 0, l = children.length; i < l; i ++ ) {

			children[ i ].updateMatrixWorld( force );

		}

	},

	updateWorldMatrix: function ( updateParents, updateChildren ) {

		const parent = this.parent;

		if ( updateParents === true && parent !== null ) {

			parent.updateWorldMatrix( true, false );

		}

		if ( this.matrixAutoUpdate ) this.updateMatrix();

		if ( this.parent === null ) {

			this.matrixWorld.copy( this.matrix );

		} else {

			this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );

		}

		// update children

		if ( updateChildren === true ) {

			const children = this.children;

			for ( let i = 0, l = children.length; i < l; i ++ ) {

				children[ i ].updateWorldMatrix( false, true );

			}

		}

	},

	toJSON: function ( meta ) {

		// meta is a string when called from JSON.stringify
		const isRootObject = ( meta === undefined || typeof meta === 'string' );

		const output = {};

		// meta is a hash used to collect geometries, materials.
		// not providing it implies that this is the root object
		// being serialized.
		if ( isRootObject ) {

			// initialize meta obj
			meta = {
				geometries: {},
				materials: {},
				textures: {},
				images: {},
				shapes: {},
				skeletons: {},
				animations: {}
			};

			output.metadata = {
				version: 4.5,
				type: 'Object',
				generator: 'Object3D.toJSON'
			};

		}

		// standard Object3D serialization

		const object = {};

		object.uuid = this.uuid;
		object.type = this.type;

		if ( this.name !== '' ) object.name = this.name;
		if ( this.castShadow === true ) object.castShadow = true;
		if ( this.receiveShadow === true ) object.receiveShadow = true;
		if ( this.visible === false ) object.visible = false;
		if ( this.frustumCulled === false ) object.frustumCulled = false;
		if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;
		if ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData;

		object.layers = this.layers.mask;
		object.matrix = this.matrix.toArray();

		if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;

		// object specific properties

		if ( this.isInstancedMesh ) {

			object.type = 'InstancedMesh';
			object.count = this.count;
			object.instanceMatrix = this.instanceMatrix.toJSON();

		}

		//

		function serialize( library, element ) {

			if ( library[ element.uuid ] === undefined ) {

				library[ element.uuid ] = element.toJSON( meta );

			}

			return element.uuid;

		}

		if ( this.isMesh || this.isLine || this.isPoints ) {

			object.geometry = serialize( meta.geometries, this.geometry );

			const parameters = this.geometry.parameters;

			if ( parameters !== undefined && parameters.shapes !== undefined ) {

				const shapes = parameters.shapes;

				if ( Array.isArray( shapes ) ) {

					for ( let i = 0, l = shapes.length; i < l; i ++ ) {

						const shape = shapes[ i ];

						serialize( meta.shapes, shape );

					}

				} else {

					serialize( meta.shapes, shapes );

				}

			}

		}

		if ( this.isSkinnedMesh ) {

			object.bindMode = this.bindMode;
			object.bindMatrix = this.bindMatrix.toArray();

			if ( this.skeleton !== undefined ) {

				serialize( meta.skeletons, this.skeleton );

				object.skeleton = this.skeleton.uuid;

			}

		}

		if ( this.material !== undefined ) {

			if ( Array.isArray( this.material ) ) {

				const uuids = [];

				for ( let i = 0, l = this.material.length; i < l; i ++ ) {

					uuids.push( serialize( meta.materials, this.material[ i ] ) );

				}

				object.material = uuids;

			} else {

				object.material = serialize( meta.materials, this.material );

			}

		}

		//

		if ( this.children.length > 0 ) {

			object.children = [];

			for ( let i = 0; i < this.children.length; i ++ ) {

				object.children.push( this.children[ i ].toJSON( meta ).object );

			}

		}

		//

		if ( this.animations.length > 0 ) {

			object.animations = [];

			for ( let i = 0; i < this.animations.length; i ++ ) {

				const animation = this.animations[ i ];

				object.animations.push( serialize( meta.animations, animation ) );

			}

		}

		if ( isRootObject ) {

			const geometries = extractFromCache( meta.geometries );
			const materials = extractFromCache( meta.materials );
			const textures = extractFromCache( meta.textures );
			const images = extractFromCache( meta.images );
			const shapes = extractFromCache( meta.shapes );
			const skeletons = extractFromCache( meta.skeletons );
			const animations = extractFromCache( meta.animations );

			if ( geometries.length > 0 ) output.geometries = geometries;
			if ( materials.length > 0 ) output.materials = materials;
			if ( textures.length > 0 ) output.textures = textures;
			if ( images.length > 0 ) output.images = images;
			if ( shapes.length > 0 ) output.shapes = shapes;
			if ( skeletons.length > 0 ) output.skeletons = skeletons;
			if ( animations.length > 0 ) output.animations = animations;

		}

		output.object = object;

		return output;

		// extract data from the cache hash
		// remove metadata on each item
		// and return as array
		function extractFromCache( cache ) {

			const values = [];
			for ( const key in cache ) {

				const data = cache[ key ];
				delete data.metadata;
				values.push( data );

			}

			return values;

		}

	},

	clone: function ( recursive ) {

		return new this.constructor().copy( this, recursive );

	},

	copy: function ( source, recursive = true ) {

		this.name = source.name;

		this.up.copy( source.up );

		this.position.copy( source.position );
		this.rotation.order = source.rotation.order;
		this.quaternion.copy( source.quaternion );
		this.scale.copy( source.scale );

		this.matrix.copy( source.matrix );
		this.matrixWorld.copy( source.matrixWorld );

		this.matrixAutoUpdate = source.matrixAutoUpdate;
		this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;

		this.layers.mask = source.layers.mask;
		this.visible = source.visible;

		this.castShadow = source.castShadow;
		this.receiveShadow = source.receiveShadow;

		this.frustumCulled = source.frustumCulled;
		this.renderOrder = source.renderOrder;

		this.userData = JSON.parse( JSON.stringify( source.userData ) );

		if ( recursive === true ) {

			for ( let i = 0; i < source.children.length; i ++ ) {

				const child = source.children[ i ];
				this.add( child.clone() );

			}

		}

		return this;

	}

} );

const _vector1 = /*@__PURE__*/ new Vector3();
const _vector2 = /*@__PURE__*/ new Vector3();
const _normalMatrix = /*@__PURE__*/ new Matrix3();

class Plane {

	constructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) {

		// normal is assumed to be normalized

		this.normal = normal;
		this.constant = constant;

	}

	set( normal, constant ) {

		this.normal.copy( normal );
		this.constant = constant;

		return this;

	}

	setComponents( x, y, z, w ) {

		this.normal.set( x, y, z );
		this.constant = w;

		return this;

	}

	setFromNormalAndCoplanarPoint( normal, point ) {

		this.normal.copy( normal );
		this.constant = - point.dot( this.normal );

		return this;

	}

	setFromCoplanarPoints( a, b, c ) {

		const normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();

		// Q: should an error be thrown if normal is zero (e.g. degenerate plane)?

		this.setFromNormalAndCoplanarPoint( normal, a );

		return this;

	}

	copy( plane ) {

		this.normal.copy( plane.normal );
		this.constant = plane.constant;

		return this;

	}

	normalize() {

		// Note: will lead to a divide by zero if the plane is invalid.

		const inverseNormalLength = 1.0 / this.normal.length();
		this.normal.multiplyScalar( inverseNormalLength );
		this.constant *= inverseNormalLength;

		return this;

	}

	negate() {

		this.constant *= - 1;
		this.normal.negate();

		return this;

	}

	distanceToPoint( point ) {

		return this.normal.dot( point ) + this.constant;

	}

	distanceToSphere( sphere ) {

		return this.distanceToPoint( sphere.center ) - sphere.radius;

	}

	projectPoint( point, target ) {

		if ( target === undefined ) {

			console.warn( 'THREE.Plane: .projectPoint() target is now required' );
			target = new Vector3();

		}

		return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );

	}

	intersectLine( line, target ) {

		if ( target === undefined ) {

			console.warn( 'THREE.Plane: .intersectLine() target is now required' );
			target = new Vector3();

		}

		const direction = line.delta( _vector1 );

		const denominator = this.normal.dot( direction );

		if ( denominator === 0 ) {

			// line is coplanar, return origin
			if ( this.distanceToPoint( line.start ) === 0 ) {

				return target.copy( line.start );

			}

			// Unsure if this is the correct method to handle this case.
			return undefined;

		}

		const t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;

		if ( t < 0 || t > 1 ) {

			return undefined;

		}

		return target.copy( direction ).multiplyScalar( t ).add( line.start );

	}

	intersectsLine( line ) {

		// Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.

		const startSign = this.distanceToPoint( line.start );
		const endSign = this.distanceToPoint( line.end );

		return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );

	}

	intersectsBox( box ) {

		return box.intersectsPlane( this );

	}

	intersectsSphere( sphere ) {

		return sphere.intersectsPlane( this );

	}

	coplanarPoint( target ) {

		if ( target === undefined ) {

			console.warn( 'THREE.Plane: .coplanarPoint() target is now required' );
			target = new Vector3();

		}

		return target.copy( this.normal ).multiplyScalar( - this.constant );

	}

	applyMatrix4( matrix, optionalNormalMatrix ) {

		const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );

		const referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );

		const normal = this.normal.applyMatrix3( normalMatrix ).normalize();

		this.constant = - referencePoint.dot( normal );

		return this;

	}

	translate( offset ) {

		this.constant -= offset.dot( this.normal );

		return this;

	}

	equals( plane ) {

		return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );

	}

	clone() {

		return new this.constructor().copy( this );

	}

}

Plane.prototype.isPlane = true;

const _v0$1 = /*@__PURE__*/ new Vector3();
const _v1$3 = /*@__PURE__*/ new Vector3();
const _v2$1 = /*@__PURE__*/ new Vector3();
const _v3 = /*@__PURE__*/ new Vector3();

const _vab = /*@__PURE__*/ new Vector3();
const _vac = /*@__PURE__*/ new Vector3();
const _vbc = /*@__PURE__*/ new Vector3();
const _vap = /*@__PURE__*/ new Vector3();
const _vbp = /*@__PURE__*/ new Vector3();
const _vcp = /*@__PURE__*/ new Vector3();

class Triangle {

	constructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) {

		this.a = a;
		this.b = b;
		this.c = c;

	}

	static getNormal( a, b, c, target ) {

		if ( target === undefined ) {

			console.warn( 'THREE.Triangle: .getNormal() target is now required' );
			target = new Vector3();

		}

		target.subVectors( c, b );
		_v0$1.subVectors( a, b );
		target.cross( _v0$1 );

		const targetLengthSq = target.lengthSq();
		if ( targetLengthSq > 0 ) {

			return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );

		}

		return target.set( 0, 0, 0 );

	}

	// static/instance method to calculate barycentric coordinates
	// based on: http://www.blackpawn.com/texts/pointinpoly/default.html
	static getBarycoord( point, a, b, c, target ) {

		_v0$1.subVectors( c, a );
		_v1$3.subVectors( b, a );
		_v2$1.subVectors( point, a );

		const dot00 = _v0$1.dot( _v0$1 );
		const dot01 = _v0$1.dot( _v1$3 );
		const dot02 = _v0$1.dot( _v2$1 );
		const dot11 = _v1$3.dot( _v1$3 );
		const dot12 = _v1$3.dot( _v2$1 );

		const denom = ( dot00 * dot11 - dot01 * dot01 );

		if ( target === undefined ) {

			console.warn( 'THREE.Triangle: .getBarycoord() target is now required' );
			target = new Vector3();

		}

		// collinear or singular triangle
		if ( denom === 0 ) {

			// arbitrary location outside of triangle?
			// not sure if this is the best idea, maybe should be returning undefined
			return target.set( - 2, - 1, - 1 );

		}

		const invDenom = 1 / denom;
		const u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
		const v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;

		// barycentric coordinates must always sum to 1
		return target.set( 1 - u - v, v, u );

	}

	static containsPoint( point, a, b, c ) {

		this.getBarycoord( point, a, b, c, _v3 );

		return ( _v3.x >= 0 ) && ( _v3.y >= 0 ) && ( ( _v3.x + _v3.y ) <= 1 );

	}

	static getUV( point, p1, p2, p3, uv1, uv2, uv3, target ) {

		this.getBarycoord( point, p1, p2, p3, _v3 );

		target.set( 0, 0 );
		target.addScaledVector( uv1, _v3.x );
		target.addScaledVector( uv2, _v3.y );
		target.addScaledVector( uv3, _v3.z );

		return target;

	}

	static isFrontFacing( a, b, c, direction ) {

		_v0$1.subVectors( c, b );
		_v1$3.subVectors( a, b );

		// strictly front facing
		return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;

	}

	set( a, b, c ) {

		this.a.copy( a );
		this.b.copy( b );
		this.c.copy( c );

		return this;

	}

	setFromPointsAndIndices( points, i0, i1, i2 ) {

		this.a.copy( points[ i0 ] );
		this.b.copy( points[ i1 ] );
		this.c.copy( points[ i2 ] );

		return this;

	}

	clone() {

		return new this.constructor().copy( this );

	}

	copy( triangle ) {

		this.a.copy( triangle.a );
		this.b.copy( triangle.b );
		this.c.copy( triangle.c );

		return this;

	}

	getArea() {

		_v0$1.subVectors( this.c, this.b );
		_v1$3.subVectors( this.a, this.b );

		return _v0$1.cross( _v1$3 ).length() * 0.5;

	}

	getMidpoint( target ) {

		if ( target === undefined ) {

			console.warn( 'THREE.Triangle: .getMidpoint() target is now required' );
			target = new Vector3();

		}

		return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );

	}

	getNormal( target ) {

		return Triangle.getNormal( this.a, this.b, this.c, target );

	}

	getPlane( target ) {

		if ( target === undefined ) {

			console.warn( 'THREE.Triangle: .getPlane() target is now required' );
			target = new Plane();

		}

		return target.setFromCoplanarPoints( this.a, this.b, this.c );

	}

	getBarycoord( point, target ) {

		return Triangle.getBarycoord( point, this.a, this.b, this.c, target );

	}

	getUV( point, uv1, uv2, uv3, target ) {

		return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );

	}

	containsPoint( point ) {

		return Triangle.containsPoint( point, this.a, this.b, this.c );

	}

	isFrontFacing( direction ) {

		return Triangle.isFrontFacing( this.a, this.b, this.c, direction );

	}

	intersectsBox( box ) {

		return box.intersectsTriangle( this );

	}

	closestPointToPoint( p, target ) {

		if ( target === undefined ) {

			console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );
			target = new Vector3();

		}

		const a = this.a, b = this.b, c = this.c;
		let v, w;

		// algorithm thanks to Real-Time Collision Detection by Christer Ericson,
		// published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
		// under the accompanying license; see chapter 5.1.5 for detailed explanation.
		// basically, we're distinguishing which of the voronoi regions of the triangle
		// the point lies in with the minimum amount of redundant computation.

		_vab.subVectors( b, a );
		_vac.subVectors( c, a );
		_vap.subVectors( p, a );
		const d1 = _vab.dot( _vap );
		const d2 = _vac.dot( _vap );
		if ( d1 <= 0 && d2 <= 0 ) {

			// vertex region of A; barycentric coords (1, 0, 0)
			return target.copy( a );

		}

		_vbp.subVectors( p, b );
		const d3 = _vab.dot( _vbp );
		const d4 = _vac.dot( _vbp );
		if ( d3 >= 0 && d4 <= d3 ) {

			// vertex region of B; barycentric coords (0, 1, 0)
			return target.copy( b );

		}

		const vc = d1 * d4 - d3 * d2;
		if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {

			v = d1 / ( d1 - d3 );
			// edge region of AB; barycentric coords (1-v, v, 0)
			return target.copy( a ).addScaledVector( _vab, v );

		}

		_vcp.subVectors( p, c );
		const d5 = _vab.dot( _vcp );
		const d6 = _vac.dot( _vcp );
		if ( d6 >= 0 && d5 <= d6 ) {

			// vertex region of C; barycentric coords (0, 0, 1)
			return target.copy( c );

		}

		const vb = d5 * d2 - d1 * d6;
		if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {

			w = d2 / ( d2 - d6 );
			// edge region of AC; barycentric coords (1-w, 0, w)
			return target.copy( a ).addScaledVector( _vac, w );

		}

		const va = d3 * d6 - d5 * d4;
		if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {

			_vbc.subVectors( c, b );
			w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
			// edge region of BC; barycentric coords (0, 1-w, w)
			return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC

		}

		// face region
		const denom = 1 / ( va + vb + vc );
		// u = va * denom
		v = vb * denom;
		w = vc * denom;

		return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );

	}

	equals( triangle ) {

		return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );

	}

}

let materialId = 0;

function Material() {

	Object.defineProperty( this, 'id', { value: materialId ++ } );

	this.uuid = MathUtils.generateUUID();

	this.name = '';
	this.type = 'Material';

	this.fog = true;

	this.blending = NormalBlending;
	this.side = FrontSide;
	this.vertexColors = false;

	this.opacity = 1;
	this.transparent = false;

	this.blendSrc = SrcAlphaFactor;
	this.blendDst = OneMinusSrcAlphaFactor;
	this.blendEquation = AddEquation;
	this.blendSrcAlpha = null;
	this.blendDstAlpha = null;
	this.blendEquationAlpha = null;

	this.depthFunc = LessEqualDepth;
	this.depthTest = true;
	this.depthWrite = true;

	this.stencilWriteMask = 0xff;
	this.stencilFunc = AlwaysStencilFunc;
	this.stencilRef = 0;
	this.stencilFuncMask = 0xff;
	this.stencilFail = KeepStencilOp;
	this.stencilZFail = KeepStencilOp;
	this.stencilZPass = KeepStencilOp;
	this.stencilWrite = false;

	this.clippingPlanes = null;
	this.clipIntersection = false;
	this.clipShadows = false;

	this.shadowSide = null;

	this.colorWrite = true;

	this.precision = null; // override the renderer's default precision for this material

	this.polygonOffset = false;
	this.polygonOffsetFactor = 0;
	this.polygonOffsetUnits = 0;

	this.dithering = false;

	this.alphaTest = 0;
	this.premultipliedAlpha = false;

	this.visible = true;

	this.toneMapped = true;

	this.userData = {};

	this.version = 0;

}

Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {

	constructor: Material,

	isMaterial: true,

	onBeforeCompile: function ( /* shaderobject, renderer */ ) {},

	customProgramCacheKey: function () {

		return this.onBeforeCompile.toString();

	},

	setValues: function ( values ) {

		if ( values === undefined ) return;

		for ( const key in values ) {

			const newValue = values[ key ];

			if ( newValue === undefined ) {

				console.warn( 'THREE.Material: \'' + key + '\' parameter is undefined.' );
				continue;

			}

			// for backward compatability if shading is set in the constructor
			if ( key === 'shading' ) {

				console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
				this.flatShading = ( newValue === FlatShading ) ? true : false;
				continue;

			}

			const currentValue = this[ key ];

			if ( currentValue === undefined ) {

				console.warn( 'THREE.' + this.type + ': \'' + key + '\' is not a property of this material.' );
				continue;

			}

			if ( currentValue && currentValue.isColor ) {

				currentValue.set( newValue );

			} else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {

				currentValue.copy( newValue );

			} else {

				this[ key ] = newValue;

			}

		}

	},

	toJSON: function ( meta ) {

		const isRoot = ( meta === undefined || typeof meta === 'string' );

		if ( isRoot ) {

			meta = {
				textures: {},
				images: {}
			};

		}

		const data = {
			metadata: {
				version: 4.5,
				type: 'Material',
				generator: 'Material.toJSON'
			}
		};

		// standard Material serialization
		data.uuid = this.uuid;
		data.type = this.type;

		if ( this.name !== '' ) data.name = this.name;

		if ( this.color && this.color.isColor ) data.color = this.color.getHex();

		if ( this.roughness !== undefined ) data.roughness = this.roughness;
		if ( this.metalness !== undefined ) data.metalness = this.metalness;

		if ( this.sheen && this.sheen.isColor ) data.sheen = this.sheen.getHex();
		if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
		if ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;

		if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
		if ( this.shininess !== undefined ) data.shininess = this.shininess;
		if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;
		if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;

		if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {

			data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;

		}

		if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {

			data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;

		}

		if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {

			data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
			data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();

		}

		if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
		if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;
		if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;

		if ( this.lightMap && this.lightMap.isTexture ) {

			data.lightMap = this.lightMap.toJSON( meta ).uuid;
			data.lightMapIntensity = this.lightMapIntensity;

		}

		if ( this.aoMap && this.aoMap.isTexture ) {

			data.aoMap = this.aoMap.toJSON( meta ).uuid;
			data.aoMapIntensity = this.aoMapIntensity;

		}

		if ( this.bumpMap && this.bumpMap.isTexture ) {

			data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
			data.bumpScale = this.bumpScale;

		}

		if ( this.normalMap && this.normalMap.isTexture ) {

			data.normalMap = this.normalMap.toJSON( meta ).uuid;
			data.normalMapType = this.normalMapType;
			data.normalScale = this.normalScale.toArray();

		}

		if ( this.displacementMap && this.displacementMap.isTexture ) {

			data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
			data.displacementScale = this.displacementScale;
			data.displacementBias = this.displacementBias;

		}

		if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
		if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;

		if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
		if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;

		if ( this.envMap && this.envMap.isTexture ) {

			data.envMap = this.envMap.toJSON( meta ).uuid;
			data.reflectivity = this.reflectivity; // Scale behind envMap
			data.refractionRatio = this.refractionRatio;

			if ( this.combine !== undefined ) data.combine = this.combine;
			if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;

		}

		if ( this.gradientMap && this.gradientMap.isTexture ) {

			data.gradientMap = this.gradientMap.toJSON( meta ).uuid;

		}

		if ( this.size !== undefined ) data.size = this.size;
		if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;

		if ( this.blending !== NormalBlending ) data.blending = this.blending;
		if ( this.side !== FrontSide ) data.side = this.side;
		if ( this.vertexColors ) data.vertexColors = true;

		if ( this.opacity < 1 ) data.opacity = this.opacity;
		if ( this.transparent === true ) data.transparent = this.transparent;

		data.depthFunc = this.depthFunc;
		data.depthTest = this.depthTest;
		data.depthWrite = this.depthWrite;

		data.stencilWrite = this.stencilWrite;
		data.stencilWriteMask = this.stencilWriteMask;
		data.stencilFunc = this.stencilFunc;
		data.stencilRef = this.stencilRef;
		data.stencilFuncMask = this.stencilFuncMask;
		data.stencilFail = this.stencilFail;
		data.stencilZFail = this.stencilZFail;
		data.stencilZPass = this.stencilZPass;

		// rotation (SpriteMaterial)
		if ( this.rotation && this.rotation !== 0 ) data.rotation = this.rotation;

		if ( this.polygonOffset === true ) data.polygonOffset = true;
		if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;
		if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;

		if ( this.linewidth && this.linewidth !== 1 ) data.linewidth = this.linewidth;
		if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
		if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
		if ( this.scale !== undefined ) data.scale = this.scale;

		if ( this.dithering === true ) data.dithering = true;

		if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
		if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha;

		if ( this.wireframe === true ) data.wireframe = this.wireframe;
		if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
		if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
		if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;

		if ( this.morphTargets === true ) data.morphTargets = true;
		if ( this.morphNormals === true ) data.morphNormals = true;
		if ( this.skinning === true ) data.skinning = true;

		if ( this.flatShading === true ) data.flatShading = this.flatShading;

		if ( this.visible === false ) data.visible = false;

		if ( this.toneMapped === false ) data.toneMapped = false;

		if ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData;

		// TODO: Copied from Object3D.toJSON

		function extractFromCache( cache ) {

			const values = [];

			for ( const key in cache ) {

				const data = cache[ key ];
				delete data.metadata;
				values.push( data );

			}

			return values;

		}

		if ( isRoot ) {

			const textures = extractFromCache( meta.textures );
			const images = extractFromCache( meta.images );

			if ( textures.length > 0 ) data.textures = textures;
			if ( images.length > 0 ) data.images = images;

		}

		return data;

	},

	clone: function () {

		return new this.constructor().copy( this );

	},

	copy: function ( source ) {

		this.name = source.name;

		this.fog = source.fog;

		this.blending = source.blending;
		this.side = source.side;
		this.vertexColors = source.vertexColors;

		this.opacity = source.opacity;
		this.transparent = source.transparent;

		this.blendSrc = source.blendSrc;
		this.blendDst = source.blendDst;
		this.blendEquation = source.blendEquation;
		this.blendSrcAlpha = source.blendSrcAlpha;
		this.blendDstAlpha = source.blendDstAlpha;
		this.blendEquationAlpha = source.blendEquationAlpha;

		this.depthFunc = source.depthFunc;
		this.depthTest = source.depthTest;
		this.depthWrite = source.depthWrite;

		this.stencilWriteMask = source.stencilWriteMask;
		this.stencilFunc = source.stencilFunc;
		this.stencilRef = source.stencilRef;
		this.stencilFuncMask = source.stencilFuncMask;
		this.stencilFail = source.stencilFail;
		this.stencilZFail = source.stencilZFail;
		this.stencilZPass = source.stencilZPass;
		this.stencilWrite = source.stencilWrite;

		const srcPlanes = source.clippingPlanes;
		let dstPlanes = null;

		if ( srcPlanes !== null ) {

			const n = srcPlanes.length;
			dstPlanes = new Array( n );

			for ( let i = 0; i !== n; ++ i ) {

				dstPlanes[ i ] = srcPlanes[ i ].clone();

			}

		}

		this.clippingPlanes = dstPlanes;
		this.clipIntersection = source.clipIntersection;
		this.clipShadows = source.clipShadows;

		this.shadowSide = source.shadowSide;

		this.colorWrite = source.colorWrite;

		this.precision = source.precision;

		this.polygonOffset = source.polygonOffset;
		this.polygonOffsetFactor = source.polygonOffsetFactor;
		this.polygonOffsetUnits = source.polygonOffsetUnits;

		this.dithering = source.dithering;

		this.alphaTest = source.alphaTest;
		this.premultipliedAlpha = source.premultipliedAlpha;

		this.visible = source.visible;

		this.toneMapped = source.toneMapped;

		this.userData = JSON.parse( JSON.stringify( source.userData ) );

		return this;

	},

	dispose: function () {

		this.dispatchEvent( { type: 'dispose' } );

	}

} );

Object.defineProperty( Material.prototype, 'needsUpdate', {

	set: function ( value ) {

		if ( value === true ) this.version ++;

	}

} );

const _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
	'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
	'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
	'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
	'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
	'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
	'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
	'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
	'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
	'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
	'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
	'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
	'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
	'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
	'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
	'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
	'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
	'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
	'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
	'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
	'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
	'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
	'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
	'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };

const _hslA = { h: 0, s: 0, l: 0 };
const _hslB = { h: 0, s: 0, l: 0 };

function hue2rgb( p, q, t ) {

	if ( t < 0 ) t += 1;
	if ( t > 1 ) t -= 1;
	if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
	if ( t < 1 / 2 ) return q;
	if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
	return p;

}

function SRGBToLinear( c ) {

	return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );

}

function LinearToSRGB( c ) {

	return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;

}

class Color {

	constructor( r, g, b ) {

		if ( g === undefined && b === undefined ) {

			// r is THREE.Color, hex or string
			return this.set( r );

		}

		return this.setRGB( r, g, b );

	}

	set( value ) {

		if ( value && value.isColor ) {

			this.copy( value );

		} else if ( typeof value === 'number' ) {

			this.setHex( value );

		} else if ( typeof value === 'string' ) {

			this.setStyle( value );

		}

		return this;

	}

	setScalar( scalar ) {

		this.r = scalar;
		this.g = scalar;
		this.b = scalar;

		return this;

	}

	setHex( hex ) {

		hex = Math.floor( hex );

		this.r = ( hex >> 16 & 255 ) / 255;
		this.g = ( hex >> 8 & 255 ) / 255;
		this.b = ( hex & 255 ) / 255;

		return this;

	}

	setRGB( r, g, b ) {

		this.r = r;
		this.g = g;
		this.b = b;

		return this;

	}

	setHSL( h, s, l ) {

		// h,s,l ranges are in 0.0 - 1.0
		h = MathUtils.euclideanModulo( h, 1 );
		s = MathUtils.clamp( s, 0, 1 );
		l = MathUtils.clamp( l, 0, 1 );

		if ( s === 0 ) {

			this.r = this.g = this.b = l;

		} else {

			const p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
			const q = ( 2 * l ) - p;

			this.r = hue2rgb( q, p, h + 1 / 3 );
			this.g = hue2rgb( q, p, h );
			this.b = hue2rgb( q, p, h - 1 / 3 );

		}

		return this;

	}

	setStyle( style ) {

		function handleAlpha( string ) {

			if ( string === undefined ) return;

			if ( parseFloat( string ) < 1 ) {

				console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );

			}

		}


		let m;

		if ( m = /^((?:rgb|hsl)a?)\(([^\)]*)\)/.exec( style ) ) {

			// rgb / hsl

			let color;
			const name = m[ 1 ];
			const components = m[ 2 ];

			switch ( name ) {

				case 'rgb':
				case 'rgba':

					if ( color = /^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {

						// rgb(255,0,0) rgba(255,0,0,0.5)
						this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
						this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
						this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;

						handleAlpha( color[ 4 ] );

						return this;

					}

					if ( color = /^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {

						// rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
						this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
						this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
						this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;

						handleAlpha( color[ 4 ] );

						return this;

					}

					break;

				case 'hsl':
				case 'hsla':

					if ( color = /^\s*(\d*\.?\d+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {

						// hsl(120,50%,50%) hsla(120,50%,50%,0.5)
						const h = parseFloat( color[ 1 ] ) / 360;
						const s = parseInt( color[ 2 ], 10 ) / 100;
						const l = parseInt( color[ 3 ], 10 ) / 100;

						handleAlpha( color[ 4 ] );

						return this.setHSL( h, s, l );

					}

					break;

			}

		} else if ( m = /^\#([A-Fa-f\d]+)$/.exec( style ) ) {

			// hex color

			const hex = m[ 1 ];
			const size = hex.length;

			if ( size === 3 ) {

				// #ff0
				this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
				this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
				this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;

				return this;

			} else if ( size === 6 ) {

				// #ff0000
				this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
				this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
				this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;

				return this;

			}

		}

		if ( style && style.length > 0 ) {

			return this.setColorName( style );

		}

		return this;

	}

	setColorName( style ) {

		// color keywords
		const hex = _colorKeywords[ style ];

		if ( hex !== undefined ) {

			// red
			this.setHex( hex );

		} else {

			// unknown color
			console.warn( 'THREE.Color: Unknown color ' + style );

		}

		return this;

	}

	clone() {

		return new this.constructor( this.r, this.g, this.b );

	}

	copy( color ) {

		this.r = color.r;
		this.g = color.g;
		this.b = color.b;

		return this;

	}

	copyGammaToLinear( color, gammaFactor = 2.0 ) {

		this.r = Math.pow( color.r, gammaFactor );
		this.g = Math.pow( color.g, gammaFactor );
		this.b = Math.pow( color.b, gammaFactor );

		return this;

	}

	copyLinearToGamma( color, gammaFactor = 2.0 ) {

		const safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;

		this.r = Math.pow( color.r, safeInverse );
		this.g = Math.pow( color.g, safeInverse );
		this.b = Math.pow( color.b, safeInverse );

		return this;

	}

	convertGammaToLinear( gammaFactor ) {

		this.copyGammaToLinear( this, gammaFactor );

		return this;

	}

	convertLinearToGamma( gammaFactor ) {

		this.copyLinearToGamma( this, gammaFactor );

		return this;

	}

	copySRGBToLinear( color ) {

		this.r = SRGBToLinear( color.r );
		this.g = SRGBToLinear( color.g );
		this.b = SRGBToLinear( color.b );

		return this;

	}

	copyLinearToSRGB( color ) {

		this.r = LinearToSRGB( color.r );
		this.g = LinearToSRGB( color.g );
		this.b = LinearToSRGB( color.b );

		return this;

	}

	convertSRGBToLinear() {

		this.copySRGBToLinear( this );

		return this;

	}

	convertLinearToSRGB() {

		this.copyLinearToSRGB( this );

		return this;

	}

	getHex() {

		return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;

	}

	getHexString() {

		return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );

	}

	getHSL( target ) {

		// h,s,l ranges are in 0.0 - 1.0

		if ( target === undefined ) {

			console.warn( 'THREE.Color: .getHSL() target is now required' );
			target = { h: 0, s: 0, l: 0 };

		}

		const r = this.r, g = this.g, b = this.b;

		const max = Math.max( r, g, b );
		const min = Math.min( r, g, b );

		let hue, saturation;
		const lightness = ( min + max ) / 2.0;

		if ( min === max ) {

			hue = 0;
			saturation = 0;

		} else {

			const delta = max - min;

			saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );

			switch ( max ) {

				case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
				case g: hue = ( b - r ) / delta + 2; break;
				case b: hue = ( r - g ) / delta + 4; break;

			}

			hue /= 6;

		}

		target.h = hue;
		target.s = saturation;
		target.l = lightness;

		return target;

	}

	getStyle() {

		return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';

	}

	offsetHSL( h, s, l ) {

		this.getHSL( _hslA );

		_hslA.h += h; _hslA.s += s; _hslA.l += l;

		this.setHSL( _hslA.h, _hslA.s, _hslA.l );

		return this;

	}

	add( color ) {

		this.r += color.r;
		this.g += color.g;
		this.b += color.b;

		return this;

	}

	addColors( color1, color2 ) {

		this.r = color1.r + color2.r;
		this.g = color1.g + color2.g;
		this.b = color1.b + color2.b;

		return this;

	}

	addScalar( s ) {

		this.r += s;
		this.g += s;
		this.b += s;

		return this;

	}

	sub( color ) {

		this.r = Math.max( 0, this.r - color.r );
		this.g = Math.max( 0, this.g - color.g );
		this.b = Math.max( 0, this.b - color.b );

		return this;

	}

	multiply( color ) {

		this.r *= color.r;
		this.g *= color.g;
		this.b *= color.b;

		return this;

	}

	multiplyScalar( s ) {

		this.r *= s;
		this.g *= s;
		this.b *= s;

		return this;

	}

	lerp( color, alpha ) {

		this.r += ( color.r - this.r ) * alpha;
		this.g += ( color.g - this.g ) * alpha;
		this.b += ( color.b - this.b ) * alpha;

		return this;

	}

	lerpColors( color1, color2, alpha ) {

		this.r = color1.r + ( color2.r - color1.r ) * alpha;
		this.g = color1.g + ( color2.g - color1.g ) * alpha;
		this.b = color1.b + ( color2.b - color1.b ) * alpha;

		return this;

	}

	lerpHSL( color, alpha ) {

		this.getHSL( _hslA );
		color.getHSL( _hslB );

		const h = MathUtils.lerp( _hslA.h, _hslB.h, alpha );
		const s = MathUtils.lerp( _hslA.s, _hslB.s, alpha );
		const l = MathUtils.lerp( _hslA.l, _hslB.l, alpha );

		this.setHSL( h, s, l );

		return this;

	}

	equals( c ) {

		return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );

	}

	fromArray( array, offset = 0 ) {

		this.r = array[ offset ];
		this.g = array[ offset + 1 ];
		this.b = array[ offset + 2 ];

		return this;

	}

	toArray( array = [], offset = 0 ) {

		array[ offset ] = this.r;
		array[ offset + 1 ] = this.g;
		array[ offset + 2 ] = this.b;

		return array;

	}

	fromBufferAttribute( attribute, index ) {

		this.r = attribute.getX( index );
		this.g = attribute.getY( index );
		this.b = attribute.getZ( index );

		if ( attribute.normalized === true ) {

			// assuming Uint8Array

			this.r /= 255;
			this.g /= 255;
			this.b /= 255;

		}

		return this;

	}

	toJSON() {

		return this.getHex();

	}

}

Color.NAMES = _colorKeywords;

Color.prototype.isColor = true;
Color.prototype.r = 1;
Color.prototype.g = 1;
Color.prototype.b = 1;

/**
 * parameters = {
 *  color: <hex>,
 *  opacity: <float>,
 *  map: new THREE.Texture( <Image> ),
 *
 *  lightMap: new THREE.Texture( <Image> ),
 *  lightMapIntensity: <float>
 *
 *  aoMap: new THREE.Texture( <Image> ),
 *  aoMapIntensity: <float>
 *
 *  specularMap: new THREE.Texture( <Image> ),
 *
 *  alphaMap: new THREE.Texture( <Image> ),
 *
 *  envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
 *  combine: THREE.Multiply,
 *  reflectivity: <float>,
 *  refractionRatio: <float>,
 *
 *  depthTest: <bool>,
 *  depthWrite: <bool>,
 *
 *  wireframe: <boolean>,
 *  wireframeLinewidth: <float>,
 *
 *  skinning: <bool>,
 *  morphTargets: <bool>
 * }
 */

class MeshBasicMaterial extends Material {

	constructor( parameters ) {

		super();

		this.type = 'MeshBasicMaterial';

		this.color = new Color( 0xffffff ); // emissive

		this.map = null;

		this.lightMap = null;
		this.lightMapIntensity = 1.0;

		this.aoMap = null;
		this.aoMapIntensity = 1.0;

		this.specularMap = null;

		this.alphaMap = null;

		this.envMap = null;
		this.combine = MultiplyOperation;
		this.reflectivity = 1;
		this.refractionRatio = 0.98;

		this.wireframe = false;
		this.wireframeLinewidth = 1;
		this.wireframeLinecap = 'round';
		this.wireframeLinejoin = 'round';

		this.skinning = false;
		this.morphTargets = false;

		this.setValues( parameters );

	}

	copy( source ) {

		super.copy( source );

		this.color.copy( source.color );

		this.map = source.map;

		this.lightMap = source.lightMap;
		this.lightMapIntensity = source.lightMapIntensity;

		this.aoMap = source.aoMap;
		this.aoMapIntensity = source.aoMapIntensity;

		this.specularMap = source.specularMap;

		this.alphaMap = source.alphaMap;

		this.envMap = source.envMap;
		this.combine = source.combine;
		this.reflectivity = source.reflectivity;
		this.refractionRatio = source.refractionRatio;

		this.wireframe = source.wireframe;
		this.wireframeLinewidth = source.wireframeLinewidth;
		this.wireframeLinecap = source.wireframeLinecap;
		this.wireframeLinejoin = source.wireframeLinejoin;

		this.skinning = source.skinning;
		this.morphTargets = source.morphTargets;

		return this;

	}

}

MeshBasicMaterial.prototype.isMeshBasicMaterial = true;

const _vector$3 = new Vector3();
const _vector2$1 = new Vector2();

function BufferAttribute( array, itemSize, normalized ) {

	if ( Array.isArray( array ) ) {

		throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );

	}

	this.name = '';

	this.array = array;
	this.itemSize = itemSize;
	this.count = array !== undefined ? array.length / itemSize : 0;
	this.normalized = normalized === true;

	this.usage = StaticDrawUsage;
	this.updateRange = { offset: 0, count: - 1 };

	this.version = 0;

}

Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {

	set: function ( value ) {

		if ( value === true ) this.version ++;

	}

} );

Object.assign( BufferAttribute.prototype, {

	isBufferAttribute: true,

	onUploadCallback: function () {},

	setUsage: function ( value ) {

		this.usage = value;

		return this;

	},

	copy: function ( source ) {

		this.name = source.name;
		this.array = new source.array.constructor( source.array );
		this.itemSize = source.itemSize;
		this.count = source.count;
		this.normalized = source.normalized;

		this.usage = source.usage;

		return this;

	},

	copyAt: function ( index1, attribute, index2 ) {

		index1 *= this.itemSize;
		index2 *= attribute.itemSize;

		for ( let i = 0, l = this.itemSize; i < l; i ++ ) {

			this.array[ index1 + i ] = attribute.array[ index2 + i ];

		}

		return this;

	},

	copyArray: function ( array ) {

		this.array.set( array );

		return this;

	},

	copyColorsArray: function ( colors ) {

		const array = this.array;
		let offset = 0;

		for ( let i = 0, l = colors.length; i < l; i ++ ) {

			let color = colors[ i ];

			if ( color === undefined ) {

				console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
				color = new Color();

			}

			array[ offset ++ ] = color.r;
			array[ offset ++ ] = color.g;
			array[ offset ++ ] = color.b;

		}

		return this;

	},

	copyVector2sArray: function ( vectors ) {

		const array = this.array;
		let offset = 0;

		for ( let i = 0, l = vectors.length; i < l; i ++ ) {

			let vector = vectors[ i ];

			if ( vector === undefined ) {

				console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
				vector = new Vector2();

			}

			array[ offset ++ ] = vector.x;
			array[ offset ++ ] = vector.y;

		}

		return this;

	},

	copyVector3sArray: function ( vectors ) {

		const array = this.array;
		let offset = 0;

		for ( let i = 0, l = vectors.length; i < l; i ++ ) {

			let vector = vectors[ i ];

			if ( vector === undefined ) {

				console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
				vector = new Vector3();

			}

			array[ offset ++ ] = vector.x;
			array[ offset ++ ] = vector.y;
			array[ offset ++ ] = vector.z;

		}

		return this;

	},

	copyVector4sArray: function ( vectors ) {

		const array = this.array;
		let offset = 0;

		for ( let i = 0, l = vectors.length; i < l; i ++ ) {

			let vector = vectors[ i ];

			if ( vector === undefined ) {

				console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
				vector = new Vector4();

			}

			array[ offset ++ ] = vector.x;
			array[ offset ++ ] = vector.y;
			array[ offset ++ ] = vector.z;
			array[ offset ++ ] = vector.w;

		}

		return this;

	},

	applyMatrix3: function ( m ) {

		if ( this.itemSize === 2 ) {

			for ( let i = 0, l = this.count; i < l; i ++ ) {

				_vector2$1.fromBufferAttribute( this, i );
				_vector2$1.applyMatrix3( m );

				this.setXY( i, _vector2$1.x, _vector2$1.y );

			}

		} else if ( this.itemSize === 3 ) {

			for ( let i = 0, l = this.count; i < l; i ++ ) {

				_vector$3.fromBufferAttribute( this, i );
				_vector$3.applyMatrix3( m );

				this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );

			}

		}

		return this;

	},

	applyMatrix4: function ( m ) {

		for ( let i = 0, l = this.count; i < l; i ++ ) {

			_vector$3.x = this.getX( i );
			_vector$3.y = this.getY( i );
			_vector$3.z = this.getZ( i );

			_vector$3.applyMatrix4( m );

			this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );

		}

		return this;

	},

	applyNormalMatrix: function ( m ) {

		for ( let i = 0, l = this.count; i < l; i ++ ) {

			_vector$3.x = this.getX( i );
			_vector$3.y = this.getY( i );
			_vector$3.z = this.getZ( i );

			_vector$3.applyNormalMatrix( m );

			this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );

		}

		return this;

	},

	transformDirection: function ( m ) {

		for ( let i = 0, l = this.count; i < l; i ++ ) {

			_vector$3.x = this.getX( i );
			_vector$3.y = this.getY( i );
			_vector$3.z = this.getZ( i );

			_vector$3.transformDirection( m );

			this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );

		}

		return this;

	},

	set: function ( value, offset = 0 ) {

		this.array.set( value, offset );

		return this;

	},

	getX: function ( index ) {

		return this.array[ index * this.itemSize ];

	},

	setX: function ( index, x ) {

		this.array[ index * this.itemSize ] = x;

		return this;

	},

	getY: function ( index ) {

		return this.array[ index * this.itemSize + 1 ];

	},

	setY: function ( index, y ) {

		this.array[ index * this.itemSize + 1 ] = y;

		return this;

	},

	getZ: function ( index ) {

		return this.array[ index * this.itemSize + 2 ];

	},

	setZ: function ( index, z ) {

		this.array[ index * this.itemSize + 2 ] = z;

		return this;

	},

	getW: function ( index ) {

		return this.array[ index * this.itemSize + 3 ];

	},

	setW: function ( index, w ) {

		this.array[ index * this.itemSize + 3 ] = w;

		return this;

	},

	setXY: function ( index, x, y ) {

		index *= this.itemSize;

		this.array[ index + 0 ] = x;
		this.array[ index + 1 ] = y;

		return this;

	},

	setXYZ: function ( index, x, y, z ) {

		index *= this.itemSize;

		this.array[ index + 0 ] = x;
		this.array[ index + 1 ] = y;
		this.array[ index + 2 ] = z;

		return this;

	},

	setXYZW: function ( index, x, y, z, w ) {

		index *= this.itemSize;

		this.array[ index + 0 ] = x;
		this.array[ index + 1 ] = y;
		this.array[ index + 2 ] = z;
		this.array[ index + 3 ] = w;

		return this;

	},

	onUpload: function ( callback ) {

		this.onUploadCallback = callback;

		return this;

	},

	clone: function () {

		return new this.constructor( this.array, this.itemSize ).copy( this );

	},

	toJSON: function () {

		return {
			itemSize: this.itemSize,
			type: this.array.constructor.name,
			array: Array.prototype.slice.call( this.array ),
			normalized: this.normalized
		};

	}

} );

//

function Int8BufferAttribute( array, itemSize, normalized ) {

	BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );

}

Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;


function Uint8BufferAttribute( array, itemSize, normalized ) {

	BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );

}

Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;


function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {

	BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );

}

Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;


function Int16BufferAttribute( array, itemSize, normalized ) {

	BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );

}

Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;


function Uint16BufferAttribute( array, itemSize, normalized ) {

	BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );

}

Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;


function Int32BufferAttribute( array, itemSize, normalized ) {

	BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );

}

Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;


function Uint32BufferAttribute( array, itemSize, normalized ) {

	BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );

}

Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;

function Float16BufferAttribute( array, itemSize, normalized ) {

	BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );

}

Float16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
Float16BufferAttribute.prototype.constructor = Float16BufferAttribute;
Float16BufferAttribute.prototype.isFloat16BufferAttribute = true;

function Float32BufferAttribute( array, itemSize, normalized ) {

	BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );

}

Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;


function Float64BufferAttribute( array, itemSize, normalized ) {

	BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );

}

Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;

function arrayMax( array ) {

	if ( array.length === 0 ) return - Infinity;

	let max = array[ 0 ];

	for ( let i = 1, l = array.length; i < l; ++ i ) {

		if ( array[ i ] > max ) max = array[ i ];

	}

	return max;

}

const TYPED_ARRAYS = {
	Int8Array: Int8Array,
	Uint8Array: Uint8Array,
	Uint8ClampedArray: Uint8ClampedArray,
	Int16Array: Int16Array,
	Uint16Array: Uint16Array,
	Int32Array: Int32Array,
	Uint32Array: Uint32Array,
	Float32Array: Float32Array,
	Float64Array: Float64Array
};

function getTypedArray( type, buffer ) {

	return new TYPED_ARRAYS[ type ]( buffer );

}

let _id = 0;

const _m1$2 = new Matrix4();
const _obj = new Object3D();
const _offset = new Vector3();
const _box$2 = new Box3();
const _boxMorphTargets = new Box3();
const _vector$4 = new Vector3();

function BufferGeometry() {

	Object.defineProperty( this, 'id', { value: _id ++ } );

	this.uuid = MathUtils.generateUUID();

	this.name = '';
	this.type = 'BufferGeometry';

	this.index = null;
	this.attributes = {};

	this.morphAttributes = {};
	this.morphTargetsRelative = false;

	this.groups = [];

	this.boundingBox = null;
	this.boundingSphere = null;

	this.drawRange = { start: 0, count: Infinity };

	this.userData = {};

}

BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {

	constructor: BufferGeometry,

	isBufferGeometry: true,

	getIndex: function () {

		return this.index;

	},

	setIndex: function ( index ) {

		if ( Array.isArray( index ) ) {

			this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );

		} else {

			this.index = index;

		}

		return this;

	},

	getAttribute: function ( name ) {

		return this.attributes[ name ];

	},

	setAttribute: function ( name, attribute ) {

		this.attributes[ name ] = attribute;

		return this;

	},

	deleteAttribute: function ( name ) {

		delete this.attributes[ name ];

		return this;

	},

	hasAttribute: function ( name ) {

		return this.attributes[ name ] !== undefined;

	},

	addGroup: function ( start, count, materialIndex = 0 ) {

		this.groups.push( {

			start: start,
			count: count,
			materialIndex: materialIndex

		} );

	},

	clearGroups: function () {

		this.groups = [];

	},

	setDrawRange: function ( start, count ) {

		this.drawRange.start = start;
		this.drawRange.count = count;

	},

	applyMatrix4: function ( matrix ) {

		const position = this.attributes.position;

		if ( position !== undefined ) {

			position.applyMatrix4( matrix );

			position.needsUpdate = true;

		}

		const normal = this.attributes.normal;

		if ( normal !== undefined ) {

			const normalMatrix = new Matrix3().getNormalMatrix( matrix );

			normal.applyNormalMatrix( normalMatrix );

			normal.needsUpdate = true;

		}

		const tangent = this.attributes.tangent;

		if ( tangent !== undefined ) {

			tangent.transformDirection( matrix );

			tangent.needsUpdate = true;

		}

		if ( this.boundingBox !== null ) {

			this.computeBoundingBox();

		}

		if ( this.boundingSphere !== null ) {

			this.computeBoundingSphere();

		}

		return this;

	},

	rotateX: function ( angle ) {

		// rotate geometry around world x-axis

		_m1$2.makeRotationX( angle );

		this.applyMatrix4( _m1$2 );

		return this;

	},

	rotateY: function ( angle ) {

		// rotate geometry around world y-axis

		_m1$2.makeRotationY( angle );

		this.applyMatrix4( _m1$2 );

		return this;

	},

	rotateZ: function ( angle ) {

		// rotate geometry around world z-axis

		_m1$2.makeRotationZ( angle );

		this.applyMatrix4( _m1$2 );

		return this;

	},

	translate: function ( x, y, z ) {

		// translate geometry

		_m1$2.makeTranslation( x, y, z );

		this.applyMatrix4( _m1$2 );

		return this;

	},

	scale: function ( x, y, z ) {

		// scale geometry

		_m1$2.makeScale( x, y, z );

		this.applyMatrix4( _m1$2 );

		return this;

	},

	lookAt: function ( vector ) {

		_obj.lookAt( vector );

		_obj.updateMatrix();

		this.applyMatrix4( _obj.matrix );

		return this;

	},

	center: function () {

		this.computeBoundingBox();

		this.boundingBox.getCenter( _offset ).negate();

		this.translate( _offset.x, _offset.y, _offset.z );

		return this;

	},

	setFromPoints: function ( points ) {

		const position = [];

		for ( let i = 0, l = points.length; i < l; i ++ ) {

			const point = points[ i ];
			position.push( point.x, point.y, point.z || 0 );

		}

		this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );

		return this;

	},

	computeBoundingBox: function () {

		if ( this.boundingBox === null ) {

			this.boundingBox = new Box3();

		}

		const position = this.attributes.position;
		const morphAttributesPosition = this.morphAttributes.position;

		if ( position && position.isGLBufferAttribute ) {

			console.error( 'THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box. Alternatively set "mesh.frustumCulled" to "false".', this );

			this.boundingBox.set(
				new Vector3( - Infinity, - Infinity, - Infinity ),
				new Vector3( + Infinity, + Infinity, + Infinity )
			);

			return;

		}

		if ( position !== undefined ) {

			this.boundingBox.setFromBufferAttribute( position );

			// process morph attributes if present

			if ( morphAttributesPosition ) {

				for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {

					const morphAttribute = morphAttributesPosition[ i ];
					_box$2.setFromBufferAttribute( morphAttribute );

					if ( this.morphTargetsRelative ) {

						_vector$4.addVectors( this.boundingBox.min, _box$2.min );
						this.boundingBox.expandByPoint( _vector$4 );

						_vector$4.addVectors( this.boundingBox.max, _box$2.max );
						this.boundingBox.expandByPoint( _vector$4 );

					} else {

						this.boundingBox.expandByPoint( _box$2.min );
						this.boundingBox.expandByPoint( _box$2.max );

					}

				}

			}

		} else {

			this.boundingBox.makeEmpty();

		}

		if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {

			console.error( 'THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );

		}

	},

	computeBoundingSphere: function () {

		if ( this.boundingSphere === null ) {

			this.boundingSphere = new Sphere();

		}

		const position = this.attributes.position;
		const morphAttributesPosition = this.morphAttributes.position;

		if ( position && position.isGLBufferAttribute ) {

			console.error( 'THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere. Alternatively set "mesh.frustumCulled" to "false".', this );

			this.boundingSphere.set( new Vector3(), Infinity );

			return;

		}

		if ( position ) {

			// first, find the center of the bounding sphere

			const center = this.boundingSphere.center;

			_box$2.setFromBufferAttribute( position );

			// process morph attributes if present

			if ( morphAttributesPosition ) {

				for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {

					const morphAttribute = morphAttributesPosition[ i ];
					_boxMorphTargets.setFromBufferAttribute( morphAttribute );

					if ( this.morphTargetsRelative ) {

						_vector$4.addVectors( _box$2.min, _boxMorphTargets.min );
						_box$2.expandByPoint( _vector$4 );

						_vector$4.addVectors( _box$2.max, _boxMorphTargets.max );
						_box$2.expandByPoint( _vector$4 );

					} else {

						_box$2.expandByPoint( _boxMorphTargets.min );
						_box$2.expandByPoint( _boxMorphTargets.max );

					}

				}

			}

			_box$2.getCenter( center );

			// second, try to find a boundingSphere with a radius smaller than the
			// boundingSphere of the boundingBox: sqrt(3) smaller in the best case

			let maxRadiusSq = 0;

			for ( let i = 0, il = position.count; i < il; i ++ ) {

				_vector$4.fromBufferAttribute( position, i );

				maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );

			}

			// process morph attributes if present

			if ( morphAttributesPosition ) {

				for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {

					const morphAttribute = morphAttributesPosition[ i ];
					const morphTargetsRelative = this.morphTargetsRelative;

					for ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) {

						_vector$4.fromBufferAttribute( morphAttribute, j );

						if ( morphTargetsRelative ) {

							_offset.fromBufferAttribute( position, j );
							_vector$4.add( _offset );

						}

						maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );

					}

				}

			}

			this.boundingSphere.radius = Math.sqrt( maxRadiusSq );

			if ( isNaN( this.boundingSphere.radius ) ) {

				console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );

			}

		}

	},

	computeFaceNormals: function () {

		// backwards compatibility

	},

	computeTangents: function () {

		const index = this.index;
		const attributes = this.attributes;

		// based on http://www.terathon.com/code/tangent.html
		// (per vertex tangents)

		if ( index === null ||
			 attributes.position === undefined ||
			 attributes.normal === undefined ||
			 attributes.uv === undefined ) {

			console.error( 'THREE.BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' );
			return;

		}

		const indices = index.array;
		const positions = attributes.position.array;
		const normals = attributes.normal.array;
		const uvs = attributes.uv.array;

		const nVertices = positions.length / 3;

		if ( attributes.tangent === undefined ) {

			this.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * nVertices ), 4 ) );

		}

		const tangents = attributes.tangent.array;

		const tan1 = [], tan2 = [];

		for ( let i = 0; i < nVertices; i ++ ) {

			tan1[ i ] = new Vector3();
			tan2[ i ] = new Vector3();

		}

		const vA = new Vector3(),
			vB = new Vector3(),
			vC = new Vector3(),

			uvA = new Vector2(),
			uvB = new Vector2(),
			uvC = new Vector2(),

			sdir = new Vector3(),
			tdir = new Vector3();

		function handleTriangle( a, b, c ) {

			vA.fromArray( positions, a * 3 );
			vB.fromArray( positions, b * 3 );
			vC.fromArray( positions, c * 3 );

			uvA.fromArray( uvs, a * 2 );
			uvB.fromArray( uvs, b * 2 );
			uvC.fromArray( uvs, c * 2 );

			vB.sub( vA );
			vC.sub( vA );

			uvB.sub( uvA );
			uvC.sub( uvA );

			const r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y );

			// silently ignore degenerate uv triangles having coincident or colinear vertices

			if ( ! isFinite( r ) ) return;

			sdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r );
			tdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r );

			tan1[ a ].add( sdir );
			tan1[ b ].add( sdir );
			tan1[ c ].add( sdir );

			tan2[ a ].add( tdir );
			tan2[ b ].add( tdir );
			tan2[ c ].add( tdir );

		}

		let groups = this.groups;

		if ( groups.length === 0 ) {

			groups = [ {
				start: 0,
				count: indices.length
			} ];

		}

		for ( let i = 0, il = groups.length; i < il; ++ i ) {

			const group = groups[ i ];

			const start = group.start;
			const count = group.count;

			for ( let j = start, jl = start + count; j < jl; j += 3 ) {

				handleTriangle(
					indices[ j + 0 ],
					indices[ j + 1 ],
					indices[ j + 2 ]
				);

			}

		}

		const tmp = new Vector3(), tmp2 = new Vector3();
		const n = new Vector3(), n2 = new Vector3();

		function handleVertex( v ) {

			n.fromArray( normals, v * 3 );
			n2.copy( n );

			const t = tan1[ v ];

			// Gram-Schmidt orthogonalize

			tmp.copy( t );
			tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();

			// Calculate handedness

			tmp2.crossVectors( n2, t );
			const test = tmp2.dot( tan2[ v ] );
			const w = ( test < 0.0 ) ? - 1.0 : 1.0;

			tangents[ v * 4 ] = tmp.x;
			tangents[ v * 4 + 1 ] = tmp.y;
			tangents[ v * 4 + 2 ] = tmp.z;
			tangents[ v * 4 + 3 ] = w;

		}

		for ( let i = 0, il = groups.length; i < il; ++ i ) {

			const group = groups[ i ];

			const start = group.start;
			const count = group.count;

			for ( let j = start, jl = start + count; j < jl; j += 3 ) {

				handleVertex( indices[ j + 0 ] );
				handleVertex( indices[ j + 1 ] );
				handleVertex( indices[ j + 2 ] );

			}

		}

	},

	computeVertexNormals: function () {

		const index = this.index;
		const positionAttribute = this.getAttribute( 'position' );

		if ( positionAttribute !== undefined ) {

			let normalAttribute = this.getAttribute( 'normal' );

			if ( normalAttribute === undefined ) {

				normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );
				this.setAttribute( 'normal', normalAttribute );

			} else {

				// reset existing normals to zero

				for ( let i = 0, il = normalAttribute.count; i < il; i ++ ) {

					normalAttribute.setXYZ( i, 0, 0, 0 );

				}

			}

			const pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
			const nA = new Vector3(), nB = new Vector3(), nC = new Vector3();
			const cb = new Vector3(), ab = new Vector3();

			// indexed elements

			if ( index ) {

				for ( let i = 0, il = index.count; i < il; i += 3 ) {

					const vA = index.getX( i + 0 );
					const vB = index.getX( i + 1 );
					const vC = index.getX( i + 2 );

					pA.fromBufferAttribute( positionAttribute, vA );
					pB.fromBufferAttribute( positionAttribute, vB );
					pC.fromBufferAttribute( positionAttribute, vC );

					cb.subVectors( pC, pB );
					ab.subVectors( pA, pB );
					cb.cross( ab );

					nA.fromBufferAttribute( normalAttribute, vA );
					nB.fromBufferAttribute( normalAttribute, vB );
					nC.fromBufferAttribute( normalAttribute, vC );

					nA.add( cb );
					nB.add( cb );
					nC.add( cb );

					normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );
					normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );
					normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );

				}

			} else {

				// non-indexed elements (unconnected triangle soup)

				for ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) {

					pA.fromBufferAttribute( positionAttribute, i + 0 );
					pB.fromBufferAttribute( positionAttribute, i + 1 );
					pC.fromBufferAttribute( positionAttribute, i + 2 );

					cb.subVectors( pC, pB );
					ab.subVectors( pA, pB );
					cb.cross( ab );

					normalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z );
					normalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z );
					normalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z );

				}

			}

			this.normalizeNormals();

			normalAttribute.needsUpdate = true;

		}

	},

	merge: function ( geometry, offset ) {

		if ( ! ( geometry && geometry.isBufferGeometry ) ) {

			console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
			return;

		}

		if ( offset === undefined ) {

			offset = 0;

			console.warn(
				'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
				+ 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
			);

		}

		const attributes = this.attributes;

		for ( const key in attributes ) {

			if ( geometry.attributes[ key ] === undefined ) continue;

			const attribute1 = attributes[ key ];
			const attributeArray1 = attribute1.array;

			const attribute2 = geometry.attributes[ key ];
			const attributeArray2 = attribute2.array;

			const attributeOffset = attribute2.itemSize * offset;
			const length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );

			for ( let i = 0, j = attributeOffset; i < length; i ++, j ++ ) {

				attributeArray1[ j ] = attributeArray2[ i ];

			}

		}

		return this;

	},

	normalizeNormals: function () {

		const normals = this.attributes.normal;

		for ( let i = 0, il = normals.count; i < il; i ++ ) {

			_vector$4.fromBufferAttribute( normals, i );

			_vector$4.normalize();

			normals.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );

		}

	},

	toNonIndexed: function () {

		function convertBufferAttribute( attribute, indices ) {

			const array = attribute.array;
			const itemSize = attribute.itemSize;
			const normalized = attribute.normalized;

			const array2 = new array.constructor( indices.length * itemSize );

			let index = 0, index2 = 0;

			for ( let i = 0, l = indices.length; i < l; i ++ ) {

				index = indices[ i ] * itemSize;

				for ( let j = 0; j < itemSize; j ++ ) {

					array2[ index2 ++ ] = array[ index ++ ];

				}

			}

			return new BufferAttribute( array2, itemSize, normalized );

		}

		//

		if ( this.index === null ) {

			console.warn( 'THREE.BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' );
			return this;

		}

		const geometry2 = new BufferGeometry();

		const indices = this.index.array;
		const attributes = this.attributes;

		// attributes

		for ( const name in attributes ) {

			const attribute = attributes[ name ];

			const newAttribute = convertBufferAttribute( attribute, indices );

			geometry2.setAttribute( name, newAttribute );

		}

		// morph attributes

		const morphAttributes = this.morphAttributes;

		for ( const name in morphAttributes ) {

			const morphArray = [];
			const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes

			for ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {

				const attribute = morphAttribute[ i ];

				const newAttribute = convertBufferAttribute( attribute, indices );

				morphArray.push( newAttribute );

			}

			geometry2.morphAttributes[ name ] = morphArray;

		}

		geometry2.morphTargetsRelative = this.morphTargetsRelative;

		// groups

		const groups = this.groups;

		for ( let i = 0, l = groups.length; i < l; i ++ ) {

			const group = groups[ i ];
			geometry2.addGroup( group.start, group.count, group.materialIndex );

		}

		return geometry2;

	},

	toJSON: function () {

		const data = {
			metadata: {
				version: 4.5,
				type: 'BufferGeometry',
				generator: 'BufferGeometry.toJSON'
			}
		};

		// standard BufferGeometry serialization

		data.uuid = this.uuid;
		data.type = this.type;
		if ( this.name !== '' ) data.name = this.name;
		if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;

		if ( this.parameters !== undefined ) {

			const parameters = this.parameters;

			for ( const key in parameters ) {

				if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];

			}

			return data;

		}

		data.data = { attributes: {} };

		const index = this.index;

		if ( index !== null ) {

			data.data.index = {
				type: index.array.constructor.name,
				array: Array.prototype.slice.call( index.array )
			};

		}

		const attributes = this.attributes;

		for ( const key in attributes ) {

			const attribute = attributes[ key ];

			const attributeData = attribute.toJSON( data.data );

			if ( attribute.name !== '' ) attributeData.name = attribute.name;

			data.data.attributes[ key ] = attributeData;

		}

		const morphAttributes = {};
		let hasMorphAttributes = false;

		for ( const key in this.morphAttributes ) {

			const attributeArray = this.morphAttributes[ key ];

			const array = [];

			for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {

				const attribute = attributeArray[ i ];

				const attributeData = attribute.toJSON( data.data );

				if ( attribute.name !== '' ) attributeData.name = attribute.name;

				array.push( attributeData );

			}

			if ( array.length > 0 ) {

				morphAttributes[ key ] = array;

				hasMorphAttributes = true;

			}

		}

		if ( hasMorphAttributes ) {

			data.data.morphAttributes = morphAttributes;
			data.data.morphTargetsRelative = this.morphTargetsRelative;

		}

		const groups = this.groups;

		if ( groups.length > 0 ) {

			data.data.groups = JSON.parse( JSON.stringify( groups ) );

		}

		const boundingSphere = this.boundingSphere;

		if ( boundingSphere !== null ) {

			data.data.boundingSphere = {
				center: boundingSphere.center.toArray(),
				radius: boundingSphere.radius
			};

		}

		return data;

	},

	clone: function () {

		/*
		 // Handle primitives

		 const parameters = this.parameters;

		 if ( parameters !== undefined ) {

		 const values = [];

		 for ( const key in parameters ) {

		 values.push( parameters[ key ] );

		 }

		 const geometry = Object.create( this.constructor.prototype );
		 this.constructor.apply( geometry, values );
		 return geometry;

		 }

		 return new this.constructor().copy( this );
		 */

		return new BufferGeometry().copy( this );

	},

	copy: function ( source ) {

		// reset

		this.index = null;
		this.attributes = {};
		this.morphAttributes = {};
		this.groups = [];
		this.boundingBox = null;
		this.boundingSphere = null;

		// used for storing cloned, shared data

		const data = {};

		// name

		this.name = source.name;

		// index

		const index = source.index;

		if ( index !== null ) {

			this.setIndex( index.clone( data ) );

		}

		// attributes

		const attributes = source.attributes;

		for ( const name in attributes ) {

			const attribute = attributes[ name ];
			this.setAttribute( name, attribute.clone( data ) );

		}

		// morph attributes

		const morphAttributes = source.morphAttributes;

		for ( const name in morphAttributes ) {

			const array = [];
			const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes

			for ( let i = 0, l = morphAttribute.length; i < l; i ++ ) {

				array.push( morphAttribute[ i ].clone( data ) );

			}

			this.morphAttributes[ name ] = array;

		}

		this.morphTargetsRelative = source.morphTargetsRelative;

		// groups

		const groups = source.groups;

		for ( let i = 0, l = groups.length; i < l; i ++ ) {

			const group = groups[ i ];
			this.addGroup( group.start, group.count, group.materialIndex );

		}

		// bounding box

		const boundingBox = source.boundingBox;

		if ( boundingBox !== null ) {

			this.boundingBox = boundingBox.clone();

		}

		// bounding sphere

		const boundingSphere = source.boundingSphere;

		if ( boundingSphere !== null ) {

			this.boundingSphere = boundingSphere.clone();

		}

		// draw range

		this.drawRange.start = source.drawRange.start;
		this.drawRange.count = source.drawRange.count;

		// user data

		this.userData = source.userData;

		return this;

	},

	dispose: function () {

		this.dispatchEvent( { type: 'dispose' } );

	}

} );

const _inverseMatrix = new Matrix4();
const _ray = new Ray();
const _sphere = new Sphere();

const _vA = new Vector3();
const _vB = new Vector3();
const _vC = new Vector3();

const _tempA = new Vector3();
const _tempB = new Vector3();
const _tempC = new Vector3();

const _morphA = new Vector3();
const _morphB = new Vector3();
const _morphC = new Vector3();

const _uvA = new Vector2();
const _uvB = new Vector2();
const _uvC = new Vector2();

const _intersectionPoint = new Vector3();
const _intersectionPointWorld = new Vector3();

function Mesh( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) {

	Object3D.call( this );

	this.type = 'Mesh';

	this.geometry = geometry;
	this.material = material;

	this.updateMorphTargets();

}

Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {

	constructor: Mesh,

	isMesh: true,

	copy: function ( source ) {

		Object3D.prototype.copy.call( this, source );

		if ( source.morphTargetInfluences !== undefined ) {

			this.morphTargetInfluences = source.morphTargetInfluences.slice();

		}

		if ( source.morphTargetDictionary !== undefined ) {

			this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );

		}

		this.material = source.material;
		this.geometry = source.geometry;

		return this;

	},

	updateMorphTargets: function () {

		const geometry = this.geometry;

		if ( geometry.isBufferGeometry ) {

			const morphAttributes = geometry.morphAttributes;
			const keys = Object.keys( morphAttributes );

			if ( keys.length > 0 ) {

				const morphAttribute = morphAttributes[ keys[ 0 ] ];

				if ( morphAttribute !== undefined ) {

					this.morphTargetInfluences = [];
					this.morphTargetDictionary = {};

					for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {

						const name = morphAttribute[ m ].name || String( m );

						this.morphTargetInfluences.push( 0 );
						this.morphTargetDictionary[ name ] = m;

					}

				}

			}

		} else {

			const morphTargets = geometry.morphTargets;

			if ( morphTargets !== undefined && morphTargets.length > 0 ) {

				console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );

			}

		}

	},

	raycast: function ( raycaster, intersects ) {

		const geometry = this.geometry;
		const material = this.material;
		const matrixWorld = this.matrixWorld;

		if ( material === undefined ) return;

		// Checking boundingSphere distance to ray

		if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();

		_sphere.copy( geometry.boundingSphere );
		_sphere.applyMatrix4( matrixWorld );

		if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;

		//

		_inverseMatrix.copy( matrixWorld ).invert();
		_ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );

		// Check boundingBox before continuing

		if ( geometry.boundingBox !== null ) {

			if ( _ray.intersectsBox( geometry.boundingBox ) === false ) return;

		}

		let intersection;

		if ( geometry.isBufferGeometry ) {

			const index = geometry.index;
			const position = geometry.attributes.position;
			const morphPosition = geometry.morphAttributes.position;
			const morphTargetsRelative = geometry.morphTargetsRelative;
			const uv = geometry.attributes.uv;
			const uv2 = geometry.attributes.uv2;
			const groups = geometry.groups;
			const drawRange = geometry.drawRange;

			if ( index !== null ) {

				// indexed buffer geometry

				if ( Array.isArray( material ) ) {

					for ( let i = 0, il = groups.length; i < il; i ++ ) {

						const group = groups[ i ];
						const groupMaterial = material[ group.materialIndex ];

						const start = Math.max( group.start, drawRange.start );
						const end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );

						for ( let j = start, jl = end; j < jl; j += 3 ) {

							const a = index.getX( j );
							const b = index.getX( j + 1 );
							const c = index.getX( j + 2 );

							intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );

							if ( intersection ) {

								intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
								intersection.face.materialIndex = group.materialIndex;
								intersects.push( intersection );

							}

						}

					}

				} else {

					const start = Math.max( 0, drawRange.start );
					const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );

					for ( let i = start, il = end; i < il; i += 3 ) {

						const a = index.getX( i );
						const b = index.getX( i + 1 );
						const c = index.getX( i + 2 );

						intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );

						if ( intersection ) {

							intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
							intersects.push( intersection );

						}

					}

				}

			} else if ( position !== undefined ) {

				// non-indexed buffer geometry

				if ( Array.isArray( material ) ) {

					for ( let i = 0, il = groups.length; i < il; i ++ ) {

						const group = groups[ i ];
						const groupMaterial = material[ group.materialIndex ];

						const start = Math.max( group.start, drawRange.start );
						const end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );

						for ( let j = start, jl = end; j < jl; j += 3 ) {

							const a = j;
							const b = j + 1;
							const c = j + 2;

							intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );

							if ( intersection ) {

								intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
								intersection.face.materialIndex = group.materialIndex;
								intersects.push( intersection );

							}

						}

					}

				} else {

					const start = Math.max( 0, drawRange.start );
					const end = Math.min( position.count, ( drawRange.start + drawRange.count ) );

					for ( let i = start, il = end; i < il; i += 3 ) {

						const a = i;
						const b = i + 1;
						const c = i + 2;

						intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );

						if ( intersection ) {

							intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
							intersects.push( intersection );

						}

					}

				}

			}

		} else if ( geometry.isGeometry ) {

			console.error( 'THREE.Mesh.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );

		}

	}

} );

function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {

	let intersect;

	if ( material.side === BackSide ) {

		intersect = ray.intersectTriangle( pC, pB, pA, true, point );

	} else {

		intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );

	}

	if ( intersect === null ) return null;

	_intersectionPointWorld.copy( point );
	_intersectionPointWorld.applyMatrix4( object.matrixWorld );

	const distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );

	if ( distance < raycaster.near || distance > raycaster.far ) return null;

	return {
		distance: distance,
		point: _intersectionPointWorld.clone(),
		object: object
	};

}

function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ) {

	_vA.fromBufferAttribute( position, a );
	_vB.fromBufferAttribute( position, b );
	_vC.fromBufferAttribute( position, c );

	const morphInfluences = object.morphTargetInfluences;

	if ( material.morphTargets && morphPosition && morphInfluences ) {

		_morphA.set( 0, 0, 0 );
		_morphB.set( 0, 0, 0 );
		_morphC.set( 0, 0, 0 );

		for ( let i = 0, il = morphPosition.length; i < il; i ++ ) {

			const influence = morphInfluences[ i ];
			const morphAttribute = morphPosition[ i ];

			if ( influence === 0 ) continue;

			_tempA.fromBufferAttribute( morphAttribute, a );
			_tempB.fromBufferAttribute( morphAttribute, b );
			_tempC.fromBufferAttribute( morphAttribute, c );

			if ( morphTargetsRelative ) {

				_morphA.addScaledVector( _tempA, influence );
				_morphB.addScaledVector( _tempB, influence );
				_morphC.addScaledVector( _tempC, influence );

			} else {

				_morphA.addScaledVector( _tempA.sub( _vA ), influence );
				_morphB.addScaledVector( _tempB.sub( _vB ), influence );
				_morphC.addScaledVector( _tempC.sub( _vC ), influence );

			}

		}

		_vA.add( _morphA );
		_vB.add( _morphB );
		_vC.add( _morphC );

	}

	if ( object.isSkinnedMesh && material.skinning ) {

		object.boneTransform( a, _vA );
		object.boneTransform( b, _vB );
		object.boneTransform( c, _vC );

	}

	const intersection = checkIntersection( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );

	if ( intersection ) {

		if ( uv ) {

			_uvA.fromBufferAttribute( uv, a );
			_uvB.fromBufferAttribute( uv, b );
			_uvC.fromBufferAttribute( uv, c );

			intersection.uv = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );

		}

		if ( uv2 ) {

			_uvA.fromBufferAttribute( uv2, a );
			_uvB.fromBufferAttribute( uv2, b );
			_uvC.fromBufferAttribute( uv2, c );

			intersection.uv2 = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );

		}

		const face = {
			a: a,
			b: b,
			c: c,
			normal: new Vector3(),
			materialIndex: 0
		};

		Triangle.getNormal( _vA, _vB, _vC, face.normal );

		intersection.face = face;

	}

	return intersection;

}

class BoxGeometry extends BufferGeometry {

	constructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {

		super();

		this.type = 'BoxGeometry';

		this.parameters = {
			width: width,
			height: height,
			depth: depth,
			widthSegments: widthSegments,
			heightSegments: heightSegments,
			depthSegments: depthSegments
		};

		const scope = this;

		// segments

		widthSegments = Math.floor( widthSegments );
		heightSegments = Math.floor( heightSegments );
		depthSegments = Math.floor( depthSegments );

		// buffers

		const indices = [];
		const vertices = [];
		const normals = [];
		const uvs = [];

		// helper variables

		let numberOfVertices = 0;
		let groupStart = 0;

		// build each side of the box geometry

		buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
		buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
		buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
		buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
		buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
		buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz

		// build geometry

		this.setIndex( indices );
		this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
		this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
		this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

		function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {

			const segmentWidth = width / gridX;
			const segmentHeight = height / gridY;

			const widthHalf = width / 2;
			const heightHalf = height / 2;
			const depthHalf = depth / 2;

			const gridX1 = gridX + 1;
			const gridY1 = gridY + 1;

			let vertexCounter = 0;
			let groupCount = 0;

			const vector = new Vector3();

			// generate vertices, normals and uvs

			for ( let iy = 0; iy < gridY1; iy ++ ) {

				const y = iy * segmentHeight - heightHalf;

				for ( let ix = 0; ix < gridX1; ix ++ ) {

					const x = ix * segmentWidth - widthHalf;

					// set values to correct vector component

					vector[ u ] = x * udir;
					vector[ v ] = y * vdir;
					vector[ w ] = depthHalf;

					// now apply vector to vertex buffer

					vertices.push( vector.x, vector.y, vector.z );

					// set values to correct vector component

					vector[ u ] = 0;
					vector[ v ] = 0;
					vector[ w ] = depth > 0 ? 1 : - 1;

					// now apply vector to normal buffer

					normals.push( vector.x, vector.y, vector.z );

					// uvs

					uvs.push( ix / gridX );
					uvs.push( 1 - ( iy / gridY ) );

					// counters

					vertexCounter += 1;

				}

			}

			// indices

			// 1. you need three indices to draw a single face
			// 2. a single segment consists of two faces
			// 3. so we need to generate six (2*3) indices per segment

			for ( let iy = 0; iy < gridY; iy ++ ) {

				for ( let ix = 0; ix < gridX; ix ++ ) {

					const a = numberOfVertices + ix + gridX1 * iy;
					const b = numberOfVertices + ix + gridX1 * ( iy + 1 );
					const c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
					const d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;

					// faces

					indices.push( a, b, d );
					indices.push( b, c, d );

					// increase counter

					groupCount += 6;

				}

			}

			// add a group to the geometry. this will ensure multi material support

			scope.addGroup( groupStart, groupCount, materialIndex );

			// calculate new start value for groups

			groupStart += groupCount;

			// update total number of vertices

			numberOfVertices += vertexCounter;

		}

	}

}

/**
 * Uniform Utilities
 */

function cloneUniforms( src ) {

	const dst = {};

	for ( const u in src ) {

		dst[ u ] = {};

		for ( const p in src[ u ] ) {

			const property = src[ u ][ p ];

			if ( property && ( property.isColor ||
				property.isMatrix3 || property.isMatrix4 ||
				property.isVector2 || property.isVector3 || property.isVector4 ||
				property.isTexture || property.isQuaternion ) ) {

				dst[ u ][ p ] = property.clone();

			} else if ( Array.isArray( property ) ) {

				dst[ u ][ p ] = property.slice();

			} else {

				dst[ u ][ p ] = property;

			}

		}

	}

	return dst;

}

function mergeUniforms( uniforms ) {

	const merged = {};

	for ( let u = 0; u < uniforms.length; u ++ ) {

		const tmp = cloneUniforms( uniforms[ u ] );

		for ( const p in tmp ) {

			merged[ p ] = tmp[ p ];

		}

	}

	return merged;

}

// Legacy

const UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };

var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";

var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";

/**
 * parameters = {
 *  defines: { "label" : "value" },
 *  uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
 *
 *  fragmentShader: <string>,
 *  vertexShader: <string>,
 *
 *  wireframe: <boolean>,
 *  wireframeLinewidth: <float>,
 *
 *  lights: <bool>,
 *
 *  skinning: <bool>,
 *  morphTargets: <bool>,
 *  morphNormals: <bool>
 * }
 */

function ShaderMaterial( parameters ) {

	Material.call( this );

	this.type = 'ShaderMaterial';

	this.defines = {};
	this.uniforms = {};

	this.vertexShader = default_vertex;
	this.fragmentShader = default_fragment;

	this.linewidth = 1;

	this.wireframe = false;
	this.wireframeLinewidth = 1;

	this.fog = false; // set to use scene fog
	this.lights = false; // set to use scene lights
	this.clipping = false; // set to use user-defined clipping planes

	this.skinning = false; // set to use skinning attribute streams
	this.morphTargets = false; // set to use morph targets
	this.morphNormals = false; // set to use morph normals

	this.extensions = {
		derivatives: false, // set to use derivatives
		fragDepth: false, // set to use fragment depth values
		drawBuffers: false, // set to use draw buffers
		shaderTextureLOD: false // set to use shader texture LOD
	};

	// When rendered geometry doesn't include these attributes but the material does,
	// use these default values in WebGL. This avoids errors when buffer data is missing.
	this.defaultAttributeValues = {
		'color': [ 1, 1, 1 ],
		'uv': [ 0, 0 ],
		'uv2': [ 0, 0 ]
	};

	this.index0AttributeName = undefined;
	this.uniformsNeedUpdate = false;

	this.glslVersion = null;

	if ( parameters !== undefined ) {

		if ( parameters.attributes !== undefined ) {

			console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );

		}

		this.setValues( parameters );

	}

}

ShaderMaterial.prototype = Object.create( Material.prototype );
ShaderMaterial.prototype.constructor = ShaderMaterial;

ShaderMaterial.prototype.isShaderMaterial = true;

ShaderMaterial.prototype.copy = function ( source ) {

	Material.prototype.copy.call( this, source );

	this.fragmentShader = source.fragmentShader;
	this.vertexShader = source.vertexShader;

	this.uniforms = cloneUniforms( source.uniforms );

	this.defines = Object.assign( {}, source.defines );

	this.wireframe = source.wireframe;
	this.wireframeLinewidth = source.wireframeLinewidth;

	this.lights = source.lights;
	this.clipping = source.clipping;

	this.skinning = source.skinning;

	this.morphTargets = source.morphTargets;
	this.morphNormals = source.morphNormals;

	this.extensions = Object.assign( {}, source.extensions );

	this.glslVersion = source.glslVersion;

	return this;

};

ShaderMaterial.prototype.toJSON = function ( meta ) {

	const data = Material.prototype.toJSON.call( this, meta );

	data.glslVersion = this.glslVersion;
	data.uniforms = {};

	for ( const name in this.uniforms ) {

		const uniform = this.uniforms[ name ];
		const value = uniform.value;

		if ( value && value.isTexture ) {

			data.uniforms[ name ] = {
				type: 't',
				value: value.toJSON( meta ).uuid
			};

		} else if ( value && value.isColor ) {

			data.uniforms[ name ] = {
				type: 'c',
				value: value.getHex()
			};

		} else if ( value && value.isVector2 ) {

			data.uniforms[ name ] = {
				type: 'v2',
				value: value.toArray()
			};

		} else if ( value && value.isVector3 ) {

			data.uniforms[ name ] = {
				type: 'v3',
				value: value.toArray()
			};

		} else if ( value && value.isVector4 ) {

			data.uniforms[ name ] = {
				type: 'v4',
				value: value.toArray()
			};

		} else if ( value && value.isMatrix3 ) {

			data.uniforms[ name ] = {
				type: 'm3',
				value: value.toArray()
			};

		} else if ( value && value.isMatrix4 ) {

			data.uniforms[ name ] = {
				type: 'm4',
				value: value.toArray()
			};

		} else {

			data.uniforms[ name ] = {
				value: value
			};

			// note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far

		}

	}

	if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;

	data.vertexShader = this.vertexShader;
	data.fragmentShader = this.fragmentShader;

	const extensions = {};

	for ( const key in this.extensions ) {

		if ( this.extensions[ key ] === true ) extensions[ key ] = true;

	}

	if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;

	return data;

};

function Camera() {

	Object3D.call( this );

	this.type = 'Camera';

	this.matrixWorldInverse = new Matrix4();

	this.projectionMatrix = new Matrix4();
	this.projectionMatrixInverse = new Matrix4();

}

Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {

	constructor: Camera,

	isCamera: true,

	copy: function ( source, recursive ) {

		Object3D.prototype.copy.call( this, source, recursive );

		this.matrixWorldInverse.copy( source.matrixWorldInverse );

		this.projectionMatrix.copy( source.projectionMatrix );
		this.projectionMatrixInverse.copy( source.projectionMatrixInverse );

		return this;

	},

	getWorldDirection: function ( target ) {

		if ( target === undefined ) {

			console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
			target = new Vector3();

		}

		this.updateWorldMatrix( true, false );

		const e = this.matrixWorld.elements;

		return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();

	},

	updateMatrixWorld: function ( force ) {

		Object3D.prototype.updateMatrixWorld.call( this, force );

		this.matrixWorldInverse.copy( this.matrixWorld ).invert();

	},

	updateWorldMatrix: function ( updateParents, updateChildren ) {

		Object3D.prototype.updateWorldMatrix.call( this, updateParents, updateChildren );

		this.matrixWorldInverse.copy( this.matrixWorld ).invert();

	},

	clone: function () {

		return new this.constructor().copy( this );

	}

} );

function PerspectiveCamera( fov = 50, aspect = 1, near = 0.1, far = 2000 ) {

	Camera.call( this );

	this.type = 'PerspectiveCamera';

	this.fov = fov;
	this.zoom = 1;

	this.near = near;
	this.far = far;
	this.focus = 10;

	this.aspect = aspect;
	this.view = null;

	this.filmGauge = 35;	// width of the film (default in millimeters)
	this.filmOffset = 0;	// horizontal film offset (same unit as gauge)

	this.updateProjectionMatrix();

}

PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {

	constructor: PerspectiveCamera,

	isPerspectiveCamera: true,

	copy: function ( source, recursive ) {

		Camera.prototype.copy.call( this, source, recursive );

		this.fov = source.fov;
		this.zoom = source.zoom;

		this.near = source.near;
		this.far = source.far;
		this.focus = source.focus;

		this.aspect = source.aspect;
		this.view = source.view === null ? null : Object.assign( {}, source.view );

		this.filmGauge = source.filmGauge;
		this.filmOffset = source.filmOffset;

		return this;

	},

	/**
	 * Sets the FOV by focal length in respect to the current .filmGauge.
	 *
	 * The default film gauge is 35, so that the focal length can be specified for
	 * a 35mm (full frame) camera.
	 *
	 * Values for focal length and film gauge must have the same unit.
	 */
	setFocalLength: function ( focalLength ) {

		/** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */
		const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;

		this.fov = MathUtils.RAD2DEG * 2 * Math.atan( vExtentSlope );
		this.updateProjectionMatrix();

	},

	/**
	 * Calculates the focal length from the current .fov and .filmGauge.
	 */
	getFocalLength: function () {

		const vExtentSlope = Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov );

		return 0.5 * this.getFilmHeight() / vExtentSlope;

	},

	getEffectiveFOV: function () {

		return MathUtils.RAD2DEG * 2 * Math.atan(
			Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom );

	},

	getFilmWidth: function () {

		// film not completely covered in portrait format (aspect < 1)
		return this.filmGauge * Math.min( this.aspect, 1 );

	},

	getFilmHeight: function () {

		// film not completely covered in landscape format (aspect > 1)
		return this.filmGauge / Math.max( this.aspect, 1 );

	},

	/**
	 * Sets an offset in a larger frustum. This is useful for multi-window or
	 * multi-monitor/multi-machine setups.
	 *
	 * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
	 * the monitors are in grid like this
	 *
	 *   +---+---+---+
	 *   | A | B | C |
	 *   +---+---+---+
	 *   | D | E | F |
	 *   +---+---+---+
	 *
	 * then for each monitor you would call it like this
	 *
	 *   const w = 1920;
	 *   const h = 1080;
	 *   const fullWidth = w * 3;
	 *   const fullHeight = h * 2;
	 *
	 *   --A--
	 *   camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
	 *   --B--
	 *   camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
	 *   --C--
	 *   camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
	 *   --D--
	 *   camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
	 *   --E--
	 *   camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
	 *   --F--
	 *   camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
	 *
	 *   Note there is no reason monitors have to be the same size or in a grid.
	 */
	setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {

		this.aspect = fullWidth / fullHeight;

		if ( this.view === null ) {

			this.view = {
				enabled: true,
				fullWidth: 1,
				fullHeight: 1,
				offsetX: 0,
				offsetY: 0,
				width: 1,
				height: 1
			};

		}

		this.view.enabled = true;
		this.view.fullWidth = fullWidth;
		this.view.fullHeight = fullHeight;
		this.view.offsetX = x;
		this.view.offsetY = y;
		this.view.width = width;
		this.view.height = height;

		this.updateProjectionMatrix();

	},

	clearViewOffset: function () {

		if ( this.view !== null ) {

			this.view.enabled = false;

		}

		this.updateProjectionMatrix();

	},

	updateProjectionMatrix: function () {

		const near = this.near;
		let top = near * Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom;
		let height = 2 * top;
		let width = this.aspect * height;
		let left = - 0.5 * width;
		const view = this.view;

		if ( this.view !== null && this.view.enabled ) {

			const fullWidth = view.fullWidth,
				fullHeight = view.fullHeight;

			left += view.offsetX * width / fullWidth;
			top -= view.offsetY * height / fullHeight;
			width *= view.width / fullWidth;
			height *= view.height / fullHeight;

		}

		const skew = this.filmOffset;
		if ( skew !== 0 ) left += near * skew / this.getFilmWidth();

		this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );

		this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();

	},

	toJSON: function ( meta ) {

		const data = Object3D.prototype.toJSON.call( this, meta );

		data.object.fov = this.fov;
		data.object.zoom = this.zoom;

		data.object.near = this.near;
		data.object.far = this.far;
		data.object.focus = this.focus;

		data.object.aspect = this.aspect;

		if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );

		data.object.filmGauge = this.filmGauge;
		data.object.filmOffset = this.filmOffset;

		return data;

	}

} );

const fov = 90, aspect = 1;

class CubeCamera extends Object3D {

	constructor( near, far, renderTarget ) {

		super();

		this.type = 'CubeCamera';

		if ( renderTarget.isWebGLCubeRenderTarget !== true ) {

			console.error( 'THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.' );
			return;

		}

		this.renderTarget = renderTarget;

		const cameraPX = new PerspectiveCamera( fov, aspect, near, far );
		cameraPX.layers = this.layers;
		cameraPX.up.set( 0, - 1, 0 );
		cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
		this.add( cameraPX );

		const cameraNX = new PerspectiveCamera( fov, aspect, near, far );
		cameraNX.layers = this.layers;
		cameraNX.up.set( 0, - 1, 0 );
		cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
		this.add( cameraNX );

		const cameraPY = new PerspectiveCamera( fov, aspect, near, far );
		cameraPY.layers = this.layers;
		cameraPY.up.set( 0, 0, 1 );
		cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
		this.add( cameraPY );

		const cameraNY = new PerspectiveCamera( fov, aspect, near, far );
		cameraNY.layers = this.layers;
		cameraNY.up.set( 0, 0, - 1 );
		cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
		this.add( cameraNY );

		const cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
		cameraPZ.layers = this.layers;
		cameraPZ.up.set( 0, - 1, 0 );
		cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
		this.add( cameraPZ );

		const cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
		cameraNZ.layers = this.layers;
		cameraNZ.up.set( 0, - 1, 0 );
		cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
		this.add( cameraNZ );

	}

	update( renderer, scene ) {

		if ( this.parent === null ) this.updateMatrixWorld();

		const renderTarget = this.renderTarget;

		const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;

		const currentXrEnabled = renderer.xr.enabled;
		const currentRenderTarget = renderer.getRenderTarget();

		renderer.xr.enabled = false;

		const generateMipmaps = renderTarget.texture.generateMipmaps;

		renderTarget.texture.generateMipmaps = false;

		renderer.setRenderTarget( renderTarget, 0 );
		renderer.render( scene, cameraPX );

		renderer.setRenderTarget( renderTarget, 1 );
		renderer.render( scene, cameraNX );

		renderer.setRenderTarget( renderTarget, 2 );
		renderer.render( scene, cameraPY );

		renderer.setRenderTarget( renderTarget, 3 );
		renderer.render( scene, cameraNY );

		renderer.setRenderTarget( renderTarget, 4 );
		renderer.render( scene, cameraPZ );

		renderTarget.texture.generateMipmaps = generateMipmaps;

		renderer.setRenderTarget( renderTarget, 5 );
		renderer.render( scene, cameraNZ );

		renderer.setRenderTarget( currentRenderTarget );

		renderer.xr.enabled = currentXrEnabled;

	}

}

class CubeTexture extends Texture {

	constructor( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {

		images = images !== undefined ? images : [];
		mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
		format = format !== undefined ? format : RGBFormat;

		super( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );

		// Why CubeTexture._needsFlipEnvMap is necessary:
		//
		// By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)
		// in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,
		// in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.

		// three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped
		// and the flag _needsFlipEnvMap controls this conversion. The flip is not required (and thus _needsFlipEnvMap is set to false)
		// when using WebGLCubeRenderTarget.texture as a cube texture.

		this._needsFlipEnvMap = true;

		this.flipY = false;

	}

	get images() {

		return this.image;

	}

	set images( value ) {

		this.image = value;

	}

}

CubeTexture.prototype.isCubeTexture = true;

class WebGLCubeRenderTarget extends WebGLRenderTarget {

	constructor( size, options, dummy ) {

		if ( Number.isInteger( options ) ) {

			console.warn( 'THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )' );

			options = dummy;

		}

		super( size, size, options );

		options = options || {};

		this.texture = new CubeTexture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );

		this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
		this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;

		this.texture._needsFlipEnvMap = false;

	}

	fromEquirectangularTexture( renderer, texture ) {

		this.texture.type = texture.type;
		this.texture.format = RGBAFormat; // see #18859
		this.texture.encoding = texture.encoding;

		this.texture.generateMipmaps = texture.generateMipmaps;
		this.texture.minFilter = texture.minFilter;
		this.texture.magFilter = texture.magFilter;

		const shader = {

			uniforms: {
				tEquirect: { value: null },
			},

			vertexShader: /* glsl */`

				varying vec3 vWorldDirection;

				vec3 transformDirection( in vec3 dir, in mat4 matrix ) {

					return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );

				}

				void main() {

					vWorldDirection = transformDirection( position, modelMatrix );

					#include <begin_vertex>
					#include <project_vertex>

				}
			`,

			fragmentShader: /* glsl */`

				uniform sampler2D tEquirect;

				varying vec3 vWorldDirection;

				#include <common>

				void main() {

					vec3 direction = normalize( vWorldDirection );

					vec2 sampleUV = equirectUv( direction );

					gl_FragColor = texture2D( tEquirect, sampleUV );

				}
			`
		};

		const geometry = new BoxGeometry( 5, 5, 5 );

		const material = new ShaderMaterial( {

			name: 'CubemapFromEquirect',

			uniforms: cloneUniforms( shader.uniforms ),
			vertexShader: shader.vertexShader,
			fragmentShader: shader.fragmentShader,
			side: BackSide,
			blending: NoBlending

		} );

		material.uniforms.tEquirect.value = texture;

		const mesh = new Mesh( geometry, material );

		const currentMinFilter = texture.minFilter;

		// Avoid blurred poles
		if ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter;

		const camera = new CubeCamera( 1, 10, this );
		camera.update( renderer, mesh );

		texture.minFilter = currentMinFilter;

		mesh.geometry.dispose();
		mesh.material.dispose();

		return this;

	}

	clear( renderer, color, depth, stencil ) {

		const currentRenderTarget = renderer.getRenderTarget();

		for ( let i = 0; i < 6; i ++ ) {

			renderer.setRenderTarget( this, i );

			renderer.clear( color, depth, stencil );

		}

		renderer.setRenderTarget( currentRenderTarget );

	}

}

WebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true;

class DataTexture extends Texture {

	constructor( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {

		super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );

		this.image = { data: data || null, width: width || 1, height: height || 1 };

		this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
		this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;

		this.generateMipmaps = false;
		this.flipY = false;
		this.unpackAlignment = 1;

		this.needsUpdate = true;

	}

}

DataTexture.prototype.isDataTexture = true;

const _sphere$1 = /*@__PURE__*/ new Sphere();
const _vector$5 = /*@__PURE__*/ new Vector3();

class Frustum {

	constructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) {

		this.planes = [ p0, p1, p2, p3, p4, p5 ];

	}

	set( p0, p1, p2, p3, p4, p5 ) {

		const planes = this.planes;

		planes[ 0 ].copy( p0 );
		planes[ 1 ].copy( p1 );
		planes[ 2 ].copy( p2 );
		planes[ 3 ].copy( p3 );
		planes[ 4 ].copy( p4 );
		planes[ 5 ].copy( p5 );

		return this;

	}

	copy( frustum ) {

		const planes = this.planes;

		for ( let i = 0; i < 6; i ++ ) {

			planes[ i ].copy( frustum.planes[ i ] );

		}

		return this;

	}

	setFromProjectionMatrix( m ) {

		const planes = this.planes;
		const me = m.elements;
		const me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
		const me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
		const me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
		const me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];

		planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
		planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
		planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
		planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
		planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
		planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();

		return this;

	}

	intersectsObject( object ) {

		const geometry = object.geometry;

		if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();

		_sphere$1.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );

		return this.intersectsSphere( _sphere$1 );

	}

	intersectsSprite( sprite ) {

		_sphere$1.center.set( 0, 0, 0 );
		_sphere$1.radius = 0.7071067811865476;
		_sphere$1.applyMatrix4( sprite.matrixWorld );

		return this.intersectsSphere( _sphere$1 );

	}

	intersectsSphere( sphere ) {

		const planes = this.planes;
		const center = sphere.center;
		const negRadius = - sphere.radius;

		for ( let i = 0; i < 6; i ++ ) {

			const distance = planes[ i ].distanceToPoint( center );

			if ( distance < negRadius ) {

				return false;

			}

		}

		return true;

	}

	intersectsBox( box ) {

		const planes = this.planes;

		for ( let i = 0; i < 6; i ++ ) {

			const plane = planes[ i ];

			// corner at max distance

			_vector$5.x = plane.normal.x > 0 ? box.max.x : box.min.x;
			_vector$5.y = plane.normal.y > 0 ? box.max.y : box.min.y;
			_vector$5.z = plane.normal.z > 0 ? box.max.z : box.min.z;

			if ( plane.distanceToPoint( _vector$5 ) < 0 ) {

				return false;

			}

		}

		return true;

	}

	containsPoint( point ) {

		const planes = this.planes;

		for ( let i = 0; i < 6; i ++ ) {

			if ( planes[ i ].distanceToPoint( point ) < 0 ) {

				return false;

			}

		}

		return true;

	}

	clone() {

		return new this.constructor().copy( this );

	}

}

function WebGLAnimation() {

	let context = null;
	let isAnimating = false;
	let animationLoop = null;
	let requestId = null;

	function onAnimationFrame( time, frame ) {

		animationLoop( time, frame );

		requestId = context.requestAnimationFrame( onAnimationFrame );

	}

	return {

		start: function () {

			if ( isAnimating === true ) return;
			if ( animationLoop === null ) return;

			requestId = context.requestAnimationFrame( onAnimationFrame );

			isAnimating = true;

		},

		stop: function () {

			context.cancelAnimationFrame( requestId );

			isAnimating = false;

		},

		setAnimationLoop: function ( callback ) {

			animationLoop = callback;

		},

		setContext: function ( value ) {

			context = value;

		}

	};

}

function WebGLAttributes( gl, capabilities ) {

	const isWebGL2 = capabilities.isWebGL2;

	const buffers = new WeakMap();

	function createBuffer( attribute, bufferType ) {

		const array = attribute.array;
		const usage = attribute.usage;

		const buffer = gl.createBuffer();

		gl.bindBuffer( bufferType, buffer );
		gl.bufferData( bufferType, array, usage );

		attribute.onUploadCallback();

		let type = 5126;

		if ( array instanceof Float32Array ) {

			type = 5126;

		} else if ( array instanceof Float64Array ) {

			console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );

		} else if ( array instanceof Uint16Array ) {

			if ( attribute.isFloat16BufferAttribute ) {

				if ( isWebGL2 ) {

					type = 5131;

				} else {

					console.warn( 'THREE.WebGLAttributes: Usage of Float16BufferAttribute requires WebGL2.' );

				}

			} else {

				type = 5123;

			}

		} else if ( array instanceof Int16Array ) {

			type = 5122;

		} else if ( array instanceof Uint32Array ) {

			type = 5125;

		} else if ( array instanceof Int32Array ) {

			type = 5124;

		} else if ( array instanceof Int8Array ) {

			type = 5120;

		} else if ( array instanceof Uint8Array ) {

			type = 5121;

		}

		return {
			buffer: buffer,
			type: type,
			bytesPerElement: array.BYTES_PER_ELEMENT,
			version: attribute.version
		};

	}

	function updateBuffer( buffer, attribute, bufferType ) {

		const array = attribute.array;
		const updateRange = attribute.updateRange;

		gl.bindBuffer( bufferType, buffer );

		if ( updateRange.count === - 1 ) {

			// Not using update ranges

			gl.bufferSubData( bufferType, 0, array );

		} else {

			if ( isWebGL2 ) {

				gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
					array, updateRange.offset, updateRange.count );

			} else {

				gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
					array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );

			}

			updateRange.count = - 1; // reset range

		}

	}

	//

	function get( attribute ) {

		if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;

		return buffers.get( attribute );

	}

	function remove( attribute ) {

		if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;

		const data = buffers.get( attribute );

		if ( data ) {

			gl.deleteBuffer( data.buffer );

			buffers.delete( attribute );

		}

	}

	function update( attribute, bufferType ) {

		if ( attribute.isGLBufferAttribute ) {

			const cached = buffers.get( attribute );

			if ( ! cached || cached.version < attribute.version ) {

				buffers.set( attribute, {
					buffer: attribute.buffer,
					type: attribute.type,
					bytesPerElement: attribute.elementSize,
					version: attribute.version
				} );

			}

			return;

		}

		if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;

		const data = buffers.get( attribute );

		if ( data === undefined ) {

			buffers.set( attribute, createBuffer( attribute, bufferType ) );

		} else if ( data.version < attribute.version ) {

			updateBuffer( data.buffer, attribute, bufferType );

			data.version = attribute.version;

		}

	}

	return {

		get: get,
		remove: remove,
		update: update

	};

}

class PlaneGeometry extends BufferGeometry {

	constructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) {

		super();
		this.type = 'PlaneGeometry';

		this.parameters = {
			width: width,
			height: height,
			widthSegments: widthSegments,
			heightSegments: heightSegments
		};

		const width_half = width / 2;
		const height_half = height / 2;

		const gridX = Math.floor( widthSegments );
		const gridY = Math.floor( heightSegments );

		const gridX1 = gridX + 1;
		const gridY1 = gridY + 1;

		const segment_width = width / gridX;
		const segment_height = height / gridY;

		//

		const indices = [];
		const vertices = [];
		const normals = [];
		const uvs = [];

		for ( let iy = 0; iy < gridY1; iy ++ ) {

			const y = iy * segment_height - height_half;

			for ( let ix = 0; ix < gridX1; ix ++ ) {

				const x = ix * segment_width - width_half;

				vertices.push( x, - y, 0 );

				normals.push( 0, 0, 1 );

				uvs.push( ix / gridX );
				uvs.push( 1 - ( iy / gridY ) );

			}

		}

		for ( let iy = 0; iy < gridY; iy ++ ) {

			for ( let ix = 0; ix < gridX; ix ++ ) {

				const a = ix + gridX1 * iy;
				const b = ix + gridX1 * ( iy + 1 );
				const c = ( ix + 1 ) + gridX1 * ( iy + 1 );
				const d = ( ix + 1 ) + gridX1 * iy;

				indices.push( a, b, d );
				indices.push( b, c, d );

			}

		}

		this.setIndex( indices );
		this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
		this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
		this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

	}

}

var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";

var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";

var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";

var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif";

var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";

var begin_vertex = "vec3 transformed = vec3( position );";

var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";

var bsdfs = "vec2 integrateSpecularBRDF( const in float dotNV, const in float roughness ) {\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\treturn vec2( -1.04, 1.04 ) * a004 + r.zw;\n}\nfloat punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\tif( cutoffDistance > 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\n#else\n\tif( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t}\n\treturn 1.0;\n#endif\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}\nvec3 F_Schlick_RoughnessDependent( const in vec3 F0, const in float dotNV, const in float roughness ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotNV - 6.98316 ) * dotNV );\n\tvec3 Fr = max( vec3( 1.0 - roughness ), F0 ) - F0;\n\treturn Fr * fresnel + F0;\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 vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + viewDir );\n\tfloat dotNL = saturate( dot( normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( 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 vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\treturn specularColor * brdf.x + brdf.y;\n}\nvoid BRDF_Specular_Multiscattering_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tvec3 F = F_Schlick_RoughnessDependent( specularColor, dotNV, roughness );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\tvec3 FssEss = F * brdf.x + brdf.y;\n\tfloat Ess = brdf.x + brdf.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\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#if defined( USE_SHEEN )\nfloat D_Charlie(float roughness, float NoH) {\n\tfloat invAlpha = 1.0 / roughness;\n\tfloat cos2h = NoH * NoH;\n\tfloat sin2h = max(1.0 - cos2h, 0.0078125);\treturn (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * PI);\n}\nfloat V_Neubelt(float NoV, float NoL) {\n\treturn saturate(1.0 / (4.0 * (NoL + NoV - NoL * NoV)));\n}\nvec3 BRDF_Specular_Sheen( const in float roughness, const in vec3 L, const in GeometricContext geometry, vec3 specularColor ) {\n\tvec3 N = geometry.normal;\n\tvec3 V = geometry.viewDir;\n\tvec3 H = normalize( V + L );\n\tfloat dotNH = saturate( dot( N, H ) );\n\treturn specularColor * D_Charlie( roughness, dotNH ) * V_Neubelt( dot(N, V), dot(N, L) );\n}\n#endif";

var bumpmap_pars_fragment = "#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {\n\t\tvec3 vSigmaX = 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 ) * faceDirection;\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif";

var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#pragma unroll_loop_end\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\tif ( clipped ) discard;\n\t#endif\n#endif";

var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";

var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif";

var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif";

var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";

var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";

var color_pars_vertex = "#if defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvarying vec3 vColor;\n#endif";

var color_vertex = "#if defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvColor = vec3( 1.0 );\n#endif\n#ifdef USE_COLOR\n\tvColor.xyz *= color.xyz;\n#endif\n#ifdef USE_INSTANCING_COLOR\n\tvColor.xyz *= instanceColor.xyz;\n#endif";

var common = "#define PI 3.141592653589793\n#define PI2 6.283185307179586\n#define PI_HALF 1.5707963267948966\n#define RECIPROCAL_PI 0.3183098861837907\n#define RECIPROCAL_PI2 0.15915494309189535\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\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}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\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}\nbool isPerspectiveMatrix( mat4 m ) {\n\treturn m[ 2 ][ 3 ] == - 1.0;\n}\nvec2 equirectUv( in vec3 dir ) {\n\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\n\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\treturn vec2( u, v );\n}";

var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n\t#define cubeUV_maxMipLevel 8.0\n\t#define cubeUV_minMipLevel 4.0\n\t#define cubeUV_maxTileSize 256.0\n\t#define cubeUV_minTileSize 16.0\n\tfloat getFace( vec3 direction ) {\n\t\tvec3 absDirection = abs( direction );\n\t\tfloat face = - 1.0;\n\t\tif ( absDirection.x > absDirection.z ) {\n\t\t\tif ( absDirection.x > absDirection.y )\n\t\t\t\tface = direction.x > 0.0 ? 0.0 : 3.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t} else {\n\t\t\tif ( absDirection.z > absDirection.y )\n\t\t\t\tface = direction.z > 0.0 ? 2.0 : 5.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t}\n\t\treturn face;\n\t}\n\tvec2 getUV( vec3 direction, float face ) {\n\t\tvec2 uv;\n\t\tif ( face == 0.0 ) {\n\t\t\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 1.0 ) {\n\t\t\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\n\t\t} else if ( face == 2.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\n\t\t} else if ( face == 3.0 ) {\n\t\t\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 4.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\n\t\t} else {\n\t\t\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\n\t\t}\n\t\treturn 0.5 * ( uv + 1.0 );\n\t}\n\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\n\t\tfloat face = getFace( direction );\n\t\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\n\t\tmipInt = max( mipInt, cubeUV_minMipLevel );\n\t\tfloat faceSize = exp2( mipInt );\n\t\tfloat texelSize = 1.0 / ( 3.0 * cubeUV_maxTileSize );\n\t\tvec2 uv = getUV( direction, face ) * ( faceSize - 1.0 );\n\t\tvec2 f = fract( uv );\n\t\tuv += 0.5 - f;\n\t\tif ( face > 2.0 ) {\n\t\t\tuv.y += faceSize;\n\t\t\tface -= 3.0;\n\t\t}\n\t\tuv.x += face * faceSize;\n\t\tif ( mipInt < cubeUV_maxMipLevel ) {\n\t\t\tuv.y += 2.0 * cubeUV_maxTileSize;\n\t\t}\n\t\tuv.y += filterInt * 2.0 * cubeUV_minTileSize;\n\t\tuv.x += 3.0 * max( 0.0, cubeUV_maxTileSize - 2.0 * faceSize );\n\t\tuv *= texelSize;\n\t\tvec3 tl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.x += texelSize;\n\t\tvec3 tr = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.y += texelSize;\n\t\tvec3 br = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.x -= texelSize;\n\t\tvec3 bl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tvec3 tm = mix( tl, tr, f.x );\n\t\tvec3 bm = mix( bl, br, f.x );\n\t\treturn mix( tm, bm, f.y );\n\t}\n\t#define r0 1.0\n\t#define v0 0.339\n\t#define m0 - 2.0\n\t#define r1 0.8\n\t#define v1 0.276\n\t#define m1 - 1.0\n\t#define r4 0.4\n\t#define v4 0.046\n\t#define m4 2.0\n\t#define r5 0.305\n\t#define v5 0.016\n\t#define m5 3.0\n\t#define r6 0.21\n\t#define v6 0.0038\n\t#define m6 4.0\n\tfloat roughnessToMip( float roughness ) {\n\t\tfloat mip = 0.0;\n\t\tif ( roughness >= r1 ) {\n\t\t\tmip = ( r0 - roughness ) * ( m1 - m0 ) / ( r0 - r1 ) + m0;\n\t\t} else if ( roughness >= r4 ) {\n\t\t\tmip = ( r1 - roughness ) * ( m4 - m1 ) / ( r1 - r4 ) + m1;\n\t\t} else if ( roughness >= r5 ) {\n\t\t\tmip = ( r4 - roughness ) * ( m5 - m4 ) / ( r4 - r5 ) + m4;\n\t\t} else if ( roughness >= r6 ) {\n\t\t\tmip = ( r5 - roughness ) * ( m6 - m5 ) / ( r5 - r6 ) + m5;\n\t\t} else {\n\t\t\tmip = - 2.0 * log2( 1.16 * roughness );\t\t}\n\t\treturn mip;\n\t}\n\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\n\t\tfloat mip = clamp( roughnessToMip( roughness ), m0, cubeUV_maxMipLevel );\n\t\tfloat mipF = fract( mip );\n\t\tfloat mipInt = floor( mip );\n\t\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\n\t\tif ( mipF == 0.0 ) {\n\t\t\treturn vec4( color0, 1.0 );\n\t\t} else {\n\t\t\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\n\t\t\treturn vec4( mix( color0, color1, mipF ), 1.0 );\n\t\t}\n\t}\n#endif";

var defaultnormal_vertex = "vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\tmat3 m = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\n\ttransformedNormal = m * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif";

var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";

var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif";

var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";

var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";

var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";

var 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.rgb, vec3( gammaFactor ) ), value.a );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\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.a );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\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.rgb * value.a * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, 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.r, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = clamp( floor( D ) / 255.0, 0.0, 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 = cLogLuvM * value.rgb;\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 = cLogLuvInverseM * Xp_Y_XYZp.rgb;\n\treturn vec4( max( vRGB, 0.0 ), 1.0 );\n}";

var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifndef ENVMAP_TYPE_CUBE_UV\n\t\tenvColor = envMapTexelToLinear( envColor );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif";

var envmap_common_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\tuniform int maxMipLevel;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\t\n#endif";

var envmap_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif";

var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\t\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif";

var envmap_vertex = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif";

var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = - mvPosition.z;\n#endif";

var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";

var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * fogDepth * fogDepth );\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";

var 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";

var gradientmap_pars_fragment = "#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn texture2D( gradientMap, coord ).rgb;\n\t#else\n\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t#endif\n}";

var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n#endif";

var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";

var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\nvIndirectFront += getAmbientLightIrradiance( ambientLightColor );\nvIndirectFront += getLightProbeIrradiance( lightProbe, geometry );\n#ifdef DOUBLE_SIDED\n\tvIndirectBack += getAmbientLightIrradiance( ambientLightColor );\n\tvIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry );\n#endif\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\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\t#pragma unroll_loop_end\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\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\t#pragma unroll_loop_end\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\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\t#pragma unroll_loop_end\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif";

var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\n\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\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};\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};\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};\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";

var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\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\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 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 roughness, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( -viewDir, normal );\n\t\t\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, 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\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif";

var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;";

var lights_toon_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct ToonMaterial {\n\tvec3 diffuseColor;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon\n#define Material_LightProbeLOD( material )\t(0)";

var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";

var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3 diffuseColor;\n\tvec3 specularColor;\n\tfloat specularShininess;\n\tfloat specularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\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)";

var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.specularRoughness = max( roughnessFactor, 0.0525 );material.specularRoughness += geometryRoughness;\nmaterial.specularRoughness = min( material.specularRoughness, 1.0 );\n#ifdef REFLECTIVITY\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#endif\n#ifdef CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheen;\n#endif";

var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tfloat specularRoughness;\n\tvec3 specularColor;\n#ifdef CLEARCOAT\n\tfloat clearcoat;\n\tfloat clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tvec3 sheenColor;\n#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#ifdef CLEARCOAT\n\t\tfloat ccDotNL = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = ccDotNL * directLight.color;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tccIrradiance *= PI;\n\t\t#endif\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t\treflectedLight.directSpecular += ccIrradiance * material.clearcoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_Sheen(\n\t\t\tmaterial.specularRoughness,\n\t\t\tdirectLight.direction,\n\t\t\tgeometry,\n\t\t\tmaterial.sheenColor\n\t\t);\n\t#else\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness);\n\t#endif\n\treflectedLight.directDiffuse += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNV = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular += clearcoatRadiance * material.clearcoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t\tfloat ccDotNL = ccDotNV;\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\tfloat clearcoatInv = 1.0 - clearcoatDHR;\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\n\treflectedLight.indirectSpecular += clearcoatInv * radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}";

var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n#ifdef CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif";

var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * 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 defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\n\t#ifdef CLEARCOAT\n\t\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\n\t#endif\n#endif";

var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\n#endif";

var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";

var logdepthbuf_pars_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif";

var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t\tvarying float vIsPerspective;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif";

var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n\t#else\n\t\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\n\t\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\t\tgl_Position.z *= gl_Position.w;\n\t\t}\n\t#endif\n#endif";

var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";

var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";

var map_particle_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n#endif\n#ifdef USE_MAP\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif";

var map_particle_pars_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tuniform mat3 uvTransform;\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";

var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";

var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";

var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n#endif";

var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifndef USE_MORPHNORMALS\n\t\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\t\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif";

var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\t\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\t\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\t\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\t\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t#endif\n#endif";

var normal_fragment_begin = "float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\n#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * faceDirection;\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * faceDirection;\n\t\t\tbitangent = bitangent * faceDirection;\n\t\t#endif\n\t\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;";

var normal_fragment_maps = "#ifdef OBJECTSPACE_NORMALMAP\n\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * faceDirection;\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( TANGENTSPACE_NORMALMAP )\n\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\t#ifdef USE_TANGENT\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( -vViewPosition, normal, mapN, faceDirection );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd(), faceDirection );\n#endif";

var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN, float faceDirection ) {\n\t\tvec3 q0 = 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 N = surf_norm;\n\t\tvec3 q1perp = cross( q1, N );\n\t\tvec3 q0perp = cross( N, q0 );\n\t\tvec3 T = q1perp * st0.x + q0perp * st1.x;\n\t\tvec3 B = q1perp * st0.y + q0perp * st1.y;\n\t\tfloat det = max( dot( T, T ), dot( B, B ) );\n\t\tfloat scale = ( det == 0.0 ) ? 0.0 : faceDirection * inversesqrt( det );\n\t\treturn normalize( T * ( mapN.x * scale ) + B * ( mapN.y * scale ) + N * mapN.z );\n\t}\n#endif";

var clearcoat_normal_fragment_begin = "#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";

var clearcoat_normal_fragment_maps = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\t#ifdef USE_TANGENT\n\t\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN, faceDirection );\n\t#endif\n#endif";

var clearcoat_pars_fragment = "#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif";

var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nvec4 pack2HalfToRGBA( vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ));\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w);\n}\nvec2 unpackRGBATo2Half( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}";

var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";

var project_vertex = "vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;";

var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";

var dithering_pars_fragment = "#ifdef DITHERING\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif";

var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";

var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";

var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t\t  texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t  f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \n\t\t\t\t\t\t  texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t  f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif";

var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif";

var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SPOT_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0\n\t\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\tvec4 shadowWorldPosition;\n\t#endif\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n#endif";

var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}";

var 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";

var skinning_pars_vertex = "#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform highp 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";

var 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";

var skinnormal_vertex = "#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif";

var 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";

var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";

var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";

var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3(  1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108,  1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605,  1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }";

var transmissionmap_fragment = "#ifdef USE_TRANSMISSIONMAP\n\ttotalTransmission *= texture2D( transmissionMap, vUv ).r;\n#endif";

var transmissionmap_pars_fragment = "#ifdef USE_TRANSMISSIONMAP\n\tuniform sampler2D transmissionMap;\n#endif";

var uv_pars_fragment = "#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif";

var uv_pars_vertex = "#ifdef USE_UV\n\t#ifdef UVS_VERTEX_ONLY\n\t\tvec2 vUv;\n\t#else\n\t\tvarying vec2 vUv;\n\t#endif\n\tuniform mat3 uvTransform;\n#endif";

var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";

var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";

var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\tuniform mat3 uv2Transform;\n#endif";

var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif";

var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif";

var background_frag = "uniform sampler2D t2D;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";

var background_vert = "varying vec2 vUv;\nuniform mat3 uvTransform;\nvoid main() {\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\tgl_Position = vec4( position.xy, 1.0, 1.0 );\n}";

var cube_frag = "#include <envmap_common_pars_fragment>\nuniform float opacity;\nvarying vec3 vWorldDirection;\n#include <cube_uv_reflection_fragment>\nvoid main() {\n\tvec3 vReflect = vWorldDirection;\n\t#include <envmap_fragment>\n\tgl_FragColor = envColor;\n\tgl_FragColor.a *= opacity;\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";

var cube_vert = "varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\tgl_Position.z = gl_Position.w;\n}";

var depth_frag = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <logdepthbuf_fragment>\n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#endif\n}";

var depth_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvHighPrecisionZW = gl_Position.zw;\n}";

var distanceRGBA_frag = "#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main () {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}";

var distanceRGBA_vert = "#define DISTANCE\nvarying vec3 vWorldPosition;\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\tvWorldPosition = worldPosition.xyz;\n}";

var equirect_frag = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV = equirectUv( direction );\n\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";

var equirect_vert = "varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n}";

var linedashed_frag = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <color_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";

var linedashed_vert = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\tvLineDistance = scale * lineDistance;\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";

var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";

var meshbasic_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_ENVMAP\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <envmap_vertex>\n\t#include <fog_vertex>\n}";

var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <emissivemap_fragment>\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\t#else\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\t#endif\n\t#include <lightmap_fragment>\n\treflectedLight.indirectDiffuse *= BRDF_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 <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";

var meshlambert_vert = "#define LAMBERT\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <lights_lambert_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";

var meshmatcap_frag = "#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t\tmatcapColor = matcapTexelToLinear( matcapColor );\n\t#else\n\t\tvec4 matcapColor = vec4( 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";

var meshmatcap_vert = "#define MATCAP\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <color_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#ifndef FLAT_SHADED\n\t\tvNormal = normalize( transformedNormal );\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n\tvViewPosition = - mvPosition.xyz;\n}";

var meshtoon_frag = "#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_toon_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_toon_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";

var meshtoon_vert = "#define TOON\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";

var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";

var meshphong_vert = "#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";

var meshphysical_frag = "#define STANDARD\n#ifdef PHYSICAL\n\t#define REFLECTIVITY\n\t#define CLEARCOAT\n\t#define TRANSMISSION\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef TRANSMISSION\n\tuniform float transmission;\n#endif\n#ifdef REFLECTIVITY\n\tuniform float reflectivity;\n#endif\n#ifdef CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheen;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <transmissionmap_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <lights_physical_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <clearcoat_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#ifdef TRANSMISSION\n\t\tfloat totalTransmission = transmission;\n\t#endif\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <clearcoat_normal_fragment_begin>\n\t#include <clearcoat_normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <transmissionmap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#ifdef TRANSMISSION\n\t\tdiffuseColor.a *= mix( saturate( 1. - totalTransmission + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) ), 1.0, metalness );\n\t#endif\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";

var meshphysical_vert = "#define STANDARD\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";

var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <packing>\n#include <uv_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\t#include <logdepthbuf_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}";

var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}";

var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";

var points_vert = "uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <fog_vertex>\n}";

var shadow_frag = "uniform vec3 color;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";

var shadow_vert = "#include <common>\n#include <fog_pars_vertex>\n#include <shadowmap_pars_vertex>\nvoid main() {\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";

var sprite_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";

var sprite_vert = "uniform float rotation;\nuniform vec2 center;\n#include <common>\n#include <uv_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";

const ShaderChunk = {
	alphamap_fragment: alphamap_fragment,
	alphamap_pars_fragment: alphamap_pars_fragment,
	alphatest_fragment: alphatest_fragment,
	aomap_fragment: aomap_fragment,
	aomap_pars_fragment: aomap_pars_fragment,
	begin_vertex: begin_vertex,
	beginnormal_vertex: beginnormal_vertex,
	bsdfs: bsdfs,
	bumpmap_pars_fragment: bumpmap_pars_fragment,
	clipping_planes_fragment: clipping_planes_fragment,
	clipping_planes_pars_fragment: clipping_planes_pars_fragment,
	clipping_planes_pars_vertex: clipping_planes_pars_vertex,
	clipping_planes_vertex: clipping_planes_vertex,
	color_fragment: color_fragment,
	color_pars_fragment: color_pars_fragment,
	color_pars_vertex: color_pars_vertex,
	color_vertex: color_vertex,
	common: common,
	cube_uv_reflection_fragment: cube_uv_reflection_fragment,
	defaultnormal_vertex: defaultnormal_vertex,
	displacementmap_pars_vertex: displacementmap_pars_vertex,
	displacementmap_vertex: displacementmap_vertex,
	emissivemap_fragment: emissivemap_fragment,
	emissivemap_pars_fragment: emissivemap_pars_fragment,
	encodings_fragment: encodings_fragment,
	encodings_pars_fragment: encodings_pars_fragment,
	envmap_fragment: envmap_fragment,
	envmap_common_pars_fragment: envmap_common_pars_fragment,
	envmap_pars_fragment: envmap_pars_fragment,
	envmap_pars_vertex: envmap_pars_vertex,
	envmap_physical_pars_fragment: envmap_physical_pars_fragment,
	envmap_vertex: envmap_vertex,
	fog_vertex: fog_vertex,
	fog_pars_vertex: fog_pars_vertex,
	fog_fragment: fog_fragment,
	fog_pars_fragment: fog_pars_fragment,
	gradientmap_pars_fragment: gradientmap_pars_fragment,
	lightmap_fragment: lightmap_fragment,
	lightmap_pars_fragment: lightmap_pars_fragment,
	lights_lambert_vertex: lights_lambert_vertex,
	lights_pars_begin: lights_pars_begin,
	lights_toon_fragment: lights_toon_fragment,
	lights_toon_pars_fragment: lights_toon_pars_fragment,
	lights_phong_fragment: lights_phong_fragment,
	lights_phong_pars_fragment: lights_phong_pars_fragment,
	lights_physical_fragment: lights_physical_fragment,
	lights_physical_pars_fragment: lights_physical_pars_fragment,
	lights_fragment_begin: lights_fragment_begin,
	lights_fragment_maps: lights_fragment_maps,
	lights_fragment_end: lights_fragment_end,
	logdepthbuf_fragment: logdepthbuf_fragment,
	logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
	logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
	logdepthbuf_vertex: logdepthbuf_vertex,
	map_fragment: map_fragment,
	map_pars_fragment: map_pars_fragment,
	map_particle_fragment: map_particle_fragment,
	map_particle_pars_fragment: map_particle_pars_fragment,
	metalnessmap_fragment: metalnessmap_fragment,
	metalnessmap_pars_fragment: metalnessmap_pars_fragment,
	morphnormal_vertex: morphnormal_vertex,
	morphtarget_pars_vertex: morphtarget_pars_vertex,
	morphtarget_vertex: morphtarget_vertex,
	normal_fragment_begin: normal_fragment_begin,
	normal_fragment_maps: normal_fragment_maps,
	normalmap_pars_fragment: normalmap_pars_fragment,
	clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
	clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
	clearcoat_pars_fragment: clearcoat_pars_fragment,
	packing: packing,
	premultiplied_alpha_fragment: premultiplied_alpha_fragment,
	project_vertex: project_vertex,
	dithering_fragment: dithering_fragment,
	dithering_pars_fragment: dithering_pars_fragment,
	roughnessmap_fragment: roughnessmap_fragment,
	roughnessmap_pars_fragment: roughnessmap_pars_fragment,
	shadowmap_pars_fragment: shadowmap_pars_fragment,
	shadowmap_pars_vertex: shadowmap_pars_vertex,
	shadowmap_vertex: shadowmap_vertex,
	shadowmask_pars_fragment: shadowmask_pars_fragment,
	skinbase_vertex: skinbase_vertex,
	skinning_pars_vertex: skinning_pars_vertex,
	skinning_vertex: skinning_vertex,
	skinnormal_vertex: skinnormal_vertex,
	specularmap_fragment: specularmap_fragment,
	specularmap_pars_fragment: specularmap_pars_fragment,
	tonemapping_fragment: tonemapping_fragment,
	tonemapping_pars_fragment: tonemapping_pars_fragment,
	transmissionmap_fragment: transmissionmap_fragment,
	transmissionmap_pars_fragment: transmissionmap_pars_fragment,
	uv_pars_fragment: uv_pars_fragment,
	uv_pars_vertex: uv_pars_vertex,
	uv_vertex: uv_vertex,
	uv2_pars_fragment: uv2_pars_fragment,
	uv2_pars_vertex: uv2_pars_vertex,
	uv2_vertex: uv2_vertex,
	worldpos_vertex: worldpos_vertex,

	background_frag: background_frag,
	background_vert: background_vert,
	cube_frag: cube_frag,
	cube_vert: cube_vert,
	depth_frag: depth_frag,
	depth_vert: depth_vert,
	distanceRGBA_frag: distanceRGBA_frag,
	distanceRGBA_vert: distanceRGBA_vert,
	equirect_frag: equirect_frag,
	equirect_vert: equirect_vert,
	linedashed_frag: linedashed_frag,
	linedashed_vert: linedashed_vert,
	meshbasic_frag: meshbasic_frag,
	meshbasic_vert: meshbasic_vert,
	meshlambert_frag: meshlambert_frag,
	meshlambert_vert: meshlambert_vert,
	meshmatcap_frag: meshmatcap_frag,
	meshmatcap_vert: meshmatcap_vert,
	meshtoon_frag: meshtoon_frag,
	meshtoon_vert: meshtoon_vert,
	meshphong_frag: meshphong_frag,
	meshphong_vert: meshphong_vert,
	meshphysical_frag: meshphysical_frag,
	meshphysical_vert: meshphysical_vert,
	normal_frag: normal_frag,
	normal_vert: normal_vert,
	points_frag: points_frag,
	points_vert: points_vert,
	shadow_frag: shadow_frag,
	shadow_vert: shadow_vert,
	sprite_frag: sprite_frag,
	sprite_vert: sprite_vert
};

/**
 * Uniforms library for shared webgl shaders
 */

const UniformsLib = {

	common: {

		diffuse: { value: new Color( 0xeeeeee ) },
		opacity: { value: 1.0 },

		map: { value: null },
		uvTransform: { value: new Matrix3() },
		uv2Transform: { value: new Matrix3() },

		alphaMap: { value: null },

	},

	specularmap: {

		specularMap: { value: null },

	},

	envmap: {

		envMap: { value: null },
		flipEnvMap: { value: - 1 },
		reflectivity: { value: 1.0 },
		refractionRatio: { value: 0.98 },
		maxMipLevel: { value: 0 }

	},

	aomap: {

		aoMap: { value: null },
		aoMapIntensity: { value: 1 }

	},

	lightmap: {

		lightMap: { value: null },
		lightMapIntensity: { value: 1 }

	},

	emissivemap: {

		emissiveMap: { value: null }

	},

	bumpmap: {

		bumpMap: { value: null },
		bumpScale: { value: 1 }

	},

	normalmap: {

		normalMap: { value: null },
		normalScale: { value: new Vector2( 1, 1 ) }

	},

	displacementmap: {

		displacementMap: { value: null },
		displacementScale: { value: 1 },
		displacementBias: { value: 0 }

	},

	roughnessmap: {

		roughnessMap: { value: null }

	},

	metalnessmap: {

		metalnessMap: { value: null }

	},

	gradientmap: {

		gradientMap: { value: null }

	},

	fog: {

		fogDensity: { value: 0.00025 },
		fogNear: { value: 1 },
		fogFar: { value: 2000 },
		fogColor: { value: new Color( 0xffffff ) }

	},

	lights: {

		ambientLightColor: { value: [] },

		lightProbe: { value: [] },

		directionalLights: { value: [], properties: {
			direction: {},
			color: {}
		} },

		directionalLightShadows: { value: [], properties: {
			shadowBias: {},
			shadowNormalBias: {},
			shadowRadius: {},
			shadowMapSize: {}
		} },

		directionalShadowMap: { value: [] },
		directionalShadowMatrix: { value: [] },

		spotLights: { value: [], properties: {
			color: {},
			position: {},
			direction: {},
			distance: {},
			coneCos: {},
			penumbraCos: {},
			decay: {}
		} },

		spotLightShadows: { value: [], properties: {
			shadowBias: {},
			shadowNormalBias: {},
			shadowRadius: {},
			shadowMapSize: {}
		} },

		spotShadowMap: { value: [] },
		spotShadowMatrix: { value: [] },

		pointLights: { value: [], properties: {
			color: {},
			position: {},
			decay: {},
			distance: {}
		} },

		pointLightShadows: { value: [], properties: {
			shadowBias: {},
			shadowNormalBias: {},
			shadowRadius: {},
			shadowMapSize: {},
			shadowCameraNear: {},
			shadowCameraFar: {}
		} },

		pointShadowMap: { value: [] },
		pointShadowMatrix: { value: [] },

		hemisphereLights: { value: [], properties: {
			direction: {},
			skyColor: {},
			groundColor: {}
		} },

		// TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
		rectAreaLights: { value: [], properties: {
			color: {},
			position: {},
			width: {},
			height: {}
		} },

		ltc_1: { value: null },
		ltc_2: { value: null }

	},

	points: {

		diffuse: { value: new Color( 0xeeeeee ) },
		opacity: { value: 1.0 },
		size: { value: 1.0 },
		scale: { value: 1.0 },
		map: { value: null },
		alphaMap: { value: null },
		uvTransform: { value: new Matrix3() }

	},

	sprite: {

		diffuse: { value: new Color( 0xeeeeee ) },
		opacity: { value: 1.0 },
		center: { value: new Vector2( 0.5, 0.5 ) },
		rotation: { value: 0.0 },
		map: { value: null },
		alphaMap: { value: null },
		uvTransform: { value: new Matrix3() }

	}

};

const ShaderLib = {

	basic: {

		uniforms: mergeUniforms( [
			UniformsLib.common,
			UniformsLib.specularmap,
			UniformsLib.envmap,
			UniformsLib.aomap,
			UniformsLib.lightmap,
			UniformsLib.fog
		] ),

		vertexShader: ShaderChunk.meshbasic_vert,
		fragmentShader: ShaderChunk.meshbasic_frag

	},

	lambert: {

		uniforms: mergeUniforms( [
			UniformsLib.common,
			UniformsLib.specularmap,
			UniformsLib.envmap,
			UniformsLib.aomap,
			UniformsLib.lightmap,
			UniformsLib.emissivemap,
			UniformsLib.fog,
			UniformsLib.lights,
			{
				emissive: { value: new Color( 0x000000 ) }
			}
		] ),

		vertexShader: ShaderChunk.meshlambert_vert,
		fragmentShader: ShaderChunk.meshlambert_frag

	},

	phong: {

		uniforms: mergeUniforms( [
			UniformsLib.common,
			UniformsLib.specularmap,
			UniformsLib.envmap,
			UniformsLib.aomap,
			UniformsLib.lightmap,
			UniformsLib.emissivemap,
			UniformsLib.bumpmap,
			UniformsLib.normalmap,
			UniformsLib.displacementmap,
			UniformsLib.fog,
			UniformsLib.lights,
			{
				emissive: { value: new Color( 0x000000 ) },
				specular: { value: new Color( 0x111111 ) },
				shininess: { value: 30 }
			}
		] ),

		vertexShader: ShaderChunk.meshphong_vert,
		fragmentShader: ShaderChunk.meshphong_frag

	},

	standard: {

		uniforms: mergeUniforms( [
			UniformsLib.common,
			UniformsLib.envmap,
			UniformsLib.aomap,
			UniformsLib.lightmap,
			UniformsLib.emissivemap,
			UniformsLib.bumpmap,
			UniformsLib.normalmap,
			UniformsLib.displacementmap,
			UniformsLib.roughnessmap,
			UniformsLib.metalnessmap,
			UniformsLib.fog,
			UniformsLib.lights,
			{
				emissive: { value: new Color( 0x000000 ) },
				roughness: { value: 1.0 },
				metalness: { value: 0.0 },
				envMapIntensity: { value: 1 } // temporary
			}
		] ),

		vertexShader: ShaderChunk.meshphysical_vert,
		fragmentShader: ShaderChunk.meshphysical_frag

	},

	toon: {

		uniforms: mergeUniforms( [
			UniformsLib.common,
			UniformsLib.aomap,
			UniformsLib.lightmap,
			UniformsLib.emissivemap,
			UniformsLib.bumpmap,
			UniformsLib.normalmap,
			UniformsLib.displacementmap,
			UniformsLib.gradientmap,
			UniformsLib.fog,
			UniformsLib.lights,
			{
				emissive: { value: new Color( 0x000000 ) }
			}
		] ),

		vertexShader: ShaderChunk.meshtoon_vert,
		fragmentShader: ShaderChunk.meshtoon_frag

	},

	matcap: {

		uniforms: mergeUniforms( [
			UniformsLib.common,
			UniformsLib.bumpmap,
			UniformsLib.normalmap,
			UniformsLib.displacementmap,
			UniformsLib.fog,
			{
				matcap: { value: null }
			}
		] ),

		vertexShader: ShaderChunk.meshmatcap_vert,
		fragmentShader: ShaderChunk.meshmatcap_frag

	},

	points: {

		uniforms: mergeUniforms( [
			UniformsLib.points,
			UniformsLib.fog
		] ),

		vertexShader: ShaderChunk.points_vert,
		fragmentShader: ShaderChunk.points_frag

	},

	dashed: {

		uniforms: mergeUniforms( [
			UniformsLib.common,
			UniformsLib.fog,
			{
				scale: { value: 1 },
				dashSize: { value: 1 },
				totalSize: { value: 2 }
			}
		] ),

		vertexShader: ShaderChunk.linedashed_vert,
		fragmentShader: ShaderChunk.linedashed_frag

	},

	depth: {

		uniforms: mergeUniforms( [
			UniformsLib.common,
			UniformsLib.displacementmap
		] ),

		vertexShader: ShaderChunk.depth_vert,
		fragmentShader: ShaderChunk.depth_frag

	},

	normal: {

		uniforms: mergeUniforms( [
			UniformsLib.common,
			UniformsLib.bumpmap,
			UniformsLib.normalmap,
			UniformsLib.displacementmap,
			{
				opacity: { value: 1.0 }
			}
		] ),

		vertexShader: ShaderChunk.normal_vert,
		fragmentShader: ShaderChunk.normal_frag

	},

	sprite: {

		uniforms: mergeUniforms( [
			UniformsLib.sprite,
			UniformsLib.fog
		] ),

		vertexShader: ShaderChunk.sprite_vert,
		fragmentShader: ShaderChunk.sprite_frag

	},

	background: {

		uniforms: {
			uvTransform: { value: new Matrix3() },
			t2D: { value: null },
		},

		vertexShader: ShaderChunk.background_vert,
		fragmentShader: ShaderChunk.background_frag

	},
	/* -------------------------------------------------------------------------
	//	Cube map shader
	 ------------------------------------------------------------------------- */

	cube: {

		uniforms: mergeUniforms( [
			UniformsLib.envmap,
			{
				opacity: { value: 1.0 }
			}
		] ),

		vertexShader: ShaderChunk.cube_vert,
		fragmentShader: ShaderChunk.cube_frag

	},

	equirect: {

		uniforms: {
			tEquirect: { value: null },
		},

		vertexShader: ShaderChunk.equirect_vert,
		fragmentShader: ShaderChunk.equirect_frag

	},

	distanceRGBA: {

		uniforms: mergeUniforms( [
			UniformsLib.common,
			UniformsLib.displacementmap,
			{
				referencePosition: { value: new Vector3() },
				nearDistance: { value: 1 },
				farDistance: { value: 1000 }
			}
		] ),

		vertexShader: ShaderChunk.distanceRGBA_vert,
		fragmentShader: ShaderChunk.distanceRGBA_frag

	},

	shadow: {

		uniforms: mergeUniforms( [
			UniformsLib.lights,
			UniformsLib.fog,
			{
				color: { value: new Color( 0x00000 ) },
				opacity: { value: 1.0 }
			},
		] ),

		vertexShader: ShaderChunk.shadow_vert,
		fragmentShader: ShaderChunk.shadow_frag

	}

};

ShaderLib.physical = {

	uniforms: mergeUniforms( [
		ShaderLib.standard.uniforms,
		{
			clearcoat: { value: 0 },
			clearcoatMap: { value: null },
			clearcoatRoughness: { value: 0 },
			clearcoatRoughnessMap: { value: null },
			clearcoatNormalScale: { value: new Vector2( 1, 1 ) },
			clearcoatNormalMap: { value: null },
			sheen: { value: new Color( 0x000000 ) },
			transmission: { value: 0 },
			transmissionMap: { value: null },
		}
	] ),

	vertexShader: ShaderChunk.meshphysical_vert,
	fragmentShader: ShaderChunk.meshphysical_frag

};

function WebGLBackground( renderer, cubemaps, state, objects, premultipliedAlpha ) {

	const clearColor = new Color( 0x000000 );
	let clearAlpha = 0;

	let planeMesh;
	let boxMesh;

	let currentBackground = null;
	let currentBackgroundVersion = 0;
	let currentTonemapping = null;

	function render( renderList, scene, camera, forceClear ) {

		let background = scene.isScene === true ? scene.background : null;

		if ( background && background.isTexture ) {

			background = cubemaps.get( background );

		}

		// Ignore background in AR
		// TODO: Reconsider this.

		const xr = renderer.xr;
		const session = xr.getSession && xr.getSession();

		if ( session && session.environmentBlendMode === 'additive' ) {

			background = null;

		}

		if ( background === null ) {

			setClear( clearColor, clearAlpha );

		} else if ( background && background.isColor ) {

			setClear( background, 1 );
			forceClear = true;

		}

		if ( renderer.autoClear || forceClear ) {

			renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );

		}

		if ( background && ( background.isCubeTexture || background.isWebGLCubeRenderTarget || background.mapping === CubeUVReflectionMapping ) ) {

			if ( boxMesh === undefined ) {

				boxMesh = new Mesh(
					new BoxGeometry( 1, 1, 1 ),
					new ShaderMaterial( {
						name: 'BackgroundCubeMaterial',
						uniforms: cloneUniforms( ShaderLib.cube.uniforms ),
						vertexShader: ShaderLib.cube.vertexShader,
						fragmentShader: ShaderLib.cube.fragmentShader,
						side: BackSide,
						depthTest: false,
						depthWrite: false,
						fog: false
					} )
				);

				boxMesh.geometry.deleteAttribute( 'normal' );
				boxMesh.geometry.deleteAttribute( 'uv' );

				boxMesh.onBeforeRender = function ( renderer, scene, camera ) {

					this.matrixWorld.copyPosition( camera.matrixWorld );

				};

				// enable code injection for non-built-in material
				Object.defineProperty( boxMesh.material, 'envMap', {

					get: function () {

						return this.uniforms.envMap.value;

					}

				} );

				objects.update( boxMesh );

			}

			if ( background.isWebGLCubeRenderTarget ) {

				// TODO Deprecate

				background = background.texture;

			}

			boxMesh.material.uniforms.envMap.value = background;
			boxMesh.material.uniforms.flipEnvMap.value = ( background.isCubeTexture && background._needsFlipEnvMap ) ? - 1 : 1;

			if ( currentBackground !== background ||
				currentBackgroundVersion !== background.version ||
				currentTonemapping !== renderer.toneMapping ) {

				boxMesh.material.needsUpdate = true;

				currentBackground = background;
				currentBackgroundVersion = background.version;
				currentTonemapping = renderer.toneMapping;

			}

			// push to the pre-sorted opaque render list
			renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );

		} else if ( background && background.isTexture ) {

			if ( planeMesh === undefined ) {

				planeMesh = new Mesh(
					new PlaneGeometry( 2, 2 ),
					new ShaderMaterial( {
						name: 'BackgroundMaterial',
						uniforms: cloneUniforms( ShaderLib.background.uniforms ),
						vertexShader: ShaderLib.background.vertexShader,
						fragmentShader: ShaderLib.background.fragmentShader,
						side: FrontSide,
						depthTest: false,
						depthWrite: false,
						fog: false
					} )
				);

				planeMesh.geometry.deleteAttribute( 'normal' );

				// enable code injection for non-built-in material
				Object.defineProperty( planeMesh.material, 'map', {

					get: function () {

						return this.uniforms.t2D.value;

					}

				} );

				objects.update( planeMesh );

			}

			planeMesh.material.uniforms.t2D.value = background;

			if ( background.matrixAutoUpdate === true ) {

				background.updateMatrix();

			}

			planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );

			if ( currentBackground !== background ||
				currentBackgroundVersion !== background.version ||
				currentTonemapping !== renderer.toneMapping ) {

				planeMesh.material.needsUpdate = true;

				currentBackground = background;
				currentBackgroundVersion = background.version;
				currentTonemapping = renderer.toneMapping;

			}


			// push to the pre-sorted opaque render list
			renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );

		}

	}

	function setClear( color, alpha ) {

		state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );

	}

	return {

		getClearColor: function () {

			return clearColor;

		},
		setClearColor: function ( color, alpha = 1 ) {

			clearColor.set( color );
			clearAlpha = alpha;
			setClear( clearColor, clearAlpha );

		},
		getClearAlpha: function () {

			return clearAlpha;

		},
		setClearAlpha: function ( alpha ) {

			clearAlpha = alpha;
			setClear( clearColor, clearAlpha );

		},
		render: render

	};

}

function WebGLBindingStates( gl, extensions, attributes, capabilities ) {

	const maxVertexAttributes = gl.getParameter( 34921 );

	const extension = capabilities.isWebGL2 ? null : extensions.get( 'OES_vertex_array_object' );
	const vaoAvailable = capabilities.isWebGL2 || extension !== null;

	const bindingStates = {};

	const defaultState = createBindingState( null );
	let currentState = defaultState;

	function setup( object, material, program, geometry, index ) {

		let updateBuffers = false;

		if ( vaoAvailable ) {

			const state = getBindingState( geometry, program, material );

			if ( currentState !== state ) {

				currentState = state;
				bindVertexArrayObject( currentState.object );

			}

			updateBuffers = needsUpdate( geometry, index );

			if ( updateBuffers ) saveCache( geometry, index );

		} else {

			const wireframe = ( material.wireframe === true );

			if ( currentState.geometry !== geometry.id ||
				currentState.program !== program.id ||
				currentState.wireframe !== wireframe ) {

				currentState.geometry = geometry.id;
				currentState.program = program.id;
				currentState.wireframe = wireframe;

				updateBuffers = true;

			}

		}

		if ( object.isInstancedMesh === true ) {

			updateBuffers = true;

		}

		if ( index !== null ) {

			attributes.update( index, 34963 );

		}

		if ( updateBuffers ) {

			setupVertexAttributes( object, material, program, geometry );

			if ( index !== null ) {

				gl.bindBuffer( 34963, attributes.get( index ).buffer );

			}

		}

	}

	function createVertexArrayObject() {

		if ( capabilities.isWebGL2 ) return gl.createVertexArray();

		return extension.createVertexArrayOES();

	}

	function bindVertexArrayObject( vao ) {

		if ( capabilities.isWebGL2 ) return gl.bindVertexArray( vao );

		return extension.bindVertexArrayOES( vao );

	}

	function deleteVertexArrayObject( vao ) {

		if ( capabilities.isWebGL2 ) return gl.deleteVertexArray( vao );

		return extension.deleteVertexArrayOES( vao );

	}

	function getBindingState( geometry, program, material ) {

		const wireframe = ( material.wireframe === true );

		let programMap = bindingStates[ geometry.id ];

		if ( programMap === undefined ) {

			programMap = {};
			bindingStates[ geometry.id ] = programMap;

		}

		let stateMap = programMap[ program.id ];

		if ( stateMap === undefined ) {

			stateMap = {};
			programMap[ program.id ] = stateMap;

		}

		let state = stateMap[ wireframe ];

		if ( state === undefined ) {

			state = createBindingState( createVertexArrayObject() );
			stateMap[ wireframe ] = state;

		}

		return state;

	}

	function createBindingState( vao ) {

		const newAttributes = [];
		const enabledAttributes = [];
		const attributeDivisors = [];

		for ( let i = 0; i < maxVertexAttributes; i ++ ) {

			newAttributes[ i ] = 0;
			enabledAttributes[ i ] = 0;
			attributeDivisors[ i ] = 0;

		}

		return {

			// for backward compatibility on non-VAO support browser
			geometry: null,
			program: null,
			wireframe: false,

			newAttributes: newAttributes,
			enabledAttributes: enabledAttributes,
			attributeDivisors: attributeDivisors,
			object: vao,
			attributes: {},
			index: null

		};

	}

	function needsUpdate( geometry, index ) {

		const cachedAttributes = currentState.attributes;
		const geometryAttributes = geometry.attributes;

		let attributesNum = 0;

		for ( const key in geometryAttributes ) {

			const cachedAttribute = cachedAttributes[ key ];
			const geometryAttribute = geometryAttributes[ key ];

			if ( cachedAttribute === undefined ) return true;

			if ( cachedAttribute.attribute !== geometryAttribute ) return true;

			if ( cachedAttribute.data !== geometryAttribute.data ) return true;

			attributesNum ++;

		}

		if ( currentState.attributesNum !== attributesNum ) return true;

		if ( currentState.index !== index ) return true;

		return false;

	}

	function saveCache( geometry, index ) {

		const cache = {};
		const attributes = geometry.attributes;
		let attributesNum = 0;

		for ( const key in attributes ) {

			const attribute = attributes[ key ];

			const data = {};
			data.attribute = attribute;

			if ( attribute.data ) {

				data.data = attribute.data;

			}

			cache[ key ] = data;

			attributesNum ++;

		}

		currentState.attributes = cache;
		currentState.attributesNum = attributesNum;

		currentState.index = index;

	}

	function initAttributes() {

		const newAttributes = currentState.newAttributes;

		for ( let i = 0, il = newAttributes.length; i < il; i ++ ) {

			newAttributes[ i ] = 0;

		}

	}

	function enableAttribute( attribute ) {

		enableAttributeAndDivisor( attribute, 0 );

	}

	function enableAttributeAndDivisor( attribute, meshPerAttribute ) {

		const newAttributes = currentState.newAttributes;
		const enabledAttributes = currentState.enabledAttributes;
		const attributeDivisors = currentState.attributeDivisors;

		newAttributes[ attribute ] = 1;

		if ( enabledAttributes[ attribute ] === 0 ) {

			gl.enableVertexAttribArray( attribute );
			enabledAttributes[ attribute ] = 1;

		}

		if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {

			const extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );

			extension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
			attributeDivisors[ attribute ] = meshPerAttribute;

		}

	}

	function disableUnusedAttributes() {

		const newAttributes = currentState.newAttributes;
		const enabledAttributes = currentState.enabledAttributes;

		for ( let i = 0, il = enabledAttributes.length; i < il; i ++ ) {

			if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {

				gl.disableVertexAttribArray( i );
				enabledAttributes[ i ] = 0;

			}

		}

	}

	function vertexAttribPointer( index, size, type, normalized, stride, offset ) {

		if ( capabilities.isWebGL2 === true && ( type === 5124 || type === 5125 ) ) {

			gl.vertexAttribIPointer( index, size, type, stride, offset );

		} else {

			gl.vertexAttribPointer( index, size, type, normalized, stride, offset );

		}

	}

	function setupVertexAttributes( object, material, program, geometry ) {

		if ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {

			if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) return;

		}

		initAttributes();

		const geometryAttributes = geometry.attributes;

		const programAttributes = program.getAttributes();

		const materialDefaultAttributeValues = material.defaultAttributeValues;

		for ( const name in programAttributes ) {

			const programAttribute = programAttributes[ name ];

			if ( programAttribute >= 0 ) {

				const geometryAttribute = geometryAttributes[ name ];

				if ( geometryAttribute !== undefined ) {

					const normalized = geometryAttribute.normalized;
					const size = geometryAttribute.itemSize;

					const attribute = attributes.get( geometryAttribute );

					// TODO Attribute may not be available on context restore

					if ( attribute === undefined ) continue;

					const buffer = attribute.buffer;
					const type = attribute.type;
					const bytesPerElement = attribute.bytesPerElement;

					if ( geometryAttribute.isInterleavedBufferAttribute ) {

						const data = geometryAttribute.data;
						const stride = data.stride;
						const offset = geometryAttribute.offset;

						if ( data && data.isInstancedInterleavedBuffer ) {

							enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );

							if ( geometry._maxInstanceCount === undefined ) {

								geometry._maxInstanceCount = data.meshPerAttribute * data.count;

							}

						} else {

							enableAttribute( programAttribute );

						}

						gl.bindBuffer( 34962, buffer );
						vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );

					} else {

						if ( geometryAttribute.isInstancedBufferAttribute ) {

							enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );

							if ( geometry._maxInstanceCount === undefined ) {

								geometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;

							}

						} else {

							enableAttribute( programAttribute );

						}

						gl.bindBuffer( 34962, buffer );
						vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );

					}

				} else if ( name === 'instanceMatrix' ) {

					const attribute = attributes.get( object.instanceMatrix );

					// TODO Attribute may not be available on context restore

					if ( attribute === undefined ) continue;

					const buffer = attribute.buffer;
					const type = attribute.type;

					enableAttributeAndDivisor( programAttribute + 0, 1 );
					enableAttributeAndDivisor( programAttribute + 1, 1 );
					enableAttributeAndDivisor( programAttribute + 2, 1 );
					enableAttributeAndDivisor( programAttribute + 3, 1 );

					gl.bindBuffer( 34962, buffer );

					gl.vertexAttribPointer( programAttribute + 0, 4, type, false, 64, 0 );
					gl.vertexAttribPointer( programAttribute + 1, 4, type, false, 64, 16 );
					gl.vertexAttribPointer( programAttribute + 2, 4, type, false, 64, 32 );
					gl.vertexAttribPointer( programAttribute + 3, 4, type, false, 64, 48 );

				} else if ( name === 'instanceColor' ) {

					const attribute = attributes.get( object.instanceColor );

					// TODO Attribute may not be available on context restore

					if ( attribute === undefined ) continue;

					const buffer = attribute.buffer;
					const type = attribute.type;

					enableAttributeAndDivisor( programAttribute, 1 );

					gl.bindBuffer( 34962, buffer );

					gl.vertexAttribPointer( programAttribute, 3, type, false, 12, 0 );

				} else if ( materialDefaultAttributeValues !== undefined ) {

					const value = materialDefaultAttributeValues[ name ];

					if ( value !== undefined ) {

						switch ( value.length ) {

							case 2:
								gl.vertexAttrib2fv( programAttribute, value );
								break;

							case 3:
								gl.vertexAttrib3fv( programAttribute, value );
								break;

							case 4:
								gl.vertexAttrib4fv( programAttribute, value );
								break;

							default:
								gl.vertexAttrib1fv( programAttribute, value );

						}

					}

				}

			}

		}

		disableUnusedAttributes();

	}

	function dispose() {

		reset();

		for ( const geometryId in bindingStates ) {

			const programMap = bindingStates[ geometryId ];

			for ( const programId in programMap ) {

				const stateMap = programMap[ programId ];

				for ( const wireframe in stateMap ) {

					deleteVertexArrayObject( stateMap[ wireframe ].object );

					delete stateMap[ wireframe ];

				}

				delete programMap[ programId ];

			}

			delete bindingStates[ geometryId ];

		}

	}

	function releaseStatesOfGeometry( geometry ) {

		if ( bindingStates[ geometry.id ] === undefined ) return;

		const programMap = bindingStates[ geometry.id ];

		for ( const programId in programMap ) {

			const stateMap = programMap[ programId ];

			for ( const wireframe in stateMap ) {

				deleteVertexArrayObject( stateMap[ wireframe ].object );

				delete stateMap[ wireframe ];

			}

			delete programMap[ programId ];

		}

		delete bindingStates[ geometry.id ];

	}

	function releaseStatesOfProgram( program ) {

		for ( const geometryId in bindingStates ) {

			const programMap = bindingStates[ geometryId ];

			if ( programMap[ program.id ] === undefined ) continue;

			const stateMap = programMap[ program.id ];

			for ( const wireframe in stateMap ) {

				deleteVertexArrayObject( stateMap[ wireframe ].object );

				delete stateMap[ wireframe ];

			}

			delete programMap[ program.id ];

		}

	}

	function reset() {

		resetDefaultState();

		if ( currentState === defaultState ) return;

		currentState = defaultState;
		bindVertexArrayObject( currentState.object );

	}

	// for backward-compatilibity

	function resetDefaultState() {

		defaultState.geometry = null;
		defaultState.program = null;
		defaultState.wireframe = false;

	}

	return {

		setup: setup,
		reset: reset,
		resetDefaultState: resetDefaultState,
		dispose: dispose,
		releaseStatesOfGeometry: releaseStatesOfGeometry,
		releaseStatesOfProgram: releaseStatesOfProgram,

		initAttributes: initAttributes,
		enableAttribute: enableAttribute,
		disableUnusedAttributes: disableUnusedAttributes

	};

}

function WebGLBufferRenderer( gl, extensions, info, capabilities ) {

	const isWebGL2 = capabilities.isWebGL2;

	let mode;

	function setMode( value ) {

		mode = value;

	}

	function render( start, count ) {

		gl.drawArrays( mode, start, count );

		info.update( count, mode, 1 );

	}

	function renderInstances( start, count, primcount ) {

		if ( primcount === 0 ) return;

		let extension, methodName;

		if ( isWebGL2 ) {

			extension = gl;
			methodName = 'drawArraysInstanced';

		} else {

			extension = extensions.get( 'ANGLE_instanced_arrays' );
			methodName = 'drawArraysInstancedANGLE';

			if ( extension === null ) {

				console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
				return;

			}

		}

		extension[ methodName ]( mode, start, count, primcount );

		info.update( count, mode, primcount );

	}

	//

	this.setMode = setMode;
	this.render = render;
	this.renderInstances = renderInstances;

}

function WebGLCapabilities( gl, extensions, parameters ) {

	let maxAnisotropy;

	function getMaxAnisotropy() {

		if ( maxAnisotropy !== undefined ) return maxAnisotropy;

		if ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) {

			const extension = extensions.get( 'EXT_texture_filter_anisotropic' );

			maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );

		} else {

			maxAnisotropy = 0;

		}

		return maxAnisotropy;

	}

	function getMaxPrecision( precision ) {

		if ( precision === 'highp' ) {

			if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&
				gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {

				return 'highp';

			}

			precision = 'mediump';

		}

		if ( precision === 'mediump' ) {

			if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&
				gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {

				return 'mediump';

			}

		}

		return 'lowp';

	}

	/* eslint-disable no-undef */
	const isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext ) ||
		( typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext );
	/* eslint-enable no-undef */

	let precision = parameters.precision !== undefined ? parameters.precision : 'highp';
	const maxPrecision = getMaxPrecision( precision );

	if ( maxPrecision !== precision ) {

		console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
		precision = maxPrecision;

	}

	const logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;

	const maxTextures = gl.getParameter( 34930 );
	const maxVertexTextures = gl.getParameter( 35660 );
	const maxTextureSize = gl.getParameter( 3379 );
	const maxCubemapSize = gl.getParameter( 34076 );

	const maxAttributes = gl.getParameter( 34921 );
	const maxVertexUniforms = gl.getParameter( 36347 );
	const maxVaryings = gl.getParameter( 36348 );
	const maxFragmentUniforms = gl.getParameter( 36349 );

	const vertexTextures = maxVertexTextures > 0;
	const floatFragmentTextures = isWebGL2 || extensions.has( 'OES_texture_float' );
	const floatVertexTextures = vertexTextures && floatFragmentTextures;

	const maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;

	return {

		isWebGL2: isWebGL2,

		getMaxAnisotropy: getMaxAnisotropy,
		getMaxPrecision: getMaxPrecision,

		precision: precision,
		logarithmicDepthBuffer: logarithmicDepthBuffer,

		maxTextures: maxTextures,
		maxVertexTextures: maxVertexTextures,
		maxTextureSize: maxTextureSize,
		maxCubemapSize: maxCubemapSize,

		maxAttributes: maxAttributes,
		maxVertexUniforms: maxVertexUniforms,
		maxVaryings: maxVaryings,
		maxFragmentUniforms: maxFragmentUniforms,

		vertexTextures: vertexTextures,
		floatFragmentTextures: floatFragmentTextures,
		floatVertexTextures: floatVertexTextures,

		maxSamples: maxSamples

	};

}

function WebGLClipping( properties ) {

	const scope = this;

	let globalState = null,
		numGlobalPlanes = 0,
		localClippingEnabled = false,
		renderingShadows = false;

	const plane = new Plane(),
		viewNormalMatrix = new Matrix3(),

		uniform = { value: null, needsUpdate: false };

	this.uniform = uniform;
	this.numPlanes = 0;
	this.numIntersection = 0;

	this.init = function ( planes, enableLocalClipping, camera ) {

		const enabled =
			planes.length !== 0 ||
			enableLocalClipping ||
			// enable state of previous frame - the clipping code has to
			// run another frame in order to reset the state:
			numGlobalPlanes !== 0 ||
			localClippingEnabled;

		localClippingEnabled = enableLocalClipping;

		globalState = projectPlanes( planes, camera, 0 );
		numGlobalPlanes = planes.length;

		return enabled;

	};

	this.beginShadows = function () {

		renderingShadows = true;
		projectPlanes( null );

	};

	this.endShadows = function () {

		renderingShadows = false;
		resetGlobalState();

	};

	this.setState = function ( material, camera, useCache ) {

		const planes = material.clippingPlanes,
			clipIntersection = material.clipIntersection,
			clipShadows = material.clipShadows;

		const materialProperties = properties.get( material );

		if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {

			// there's no local clipping

			if ( renderingShadows ) {

				// there's no global clipping

				projectPlanes( null );

			} else {

				resetGlobalState();

			}

		} else {

			const nGlobal = renderingShadows ? 0 : numGlobalPlanes,
				lGlobal = nGlobal * 4;

			let dstArray = materialProperties.clippingState || null;

			uniform.value = dstArray; // ensure unique state

			dstArray = projectPlanes( planes, camera, lGlobal, useCache );

			for ( let i = 0; i !== lGlobal; ++ i ) {

				dstArray[ i ] = globalState[ i ];

			}

			materialProperties.clippingState = dstArray;
			this.numIntersection = clipIntersection ? this.numPlanes : 0;
			this.numPlanes += nGlobal;

		}


	};

	function resetGlobalState() {

		if ( uniform.value !== globalState ) {

			uniform.value = globalState;
			uniform.needsUpdate = numGlobalPlanes > 0;

		}

		scope.numPlanes = numGlobalPlanes;
		scope.numIntersection = 0;

	}

	function projectPlanes( planes, camera, dstOffset, skipTransform ) {

		const nPlanes = planes !== null ? planes.length : 0;
		let dstArray = null;

		if ( nPlanes !== 0 ) {

			dstArray = uniform.value;

			if ( skipTransform !== true || dstArray === null ) {

				const flatSize = dstOffset + nPlanes * 4,
					viewMatrix = camera.matrixWorldInverse;

				viewNormalMatrix.getNormalMatrix( viewMatrix );

				if ( dstArray === null || dstArray.length < flatSize ) {

					dstArray = new Float32Array( flatSize );

				}

				for ( let i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {

					plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );

					plane.normal.toArray( dstArray, i4 );
					dstArray[ i4 + 3 ] = plane.constant;

				}

			}

			uniform.value = dstArray;
			uniform.needsUpdate = true;

		}

		scope.numPlanes = nPlanes;
		scope.numIntersection = 0;

		return dstArray;

	}

}

function WebGLCubeMaps( renderer ) {

	let cubemaps = new WeakMap();

	function mapTextureMapping( texture, mapping ) {

		if ( mapping === EquirectangularReflectionMapping ) {

			texture.mapping = CubeReflectionMapping;

		} else if ( mapping === EquirectangularRefractionMapping ) {

			texture.mapping = CubeRefractionMapping;

		}

		return texture;

	}

	function get( texture ) {

		if ( texture && texture.isTexture ) {

			const mapping = texture.mapping;

			if ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) {

				if ( cubemaps.has( texture ) ) {

					const cubemap = cubemaps.get( texture ).texture;
					return mapTextureMapping( cubemap, texture.mapping );

				} else {

					const image = texture.image;

					if ( image && image.height > 0 ) {

						const currentRenderTarget = renderer.getRenderTarget();

						const renderTarget = new WebGLCubeRenderTarget( image.height / 2 );
						renderTarget.fromEquirectangularTexture( renderer, texture );
						cubemaps.set( texture, renderTarget );

						renderer.setRenderTarget( currentRenderTarget );

						texture.addEventListener( 'dispose', onTextureDispose );

						return mapTextureMapping( renderTarget.texture, texture.mapping );

					} else {

						// image not yet ready. try the conversion next frame

						return null;

					}

				}

			}

		}

		return texture;

	}

	function onTextureDispose( event ) {

		const texture = event.target;

		texture.removeEventListener( 'dispose', onTextureDispose );

		const cubemap = cubemaps.get( texture );

		if ( cubemap !== undefined ) {

			cubemaps.delete( texture );
			cubemap.dispose();

		}

	}

	function dispose() {

		cubemaps = new WeakMap();

	}

	return {
		get: get,
		dispose: dispose
	};

}

function WebGLExtensions( gl ) {

	const extensions = {};

	function getExtension( name ) {

		if ( extensions[ name ] !== undefined ) {

			return extensions[ name ];

		}

		let extension;

		switch ( name ) {

			case 'WEBGL_depth_texture':
				extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
				break;

			case 'EXT_texture_filter_anisotropic':
				extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
				break;

			case 'WEBGL_compressed_texture_s3tc':
				extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
				break;

			case 'WEBGL_compressed_texture_pvrtc':
				extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
				break;

			default:
				extension = gl.getExtension( name );

		}

		extensions[ name ] = extension;

		return extension;

	}

	return {

		has: function ( name ) {

			return getExtension( name ) !== null;

		},

		init: function ( capabilities ) {

			if ( capabilities.isWebGL2 ) {

				getExtension( 'EXT_color_buffer_float' );

			} else {

				getExtension( 'WEBGL_depth_texture' );
				getExtension( 'OES_texture_float' );
				getExtension( 'OES_texture_half_float' );
				getExtension( 'OES_texture_half_float_linear' );
				getExtension( 'OES_standard_derivatives' );
				getExtension( 'OES_element_index_uint' );
				getExtension( 'OES_vertex_array_object' );
				getExtension( 'ANGLE_instanced_arrays' );

			}

			getExtension( 'OES_texture_float_linear' );
			getExtension( 'EXT_color_buffer_half_float' );

		},

		get: function ( name ) {

			const extension = getExtension( name );

			if ( extension === null ) {

				console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );

			}

			return extension;

		}

	};

}

function WebGLGeometries( gl, attributes, info, bindingStates ) {

	const geometries = {};
	const wireframeAttributes = new WeakMap();

	function onGeometryDispose( event ) {

		const geometry = event.target;

		if ( geometry.index !== null ) {

			attributes.remove( geometry.index );

		}

		for ( const name in geometry.attributes ) {

			attributes.remove( geometry.attributes[ name ] );

		}

		geometry.removeEventListener( 'dispose', onGeometryDispose );

		delete geometries[ geometry.id ];

		const attribute = wireframeAttributes.get( geometry );

		if ( attribute ) {

			attributes.remove( attribute );
			wireframeAttributes.delete( geometry );

		}

		bindingStates.releaseStatesOfGeometry( geometry );

		if ( geometry.isInstancedBufferGeometry === true ) {

			delete geometry._maxInstanceCount;

		}

		//

		info.memory.geometries --;

	}

	function get( object, geometry ) {

		if ( geometries[ geometry.id ] === true ) return geometry;

		geometry.addEventListener( 'dispose', onGeometryDispose );

		geometries[ geometry.id ] = true;

		info.memory.geometries ++;

		return geometry;

	}

	function update( geometry ) {

		const geometryAttributes = geometry.attributes;

		// Updating index buffer in VAO now. See WebGLBindingStates.

		for ( const name in geometryAttributes ) {

			attributes.update( geometryAttributes[ name ], 34962 );

		}

		// morph targets

		const morphAttributes = geometry.morphAttributes;

		for ( const name in morphAttributes ) {

			const array = morphAttributes[ name ];

			for ( let i = 0, l = array.length; i < l; i ++ ) {

				attributes.update( array[ i ], 34962 );

			}

		}

	}

	function updateWireframeAttribute( geometry ) {

		const indices = [];

		const geometryIndex = geometry.index;
		const geometryPosition = geometry.attributes.position;
		let version = 0;

		if ( geometryIndex !== null ) {

			const array = geometryIndex.array;
			version = geometryIndex.version;

			for ( let i = 0, l = array.length; i < l; i += 3 ) {

				const a = array[ i + 0 ];
				const b = array[ i + 1 ];
				const c = array[ i + 2 ];

				indices.push( a, b, b, c, c, a );

			}

		} else {

			const array = geometryPosition.array;
			version = geometryPosition.version;

			for ( let i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {

				const a = i + 0;
				const b = i + 1;
				const c = i + 2;

				indices.push( a, b, b, c, c, a );

			}

		}

		const attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
		attribute.version = version;

		// Updating index buffer in VAO now. See WebGLBindingStates

		//

		const previousAttribute = wireframeAttributes.get( geometry );

		if ( previousAttribute ) attributes.remove( previousAttribute );

		//

		wireframeAttributes.set( geometry, attribute );

	}

	function getWireframeAttribute( geometry ) {

		const currentAttribute = wireframeAttributes.get( geometry );

		if ( currentAttribute ) {

			const geometryIndex = geometry.index;

			if ( geometryIndex !== null ) {

				// if the attribute is obsolete, create a new one

				if ( currentAttribute.version < geometryIndex.version ) {

					updateWireframeAttribute( geometry );

				}

			}

		} else {

			updateWireframeAttribute( geometry );

		}

		return wireframeAttributes.get( geometry );

	}

	return {

		get: get,
		update: update,

		getWireframeAttribute: getWireframeAttribute

	};

}

function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {

	const isWebGL2 = capabilities.isWebGL2;

	let mode;

	function setMode( value ) {

		mode = value;

	}

	let type, bytesPerElement;

	function setIndex( value ) {

		type = value.type;
		bytesPerElement = value.bytesPerElement;

	}

	function render( start, count ) {

		gl.drawElements( mode, count, type, start * bytesPerElement );

		info.update( count, mode, 1 );

	}

	function renderInstances( start, count, primcount ) {

		if ( primcount === 0 ) return;

		let extension, methodName;

		if ( isWebGL2 ) {

			extension = gl;
			methodName = 'drawElementsInstanced';

		} else {

			extension = extensions.get( 'ANGLE_instanced_arrays' );
			methodName = 'drawElementsInstancedANGLE';

			if ( extension === null ) {

				console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
				return;

			}

		}

		extension[ methodName ]( mode, count, type, start * bytesPerElement, primcount );

		info.update( count, mode, primcount );

	}

	//

	this.setMode = setMode;
	this.setIndex = setIndex;
	this.render = render;
	this.renderInstances = renderInstances;

}

function WebGLInfo( gl ) {

	const memory = {
		geometries: 0,
		textures: 0
	};

	const render = {
		frame: 0,
		calls: 0,
		triangles: 0,
		points: 0,
		lines: 0
	};

	function update( count, mode, instanceCount ) {

		render.calls ++;

		switch ( mode ) {

			case 4:
				render.triangles += instanceCount * ( count / 3 );
				break;

			case 1:
				render.lines += instanceCount * ( count / 2 );
				break;

			case 3:
				render.lines += instanceCount * ( count - 1 );
				break;

			case 2:
				render.lines += instanceCount * count;
				break;

			case 0:
				render.points += instanceCount * count;
				break;

			default:
				console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
				break;

		}

	}

	function reset() {

		render.frame ++;
		render.calls = 0;
		render.triangles = 0;
		render.points = 0;
		render.lines = 0;

	}

	return {
		memory: memory,
		render: render,
		programs: null,
		autoReset: true,
		reset: reset,
		update: update
	};

}

function numericalSort( a, b ) {

	return a[ 0 ] - b[ 0 ];

}

function absNumericalSort( a, b ) {

	return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );

}

function WebGLMorphtargets( gl ) {

	const influencesList = {};
	const morphInfluences = new Float32Array( 8 );

	const workInfluences = [];

	for ( let i = 0; i < 8; i ++ ) {

		workInfluences[ i ] = [ i, 0 ];

	}

	function update( object, geometry, material, program ) {

		const objectInfluences = object.morphTargetInfluences;

		// When object doesn't have morph target influences defined, we treat it as a 0-length array
		// This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences

		const length = objectInfluences === undefined ? 0 : objectInfluences.length;

		let influences = influencesList[ geometry.id ];

		if ( influences === undefined ) {

			// initialise list

			influences = [];

			for ( let i = 0; i < length; i ++ ) {

				influences[ i ] = [ i, 0 ];

			}

			influencesList[ geometry.id ] = influences;

		}

		// Collect influences

		for ( let i = 0; i < length; i ++ ) {

			const influence = influences[ i ];

			influence[ 0 ] = i;
			influence[ 1 ] = objectInfluences[ i ];

		}

		influences.sort( absNumericalSort );

		for ( let i = 0; i < 8; i ++ ) {

			if ( i < length && influences[ i ][ 1 ] ) {

				workInfluences[ i ][ 0 ] = influences[ i ][ 0 ];
				workInfluences[ i ][ 1 ] = influences[ i ][ 1 ];

			} else {

				workInfluences[ i ][ 0 ] = Number.MAX_SAFE_INTEGER;
				workInfluences[ i ][ 1 ] = 0;

			}

		}

		workInfluences.sort( numericalSort );

		const morphTargets = material.morphTargets && geometry.morphAttributes.position;
		const morphNormals = material.morphNormals && geometry.morphAttributes.normal;

		let morphInfluencesSum = 0;

		for ( let i = 0; i < 8; i ++ ) {

			const influence = workInfluences[ i ];
			const index = influence[ 0 ];
			const value = influence[ 1 ];

			if ( index !== Number.MAX_SAFE_INTEGER && value ) {

				if ( morphTargets && geometry.getAttribute( 'morphTarget' + i ) !== morphTargets[ index ] ) {

					geometry.setAttribute( 'morphTarget' + i, morphTargets[ index ] );

				}

				if ( morphNormals && geometry.getAttribute( 'morphNormal' + i ) !== morphNormals[ index ] ) {

					geometry.setAttribute( 'morphNormal' + i, morphNormals[ index ] );

				}

				morphInfluences[ i ] = value;
				morphInfluencesSum += value;

			} else {

				if ( morphTargets && geometry.hasAttribute( 'morphTarget' + i ) === true ) {

					geometry.deleteAttribute( 'morphTarget' + i );

				}

				if ( morphNormals && geometry.hasAttribute( 'morphNormal' + i ) === true ) {

					geometry.deleteAttribute( 'morphNormal' + i );

				}

				morphInfluences[ i ] = 0;

			}

		}

		// GLSL shader uses formula baseinfluence * base + sum(target * influence)
		// This allows us to switch between absolute morphs and relative morphs without changing shader code
		// When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)
		const morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;

		program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );
		program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );

	}

	return {

		update: update

	};

}

function WebGLObjects( gl, geometries, attributes, info ) {

	let updateMap = new WeakMap();

	function update( object ) {

		const frame = info.render.frame;

		const geometry = object.geometry;
		const buffergeometry = geometries.get( object, geometry );

		// Update once per frame

		if ( updateMap.get( buffergeometry ) !== frame ) {

			geometries.update( buffergeometry );

			updateMap.set( buffergeometry, frame );

		}

		if ( object.isInstancedMesh ) {

			if ( object.hasEventListener( 'dispose', onInstancedMeshDispose ) === false ) {

				object.addEventListener( 'dispose', onInstancedMeshDispose );

			}

			attributes.update( object.instanceMatrix, 34962 );

			if ( object.instanceColor !== null ) {

				attributes.update( object.instanceColor, 34962 );

			}

		}

		return buffergeometry;

	}

	function dispose() {

		updateMap = new WeakMap();

	}

	function onInstancedMeshDispose( event ) {

		const instancedMesh = event.target;

		instancedMesh.removeEventListener( 'dispose', onInstancedMeshDispose );

		attributes.remove( instancedMesh.instanceMatrix );

		if ( instancedMesh.instanceColor !== null ) attributes.remove( instancedMesh.instanceColor );

	}

	return {

		update: update,
		dispose: dispose

	};

}

class DataTexture2DArray extends Texture {

	constructor( data = null, width = 1, height = 1, depth = 1 ) {

		super( null );

		this.image = { data, width, height, depth };

		this.magFilter = NearestFilter;
		this.minFilter = NearestFilter;

		this.wrapR = ClampToEdgeWrapping;

		this.generateMipmaps = false;
		this.flipY = false;

		this.needsUpdate = true;

	}

}

DataTexture2DArray.prototype.isDataTexture2DArray = true;

class DataTexture3D extends Texture {

	constructor( data = null, width = 1, height = 1, depth = 1 ) {

		// We're going to add .setXXX() methods for setting properties later.
		// Users can still set in DataTexture3D directly.
		//
		//	const texture = new THREE.DataTexture3D( data, width, height, depth );
		// 	texture.anisotropy = 16;
		//
		// See #14839

		super( null );

		this.image = { data, width, height, depth };

		this.magFilter = NearestFilter;
		this.minFilter = NearestFilter;

		this.wrapR = ClampToEdgeWrapping;

		this.generateMipmaps = false;
		this.flipY = false;

		this.needsUpdate = true;

	}

}

DataTexture3D.prototype.isDataTexture3D = true;

/**
 * Uniforms of a program.
 * Those form a tree structure with a special top-level container for the root,
 * which you get by calling 'new WebGLUniforms( gl, program )'.
 *
 *
 * Properties of inner nodes including the top-level container:
 *
 * .seq - array of nested uniforms
 * .map - nested uniforms by name
 *
 *
 * Methods of all nodes except the top-level container:
 *
 * .setValue( gl, value, [textures] )
 *
 * 		uploads a uniform value(s)
 *  	the 'textures' parameter is needed for sampler uniforms
 *
 *
 * Static methods of the top-level container (textures factorizations):
 *
 * .upload( gl, seq, values, textures )
 *
 * 		sets uniforms in 'seq' to 'values[id].value'
 *
 * .seqWithValue( seq, values ) : filteredSeq
 *
 * 		filters 'seq' entries with corresponding entry in values
 *
 *
 * Methods of the top-level container (textures factorizations):
 *
 * .setValue( gl, name, value, textures )
 *
 * 		sets uniform with  name 'name' to 'value'
 *
 * .setOptional( gl, obj, prop )
 *
 * 		like .set for an optional property of the object
 *
 */

const emptyTexture = new Texture();
const emptyTexture2dArray = new DataTexture2DArray();
const emptyTexture3d = new DataTexture3D();
const emptyCubeTexture = new CubeTexture();

// --- Utilities ---

// Array Caches (provide typed arrays for temporary by size)

const arrayCacheF32 = [];
const arrayCacheI32 = [];

// Float32Array caches used for uploading Matrix uniforms

const mat4array = new Float32Array( 16 );
const mat3array = new Float32Array( 9 );
const mat2array = new Float32Array( 4 );

// Flattening for arrays of vectors and matrices

function flatten( array, nBlocks, blockSize ) {

	const firstElem = array[ 0 ];

	if ( firstElem <= 0 || firstElem > 0 ) return array;
	// unoptimized: ! isNaN( firstElem )
	// see http://jacksondunstan.com/articles/983

	const n = nBlocks * blockSize;
	let r = arrayCacheF32[ n ];

	if ( r === undefined ) {

		r = new Float32Array( n );
		arrayCacheF32[ n ] = r;

	}

	if ( nBlocks !== 0 ) {

		firstElem.toArray( r, 0 );

		for ( let i = 1, offset = 0; i !== nBlocks; ++ i ) {

			offset += blockSize;
			array[ i ].toArray( r, offset );

		}

	}

	return r;

}

function arraysEqual( a, b ) {

	if ( a.length !== b.length ) return false;

	for ( let i = 0, l = a.length; i < l; i ++ ) {

		if ( a[ i ] !== b[ i ] ) return false;

	}

	return true;

}

function copyArray( a, b ) {

	for ( let i = 0, l = b.length; i < l; i ++ ) {

		a[ i ] = b[ i ];

	}

}

// Texture unit allocation

function allocTexUnits( textures, n ) {

	let r = arrayCacheI32[ n ];

	if ( r === undefined ) {

		r = new Int32Array( n );
		arrayCacheI32[ n ] = r;

	}

	for ( let i = 0; i !== n; ++ i ) {

		r[ i ] = textures.allocateTextureUnit();

	}

	return r;

}

// --- Setters ---

// Note: Defining these methods externally, because they come in a bunch
// and this way their names minify.

// Single scalar

function setValueV1f( gl, v ) {

	const cache = this.cache;

	if ( cache[ 0 ] === v ) return;

	gl.uniform1f( this.addr, v );

	cache[ 0 ] = v;

}

// Single float vector (from flat array or THREE.VectorN)

function setValueV2f( gl, v ) {

	const cache = this.cache;

	if ( v.x !== undefined ) {

		if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {

			gl.uniform2f( this.addr, v.x, v.y );

			cache[ 0 ] = v.x;
			cache[ 1 ] = v.y;

		}

	} else {

		if ( arraysEqual( cache, v ) ) return;

		gl.uniform2fv( this.addr, v );

		copyArray( cache, v );

	}

}

function setValueV3f( gl, v ) {

	const cache = this.cache;

	if ( v.x !== undefined ) {

		if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {

			gl.uniform3f( this.addr, v.x, v.y, v.z );

			cache[ 0 ] = v.x;
			cache[ 1 ] = v.y;
			cache[ 2 ] = v.z;

		}

	} else if ( v.r !== undefined ) {

		if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {

			gl.uniform3f( this.addr, v.r, v.g, v.b );

			cache[ 0 ] = v.r;
			cache[ 1 ] = v.g;
			cache[ 2 ] = v.b;

		}

	} else {

		if ( arraysEqual( cache, v ) ) return;

		gl.uniform3fv( this.addr, v );

		copyArray( cache, v );

	}

}

function setValueV4f( gl, v ) {

	const cache = this.cache;

	if ( v.x !== undefined ) {

		if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {

			gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );

			cache[ 0 ] = v.x;
			cache[ 1 ] = v.y;
			cache[ 2 ] = v.z;
			cache[ 3 ] = v.w;

		}

	} else {

		if ( arraysEqual( cache, v ) ) return;

		gl.uniform4fv( this.addr, v );

		copyArray( cache, v );

	}

}

// Single matrix (from flat array or MatrixN)

function setValueM2( gl, v ) {

	const cache = this.cache;
	const elements = v.elements;

	if ( elements === undefined ) {

		if ( arraysEqual( cache, v ) ) return;

		gl.uniformMatrix2fv( this.addr, false, v );

		copyArray( cache, v );

	} else {

		if ( arraysEqual( cache, elements ) ) return;

		mat2array.set( elements );

		gl.uniformMatrix2fv( this.addr, false, mat2array );

		copyArray( cache, elements );

	}

}

function setValueM3( gl, v ) {

	const cache = this.cache;
	const elements = v.elements;

	if ( elements === undefined ) {

		if ( arraysEqual( cache, v ) ) return;

		gl.uniformMatrix3fv( this.addr, false, v );

		copyArray( cache, v );

	} else {

		if ( arraysEqual( cache, elements ) ) return;

		mat3array.set( elements );

		gl.uniformMatrix3fv( this.addr, false, mat3array );

		copyArray( cache, elements );

	}

}

function setValueM4( gl, v ) {

	const cache = this.cache;
	const elements = v.elements;

	if ( elements === undefined ) {

		if ( arraysEqual( cache, v ) ) return;

		gl.uniformMatrix4fv( this.addr, false, v );

		copyArray( cache, v );

	} else {

		if ( arraysEqual( cache, elements ) ) return;

		mat4array.set( elements );

		gl.uniformMatrix4fv( this.addr, false, mat4array );

		copyArray( cache, elements );

	}

}

// Single texture (2D / Cube)

function setValueT1( gl, v, textures ) {

	const cache = this.cache;
	const unit = textures.allocateTextureUnit();

	if ( cache[ 0 ] !== unit ) {

		gl.uniform1i( this.addr, unit );
		cache[ 0 ] = unit;

	}

	textures.safeSetTexture2D( v || emptyTexture, unit );

}

function setValueT2DArray1( gl, v, textures ) {

	const cache = this.cache;
	const unit = textures.allocateTextureUnit();

	if ( cache[ 0 ] !== unit ) {

		gl.uniform1i( this.addr, unit );
		cache[ 0 ] = unit;

	}

	textures.setTexture2DArray( v || emptyTexture2dArray, unit );

}

function setValueT3D1( gl, v, textures ) {

	const cache = this.cache;
	const unit = textures.allocateTextureUnit();

	if ( cache[ 0 ] !== unit ) {

		gl.uniform1i( this.addr, unit );
		cache[ 0 ] = unit;

	}

	textures.setTexture3D( v || emptyTexture3d, unit );

}

function setValueT6( gl, v, textures ) {

	const cache = this.cache;
	const unit = textures.allocateTextureUnit();

	if ( cache[ 0 ] !== unit ) {

		gl.uniform1i( this.addr, unit );
		cache[ 0 ] = unit;

	}

	textures.safeSetTextureCube( v || emptyCubeTexture, unit );

}

// Integer / Boolean vectors or arrays thereof (always flat arrays)

function setValueV1i( gl, v ) {

	const cache = this.cache;

	if ( cache[ 0 ] === v ) return;

	gl.uniform1i( this.addr, v );

	cache[ 0 ] = v;

}

function setValueV2i( gl, v ) {

	const cache = this.cache;

	if ( arraysEqual( cache, v ) ) return;

	gl.uniform2iv( this.addr, v );

	copyArray( cache, v );

}

function setValueV3i( gl, v ) {

	const cache = this.cache;

	if ( arraysEqual( cache, v ) ) return;

	gl.uniform3iv( this.addr, v );

	copyArray( cache, v );

}

function setValueV4i( gl, v ) {

	const cache = this.cache;

	if ( arraysEqual( cache, v ) ) return;

	gl.uniform4iv( this.addr, v );

	copyArray( cache, v );

}

// uint

function setValueV1ui( gl, v ) {

	const cache = this.cache;

	if ( cache[ 0 ] === v ) return;

	gl.uniform1ui( this.addr, v );

	cache[ 0 ] = v;

}

// Helper to pick the right setter for the singular case

function getSingularSetter( type ) {

	switch ( type ) {

		case 0x1406: return setValueV1f; // FLOAT
		case 0x8b50: return setValueV2f; // _VEC2
		case 0x8b51: return setValueV3f; // _VEC3
		case 0x8b52: return setValueV4f; // _VEC4

		case 0x8b5a: return setValueM2; // _MAT2
		case 0x8b5b: return setValueM3; // _MAT3
		case 0x8b5c: return setValueM4; // _MAT4

		case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL
		case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2
		case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3
		case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4

		case 0x1405: return setValueV1ui; // UINT

		case 0x8b5e: // SAMPLER_2D
		case 0x8d66: // SAMPLER_EXTERNAL_OES
		case 0x8dca: // INT_SAMPLER_2D
		case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
		case 0x8b62: // SAMPLER_2D_SHADOW
			return setValueT1;

		case 0x8b5f: // SAMPLER_3D
		case 0x8dcb: // INT_SAMPLER_3D
		case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D
			return setValueT3D1;

		case 0x8b60: // SAMPLER_CUBE
		case 0x8dcc: // INT_SAMPLER_CUBE
		case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
		case 0x8dc5: // SAMPLER_CUBE_SHADOW
			return setValueT6;

		case 0x8dc1: // SAMPLER_2D_ARRAY
		case 0x8dcf: // INT_SAMPLER_2D_ARRAY
		case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY
		case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW
			return setValueT2DArray1;

	}

}

// Array of scalars
function setValueV1fArray( gl, v ) {

	gl.uniform1fv( this.addr, v );

}

// Integer / Boolean vectors or arrays thereof (always flat arrays)
function setValueV1iArray( gl, v ) {

	gl.uniform1iv( this.addr, v );

}

function setValueV2iArray( gl, v ) {

	gl.uniform2iv( this.addr, v );

}

function setValueV3iArray( gl, v ) {

	gl.uniform3iv( this.addr, v );

}

function setValueV4iArray( gl, v ) {

	gl.uniform4iv( this.addr, v );

}


// Array of vectors (flat or from THREE classes)

function setValueV2fArray( gl, v ) {

	const data = flatten( v, this.size, 2 );

	gl.uniform2fv( this.addr, data );

}

function setValueV3fArray( gl, v ) {

	const data = flatten( v, this.size, 3 );

	gl.uniform3fv( this.addr, data );

}

function setValueV4fArray( gl, v ) {

	const data = flatten( v, this.size, 4 );

	gl.uniform4fv( this.addr, data );

}

// Array of matrices (flat or from THREE clases)

function setValueM2Array( gl, v ) {

	const data = flatten( v, this.size, 4 );

	gl.uniformMatrix2fv( this.addr, false, data );

}

function setValueM3Array( gl, v ) {

	const data = flatten( v, this.size, 9 );

	gl.uniformMatrix3fv( this.addr, false, data );

}

function setValueM4Array( gl, v ) {

	const data = flatten( v, this.size, 16 );

	gl.uniformMatrix4fv( this.addr, false, data );

}

// Array of textures (2D / Cube)

function setValueT1Array( gl, v, textures ) {

	const n = v.length;

	const units = allocTexUnits( textures, n );

	gl.uniform1iv( this.addr, units );

	for ( let i = 0; i !== n; ++ i ) {

		textures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );

	}

}

function setValueT6Array( gl, v, textures ) {

	const n = v.length;

	const units = allocTexUnits( textures, n );

	gl.uniform1iv( this.addr, units );

	for ( let i = 0; i !== n; ++ i ) {

		textures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );

	}

}

// Helper to pick the right setter for a pure (bottom-level) array

function getPureArraySetter( type ) {

	switch ( type ) {

		case 0x1406: return setValueV1fArray; // FLOAT
		case 0x8b50: return setValueV2fArray; // _VEC2
		case 0x8b51: return setValueV3fArray; // _VEC3
		case 0x8b52: return setValueV4fArray; // _VEC4

		case 0x8b5a: return setValueM2Array; // _MAT2
		case 0x8b5b: return setValueM3Array; // _MAT3
		case 0x8b5c: return setValueM4Array; // _MAT4

		case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL
		case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2
		case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3
		case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4

		case 0x8b5e: // SAMPLER_2D
		case 0x8d66: // SAMPLER_EXTERNAL_OES
		case 0x8dca: // INT_SAMPLER_2D
		case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
		case 0x8b62: // SAMPLER_2D_SHADOW
			return setValueT1Array;

		case 0x8b60: // SAMPLER_CUBE
		case 0x8dcc: // INT_SAMPLER_CUBE
		case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
		case 0x8dc5: // SAMPLER_CUBE_SHADOW
			return setValueT6Array;

	}

}

// --- Uniform Classes ---

function SingleUniform( id, activeInfo, addr ) {

	this.id = id;
	this.addr = addr;
	this.cache = [];
	this.setValue = getSingularSetter( activeInfo.type );

	// this.path = activeInfo.name; // DEBUG

}

function PureArrayUniform( id, activeInfo, addr ) {

	this.id = id;
	this.addr = addr;
	this.cache = [];
	this.size = activeInfo.size;
	this.setValue = getPureArraySetter( activeInfo.type );

	// this.path = activeInfo.name; // DEBUG

}

PureArrayUniform.prototype.updateCache = function ( data ) {

	const cache = this.cache;

	if ( data instanceof Float32Array && cache.length !== data.length ) {

		this.cache = new Float32Array( data.length );

	}

	copyArray( cache, data );

};

function StructuredUniform( id ) {

	this.id = id;

	this.seq = [];
	this.map = {};

}

StructuredUniform.prototype.setValue = function ( gl, value, textures ) {

	const seq = this.seq;

	for ( let i = 0, n = seq.length; i !== n; ++ i ) {

		const u = seq[ i ];
		u.setValue( gl, value[ u.id ], textures );

	}

};

// --- Top-level ---

// Parser - builds up the property tree from the path strings

const RePathPart = /(\w+)(\])?(\[|\.)?/g;

// extracts
// 	- the identifier (member name or array index)
//  - followed by an optional right bracket (found when array index)
//  - followed by an optional left bracket or dot (type of subscript)
//
// Note: These portions can be read in a non-overlapping fashion and
// allow straightforward parsing of the hierarchy that WebGL encodes
// in the uniform names.

function addUniform( container, uniformObject ) {

	container.seq.push( uniformObject );
	container.map[ uniformObject.id ] = uniformObject;

}

function parseUniform( activeInfo, addr, container ) {

	const path = activeInfo.name,
		pathLength = path.length;

	// reset RegExp object, because of the early exit of a previous run
	RePathPart.lastIndex = 0;

	while ( true ) {

		const match = RePathPart.exec( path ),
			matchEnd = RePathPart.lastIndex;

		let id = match[ 1 ];
		const idIsIndex = match[ 2 ] === ']',
			subscript = match[ 3 ];

		if ( idIsIndex ) id = id | 0; // convert to integer

		if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {

			// bare name or "pure" bottom-level array "[0]" suffix

			addUniform( container, subscript === undefined ?
				new SingleUniform( id, activeInfo, addr ) :
				new PureArrayUniform( id, activeInfo, addr ) );

			break;

		} else {

			// step into inner node / create it in case it doesn't exist

			const map = container.map;
			let next = map[ id ];

			if ( next === undefined ) {

				next = new StructuredUniform( id );
				addUniform( container, next );

			}

			container = next;

		}

	}

}

// Root Container

function WebGLUniforms( gl, program ) {

	this.seq = [];
	this.map = {};

	const n = gl.getProgramParameter( program, 35718 );

	for ( let i = 0; i < n; ++ i ) {

		const info = gl.getActiveUniform( program, i ),
			addr = gl.getUniformLocation( program, info.name );

		parseUniform( info, addr, this );

	}

}

WebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {

	const u = this.map[ name ];

	if ( u !== undefined ) u.setValue( gl, value, textures );

};

WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {

	const v = object[ name ];

	if ( v !== undefined ) this.setValue( gl, name, v );

};


// Static interface

WebGLUniforms.upload = function ( gl, seq, values, textures ) {

	for ( let i = 0, n = seq.length; i !== n; ++ i ) {

		const u = seq[ i ],
			v = values[ u.id ];

		if ( v.needsUpdate !== false ) {

			// note: always updating when .needsUpdate is undefined
			u.setValue( gl, v.value, textures );

		}

	}

};

WebGLUniforms.seqWithValue = function ( seq, values ) {

	const r = [];

	for ( let i = 0, n = seq.length; i !== n; ++ i ) {

		const u = seq[ i ];
		if ( u.id in values ) r.push( u );

	}

	return r;

};

function WebGLShader( gl, type, string ) {

	const shader = gl.createShader( type );

	gl.shaderSource( shader, string );
	gl.compileShader( shader );

	return shader;

}

let programIdCount = 0;

function addLineNumbers( string ) {

	const lines = string.split( '\n' );

	for ( let i = 0; i < lines.length; i ++ ) {

		lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];

	}

	return lines.join( '\n' );

}

function getEncodingComponents( encoding ) {

	switch ( encoding ) {

		case LinearEncoding:
			return [ 'Linear', '( value )' ];
		case sRGBEncoding:
			return [ 'sRGB', '( value )' ];
		case RGBEEncoding:
			return [ 'RGBE', '( value )' ];
		case RGBM7Encoding:
			return [ 'RGBM', '( value, 7.0 )' ];
		case RGBM16Encoding:
			return [ 'RGBM', '( value, 16.0 )' ];
		case RGBDEncoding:
			return [ 'RGBD', '( value, 256.0 )' ];
		case GammaEncoding:
			return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
		case LogLuvEncoding:
			return [ 'LogLuv', '( value )' ];
		default:
			console.warn( 'THREE.WebGLProgram: Unsupported encoding:', encoding );
			return [ 'Linear', '( value )' ];

	}

}

function getShaderErrors( gl, shader, type ) {

	const status = gl.getShaderParameter( shader, 35713 );
	const log = gl.getShaderInfoLog( shader ).trim();

	if ( status && log === '' ) return '';

	// --enable-privileged-webgl-extension
	// console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );

	const source = gl.getShaderSource( shader );

	return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source );

}

function getTexelDecodingFunction( functionName, encoding ) {

	const components = getEncodingComponents( encoding );
	return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';

}

function getTexelEncodingFunction( functionName, encoding ) {

	const components = getEncodingComponents( encoding );
	return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';

}

function getToneMappingFunction( functionName, toneMapping ) {

	let toneMappingName;

	switch ( toneMapping ) {

		case LinearToneMapping:
			toneMappingName = 'Linear';
			break;

		case ReinhardToneMapping:
			toneMappingName = 'Reinhard';
			break;

		case CineonToneMapping:
			toneMappingName = 'OptimizedCineon';
			break;

		case ACESFilmicToneMapping:
			toneMappingName = 'ACESFilmic';
			break;

		case CustomToneMapping:
			toneMappingName = 'Custom';
			break;

		default:
			console.warn( 'THREE.WebGLProgram: Unsupported toneMapping:', toneMapping );
			toneMappingName = 'Linear';

	}

	return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';

}

function generateExtensions( parameters ) {

	const chunks = [
		( parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '',
		( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '',
		( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '',
		( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''
	];

	return chunks.filter( filterEmptyLine ).join( '\n' );

}

function generateDefines( defines ) {

	const chunks = [];

	for ( const name in defines ) {

		const value = defines[ name ];

		if ( value === false ) continue;

		chunks.push( '#define ' + name + ' ' + value );

	}

	return chunks.join( '\n' );

}

function fetchAttributeLocations( gl, program ) {

	const attributes = {};

	const n = gl.getProgramParameter( program, 35721 );

	for ( let i = 0; i < n; i ++ ) {

		const info = gl.getActiveAttrib( program, i );
		const name = info.name;

		// console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );

		attributes[ name ] = gl.getAttribLocation( program, name );

	}

	return attributes;

}

function filterEmptyLine( string ) {

	return string !== '';

}

function replaceLightNums( string, parameters ) {

	return string
		.replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
		.replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
		.replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
		.replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
		.replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
		.replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
		.replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
		.replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );

}

function replaceClippingPlaneNums( string, parameters ) {

	return string
		.replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
		.replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );

}

// Resolve Includes

const includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;

function resolveIncludes( string ) {

	return string.replace( includePattern, includeReplacer );

}

function includeReplacer( match, include ) {

	const string = ShaderChunk[ include ];

	if ( string === undefined ) {

		throw new Error( 'Can not resolve #include <' + include + '>' );

	}

	return resolveIncludes( string );

}

// Unroll Loops

const deprecatedUnrollLoopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
const unrollLoopPattern = /#pragma unroll_loop_start\s+for\s*\(\s*int\s+i\s*=\s*(\d+)\s*;\s*i\s*<\s*(\d+)\s*;\s*i\s*\+\+\s*\)\s*{([\s\S]+?)}\s+#pragma unroll_loop_end/g;

function unrollLoops( string ) {

	return string
		.replace( unrollLoopPattern, loopReplacer )
		.replace( deprecatedUnrollLoopPattern, deprecatedLoopReplacer );

}

function deprecatedLoopReplacer( match, start, end, snippet ) {

	console.warn( 'WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.' );
	return loopReplacer( match, start, end, snippet );

}

function loopReplacer( match, start, end, snippet ) {

	let string = '';

	for ( let i = parseInt( start ); i < parseInt( end ); i ++ ) {

		string += snippet
			.replace( /\[\s*i\s*\]/g, '[ ' + i + ' ]' )
			.replace( /UNROLLED_LOOP_INDEX/g, i );

	}

	return string;

}

//

function generatePrecision( parameters ) {

	let precisionstring = 'precision ' + parameters.precision + ' float;\nprecision ' + parameters.precision + ' int;';

	if ( parameters.precision === 'highp' ) {

		precisionstring += '\n#define HIGH_PRECISION';

	} else if ( parameters.precision === 'mediump' ) {

		precisionstring += '\n#define MEDIUM_PRECISION';

	} else if ( parameters.precision === 'lowp' ) {

		precisionstring += '\n#define LOW_PRECISION';

	}

	return precisionstring;

}

function generateShadowMapTypeDefine( parameters ) {

	let shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';

	if ( parameters.shadowMapType === PCFShadowMap ) {

		shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';

	} else if ( parameters.shadowMapType === PCFSoftShadowMap ) {

		shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';

	} else if ( parameters.shadowMapType === VSMShadowMap ) {

		shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';

	}

	return shadowMapTypeDefine;

}

function generateEnvMapTypeDefine( parameters ) {

	let envMapTypeDefine = 'ENVMAP_TYPE_CUBE';

	if ( parameters.envMap ) {

		switch ( parameters.envMapMode ) {

			case CubeReflectionMapping:
			case CubeRefractionMapping:
				envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
				break;

			case CubeUVReflectionMapping:
			case CubeUVRefractionMapping:
				envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
				break;

		}

	}

	return envMapTypeDefine;

}

function generateEnvMapModeDefine( parameters ) {

	let envMapModeDefine = 'ENVMAP_MODE_REFLECTION';

	if ( parameters.envMap ) {

		switch ( parameters.envMapMode ) {

			case CubeRefractionMapping:
			case CubeUVRefractionMapping:

				envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
				break;

		}

	}

	return envMapModeDefine;

}

function generateEnvMapBlendingDefine( parameters ) {

	let envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';

	if ( parameters.envMap ) {

		switch ( parameters.combine ) {

			case MultiplyOperation:
				envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
				break;

			case MixOperation:
				envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
				break;

			case AddOperation:
				envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
				break;

		}

	}

	return envMapBlendingDefine;

}

function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {

	const gl = renderer.getContext();

	const defines = parameters.defines;

	let vertexShader = parameters.vertexShader;
	let fragmentShader = parameters.fragmentShader;

	const shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );
	const envMapTypeDefine = generateEnvMapTypeDefine( parameters );
	const envMapModeDefine = generateEnvMapModeDefine( parameters );
	const envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );


	const gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;

	const customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters );

	const customDefines = generateDefines( defines );

	const program = gl.createProgram();

	let prefixVertex, prefixFragment;
	let versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + '\n' : '';

	if ( parameters.isRawShaderMaterial ) {

		prefixVertex = [

			customDefines

		].filter( filterEmptyLine ).join( '\n' );

		if ( prefixVertex.length > 0 ) {

			prefixVertex += '\n';

		}

		prefixFragment = [

			customExtensions,
			customDefines

		].filter( filterEmptyLine ).join( '\n' );

		if ( prefixFragment.length > 0 ) {

			prefixFragment += '\n';

		}

	} else {

		prefixVertex = [

			generatePrecision( parameters ),

			'#define SHADER_NAME ' + parameters.shaderName,

			customDefines,

			parameters.instancing ? '#define USE_INSTANCING' : '',
			parameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '',

			parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',

			'#define GAMMA_FACTOR ' + gammaFactorDefine,

			'#define MAX_BONES ' + parameters.maxBones,
			( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
			( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',

			parameters.map ? '#define USE_MAP' : '',
			parameters.envMap ? '#define USE_ENVMAP' : '',
			parameters.envMap ? '#define ' + envMapModeDefine : '',
			parameters.lightMap ? '#define USE_LIGHTMAP' : '',
			parameters.aoMap ? '#define USE_AOMAP' : '',
			parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
			parameters.bumpMap ? '#define USE_BUMPMAP' : '',
			parameters.normalMap ? '#define USE_NORMALMAP' : '',
			( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
			( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',

			parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
			parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
			parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
			parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
			parameters.specularMap ? '#define USE_SPECULARMAP' : '',
			parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
			parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
			parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
			parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',

			parameters.vertexTangents ? '#define USE_TANGENT' : '',
			parameters.vertexColors ? '#define USE_COLOR' : '',
			parameters.vertexUvs ? '#define USE_UV' : '',
			parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',

			parameters.flatShading ? '#define FLAT_SHADED' : '',

			parameters.skinning ? '#define USE_SKINNING' : '',
			parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',

			parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
			parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
			parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
			parameters.flipSided ? '#define FLIP_SIDED' : '',

			parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
			parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',

			parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',

			parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
			( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',

			'uniform mat4 modelMatrix;',
			'uniform mat4 modelViewMatrix;',
			'uniform mat4 projectionMatrix;',
			'uniform mat4 viewMatrix;',
			'uniform mat3 normalMatrix;',
			'uniform vec3 cameraPosition;',
			'uniform bool isOrthographic;',

			'#ifdef USE_INSTANCING',

			'	attribute mat4 instanceMatrix;',

			'#endif',

			'#ifdef USE_INSTANCING_COLOR',

			'	attribute vec3 instanceColor;',

			'#endif',

			'attribute vec3 position;',
			'attribute vec3 normal;',
			'attribute vec2 uv;',

			'#ifdef USE_TANGENT',

			'	attribute vec4 tangent;',

			'#endif',

			'#ifdef USE_COLOR',

			'	attribute vec3 color;',

			'#endif',

			'#ifdef USE_MORPHTARGETS',

			'	attribute vec3 morphTarget0;',
			'	attribute vec3 morphTarget1;',
			'	attribute vec3 morphTarget2;',
			'	attribute vec3 morphTarget3;',

			'	#ifdef USE_MORPHNORMALS',

			'		attribute vec3 morphNormal0;',
			'		attribute vec3 morphNormal1;',
			'		attribute vec3 morphNormal2;',
			'		attribute vec3 morphNormal3;',

			'	#else',

			'		attribute vec3 morphTarget4;',
			'		attribute vec3 morphTarget5;',
			'		attribute vec3 morphTarget6;',
			'		attribute vec3 morphTarget7;',

			'	#endif',

			'#endif',

			'#ifdef USE_SKINNING',

			'	attribute vec4 skinIndex;',
			'	attribute vec4 skinWeight;',

			'#endif',

			'\n'

		].filter( filterEmptyLine ).join( '\n' );

		prefixFragment = [

			customExtensions,

			generatePrecision( parameters ),

			'#define SHADER_NAME ' + parameters.shaderName,

			customDefines,

			parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer

			'#define GAMMA_FACTOR ' + gammaFactorDefine,

			( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
			( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',

			parameters.map ? '#define USE_MAP' : '',
			parameters.matcap ? '#define USE_MATCAP' : '',
			parameters.envMap ? '#define USE_ENVMAP' : '',
			parameters.envMap ? '#define ' + envMapTypeDefine : '',
			parameters.envMap ? '#define ' + envMapModeDefine : '',
			parameters.envMap ? '#define ' + envMapBlendingDefine : '',
			parameters.lightMap ? '#define USE_LIGHTMAP' : '',
			parameters.aoMap ? '#define USE_AOMAP' : '',
			parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
			parameters.bumpMap ? '#define USE_BUMPMAP' : '',
			parameters.normalMap ? '#define USE_NORMALMAP' : '',
			( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
			( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
			parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
			parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
			parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
			parameters.specularMap ? '#define USE_SPECULARMAP' : '',
			parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
			parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
			parameters.alphaMap ? '#define USE_ALPHAMAP' : '',

			parameters.sheen ? '#define USE_SHEEN' : '',
			parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',

			parameters.vertexTangents ? '#define USE_TANGENT' : '',
			parameters.vertexColors || parameters.instancingColor ? '#define USE_COLOR' : '',
			parameters.vertexUvs ? '#define USE_UV' : '',
			parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',

			parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',

			parameters.flatShading ? '#define FLAT_SHADED' : '',

			parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
			parameters.flipSided ? '#define FLIP_SIDED' : '',

			parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
			parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',

			parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',

			parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',

			parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
			( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',

			( ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ) ? '#define TEXTURE_LOD_EXT' : '',

			'uniform mat4 viewMatrix;',
			'uniform vec3 cameraPosition;',
			'uniform bool isOrthographic;',

			( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
			( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
			( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',

			parameters.dithering ? '#define DITHERING' : '',

			ShaderChunk[ 'encodings_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below
			parameters.map ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
			parameters.matcap ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
			parameters.envMap ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
			parameters.emissiveMap ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
			parameters.lightMap ? getTexelDecodingFunction( 'lightMapTexelToLinear', parameters.lightMapEncoding ) : '',
			getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ),

			parameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',

			'\n'

		].filter( filterEmptyLine ).join( '\n' );

	}

	vertexShader = resolveIncludes( vertexShader );
	vertexShader = replaceLightNums( vertexShader, parameters );
	vertexShader = replaceClippingPlaneNums( vertexShader, parameters );

	fragmentShader = resolveIncludes( fragmentShader );
	fragmentShader = replaceLightNums( fragmentShader, parameters );
	fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );

	vertexShader = unrollLoops( vertexShader );
	fragmentShader = unrollLoops( fragmentShader );

	if ( parameters.isWebGL2 && parameters.isRawShaderMaterial !== true ) {

		// GLSL 3.0 conversion for built-in materials and ShaderMaterial

		versionString = '#version 300 es\n';

		prefixVertex = [
			'#define attribute in',
			'#define varying out',
			'#define texture2D texture'
		].join( '\n' ) + '\n' + prefixVertex;

		prefixFragment = [
			'#define varying in',
			( parameters.glslVersion === GLSL3 ) ? '' : 'out highp vec4 pc_fragColor;',
			( parameters.glslVersion === GLSL3 ) ? '' : '#define gl_FragColor pc_fragColor',
			'#define gl_FragDepthEXT gl_FragDepth',
			'#define texture2D texture',
			'#define textureCube texture',
			'#define texture2DProj textureProj',
			'#define texture2DLodEXT textureLod',
			'#define texture2DProjLodEXT textureProjLod',
			'#define textureCubeLodEXT textureLod',
			'#define texture2DGradEXT textureGrad',
			'#define texture2DProjGradEXT textureProjGrad',
			'#define textureCubeGradEXT textureGrad'
		].join( '\n' ) + '\n' + prefixFragment;

	}

	const vertexGlsl = versionString + prefixVertex + vertexShader;
	const fragmentGlsl = versionString + prefixFragment + fragmentShader;

	// console.log( '*VERTEX*', vertexGlsl );
	// console.log( '*FRAGMENT*', fragmentGlsl );

	const glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
	const glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );

	gl.attachShader( program, glVertexShader );
	gl.attachShader( program, glFragmentShader );

	// Force a particular attribute to index 0.

	if ( parameters.index0AttributeName !== undefined ) {

		gl.bindAttribLocation( program, 0, parameters.index0AttributeName );

	} else if ( parameters.morphTargets === true ) {

		// programs with morphTargets displace position out of attribute 0
		gl.bindAttribLocation( program, 0, 'position' );

	}

	gl.linkProgram( program );

	// check for link errors
	if ( renderer.debug.checkShaderErrors ) {

		const programLog = gl.getProgramInfoLog( program ).trim();
		const vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
		const fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();

		let runnable = true;
		let haveDiagnostics = true;

		if ( gl.getProgramParameter( program, 35714 ) === false ) {

			runnable = false;

			const vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
			const fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );

			console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );

		} else if ( programLog !== '' ) {

			console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );

		} else if ( vertexLog === '' || fragmentLog === '' ) {

			haveDiagnostics = false;

		}

		if ( haveDiagnostics ) {

			this.diagnostics = {

				runnable: runnable,

				programLog: programLog,

				vertexShader: {

					log: vertexLog,
					prefix: prefixVertex

				},

				fragmentShader: {

					log: fragmentLog,
					prefix: prefixFragment

				}

			};

		}

	}

	// Clean up

	// Crashes in iOS9 and iOS10. #18402
	// gl.detachShader( program, glVertexShader );
	// gl.detachShader( program, glFragmentShader );

	gl.deleteShader( glVertexShader );
	gl.deleteShader( glFragmentShader );

	// set up caching for uniform locations

	let cachedUniforms;

	this.getUniforms = function () {

		if ( cachedUniforms === undefined ) {

			cachedUniforms = new WebGLUniforms( gl, program );

		}

		return cachedUniforms;

	};

	// set up caching for attribute locations

	let cachedAttributes;

	this.getAttributes = function () {

		if ( cachedAttributes === undefined ) {

			cachedAttributes = fetchAttributeLocations( gl, program );

		}

		return cachedAttributes;

	};

	// free resource

	this.destroy = function () {

		bindingStates.releaseStatesOfProgram( this );

		gl.deleteProgram( program );
		this.program = undefined;

	};

	//

	this.name = parameters.shaderName;
	this.id = programIdCount ++;
	this.cacheKey = cacheKey;
	this.usedTimes = 1;
	this.program = program;
	this.vertexShader = glVertexShader;
	this.fragmentShader = glFragmentShader;

	return this;

}

function WebGLPrograms( renderer, cubemaps, extensions, capabilities, bindingStates, clipping ) {

	const programs = [];

	const isWebGL2 = capabilities.isWebGL2;
	const logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;
	const floatVertexTextures = capabilities.floatVertexTextures;
	const maxVertexUniforms = capabilities.maxVertexUniforms;
	const vertexTextures = capabilities.vertexTextures;

	let precision = capabilities.precision;

	const shaderIDs = {
		MeshDepthMaterial: 'depth',
		MeshDistanceMaterial: 'distanceRGBA',
		MeshNormalMaterial: 'normal',
		MeshBasicMaterial: 'basic',
		MeshLambertMaterial: 'lambert',
		MeshPhongMaterial: 'phong',
		MeshToonMaterial: 'toon',
		MeshStandardMaterial: 'physical',
		MeshPhysicalMaterial: 'physical',
		MeshMatcapMaterial: 'matcap',
		LineBasicMaterial: 'basic',
		LineDashedMaterial: 'dashed',
		PointsMaterial: 'points',
		ShadowMaterial: 'shadow',
		SpriteMaterial: 'sprite'
	};

	const parameterNames = [
		'precision', 'isWebGL2', 'supportsVertexTextures', 'outputEncoding', 'instancing', 'instancingColor',
		'map', 'mapEncoding', 'matcap', 'matcapEncoding', 'envMap', 'envMapMode', 'envMapEncoding', 'envMapCubeUV',
		'lightMap', 'lightMapEncoding', 'aoMap', 'emissiveMap', 'emissiveMapEncoding', 'bumpMap', 'normalMap', 'objectSpaceNormalMap', 'tangentSpaceNormalMap', 'clearcoatMap', 'clearcoatRoughnessMap', 'clearcoatNormalMap', 'displacementMap', 'specularMap',
		'roughnessMap', 'metalnessMap', 'gradientMap',
		'alphaMap', 'combine', 'vertexColors', 'vertexTangents', 'vertexUvs', 'uvsVertexOnly', 'fog', 'useFog', 'fogExp2',
		'flatShading', 'sizeAttenuation', 'logarithmicDepthBuffer', 'skinning',
		'maxBones', 'useVertexTexture', 'morphTargets', 'morphNormals',
		'maxMorphTargets', 'maxMorphNormals', 'premultipliedAlpha',
		'numDirLights', 'numPointLights', 'numSpotLights', 'numHemiLights', 'numRectAreaLights',
		'numDirLightShadows', 'numPointLightShadows', 'numSpotLightShadows',
		'shadowMapEnabled', 'shadowMapType', 'toneMapping', 'physicallyCorrectLights',
		'alphaTest', 'doubleSided', 'flipSided', 'numClippingPlanes', 'numClipIntersection', 'depthPacking', 'dithering',
		'sheen', 'transmissionMap'
	];

	function getMaxBones( object ) {

		const skeleton = object.skeleton;
		const bones = skeleton.bones;

		if ( floatVertexTextures ) {

			return 1024;

		} else {

			// default for when object is not specified
			// ( for example when prebuilding shader to be used with multiple objects )
			//
			//  - leave some extra space for other uniforms
			//  - limit here is ANGLE's 254 max uniform vectors
			//    (up to 54 should be safe)

			const nVertexUniforms = maxVertexUniforms;
			const nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );

			const maxBones = Math.min( nVertexMatrices, bones.length );

			if ( maxBones < bones.length ) {

				console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
				return 0;

			}

			return maxBones;

		}

	}

	function getTextureEncodingFromMap( map ) {

		let encoding;

		if ( map && map.isTexture ) {

			encoding = map.encoding;

		} else if ( map && map.isWebGLRenderTarget ) {

			console.warn( 'THREE.WebGLPrograms.getTextureEncodingFromMap: don\'t use render targets as textures. Use their .texture property instead.' );
			encoding = map.texture.encoding;

		} else {

			encoding = LinearEncoding;

		}

		return encoding;

	}

	function getParameters( material, lights, shadows, scene, object ) {

		const fog = scene.fog;
		const environment = material.isMeshStandardMaterial ? scene.environment : null;

		const envMap = cubemaps.get( material.envMap || environment );

		const shaderID = shaderIDs[ material.type ];

		// heuristics to create shader parameters according to lights in the scene
		// (not to blow over maxLights budget)

		const maxBones = object.isSkinnedMesh ? getMaxBones( object ) : 0;

		if ( material.precision !== null ) {

			precision = capabilities.getMaxPrecision( material.precision );

			if ( precision !== material.precision ) {

				console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );

			}

		}

		let vertexShader, fragmentShader;

		if ( shaderID ) {

			const shader = ShaderLib[ shaderID ];

			vertexShader = shader.vertexShader;
			fragmentShader = shader.fragmentShader;

		} else {

			vertexShader = material.vertexShader;
			fragmentShader = material.fragmentShader;

		}

		const currentRenderTarget = renderer.getRenderTarget();

		const parameters = {

			isWebGL2: isWebGL2,

			shaderID: shaderID,
			shaderName: material.type,

			vertexShader: vertexShader,
			fragmentShader: fragmentShader,
			defines: material.defines,

			isRawShaderMaterial: material.isRawShaderMaterial === true,
			glslVersion: material.glslVersion,

			precision: precision,

			instancing: object.isInstancedMesh === true,
			instancingColor: object.isInstancedMesh === true && object.instanceColor !== null,

			supportsVertexTextures: vertexTextures,
			outputEncoding: ( currentRenderTarget !== null ) ? getTextureEncodingFromMap( currentRenderTarget.texture ) : renderer.outputEncoding,
			map: !! material.map,
			mapEncoding: getTextureEncodingFromMap( material.map ),
			matcap: !! material.matcap,
			matcapEncoding: getTextureEncodingFromMap( material.matcap ),
			envMap: !! envMap,
			envMapMode: envMap && envMap.mapping,
			envMapEncoding: getTextureEncodingFromMap( envMap ),
			envMapCubeUV: ( !! envMap ) && ( ( envMap.mapping === CubeUVReflectionMapping ) || ( envMap.mapping === CubeUVRefractionMapping ) ),
			lightMap: !! material.lightMap,
			lightMapEncoding: getTextureEncodingFromMap( material.lightMap ),
			aoMap: !! material.aoMap,
			emissiveMap: !! material.emissiveMap,
			emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap ),
			bumpMap: !! material.bumpMap,
			normalMap: !! material.normalMap,
			objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
			tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
			clearcoatMap: !! material.clearcoatMap,
			clearcoatRoughnessMap: !! material.clearcoatRoughnessMap,
			clearcoatNormalMap: !! material.clearcoatNormalMap,
			displacementMap: !! material.displacementMap,
			roughnessMap: !! material.roughnessMap,
			metalnessMap: !! material.metalnessMap,
			specularMap: !! material.specularMap,
			alphaMap: !! material.alphaMap,

			gradientMap: !! material.gradientMap,

			sheen: !! material.sheen,

			transmissionMap: !! material.transmissionMap,

			combine: material.combine,

			vertexTangents: ( material.normalMap && material.vertexTangents ),
			vertexColors: material.vertexColors,
			vertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatMap || !! material.clearcoatRoughnessMap || !! material.clearcoatNormalMap || !! material.displacementMap || !! material.transmissionMap,
			uvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap || !! material.transmissionMap ) && !! material.displacementMap,

			fog: !! fog,
			useFog: material.fog,
			fogExp2: ( fog && fog.isFogExp2 ),

			flatShading: !! material.flatShading,

			sizeAttenuation: material.sizeAttenuation,
			logarithmicDepthBuffer: logarithmicDepthBuffer,

			skinning: material.skinning && maxBones > 0,
			maxBones: maxBones,
			useVertexTexture: floatVertexTextures,

			morphTargets: material.morphTargets,
			morphNormals: material.morphNormals,
			maxMorphTargets: renderer.maxMorphTargets,
			maxMorphNormals: renderer.maxMorphNormals,

			numDirLights: lights.directional.length,
			numPointLights: lights.point.length,
			numSpotLights: lights.spot.length,
			numRectAreaLights: lights.rectArea.length,
			numHemiLights: lights.hemi.length,

			numDirLightShadows: lights.directionalShadowMap.length,
			numPointLightShadows: lights.pointShadowMap.length,
			numSpotLightShadows: lights.spotShadowMap.length,

			numClippingPlanes: clipping.numPlanes,
			numClipIntersection: clipping.numIntersection,

			dithering: material.dithering,

			shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
			shadowMapType: renderer.shadowMap.type,

			toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
			physicallyCorrectLights: renderer.physicallyCorrectLights,

			premultipliedAlpha: material.premultipliedAlpha,

			alphaTest: material.alphaTest,
			doubleSided: material.side === DoubleSide,
			flipSided: material.side === BackSide,

			depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false,

			index0AttributeName: material.index0AttributeName,

			extensionDerivatives: material.extensions && material.extensions.derivatives,
			extensionFragDepth: material.extensions && material.extensions.fragDepth,
			extensionDrawBuffers: material.extensions && material.extensions.drawBuffers,
			extensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,

			rendererExtensionFragDepth: isWebGL2 || extensions.has( 'EXT_frag_depth' ),
			rendererExtensionDrawBuffers: isWebGL2 || extensions.has( 'WEBGL_draw_buffers' ),
			rendererExtensionShaderTextureLod: isWebGL2 || extensions.has( 'EXT_shader_texture_lod' ),

			customProgramCacheKey: material.customProgramCacheKey()

		};

		return parameters;

	}

	function getProgramCacheKey( parameters ) {

		const array = [];

		if ( parameters.shaderID ) {

			array.push( parameters.shaderID );

		} else {

			array.push( parameters.fragmentShader );
			array.push( parameters.vertexShader );

		}

		if ( parameters.defines !== undefined ) {

			for ( const name in parameters.defines ) {

				array.push( name );
				array.push( parameters.defines[ name ] );

			}

		}

		if ( parameters.isRawShaderMaterial === false ) {

			for ( let i = 0; i < parameterNames.length; i ++ ) {

				array.push( parameters[ parameterNames[ i ] ] );

			}

			array.push( renderer.outputEncoding );
			array.push( renderer.gammaFactor );

		}

		array.push( parameters.customProgramCacheKey );

		return array.join();

	}

	function getUniforms( material ) {

		const shaderID = shaderIDs[ material.type ];
		let uniforms;

		if ( shaderID ) {

			const shader = ShaderLib[ shaderID ];
			uniforms = UniformsUtils.clone( shader.uniforms );

		} else {

			uniforms = material.uniforms;

		}

		return uniforms;

	}

	function acquireProgram( parameters, cacheKey ) {

		let program;

		// Check if code has been already compiled
		for ( let p = 0, pl = programs.length; p < pl; p ++ ) {

			const preexistingProgram = programs[ p ];

			if ( preexistingProgram.cacheKey === cacheKey ) {

				program = preexistingProgram;
				++ program.usedTimes;

				break;

			}

		}

		if ( program === undefined ) {

			program = new WebGLProgram( renderer, cacheKey, parameters, bindingStates );
			programs.push( program );

		}

		return program;

	}

	function releaseProgram( program ) {

		if ( -- program.usedTimes === 0 ) {

			// Remove from unordered set
			const i = programs.indexOf( program );
			programs[ i ] = programs[ programs.length - 1 ];
			programs.pop();

			// Free WebGL resources
			program.destroy();

		}

	}

	return {
		getParameters: getParameters,
		getProgramCacheKey: getProgramCacheKey,
		getUniforms: getUniforms,
		acquireProgram: acquireProgram,
		releaseProgram: releaseProgram,
		// Exposed for resource monitoring & error feedback via renderer.info:
		programs: programs
	};

}

function WebGLProperties() {

	let properties = new WeakMap();

	function get( object ) {

		let map = properties.get( object );

		if ( map === undefined ) {

			map = {};
			properties.set( object, map );

		}

		return map;

	}

	function remove( object ) {

		properties.delete( object );

	}

	function update( object, key, value ) {

		properties.get( object )[ key ] = value;

	}

	function dispose() {

		properties = new WeakMap();

	}

	return {
		get: get,
		remove: remove,
		update: update,
		dispose: dispose
	};

}

function painterSortStable( a, b ) {

	if ( a.groupOrder !== b.groupOrder ) {

		return a.groupOrder - b.groupOrder;

	} else if ( a.renderOrder !== b.renderOrder ) {

		return a.renderOrder - b.renderOrder;

	} else if ( a.program !== b.program ) {

		return a.program.id - b.program.id;

	} else if ( a.material.id !== b.material.id ) {

		return a.material.id - b.material.id;

	} else if ( a.z !== b.z ) {

		return a.z - b.z;

	} else {

		return a.id - b.id;

	}

}

function reversePainterSortStable( a, b ) {

	if ( a.groupOrder !== b.groupOrder ) {

		return a.groupOrder - b.groupOrder;

	} else if ( a.renderOrder !== b.renderOrder ) {

		return a.renderOrder - b.renderOrder;

	} else if ( a.z !== b.z ) {

		return b.z - a.z;

	} else {

		return a.id - b.id;

	}

}


function WebGLRenderList( properties ) {

	const renderItems = [];
	let renderItemsIndex = 0;

	const opaque = [];
	const transparent = [];

	const defaultProgram = { id: - 1 };

	function init() {

		renderItemsIndex = 0;

		opaque.length = 0;
		transparent.length = 0;

	}

	function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {

		let renderItem = renderItems[ renderItemsIndex ];
		const materialProperties = properties.get( material );

		if ( renderItem === undefined ) {

			renderItem = {
				id: object.id,
				object: object,
				geometry: geometry,
				material: material,
				program: materialProperties.program || defaultProgram,
				groupOrder: groupOrder,
				renderOrder: object.renderOrder,
				z: z,
				group: group
			};

			renderItems[ renderItemsIndex ] = renderItem;

		} else {

			renderItem.id = object.id;
			renderItem.object = object;
			renderItem.geometry = geometry;
			renderItem.material = material;
			renderItem.program = materialProperties.program || defaultProgram;
			renderItem.groupOrder = groupOrder;
			renderItem.renderOrder = object.renderOrder;
			renderItem.z = z;
			renderItem.group = group;

		}

		renderItemsIndex ++;

		return renderItem;

	}

	function push( object, geometry, material, groupOrder, z, group ) {

		const renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );

		( material.transparent === true ? transparent : opaque ).push( renderItem );

	}

	function unshift( object, geometry, material, groupOrder, z, group ) {

		const renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );

		( material.transparent === true ? transparent : opaque ).unshift( renderItem );

	}

	function sort( customOpaqueSort, customTransparentSort ) {

		if ( opaque.length > 1 ) opaque.sort( customOpaqueSort || painterSortStable );
		if ( transparent.length > 1 ) transparent.sort( customTransparentSort || reversePainterSortStable );

	}

	function finish() {

		// Clear references from inactive renderItems in the list

		for ( let i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) {

			const renderItem = renderItems[ i ];

			if ( renderItem.id === null ) break;

			renderItem.id = null;
			renderItem.object = null;
			renderItem.geometry = null;
			renderItem.material = null;
			renderItem.program = null;
			renderItem.group = null;

		}

	}

	return {

		opaque: opaque,
		transparent: transparent,

		init: init,
		push: push,
		unshift: unshift,
		finish: finish,

		sort: sort
	};

}

function WebGLRenderLists( properties ) {

	let lists = new WeakMap();

	function get( scene, renderCallDepth ) {

		let list;

		if ( lists.has( scene ) === false ) {

			list = new WebGLRenderList( properties );
			lists.set( scene, [ list ] );

		} else {

			if ( renderCallDepth >= lists.get( scene ).length ) {

				list = new WebGLRenderList( properties );
				lists.get( scene ).push( list );

			} else {

				list = lists.get( scene )[ renderCallDepth ];

			}

		}

		return list;

	}

	function dispose() {

		lists = new WeakMap();

	}

	return {
		get: get,
		dispose: dispose
	};

}

function UniformsCache() {

	const lights = {};

	return {

		get: function ( light ) {

			if ( lights[ light.id ] !== undefined ) {

				return lights[ light.id ];

			}

			let uniforms;

			switch ( light.type ) {

				case 'DirectionalLight':
					uniforms = {
						direction: new Vector3(),
						color: new Color()
					};
					break;

				case 'SpotLight':
					uniforms = {
						position: new Vector3(),
						direction: new Vector3(),
						color: new Color(),
						distance: 0,
						coneCos: 0,
						penumbraCos: 0,
						decay: 0
					};
					break;

				case 'PointLight':
					uniforms = {
						position: new Vector3(),
						color: new Color(),
						distance: 0,
						decay: 0
					};
					break;

				case 'HemisphereLight':
					uniforms = {
						direction: new Vector3(),
						skyColor: new Color(),
						groundColor: new Color()
					};
					break;

				case 'RectAreaLight':
					uniforms = {
						color: new Color(),
						position: new Vector3(),
						halfWidth: new Vector3(),
						halfHeight: new Vector3()
					};
					break;

			}

			lights[ light.id ] = uniforms;

			return uniforms;

		}

	};

}

function ShadowUniformsCache() {

	const lights = {};

	return {

		get: function ( light ) {

			if ( lights[ light.id ] !== undefined ) {

				return lights[ light.id ];

			}

			let uniforms;

			switch ( light.type ) {

				case 'DirectionalLight':
					uniforms = {
						shadowBias: 0,
						shadowNormalBias: 0,
						shadowRadius: 1,
						shadowMapSize: new Vector2()
					};
					break;

				case 'SpotLight':
					uniforms = {
						shadowBias: 0,
						shadowNormalBias: 0,
						shadowRadius: 1,
						shadowMapSize: new Vector2()
					};
					break;

				case 'PointLight':
					uniforms = {
						shadowBias: 0,
						shadowNormalBias: 0,
						shadowRadius: 1,
						shadowMapSize: new Vector2(),
						shadowCameraNear: 1,
						shadowCameraFar: 1000
					};
					break;

				// TODO (abelnation): set RectAreaLight shadow uniforms

			}

			lights[ light.id ] = uniforms;

			return uniforms;

		}

	};

}



let nextVersion = 0;

function shadowCastingLightsFirst( lightA, lightB ) {

	return ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );

}

function WebGLLights( extensions, capabilities ) {

	const cache = new UniformsCache();

	const shadowCache = ShadowUniformsCache();

	const state = {

		version: 0,

		hash: {
			directionalLength: - 1,
			pointLength: - 1,
			spotLength: - 1,
			rectAreaLength: - 1,
			hemiLength: - 1,

			numDirectionalShadows: - 1,
			numPointShadows: - 1,
			numSpotShadows: - 1
		},

		ambient: [ 0, 0, 0 ],
		probe: [],
		directional: [],
		directionalShadow: [],
		directionalShadowMap: [],
		directionalShadowMatrix: [],
		spot: [],
		spotShadow: [],
		spotShadowMap: [],
		spotShadowMatrix: [],
		rectArea: [],
		rectAreaLTC1: null,
		rectAreaLTC2: null,
		point: [],
		pointShadow: [],
		pointShadowMap: [],
		pointShadowMatrix: [],
		hemi: []

	};

	for ( let i = 0; i < 9; i ++ ) state.probe.push( new Vector3() );

	const vector3 = new Vector3();
	const matrix4 = new Matrix4();
	const matrix42 = new Matrix4();

	function setup( lights ) {

		let r = 0, g = 0, b = 0;

		for ( let i = 0; i < 9; i ++ ) state.probe[ i ].set( 0, 0, 0 );

		let directionalLength = 0;
		let pointLength = 0;
		let spotLength = 0;
		let rectAreaLength = 0;
		let hemiLength = 0;

		let numDirectionalShadows = 0;
		let numPointShadows = 0;
		let numSpotShadows = 0;

		lights.sort( shadowCastingLightsFirst );

		for ( let i = 0, l = lights.length; i < l; i ++ ) {

			const light = lights[ i ];

			const color = light.color;
			const intensity = light.intensity;
			const distance = light.distance;

			const shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;

			if ( light.isAmbientLight ) {

				r += color.r * intensity;
				g += color.g * intensity;
				b += color.b * intensity;

			} else if ( light.isLightProbe ) {

				for ( let j = 0; j < 9; j ++ ) {

					state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );

				}

			} else if ( light.isDirectionalLight ) {

				const uniforms = cache.get( light );

				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );

				if ( light.castShadow ) {

					const shadow = light.shadow;

					const shadowUniforms = shadowCache.get( light );

					shadowUniforms.shadowBias = shadow.bias;
					shadowUniforms.shadowNormalBias = shadow.normalBias;
					shadowUniforms.shadowRadius = shadow.radius;
					shadowUniforms.shadowMapSize = shadow.mapSize;

					state.directionalShadow[ directionalLength ] = shadowUniforms;
					state.directionalShadowMap[ directionalLength ] = shadowMap;
					state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;

					numDirectionalShadows ++;

				}

				state.directional[ directionalLength ] = uniforms;

				directionalLength ++;

			} else if ( light.isSpotLight ) {

				const uniforms = cache.get( light );

				uniforms.position.setFromMatrixPosition( light.matrixWorld );

				uniforms.color.copy( color ).multiplyScalar( intensity );
				uniforms.distance = distance;

				uniforms.coneCos = Math.cos( light.angle );
				uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
				uniforms.decay = light.decay;

				if ( light.castShadow ) {

					const shadow = light.shadow;

					const shadowUniforms = shadowCache.get( light );

					shadowUniforms.shadowBias = shadow.bias;
					shadowUniforms.shadowNormalBias = shadow.normalBias;
					shadowUniforms.shadowRadius = shadow.radius;
					shadowUniforms.shadowMapSize = shadow.mapSize;

					state.spotShadow[ spotLength ] = shadowUniforms;
					state.spotShadowMap[ spotLength ] = shadowMap;
					state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;

					numSpotShadows ++;

				}

				state.spot[ spotLength ] = uniforms;

				spotLength ++;

			} else if ( light.isRectAreaLight ) {

				const uniforms = cache.get( light );

				// (a) intensity is the total visible light emitted
				//uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );

				// (b) intensity is the brightness of the light
				uniforms.color.copy( color ).multiplyScalar( intensity );

				uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
				uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );

				state.rectArea[ rectAreaLength ] = uniforms;

				rectAreaLength ++;

			} else if ( light.isPointLight ) {

				const uniforms = cache.get( light );

				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
				uniforms.distance = light.distance;
				uniforms.decay = light.decay;

				if ( light.castShadow ) {

					const shadow = light.shadow;

					const shadowUniforms = shadowCache.get( light );

					shadowUniforms.shadowBias = shadow.bias;
					shadowUniforms.shadowNormalBias = shadow.normalBias;
					shadowUniforms.shadowRadius = shadow.radius;
					shadowUniforms.shadowMapSize = shadow.mapSize;
					shadowUniforms.shadowCameraNear = shadow.camera.near;
					shadowUniforms.shadowCameraFar = shadow.camera.far;

					state.pointShadow[ pointLength ] = shadowUniforms;
					state.pointShadowMap[ pointLength ] = shadowMap;
					state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;

					numPointShadows ++;

				}

				state.point[ pointLength ] = uniforms;

				pointLength ++;

			} else if ( light.isHemisphereLight ) {

				const uniforms = cache.get( light );

				uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
				uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );

				state.hemi[ hemiLength ] = uniforms;

				hemiLength ++;

			}

		}

		if ( rectAreaLength > 0 ) {

			if ( capabilities.isWebGL2 ) {

				// WebGL 2

				state.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;
				state.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;

			} else {

				// WebGL 1

				if ( extensions.has( 'OES_texture_float_linear' ) === true ) {

					state.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;
					state.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;

				} else if ( extensions.has( 'OES_texture_half_float_linear' ) === true ) {

					state.rectAreaLTC1 = UniformsLib.LTC_HALF_1;
					state.rectAreaLTC2 = UniformsLib.LTC_HALF_2;

				} else {

					console.error( 'THREE.WebGLRenderer: Unable to use RectAreaLight. Missing WebGL extensions.' );

				}

			}

		}

		state.ambient[ 0 ] = r;
		state.ambient[ 1 ] = g;
		state.ambient[ 2 ] = b;

		const hash = state.hash;

		if ( hash.directionalLength !== directionalLength ||
			hash.pointLength !== pointLength ||
			hash.spotLength !== spotLength ||
			hash.rectAreaLength !== rectAreaLength ||
			hash.hemiLength !== hemiLength ||
			hash.numDirectionalShadows !== numDirectionalShadows ||
			hash.numPointShadows !== numPointShadows ||
			hash.numSpotShadows !== numSpotShadows ) {

			state.directional.length = directionalLength;
			state.spot.length = spotLength;
			state.rectArea.length = rectAreaLength;
			state.point.length = pointLength;
			state.hemi.length = hemiLength;

			state.directionalShadow.length = numDirectionalShadows;
			state.directionalShadowMap.length = numDirectionalShadows;
			state.pointShadow.length = numPointShadows;
			state.pointShadowMap.length = numPointShadows;
			state.spotShadow.length = numSpotShadows;
			state.spotShadowMap.length = numSpotShadows;
			state.directionalShadowMatrix.length = numDirectionalShadows;
			state.pointShadowMatrix.length = numPointShadows;
			state.spotShadowMatrix.length = numSpotShadows;

			hash.directionalLength = directionalLength;
			hash.pointLength = pointLength;
			hash.spotLength = spotLength;
			hash.rectAreaLength = rectAreaLength;
			hash.hemiLength = hemiLength;

			hash.numDirectionalShadows = numDirectionalShadows;
			hash.numPointShadows = numPointShadows;
			hash.numSpotShadows = numSpotShadows;

			state.version = nextVersion ++;

		}

	}

	function setupView( lights, camera ) {

		let directionalLength = 0;
		let pointLength = 0;
		let spotLength = 0;
		let rectAreaLength = 0;
		let hemiLength = 0;

		const viewMatrix = camera.matrixWorldInverse;

		for ( let i = 0, l = lights.length; i < l; i ++ ) {

			const light = lights[ i ];

			if ( light.isDirectionalLight ) {

				const uniforms = state.directional[ directionalLength ];

				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
				vector3.setFromMatrixPosition( light.target.matrixWorld );
				uniforms.direction.sub( vector3 );
				uniforms.direction.transformDirection( viewMatrix );

				directionalLength ++;

			} else if ( light.isSpotLight ) {

				const uniforms = state.spot[ spotLength ];

				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );

				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
				vector3.setFromMatrixPosition( light.target.matrixWorld );
				uniforms.direction.sub( vector3 );
				uniforms.direction.transformDirection( viewMatrix );

				spotLength ++;

			} else if ( light.isRectAreaLight ) {

				const uniforms = state.rectArea[ rectAreaLength ];

				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );

				// extract local rotation of light to derive width/height half vectors
				matrix42.identity();
				matrix4.copy( light.matrixWorld );
				matrix4.premultiply( viewMatrix );
				matrix42.extractRotation( matrix4 );

				uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
				uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );

				uniforms.halfWidth.applyMatrix4( matrix42 );
				uniforms.halfHeight.applyMatrix4( matrix42 );

				rectAreaLength ++;

			} else if ( light.isPointLight ) {

				const uniforms = state.point[ pointLength ];

				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );

				pointLength ++;

			} else if ( light.isHemisphereLight ) {

				const uniforms = state.hemi[ hemiLength ];

				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
				uniforms.direction.transformDirection( viewMatrix );
				uniforms.direction.normalize();

				hemiLength ++;

			}

		}

	}

	return {
		setup: setup,
		setupView: setupView,
		state: state
	};

}

function WebGLRenderState( extensions, capabilities ) {

	const lights = new WebGLLights( extensions, capabilities );

	const lightsArray = [];
	const shadowsArray = [];

	function init() {

		lightsArray.length = 0;
		shadowsArray.length = 0;

	}

	function pushLight( light ) {

		lightsArray.push( light );

	}

	function pushShadow( shadowLight ) {

		shadowsArray.push( shadowLight );

	}

	function setupLights() {

		lights.setup( lightsArray );

	}

	function setupLightsView( camera ) {

		lights.setupView( lightsArray, camera );

	}

	const state = {
		lightsArray: lightsArray,
		shadowsArray: shadowsArray,

		lights: lights
	};

	return {
		init: init,
		state: state,
		setupLights: setupLights,
		setupLightsView: setupLightsView,

		pushLight: pushLight,
		pushShadow: pushShadow
	};

}

function WebGLRenderStates( extensions, capabilities ) {

	let renderStates = new WeakMap();

	function get( scene, renderCallDepth = 0 ) {

		let renderState;

		if ( renderStates.has( scene ) === false ) {

			renderState = new WebGLRenderState( extensions, capabilities );
			renderStates.set( scene, [ renderState ] );

		} else {

			if ( renderCallDepth >= renderStates.get( scene ).length ) {

				renderState = new WebGLRenderState( extensions, capabilities );
				renderStates.get( scene ).push( renderState );

			} else {

				renderState = renderStates.get( scene )[ renderCallDepth ];

			}

		}

		return renderState;

	}

	function dispose() {

		renderStates = new WeakMap();

	}

	return {
		get: get,
		dispose: dispose
	};

}

/**
 * parameters = {
 *
 *  opacity: <float>,
 *
 *  map: new THREE.Texture( <Image> ),
 *
 *  alphaMap: new THREE.Texture( <Image> ),
 *
 *  displacementMap: new THREE.Texture( <Image> ),
 *  displacementScale: <float>,
 *  displacementBias: <float>,
 *
 *  wireframe: <boolean>,
 *  wireframeLinewidth: <float>
 * }
 */

class MeshDepthMaterial extends Material {

	constructor( parameters ) {

		super();

		this.type = 'MeshDepthMaterial';

		this.depthPacking = BasicDepthPacking;

		this.skinning = false;
		this.morphTargets = false;

		this.map = null;

		this.alphaMap = null;

		this.displacementMap = null;
		this.displacementScale = 1;
		this.displacementBias = 0;

		this.wireframe = false;
		this.wireframeLinewidth = 1;

		this.fog = false;

		this.setValues( parameters );

	}

	copy( source ) {

		super.copy( source );

		this.depthPacking = source.depthPacking;

		this.skinning = source.skinning;
		this.morphTargets = source.morphTargets;

		this.map = source.map;

		this.alphaMap = source.alphaMap;

		this.displacementMap = source.displacementMap;
		this.displacementScale = source.displacementScale;
		this.displacementBias = source.displacementBias;

		this.wireframe = source.wireframe;
		this.wireframeLinewidth = source.wireframeLinewidth;

		return this;

	}

}

MeshDepthMaterial.prototype.isMeshDepthMaterial = true;

/**
 * parameters = {
 *
 *  referencePosition: <float>,
 *  nearDistance: <float>,
 *  farDistance: <float>,
 *
 *  skinning: <bool>,
 *  morphTargets: <bool>,
 *
 *  map: new THREE.Texture( <Image> ),
 *
 *  alphaMap: new THREE.Texture( <Image> ),
 *
 *  displacementMap: new THREE.Texture( <Image> ),
 *  displacementScale: <float>,
 *  displacementBias: <float>
 *
 * }
 */

class MeshDistanceMaterial extends Material {

	constructor( parameters ) {

		super();

		this.type = 'MeshDistanceMaterial';

		this.referencePosition = new Vector3();
		this.nearDistance = 1;
		this.farDistance = 1000;

		this.skinning = false;
		this.morphTargets = false;

		this.map = null;

		this.alphaMap = null;

		this.displacementMap = null;
		this.displacementScale = 1;
		this.displacementBias = 0;

		this.fog = false;

		this.setValues( parameters );

	}

	copy( source ) {

		super.copy( source );

		this.referencePosition.copy( source.referencePosition );
		this.nearDistance = source.nearDistance;
		this.farDistance = source.farDistance;

		this.skinning = source.skinning;
		this.morphTargets = source.morphTargets;

		this.map = source.map;

		this.alphaMap = source.alphaMap;

		this.displacementMap = source.displacementMap;
		this.displacementScale = source.displacementScale;
		this.displacementBias = source.displacementBias;

		return this;

	}

}

MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;

var vsm_frag = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include <packing>\nvoid main() {\n\tfloat mean = 0.0;\n\tfloat squared_mean = 0.0;\n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\n\tfor ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n\t\t#ifdef HORIZONTAL_PASS\n\t\t\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n\t\t\tmean += distribution.x;\n\t\t\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n\t\t#else\n\t\t\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\n\t\t\tmean += depth;\n\t\t\tsquared_mean += depth * depth;\n\t\t#endif\n\t}\n\tmean = mean * HALF_SAMPLE_RATE;\n\tsquared_mean = squared_mean * HALF_SAMPLE_RATE;\n\tfloat std_dev = sqrt( squared_mean - mean * mean );\n\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}";

var vsm_vert = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";

function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {

	let _frustum = new Frustum();

	const _shadowMapSize = new Vector2(),
		_viewportSize = new Vector2(),

		_viewport = new Vector4(),

		_depthMaterials = [],
		_distanceMaterials = [],

		_materialCache = {};

	const shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };

	const shadowMaterialVertical = new ShaderMaterial( {

		defines: {
			SAMPLE_RATE: 2.0 / 8.0,
			HALF_SAMPLE_RATE: 1.0 / 8.0
		},

		uniforms: {
			shadow_pass: { value: null },
			resolution: { value: new Vector2() },
			radius: { value: 4.0 }
		},

		vertexShader: vsm_vert,

		fragmentShader: vsm_frag

	} );

	const shadowMaterialHorizontal = shadowMaterialVertical.clone();
	shadowMaterialHorizontal.defines.HORIZONTAL_PASS = 1;

	const fullScreenTri = new BufferGeometry();
	fullScreenTri.setAttribute(
		'position',
		new BufferAttribute(
			new Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),
			3
		)
	);

	const fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );

	const scope = this;

	this.enabled = false;

	this.autoUpdate = true;
	this.needsUpdate = false;

	this.type = PCFShadowMap;

	this.render = function ( lights, scene, camera ) {

		if ( scope.enabled === false ) return;
		if ( scope.autoUpdate === false && scope.needsUpdate === false ) return;

		if ( lights.length === 0 ) return;

		const currentRenderTarget = _renderer.getRenderTarget();
		const activeCubeFace = _renderer.getActiveCubeFace();
		const activeMipmapLevel = _renderer.getActiveMipmapLevel();

		const _state = _renderer.state;

		// Set GL state for depth map.
		_state.setBlending( NoBlending );
		_state.buffers.color.setClear( 1, 1, 1, 1 );
		_state.buffers.depth.setTest( true );
		_state.setScissorTest( false );

		// render depth map

		for ( let i = 0, il = lights.length; i < il; i ++ ) {

			const light = lights[ i ];
			const shadow = light.shadow;

			if ( shadow === undefined ) {

				console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
				continue;

			}

			if ( shadow.autoUpdate === false && shadow.needsUpdate === false ) continue;

			_shadowMapSize.copy( shadow.mapSize );

			const shadowFrameExtents = shadow.getFrameExtents();

			_shadowMapSize.multiply( shadowFrameExtents );

			_viewportSize.copy( shadow.mapSize );

			if ( _shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize ) {

				if ( _shadowMapSize.x > maxTextureSize ) {

					_viewportSize.x = Math.floor( maxTextureSize / shadowFrameExtents.x );
					_shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;
					shadow.mapSize.x = _viewportSize.x;

				}

				if ( _shadowMapSize.y > maxTextureSize ) {

					_viewportSize.y = Math.floor( maxTextureSize / shadowFrameExtents.y );
					_shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;
					shadow.mapSize.y = _viewportSize.y;

				}

			}

			if ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {

				const pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };

				shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
				shadow.map.texture.name = light.name + '.shadowMap';

				shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );

				shadow.camera.updateProjectionMatrix();

			}

			if ( shadow.map === null ) {

				const pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };

				shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
				shadow.map.texture.name = light.name + '.shadowMap';

				shadow.camera.updateProjectionMatrix();

			}

			_renderer.setRenderTarget( shadow.map );
			_renderer.clear();

			const viewportCount = shadow.getViewportCount();

			for ( let vp = 0; vp < viewportCount; vp ++ ) {

				const viewport = shadow.getViewport( vp );

				_viewport.set(
					_viewportSize.x * viewport.x,
					_viewportSize.y * viewport.y,
					_viewportSize.x * viewport.z,
					_viewportSize.y * viewport.w
				);

				_state.viewport( _viewport );

				shadow.updateMatrices( light, vp );

				_frustum = shadow.getFrustum();

				renderObject( scene, camera, shadow.camera, light, this.type );

			}

			// do blur pass for VSM

			if ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {

				VSMPass( shadow, camera );

			}

			shadow.needsUpdate = false;

		}

		scope.needsUpdate = false;

		_renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );

	};

	function VSMPass( shadow, camera ) {

		const geometry = _objects.update( fullScreenMesh );

		// vertical pass

		shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
		shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
		shadowMaterialVertical.uniforms.radius.value = shadow.radius;
		_renderer.setRenderTarget( shadow.mapPass );
		_renderer.clear();
		_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );

		// horizontal pass

		shadowMaterialHorizontal.uniforms.shadow_pass.value = shadow.mapPass.texture;
		shadowMaterialHorizontal.uniforms.resolution.value = shadow.mapSize;
		shadowMaterialHorizontal.uniforms.radius.value = shadow.radius;
		_renderer.setRenderTarget( shadow.map );
		_renderer.clear();
		_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null );

	}

	function getDepthMaterialVariant( useMorphing, useSkinning, useInstancing ) {

		const index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;

		let material = _depthMaterials[ index ];

		if ( material === undefined ) {

			material = new MeshDepthMaterial( {

				depthPacking: RGBADepthPacking,

				morphTargets: useMorphing,
				skinning: useSkinning

			} );

			_depthMaterials[ index ] = material;

		}

		return material;

	}

	function getDistanceMaterialVariant( useMorphing, useSkinning, useInstancing ) {

		const index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;

		let material = _distanceMaterials[ index ];

		if ( material === undefined ) {

			material = new MeshDistanceMaterial( {

				morphTargets: useMorphing,
				skinning: useSkinning

			} );

			_distanceMaterials[ index ] = material;

		}

		return material;

	}

	function getDepthMaterial( object, geometry, material, light, shadowCameraNear, shadowCameraFar, type ) {

		let result = null;

		let getMaterialVariant = getDepthMaterialVariant;
		let customMaterial = object.customDepthMaterial;

		if ( light.isPointLight === true ) {

			getMaterialVariant = getDistanceMaterialVariant;
			customMaterial = object.customDistanceMaterial;

		}

		if ( customMaterial === undefined ) {

			let useMorphing = false;

			if ( material.morphTargets === true ) {

				useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;

			}

			let useSkinning = false;

			if ( object.isSkinnedMesh === true ) {

				if ( material.skinning === true ) {

					useSkinning = true;

				} else {

					console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );

				}

			}

			const useInstancing = object.isInstancedMesh === true;

			result = getMaterialVariant( useMorphing, useSkinning, useInstancing );

		} else {

			result = customMaterial;

		}

		if ( _renderer.localClippingEnabled &&
				material.clipShadows === true &&
				material.clippingPlanes.length !== 0 ) {

			// in this case we need a unique material instance reflecting the
			// appropriate state

			const keyA = result.uuid, keyB = material.uuid;

			let materialsForVariant = _materialCache[ keyA ];

			if ( materialsForVariant === undefined ) {

				materialsForVariant = {};
				_materialCache[ keyA ] = materialsForVariant;

			}

			let cachedMaterial = materialsForVariant[ keyB ];

			if ( cachedMaterial === undefined ) {

				cachedMaterial = result.clone();
				materialsForVariant[ keyB ] = cachedMaterial;

			}

			result = cachedMaterial;

		}

		result.visible = material.visible;
		result.wireframe = material.wireframe;

		if ( type === VSMShadowMap ) {

			result.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;

		} else {

			result.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];

		}

		result.clipShadows = material.clipShadows;
		result.clippingPlanes = material.clippingPlanes;
		result.clipIntersection = material.clipIntersection;

		result.wireframeLinewidth = material.wireframeLinewidth;
		result.linewidth = material.linewidth;

		if ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {

			result.referencePosition.setFromMatrixPosition( light.matrixWorld );
			result.nearDistance = shadowCameraNear;
			result.farDistance = shadowCameraFar;

		}

		return result;

	}

	function renderObject( object, camera, shadowCamera, light, type ) {

		if ( object.visible === false ) return;

		const visible = object.layers.test( camera.layers );

		if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {

			if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {

				object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );

				const geometry = _objects.update( object );
				const material = object.material;

				if ( Array.isArray( material ) ) {

					const groups = geometry.groups;

					for ( let k = 0, kl = groups.length; k < kl; k ++ ) {

						const group = groups[ k ];
						const groupMaterial = material[ group.materialIndex ];

						if ( groupMaterial && groupMaterial.visible ) {

							const depthMaterial = getDepthMaterial( object, geometry, groupMaterial, light, shadowCamera.near, shadowCamera.far, type );

							_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );

						}

					}

				} else if ( material.visible ) {

					const depthMaterial = getDepthMaterial( object, geometry, material, light, shadowCamera.near, shadowCamera.far, type );

					_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );

				}

			}

		}

		const children = object.children;

		for ( let i = 0, l = children.length; i < l; i ++ ) {

			renderObject( children[ i ], camera, shadowCamera, light, type );

		}

	}

}

function WebGLState( gl, extensions, capabilities ) {

	const isWebGL2 = capabilities.isWebGL2;

	function ColorBuffer() {

		let locked = false;

		const color = new Vector4();
		let currentColorMask = null;
		const currentColorClear = new Vector4( 0, 0, 0, 0 );

		return {

			setMask: function ( colorMask ) {

				if ( currentColorMask !== colorMask && ! locked ) {

					gl.colorMask( colorMask, colorMask, colorMask, colorMask );
					currentColorMask = colorMask;

				}

			},

			setLocked: function ( lock ) {

				locked = lock;

			},

			setClear: function ( r, g, b, a, premultipliedAlpha ) {

				if ( premultipliedAlpha === true ) {

					r *= a; g *= a; b *= a;

				}

				color.set( r, g, b, a );

				if ( currentColorClear.equals( color ) === false ) {

					gl.clearColor( r, g, b, a );
					currentColorClear.copy( color );

				}

			},

			reset: function () {

				locked = false;

				currentColorMask = null;
				currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state

			}

		};

	}

	function DepthBuffer() {

		let locked = false;

		let currentDepthMask = null;
		let currentDepthFunc = null;
		let currentDepthClear = null;

		return {

			setTest: function ( depthTest ) {

				if ( depthTest ) {

					enable( 2929 );

				} else {

					disable( 2929 );

				}

			},

			setMask: function ( depthMask ) {

				if ( currentDepthMask !== depthMask && ! locked ) {

					gl.depthMask( depthMask );
					currentDepthMask = depthMask;

				}

			},

			setFunc: function ( depthFunc ) {

				if ( currentDepthFunc !== depthFunc ) {

					if ( depthFunc ) {

						switch ( depthFunc ) {

							case NeverDepth:

								gl.depthFunc( 512 );
								break;

							case AlwaysDepth:

								gl.depthFunc( 519 );
								break;

							case LessDepth:

								gl.depthFunc( 513 );
								break;

							case LessEqualDepth:

								gl.depthFunc( 515 );
								break;

							case EqualDepth:

								gl.depthFunc( 514 );
								break;

							case GreaterEqualDepth:

								gl.depthFunc( 518 );
								break;

							case GreaterDepth:

								gl.depthFunc( 516 );
								break;

							case NotEqualDepth:

								gl.depthFunc( 517 );
								break;

							default:

								gl.depthFunc( 515 );

						}

					} else {

						gl.depthFunc( 515 );

					}

					currentDepthFunc = depthFunc;

				}

			},

			setLocked: function ( lock ) {

				locked = lock;

			},

			setClear: function ( depth ) {

				if ( currentDepthClear !== depth ) {

					gl.clearDepth( depth );
					currentDepthClear = depth;

				}

			},

			reset: function () {

				locked = false;

				currentDepthMask = null;
				currentDepthFunc = null;
				currentDepthClear = null;

			}

		};

	}

	function StencilBuffer() {

		let locked = false;

		let currentStencilMask = null;
		let currentStencilFunc = null;
		let currentStencilRef = null;
		let currentStencilFuncMask = null;
		let currentStencilFail = null;
		let currentStencilZFail = null;
		let currentStencilZPass = null;
		let currentStencilClear = null;

		return {

			setTest: function ( stencilTest ) {

				if ( ! locked ) {

					if ( stencilTest ) {

						enable( 2960 );

					} else {

						disable( 2960 );

					}

				}

			},

			setMask: function ( stencilMask ) {

				if ( currentStencilMask !== stencilMask && ! locked ) {

					gl.stencilMask( stencilMask );
					currentStencilMask = stencilMask;

				}

			},

			setFunc: function ( stencilFunc, stencilRef, stencilMask ) {

				if ( currentStencilFunc !== stencilFunc ||
				     currentStencilRef !== stencilRef ||
				     currentStencilFuncMask !== stencilMask ) {

					gl.stencilFunc( stencilFunc, stencilRef, stencilMask );

					currentStencilFunc = stencilFunc;
					currentStencilRef = stencilRef;
					currentStencilFuncMask = stencilMask;

				}

			},

			setOp: function ( stencilFail, stencilZFail, stencilZPass ) {

				if ( currentStencilFail !== stencilFail ||
				     currentStencilZFail !== stencilZFail ||
				     currentStencilZPass !== stencilZPass ) {

					gl.stencilOp( stencilFail, stencilZFail, stencilZPass );

					currentStencilFail = stencilFail;
					currentStencilZFail = stencilZFail;
					currentStencilZPass = stencilZPass;

				}

			},

			setLocked: function ( lock ) {

				locked = lock;

			},

			setClear: function ( stencil ) {

				if ( currentStencilClear !== stencil ) {

					gl.clearStencil( stencil );
					currentStencilClear = stencil;

				}

			},

			reset: function () {

				locked = false;

				currentStencilMask = null;
				currentStencilFunc = null;
				currentStencilRef = null;
				currentStencilFuncMask = null;
				currentStencilFail = null;
				currentStencilZFail = null;
				currentStencilZPass = null;
				currentStencilClear = null;

			}

		};

	}

	//

	const colorBuffer = new ColorBuffer();
	const depthBuffer = new DepthBuffer();
	const stencilBuffer = new StencilBuffer();

	let enabledCapabilities = {};

	let currentProgram = null;

	let currentBlendingEnabled = false;
	let currentBlending = null;
	let currentBlendEquation = null;
	let currentBlendSrc = null;
	let currentBlendDst = null;
	let currentBlendEquationAlpha = null;
	let currentBlendSrcAlpha = null;
	let currentBlendDstAlpha = null;
	let currentPremultipledAlpha = false;

	let currentFlipSided = null;
	let currentCullFace = null;

	let currentLineWidth = null;

	let currentPolygonOffsetFactor = null;
	let currentPolygonOffsetUnits = null;

	const maxTextures = gl.getParameter( 35661 );

	let lineWidthAvailable = false;
	let version = 0;
	const glVersion = gl.getParameter( 7938 );

	if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {

		version = parseFloat( /^WebGL (\d)/.exec( glVersion )[ 1 ] );
		lineWidthAvailable = ( version >= 1.0 );

	} else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {

		version = parseFloat( /^OpenGL ES (\d)/.exec( glVersion )[ 1 ] );
		lineWidthAvailable = ( version >= 2.0 );

	}

	let currentTextureSlot = null;
	let currentBoundTextures = {};

	const currentScissor = new Vector4();
	const currentViewport = new Vector4();

	function createTexture( type, target, count ) {

		const data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
		const texture = gl.createTexture();

		gl.bindTexture( type, texture );
		gl.texParameteri( type, 10241, 9728 );
		gl.texParameteri( type, 10240, 9728 );

		for ( let i = 0; i < count; i ++ ) {

			gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );

		}

		return texture;

	}

	const emptyTextures = {};
	emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );
	emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );

	// init

	colorBuffer.setClear( 0, 0, 0, 1 );
	depthBuffer.setClear( 1 );
	stencilBuffer.setClear( 0 );

	enable( 2929 );
	depthBuffer.setFunc( LessEqualDepth );

	setFlipSided( false );
	setCullFace( CullFaceBack );
	enable( 2884 );

	setBlending( NoBlending );

	//

	function enable( id ) {

		if ( enabledCapabilities[ id ] !== true ) {

			gl.enable( id );
			enabledCapabilities[ id ] = true;

		}

	}

	function disable( id ) {

		if ( enabledCapabilities[ id ] !== false ) {

			gl.disable( id );
			enabledCapabilities[ id ] = false;

		}

	}

	function useProgram( program ) {

		if ( currentProgram !== program ) {

			gl.useProgram( program );

			currentProgram = program;

			return true;

		}

		return false;

	}

	const equationToGL = {
		[ AddEquation ]: 32774,
		[ SubtractEquation ]: 32778,
		[ ReverseSubtractEquation ]: 32779
	};

	if ( isWebGL2 ) {

		equationToGL[ MinEquation ] = 32775;
		equationToGL[ MaxEquation ] = 32776;

	} else {

		const extension = extensions.get( 'EXT_blend_minmax' );

		if ( extension !== null ) {

			equationToGL[ MinEquation ] = extension.MIN_EXT;
			equationToGL[ MaxEquation ] = extension.MAX_EXT;

		}

	}

	const factorToGL = {
		[ ZeroFactor ]: 0,
		[ OneFactor ]: 1,
		[ SrcColorFactor ]: 768,
		[ SrcAlphaFactor ]: 770,
		[ SrcAlphaSaturateFactor ]: 776,
		[ DstColorFactor ]: 774,
		[ DstAlphaFactor ]: 772,
		[ OneMinusSrcColorFactor ]: 769,
		[ OneMinusSrcAlphaFactor ]: 771,
		[ OneMinusDstColorFactor ]: 775,
		[ OneMinusDstAlphaFactor ]: 773
	};

	function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {

		if ( blending === NoBlending ) {

			if ( currentBlendingEnabled === true ) {

				disable( 3042 );
				currentBlendingEnabled = false;

			}

			return;

		}

		if ( currentBlendingEnabled === false ) {

			enable( 3042 );
			currentBlendingEnabled = true;

		}

		if ( blending !== CustomBlending ) {

			if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {

				if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {

					gl.blendEquation( 32774 );

					currentBlendEquation = AddEquation;
					currentBlendEquationAlpha = AddEquation;

				}

				if ( premultipliedAlpha ) {

					switch ( blending ) {

						case NormalBlending:
							gl.blendFuncSeparate( 1, 771, 1, 771 );
							break;

						case AdditiveBlending:
							gl.blendFunc( 1, 1 );
							break;

						case SubtractiveBlending:
							gl.blendFuncSeparate( 0, 0, 769, 771 );
							break;

						case MultiplyBlending:
							gl.blendFuncSeparate( 0, 768, 0, 770 );
							break;

						default:
							console.error( 'THREE.WebGLState: Invalid blending: ', blending );
							break;

					}

				} else {

					switch ( blending ) {

						case NormalBlending:
							gl.blendFuncSeparate( 770, 771, 1, 771 );
							break;

						case AdditiveBlending:
							gl.blendFunc( 770, 1 );
							break;

						case SubtractiveBlending:
							gl.blendFunc( 0, 769 );
							break;

						case MultiplyBlending:
							gl.blendFunc( 0, 768 );
							break;

						default:
							console.error( 'THREE.WebGLState: Invalid blending: ', blending );
							break;

					}

				}

				currentBlendSrc = null;
				currentBlendDst = null;
				currentBlendSrcAlpha = null;
				currentBlendDstAlpha = null;

				currentBlending = blending;
				currentPremultipledAlpha = premultipliedAlpha;

			}

			return;

		}

		// custom blending

		blendEquationAlpha = blendEquationAlpha || blendEquation;
		blendSrcAlpha = blendSrcAlpha || blendSrc;
		blendDstAlpha = blendDstAlpha || blendDst;

		if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {

			gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );

			currentBlendEquation = blendEquation;
			currentBlendEquationAlpha = blendEquationAlpha;

		}

		if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {

			gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );

			currentBlendSrc = blendSrc;
			currentBlendDst = blendDst;
			currentBlendSrcAlpha = blendSrcAlpha;
			currentBlendDstAlpha = blendDstAlpha;

		}

		currentBlending = blending;
		currentPremultipledAlpha = null;

	}

	function setMaterial( material, frontFaceCW ) {

		material.side === DoubleSide
			? disable( 2884 )
			: enable( 2884 );

		let flipSided = ( material.side === BackSide );
		if ( frontFaceCW ) flipSided = ! flipSided;

		setFlipSided( flipSided );

		( material.blending === NormalBlending && material.transparent === false )
			? setBlending( NoBlending )
			: setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );

		depthBuffer.setFunc( material.depthFunc );
		depthBuffer.setTest( material.depthTest );
		depthBuffer.setMask( material.depthWrite );
		colorBuffer.setMask( material.colorWrite );

		const stencilWrite = material.stencilWrite;
		stencilBuffer.setTest( stencilWrite );
		if ( stencilWrite ) {

			stencilBuffer.setMask( material.stencilWriteMask );
			stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );
			stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );

		}

		setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );

	}

	//

	function setFlipSided( flipSided ) {

		if ( currentFlipSided !== flipSided ) {

			if ( flipSided ) {

				gl.frontFace( 2304 );

			} else {

				gl.frontFace( 2305 );

			}

			currentFlipSided = flipSided;

		}

	}

	function setCullFace( cullFace ) {

		if ( cullFace !== CullFaceNone ) {

			enable( 2884 );

			if ( cullFace !== currentCullFace ) {

				if ( cullFace === CullFaceBack ) {

					gl.cullFace( 1029 );

				} else if ( cullFace === CullFaceFront ) {

					gl.cullFace( 1028 );

				} else {

					gl.cullFace( 1032 );

				}

			}

		} else {

			disable( 2884 );

		}

		currentCullFace = cullFace;

	}

	function setLineWidth( width ) {

		if ( width !== currentLineWidth ) {

			if ( lineWidthAvailable ) gl.lineWidth( width );

			currentLineWidth = width;

		}

	}

	function setPolygonOffset( polygonOffset, factor, units ) {

		if ( polygonOffset ) {

			enable( 32823 );

			if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {

				gl.polygonOffset( factor, units );

				currentPolygonOffsetFactor = factor;
				currentPolygonOffsetUnits = units;

			}

		} else {

			disable( 32823 );

		}

	}

	function setScissorTest( scissorTest ) {

		if ( scissorTest ) {

			enable( 3089 );

		} else {

			disable( 3089 );

		}

	}

	// texture

	function activeTexture( webglSlot ) {

		if ( webglSlot === undefined ) webglSlot = 33984 + maxTextures - 1;

		if ( currentTextureSlot !== webglSlot ) {

			gl.activeTexture( webglSlot );
			currentTextureSlot = webglSlot;

		}

	}

	function bindTexture( webglType, webglTexture ) {

		if ( currentTextureSlot === null ) {

			activeTexture();

		}

		let boundTexture = currentBoundTextures[ currentTextureSlot ];

		if ( boundTexture === undefined ) {

			boundTexture = { type: undefined, texture: undefined };
			currentBoundTextures[ currentTextureSlot ] = boundTexture;

		}

		if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {

			gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );

			boundTexture.type = webglType;
			boundTexture.texture = webglTexture;

		}

	}

	function unbindTexture() {

		const boundTexture = currentBoundTextures[ currentTextureSlot ];

		if ( boundTexture !== undefined && boundTexture.type !== undefined ) {

			gl.bindTexture( boundTexture.type, null );

			boundTexture.type = undefined;
			boundTexture.texture = undefined;

		}

	}

	function compressedTexImage2D() {

		try {

			gl.compressedTexImage2D.apply( gl, arguments );

		} catch ( error ) {

			console.error( 'THREE.WebGLState:', error );

		}

	}

	function texImage2D() {

		try {

			gl.texImage2D.apply( gl, arguments );

		} catch ( error ) {

			console.error( 'THREE.WebGLState:', error );

		}

	}

	function texImage3D() {

		try {

			gl.texImage3D.apply( gl, arguments );

		} catch ( error ) {

			console.error( 'THREE.WebGLState:', error );

		}

	}

	//

	function scissor( scissor ) {

		if ( currentScissor.equals( scissor ) === false ) {

			gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
			currentScissor.copy( scissor );

		}

	}

	function viewport( viewport ) {

		if ( currentViewport.equals( viewport ) === false ) {

			gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
			currentViewport.copy( viewport );

		}

	}

	//

	function reset() {

		// reset state

		gl.disable( 3042 );
		gl.disable( 2884 );
		gl.disable( 2929 );
		gl.disable( 32823 );
		gl.disable( 3089 );
		gl.disable( 2960 );

		gl.blendEquation( 32774 );
		gl.blendFunc( 1, 0 );
		gl.blendFuncSeparate( 1, 0, 1, 0 );

		gl.colorMask( true, true, true, true );
		gl.clearColor( 0, 0, 0, 0 );

		gl.depthMask( true );
		gl.depthFunc( 513 );
		gl.clearDepth( 1 );

		gl.stencilMask( 0xffffffff );
		gl.stencilFunc( 519, 0, 0xffffffff );
		gl.stencilOp( 7680, 7680, 7680 );
		gl.clearStencil( 0 );

		gl.cullFace( 1029 );
		gl.frontFace( 2305 );

		gl.polygonOffset( 0, 0 );

		gl.activeTexture( 33984 );

		gl.useProgram( null );

		gl.lineWidth( 1 );

		gl.scissor( 0, 0, gl.canvas.width, gl.canvas.height );
		gl.viewport( 0, 0, gl.canvas.width, gl.canvas.height );

		// reset internals

		enabledCapabilities = {};

		currentTextureSlot = null;
		currentBoundTextures = {};

		currentProgram = null;

		currentBlendingEnabled = false;
		currentBlending = null;
		currentBlendEquation = null;
		currentBlendSrc = null;
		currentBlendDst = null;
		currentBlendEquationAlpha = null;
		currentBlendSrcAlpha = null;
		currentBlendDstAlpha = null;
		currentPremultipledAlpha = false;

		currentFlipSided = null;
		currentCullFace = null;

		currentLineWidth = null;

		currentPolygonOffsetFactor = null;
		currentPolygonOffsetUnits = null;

		colorBuffer.reset();
		depthBuffer.reset();
		stencilBuffer.reset();

	}

	return {

		buffers: {
			color: colorBuffer,
			depth: depthBuffer,
			stencil: stencilBuffer
		},

		enable: enable,
		disable: disable,

		useProgram: useProgram,

		setBlending: setBlending,
		setMaterial: setMaterial,

		setFlipSided: setFlipSided,
		setCullFace: setCullFace,

		setLineWidth: setLineWidth,
		setPolygonOffset: setPolygonOffset,

		setScissorTest: setScissorTest,

		activeTexture: activeTexture,
		bindTexture: bindTexture,
		unbindTexture: unbindTexture,
		compressedTexImage2D: compressedTexImage2D,
		texImage2D: texImage2D,
		texImage3D: texImage3D,

		scissor: scissor,
		viewport: viewport,

		reset: reset

	};

}

function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {

	const isWebGL2 = capabilities.isWebGL2;
	const maxTextures = capabilities.maxTextures;
	const maxCubemapSize = capabilities.maxCubemapSize;
	const maxTextureSize = capabilities.maxTextureSize;
	const maxSamples = capabilities.maxSamples;

	const _videoTextures = new WeakMap();
	let _canvas;

	// cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
	// also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
	// Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).

	let useOffscreenCanvas = false;

	try {

		useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'
			&& ( new OffscreenCanvas( 1, 1 ).getContext( '2d' ) ) !== null;

	} catch ( err ) {

		// Ignore any errors

	}

	function createCanvas( width, height ) {

		// Use OffscreenCanvas when available. Specially needed in web workers

		return useOffscreenCanvas ?
			new OffscreenCanvas( width, height ) :
			document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );

	}

	function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {

		let scale = 1;

		// handle case if texture exceeds max size

		if ( image.width > maxSize || image.height > maxSize ) {

			scale = maxSize / Math.max( image.width, image.height );

		}

		// only perform resize if necessary

		if ( scale < 1 || needsPowerOfTwo === true ) {

			// only perform resize for certain image types

			if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
				( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
				( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {

				const floor = needsPowerOfTwo ? MathUtils.floorPowerOfTwo : Math.floor;

				const width = floor( scale * image.width );
				const height = floor( scale * image.height );

				if ( _canvas === undefined ) _canvas = createCanvas( width, height );

				// cube textures can't reuse the same canvas

				const canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;

				canvas.width = width;
				canvas.height = height;

				const context = canvas.getContext( '2d' );
				context.drawImage( image, 0, 0, width, height );

				console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );

				return canvas;

			} else {

				if ( 'data' in image ) {

					console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );

				}

				return image;

			}

		}

		return image;

	}

	function isPowerOfTwo( image ) {

		return MathUtils.isPowerOfTwo( image.width ) && MathUtils.isPowerOfTwo( image.height );

	}

	function textureNeedsPowerOfTwo( texture ) {

		if ( isWebGL2 ) return false;

		return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
			( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );

	}

	function textureNeedsGenerateMipmaps( texture, supportsMips ) {

		return texture.generateMipmaps && supportsMips &&
			texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;

	}

	function generateMipmap( target, texture, width, height ) {

		_gl.generateMipmap( target );

		const textureProperties = properties.get( texture );

		textureProperties.__maxMipLevel = Math.log2( Math.max( width, height ) );

	}

	function getInternalFormat( internalFormatName, glFormat, glType ) {

		if ( isWebGL2 === false ) return glFormat;

		if ( internalFormatName !== null ) {

			if ( _gl[ internalFormatName ] !== undefined ) return _gl[ internalFormatName ];

			console.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' );

		}

		let internalFormat = glFormat;

		if ( glFormat === 6403 ) {

			if ( glType === 5126 ) internalFormat = 33326;
			if ( glType === 5131 ) internalFormat = 33325;
			if ( glType === 5121 ) internalFormat = 33321;

		}

		if ( glFormat === 6407 ) {

			if ( glType === 5126 ) internalFormat = 34837;
			if ( glType === 5131 ) internalFormat = 34843;
			if ( glType === 5121 ) internalFormat = 32849;

		}

		if ( glFormat === 6408 ) {

			if ( glType === 5126 ) internalFormat = 34836;
			if ( glType === 5131 ) internalFormat = 34842;
			if ( glType === 5121 ) internalFormat = 32856;

		}

		if ( internalFormat === 33325 || internalFormat === 33326 ||
			internalFormat === 34842 || internalFormat === 34836 ) {

			extensions.get( 'EXT_color_buffer_float' );

		}

		return internalFormat;

	}

	// Fallback filters for non-power-of-2 textures

	function filterFallback( f ) {

		if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {

			return 9728;

		}

		return 9729;

	}

	//

	function onTextureDispose( event ) {

		const texture = event.target;

		texture.removeEventListener( 'dispose', onTextureDispose );

		deallocateTexture( texture );

		if ( texture.isVideoTexture ) {

			_videoTextures.delete( texture );

		}

		info.memory.textures --;

	}

	function onRenderTargetDispose( event ) {

		const renderTarget = event.target;

		renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );

		deallocateRenderTarget( renderTarget );

		info.memory.textures --;

	}

	//

	function deallocateTexture( texture ) {

		const textureProperties = properties.get( texture );

		if ( textureProperties.__webglInit === undefined ) return;

		_gl.deleteTexture( textureProperties.__webglTexture );

		properties.remove( texture );

	}

	function deallocateRenderTarget( renderTarget ) {

		const texture = renderTarget.texture;

		const renderTargetProperties = properties.get( renderTarget );
		const textureProperties = properties.get( texture );

		if ( ! renderTarget ) return;

		if ( textureProperties.__webglTexture !== undefined ) {

			_gl.deleteTexture( textureProperties.__webglTexture );

		}

		if ( renderTarget.depthTexture ) {

			renderTarget.depthTexture.dispose();

		}

		if ( renderTarget.isWebGLCubeRenderTarget ) {

			for ( let i = 0; i < 6; i ++ ) {

				_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
				if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );

			}

		} else {

			_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
			if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );
			if ( renderTargetProperties.__webglMultisampledFramebuffer ) _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer );
			if ( renderTargetProperties.__webglColorRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer );
			if ( renderTargetProperties.__webglDepthRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer );

		}

		properties.remove( texture );
		properties.remove( renderTarget );

	}

	//

	let textureUnits = 0;

	function resetTextureUnits() {

		textureUnits = 0;

	}

	function allocateTextureUnit() {

		const textureUnit = textureUnits;

		if ( textureUnit >= maxTextures ) {

			console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );

		}

		textureUnits += 1;

		return textureUnit;

	}

	//

	function setTexture2D( texture, slot ) {

		const textureProperties = properties.get( texture );

		if ( texture.isVideoTexture ) updateVideoTexture( texture );

		if ( texture.version > 0 && textureProperties.__version !== texture.version ) {

			const image = texture.image;

			if ( image === undefined ) {

				console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );

			} else if ( image.complete === false ) {

				console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );

			} else {

				uploadTexture( textureProperties, texture, slot );
				return;

			}

		}

		state.activeTexture( 33984 + slot );
		state.bindTexture( 3553, textureProperties.__webglTexture );

	}

	function setTexture2DArray( texture, slot ) {

		const textureProperties = properties.get( texture );

		if ( texture.version > 0 && textureProperties.__version !== texture.version ) {

			uploadTexture( textureProperties, texture, slot );
			return;

		}

		state.activeTexture( 33984 + slot );
		state.bindTexture( 35866, textureProperties.__webglTexture );

	}

	function setTexture3D( texture, slot ) {

		const textureProperties = properties.get( texture );

		if ( texture.version > 0 && textureProperties.__version !== texture.version ) {

			uploadTexture( textureProperties, texture, slot );
			return;

		}

		state.activeTexture( 33984 + slot );
		state.bindTexture( 32879, textureProperties.__webglTexture );

	}

	function setTextureCube( texture, slot ) {

		const textureProperties = properties.get( texture );

		if ( texture.version > 0 && textureProperties.__version !== texture.version ) {

			uploadCubeTexture( textureProperties, texture, slot );
			return;

		}

		state.activeTexture( 33984 + slot );
		state.bindTexture( 34067, textureProperties.__webglTexture );

	}

	const wrappingToGL = {
		[ RepeatWrapping ]: 10497,
		[ ClampToEdgeWrapping ]: 33071,
		[ MirroredRepeatWrapping ]: 33648
	};

	const filterToGL = {
		[ NearestFilter ]: 9728,
		[ NearestMipmapNearestFilter ]: 9984,
		[ NearestMipmapLinearFilter ]: 9986,

		[ LinearFilter ]: 9729,
		[ LinearMipmapNearestFilter ]: 9985,
		[ LinearMipmapLinearFilter ]: 9987
	};

	function setTextureParameters( textureType, texture, supportsMips ) {

		if ( supportsMips ) {

			_gl.texParameteri( textureType, 10242, wrappingToGL[ texture.wrapS ] );
			_gl.texParameteri( textureType, 10243, wrappingToGL[ texture.wrapT ] );

			if ( textureType === 32879 || textureType === 35866 ) {

				_gl.texParameteri( textureType, 32882, wrappingToGL[ texture.wrapR ] );

			}

			_gl.texParameteri( textureType, 10240, filterToGL[ texture.magFilter ] );
			_gl.texParameteri( textureType, 10241, filterToGL[ texture.minFilter ] );

		} else {

			_gl.texParameteri( textureType, 10242, 33071 );
			_gl.texParameteri( textureType, 10243, 33071 );

			if ( textureType === 32879 || textureType === 35866 ) {

				_gl.texParameteri( textureType, 32882, 33071 );

			}

			if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {

				console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );

			}

			_gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );
			_gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );

			if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {

				console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );

			}

		}

		if ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) {

			const extension = extensions.get( 'EXT_texture_filter_anisotropic' );

			if ( texture.type === FloatType && extensions.has( 'OES_texture_float_linear' ) === false ) return; // verify extension for WebGL 1 and WebGL 2
			if ( isWebGL2 === false && ( texture.type === HalfFloatType && extensions.has( 'OES_texture_half_float_linear' ) === false ) ) return; // verify extension for WebGL 1 only

			if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {

				_gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
				properties.get( texture ).__currentAnisotropy = texture.anisotropy;

			}

		}

	}

	function initTexture( textureProperties, texture ) {

		if ( textureProperties.__webglInit === undefined ) {

			textureProperties.__webglInit = true;

			texture.addEventListener( 'dispose', onTextureDispose );

			textureProperties.__webglTexture = _gl.createTexture();

			info.memory.textures ++;

		}

	}

	function uploadTexture( textureProperties, texture, slot ) {

		let textureType = 3553;

		if ( texture.isDataTexture2DArray ) textureType = 35866;
		if ( texture.isDataTexture3D ) textureType = 32879;

		initTexture( textureProperties, texture );

		state.activeTexture( 33984 + slot );
		state.bindTexture( textureType, textureProperties.__webglTexture );

		_gl.pixelStorei( 37440, texture.flipY );
		_gl.pixelStorei( 37441, texture.premultiplyAlpha );
		_gl.pixelStorei( 3317, texture.unpackAlignment );
		_gl.pixelStorei( 37443, 0 );

		const needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
		const image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );

		const supportsMips = isPowerOfTwo( image ) || isWebGL2,
			glFormat = utils.convert( texture.format );

		let glType = utils.convert( texture.type ),
			glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );

		setTextureParameters( textureType, texture, supportsMips );

		let mipmap;
		const mipmaps = texture.mipmaps;

		if ( texture.isDepthTexture ) {

			// populate depth texture with dummy data

			glInternalFormat = 6402;

			if ( isWebGL2 ) {

				if ( texture.type === FloatType ) {

					glInternalFormat = 36012;

				} else if ( texture.type === UnsignedIntType ) {

					glInternalFormat = 33190;

				} else if ( texture.type === UnsignedInt248Type ) {

					glInternalFormat = 35056;

				} else {

					glInternalFormat = 33189; // WebGL2 requires sized internalformat for glTexImage2D

				}

			} else {

				if ( texture.type === FloatType ) {

					console.error( 'WebGLRenderer: Floating point depth texture requires WebGL2.' );

				}

			}

			// validation checks for WebGL 1

			if ( texture.format === DepthFormat && glInternalFormat === 6402 ) {

				// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
				// DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
				// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
				if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {

					console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );

					texture.type = UnsignedShortType;
					glType = utils.convert( texture.type );

				}

			}

			if ( texture.format === DepthStencilFormat && glInternalFormat === 6402 ) {

				// Depth stencil textures need the DEPTH_STENCIL internal format
				// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
				glInternalFormat = 34041;

				// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
				// DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
				// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
				if ( texture.type !== UnsignedInt248Type ) {

					console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );

					texture.type = UnsignedInt248Type;
					glType = utils.convert( texture.type );

				}

			}

			//

			state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );

		} else if ( texture.isDataTexture ) {

			// use manually created mipmaps if available
			// if there are no manual mipmaps
			// set 0 level mipmap and then use GL to generate other mipmap levels

			if ( mipmaps.length > 0 && supportsMips ) {

				for ( let i = 0, il = mipmaps.length; i < il; i ++ ) {

					mipmap = mipmaps[ i ];
					state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );

				}

				texture.generateMipmaps = false;
				textureProperties.__maxMipLevel = mipmaps.length - 1;

			} else {

				state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
				textureProperties.__maxMipLevel = 0;

			}

		} else if ( texture.isCompressedTexture ) {

			for ( let i = 0, il = mipmaps.length; i < il; i ++ ) {

				mipmap = mipmaps[ i ];

				if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {

					if ( glFormat !== null ) {

						state.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );

					} else {

						console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );

					}

				} else {

					state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );

				}

			}

			textureProperties.__maxMipLevel = mipmaps.length - 1;

		} else if ( texture.isDataTexture2DArray ) {

			state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
			textureProperties.__maxMipLevel = 0;

		} else if ( texture.isDataTexture3D ) {

			state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
			textureProperties.__maxMipLevel = 0;

		} else {

			// regular Texture (image, video, canvas)

			// use manually created mipmaps if available
			// if there are no manual mipmaps
			// set 0 level mipmap and then use GL to generate other mipmap levels

			if ( mipmaps.length > 0 && supportsMips ) {

				for ( let i = 0, il = mipmaps.length; i < il; i ++ ) {

					mipmap = mipmaps[ i ];
					state.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );

				}

				texture.generateMipmaps = false;
				textureProperties.__maxMipLevel = mipmaps.length - 1;

			} else {

				state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );
				textureProperties.__maxMipLevel = 0;

			}

		}

		if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {

			generateMipmap( textureType, texture, image.width, image.height );

		}

		textureProperties.__version = texture.version;

		if ( texture.onUpdate ) texture.onUpdate( texture );

	}

	function uploadCubeTexture( textureProperties, texture, slot ) {

		if ( texture.image.length !== 6 ) return;

		initTexture( textureProperties, texture );

		state.activeTexture( 33984 + slot );
		state.bindTexture( 34067, textureProperties.__webglTexture );

		_gl.pixelStorei( 37440, texture.flipY );
		_gl.pixelStorei( 37441, texture.premultiplyAlpha );
		_gl.pixelStorei( 3317, texture.unpackAlignment );
		_gl.pixelStorei( 37443, 0 );

		const isCompressed = ( texture && ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ) );
		const isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );

		const cubeImage = [];

		for ( let i = 0; i < 6; i ++ ) {

			if ( ! isCompressed && ! isDataTexture ) {

				cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );

			} else {

				cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];

			}

		}

		const image = cubeImage[ 0 ],
			supportsMips = isPowerOfTwo( image ) || isWebGL2,
			glFormat = utils.convert( texture.format ),
			glType = utils.convert( texture.type ),
			glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );

		setTextureParameters( 34067, texture, supportsMips );

		let mipmaps;

		if ( isCompressed ) {

			for ( let i = 0; i < 6; i ++ ) {

				mipmaps = cubeImage[ i ].mipmaps;

				for ( let j = 0; j < mipmaps.length; j ++ ) {

					const mipmap = mipmaps[ j ];

					if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {

						if ( glFormat !== null ) {

							state.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );

						} else {

							console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );

						}

					} else {

						state.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );

					}

				}

			}

			textureProperties.__maxMipLevel = mipmaps.length - 1;

		} else {

			mipmaps = texture.mipmaps;

			for ( let i = 0; i < 6; i ++ ) {

				if ( isDataTexture ) {

					state.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );

					for ( let j = 0; j < mipmaps.length; j ++ ) {

						const mipmap = mipmaps[ j ];
						const mipmapImage = mipmap.image[ i ].image;

						state.texImage2D( 34069 + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );

					}

				} else {

					state.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );

					for ( let j = 0; j < mipmaps.length; j ++ ) {

						const mipmap = mipmaps[ j ];

						state.texImage2D( 34069 + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );

					}

				}

			}

			textureProperties.__maxMipLevel = mipmaps.length;

		}

		if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {

			// We assume images for cube map have the same size.
			generateMipmap( 34067, texture, image.width, image.height );

		}

		textureProperties.__version = texture.version;

		if ( texture.onUpdate ) texture.onUpdate( texture );

	}

	// Render targets

	// Setup storage for target texture and bind it to correct framebuffer
	function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {

		const texture = renderTarget.texture;

		const glFormat = utils.convert( texture.format );
		const glType = utils.convert( texture.type );
		const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );

		if ( textureTarget === 32879 || textureTarget === 35866 ) {

			state.texImage3D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, renderTarget.depth, 0, glFormat, glType, null );

		} else {

			state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );

		}

		_gl.bindFramebuffer( 36160, framebuffer );
		_gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( texture ).__webglTexture, 0 );
		_gl.bindFramebuffer( 36160, null );

	}

	// Setup storage for internal depth/stencil buffers and bind to correct framebuffer
	function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {

		_gl.bindRenderbuffer( 36161, renderbuffer );

		if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {

			let glInternalFormat = 33189;

			if ( isMultisample ) {

				const depthTexture = renderTarget.depthTexture;

				if ( depthTexture && depthTexture.isDepthTexture ) {

					if ( depthTexture.type === FloatType ) {

						glInternalFormat = 36012;

					} else if ( depthTexture.type === UnsignedIntType ) {

						glInternalFormat = 33190;

					}

				}

				const samples = getRenderTargetSamples( renderTarget );

				_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );

			} else {

				_gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );

			}

			_gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );

		} else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {

			if ( isMultisample ) {

				const samples = getRenderTargetSamples( renderTarget );

				_gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height );

			} else {

				_gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );

			}


			_gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );

		} else {

			const texture = renderTarget.texture;

			const glFormat = utils.convert( texture.format );
			const glType = utils.convert( texture.type );
			const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );

			if ( isMultisample ) {

				const samples = getRenderTargetSamples( renderTarget );

				_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );

			} else {

				_gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );

			}

		}

		_gl.bindRenderbuffer( 36161, null );

	}

	// Setup resources for a Depth Texture for a FBO (needs an extension)
	function setupDepthTexture( framebuffer, renderTarget ) {

		const isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget );
		if ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );

		_gl.bindFramebuffer( 36160, framebuffer );

		if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {

			throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );

		}

		// upload an empty depth texture with framebuffer size
		if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
				renderTarget.depthTexture.image.width !== renderTarget.width ||
				renderTarget.depthTexture.image.height !== renderTarget.height ) {

			renderTarget.depthTexture.image.width = renderTarget.width;
			renderTarget.depthTexture.image.height = renderTarget.height;
			renderTarget.depthTexture.needsUpdate = true;

		}

		setTexture2D( renderTarget.depthTexture, 0 );

		const webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;

		if ( renderTarget.depthTexture.format === DepthFormat ) {

			_gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );

		} else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {

			_gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );

		} else {

			throw new Error( 'Unknown depthTexture format' );

		}

	}

	// Setup GL resources for a non-texture depth buffer
	function setupDepthRenderbuffer( renderTarget ) {

		const renderTargetProperties = properties.get( renderTarget );

		const isCube = ( renderTarget.isWebGLCubeRenderTarget === true );

		if ( renderTarget.depthTexture ) {

			if ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );

			setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );

		} else {

			if ( isCube ) {

				renderTargetProperties.__webglDepthbuffer = [];

				for ( let i = 0; i < 6; i ++ ) {

					_gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
					renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
					setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false );

				}

			} else {

				_gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
				renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
				setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false );

			}

		}

		_gl.bindFramebuffer( 36160, null );

	}

	// Set up GL resources for the render target
	function setupRenderTarget( renderTarget ) {

		const texture = renderTarget.texture;

		const renderTargetProperties = properties.get( renderTarget );
		const textureProperties = properties.get( texture );

		renderTarget.addEventListener( 'dispose', onRenderTargetDispose );

		textureProperties.__webglTexture = _gl.createTexture();

		info.memory.textures ++;

		const isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
		const isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
		const isRenderTarget3D = texture.isDataTexture3D || texture.isDataTexture2DArray;
		const supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;

		// Handles WebGL2 RGBFormat fallback - #18858

		if ( isWebGL2 && texture.format === RGBFormat && ( texture.type === FloatType || texture.type === HalfFloatType ) ) {

			texture.format = RGBAFormat;

			console.warn( 'THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.' );

		}

		// Setup framebuffer

		if ( isCube ) {

			renderTargetProperties.__webglFramebuffer = [];

			for ( let i = 0; i < 6; i ++ ) {

				renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();

			}

		} else {

			renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();

			if ( isMultisample ) {

				if ( isWebGL2 ) {

					renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
					renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();

					_gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );

					const glFormat = utils.convert( texture.format );
					const glType = utils.convert( texture.type );
					const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
					const samples = getRenderTargetSamples( renderTarget );
					_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );

					_gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
					_gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
					_gl.bindRenderbuffer( 36161, null );

					if ( renderTarget.depthBuffer ) {

						renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
						setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );

					}

					_gl.bindFramebuffer( 36160, null );


				} else {

					console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );

				}

			}

		}

		// Setup color buffer

		if ( isCube ) {

			state.bindTexture( 34067, textureProperties.__webglTexture );
			setTextureParameters( 34067, texture, supportsMips );

			for ( let i = 0; i < 6; i ++ ) {

				setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i );

			}

			if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {

				generateMipmap( 34067, texture, renderTarget.width, renderTarget.height );

			}

			state.bindTexture( 34067, null );

		} else {

			let glTextureType = 3553;

			if ( isRenderTarget3D ) {

				// Render targets containing layers, i.e: Texture 3D and 2d arrays

				if ( isWebGL2 ) {

					const isTexture3D = texture.isDataTexture3D;
					glTextureType = isTexture3D ? 32879 : 35866;

				} else {

					console.warn( 'THREE.DataTexture3D and THREE.DataTexture2DArray only supported with WebGL2.' );

				}

			}

			state.bindTexture( glTextureType, textureProperties.__webglTexture );
			setTextureParameters( glTextureType, texture, supportsMips );
			setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, glTextureType );

			if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {

				generateMipmap( 3553, texture, renderTarget.width, renderTarget.height );

			}

			state.bindTexture( 3553, null );

		}

		// Setup depth and stencil buffers

		if ( renderTarget.depthBuffer ) {

			setupDepthRenderbuffer( renderTarget );

		}

	}

	function updateRenderTargetMipmap( renderTarget ) {

		const texture = renderTarget.texture;

		const supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;

		if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {

			const target = renderTarget.isWebGLCubeRenderTarget ? 34067 : 3553;
			const webglTexture = properties.get( texture ).__webglTexture;

			state.bindTexture( target, webglTexture );
			generateMipmap( target, texture, renderTarget.width, renderTarget.height );
			state.bindTexture( target, null );

		}

	}

	function updateMultisampleRenderTarget( renderTarget ) {

		if ( renderTarget.isWebGLMultisampleRenderTarget ) {

			if ( isWebGL2 ) {

				const renderTargetProperties = properties.get( renderTarget );

				_gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );
				_gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );

				const width = renderTarget.width;
				const height = renderTarget.height;
				let mask = 16384;

				if ( renderTarget.depthBuffer ) mask |= 256;
				if ( renderTarget.stencilBuffer ) mask |= 1024;

				_gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );

				_gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer ); // see #18905

			} else {

				console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );

			}

		}

	}

	function getRenderTargetSamples( renderTarget ) {

		return ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
			Math.min( maxSamples, renderTarget.samples ) : 0;

	}

	function updateVideoTexture( texture ) {

		const frame = info.render.frame;

		// Check the last frame we updated the VideoTexture

		if ( _videoTextures.get( texture ) !== frame ) {

			_videoTextures.set( texture, frame );
			texture.update();

		}

	}

	// backwards compatibility

	let warnedTexture2D = false;
	let warnedTextureCube = false;

	function safeSetTexture2D( texture, slot ) {

		if ( texture && texture.isWebGLRenderTarget ) {

			if ( warnedTexture2D === false ) {

				console.warn( 'THREE.WebGLTextures.safeSetTexture2D: don\'t use render targets as textures. Use their .texture property instead.' );
				warnedTexture2D = true;

			}

			texture = texture.texture;

		}

		setTexture2D( texture, slot );

	}

	function safeSetTextureCube( texture, slot ) {

		if ( texture && texture.isWebGLCubeRenderTarget ) {

			if ( warnedTextureCube === false ) {

				console.warn( 'THREE.WebGLTextures.safeSetTextureCube: don\'t use cube render targets as textures. Use their .texture property instead.' );
				warnedTextureCube = true;

			}

			texture = texture.texture;

		}


		setTextureCube( texture, slot );

	}

	//

	this.allocateTextureUnit = allocateTextureUnit;
	this.resetTextureUnits = resetTextureUnits;

	this.setTexture2D = setTexture2D;
	this.setTexture2DArray = setTexture2DArray;
	this.setTexture3D = setTexture3D;
	this.setTextureCube = setTextureCube;
	this.setupRenderTarget = setupRenderTarget;
	this.updateRenderTargetMipmap = updateRenderTargetMipmap;
	this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;

	this.safeSetTexture2D = safeSetTexture2D;
	this.safeSetTextureCube = safeSetTextureCube;

}

function WebGLUtils( gl, extensions, capabilities ) {

	const isWebGL2 = capabilities.isWebGL2;

	function convert( p ) {

		let extension;

		if ( p === UnsignedByteType ) return 5121;
		if ( p === UnsignedShort4444Type ) return 32819;
		if ( p === UnsignedShort5551Type ) return 32820;
		if ( p === UnsignedShort565Type ) return 33635;

		if ( p === ByteType ) return 5120;
		if ( p === ShortType ) return 5122;
		if ( p === UnsignedShortType ) return 5123;
		if ( p === IntType ) return 5124;
		if ( p === UnsignedIntType ) return 5125;
		if ( p === FloatType ) return 5126;

		if ( p === HalfFloatType ) {

			if ( isWebGL2 ) return 5131;

			extension = extensions.get( 'OES_texture_half_float' );

			if ( extension !== null ) {

				return extension.HALF_FLOAT_OES;

			} else {

				return null;

			}

		}

		if ( p === AlphaFormat ) return 6406;
		if ( p === RGBFormat ) return 6407;
		if ( p === RGBAFormat ) return 6408;
		if ( p === LuminanceFormat ) return 6409;
		if ( p === LuminanceAlphaFormat ) return 6410;
		if ( p === DepthFormat ) return 6402;
		if ( p === DepthStencilFormat ) return 34041;
		if ( p === RedFormat ) return 6403;

		// WebGL2 formats.

		if ( p === RedIntegerFormat ) return 36244;
		if ( p === RGFormat ) return 33319;
		if ( p === RGIntegerFormat ) return 33320;
		if ( p === RGBIntegerFormat ) return 36248;
		if ( p === RGBAIntegerFormat ) return 36249;

		if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
			p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {

			extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );

			if ( extension !== null ) {

				if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
				if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
				if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
				if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;

			} else {

				return null;

			}

		}

		if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
			p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {

			extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );

			if ( extension !== null ) {

				if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
				if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
				if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
				if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;

			} else {

				return null;

			}

		}

		if ( p === RGB_ETC1_Format ) {

			extension = extensions.get( 'WEBGL_compressed_texture_etc1' );

			if ( extension !== null ) {

				return extension.COMPRESSED_RGB_ETC1_WEBGL;

			} else {

				return null;

			}

		}

		if ( p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) {

			extension = extensions.get( 'WEBGL_compressed_texture_etc' );

			if ( extension !== null ) {

				if ( p === RGB_ETC2_Format ) return extension.COMPRESSED_RGB8_ETC2;
				if ( p === RGBA_ETC2_EAC_Format ) return extension.COMPRESSED_RGBA8_ETC2_EAC;

			}

		}

		if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
			p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
			p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
			p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
			p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ||
			p === SRGB8_ALPHA8_ASTC_4x4_Format || p === SRGB8_ALPHA8_ASTC_5x4_Format || p === SRGB8_ALPHA8_ASTC_5x5_Format ||
			p === SRGB8_ALPHA8_ASTC_6x5_Format || p === SRGB8_ALPHA8_ASTC_6x6_Format || p === SRGB8_ALPHA8_ASTC_8x5_Format ||
			p === SRGB8_ALPHA8_ASTC_8x6_Format || p === SRGB8_ALPHA8_ASTC_8x8_Format || p === SRGB8_ALPHA8_ASTC_10x5_Format ||
			p === SRGB8_ALPHA8_ASTC_10x6_Format || p === SRGB8_ALPHA8_ASTC_10x8_Format || p === SRGB8_ALPHA8_ASTC_10x10_Format ||
			p === SRGB8_ALPHA8_ASTC_12x10_Format || p === SRGB8_ALPHA8_ASTC_12x12_Format ) {

			extension = extensions.get( 'WEBGL_compressed_texture_astc' );

			if ( extension !== null ) {

				// TODO Complete?

				return p;

			} else {

				return null;

			}

		}

		if ( p === RGBA_BPTC_Format ) {

			extension = extensions.get( 'EXT_texture_compression_bptc' );

			if ( extension !== null ) {

				// TODO Complete?

				return p;

			} else {

				return null;

			}

		}

		if ( p === UnsignedInt248Type ) {

			if ( isWebGL2 ) return 34042;

			extension = extensions.get( 'WEBGL_depth_texture' );

			if ( extension !== null ) {

				return extension.UNSIGNED_INT_24_8_WEBGL;

			} else {

				return null;

			}

		}

	}

	return { convert: convert };

}

function ArrayCamera( array = [] ) {

	PerspectiveCamera.call( this );

	this.cameras = array;

}

ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {

	constructor: ArrayCamera,

	isArrayCamera: true

} );

class Group extends Object3D {

	constructor() {

		super();

		this.type = 'Group';

	}

}

Group.prototype.isGroup = true;

function WebXRController() {

	this._targetRay = null;
	this._grip = null;
	this._hand = null;

}

Object.assign( WebXRController.prototype, {

	constructor: WebXRController,

	getHandSpace: function () {

		if ( this._hand === null ) {

			this._hand = new Group();
			this._hand.matrixAutoUpdate = false;
			this._hand.visible = false;

			this._hand.joints = {};
			this._hand.inputState = { pinching: false };

		}

		return this._hand;

	},

	getTargetRaySpace: function () {

		if ( this._targetRay === null ) {

			this._targetRay = new Group();
			this._targetRay.matrixAutoUpdate = false;
			this._targetRay.visible = false;

		}

		return this._targetRay;

	},

	getGripSpace: function () {

		if ( this._grip === null ) {

			this._grip = new Group();
			this._grip.matrixAutoUpdate = false;
			this._grip.visible = false;

		}

		return this._grip;

	},

	dispatchEvent: function ( event ) {

		if ( this._targetRay !== null ) {

			this._targetRay.dispatchEvent( event );

		}

		if ( this._grip !== null ) {

			this._grip.dispatchEvent( event );

		}

		if ( this._hand !== null ) {

			this._hand.dispatchEvent( event );

		}

		return this;

	},

	disconnect: function ( inputSource ) {

		this.dispatchEvent( { type: 'disconnected', data: inputSource } );

		if ( this._targetRay !== null ) {

			this._targetRay.visible = false;

		}

		if ( this._grip !== null ) {

			this._grip.visible = false;

		}

		if ( this._hand !== null ) {

			this._hand.visible = false;

		}

		return this;

	},

	update: function ( inputSource, frame, referenceSpace ) {

		let inputPose = null;
		let gripPose = null;
		let handPose = null;

		const targetRay = this._targetRay;
		const grip = this._grip;
		const hand = this._hand;

		if ( inputSource && frame.session.visibilityState !== 'visible-blurred' ) {

			if ( hand && inputSource.hand ) {

				handPose = true;

				for ( const inputjoint of inputSource.hand.values() ) {

					// Update the joints groups with the XRJoint poses
					const jointPose = frame.getJointPose( inputjoint, referenceSpace );

					if ( hand.joints[ inputjoint.jointName ] === undefined ) {

						// The transform of this joint will be updated with the joint pose on each frame
						const joint = new Group();
						joint.matrixAutoUpdate = false;
						joint.visible = false;
						hand.joints[ inputjoint.jointName ] = joint;
						// ??
						hand.add( joint );

					}

					const joint = hand.joints[ inputjoint.jointName ];

					if ( jointPose !== null ) {

						joint.matrix.fromArray( jointPose.transform.matrix );
						joint.matrix.decompose( joint.position, joint.rotation, joint.scale );
						joint.jointRadius = jointPose.radius;

					}

					joint.visible = jointPose !== null;

				}

				// Custom events

				// Check pinchz
				const indexTip = hand.joints[ 'index-finger-tip' ];
				const thumbTip = hand.joints[ 'thumb-tip' ];
				const distance = indexTip.position.distanceTo( thumbTip.position );

				const distanceToPinch = 0.02;
				const threshold = 0.005;

				if ( hand.inputState.pinching && distance > distanceToPinch + threshold ) {

					hand.inputState.pinching = false;
					this.dispatchEvent( {
						type: 'pinchend',
						handedness: inputSource.handedness,
						target: this
					} );

				} else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) {

					hand.inputState.pinching = true;
					this.dispatchEvent( {
						type: 'pinchstart',
						handedness: inputSource.handedness,
						target: this
					} );

				}

			} else {

				if ( targetRay !== null ) {

					inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );

					if ( inputPose !== null ) {

						targetRay.matrix.fromArray( inputPose.transform.matrix );
						targetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );

					}

				}

				if ( grip !== null && inputSource.gripSpace ) {

					gripPose = frame.getPose( inputSource.gripSpace, referenceSpace );

					if ( gripPose !== null ) {

						grip.matrix.fromArray( gripPose.transform.matrix );
						grip.matrix.decompose( grip.position, grip.rotation, grip.scale );

					}

				}

			}

		}

		if ( targetRay !== null ) {

			targetRay.visible = ( inputPose !== null );

		}

		if ( grip !== null ) {

			grip.visible = ( gripPose !== null );

		}

		if ( hand !== null ) {

			hand.visible = ( handPose !== null );

		}

		return this;

	}

} );

function WebXRManager( renderer, gl ) {

	const scope = this;

	let session = null;

	let framebufferScaleFactor = 1.0;

	let referenceSpace = null;
	let referenceSpaceType = 'local-floor';

	let pose = null;

	const controllers = [];
	const inputSourcesMap = new Map();

	//

	const cameraL = new PerspectiveCamera();
	cameraL.layers.enable( 1 );
	cameraL.viewport = new Vector4();

	const cameraR = new PerspectiveCamera();
	cameraR.layers.enable( 2 );
	cameraR.viewport = new Vector4();

	const cameras = [ cameraL, cameraR ];

	const cameraVR = new ArrayCamera();
	cameraVR.layers.enable( 1 );
	cameraVR.layers.enable( 2 );

	let _currentDepthNear = null;
	let _currentDepthFar = null;

	//

	this.enabled = false;

	this.isPresenting = false;

	this.getController = function ( index ) {

		let controller = controllers[ index ];

		if ( controller === undefined ) {

			controller = new WebXRController();
			controllers[ index ] = controller;

		}

		return controller.getTargetRaySpace();

	};

	this.getControllerGrip = function ( index ) {

		let controller = controllers[ index ];

		if ( controller === undefined ) {

			controller = new WebXRController();
			controllers[ index ] = controller;

		}

		return controller.getGripSpace();

	};

	this.getHand = function ( index ) {

		let controller = controllers[ index ];

		if ( controller === undefined ) {

			controller = new WebXRController();
			controllers[ index ] = controller;

		}

		return controller.getHandSpace();

	};

	//

	function onSessionEvent( event ) {

		const controller = inputSourcesMap.get( event.inputSource );

		if ( controller ) {

			controller.dispatchEvent( { type: event.type, data: event.inputSource } );

		}

	}

	function onSessionEnd() {

		inputSourcesMap.forEach( function ( controller, inputSource ) {

			controller.disconnect( inputSource );

		} );

		inputSourcesMap.clear();

		_currentDepthNear = null;
		_currentDepthFar = null;

		//

		renderer.setFramebuffer( null );
		renderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830
		animation.stop();

		scope.isPresenting = false;

		scope.dispatchEvent( { type: 'sessionend' } );

	}

	this.setFramebufferScaleFactor = function ( value ) {

		framebufferScaleFactor = value;

		if ( scope.isPresenting === true ) {

			console.warn( 'THREE.WebXRManager: Cannot change framebuffer scale while presenting.' );

		}

	};

	this.setReferenceSpaceType = function ( value ) {

		referenceSpaceType = value;

		if ( scope.isPresenting === true ) {

			console.warn( 'THREE.WebXRManager: Cannot change reference space type while presenting.' );

		}

	};

	this.getReferenceSpace = function () {

		return referenceSpace;

	};

	this.getSession = function () {

		return session;

	};

	this.setSession = async function ( value ) {

		session = value;

		if ( session !== null ) {

			session.addEventListener( 'select', onSessionEvent );
			session.addEventListener( 'selectstart', onSessionEvent );
			session.addEventListener( 'selectend', onSessionEvent );
			session.addEventListener( 'squeeze', onSessionEvent );
			session.addEventListener( 'squeezestart', onSessionEvent );
			session.addEventListener( 'squeezeend', onSessionEvent );
			session.addEventListener( 'end', onSessionEnd );
			session.addEventListener( 'inputsourceschange', onInputSourcesChange );

			const attributes = gl.getContextAttributes();

			if ( attributes.xrCompatible !== true ) {

				await gl.makeXRCompatible();

			}

			const layerInit = {
				antialias: attributes.antialias,
				alpha: attributes.alpha,
				depth: attributes.depth,
				stencil: attributes.stencil,
				framebufferScaleFactor: framebufferScaleFactor
			};

			// eslint-disable-next-line no-undef
			const baseLayer = new XRWebGLLayer( session, gl, layerInit );

			session.updateRenderState( { baseLayer: baseLayer } );

			referenceSpace = await session.requestReferenceSpace( referenceSpaceType );

			animation.setContext( session );
			animation.start();

			scope.isPresenting = true;

			scope.dispatchEvent( { type: 'sessionstart' } );

		}

	};

	function onInputSourcesChange( event ) {

		const inputSources = session.inputSources;

		// Assign inputSources to available controllers

		for ( let i = 0; i < controllers.length; i ++ ) {

			inputSourcesMap.set( inputSources[ i ], controllers[ i ] );

		}

		// Notify disconnected

		for ( let i = 0; i < event.removed.length; i ++ ) {

			const inputSource = event.removed[ i ];
			const controller = inputSourcesMap.get( inputSource );

			if ( controller ) {

				controller.dispatchEvent( { type: 'disconnected', data: inputSource } );
				inputSourcesMap.delete( inputSource );

			}

		}

		// Notify connected

		for ( let i = 0; i < event.added.length; i ++ ) {

			const inputSource = event.added[ i ];
			const controller = inputSourcesMap.get( inputSource );

			if ( controller ) {

				controller.dispatchEvent( { type: 'connected', data: inputSource } );

			}

		}

	}

	//

	const cameraLPos = new Vector3();
	const cameraRPos = new Vector3();

	/**
	 * Assumes 2 cameras that are parallel and share an X-axis, and that
	 * the cameras' projection and world matrices have already been set.
	 * And that near and far planes are identical for both cameras.
	 * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
	 */
	function setProjectionFromUnion( camera, cameraL, cameraR ) {

		cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
		cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );

		const ipd = cameraLPos.distanceTo( cameraRPos );

		const projL = cameraL.projectionMatrix.elements;
		const projR = cameraR.projectionMatrix.elements;

		// VR systems will have identical far and near planes, and
		// most likely identical top and bottom frustum extents.
		// Use the left camera for these values.
		const near = projL[ 14 ] / ( projL[ 10 ] - 1 );
		const far = projL[ 14 ] / ( projL[ 10 ] + 1 );
		const topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
		const bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];

		const leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
		const rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
		const left = near * leftFov;
		const right = near * rightFov;

		// Calculate the new camera's position offset from the
		// left camera. xOffset should be roughly half `ipd`.
		const zOffset = ipd / ( - leftFov + rightFov );
		const xOffset = zOffset * - leftFov;

		// TODO: Better way to apply this offset?
		cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
		camera.translateX( xOffset );
		camera.translateZ( zOffset );
		camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
		camera.matrixWorldInverse.copy( camera.matrixWorld ).invert();

		// Find the union of the frustum values of the cameras and scale
		// the values so that the near plane's position does not change in world space,
		// although must now be relative to the new union camera.
		const near2 = near + zOffset;
		const far2 = far + zOffset;
		const left2 = left - xOffset;
		const right2 = right + ( ipd - xOffset );
		const top2 = topFov * far / far2 * near2;
		const bottom2 = bottomFov * far / far2 * near2;

		camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );

	}

	function updateCamera( camera, parent ) {

		if ( parent === null ) {

			camera.matrixWorld.copy( camera.matrix );

		} else {

			camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );

		}

		camera.matrixWorldInverse.copy( camera.matrixWorld ).invert();

	}

	this.getCamera = function ( camera ) {

		cameraVR.near = cameraR.near = cameraL.near = camera.near;
		cameraVR.far = cameraR.far = cameraL.far = camera.far;

		if ( _currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far ) {

			// Note that the new renderState won't apply until the next frame. See #18320

			session.updateRenderState( {
				depthNear: cameraVR.near,
				depthFar: cameraVR.far
			} );

			_currentDepthNear = cameraVR.near;
			_currentDepthFar = cameraVR.far;

		}

		const parent = camera.parent;
		const cameras = cameraVR.cameras;

		updateCamera( cameraVR, parent );

		for ( let i = 0; i < cameras.length; i ++ ) {

			updateCamera( cameras[ i ], parent );

		}

		// update camera and its children

		camera.matrixWorld.copy( cameraVR.matrixWorld );
		camera.matrix.copy( cameraVR.matrix );
		camera.matrix.decompose( camera.position, camera.quaternion, camera.scale );

		const children = camera.children;

		for ( let i = 0, l = children.length; i < l; i ++ ) {

			children[ i ].updateMatrixWorld( true );

		}

		// update projection matrix for proper view frustum culling

		if ( cameras.length === 2 ) {

			setProjectionFromUnion( cameraVR, cameraL, cameraR );

		} else {

			// assume single camera setup (AR)

			cameraVR.projectionMatrix.copy( cameraL.projectionMatrix );

		}

		return cameraVR;

	};

	// Animation Loop

	let onAnimationFrameCallback = null;

	function onAnimationFrame( time, frame ) {

		pose = frame.getViewerPose( referenceSpace );

		if ( pose !== null ) {

			const views = pose.views;
			const baseLayer = session.renderState.baseLayer;

			renderer.setFramebuffer( baseLayer.framebuffer );

			let cameraVRNeedsUpdate = false;

			// check if it's necessary to rebuild cameraVR's camera list

			if ( views.length !== cameraVR.cameras.length ) {

				cameraVR.cameras.length = 0;
				cameraVRNeedsUpdate = true;

			}

			for ( let i = 0; i < views.length; i ++ ) {

				const view = views[ i ];
				const viewport = baseLayer.getViewport( view );

				const camera = cameras[ i ];
				camera.matrix.fromArray( view.transform.matrix );
				camera.projectionMatrix.fromArray( view.projectionMatrix );
				camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );

				if ( i === 0 ) {

					cameraVR.matrix.copy( camera.matrix );

				}

				if ( cameraVRNeedsUpdate === true ) {

					cameraVR.cameras.push( camera );

				}

			}

		}

		//

		const inputSources = session.inputSources;

		for ( let i = 0; i < controllers.length; i ++ ) {

			const controller = controllers[ i ];
			const inputSource = inputSources[ i ];

			controller.update( inputSource, frame, referenceSpace );

		}

		if ( onAnimationFrameCallback ) onAnimationFrameCallback( time, frame );

	}

	const animation = new WebGLAnimation();
	animation.setAnimationLoop( onAnimationFrame );

	this.setAnimationLoop = function ( callback ) {

		onAnimationFrameCallback = callback;

	};

	this.dispose = function () {};

}

Object.assign( WebXRManager.prototype, EventDispatcher.prototype );

function WebGLMaterials( properties ) {

	function refreshFogUniforms( uniforms, fog ) {

		uniforms.fogColor.value.copy( fog.color );

		if ( fog.isFog ) {

			uniforms.fogNear.value = fog.near;
			uniforms.fogFar.value = fog.far;

		} else if ( fog.isFogExp2 ) {

			uniforms.fogDensity.value = fog.density;

		}

	}

	function refreshMaterialUniforms( uniforms, material, pixelRatio, height ) {

		if ( material.isMeshBasicMaterial ) {

			refreshUniformsCommon( uniforms, material );

		} else if ( material.isMeshLambertMaterial ) {

			refreshUniformsCommon( uniforms, material );
			refreshUniformsLambert( uniforms, material );

		} else if ( material.isMeshToonMaterial ) {

			refreshUniformsCommon( uniforms, material );
			refreshUniformsToon( uniforms, material );

		} else if ( material.isMeshPhongMaterial ) {

			refreshUniformsCommon( uniforms, material );
			refreshUniformsPhong( uniforms, material );

		} else if ( material.isMeshStandardMaterial ) {

			refreshUniformsCommon( uniforms, material );

			if ( material.isMeshPhysicalMaterial ) {

				refreshUniformsPhysical( uniforms, material );

			} else {

				refreshUniformsStandard( uniforms, material );

			}

		} else if ( material.isMeshMatcapMaterial ) {

			refreshUniformsCommon( uniforms, material );
			refreshUniformsMatcap( uniforms, material );

		} else if ( material.isMeshDepthMaterial ) {

			refreshUniformsCommon( uniforms, material );
			refreshUniformsDepth( uniforms, material );

		} else if ( material.isMeshDistanceMaterial ) {

			refreshUniformsCommon( uniforms, material );
			refreshUniformsDistance( uniforms, material );

		} else if ( material.isMeshNormalMaterial ) {

			refreshUniformsCommon( uniforms, material );
			refreshUniformsNormal( uniforms, material );

		} else if ( material.isLineBasicMaterial ) {

			refreshUniformsLine( uniforms, material );

			if ( material.isLineDashedMaterial ) {

				refreshUniformsDash( uniforms, material );

			}

		} else if ( material.isPointsMaterial ) {

			refreshUniformsPoints( uniforms, material, pixelRatio, height );

		} else if ( material.isSpriteMaterial ) {

			refreshUniformsSprites( uniforms, material );

		} else if ( material.isShadowMaterial ) {

			uniforms.color.value.copy( material.color );
			uniforms.opacity.value = material.opacity;

		} else if ( material.isShaderMaterial ) {

			material.uniformsNeedUpdate = false; // #15581

		}

	}

	function refreshUniformsCommon( uniforms, material ) {

		uniforms.opacity.value = material.opacity;

		if ( material.color ) {

			uniforms.diffuse.value.copy( material.color );

		}

		if ( material.emissive ) {

			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );

		}

		if ( material.map ) {

			uniforms.map.value = material.map;

		}

		if ( material.alphaMap ) {

			uniforms.alphaMap.value = material.alphaMap;

		}

		if ( material.specularMap ) {

			uniforms.specularMap.value = material.specularMap;

		}

		const envMap = properties.get( material ).envMap;

		if ( envMap ) {

			uniforms.envMap.value = envMap;

			uniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap._needsFlipEnvMap ) ? - 1 : 1;

			uniforms.reflectivity.value = material.reflectivity;
			uniforms.refractionRatio.value = material.refractionRatio;

			const maxMipLevel = properties.get( envMap ).__maxMipLevel;

			if ( maxMipLevel !== undefined ) {

				uniforms.maxMipLevel.value = maxMipLevel;

			}

		}

		if ( material.lightMap ) {

			uniforms.lightMap.value = material.lightMap;
			uniforms.lightMapIntensity.value = material.lightMapIntensity;

		}

		if ( material.aoMap ) {

			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;

		}

		// uv repeat and offset setting priorities
		// 1. color map
		// 2. specular map
		// 3. displacementMap map
		// 4. normal map
		// 5. bump map
		// 6. roughnessMap map
		// 7. metalnessMap map
		// 8. alphaMap map
		// 9. emissiveMap map
		// 10. clearcoat map
		// 11. clearcoat normal map
		// 12. clearcoat roughnessMap map

		let uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

		} else if ( material.clearcoatMap ) {

			uvScaleMap = material.clearcoatMap;

		} else if ( material.clearcoatNormalMap ) {

			uvScaleMap = material.clearcoatNormalMap;

		} else if ( material.clearcoatRoughnessMap ) {

			uvScaleMap = material.clearcoatRoughnessMap;

		}

		if ( uvScaleMap !== undefined ) {

			// backwards compatibility
			if ( uvScaleMap.isWebGLRenderTarget ) {

				uvScaleMap = uvScaleMap.texture;

			}

			if ( uvScaleMap.matrixAutoUpdate === true ) {

				uvScaleMap.updateMatrix();

			}

			uniforms.uvTransform.value.copy( uvScaleMap.matrix );

		}

		// uv repeat and offset setting priorities for uv2
		// 1. ao map
		// 2. light map

		let uv2ScaleMap;

		if ( material.aoMap ) {

			uv2ScaleMap = material.aoMap;

		} else if ( material.lightMap ) {

			uv2ScaleMap = material.lightMap;

		}

		if ( uv2ScaleMap !== undefined ) {

			// backwards compatibility
			if ( uv2ScaleMap.isWebGLRenderTarget ) {

				uv2ScaleMap = uv2ScaleMap.texture;

			}

			if ( uv2ScaleMap.matrixAutoUpdate === true ) {

				uv2ScaleMap.updateMatrix();

			}

			uniforms.uv2Transform.value.copy( uv2ScaleMap.matrix );

		}

	}

	function refreshUniformsLine( uniforms, material ) {

		uniforms.diffuse.value.copy( material.color );
		uniforms.opacity.value = material.opacity;

	}

	function refreshUniformsDash( uniforms, material ) {

		uniforms.dashSize.value = material.dashSize;
		uniforms.totalSize.value = material.dashSize + material.gapSize;
		uniforms.scale.value = material.scale;

	}

	function refreshUniformsPoints( uniforms, material, pixelRatio, height ) {

		uniforms.diffuse.value.copy( material.color );
		uniforms.opacity.value = material.opacity;
		uniforms.size.value = material.size * pixelRatio;
		uniforms.scale.value = height * 0.5;

		if ( material.map ) {

			uniforms.map.value = material.map;

		}

		if ( material.alphaMap ) {

			uniforms.alphaMap.value = material.alphaMap;

		}

		// uv repeat and offset setting priorities
		// 1. color map
		// 2. alpha map

		let uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

		}

		if ( uvScaleMap !== undefined ) {

			if ( uvScaleMap.matrixAutoUpdate === true ) {

				uvScaleMap.updateMatrix();

			}

			uniforms.uvTransform.value.copy( uvScaleMap.matrix );

		}

	}

	function refreshUniformsSprites( uniforms, material ) {

		uniforms.diffuse.value.copy( material.color );
		uniforms.opacity.value = material.opacity;
		uniforms.rotation.value = material.rotation;

		if ( material.map ) {

			uniforms.map.value = material.map;

		}

		if ( material.alphaMap ) {

			uniforms.alphaMap.value = material.alphaMap;

		}

		// uv repeat and offset setting priorities
		// 1. color map
		// 2. alpha map

		let uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

		}

		if ( uvScaleMap !== undefined ) {

			if ( uvScaleMap.matrixAutoUpdate === true ) {

				uvScaleMap.updateMatrix();

			}

			uniforms.uvTransform.value.copy( uvScaleMap.matrix );

		}

	}

	function refreshUniformsLambert( uniforms, material ) {

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

	function refreshUniformsPhong( uniforms, material ) {

		uniforms.specular.value.copy( material.specular );
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();

		}

		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;

		}

	}

	function refreshUniformsToon( uniforms, material ) {

		if ( material.gradientMap ) {

			uniforms.gradientMap.value = material.gradientMap;

		}

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();

		}

		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;

		}

	}

	function refreshUniformsStandard( uniforms, material ) {

		uniforms.roughness.value = material.roughness;
		uniforms.metalness.value = material.metalness;

		if ( material.roughnessMap ) {

			uniforms.roughnessMap.value = material.roughnessMap;

		}

		if ( material.metalnessMap ) {

			uniforms.metalnessMap.value = material.metalnessMap;

		}

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();

		}

		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;

		}

		const envMap = properties.get( material ).envMap;

		if ( envMap ) {

			//uniforms.envMap.value = material.envMap; // part of uniforms common
			uniforms.envMapIntensity.value = material.envMapIntensity;

		}

	}

	function refreshUniformsPhysical( uniforms, material ) {

		refreshUniformsStandard( uniforms, material );

		uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common

		uniforms.clearcoat.value = material.clearcoat;
		uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
		if ( material.sheen ) uniforms.sheen.value.copy( material.sheen );

		if ( material.clearcoatMap ) {

			uniforms.clearcoatMap.value = material.clearcoatMap;

		}

		if ( material.clearcoatRoughnessMap ) {

			uniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;

		}

		if ( material.clearcoatNormalMap ) {

			uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );
			uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;

			if ( material.side === BackSide ) {

				uniforms.clearcoatNormalScale.value.negate();

			}

		}

		uniforms.transmission.value = material.transmission;

		if ( material.transmissionMap ) {

			uniforms.transmissionMap.value = material.transmissionMap;

		}

	}

	function refreshUniformsMatcap( uniforms, material ) {

		if ( material.matcap ) {

			uniforms.matcap.value = material.matcap;

		}

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();

		}

		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;

		}

	}

	function refreshUniformsDepth( uniforms, material ) {

		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;

		}

	}

	function refreshUniformsDistance( uniforms, material ) {

		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;

		}

		uniforms.referencePosition.value.copy( material.referencePosition );
		uniforms.nearDistance.value = material.nearDistance;
		uniforms.farDistance.value = material.farDistance;

	}

	function refreshUniformsNormal( uniforms, material ) {

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();

		}

		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;

		}

	}

	return {
		refreshFogUniforms: refreshFogUniforms,
		refreshMaterialUniforms: refreshMaterialUniforms
	};

}

function createCanvasElement() {

	const canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
	canvas.style.display = 'block';
	return canvas;

}

function WebGLRenderer( parameters ) {

	parameters = parameters || {};

	const _canvas = parameters.canvas !== undefined ? parameters.canvas : createCanvasElement(),
		_context = parameters.context !== undefined ? parameters.context : null,

		_alpha = parameters.alpha !== undefined ? parameters.alpha : false,
		_depth = parameters.depth !== undefined ? parameters.depth : true,
		_stencil = parameters.stencil !== undefined ? parameters.stencil : true,
		_antialias = parameters.antialias !== undefined ? parameters.antialias : false,
		_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
		_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
		_powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
		_failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;

	let currentRenderList = null;
	let currentRenderState = null;

	// render() can be called from within a callback triggered by another render.
	// We track this so that the nested render call gets its list and state isolated from the parent render call.

	const renderListStack = [];
	const renderStateStack = [];

	// public properties

	this.domElement = _canvas;

	// Debug configuration container
	this.debug = {

		/**
		 * Enables error checking and reporting when shader programs are being compiled
		 * @type {boolean}
		 */
		checkShaderErrors: true
	};

	// clearing

	this.autoClear = true;
	this.autoClearColor = true;
	this.autoClearDepth = true;
	this.autoClearStencil = true;

	// scene graph

	this.sortObjects = true;

	// user-defined clipping

	this.clippingPlanes = [];
	this.localClippingEnabled = false;

	// physically based shading

	this.gammaFactor = 2.0;	// for backwards compatibility
	this.outputEncoding = LinearEncoding;

	// physical lights

	this.physicallyCorrectLights = false;

	// tone mapping

	this.toneMapping = NoToneMapping;
	this.toneMappingExposure = 1.0;

	// morphs

	this.maxMorphTargets = 8;
	this.maxMorphNormals = 4;

	// internal properties

	const _this = this;

	let _isContextLost = false;

	// internal state cache

	let _framebuffer = null;

	let _currentActiveCubeFace = 0;
	let _currentActiveMipmapLevel = 0;
	let _currentRenderTarget = null;
	let _currentFramebuffer = null;
	let _currentMaterialId = - 1;

	let _currentCamera = null;

	const _currentViewport = new Vector4();
	const _currentScissor = new Vector4();
	let _currentScissorTest = null;

	//

	let _width = _canvas.width;
	let _height = _canvas.height;

	let _pixelRatio = 1;
	let _opaqueSort = null;
	let _transparentSort = null;

	const _viewport = new Vector4( 0, 0, _width, _height );
	const _scissor = new Vector4( 0, 0, _width, _height );
	let _scissorTest = false;

	// frustum

	const _frustum = new Frustum();

	// clipping

	let _clippingEnabled = false;
	let _localClippingEnabled = false;

	// camera matrices cache

	const _projScreenMatrix = new Matrix4();

	const _vector3 = new Vector3();

	const _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };

	function getTargetPixelRatio() {

		return _currentRenderTarget === null ? _pixelRatio : 1;

	}

	// initialize

	let _gl = _context;

	function getContext( contextNames, contextAttributes ) {

		for ( let i = 0; i < contextNames.length; i ++ ) {

			const contextName = contextNames[ i ];
			const context = _canvas.getContext( contextName, contextAttributes );
			if ( context !== null ) return context;

		}

		return null;

	}

	try {

		const contextAttributes = {
			alpha: _alpha,
			depth: _depth,
			stencil: _stencil,
			antialias: _antialias,
			premultipliedAlpha: _premultipliedAlpha,
			preserveDrawingBuffer: _preserveDrawingBuffer,
			powerPreference: _powerPreference,
			failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat
		};

		// event listeners must be registered before WebGL context is created, see #12753

		_canvas.addEventListener( 'webglcontextlost', onContextLost, false );
		_canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );

		if ( _gl === null ) {

			const contextNames = [ 'webgl2', 'webgl', 'experimental-webgl' ];

			if ( _this.isWebGL1Renderer === true ) {

				contextNames.shift();

			}

			_gl = getContext( contextNames, contextAttributes );

			if ( _gl === null ) {

				if ( getContext( contextNames ) ) {

					throw new Error( 'Error creating WebGL context with your selected attributes.' );

				} else {

					throw new Error( 'Error creating WebGL context.' );

				}

			}

		}

		// Some experimental-webgl implementations do not have getShaderPrecisionFormat

		if ( _gl.getShaderPrecisionFormat === undefined ) {

			_gl.getShaderPrecisionFormat = function () {

				return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };

			};

		}

	} catch ( error ) {

		console.error( 'THREE.WebGLRenderer: ' + error.message );
		throw error;

	}

	let extensions, capabilities, state, info;
	let properties, textures, cubemaps, attributes, geometries, objects;
	let programCache, materials, renderLists, renderStates, clipping;

	let background, morphtargets, bufferRenderer, indexedBufferRenderer;

	let utils, bindingStates;

	function initGLContext() {

		extensions = new WebGLExtensions( _gl );

		capabilities = new WebGLCapabilities( _gl, extensions, parameters );

		extensions.init( capabilities );

		utils = new WebGLUtils( _gl, extensions, capabilities );

		state = new WebGLState( _gl, extensions, capabilities );
		state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
		state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );

		info = new WebGLInfo( _gl );
		properties = new WebGLProperties();
		textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
		cubemaps = new WebGLCubeMaps( _this );
		attributes = new WebGLAttributes( _gl, capabilities );
		bindingStates = new WebGLBindingStates( _gl, extensions, attributes, capabilities );
		geometries = new WebGLGeometries( _gl, attributes, info, bindingStates );
		objects = new WebGLObjects( _gl, geometries, attributes, info );
		morphtargets = new WebGLMorphtargets( _gl );
		clipping = new WebGLClipping( properties );
		programCache = new WebGLPrograms( _this, cubemaps, extensions, capabilities, bindingStates, clipping );
		materials = new WebGLMaterials( properties );
		renderLists = new WebGLRenderLists( properties );
		renderStates = new WebGLRenderStates( extensions, capabilities );
		background = new WebGLBackground( _this, cubemaps, state, objects, _premultipliedAlpha );

		bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
		indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );

		info.programs = programCache.programs;

		_this.capabilities = capabilities;
		_this.extensions = extensions;
		_this.properties = properties;
		_this.renderLists = renderLists;
		_this.state = state;
		_this.info = info;

	}

	initGLContext();

	// xr

	const xr = new WebXRManager( _this, _gl );

	this.xr = xr;

	// shadow map

	const shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );

	this.shadowMap = shadowMap;

	// API

	this.getContext = function () {

		return _gl;

	};

	this.getContextAttributes = function () {

		return _gl.getContextAttributes();

	};

	this.forceContextLoss = function () {

		const extension = extensions.get( 'WEBGL_lose_context' );
		if ( extension ) extension.loseContext();

	};

	this.forceContextRestore = function () {

		const extension = extensions.get( 'WEBGL_lose_context' );
		if ( extension ) extension.restoreContext();

	};

	this.getPixelRatio = function () {

		return _pixelRatio;

	};

	this.setPixelRatio = function ( value ) {

		if ( value === undefined ) return;

		_pixelRatio = value;

		this.setSize( _width, _height, false );

	};

	this.getSize = function ( target ) {

		if ( target === undefined ) {

			console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );

			target = new Vector2();

		}

		return target.set( _width, _height );

	};

	this.setSize = function ( width, height, updateStyle ) {

		if ( xr.isPresenting ) {

			console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
			return;

		}

		_width = width;
		_height = height;

		_canvas.width = Math.floor( width * _pixelRatio );
		_canvas.height = Math.floor( height * _pixelRatio );

		if ( updateStyle !== false ) {

			_canvas.style.width = width + 'px';
			_canvas.style.height = height + 'px';

		}

		this.setViewport( 0, 0, width, height );

	};

	this.getDrawingBufferSize = function ( target ) {

		if ( target === undefined ) {

			console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );

			target = new Vector2();

		}

		return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();

	};

	this.setDrawingBufferSize = function ( width, height, pixelRatio ) {

		_width = width;
		_height = height;

		_pixelRatio = pixelRatio;

		_canvas.width = Math.floor( width * pixelRatio );
		_canvas.height = Math.floor( height * pixelRatio );

		this.setViewport( 0, 0, width, height );

	};

	this.getCurrentViewport = function ( target ) {

		if ( target === undefined ) {

			console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );

			target = new Vector4();

		}

		return target.copy( _currentViewport );

	};

	this.getViewport = function ( target ) {

		return target.copy( _viewport );

	};

	this.setViewport = function ( x, y, width, height ) {

		if ( x.isVector4 ) {

			_viewport.set( x.x, x.y, x.z, x.w );

		} else {

			_viewport.set( x, y, width, height );

		}

		state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );

	};

	this.getScissor = function ( target ) {

		return target.copy( _scissor );

	};

	this.setScissor = function ( x, y, width, height ) {

		if ( x.isVector4 ) {

			_scissor.set( x.x, x.y, x.z, x.w );

		} else {

			_scissor.set( x, y, width, height );

		}

		state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );

	};

	this.getScissorTest = function () {

		return _scissorTest;

	};

	this.setScissorTest = function ( boolean ) {

		state.setScissorTest( _scissorTest = boolean );

	};

	this.setOpaqueSort = function ( method ) {

		_opaqueSort = method;

	};

	this.setTransparentSort = function ( method ) {

		_transparentSort = method;

	};

	// Clearing

	this.getClearColor = function ( target ) {

		if ( target === undefined ) {

			console.warn( 'WebGLRenderer: .getClearColor() now requires a Color as an argument' );

			target = new Color();

		}

		return target.copy( background.getClearColor() );

	};

	this.setClearColor = function () {

		background.setClearColor.apply( background, arguments );

	};

	this.getClearAlpha = function () {

		return background.getClearAlpha();

	};

	this.setClearAlpha = function () {

		background.setClearAlpha.apply( background, arguments );

	};

	this.clear = function ( color, depth, stencil ) {

		let bits = 0;

		if ( color === undefined || color ) bits |= 16384;
		if ( depth === undefined || depth ) bits |= 256;
		if ( stencil === undefined || stencil ) bits |= 1024;

		_gl.clear( bits );

	};

	this.clearColor = function () {

		this.clear( true, false, false );

	};

	this.clearDepth = function () {

		this.clear( false, true, false );

	};

	this.clearStencil = function () {

		this.clear( false, false, true );

	};

	//

	this.dispose = function () {

		_canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
		_canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );

		renderLists.dispose();
		renderStates.dispose();
		properties.dispose();
		cubemaps.dispose();
		objects.dispose();
		bindingStates.dispose();

		xr.dispose();

		animation.stop();

	};

	// Events

	function onContextLost( event ) {

		event.preventDefault();

		console.log( 'THREE.WebGLRenderer: Context Lost.' );

		_isContextLost = true;

	}

	function onContextRestore( /* event */ ) {

		console.log( 'THREE.WebGLRenderer: Context Restored.' );

		_isContextLost = false;

		initGLContext();

	}

	function onMaterialDispose( event ) {

		const material = event.target;

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

	}

	// Buffer deallocation

	function deallocateMaterial( material ) {

		releaseMaterialProgramReference( material );

		properties.remove( material );

	}


	function releaseMaterialProgramReference( material ) {

		const programInfo = properties.get( material ).program;

		if ( programInfo !== undefined ) {

			programCache.releaseProgram( programInfo );

		}

	}

	// Buffer rendering

	function renderObjectImmediate( object, program ) {

		object.render( function ( object ) {

			_this.renderBufferImmediate( object, program );

		} );

	}

	this.renderBufferImmediate = function ( object, program ) {

		bindingStates.initAttributes();

		const buffers = properties.get( object );

		if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
		if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
		if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
		if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();

		const programAttributes = program.getAttributes();

		if ( object.hasPositions ) {

			_gl.bindBuffer( 34962, buffers.position );
			_gl.bufferData( 34962, object.positionArray, 35048 );

			bindingStates.enableAttribute( programAttributes.position );
			_gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );

		}

		if ( object.hasNormals ) {

			_gl.bindBuffer( 34962, buffers.normal );
			_gl.bufferData( 34962, object.normalArray, 35048 );

			bindingStates.enableAttribute( programAttributes.normal );
			_gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );

		}

		if ( object.hasUvs ) {

			_gl.bindBuffer( 34962, buffers.uv );
			_gl.bufferData( 34962, object.uvArray, 35048 );

			bindingStates.enableAttribute( programAttributes.uv );
			_gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );

		}

		if ( object.hasColors ) {

			_gl.bindBuffer( 34962, buffers.color );
			_gl.bufferData( 34962, object.colorArray, 35048 );

			bindingStates.enableAttribute( programAttributes.color );
			_gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );

		}

		bindingStates.disableUnusedAttributes();

		_gl.drawArrays( 4, 0, object.count );

		object.count = 0;

	};

	this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {

		if ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)

		const frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );

		const program = setProgram( camera, scene, material, object );

		state.setMaterial( material, frontFaceCW );

		//

		let index = geometry.index;
		const position = geometry.attributes.position;

		//

		if ( index === null ) {

			if ( position === undefined || position.count === 0 ) return;

		} else if ( index.count === 0 ) {

			return;

		}

		//

		let rangeFactor = 1;

		if ( material.wireframe === true ) {

			index = geometries.getWireframeAttribute( geometry );
			rangeFactor = 2;

		}

		if ( material.morphTargets || material.morphNormals ) {

			morphtargets.update( object, geometry, material, program );

		}

		bindingStates.setup( object, material, program, geometry, index );

		let attribute;
		let renderer = bufferRenderer;

		if ( index !== null ) {

			attribute = attributes.get( index );

			renderer = indexedBufferRenderer;
			renderer.setIndex( attribute );

		}

		//

		const dataCount = ( index !== null ) ? index.count : position.count;

		const rangeStart = geometry.drawRange.start * rangeFactor;
		const rangeCount = geometry.drawRange.count * rangeFactor;

		const groupStart = group !== null ? group.start * rangeFactor : 0;
		const groupCount = group !== null ? group.count * rangeFactor : Infinity;

		const drawStart = Math.max( rangeStart, groupStart );
		const drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;

		const drawCount = Math.max( 0, drawEnd - drawStart + 1 );

		if ( drawCount === 0 ) return;

		//

		if ( object.isMesh ) {

			if ( material.wireframe === true ) {

				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
				renderer.setMode( 1 );

			} else {

				renderer.setMode( 4 );

			}

		} else if ( object.isLine ) {

			let lineWidth = material.linewidth;

			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material

			state.setLineWidth( lineWidth * getTargetPixelRatio() );

			if ( object.isLineSegments ) {

				renderer.setMode( 1 );

			} else if ( object.isLineLoop ) {

				renderer.setMode( 2 );

			} else {

				renderer.setMode( 3 );

			}

		} else if ( object.isPoints ) {

			renderer.setMode( 0 );

		} else if ( object.isSprite ) {

			renderer.setMode( 4 );

		}

		if ( object.isInstancedMesh ) {

			renderer.renderInstances( drawStart, drawCount, object.count );

		} else if ( geometry.isInstancedBufferGeometry ) {

			const instanceCount = Math.min( geometry.instanceCount, geometry._maxInstanceCount );

			renderer.renderInstances( drawStart, drawCount, instanceCount );

		} else {

			renderer.render( drawStart, drawCount );

		}

	};

	// Compile

	this.compile = function ( scene, camera ) {

		currentRenderState = renderStates.get( scene );
		currentRenderState.init();

		scene.traverseVisible( function ( object ) {

			if ( object.isLight && object.layers.test( camera.layers ) ) {

				currentRenderState.pushLight( object );

				if ( object.castShadow ) {

					currentRenderState.pushShadow( object );

				}

			}

		} );

		currentRenderState.setupLights();

		const compiled = new WeakMap();

		scene.traverse( function ( object ) {

			const material = object.material;

			if ( material ) {

				if ( Array.isArray( material ) ) {

					for ( let i = 0; i < material.length; i ++ ) {

						const material2 = material[ i ];

						if ( compiled.has( material2 ) === false ) {

							initMaterial( material2, scene, object );
							compiled.set( material2 );

						}

					}

				} else if ( compiled.has( material ) === false ) {

					initMaterial( material, scene, object );
					compiled.set( material );

				}

			}

		} );

	};

	// Animation Loop

	let onAnimationFrameCallback = null;

	function onAnimationFrame( time ) {

		if ( xr.isPresenting ) return;
		if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );

	}

	const animation = new WebGLAnimation();
	animation.setAnimationLoop( onAnimationFrame );

	if ( typeof window !== 'undefined' ) animation.setContext( window );

	this.setAnimationLoop = function ( callback ) {

		onAnimationFrameCallback = callback;
		xr.setAnimationLoop( callback );

		( callback === null ) ? animation.stop() : animation.start();

	};

	// Rendering

	this.render = function ( scene, camera ) {

		let renderTarget, forceClear;

		if ( arguments[ 2 ] !== undefined ) {

			console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
			renderTarget = arguments[ 2 ];

		}

		if ( arguments[ 3 ] !== undefined ) {

			console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
			forceClear = arguments[ 3 ];

		}

		if ( camera !== undefined && camera.isCamera !== true ) {

			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
			return;

		}

		if ( _isContextLost === true ) return;

		// reset caching for this frame

		bindingStates.resetDefaultState();
		_currentMaterialId = - 1;
		_currentCamera = null;

		// update scene graph

		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();

		// update camera matrices and frustum

		if ( camera.parent === null ) camera.updateMatrixWorld();

		if ( xr.enabled === true && xr.isPresenting === true ) {

			camera = xr.getCamera( camera );

		}

		//
		if ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );

		currentRenderState = renderStates.get( scene, renderStateStack.length );
		currentRenderState.init();

		renderStateStack.push( currentRenderState );

		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
		_frustum.setFromProjectionMatrix( _projScreenMatrix );

		_localClippingEnabled = this.localClippingEnabled;
		_clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled, camera );

		currentRenderList = renderLists.get( scene, renderListStack.length );
		currentRenderList.init();

		renderListStack.push( currentRenderList );

		projectObject( scene, camera, 0, _this.sortObjects );

		currentRenderList.finish();

		if ( _this.sortObjects === true ) {

			currentRenderList.sort( _opaqueSort, _transparentSort );

		}

		//

		if ( _clippingEnabled === true ) clipping.beginShadows();

		const shadowsArray = currentRenderState.state.shadowsArray;

		shadowMap.render( shadowsArray, scene, camera );

		currentRenderState.setupLights();
		currentRenderState.setupLightsView( camera );

		if ( _clippingEnabled === true ) clipping.endShadows();

		//

		if ( this.info.autoReset === true ) this.info.reset();

		if ( renderTarget !== undefined ) {

			this.setRenderTarget( renderTarget );

		}

		//

		background.render( currentRenderList, scene, camera, forceClear );

		// render scene

		const opaqueObjects = currentRenderList.opaque;
		const transparentObjects = currentRenderList.transparent;

		if ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera );
		if ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera );

		//

		if ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera );

		//

		if ( _currentRenderTarget !== null ) {

			// Generate mipmap if we're using any kind of mipmap filtering

			textures.updateRenderTargetMipmap( _currentRenderTarget );

			// resolve multisample renderbuffers to a single-sample texture if necessary

			textures.updateMultisampleRenderTarget( _currentRenderTarget );

		}

		// Ensure depth buffer writing is enabled so it can be cleared on next render

		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );

		state.setPolygonOffset( false );

		// _gl.finish();

		renderStateStack.pop();

		if ( renderStateStack.length > 0 ) {

			currentRenderState = renderStateStack[ renderStateStack.length - 1 ];

		} else {

			currentRenderState = null;

		}

		renderListStack.pop();

		if ( renderListStack.length > 0 ) {

			currentRenderList = renderListStack[ renderListStack.length - 1 ];

		} else {

			currentRenderList = null;

		}

	};

	function projectObject( object, camera, groupOrder, sortObjects ) {

		if ( object.visible === false ) return;

		const visible = object.layers.test( camera.layers );

		if ( visible ) {

			if ( object.isGroup ) {

				groupOrder = object.renderOrder;

			} else if ( object.isLOD ) {

				if ( object.autoUpdate === true ) object.update( camera );

			} else if ( object.isLight ) {

				currentRenderState.pushLight( object );

				if ( object.castShadow ) {

					currentRenderState.pushShadow( object );

				}

			} else if ( object.isSprite ) {

				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {

					if ( sortObjects ) {

						_vector3.setFromMatrixPosition( object.matrixWorld )
							.applyMatrix4( _projScreenMatrix );

					}

					const geometry = objects.update( object );
					const material = object.material;

					if ( material.visible ) {

						currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );

					}

				}

			} else if ( object.isImmediateRenderObject ) {

				if ( sortObjects ) {

					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );

				}

				currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );

			} else if ( object.isMesh || object.isLine || object.isPoints ) {

				if ( object.isSkinnedMesh ) {

					// update skeleton only once in a frame

					if ( object.skeleton.frame !== info.render.frame ) {

						object.skeleton.update();
						object.skeleton.frame = info.render.frame;

					}

				}

				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {

					if ( sortObjects ) {

						_vector3.setFromMatrixPosition( object.matrixWorld )
							.applyMatrix4( _projScreenMatrix );

					}

					const geometry = objects.update( object );
					const material = object.material;

					if ( Array.isArray( material ) ) {

						const groups = geometry.groups;

						for ( let i = 0, l = groups.length; i < l; i ++ ) {

							const group = groups[ i ];
							const groupMaterial = material[ group.materialIndex ];

							if ( groupMaterial && groupMaterial.visible ) {

								currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );

							}

						}

					} else if ( material.visible ) {

						currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );

					}

				}

			}

		}

		const children = object.children;

		for ( let i = 0, l = children.length; i < l; i ++ ) {

			projectObject( children[ i ], camera, groupOrder, sortObjects );

		}

	}

	function renderObjects( renderList, scene, camera ) {

		const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;

		for ( let i = 0, l = renderList.length; i < l; i ++ ) {

			const renderItem = renderList[ i ];

			const object = renderItem.object;
			const geometry = renderItem.geometry;
			const material = overrideMaterial === null ? renderItem.material : overrideMaterial;
			const group = renderItem.group;

			if ( camera.isArrayCamera ) {

				const cameras = camera.cameras;

				for ( let j = 0, jl = cameras.length; j < jl; j ++ ) {

					const camera2 = cameras[ j ];

					if ( object.layers.test( camera2.layers ) ) {

						state.viewport( _currentViewport.copy( camera2.viewport ) );

						currentRenderState.setupLightsView( camera2 );

						renderObject( object, scene, camera2, geometry, material, group );

					}

				}

			} else {

				renderObject( object, scene, camera, geometry, material, group );

			}

		}

	}

	function renderObject( object, scene, camera, geometry, material, group ) {

		object.onBeforeRender( _this, scene, camera, geometry, material, group );

		object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
		object.normalMatrix.getNormalMatrix( object.modelViewMatrix );

		if ( object.isImmediateRenderObject ) {

			const program = setProgram( camera, scene, material, object );

			state.setMaterial( material );

			bindingStates.reset();

			renderObjectImmediate( object, program );

		} else {

			_this.renderBufferDirect( camera, scene, geometry, material, object, group );

		}

		object.onAfterRender( _this, scene, camera, geometry, material, group );

	}

	function initMaterial( material, scene, object ) {

		if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...

		const materialProperties = properties.get( material );

		const lights = currentRenderState.state.lights;
		const shadowsArray = currentRenderState.state.shadowsArray;

		const lightsStateVersion = lights.state.version;

		const parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object );
		const programCacheKey = programCache.getProgramCacheKey( parameters );

		let program = materialProperties.program;
		let programChange = true;

		// always update environment and fog - changing these trigger an initMaterial call, but it's possible that the program doesn't change

		materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
		materialProperties.fog = scene.fog;
		materialProperties.envMap = cubemaps.get( material.envMap || materialProperties.environment );

		if ( program === undefined ) {

			// new material
			material.addEventListener( 'dispose', onMaterialDispose );

		} else if ( program.cacheKey !== programCacheKey ) {

			// changed glsl or parameters
			releaseMaterialProgramReference( material );

		} else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {

			programChange = false;

		} else if ( parameters.shaderID !== undefined ) {

			// same glsl and uniform list
			return;

		} else {

			// only rebuild uniform list
			programChange = false;

		}

		if ( programChange ) {

			parameters.uniforms = programCache.getUniforms( material );

			material.onBeforeCompile( parameters, _this );

			program = programCache.acquireProgram( parameters, programCacheKey );

			materialProperties.program = program;
			materialProperties.uniforms = parameters.uniforms;
			materialProperties.outputEncoding = parameters.outputEncoding;

		}

		const uniforms = materialProperties.uniforms;

		if ( ! material.isShaderMaterial &&
			! material.isRawShaderMaterial ||
			material.clipping === true ) {

			materialProperties.numClippingPlanes = clipping.numPlanes;
			materialProperties.numIntersection = clipping.numIntersection;
			uniforms.clippingPlanes = clipping.uniform;

		}

		// store the light setup it was created for

		materialProperties.needsLights = materialNeedsLights( material );
		materialProperties.lightsStateVersion = lightsStateVersion;

		if ( materialProperties.needsLights ) {

			// wire up the material to this renderer's lighting state

			uniforms.ambientLightColor.value = lights.state.ambient;
			uniforms.lightProbe.value = lights.state.probe;
			uniforms.directionalLights.value = lights.state.directional;
			uniforms.directionalLightShadows.value = lights.state.directionalShadow;
			uniforms.spotLights.value = lights.state.spot;
			uniforms.spotLightShadows.value = lights.state.spotShadow;
			uniforms.rectAreaLights.value = lights.state.rectArea;
			uniforms.ltc_1.value = lights.state.rectAreaLTC1;
			uniforms.ltc_2.value = lights.state.rectAreaLTC2;
			uniforms.pointLights.value = lights.state.point;
			uniforms.pointLightShadows.value = lights.state.pointShadow;
			uniforms.hemisphereLights.value = lights.state.hemi;

			uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
			uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
			uniforms.spotShadowMap.value = lights.state.spotShadowMap;
			uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
			uniforms.pointShadowMap.value = lights.state.pointShadowMap;
			uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
			// TODO (abelnation): add area lights shadow info to uniforms

		}

		const progUniforms = materialProperties.program.getUniforms();
		const uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );

		materialProperties.uniformsList = uniformsList;

	}

	function setProgram( camera, scene, material, object ) {

		if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...

		textures.resetTextureUnits();

		const fog = scene.fog;
		const environment = material.isMeshStandardMaterial ? scene.environment : null;
		const encoding = ( _currentRenderTarget === null ) ? _this.outputEncoding : _currentRenderTarget.texture.encoding;
		const envMap = cubemaps.get( material.envMap || environment );

		const materialProperties = properties.get( material );
		const lights = currentRenderState.state.lights;

		if ( _clippingEnabled === true ) {

			if ( _localClippingEnabled === true || camera !== _currentCamera ) {

				const useCache =
					camera === _currentCamera &&
					material.id === _currentMaterialId;

				// we might want to call this function with some ClippingGroup
				// object instead of the material, once it becomes feasible
				// (#8465, #8379)
				clipping.setState( material, camera, useCache );

			}

		}

		if ( material.version === materialProperties.__version ) {

			if ( material.fog && materialProperties.fog !== fog ) {

				initMaterial( material, scene, object );

			} else if ( materialProperties.environment !== environment ) {

				initMaterial( material, scene, object );

			} else if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {

				initMaterial( material, scene, object );

			} else if ( materialProperties.numClippingPlanes !== undefined &&
				( materialProperties.numClippingPlanes !== clipping.numPlanes ||
				materialProperties.numIntersection !== clipping.numIntersection ) ) {

				initMaterial( material, scene, object );

			} else if ( materialProperties.outputEncoding !== encoding ) {

				initMaterial( material, scene, object );

			} else if ( materialProperties.envMap !== envMap ) {

				initMaterial( material, scene, object );

			}

		} else {

			initMaterial( material, scene, object );
			materialProperties.__version = material.version;

		}

		let refreshProgram = false;
		let refreshMaterial = false;
		let refreshLights = false;

		const program = materialProperties.program,
			p_uniforms = program.getUniforms(),
			m_uniforms = materialProperties.uniforms;

		if ( state.useProgram( program.program ) ) {

			refreshProgram = true;
			refreshMaterial = true;
			refreshLights = true;

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;

			refreshMaterial = true;

		}

		if ( refreshProgram || _currentCamera !== camera ) {

			p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );

			if ( capabilities.logarithmicDepthBuffer ) {

				p_uniforms.setValue( _gl, 'logDepthBufFC',
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );

			}

			if ( _currentCamera !== camera ) {

				_currentCamera = camera;

				// lighting uniforms depend on the camera so enforce an update
				// now, in case this material supports lights - or later, when
				// the next material that does gets activated:

				refreshMaterial = true;		// set to true on material change
				refreshLights = true;		// remains set until update done

			}

			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

			if ( material.isShaderMaterial ||
				material.isMeshPhongMaterial ||
				material.isMeshToonMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {

				const uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {

					uCamPos.setValue( _gl,
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );

				}

			}

			if ( material.isMeshPhongMaterial ||
				material.isMeshToonMaterial ||
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ) {

				p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );

			}

			if ( material.isMeshPhongMaterial ||
				material.isMeshToonMaterial ||
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
				material.isShadowMaterial ||
				material.skinning ) {

				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );

			}

		}

		// skinning uniforms must be set even if material didn't change
		// auto-setting of texture unit for bone texture must go before other textures
		// otherwise textures used for skinning can take over texture units reserved for other material textures

		if ( material.skinning ) {

			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );

			const skeleton = object.skeleton;

			if ( skeleton ) {

				const bones = skeleton.bones;

				if ( capabilities.floatVertexTextures ) {

					if ( skeleton.boneTexture === null ) {

						// layout (1 matrix = 4 pixels)
						//      RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
						//  with  8x8  pixel texture max   16 bones * 4 pixels =  (8 * 8)
						//       16x16 pixel texture max   64 bones * 4 pixels = (16 * 16)
						//       32x32 pixel texture max  256 bones * 4 pixels = (32 * 32)
						//       64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)


						let size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
						size = MathUtils.ceilPowerOfTwo( size );
						size = Math.max( size, 4 );

						const boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
						boneMatrices.set( skeleton.boneMatrices ); // copy current values

						const boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );

						skeleton.boneMatrices = boneMatrices;
						skeleton.boneTexture = boneTexture;
						skeleton.boneTextureSize = size;

					}

					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );

				} else {

					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );

				}

			}

		}

		if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {

			materialProperties.receiveShadow = object.receiveShadow;
			p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );

		}

		if ( refreshMaterial ) {

			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );

			if ( materialProperties.needsLights ) {

				// the current material requires lighting info

				// note: all lighting uniforms are always set correctly
				// they simply reference the renderer's state for their
				// values
				//
				// use the current material's .needsUpdate flags to set
				// the GL state when required

				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );

			}

			// refresh uniforms common to several materials

			if ( fog && material.fog ) {

				materials.refreshFogUniforms( m_uniforms, fog );

			}

			materials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height );

			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );

		}

		if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {

			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
			material.uniformsNeedUpdate = false;

		}

		if ( material.isSpriteMaterial ) {

			p_uniforms.setValue( _gl, 'center', object.center );

		}

		// common matrices

		p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
		p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );

		return program;

	}

	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

	function markUniformsLightsNeedsUpdate( uniforms, value ) {

		uniforms.ambientLightColor.needsUpdate = value;
		uniforms.lightProbe.needsUpdate = value;

		uniforms.directionalLights.needsUpdate = value;
		uniforms.directionalLightShadows.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.pointLightShadows.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
		uniforms.spotLightShadows.needsUpdate = value;
		uniforms.rectAreaLights.needsUpdate = value;
		uniforms.hemisphereLights.needsUpdate = value;

	}

	function materialNeedsLights( material ) {

		return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
			material.isMeshStandardMaterial || material.isShadowMaterial ||
			( material.isShaderMaterial && material.lights === true );

	}

	//
	this.setFramebuffer = function ( value ) {

		if ( _framebuffer !== value && _currentRenderTarget === null ) _gl.bindFramebuffer( 36160, value );

		_framebuffer = value;

	};

	this.getActiveCubeFace = function () {

		return _currentActiveCubeFace;

	};

	this.getActiveMipmapLevel = function () {

		return _currentActiveMipmapLevel;

	};

	this.getRenderTarget = function () {

		return _currentRenderTarget;

	};

	this.setRenderTarget = function ( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) {

		_currentRenderTarget = renderTarget;
		_currentActiveCubeFace = activeCubeFace;
		_currentActiveMipmapLevel = activeMipmapLevel;

		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {

			textures.setupRenderTarget( renderTarget );

		}

		let framebuffer = _framebuffer;
		let isCube = false;
		let isRenderTarget3D = false;

		if ( renderTarget ) {

			const texture = renderTarget.texture;

			if ( texture.isDataTexture3D || texture.isDataTexture2DArray ) {

				isRenderTarget3D = true;

			}

			const __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;

			if ( renderTarget.isWebGLCubeRenderTarget ) {

				framebuffer = __webglFramebuffer[ activeCubeFace ];
				isCube = true;

			} else if ( renderTarget.isWebGLMultisampleRenderTarget ) {

				framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;

			} else {

				framebuffer = __webglFramebuffer;

			}

			_currentViewport.copy( renderTarget.viewport );
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;

		} else {

			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
			_currentScissorTest = _scissorTest;

		}

		if ( _currentFramebuffer !== framebuffer ) {

			_gl.bindFramebuffer( 36160, framebuffer );
			_currentFramebuffer = framebuffer;

		}

		state.viewport( _currentViewport );
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );

		if ( isCube ) {

			const textureProperties = properties.get( renderTarget.texture );
			_gl.framebufferTexture2D( 36160, 36064, 34069 + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel );

		} else if ( isRenderTarget3D ) {

			const textureProperties = properties.get( renderTarget.texture );
			const layer = activeCubeFace || 0;
			_gl.framebufferTextureLayer( 36160, 36064, textureProperties.__webglTexture, activeMipmapLevel || 0, layer );

		}

	};

	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {

		if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {

			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
			return;

		}

		let framebuffer = properties.get( renderTarget ).__webglFramebuffer;

		if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {

			framebuffer = framebuffer[ activeCubeFaceIndex ];

		}

		if ( framebuffer ) {

			let restore = false;

			if ( framebuffer !== _currentFramebuffer ) {

				_gl.bindFramebuffer( 36160, framebuffer );

				restore = true;

			}

			try {

				const texture = renderTarget.texture;
				const textureFormat = texture.format;
				const textureType = texture.type;

				if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {

					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;

				}

				const halfFloatSupportedByExt = ( textureType === HalfFloatType ) && ( extensions.has( 'EXT_color_buffer_half_float' ) || ( capabilities.isWebGL2 && extensions.has( 'EXT_color_buffer_float' ) ) );

				if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // Edge and Chrome Mac < 52 (#9513)
					! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.has( 'OES_texture_float' ) || extensions.has( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
					! halfFloatSupportedByExt ) {

					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;

				}

				if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {

					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {

						_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );

					}

				} else {

					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}

			} finally {

				if ( restore ) {

					_gl.bindFramebuffer( 36160, _currentFramebuffer );

				}

			}

		}

	};

	this.copyFramebufferToTexture = function ( position, texture, level = 0 ) {

		const levelScale = Math.pow( 2, - level );
		const width = Math.floor( texture.image.width * levelScale );
		const height = Math.floor( texture.image.height * levelScale );
		const glFormat = utils.convert( texture.format );

		textures.setTexture2D( texture, 0 );

		_gl.copyTexImage2D( 3553, level, glFormat, position.x, position.y, width, height, 0 );

		state.unbindTexture();

	};

	this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level = 0 ) {

		const width = srcTexture.image.width;
		const height = srcTexture.image.height;
		const glFormat = utils.convert( dstTexture.format );
		const glType = utils.convert( dstTexture.type );

		textures.setTexture2D( dstTexture, 0 );

		// As another texture upload may have changed pixelStorei
		// parameters, make sure they are correct for the dstTexture
		_gl.pixelStorei( 37440, dstTexture.flipY );
		_gl.pixelStorei( 37441, dstTexture.premultiplyAlpha );
		_gl.pixelStorei( 3317, dstTexture.unpackAlignment );

		if ( srcTexture.isDataTexture ) {

			_gl.texSubImage2D( 3553, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );

		} else {

			if ( srcTexture.isCompressedTexture ) {

				_gl.compressedTexSubImage2D( 3553, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );

			} else {

				_gl.texSubImage2D( 3553, level, position.x, position.y, glFormat, glType, srcTexture.image );

			}

		}

		// Generate mipmaps only when copying level 0
		if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( 3553 );

		state.unbindTexture();

	};

	this.copyTextureToTexture3D = function ( sourceBox, position, srcTexture, dstTexture, level = 0 ) {

		if ( _this.isWebGL1Renderer ) {

			console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.' );
			return;

		}

		const { width, height, data } = srcTexture.image;
		const glFormat = utils.convert( dstTexture.format );
		const glType = utils.convert( dstTexture.type );
		let glTarget;

		if ( dstTexture.isDataTexture3D ) {

			textures.setTexture3D( dstTexture, 0 );
			glTarget = 32879;

		} else if ( dstTexture.isDataTexture2DArray ) {

			textures.setTexture2DArray( dstTexture, 0 );
			glTarget = 35866;

		} else {

			console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.' );
			return;

		}

		_gl.pixelStorei( 37440, dstTexture.flipY );
		_gl.pixelStorei( 37441, dstTexture.premultiplyAlpha );
		_gl.pixelStorei( 3317, dstTexture.unpackAlignment );

		const unpackRowLen = _gl.getParameter( 3314 );
		const unpackImageHeight = _gl.getParameter( 32878 );
		const unpackSkipPixels = _gl.getParameter( 3316 );
		const unpackSkipRows = _gl.getParameter( 3315 );
		const unpackSkipImages = _gl.getParameter( 32877 );

		_gl.pixelStorei( 3314, width );
		_gl.pixelStorei( 32878, height );
		_gl.pixelStorei( 3316, sourceBox.min.x );
		_gl.pixelStorei( 3315, sourceBox.min.y );
		_gl.pixelStorei( 32877, sourceBox.min.z );

		_gl.texSubImage3D(
			glTarget,
			level,
			position.x,
			position.y,
			position.z,
			sourceBox.max.x - sourceBox.min.x + 1,
			sourceBox.max.y - sourceBox.min.y + 1,
			sourceBox.max.z - sourceBox.min.z + 1,
			glFormat,
			glType,
			data
		);

		_gl.pixelStorei( 3314, unpackRowLen );
		_gl.pixelStorei( 32878, unpackImageHeight );
		_gl.pixelStorei( 3316, unpackSkipPixels );
		_gl.pixelStorei( 3315, unpackSkipRows );
		_gl.pixelStorei( 32877, unpackSkipImages );

		// Generate mipmaps only when copying level 0
		if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( glTarget );

		state.unbindTexture();

	};

	this.initTexture = function ( texture ) {

		textures.setTexture2D( texture, 0 );

		state.unbindTexture();

	};

	this.resetState = function () {

		state.reset();
		bindingStates.reset();

	};

	if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {

		__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef

	}

}

class WebGL1Renderer extends WebGLRenderer {}

WebGL1Renderer.prototype.isWebGL1Renderer = true;

class FogExp2 {

	constructor( color, density ) {

		this.name = '';

		this.color = new Color( color );
		this.density = ( density !== undefined ) ? density : 0.00025;

	}

	clone() {

		return new FogExp2( this.color, this.density );

	}

	toJSON( /* meta */ ) {

		return {
			type: 'FogExp2',
			color: this.color.getHex(),
			density: this.density
		};

	}

}

FogExp2.prototype.isFogExp2 = true;

class Fog {

	constructor( color, near, far ) {

		this.name = '';

		this.color = new Color( color );

		this.near = ( near !== undefined ) ? near : 1;
		this.far = ( far !== undefined ) ? far : 1000;

	}

	clone() {

		return new Fog( this.color, this.near, this.far );

	}

	toJSON( /* meta */ ) {

		return {
			type: 'Fog',
			color: this.color.getHex(),
			near: this.near,
			far: this.far
		};

	}

}

Fog.prototype.isFog = true;

class Scene extends Object3D {

	constructor() {

		super();

		this.type = 'Scene';

		this.background = null;
		this.environment = null;
		this.fog = null;

		this.overrideMaterial = null;

		this.autoUpdate = true; // checked by the renderer

		if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {

			__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef

		}

	}

	copy( source, recursive ) {

		super.copy( source, recursive );

		if ( source.background !== null ) this.background = source.background.clone();
		if ( source.environment !== null ) this.environment = source.environment.clone();
		if ( source.fog !== null ) this.fog = source.fog.clone();

		if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();

		this.autoUpdate = source.autoUpdate;
		this.matrixAutoUpdate = source.matrixAutoUpdate;

		return this;

	}

	toJSON( meta ) {

		const data = super.toJSON( meta );

		if ( this.background !== null ) data.object.background = this.background.toJSON( meta );
		if ( this.environment !== null ) data.object.environment = this.environment.toJSON( meta );
		if ( this.fog !== null ) data.object.fog = this.fog.toJSON();

		return data;

	}

}

Scene.prototype.isScene = true;

function InterleavedBuffer( array, stride ) {

	this.array = array;
	this.stride = stride;
	this.count = array !== undefined ? array.length / stride : 0;

	this.usage = StaticDrawUsage;
	this.updateRange = { offset: 0, count: - 1 };

	this.version = 0;

	this.uuid = MathUtils.generateUUID();

}

Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {

	set: function ( value ) {

		if ( value === true ) this.version ++;

	}

} );

Object.assign( InterleavedBuffer.prototype, {

	isInterleavedBuffer: true,

	onUploadCallback: function () {},

	setUsage: function ( value ) {

		this.usage = value;

		return this;

	},

	copy: function ( source ) {

		this.array = new source.array.constructor( source.array );
		this.count = source.count;
		this.stride = source.stride;
		this.usage = source.usage;

		return this;

	},

	copyAt: function ( index1, attribute, index2 ) {

		index1 *= this.stride;
		index2 *= attribute.stride;

		for ( let i = 0, l = this.stride; i < l; i ++ ) {

			this.array[ index1 + i ] = attribute.array[ index2 + i ];

		}

		return this;

	},

	set: function ( value, offset = 0 ) {

		this.array.set( value, offset );

		return this;

	},

	clone: function ( data ) {

		if ( data.arrayBuffers === undefined ) {

			data.arrayBuffers = {};

		}

		if ( this.array.buffer._uuid === undefined ) {

			this.array.buffer._uuid = MathUtils.generateUUID();

		}

		if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {

			data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;

		}

		const array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );

		const ib = new InterleavedBuffer( array, this.stride );
		ib.setUsage( this.usage );

		return ib;

	},

	onUpload: function ( callback ) {

		this.onUploadCallback = callback;

		return this;

	},

	toJSON: function ( data ) {

		if ( data.arrayBuffers === undefined ) {

			data.arrayBuffers = {};

		}

		// generate UUID for array buffer if necessary

		if ( this.array.buffer._uuid === undefined ) {

			this.array.buffer._uuid = MathUtils.generateUUID();

		}

		if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {

			data.arrayBuffers[ this.array.buffer._uuid ] = Array.prototype.slice.call( new Uint32Array( this.array.buffer ) );

		}

		//

		return {
			uuid: this.uuid,
			buffer: this.array.buffer._uuid,
			type: this.array.constructor.name,
			stride: this.stride
		};

	}

} );

const _vector$6 = new Vector3();

function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {

	this.name = '';

	this.data = interleavedBuffer;
	this.itemSize = itemSize;
	this.offset = offset;

	this.normalized = normalized === true;

}

Object.defineProperties( InterleavedBufferAttribute.prototype, {

	count: {

		get: function () {

			return this.data.count;

		}

	},

	array: {

		get: function () {

			return this.data.array;

		}

	},

	needsUpdate: {

		set: function ( value ) {

			this.data.needsUpdate = value;

		}

	}

} );

Object.assign( InterleavedBufferAttribute.prototype, {

	isInterleavedBufferAttribute: true,

	applyMatrix4: function ( m ) {

		for ( let i = 0, l = this.data.count; i < l; i ++ ) {

			_vector$6.x = this.getX( i );
			_vector$6.y = this.getY( i );
			_vector$6.z = this.getZ( i );

			_vector$6.applyMatrix4( m );

			this.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );

		}

		return this;

	},

	setX: function ( index, x ) {

		this.data.array[ index * this.data.stride + this.offset ] = x;

		return this;

	},

	setY: function ( index, y ) {

		this.data.array[ index * this.data.stride + this.offset + 1 ] = y;

		return this;

	},

	setZ: function ( index, z ) {

		this.data.array[ index * this.data.stride + this.offset + 2 ] = z;

		return this;

	},

	setW: function ( index, w ) {

		this.data.array[ index * this.data.stride + this.offset + 3 ] = w;

		return this;

	},

	getX: function ( index ) {

		return this.data.array[ index * this.data.stride + this.offset ];

	},

	getY: function ( index ) {

		return this.data.array[ index * this.data.stride + this.offset + 1 ];

	},

	getZ: function ( index ) {

		return this.data.array[ index * this.data.stride + this.offset + 2 ];

	},

	getW: function ( index ) {

		return this.data.array[ index * this.data.stride + this.offset + 3 ];

	},

	setXY: function ( index, x, y ) {

		index = index * this.data.stride + this.offset;

		this.data.array[ index + 0 ] = x;
		this.data.array[ index + 1 ] = y;

		return this;

	},

	setXYZ: function ( index, x, y, z ) {

		index = index * this.data.stride + this.offset;

		this.data.array[ index + 0 ] = x;
		this.data.array[ index + 1 ] = y;
		this.data.array[ index + 2 ] = z;

		return this;

	},

	setXYZW: function ( index, x, y, z, w ) {

		index = index * this.data.stride + this.offset;

		this.data.array[ index + 0 ] = x;
		this.data.array[ index + 1 ] = y;
		this.data.array[ index + 2 ] = z;
		this.data.array[ index + 3 ] = w;

		return this;

	},

	clone: function ( data ) {

		if ( data === undefined ) {

			console.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interlaved buffer attribute will deinterleave buffer data.' );

			const array = [];

			for ( let i = 0; i < this.count; i ++ ) {

				const index = i * this.data.stride + this.offset;

				for ( let j = 0; j < this.itemSize; j ++ ) {

					array.push( this.data.array[ index + j ] );

				}

			}

			return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );

		} else {

			if ( data.interleavedBuffers === undefined ) {

				data.interleavedBuffers = {};

			}

			if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {

				data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );

			}

			return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );

		}

	},

	toJSON: function ( data ) {

		if ( data === undefined ) {

			console.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interlaved buffer attribute will deinterleave buffer data.' );

			const array = [];

			for ( let i = 0; i < this.count; i ++ ) {

				const index = i * this.data.stride + this.offset;

				for ( let j = 0; j < this.itemSize; j ++ ) {

					array.push( this.data.array[ index + j ] );

				}

			}

			// deinterleave data and save it as an ordinary buffer attribute for now

			return {
				itemSize: this.itemSize,
				type: this.array.constructor.name,
				array: array,
				normalized: this.normalized
			};

		} else {

			// save as true interlaved attribtue

			if ( data.interleavedBuffers === undefined ) {

				data.interleavedBuffers = {};

			}

			if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {

				data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );

			}

			return {
				isInterleavedBufferAttribute: true,
				itemSize: this.itemSize,
				data: this.data.uuid,
				offset: this.offset,
				normalized: this.normalized
			};

		}

	}

} );

/**
 * parameters = {
 *  color: <hex>,
 *  map: new THREE.Texture( <Image> ),
 *  alphaMap: new THREE.Texture( <Image> ),
 *  rotation: <float>,
 *  sizeAttenuation: <bool>
 * }
 */

class SpriteMaterial extends Material {

	constructor( parameters ) {

		super();

		this.type = 'SpriteMaterial';

		this.color = new Color( 0xffffff );

		this.map = null;

		this.alphaMap = null;

		this.rotation = 0;

		this.sizeAttenuation = true;

		this.transparent = true;

		this.setValues( parameters );

	}

	copy( source ) {

		super.copy( source );

		this.color.copy( source.color );

		this.map = source.map;

		this.alphaMap = source.alphaMap;

		this.rotation = source.rotation;

		this.sizeAttenuation = source.sizeAttenuation;

		return this;

	}

}

SpriteMaterial.prototype.isSpriteMaterial = true;

let _geometry;

const _intersectPoint = /*@__PURE__*/ new Vector3();
const _worldScale = /*@__PURE__*/ new Vector3();
const _mvPosition = /*@__PURE__*/ new Vector3();

const _alignedPosition = /*@__PURE__*/ new Vector2();
const _rotatedPosition = /*@__PURE__*/ new Vector2();
const _viewWorldMatrix = /*@__PURE__*/ new Matrix4();

const _vA$1 = /*@__PURE__*/ new Vector3();
const _vB$1 = /*@__PURE__*/ new Vector3();
const _vC$1 = /*@__PURE__*/ new Vector3();

const _uvA$1 = /*@__PURE__*/ new Vector2();
const _uvB$1 = /*@__PURE__*/ new Vector2();
const _uvC$1 = /*@__PURE__*/ new Vector2();

class Sprite extends Object3D {

	constructor( material ) {

		super();

		this.type = 'Sprite';

		if ( _geometry === undefined ) {

			_geometry = new BufferGeometry();

			const float32Array = new Float32Array( [
				- 0.5, - 0.5, 0, 0, 0,
				0.5, - 0.5, 0, 1, 0,
				0.5, 0.5, 0, 1, 1,
				- 0.5, 0.5, 0, 0, 1
			] );

			const interleavedBuffer = new InterleavedBuffer( float32Array, 5 );

			_geometry.setIndex( [ 0, 1, 2,	0, 2, 3 ] );
			_geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
			_geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );

		}

		this.geometry = _geometry;
		this.material = ( material !== undefined ) ? material : new SpriteMaterial();

		this.center = new Vector2( 0.5, 0.5 );

	}

	raycast( raycaster, intersects ) {

		if ( raycaster.camera === null ) {

			console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );

		}

		_worldScale.setFromMatrixScale( this.matrixWorld );

		_viewWorldMatrix.copy( raycaster.camera.matrixWorld );
		this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );

		_mvPosition.setFromMatrixPosition( this.modelViewMatrix );

		if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {

			_worldScale.multiplyScalar( - _mvPosition.z );

		}

		const rotation = this.material.rotation;
		let sin, cos;

		if ( rotation !== 0 ) {

			cos = Math.cos( rotation );
			sin = Math.sin( rotation );

		}

		const center = this.center;

		transformVertex( _vA$1.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
		transformVertex( _vB$1.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
		transformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );

		_uvA$1.set( 0, 0 );
		_uvB$1.set( 1, 0 );
		_uvC$1.set( 1, 1 );

		// check first triangle
		let intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );

		if ( intersect === null ) {

			// check second triangle
			transformVertex( _vB$1.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
			_uvB$1.set( 0, 1 );

			intersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );
			if ( intersect === null ) {

				return;

			}

		}

		const distance = raycaster.ray.origin.distanceTo( _intersectPoint );

		if ( distance < raycaster.near || distance > raycaster.far ) return;

		intersects.push( {

			distance: distance,
			point: _intersectPoint.clone(),
			uv: Triangle.getUV( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ),
			face: null,
			object: this

		} );

	}

	copy( source ) {

		super.copy( source );

		if ( source.center !== undefined ) this.center.copy( source.center );

		this.material = source.material;

		return this;

	}

}

Sprite.prototype.isSprite = true;

function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {

	// compute position in camera space
	_alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );

	// to check if rotation is not zero
	if ( sin !== undefined ) {

		_rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
		_rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );

	} else {

		_rotatedPosition.copy( _alignedPosition );

	}


	vertexPosition.copy( mvPosition );
	vertexPosition.x += _rotatedPosition.x;
	vertexPosition.y += _rotatedPosition.y;

	// transform to world space
	vertexPosition.applyMatrix4( _viewWorldMatrix );

}

const _v1$4 = /*@__PURE__*/ new Vector3();
const _v2$2 = /*@__PURE__*/ new Vector3();

class LOD extends Object3D {

	constructor() {

		super();

		this._currentLevel = 0;

		this.type = 'LOD';

		Object.defineProperties( this, {
			levels: {
				enumerable: true,
				value: []
			},
			isLOD: {
				value: true,
			}
		} );

		this.autoUpdate = true;

	}

	copy( source ) {

		super.copy( source, false );

		const levels = source.levels;

		for ( let i = 0, l = levels.length; i < l; i ++ ) {

			const level = levels[ i ];

			this.addLevel( level.object.clone(), level.distance );

		}

		this.autoUpdate = source.autoUpdate;

		return this;

	}

	addLevel( object, distance = 0 ) {

		distance = Math.abs( distance );

		const levels = this.levels;

		let l;

		for ( l = 0; l < levels.length; l ++ ) {

			if ( distance < levels[ l ].distance ) {

				break;

			}

		}

		levels.splice( l, 0, { distance: distance, object: object } );

		this.add( object );

		return this;

	}

	getCurrentLevel() {

		return this._currentLevel;

	}

	getObjectForDistance( distance ) {

		const levels = this.levels;

		if ( levels.length > 0 ) {

			let i, l;

			for ( i = 1, l = levels.length; i < l; i ++ ) {

				if ( distance < levels[ i ].distance ) {

					break;

				}

			}

			return levels[ i - 1 ].object;

		}

		return null;

	}

	raycast( raycaster, intersects ) {

		const levels = this.levels;

		if ( levels.length > 0 ) {

			_v1$4.setFromMatrixPosition( this.matrixWorld );

			const distance = raycaster.ray.origin.distanceTo( _v1$4 );

			this.getObjectForDistance( distance ).raycast( raycaster, intersects );

		}

	}

	update( camera ) {

		const levels = this.levels;

		if ( levels.length > 1 ) {

			_v1$4.setFromMatrixPosition( camera.matrixWorld );
			_v2$2.setFromMatrixPosition( this.matrixWorld );

			const distance = _v1$4.distanceTo( _v2$2 ) / camera.zoom;

			levels[ 0 ].object.visible = true;

			let i, l;

			for ( i = 1, l = levels.length; i < l; i ++ ) {

				if ( distance >= levels[ i ].distance ) {

					levels[ i - 1 ].object.visible = false;
					levels[ i ].object.visible = true;

				} else {

					break;

				}

			}

			this._currentLevel = i - 1;

			for ( ; i < l; i ++ ) {

				levels[ i ].object.visible = false;

			}

		}

	}

	toJSON( meta ) {

		const data = super.toJSON( meta );

		if ( this.autoUpdate === false ) data.object.autoUpdate = false;

		data.object.levels = [];

		const levels = this.levels;

		for ( let i = 0, l = levels.length; i < l; i ++ ) {

			const level = levels[ i ];

			data.object.levels.push( {
				object: level.object.uuid,
				distance: level.distance
			} );

		}

		return data;

	}

}

const _basePosition = new Vector3();

const _skinIndex = new Vector4();
const _skinWeight = new Vector4();

const _vector$7 = new Vector3();
const _matrix$1 = new Matrix4();

function SkinnedMesh( geometry, material ) {

	Mesh.call( this, geometry, material );

	this.type = 'SkinnedMesh';

	this.bindMode = 'attached';
	this.bindMatrix = new Matrix4();
	this.bindMatrixInverse = new Matrix4();

}

SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {

	constructor: SkinnedMesh,

	isSkinnedMesh: true,

	copy: function ( source ) {

		Mesh.prototype.copy.call( this, source );

		this.bindMode = source.bindMode;
		this.bindMatrix.copy( source.bindMatrix );
		this.bindMatrixInverse.copy( source.bindMatrixInverse );

		this.skeleton = source.skeleton;

		return this;

	},

	bind: function ( skeleton, bindMatrix ) {

		this.skeleton = skeleton;

		if ( bindMatrix === undefined ) {

			this.updateMatrixWorld( true );

			this.skeleton.calculateInverses();

			bindMatrix = this.matrixWorld;

		}

		this.bindMatrix.copy( bindMatrix );
		this.bindMatrixInverse.copy( bindMatrix ).invert();

	},

	pose: function () {

		this.skeleton.pose();

	},

	normalizeSkinWeights: function () {

		const vector = new Vector4();

		const skinWeight = this.geometry.attributes.skinWeight;

		for ( let i = 0, l = skinWeight.count; i < l; i ++ ) {

			vector.x = skinWeight.getX( i );
			vector.y = skinWeight.getY( i );
			vector.z = skinWeight.getZ( i );
			vector.w = skinWeight.getW( i );

			const scale = 1.0 / vector.manhattanLength();

			if ( scale !== Infinity ) {

				vector.multiplyScalar( scale );

			} else {

				vector.set( 1, 0, 0, 0 ); // do something reasonable

			}

			skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );

		}

	},

	updateMatrixWorld: function ( force ) {

		Mesh.prototype.updateMatrixWorld.call( this, force );

		if ( this.bindMode === 'attached' ) {

			this.bindMatrixInverse.copy( this.matrixWorld ).invert();

		} else if ( this.bindMode === 'detached' ) {

			this.bindMatrixInverse.copy( this.bindMatrix ).invert();

		} else {

			console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );

		}

	},

	boneTransform: function ( index, target ) {

		const skeleton = this.skeleton;
		const geometry = this.geometry;

		_skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );
		_skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );

		_basePosition.fromBufferAttribute( geometry.attributes.position, index ).applyMatrix4( this.bindMatrix );

		target.set( 0, 0, 0 );

		for ( let i = 0; i < 4; i ++ ) {

			const weight = _skinWeight.getComponent( i );

			if ( weight !== 0 ) {

				const boneIndex = _skinIndex.getComponent( i );

				_matrix$1.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );

				target.addScaledVector( _vector$7.copy( _basePosition ).applyMatrix4( _matrix$1 ), weight );

			}

		}

		return target.applyMatrix4( this.bindMatrixInverse );

	}

} );

function Bone() {

	Object3D.call( this );

	this.type = 'Bone';

}

Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {

	constructor: Bone,

	isBone: true

} );

const _offsetMatrix = /*@__PURE__*/ new Matrix4();
const _identityMatrix = /*@__PURE__*/ new Matrix4();

class Skeleton {

	constructor( bones = [], boneInverses = [] ) {

		this.uuid = MathUtils.generateUUID();

		this.bones = bones.slice( 0 );
		this.boneInverses = boneInverses;
		this.boneMatrices = null;

		this.boneTexture = null;
		this.boneTextureSize = 0;

		this.frame = - 1;

		this.init();

	}

	init() {

		const bones = this.bones;
		const boneInverses = this.boneInverses;

		this.boneMatrices = new Float32Array( bones.length * 16 );

		// calculate inverse bone matrices if necessary

		if ( boneInverses.length === 0 ) {

			this.calculateInverses();

		} else {

			// handle special case

			if ( bones.length !== boneInverses.length ) {

				console.warn( 'THREE.Skeleton: Number of inverse bone matrices does not match amount of bones.' );

				this.boneInverses = [];

				for ( let i = 0, il = this.bones.length; i < il; i ++ ) {

					this.boneInverses.push( new Matrix4() );

				}

			}

		}

	}

	calculateInverses() {

		this.boneInverses.length = 0;

		for ( let i = 0, il = this.bones.length; i < il; i ++ ) {

			const inverse = new Matrix4();

			if ( this.bones[ i ] ) {

				inverse.copy( this.bones[ i ].matrixWorld ).invert();

			}

			this.boneInverses.push( inverse );

		}

	}

	pose() {

		// recover the bind-time world matrices

		for ( let i = 0, il = this.bones.length; i < il; i ++ ) {

			const bone = this.bones[ i ];

			if ( bone ) {

				bone.matrixWorld.copy( this.boneInverses[ i ] ).invert();

			}

		}

		// compute the local matrices, positions, rotations and scales

		for ( let i = 0, il = this.bones.length; i < il; i ++ ) {

			const bone = this.bones[ i ];

			if ( bone ) {

				if ( bone.parent && bone.parent.isBone ) {

					bone.matrix.copy( bone.parent.matrixWorld ).invert();
					bone.matrix.multiply( bone.matrixWorld );

				} else {

					bone.matrix.copy( bone.matrixWorld );

				}

				bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );

			}

		}

	}

	update() {

		const bones = this.bones;
		const boneInverses = this.boneInverses;
		const boneMatrices = this.boneMatrices;
		const boneTexture = this.boneTexture;

		// flatten bone matrices to array

		for ( let i = 0, il = bones.length; i < il; i ++ ) {

			// compute the offset between the current and the original transform

			const matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;

			_offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
			_offsetMatrix.toArray( boneMatrices, i * 16 );

		}

		if ( boneTexture !== null ) {

			boneTexture.needsUpdate = true;

		}

	}

	clone() {

		return new Skeleton( this.bones, this.boneInverses );

	}

	getBoneByName( name ) {

		for ( let i = 0, il = this.bones.length; i < il; i ++ ) {

			const bone = this.bones[ i ];

			if ( bone.name === name ) {

				return bone;

			}

		}

		return undefined;

	}

	dispose( ) {

		if ( this.boneTexture !== null ) {

			this.boneTexture.dispose();

			this.boneTexture = null;

		}

	}

	fromJSON( json, bones ) {

		this.uuid = json.uuid;

		for ( let i = 0, l = json.bones.length; i < l; i ++ ) {

			const uuid = json.bones[ i ];
			let bone = bones[ uuid ];

			if ( bone === undefined ) {

				console.warn( 'THREE.Skeleton: No bone found with UUID:', uuid );
				bone = new Bone();

			}

			this.bones.push( bone );
			this.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) );

		}

		this.init();

		return this;

	}

	toJSON() {

		const data = {
			metadata: {
				version: 4.5,
				type: 'Skeleton',
				generator: 'Skeleton.toJSON'
			},
			bones: [],
			boneInverses: []
		};

		data.uuid = this.uuid;

		const bones = this.bones;
		const boneInverses = this.boneInverses;

		for ( let i = 0, l = bones.length; i < l; i ++ ) {

			const bone = bones[ i ];
			data.bones.push( bone.uuid );

			const boneInverse = boneInverses[ i ];
			data.boneInverses.push( boneInverse.toArray() );

		}

		return data;

	}

}

const _instanceLocalMatrix = new Matrix4();
const _instanceWorldMatrix = new Matrix4();

const _instanceIntersects = [];

const _mesh = new Mesh();

function InstancedMesh( geometry, material, count ) {

	Mesh.call( this, geometry, material );

	this.instanceMatrix = new BufferAttribute( new Float32Array( count * 16 ), 16 );
	this.instanceColor = null;

	this.count = count;

	this.frustumCulled = false;

}

InstancedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {

	constructor: InstancedMesh,

	isInstancedMesh: true,

	copy: function ( source ) {

		Mesh.prototype.copy.call( this, source );

		this.instanceMatrix.copy( source.instanceMatrix );

		if ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone();

		this.count = source.count;

		return this;

	},

	getColorAt: function ( index, color ) {

		color.fromArray( this.instanceColor.array, index * 3 );

	},

	getMatrixAt: function ( index, matrix ) {

		matrix.fromArray( this.instanceMatrix.array, index * 16 );

	},

	raycast: function ( raycaster, intersects ) {

		const matrixWorld = this.matrixWorld;
		const raycastTimes = this.count;

		_mesh.geometry = this.geometry;
		_mesh.material = this.material;

		if ( _mesh.material === undefined ) return;

		for ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {

			// calculate the world matrix for each instance

			this.getMatrixAt( instanceId, _instanceLocalMatrix );

			_instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );

			// the mesh represents this single instance

			_mesh.matrixWorld = _instanceWorldMatrix;

			_mesh.raycast( raycaster, _instanceIntersects );

			// process the result of raycast

			for ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) {

				const intersect = _instanceIntersects[ i ];
				intersect.instanceId = instanceId;
				intersect.object = this;
				intersects.push( intersect );

			}

			_instanceIntersects.length = 0;

		}

	},

	setColorAt: function ( index, color ) {

		if ( this.instanceColor === null ) {

			this.instanceColor = new BufferAttribute( new Float32Array( this.count * 3 ), 3 );

		}

		color.toArray( this.instanceColor.array, index * 3 );

	},

	setMatrixAt: function ( index, matrix ) {

		matrix.toArray( this.instanceMatrix.array, index * 16 );

	},

	updateMorphTargets: function () {

	},

	dispose: function () {

		this.dispatchEvent( { type: 'dispose' } );

	}

} );

/**
 * parameters = {
 *  color: <hex>,
 *  opacity: <float>,
 *
 *  linewidth: <float>,
 *  linecap: "round",
 *  linejoin: "round"
 * }
 */

class LineBasicMaterial extends Material {

	constructor( parameters ) {

		super();

		this.type = 'LineBasicMaterial';

		this.color = new Color( 0xffffff );

		this.linewidth = 1;
		this.linecap = 'round';
		this.linejoin = 'round';

		this.morphTargets = false;

		this.setValues( parameters );

	}


	copy( source ) {

		super.copy( source );

		this.color.copy( source.color );

		this.linewidth = source.linewidth;
		this.linecap = source.linecap;
		this.linejoin = source.linejoin;

		this.morphTargets = source.morphTargets;

		return this;

	}

}

LineBasicMaterial.prototype.isLineBasicMaterial = true;

const _start = new Vector3();
const _end = new Vector3();
const _inverseMatrix$1 = new Matrix4();
const _ray$1 = new Ray();
const _sphere$2 = new Sphere();

function Line( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) {

	Object3D.call( this );

	this.type = 'Line';

	this.geometry = geometry;
	this.material = material;

	this.updateMorphTargets();

}

Line.prototype = Object.assign( Object.create( Object3D.prototype ), {

	constructor: Line,

	isLine: true,

	copy: function ( source ) {

		Object3D.prototype.copy.call( this, source );

		this.material = source.material;
		this.geometry = source.geometry;

		return this;

	},

	computeLineDistances: function () {

		const geometry = this.geometry;

		if ( geometry.isBufferGeometry ) {

			// we assume non-indexed geometry

			if ( geometry.index === null ) {

				const positionAttribute = geometry.attributes.position;
				const lineDistances = [ 0 ];

				for ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {

					_start.fromBufferAttribute( positionAttribute, i - 1 );
					_end.fromBufferAttribute( positionAttribute, i );

					lineDistances[ i ] = lineDistances[ i - 1 ];
					lineDistances[ i ] += _start.distanceTo( _end );

				}

				geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );

			} else {

				console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );

			}

		} else if ( geometry.isGeometry ) {

			console.error( 'THREE.Line.computeLineDistances() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );

		}

		return this;

	},

	raycast: function ( raycaster, intersects ) {

		const geometry = this.geometry;
		const matrixWorld = this.matrixWorld;
		const threshold = raycaster.params.Line.threshold;

		// Checking boundingSphere distance to ray

		if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();

		_sphere$2.copy( geometry.boundingSphere );
		_sphere$2.applyMatrix4( matrixWorld );
		_sphere$2.radius += threshold;

		if ( raycaster.ray.intersectsSphere( _sphere$2 ) === false ) return;

		//

		_inverseMatrix$1.copy( matrixWorld ).invert();
		_ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );

		const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
		const localThresholdSq = localThreshold * localThreshold;

		const vStart = new Vector3();
		const vEnd = new Vector3();
		const interSegment = new Vector3();
		const interRay = new Vector3();
		const step = this.isLineSegments ? 2 : 1;

		if ( geometry.isBufferGeometry ) {

			const index = geometry.index;
			const attributes = geometry.attributes;
			const positionAttribute = attributes.position;

			if ( index !== null ) {

				const indices = index.array;

				for ( let i = 0, l = indices.length - 1; i < l; i += step ) {

					const a = indices[ i ];
					const b = indices[ i + 1 ];

					vStart.fromBufferAttribute( positionAttribute, a );
					vEnd.fromBufferAttribute( positionAttribute, b );

					const distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );

					if ( distSq > localThresholdSq ) continue;

					interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation

					const distance = raycaster.ray.origin.distanceTo( interRay );

					if ( distance < raycaster.near || distance > raycaster.far ) continue;

					intersects.push( {

						distance: distance,
						// What do we want? intersection point on the ray or on the segment??
						// point: raycaster.ray.at( distance ),
						point: interSegment.clone().applyMatrix4( this.matrixWorld ),
						index: i,
						face: null,
						faceIndex: null,
						object: this

					} );

				}

			} else {

				for ( let i = 0, l = positionAttribute.count - 1; i < l; i += step ) {

					vStart.fromBufferAttribute( positionAttribute, i );
					vEnd.fromBufferAttribute( positionAttribute, i + 1 );

					const distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );

					if ( distSq > localThresholdSq ) continue;

					interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation

					const distance = raycaster.ray.origin.distanceTo( interRay );

					if ( distance < raycaster.near || distance > raycaster.far ) continue;

					intersects.push( {

						distance: distance,
						// What do we want? intersection point on the ray or on the segment??
						// point: raycaster.ray.at( distance ),
						point: interSegment.clone().applyMatrix4( this.matrixWorld ),
						index: i,
						face: null,
						faceIndex: null,
						object: this

					} );

				}

			}

		} else if ( geometry.isGeometry ) {

			console.error( 'THREE.Line.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );

		}

	},

	updateMorphTargets: function () {

		const geometry = this.geometry;

		if ( geometry.isBufferGeometry ) {

			const morphAttributes = geometry.morphAttributes;
			const keys = Object.keys( morphAttributes );

			if ( keys.length > 0 ) {

				const morphAttribute = morphAttributes[ keys[ 0 ] ];

				if ( morphAttribute !== undefined ) {

					this.morphTargetInfluences = [];
					this.morphTargetDictionary = {};

					for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {

						const name = morphAttribute[ m ].name || String( m );

						this.morphTargetInfluences.push( 0 );
						this.morphTargetDictionary[ name ] = m;

					}

				}

			}

		} else {

			const morphTargets = geometry.morphTargets;

			if ( morphTargets !== undefined && morphTargets.length > 0 ) {

				console.error( 'THREE.Line.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );

			}

		}

	}

} );

const _start$1 = new Vector3();
const _end$1 = new Vector3();

function LineSegments( geometry, material ) {

	Line.call( this, geometry, material );

	this.type = 'LineSegments';

}

LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {

	constructor: LineSegments,

	isLineSegments: true,

	computeLineDistances: function () {

		const geometry = this.geometry;

		if ( geometry.isBufferGeometry ) {

			// we assume non-indexed geometry

			if ( geometry.index === null ) {

				const positionAttribute = geometry.attributes.position;
				const lineDistances = [];

				for ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) {

					_start$1.fromBufferAttribute( positionAttribute, i );
					_end$1.fromBufferAttribute( positionAttribute, i + 1 );

					lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
					lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );

				}

				geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );

			} else {

				console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );

			}

		} else if ( geometry.isGeometry ) {

			console.error( 'THREE.LineSegments.computeLineDistances() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );

		}

		return this;

	}

} );

class LineLoop extends Line {

	constructor( geometry, material ) {

		super( geometry, material );

		this.type = 'LineLoop';

	}

}

LineLoop.prototype.isLineLoop = true;

/**
 * parameters = {
 *  color: <hex>,
 *  opacity: <float>,
 *  map: new THREE.Texture( <Image> ),
 *  alphaMap: new THREE.Texture( <Image> ),
 *
 *  size: <float>,
 *  sizeAttenuation: <bool>
 *
 *  morphTargets: <bool>
 * }
 */

class PointsMaterial extends Material {

	constructor( parameters ) {

		super();

		this.type = 'PointsMaterial';

		this.color = new Color( 0xffffff );

		this.map = null;

		this.alphaMap = null;

		this.size = 1;
		this.sizeAttenuation = true;

		this.morphTargets = false;

		this.setValues( parameters );

	}

	copy( source ) {

		super.copy( source );

		this.color.copy( source.color );

		this.map = source.map;

		this.alphaMap = source.alphaMap;

		this.size = source.size;
		this.sizeAttenuation = source.sizeAttenuation;

		this.morphTargets = source.morphTargets;

		return this;

	}

}

PointsMaterial.prototype.isPointsMaterial = true;

const _inverseMatrix$2 = new Matrix4();
const _ray$2 = new Ray();
const _sphere$3 = new Sphere();
const _position$1 = new Vector3();

function Points( geometry = new BufferGeometry(), material = new PointsMaterial() ) {

	Object3D.call( this );

	this.type = 'Points';

	this.geometry = geometry;
	this.material = material;

	this.updateMorphTargets();

}

Points.prototype = Object.assign( Object.create( Object3D.prototype ), {

	constructor: Points,

	isPoints: true,

	copy: function ( source ) {

		Object3D.prototype.copy.call( this, source );

		this.material = source.material;
		this.geometry = source.geometry;

		return this;

	},

	raycast: function ( raycaster, intersects ) {

		const geometry = this.geometry;
		const matrixWorld = this.matrixWorld;
		const threshold = raycaster.params.Points.threshold;

		// Checking boundingSphere distance to ray

		if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();

		_sphere$3.copy( geometry.boundingSphere );
		_sphere$3.applyMatrix4( matrixWorld );
		_sphere$3.radius += threshold;

		if ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) return;

		//

		_inverseMatrix$2.copy( matrixWorld ).invert();
		_ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );

		const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
		const localThresholdSq = localThreshold * localThreshold;

		if ( geometry.isBufferGeometry ) {

			const index = geometry.index;
			const attributes = geometry.attributes;
			const positionAttribute = attributes.position;

			if ( index !== null ) {

				const indices = index.array;

				for ( let i = 0, il = indices.length; i < il; i ++ ) {

					const a = indices[ i ];

					_position$1.fromBufferAttribute( positionAttribute, a );

					testPoint( _position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this );

				}

			} else {

				for ( let i = 0, l = positionAttribute.count; i < l; i ++ ) {

					_position$1.fromBufferAttribute( positionAttribute, i );

					testPoint( _position$1, i, localThresholdSq, matrixWorld, raycaster, intersects, this );

				}

			}

		} else {

			console.error( 'THREE.Points.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );

		}

	},

	updateMorphTargets: function () {

		const geometry = this.geometry;

		if ( geometry.isBufferGeometry ) {

			const morphAttributes = geometry.morphAttributes;
			const keys = Object.keys( morphAttributes );

			if ( keys.length > 0 ) {

				const morphAttribute = morphAttributes[ keys[ 0 ] ];

				if ( morphAttribute !== undefined ) {

					this.morphTargetInfluences = [];
					this.morphTargetDictionary = {};

					for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {

						const name = morphAttribute[ m ].name || String( m );

						this.morphTargetInfluences.push( 0 );
						this.morphTargetDictionary[ name ] = m;

					}

				}

			}

		} else {

			const morphTargets = geometry.morphTargets;

			if ( morphTargets !== undefined && morphTargets.length > 0 ) {

				console.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );

			}

		}

	}

} );

function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {

	const rayPointDistanceSq = _ray$2.distanceSqToPoint( point );

	if ( rayPointDistanceSq < localThresholdSq ) {

		const intersectPoint = new Vector3();

		_ray$2.closestPointToPoint( point, intersectPoint );
		intersectPoint.applyMatrix4( matrixWorld );

		const distance = raycaster.ray.origin.distanceTo( intersectPoint );

		if ( distance < raycaster.near || distance > raycaster.far ) return;

		intersects.push( {

			distance: distance,
			distanceToRay: Math.sqrt( rayPointDistanceSq ),
			point: intersectPoint,
			index: index,
			face: null,
			object: object

		} );

	}

}

class VideoTexture extends Texture {

	constructor( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {

		super( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );

		this.format = format !== undefined ? format : RGBFormat;

		this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
		this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;

		this.generateMipmaps = false;

		const scope = this;

		function updateVideo() {

			scope.needsUpdate = true;
			video.requestVideoFrameCallback( updateVideo );

		}

		if ( 'requestVideoFrameCallback' in video ) {

			video.requestVideoFrameCallback( updateVideo );

		}

	}

	clone() {

		return new this.constructor( this.image ).copy( this );

	}

	update() {

		const video = this.image;
		const hasVideoFrameCallback = 'requestVideoFrameCallback' in video;

		if ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) {

			this.needsUpdate = true;

		}

	}

}

VideoTexture.prototype.isVideoTexture = true;

class CompressedTexture extends Texture {

	constructor( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {

		super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );

		this.image = { width: width, height: height };
		this.mipmaps = mipmaps;

		// no flipping for cube textures
		// (also flipping doesn't work for compressed textures )

		this.flipY = false;

		// can't generate mipmaps for compressed textures
		// mips must be embedded in DDS files

		this.generateMipmaps = false;

	}

}

CompressedTexture.prototype.isCompressedTexture = true;

class CanvasTexture extends Texture {

	constructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {

		super( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );

		this.needsUpdate = true;

	}

}

CanvasTexture.prototype.isCanvasTexture = true;

class DepthTexture extends Texture {

	constructor( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {

		format = format !== undefined ? format : DepthFormat;

		if ( format !== DepthFormat && format !== DepthStencilFormat ) {

			throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );

		}

		if ( type === undefined && format === DepthFormat ) type = UnsignedShortType;
		if ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;

		super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );

		this.image = { width: width, height: height };

		this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
		this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;

		this.flipY = false;
		this.generateMipmaps	= false;

	}


}

DepthTexture.prototype.isDepthTexture = true;

class CircleGeometry extends BufferGeometry {

	constructor( radius = 1, segments = 8, thetaStart = 0, thetaLength = Math.PI * 2 ) {

		super();

		this.type = 'CircleGeometry';

		this.parameters = {
			radius: radius,
			segments: segments,
			thetaStart: thetaStart,
			thetaLength: thetaLength
		};

		segments = Math.max( 3, segments );

		// buffers

		const indices = [];
		const vertices = [];
		const normals = [];
		const uvs = [];

		// helper variables

		const vertex = new Vector3();
		const uv = new Vector2();

		// center point

		vertices.push( 0, 0, 0 );
		normals.push( 0, 0, 1 );
		uvs.push( 0.5, 0.5 );

		for ( let s = 0, i = 3; s <= segments; s ++, i += 3 ) {

			const segment = thetaStart + s / segments * thetaLength;

			// vertex

			vertex.x = radius * Math.cos( segment );
			vertex.y = radius * Math.sin( segment );

			vertices.push( vertex.x, vertex.y, vertex.z );

			// normal

			normals.push( 0, 0, 1 );

			// uvs

			uv.x = ( vertices[ i ] / radius + 1 ) / 2;
			uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;

			uvs.push( uv.x, uv.y );

		}

		// indices

		for ( let i = 1; i <= segments; i ++ ) {

			indices.push( i, i + 1, 0 );

		}

		// build geometry

		this.setIndex( indices );
		this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
		this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
		this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

	}

}

class CylinderGeometry extends BufferGeometry {

	constructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 8, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {

		super();
		this.type = 'CylinderGeometry';

		this.parameters = {
			radiusTop: radiusTop,
			radiusBottom: radiusBottom,
			height: height,
			radialSegments: radialSegments,
			heightSegments: heightSegments,
			openEnded: openEnded,
			thetaStart: thetaStart,
			thetaLength: thetaLength
		};

		const scope = this;

		radialSegments = Math.floor( radialSegments );
		heightSegments = Math.floor( heightSegments );

		// buffers

		const indices = [];
		const vertices = [];
		const normals = [];
		const uvs = [];

		// helper variables

		let index = 0;
		const indexArray = [];
		const halfHeight = height / 2;
		let groupStart = 0;

		// generate geometry

		generateTorso();

		if ( openEnded === false ) {

			if ( radiusTop > 0 ) generateCap( true );
			if ( radiusBottom > 0 ) generateCap( false );

		}

		// build geometry

		this.setIndex( indices );
		this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
		this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
		this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

		function generateTorso() {

			const normal = new Vector3();
			const vertex = new Vector3();

			let groupCount = 0;

			// this will be used to calculate the normal
			const slope = ( radiusBottom - radiusTop ) / height;

			// generate vertices, normals and uvs

			for ( let y = 0; y <= heightSegments; y ++ ) {

				const indexRow = [];

				const v = y / heightSegments;

				// calculate the radius of the current row

				const radius = v * ( radiusBottom - radiusTop ) + radiusTop;

				for ( let x = 0; x <= radialSegments; x ++ ) {

					const u = x / radialSegments;

					const theta = u * thetaLength + thetaStart;

					const sinTheta = Math.sin( theta );
					const cosTheta = Math.cos( theta );

					// vertex

					vertex.x = radius * sinTheta;
					vertex.y = - v * height + halfHeight;
					vertex.z = radius * cosTheta;
					vertices.push( vertex.x, vertex.y, vertex.z );

					// normal

					normal.set( sinTheta, slope, cosTheta ).normalize();
					normals.push( normal.x, normal.y, normal.z );

					// uv

					uvs.push( u, 1 - v );

					// save index of vertex in respective row

					indexRow.push( index ++ );

				}

				// now save vertices of the row in our index array

				indexArray.push( indexRow );

			}

			// generate indices

			for ( let x = 0; x < radialSegments; x ++ ) {

				for ( let y = 0; y < heightSegments; y ++ ) {

					// we use the index array to access the correct indices

					const a = indexArray[ y ][ x ];
					const b = indexArray[ y + 1 ][ x ];
					const c = indexArray[ y + 1 ][ x + 1 ];
					const d = indexArray[ y ][ x + 1 ];

					// faces

					indices.push( a, b, d );
					indices.push( b, c, d );

					// update group counter

					groupCount += 6;

				}

			}

			// add a group to the geometry. this will ensure multi material support

			scope.addGroup( groupStart, groupCount, 0 );

			// calculate new start value for groups

			groupStart += groupCount;

		}

		function generateCap( top ) {

			// save the index of the first center vertex
			const centerIndexStart = index;

			const uv = new Vector2();
			const vertex = new Vector3();

			let groupCount = 0;

			const radius = ( top === true ) ? radiusTop : radiusBottom;
			const sign = ( top === true ) ? 1 : - 1;

			// first we generate the center vertex data of the cap.
			// because the geometry needs one set of uvs per face,
			// we must generate a center vertex per face/segment

			for ( let x = 1; x <= radialSegments; x ++ ) {

				// vertex

				vertices.push( 0, halfHeight * sign, 0 );

				// normal

				normals.push( 0, sign, 0 );

				// uv

				uvs.push( 0.5, 0.5 );

				// increase index

				index ++;

			}

			// save the index of the last center vertex
			const centerIndexEnd = index;

			// now we generate the surrounding vertices, normals and uvs

			for ( let x = 0; x <= radialSegments; x ++ ) {

				const u = x / radialSegments;
				const theta = u * thetaLength + thetaStart;

				const cosTheta = Math.cos( theta );
				const sinTheta = Math.sin( theta );

				// vertex

				vertex.x = radius * sinTheta;
				vertex.y = halfHeight * sign;
				vertex.z = radius * cosTheta;
				vertices.push( vertex.x, vertex.y, vertex.z );

				// normal

				normals.push( 0, sign, 0 );

				// uv

				uv.x = ( cosTheta * 0.5 ) + 0.5;
				uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
				uvs.push( uv.x, uv.y );

				// increase index

				index ++;

			}

			// generate indices

			for ( let x = 0; x < radialSegments; x ++ ) {

				const c = centerIndexStart + x;
				const i = centerIndexEnd + x;

				if ( top === true ) {

					// face top

					indices.push( i, i + 1, c );

				} else {

					// face bottom

					indices.push( i + 1, i, c );

				}

				groupCount += 3;

			}

			// add a group to the geometry. this will ensure multi material support

			scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );

			// calculate new start value for groups

			groupStart += groupCount;

		}

	}

}

class ConeGeometry extends CylinderGeometry {

	constructor( radius = 1, height = 1, radialSegments = 8, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {

		super( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );

		this.type = 'ConeGeometry';

		this.parameters = {
			radius: radius,
			height: height,
			radialSegments: radialSegments,
			heightSegments: heightSegments,
			openEnded: openEnded,
			thetaStart: thetaStart,
			thetaLength: thetaLength
		};

	}

}

class PolyhedronGeometry extends BufferGeometry {

	constructor( vertices, indices, radius = 1, detail = 0 ) {

		super();

		this.type = 'PolyhedronGeometry';

		this.parameters = {
			vertices: vertices,
			indices: indices,
			radius: radius,
			detail: detail
		};

		// default buffer data

		const vertexBuffer = [];
		const uvBuffer = [];

		// the subdivision creates the vertex buffer data

		subdivide( detail );

		// all vertices should lie on a conceptual sphere with a given radius

		applyRadius( radius );

		// finally, create the uv data

		generateUVs();

		// build non-indexed geometry

		this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
		this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
		this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );

		if ( detail === 0 ) {

			this.computeVertexNormals(); // flat normals

		} else {

			this.normalizeNormals(); // smooth normals

		}

		// helper functions

		function subdivide( detail ) {

			const a = new Vector3();
			const b = new Vector3();
			const c = new Vector3();

			// iterate over all faces and apply a subdivison with the given detail value

			for ( let i = 0; i < indices.length; i += 3 ) {

				// get the vertices of the face

				getVertexByIndex( indices[ i + 0 ], a );
				getVertexByIndex( indices[ i + 1 ], b );
				getVertexByIndex( indices[ i + 2 ], c );

				// perform subdivision

				subdivideFace( a, b, c, detail );

			}

		}

		function subdivideFace( a, b, c, detail ) {

			const cols = detail + 1;

			// we use this multidimensional array as a data structure for creating the subdivision

			const v = [];

			// construct all of the vertices for this subdivision

			for ( let i = 0; i <= cols; i ++ ) {

				v[ i ] = [];

				const aj = a.clone().lerp( c, i / cols );
				const bj = b.clone().lerp( c, i / cols );

				const rows = cols - i;

				for ( let j = 0; j <= rows; j ++ ) {

					if ( j === 0 && i === cols ) {

						v[ i ][ j ] = aj;

					} else {

						v[ i ][ j ] = aj.clone().lerp( bj, j / rows );

					}

				}

			}

			// construct all of the faces

			for ( let i = 0; i < cols; i ++ ) {

				for ( let j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {

					const k = Math.floor( j / 2 );

					if ( j % 2 === 0 ) {

						pushVertex( v[ i ][ k + 1 ] );
						pushVertex( v[ i + 1 ][ k ] );
						pushVertex( v[ i ][ k ] );

					} else {

						pushVertex( v[ i ][ k + 1 ] );
						pushVertex( v[ i + 1 ][ k + 1 ] );
						pushVertex( v[ i + 1 ][ k ] );

					}

				}

			}

		}

		function applyRadius( radius ) {

			const vertex = new Vector3();

			// iterate over the entire buffer and apply the radius to each vertex

			for ( let i = 0; i < vertexBuffer.length; i += 3 ) {

				vertex.x = vertexBuffer[ i + 0 ];
				vertex.y = vertexBuffer[ i + 1 ];
				vertex.z = vertexBuffer[ i + 2 ];

				vertex.normalize().multiplyScalar( radius );

				vertexBuffer[ i + 0 ] = vertex.x;
				vertexBuffer[ i + 1 ] = vertex.y;
				vertexBuffer[ i + 2 ] = vertex.z;

			}

		}

		function generateUVs() {

			const vertex = new Vector3();

			for ( let i = 0; i < vertexBuffer.length; i += 3 ) {

				vertex.x = vertexBuffer[ i + 0 ];
				vertex.y = vertexBuffer[ i + 1 ];
				vertex.z = vertexBuffer[ i + 2 ];

				const u = azimuth( vertex ) / 2 / Math.PI + 0.5;
				const v = inclination( vertex ) / Math.PI + 0.5;
				uvBuffer.push( u, 1 - v );

			}

			correctUVs();

			correctSeam();

		}

		function correctSeam() {

			// handle case when face straddles the seam, see #3269

			for ( let i = 0; i < uvBuffer.length; i += 6 ) {

				// uv data of a single face

				const x0 = uvBuffer[ i + 0 ];
				const x1 = uvBuffer[ i + 2 ];
				const x2 = uvBuffer[ i + 4 ];

				const max = Math.max( x0, x1, x2 );
				const min = Math.min( x0, x1, x2 );

				// 0.9 is somewhat arbitrary

				if ( max > 0.9 && min < 0.1 ) {

					if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
					if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
					if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;

				}

			}

		}

		function pushVertex( vertex ) {

			vertexBuffer.push( vertex.x, vertex.y, vertex.z );

		}

		function getVertexByIndex( index, vertex ) {

			const stride = index * 3;

			vertex.x = vertices[ stride + 0 ];
			vertex.y = vertices[ stride + 1 ];
			vertex.z = vertices[ stride + 2 ];

		}

		function correctUVs() {

			const a = new Vector3();
			const b = new Vector3();
			const c = new Vector3();

			const centroid = new Vector3();

			const uvA = new Vector2();
			const uvB = new Vector2();
			const uvC = new Vector2();

			for ( let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {

				a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
				b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
				c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );

				uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
				uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
				uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );

				centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );

				const azi = azimuth( centroid );

				correctUV( uvA, j + 0, a, azi );
				correctUV( uvB, j + 2, b, azi );
				correctUV( uvC, j + 4, c, azi );

			}

		}

		function correctUV( uv, stride, vector, azimuth ) {

			if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {

				uvBuffer[ stride ] = uv.x - 1;

			}

			if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {

				uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;

			}

		}

		// Angle around the Y axis, counter-clockwise when looking from above.

		function azimuth( vector ) {

			return Math.atan2( vector.z, - vector.x );

		}


		// Angle above the XZ plane.

		function inclination( vector ) {

			return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );

		}

	}

}

class DodecahedronGeometry extends PolyhedronGeometry {

	constructor( radius = 1, detail = 0 ) {

		const t = ( 1 + Math.sqrt( 5 ) ) / 2;
		const r = 1 / t;

		const vertices = [

			// (±1, ±1, ±1)
			- 1, - 1, - 1,	- 1, - 1, 1,
			- 1, 1, - 1, - 1, 1, 1,
			1, - 1, - 1, 1, - 1, 1,
			1, 1, - 1, 1, 1, 1,

			// (0, ±1/φ, ±φ)
			0, - r, - t, 0, - r, t,
			0, r, - t, 0, r, t,

			// (±1/φ, ±φ, 0)
			- r, - t, 0, - r, t, 0,
			r, - t, 0, r, t, 0,

			// (±φ, 0, ±1/φ)
			- t, 0, - r, t, 0, - r,
			- t, 0, r, t, 0, r
		];

		const indices = [
			3, 11, 7, 	3, 7, 15, 	3, 15, 13,
			7, 19, 17, 	7, 17, 6, 	7, 6, 15,
			17, 4, 8, 	17, 8, 10, 	17, 10, 6,
			8, 0, 16, 	8, 16, 2, 	8, 2, 10,
			0, 12, 1, 	0, 1, 18, 	0, 18, 16,
			6, 10, 2, 	6, 2, 13, 	6, 13, 15,
			2, 16, 18, 	2, 18, 3, 	2, 3, 13,
			18, 1, 9, 	18, 9, 11, 	18, 11, 3,
			4, 14, 12, 	4, 12, 0, 	4, 0, 8,
			11, 9, 5, 	11, 5, 19, 	11, 19, 7,
			19, 5, 14, 	19, 14, 4, 	19, 4, 17,
			1, 12, 14, 	1, 14, 5, 	1, 5, 9
		];

		super( vertices, indices, radius, detail );

		this.type = 'DodecahedronGeometry';

		this.parameters = {
			radius: radius,
			detail: detail
		};

	}

}

const _v0$2 = new Vector3();
const _v1$5 = new Vector3();
const _normal$1 = new Vector3();
const _triangle = new Triangle();

class EdgesGeometry extends BufferGeometry {

	constructor( geometry, thresholdAngle ) {

		super();

		this.type = 'EdgesGeometry';

		this.parameters = {
			thresholdAngle: thresholdAngle
		};

		thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;

		if ( geometry.isGeometry === true ) {

			console.error( 'THREE.EdgesGeometry no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
			return;

		}

		const precisionPoints = 4;
		const precision = Math.pow( 10, precisionPoints );
		const thresholdDot = Math.cos( MathUtils.DEG2RAD * thresholdAngle );

		const indexAttr = geometry.getIndex();
		const positionAttr = geometry.getAttribute( 'position' );
		const indexCount = indexAttr ? indexAttr.count : positionAttr.count;

		const indexArr = [ 0, 0, 0 ];
		const vertKeys = [ 'a', 'b', 'c' ];
		const hashes = new Array( 3 );

		const edgeData = {};
		const vertices = [];
		for ( let i = 0; i < indexCount; i += 3 ) {

			if ( indexAttr ) {

				indexArr[ 0 ] = indexAttr.getX( i );
				indexArr[ 1 ] = indexAttr.getX( i + 1 );
				indexArr[ 2 ] = indexAttr.getX( i + 2 );

			} else {

				indexArr[ 0 ] = i;
				indexArr[ 1 ] = i + 1;
				indexArr[ 2 ] = i + 2;

			}

			const { a, b, c } = _triangle;
			a.fromBufferAttribute( positionAttr, indexArr[ 0 ] );
			b.fromBufferAttribute( positionAttr, indexArr[ 1 ] );
			c.fromBufferAttribute( positionAttr, indexArr[ 2 ] );
			_triangle.getNormal( _normal$1 );

			// create hashes for the edge from the vertices
			hashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`;
			hashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`;
			hashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`;

			// skip degenerate triangles
			if ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) {

				continue;

			}

			// iterate over every edge
			for ( let j = 0; j < 3; j ++ ) {

				// get the first and next vertex making up the edge
				const jNext = ( j + 1 ) % 3;
				const vecHash0 = hashes[ j ];
				const vecHash1 = hashes[ jNext ];
				const v0 = _triangle[ vertKeys[ j ] ];
				const v1 = _triangle[ vertKeys[ jNext ] ];

				const hash = `${ vecHash0 }_${ vecHash1 }`;
				const reverseHash = `${ vecHash1 }_${ vecHash0 }`;

				if ( reverseHash in edgeData && edgeData[ reverseHash ] ) {

					// if we found a sibling edge add it into the vertex array if
					// it meets the angle threshold and delete the edge from the map.
					if ( _normal$1.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) {

						vertices.push( v0.x, v0.y, v0.z );
						vertices.push( v1.x, v1.y, v1.z );

					}

					edgeData[ reverseHash ] = null;

				} else if ( ! ( hash in edgeData ) ) {

					// if we've already got an edge here then skip adding a new one
					edgeData[ hash ] = {

						index0: indexArr[ j ],
						index1: indexArr[ jNext ],
						normal: _normal$1.clone(),

					};

				}

			}

		}

		// iterate over all remaining, unmatched edges and add them to the vertex array
		for ( const key in edgeData ) {

			if ( edgeData[ key ] ) {

				const { index0, index1 } = edgeData[ key ];
				_v0$2.fromBufferAttribute( positionAttr, index0 );
				_v1$5.fromBufferAttribute( positionAttr, index1 );

				vertices.push( _v0$2.x, _v0$2.y, _v0$2.z );
				vertices.push( _v1$5.x, _v1$5.y, _v1$5.z );

			}

		}

		this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );

	}

}

/**
 * Port from https://github.com/mapbox/earcut (v2.2.2)
 */

const Earcut = {

	triangulate: function ( data, holeIndices, dim ) {

		dim = dim || 2;

		const hasHoles = holeIndices && holeIndices.length;
		const outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length;
		let outerNode = linkedList( data, 0, outerLen, dim, true );
		const triangles = [];

		if ( ! outerNode || outerNode.next === outerNode.prev ) return triangles;

		let minX, minY, maxX, maxY, x, y, invSize;

		if ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim );

		// if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
		if ( data.length > 80 * dim ) {

			minX = maxX = data[ 0 ];
			minY = maxY = data[ 1 ];

			for ( let i = dim; i < outerLen; i += dim ) {

				x = data[ i ];
				y = data[ i + 1 ];
				if ( x < minX ) minX = x;
				if ( y < minY ) minY = y;
				if ( x > maxX ) maxX = x;
				if ( y > maxY ) maxY = y;

			}

			// minX, minY and invSize are later used to transform coords into integers for z-order calculation
			invSize = Math.max( maxX - minX, maxY - minY );
			invSize = invSize !== 0 ? 1 / invSize : 0;

		}

		earcutLinked( outerNode, triangles, dim, minX, minY, invSize );

		return triangles;

	}

};

// create a circular doubly linked list from polygon points in the specified winding order
function linkedList( data, start, end, dim, clockwise ) {

	let i, last;

	if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {

		for ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );

	} else {

		for ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );

	}

	if ( last && equals( last, last.next ) ) {

		removeNode( last );
		last = last.next;

	}

	return last;

}

// eliminate colinear or duplicate points
function filterPoints( start, end ) {

	if ( ! start ) return start;
	if ( ! end ) end = start;

	let p = start,
		again;
	do {

		again = false;

		if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {

			removeNode( p );
			p = end = p.prev;
			if ( p === p.next ) break;
			again = true;

		} else {

			p = p.next;

		}

	} while ( again || p !== end );

	return end;

}

// main ear slicing loop which triangulates a polygon (given as a linked list)
function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {

	if ( ! ear ) return;

	// interlink polygon nodes in z-order
	if ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize );

	let stop = ear,
		prev, next;

	// iterate through ears, slicing them one by one
	while ( ear.prev !== ear.next ) {

		prev = ear.prev;
		next = ear.next;

		if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {

			// cut off the triangle
			triangles.push( prev.i / dim );
			triangles.push( ear.i / dim );
			triangles.push( next.i / dim );

			removeNode( ear );

			// skipping the next vertex leads to less sliver triangles
			ear = next.next;
			stop = next.next;

			continue;

		}

		ear = next;

		// if we looped through the whole remaining polygon and can't find any more ears
		if ( ear === stop ) {

			// try filtering points and slicing again
			if ( ! pass ) {

				earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );

				// if this didn't work, try curing all small self-intersections locally

			} else if ( pass === 1 ) {

				ear = cureLocalIntersections( filterPoints( ear ), triangles, dim );
				earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );

				// as a last resort, try splitting the remaining polygon into two

			} else if ( pass === 2 ) {

				splitEarcut( ear, triangles, dim, minX, minY, invSize );

			}

			break;

		}

	}

}

// check whether a polygon node forms a valid ear with adjacent nodes
function isEar( ear ) {

	const a = ear.prev,
		b = ear,
		c = ear.next;

	if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear

	// now make sure we don't have other points inside the potential ear
	let p = ear.next.next;

	while ( p !== ear.prev ) {

		if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
			area( p.prev, p, p.next ) >= 0 ) return false;
		p = p.next;

	}

	return true;

}

function isEarHashed( ear, minX, minY, invSize ) {

	const a = ear.prev,
		b = ear,
		c = ear.next;

	if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear

	// triangle bbox; min & max are calculated like this for speed
	const minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
		minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
		maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
		maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );

	// z-order range for the current triangle bbox;
	const minZ = zOrder( minTX, minTY, minX, minY, invSize ),
		maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );

	let p = ear.prevZ,
		n = ear.nextZ;

	// look for points inside the triangle in both directions
	while ( p && p.z >= minZ && n && n.z <= maxZ ) {

		if ( p !== ear.prev && p !== ear.next &&
			pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
			area( p.prev, p, p.next ) >= 0 ) return false;
		p = p.prevZ;

		if ( n !== ear.prev && n !== ear.next &&
			pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
			area( n.prev, n, n.next ) >= 0 ) return false;
		n = n.nextZ;

	}

	// look for remaining points in decreasing z-order
	while ( p && p.z >= minZ ) {

		if ( p !== ear.prev && p !== ear.next &&
			pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
			area( p.prev, p, p.next ) >= 0 ) return false;
		p = p.prevZ;

	}

	// look for remaining points in increasing z-order
	while ( n && n.z <= maxZ ) {

		if ( n !== ear.prev && n !== ear.next &&
			pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
			area( n.prev, n, n.next ) >= 0 ) return false;
		n = n.nextZ;

	}

	return true;

}

// go through all polygon nodes and cure small local self-intersections
function cureLocalIntersections( start, triangles, dim ) {

	let p = start;
	do {

		const a = p.prev,
			b = p.next.next;

		if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {

			triangles.push( a.i / dim );
			triangles.push( p.i / dim );
			triangles.push( b.i / dim );

			// remove two nodes involved
			removeNode( p );
			removeNode( p.next );

			p = start = b;

		}

		p = p.next;

	} while ( p !== start );

	return filterPoints( p );

}

// try splitting polygon into two and triangulate them independently
function splitEarcut( start, triangles, dim, minX, minY, invSize ) {

	// look for a valid diagonal that divides the polygon into two
	let a = start;
	do {

		let b = a.next.next;
		while ( b !== a.prev ) {

			if ( a.i !== b.i && isValidDiagonal( a, b ) ) {

				// split the polygon in two by the diagonal
				let c = splitPolygon( a, b );

				// filter colinear points around the cuts
				a = filterPoints( a, a.next );
				c = filterPoints( c, c.next );

				// run earcut on each half
				earcutLinked( a, triangles, dim, minX, minY, invSize );
				earcutLinked( c, triangles, dim, minX, minY, invSize );
				return;

			}

			b = b.next;

		}

		a = a.next;

	} while ( a !== start );

}

// link every hole into the outer loop, producing a single-ring polygon without holes
function eliminateHoles( data, holeIndices, outerNode, dim ) {

	const queue = [];
	let i, len, start, end, list;

	for ( i = 0, len = holeIndices.length; i < len; i ++ ) {

		start = holeIndices[ i ] * dim;
		end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
		list = linkedList( data, start, end, dim, false );
		if ( list === list.next ) list.steiner = true;
		queue.push( getLeftmost( list ) );

	}

	queue.sort( compareX );

	// process holes from left to right
	for ( i = 0; i < queue.length; i ++ ) {

		eliminateHole( queue[ i ], outerNode );
		outerNode = filterPoints( outerNode, outerNode.next );

	}

	return outerNode;

}

function compareX( a, b ) {

	return a.x - b.x;

}

// find a bridge between vertices that connects hole with an outer ring and and link it
function eliminateHole( hole, outerNode ) {

	outerNode = findHoleBridge( hole, outerNode );
	if ( outerNode ) {

		const b = splitPolygon( outerNode, hole );

		// filter collinear points around the cuts
		filterPoints( outerNode, outerNode.next );
		filterPoints( b, b.next );

	}

}

// David Eberly's algorithm for finding a bridge between hole and outer polygon
function findHoleBridge( hole, outerNode ) {

	let p = outerNode;
	const hx = hole.x;
	const hy = hole.y;
	let qx = - Infinity, m;

	// find a segment intersected by a ray from the hole's leftmost point to the left;
	// segment's endpoint with lesser x will be potential connection point
	do {

		if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {

			const x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
			if ( x <= hx && x > qx ) {

				qx = x;
				if ( x === hx ) {

					if ( hy === p.y ) return p;
					if ( hy === p.next.y ) return p.next;

				}

				m = p.x < p.next.x ? p : p.next;

			}

		}

		p = p.next;

	} while ( p !== outerNode );

	if ( ! m ) return null;

	if ( hx === qx ) return m; // hole touches outer segment; pick leftmost endpoint

	// look for points inside the triangle of hole point, segment intersection and endpoint;
	// if there are no points found, we have a valid connection;
	// otherwise choose the point of the minimum angle with the ray as connection point

	const stop = m,
		mx = m.x,
		my = m.y;
	let tanMin = Infinity, tan;

	p = m;

	do {

		if ( hx >= p.x && p.x >= mx && hx !== p.x &&
				pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {

			tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential

			if ( locallyInside( p, hole ) && ( tan < tanMin || ( tan === tanMin && ( p.x > m.x || ( p.x === m.x && sectorContainsSector( m, p ) ) ) ) ) ) {

				m = p;
				tanMin = tan;

			}

		}

		p = p.next;

	} while ( p !== stop );

	return m;

}

// whether sector in vertex m contains sector in vertex p in the same coordinates
function sectorContainsSector( m, p ) {

	return area( m.prev, m, p.prev ) < 0 && area( p.next, m, m.next ) < 0;

}

// interlink polygon nodes in z-order
function indexCurve( start, minX, minY, invSize ) {

	let p = start;
	do {

		if ( p.z === null ) p.z = zOrder( p.x, p.y, minX, minY, invSize );
		p.prevZ = p.prev;
		p.nextZ = p.next;
		p = p.next;

	} while ( p !== start );

	p.prevZ.nextZ = null;
	p.prevZ = null;

	sortLinked( p );

}

// Simon Tatham's linked list merge sort algorithm
// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
function sortLinked( list ) {

	let i, p, q, e, tail, numMerges, pSize, qSize,
		inSize = 1;

	do {

		p = list;
		list = null;
		tail = null;
		numMerges = 0;

		while ( p ) {

			numMerges ++;
			q = p;
			pSize = 0;
			for ( i = 0; i < inSize; i ++ ) {

				pSize ++;
				q = q.nextZ;
				if ( ! q ) break;

			}

			qSize = inSize;

			while ( pSize > 0 || ( qSize > 0 && q ) ) {

				if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {

					e = p;
					p = p.nextZ;
					pSize --;

				} else {

					e = q;
					q = q.nextZ;
					qSize --;

				}

				if ( tail ) tail.nextZ = e;
				else list = e;

				e.prevZ = tail;
				tail = e;

			}

			p = q;

		}

		tail.nextZ = null;
		inSize *= 2;

	} while ( numMerges > 1 );

	return list;

}

// z-order of a point given coords and inverse of the longer side of data bbox
function zOrder( x, y, minX, minY, invSize ) {

	// coords are transformed into non-negative 15-bit integer range
	x = 32767 * ( x - minX ) * invSize;
	y = 32767 * ( y - minY ) * invSize;

	x = ( x | ( x << 8 ) ) & 0x00FF00FF;
	x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
	x = ( x | ( x << 2 ) ) & 0x33333333;
	x = ( x | ( x << 1 ) ) & 0x55555555;

	y = ( y | ( y << 8 ) ) & 0x00FF00FF;
	y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
	y = ( y | ( y << 2 ) ) & 0x33333333;
	y = ( y | ( y << 1 ) ) & 0x55555555;

	return x | ( y << 1 );

}

// find the leftmost node of a polygon ring
function getLeftmost( start ) {

	let p = start,
		leftmost = start;
	do {

		if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) leftmost = p;
		p = p.next;

	} while ( p !== start );

	return leftmost;

}

// check if a point lies within a convex triangle
function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {

	return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
			( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
			( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;

}

// check if a diagonal between two polygon nodes is valid (lies in polygon interior)
function isValidDiagonal( a, b ) {

	return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && // dones't intersect other edges
		( locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ) && // locally visible
		( area( a.prev, a, b.prev ) || area( a, b.prev, b ) ) || // does not create opposite-facing sectors
		equals( a, b ) && area( a.prev, a, a.next ) > 0 && area( b.prev, b, b.next ) > 0 ); // special zero-length case

}

// signed area of a triangle
function area( p, q, r ) {

	return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );

}

// check if two points are equal
function equals( p1, p2 ) {

	return p1.x === p2.x && p1.y === p2.y;

}

// check if two segments intersect
function intersects( p1, q1, p2, q2 ) {

	const o1 = sign( area( p1, q1, p2 ) );
	const o2 = sign( area( p1, q1, q2 ) );
	const o3 = sign( area( p2, q2, p1 ) );
	const o4 = sign( area( p2, q2, q1 ) );

	if ( o1 !== o2 && o3 !== o4 ) return true; // general case

	if ( o1 === 0 && onSegment( p1, p2, q1 ) ) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1
	if ( o2 === 0 && onSegment( p1, q2, q1 ) ) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1
	if ( o3 === 0 && onSegment( p2, p1, q2 ) ) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2
	if ( o4 === 0 && onSegment( p2, q1, q2 ) ) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2

	return false;

}

// for collinear points p, q, r, check if point q lies on segment pr
function onSegment( p, q, r ) {

	return q.x <= Math.max( p.x, r.x ) && q.x >= Math.min( p.x, r.x ) && q.y <= Math.max( p.y, r.y ) && q.y >= Math.min( p.y, r.y );

}

function sign( num ) {

	return num > 0 ? 1 : num < 0 ? - 1 : 0;

}

// check if a polygon diagonal intersects any polygon segments
function intersectsPolygon( a, b ) {

	let p = a;
	do {

		if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
				intersects( p, p.next, a, b ) ) return true;
		p = p.next;

	} while ( p !== a );

	return false;

}

// check if a polygon diagonal is locally inside the polygon
function locallyInside( a, b ) {

	return area( a.prev, a, a.next ) < 0 ?
		area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
		area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;

}

// check if the middle point of a polygon diagonal is inside the polygon
function middleInside( a, b ) {

	let p = a,
		inside = false;
	const px = ( a.x + b.x ) / 2,
		py = ( a.y + b.y ) / 2;
	do {

		if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
				( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )
			inside = ! inside;
		p = p.next;

	} while ( p !== a );

	return inside;

}

// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
// if one belongs to the outer ring and another to a hole, it merges it into a single ring
function splitPolygon( a, b ) {

	const a2 = new Node( a.i, a.x, a.y ),
		b2 = new Node( b.i, b.x, b.y ),
		an = a.next,
		bp = b.prev;

	a.next = b;
	b.prev = a;

	a2.next = an;
	an.prev = a2;

	b2.next = a2;
	a2.prev = b2;

	bp.next = b2;
	b2.prev = bp;

	return b2;

}

// create a node and optionally link it with previous one (in a circular doubly linked list)
function insertNode( i, x, y, last ) {

	const p = new Node( i, x, y );

	if ( ! last ) {

		p.prev = p;
		p.next = p;

	} else {

		p.next = last.next;
		p.prev = last;
		last.next.prev = p;
		last.next = p;

	}

	return p;

}

function removeNode( p ) {

	p.next.prev = p.prev;
	p.prev.next = p.next;

	if ( p.prevZ ) p.prevZ.nextZ = p.nextZ;
	if ( p.nextZ ) p.nextZ.prevZ = p.prevZ;

}

function Node( i, x, y ) {

	// vertex index in coordinates array
	this.i = i;

	// vertex coordinates
	this.x = x;
	this.y = y;

	// previous and next vertex nodes in a polygon ring
	this.prev = null;
	this.next = null;

	// z-order curve value
	this.z = null;

	// previous and next nodes in z-order
	this.prevZ = null;
	this.nextZ = null;

	// indicates whether this is a steiner point
	this.steiner = false;

}

function signedArea( data, start, end, dim ) {

	let sum = 0;
	for ( let i = start, j = end - dim; i < end; i += dim ) {

		sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
		j = i;

	}

	return sum;

}

const ShapeUtils = {

	// calculate area of the contour polygon

	area: function ( contour ) {

		const n = contour.length;
		let a = 0.0;

		for ( let p = n - 1, q = 0; q < n; p = q ++ ) {

			a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;

		}

		return a * 0.5;

	},

	isClockWise: function ( pts ) {

		return ShapeUtils.area( pts ) < 0;

	},

	triangulateShape: function ( contour, holes ) {

		const vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
		const holeIndices = []; // array of hole indices
		const faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]

		removeDupEndPts( contour );
		addContour( vertices, contour );

		//

		let holeIndex = contour.length;

		holes.forEach( removeDupEndPts );

		for ( let i = 0; i < holes.length; i ++ ) {

			holeIndices.push( holeIndex );
			holeIndex += holes[ i ].length;
			addContour( vertices, holes[ i ] );

		}

		//

		const triangles = Earcut.triangulate( vertices, holeIndices );

		//

		for ( let i = 0; i < triangles.length; i += 3 ) {

			faces.push( triangles.slice( i, i + 3 ) );

		}

		return faces;

	}

};

function removeDupEndPts( points ) {

	const l = points.length;

	if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {

		points.pop();

	}

}

function addContour( vertices, contour ) {

	for ( let i = 0; i < contour.length; i ++ ) {

		vertices.push( contour[ i ].x );
		vertices.push( contour[ i ].y );

	}

}

/**
 * Creates extruded geometry from a path shape.
 *
 * parameters = {
 *
 *  curveSegments: <int>, // number of points on the curves
 *  steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
 *  depth: <float>, // Depth to extrude the shape
 *
 *  bevelEnabled: <bool>, // turn on bevel
 *  bevelThickness: <float>, // how deep into the original shape bevel goes
 *  bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
 *  bevelOffset: <float>, // how far from shape outline does bevel start
 *  bevelSegments: <int>, // number of bevel layers
 *
 *  extrudePath: <THREE.Curve> // curve to extrude shape along
 *
 *  UVGenerator: <Object> // object that provides UV generator functions
 *
 * }
 */

class ExtrudeGeometry extends BufferGeometry {

	constructor( shapes, options ) {

		super();

		this.type = 'ExtrudeGeometry';

		this.parameters = {
			shapes: shapes,
			options: options
		};

		shapes = Array.isArray( shapes ) ? shapes : [ shapes ];

		const scope = this;

		const verticesArray = [];
		const uvArray = [];

		for ( let i = 0, l = shapes.length; i < l; i ++ ) {

			const shape = shapes[ i ];
			addShape( shape );

		}

		// build geometry

		this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
		this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );

		this.computeVertexNormals();

		// functions

		function addShape( shape ) {

			const placeholder = [];

			// options

			const curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
			const steps = options.steps !== undefined ? options.steps : 1;
			let depth = options.depth !== undefined ? options.depth : 100;

			let bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
			let bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
			let bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
			let bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
			let bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;

			const extrudePath = options.extrudePath;

			const uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;

			// deprecated options

			if ( options.amount !== undefined ) {

				console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
				depth = options.amount;

			}

			//

			let extrudePts, extrudeByPath = false;
			let splineTube, binormal, normal, position2;

			if ( extrudePath ) {

				extrudePts = extrudePath.getSpacedPoints( steps );

				extrudeByPath = true;
				bevelEnabled = false; // bevels not supported for path extrusion

				// SETUP TNB variables

				// TODO1 - have a .isClosed in spline?

				splineTube = extrudePath.computeFrenetFrames( steps, false );

				// console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);

				binormal = new Vector3();
				normal = new Vector3();
				position2 = new Vector3();

			}

			// Safeguards if bevels are not enabled

			if ( ! bevelEnabled ) {

				bevelSegments = 0;
				bevelThickness = 0;
				bevelSize = 0;
				bevelOffset = 0;

			}

			// Variables initialization

			const shapePoints = shape.extractPoints( curveSegments );

			let vertices = shapePoints.shape;
			const holes = shapePoints.holes;

			const reverse = ! ShapeUtils.isClockWise( vertices );

			if ( reverse ) {

				vertices = vertices.reverse();

				// Maybe we should also check if holes are in the opposite direction, just to be safe ...

				for ( let h = 0, hl = holes.length; h < hl; h ++ ) {

					const ahole = holes[ h ];

					if ( ShapeUtils.isClockWise( ahole ) ) {

						holes[ h ] = ahole.reverse();

					}

				}

			}


			const faces = ShapeUtils.triangulateShape( vertices, holes );

			/* Vertices */

			const contour = vertices; // vertices has all points but contour has only points of circumference

			for ( let h = 0, hl = holes.length; h < hl; h ++ ) {

				const ahole = holes[ h ];

				vertices = vertices.concat( ahole );

			}


			function scalePt2( pt, vec, size ) {

				if ( ! vec ) console.error( 'THREE.ExtrudeGeometry: vec does not exist' );

				return vec.clone().multiplyScalar( size ).add( pt );

			}

			const vlen = vertices.length, flen = faces.length;


			// Find directions for point movement


			function getBevelVec( inPt, inPrev, inNext ) {

				// computes for inPt the corresponding point inPt' on a new contour
				//   shifted by 1 unit (length of normalized vector) to the left
				// if we walk along contour clockwise, this new contour is outside the old one
				//
				// inPt' is the intersection of the two lines parallel to the two
				//  adjacent edges of inPt at a distance of 1 unit on the left side.

				let v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt

				// good reading for geometry algorithms (here: line-line intersection)
				// http://geomalgorithms.com/a05-_intersect-1.html

				const v_prev_x = inPt.x - inPrev.x,
					v_prev_y = inPt.y - inPrev.y;
				const v_next_x = inNext.x - inPt.x,
					v_next_y = inNext.y - inPt.y;

				const v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );

				// check for collinear edges
				const collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );

				if ( Math.abs( collinear0 ) > Number.EPSILON ) {

					// not collinear

					// length of vectors for normalizing

					const v_prev_len = Math.sqrt( v_prev_lensq );
					const v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );

					// shift adjacent points by unit vectors to the left

					const ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
					const ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );

					const ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
					const ptNextShift_y = ( inNext.y + v_next_x / v_next_len );

					// scaling factor for v_prev to intersection point

					const sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
							( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
						( v_prev_x * v_next_y - v_prev_y * v_next_x );

					// vector from inPt to intersection point

					v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
					v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );

					// Don't normalize!, otherwise sharp corners become ugly
					//  but prevent crazy spikes
					const v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
					if ( v_trans_lensq <= 2 ) {

						return new Vector2( v_trans_x, v_trans_y );

					} else {

						shrink_by = Math.sqrt( v_trans_lensq / 2 );

					}

				} else {

					// handle special case of collinear edges

					let direction_eq = false; // assumes: opposite

					if ( v_prev_x > Number.EPSILON ) {

						if ( v_next_x > Number.EPSILON ) {

							direction_eq = true;

						}

					} else {

						if ( v_prev_x < - Number.EPSILON ) {

							if ( v_next_x < - Number.EPSILON ) {

								direction_eq = true;

							}

						} else {

							if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {

								direction_eq = true;

							}

						}

					}

					if ( direction_eq ) {

						// console.log("Warning: lines are a straight sequence");
						v_trans_x = - v_prev_y;
						v_trans_y = v_prev_x;
						shrink_by = Math.sqrt( v_prev_lensq );

					} else {

						// console.log("Warning: lines are a straight spike");
						v_trans_x = v_prev_x;
						v_trans_y = v_prev_y;
						shrink_by = Math.sqrt( v_prev_lensq / 2 );

					}

				}

				return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );

			}


			const contourMovements = [];

			for ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {

				if ( j === il ) j = 0;
				if ( k === il ) k = 0;

				//  (j)---(i)---(k)
				// console.log('i,j,k', i, j , k)

				contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );

			}

			const holesMovements = [];
			let oneHoleMovements, verticesMovements = contourMovements.concat();

			for ( let h = 0, hl = holes.length; h < hl; h ++ ) {

				const ahole = holes[ h ];

				oneHoleMovements = [];

				for ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {

					if ( j === il ) j = 0;
					if ( k === il ) k = 0;

					//  (j)---(i)---(k)
					oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );

				}

				holesMovements.push( oneHoleMovements );
				verticesMovements = verticesMovements.concat( oneHoleMovements );

			}


			// Loop bevelSegments, 1 for the front, 1 for the back

			for ( let b = 0; b < bevelSegments; b ++ ) {

				//for ( b = bevelSegments; b > 0; b -- ) {

				const t = b / bevelSegments;
				const z = bevelThickness * Math.cos( t * Math.PI / 2 );
				const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;

				// contract shape

				for ( let i = 0, il = contour.length; i < il; i ++ ) {

					const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );

					v( vert.x, vert.y, - z );

				}

				// expand holes

				for ( let h = 0, hl = holes.length; h < hl; h ++ ) {

					const ahole = holes[ h ];
					oneHoleMovements = holesMovements[ h ];

					for ( let i = 0, il = ahole.length; i < il; i ++ ) {

						const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );

						v( vert.x, vert.y, - z );

					}

				}

			}

			const bs = bevelSize + bevelOffset;

			// Back facing vertices

			for ( let i = 0; i < vlen; i ++ ) {

				const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];

				if ( ! extrudeByPath ) {

					v( vert.x, vert.y, 0 );

				} else {

					// v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );

					normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
					binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );

					position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );

					v( position2.x, position2.y, position2.z );

				}

			}

			// Add stepped vertices...
			// Including front facing vertices

			for ( let s = 1; s <= steps; s ++ ) {

				for ( let i = 0; i < vlen; i ++ ) {

					const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];

					if ( ! extrudeByPath ) {

						v( vert.x, vert.y, depth / steps * s );

					} else {

						// v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );

						normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
						binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );

						position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );

						v( position2.x, position2.y, position2.z );

					}

				}

			}


			// Add bevel segments planes

			//for ( b = 1; b <= bevelSegments; b ++ ) {
			for ( let b = bevelSegments - 1; b >= 0; b -- ) {

				const t = b / bevelSegments;
				const z = bevelThickness * Math.cos( t * Math.PI / 2 );
				const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;

				// contract shape

				for ( let i = 0, il = contour.length; i < il; i ++ ) {

					const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
					v( vert.x, vert.y, depth + z );

				}

				// expand holes

				for ( let h = 0, hl = holes.length; h < hl; h ++ ) {

					const ahole = holes[ h ];
					oneHoleMovements = holesMovements[ h ];

					for ( let i = 0, il = ahole.length; i < il; i ++ ) {

						const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );

						if ( ! extrudeByPath ) {

							v( vert.x, vert.y, depth + z );

						} else {

							v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );

						}

					}

				}

			}

			/* Faces */

			// Top and bottom faces

			buildLidFaces();

			// Sides faces

			buildSideFaces();


			/////  Internal functions

			function buildLidFaces() {

				const start = verticesArray.length / 3;

				if ( bevelEnabled ) {

					let layer = 0; // steps + 1
					let offset = vlen * layer;

					// Bottom faces

					for ( let i = 0; i < flen; i ++ ) {

						const face = faces[ i ];
						f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );

					}

					layer = steps + bevelSegments * 2;
					offset = vlen * layer;

					// Top faces

					for ( let i = 0; i < flen; i ++ ) {

						const face = faces[ i ];
						f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );

					}

				} else {

					// Bottom faces

					for ( let i = 0; i < flen; i ++ ) {

						const face = faces[ i ];
						f3( face[ 2 ], face[ 1 ], face[ 0 ] );

					}

					// Top faces

					for ( let i = 0; i < flen; i ++ ) {

						const face = faces[ i ];
						f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );

					}

				}

				scope.addGroup( start, verticesArray.length / 3 - start, 0 );

			}

			// Create faces for the z-sides of the shape

			function buildSideFaces() {

				const start = verticesArray.length / 3;
				let layeroffset = 0;
				sidewalls( contour, layeroffset );
				layeroffset += contour.length;

				for ( let h = 0, hl = holes.length; h < hl; h ++ ) {

					const ahole = holes[ h ];
					sidewalls( ahole, layeroffset );

					//, true
					layeroffset += ahole.length;

				}


				scope.addGroup( start, verticesArray.length / 3 - start, 1 );


			}

			function sidewalls( contour, layeroffset ) {

				let i = contour.length;

				while ( -- i >= 0 ) {

					const j = i;
					let k = i - 1;
					if ( k < 0 ) k = contour.length - 1;

					//console.log('b', i,j, i-1, k,vertices.length);

					for ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {

						const slen1 = vlen * s;
						const slen2 = vlen * ( s + 1 );

						const a = layeroffset + j + slen1,
							b = layeroffset + k + slen1,
							c = layeroffset + k + slen2,
							d = layeroffset + j + slen2;

						f4( a, b, c, d );

					}

				}

			}

			function v( x, y, z ) {

				placeholder.push( x );
				placeholder.push( y );
				placeholder.push( z );

			}


			function f3( a, b, c ) {

				addVertex( a );
				addVertex( b );
				addVertex( c );

				const nextIndex = verticesArray.length / 3;
				const uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );

				addUV( uvs[ 0 ] );
				addUV( uvs[ 1 ] );
				addUV( uvs[ 2 ] );

			}

			function f4( a, b, c, d ) {

				addVertex( a );
				addVertex( b );
				addVertex( d );

				addVertex( b );
				addVertex( c );
				addVertex( d );


				const nextIndex = verticesArray.length / 3;
				const uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );

				addUV( uvs[ 0 ] );
				addUV( uvs[ 1 ] );
				addUV( uvs[ 3 ] );

				addUV( uvs[ 1 ] );
				addUV( uvs[ 2 ] );
				addUV( uvs[ 3 ] );

			}

			function addVertex( index ) {

				verticesArray.push( placeholder[ index * 3 + 0 ] );
				verticesArray.push( placeholder[ index * 3 + 1 ] );
				verticesArray.push( placeholder[ index * 3 + 2 ] );

			}


			function addUV( vector2 ) {

				uvArray.push( vector2.x );
				uvArray.push( vector2.y );

			}

		}

	}

	toJSON() {

		const data = BufferGeometry.prototype.toJSON.call( this );

		const shapes = this.parameters.shapes;
		const options = this.parameters.options;

		return toJSON( shapes, options, data );

	}

}

const WorldUVGenerator = {

	generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {

		const a_x = vertices[ indexA * 3 ];
		const a_y = vertices[ indexA * 3 + 1 ];
		const b_x = vertices[ indexB * 3 ];
		const b_y = vertices[ indexB * 3 + 1 ];
		const c_x = vertices[ indexC * 3 ];
		const c_y = vertices[ indexC * 3 + 1 ];

		return [
			new Vector2( a_x, a_y ),
			new Vector2( b_x, b_y ),
			new Vector2( c_x, c_y )
		];

	},

	generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {

		const a_x = vertices[ indexA * 3 ];
		const a_y = vertices[ indexA * 3 + 1 ];
		const a_z = vertices[ indexA * 3 + 2 ];
		const b_x = vertices[ indexB * 3 ];
		const b_y = vertices[ indexB * 3 + 1 ];
		const b_z = vertices[ indexB * 3 + 2 ];
		const c_x = vertices[ indexC * 3 ];
		const c_y = vertices[ indexC * 3 + 1 ];
		const c_z = vertices[ indexC * 3 + 2 ];
		const d_x = vertices[ indexD * 3 ];
		const d_y = vertices[ indexD * 3 + 1 ];
		const d_z = vertices[ indexD * 3 + 2 ];

		if ( Math.abs( a_y - b_y ) < 0.01 ) {

			return [
				new Vector2( a_x, 1 - a_z ),
				new Vector2( b_x, 1 - b_z ),
				new Vector2( c_x, 1 - c_z ),
				new Vector2( d_x, 1 - d_z )
			];

		} else {

			return [
				new Vector2( a_y, 1 - a_z ),
				new Vector2( b_y, 1 - b_z ),
				new Vector2( c_y, 1 - c_z ),
				new Vector2( d_y, 1 - d_z )
			];

		}

	}

};

function toJSON( shapes, options, data ) {

	data.shapes = [];

	if ( Array.isArray( shapes ) ) {

		for ( let i = 0, l = shapes.length; i < l; i ++ ) {

			const shape = shapes[ i ];

			data.shapes.push( shape.uuid );

		}

	} else {

		data.shapes.push( shapes.uuid );

	}

	if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();

	return data;

}

class IcosahedronGeometry extends PolyhedronGeometry {

	constructor( radius = 1, detail = 0 ) {

		const t = ( 1 + Math.sqrt( 5 ) ) / 2;

		const vertices = [
			- 1, t, 0, 	1, t, 0, 	- 1, - t, 0, 	1, - t, 0,
			0, - 1, t, 	0, 1, t,	0, - 1, - t, 	0, 1, - t,
			t, 0, - 1, 	t, 0, 1, 	- t, 0, - 1, 	- t, 0, 1
		];

		const indices = [
			0, 11, 5, 	0, 5, 1, 	0, 1, 7, 	0, 7, 10, 	0, 10, 11,
			1, 5, 9, 	5, 11, 4,	11, 10, 2,	10, 7, 6,	7, 1, 8,
			3, 9, 4, 	3, 4, 2,	3, 2, 6,	3, 6, 8,	3, 8, 9,
			4, 9, 5, 	2, 4, 11,	6, 2, 10,	8, 6, 7,	9, 8, 1
		];

		super( vertices, indices, radius, detail );

		this.type = 'IcosahedronGeometry';

		this.parameters = {
			radius: radius,
			detail: detail
		};

	}

}

class LatheGeometry extends BufferGeometry {

	constructor( points, segments = 12, phiStart = 0, phiLength = Math.PI * 2 ) {

		super();

		this.type = 'LatheGeometry';

		this.parameters = {
			points: points,
			segments: segments,
			phiStart: phiStart,
			phiLength: phiLength
		};

		segments = Math.floor( segments );

		// clamp phiLength so it's in range of [ 0, 2PI ]

		phiLength = MathUtils.clamp( phiLength, 0, Math.PI * 2 );

		// buffers

		const indices = [];
		const vertices = [];
		const uvs = [];

		// helper variables

		const inverseSegments = 1.0 / segments;
		const vertex = new Vector3();
		const uv = new Vector2();

		// generate vertices and uvs

		for ( let i = 0; i <= segments; i ++ ) {

			const phi = phiStart + i * inverseSegments * phiLength;

			const sin = Math.sin( phi );
			const cos = Math.cos( phi );

			for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {

				// vertex

				vertex.x = points[ j ].x * sin;
				vertex.y = points[ j ].y;
				vertex.z = points[ j ].x * cos;

				vertices.push( vertex.x, vertex.y, vertex.z );

				// uv

				uv.x = i / segments;
				uv.y = j / ( points.length - 1 );

				uvs.push( uv.x, uv.y );


			}

		}

		// indices

		for ( let i = 0; i < segments; i ++ ) {

			for ( let j = 0; j < ( points.length - 1 ); j ++ ) {

				const base = j + i * points.length;

				const a = base;
				const b = base + points.length;
				const c = base + points.length + 1;
				const d = base + 1;

				// faces

				indices.push( a, b, d );
				indices.push( b, c, d );

			}

		}

		// build geometry

		this.setIndex( indices );
		this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
		this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

		// generate normals

		this.computeVertexNormals();

		// if the geometry is closed, we need to average the normals along the seam.
		// because the corresponding vertices are identical (but still have different UVs).

		if ( phiLength === Math.PI * 2 ) {

			const normals = this.attributes.normal.array;
			const n1 = new Vector3();
			const n2 = new Vector3();
			const n = new Vector3();

			// this is the buffer offset for the last line of vertices

			const base = segments * points.length * 3;

			for ( let i = 0, j = 0; i < points.length; i ++, j += 3 ) {

				// select the normal of the vertex in the first line

				n1.x = normals[ j + 0 ];
				n1.y = normals[ j + 1 ];
				n1.z = normals[ j + 2 ];

				// select the normal of the vertex in the last line

				n2.x = normals[ base + j + 0 ];
				n2.y = normals[ base + j + 1 ];
				n2.z = normals[ base + j + 2 ];

				// average normals

				n.addVectors( n1, n2 ).normalize();

				// assign the new values to both normals

				normals[ j + 0 ] = normals[ base + j + 0 ] = n.x;
				normals[ j + 1 ] = normals[ base + j + 1 ] = n.y;
				normals[ j + 2 ] = normals[ base + j + 2 ] = n.z;

			}

		}

	}

}

class OctahedronGeometry extends PolyhedronGeometry {

	constructor( radius = 1, detail = 0 ) {

		const vertices = [
			1, 0, 0, 	- 1, 0, 0,	0, 1, 0,
			0, - 1, 0, 	0, 0, 1,	0, 0, - 1
		];

		const indices = [
			0, 2, 4,	0, 4, 3,	0, 3, 5,
			0, 5, 2,	1, 2, 5,	1, 5, 3,
			1, 3, 4,	1, 4, 2
		];

		super( vertices, indices, radius, detail );

		this.type = 'OctahedronGeometry';

		this.parameters = {
			radius: radius,
			detail: detail
		};

	}

}

/**
 * Parametric Surfaces Geometry
 * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html
 */

function ParametricGeometry( func, slices, stacks ) {

	BufferGeometry.call( this );

	this.type = 'ParametricGeometry';

	this.parameters = {
		func: func,
		slices: slices,
		stacks: stacks
	};

	// buffers

	const indices = [];
	const vertices = [];
	const normals = [];
	const uvs = [];

	const EPS = 0.00001;

	const normal = new Vector3();

	const p0 = new Vector3(), p1 = new Vector3();
	const pu = new Vector3(), pv = new Vector3();

	if ( func.length < 3 ) {

		console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );

	}

	// generate vertices, normals and uvs

	const sliceCount = slices + 1;

	for ( let i = 0; i <= stacks; i ++ ) {

		const v = i / stacks;

		for ( let j = 0; j <= slices; j ++ ) {

			const u = j / slices;

			// vertex

			func( u, v, p0 );
			vertices.push( p0.x, p0.y, p0.z );

			// normal

			// approximate tangent vectors via finite differences

			if ( u - EPS >= 0 ) {

				func( u - EPS, v, p1 );
				pu.subVectors( p0, p1 );

			} else {

				func( u + EPS, v, p1 );
				pu.subVectors( p1, p0 );

			}

			if ( v - EPS >= 0 ) {

				func( u, v - EPS, p1 );
				pv.subVectors( p0, p1 );

			} else {

				func( u, v + EPS, p1 );
				pv.subVectors( p1, p0 );

			}

			// cross product of tangent vectors returns surface normal

			normal.crossVectors( pu, pv ).normalize();
			normals.push( normal.x, normal.y, normal.z );

			// uv

			uvs.push( u, v );

		}

	}

	// generate indices

	for ( let i = 0; i < stacks; i ++ ) {

		for ( let j = 0; j < slices; j ++ ) {

			const a = i * sliceCount + j;
			const b = i * sliceCount + j + 1;
			const c = ( i + 1 ) * sliceCount + j + 1;
			const d = ( i + 1 ) * sliceCount + j;

			// faces one and two

			indices.push( a, b, d );
			indices.push( b, c, d );

		}

	}

	// build geometry

	this.setIndex( indices );
	this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
	this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
	this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

}

ParametricGeometry.prototype = Object.create( BufferGeometry.prototype );
ParametricGeometry.prototype.constructor = ParametricGeometry;

class RingGeometry extends BufferGeometry {

	constructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 8, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) {

		super();

		this.type = 'RingGeometry';

		this.parameters = {
			innerRadius: innerRadius,
			outerRadius: outerRadius,
			thetaSegments: thetaSegments,
			phiSegments: phiSegments,
			thetaStart: thetaStart,
			thetaLength: thetaLength
		};

		thetaSegments = Math.max( 3, thetaSegments );
		phiSegments = Math.max( 1, phiSegments );

		// buffers

		const indices = [];
		const vertices = [];
		const normals = [];
		const uvs = [];

		// some helper variables

		let radius = innerRadius;
		const radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
		const vertex = new Vector3();
		const uv = new Vector2();

		// generate vertices, normals and uvs

		for ( let j = 0; j <= phiSegments; j ++ ) {

			for ( let i = 0; i <= thetaSegments; i ++ ) {

				// values are generate from the inside of the ring to the outside

				const segment = thetaStart + i / thetaSegments * thetaLength;

				// vertex

				vertex.x = radius * Math.cos( segment );
				vertex.y = radius * Math.sin( segment );

				vertices.push( vertex.x, vertex.y, vertex.z );

				// normal

				normals.push( 0, 0, 1 );

				// uv

				uv.x = ( vertex.x / outerRadius + 1 ) / 2;
				uv.y = ( vertex.y / outerRadius + 1 ) / 2;

				uvs.push( uv.x, uv.y );

			}

			// increase the radius for next row of vertices

			radius += radiusStep;

		}

		// indices

		for ( let j = 0; j < phiSegments; j ++ ) {

			const thetaSegmentLevel = j * ( thetaSegments + 1 );

			for ( let i = 0; i < thetaSegments; i ++ ) {

				const segment = i + thetaSegmentLevel;

				const a = segment;
				const b = segment + thetaSegments + 1;
				const c = segment + thetaSegments + 2;
				const d = segment + 1;

				// faces

				indices.push( a, b, d );
				indices.push( b, c, d );

			}

		}

		// build geometry

		this.setIndex( indices );
		this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
		this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
		this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

	}

}

class ShapeGeometry extends BufferGeometry {

	constructor( shapes, curveSegments = 12 ) {

		super();
		this.type = 'ShapeGeometry';

		this.parameters = {
			shapes: shapes,
			curveSegments: curveSegments
		};

		// buffers

		const indices = [];
		const vertices = [];
		const normals = [];
		const uvs = [];

		// helper variables

		let groupStart = 0;
		let groupCount = 0;

		// allow single and array values for "shapes" parameter

		if ( Array.isArray( shapes ) === false ) {

			addShape( shapes );

		} else {

			for ( let i = 0; i < shapes.length; i ++ ) {

				addShape( shapes[ i ] );

				this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support

				groupStart += groupCount;
				groupCount = 0;

			}

		}

		// build geometry

		this.setIndex( indices );
		this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
		this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
		this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );


		// helper functions

		function addShape( shape ) {

			const indexOffset = vertices.length / 3;
			const points = shape.extractPoints( curveSegments );

			let shapeVertices = points.shape;
			const shapeHoles = points.holes;

			// check direction of vertices

			if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {

				shapeVertices = shapeVertices.reverse();

			}

			for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {

				const shapeHole = shapeHoles[ i ];

				if ( ShapeUtils.isClockWise( shapeHole ) === true ) {

					shapeHoles[ i ] = shapeHole.reverse();

				}

			}

			const faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );

			// join vertices of inner and outer paths to a single array

			for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {

				const shapeHole = shapeHoles[ i ];
				shapeVertices = shapeVertices.concat( shapeHole );

			}

			// vertices, normals, uvs

			for ( let i = 0, l = shapeVertices.length; i < l; i ++ ) {

				const vertex = shapeVertices[ i ];

				vertices.push( vertex.x, vertex.y, 0 );
				normals.push( 0, 0, 1 );
				uvs.push( vertex.x, vertex.y ); // world uvs

			}

			// incides

			for ( let i = 0, l = faces.length; i < l; i ++ ) {

				const face = faces[ i ];

				const a = face[ 0 ] + indexOffset;
				const b = face[ 1 ] + indexOffset;
				const c = face[ 2 ] + indexOffset;

				indices.push( a, b, c );
				groupCount += 3;

			}

		}

	}

	toJSON() {

		const data = BufferGeometry.prototype.toJSON.call( this );

		const shapes = this.parameters.shapes;

		return toJSON$1( shapes, data );

	}

}

function toJSON$1( shapes, data ) {

	data.shapes = [];

	if ( Array.isArray( shapes ) ) {

		for ( let i = 0, l = shapes.length; i < l; i ++ ) {

			const shape = shapes[ i ];

			data.shapes.push( shape.uuid );

		}

	} else {

		data.shapes.push( shapes.uuid );

	}

	return data;

}

class SphereGeometry extends BufferGeometry {

	constructor( radius = 1, widthSegments = 8, heightSegments = 6, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) {

		super();
		this.type = 'SphereGeometry';

		this.parameters = {
			radius: radius,
			widthSegments: widthSegments,
			heightSegments: heightSegments,
			phiStart: phiStart,
			phiLength: phiLength,
			thetaStart: thetaStart,
			thetaLength: thetaLength
		};

		widthSegments = Math.max( 3, Math.floor( widthSegments ) );
		heightSegments = Math.max( 2, Math.floor( heightSegments ) );

		const thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );

		let index = 0;
		const grid = [];

		const vertex = new Vector3();
		const normal = new Vector3();

		// buffers

		const indices = [];
		const vertices = [];
		const normals = [];
		const uvs = [];

		// generate vertices, normals and uvs

		for ( let iy = 0; iy <= heightSegments; iy ++ ) {

			const verticesRow = [];

			const v = iy / heightSegments;

			// special case for the poles

			let uOffset = 0;

			if ( iy == 0 && thetaStart == 0 ) {

				uOffset = 0.5 / widthSegments;

			} else if ( iy == heightSegments && thetaEnd == Math.PI ) {

				uOffset = - 0.5 / widthSegments;

			}

			for ( let ix = 0; ix <= widthSegments; ix ++ ) {

				const u = ix / widthSegments;

				// vertex

				vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
				vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
				vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );

				vertices.push( vertex.x, vertex.y, vertex.z );

				// normal

				normal.copy( vertex ).normalize();
				normals.push( normal.x, normal.y, normal.z );

				// uv

				uvs.push( u + uOffset, 1 - v );

				verticesRow.push( index ++ );

			}

			grid.push( verticesRow );

		}

		// indices

		for ( let iy = 0; iy < heightSegments; iy ++ ) {

			for ( let ix = 0; ix < widthSegments; ix ++ ) {

				const a = grid[ iy ][ ix + 1 ];
				const b = grid[ iy ][ ix ];
				const c = grid[ iy + 1 ][ ix ];
				const d = grid[ iy + 1 ][ ix + 1 ];

				if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
				if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );

			}

		}

		// build geometry

		this.setIndex( indices );
		this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
		this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
		this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

	}

}

class TetrahedronGeometry extends PolyhedronGeometry {

	constructor( radius = 1, detail = 0 ) {

		const vertices = [
			1, 1, 1, 	- 1, - 1, 1, 	- 1, 1, - 1, 	1, - 1, - 1
		];

		const indices = [
			2, 1, 0, 	0, 3, 2,	1, 3, 0,	2, 3, 1
		];

		super( vertices, indices, radius, detail );

		this.type = 'TetrahedronGeometry';

		this.parameters = {
			radius: radius,
			detail: detail
		};

	}

}

/**
 * Text = 3D Text
 *
 * parameters = {
 *  font: <THREE.Font>, // font
 *
 *  size: <float>, // size of the text
 *  height: <float>, // thickness to extrude text
 *  curveSegments: <int>, // number of points on the curves
 *
 *  bevelEnabled: <bool>, // turn on bevel
 *  bevelThickness: <float>, // how deep into text bevel goes
 *  bevelSize: <float>, // how far from text outline (including bevelOffset) is bevel
 *  bevelOffset: <float> // how far from text outline does bevel start
 * }
 */

class TextGeometry extends ExtrudeGeometry {

	constructor( text, parameters = {} ) {

		const font = parameters.font;

		if ( ! ( font && font.isFont ) ) {

			console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
			return new BufferGeometry();

		}

		const shapes = font.generateShapes( text, parameters.size );

		// translate parameters to ExtrudeGeometry API

		parameters.depth = parameters.height !== undefined ? parameters.height : 50;

		// defaults

		if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
		if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
		if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;

		super( shapes, parameters );

		this.type = 'TextGeometry';

	}

}

class TorusGeometry extends BufferGeometry {

	constructor( radius = 1, tube = 0.4, radialSegments = 8, tubularSegments = 6, arc = Math.PI * 2 ) {

		super();
		this.type = 'TorusGeometry';

		this.parameters = {
			radius: radius,
			tube: tube,
			radialSegments: radialSegments,
			tubularSegments: tubularSegments,
			arc: arc
		};

		radialSegments = Math.floor( radialSegments );
		tubularSegments = Math.floor( tubularSegments );

		// buffers

		const indices = [];
		const vertices = [];
		const normals = [];
		const uvs = [];

		// helper variables

		const center = new Vector3();
		const vertex = new Vector3();
		const normal = new Vector3();

		// generate vertices, normals and uvs

		for ( let j = 0; j <= radialSegments; j ++ ) {

			for ( let i = 0; i <= tubularSegments; i ++ ) {

				const u = i / tubularSegments * arc;
				const v = j / radialSegments * Math.PI * 2;

				// vertex

				vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
				vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
				vertex.z = tube * Math.sin( v );

				vertices.push( vertex.x, vertex.y, vertex.z );

				// normal

				center.x = radius * Math.cos( u );
				center.y = radius * Math.sin( u );
				normal.subVectors( vertex, center ).normalize();

				normals.push( normal.x, normal.y, normal.z );

				// uv

				uvs.push( i / tubularSegments );
				uvs.push( j / radialSegments );

			}

		}

		// generate indices

		for ( let j = 1; j <= radialSegments; j ++ ) {

			for ( let i = 1; i <= tubularSegments; i ++ ) {

				// indices

				const a = ( tubularSegments + 1 ) * j + i - 1;
				const b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
				const c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
				const d = ( tubularSegments + 1 ) * j + i;

				// faces

				indices.push( a, b, d );
				indices.push( b, c, d );

			}

		}

		// build geometry

		this.setIndex( indices );
		this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
		this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
		this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

	}

}

class TorusKnotGeometry extends BufferGeometry {

	constructor( radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3 ) {

		super();
		this.type = 'TorusKnotGeometry';

		this.parameters = {
			radius: radius,
			tube: tube,
			tubularSegments: tubularSegments,
			radialSegments: radialSegments,
			p: p,
			q: q
		};

		tubularSegments = Math.floor( tubularSegments );
		radialSegments = Math.floor( radialSegments );

		// buffers

		const indices = [];
		const vertices = [];
		const normals = [];
		const uvs = [];

		// helper variables

		const vertex = new Vector3();
		const normal = new Vector3();

		const P1 = new Vector3();
		const P2 = new Vector3();

		const B = new Vector3();
		const T = new Vector3();
		const N = new Vector3();

		// generate vertices, normals and uvs

		for ( let i = 0; i <= tubularSegments; ++ i ) {

			// the radian "u" is used to calculate the position on the torus curve of the current tubular segement

			const u = i / tubularSegments * p * Math.PI * 2;

			// now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
			// these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions

			calculatePositionOnCurve( u, p, q, radius, P1 );
			calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );

			// calculate orthonormal basis

			T.subVectors( P2, P1 );
			N.addVectors( P2, P1 );
			B.crossVectors( T, N );
			N.crossVectors( B, T );

			// normalize B, N. T can be ignored, we don't use it

			B.normalize();
			N.normalize();

			for ( let j = 0; j <= radialSegments; ++ j ) {

				// now calculate the vertices. they are nothing more than an extrusion of the torus curve.
				// because we extrude a shape in the xy-plane, there is no need to calculate a z-value.

				const v = j / radialSegments * Math.PI * 2;
				const cx = - tube * Math.cos( v );
				const cy = tube * Math.sin( v );

				// now calculate the final vertex position.
				// first we orient the extrusion with our basis vectos, then we add it to the current position on the curve

				vertex.x = P1.x + ( cx * N.x + cy * B.x );
				vertex.y = P1.y + ( cx * N.y + cy * B.y );
				vertex.z = P1.z + ( cx * N.z + cy * B.z );

				vertices.push( vertex.x, vertex.y, vertex.z );

				// normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)

				normal.subVectors( vertex, P1 ).normalize();

				normals.push( normal.x, normal.y, normal.z );

				// uv

				uvs.push( i / tubularSegments );
				uvs.push( j / radialSegments );

			}

		}

		// generate indices

		for ( let j = 1; j <= tubularSegments; j ++ ) {

			for ( let i = 1; i <= radialSegments; i ++ ) {

				// indices

				const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
				const b = ( radialSegments + 1 ) * j + ( i - 1 );
				const c = ( radialSegments + 1 ) * j + i;
				const d = ( radialSegments + 1 ) * ( j - 1 ) + i;

				// faces

				indices.push( a, b, d );
				indices.push( b, c, d );

			}

		}

		// build geometry

		this.setIndex( indices );
		this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
		this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
		this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

		// this function calculates the current position on the torus curve

		function calculatePositionOnCurve( u, p, q, radius, position ) {

			const cu = Math.cos( u );
			const su = Math.sin( u );
			const quOverP = q / p * u;
			const cs = Math.cos( quOverP );

			position.x = radius * ( 2 + cs ) * 0.5 * cu;
			position.y = radius * ( 2 + cs ) * su * 0.5;
			position.z = radius * Math.sin( quOverP ) * 0.5;

		}

	}

}

class TubeGeometry extends BufferGeometry {

	constructor( path, tubularSegments = 64, radius = 1, radialSegments = 8, closed = false ) {

		super();
		this.type = 'TubeGeometry';

		this.parameters = {
			path: path,
			tubularSegments: tubularSegments,
			radius: radius,
			radialSegments: radialSegments,
			closed: closed
		};

		const frames = path.computeFrenetFrames( tubularSegments, closed );

		// expose internals

		this.tangents = frames.tangents;
		this.normals = frames.normals;
		this.binormals = frames.binormals;

		// helper variables

		const vertex = new Vector3();
		const normal = new Vector3();
		const uv = new Vector2();
		let P = new Vector3();

		// buffer

		const vertices = [];
		const normals = [];
		const uvs = [];
		const indices = [];

		// create buffer data

		generateBufferData();

		// build geometry

		this.setIndex( indices );
		this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
		this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
		this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

		// functions

		function generateBufferData() {

			for ( let i = 0; i < tubularSegments; i ++ ) {

				generateSegment( i );

			}

			// if the geometry is not closed, generate the last row of vertices and normals
			// at the regular position on the given path
			//
			// if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)

			generateSegment( ( closed === false ) ? tubularSegments : 0 );

			// uvs are generated in a separate function.
			// this makes it easy compute correct values for closed geometries

			generateUVs();

			// finally create faces

			generateIndices();

		}

		function generateSegment( i ) {

			// we use getPointAt to sample evenly distributed points from the given path

			P = path.getPointAt( i / tubularSegments, P );

			// retrieve corresponding normal and binormal

			const N = frames.normals[ i ];
			const B = frames.binormals[ i ];

			// generate normals and vertices for the current segment

			for ( let j = 0; j <= radialSegments; j ++ ) {

				const v = j / radialSegments * Math.PI * 2;

				const sin = Math.sin( v );
				const cos = - Math.cos( v );

				// normal

				normal.x = ( cos * N.x + sin * B.x );
				normal.y = ( cos * N.y + sin * B.y );
				normal.z = ( cos * N.z + sin * B.z );
				normal.normalize();

				normals.push( normal.x, normal.y, normal.z );

				// vertex

				vertex.x = P.x + radius * normal.x;
				vertex.y = P.y + radius * normal.y;
				vertex.z = P.z + radius * normal.z;

				vertices.push( vertex.x, vertex.y, vertex.z );

			}

		}

		function generateIndices() {

			for ( let j = 1; j <= tubularSegments; j ++ ) {

				for ( let i = 1; i <= radialSegments; i ++ ) {

					const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
					const b = ( radialSegments + 1 ) * j + ( i - 1 );
					const c = ( radialSegments + 1 ) * j + i;
					const d = ( radialSegments + 1 ) * ( j - 1 ) + i;

					// faces

					indices.push( a, b, d );
					indices.push( b, c, d );

				}

			}

		}

		function generateUVs() {

			for ( let i = 0; i <= tubularSegments; i ++ ) {

				for ( let j = 0; j <= radialSegments; j ++ ) {

					uv.x = i / tubularSegments;
					uv.y = j / radialSegments;

					uvs.push( uv.x, uv.y );

				}

			}

		}

	}
	toJSON() {

		const data = BufferGeometry.prototype.toJSON.call( this );

		data.path = this.parameters.path.toJSON();

		return data;

	}

}

class WireframeGeometry extends BufferGeometry {

	constructor( geometry ) {

		super();
		this.type = 'WireframeGeometry';

		if ( geometry.isGeometry === true ) {

			console.error( 'THREE.WireframeGeometry no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
			return;

		}

		// buffer

		const vertices = [];

		// helper variables

		const edge = [ 0, 0 ], edges = {};

		const vertex = new Vector3();

		if ( geometry.index !== null ) {

			// indexed BufferGeometry

			const position = geometry.attributes.position;
			const indices = geometry.index;
			let groups = geometry.groups;

			if ( groups.length === 0 ) {

				groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];

			}

			// create a data structure that contains all eges without duplicates

			for ( let o = 0, ol = groups.length; o < ol; ++ o ) {

				const group = groups[ o ];

				const start = group.start;
				const count = group.count;

				for ( let i = start, l = ( start + count ); i < l; i += 3 ) {

					for ( let j = 0; j < 3; j ++ ) {

						const edge1 = indices.getX( i + j );
						const edge2 = indices.getX( i + ( j + 1 ) % 3 );
						edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
						edge[ 1 ] = Math.max( edge1, edge2 );

						const key = edge[ 0 ] + ',' + edge[ 1 ];

						if ( edges[ key ] === undefined ) {

							edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };

						}

					}

				}

			}

			// generate vertices

			for ( const key in edges ) {

				const e = edges[ key ];

				vertex.fromBufferAttribute( position, e.index1 );
				vertices.push( vertex.x, vertex.y, vertex.z );

				vertex.fromBufferAttribute( position, e.index2 );
				vertices.push( vertex.x, vertex.y, vertex.z );

			}

		} else {

			// non-indexed BufferGeometry

			const position = geometry.attributes.position;

			for ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) {

				for ( let j = 0; j < 3; j ++ ) {

					// three edges per triangle, an edge is represented as (index1, index2)
					// e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)

					const index1 = 3 * i + j;
					vertex.fromBufferAttribute( position, index1 );
					vertices.push( vertex.x, vertex.y, vertex.z );

					const index2 = 3 * i + ( ( j + 1 ) % 3 );
					vertex.fromBufferAttribute( position, index2 );
					vertices.push( vertex.x, vertex.y, vertex.z );

				}

			}

		}

		// build geometry

		this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );

	}

}

var Geometries = /*#__PURE__*/Object.freeze({
	__proto__: null,
	BoxGeometry: BoxGeometry,
	BoxBufferGeometry: BoxGeometry,
	CircleGeometry: CircleGeometry,
	CircleBufferGeometry: CircleGeometry,
	ConeGeometry: ConeGeometry,
	ConeBufferGeometry: ConeGeometry,
	CylinderGeometry: CylinderGeometry,
	CylinderBufferGeometry: CylinderGeometry,
	DodecahedronGeometry: DodecahedronGeometry,
	DodecahedronBufferGeometry: DodecahedronGeometry,
	EdgesGeometry: EdgesGeometry,
	ExtrudeGeometry: ExtrudeGeometry,
	ExtrudeBufferGeometry: ExtrudeGeometry,
	IcosahedronGeometry: IcosahedronGeometry,
	IcosahedronBufferGeometry: IcosahedronGeometry,
	LatheGeometry: LatheGeometry,
	LatheBufferGeometry: LatheGeometry,
	OctahedronGeometry: OctahedronGeometry,
	OctahedronBufferGeometry: OctahedronGeometry,
	ParametricGeometry: ParametricGeometry,
	ParametricBufferGeometry: ParametricGeometry,
	PlaneGeometry: PlaneGeometry,
	PlaneBufferGeometry: PlaneGeometry,
	PolyhedronGeometry: PolyhedronGeometry,
	PolyhedronBufferGeometry: PolyhedronGeometry,
	RingGeometry: RingGeometry,
	RingBufferGeometry: RingGeometry,
	ShapeGeometry: ShapeGeometry,
	ShapeBufferGeometry: ShapeGeometry,
	SphereGeometry: SphereGeometry,
	SphereBufferGeometry: SphereGeometry,
	TetrahedronGeometry: TetrahedronGeometry,
	TetrahedronBufferGeometry: TetrahedronGeometry,
	TextGeometry: TextGeometry,
	TextBufferGeometry: TextGeometry,
	TorusGeometry: TorusGeometry,
	TorusBufferGeometry: TorusGeometry,
	TorusKnotGeometry: TorusKnotGeometry,
	TorusKnotBufferGeometry: TorusKnotGeometry,
	TubeGeometry: TubeGeometry,
	TubeBufferGeometry: TubeGeometry,
	WireframeGeometry: WireframeGeometry
});

/**
 * parameters = {
 *  color: <THREE.Color>
 * }
 */

class ShadowMaterial extends Material {

	constructor( parameters ) {

		super();

		this.type = 'ShadowMaterial';

		this.color = new Color( 0x000000 );
		this.transparent = true;

		this.setValues( parameters );

	}

	copy( source ) {

		super.copy( source );

		this.color.copy( source.color );

		return this;

	}

}

ShadowMaterial.prototype.isShadowMaterial = true;

class RawShaderMaterial extends ShaderMaterial {

	constructor( parameters ) {

		super( parameters );

		this.type = 'RawShaderMaterial';

	}

}

RawShaderMaterial.prototype.isRawShaderMaterial = true;

/**
 * parameters = {
 *  color: <hex>,
 *  roughness: <float>,
 *  metalness: <float>,
 *  opacity: <float>,
 *
 *  map: new THREE.Texture( <Image> ),
 *
 *  lightMap: new THREE.Texture( <Image> ),
 *  lightMapIntensity: <float>
 *
 *  aoMap: new THREE.Texture( <Image> ),
 *  aoMapIntensity: <float>
 *
 *  emissive: <hex>,
 *  emissiveIntensity: <float>
 *  emissiveMap: new THREE.Texture( <Image> ),
 *
 *  bumpMap: new THREE.Texture( <Image> ),
 *  bumpScale: <float>,
 *
 *  normalMap: new THREE.Texture( <Image> ),
 *  normalMapType: THREE.TangentSpaceNormalMap,
 *  normalScale: <Vector2>,
 *
 *  displacementMap: new THREE.Texture( <Image> ),
 *  displacementScale: <float>,
 *  displacementBias: <float>,
 *
 *  roughnessMap: new THREE.Texture( <Image> ),
 *
 *  metalnessMap: new THREE.Texture( <Image> ),
 *
 *  alphaMap: new THREE.Texture( <Image> ),
 *
 *  envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
 *  envMapIntensity: <float>
 *
 *  refractionRatio: <float>,
 *
 *  wireframe: <boolean>,
 *  wireframeLinewidth: <float>,
 *
 *  skinning: <bool>,
 *  morphTargets: <bool>,
 *  morphNormals: <bool>,
 *
 *  flatShading: <bool>
 * }
 */

function MeshStandardMaterial( parameters ) {

	Material.call( this );

	this.defines = { 'STANDARD': '' };

	this.type = 'MeshStandardMaterial';

	this.color = new Color( 0xffffff ); // diffuse
	this.roughness = 1.0;
	this.metalness = 0.0;

	this.map = null;

	this.lightMap = null;
	this.lightMapIntensity = 1.0;

	this.aoMap = null;
	this.aoMapIntensity = 1.0;

	this.emissive = new Color( 0x000000 );
	this.emissiveIntensity = 1.0;
	this.emissiveMap = null;

	this.bumpMap = null;
	this.bumpScale = 1;

	this.normalMap = null;
	this.normalMapType = TangentSpaceNormalMap;
	this.normalScale = new Vector2( 1, 1 );

	this.displacementMap = null;
	this.displacementScale = 1;
	this.displacementBias = 0;

	this.roughnessMap = null;

	this.metalnessMap = null;

	this.alphaMap = null;

	this.envMap = null;
	this.envMapIntensity = 1.0;

	this.refractionRatio = 0.98;

	this.wireframe = false;
	this.wireframeLinewidth = 1;
	this.wireframeLinecap = 'round';
	this.wireframeLinejoin = 'round';

	this.skinning = false;
	this.morphTargets = false;
	this.morphNormals = false;

	this.flatShading = false;

	this.vertexTangents = false;

	this.setValues( parameters );

}

MeshStandardMaterial.prototype = Object.create( Material.prototype );
MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;

MeshStandardMaterial.prototype.isMeshStandardMaterial = true;

MeshStandardMaterial.prototype.copy = function ( source ) {

	Material.prototype.copy.call( this, source );

	this.defines = { 'STANDARD': '' };

	this.color.copy( source.color );
	this.roughness = source.roughness;
	this.metalness = source.metalness;

	this.map = source.map;

	this.lightMap = source.lightMap;
	this.lightMapIntensity = source.lightMapIntensity;

	this.aoMap = source.aoMap;
	this.aoMapIntensity = source.aoMapIntensity;

	this.emissive.copy( source.emissive );
	this.emissiveMap = source.emissiveMap;
	this.emissiveIntensity = source.emissiveIntensity;

	this.bumpMap = source.bumpMap;
	this.bumpScale = source.bumpScale;

	this.normalMap = source.normalMap;
	this.normalMapType = source.normalMapType;
	this.normalScale.copy( source.normalScale );

	this.displacementMap = source.displacementMap;
	this.displacementScale = source.displacementScale;
	this.displacementBias = source.displacementBias;

	this.roughnessMap = source.roughnessMap;

	this.metalnessMap = source.metalnessMap;

	this.alphaMap = source.alphaMap;

	this.envMap = source.envMap;
	this.envMapIntensity = source.envMapIntensity;

	this.refractionRatio = source.refractionRatio;

	this.wireframe = source.wireframe;
	this.wireframeLinewidth = source.wireframeLinewidth;
	this.wireframeLinecap = source.wireframeLinecap;
	this.wireframeLinejoin = source.wireframeLinejoin;

	this.skinning = source.skinning;
	this.morphTargets = source.morphTargets;
	this.morphNormals = source.morphNormals;

	this.flatShading = source.flatShading;

	this.vertexTangents = source.vertexTangents;

	return this;

};

/**
 * parameters = {
 *  clearcoat: <float>,
 *  clearcoatMap: new THREE.Texture( <Image> ),
 *  clearcoatRoughness: <float>,
 *  clearcoatRoughnessMap: new THREE.Texture( <Image> ),
 *  clearcoatNormalScale: <Vector2>,
 *  clearcoatNormalMap: new THREE.Texture( <Image> ),
 *
 *  reflectivity: <float>,
 *  ior: <float>,
 *
 *  sheen: <Color>,
 *
 *  transmission: <float>,
 *  transmissionMap: new THREE.Texture( <Image> )
 * }
 */

function MeshPhysicalMaterial( parameters ) {

	MeshStandardMaterial.call( this );

	this.defines = {

		'STANDARD': '',
		'PHYSICAL': ''

	};

	this.type = 'MeshPhysicalMaterial';

	this.clearcoat = 0.0;
	this.clearcoatMap = null;
	this.clearcoatRoughness = 0.0;
	this.clearcoatRoughnessMap = null;
	this.clearcoatNormalScale = new Vector2( 1, 1 );
	this.clearcoatNormalMap = null;

	this.reflectivity = 0.5; // maps to F0 = 0.04

	Object.defineProperty( this, 'ior', {
		get: function () {

			return ( 1 + 0.4 * this.reflectivity ) / ( 1 - 0.4 * this.reflectivity );

		},
		set: function ( ior ) {

			this.reflectivity = MathUtils.clamp( 2.5 * ( ior - 1 ) / ( ior + 1 ), 0, 1 );

		}
	} );

	this.sheen = null; // null will disable sheen bsdf

	this.transmission = 0.0;
	this.transmissionMap = null;

	this.setValues( parameters );

}

MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;

MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;

MeshPhysicalMaterial.prototype.copy = function ( source ) {

	MeshStandardMaterial.prototype.copy.call( this, source );

	this.defines = {

		'STANDARD': '',
		'PHYSICAL': ''

	};

	this.clearcoat = source.clearcoat;
	this.clearcoatMap = source.clearcoatMap;
	this.clearcoatRoughness = source.clearcoatRoughness;
	this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
	this.clearcoatNormalMap = source.clearcoatNormalMap;
	this.clearcoatNormalScale.copy( source.clearcoatNormalScale );

	this.reflectivity = source.reflectivity;

	if ( source.sheen ) {

		this.sheen = ( this.sheen || new Color() ).copy( source.sheen );

	} else {

		this.sheen = null;

	}

	this.transmission = source.transmission;
	this.transmissionMap = source.transmissionMap;

	return this;

};

/**
 * parameters = {
 *  color: <hex>,
 *  specular: <hex>,
 *  shininess: <float>,
 *  opacity: <float>,
 *
 *  map: new THREE.Texture( <Image> ),
 *
 *  lightMap: new THREE.Texture( <Image> ),
 *  lightMapIntensity: <float>
 *
 *  aoMap: new THREE.Texture( <Image> ),
 *  aoMapIntensity: <float>
 *
 *  emissive: <hex>,
 *  emissiveIntensity: <float>
 *  emissiveMap: new THREE.Texture( <Image> ),
 *
 *  bumpMap: new THREE.Texture( <Image> ),
 *  bumpScale: <float>,
 *
 *  normalMap: new THREE.Texture( <Image> ),
 *  normalMapType: THREE.TangentSpaceNormalMap,
 *  normalScale: <Vector2>,
 *
 *  displacementMap: new THREE.Texture( <Image> ),
 *  displacementScale: <float>,
 *  displacementBias: <float>,
 *
 *  specularMap: new THREE.Texture( <Image> ),
 *
 *  alphaMap: new THREE.Texture( <Image> ),
 *
 *  envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
 *  combine: THREE.MultiplyOperation,
 *  reflectivity: <float>,
 *  refractionRatio: <float>,
 *
 *  wireframe: <boolean>,
 *  wireframeLinewidth: <float>,
 *
 *  skinning: <bool>,
 *  morphTargets: <bool>,
 *  morphNormals: <bool>,
 *
 *  flatShading: <bool>
 * }
 */

class MeshPhongMaterial extends Material {

	constructor( parameters ) {

		super();

		this.type = 'MeshPhongMaterial';

		this.color = new Color( 0xffffff ); // diffuse
		this.specular = new Color( 0x111111 );
		this.shininess = 30;

		this.map = null;

		this.lightMap = null;
		this.lightMapIntensity = 1.0;

		this.aoMap = null;
		this.aoMapIntensity = 1.0;

		this.emissive = new Color( 0x000000 );
		this.emissiveIntensity = 1.0;
		this.emissiveMap = null;

		this.bumpMap = null;
		this.bumpScale = 1;

		this.normalMap = null;
		this.normalMapType = TangentSpaceNormalMap;
		this.normalScale = new Vector2( 1, 1 );

		this.displacementMap = null;
		this.displacementScale = 1;
		this.displacementBias = 0;

		this.specularMap = null;

		this.alphaMap = null;

		this.envMap = null;
		this.combine = MultiplyOperation;
		this.reflectivity = 1;
		this.refractionRatio = 0.98;

		this.wireframe = false;
		this.wireframeLinewidth = 1;
		this.wireframeLinecap = 'round';
		this.wireframeLinejoin = 'round';

		this.skinning = false;
		this.morphTargets = false;
		this.morphNormals = false;

		this.flatShading = false;

		this.setValues( parameters );

	}

	copy( source ) {

		super.copy( source );

		this.color.copy( source.color );
		this.specular.copy( source.specular );
		this.shininess = source.shininess;

		this.map = source.map;

		this.lightMap = source.lightMap;
		this.lightMapIntensity = source.lightMapIntensity;

		this.aoMap = source.aoMap;
		this.aoMapIntensity = source.aoMapIntensity;

		this.emissive.copy( source.emissive );
		this.emissiveMap = source.emissiveMap;
		this.emissiveIntensity = source.emissiveIntensity;

		this.bumpMap = source.bumpMap;
		this.bumpScale = source.bumpScale;

		this.normalMap = source.normalMap;
		this.normalMapType = source.normalMapType;
		this.normalScale.copy( source.normalScale );

		this.displacementMap = source.displacementMap;
		this.displacementScale = source.displacementScale;
		this.displacementBias = source.displacementBias;

		this.specularMap = source.specularMap;

		this.alphaMap = source.alphaMap;

		this.envMap = source.envMap;
		this.combine = source.combine;
		this.reflectivity = source.reflectivity;
		this.refractionRatio = source.refractionRatio;

		this.wireframe = source.wireframe;
		this.wireframeLinewidth = source.wireframeLinewidth;
		this.wireframeLinecap = source.wireframeLinecap;
		this.wireframeLinejoin = source.wireframeLinejoin;

		this.skinning = source.skinning;
		this.morphTargets = source.morphTargets;
		this.morphNormals = source.morphNormals;

		this.flatShading = source.flatShading;

		return this;

	}

}

MeshPhongMaterial.prototype.isMeshPhongMaterial = true;

/**
 * parameters = {
 *  color: <hex>,
 *
 *  map: new THREE.Texture( <Image> ),
 *  gradientMap: new THREE.Texture( <Image> ),
 *
 *  lightMap: new THREE.Texture( <Image> ),
 *  lightMapIntensity: <float>
 *
 *  aoMap: new THREE.Texture( <Image> ),
 *  aoMapIntensity: <float>
 *
 *  emissive: <hex>,
 *  emissiveIntensity: <float>
 *  emissiveMap: new THREE.Texture( <Image> ),
 *
 *  bumpMap: new THREE.Texture( <Image> ),
 *  bumpScale: <float>,
 *
 *  normalMap: new THREE.Texture( <Image> ),
 *  normalMapType: THREE.TangentSpaceNormalMap,
 *  normalScale: <Vector2>,
 *
 *  displacementMap: new THREE.Texture( <Image> ),
 *  displacementScale: <float>,
 *  displacementBias: <float>,
 *
 *  alphaMap: new THREE.Texture( <Image> ),
 *
 *  wireframe: <boolean>,
 *  wireframeLinewidth: <float>,
 *
 *  skinning: <bool>,
 *  morphTargets: <bool>,
 *  morphNormals: <bool>
 * }
 */

class MeshToonMaterial extends Material {

	constructor( parameters ) {

		super();

		this.defines = { 'TOON': '' };

		this.type = 'MeshToonMaterial';

		this.color = new Color( 0xffffff );

		this.map = null;
		this.gradientMap = null;

		this.lightMap = null;
		this.lightMapIntensity = 1.0;

		this.aoMap = null;
		this.aoMapIntensity = 1.0;

		this.emissive = new Color( 0x000000 );
		this.emissiveIntensity = 1.0;
		this.emissiveMap = null;

		this.bumpMap = null;
		this.bumpScale = 1;

		this.normalMap = null;
		this.normalMapType = TangentSpaceNormalMap;
		this.normalScale = new Vector2( 1, 1 );

		this.displacementMap = null;
		this.displacementScale = 1;
		this.displacementBias = 0;

		this.alphaMap = null;

		this.wireframe = false;
		this.wireframeLinewidth = 1;
		this.wireframeLinecap = 'round';
		this.wireframeLinejoin = 'round';

		this.skinning = false;
		this.morphTargets = false;
		this.morphNormals = false;

		this.setValues( parameters );

	}

	copy( source ) {

		super.copy( source );

		this.color.copy( source.color );

		this.map = source.map;
		this.gradientMap = source.gradientMap;

		this.lightMap = source.lightMap;
		this.lightMapIntensity = source.lightMapIntensity;

		this.aoMap = source.aoMap;
		this.aoMapIntensity = source.aoMapIntensity;

		this.emissive.copy( source.emissive );
		this.emissiveMap = source.emissiveMap;
		this.emissiveIntensity = source.emissiveIntensity;

		this.bumpMap = source.bumpMap;
		this.bumpScale = source.bumpScale;

		this.normalMap = source.normalMap;
		this.normalMapType = source.normalMapType;
		this.normalScale.copy( source.normalScale );

		this.displacementMap = source.displacementMap;
		this.displacementScale = source.displacementScale;
		this.displacementBias = source.displacementBias;

		this.alphaMap = source.alphaMap;

		this.wireframe = source.wireframe;
		this.wireframeLinewidth = source.wireframeLinewidth;
		this.wireframeLinecap = source.wireframeLinecap;
		this.wireframeLinejoin = source.wireframeLinejoin;

		this.skinning = source.skinning;
		this.morphTargets = source.morphTargets;
		this.morphNormals = source.morphNormals;

		return this;

	}

}

MeshToonMaterial.prototype.isMeshToonMaterial = true;

/**
 * parameters = {
 *  opacity: <float>,
 *
 *  bumpMap: new THREE.Texture( <Image> ),
 *  bumpScale: <float>,
 *
 *  normalMap: new THREE.Texture( <Image> ),
 *  normalMapType: THREE.TangentSpaceNormalMap,
 *  normalScale: <Vector2>,
 *
 *  displacementMap: new THREE.Texture( <Image> ),
 *  displacementScale: <float>,
 *  displacementBias: <float>,
 *
 *  wireframe: <boolean>,
 *  wireframeLinewidth: <float>
 *
 *  skinning: <bool>,
 *  morphTargets: <bool>,
 *  morphNormals: <bool>,
 *
 *  flatShading: <bool>
 * }
 */

class MeshNormalMaterial extends Material {

	constructor( parameters ) {

		super();

		this.type = 'MeshNormalMaterial';

		this.bumpMap = null;
		this.bumpScale = 1;

		this.normalMap = null;
		this.normalMapType = TangentSpaceNormalMap;
		this.normalScale = new Vector2( 1, 1 );

		this.displacementMap = null;
		this.displacementScale = 1;
		this.displacementBias = 0;

		this.wireframe = false;
		this.wireframeLinewidth = 1;

		this.fog = false;

		this.skinning = false;
		this.morphTargets = false;
		this.morphNormals = false;

		this.flatShading = false;

		this.setValues( parameters );

	}

	copy( source ) {

		super.copy( source );

		this.bumpMap = source.bumpMap;
		this.bumpScale = source.bumpScale;

		this.normalMap = source.normalMap;
		this.normalMapType = source.normalMapType;
		this.normalScale.copy( source.normalScale );

		this.displacementMap = source.displacementMap;
		this.displacementScale = source.displacementScale;
		this.displacementBias = source.displacementBias;

		this.wireframe = source.wireframe;
		this.wireframeLinewidth = source.wireframeLinewidth;

		this.skinning = source.skinning;
		this.morphTargets = source.morphTargets;
		this.morphNormals = source.morphNormals;

		this.flatShading = source.flatShading;

		return this;

	}

}

MeshNormalMaterial.prototype.isMeshNormalMaterial = true;

/**
 * parameters = {
 *  color: <hex>,
 *  opacity: <float>,
 *
 *  map: new THREE.Texture( <Image> ),
 *
 *  lightMap: new THREE.Texture( <Image> ),
 *  lightMapIntensity: <float>
 *
 *  aoMap: new THREE.Texture( <Image> ),
 *  aoMapIntensity: <float>
 *
 *  emissive: <hex>,
 *  emissiveIntensity: <float>
 *  emissiveMap: new THREE.Texture( <Image> ),
 *
 *  specularMap: new THREE.Texture( <Image> ),
 *
 *  alphaMap: new THREE.Texture( <Image> ),
 *
 *  envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
 *  combine: THREE.Multiply,
 *  reflectivity: <float>,
 *  refractionRatio: <float>,
 *
 *  wireframe: <boolean>,
 *  wireframeLinewidth: <float>,
 *
 *  skinning: <bool>,
 *  morphTargets: <bool>,
 *  morphNormals: <bool>
 * }
 */

class MeshLambertMaterial extends Material {

	constructor( parameters ) {

		super();

		this.type = 'MeshLambertMaterial';

		this.color = new Color( 0xffffff ); // diffuse

		this.map = null;

		this.lightMap = null;
		this.lightMapIntensity = 1.0;

		this.aoMap = null;
		this.aoMapIntensity = 1.0;

		this.emissive = new Color( 0x000000 );
		this.emissiveIntensity = 1.0;
		this.emissiveMap = null;

		this.specularMap = null;

		this.alphaMap = null;

		this.envMap = null;
		this.combine = MultiplyOperation;
		this.reflectivity = 1;
		this.refractionRatio = 0.98;

		this.wireframe = false;
		this.wireframeLinewidth = 1;
		this.wireframeLinecap = 'round';
		this.wireframeLinejoin = 'round';

		this.skinning = false;
		this.morphTargets = false;
		this.morphNormals = false;

		this.setValues( parameters );

	}

	copy( source ) {

		super.copy( source );

		this.color.copy( source.color );

		this.map = source.map;

		this.lightMap = source.lightMap;
		this.lightMapIntensity = source.lightMapIntensity;

		this.aoMap = source.aoMap;
		this.aoMapIntensity = source.aoMapIntensity;

		this.emissive.copy( source.emissive );
		this.emissiveMap = source.emissiveMap;
		this.emissiveIntensity = source.emissiveIntensity;

		this.specularMap = source.specularMap;

		this.alphaMap = source.alphaMap;

		this.envMap = source.envMap;
		this.combine = source.combine;
		this.reflectivity = source.reflectivity;
		this.refractionRatio = source.refractionRatio;

		this.wireframe = source.wireframe;
		this.wireframeLinewidth = source.wireframeLinewidth;
		this.wireframeLinecap = source.wireframeLinecap;
		this.wireframeLinejoin = source.wireframeLinejoin;

		this.skinning = source.skinning;
		this.morphTargets = source.morphTargets;
		this.morphNormals = source.morphNormals;

		return this;

	}

}

MeshLambertMaterial.prototype.isMeshLambertMaterial = true;

/**
 * parameters = {
 *  color: <hex>,
 *  opacity: <float>,
 *
 *  matcap: new THREE.Texture( <Image> ),
 *
 *  map: new THREE.Texture( <Image> ),
 *
 *  bumpMap: new THREE.Texture( <Image> ),
 *  bumpScale: <float>,
 *
 *  normalMap: new THREE.Texture( <Image> ),
 *  normalMapType: THREE.TangentSpaceNormalMap,
 *  normalScale: <Vector2>,
 *
 *  displacementMap: new THREE.Texture( <Image> ),
 *  displacementScale: <float>,
 *  displacementBias: <float>,
 *
 *  alphaMap: new THREE.Texture( <Image> ),
 *
 *  skinning: <bool>,
 *  morphTargets: <bool>,
 *  morphNormals: <bool>
 *
 *  flatShading: <bool>
 * }
 */

class MeshMatcapMaterial extends Material {

	constructor( parameters ) {

		super();

		this.defines = { 'MATCAP': '' };

		this.type = 'MeshMatcapMaterial';

		this.color = new Color( 0xffffff ); // diffuse

		this.matcap = null;

		this.map = null;

		this.bumpMap = null;
		this.bumpScale = 1;

		this.normalMap = null;
		this.normalMapType = TangentSpaceNormalMap;
		this.normalScale = new Vector2( 1, 1 );

		this.displacementMap = null;
		this.displacementScale = 1;
		this.displacementBias = 0;

		this.alphaMap = null;

		this.skinning = false;
		this.morphTargets = false;
		this.morphNormals = false;

		this.flatShading = false;

		this.setValues( parameters );

	}


	copy( source ) {

		super.copy( source );

		this.defines = { 'MATCAP': '' };

		this.color.copy( source.color );

		this.matcap = source.matcap;

		this.map = source.map;

		this.bumpMap = source.bumpMap;
		this.bumpScale = source.bumpScale;

		this.normalMap = source.normalMap;
		this.normalMapType = source.normalMapType;
		this.normalScale.copy( source.normalScale );

		this.displacementMap = source.displacementMap;
		this.displacementScale = source.displacementScale;
		this.displacementBias = source.displacementBias;

		this.alphaMap = source.alphaMap;

		this.skinning = source.skinning;
		this.morphTargets = source.morphTargets;
		this.morphNormals = source.morphNormals;

		this.flatShading = source.flatShading;

		return this;

	}

}

MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;

/**
 * parameters = {
 *  color: <hex>,
 *  opacity: <float>,
 *
 *  linewidth: <float>,
 *
 *  scale: <float>,
 *  dashSize: <float>,
 *  gapSize: <float>
 * }
 */

class LineDashedMaterial extends LineBasicMaterial {

	constructor( parameters ) {

		super();

		this.type = 'LineDashedMaterial';

		this.scale = 1;
		this.dashSize = 3;
		this.gapSize = 1;

		this.setValues( parameters );

	}

	copy( source ) {

		super.copy( source );

		this.scale = source.scale;
		this.dashSize = source.dashSize;
		this.gapSize = source.gapSize;

		return this;

	}

}

LineDashedMaterial.prototype.isLineDashedMaterial = true;

var Materials = /*#__PURE__*/Object.freeze({
	__proto__: null,
	ShadowMaterial: ShadowMaterial,
	SpriteMaterial: SpriteMaterial,
	RawShaderMaterial: RawShaderMaterial,
	ShaderMaterial: ShaderMaterial,
	PointsMaterial: PointsMaterial,
	MeshPhysicalMaterial: MeshPhysicalMaterial,
	MeshStandardMaterial: MeshStandardMaterial,
	MeshPhongMaterial: MeshPhongMaterial,
	MeshToonMaterial: MeshToonMaterial,
	MeshNormalMaterial: MeshNormalMaterial,
	MeshLambertMaterial: MeshLambertMaterial,
	MeshDepthMaterial: MeshDepthMaterial,
	MeshDistanceMaterial: MeshDistanceMaterial,
	MeshBasicMaterial: MeshBasicMaterial,
	MeshMatcapMaterial: MeshMatcapMaterial,
	LineDashedMaterial: LineDashedMaterial,
	LineBasicMaterial: LineBasicMaterial,
	Material: Material
});

const AnimationUtils = {

	// same as Array.prototype.slice, but also works on typed arrays
	arraySlice: function ( array, from, to ) {

		if ( AnimationUtils.isTypedArray( array ) ) {

			// in ios9 array.subarray(from, undefined) will return empty array
			// but array.subarray(from) or array.subarray(from, len) is correct
			return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );

		}

		return array.slice( from, to );

	},

	// converts an array to a specific type
	convertArray: function ( array, type, forceClone ) {

		if ( ! array || // let 'undefined' and 'null' pass
			! forceClone && array.constructor === type ) return array;

		if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {

			return new type( array ); // create typed array

		}

		return Array.prototype.slice.call( array ); // create Array

	},

	isTypedArray: function ( object ) {

		return ArrayBuffer.isView( object ) &&
			! ( object instanceof DataView );

	},

	// returns an array by which times and values can be sorted
	getKeyframeOrder: function ( times ) {

		function compareTime( i, j ) {

			return times[ i ] - times[ j ];

		}

		const n = times.length;
		const result = new Array( n );
		for ( let i = 0; i !== n; ++ i ) result[ i ] = i;

		result.sort( compareTime );

		return result;

	},

	// uses the array previously returned by 'getKeyframeOrder' to sort data
	sortedArray: function ( values, stride, order ) {

		const nValues = values.length;
		const result = new values.constructor( nValues );

		for ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {

			const srcOffset = order[ i ] * stride;

			for ( let j = 0; j !== stride; ++ j ) {

				result[ dstOffset ++ ] = values[ srcOffset + j ];

			}

		}

		return result;

	},

	// function for parsing AOS keyframe formats
	flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {

		let i = 1, key = jsonKeys[ 0 ];

		while ( key !== undefined && key[ valuePropertyName ] === undefined ) {

			key = jsonKeys[ i ++ ];

		}

		if ( key === undefined ) return; // no data

		let value = key[ valuePropertyName ];
		if ( value === undefined ) return; // no data

		if ( Array.isArray( value ) ) {

			do {

				value = key[ valuePropertyName ];

				if ( value !== undefined ) {

					times.push( key.time );
					values.push.apply( values, value ); // push all elements

				}

				key = jsonKeys[ i ++ ];

			} while ( key !== undefined );

		} else if ( value.toArray !== undefined ) {

			// ...assume THREE.Math-ish

			do {

				value = key[ valuePropertyName ];

				if ( value !== undefined ) {

					times.push( key.time );
					value.toArray( values, values.length );

				}

				key = jsonKeys[ i ++ ];

			} while ( key !== undefined );

		} else {

			// otherwise push as-is

			do {

				value = key[ valuePropertyName ];

				if ( value !== undefined ) {

					times.push( key.time );
					values.push( value );

				}

				key = jsonKeys[ i ++ ];

			} while ( key !== undefined );

		}

	},

	subclip: function ( sourceClip, name, startFrame, endFrame, fps = 30 ) {

		const clip = sourceClip.clone();

		clip.name = name;

		const tracks = [];

		for ( let i = 0; i < clip.tracks.length; ++ i ) {

			const track = clip.tracks[ i ];
			const valueSize = track.getValueSize();

			const times = [];
			const values = [];

			for ( let j = 0; j < track.times.length; ++ j ) {

				const frame = track.times[ j ] * fps;

				if ( frame < startFrame || frame >= endFrame ) continue;

				times.push( track.times[ j ] );

				for ( let k = 0; k < valueSize; ++ k ) {

					values.push( track.values[ j * valueSize + k ] );

				}

			}

			if ( times.length === 0 ) continue;

			track.times = AnimationUtils.convertArray( times, track.times.constructor );
			track.values = AnimationUtils.convertArray( values, track.values.constructor );

			tracks.push( track );

		}

		clip.tracks = tracks;

		// find minimum .times value across all tracks in the trimmed clip

		let minStartTime = Infinity;

		for ( let i = 0; i < clip.tracks.length; ++ i ) {

			if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {

				minStartTime = clip.tracks[ i ].times[ 0 ];

			}

		}

		// shift all tracks such that clip begins at t=0

		for ( let i = 0; i < clip.tracks.length; ++ i ) {

			clip.tracks[ i ].shift( - 1 * minStartTime );

		}

		clip.resetDuration();

		return clip;

	},

	makeClipAdditive: function ( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {

		if ( fps <= 0 ) fps = 30;

		const numTracks = referenceClip.tracks.length;
		const referenceTime = referenceFrame / fps;

		// Make each track's values relative to the values at the reference frame
		for ( let i = 0; i < numTracks; ++ i ) {

			const referenceTrack = referenceClip.tracks[ i ];
			const referenceTrackType = referenceTrack.ValueTypeName;

			// Skip this track if it's non-numeric
			if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue;

			// Find the track in the target clip whose name and type matches the reference track
			const targetTrack = targetClip.tracks.find( function ( track ) {

				return track.name === referenceTrack.name
					&& track.ValueTypeName === referenceTrackType;

			} );

			if ( targetTrack === undefined ) continue;

			let referenceOffset = 0;
			const referenceValueSize = referenceTrack.getValueSize();

			if ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {

				referenceOffset = referenceValueSize / 3;

			}

			let targetOffset = 0;
			const targetValueSize = targetTrack.getValueSize();

			if ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {

				targetOffset = targetValueSize / 3;

			}

			const lastIndex = referenceTrack.times.length - 1;
			let referenceValue;

			// Find the value to subtract out of the track
			if ( referenceTime <= referenceTrack.times[ 0 ] ) {

				// Reference frame is earlier than the first keyframe, so just use the first keyframe
				const startIndex = referenceOffset;
				const endIndex = referenceValueSize - referenceOffset;
				referenceValue = AnimationUtils.arraySlice( referenceTrack.values, startIndex, endIndex );

			} else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {

				// Reference frame is after the last keyframe, so just use the last keyframe
				const startIndex = lastIndex * referenceValueSize + referenceOffset;
				const endIndex = startIndex + referenceValueSize - referenceOffset;
				referenceValue = AnimationUtils.arraySlice( referenceTrack.values, startIndex, endIndex );

			} else {

				// Interpolate to the reference value
				const interpolant = referenceTrack.createInterpolant();
				const startIndex = referenceOffset;
				const endIndex = referenceValueSize - referenceOffset;
				interpolant.evaluate( referenceTime );
				referenceValue = AnimationUtils.arraySlice( interpolant.resultBuffer, startIndex, endIndex );

			}

			// Conjugate the quaternion
			if ( referenceTrackType === 'quaternion' ) {

				const referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate();
				referenceQuat.toArray( referenceValue );

			}

			// Subtract the reference value from all of the track values

			const numTimes = targetTrack.times.length;
			for ( let j = 0; j < numTimes; ++ j ) {

				const valueStart = j * targetValueSize + targetOffset;

				if ( referenceTrackType === 'quaternion' ) {

					// Multiply the conjugate for quaternion track types
					Quaternion.multiplyQuaternionsFlat(
						targetTrack.values,
						valueStart,
						referenceValue,
						0,
						targetTrack.values,
						valueStart
					);

				} else {

					const valueEnd = targetValueSize - targetOffset * 2;

					// Subtract each value for all other numeric track types
					for ( let k = 0; k < valueEnd; ++ k ) {

						targetTrack.values[ valueStart + k ] -= referenceValue[ k ];

					}

				}

			}

		}

		targetClip.blendMode = AdditiveAnimationBlendMode;

		return targetClip;

	}

};

/**
 * Abstract base class of interpolants over parametric samples.
 *
 * The parameter domain is one dimensional, typically the time or a path
 * along a curve defined by the data.
 *
 * The sample values can have any dimensionality and derived classes may
 * apply special interpretations to the data.
 *
 * This class provides the interval seek in a Template Method, deferring
 * the actual interpolation to derived classes.
 *
 * Time complexity is O(1) for linear access crossing at most two points
 * and O(log N) for random access, where N is the number of positions.
 *
 * References:
 *
 * 		http://www.oodesign.com/template-method-pattern.html
 *
 */

function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {

	this.parameterPositions = parameterPositions;
	this._cachedIndex = 0;

	this.resultBuffer = resultBuffer !== undefined ?
		resultBuffer : new sampleValues.constructor( sampleSize );
	this.sampleValues = sampleValues;
	this.valueSize = sampleSize;

}

Object.assign( Interpolant.prototype, {

	evaluate: function ( t ) {

		const pp = this.parameterPositions;
		let i1 = this._cachedIndex,
			t1 = pp[ i1 ],
			t0 = pp[ i1 - 1 ];

		validate_interval: {

			seek: {

				let right;

				linear_scan: {

					//- See http://jsperf.com/comparison-to-undefined/3
					//- slower code:
					//-
					//- 				if ( t >= t1 || t1 === undefined ) {
					forward_scan: if ( ! ( t < t1 ) ) {

						for ( let giveUpAt = i1 + 2; ; ) {

							if ( t1 === undefined ) {

								if ( t < t0 ) break forward_scan;

								// after end

								i1 = pp.length;
								this._cachedIndex = i1;
								return this.afterEnd_( i1 - 1, t, t0 );

							}

							if ( i1 === giveUpAt ) break; // this loop

							t0 = t1;
							t1 = pp[ ++ i1 ];

							if ( t < t1 ) {

								// we have arrived at the sought interval
								break seek;

							}

						}

						// prepare binary search on the right side of the index
						right = pp.length;
						break linear_scan;

					}

					//- slower code:
					//-					if ( t < t0 || t0 === undefined ) {
					if ( ! ( t >= t0 ) ) {

						// looping?

						const t1global = pp[ 1 ];

						if ( t < t1global ) {

							i1 = 2; // + 1, using the scan for the details
							t0 = t1global;

						}

						// linear reverse scan

						for ( let giveUpAt = i1 - 2; ; ) {

							if ( t0 === undefined ) {

								// before start

								this._cachedIndex = 0;
								return this.beforeStart_( 0, t, t1 );

							}

							if ( i1 === giveUpAt ) break; // this loop

							t1 = t0;
							t0 = pp[ -- i1 - 1 ];

							if ( t >= t0 ) {

								// we have arrived at the sought interval
								break seek;

							}

						}

						// prepare binary search on the left side of the index
						right = i1;
						i1 = 0;
						break linear_scan;

					}

					// the interval is valid

					break validate_interval;

				} // linear scan

				// binary search

				while ( i1 < right ) {

					const mid = ( i1 + right ) >>> 1;

					if ( t < pp[ mid ] ) {

						right = mid;

					} else {

						i1 = mid + 1;

					}

				}

				t1 = pp[ i1 ];
				t0 = pp[ i1 - 1 ];

				// check boundary cases, again

				if ( t0 === undefined ) {

					this._cachedIndex = 0;
					return this.beforeStart_( 0, t, t1 );

				}

				if ( t1 === undefined ) {

					i1 = pp.length;
					this._cachedIndex = i1;
					return this.afterEnd_( i1 - 1, t0, t );

				}

			} // seek

			this._cachedIndex = i1;

			this.intervalChanged_( i1, t0, t1 );

		} // validate_interval

		return this.interpolate_( i1, t0, t, t1 );

	},

	settings: null, // optional, subclass-specific settings structure
	// Note: The indirection allows central control of many interpolants.

	// --- Protected interface

	DefaultSettings_: {},

	getSettings_: function () {

		return this.settings || this.DefaultSettings_;

	},

	copySampleValue_: function ( index ) {

		// copies a sample value to the result buffer

		const result = this.resultBuffer,
			values = this.sampleValues,
			stride = this.valueSize,
			offset = index * stride;

		for ( let i = 0; i !== stride; ++ i ) {

			result[ i ] = values[ offset + i ];

		}

		return result;

	},

	// Template methods for derived classes:

	interpolate_: function ( /* i1, t0, t, t1 */ ) {

		throw new Error( 'call to abstract method' );
		// implementations shall return this.resultBuffer

	},

	intervalChanged_: function ( /* i1, t0, t1 */ ) {

		// empty

	}

} );

// DECLARE ALIAS AFTER assign prototype
Object.assign( Interpolant.prototype, {

	//( 0, t, t0 ), returns this.resultBuffer
	beforeStart_: Interpolant.prototype.copySampleValue_,

	//( N-1, tN-1, t ), returns this.resultBuffer
	afterEnd_: Interpolant.prototype.copySampleValue_,

} );

/**
 * Fast and simple cubic spline interpolant.
 *
 * It was derived from a Hermitian construction setting the first derivative
 * at each sample position to the linear slope between neighboring positions
 * over their parameter interval.
 */

function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {

	Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );

	this._weightPrev = - 0;
	this._offsetPrev = - 0;
	this._weightNext = - 0;
	this._offsetNext = - 0;

}

CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {

	constructor: CubicInterpolant,

	DefaultSettings_: {

		endingStart: ZeroCurvatureEnding,
		endingEnd: ZeroCurvatureEnding

	},

	intervalChanged_: function ( i1, t0, t1 ) {

		const pp = this.parameterPositions;
		let iPrev = i1 - 2,
			iNext = i1 + 1,

			tPrev = pp[ iPrev ],
			tNext = pp[ iNext ];

		if ( tPrev === undefined ) {

			switch ( this.getSettings_().endingStart ) {

				case ZeroSlopeEnding:

					// f'(t0) = 0
					iPrev = i1;
					tPrev = 2 * t0 - t1;

					break;

				case WrapAroundEnding:

					// use the other end of the curve
					iPrev = pp.length - 2;
					tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];

					break;

				default: // ZeroCurvatureEnding

					// f''(t0) = 0 a.k.a. Natural Spline
					iPrev = i1;
					tPrev = t1;

			}

		}

		if ( tNext === undefined ) {

			switch ( this.getSettings_().endingEnd ) {

				case ZeroSlopeEnding:

					// f'(tN) = 0
					iNext = i1;
					tNext = 2 * t1 - t0;

					break;

				case WrapAroundEnding:

					// use the other end of the curve
					iNext = 1;
					tNext = t1 + pp[ 1 ] - pp[ 0 ];

					break;

				default: // ZeroCurvatureEnding

					// f''(tN) = 0, a.k.a. Natural Spline
					iNext = i1 - 1;
					tNext = t0;

			}

		}

		const halfDt = ( t1 - t0 ) * 0.5,
			stride = this.valueSize;

		this._weightPrev = halfDt / ( t0 - tPrev );
		this._weightNext = halfDt / ( tNext - t1 );
		this._offsetPrev = iPrev * stride;
		this._offsetNext = iNext * stride;

	},

	interpolate_: function ( i1, t0, t, t1 ) {

		const result = this.resultBuffer,
			values = this.sampleValues,
			stride = this.valueSize,

			o1 = i1 * stride,		o0 = o1 - stride,
			oP = this._offsetPrev, 	oN = this._offsetNext,
			wP = this._weightPrev,	wN = this._weightNext,

			p = ( t - t0 ) / ( t1 - t0 ),
			pp = p * p,
			ppp = pp * p;

		// evaluate polynomials

		const sP = - wP * ppp + 2 * wP * pp - wP * p;
		const s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
		const s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
		const sN = wN * ppp - wN * pp;

		// combine data linearly

		for ( let i = 0; i !== stride; ++ i ) {

			result[ i ] =
					sP * values[ oP + i ] +
					s0 * values[ o0 + i ] +
					s1 * values[ o1 + i ] +
					sN * values[ oN + i ];

		}

		return result;

	}

} );

function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {

	Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );

}

LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {

	constructor: LinearInterpolant,

	interpolate_: function ( i1, t0, t, t1 ) {

		const result = this.resultBuffer,
			values = this.sampleValues,
			stride = this.valueSize,

			offset1 = i1 * stride,
			offset0 = offset1 - stride,

			weight1 = ( t - t0 ) / ( t1 - t0 ),
			weight0 = 1 - weight1;

		for ( let i = 0; i !== stride; ++ i ) {

			result[ i ] =
					values[ offset0 + i ] * weight0 +
					values[ offset1 + i ] * weight1;

		}

		return result;

	}

} );

/**
 *
 * Interpolant that evaluates to the sample value at the position preceeding
 * the parameter.
 */

function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {

	Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );

}

DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {

	constructor: DiscreteInterpolant,

	interpolate_: function ( i1 /*, t0, t, t1 */ ) {

		return this.copySampleValue_( i1 - 1 );

	}

} );

class KeyframeTrack {

	constructor( name, times, values, interpolation ) {

		if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );
		if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );

		this.name = name;

		this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
		this.values = AnimationUtils.convertArray( values, this.ValueBufferType );

		this.setInterpolation( interpolation || this.DefaultInterpolation );

	}

	// Serialization (in static context, because of constructor invocation
	// and automatic invocation of .toJSON):

	static toJSON( track ) {

		const trackType = track.constructor;

		let json;

		// derived classes can define a static toJSON method
		if ( trackType.toJSON !== this.toJSON ) {

			json = trackType.toJSON( track );

		} else {

			// by default, we assume the data can be serialized as-is
			json = {

				'name': track.name,
				'times': AnimationUtils.convertArray( track.times, Array ),
				'values': AnimationUtils.convertArray( track.values, Array )

			};

			const interpolation = track.getInterpolation();

			if ( interpolation !== track.DefaultInterpolation ) {

				json.interpolation = interpolation;

			}

		}

		json.type = track.ValueTypeName; // mandatory

		return json;

	}

	InterpolantFactoryMethodDiscrete( result ) {

		return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );

	}

	InterpolantFactoryMethodLinear( result ) {

		return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );

	}

	InterpolantFactoryMethodSmooth( result ) {

		return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );

	}

	setInterpolation( interpolation ) {

		let factoryMethod;

		switch ( interpolation ) {

			case InterpolateDiscrete:

				factoryMethod = this.InterpolantFactoryMethodDiscrete;

				break;

			case InterpolateLinear:

				factoryMethod = this.InterpolantFactoryMethodLinear;

				break;

			case InterpolateSmooth:

				factoryMethod = this.InterpolantFactoryMethodSmooth;

				break;

		}

		if ( factoryMethod === undefined ) {

			const message = 'unsupported interpolation for ' +
				this.ValueTypeName + ' keyframe track named ' + this.name;

			if ( this.createInterpolant === undefined ) {

				// fall back to default, unless the default itself is messed up
				if ( interpolation !== this.DefaultInterpolation ) {

					this.setInterpolation( this.DefaultInterpolation );

				} else {

					throw new Error( message ); // fatal, in this case

				}

			}

			console.warn( 'THREE.KeyframeTrack:', message );
			return this;

		}

		this.createInterpolant = factoryMethod;

		return this;

	}

	getInterpolation() {

		switch ( this.createInterpolant ) {

			case this.InterpolantFactoryMethodDiscrete:

				return InterpolateDiscrete;

			case this.InterpolantFactoryMethodLinear:

				return InterpolateLinear;

			case this.InterpolantFactoryMethodSmooth:

				return InterpolateSmooth;

		}

	}

	getValueSize() {

		return this.values.length / this.times.length;

	}

	// move all keyframes either forwards or backwards in time
	shift( timeOffset ) {

		if ( timeOffset !== 0.0 ) {

			const times = this.times;

			for ( let i = 0, n = times.length; i !== n; ++ i ) {

				times[ i ] += timeOffset;

			}

		}

		return this;

	}

	// scale all keyframe times by a factor (useful for frame <-> seconds conversions)
	scale( timeScale ) {

		if ( timeScale !== 1.0 ) {

			const times = this.times;

			for ( let i = 0, n = times.length; i !== n; ++ i ) {

				times[ i ] *= timeScale;

			}

		}

		return this;

	}

	// removes keyframes before and after animation without changing any values within the range [startTime, endTime].
	// IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
	trim( startTime, endTime ) {

		const times = this.times,
			nKeys = times.length;

		let from = 0,
			to = nKeys - 1;

		while ( from !== nKeys && times[ from ] < startTime ) {

			++ from;

		}

		while ( to !== - 1 && times[ to ] > endTime ) {

			-- to;

		}

		++ to; // inclusive -> exclusive bound

		if ( from !== 0 || to !== nKeys ) {

			// empty tracks are forbidden, so keep at least one keyframe
			if ( from >= to ) {

				to = Math.max( to, 1 );
				from = to - 1;

			}

			const stride = this.getValueSize();
			this.times = AnimationUtils.arraySlice( times, from, to );
			this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );

		}

		return this;

	}

	// ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
	validate() {

		let valid = true;

		const valueSize = this.getValueSize();
		if ( valueSize - Math.floor( valueSize ) !== 0 ) {

			console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
			valid = false;

		}

		const times = this.times,
			values = this.values,

			nKeys = times.length;

		if ( nKeys === 0 ) {

			console.error( 'THREE.KeyframeTrack: Track is empty.', this );
			valid = false;

		}

		let prevTime = null;

		for ( let i = 0; i !== nKeys; i ++ ) {

			const currTime = times[ i ];

			if ( typeof currTime === 'number' && isNaN( currTime ) ) {

				console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
				valid = false;
				break;

			}

			if ( prevTime !== null && prevTime > currTime ) {

				console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
				valid = false;
				break;

			}

			prevTime = currTime;

		}

		if ( values !== undefined ) {

			if ( AnimationUtils.isTypedArray( values ) ) {

				for ( let i = 0, n = values.length; i !== n; ++ i ) {

					const value = values[ i ];

					if ( isNaN( value ) ) {

						console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );
						valid = false;
						break;

					}

				}

			}

		}

		return valid;

	}

	// removes equivalent sequential keys as common in morph target sequences
	// (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
	optimize() {

		// times or values may be shared with other tracks, so overwriting is unsafe
		const times = AnimationUtils.arraySlice( this.times ),
			values = AnimationUtils.arraySlice( this.values ),
			stride = this.getValueSize(),

			smoothInterpolation = this.getInterpolation() === InterpolateSmooth,

			lastIndex = times.length - 1;

		let writeIndex = 1;

		for ( let i = 1; i < lastIndex; ++ i ) {

			let keep = false;

			const time = times[ i ];
			const timeNext = times[ i + 1 ];

			// remove adjacent keyframes scheduled at the same time

			if ( time !== timeNext && ( i !== 1 || time !== times[ 0 ] ) ) {

				if ( ! smoothInterpolation ) {

					// remove unnecessary keyframes same as their neighbors

					const offset = i * stride,
						offsetP = offset - stride,
						offsetN = offset + stride;

					for ( let j = 0; j !== stride; ++ j ) {

						const value = values[ offset + j ];

						if ( value !== values[ offsetP + j ] ||
							value !== values[ offsetN + j ] ) {

							keep = true;
							break;

						}

					}

				} else {

					keep = true;

				}

			}

			// in-place compaction

			if ( keep ) {

				if ( i !== writeIndex ) {

					times[ writeIndex ] = times[ i ];

					const readOffset = i * stride,
						writeOffset = writeIndex * stride;

					for ( let j = 0; j !== stride; ++ j ) {

						values[ writeOffset + j ] = values[ readOffset + j ];

					}

				}

				++ writeIndex;

			}

		}

		// flush last keyframe (compaction looks ahead)

		if ( lastIndex > 0 ) {

			times[ writeIndex ] = times[ lastIndex ];

			for ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {

				values[ writeOffset + j ] = values[ readOffset + j ];

			}

			++ writeIndex;

		}

		if ( writeIndex !== times.length ) {

			this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
			this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );

		} else {

			this.times = times;
			this.values = values;

		}

		return this;

	}

	clone() {

		const times = AnimationUtils.arraySlice( this.times, 0 );
		const values = AnimationUtils.arraySlice( this.values, 0 );

		const TypedKeyframeTrack = this.constructor;
		const track = new TypedKeyframeTrack( this.name, times, values );

		// Interpolant argument to constructor is not saved, so copy the factory method directly.
		track.createInterpolant = this.createInterpolant;

		return track;

	}

}

KeyframeTrack.prototype.TimeBufferType = Float32Array;
KeyframeTrack.prototype.ValueBufferType = Float32Array;
KeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;

/**
 * A Track of Boolean keyframe values.
 */
class BooleanKeyframeTrack extends KeyframeTrack {}

BooleanKeyframeTrack.prototype.ValueTypeName = 'bool';
BooleanKeyframeTrack.prototype.ValueBufferType = Array;
BooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
BooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
BooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;

/**
 * A Track of keyframe values that represent color.
 */
class ColorKeyframeTrack extends KeyframeTrack {}

ColorKeyframeTrack.prototype.ValueTypeName = 'color';

/**
 * A Track of numeric keyframe values.
 */
class NumberKeyframeTrack extends KeyframeTrack {}

NumberKeyframeTrack.prototype.ValueTypeName = 'number';

/**
 * Spherical linear unit quaternion interpolant.
 */

function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {

	Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );

}

QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {

	constructor: QuaternionLinearInterpolant,

	interpolate_: function ( i1, t0, t, t1 ) {

		const result = this.resultBuffer,
			values = this.sampleValues,
			stride = this.valueSize,

			alpha = ( t - t0 ) / ( t1 - t0 );

		let offset = i1 * stride;

		for ( let end = offset + stride; offset !== end; offset += 4 ) {

			Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );

		}

		return result;

	}

} );

/**
 * A Track of quaternion keyframe values.
 */
class QuaternionKeyframeTrack extends KeyframeTrack {

	InterpolantFactoryMethodLinear( result ) {

		return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );

	}

}

QuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion';
// ValueBufferType is inherited
QuaternionKeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;
QuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;

/**
 * A Track that interpolates Strings
 */
class StringKeyframeTrack extends KeyframeTrack {}

StringKeyframeTrack.prototype.ValueTypeName = 'string';
StringKeyframeTrack.prototype.ValueBufferType = Array;
StringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
StringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
StringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;

/**
 * A Track of vectored keyframe values.
 */
class VectorKeyframeTrack extends KeyframeTrack {}

VectorKeyframeTrack.prototype.ValueTypeName = 'vector';

class AnimationClip {

	constructor( name, duration = - 1, tracks, blendMode = NormalAnimationBlendMode ) {

		this.name = name;
		this.tracks = tracks;
		this.duration = duration;
		this.blendMode = blendMode;

		this.uuid = MathUtils.generateUUID();

		// this means it should figure out its duration by scanning the tracks
		if ( this.duration < 0 ) {

			this.resetDuration();

		}

	}


	static parse( json ) {

		const tracks = [],
			jsonTracks = json.tracks,
			frameTime = 1.0 / ( json.fps || 1.0 );

		for ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) {

			tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );

		}

		const clip = new this( json.name, json.duration, tracks, json.blendMode );
		clip.uuid = json.uuid;

		return clip;

	}

	static toJSON( clip ) {

		const tracks = [],
			clipTracks = clip.tracks;

		const json = {

			'name': clip.name,
			'duration': clip.duration,
			'tracks': tracks,
			'uuid': clip.uuid,
			'blendMode': clip.blendMode

		};

		for ( let i = 0, n = clipTracks.length; i !== n; ++ i ) {

			tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );

		}

		return json;

	}

	static CreateFromMorphTargetSequence( name, morphTargetSequence, fps, noLoop ) {

		const numMorphTargets = morphTargetSequence.length;
		const tracks = [];

		for ( let i = 0; i < numMorphTargets; i ++ ) {

			let times = [];
			let values = [];

			times.push(
				( i + numMorphTargets - 1 ) % numMorphTargets,
				i,
				( i + 1 ) % numMorphTargets );

			values.push( 0, 1, 0 );

			const order = AnimationUtils.getKeyframeOrder( times );
			times = AnimationUtils.sortedArray( times, 1, order );
			values = AnimationUtils.sortedArray( values, 1, order );

			// if there is a key at the first frame, duplicate it as the
			// last frame as well for perfect loop.
			if ( ! noLoop && times[ 0 ] === 0 ) {

				times.push( numMorphTargets );
				values.push( values[ 0 ] );

			}

			tracks.push(
				new NumberKeyframeTrack(
					'.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
					times, values
				).scale( 1.0 / fps ) );

		}

		return new this( name, - 1, tracks );

	}

	static findByName( objectOrClipArray, name ) {

		let clipArray = objectOrClipArray;

		if ( ! Array.isArray( objectOrClipArray ) ) {

			const o = objectOrClipArray;
			clipArray = o.geometry && o.geometry.animations || o.animations;

		}

		for ( let i = 0; i < clipArray.length; i ++ ) {

			if ( clipArray[ i ].name === name ) {

				return clipArray[ i ];

			}

		}

		return null;

	}

	static CreateClipsFromMorphTargetSequences( morphTargets, fps, noLoop ) {

		const animationToMorphTargets = {};

		// tested with https://regex101.com/ on trick sequences
		// such flamingo_flyA_003, flamingo_run1_003, crdeath0059
		const pattern = /^([\w-]*?)([\d]+)$/;

		// sort morph target names into animation groups based
		// patterns like Walk_001, Walk_002, Run_001, Run_002
		for ( let i = 0, il = morphTargets.length; i < il; i ++ ) {

			const morphTarget = morphTargets[ i ];
			const parts = morphTarget.name.match( pattern );

			if ( parts && parts.length > 1 ) {

				const name = parts[ 1 ];

				let animationMorphTargets = animationToMorphTargets[ name ];

				if ( ! animationMorphTargets ) {

					animationToMorphTargets[ name ] = animationMorphTargets = [];

				}

				animationMorphTargets.push( morphTarget );

			}

		}

		const clips = [];

		for ( const name in animationToMorphTargets ) {

			clips.push( this.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );

		}

		return clips;

	}

	// parse the animation.hierarchy format
	static parseAnimation( animation, bones ) {

		if ( ! animation ) {

			console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
			return null;

		}

		const addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {

			// only return track if there are actually keys.
			if ( animationKeys.length !== 0 ) {

				const times = [];
				const values = [];

				AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );

				// empty keys are filtered out, so check again
				if ( times.length !== 0 ) {

					destTracks.push( new trackType( trackName, times, values ) );

				}

			}

		};

		const tracks = [];

		const clipName = animation.name || 'default';
		const fps = animation.fps || 30;
		const blendMode = animation.blendMode;

		// automatic length determination in AnimationClip.
		let duration = animation.length || - 1;

		const hierarchyTracks = animation.hierarchy || [];

		for ( let h = 0; h < hierarchyTracks.length; h ++ ) {

			const animationKeys = hierarchyTracks[ h ].keys;

			// skip empty tracks
			if ( ! animationKeys || animationKeys.length === 0 ) continue;

			// process morph targets
			if ( animationKeys[ 0 ].morphTargets ) {

				// figure out all morph targets used in this track
				const morphTargetNames = {};

				let k;

				for ( k = 0; k < animationKeys.length; k ++ ) {

					if ( animationKeys[ k ].morphTargets ) {

						for ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {

							morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;

						}

					}

				}

				// create a track for each morph target with all zero
				// morphTargetInfluences except for the keys in which
				// the morphTarget is named.
				for ( const morphTargetName in morphTargetNames ) {

					const times = [];
					const values = [];

					for ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {

						const animationKey = animationKeys[ k ];

						times.push( animationKey.time );
						values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );

					}

					tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );

				}

				duration = morphTargetNames.length * ( fps || 1.0 );

			} else {

				// ...assume skeletal animation

				const boneName = '.bones[' + bones[ h ].name + ']';

				addNonemptyTrack(
					VectorKeyframeTrack, boneName + '.position',
					animationKeys, 'pos', tracks );

				addNonemptyTrack(
					QuaternionKeyframeTrack, boneName + '.quaternion',
					animationKeys, 'rot', tracks );

				addNonemptyTrack(
					VectorKeyframeTrack, boneName + '.scale',
					animationKeys, 'scl', tracks );

			}

		}

		if ( tracks.length === 0 ) {

			return null;

		}

		const clip = new this( clipName, duration, tracks, blendMode );

		return clip;

	}

	resetDuration() {

		const tracks = this.tracks;
		let duration = 0;

		for ( let i = 0, n = tracks.length; i !== n; ++ i ) {

			const track = this.tracks[ i ];

			duration = Math.max( duration, track.times[ track.times.length - 1 ] );

		}

		this.duration = duration;

		return this;

	}

	trim() {

		for ( let i = 0; i < this.tracks.length; i ++ ) {

			this.tracks[ i ].trim( 0, this.duration );

		}

		return this;

	}

	validate() {

		let valid = true;

		for ( let i = 0; i < this.tracks.length; i ++ ) {

			valid = valid && this.tracks[ i ].validate();

		}

		return valid;

	}

	optimize() {

		for ( let i = 0; i < this.tracks.length; i ++ ) {

			this.tracks[ i ].optimize();

		}

		return this;

	}

	clone() {

		const tracks = [];

		for ( let i = 0; i < this.tracks.length; i ++ ) {

			tracks.push( this.tracks[ i ].clone() );

		}

		return new this.constructor( this.name, this.duration, tracks, this.blendMode );

	}

	toJSON() {

		return this.constructor.toJSON( this );

	}

}

function getTrackTypeForValueTypeName( typeName ) {

	switch ( typeName.toLowerCase() ) {

		case 'scalar':
		case 'double':
		case 'float':
		case 'number':
		case 'integer':

			return NumberKeyframeTrack;

		case 'vector':
		case 'vector2':
		case 'vector3':
		case 'vector4':

			return VectorKeyframeTrack;

		case 'color':

			return ColorKeyframeTrack;

		case 'quaternion':

			return QuaternionKeyframeTrack;

		case 'bool':
		case 'boolean':

			return BooleanKeyframeTrack;

		case 'string':

			return StringKeyframeTrack;

	}

	throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );

}

function parseKeyframeTrack( json ) {

	if ( json.type === undefined ) {

		throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );

	}

	const trackType = getTrackTypeForValueTypeName( json.type );

	if ( json.times === undefined ) {

		const times = [], values = [];

		AnimationUtils.flattenJSON( json.keys, times, values, 'value' );

		json.times = times;
		json.values = values;

	}

	// derived classes can define a static parse method
	if ( trackType.parse !== undefined ) {

		return trackType.parse( json );

	} else {

		// by default, we assume a constructor compatible with the base
		return new trackType( json.name, json.times, json.values, json.interpolation );

	}

}

const Cache = {

	enabled: false,

	files: {},

	add: function ( key, file ) {

		if ( this.enabled === false ) return;

		// console.log( 'THREE.Cache', 'Adding key:', key );

		this.files[ key ] = file;

	},

	get: function ( key ) {

		if ( this.enabled === false ) return;

		// console.log( 'THREE.Cache', 'Checking key:', key );

		return this.files[ key ];

	},

	remove: function ( key ) {

		delete this.files[ key ];

	},

	clear: function () {

		this.files = {};

	}

};

function LoadingManager( onLoad, onProgress, onError ) {

	const scope = this;

	let isLoading = false;
	let itemsLoaded = 0;
	let itemsTotal = 0;
	let urlModifier = undefined;
	const handlers = [];

	// Refer to #5689 for the reason why we don't set .onStart
	// in the constructor

	this.onStart = undefined;
	this.onLoad = onLoad;
	this.onProgress = onProgress;
	this.onError = onError;

	this.itemStart = function ( url ) {

		itemsTotal ++;

		if ( isLoading === false ) {

			if ( scope.onStart !== undefined ) {

				scope.onStart( url, itemsLoaded, itemsTotal );

			}

		}

		isLoading = true;

	};

	this.itemEnd = function ( url ) {

		itemsLoaded ++;

		if ( scope.onProgress !== undefined ) {

			scope.onProgress( url, itemsLoaded, itemsTotal );

		}

		if ( itemsLoaded === itemsTotal ) {

			isLoading = false;

			if ( scope.onLoad !== undefined ) {

				scope.onLoad();

			}

		}

	};

	this.itemError = function ( url ) {

		if ( scope.onError !== undefined ) {

			scope.onError( url );

		}

	};

	this.resolveURL = function ( url ) {

		if ( urlModifier ) {

			return urlModifier( url );

		}

		return url;

	};

	this.setURLModifier = function ( transform ) {

		urlModifier = transform;

		return this;

	};

	this.addHandler = function ( regex, loader ) {

		handlers.push( regex, loader );

		return this;

	};

	this.removeHandler = function ( regex ) {

		const index = handlers.indexOf( regex );

		if ( index !== - 1 ) {

			handlers.splice( index, 2 );

		}

		return this;

	};

	this.getHandler = function ( file ) {

		for ( let i = 0, l = handlers.length; i < l; i += 2 ) {

			const regex = handlers[ i ];
			const loader = handlers[ i + 1 ];

			if ( regex.global ) regex.lastIndex = 0; // see #17920

			if ( regex.test( file ) ) {

				return loader;

			}

		}

		return null;

	};

}

const DefaultLoadingManager = new LoadingManager();

function Loader( manager ) {

	this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;

	this.crossOrigin = 'anonymous';
	this.withCredentials = false;
	this.path = '';
	this.resourcePath = '';
	this.requestHeader = {};

}

Object.assign( Loader.prototype, {

	load: function ( /* url, onLoad, onProgress, onError */ ) {},

	loadAsync: function ( url, onProgress ) {

		const scope = this;

		return new Promise( function ( resolve, reject ) {

			scope.load( url, resolve, onProgress, reject );

		} );

	},

	parse: function ( /* data */ ) {},

	setCrossOrigin: function ( crossOrigin ) {

		this.crossOrigin = crossOrigin;
		return this;

	},

	setWithCredentials: function ( value ) {

		this.withCredentials = value;
		return this;

	},

	setPath: function ( path ) {

		this.path = path;
		return this;

	},

	setResourcePath: function ( resourcePath ) {

		this.resourcePath = resourcePath;
		return this;

	},

	setRequestHeader: function ( requestHeader ) {

		this.requestHeader = requestHeader;
		return this;

	}

} );

const loading = {};

function FileLoader( manager ) {

	Loader.call( this, manager );

}

FileLoader.prototype = Object.assign( Object.create( Loader.prototype ), {

	constructor: FileLoader,

	load: function ( url, onLoad, onProgress, onError ) {

		if ( url === undefined ) url = '';

		if ( this.path !== undefined ) url = this.path + url;

		url = this.manager.resolveURL( url );

		const scope = this;

		const cached = Cache.get( url );

		if ( cached !== undefined ) {

			scope.manager.itemStart( url );

			setTimeout( function () {

				if ( onLoad ) onLoad( cached );

				scope.manager.itemEnd( url );

			}, 0 );

			return cached;

		}

		// Check if request is duplicate

		if ( loading[ url ] !== undefined ) {

			loading[ url ].push( {

				onLoad: onLoad,
				onProgress: onProgress,
				onError: onError

			} );

			return;

		}

		// Check for data: URI
		const dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
		const dataUriRegexResult = url.match( dataUriRegex );
		let request;

		// Safari can not handle Data URIs through XMLHttpRequest so process manually
		if ( dataUriRegexResult ) {

			const mimeType = dataUriRegexResult[ 1 ];
			const isBase64 = !! dataUriRegexResult[ 2 ];

			let data = dataUriRegexResult[ 3 ];
			data = decodeURIComponent( data );

			if ( isBase64 ) data = atob( data );

			try {

				let response;
				const responseType = ( this.responseType || '' ).toLowerCase();

				switch ( responseType ) {

					case 'arraybuffer':
					case 'blob':

						const view = new Uint8Array( data.length );

						for ( let i = 0; i < data.length; i ++ ) {

							view[ i ] = data.charCodeAt( i );

						}

						if ( responseType === 'blob' ) {

							response = new Blob( [ view.buffer ], { type: mimeType } );

						} else {

							response = view.buffer;

						}

						break;

					case 'document':

						const parser = new DOMParser();
						response = parser.parseFromString( data, mimeType );

						break;

					case 'json':

						response = JSON.parse( data );

						break;

					default: // 'text' or other

						response = data;

						break;

				}

				// Wait for next browser tick like standard XMLHttpRequest event dispatching does
				setTimeout( function () {

					if ( onLoad ) onLoad( response );

					scope.manager.itemEnd( url );

				}, 0 );

			} catch ( error ) {

				// Wait for next browser tick like standard XMLHttpRequest event dispatching does
				setTimeout( function () {

					if ( onError ) onError( error );

					scope.manager.itemError( url );
					scope.manager.itemEnd( url );

				}, 0 );

			}

		} else {

			// Initialise array for duplicate requests

			loading[ url ] = [];

			loading[ url ].push( {

				onLoad: onLoad,
				onProgress: onProgress,
				onError: onError

			} );

			request = new XMLHttpRequest();

			request.open( 'GET', url, true );

			request.addEventListener( 'load', function ( event ) {

				const response = this.response;

				const callbacks = loading[ url ];

				delete loading[ url ];

				if ( this.status === 200 || this.status === 0 ) {

					// Some browsers return HTTP Status 0 when using non-http protocol
					// e.g. 'file://' or 'data://'. Handle as success.

					if ( this.status === 0 ) console.warn( 'THREE.FileLoader: HTTP Status 0 received.' );

					// Add to cache only on HTTP success, so that we do not cache
					// error response bodies as proper responses to requests.
					Cache.add( url, response );

					for ( let i = 0, il = callbacks.length; i < il; i ++ ) {

						const callback = callbacks[ i ];
						if ( callback.onLoad ) callback.onLoad( response );

					}

					scope.manager.itemEnd( url );

				} else {

					for ( let i = 0, il = callbacks.length; i < il; i ++ ) {

						const callback = callbacks[ i ];
						if ( callback.onError ) callback.onError( event );

					}

					scope.manager.itemError( url );
					scope.manager.itemEnd( url );

				}

			}, false );

			request.addEventListener( 'progress', function ( event ) {

				const callbacks = loading[ url ];

				for ( let i = 0, il = callbacks.length; i < il; i ++ ) {

					const callback = callbacks[ i ];
					if ( callback.onProgress ) callback.onProgress( event );

				}

			}, false );

			request.addEventListener( 'error', function ( event ) {

				const callbacks = loading[ url ];

				delete loading[ url ];

				for ( let i = 0, il = callbacks.length; i < il; i ++ ) {

					const callback = callbacks[ i ];
					if ( callback.onError ) callback.onError( event );

				}

				scope.manager.itemError( url );
				scope.manager.itemEnd( url );

			}, false );

			request.addEventListener( 'abort', function ( event ) {

				const callbacks = loading[ url ];

				delete loading[ url ];

				for ( let i = 0, il = callbacks.length; i < il; i ++ ) {

					const callback = callbacks[ i ];
					if ( callback.onError ) callback.onError( event );

				}

				scope.manager.itemError( url );
				scope.manager.itemEnd( url );

			}, false );

			if ( this.responseType !== undefined ) request.responseType = this.responseType;
			if ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials;

			if ( request.overrideMimeType ) request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' );

			for ( const header in this.requestHeader ) {

				request.setRequestHeader( header, this.requestHeader[ header ] );

			}

			request.send( null );

		}

		scope.manager.itemStart( url );

		return request;

	},

	setResponseType: function ( value ) {

		this.responseType = value;
		return this;

	},

	setMimeType: function ( value ) {

		this.mimeType = value;
		return this;

	}

} );

class AnimationLoader extends Loader {

	constructor( manager ) {

		super( manager );

	}

	load( url, onLoad, onProgress, onError ) {

		const scope = this;

		const loader = new FileLoader( this.manager );
		loader.setPath( this.path );
		loader.setRequestHeader( this.requestHeader );
		loader.setWithCredentials( this.withCredentials );
		loader.load( url, function ( text ) {

			try {

				onLoad( scope.parse( JSON.parse( text ) ) );

			} catch ( e ) {

				if ( onError ) {

					onError( e );

				} else {

					console.error( e );

				}

				scope.manager.itemError( url );

			}

		}, onProgress, onError );

	}

	parse( json ) {

		const animations = [];

		for ( let i = 0; i < json.length; i ++ ) {

			const clip = AnimationClip.parse( json[ i ] );

			animations.push( clip );

		}

		return animations;

	}

}

/**
 * Abstract Base class to block based textures loader (dds, pvr, ...)
 *
 * Sub classes have to implement the parse() method which will be used in load().
 */

function CompressedTextureLoader( manager ) {

	Loader.call( this, manager );

}

CompressedTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {

	constructor: CompressedTextureLoader,

	load: function ( url, onLoad, onProgress, onError ) {

		const scope = this;

		const images = [];

		const texture = new CompressedTexture();

		const loader = new FileLoader( this.manager );
		loader.setPath( this.path );
		loader.setResponseType( 'arraybuffer' );
		loader.setRequestHeader( this.requestHeader );
		loader.setWithCredentials( scope.withCredentials );

		let loaded = 0;

		function loadTexture( i ) {

			loader.load( url[ i ], function ( buffer ) {

				const texDatas = scope.parse( buffer, true );

				images[ i ] = {
					width: texDatas.width,
					height: texDatas.height,
					format: texDatas.format,
					mipmaps: texDatas.mipmaps
				};

				loaded += 1;

				if ( loaded === 6 ) {

					if ( texDatas.mipmapCount === 1 ) texture.minFilter = LinearFilter;

					texture.image = images;
					texture.format = texDatas.format;
					texture.needsUpdate = true;

					if ( onLoad ) onLoad( texture );

				}

			}, onProgress, onError );

		}

		if ( Array.isArray( url ) ) {

			for ( let i = 0, il = url.length; i < il; ++ i ) {

				loadTexture( i );

			}

		} else {

			// compressed cubemap texture stored in a single DDS file

			loader.load( url, function ( buffer ) {

				const texDatas = scope.parse( buffer, true );

				if ( texDatas.isCubemap ) {

					const faces = texDatas.mipmaps.length / texDatas.mipmapCount;

					for ( let f = 0; f < faces; f ++ ) {

						images[ f ] = { mipmaps: [] };

						for ( let i = 0; i < texDatas.mipmapCount; i ++ ) {

							images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
							images[ f ].format = texDatas.format;
							images[ f ].width = texDatas.width;
							images[ f ].height = texDatas.height;

						}

					}

					texture.image = images;

				} else {

					texture.image.width = texDatas.width;
					texture.image.height = texDatas.height;
					texture.mipmaps = texDatas.mipmaps;

				}

				if ( texDatas.mipmapCount === 1 ) {

					texture.minFilter = LinearFilter;

				}

				texture.format = texDatas.format;
				texture.needsUpdate = true;

				if ( onLoad ) onLoad( texture );

			}, onProgress, onError );

		}

		return texture;

	}

} );

class ImageLoader extends Loader {

	constructor( manager ) {

		super( manager );

	}

	load( url, onLoad, onProgress, onError ) {

		if ( this.path !== undefined ) url = this.path + url;

		url = this.manager.resolveURL( url );

		const scope = this;

		const cached = Cache.get( url );

		if ( cached !== undefined ) {

			scope.manager.itemStart( url );

			setTimeout( function () {

				if ( onLoad ) onLoad( cached );

				scope.manager.itemEnd( url );

			}, 0 );

			return cached;

		}

		const image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );

		function onImageLoad() {

			image.removeEventListener( 'load', onImageLoad, false );
			image.removeEventListener( 'error', onImageError, false );

			Cache.add( url, this );

			if ( onLoad ) onLoad( this );

			scope.manager.itemEnd( url );

		}

		function onImageError( event ) {

			image.removeEventListener( 'load', onImageLoad, false );
			image.removeEventListener( 'error', onImageError, false );

			if ( onError ) onError( event );

			scope.manager.itemError( url );
			scope.manager.itemEnd( url );

		}

		image.addEventListener( 'load', onImageLoad, false );
		image.addEventListener( 'error', onImageError, false );

		if ( url.substr( 0, 5 ) !== 'data:' ) {

			if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;

		}

		scope.manager.itemStart( url );

		image.src = url;

		return image;

	}

}

class CubeTextureLoader extends Loader {

	constructor( manager ) {

		super( manager );

	}

	load( urls, onLoad, onProgress, onError ) {

		const texture = new CubeTexture();

		const loader = new ImageLoader( this.manager );
		loader.setCrossOrigin( this.crossOrigin );
		loader.setPath( this.path );

		let loaded = 0;

		function loadTexture( i ) {

			loader.load( urls[ i ], function ( image ) {

				texture.images[ i ] = image;

				loaded ++;

				if ( loaded === 6 ) {

					texture.needsUpdate = true;

					if ( onLoad ) onLoad( texture );

				}

			}, undefined, onError );

		}

		for ( let i = 0; i < urls.length; ++ i ) {

			loadTexture( i );

		}

		return texture;

	}

}

/**
 * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
 *
 * Sub classes have to implement the parse() method which will be used in load().
 */

function DataTextureLoader( manager ) {

	Loader.call( this, manager );

}

DataTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {

	constructor: DataTextureLoader,

	load: function ( url, onLoad, onProgress, onError ) {

		const scope = this;

		const texture = new DataTexture();

		const loader = new FileLoader( this.manager );
		loader.setResponseType( 'arraybuffer' );
		loader.setRequestHeader( this.requestHeader );
		loader.setPath( this.path );
		loader.setWithCredentials( scope.withCredentials );
		loader.load( url, function ( buffer ) {

			const texData = scope.parse( buffer );

			if ( ! texData ) return;

			if ( texData.image !== undefined ) {

				texture.image = texData.image;

			} else if ( texData.data !== undefined ) {

				texture.image.width = texData.width;
				texture.image.height = texData.height;
				texture.image.data = texData.data;

			}

			texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
			texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;

			texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
			texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;

			texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;

			if ( texData.encoding !== undefined ) {

				texture.encoding = texData.encoding;

			}

			if ( texData.flipY !== undefined ) {

				texture.flipY = texData.flipY;

			}

			if ( texData.format !== undefined ) {

				texture.format = texData.format;

			}

			if ( texData.type !== undefined ) {

				texture.type = texData.type;

			}

			if ( texData.mipmaps !== undefined ) {

				texture.mipmaps = texData.mipmaps;
				texture.minFilter = LinearMipmapLinearFilter; // presumably...

			}

			if ( texData.mipmapCount === 1 ) {

				texture.minFilter = LinearFilter;

			}

			texture.needsUpdate = true;

			if ( onLoad ) onLoad( texture, texData );

		}, onProgress, onError );


		return texture;

	}

} );

function TextureLoader( manager ) {

	Loader.call( this, manager );

}

TextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {

	constructor: TextureLoader,

	load: function ( url, onLoad, onProgress, onError ) {

		const texture = new Texture();

		const loader = new ImageLoader( this.manager );
		loader.setCrossOrigin( this.crossOrigin );
		loader.setPath( this.path );

		loader.load( url, function ( image ) {

			texture.image = image;

			// JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
			const isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;

			texture.format = isJPEG ? RGBFormat : RGBAFormat;
			texture.needsUpdate = true;

			if ( onLoad !== undefined ) {

				onLoad( texture );

			}

		}, onProgress, onError );

		return texture;

	}

} );

/**
 * Extensible curve object.
 *
 * Some common of curve methods:
 * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget )
 * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget )
 * .getPoints(), .getSpacedPoints()
 * .getLength()
 * .updateArcLengths()
 *
 * This following curves inherit from THREE.Curve:
 *
 * -- 2D curves --
 * THREE.ArcCurve
 * THREE.CubicBezierCurve
 * THREE.EllipseCurve
 * THREE.LineCurve
 * THREE.QuadraticBezierCurve
 * THREE.SplineCurve
 *
 * -- 3D curves --
 * THREE.CatmullRomCurve3
 * THREE.CubicBezierCurve3
 * THREE.LineCurve3
 * THREE.QuadraticBezierCurve3
 *
 * A series of curves can be represented as a THREE.CurvePath.
 *
 **/

function Curve() {

	this.type = 'Curve';

	this.arcLengthDivisions = 200;

}

Object.assign( Curve.prototype, {

	// Virtual base class method to overwrite and implement in subclasses
	//	- t [0 .. 1]

	getPoint: function ( /* t, optionalTarget */ ) {

		console.warn( 'THREE.Curve: .getPoint() not implemented.' );
		return null;

	},

	// Get point at relative position in curve according to arc length
	// - u [0 .. 1]

	getPointAt: function ( u, optionalTarget ) {

		const t = this.getUtoTmapping( u );
		return this.getPoint( t, optionalTarget );

	},

	// Get sequence of points using getPoint( t )

	getPoints: function ( divisions = 5 ) {

		const points = [];

		for ( let d = 0; d <= divisions; d ++ ) {

			points.push( this.getPoint( d / divisions ) );

		}

		return points;

	},

	// Get sequence of points using getPointAt( u )

	getSpacedPoints: function ( divisions = 5 ) {

		const points = [];

		for ( let d = 0; d <= divisions; d ++ ) {

			points.push( this.getPointAt( d / divisions ) );

		}

		return points;

	},

	// Get total curve arc length

	getLength: function () {

		const lengths = this.getLengths();
		return lengths[ lengths.length - 1 ];

	},

	// Get list of cumulative segment lengths

	getLengths: function ( divisions ) {

		if ( divisions === undefined ) divisions = this.arcLengthDivisions;

		if ( this.cacheArcLengths &&
			( this.cacheArcLengths.length === divisions + 1 ) &&
			! this.needsUpdate ) {

			return this.cacheArcLengths;

		}

		this.needsUpdate = false;

		const cache = [];
		let current, last = this.getPoint( 0 );
		let sum = 0;

		cache.push( 0 );

		for ( let p = 1; p <= divisions; p ++ ) {

			current = this.getPoint( p / divisions );
			sum += current.distanceTo( last );
			cache.push( sum );
			last = current;

		}

		this.cacheArcLengths = cache;

		return cache; // { sums: cache, sum: sum }; Sum is in the last element.

	},

	updateArcLengths: function () {

		this.needsUpdate = true;
		this.getLengths();

	},

	// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant

	getUtoTmapping: function ( u, distance ) {

		const arcLengths = this.getLengths();

		let i = 0;
		const il = arcLengths.length;

		let targetArcLength; // The targeted u distance value to get

		if ( distance ) {

			targetArcLength = distance;

		} else {

			targetArcLength = u * arcLengths[ il - 1 ];

		}

		// binary search for the index with largest value smaller than target u distance

		let low = 0, high = il - 1, comparison;

		while ( low <= high ) {

			i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats

			comparison = arcLengths[ i ] - targetArcLength;

			if ( comparison < 0 ) {

				low = i + 1;

			} else if ( comparison > 0 ) {

				high = i - 1;

			} else {

				high = i;
				break;

				// DONE

			}

		}

		i = high;

		if ( arcLengths[ i ] === targetArcLength ) {

			return i / ( il - 1 );

		}

		// we could get finer grain at lengths, or use simple interpolation between two points

		const lengthBefore = arcLengths[ i ];
		const lengthAfter = arcLengths[ i + 1 ];

		const segmentLength = lengthAfter - lengthBefore;

		// determine where we are between the 'before' and 'after' points

		const segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;

		// add that fractional amount to t

		const t = ( i + segmentFraction ) / ( il - 1 );

		return t;

	},

	// Returns a unit vector tangent at t
	// In case any sub curve does not implement its tangent derivation,
	// 2 points a small delta apart will be used to find its gradient
	// which seems to give a reasonable approximation

	getTangent: function ( t, optionalTarget ) {

		const delta = 0.0001;
		let t1 = t - delta;
		let t2 = t + delta;

		// Capping in case of danger

		if ( t1 < 0 ) t1 = 0;
		if ( t2 > 1 ) t2 = 1;

		const pt1 = this.getPoint( t1 );
		const pt2 = this.getPoint( t2 );

		const tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );

		tangent.copy( pt2 ).sub( pt1 ).normalize();

		return tangent;

	},

	getTangentAt: function ( u, optionalTarget ) {

		const t = this.getUtoTmapping( u );
		return this.getTangent( t, optionalTarget );

	},

	computeFrenetFrames: function ( segments, closed ) {

		// see http://www.cs.indiana.edu/pub/techreports/TR425.pdf

		const normal = new Vector3();

		const tangents = [];
		const normals = [];
		const binormals = [];

		const vec = new Vector3();
		const mat = new Matrix4();

		// compute the tangent vectors for each segment on the curve

		for ( let i = 0; i <= segments; i ++ ) {

			const u = i / segments;

			tangents[ i ] = this.getTangentAt( u, new Vector3() );
			tangents[ i ].normalize();

		}

		// select an initial normal vector perpendicular to the first tangent vector,
		// and in the direction of the minimum tangent xyz component

		normals[ 0 ] = new Vector3();
		binormals[ 0 ] = new Vector3();
		let min = Number.MAX_VALUE;
		const tx = Math.abs( tangents[ 0 ].x );
		const ty = Math.abs( tangents[ 0 ].y );
		const tz = Math.abs( tangents[ 0 ].z );

		if ( tx <= min ) {

			min = tx;
			normal.set( 1, 0, 0 );

		}

		if ( ty <= min ) {

			min = ty;
			normal.set( 0, 1, 0 );

		}

		if ( tz <= min ) {

			normal.set( 0, 0, 1 );

		}

		vec.crossVectors( tangents[ 0 ], normal ).normalize();

		normals[ 0 ].crossVectors( tangents[ 0 ], vec );
		binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );


		// compute the slowly-varying normal and binormal vectors for each segment on the curve

		for ( let i = 1; i <= segments; i ++ ) {

			normals[ i ] = normals[ i - 1 ].clone();

			binormals[ i ] = binormals[ i - 1 ].clone();

			vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );

			if ( vec.length() > Number.EPSILON ) {

				vec.normalize();

				const theta = Math.acos( MathUtils.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors

				normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );

			}

			binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );

		}

		// if the curve is closed, postprocess the vectors so the first and last normal vectors are the same

		if ( closed === true ) {

			let theta = Math.acos( MathUtils.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
			theta /= segments;

			if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {

				theta = - theta;

			}

			for ( let i = 1; i <= segments; i ++ ) {

				// twist a little...
				normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
				binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );

			}

		}

		return {
			tangents: tangents,
			normals: normals,
			binormals: binormals
		};

	},

	clone: function () {

		return new this.constructor().copy( this );

	},

	copy: function ( source ) {

		this.arcLengthDivisions = source.arcLengthDivisions;

		return this;

	},

	toJSON: function () {

		const data = {
			metadata: {
				version: 4.5,
				type: 'Curve',
				generator: 'Curve.toJSON'
			}
		};

		data.arcLengthDivisions = this.arcLengthDivisions;
		data.type = this.type;

		return data;

	},

	fromJSON: function ( json ) {

		this.arcLengthDivisions = json.arcLengthDivisions;

		return this;

	}

} );

class EllipseCurve extends Curve {

	constructor( aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0 ) {

		super();

		this.type = 'EllipseCurve';

		this.aX = aX;
		this.aY = aY;

		this.xRadius = xRadius;
		this.yRadius = yRadius;

		this.aStartAngle = aStartAngle;
		this.aEndAngle = aEndAngle;

		this.aClockwise = aClockwise;

		this.aRotation = aRotation;

	}

	getPoint( t, optionalTarget ) {

		const point = optionalTarget || new Vector2();

		const twoPi = Math.PI * 2;
		let deltaAngle = this.aEndAngle - this.aStartAngle;
		const samePoints = Math.abs( deltaAngle ) < Number.EPSILON;

		// ensures that deltaAngle is 0 .. 2 PI
		while ( deltaAngle < 0 ) deltaAngle += twoPi;
		while ( deltaAngle > twoPi ) deltaAngle -= twoPi;

		if ( deltaAngle < Number.EPSILON ) {

			if ( samePoints ) {

				deltaAngle = 0;

			} else {

				deltaAngle = twoPi;

			}

		}

		if ( this.aClockwise === true && ! samePoints ) {

			if ( deltaAngle === twoPi ) {

				deltaAngle = - twoPi;

			} else {

				deltaAngle = deltaAngle - twoPi;

			}

		}

		const angle = this.aStartAngle + t * deltaAngle;
		let x = this.aX + this.xRadius * Math.cos( angle );
		let y = this.aY + this.yRadius * Math.sin( angle );

		if ( this.aRotation !== 0 ) {

			const cos = Math.cos( this.aRotation );
			const sin = Math.sin( this.aRotation );

			const tx = x - this.aX;
			const ty = y - this.aY;

			// Rotate the point about the center of the ellipse.
			x = tx * cos - ty * sin + this.aX;
			y = tx * sin + ty * cos + this.aY;

		}

		return point.set( x, y );

	}

	copy( source ) {

		super.copy( source );

		this.aX = source.aX;
		this.aY = source.aY;

		this.xRadius = source.xRadius;
		this.yRadius = source.yRadius;

		this.aStartAngle = source.aStartAngle;
		this.aEndAngle = source.aEndAngle;

		this.aClockwise = source.aClockwise;

		this.aRotation = source.aRotation;

		return this;

	}

	toJSON() {

		const data = super.toJSON();

		data.aX = this.aX;
		data.aY = this.aY;

		data.xRadius = this.xRadius;
		data.yRadius = this.yRadius;

		data.aStartAngle = this.aStartAngle;
		data.aEndAngle = this.aEndAngle;

		data.aClockwise = this.aClockwise;

		data.aRotation = this.aRotation;

		return data;

	}

	fromJSON( json ) {

		super.fromJSON( json );

		this.aX = json.aX;
		this.aY = json.aY;

		this.xRadius = json.xRadius;
		this.yRadius = json.yRadius;

		this.aStartAngle = json.aStartAngle;
		this.aEndAngle = json.aEndAngle;

		this.aClockwise = json.aClockwise;

		this.aRotation = json.aRotation;

		return this;

	}

}

EllipseCurve.prototype.isEllipseCurve = true;

class ArcCurve extends EllipseCurve {

	constructor( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {

		super( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );

		this.type = 'ArcCurve';

	}

}

ArcCurve.prototype.isArcCurve = true;

/**
 * Centripetal CatmullRom Curve - which is useful for avoiding
 * cusps and self-intersections in non-uniform catmull rom curves.
 * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
 *
 * curve.type accepts centripetal(default), chordal and catmullrom
 * curve.tension is used for catmullrom which defaults to 0.5
 */


/*
Based on an optimized c++ solution in
 - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
 - http://ideone.com/NoEbVM

This CubicPoly class could be used for reusing some variables and calculations,
but for three.js curve use, it could be possible inlined and flatten into a single function call
which can be placed in CurveUtils.
*/

function CubicPoly() {

	let c0 = 0, c1 = 0, c2 = 0, c3 = 0;

	/*
	 * Compute coefficients for a cubic polynomial
	 *   p(s) = c0 + c1*s + c2*s^2 + c3*s^3
	 * such that
	 *   p(0) = x0, p(1) = x1
	 *  and
	 *   p'(0) = t0, p'(1) = t1.
	 */
	function init( x0, x1, t0, t1 ) {

		c0 = x0;
		c1 = t0;
		c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
		c3 = 2 * x0 - 2 * x1 + t0 + t1;

	}

	return {

		initCatmullRom: function ( x0, x1, x2, x3, tension ) {

			init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );

		},

		initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {

			// compute tangents when parameterized in [t1,t2]
			let t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
			let t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;

			// rescale tangents for parametrization in [0,1]
			t1 *= dt1;
			t2 *= dt1;

			init( x1, x2, t1, t2 );

		},

		calc: function ( t ) {

			const t2 = t * t;
			const t3 = t2 * t;
			return c0 + c1 * t + c2 * t2 + c3 * t3;

		}

	};

}

//

const tmp = new Vector3();
const px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();

class CatmullRomCurve3 extends Curve {

	constructor( points = [], closed = false, curveType = 'centripetal', tension = 0.5 ) {

		super();

		this.type = 'CatmullRomCurve3';

		this.points = points;
		this.closed = closed;
		this.curveType = curveType;
		this.tension = tension;

	}

	getPoint( t, optionalTarget = new Vector3() ) {

		const point = optionalTarget;

		const points = this.points;
		const l = points.length;

		const p = ( l - ( this.closed ? 0 : 1 ) ) * t;
		let intPoint = Math.floor( p );
		let weight = p - intPoint;

		if ( this.closed ) {

			intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;

		} else if ( weight === 0 && intPoint === l - 1 ) {

			intPoint = l - 2;
			weight = 1;

		}

		let p0, p3; // 4 points (p1 & p2 defined below)

		if ( this.closed || intPoint > 0 ) {

			p0 = points[ ( intPoint - 1 ) % l ];

		} else {

			// extrapolate first point
			tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
			p0 = tmp;

		}

		const p1 = points[ intPoint % l ];
		const p2 = points[ ( intPoint + 1 ) % l ];

		if ( this.closed || intPoint + 2 < l ) {

			p3 = points[ ( intPoint + 2 ) % l ];

		} else {

			// extrapolate last point
			tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
			p3 = tmp;

		}

		if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {

			// init Centripetal / Chordal Catmull-Rom
			const pow = this.curveType === 'chordal' ? 0.5 : 0.25;
			let dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
			let dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
			let dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );

			// safety check for repeated points
			if ( dt1 < 1e-4 ) dt1 = 1.0;
			if ( dt0 < 1e-4 ) dt0 = dt1;
			if ( dt2 < 1e-4 ) dt2 = dt1;

			px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
			py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
			pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );

		} else if ( this.curveType === 'catmullrom' ) {

			px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
			py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
			pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );

		}

		point.set(
			px.calc( weight ),
			py.calc( weight ),
			pz.calc( weight )
		);

		return point;

	}

	copy( source ) {

		super.copy( source );

		this.points = [];

		for ( let i = 0, l = source.points.length; i < l; i ++ ) {

			const point = source.points[ i ];

			this.points.push( point.clone() );

		}

		this.closed = source.closed;
		this.curveType = source.curveType;
		this.tension = source.tension;

		return this;

	}

	toJSON() {

		const data = super.toJSON();

		data.points = [];

		for ( let i = 0, l = this.points.length; i < l; i ++ ) {

			const point = this.points[ i ];
			data.points.push( point.toArray() );

		}

		data.closed = this.closed;
		data.curveType = this.curveType;
		data.tension = this.tension;

		return data;

	}

	fromJSON( json ) {

		super.fromJSON( json );

		this.points = [];

		for ( let i = 0, l = json.points.length; i < l; i ++ ) {

			const point = json.points[ i ];
			this.points.push( new Vector3().fromArray( point ) );

		}

		this.closed = json.closed;
		this.curveType = json.curveType;
		this.tension = json.tension;

		return this;

	}

}

CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;

/**
 * Bezier Curves formulas obtained from
 * http://en.wikipedia.org/wiki/Bézier_curve
 */

function CatmullRom( t, p0, p1, p2, p3 ) {

	const v0 = ( p2 - p0 ) * 0.5;
	const v1 = ( p3 - p1 ) * 0.5;
	const t2 = t * t;
	const t3 = t * t2;
	return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;

}

//

function QuadraticBezierP0( t, p ) {

	const k = 1 - t;
	return k * k * p;

}

function QuadraticBezierP1( t, p ) {

	return 2 * ( 1 - t ) * t * p;

}

function QuadraticBezierP2( t, p ) {

	return t * t * p;

}

function QuadraticBezier( t, p0, p1, p2 ) {

	return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
		QuadraticBezierP2( t, p2 );

}

//

function CubicBezierP0( t, p ) {

	const k = 1 - t;
	return k * k * k * p;

}

function CubicBezierP1( t, p ) {

	const k = 1 - t;
	return 3 * k * k * t * p;

}

function CubicBezierP2( t, p ) {

	return 3 * ( 1 - t ) * t * t * p;

}

function CubicBezierP3( t, p ) {

	return t * t * t * p;

}

function CubicBezier( t, p0, p1, p2, p3 ) {

	return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
		CubicBezierP3( t, p3 );

}

class CubicBezierCurve extends Curve {

	constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) {

		super();

		this.type = 'CubicBezierCurve';

		this.v0 = v0;
		this.v1 = v1;
		this.v2 = v2;
		this.v3 = v3;

	}

	getPoint( t, optionalTarget = new Vector2() ) {

		const point = optionalTarget;

		const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;

		point.set(
			CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
			CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
		);

		return point;

	}

	copy( source ) {

		super.copy( source );

		this.v0.copy( source.v0 );
		this.v1.copy( source.v1 );
		this.v2.copy( source.v2 );
		this.v3.copy( source.v3 );

		return this;

	}

	toJSON() {

		const data = super.toJSON();

		data.v0 = this.v0.toArray();
		data.v1 = this.v1.toArray();
		data.v2 = this.v2.toArray();
		data.v3 = this.v3.toArray();

		return data;

	}

	fromJSON( json ) {

		super.fromJSON( json );

		this.v0.fromArray( json.v0 );
		this.v1.fromArray( json.v1 );
		this.v2.fromArray( json.v2 );
		this.v3.fromArray( json.v3 );

		return this;

	}

}

CubicBezierCurve.prototype.isCubicBezierCurve = true;

class CubicBezierCurve3 extends Curve {

	constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) {

		super();

		this.type = 'CubicBezierCurve3';

		this.v0 = v0;
		this.v1 = v1;
		this.v2 = v2;
		this.v3 = v3;

	}

	getPoint( t, optionalTarget = new Vector3() ) {

		const point = optionalTarget;

		const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;

		point.set(
			CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
			CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
			CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
		);

		return point;

	}

	copy( source ) {

		super.copy( source );

		this.v0.copy( source.v0 );
		this.v1.copy( source.v1 );
		this.v2.copy( source.v2 );
		this.v3.copy( source.v3 );

		return this;

	}

	toJSON() {

		const data = super.toJSON();

		data.v0 = this.v0.toArray();
		data.v1 = this.v1.toArray();
		data.v2 = this.v2.toArray();
		data.v3 = this.v3.toArray();

		return data;

	}

	fromJSON( json ) {

		super.fromJSON( json );

		this.v0.fromArray( json.v0 );
		this.v1.fromArray( json.v1 );
		this.v2.fromArray( json.v2 );
		this.v3.fromArray( json.v3 );

		return this;

	}

}

CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;

class LineCurve extends Curve {

	constructor( v1 = new Vector2(), v2 = new Vector2() ) {

		super();

		this.type = 'LineCurve';

		this.v1 = v1;
		this.v2 = v2;

	}

	getPoint( t, optionalTarget = new Vector2() ) {

		const point = optionalTarget;

		if ( t === 1 ) {

			point.copy( this.v2 );

		} else {

			point.copy( this.v2 ).sub( this.v1 );
			point.multiplyScalar( t ).add( this.v1 );

		}

		return point;

	}

	// Line curve is linear, so we can overwrite default getPointAt
	getPointAt( u, optionalTarget ) {

		return this.getPoint( u, optionalTarget );

	}

	getTangent( t, optionalTarget ) {

		const tangent = optionalTarget || new Vector2();

		tangent.copy( this.v2 ).sub( this.v1 ).normalize();

		return tangent;

	}

	copy( source ) {

		super.copy( source );

		this.v1.copy( source.v1 );
		this.v2.copy( source.v2 );

		return this;

	}

	toJSON() {

		const data = super.toJSON();

		data.v1 = this.v1.toArray();
		data.v2 = this.v2.toArray();

		return data;

	}

	fromJSON( json ) {

		super.fromJSON( json );

		this.v1.fromArray( json.v1 );
		this.v2.fromArray( json.v2 );

		return this;

	}

}

LineCurve.prototype.isLineCurve = true;

class LineCurve3 extends Curve {

	constructor( v1 = new Vector3(), v2 = new Vector3() ) {

		super();

		this.type = 'LineCurve3';
		this.isLineCurve3 = true;

		this.v1 = v1;
		this.v2 = v2;

	}
	getPoint( t, optionalTarget = new Vector3() ) {

		const point = optionalTarget;

		if ( t === 1 ) {

			point.copy( this.v2 );

		} else {

			point.copy( this.v2 ).sub( this.v1 );
			point.multiplyScalar( t ).add( this.v1 );

		}

		return point;

	}
	// Line curve is linear, so we can overwrite default getPointAt
	getPointAt( u, optionalTarget ) {

		return this.getPoint( u, optionalTarget );

	}
	copy( source ) {

		super.copy( source );

		this.v1.copy( source.v1 );
		this.v2.copy( source.v2 );

		return this;

	}
	toJSON() {

		const data = super.toJSON();

		data.v1 = this.v1.toArray();
		data.v2 = this.v2.toArray();

		return data;

	}
	fromJSON( json ) {

		super.fromJSON( json );

		this.v1.fromArray( json.v1 );
		this.v2.fromArray( json.v2 );

		return this;

	}

}

class QuadraticBezierCurve extends Curve {

	constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) {

		super();

		this.type = 'QuadraticBezierCurve';

		this.v0 = v0;
		this.v1 = v1;
		this.v2 = v2;

	}

	getPoint( t, optionalTarget = new Vector2() ) {

		const point = optionalTarget;

		const v0 = this.v0, v1 = this.v1, v2 = this.v2;

		point.set(
			QuadraticBezier( t, v0.x, v1.x, v2.x ),
			QuadraticBezier( t, v0.y, v1.y, v2.y )
		);

		return point;

	}

	copy( source ) {

		super.copy( source );

		this.v0.copy( source.v0 );
		this.v1.copy( source.v1 );
		this.v2.copy( source.v2 );

		return this;

	}

	toJSON() {

		const data = super.toJSON();

		data.v0 = this.v0.toArray();
		data.v1 = this.v1.toArray();
		data.v2 = this.v2.toArray();

		return data;

	}

	fromJSON( json ) {

		super.fromJSON( json );

		this.v0.fromArray( json.v0 );
		this.v1.fromArray( json.v1 );
		this.v2.fromArray( json.v2 );

		return this;

	}

}

QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;

class QuadraticBezierCurve3 extends Curve {

	constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) {

		super();

		this.type = 'QuadraticBezierCurve3';

		this.v0 = v0;
		this.v1 = v1;
		this.v2 = v2;

	}

	getPoint( t, optionalTarget = new Vector3() ) {

		const point = optionalTarget;

		const v0 = this.v0, v1 = this.v1, v2 = this.v2;

		point.set(
			QuadraticBezier( t, v0.x, v1.x, v2.x ),
			QuadraticBezier( t, v0.y, v1.y, v2.y ),
			QuadraticBezier( t, v0.z, v1.z, v2.z )
		);

		return point;

	}

	copy( source ) {

		super.copy( source );

		this.v0.copy( source.v0 );
		this.v1.copy( source.v1 );
		this.v2.copy( source.v2 );

		return this;

	}

	toJSON() {

		const data = super.toJSON();

		data.v0 = this.v0.toArray();
		data.v1 = this.v1.toArray();
		data.v2 = this.v2.toArray();

		return data;

	}

	fromJSON( json ) {

		super.fromJSON( json );

		this.v0.fromArray( json.v0 );
		this.v1.fromArray( json.v1 );
		this.v2.fromArray( json.v2 );

		return this;

	}

}

QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;

class SplineCurve extends Curve {

	constructor( points = [] ) {

		super();

		this.type = 'SplineCurve';

		this.points = points;

	}

	getPoint( t, optionalTarget = new Vector2() ) {

		const point = optionalTarget;

		const points = this.points;
		const p = ( points.length - 1 ) * t;

		const intPoint = Math.floor( p );
		const weight = p - intPoint;

		const p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
		const p1 = points[ intPoint ];
		const p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
		const p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];

		point.set(
			CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
			CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
		);

		return point;

	}

	copy( source ) {

		super.copy( source );

		this.points = [];

		for ( let i = 0, l = source.points.length; i < l; i ++ ) {

			const point = source.points[ i ];

			this.points.push( point.clone() );

		}

		return this;

	}

	toJSON() {

		const data = super.toJSON();

		data.points = [];

		for ( let i = 0, l = this.points.length; i < l; i ++ ) {

			const point = this.points[ i ];
			data.points.push( point.toArray() );

		}

		return data;

	}

	fromJSON( json ) {

		super.fromJSON( json );

		this.points = [];

		for ( let i = 0, l = json.points.length; i < l; i ++ ) {

			const point = json.points[ i ];
			this.points.push( new Vector2().fromArray( point ) );

		}

		return this;

	}

}

SplineCurve.prototype.isSplineCurve = true;

var Curves = /*#__PURE__*/Object.freeze({
	__proto__: null,
	ArcCurve: ArcCurve,
	CatmullRomCurve3: CatmullRomCurve3,
	CubicBezierCurve: CubicBezierCurve,
	CubicBezierCurve3: CubicBezierCurve3,
	EllipseCurve: EllipseCurve,
	LineCurve: LineCurve,
	LineCurve3: LineCurve3,
	QuadraticBezierCurve: QuadraticBezierCurve,
	QuadraticBezierCurve3: QuadraticBezierCurve3,
	SplineCurve: SplineCurve
});

/**************************************************************
 *	Curved Path - a curve path is simply a array of connected
 *  curves, but retains the api of a curve
 **************************************************************/

class CurvePath extends Curve {

	constructor() {

		super();

		this.type = 'CurvePath';

		this.curves = [];
		this.autoClose = false; // Automatically closes the path

	}

	add( curve ) {

		this.curves.push( curve );

	}

	closePath() {

		// Add a line curve if start and end of lines are not connected
		const startPoint = this.curves[ 0 ].getPoint( 0 );
		const endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );

		if ( ! startPoint.equals( endPoint ) ) {

			this.curves.push( new LineCurve( endPoint, startPoint ) );

		}

	}

	// To get accurate point with reference to
	// entire path distance at time t,
	// following has to be done:

	// 1. Length of each sub path have to be known
	// 2. Locate and identify type of curve
	// 3. Get t for the curve
	// 4. Return curve.getPointAt(t')

	getPoint( t ) {

		const d = t * this.getLength();
		const curveLengths = this.getCurveLengths();
		let i = 0;

		// To think about boundaries points.

		while ( i < curveLengths.length ) {

			if ( curveLengths[ i ] >= d ) {

				const diff = curveLengths[ i ] - d;
				const curve = this.curves[ i ];

				const segmentLength = curve.getLength();
				const u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;

				return curve.getPointAt( u );

			}

			i ++;

		}

		return null;

		// loop where sum != 0, sum > d , sum+1 <d

	}

	// We cannot use the default THREE.Curve getPoint() with getLength() because in
	// THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
	// getPoint() depends on getLength

	getLength() {

		const lens = this.getCurveLengths();
		return lens[ lens.length - 1 ];

	}

	// cacheLengths must be recalculated.
	updateArcLengths() {

		this.needsUpdate = true;
		this.cacheLengths = null;
		this.getCurveLengths();

	}

	// Compute lengths and cache them
	// We cannot overwrite getLengths() because UtoT mapping uses it.

	getCurveLengths() {

		// We use cache values if curves and cache array are same length

		if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {

			return this.cacheLengths;

		}

		// Get length of sub-curve
		// Push sums into cached array

		const lengths = [];
		let sums = 0;

		for ( let i = 0, l = this.curves.length; i < l; i ++ ) {

			sums += this.curves[ i ].getLength();
			lengths.push( sums );

		}

		this.cacheLengths = lengths;

		return lengths;

	}

	getSpacedPoints( divisions = 40 ) {

		const points = [];

		for ( let i = 0; i <= divisions; i ++ ) {

			points.push( this.getPoint( i / divisions ) );

		}

		if ( this.autoClose ) {

			points.push( points[ 0 ] );

		}

		return points;

	}

	getPoints( divisions = 12 ) {

		const points = [];
		let last;

		for ( let i = 0, curves = this.curves; i < curves.length; i ++ ) {

			const curve = curves[ i ];
			const resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
				: ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1
					: ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
						: divisions;

			const pts = curve.getPoints( resolution );

			for ( let j = 0; j < pts.length; j ++ ) {

				const point = pts[ j ];

				if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates

				points.push( point );
				last = point;

			}

		}

		if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {

			points.push( points[ 0 ] );

		}

		return points;

	}

	copy( source ) {

		super.copy( source );

		this.curves = [];

		for ( let i = 0, l = source.curves.length; i < l; i ++ ) {

			const curve = source.curves[ i ];

			this.curves.push( curve.clone() );

		}

		this.autoClose = source.autoClose;

		return this;

	}

	toJSON() {

		const data = super.toJSON();

		data.autoClose = this.autoClose;
		data.curves = [];

		for ( let i = 0, l = this.curves.length; i < l; i ++ ) {

			const curve = this.curves[ i ];
			data.curves.push( curve.toJSON() );

		}

		return data;

	}

	fromJSON( json ) {

		super.fromJSON( json );

		this.autoClose = json.autoClose;
		this.curves = [];

		for ( let i = 0, l = json.curves.length; i < l; i ++ ) {

			const curve = json.curves[ i ];
			this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );

		}

		return this;

	}

}

class Path extends CurvePath {

	constructor( points ) {

		super();
		this.type = 'Path';

		this.currentPoint = new Vector2();

		if ( points ) {

			this.setFromPoints( points );

		}

	}

	setFromPoints( points ) {

		this.moveTo( points[ 0 ].x, points[ 0 ].y );

		for ( let i = 1, l = points.length; i < l; i ++ ) {

			this.lineTo( points[ i ].x, points[ i ].y );

		}

		return this;

	}

	moveTo( x, y ) {

		this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?

		return this;

	}

	lineTo( x, y ) {

		const curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
		this.curves.push( curve );

		this.currentPoint.set( x, y );

		return this;

	}

	quadraticCurveTo( aCPx, aCPy, aX, aY ) {

		const curve = new QuadraticBezierCurve(
			this.currentPoint.clone(),
			new Vector2( aCPx, aCPy ),
			new Vector2( aX, aY )
		);

		this.curves.push( curve );

		this.currentPoint.set( aX, aY );

		return this;

	}

	bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {

		const curve = new CubicBezierCurve(
			this.currentPoint.clone(),
			new Vector2( aCP1x, aCP1y ),
			new Vector2( aCP2x, aCP2y ),
			new Vector2( aX, aY )
		);

		this.curves.push( curve );

		this.currentPoint.set( aX, aY );

		return this;

	}

	splineThru( pts /*Array of Vector*/ ) {

		const npts = [ this.currentPoint.clone() ].concat( pts );

		const curve = new SplineCurve( npts );
		this.curves.push( curve );

		this.currentPoint.copy( pts[ pts.length - 1 ] );

		return this;

	}

	arc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {

		const x0 = this.currentPoint.x;
		const y0 = this.currentPoint.y;

		this.absarc( aX + x0, aY + y0, aRadius,
			aStartAngle, aEndAngle, aClockwise );

		return this;

	}

	absarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {

		this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );

		return this;

	}

	ellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {

		const x0 = this.currentPoint.x;
		const y0 = this.currentPoint.y;

		this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );

		return this;

	}

	absellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {

		const curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );

		if ( this.curves.length > 0 ) {

			// if a previous curve is present, attempt to join
			const firstPoint = curve.getPoint( 0 );

			if ( ! firstPoint.equals( this.currentPoint ) ) {

				this.lineTo( firstPoint.x, firstPoint.y );

			}

		}

		this.curves.push( curve );

		const lastPoint = curve.getPoint( 1 );
		this.currentPoint.copy( lastPoint );

		return this;

	}

	copy( source ) {

		super.copy( source );

		this.currentPoint.copy( source.currentPoint );

		return this;

	}

	toJSON() {

		const data = super.toJSON();

		data.currentPoint = this.currentPoint.toArray();

		return data;

	}

	fromJSON( json ) {

		super.fromJSON( json );

		this.currentPoint.fromArray( json.currentPoint );

		return this;

	}

}

class Shape extends Path {

	constructor( points ) {

		super( points );

		this.uuid = MathUtils.generateUUID();

		this.type = 'Shape';

		this.holes = [];

	}

	getPointsHoles( divisions ) {

		const holesPts = [];

		for ( let i = 0, l = this.holes.length; i < l; i ++ ) {

			holesPts[ i ] = this.holes[ i ].getPoints( divisions );

		}

		return holesPts;

	}

	// get points of shape and holes (keypoints based on segments parameter)

	extractPoints( divisions ) {

		return {

			shape: this.getPoints( divisions ),
			holes: this.getPointsHoles( divisions )

		};

	}

	copy( source ) {

		super.copy( source );

		this.holes = [];

		for ( let i = 0, l = source.holes.length; i < l; i ++ ) {

			const hole = source.holes[ i ];

			this.holes.push( hole.clone() );

		}

		return this;

	}

	toJSON() {

		const data = super.toJSON();

		data.uuid = this.uuid;
		data.holes = [];

		for ( let i = 0, l = this.holes.length; i < l; i ++ ) {

			const hole = this.holes[ i ];
			data.holes.push( hole.toJSON() );

		}

		return data;

	}

	fromJSON( json ) {

		super.fromJSON( json );

		this.uuid = json.uuid;
		this.holes = [];

		for ( let i = 0, l = json.holes.length; i < l; i ++ ) {

			const hole = json.holes[ i ];
			this.holes.push( new Path().fromJSON( hole ) );

		}

		return this;

	}

}

class Light extends Object3D {

	constructor( color, intensity = 1 ) {

		super();

		this.type = 'Light';

		this.color = new Color( color );
		this.intensity = intensity;

	}

	copy( source ) {

		super.copy( source );

		this.color.copy( source.color );
		this.intensity = source.intensity;

		return this;

	}

	toJSON( meta ) {

		const data = super.toJSON( meta );

		data.object.color = this.color.getHex();
		data.object.intensity = this.intensity;

		if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();

		if ( this.distance !== undefined ) data.object.distance = this.distance;
		if ( this.angle !== undefined ) data.object.angle = this.angle;
		if ( this.decay !== undefined ) data.object.decay = this.decay;
		if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;

		if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();

		return data;

	}

}

Light.prototype.isLight = true;

class HemisphereLight extends Light {

	constructor( skyColor, groundColor, intensity ) {

		super( skyColor, intensity );

		this.type = 'HemisphereLight';

		this.position.copy( Object3D.DefaultUp );
		this.updateMatrix();

		this.groundColor = new Color( groundColor );

	}

	copy( source ) {

		Light.prototype.copy.call( this, source );

		this.groundColor.copy( source.groundColor );

		return this;

	}

}

HemisphereLight.prototype.isHemisphereLight = true;

const _projScreenMatrix = /*@__PURE__*/ new Matrix4();
const _lightPositionWorld = /*@__PURE__*/ new Vector3();
const _lookTarget = /*@__PURE__*/ new Vector3();

class LightShadow {

	constructor( camera ) {

		this.camera = camera;

		this.bias = 0;
		this.normalBias = 0;
		this.radius = 1;

		this.mapSize = new Vector2( 512, 512 );

		this.map = null;
		this.mapPass = null;
		this.matrix = new Matrix4();

		this.autoUpdate = true;
		this.needsUpdate = false;

		this._frustum = new Frustum();
		this._frameExtents = new Vector2( 1, 1 );

		this._viewportCount = 1;

		this._viewports = [

			new Vector4( 0, 0, 1, 1 )

		];

	}

	getViewportCount() {

		return this._viewportCount;

	}

	getFrustum() {

		return this._frustum;

	}

	updateMatrices( light ) {

		const shadowCamera = this.camera;
		const shadowMatrix = this.matrix;

		_lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
		shadowCamera.position.copy( _lightPositionWorld );

		_lookTarget.setFromMatrixPosition( light.target.matrixWorld );
		shadowCamera.lookAt( _lookTarget );
		shadowCamera.updateMatrixWorld();

		_projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
		this._frustum.setFromProjectionMatrix( _projScreenMatrix );

		shadowMatrix.set(
			0.5, 0.0, 0.0, 0.5,
			0.0, 0.5, 0.0, 0.5,
			0.0, 0.0, 0.5, 0.5,
			0.0, 0.0, 0.0, 1.0
		);

		shadowMatrix.multiply( shadowCamera.projectionMatrix );
		shadowMatrix.multiply( shadowCamera.matrixWorldInverse );

	}

	getViewport( viewportIndex ) {

		return this._viewports[ viewportIndex ];

	}

	getFrameExtents() {

		return this._frameExtents;

	}

	copy( source ) {

		this.camera = source.camera.clone();

		this.bias = source.bias;
		this.radius = source.radius;

		this.mapSize.copy( source.mapSize );

		return this;

	}

	clone() {

		return new this.constructor().copy( this );

	}

	toJSON() {

		const object = {};

		if ( this.bias !== 0 ) object.bias = this.bias;
		if ( this.normalBias !== 0 ) object.normalBias = this.normalBias;
		if ( this.radius !== 1 ) object.radius = this.radius;
		if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();

		object.camera = this.camera.toJSON( false ).object;
		delete object.camera.matrix;

		return object;

	}

}

class SpotLightShadow extends LightShadow {

	constructor() {

		super( new PerspectiveCamera( 50, 1, 0.5, 500 ) );

		this.focus = 1;

	}

	updateMatrices( light ) {

		const camera = this.camera;

		const fov = MathUtils.RAD2DEG * 2 * light.angle * this.focus;
		const aspect = this.mapSize.width / this.mapSize.height;
		const far = light.distance || camera.far;

		if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {

			camera.fov = fov;
			camera.aspect = aspect;
			camera.far = far;
			camera.updateProjectionMatrix();

		}

		super.updateMatrices( light );

	}

}

SpotLightShadow.prototype.isSpotLightShadow = true;

class SpotLight extends Light {

	constructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 1 ) {

		super( color, intensity );

		this.type = 'SpotLight';

		this.position.copy( Object3D.DefaultUp );
		this.updateMatrix();

		this.target = new Object3D();

		this.distance = distance;
		this.angle = angle;
		this.penumbra = penumbra;
		this.decay = decay; // for physically correct lights, should be 2.

		this.shadow = new SpotLightShadow();

	}

	get power() {

		// intensity = power per solid angle.
		// ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
		return this.intensity * Math.PI;

	}

	set power( power ) {

		// intensity = power per solid angle.
		// ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
		this.intensity = power / Math.PI;

	}

	copy( source ) {

		super.copy( source );

		this.distance = source.distance;
		this.angle = source.angle;
		this.penumbra = source.penumbra;
		this.decay = source.decay;

		this.target = source.target.clone();

		this.shadow = source.shadow.clone();

		return this;

	}

}

SpotLight.prototype.isSpotLight = true;

const _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4();
const _lightPositionWorld$1 = /*@__PURE__*/ new Vector3();
const _lookTarget$1 = /*@__PURE__*/ new Vector3();

class PointLightShadow extends LightShadow {

	constructor() {

		super( new PerspectiveCamera( 90, 1, 0.5, 500 ) );

		this._frameExtents = new Vector2( 4, 2 );

		this._viewportCount = 6;

		this._viewports = [
			// These viewports map a cube-map onto a 2D texture with the
			// following orientation:
			//
			//  xzXZ
			//   y Y
			//
			// X - Positive x direction
			// x - Negative x direction
			// Y - Positive y direction
			// y - Negative y direction
			// Z - Positive z direction
			// z - Negative z direction

			// positive X
			new Vector4( 2, 1, 1, 1 ),
			// negative X
			new Vector4( 0, 1, 1, 1 ),
			// positive Z
			new Vector4( 3, 1, 1, 1 ),
			// negative Z
			new Vector4( 1, 1, 1, 1 ),
			// positive Y
			new Vector4( 3, 0, 1, 1 ),
			// negative Y
			new Vector4( 1, 0, 1, 1 )
		];

		this._cubeDirections = [
			new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
			new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
		];

		this._cubeUps = [
			new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
			new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ),	new Vector3( 0, 0, - 1 )
		];

	}

	updateMatrices( light, viewportIndex = 0 ) {

		const camera = this.camera;
		const shadowMatrix = this.matrix;

		_lightPositionWorld$1.setFromMatrixPosition( light.matrixWorld );
		camera.position.copy( _lightPositionWorld$1 );

		_lookTarget$1.copy( camera.position );
		_lookTarget$1.add( this._cubeDirections[ viewportIndex ] );
		camera.up.copy( this._cubeUps[ viewportIndex ] );
		camera.lookAt( _lookTarget$1 );
		camera.updateMatrixWorld();

		shadowMatrix.makeTranslation( - _lightPositionWorld$1.x, - _lightPositionWorld$1.y, - _lightPositionWorld$1.z );

		_projScreenMatrix$1.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
		this._frustum.setFromProjectionMatrix( _projScreenMatrix$1 );

	}

}

PointLightShadow.prototype.isPointLightShadow = true;

class PointLight extends Light {

	constructor( color, intensity, distance = 0, decay = 1 ) {

		super( color, intensity );

		this.type = 'PointLight';

		this.distance = distance;
		this.decay = decay; // for physically correct lights, should be 2.

		this.shadow = new PointLightShadow();

	}

	get power() {

		// intensity = power per solid angle.
		// ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
		return this.intensity * 4 * Math.PI;

	}

	set power( power ) {

		// intensity = power per solid angle.
		// ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
		this.intensity = power / ( 4 * Math.PI );

	}

	copy( source ) {

		super.copy( source );

		this.distance = source.distance;
		this.decay = source.decay;

		this.shadow = source.shadow.clone();

		return this;

	}

}

PointLight.prototype.isPointLight = true;

class OrthographicCamera extends Camera {

	constructor( left = - 1, right = 1, top = 1, bottom = - 1, near = 0.1, far = 2000 ) {

		super();

		this.type = 'OrthographicCamera';

		this.zoom = 1;
		this.view = null;

		this.left = left;
		this.right = right;
		this.top = top;
		this.bottom = bottom;

		this.near = near;
		this.far = far;

		this.updateProjectionMatrix();

	}

	copy( source, recursive ) {

		super.copy( source, recursive );

		this.left = source.left;
		this.right = source.right;
		this.top = source.top;
		this.bottom = source.bottom;
		this.near = source.near;
		this.far = source.far;

		this.zoom = source.zoom;
		this.view = source.view === null ? null : Object.assign( {}, source.view );

		return this;

	}

	setViewOffset( fullWidth, fullHeight, x, y, width, height ) {

		if ( this.view === null ) {

			this.view = {
				enabled: true,
				fullWidth: 1,
				fullHeight: 1,
				offsetX: 0,
				offsetY: 0,
				width: 1,
				height: 1
			};

		}

		this.view.enabled = true;
		this.view.fullWidth = fullWidth;
		this.view.fullHeight = fullHeight;
		this.view.offsetX = x;
		this.view.offsetY = y;
		this.view.width = width;
		this.view.height = height;

		this.updateProjectionMatrix();

	}

	clearViewOffset() {

		if ( this.view !== null ) {

			this.view.enabled = false;

		}

		this.updateProjectionMatrix();

	}

	updateProjectionMatrix() {

		const dx = ( this.right - this.left ) / ( 2 * this.zoom );
		const dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
		const cx = ( this.right + this.left ) / 2;
		const cy = ( this.top + this.bottom ) / 2;

		let left = cx - dx;
		let right = cx + dx;
		let top = cy + dy;
		let bottom = cy - dy;

		if ( this.view !== null && this.view.enabled ) {

			const scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
			const scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;

			left += scaleW * this.view.offsetX;
			right = left + scaleW * this.view.width;
			top -= scaleH * this.view.offsetY;
			bottom = top - scaleH * this.view.height;

		}

		this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );

		this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();

	}

	toJSON( meta ) {

		const data = Object3D.prototype.toJSON.call( this, meta );

		data.object.zoom = this.zoom;
		data.object.left = this.left;
		data.object.right = this.right;
		data.object.top = this.top;
		data.object.bottom = this.bottom;
		data.object.near = this.near;
		data.object.far = this.far;

		if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );

		return data;

	}

}

OrthographicCamera.prototype.isOrthographicCamera = true;

class DirectionalLightShadow extends LightShadow {

	constructor() {

		super( new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );

	}

}

DirectionalLightShadow.prototype.isDirectionalLightShadow = true;

class DirectionalLight extends Light {

	constructor( color, intensity ) {

		super( color, intensity );

		this.type = 'DirectionalLight';

		this.position.copy( Object3D.DefaultUp );
		this.updateMatrix();

		this.target = new Object3D();

		this.shadow = new DirectionalLightShadow();

	}

	copy( source ) {

		super.copy( source );

		this.target = source.target.clone();
		this.shadow = source.shadow.clone();

		return this;

	}

}

DirectionalLight.prototype.isDirectionalLight = true;

class AmbientLight extends Light {

	constructor( color, intensity ) {

		super( color, intensity );

		this.type = 'AmbientLight';

	}

}

AmbientLight.prototype.isAmbientLight = true;

class RectAreaLight extends Light {

	constructor( color, intensity, width = 10, height = 10 ) {

		super( color, intensity );

		this.type = 'RectAreaLight';

		this.width = width;
		this.height = height;

	}

	copy( source ) {

		super.copy( source );

		this.width = source.width;
		this.height = source.height;

		return this;

	}

	toJSON( meta ) {

		const data = super.toJSON( meta );

		data.object.width = this.width;
		data.object.height = this.height;

		return data;

	}

}

RectAreaLight.prototype.isRectAreaLight = true;

/**
 * Primary reference:
 *   https://graphics.stanford.edu/papers/envmap/envmap.pdf
 *
 * Secondary reference:
 *   https://www.ppsloan.org/publications/StupidSH36.pdf
 */

// 3-band SH defined by 9 coefficients

class SphericalHarmonics3 {

	constructor() {

		this.coefficients = [];

		for ( let i = 0; i < 9; i ++ ) {

			this.coefficients.push( new Vector3() );

		}

	}

	set( coefficients ) {

		for ( let i = 0; i < 9; i ++ ) {

			this.coefficients[ i ].copy( coefficients[ i ] );

		}

		return this;

	}

	zero() {

		for ( let i = 0; i < 9; i ++ ) {

			this.coefficients[ i ].set( 0, 0, 0 );

		}

		return this;

	}

	// get the radiance in the direction of the normal
	// target is a Vector3
	getAt( normal, target ) {

		// normal is assumed to be unit length

		const x = normal.x, y = normal.y, z = normal.z;

		const coeff = this.coefficients;

		// band 0
		target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );

		// band 1
		target.addScaledVector( coeff[ 1 ], 0.488603 * y );
		target.addScaledVector( coeff[ 2 ], 0.488603 * z );
		target.addScaledVector( coeff[ 3 ], 0.488603 * x );

		// band 2
		target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );
		target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );
		target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
		target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );
		target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );

		return target;

	}

	// get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
	// target is a Vector3
	// https://graphics.stanford.edu/papers/envmap/envmap.pdf
	getIrradianceAt( normal, target ) {

		// normal is assumed to be unit length

		const x = normal.x, y = normal.y, z = normal.z;

		const coeff = this.coefficients;

		// band 0
		target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095

		// band 1
		target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
		target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );
		target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );

		// band 2
		target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
		target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );
		target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
		target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );
		target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274

		return target;

	}

	add( sh ) {

		for ( let i = 0; i < 9; i ++ ) {

			this.coefficients[ i ].add( sh.coefficients[ i ] );

		}

		return this;

	}

	addScaledSH( sh, s ) {

		for ( let i = 0; i < 9; i ++ ) {

			this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );

		}

		return this;

	}

	scale( s ) {

		for ( let i = 0; i < 9; i ++ ) {

			this.coefficients[ i ].multiplyScalar( s );

		}

		return this;

	}

	lerp( sh, alpha ) {

		for ( let i = 0; i < 9; i ++ ) {

			this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );

		}

		return this;

	}

	equals( sh ) {

		for ( let i = 0; i < 9; i ++ ) {

			if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {

				return false;

			}

		}

		return true;

	}

	copy( sh ) {

		return this.set( sh.coefficients );

	}

	clone() {

		return new this.constructor().copy( this );

	}

	fromArray( array, offset = 0 ) {

		const coefficients = this.coefficients;

		for ( let i = 0; i < 9; i ++ ) {

			coefficients[ i ].fromArray( array, offset + ( i * 3 ) );

		}

		return this;

	}

	toArray( array = [], offset = 0 ) {

		const coefficients = this.coefficients;

		for ( let i = 0; i < 9; i ++ ) {

			coefficients[ i ].toArray( array, offset + ( i * 3 ) );

		}

		return array;

	}

	// evaluate the basis functions
	// shBasis is an Array[ 9 ]
	static getBasisAt( normal, shBasis ) {

		// normal is assumed to be unit length

		const x = normal.x, y = normal.y, z = normal.z;

		// band 0
		shBasis[ 0 ] = 0.282095;

		// band 1
		shBasis[ 1 ] = 0.488603 * y;
		shBasis[ 2 ] = 0.488603 * z;
		shBasis[ 3 ] = 0.488603 * x;

		// band 2
		shBasis[ 4 ] = 1.092548 * x * y;
		shBasis[ 5 ] = 1.092548 * y * z;
		shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
		shBasis[ 7 ] = 1.092548 * x * z;
		shBasis[ 8 ] = 0.546274 * ( x * x - y * y );

	}

}

SphericalHarmonics3.prototype.isSphericalHarmonics3 = true;

class LightProbe extends Light {

	constructor( sh = new SphericalHarmonics3(), intensity = 1 ) {

		super( undefined, intensity );

		this.sh = sh;

	}

	copy( source ) {

		super.copy( source );

		this.sh.copy( source.sh );

		return this;

	}

	fromJSON( json ) {

		this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();
		this.sh.fromArray( json.sh );

		return this;

	}

	toJSON( meta ) {

		const data = super.toJSON( meta );

		data.object.sh = this.sh.toArray();

		return data;

	}

}

LightProbe.prototype.isLightProbe = true;

class MaterialLoader extends Loader {

	constructor( manager ) {

		super( manager );
		this.textures = {};

	}

	load( url, onLoad, onProgress, onError ) {

		const scope = this;

		const loader = new FileLoader( scope.manager );
		loader.setPath( scope.path );
		loader.setRequestHeader( scope.requestHeader );
		loader.setWithCredentials( scope.withCredentials );
		loader.load( url, function ( text ) {

			try {

				onLoad( scope.parse( JSON.parse( text ) ) );

			} catch ( e ) {

				if ( onError ) {

					onError( e );

				} else {

					console.error( e );

				}

				scope.manager.itemError( url );

			}

		}, onProgress, onError );

	}

	parse( json ) {

		const textures = this.textures;

		function getTexture( name ) {

			if ( textures[ name ] === undefined ) {

				console.warn( 'THREE.MaterialLoader: Undefined texture', name );

			}

			return textures[ name ];

		}

		const material = new Materials[ json.type ]();

		if ( json.uuid !== undefined ) material.uuid = json.uuid;
		if ( json.name !== undefined ) material.name = json.name;
		if ( json.color !== undefined && material.color !== undefined ) material.color.setHex( json.color );
		if ( json.roughness !== undefined ) material.roughness = json.roughness;
		if ( json.metalness !== undefined ) material.metalness = json.metalness;
		if ( json.sheen !== undefined ) material.sheen = new Color().setHex( json.sheen );
		if ( json.emissive !== undefined && material.emissive !== undefined ) material.emissive.setHex( json.emissive );
		if ( json.specular !== undefined && material.specular !== undefined ) material.specular.setHex( json.specular );
		if ( json.shininess !== undefined ) material.shininess = json.shininess;
		if ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat;
		if ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness;
		if ( json.fog !== undefined ) material.fog = json.fog;
		if ( json.flatShading !== undefined ) material.flatShading = json.flatShading;
		if ( json.blending !== undefined ) material.blending = json.blending;
		if ( json.combine !== undefined ) material.combine = json.combine;
		if ( json.side !== undefined ) material.side = json.side;
		if ( json.opacity !== undefined ) material.opacity = json.opacity;
		if ( json.transparent !== undefined ) material.transparent = json.transparent;
		if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
		if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
		if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
		if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;

		if ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite;
		if ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask;
		if ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc;
		if ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef;
		if ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask;
		if ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail;
		if ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail;
		if ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass;

		if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
		if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
		if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;
		if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;

		if ( json.rotation !== undefined ) material.rotation = json.rotation;

		if ( json.linewidth !== 1 ) material.linewidth = json.linewidth;
		if ( json.dashSize !== undefined ) material.dashSize = json.dashSize;
		if ( json.gapSize !== undefined ) material.gapSize = json.gapSize;
		if ( json.scale !== undefined ) material.scale = json.scale;

		if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;
		if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;
		if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;

		if ( json.skinning !== undefined ) material.skinning = json.skinning;
		if ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets;
		if ( json.morphNormals !== undefined ) material.morphNormals = json.morphNormals;
		if ( json.dithering !== undefined ) material.dithering = json.dithering;

		if ( json.vertexTangents !== undefined ) material.vertexTangents = json.vertexTangents;

		if ( json.visible !== undefined ) material.visible = json.visible;

		if ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped;

		if ( json.userData !== undefined ) material.userData = json.userData;

		if ( json.vertexColors !== undefined ) {

			if ( typeof json.vertexColors === 'number' ) {

				material.vertexColors = ( json.vertexColors > 0 ) ? true : false;

			} else {

				material.vertexColors = json.vertexColors;

			}

		}

		// Shader Material

		if ( json.uniforms !== undefined ) {

			for ( const name in json.uniforms ) {

				const uniform = json.uniforms[ name ];

				material.uniforms[ name ] = {};

				switch ( uniform.type ) {

					case 't':
						material.uniforms[ name ].value = getTexture( uniform.value );
						break;

					case 'c':
						material.uniforms[ name ].value = new Color().setHex( uniform.value );
						break;

					case 'v2':
						material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
						break;

					case 'v3':
						material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
						break;

					case 'v4':
						material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
						break;

					case 'm3':
						material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
						break;

					case 'm4':
						material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
						break;

					default:
						material.uniforms[ name ].value = uniform.value;

				}

			}

		}

		if ( json.defines !== undefined ) material.defines = json.defines;
		if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
		if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;

		if ( json.extensions !== undefined ) {

			for ( const key in json.extensions ) {

				material.extensions[ key ] = json.extensions[ key ];

			}

		}

		// Deprecated

		if ( json.shading !== undefined ) material.flatShading = json.shading === 1; // THREE.FlatShading

		// for PointsMaterial

		if ( json.size !== undefined ) material.size = json.size;
		if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;

		// maps

		if ( json.map !== undefined ) material.map = getTexture( json.map );
		if ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );

		if ( json.alphaMap !== undefined ) material.alphaMap = getTexture( json.alphaMap );

		if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );
		if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;

		if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );
		if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;
		if ( json.normalScale !== undefined ) {

			let normalScale = json.normalScale;

			if ( Array.isArray( normalScale ) === false ) {

				// Blender exporter used to export a scalar. See #7459

				normalScale = [ normalScale, normalScale ];

			}

			material.normalScale = new Vector2().fromArray( normalScale );

		}

		if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );
		if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
		if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;

		if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );
		if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );

		if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );
		if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;

		if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );

		if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );
		if ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;

		if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;
		if ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio;

		if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );
		if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;

		if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );
		if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;

		if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );

		if ( json.clearcoatMap !== undefined ) material.clearcoatMap = getTexture( json.clearcoatMap );
		if ( json.clearcoatRoughnessMap !== undefined ) material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap );
		if ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap );
		if ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale );

		if ( json.transmission !== undefined ) material.transmission = json.transmission;
		if ( json.transmissionMap !== undefined ) material.transmissionMap = getTexture( json.transmissionMap );

		return material;

	}

	setTextures( value ) {

		this.textures = value;
		return this;

	}

}

const LoaderUtils = {

	decodeText: function ( array ) {

		if ( typeof TextDecoder !== 'undefined' ) {

			return new TextDecoder().decode( array );

		}

		// Avoid the String.fromCharCode.apply(null, array) shortcut, which
		// throws a "maximum call stack size exceeded" error for large arrays.

		let s = '';

		for ( let i = 0, il = array.length; i < il; i ++ ) {

			// Implicitly assumes little-endian.
			s += String.fromCharCode( array[ i ] );

		}

		try {

			// merges multi-byte utf-8 characters.

			return decodeURIComponent( escape( s ) );

		} catch ( e ) { // see #16358

			return s;

		}

	},

	extractUrlBase: function ( url ) {

		const index = url.lastIndexOf( '/' );

		if ( index === - 1 ) return './';

		return url.substr( 0, index + 1 );

	}

};

function InstancedBufferGeometry() {

	BufferGeometry.call( this );

	this.type = 'InstancedBufferGeometry';
	this.instanceCount = Infinity;

}

InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {

	constructor: InstancedBufferGeometry,

	isInstancedBufferGeometry: true,

	copy: function ( source ) {

		BufferGeometry.prototype.copy.call( this, source );

		this.instanceCount = source.instanceCount;

		return this;

	},

	clone: function () {

		return new this.constructor().copy( this );

	},

	toJSON: function () {

		const data = BufferGeometry.prototype.toJSON.call( this );

		data.instanceCount = this.instanceCount;

		data.isInstancedBufferGeometry = true;

		return data;

	}

} );

function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {

	if ( typeof ( normalized ) === 'number' ) {

		meshPerAttribute = normalized;

		normalized = false;

		console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );

	}

	BufferAttribute.call( this, array, itemSize, normalized );

	this.meshPerAttribute = meshPerAttribute || 1;

}

InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {

	constructor: InstancedBufferAttribute,

	isInstancedBufferAttribute: true,

	copy: function ( source ) {

		BufferAttribute.prototype.copy.call( this, source );

		this.meshPerAttribute = source.meshPerAttribute;

		return this;

	},

	toJSON: function ()	{

		const data = BufferAttribute.prototype.toJSON.call( this );

		data.meshPerAttribute = this.meshPerAttribute;

		data.isInstancedBufferAttribute = true;

		return data;

	}

} );

class BufferGeometryLoader extends Loader {

	constructor( manager ) {

		super( manager );

	}

	load( url, onLoad, onProgress, onError ) {

		const scope = this;

		const loader = new FileLoader( scope.manager );
		loader.setPath( scope.path );
		loader.setRequestHeader( scope.requestHeader );
		loader.setWithCredentials( scope.withCredentials );
		loader.load( url, function ( text ) {

			try {

				onLoad( scope.parse( JSON.parse( text ) ) );

			} catch ( e ) {

				if ( onError ) {

					onError( e );

				} else {

					console.error( e );

				}

				scope.manager.itemError( url );

			}

		}, onProgress, onError );

	}

	parse( json ) {

		const interleavedBufferMap = {};
		const arrayBufferMap = {};

		function getInterleavedBuffer( json, uuid ) {

			if ( interleavedBufferMap[ uuid ] !== undefined ) return interleavedBufferMap[ uuid ];

			const interleavedBuffers = json.interleavedBuffers;
			const interleavedBuffer = interleavedBuffers[ uuid ];

			const buffer = getArrayBuffer( json, interleavedBuffer.buffer );

			const array = getTypedArray( interleavedBuffer.type, buffer );
			const ib = new InterleavedBuffer( array, interleavedBuffer.stride );
			ib.uuid = interleavedBuffer.uuid;

			interleavedBufferMap[ uuid ] = ib;

			return ib;

		}

		function getArrayBuffer( json, uuid ) {

			if ( arrayBufferMap[ uuid ] !== undefined ) return arrayBufferMap[ uuid ];

			const arrayBuffers = json.arrayBuffers;
			const arrayBuffer = arrayBuffers[ uuid ];

			const ab = new Uint32Array( arrayBuffer ).buffer;

			arrayBufferMap[ uuid ] = ab;

			return ab;

		}

		const geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();

		const index = json.data.index;

		if ( index !== undefined ) {

			const typedArray = getTypedArray( index.type, index.array );
			geometry.setIndex( new BufferAttribute( typedArray, 1 ) );

		}

		const attributes = json.data.attributes;

		for ( const key in attributes ) {

			const attribute = attributes[ key ];
			let bufferAttribute;

			if ( attribute.isInterleavedBufferAttribute ) {

				const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
				bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );

			} else {

				const typedArray = getTypedArray( attribute.type, attribute.array );
				const bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
				bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );

			}

			if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
			geometry.setAttribute( key, bufferAttribute );

		}

		const morphAttributes = json.data.morphAttributes;

		if ( morphAttributes ) {

			for ( const key in morphAttributes ) {

				const attributeArray = morphAttributes[ key ];

				const array = [];

				for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {

					const attribute = attributeArray[ i ];
					let bufferAttribute;

					if ( attribute.isInterleavedBufferAttribute ) {

						const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
						bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );

					} else {

						const typedArray = getTypedArray( attribute.type, attribute.array );
						bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );

					}

					if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
					array.push( bufferAttribute );

				}

				geometry.morphAttributes[ key ] = array;

			}

		}

		const morphTargetsRelative = json.data.morphTargetsRelative;

		if ( morphTargetsRelative ) {

			geometry.morphTargetsRelative = true;

		}

		const groups = json.data.groups || json.data.drawcalls || json.data.offsets;

		if ( groups !== undefined ) {

			for ( let i = 0, n = groups.length; i !== n; ++ i ) {

				const group = groups[ i ];

				geometry.addGroup( group.start, group.count, group.materialIndex );

			}

		}

		const boundingSphere = json.data.boundingSphere;

		if ( boundingSphere !== undefined ) {

			const center = new Vector3();

			if ( boundingSphere.center !== undefined ) {

				center.fromArray( boundingSphere.center );

			}

			geometry.boundingSphere = new Sphere( center, boundingSphere.radius );

		}

		if ( json.name ) geometry.name = json.name;
		if ( json.userData ) geometry.userData = json.userData;

		return geometry;

	}

}

class ObjectLoader extends Loader {

	constructor( manager ) {

		super( manager );

	}

	load( url, onLoad, onProgress, onError ) {

		const scope = this;

		const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
		this.resourcePath = this.resourcePath || path;

		const loader = new FileLoader( this.manager );
		loader.setPath( this.path );
		loader.setRequestHeader( this.requestHeader );
		loader.setWithCredentials( this.withCredentials );
		loader.load( url, function ( text ) {

			let json = null;

			try {

				json = JSON.parse( text );

			} catch ( error ) {

				if ( onError !== undefined ) onError( error );

				console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );

				return;

			}

			const metadata = json.metadata;

			if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {

				console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
				return;

			}

			scope.parse( json, onLoad );

		}, onProgress, onError );

	}

	parse( json, onLoad ) {

		const animations = this.parseAnimations( json.animations );
		const shapes = this.parseShapes( json.shapes );
		const geometries = this.parseGeometries( json.geometries, shapes );

		const images = this.parseImages( json.images, function () {

			if ( onLoad !== undefined ) onLoad( object );

		} );

		const textures = this.parseTextures( json.textures, images );
		const materials = this.parseMaterials( json.materials, textures );

		const object = this.parseObject( json.object, geometries, materials, animations );
		const skeletons = this.parseSkeletons( json.skeletons, object );

		this.bindSkeletons( object, skeletons );

		//

		if ( onLoad !== undefined ) {

			let hasImages = false;

			for ( const uuid in images ) {

				if ( images[ uuid ] instanceof HTMLImageElement ) {

					hasImages = true;
					break;

				}

			}

			if ( hasImages === false ) onLoad( object );

		}

		return object;

	}

	parseShapes( json ) {

		const shapes = {};

		if ( json !== undefined ) {

			for ( let i = 0, l = json.length; i < l; i ++ ) {

				const shape = new Shape().fromJSON( json[ i ] );

				shapes[ shape.uuid ] = shape;

			}

		}

		return shapes;

	}

	parseSkeletons( json, object ) {

		const skeletons = {};
		const bones = {};

		// generate bone lookup table

		object.traverse( function ( child ) {

			if ( child.isBone ) bones[ child.uuid ] = child;

		} );

		// create skeletons

		if ( json !== undefined ) {

			for ( let i = 0, l = json.length; i < l; i ++ ) {

				const skeleton = new Skeleton().fromJSON( json[ i ], bones );

				skeletons[ skeleton.uuid ] = skeleton;

			}

		}

		return skeletons;

	}

	parseGeometries( json, shapes ) {

		const geometries = {};
		let geometryShapes;

		if ( json !== undefined ) {

			const bufferGeometryLoader = new BufferGeometryLoader();

			for ( let i = 0, l = json.length; i < l; i ++ ) {

				let geometry;
				const data = json[ i ];

				switch ( data.type ) {

					case 'PlaneGeometry':
					case 'PlaneBufferGeometry':

						geometry = new Geometries[ data.type ](
							data.width,
							data.height,
							data.widthSegments,
							data.heightSegments
						);

						break;

					case 'BoxGeometry':
					case 'BoxBufferGeometry':

						geometry = new Geometries[ data.type ](
							data.width,
							data.height,
							data.depth,
							data.widthSegments,
							data.heightSegments,
							data.depthSegments
						);

						break;

					case 'CircleGeometry':
					case 'CircleBufferGeometry':

						geometry = new Geometries[ data.type ](
							data.radius,
							data.segments,
							data.thetaStart,
							data.thetaLength
						);

						break;

					case 'CylinderGeometry':
					case 'CylinderBufferGeometry':

						geometry = new Geometries[ data.type ](
							data.radiusTop,
							data.radiusBottom,
							data.height,
							data.radialSegments,
							data.heightSegments,
							data.openEnded,
							data.thetaStart,
							data.thetaLength
						);

						break;

					case 'ConeGeometry':
					case 'ConeBufferGeometry':

						geometry = new Geometries[ data.type ](
							data.radius,
							data.height,
							data.radialSegments,
							data.heightSegments,
							data.openEnded,
							data.thetaStart,
							data.thetaLength
						);

						break;

					case 'SphereGeometry':
					case 'SphereBufferGeometry':

						geometry = new Geometries[ data.type ](
							data.radius,
							data.widthSegments,
							data.heightSegments,
							data.phiStart,
							data.phiLength,
							data.thetaStart,
							data.thetaLength
						);

						break;

					case 'DodecahedronGeometry':
					case 'DodecahedronBufferGeometry':
					case 'IcosahedronGeometry':
					case 'IcosahedronBufferGeometry':
					case 'OctahedronGeometry':
					case 'OctahedronBufferGeometry':
					case 'TetrahedronGeometry':
					case 'TetrahedronBufferGeometry':

						geometry = new Geometries[ data.type ](
							data.radius,
							data.detail
						);

						break;

					case 'RingGeometry':
					case 'RingBufferGeometry':

						geometry = new Geometries[ data.type ](
							data.innerRadius,
							data.outerRadius,
							data.thetaSegments,
							data.phiSegments,
							data.thetaStart,
							data.thetaLength
						);

						break;

					case 'TorusGeometry':
					case 'TorusBufferGeometry':

						geometry = new Geometries[ data.type ](
							data.radius,
							data.tube,
							data.radialSegments,
							data.tubularSegments,
							data.arc
						);

						break;

					case 'TorusKnotGeometry':
					case 'TorusKnotBufferGeometry':

						geometry = new Geometries[ data.type ](
							data.radius,
							data.tube,
							data.tubularSegments,
							data.radialSegments,
							data.p,
							data.q
						);

						break;

					case 'TubeGeometry':
					case 'TubeBufferGeometry':

						// This only works for built-in curves (e.g. CatmullRomCurve3).
						// User defined curves or instances of CurvePath will not be deserialized.
						geometry = new Geometries[ data.type ](
							new Curves[ data.path.type ]().fromJSON( data.path ),
							data.tubularSegments,
							data.radius,
							data.radialSegments,
							data.closed
						);

						break;

					case 'LatheGeometry':
					case 'LatheBufferGeometry':

						geometry = new Geometries[ data.type ](
							data.points,
							data.segments,
							data.phiStart,
							data.phiLength
						);

						break;

					case 'PolyhedronGeometry':
					case 'PolyhedronBufferGeometry':

						geometry = new Geometries[ data.type ](
							data.vertices,
							data.indices,
							data.radius,
							data.details
						);

						break;

					case 'ShapeGeometry':
					case 'ShapeBufferGeometry':

						geometryShapes = [];

						for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {

							const shape = shapes[ data.shapes[ j ] ];

							geometryShapes.push( shape );

						}

						geometry = new Geometries[ data.type ](
							geometryShapes,
							data.curveSegments
						);

						break;


					case 'ExtrudeGeometry':
					case 'ExtrudeBufferGeometry':

						geometryShapes = [];

						for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {

							const shape = shapes[ data.shapes[ j ] ];

							geometryShapes.push( shape );

						}

						const extrudePath = data.options.extrudePath;

						if ( extrudePath !== undefined ) {

							data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );

						}

						geometry = new Geometries[ data.type ](
							geometryShapes,
							data.options
						);

						break;

					case 'BufferGeometry':
					case 'InstancedBufferGeometry':

						geometry = bufferGeometryLoader.parse( data );

						break;

					case 'Geometry':

						console.error( 'THREE.ObjectLoader: Loading "Geometry" is not supported anymore.' );

						break;

					default:

						console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );

						continue;

				}

				geometry.uuid = data.uuid;

				if ( data.name !== undefined ) geometry.name = data.name;
				if ( geometry.isBufferGeometry === true && data.userData !== undefined ) geometry.userData = data.userData;

				geometries[ data.uuid ] = geometry;

			}

		}

		return geometries;

	}

	parseMaterials( json, textures ) {

		const cache = {}; // MultiMaterial
		const materials = {};

		if ( json !== undefined ) {

			const loader = new MaterialLoader();
			loader.setTextures( textures );

			for ( let i = 0, l = json.length; i < l; i ++ ) {

				const data = json[ i ];

				if ( data.type === 'MultiMaterial' ) {

					// Deprecated

					const array = [];

					for ( let j = 0; j < data.materials.length; j ++ ) {

						const material = data.materials[ j ];

						if ( cache[ material.uuid ] === undefined ) {

							cache[ material.uuid ] = loader.parse( material );

						}

						array.push( cache[ material.uuid ] );

					}

					materials[ data.uuid ] = array;

				} else {

					if ( cache[ data.uuid ] === undefined ) {

						cache[ data.uuid ] = loader.parse( data );

					}

					materials[ data.uuid ] = cache[ data.uuid ];

				}

			}

		}

		return materials;

	}

	parseAnimations( json ) {

		const animations = {};

		if ( json !== undefined ) {

			for ( let i = 0; i < json.length; i ++ ) {

				const data = json[ i ];

				const clip = AnimationClip.parse( data );

				animations[ clip.uuid ] = clip;

			}

		}

		return animations;

	}

	parseImages( json, onLoad ) {

		const scope = this;
		const images = {};

		let loader;

		function loadImage( url ) {

			scope.manager.itemStart( url );

			return loader.load( url, function () {

				scope.manager.itemEnd( url );

			}, undefined, function () {

				scope.manager.itemError( url );
				scope.manager.itemEnd( url );

			} );

		}

		function deserializeImage( image ) {

			if ( typeof image === 'string' ) {

				const url = image;

				const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;

				return loadImage( path );

			} else {

				if ( image.data ) {

					return {
						data: getTypedArray( image.type, image.data ),
						width: image.width,
						height: image.height
					};

				} else {

					return null;

				}

			}

		}

		if ( json !== undefined && json.length > 0 ) {

			const manager = new LoadingManager( onLoad );

			loader = new ImageLoader( manager );
			loader.setCrossOrigin( this.crossOrigin );

			for ( let i = 0, il = json.length; i < il; i ++ ) {

				const image = json[ i ];
				const url = image.url;

				if ( Array.isArray( url ) ) {

					// load array of images e.g CubeTexture

					images[ image.uuid ] = [];

					for ( let j = 0, jl = url.length; j < jl; j ++ ) {

						const currentUrl = url[ j ];

						const deserializedImage = deserializeImage( currentUrl );

						if ( deserializedImage !== null ) {

							if ( deserializedImage instanceof HTMLImageElement ) {

								images[ image.uuid ].push( deserializedImage );

							} else {

								// special case: handle array of data textures for cube textures

								images[ image.uuid ].push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );

							}

						}

					}

				} else {

					// load single image

					const deserializedImage = deserializeImage( image.url );

					if ( deserializedImage !== null ) {

						images[ image.uuid ] = deserializedImage;

					}

				}

			}

		}

		return images;

	}

	parseTextures( json, images ) {

		function parseConstant( value, type ) {

			if ( typeof value === 'number' ) return value;

			console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );

			return type[ value ];

		}

		const textures = {};

		if ( json !== undefined ) {

			for ( let i = 0, l = json.length; i < l; i ++ ) {

				const data = json[ i ];

				if ( data.image === undefined ) {

					console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );

				}

				if ( images[ data.image ] === undefined ) {

					console.warn( 'THREE.ObjectLoader: Undefined image', data.image );

				}

				let texture;
				const image = images[ data.image ];

				if ( Array.isArray( image ) ) {

					texture = new CubeTexture( image );

					if ( image.length === 6 ) texture.needsUpdate = true;

				} else {

					if ( image && image.data ) {

						texture = new DataTexture( image.data, image.width, image.height );

					} else {

						texture = new Texture( image );

					}

					if ( image ) texture.needsUpdate = true; // textures can have undefined image data

				}

				texture.uuid = data.uuid;

				if ( data.name !== undefined ) texture.name = data.name;

				if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );

				if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
				if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
				if ( data.center !== undefined ) texture.center.fromArray( data.center );
				if ( data.rotation !== undefined ) texture.rotation = data.rotation;

				if ( data.wrap !== undefined ) {

					texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
					texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );

				}

				if ( data.format !== undefined ) texture.format = data.format;
				if ( data.type !== undefined ) texture.type = data.type;
				if ( data.encoding !== undefined ) texture.encoding = data.encoding;

				if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );
				if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );
				if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;

				if ( data.flipY !== undefined ) texture.flipY = data.flipY;

				if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;
				if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;

				textures[ data.uuid ] = texture;

			}

		}

		return textures;

	}

	parseObject( data, geometries, materials, animations ) {

		let object;

		function getGeometry( name ) {

			if ( geometries[ name ] === undefined ) {

				console.warn( 'THREE.ObjectLoader: Undefined geometry', name );

			}

			return geometries[ name ];

		}

		function getMaterial( name ) {

			if ( name === undefined ) return undefined;

			if ( Array.isArray( name ) ) {

				const array = [];

				for ( let i = 0, l = name.length; i < l; i ++ ) {

					const uuid = name[ i ];

					if ( materials[ uuid ] === undefined ) {

						console.warn( 'THREE.ObjectLoader: Undefined material', uuid );

					}

					array.push( materials[ uuid ] );

				}

				return array;

			}

			if ( materials[ name ] === undefined ) {

				console.warn( 'THREE.ObjectLoader: Undefined material', name );

			}

			return materials[ name ];

		}

		let geometry, material;

		switch ( data.type ) {

			case 'Scene':

				object = new Scene();

				if ( data.background !== undefined ) {

					if ( Number.isInteger( data.background ) ) {

						object.background = new Color( data.background );

					}

				}

				if ( data.fog !== undefined ) {

					if ( data.fog.type === 'Fog' ) {

						object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );

					} else if ( data.fog.type === 'FogExp2' ) {

						object.fog = new FogExp2( data.fog.color, data.fog.density );

					}

				}

				break;

			case 'PerspectiveCamera':

				object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );

				if ( data.focus !== undefined ) object.focus = data.focus;
				if ( data.zoom !== undefined ) object.zoom = data.zoom;
				if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
				if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
				if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );

				break;

			case 'OrthographicCamera':

				object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );

				if ( data.zoom !== undefined ) object.zoom = data.zoom;
				if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );

				break;

			case 'AmbientLight':

				object = new AmbientLight( data.color, data.intensity );

				break;

			case 'DirectionalLight':

				object = new DirectionalLight( data.color, data.intensity );

				break;

			case 'PointLight':

				object = new PointLight( data.color, data.intensity, data.distance, data.decay );

				break;

			case 'RectAreaLight':

				object = new RectAreaLight( data.color, data.intensity, data.width, data.height );

				break;

			case 'SpotLight':

				object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );

				break;

			case 'HemisphereLight':

				object = new HemisphereLight( data.color, data.groundColor, data.intensity );

				break;

			case 'LightProbe':

				object = new LightProbe().fromJSON( data );

				break;

			case 'SkinnedMesh':

				geometry = getGeometry( data.geometry );
			 	material = getMaterial( data.material );

				object = new SkinnedMesh( geometry, material );

				if ( data.bindMode !== undefined ) object.bindMode = data.bindMode;
				if ( data.bindMatrix !== undefined ) object.bindMatrix.fromArray( data.bindMatrix );
				if ( data.skeleton !== undefined ) object.skeleton = data.skeleton;

				break;

			case 'Mesh':

				geometry = getGeometry( data.geometry );
				material = getMaterial( data.material );

				object = new Mesh( geometry, material );

				break;

			case 'InstancedMesh':

				geometry = getGeometry( data.geometry );
				material = getMaterial( data.material );
				const count = data.count;
				const instanceMatrix = data.instanceMatrix;

				object = new InstancedMesh( geometry, material, count );
				object.instanceMatrix = new BufferAttribute( new Float32Array( instanceMatrix.array ), 16 );

				break;

			case 'LOD':

				object = new LOD();

				break;

			case 'Line':

				object = new Line( getGeometry( data.geometry ), getMaterial( data.material ) );

				break;

			case 'LineLoop':

				object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );

				break;

			case 'LineSegments':

				object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );

				break;

			case 'PointCloud':
			case 'Points':

				object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );

				break;

			case 'Sprite':

				object = new Sprite( getMaterial( data.material ) );

				break;

			case 'Group':

				object = new Group();

				break;

			case 'Bone':

				object = new Bone();

				break;

			default:

				object = new Object3D();

		}

		object.uuid = data.uuid;

		if ( data.name !== undefined ) object.name = data.name;

		if ( data.matrix !== undefined ) {

			object.matrix.fromArray( data.matrix );

			if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;
			if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );

		} else {

			if ( data.position !== undefined ) object.position.fromArray( data.position );
			if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
			if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
			if ( data.scale !== undefined ) object.scale.fromArray( data.scale );

		}

		if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
		if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;

		if ( data.shadow ) {

			if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
			if ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias;
			if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
			if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
			if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );

		}

		if ( data.visible !== undefined ) object.visible = data.visible;
		if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;
		if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;
		if ( data.userData !== undefined ) object.userData = data.userData;
		if ( data.layers !== undefined ) object.layers.mask = data.layers;

		if ( data.children !== undefined ) {

			const children = data.children;

			for ( let i = 0; i < children.length; i ++ ) {

				object.add( this.parseObject( children[ i ], geometries, materials, animations ) );

			}

		}

		if ( data.animations !== undefined ) {

			const objectAnimations = data.animations;

			for ( let i = 0; i < objectAnimations.length; i ++ ) {

				const uuid = objectAnimations[ i ];

				object.animations.push( animations[ uuid ] );

			}

		}

		if ( data.type === 'LOD' ) {

			if ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate;

			const levels = data.levels;

			for ( let l = 0; l < levels.length; l ++ ) {

				const level = levels[ l ];
				const child = object.getObjectByProperty( 'uuid', level.object );

				if ( child !== undefined ) {

					object.addLevel( child, level.distance );

				}

			}

		}

		return object;

	}

	bindSkeletons( object, skeletons ) {

		if ( Object.keys( skeletons ).length === 0 ) return;

		object.traverse( function ( child ) {

			if ( child.isSkinnedMesh === true && child.skeleton !== undefined ) {

				const skeleton = skeletons[ child.skeleton ];

				if ( skeleton === undefined ) {

					console.warn( 'THREE.ObjectLoader: No skeleton found with UUID:', child.skeleton );

				} else {

					child.bind( skeleton, child.bindMatrix );

				}

			}

		} );

	}

	/* DEPRECATED */

	setTexturePath( value ) {

		console.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );
		return this.setResourcePath( value );

	}

}

const TEXTURE_MAPPING = {
	UVMapping: UVMapping,
	CubeReflectionMapping: CubeReflectionMapping,
	CubeRefractionMapping: CubeRefractionMapping,
	EquirectangularReflectionMapping: EquirectangularReflectionMapping,
	EquirectangularRefractionMapping: EquirectangularRefractionMapping,
	CubeUVReflectionMapping: CubeUVReflectionMapping,
	CubeUVRefractionMapping: CubeUVRefractionMapping
};

const TEXTURE_WRAPPING = {
	RepeatWrapping: RepeatWrapping,
	ClampToEdgeWrapping: ClampToEdgeWrapping,
	MirroredRepeatWrapping: MirroredRepeatWrapping
};

const TEXTURE_FILTER = {
	NearestFilter: NearestFilter,
	NearestMipmapNearestFilter: NearestMipmapNearestFilter,
	NearestMipmapLinearFilter: NearestMipmapLinearFilter,
	LinearFilter: LinearFilter,
	LinearMipmapNearestFilter: LinearMipmapNearestFilter,
	LinearMipmapLinearFilter: LinearMipmapLinearFilter
};

function ImageBitmapLoader( manager ) {

	if ( typeof createImageBitmap === 'undefined' ) {

		console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );

	}

	if ( typeof fetch === 'undefined' ) {

		console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );

	}

	Loader.call( this, manager );

	this.options = { premultiplyAlpha: 'none' };

}

ImageBitmapLoader.prototype = Object.assign( Object.create( Loader.prototype ), {

	constructor: ImageBitmapLoader,

	isImageBitmapLoader: true,

	setOptions: function setOptions( options ) {

		this.options = options;

		return this;

	},

	load: function ( url, onLoad, onProgress, onError ) {

		if ( url === undefined ) url = '';

		if ( this.path !== undefined ) url = this.path + url;

		url = this.manager.resolveURL( url );

		const scope = this;

		const cached = Cache.get( url );

		if ( cached !== undefined ) {

			scope.manager.itemStart( url );

			setTimeout( function () {

				if ( onLoad ) onLoad( cached );

				scope.manager.itemEnd( url );

			}, 0 );

			return cached;

		}

		const fetchOptions = {};
		fetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include';
		fetchOptions.headers = this.requestHeader;

		fetch( url, fetchOptions ).then( function ( res ) {

			return res.blob();

		} ).then( function ( blob ) {

			return createImageBitmap( blob, Object.assign( scope.options, { colorSpaceConversion: 'none' } ) );

		} ).then( function ( imageBitmap ) {

			Cache.add( url, imageBitmap );

			if ( onLoad ) onLoad( imageBitmap );

			scope.manager.itemEnd( url );

		} ).catch( function ( e ) {

			if ( onError ) onError( e );

			scope.manager.itemError( url );
			scope.manager.itemEnd( url );

		} );

		scope.manager.itemStart( url );

	}

} );

class ShapePath {

	constructor() {

		this.type = 'ShapePath';

		this.color = new Color();

		this.subPaths = [];
		this.currentPath = null;

	}

	moveTo( x, y ) {

		this.currentPath = new Path();
		this.subPaths.push( this.currentPath );
		this.currentPath.moveTo( x, y );

		return this;

	}

	lineTo( x, y ) {

		this.currentPath.lineTo( x, y );

		return this;

	}

	quadraticCurveTo( aCPx, aCPy, aX, aY ) {

		this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );

		return this;

	}

	bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {

		this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );

		return this;

	}

	splineThru( pts ) {

		this.currentPath.splineThru( pts );

		return this;

	}

	toShapes( isCCW, noHoles ) {

		function toShapesNoHoles( inSubpaths ) {

			const shapes = [];

			for ( let i = 0, l = inSubpaths.length; i < l; i ++ ) {

				const tmpPath = inSubpaths[ i ];

				const tmpShape = new Shape();
				tmpShape.curves = tmpPath.curves;

				shapes.push( tmpShape );

			}

			return shapes;

		}

		function isPointInsidePolygon( inPt, inPolygon ) {

			const polyLen = inPolygon.length;

			// inPt on polygon contour => immediate success    or
			// toggling of inside/outside at every single! intersection point of an edge
			//  with the horizontal line through inPt, left of inPt
			//  not counting lowerY endpoints of edges and whole edges on that line
			let inside = false;
			for ( let p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {

				let edgeLowPt = inPolygon[ p ];
				let edgeHighPt = inPolygon[ q ];

				let edgeDx = edgeHighPt.x - edgeLowPt.x;
				let edgeDy = edgeHighPt.y - edgeLowPt.y;

				if ( Math.abs( edgeDy ) > Number.EPSILON ) {

					// not parallel
					if ( edgeDy < 0 ) {

						edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
						edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;

					}

					if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) 		continue;

					if ( inPt.y === edgeLowPt.y ) {

						if ( inPt.x === edgeLowPt.x )		return	true;		// inPt is on contour ?
						// continue;				// no intersection or edgeLowPt => doesn't count !!!

					} else {

						const perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
						if ( perpEdge === 0 )				return	true;		// inPt is on contour ?
						if ( perpEdge < 0 ) 				continue;
						inside = ! inside;		// true intersection left of inPt

					}

				} else {

					// parallel or collinear
					if ( inPt.y !== edgeLowPt.y ) 		continue;			// parallel
					// edge lies on the same horizontal line as inPt
					if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
						 ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) )		return	true;	// inPt: Point on contour !
					// continue;

				}

			}

			return	inside;

		}

		const isClockWise = ShapeUtils.isClockWise;

		const subPaths = this.subPaths;
		if ( subPaths.length === 0 ) return [];

		if ( noHoles === true )	return	toShapesNoHoles( subPaths );


		let solid, tmpPath, tmpShape;
		const shapes = [];

		if ( subPaths.length === 1 ) {

			tmpPath = subPaths[ 0 ];
			tmpShape = new Shape();
			tmpShape.curves = tmpPath.curves;
			shapes.push( tmpShape );
			return shapes;

		}

		let holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
		holesFirst = isCCW ? ! holesFirst : holesFirst;

		// console.log("Holes first", holesFirst);

		const betterShapeHoles = [];
		const newShapes = [];
		let newShapeHoles = [];
		let mainIdx = 0;
		let tmpPoints;

		newShapes[ mainIdx ] = undefined;
		newShapeHoles[ mainIdx ] = [];

		for ( let i = 0, l = subPaths.length; i < l; i ++ ) {

			tmpPath = subPaths[ i ];
			tmpPoints = tmpPath.getPoints();
			solid = isClockWise( tmpPoints );
			solid = isCCW ? ! solid : solid;

			if ( solid ) {

				if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) )	mainIdx ++;

				newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
				newShapes[ mainIdx ].s.curves = tmpPath.curves;

				if ( holesFirst )	mainIdx ++;
				newShapeHoles[ mainIdx ] = [];

				//console.log('cw', i);

			} else {

				newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );

				//console.log('ccw', i);

			}

		}

		// only Holes? -> probably all Shapes with wrong orientation
		if ( ! newShapes[ 0 ] )	return	toShapesNoHoles( subPaths );


		if ( newShapes.length > 1 ) {

			let ambiguous = false;
			const toChange = [];

			for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {

				betterShapeHoles[ sIdx ] = [];

			}

			for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {

				const sho = newShapeHoles[ sIdx ];

				for ( let hIdx = 0; hIdx < sho.length; hIdx ++ ) {

					const ho = sho[ hIdx ];
					let hole_unassigned = true;

					for ( let s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {

						if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {

							if ( sIdx !== s2Idx )	toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );
							if ( hole_unassigned ) {

								hole_unassigned = false;
								betterShapeHoles[ s2Idx ].push( ho );

							} else {

								ambiguous = true;

							}

						}

					}

					if ( hole_unassigned ) {

						betterShapeHoles[ sIdx ].push( ho );

					}

				}

			}
			// console.log("ambiguous: ", ambiguous);

			if ( toChange.length > 0 ) {

				// console.log("to change: ", toChange);
				if ( ! ambiguous )	newShapeHoles = betterShapeHoles;

			}

		}

		let tmpHoles;

		for ( let i = 0, il = newShapes.length; i < il; i ++ ) {

			tmpShape = newShapes[ i ].s;
			shapes.push( tmpShape );
			tmpHoles = newShapeHoles[ i ];

			for ( let j = 0, jl = tmpHoles.length; j < jl; j ++ ) {

				tmpShape.holes.push( tmpHoles[ j ].h );

			}

		}

		//console.log("shape", shapes);

		return shapes;

	}

}

class Font {

	constructor( data ) {

		this.type = 'Font';

		this.data = data;

	}

	generateShapes( text, size = 100 ) {

		const shapes = [];
		const paths = createPaths( text, size, this.data );

		for ( let p = 0, pl = paths.length; p < pl; p ++ ) {

			Array.prototype.push.apply( shapes, paths[ p ].toShapes() );

		}

		return shapes;

	}

}

function createPaths( text, size, data ) {

	const chars = Array.from( text );
	const scale = size / data.resolution;
	const line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;

	const paths = [];

	let offsetX = 0, offsetY = 0;

	for ( let i = 0; i < chars.length; i ++ ) {

		const char = chars[ i ];

		if ( char === '\n' ) {

			offsetX = 0;
			offsetY -= line_height;

		} else {

			const ret = createPath( char, scale, offsetX, offsetY, data );
			offsetX += ret.offsetX;
			paths.push( ret.path );

		}

	}

	return paths;

}

function createPath( char, scale, offsetX, offsetY, data ) {

	const glyph = data.glyphs[ char ] || data.glyphs[ '?' ];

	if ( ! glyph ) {

		console.error( 'THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.' );

		return;

	}

	const path = new ShapePath();

	let x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;

	if ( glyph.o ) {

		const outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );

		for ( let i = 0, l = outline.length; i < l; ) {

			const action = outline[ i ++ ];

			switch ( action ) {

				case 'm': // moveTo

					x = outline[ i ++ ] * scale + offsetX;
					y = outline[ i ++ ] * scale + offsetY;

					path.moveTo( x, y );

					break;

				case 'l': // lineTo

					x = outline[ i ++ ] * scale + offsetX;
					y = outline[ i ++ ] * scale + offsetY;

					path.lineTo( x, y );

					break;

				case 'q': // quadraticCurveTo

					cpx = outline[ i ++ ] * scale + offsetX;
					cpy = outline[ i ++ ] * scale + offsetY;
					cpx1 = outline[ i ++ ] * scale + offsetX;
					cpy1 = outline[ i ++ ] * scale + offsetY;

					path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );

					break;

				case 'b': // bezierCurveTo

					cpx = outline[ i ++ ] * scale + offsetX;
					cpy = outline[ i ++ ] * scale + offsetY;
					cpx1 = outline[ i ++ ] * scale + offsetX;
					cpy1 = outline[ i ++ ] * scale + offsetY;
					cpx2 = outline[ i ++ ] * scale + offsetX;
					cpy2 = outline[ i ++ ] * scale + offsetY;

					path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );

					break;

			}

		}

	}

	return { offsetX: glyph.ha * scale, path: path };

}

Font.prototype.isFont = true;

class FontLoader extends Loader {

	constructor( manager ) {

		super( manager );

	}

	load( url, onLoad, onProgress, onError ) {

		const scope = this;

		const loader = new FileLoader( this.manager );
		loader.setPath( this.path );
		loader.setRequestHeader( this.requestHeader );
		loader.setWithCredentials( scope.withCredentials );
		loader.load( url, function ( text ) {

			let json;

			try {

				json = JSON.parse( text );

			} catch ( e ) {

				console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
				json = JSON.parse( text.substring( 65, text.length - 2 ) );

			}

			const font = scope.parse( json );

			if ( onLoad ) onLoad( font );

		}, onProgress, onError );

	}

	parse( json ) {

		return new Font( json );

	}

}

let _context;

const AudioContext = {

	getContext: function () {

		if ( _context === undefined ) {

			_context = new ( window.AudioContext || window.webkitAudioContext )();

		}

		return _context;

	},

	setContext: function ( value ) {

		_context = value;

	}

};

class AudioLoader extends Loader {

	constructor( manager ) {

		super( manager );

	}

	load( url, onLoad, onProgress, onError ) {

		const scope = this;

		const loader = new FileLoader( this.manager );
		loader.setResponseType( 'arraybuffer' );
		loader.setPath( this.path );
		loader.setRequestHeader( this.requestHeader );
		loader.setWithCredentials( this.withCredentials );
		loader.load( url, function ( buffer ) {

			try {

				// Create a copy of the buffer. The `decodeAudioData` method
				// detaches the buffer when complete, preventing reuse.
				const bufferCopy = buffer.slice( 0 );

				const context = AudioContext.getContext();
				context.decodeAudioData( bufferCopy, function ( audioBuffer ) {

					onLoad( audioBuffer );

				} );

			} catch ( e ) {

				if ( onError ) {

					onError( e );

				} else {

					console.error( e );

				}

				scope.manager.itemError( url );

			}

		}, onProgress, onError );

	}

}

class HemisphereLightProbe extends LightProbe {

	constructor( skyColor, groundColor, intensity = 1 ) {

		super( undefined, intensity );

		const color1 = new Color().set( skyColor );
		const color2 = new Color().set( groundColor );

		const sky = new Vector3( color1.r, color1.g, color1.b );
		const ground = new Vector3( color2.r, color2.g, color2.b );

		// without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
		const c0 = Math.sqrt( Math.PI );
		const c1 = c0 * Math.sqrt( 0.75 );

		this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );
		this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );

	}

}

HemisphereLightProbe.prototype.isHemisphereLightProbe = true;

class AmbientLightProbe extends LightProbe {

	constructor( color, intensity = 1 ) {

		super( undefined, intensity );

		const color1 = new Color().set( color );

		// without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
		this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );

	}

}

AmbientLightProbe.prototype.isAmbientLightProbe = true;

const _eyeRight = new Matrix4();
const _eyeLeft = new Matrix4();

class StereoCamera {

	constructor() {

		this.type = 'StereoCamera';

		this.aspect = 1;

		this.eyeSep = 0.064;

		this.cameraL = new PerspectiveCamera();
		this.cameraL.layers.enable( 1 );
		this.cameraL.matrixAutoUpdate = false;

		this.cameraR = new PerspectiveCamera();
		this.cameraR.layers.enable( 2 );
		this.cameraR.matrixAutoUpdate = false;

		this._cache = {
			focus: null,
			fov: null,
			aspect: null,
			near: null,
			far: null,
			zoom: null,
			eyeSep: null
		};

	}

	update( camera ) {

		const cache = this._cache;

		const needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
			cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
			cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;

		if ( needsUpdate ) {

			cache.focus = camera.focus;
			cache.fov = camera.fov;
			cache.aspect = camera.aspect * this.aspect;
			cache.near = camera.near;
			cache.far = camera.far;
			cache.zoom = camera.zoom;
			cache.eyeSep = this.eyeSep;

			// Off-axis stereoscopic effect based on
			// http://paulbourke.net/stereographics/stereorender/

			const projectionMatrix = camera.projectionMatrix.clone();
			const eyeSepHalf = cache.eyeSep / 2;
			const eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
			const ymax = ( cache.near * Math.tan( MathUtils.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
			let xmin, xmax;

			// translate xOffset

			_eyeLeft.elements[ 12 ] = - eyeSepHalf;
			_eyeRight.elements[ 12 ] = eyeSepHalf;

			// for left eye

			xmin = - ymax * cache.aspect + eyeSepOnProjection;
			xmax = ymax * cache.aspect + eyeSepOnProjection;

			projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
			projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );

			this.cameraL.projectionMatrix.copy( projectionMatrix );

			// for right eye

			xmin = - ymax * cache.aspect - eyeSepOnProjection;
			xmax = ymax * cache.aspect - eyeSepOnProjection;

			projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
			projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );

			this.cameraR.projectionMatrix.copy( projectionMatrix );

		}

		this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
		this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );

	}

}

class Clock {

	constructor( autoStart ) {

		this.autoStart = ( autoStart !== undefined ) ? autoStart : true;

		this.startTime = 0;
		this.oldTime = 0;
		this.elapsedTime = 0;

		this.running = false;

	}

	start() {

		this.startTime = now();

		this.oldTime = this.startTime;
		this.elapsedTime = 0;
		this.running = true;

	}

	stop() {

		this.getElapsedTime();
		this.running = false;
		this.autoStart = false;

	}

	getElapsedTime() {

		this.getDelta();
		return this.elapsedTime;

	}

	getDelta() {

		let diff = 0;

		if ( this.autoStart && ! this.running ) {

			this.start();
			return 0;

		}

		if ( this.running ) {

			const newTime = now();

			diff = ( newTime - this.oldTime ) / 1000;
			this.oldTime = newTime;

			this.elapsedTime += diff;

		}

		return diff;

	}

}

function now() {

	return ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732

}

const _position$2 = /*@__PURE__*/ new Vector3();
const _quaternion$3 = /*@__PURE__*/ new Quaternion();
const _scale$1 = /*@__PURE__*/ new Vector3();
const _orientation = /*@__PURE__*/ new Vector3();

class AudioListener extends Object3D {

	constructor() {

		super();

		this.type = 'AudioListener';

		this.context = AudioContext.getContext();

		this.gain = this.context.createGain();
		this.gain.connect( this.context.destination );

		this.filter = null;

		this.timeDelta = 0;

		// private

		this._clock = new Clock();

	}

	getInput() {

		return this.gain;

	}

	removeFilter() {

		if ( this.filter !== null ) {

			this.gain.disconnect( this.filter );
			this.filter.disconnect( this.context.destination );
			this.gain.connect( this.context.destination );
			this.filter = null;

		}

		return this;

	}

	getFilter() {

		return this.filter;

	}

	setFilter( value ) {

		if ( this.filter !== null ) {

			this.gain.disconnect( this.filter );
			this.filter.disconnect( this.context.destination );

		} else {

			this.gain.disconnect( this.context.destination );

		}

		this.filter = value;
		this.gain.connect( this.filter );
		this.filter.connect( this.context.destination );

		return this;

	}

	getMasterVolume() {

		return this.gain.gain.value;

	}

	setMasterVolume( value ) {

		this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );

		return this;

	}

	updateMatrixWorld( force ) {

		super.updateMatrixWorld( force );

		const listener = this.context.listener;
		const up = this.up;

		this.timeDelta = this._clock.getDelta();

		this.matrixWorld.decompose( _position$2, _quaternion$3, _scale$1 );

		_orientation.set( 0, 0, - 1 ).applyQuaternion( _quaternion$3 );

		if ( listener.positionX ) {

			// code path for Chrome (see #14393)

			const endTime = this.context.currentTime + this.timeDelta;

			listener.positionX.linearRampToValueAtTime( _position$2.x, endTime );
			listener.positionY.linearRampToValueAtTime( _position$2.y, endTime );
			listener.positionZ.linearRampToValueAtTime( _position$2.z, endTime );
			listener.forwardX.linearRampToValueAtTime( _orientation.x, endTime );
			listener.forwardY.linearRampToValueAtTime( _orientation.y, endTime );
			listener.forwardZ.linearRampToValueAtTime( _orientation.z, endTime );
			listener.upX.linearRampToValueAtTime( up.x, endTime );
			listener.upY.linearRampToValueAtTime( up.y, endTime );
			listener.upZ.linearRampToValueAtTime( up.z, endTime );

		} else {

			listener.setPosition( _position$2.x, _position$2.y, _position$2.z );
			listener.setOrientation( _orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z );

		}

	}

}

class Audio extends Object3D {

	constructor( listener ) {

		super();

		this.type = 'Audio';

		this.listener = listener;
		this.context = listener.context;

		this.gain = this.context.createGain();
		this.gain.connect( listener.getInput() );

		this.autoplay = false;

		this.buffer = null;
		this.detune = 0;
		this.loop = false;
		this.loopStart = 0;
		this.loopEnd = 0;
		this.offset = 0;
		this.duration = undefined;
		this.playbackRate = 1;
		this.isPlaying = false;
		this.hasPlaybackControl = true;
		this.source = null;
		this.sourceType = 'empty';

		this._startedAt = 0;
		this._progress = 0;
		this._connected = false;

		this.filters = [];

	}

	getOutput() {

		return this.gain;

	}

	setNodeSource( audioNode ) {

		this.hasPlaybackControl = false;
		this.sourceType = 'audioNode';
		this.source = audioNode;
		this.connect();

		return this;

	}

	setMediaElementSource( mediaElement ) {

		this.hasPlaybackControl = false;
		this.sourceType = 'mediaNode';
		this.source = this.context.createMediaElementSource( mediaElement );
		this.connect();

		return this;

	}

	setMediaStreamSource( mediaStream ) {

		this.hasPlaybackControl = false;
		this.sourceType = 'mediaStreamNode';
		this.source = this.context.createMediaStreamSource( mediaStream );
		this.connect();

		return this;

	}

	setBuffer( audioBuffer ) {

		this.buffer = audioBuffer;
		this.sourceType = 'buffer';

		if ( this.autoplay ) this.play();

		return this;

	}

	play( delay = 0 ) {

		if ( this.isPlaying === true ) {

			console.warn( 'THREE.Audio: Audio is already playing.' );
			return;

		}

		if ( this.hasPlaybackControl === false ) {

			console.warn( 'THREE.Audio: this Audio has no playback control.' );
			return;

		}

		this._startedAt = this.context.currentTime + delay;

		const source = this.context.createBufferSource();
		source.buffer = this.buffer;
		source.loop = this.loop;
		source.loopStart = this.loopStart;
		source.loopEnd = this.loopEnd;
		source.onended = this.onEnded.bind( this );
		source.start( this._startedAt, this._progress + this.offset, this.duration );

		this.isPlaying = true;

		this.source = source;

		this.setDetune( this.detune );
		this.setPlaybackRate( this.playbackRate );

		return this.connect();

	}

	pause() {

		if ( this.hasPlaybackControl === false ) {

			console.warn( 'THREE.Audio: this Audio has no playback control.' );
			return;

		}

		if ( this.isPlaying === true ) {

			// update current progress

			this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;

			if ( this.loop === true ) {

				// ensure _progress does not exceed duration with looped audios

				this._progress = this._progress % ( this.duration || this.buffer.duration );

			}

			this.source.stop();
			this.source.onended = null;

			this.isPlaying = false;

		}

		return this;

	}

	stop() {

		if ( this.hasPlaybackControl === false ) {

			console.warn( 'THREE.Audio: this Audio has no playback control.' );
			return;

		}

		this._progress = 0;

		this.source.stop();
		this.source.onended = null;
		this.isPlaying = false;

		return this;

	}

	connect() {

		if ( this.filters.length > 0 ) {

			this.source.connect( this.filters[ 0 ] );

			for ( let i = 1, l = this.filters.length; i < l; i ++ ) {

				this.filters[ i - 1 ].connect( this.filters[ i ] );

			}

			this.filters[ this.filters.length - 1 ].connect( this.getOutput() );

		} else {

			this.source.connect( this.getOutput() );

		}

		this._connected = true;

		return this;

	}

	disconnect() {

		if ( this.filters.length > 0 ) {

			this.source.disconnect( this.filters[ 0 ] );

			for ( let i = 1, l = this.filters.length; i < l; i ++ ) {

				this.filters[ i - 1 ].disconnect( this.filters[ i ] );

			}

			this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );

		} else {

			this.source.disconnect( this.getOutput() );

		}

		this._connected = false;

		return this;

	}

	getFilters() {

		return this.filters;

	}

	setFilters( value ) {

		if ( ! value ) value = [];

		if ( this._connected === true ) {

			this.disconnect();
			this.filters = value.slice();
			this.connect();

		} else {

			this.filters = value.slice();

		}

		return this;

	}

	setDetune( value ) {

		this.detune = value;

		if ( this.source.detune === undefined ) return; // only set detune when available

		if ( this.isPlaying === true ) {

			this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );

		}

		return this;

	}

	getDetune() {

		return this.detune;

	}

	getFilter() {

		return this.getFilters()[ 0 ];

	}

	setFilter( filter ) {

		return this.setFilters( filter ? [ filter ] : [] );

	}

	setPlaybackRate( value ) {

		if ( this.hasPlaybackControl === false ) {

			console.warn( 'THREE.Audio: this Audio has no playback control.' );
			return;

		}

		this.playbackRate = value;

		if ( this.isPlaying === true ) {

			this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );

		}

		return this;

	}

	getPlaybackRate() {

		return this.playbackRate;

	}

	onEnded() {

		this.isPlaying = false;

	}

	getLoop() {

		if ( this.hasPlaybackControl === false ) {

			console.warn( 'THREE.Audio: this Audio has no playback control.' );
			return false;

		}

		return this.loop;

	}

	setLoop( value ) {

		if ( this.hasPlaybackControl === false ) {

			console.warn( 'THREE.Audio: this Audio has no playback control.' );
			return;

		}

		this.loop = value;

		if ( this.isPlaying === true ) {

			this.source.loop = this.loop;

		}

		return this;

	}

	setLoopStart( value ) {

		this.loopStart = value;

		return this;

	}

	setLoopEnd( value ) {

		this.loopEnd = value;

		return this;

	}

	getVolume() {

		return this.gain.gain.value;

	}

	setVolume( value ) {

		this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );

		return this;

	}

}

const _position$3 = /*@__PURE__*/ new Vector3();
const _quaternion$4 = /*@__PURE__*/ new Quaternion();
const _scale$2 = /*@__PURE__*/ new Vector3();
const _orientation$1 = /*@__PURE__*/ new Vector3();

class PositionalAudio extends Audio {

	constructor( listener ) {

		super( listener );

		this.panner = this.context.createPanner();
		this.panner.panningModel = 'HRTF';
		this.panner.connect( this.gain );

	}

	getOutput() {

		return this.panner;

	}

	getRefDistance() {

		return this.panner.refDistance;

	}

	setRefDistance( value ) {

		this.panner.refDistance = value;

		return this;

	}

	getRolloffFactor() {

		return this.panner.rolloffFactor;

	}

	setRolloffFactor( value ) {

		this.panner.rolloffFactor = value;

		return this;

	}

	getDistanceModel() {

		return this.panner.distanceModel;

	}

	setDistanceModel( value ) {

		this.panner.distanceModel = value;

		return this;

	}

	getMaxDistance() {

		return this.panner.maxDistance;

	}

	setMaxDistance( value ) {

		this.panner.maxDistance = value;

		return this;

	}

	setDirectionalCone( coneInnerAngle, coneOuterAngle, coneOuterGain ) {

		this.panner.coneInnerAngle = coneInnerAngle;
		this.panner.coneOuterAngle = coneOuterAngle;
		this.panner.coneOuterGain = coneOuterGain;

		return this;

	}

	updateMatrixWorld( force ) {

		super.updateMatrixWorld( force );

		if ( this.hasPlaybackControl === true && this.isPlaying === false ) return;

		this.matrixWorld.decompose( _position$3, _quaternion$4, _scale$2 );

		_orientation$1.set( 0, 0, 1 ).applyQuaternion( _quaternion$4 );

		const panner = this.panner;

		if ( panner.positionX ) {

			// code path for Chrome and Firefox (see #14393)

			const endTime = this.context.currentTime + this.listener.timeDelta;

			panner.positionX.linearRampToValueAtTime( _position$3.x, endTime );
			panner.positionY.linearRampToValueAtTime( _position$3.y, endTime );
			panner.positionZ.linearRampToValueAtTime( _position$3.z, endTime );
			panner.orientationX.linearRampToValueAtTime( _orientation$1.x, endTime );
			panner.orientationY.linearRampToValueAtTime( _orientation$1.y, endTime );
			panner.orientationZ.linearRampToValueAtTime( _orientation$1.z, endTime );

		} else {

			panner.setPosition( _position$3.x, _position$3.y, _position$3.z );
			panner.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z );

		}

	}

}

class AudioAnalyser {

	constructor( audio, fftSize = 2048 ) {

		this.analyser = audio.context.createAnalyser();
		this.analyser.fftSize = fftSize;

		this.data = new Uint8Array( this.analyser.frequencyBinCount );

		audio.getOutput().connect( this.analyser );

	}


	getFrequencyData() {

		this.analyser.getByteFrequencyData( this.data );

		return this.data;

	}

	getAverageFrequency() {

		let value = 0;
		const data = this.getFrequencyData();

		for ( let i = 0; i < data.length; i ++ ) {

			value += data[ i ];

		}

		return value / data.length;

	}

}

class PropertyMixer {

	constructor( binding, typeName, valueSize ) {

		this.binding = binding;
		this.valueSize = valueSize;

		let mixFunction,
			mixFunctionAdditive,
			setIdentity;

		// buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]
		//
		// interpolators can use .buffer as their .result
		// the data then goes to 'incoming'
		//
		// 'accu0' and 'accu1' are used frame-interleaved for
		// the cumulative result and are compared to detect
		// changes
		//
		// 'orig' stores the original state of the property
		//
		// 'add' is used for additive cumulative results
		//
		// 'work' is optional and is only present for quaternion types. It is used
		// to store intermediate quaternion multiplication results

		switch ( typeName ) {

			case 'quaternion':
				mixFunction = this._slerp;
				mixFunctionAdditive = this._slerpAdditive;
				setIdentity = this._setAdditiveIdentityQuaternion;

				this.buffer = new Float64Array( valueSize * 6 );
				this._workIndex = 5;
				break;

			case 'string':
			case 'bool':
				mixFunction = this._select;

				// Use the regular mix function and for additive on these types,
				// additive is not relevant for non-numeric types
				mixFunctionAdditive = this._select;

				setIdentity = this._setAdditiveIdentityOther;

				this.buffer = new Array( valueSize * 5 );
				break;

			default:
				mixFunction = this._lerp;
				mixFunctionAdditive = this._lerpAdditive;
				setIdentity = this._setAdditiveIdentityNumeric;

				this.buffer = new Float64Array( valueSize * 5 );

		}

		this._mixBufferRegion = mixFunction;
		this._mixBufferRegionAdditive = mixFunctionAdditive;
		this._setIdentity = setIdentity;
		this._origIndex = 3;
		this._addIndex = 4;

		this.cumulativeWeight = 0;
		this.cumulativeWeightAdditive = 0;

		this.useCount = 0;
		this.referenceCount = 0;

	}

	// accumulate data in the 'incoming' region into 'accu<i>'
	accumulate( accuIndex, weight ) {

		// note: happily accumulating nothing when weight = 0, the caller knows
		// the weight and shouldn't have made the call in the first place

		const buffer = this.buffer,
			stride = this.valueSize,
			offset = accuIndex * stride + stride;

		let currentWeight = this.cumulativeWeight;

		if ( currentWeight === 0 ) {

			// accuN := incoming * weight

			for ( let i = 0; i !== stride; ++ i ) {

				buffer[ offset + i ] = buffer[ i ];

			}

			currentWeight = weight;

		} else {

			// accuN := accuN + incoming * weight

			currentWeight += weight;
			const mix = weight / currentWeight;
			this._mixBufferRegion( buffer, offset, 0, mix, stride );

		}

		this.cumulativeWeight = currentWeight;

	}

	// accumulate data in the 'incoming' region into 'add'
	accumulateAdditive( weight ) {

		const buffer = this.buffer,
			stride = this.valueSize,
			offset = stride * this._addIndex;

		if ( this.cumulativeWeightAdditive === 0 ) {

			// add = identity

			this._setIdentity();

		}

		// add := add + incoming * weight

		this._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );
		this.cumulativeWeightAdditive += weight;

	}

	// apply the state of 'accu<i>' to the binding when accus differ
	apply( accuIndex ) {

		const stride = this.valueSize,
			buffer = this.buffer,
			offset = accuIndex * stride + stride,

			weight = this.cumulativeWeight,
			weightAdditive = this.cumulativeWeightAdditive,

			binding = this.binding;

		this.cumulativeWeight = 0;
		this.cumulativeWeightAdditive = 0;

		if ( weight < 1 ) {

			// accuN := accuN + original * ( 1 - cumulativeWeight )

			const originalValueOffset = stride * this._origIndex;

			this._mixBufferRegion(
				buffer, offset, originalValueOffset, 1 - weight, stride );

		}

		if ( weightAdditive > 0 ) {

			// accuN := accuN + additive accuN

			this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );

		}

		for ( let i = stride, e = stride + stride; i !== e; ++ i ) {

			if ( buffer[ i ] !== buffer[ i + stride ] ) {

				// value has changed -> update scene graph

				binding.setValue( buffer, offset );
				break;

			}

		}

	}

	// remember the state of the bound property and copy it to both accus
	saveOriginalState() {

		const binding = this.binding;

		const buffer = this.buffer,
			stride = this.valueSize,

			originalValueOffset = stride * this._origIndex;

		binding.getValue( buffer, originalValueOffset );

		// accu[0..1] := orig -- initially detect changes against the original
		for ( let i = stride, e = originalValueOffset; i !== e; ++ i ) {

			buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];

		}

		// Add to identity for additive
		this._setIdentity();

		this.cumulativeWeight = 0;
		this.cumulativeWeightAdditive = 0;

	}

	// apply the state previously taken via 'saveOriginalState' to the binding
	restoreOriginalState() {

		const originalValueOffset = this.valueSize * 3;
		this.binding.setValue( this.buffer, originalValueOffset );

	}

	_setAdditiveIdentityNumeric() {

		const startIndex = this._addIndex * this.valueSize;
		const endIndex = startIndex + this.valueSize;

		for ( let i = startIndex; i < endIndex; i ++ ) {

			this.buffer[ i ] = 0;

		}

	}

	_setAdditiveIdentityQuaternion() {

		this._setAdditiveIdentityNumeric();
		this.buffer[ this._addIndex * this.valueSize + 3 ] = 1;

	}

	_setAdditiveIdentityOther() {

		const startIndex = this._origIndex * this.valueSize;
		const targetIndex = this._addIndex * this.valueSize;

		for ( let i = 0; i < this.valueSize; i ++ ) {

			this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];

		}

	}


	// mix functions

	_select( buffer, dstOffset, srcOffset, t, stride ) {

		if ( t >= 0.5 ) {

			for ( let i = 0; i !== stride; ++ i ) {

				buffer[ dstOffset + i ] = buffer[ srcOffset + i ];

			}

		}

	}

	_slerp( buffer, dstOffset, srcOffset, t ) {

		Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );

	}

	_slerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {

		const workOffset = this._workIndex * stride;

		// Store result in intermediate buffer offset
		Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );

		// Slerp to the intermediate result
		Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );

	}

	_lerp( buffer, dstOffset, srcOffset, t, stride ) {

		const s = 1 - t;

		for ( let i = 0; i !== stride; ++ i ) {

			const j = dstOffset + i;

			buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;

		}

	}

	_lerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {

		for ( let i = 0; i !== stride; ++ i ) {

			const j = dstOffset + i;

			buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;

		}

	}

}

// Characters [].:/ are reserved for track binding syntax.
const _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
const _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );

// Attempts to allow node names from any language. ES5's `\w` regexp matches
// only latin characters, and the unicode \p{L} is not yet supported. So
// instead, we exclude reserved characters and match everything else.
const _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
const _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';

// Parent directories, delimited by '/' or ':'. Currently unused, but must
// be matched to parse the rest of the track name.
const _directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );

// Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
const _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );

// Object on target node, and accessor. May not contain reserved
// characters. Accessor may contain any character except closing bracket.
const _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );

// Property and accessor. May not contain reserved characters. Accessor may
// contain any non-bracket characters.
const _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );

const _trackRe = new RegExp( ''
	+ '^'
	+ _directoryRe
	+ _nodeRe
	+ _objectRe
	+ _propertyRe
	+ '$'
);

const _supportedObjectNames = [ 'material', 'materials', 'bones' ];

function Composite( targetGroup, path, optionalParsedPath ) {

	const parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );

	this._targetGroup = targetGroup;
	this._bindings = targetGroup.subscribe_( path, parsedPath );

}

Object.assign( Composite.prototype, {

	getValue: function ( array, offset ) {

		this.bind(); // bind all binding

		const firstValidIndex = this._targetGroup.nCachedObjects_,
			binding = this._bindings[ firstValidIndex ];

		// and only call .getValue on the first
		if ( binding !== undefined ) binding.getValue( array, offset );

	},

	setValue: function ( array, offset ) {

		const bindings = this._bindings;

		for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {

			bindings[ i ].setValue( array, offset );

		}

	},

	bind: function () {

		const bindings = this._bindings;

		for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {

			bindings[ i ].bind();

		}

	},

	unbind: function () {

		const bindings = this._bindings;

		for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {

			bindings[ i ].unbind();

		}

	}

} );


function PropertyBinding( rootNode, path, parsedPath ) {

	this.path = path;
	this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );

	this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;

	this.rootNode = rootNode;

}

Object.assign( PropertyBinding, {

	Composite: Composite,

	create: function ( root, path, parsedPath ) {

		if ( ! ( root && root.isAnimationObjectGroup ) ) {

			return new PropertyBinding( root, path, parsedPath );

		} else {

			return new PropertyBinding.Composite( root, path, parsedPath );

		}

	},

	/**
	 * Replaces spaces with underscores and removes unsupported characters from
	 * node names, to ensure compatibility with parseTrackName().
	 *
	 * @param {string} name Node name to be sanitized.
	 * @return {string}
	 */
	sanitizeNodeName: function ( name ) {

		return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );

	},

	parseTrackName: function ( trackName ) {

		const matches = _trackRe.exec( trackName );

		if ( ! matches ) {

			throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );

		}

		const results = {
			// directoryName: matches[ 1 ], // (tschw) currently unused
			nodeName: matches[ 2 ],
			objectName: matches[ 3 ],
			objectIndex: matches[ 4 ],
			propertyName: matches[ 5 ], // required
			propertyIndex: matches[ 6 ]
		};

		const lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );

		if ( lastDot !== undefined && lastDot !== - 1 ) {

			const objectName = results.nodeName.substring( lastDot + 1 );

			// Object names must be checked against an allowlist. Otherwise, there
			// is no way to parse 'foo.bar.baz': 'baz' must be a property, but
			// 'bar' could be the objectName, or part of a nodeName (which can
			// include '.' characters).
			if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {

				results.nodeName = results.nodeName.substring( 0, lastDot );
				results.objectName = objectName;

			}

		}

		if ( results.propertyName === null || results.propertyName.length === 0 ) {

			throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );

		}

		return results;

	},

	findNode: function ( root, nodeName ) {

		if ( ! nodeName || nodeName === '' || nodeName === '.' || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {

			return root;

		}

		// search into skeleton bones.
		if ( root.skeleton ) {

			const bone = root.skeleton.getBoneByName( nodeName );

			if ( bone !== undefined ) {

				return bone;

			}

		}

		// search into node subtree.
		if ( root.children ) {

			const searchNodeSubtree = function ( children ) {

				for ( let i = 0; i < children.length; i ++ ) {

					const childNode = children[ i ];

					if ( childNode.name === nodeName || childNode.uuid === nodeName ) {

						return childNode;

					}

					const result = searchNodeSubtree( childNode.children );

					if ( result ) return result;

				}

				return null;

			};

			const subTreeNode = searchNodeSubtree( root.children );

			if ( subTreeNode ) {

				return subTreeNode;

			}

		}

		return null;

	}

} );

Object.assign( PropertyBinding.prototype, { // prototype, continued

	// these are used to "bind" a nonexistent property
	_getValue_unavailable: function () {},
	_setValue_unavailable: function () {},

	BindingType: {
		Direct: 0,
		EntireArray: 1,
		ArrayElement: 2,
		HasFromToArray: 3
	},

	Versioning: {
		None: 0,
		NeedsUpdate: 1,
		MatrixWorldNeedsUpdate: 2
	},

	GetterByBindingType: [

		function getValue_direct( buffer, offset ) {

			buffer[ offset ] = this.node[ this.propertyName ];

		},

		function getValue_array( buffer, offset ) {

			const source = this.resolvedProperty;

			for ( let i = 0, n = source.length; i !== n; ++ i ) {

				buffer[ offset ++ ] = source[ i ];

			}

		},

		function getValue_arrayElement( buffer, offset ) {

			buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];

		},

		function getValue_toArray( buffer, offset ) {

			this.resolvedProperty.toArray( buffer, offset );

		}

	],

	SetterByBindingTypeAndVersioning: [

		[
			// Direct

			function setValue_direct( buffer, offset ) {

				this.targetObject[ this.propertyName ] = buffer[ offset ];

			},

			function setValue_direct_setNeedsUpdate( buffer, offset ) {

				this.targetObject[ this.propertyName ] = buffer[ offset ];
				this.targetObject.needsUpdate = true;

			},

			function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {

				this.targetObject[ this.propertyName ] = buffer[ offset ];
				this.targetObject.matrixWorldNeedsUpdate = true;

			}

		], [

			// EntireArray

			function setValue_array( buffer, offset ) {

				const dest = this.resolvedProperty;

				for ( let i = 0, n = dest.length; i !== n; ++ i ) {

					dest[ i ] = buffer[ offset ++ ];

				}

			},

			function setValue_array_setNeedsUpdate( buffer, offset ) {

				const dest = this.resolvedProperty;

				for ( let i = 0, n = dest.length; i !== n; ++ i ) {

					dest[ i ] = buffer[ offset ++ ];

				}

				this.targetObject.needsUpdate = true;

			},

			function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {

				const dest = this.resolvedProperty;

				for ( let i = 0, n = dest.length; i !== n; ++ i ) {

					dest[ i ] = buffer[ offset ++ ];

				}

				this.targetObject.matrixWorldNeedsUpdate = true;

			}

		], [

			// ArrayElement

			function setValue_arrayElement( buffer, offset ) {

				this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];

			},

			function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {

				this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
				this.targetObject.needsUpdate = true;

			},

			function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {

				this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
				this.targetObject.matrixWorldNeedsUpdate = true;

			}

		], [

			// HasToFromArray

			function setValue_fromArray( buffer, offset ) {

				this.resolvedProperty.fromArray( buffer, offset );

			},

			function setValue_fromArray_setNeedsUpdate( buffer, offset ) {

				this.resolvedProperty.fromArray( buffer, offset );
				this.targetObject.needsUpdate = true;

			},

			function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {

				this.resolvedProperty.fromArray( buffer, offset );
				this.targetObject.matrixWorldNeedsUpdate = true;

			}

		]

	],

	getValue: function getValue_unbound( targetArray, offset ) {

		this.bind();
		this.getValue( targetArray, offset );

		// Note: This class uses a State pattern on a per-method basis:
		// 'bind' sets 'this.getValue' / 'setValue' and shadows the
		// prototype version of these methods with one that represents
		// the bound state. When the property is not found, the methods
		// become no-ops.

	},

	setValue: function getValue_unbound( sourceArray, offset ) {

		this.bind();
		this.setValue( sourceArray, offset );

	},

	// create getter / setter pair for a property in the scene graph
	bind: function () {

		let targetObject = this.node;
		const parsedPath = this.parsedPath;

		const objectName = parsedPath.objectName;
		const propertyName = parsedPath.propertyName;
		let propertyIndex = parsedPath.propertyIndex;

		if ( ! targetObject ) {

			targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;

			this.node = targetObject;

		}

		// set fail state so we can just 'return' on error
		this.getValue = this._getValue_unavailable;
		this.setValue = this._setValue_unavailable;

		// ensure there is a value node
		if ( ! targetObject ) {

			console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
			return;

		}

		if ( objectName ) {

			let objectIndex = parsedPath.objectIndex;

			// special cases were we need to reach deeper into the hierarchy to get the face materials....
			switch ( objectName ) {

				case 'materials':

					if ( ! targetObject.material ) {

						console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
						return;

					}

					if ( ! targetObject.material.materials ) {

						console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
						return;

					}

					targetObject = targetObject.material.materials;

					break;

				case 'bones':

					if ( ! targetObject.skeleton ) {

						console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
						return;

					}

					// potential future optimization: skip this if propertyIndex is already an integer
					// and convert the integer string to a true integer.

					targetObject = targetObject.skeleton.bones;

					// support resolving morphTarget names into indices.
					for ( let i = 0; i < targetObject.length; i ++ ) {

						if ( targetObject[ i ].name === objectIndex ) {

							objectIndex = i;
							break;

						}

					}

					break;

				default:

					if ( targetObject[ objectName ] === undefined ) {

						console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
						return;

					}

					targetObject = targetObject[ objectName ];

			}


			if ( objectIndex !== undefined ) {

				if ( targetObject[ objectIndex ] === undefined ) {

					console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
					return;

				}

				targetObject = targetObject[ objectIndex ];

			}

		}

		// resolve property
		const nodeProperty = targetObject[ propertyName ];

		if ( nodeProperty === undefined ) {

			const nodeName = parsedPath.nodeName;

			console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
				'.' + propertyName + ' but it wasn\'t found.', targetObject );
			return;

		}

		// determine versioning scheme
		let versioning = this.Versioning.None;

		this.targetObject = targetObject;

		if ( targetObject.needsUpdate !== undefined ) { // material

			versioning = this.Versioning.NeedsUpdate;

		} else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform

			versioning = this.Versioning.MatrixWorldNeedsUpdate;

		}

		// determine how the property gets bound
		let bindingType = this.BindingType.Direct;

		if ( propertyIndex !== undefined ) {

			// access a sub element of the property array (only primitives are supported right now)

			if ( propertyName === 'morphTargetInfluences' ) {

				// potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.

				// support resolving morphTarget names into indices.
				if ( ! targetObject.geometry ) {

					console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
					return;

				}

				if ( targetObject.geometry.isBufferGeometry ) {

					if ( ! targetObject.geometry.morphAttributes ) {

						console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
						return;

					}

					if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {

						propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];

					}


				} else {

					console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences on THREE.Geometry. Use THREE.BufferGeometry instead.', this );
					return;

				}

			}

			bindingType = this.BindingType.ArrayElement;

			this.resolvedProperty = nodeProperty;
			this.propertyIndex = propertyIndex;

		} else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {

			// must use copy for Object3D.Euler/Quaternion

			bindingType = this.BindingType.HasFromToArray;

			this.resolvedProperty = nodeProperty;

		} else if ( Array.isArray( nodeProperty ) ) {

			bindingType = this.BindingType.EntireArray;

			this.resolvedProperty = nodeProperty;

		} else {

			this.propertyName = propertyName;

		}

		// select getter / setter
		this.getValue = this.GetterByBindingType[ bindingType ];
		this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];

	},

	unbind: function () {

		this.node = null;

		// back to the prototype version of getValue / setValue
		// note: avoiding to mutate the shape of 'this' via 'delete'
		this.getValue = this._getValue_unbound;
		this.setValue = this._setValue_unbound;

	}

} );

// DECLARE ALIAS AFTER assign prototype
Object.assign( PropertyBinding.prototype, {

	// initial state of these methods that calls 'bind'
	_getValue_unbound: PropertyBinding.prototype.getValue,
	_setValue_unbound: PropertyBinding.prototype.setValue,

} );

/**
 *
 * A group of objects that receives a shared animation state.
 *
 * Usage:
 *
 *  - Add objects you would otherwise pass as 'root' to the
 *    constructor or the .clipAction method of AnimationMixer.
 *
 *  - Instead pass this object as 'root'.
 *
 *  - You can also add and remove objects later when the mixer
 *    is running.
 *
 * Note:
 *
 *    Objects of this class appear as one object to the mixer,
 *    so cache control of the individual objects must be done
 *    on the group.
 *
 * Limitation:
 *
 *  - The animated properties must be compatible among the
 *    all objects in the group.
 *
 *  - A single property can either be controlled through a
 *    target group or directly, but not both.
 */

class AnimationObjectGroup {

	constructor() {

		this.uuid = MathUtils.generateUUID();

		// cached objects followed by the active ones
		this._objects = Array.prototype.slice.call( arguments );

		this.nCachedObjects_ = 0; // threshold
		// note: read by PropertyBinding.Composite

		const indices = {};
		this._indicesByUUID = indices; // for bookkeeping

		for ( let i = 0, n = arguments.length; i !== n; ++ i ) {

			indices[ arguments[ i ].uuid ] = i;

		}

		this._paths = []; // inside: string
		this._parsedPaths = []; // inside: { we don't care, here }
		this._bindings = []; // inside: Array< PropertyBinding >
		this._bindingsIndicesByPath = {}; // inside: indices in these arrays

		const scope = this;

		this.stats = {

			objects: {
				get total() {

					return scope._objects.length;

				},
				get inUse() {

					return this.total - scope.nCachedObjects_;

				}
			},
			get bindingsPerObject() {

				return scope._bindings.length;

			}

		};

	}

	add() {

		const objects = this._objects,
			indicesByUUID = this._indicesByUUID,
			paths = this._paths,
			parsedPaths = this._parsedPaths,
			bindings = this._bindings,
			nBindings = bindings.length;

		let knownObject = undefined,
			nObjects = objects.length,
			nCachedObjects = this.nCachedObjects_;

		for ( let i = 0, n = arguments.length; i !== n; ++ i ) {

			const object = arguments[ i ],
				uuid = object.uuid;
			let index = indicesByUUID[ uuid ];

			if ( index === undefined ) {

				// unknown object -> add it to the ACTIVE region

				index = nObjects ++;
				indicesByUUID[ uuid ] = index;
				objects.push( object );

				// accounting is done, now do the same for all bindings

				for ( let j = 0, m = nBindings; j !== m; ++ j ) {

					bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );

				}

			} else if ( index < nCachedObjects ) {

				knownObject = objects[ index ];

				// move existing object to the ACTIVE region

				const firstActiveIndex = -- nCachedObjects,
					lastCachedObject = objects[ firstActiveIndex ];

				indicesByUUID[ lastCachedObject.uuid ] = index;
				objects[ index ] = lastCachedObject;

				indicesByUUID[ uuid ] = firstActiveIndex;
				objects[ firstActiveIndex ] = object;

				// accounting is done, now do the same for all bindings

				for ( let j = 0, m = nBindings; j !== m; ++ j ) {

					const bindingsForPath = bindings[ j ],
						lastCached = bindingsForPath[ firstActiveIndex ];

					let binding = bindingsForPath[ index ];

					bindingsForPath[ index ] = lastCached;

					if ( binding === undefined ) {

						// since we do not bother to create new bindings
						// for objects that are cached, the binding may
						// or may not exist

						binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );

					}

					bindingsForPath[ firstActiveIndex ] = binding;

				}

			} else if ( objects[ index ] !== knownObject ) {

				console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
					'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );

			} // else the object is already where we want it to be

		} // for arguments

		this.nCachedObjects_ = nCachedObjects;

	}

	remove() {

		const objects = this._objects,
			indicesByUUID = this._indicesByUUID,
			bindings = this._bindings,
			nBindings = bindings.length;

		let nCachedObjects = this.nCachedObjects_;

		for ( let i = 0, n = arguments.length; i !== n; ++ i ) {

			const object = arguments[ i ],
				uuid = object.uuid,
				index = indicesByUUID[ uuid ];

			if ( index !== undefined && index >= nCachedObjects ) {

				// move existing object into the CACHED region

				const lastCachedIndex = nCachedObjects ++,
					firstActiveObject = objects[ lastCachedIndex ];

				indicesByUUID[ firstActiveObject.uuid ] = index;
				objects[ index ] = firstActiveObject;

				indicesByUUID[ uuid ] = lastCachedIndex;
				objects[ lastCachedIndex ] = object;

				// accounting is done, now do the same for all bindings

				for ( let j = 0, m = nBindings; j !== m; ++ j ) {

					const bindingsForPath = bindings[ j ],
						firstActive = bindingsForPath[ lastCachedIndex ],
						binding = bindingsForPath[ index ];

					bindingsForPath[ index ] = firstActive;
					bindingsForPath[ lastCachedIndex ] = binding;

				}

			}

		} // for arguments

		this.nCachedObjects_ = nCachedObjects;

	}

	// remove & forget
	uncache() {

		const objects = this._objects,
			indicesByUUID = this._indicesByUUID,
			bindings = this._bindings,
			nBindings = bindings.length;

		let nCachedObjects = this.nCachedObjects_,
			nObjects = objects.length;

		for ( let i = 0, n = arguments.length; i !== n; ++ i ) {

			const object = arguments[ i ],
				uuid = object.uuid,
				index = indicesByUUID[ uuid ];

			if ( index !== undefined ) {

				delete indicesByUUID[ uuid ];

				if ( index < nCachedObjects ) {

					// object is cached, shrink the CACHED region

					const firstActiveIndex = -- nCachedObjects,
						lastCachedObject = objects[ firstActiveIndex ],
						lastIndex = -- nObjects,
						lastObject = objects[ lastIndex ];

					// last cached object takes this object's place
					indicesByUUID[ lastCachedObject.uuid ] = index;
					objects[ index ] = lastCachedObject;

					// last object goes to the activated slot and pop
					indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
					objects[ firstActiveIndex ] = lastObject;
					objects.pop();

					// accounting is done, now do the same for all bindings

					for ( let j = 0, m = nBindings; j !== m; ++ j ) {

						const bindingsForPath = bindings[ j ],
							lastCached = bindingsForPath[ firstActiveIndex ],
							last = bindingsForPath[ lastIndex ];

						bindingsForPath[ index ] = lastCached;
						bindingsForPath[ firstActiveIndex ] = last;
						bindingsForPath.pop();

					}

				} else {

					// object is active, just swap with the last and pop

					const lastIndex = -- nObjects,
						lastObject = objects[ lastIndex ];

					if ( lastIndex > 0 ) {

						indicesByUUID[ lastObject.uuid ] = index;

					}

					objects[ index ] = lastObject;
					objects.pop();

					// accounting is done, now do the same for all bindings

					for ( let j = 0, m = nBindings; j !== m; ++ j ) {

						const bindingsForPath = bindings[ j ];

						bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
						bindingsForPath.pop();

					}

				} // cached or active

			} // if object is known

		} // for arguments

		this.nCachedObjects_ = nCachedObjects;

	}

	// Internal interface used by befriended PropertyBinding.Composite:

	subscribe_( path, parsedPath ) {

		// returns an array of bindings for the given path that is changed
		// according to the contained objects in the group

		const indicesByPath = this._bindingsIndicesByPath;
		let index = indicesByPath[ path ];
		const bindings = this._bindings;

		if ( index !== undefined ) return bindings[ index ];

		const paths = this._paths,
			parsedPaths = this._parsedPaths,
			objects = this._objects,
			nObjects = objects.length,
			nCachedObjects = this.nCachedObjects_,
			bindingsForPath = new Array( nObjects );

		index = bindings.length;

		indicesByPath[ path ] = index;

		paths.push( path );
		parsedPaths.push( parsedPath );
		bindings.push( bindingsForPath );

		for ( let i = nCachedObjects, n = objects.length; i !== n; ++ i ) {

			const object = objects[ i ];
			bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );

		}

		return bindingsForPath;

	}

	unsubscribe_( path ) {

		// tells the group to forget about a property path and no longer
		// update the array previously obtained with 'subscribe_'

		const indicesByPath = this._bindingsIndicesByPath,
			index = indicesByPath[ path ];

		if ( index !== undefined ) {

			const paths = this._paths,
				parsedPaths = this._parsedPaths,
				bindings = this._bindings,
				lastBindingsIndex = bindings.length - 1,
				lastBindings = bindings[ lastBindingsIndex ],
				lastBindingsPath = path[ lastBindingsIndex ];

			indicesByPath[ lastBindingsPath ] = index;

			bindings[ index ] = lastBindings;
			bindings.pop();

			parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
			parsedPaths.pop();

			paths[ index ] = paths[ lastBindingsIndex ];
			paths.pop();

		}

	}

}

AnimationObjectGroup.prototype.isAnimationObjectGroup = true;

class AnimationAction {

	constructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) {

		this._mixer = mixer;
		this._clip = clip;
		this._localRoot = localRoot;
		this.blendMode = blendMode;

		const tracks = clip.tracks,
			nTracks = tracks.length,
			interpolants = new Array( nTracks );

		const interpolantSettings = {
			endingStart: ZeroCurvatureEnding,
			endingEnd: ZeroCurvatureEnding
		};

		for ( let i = 0; i !== nTracks; ++ i ) {

			const interpolant = tracks[ i ].createInterpolant( null );
			interpolants[ i ] = interpolant;
			interpolant.settings = interpolantSettings;

		}

		this._interpolantSettings = interpolantSettings;

		this._interpolants = interpolants; // bound by the mixer

		// inside: PropertyMixer (managed by the mixer)
		this._propertyBindings = new Array( nTracks );

		this._cacheIndex = null; // for the memory manager
		this._byClipCacheIndex = null; // for the memory manager

		this._timeScaleInterpolant = null;
		this._weightInterpolant = null;

		this.loop = LoopRepeat;
		this._loopCount = - 1;

		// global mixer time when the action is to be started
		// it's set back to 'null' upon start of the action
		this._startTime = null;

		// scaled local time of the action
		// gets clamped or wrapped to 0..clip.duration according to loop
		this.time = 0;

		this.timeScale = 1;
		this._effectiveTimeScale = 1;

		this.weight = 1;
		this._effectiveWeight = 1;

		this.repetitions = Infinity; // no. of repetitions when looping

		this.paused = false; // true -> zero effective time scale
		this.enabled = true; // false -> zero effective weight

		this.clampWhenFinished = false;// keep feeding the last frame?

		this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
		this.zeroSlopeAtEnd = true;// clips for start, loop and end

	}

	// State & Scheduling

	play() {

		this._mixer._activateAction( this );

		return this;

	}

	stop() {

		this._mixer._deactivateAction( this );

		return this.reset();

	}

	reset() {

		this.paused = false;
		this.enabled = true;

		this.time = 0; // restart clip
		this._loopCount = - 1;// forget previous loops
		this._startTime = null;// forget scheduling

		return this.stopFading().stopWarping();

	}

	isRunning() {

		return this.enabled && ! this.paused && this.timeScale !== 0 &&
			this._startTime === null && this._mixer._isActiveAction( this );

	}

	// return true when play has been called
	isScheduled() {

		return this._mixer._isActiveAction( this );

	}

	startAt( time ) {

		this._startTime = time;

		return this;

	}

	setLoop( mode, repetitions ) {

		this.loop = mode;
		this.repetitions = repetitions;

		return this;

	}

	// Weight

	// set the weight stopping any scheduled fading
	// although .enabled = false yields an effective weight of zero, this
	// method does *not* change .enabled, because it would be confusing
	setEffectiveWeight( weight ) {

		this.weight = weight;

		// note: same logic as when updated at runtime
		this._effectiveWeight = this.enabled ? weight : 0;

		return this.stopFading();

	}

	// return the weight considering fading and .enabled
	getEffectiveWeight() {

		return this._effectiveWeight;

	}

	fadeIn( duration ) {

		return this._scheduleFading( duration, 0, 1 );

	}

	fadeOut( duration ) {

		return this._scheduleFading( duration, 1, 0 );

	}

	crossFadeFrom( fadeOutAction, duration, warp ) {

		fadeOutAction.fadeOut( duration );
		this.fadeIn( duration );

		if ( warp ) {

			const fadeInDuration = this._clip.duration,
				fadeOutDuration = fadeOutAction._clip.duration,

				startEndRatio = fadeOutDuration / fadeInDuration,
				endStartRatio = fadeInDuration / fadeOutDuration;

			fadeOutAction.warp( 1.0, startEndRatio, duration );
			this.warp( endStartRatio, 1.0, duration );

		}

		return this;

	}

	crossFadeTo( fadeInAction, duration, warp ) {

		return fadeInAction.crossFadeFrom( this, duration, warp );

	}

	stopFading() {

		const weightInterpolant = this._weightInterpolant;

		if ( weightInterpolant !== null ) {

			this._weightInterpolant = null;
			this._mixer._takeBackControlInterpolant( weightInterpolant );

		}

		return this;

	}

	// Time Scale Control

	// set the time scale stopping any scheduled warping
	// although .paused = true yields an effective time scale of zero, this
	// method does *not* change .paused, because it would be confusing
	setEffectiveTimeScale( timeScale ) {

		this.timeScale = timeScale;
		this._effectiveTimeScale = this.paused ? 0 : timeScale;

		return this.stopWarping();

	}

	// return the time scale considering warping and .paused
	getEffectiveTimeScale() {

		return this._effectiveTimeScale;

	}

	setDuration( duration ) {

		this.timeScale = this._clip.duration / duration;

		return this.stopWarping();

	}

	syncWith( action ) {

		this.time = action.time;
		this.timeScale = action.timeScale;

		return this.stopWarping();

	}

	halt( duration ) {

		return this.warp( this._effectiveTimeScale, 0, duration );

	}

	warp( startTimeScale, endTimeScale, duration ) {

		const mixer = this._mixer,
			now = mixer.time,
			timeScale = this.timeScale;

		let interpolant = this._timeScaleInterpolant;

		if ( interpolant === null ) {

			interpolant = mixer._lendControlInterpolant();
			this._timeScaleInterpolant = interpolant;

		}

		const times = interpolant.parameterPositions,
			values = interpolant.sampleValues;

		times[ 0 ] = now;
		times[ 1 ] = now + duration;

		values[ 0 ] = startTimeScale / timeScale;
		values[ 1 ] = endTimeScale / timeScale;

		return this;

	}

	stopWarping() {

		const timeScaleInterpolant = this._timeScaleInterpolant;

		if ( timeScaleInterpolant !== null ) {

			this._timeScaleInterpolant = null;
			this._mixer._takeBackControlInterpolant( timeScaleInterpolant );

		}

		return this;

	}

	// Object Accessors

	getMixer() {

		return this._mixer;

	}

	getClip() {

		return this._clip;

	}

	getRoot() {

		return this._localRoot || this._mixer._root;

	}

	// Interna

	_update( time, deltaTime, timeDirection, accuIndex ) {

		// called by the mixer

		if ( ! this.enabled ) {

			// call ._updateWeight() to update ._effectiveWeight

			this._updateWeight( time );
			return;

		}

		const startTime = this._startTime;

		if ( startTime !== null ) {

			// check for scheduled start of action

			const timeRunning = ( time - startTime ) * timeDirection;
			if ( timeRunning < 0 || timeDirection === 0 ) {

				return; // yet to come / don't decide when delta = 0

			}

			// start

			this._startTime = null; // unschedule
			deltaTime = timeDirection * timeRunning;

		}

		// apply time scale and advance time

		deltaTime *= this._updateTimeScale( time );
		const clipTime = this._updateTime( deltaTime );

		// note: _updateTime may disable the action resulting in
		// an effective weight of 0

		const weight = this._updateWeight( time );

		if ( weight > 0 ) {

			const interpolants = this._interpolants;
			const propertyMixers = this._propertyBindings;

			switch ( this.blendMode ) {

				case AdditiveAnimationBlendMode:

					for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {

						interpolants[ j ].evaluate( clipTime );
						propertyMixers[ j ].accumulateAdditive( weight );

					}

					break;

				case NormalAnimationBlendMode:
				default:

					for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {

						interpolants[ j ].evaluate( clipTime );
						propertyMixers[ j ].accumulate( accuIndex, weight );

					}

			}

		}

	}

	_updateWeight( time ) {

		let weight = 0;

		if ( this.enabled ) {

			weight = this.weight;
			const interpolant = this._weightInterpolant;

			if ( interpolant !== null ) {

				const interpolantValue = interpolant.evaluate( time )[ 0 ];

				weight *= interpolantValue;

				if ( time > interpolant.parameterPositions[ 1 ] ) {

					this.stopFading();

					if ( interpolantValue === 0 ) {

						// faded out, disable
						this.enabled = false;

					}

				}

			}

		}

		this._effectiveWeight = weight;
		return weight;

	}

	_updateTimeScale( time ) {

		let timeScale = 0;

		if ( ! this.paused ) {

			timeScale = this.timeScale;

			const interpolant = this._timeScaleInterpolant;

			if ( interpolant !== null ) {

				const interpolantValue = interpolant.evaluate( time )[ 0 ];

				timeScale *= interpolantValue;

				if ( time > interpolant.parameterPositions[ 1 ] ) {

					this.stopWarping();

					if ( timeScale === 0 ) {

						// motion has halted, pause
						this.paused = true;

					} else {

						// warp done - apply final time scale
						this.timeScale = timeScale;

					}

				}

			}

		}

		this._effectiveTimeScale = timeScale;
		return timeScale;

	}

	_updateTime( deltaTime ) {

		const duration = this._clip.duration;
		const loop = this.loop;

		let time = this.time + deltaTime;
		let loopCount = this._loopCount;

		const pingPong = ( loop === LoopPingPong );

		if ( deltaTime === 0 ) {

			if ( loopCount === - 1 ) return time;

			return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;

		}

		if ( loop === LoopOnce ) {

			if ( loopCount === - 1 ) {

				// just started

				this._loopCount = 0;
				this._setEndings( true, true, false );

			}

			handle_stop: {

				if ( time >= duration ) {

					time = duration;

				} else if ( time < 0 ) {

					time = 0;

				} else {

					this.time = time;

					break handle_stop;

				}

				if ( this.clampWhenFinished ) this.paused = true;
				else this.enabled = false;

				this.time = time;

				this._mixer.dispatchEvent( {
					type: 'finished', action: this,
					direction: deltaTime < 0 ? - 1 : 1
				} );

			}

		} else { // repetitive Repeat or PingPong

			if ( loopCount === - 1 ) {

				// just started

				if ( deltaTime >= 0 ) {

					loopCount = 0;

					this._setEndings( true, this.repetitions === 0, pingPong );

				} else {

					// when looping in reverse direction, the initial
					// transition through zero counts as a repetition,
					// so leave loopCount at -1

					this._setEndings( this.repetitions === 0, true, pingPong );

				}

			}

			if ( time >= duration || time < 0 ) {

				// wrap around

				const loopDelta = Math.floor( time / duration ); // signed
				time -= duration * loopDelta;

				loopCount += Math.abs( loopDelta );

				const pending = this.repetitions - loopCount;

				if ( pending <= 0 ) {

					// have to stop (switch state, clamp time, fire event)

					if ( this.clampWhenFinished ) this.paused = true;
					else this.enabled = false;

					time = deltaTime > 0 ? duration : 0;

					this.time = time;

					this._mixer.dispatchEvent( {
						type: 'finished', action: this,
						direction: deltaTime > 0 ? 1 : - 1
					} );

				} else {

					// keep running

					if ( pending === 1 ) {

						// entering the last round

						const atStart = deltaTime < 0;
						this._setEndings( atStart, ! atStart, pingPong );

					} else {

						this._setEndings( false, false, pingPong );

					}

					this._loopCount = loopCount;

					this.time = time;

					this._mixer.dispatchEvent( {
						type: 'loop', action: this, loopDelta: loopDelta
					} );

				}

			} else {

				this.time = time;

			}

			if ( pingPong && ( loopCount & 1 ) === 1 ) {

				// invert time for the "pong round"

				return duration - time;

			}

		}

		return time;

	}

	_setEndings( atStart, atEnd, pingPong ) {

		const settings = this._interpolantSettings;

		if ( pingPong ) {

			settings.endingStart = ZeroSlopeEnding;
			settings.endingEnd = ZeroSlopeEnding;

		} else {

			// assuming for LoopOnce atStart == atEnd == true

			if ( atStart ) {

				settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;

			} else {

				settings.endingStart = WrapAroundEnding;

			}

			if ( atEnd ) {

				settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;

			} else {

				settings.endingEnd 	 = WrapAroundEnding;

			}

		}

	}

	_scheduleFading( duration, weightNow, weightThen ) {

		const mixer = this._mixer, now = mixer.time;
		let interpolant = this._weightInterpolant;

		if ( interpolant === null ) {

			interpolant = mixer._lendControlInterpolant();
			this._weightInterpolant = interpolant;

		}

		const times = interpolant.parameterPositions,
			values = interpolant.sampleValues;

		times[ 0 ] = now;
		values[ 0 ] = weightNow;
		times[ 1 ] = now + duration;
		values[ 1 ] = weightThen;

		return this;

	}

}

class AnimationMixer extends EventDispatcher {

	constructor( root ) {

		super();

		this._root = root;
		this._initMemoryManager();
		this._accuIndex = 0;
		this.time = 0;
		this.timeScale = 1.0;

	}

	_bindAction( action, prototypeAction ) {

		const root = action._localRoot || this._root,
			tracks = action._clip.tracks,
			nTracks = tracks.length,
			bindings = action._propertyBindings,
			interpolants = action._interpolants,
			rootUuid = root.uuid,
			bindingsByRoot = this._bindingsByRootAndName;

		let bindingsByName = bindingsByRoot[ rootUuid ];

		if ( bindingsByName === undefined ) {

			bindingsByName = {};
			bindingsByRoot[ rootUuid ] = bindingsByName;

		}

		for ( let i = 0; i !== nTracks; ++ i ) {

			const track = tracks[ i ],
				trackName = track.name;

			let binding = bindingsByName[ trackName ];

			if ( binding !== undefined ) {

				bindings[ i ] = binding;

			} else {

				binding = bindings[ i ];

				if ( binding !== undefined ) {

					// existing binding, make sure the cache knows

					if ( binding._cacheIndex === null ) {

						++ binding.referenceCount;
						this._addInactiveBinding( binding, rootUuid, trackName );

					}

					continue;

				}

				const path = prototypeAction && prototypeAction.
					_propertyBindings[ i ].binding.parsedPath;

				binding = new PropertyMixer(
					PropertyBinding.create( root, trackName, path ),
					track.ValueTypeName, track.getValueSize() );

				++ binding.referenceCount;
				this._addInactiveBinding( binding, rootUuid, trackName );

				bindings[ i ] = binding;

			}

			interpolants[ i ].resultBuffer = binding.buffer;

		}

	}

	_activateAction( action ) {

		if ( ! this._isActiveAction( action ) ) {

			if ( action._cacheIndex === null ) {

				// this action has been forgotten by the cache, but the user
				// appears to be still using it -> rebind

				const rootUuid = ( action._localRoot || this._root ).uuid,
					clipUuid = action._clip.uuid,
					actionsForClip = this._actionsByClip[ clipUuid ];

				this._bindAction( action,
					actionsForClip && actionsForClip.knownActions[ 0 ] );

				this._addInactiveAction( action, clipUuid, rootUuid );

			}

			const bindings = action._propertyBindings;

			// increment reference counts / sort out state
			for ( let i = 0, n = bindings.length; i !== n; ++ i ) {

				const binding = bindings[ i ];

				if ( binding.useCount ++ === 0 ) {

					this._lendBinding( binding );
					binding.saveOriginalState();

				}

			}

			this._lendAction( action );

		}

	}

	_deactivateAction( action ) {

		if ( this._isActiveAction( action ) ) {

			const bindings = action._propertyBindings;

			// decrement reference counts / sort out state
			for ( let i = 0, n = bindings.length; i !== n; ++ i ) {

				const binding = bindings[ i ];

				if ( -- binding.useCount === 0 ) {

					binding.restoreOriginalState();
					this._takeBackBinding( binding );

				}

			}

			this._takeBackAction( action );

		}

	}

	// Memory manager

	_initMemoryManager() {

		this._actions = []; // 'nActiveActions' followed by inactive ones
		this._nActiveActions = 0;

		this._actionsByClip = {};
		// inside:
		// {
		// 	knownActions: Array< AnimationAction > - used as prototypes
		// 	actionByRoot: AnimationAction - lookup
		// }


		this._bindings = []; // 'nActiveBindings' followed by inactive ones
		this._nActiveBindings = 0;

		this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >


		this._controlInterpolants = []; // same game as above
		this._nActiveControlInterpolants = 0;

		const scope = this;

		this.stats = {

			actions: {
				get total() {

					return scope._actions.length;

				},
				get inUse() {

					return scope._nActiveActions;

				}
			},
			bindings: {
				get total() {

					return scope._bindings.length;

				},
				get inUse() {

					return scope._nActiveBindings;

				}
			},
			controlInterpolants: {
				get total() {

					return scope._controlInterpolants.length;

				},
				get inUse() {

					return scope._nActiveControlInterpolants;

				}
			}

		};

	}

	// Memory management for AnimationAction objects

	_isActiveAction( action ) {

		const index = action._cacheIndex;
		return index !== null && index < this._nActiveActions;

	}

	_addInactiveAction( action, clipUuid, rootUuid ) {

		const actions = this._actions,
			actionsByClip = this._actionsByClip;

		let actionsForClip = actionsByClip[ clipUuid ];

		if ( actionsForClip === undefined ) {

			actionsForClip = {

				knownActions: [ action ],
				actionByRoot: {}

			};

			action._byClipCacheIndex = 0;

			actionsByClip[ clipUuid ] = actionsForClip;

		} else {

			const knownActions = actionsForClip.knownActions;

			action._byClipCacheIndex = knownActions.length;
			knownActions.push( action );

		}

		action._cacheIndex = actions.length;
		actions.push( action );

		actionsForClip.actionByRoot[ rootUuid ] = action;

	}

	_removeInactiveAction( action ) {

		const actions = this._actions,
			lastInactiveAction = actions[ actions.length - 1 ],
			cacheIndex = action._cacheIndex;

		lastInactiveAction._cacheIndex = cacheIndex;
		actions[ cacheIndex ] = lastInactiveAction;
		actions.pop();

		action._cacheIndex = null;


		const clipUuid = action._clip.uuid,
			actionsByClip = this._actionsByClip,
			actionsForClip = actionsByClip[ clipUuid ],
			knownActionsForClip = actionsForClip.knownActions,

			lastKnownAction =
				knownActionsForClip[ knownActionsForClip.length - 1 ],

			byClipCacheIndex = action._byClipCacheIndex;

		lastKnownAction._byClipCacheIndex = byClipCacheIndex;
		knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
		knownActionsForClip.pop();

		action._byClipCacheIndex = null;


		const actionByRoot = actionsForClip.actionByRoot,
			rootUuid = ( action._localRoot || this._root ).uuid;

		delete actionByRoot[ rootUuid ];

		if ( knownActionsForClip.length === 0 ) {

			delete actionsByClip[ clipUuid ];

		}

		this._removeInactiveBindingsForAction( action );

	}

	_removeInactiveBindingsForAction( action ) {

		const bindings = action._propertyBindings;

		for ( let i = 0, n = bindings.length; i !== n; ++ i ) {

			const binding = bindings[ i ];

			if ( -- binding.referenceCount === 0 ) {

				this._removeInactiveBinding( binding );

			}

		}

	}

	_lendAction( action ) {

		// [ active actions |  inactive actions  ]
		// [  active actions >| inactive actions ]
		//                 s        a
		//                  <-swap->
		//                 a        s

		const actions = this._actions,
			prevIndex = action._cacheIndex,

			lastActiveIndex = this._nActiveActions ++,

			firstInactiveAction = actions[ lastActiveIndex ];

		action._cacheIndex = lastActiveIndex;
		actions[ lastActiveIndex ] = action;

		firstInactiveAction._cacheIndex = prevIndex;
		actions[ prevIndex ] = firstInactiveAction;

	}

	_takeBackAction( action ) {

		// [  active actions  | inactive actions ]
		// [ active actions |< inactive actions  ]
		//        a        s
		//         <-swap->
		//        s        a

		const actions = this._actions,
			prevIndex = action._cacheIndex,

			firstInactiveIndex = -- this._nActiveActions,

			lastActiveAction = actions[ firstInactiveIndex ];

		action._cacheIndex = firstInactiveIndex;
		actions[ firstInactiveIndex ] = action;

		lastActiveAction._cacheIndex = prevIndex;
		actions[ prevIndex ] = lastActiveAction;

	}

	// Memory management for PropertyMixer objects

	_addInactiveBinding( binding, rootUuid, trackName ) {

		const bindingsByRoot = this._bindingsByRootAndName,
			bindings = this._bindings;

		let bindingByName = bindingsByRoot[ rootUuid ];

		if ( bindingByName === undefined ) {

			bindingByName = {};
			bindingsByRoot[ rootUuid ] = bindingByName;

		}

		bindingByName[ trackName ] = binding;

		binding._cacheIndex = bindings.length;
		bindings.push( binding );

	}

	_removeInactiveBinding( binding ) {

		const bindings = this._bindings,
			propBinding = binding.binding,
			rootUuid = propBinding.rootNode.uuid,
			trackName = propBinding.path,
			bindingsByRoot = this._bindingsByRootAndName,
			bindingByName = bindingsByRoot[ rootUuid ],

			lastInactiveBinding = bindings[ bindings.length - 1 ],
			cacheIndex = binding._cacheIndex;

		lastInactiveBinding._cacheIndex = cacheIndex;
		bindings[ cacheIndex ] = lastInactiveBinding;
		bindings.pop();

		delete bindingByName[ trackName ];

		if ( Object.keys( bindingByName ).length === 0 ) {

			delete bindingsByRoot[ rootUuid ];

		}

	}

	_lendBinding( binding ) {

		const bindings = this._bindings,
			prevIndex = binding._cacheIndex,

			lastActiveIndex = this._nActiveBindings ++,

			firstInactiveBinding = bindings[ lastActiveIndex ];

		binding._cacheIndex = lastActiveIndex;
		bindings[ lastActiveIndex ] = binding;

		firstInactiveBinding._cacheIndex = prevIndex;
		bindings[ prevIndex ] = firstInactiveBinding;

	}

	_takeBackBinding( binding ) {

		const bindings = this._bindings,
			prevIndex = binding._cacheIndex,

			firstInactiveIndex = -- this._nActiveBindings,

			lastActiveBinding = bindings[ firstInactiveIndex ];

		binding._cacheIndex = firstInactiveIndex;
		bindings[ firstInactiveIndex ] = binding;

		lastActiveBinding._cacheIndex = prevIndex;
		bindings[ prevIndex ] = lastActiveBinding;

	}


	// Memory management of Interpolants for weight and time scale

	_lendControlInterpolant() {

		const interpolants = this._controlInterpolants,
			lastActiveIndex = this._nActiveControlInterpolants ++;

		let interpolant = interpolants[ lastActiveIndex ];

		if ( interpolant === undefined ) {

			interpolant = new LinearInterpolant(
				new Float32Array( 2 ), new Float32Array( 2 ),
				1, this._controlInterpolantsResultBuffer );

			interpolant.__cacheIndex = lastActiveIndex;
			interpolants[ lastActiveIndex ] = interpolant;

		}

		return interpolant;

	}

	_takeBackControlInterpolant( interpolant ) {

		const interpolants = this._controlInterpolants,
			prevIndex = interpolant.__cacheIndex,

			firstInactiveIndex = -- this._nActiveControlInterpolants,

			lastActiveInterpolant = interpolants[ firstInactiveIndex ];

		interpolant.__cacheIndex = firstInactiveIndex;
		interpolants[ firstInactiveIndex ] = interpolant;

		lastActiveInterpolant.__cacheIndex = prevIndex;
		interpolants[ prevIndex ] = lastActiveInterpolant;

	}

	// return an action for a clip optionally using a custom root target
	// object (this method allocates a lot of dynamic memory in case a
	// previously unknown clip/root combination is specified)
	clipAction( clip, optionalRoot, blendMode ) {

		const root = optionalRoot || this._root,
			rootUuid = root.uuid;

		let clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;

		const clipUuid = clipObject !== null ? clipObject.uuid : clip;

		const actionsForClip = this._actionsByClip[ clipUuid ];
		let prototypeAction = null;

		if ( blendMode === undefined ) {

			if ( clipObject !== null ) {

				blendMode = clipObject.blendMode;

			} else {

				blendMode = NormalAnimationBlendMode;

			}

		}

		if ( actionsForClip !== undefined ) {

			const existingAction = actionsForClip.actionByRoot[ rootUuid ];

			if ( existingAction !== undefined && existingAction.blendMode === blendMode ) {

				return existingAction;

			}

			// we know the clip, so we don't have to parse all
			// the bindings again but can just copy
			prototypeAction = actionsForClip.knownActions[ 0 ];

			// also, take the clip from the prototype action
			if ( clipObject === null )
				clipObject = prototypeAction._clip;

		}

		// clip must be known when specified via string
		if ( clipObject === null ) return null;

		// allocate all resources required to run it
		const newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );

		this._bindAction( newAction, prototypeAction );

		// and make the action known to the memory manager
		this._addInactiveAction( newAction, clipUuid, rootUuid );

		return newAction;

	}

	// get an existing action
	existingAction( clip, optionalRoot ) {

		const root = optionalRoot || this._root,
			rootUuid = root.uuid,

			clipObject = typeof clip === 'string' ?
				AnimationClip.findByName( root, clip ) : clip,

			clipUuid = clipObject ? clipObject.uuid : clip,

			actionsForClip = this._actionsByClip[ clipUuid ];

		if ( actionsForClip !== undefined ) {

			return actionsForClip.actionByRoot[ rootUuid ] || null;

		}

		return null;

	}

	// deactivates all previously scheduled actions
	stopAllAction() {

		const actions = this._actions,
			nActions = this._nActiveActions;

		for ( let i = nActions - 1; i >= 0; -- i ) {

			actions[ i ].stop();

		}

		return this;

	}

	// advance the time and update apply the animation
	update( deltaTime ) {

		deltaTime *= this.timeScale;

		const actions = this._actions,
			nActions = this._nActiveActions,

			time = this.time += deltaTime,
			timeDirection = Math.sign( deltaTime ),

			accuIndex = this._accuIndex ^= 1;

		// run active actions

		for ( let i = 0; i !== nActions; ++ i ) {

			const action = actions[ i ];

			action._update( time, deltaTime, timeDirection, accuIndex );

		}

		// update scene graph

		const bindings = this._bindings,
			nBindings = this._nActiveBindings;

		for ( let i = 0; i !== nBindings; ++ i ) {

			bindings[ i ].apply( accuIndex );

		}

		return this;

	}

	// Allows you to seek to a specific time in an animation.
	setTime( timeInSeconds ) {

		this.time = 0; // Zero out time attribute for AnimationMixer object;
		for ( let i = 0; i < this._actions.length; i ++ ) {

			this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.

		}

		return this.update( timeInSeconds ); // Update used to set exact time. Returns "this" AnimationMixer object.

	}

	// return this mixer's root target object
	getRoot() {

		return this._root;

	}

	// free all resources specific to a particular clip
	uncacheClip( clip ) {

		const actions = this._actions,
			clipUuid = clip.uuid,
			actionsByClip = this._actionsByClip,
			actionsForClip = actionsByClip[ clipUuid ];

		if ( actionsForClip !== undefined ) {

			// note: just calling _removeInactiveAction would mess up the
			// iteration state and also require updating the state we can
			// just throw away

			const actionsToRemove = actionsForClip.knownActions;

			for ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) {

				const action = actionsToRemove[ i ];

				this._deactivateAction( action );

				const cacheIndex = action._cacheIndex,
					lastInactiveAction = actions[ actions.length - 1 ];

				action._cacheIndex = null;
				action._byClipCacheIndex = null;

				lastInactiveAction._cacheIndex = cacheIndex;
				actions[ cacheIndex ] = lastInactiveAction;
				actions.pop();

				this._removeInactiveBindingsForAction( action );

			}

			delete actionsByClip[ clipUuid ];

		}

	}

	// free all resources specific to a particular root target object
	uncacheRoot( root ) {

		const rootUuid = root.uuid,
			actionsByClip = this._actionsByClip;

		for ( const clipUuid in actionsByClip ) {

			const actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
				action = actionByRoot[ rootUuid ];

			if ( action !== undefined ) {

				this._deactivateAction( action );
				this._removeInactiveAction( action );

			}

		}

		const bindingsByRoot = this._bindingsByRootAndName,
			bindingByName = bindingsByRoot[ rootUuid ];

		if ( bindingByName !== undefined ) {

			for ( const trackName in bindingByName ) {

				const binding = bindingByName[ trackName ];
				binding.restoreOriginalState();
				this._removeInactiveBinding( binding );

			}

		}

	}

	// remove a targeted clip from the cache
	uncacheAction( clip, optionalRoot ) {

		const action = this.existingAction( clip, optionalRoot );

		if ( action !== null ) {

			this._deactivateAction( action );
			this._removeInactiveAction( action );

		}

	}

}

AnimationMixer.prototype._controlInterpolantsResultBuffer = new Float32Array( 1 );

class Uniform {

	constructor( value ) {

		if ( typeof value === 'string' ) {

			console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
			value = arguments[ 1 ];

		}

		this.value = value;

	}

	clone() {

		return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );

	}

}

function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {

	InterleavedBuffer.call( this, array, stride );

	this.meshPerAttribute = meshPerAttribute || 1;

}

InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {

	constructor: InstancedInterleavedBuffer,

	isInstancedInterleavedBuffer: true,

	copy: function ( source ) {

		InterleavedBuffer.prototype.copy.call( this, source );

		this.meshPerAttribute = source.meshPerAttribute;

		return this;

	},

	clone: function ( data ) {

		const ib = InterleavedBuffer.prototype.clone.call( this, data );

		ib.meshPerAttribute = this.meshPerAttribute;

		return ib;

	},

	toJSON: function ( data ) {

		const json = InterleavedBuffer.prototype.toJSON.call( this, data );

		json.isInstancedInterleavedBuffer = true;
		json.meshPerAttribute = this.meshPerAttribute;

		return json;

	}

} );

function GLBufferAttribute( buffer, type, itemSize, elementSize, count ) {

	this.buffer = buffer;
	this.type = type;
	this.itemSize = itemSize;
	this.elementSize = elementSize;
	this.count = count;

	this.version = 0;

}

Object.defineProperty( GLBufferAttribute.prototype, 'needsUpdate', {

	set: function ( value ) {

		if ( value === true ) this.version ++;

	}

} );

Object.assign( GLBufferAttribute.prototype, {

	isGLBufferAttribute: true,

	setBuffer: function ( buffer ) {

		this.buffer = buffer;

		return this;

	},

	setType: function ( type, elementSize ) {

		this.type = type;
		this.elementSize = elementSize;

		return this;

	},

	setItemSize: function ( itemSize ) {

		this.itemSize = itemSize;

		return this;

	},

	setCount: function ( count ) {

		this.count = count;

		return this;

	},

} );

function Raycaster( origin, direction, near = 0, far = Infinity ) {

	this.ray = new Ray( origin, direction );
	// direction is assumed to be normalized (for accurate distance calculations)

	this.near = near;
	this.far = far;
	this.camera = null;
	this.layers = new Layers();

	this.params = {
		Mesh: {},
		Line: { threshold: 1 },
		LOD: {},
		Points: { threshold: 1 },
		Sprite: {}
	};

	Object.defineProperties( this.params, {
		PointCloud: {
			get: function () {

				console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
				return this.Points;

			}
		}
	} );

}

function ascSort( a, b ) {

	return a.distance - b.distance;

}

function intersectObject( object, raycaster, intersects, recursive ) {

	if ( object.layers.test( raycaster.layers ) ) {

		object.raycast( raycaster, intersects );

	}

	if ( recursive === true ) {

		const children = object.children;

		for ( let i = 0, l = children.length; i < l; i ++ ) {

			intersectObject( children[ i ], raycaster, intersects, true );

		}

	}

}

Object.assign( Raycaster.prototype, {

	set: function ( origin, direction ) {

		// direction is assumed to be normalized (for accurate distance calculations)

		this.ray.set( origin, direction );

	},

	setFromCamera: function ( coords, camera ) {

		if ( camera && camera.isPerspectiveCamera ) {

			this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
			this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
			this.camera = camera;

		} else if ( camera && camera.isOrthographicCamera ) {

			this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
			this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
			this.camera = camera;

		} else {

			console.error( 'THREE.Raycaster: Unsupported camera type: ' + camera.type );

		}

	},

	intersectObject: function ( object, recursive = false, intersects = [] ) {

		intersectObject( object, this, intersects, recursive );

		intersects.sort( ascSort );

		return intersects;

	},

	intersectObjects: function ( objects, recursive = false, intersects = [] ) {

		for ( let i = 0, l = objects.length; i < l; i ++ ) {

			intersectObject( objects[ i ], this, intersects, recursive );

		}

		intersects.sort( ascSort );

		return intersects;

	}

} );

/**
 * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
 *
 * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
 * The azimuthal angle (theta) is measured from the positive z-axis.
 */

class Spherical {

	constructor( radius = 1, phi = 0, theta = 0 ) {

		this.radius = radius;
		this.phi = phi; // polar angle
		this.theta = theta; // azimuthal angle

		return this;

	}

	set( radius, phi, theta ) {

		this.radius = radius;
		this.phi = phi;
		this.theta = theta;

		return this;

	}

	copy( other ) {

		this.radius = other.radius;
		this.phi = other.phi;
		this.theta = other.theta;

		return this;

	}

	// restrict phi to be betwee EPS and PI-EPS
	makeSafe() {

		const EPS = 0.000001;
		this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );

		return this;

	}

	setFromVector3( v ) {

		return this.setFromCartesianCoords( v.x, v.y, v.z );

	}

	setFromCartesianCoords( x, y, z ) {

		this.radius = Math.sqrt( x * x + y * y + z * z );

		if ( this.radius === 0 ) {

			this.theta = 0;
			this.phi = 0;

		} else {

			this.theta = Math.atan2( x, z );
			this.phi = Math.acos( MathUtils.clamp( y / this.radius, - 1, 1 ) );

		}

		return this;

	}

	clone() {

		return new this.constructor().copy( this );

	}

}

/**
 * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
 */

class Cylindrical {

	constructor( radius = 1, theta = 0, y = 0 ) {

		this.radius = radius; // distance from the origin to a point in the x-z plane
		this.theta = theta; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
		this.y = y; // height above the x-z plane

		return this;

	}

	set( radius, theta, y ) {

		this.radius = radius;
		this.theta = theta;
		this.y = y;

		return this;

	}

	copy( other ) {

		this.radius = other.radius;
		this.theta = other.theta;
		this.y = other.y;

		return this;

	}

	setFromVector3( v ) {

		return this.setFromCartesianCoords( v.x, v.y, v.z );

	}

	setFromCartesianCoords( x, y, z ) {

		this.radius = Math.sqrt( x * x + z * z );
		this.theta = Math.atan2( x, z );
		this.y = y;

		return this;

	}

	clone() {

		return new this.constructor().copy( this );

	}

}

const _vector$8 = /*@__PURE__*/ new Vector2();

class Box2 {

	constructor( min = new Vector2( + Infinity, + Infinity ), max = new Vector2( - Infinity, - Infinity ) ) {

		this.min = min;
		this.max = max;

	}

	set( min, max ) {

		this.min.copy( min );
		this.max.copy( max );

		return this;

	}

	setFromPoints( points ) {

		this.makeEmpty();

		for ( let i = 0, il = points.length; i < il; i ++ ) {

			this.expandByPoint( points[ i ] );

		}

		return this;

	}

	setFromCenterAndSize( center, size ) {

		const halfSize = _vector$8.copy( size ).multiplyScalar( 0.5 );
		this.min.copy( center ).sub( halfSize );
		this.max.copy( center ).add( halfSize );

		return this;

	}

	clone() {

		return new this.constructor().copy( this );

	}

	copy( box ) {

		this.min.copy( box.min );
		this.max.copy( box.max );

		return this;

	}

	makeEmpty() {

		this.min.x = this.min.y = + Infinity;
		this.max.x = this.max.y = - Infinity;

		return this;

	}

	isEmpty() {

		// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes

		return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );

	}

	getCenter( target ) {

		if ( target === undefined ) {

			console.warn( 'THREE.Box2: .getCenter() target is now required' );
			target = new Vector2();

		}

		return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );

	}

	getSize( target ) {

		if ( target === undefined ) {

			console.warn( 'THREE.Box2: .getSize() target is now required' );
			target = new Vector2();

		}

		return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );

	}

	expandByPoint( point ) {

		this.min.min( point );
		this.max.max( point );

		return this;

	}

	expandByVector( vector ) {

		this.min.sub( vector );
		this.max.add( vector );

		return this;

	}

	expandByScalar( scalar ) {

		this.min.addScalar( - scalar );
		this.max.addScalar( scalar );

		return this;

	}

	containsPoint( point ) {

		return point.x < this.min.x || point.x > this.max.x ||
			point.y < this.min.y || point.y > this.max.y ? false : true;

	}

	containsBox( box ) {

		return this.min.x <= box.min.x && box.max.x <= this.max.x &&
			this.min.y <= box.min.y && box.max.y <= this.max.y;

	}

	getParameter( point, target ) {

		// This can potentially have a divide by zero if the box
		// has a size dimension of 0.

		if ( target === undefined ) {

			console.warn( 'THREE.Box2: .getParameter() target is now required' );
			target = new Vector2();

		}

		return target.set(
			( point.x - this.min.x ) / ( this.max.x - this.min.x ),
			( point.y - this.min.y ) / ( this.max.y - this.min.y )
		);

	}

	intersectsBox( box ) {

		// using 4 splitting planes to rule out intersections

		return box.max.x < this.min.x || box.min.x > this.max.x ||
			box.max.y < this.min.y || box.min.y > this.max.y ? false : true;

	}

	clampPoint( point, target ) {

		if ( target === undefined ) {

			console.warn( 'THREE.Box2: .clampPoint() target is now required' );
			target = new Vector2();

		}

		return target.copy( point ).clamp( this.min, this.max );

	}

	distanceToPoint( point ) {

		const clampedPoint = _vector$8.copy( point ).clamp( this.min, this.max );
		return clampedPoint.sub( point ).length();

	}

	intersect( box ) {

		this.min.max( box.min );
		this.max.min( box.max );

		return this;

	}

	union( box ) {

		this.min.min( box.min );
		this.max.max( box.max );

		return this;

	}

	translate( offset ) {

		this.min.add( offset );
		this.max.add( offset );

		return this;

	}

	equals( box ) {

		return box.min.equals( this.min ) && box.max.equals( this.max );

	}

}

Box2.prototype.isBox2 = true;

const _startP = /*@__PURE__*/ new Vector3();
const _startEnd = /*@__PURE__*/ new Vector3();

class Line3 {

	constructor( start = new Vector3(), end = new Vector3() ) {

		this.start = start;
		this.end = end;

	}

	set( start, end ) {

		this.start.copy( start );
		this.end.copy( end );

		return this;

	}

	copy( line ) {

		this.start.copy( line.start );
		this.end.copy( line.end );

		return this;

	}

	getCenter( target ) {

		if ( target === undefined ) {

			console.warn( 'THREE.Line3: .getCenter() target is now required' );
			target = new Vector3();

		}

		return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );

	}

	delta( target ) {

		if ( target === undefined ) {

			console.warn( 'THREE.Line3: .delta() target is now required' );
			target = new Vector3();

		}

		return target.subVectors( this.end, this.start );

	}

	distanceSq() {

		return this.start.distanceToSquared( this.end );

	}

	distance() {

		return this.start.distanceTo( this.end );

	}

	at( t, target ) {

		if ( target === undefined ) {

			console.warn( 'THREE.Line3: .at() target is now required' );
			target = new Vector3();

		}

		return this.delta( target ).multiplyScalar( t ).add( this.start );

	}

	closestPointToPointParameter( point, clampToLine ) {

		_startP.subVectors( point, this.start );
		_startEnd.subVectors( this.end, this.start );

		const startEnd2 = _startEnd.dot( _startEnd );
		const startEnd_startP = _startEnd.dot( _startP );

		let t = startEnd_startP / startEnd2;

		if ( clampToLine ) {

			t = MathUtils.clamp( t, 0, 1 );

		}

		return t;

	}

	closestPointToPoint( point, clampToLine, target ) {

		const t = this.closestPointToPointParameter( point, clampToLine );

		if ( target === undefined ) {

			console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );
			target = new Vector3();

		}

		return this.delta( target ).multiplyScalar( t ).add( this.start );

	}

	applyMatrix4( matrix ) {

		this.start.applyMatrix4( matrix );
		this.end.applyMatrix4( matrix );

		return this;

	}

	equals( line ) {

		return line.start.equals( this.start ) && line.end.equals( this.end );

	}

	clone() {

		return new this.constructor().copy( this );

	}

}

function ImmediateRenderObject( material ) {

	Object3D.call( this );

	this.material = material;
	this.render = function ( /* renderCallback */ ) {};

	this.hasPositions = false;
	this.hasNormals = false;
	this.hasColors = false;
	this.hasUvs = false;

	this.positionArray = null;
	this.normalArray = null;
	this.colorArray = null;
	this.uvArray = null;

	this.count = 0;

}

ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;

ImmediateRenderObject.prototype.isImmediateRenderObject = true;

const _vector$9 = /*@__PURE__*/ new Vector3();

class SpotLightHelper extends Object3D {

	constructor( light, color ) {

		super();
		this.light = light;
		this.light.updateMatrixWorld();

		this.matrix = light.matrixWorld;
		this.matrixAutoUpdate = false;

		this.color = color;

		const geometry = new BufferGeometry();

		const positions = [
			0, 0, 0, 	0, 0, 1,
			0, 0, 0, 	1, 0, 1,
			0, 0, 0,	- 1, 0, 1,
			0, 0, 0, 	0, 1, 1,
			0, 0, 0, 	0, - 1, 1
		];

		for ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {

			const p1 = ( i / l ) * Math.PI * 2;
			const p2 = ( j / l ) * Math.PI * 2;

			positions.push(
				Math.cos( p1 ), Math.sin( p1 ), 1,
				Math.cos( p2 ), Math.sin( p2 ), 1
			);

		}

		geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );

		const material = new LineBasicMaterial( { fog: false, toneMapped: false } );

		this.cone = new LineSegments( geometry, material );
		this.add( this.cone );

		this.update();

	}

	dispose() {

		this.cone.geometry.dispose();
		this.cone.material.dispose();

	}

	update() {

		this.light.updateMatrixWorld();

		const coneLength = this.light.distance ? this.light.distance : 1000;
		const coneWidth = coneLength * Math.tan( this.light.angle );

		this.cone.scale.set( coneWidth, coneWidth, coneLength );

		_vector$9.setFromMatrixPosition( this.light.target.matrixWorld );

		this.cone.lookAt( _vector$9 );

		if ( this.color !== undefined ) {

			this.cone.material.color.set( this.color );

		} else {

			this.cone.material.color.copy( this.light.color );

		}

	}

}

const _vector$a = /*@__PURE__*/ new Vector3();
const _boneMatrix = /*@__PURE__*/ new Matrix4();
const _matrixWorldInv = /*@__PURE__*/ new Matrix4();


class SkeletonHelper extends LineSegments {

	constructor( object ) {

		const bones = getBoneList( object );

		const geometry = new BufferGeometry();

		const vertices = [];
		const colors = [];

		const color1 = new Color( 0, 0, 1 );
		const color2 = new Color( 0, 1, 0 );

		for ( let i = 0; i < bones.length; i ++ ) {

			const bone = bones[ i ];

			if ( bone.parent && bone.parent.isBone ) {

				vertices.push( 0, 0, 0 );
				vertices.push( 0, 0, 0 );
				colors.push( color1.r, color1.g, color1.b );
				colors.push( color2.r, color2.g, color2.b );

			}

		}

		geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
		geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );

		const material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );

		super( geometry, material );

		this.type = 'SkeletonHelper';
		this.isSkeletonHelper = true;

		this.root = object;
		this.bones = bones;

		this.matrix = object.matrixWorld;
		this.matrixAutoUpdate = false;

	}

	updateMatrixWorld( force ) {

		const bones = this.bones;

		const geometry = this.geometry;
		const position = geometry.getAttribute( 'position' );

		_matrixWorldInv.copy( this.root.matrixWorld ).invert();

		for ( let i = 0, j = 0; i < bones.length; i ++ ) {

			const bone = bones[ i ];

			if ( bone.parent && bone.parent.isBone ) {

				_boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
				_vector$a.setFromMatrixPosition( _boneMatrix );
				position.setXYZ( j, _vector$a.x, _vector$a.y, _vector$a.z );

				_boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
				_vector$a.setFromMatrixPosition( _boneMatrix );
				position.setXYZ( j + 1, _vector$a.x, _vector$a.y, _vector$a.z );

				j += 2;

			}

		}

		geometry.getAttribute( 'position' ).needsUpdate = true;

		super.updateMatrixWorld( force );

	}

}


function getBoneList( object ) {

	const boneList = [];

	if ( object && object.isBone ) {

		boneList.push( object );

	}

	for ( let i = 0; i < object.children.length; i ++ ) {

		boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );

	}

	return boneList;

}

class PointLightHelper extends Mesh {

	constructor( light, sphereSize, color ) {

		const geometry = new SphereGeometry( sphereSize, 4, 2 );
		const material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );

		super( geometry, material );

		this.light = light;
		this.light.updateMatrixWorld();

		this.color = color;

		this.type = 'PointLightHelper';

		this.matrix = this.light.matrixWorld;
		this.matrixAutoUpdate = false;

		this.update();


		/*
	// TODO: delete this comment?
	const distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
	const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );

	this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
	this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );

	const d = light.distance;

	if ( d === 0.0 ) {

		this.lightDistance.visible = false;

	} else {

		this.lightDistance.scale.set( d, d, d );

	}

	this.add( this.lightDistance );
	*/

	}

	dispose() {

		this.geometry.dispose();
		this.material.dispose();

	}

	update() {

		if ( this.color !== undefined ) {

			this.material.color.set( this.color );

		} else {

			this.material.color.copy( this.light.color );

		}

		/*
		const d = this.light.distance;

		if ( d === 0.0 ) {

			this.lightDistance.visible = false;

		} else {

			this.lightDistance.visible = true;
			this.lightDistance.scale.set( d, d, d );

		}
		*/

	}

}

const _vector$b = /*@__PURE__*/ new Vector3();
const _color1 = /*@__PURE__*/ new Color();
const _color2 = /*@__PURE__*/ new Color();

class HemisphereLightHelper extends Object3D {

	constructor( light, size, color ) {

		super();
		this.light = light;
		this.light.updateMatrixWorld();

		this.matrix = light.matrixWorld;
		this.matrixAutoUpdate = false;

		this.color = color;

		const geometry = new OctahedronGeometry( size );
		geometry.rotateY( Math.PI * 0.5 );

		this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
		if ( this.color === undefined ) this.material.vertexColors = true;

		const position = geometry.getAttribute( 'position' );
		const colors = new Float32Array( position.count * 3 );

		geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );

		this.add( new Mesh( geometry, this.material ) );

		this.update();

	}

	dispose() {

		this.children[ 0 ].geometry.dispose();
		this.children[ 0 ].material.dispose();

	}

	update() {

		const mesh = this.children[ 0 ];

		if ( this.color !== undefined ) {

			this.material.color.set( this.color );

		} else {

			const colors = mesh.geometry.getAttribute( 'color' );

			_color1.copy( this.light.color );
			_color2.copy( this.light.groundColor );

			for ( let i = 0, l = colors.count; i < l; i ++ ) {

				const color = ( i < ( l / 2 ) ) ? _color1 : _color2;

				colors.setXYZ( i, color.r, color.g, color.b );

			}

			colors.needsUpdate = true;

		}

		mesh.lookAt( _vector$b.setFromMatrixPosition( this.light.matrixWorld ).negate() );

	}

}

class GridHelper extends LineSegments {

	constructor( size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888 ) {

		color1 = new Color( color1 );
		color2 = new Color( color2 );

		const center = divisions / 2;
		const step = size / divisions;
		const halfSize = size / 2;

		const vertices = [], colors = [];

		for ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {

			vertices.push( - halfSize, 0, k, halfSize, 0, k );
			vertices.push( k, 0, - halfSize, k, 0, halfSize );

			const color = i === center ? color1 : color2;

			color.toArray( colors, j ); j += 3;
			color.toArray( colors, j ); j += 3;
			color.toArray( colors, j ); j += 3;
			color.toArray( colors, j ); j += 3;

		}

		const geometry = new BufferGeometry();
		geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
		geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );

		const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );

		super( geometry, material );

		this.type = 'GridHelper';

	}

}

class PolarGridHelper extends LineSegments {

	constructor( radius = 10, radials = 16, circles = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888 ) {

		color1 = new Color( color1 );
		color2 = new Color( color2 );

		const vertices = [];
		const colors = [];

		// create the radials

		for ( let i = 0; i <= radials; i ++ ) {

			const v = ( i / radials ) * ( Math.PI * 2 );

			const x = Math.sin( v ) * radius;
			const z = Math.cos( v ) * radius;

			vertices.push( 0, 0, 0 );
			vertices.push( x, 0, z );

			const color = ( i & 1 ) ? color1 : color2;

			colors.push( color.r, color.g, color.b );
			colors.push( color.r, color.g, color.b );

		}

		// create the circles

		for ( let i = 0; i <= circles; i ++ ) {

			const color = ( i & 1 ) ? color1 : color2;

			const r = radius - ( radius / circles * i );

			for ( let j = 0; j < divisions; j ++ ) {

				// first vertex

				let v = ( j / divisions ) * ( Math.PI * 2 );

				let x = Math.sin( v ) * r;
				let z = Math.cos( v ) * r;

				vertices.push( x, 0, z );
				colors.push( color.r, color.g, color.b );

				// second vertex

				v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );

				x = Math.sin( v ) * r;
				z = Math.cos( v ) * r;

				vertices.push( x, 0, z );
				colors.push( color.r, color.g, color.b );

			}

		}

		const geometry = new BufferGeometry();
		geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
		geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );

		const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );

		super( geometry, material );

		this.type = 'PolarGridHelper';

	}

}

const _v1$6 = /*@__PURE__*/ new Vector3();
const _v2$3 = /*@__PURE__*/ new Vector3();
const _v3$1 = /*@__PURE__*/ new Vector3();

class DirectionalLightHelper extends Object3D {

	constructor( light, size, color ) {

		super();
		this.light = light;
		this.light.updateMatrixWorld();

		this.matrix = light.matrixWorld;
		this.matrixAutoUpdate = false;

		this.color = color;

		if ( size === undefined ) size = 1;

		let geometry = new BufferGeometry();
		geometry.setAttribute( 'position', new Float32BufferAttribute( [
			- size, size, 0,
			size, size, 0,
			size, - size, 0,
			- size, - size, 0,
			- size, size, 0
		], 3 ) );

		const material = new LineBasicMaterial( { fog: false, toneMapped: false } );

		this.lightPlane = new Line( geometry, material );
		this.add( this.lightPlane );

		geometry = new BufferGeometry();
		geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );

		this.targetLine = new Line( geometry, material );
		this.add( this.targetLine );

		this.update();

	}

	dispose() {

		this.lightPlane.geometry.dispose();
		this.lightPlane.material.dispose();
		this.targetLine.geometry.dispose();
		this.targetLine.material.dispose();

	}

	update() {

		_v1$6.setFromMatrixPosition( this.light.matrixWorld );
		_v2$3.setFromMatrixPosition( this.light.target.matrixWorld );
		_v3$1.subVectors( _v2$3, _v1$6 );

		this.lightPlane.lookAt( _v2$3 );

		if ( this.color !== undefined ) {

			this.lightPlane.material.color.set( this.color );
			this.targetLine.material.color.set( this.color );

		} else {

			this.lightPlane.material.color.copy( this.light.color );
			this.targetLine.material.color.copy( this.light.color );

		}

		this.targetLine.lookAt( _v2$3 );
		this.targetLine.scale.z = _v3$1.length();

	}

}

const _vector$c = /*@__PURE__*/ new Vector3();
const _camera = /*@__PURE__*/ new Camera();

/**
 *	- shows frustum, line of sight and up of the camera
 *	- suitable for fast updates
 * 	- based on frustum visualization in lightgl.js shadowmap example
 *		http://evanw.github.com/lightgl.js/tests/shadowmap.html
 */

class CameraHelper extends LineSegments {

	constructor( camera ) {

		const geometry = new BufferGeometry();
		const material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );

		const vertices = [];
		const colors = [];

		const pointMap = {};

		// colors

		const colorFrustum = new Color( 0xffaa00 );
		const colorCone = new Color( 0xff0000 );
		const colorUp = new Color( 0x00aaff );
		const colorTarget = new Color( 0xffffff );
		const colorCross = new Color( 0x333333 );

		// near

		addLine( 'n1', 'n2', colorFrustum );
		addLine( 'n2', 'n4', colorFrustum );
		addLine( 'n4', 'n3', colorFrustum );
		addLine( 'n3', 'n1', colorFrustum );

		// far

		addLine( 'f1', 'f2', colorFrustum );
		addLine( 'f2', 'f4', colorFrustum );
		addLine( 'f4', 'f3', colorFrustum );
		addLine( 'f3', 'f1', colorFrustum );

		// sides

		addLine( 'n1', 'f1', colorFrustum );
		addLine( 'n2', 'f2', colorFrustum );
		addLine( 'n3', 'f3', colorFrustum );
		addLine( 'n4', 'f4', colorFrustum );

		// cone

		addLine( 'p', 'n1', colorCone );
		addLine( 'p', 'n2', colorCone );
		addLine( 'p', 'n3', colorCone );
		addLine( 'p', 'n4', colorCone );

		// up

		addLine( 'u1', 'u2', colorUp );
		addLine( 'u2', 'u3', colorUp );
		addLine( 'u3', 'u1', colorUp );

		// target

		addLine( 'c', 't', colorTarget );
		addLine( 'p', 'c', colorCross );

		// cross

		addLine( 'cn1', 'cn2', colorCross );
		addLine( 'cn3', 'cn4', colorCross );

		addLine( 'cf1', 'cf2', colorCross );
		addLine( 'cf3', 'cf4', colorCross );

		function addLine( a, b, color ) {

			addPoint( a, color );
			addPoint( b, color );

		}

		function addPoint( id, color ) {

			vertices.push( 0, 0, 0 );
			colors.push( color.r, color.g, color.b );

			if ( pointMap[ id ] === undefined ) {

				pointMap[ id ] = [];

			}

			pointMap[ id ].push( ( vertices.length / 3 ) - 1 );

		}

		geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
		geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );

		super( geometry, material );

		this.type = 'CameraHelper';

		this.camera = camera;
		if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();

		this.matrix = camera.matrixWorld;
		this.matrixAutoUpdate = false;

		this.pointMap = pointMap;

		this.update();

	}

	update() {

		const geometry = this.geometry;
		const pointMap = this.pointMap;

		const w = 1, h = 1;

		// we need just camera projection matrix inverse
		// world matrix must be identity

		_camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );

		// center / target

		setPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );
		setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );

		// near

		setPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );
		setPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );
		setPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );
		setPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );

		// far

		setPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );
		setPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );
		setPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );
		setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );

		// up

		setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );
		setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );
		setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );

		// cross

		setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );
		setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );
		setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );
		setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );

		setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );
		setPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );
		setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );
		setPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );

		geometry.getAttribute( 'position' ).needsUpdate = true;

	}

}


function setPoint( point, pointMap, geometry, camera, x, y, z ) {

	_vector$c.set( x, y, z ).unproject( camera );

	const points = pointMap[ point ];

	if ( points !== undefined ) {

		const position = geometry.getAttribute( 'position' );

		for ( let i = 0, l = points.length; i < l; i ++ ) {

			position.setXYZ( points[ i ], _vector$c.x, _vector$c.y, _vector$c.z );

		}

	}

}

const _box$3 = /*@__PURE__*/ new Box3();

class BoxHelper extends LineSegments {

	constructor( object, color = 0xffff00 ) {

		const indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );
		const positions = new Float32Array( 8 * 3 );

		const geometry = new BufferGeometry();
		geometry.setIndex( new BufferAttribute( indices, 1 ) );
		geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );

		super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );

		this.object = object;
		this.type = 'BoxHelper';

		this.matrixAutoUpdate = false;

		this.update();

	}

	update( object ) {

		if ( object !== undefined ) {

			console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );

		}

		if ( this.object !== undefined ) {

			_box$3.setFromObject( this.object );

		}

		if ( _box$3.isEmpty() ) return;

		const min = _box$3.min;
		const max = _box$3.max;

		/*
			5____4
		1/___0/|
		| 6__|_7
		2/___3/

		0: max.x, max.y, max.z
		1: min.x, max.y, max.z
		2: min.x, min.y, max.z
		3: max.x, min.y, max.z
		4: max.x, max.y, min.z
		5: min.x, max.y, min.z
		6: min.x, min.y, min.z
		7: max.x, min.y, min.z
		*/

		const position = this.geometry.attributes.position;
		const array = position.array;

		array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
		array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
		array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
		array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
		array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
		array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
		array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
		array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;

		position.needsUpdate = true;

		this.geometry.computeBoundingSphere();


	}

	setFromObject( object ) {

		this.object = object;
		this.update();

		return this;

	}

	copy( source ) {

		LineSegments.prototype.copy.call( this, source );

		this.object = source.object;

		return this;

	}

}

class Box3Helper extends LineSegments {

	constructor( box, color = 0xffff00 ) {

		const indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );

		const positions = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, - 1, - 1, 1, - 1, - 1, - 1, - 1, 1, - 1, - 1 ];

		const geometry = new BufferGeometry();

		geometry.setIndex( new BufferAttribute( indices, 1 ) );

		geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );

		super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );

		this.box = box;

		this.type = 'Box3Helper';

		this.geometry.computeBoundingSphere();

	}

	updateMatrixWorld( force ) {

		const box = this.box;

		if ( box.isEmpty() ) return;

		box.getCenter( this.position );

		box.getSize( this.scale );

		this.scale.multiplyScalar( 0.5 );

		super.updateMatrixWorld( force );

	}

}

class PlaneHelper extends Line {

	constructor( plane, size = 1, hex = 0xffff00 ) {

		const color = hex;

		const positions = [ 1, - 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0 ];

		const geometry = new BufferGeometry();
		geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
		geometry.computeBoundingSphere();

		super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );

		this.type = 'PlaneHelper';

		this.plane = plane;

		this.size = size;

		const positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];

		const geometry2 = new BufferGeometry();
		geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
		geometry2.computeBoundingSphere();

		this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );

	}

	updateMatrixWorld( force ) {

		let scale = - this.plane.constant;

		if ( Math.abs( scale ) < 1e-8 ) scale = 1e-8; // sign does not matter

		this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );

		this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here

		this.lookAt( this.plane.normal );

		super.updateMatrixWorld( force );

	}

}

const _axis = /*@__PURE__*/ new Vector3();
let _lineGeometry, _coneGeometry;

class ArrowHelper extends Object3D {

	// dir is assumed to be normalized

	constructor( dir = new Vector3( 0, 0, 1 ), origin = new Vector3( 0, 0, 0 ), length = 1, color = 0xffff00, headLength = length * 0.2, headWidth = headLength * 0.2 ) {

		super();

		this.type = 'ArrowHelper';

		if ( _lineGeometry === undefined ) {

			_lineGeometry = new BufferGeometry();
			_lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );

			_coneGeometry = new CylinderGeometry( 0, 0.5, 1, 5, 1 );
			_coneGeometry.translate( 0, - 0.5, 0 );

		}

		this.position.copy( origin );

		this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
		this.line.matrixAutoUpdate = false;
		this.add( this.line );

		this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );
		this.cone.matrixAutoUpdate = false;
		this.add( this.cone );

		this.setDirection( dir );
		this.setLength( length, headLength, headWidth );

	}

	setDirection( dir ) {

		// dir is assumed to be normalized

		if ( dir.y > 0.99999 ) {

			this.quaternion.set( 0, 0, 0, 1 );

		} else if ( dir.y < - 0.99999 ) {

			this.quaternion.set( 1, 0, 0, 0 );

		} else {

			_axis.set( dir.z, 0, - dir.x ).normalize();

			const radians = Math.acos( dir.y );

			this.quaternion.setFromAxisAngle( _axis, radians );

		}

	}

	setLength( length, headLength = length * 0.2, headWidth = headLength * 0.2 ) {

		this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
		this.line.updateMatrix();

		this.cone.scale.set( headWidth, headLength, headWidth );
		this.cone.position.y = length;
		this.cone.updateMatrix();

	}

	setColor( color ) {

		this.line.material.color.set( color );
		this.cone.material.color.set( color );

	}

	copy( source ) {

		super.copy( source, false );

		this.line.copy( source.line );
		this.cone.copy( source.cone );

		return this;

	}

}

class AxesHelper extends LineSegments {

	constructor( size = 1 ) {

		const vertices = [
			0, 0, 0,	size, 0, 0,
			0, 0, 0,	0, size, 0,
			0, 0, 0,	0, 0, size
		];

		const colors = [
			1, 0, 0,	1, 0.6, 0,
			0, 1, 0,	0.6, 1, 0,
			0, 0, 1,	0, 0.6, 1
		];

		const geometry = new BufferGeometry();
		geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
		geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );

		const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );

		super( geometry, material );

		this.type = 'AxesHelper';

	}

}

const _floatView = new Float32Array( 1 );
const _int32View = new Int32Array( _floatView.buffer );

const DataUtils = {

	// Converts float32 to float16 (stored as uint16 value).

	toHalfFloat: function ( val ) {

		// Source: http://gamedev.stackexchange.com/questions/17326/conversion-of-a-number-from-single-precision-floating-point-representation-to-a/17410#17410

		/* This method is faster than the OpenEXR implementation (very often
		* used, eg. in Ogre), with the additional benefit of rounding, inspired
		* by James Tursa?s half-precision code. */

		_floatView[ 0 ] = val;
		const x = _int32View[ 0 ];

		let bits = ( x >> 16 ) & 0x8000; /* Get the sign */
		let m = ( x >> 12 ) & 0x07ff; /* Keep one extra bit for rounding */
		const e = ( x >> 23 ) & 0xff; /* Using int is faster here */

		/* If zero, or denormal, or exponent underflows too much for a denormal
			* half, return signed zero. */
		if ( e < 103 ) return bits;

		/* If NaN, return NaN. If Inf or exponent overflow, return Inf. */
		if ( e > 142 ) {

			bits |= 0x7c00;
			/* If exponent was 0xff and one mantissa bit was set, it means NaN,
						* not Inf, so make sure we set one mantissa bit too. */
			bits |= ( ( e == 255 ) ? 0 : 1 ) && ( x & 0x007fffff );
			return bits;

		}

		/* If exponent underflows but not too much, return a denormal */
		if ( e < 113 ) {

			m |= 0x0800;
			/* Extra rounding may overflow and set mantissa to 0 and exponent
				* to 1, which is OK. */
			bits |= ( m >> ( 114 - e ) ) + ( ( m >> ( 113 - e ) ) & 1 );
			return bits;

		}

		bits |= ( ( e - 112 ) << 10 ) | ( m >> 1 );
		/* Extra rounding. An overflow will set mantissa to 0 and increment
			* the exponent, which is OK. */
		bits += m & 1;
		return bits;

	}

};

const LOD_MIN = 4;
const LOD_MAX = 8;
const SIZE_MAX = Math.pow( 2, LOD_MAX );

// The standard deviations (radians) associated with the extra mips. These are
// chosen to approximate a Trowbridge-Reitz distribution function times the
// geometric shadowing function. These sigma values squared must match the
// variance #defines in cube_uv_reflection_fragment.glsl.js.
const EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];

const TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;

// The maximum length of the blur for loop. Smaller sigmas will use fewer
// samples and exit early, but not recompile the shader.
const MAX_SAMPLES = 20;

const ENCODINGS = {
	[ LinearEncoding ]: 0,
	[ sRGBEncoding ]: 1,
	[ RGBEEncoding ]: 2,
	[ RGBM7Encoding ]: 3,
	[ RGBM16Encoding ]: 4,
	[ RGBDEncoding ]: 5,
	[ GammaEncoding ]: 6
};

const backgroundMaterial = new MeshBasicMaterial( {
	side: BackSide,
	depthWrite: false,
	depthTest: false,
} );
const backgroundBox = new Mesh( new BoxGeometry(), backgroundMaterial );

const _flatCamera = /*@__PURE__*/ new OrthographicCamera();
const { _lodPlanes, _sizeLods, _sigmas } = /*@__PURE__*/ _createPlanes();
const _clearColor = /*@__PURE__*/ new Color();
let _oldTarget = null;

// Golden Ratio
const PHI = ( 1 + Math.sqrt( 5 ) ) / 2;
const INV_PHI = 1 / PHI;

// Vertices of a dodecahedron (except the opposites, which represent the
// same axis), used as axis directions evenly spread on a sphere.
const _axisDirections = [
	/*@__PURE__*/ new Vector3( 1, 1, 1 ),
	/*@__PURE__*/ new Vector3( - 1, 1, 1 ),
	/*@__PURE__*/ new Vector3( 1, 1, - 1 ),
	/*@__PURE__*/ new Vector3( - 1, 1, - 1 ),
	/*@__PURE__*/ new Vector3( 0, PHI, INV_PHI ),
	/*@__PURE__*/ new Vector3( 0, PHI, - INV_PHI ),
	/*@__PURE__*/ new Vector3( INV_PHI, 0, PHI ),
	/*@__PURE__*/ new Vector3( - INV_PHI, 0, PHI ),
	/*@__PURE__*/ new Vector3( PHI, INV_PHI, 0 ),
	/*@__PURE__*/ new Vector3( - PHI, INV_PHI, 0 ) ];

/**
 * This class generates a Prefiltered, Mipmapped Radiance Environment Map
 * (PMREM) from a cubeMap environment texture. This allows different levels of
 * blur to be quickly accessed based on material roughness. It is packed into a
 * special CubeUV format that allows us to perform custom interpolation so that
 * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
 * chain, it only goes down to the LOD_MIN level (above), and then creates extra
 * even more filtered 'mips' at the same LOD_MIN resolution, associated with
 * higher roughness levels. In this way we maintain resolution to smoothly
 * interpolate diffuse lighting while limiting sampling computation.
 */

function convertLinearToRGBE( color ) {

	const maxComponent = Math.max( color.r, color.g, color.b );
	const fExp = Math.min( Math.max( Math.ceil( Math.log2( maxComponent ) ), - 128.0 ), 127.0 );
	color.multiplyScalar( Math.pow( 2.0, - fExp ) );

	const alpha = ( fExp + 128.0 ) / 255.0;
	return alpha;

}

class PMREMGenerator {

	constructor( renderer ) {

		this._renderer = renderer;
		this._pingPongRenderTarget = null;

		this._blurMaterial = _getBlurShader( MAX_SAMPLES );
		this._equirectShader = null;
		this._cubemapShader = null;

		this._compileMaterial( this._blurMaterial );

	}

	/**
	 * Generates a PMREM from a supplied Scene, which can be faster than using an
	 * image if networking bandwidth is low. Optional sigma specifies a blur radius
	 * in radians to be applied to the scene before PMREM generation. Optional near
	 * and far planes ensure the scene is rendered in its entirety (the cubeCamera
	 * is placed at the origin).
	 */
	fromScene( scene, sigma = 0, near = 0.1, far = 100 ) {

		_oldTarget = this._renderer.getRenderTarget();
		const cubeUVRenderTarget = this._allocateTargets();

		this._sceneToCubeUV( scene, near, far, cubeUVRenderTarget );
		if ( sigma > 0 ) {

			this._blur( cubeUVRenderTarget, 0, 0, sigma );

		}

		this._applyPMREM( cubeUVRenderTarget );
		this._cleanup( cubeUVRenderTarget );

		return cubeUVRenderTarget;

	}

	/**
	 * Generates a PMREM from an equirectangular texture, which can be either LDR
	 * (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512),
	 * as this matches best with the 256 x 256 cubemap output.
	 */
	fromEquirectangular( equirectangular ) {

		return this._fromTexture( equirectangular );

	}

	/**
	 * Generates a PMREM from an cubemap texture, which can be either LDR
	 * (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256,
	 * as this matches best with the 256 x 256 cubemap output.
	 */
	fromCubemap( cubemap ) {

		return this._fromTexture( cubemap );

	}

	/**
	 * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
	 * your texture's network fetch for increased concurrency.
	 */
	compileCubemapShader() {

		if ( this._cubemapShader === null ) {

			this._cubemapShader = _getCubemapShader();
			this._compileMaterial( this._cubemapShader );

		}

	}

	/**
	 * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
	 * your texture's network fetch for increased concurrency.
	 */
	compileEquirectangularShader() {

		if ( this._equirectShader === null ) {

			this._equirectShader = _getEquirectShader();
			this._compileMaterial( this._equirectShader );

		}

	}

	/**
	 * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
	 * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
	 * one of them will cause any others to also become unusable.
	 */
	dispose() {

		this._blurMaterial.dispose();

		if ( this._cubemapShader !== null ) this._cubemapShader.dispose();
		if ( this._equirectShader !== null ) this._equirectShader.dispose();

		for ( let i = 0; i < _lodPlanes.length; i ++ ) {

			_lodPlanes[ i ].dispose();

		}

	}

	// private interface

	_cleanup( outputTarget ) {

		this._pingPongRenderTarget.dispose();
		this._renderer.setRenderTarget( _oldTarget );
		outputTarget.scissorTest = false;
		_setViewport( outputTarget, 0, 0, outputTarget.width, outputTarget.height );

	}

	_fromTexture( texture ) {

		_oldTarget = this._renderer.getRenderTarget();
		const cubeUVRenderTarget = this._allocateTargets( texture );
		this._textureToCubeUV( texture, cubeUVRenderTarget );
		this._applyPMREM( cubeUVRenderTarget );
		this._cleanup( cubeUVRenderTarget );

		return cubeUVRenderTarget;

	}

	_allocateTargets( texture ) { // warning: null texture is valid

		const params = {
			magFilter: NearestFilter,
			minFilter: NearestFilter,
			generateMipmaps: false,
			type: UnsignedByteType,
			format: RGBEFormat,
			encoding: _isLDR( texture ) ? texture.encoding : RGBEEncoding,
			depthBuffer: false
		};

		const cubeUVRenderTarget = _createRenderTarget( params );
		cubeUVRenderTarget.depthBuffer = texture ? false : true;
		this._pingPongRenderTarget = _createRenderTarget( params );
		return cubeUVRenderTarget;

	}

	_compileMaterial( material ) {

		const tmpMesh = new Mesh( _lodPlanes[ 0 ], material );
		this._renderer.compile( tmpMesh, _flatCamera );

	}

	_sceneToCubeUV( scene, near, far, cubeUVRenderTarget ) {

		const fov = 90;
		const aspect = 1;
		const cubeCamera = new PerspectiveCamera( fov, aspect, near, far );
		const upSign = [ 1, - 1, 1, 1, 1, 1 ];
		const forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ];
		const renderer = this._renderer;

		const originalAutoClear = renderer.autoClear;
		const outputEncoding = renderer.outputEncoding;
		const toneMapping = renderer.toneMapping;
		renderer.getClearColor( _clearColor );

		renderer.toneMapping = NoToneMapping;
		renderer.outputEncoding = LinearEncoding;
		renderer.autoClear = false;

		let useSolidColor = false;
		const background = scene.background;
		if ( background ) {

			if ( background.isColor ) {

				backgroundMaterial.color.copy( background ).convertSRGBToLinear();
				scene.background = null;

				const alpha = convertLinearToRGBE( backgroundMaterial.color );
				backgroundMaterial.opacity = alpha;
				useSolidColor = true;

			}

		} else {

			backgroundMaterial.color.copy( _clearColor ).convertSRGBToLinear();

			const alpha = convertLinearToRGBE( backgroundMaterial.color );
			backgroundMaterial.opacity = alpha;
			useSolidColor = true;

		}


		for ( let i = 0; i < 6; i ++ ) {

			const col = i % 3;
			if ( col == 0 ) {

				cubeCamera.up.set( 0, upSign[ i ], 0 );
				cubeCamera.lookAt( forwardSign[ i ], 0, 0 );

			} else if ( col == 1 ) {

				cubeCamera.up.set( 0, 0, upSign[ i ] );
				cubeCamera.lookAt( 0, forwardSign[ i ], 0 );

			} else {

				cubeCamera.up.set( 0, upSign[ i ], 0 );
				cubeCamera.lookAt( 0, 0, forwardSign[ i ] );

			}

			_setViewport( cubeUVRenderTarget,
				col * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX );
			renderer.setRenderTarget( cubeUVRenderTarget );

			if ( useSolidColor ) {

				renderer.render( backgroundBox, cubeCamera );

			}

			renderer.render( scene, cubeCamera );

		}

		renderer.toneMapping = toneMapping;
		renderer.outputEncoding = outputEncoding;
		renderer.autoClear = originalAutoClear;

	}

	_textureToCubeUV( texture, cubeUVRenderTarget ) {

		const renderer = this._renderer;

		if ( texture.isCubeTexture ) {

			if ( this._cubemapShader == null ) {

				this._cubemapShader = _getCubemapShader();

			}

		} else {

			if ( this._equirectShader == null ) {

				this._equirectShader = _getEquirectShader();

			}

		}

		const material = texture.isCubeTexture ? this._cubemapShader : this._equirectShader;
		const mesh = new Mesh( _lodPlanes[ 0 ], material );

		const uniforms = material.uniforms;

		uniforms[ 'envMap' ].value = texture;

		if ( ! texture.isCubeTexture ) {

			uniforms[ 'texelSize' ].value.set( 1.0 / texture.image.width, 1.0 / texture.image.height );

		}

		uniforms[ 'inputEncoding' ].value = ENCODINGS[ texture.encoding ];
		uniforms[ 'outputEncoding' ].value = ENCODINGS[ cubeUVRenderTarget.texture.encoding ];

		_setViewport( cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX );

		renderer.setRenderTarget( cubeUVRenderTarget );
		renderer.render( mesh, _flatCamera );

	}

	_applyPMREM( cubeUVRenderTarget ) {

		const renderer = this._renderer;
		const autoClear = renderer.autoClear;
		renderer.autoClear = false;

		for ( let i = 1; i < TOTAL_LODS; i ++ ) {

			const sigma = Math.sqrt( _sigmas[ i ] * _sigmas[ i ] - _sigmas[ i - 1 ] * _sigmas[ i - 1 ] );

			const poleAxis = _axisDirections[ ( i - 1 ) % _axisDirections.length ];

			this._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );

		}

		renderer.autoClear = autoClear;

	}

	/**
	 * This is a two-pass Gaussian blur for a cubemap. Normally this is done
	 * vertically and horizontally, but this breaks down on a cube. Here we apply
	 * the blur latitudinally (around the poles), and then longitudinally (towards
	 * the poles) to approximate the orthogonally-separable blur. It is least
	 * accurate at the poles, but still does a decent job.
	 */
	_blur( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {

		const pingPongRenderTarget = this._pingPongRenderTarget;

		this._halfBlur(
			cubeUVRenderTarget,
			pingPongRenderTarget,
			lodIn,
			lodOut,
			sigma,
			'latitudinal',
			poleAxis );

		this._halfBlur(
			pingPongRenderTarget,
			cubeUVRenderTarget,
			lodOut,
			lodOut,
			sigma,
			'longitudinal',
			poleAxis );

	}

	_halfBlur( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {

		const renderer = this._renderer;
		const blurMaterial = this._blurMaterial;

		if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {

			console.error(
				'blur direction must be either latitudinal or longitudinal!' );

		}

		// Number of standard deviations at which to cut off the discrete approximation.
		const STANDARD_DEVIATIONS = 3;

		const blurMesh = new Mesh( _lodPlanes[ lodOut ], blurMaterial );
		const blurUniforms = blurMaterial.uniforms;

		const pixels = _sizeLods[ lodIn ] - 1;
		const radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );
		const sigmaPixels = sigmaRadians / radiansPerPixel;
		const samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;

		if ( samples > MAX_SAMPLES ) {

			console.warn( `sigmaRadians, ${
				sigmaRadians}, is too large and will clip, as it requested ${
				samples} samples when the maximum is set to ${MAX_SAMPLES}` );

		}

		const weights = [];
		let sum = 0;

		for ( let i = 0; i < MAX_SAMPLES; ++ i ) {

			const x = i / sigmaPixels;
			const weight = Math.exp( - x * x / 2 );
			weights.push( weight );

			if ( i == 0 ) {

				sum += weight;

			} else if ( i < samples ) {

				sum += 2 * weight;

			}

		}

		for ( let i = 0; i < weights.length; i ++ ) {

			weights[ i ] = weights[ i ] / sum;

		}

		blurUniforms[ 'envMap' ].value = targetIn.texture;
		blurUniforms[ 'samples' ].value = samples;
		blurUniforms[ 'weights' ].value = weights;
		blurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';

		if ( poleAxis ) {

			blurUniforms[ 'poleAxis' ].value = poleAxis;

		}

		blurUniforms[ 'dTheta' ].value = radiansPerPixel;
		blurUniforms[ 'mipInt' ].value = LOD_MAX - lodIn;
		blurUniforms[ 'inputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
		blurUniforms[ 'outputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];

		const outputSize = _sizeLods[ lodOut ];
		const x = 3 * Math.max( 0, SIZE_MAX - 2 * outputSize );
		const y = ( lodOut === 0 ? 0 : 2 * SIZE_MAX ) + 2 * outputSize * ( lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0 );

		_setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );
		renderer.setRenderTarget( targetOut );
		renderer.render( blurMesh, _flatCamera );

	}

}

function _isLDR( texture ) {

	if ( texture === undefined || texture.type !== UnsignedByteType ) return false;

	return texture.encoding === LinearEncoding || texture.encoding === sRGBEncoding || texture.encoding === GammaEncoding;

}

function _createPlanes() {

	const _lodPlanes = [];
	const _sizeLods = [];
	const _sigmas = [];

	let lod = LOD_MAX;

	for ( let i = 0; i < TOTAL_LODS; i ++ ) {

		const sizeLod = Math.pow( 2, lod );
		_sizeLods.push( sizeLod );
		let sigma = 1.0 / sizeLod;

		if ( i > LOD_MAX - LOD_MIN ) {

			sigma = EXTRA_LOD_SIGMA[ i - LOD_MAX + LOD_MIN - 1 ];

		} else if ( i == 0 ) {

			sigma = 0;

		}

		_sigmas.push( sigma );

		const texelSize = 1.0 / ( sizeLod - 1 );
		const min = - texelSize / 2;
		const max = 1 + texelSize / 2;
		const uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];

		const cubeFaces = 6;
		const vertices = 6;
		const positionSize = 3;
		const uvSize = 2;
		const faceIndexSize = 1;

		const position = new Float32Array( positionSize * vertices * cubeFaces );
		const uv = new Float32Array( uvSize * vertices * cubeFaces );
		const faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );

		for ( let face = 0; face < cubeFaces; face ++ ) {

			const x = ( face % 3 ) * 2 / 3 - 1;
			const y = face > 2 ? 0 : - 1;
			const coordinates = [
				x, y, 0,
				x + 2 / 3, y, 0,
				x + 2 / 3, y + 1, 0,
				x, y, 0,
				x + 2 / 3, y + 1, 0,
				x, y + 1, 0
			];
			position.set( coordinates, positionSize * vertices * face );
			uv.set( uv1, uvSize * vertices * face );
			const fill = [ face, face, face, face, face, face ];
			faceIndex.set( fill, faceIndexSize * vertices * face );

		}

		const planes = new BufferGeometry();
		planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );
		planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );
		planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );
		_lodPlanes.push( planes );

		if ( lod > LOD_MIN ) {

			lod --;

		}

	}

	return { _lodPlanes, _sizeLods, _sigmas };

}

function _createRenderTarget( params ) {

	const cubeUVRenderTarget = new WebGLRenderTarget( 3 * SIZE_MAX, 3 * SIZE_MAX, params );
	cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
	cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
	cubeUVRenderTarget.scissorTest = true;
	return cubeUVRenderTarget;

}

function _setViewport( target, x, y, width, height ) {

	target.viewport.set( x, y, width, height );
	target.scissor.set( x, y, width, height );

}

function _getBlurShader( maxSamples ) {

	const weights = new Float32Array( maxSamples );
	const poleAxis = new Vector3( 0, 1, 0 );
	const shaderMaterial = new RawShaderMaterial( {

		name: 'SphericalGaussianBlur',

		defines: { 'n': maxSamples },

		uniforms: {
			'envMap': { value: null },
			'samples': { value: 1 },
			'weights': { value: weights },
			'latitudinal': { value: false },
			'dTheta': { value: 0 },
			'mipInt': { value: 0 },
			'poleAxis': { value: poleAxis },
			'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
			'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
		},

		vertexShader: _getCommonVertexShader(),

		fragmentShader: /* glsl */`

			precision mediump float;
			precision mediump int;

			varying vec3 vOutputDirection;

			uniform sampler2D envMap;
			uniform int samples;
			uniform float weights[ n ];
			uniform bool latitudinal;
			uniform float dTheta;
			uniform float mipInt;
			uniform vec3 poleAxis;

			${ _getEncodings() }

			#define ENVMAP_TYPE_CUBE_UV
			#include <cube_uv_reflection_fragment>

			vec3 getSample( float theta, vec3 axis ) {

				float cosTheta = cos( theta );
				// Rodrigues' axis-angle rotation
				vec3 sampleDirection = vOutputDirection * cosTheta
					+ cross( axis, vOutputDirection ) * sin( theta )
					+ axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );

				return bilinearCubeUV( envMap, sampleDirection, mipInt );

			}

			void main() {

				vec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );

				if ( all( equal( axis, vec3( 0.0 ) ) ) ) {

					axis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );

				}

				axis = normalize( axis );

				gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );
				gl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );

				for ( int i = 1; i < n; i++ ) {

					if ( i >= samples ) {

						break;

					}

					float theta = dTheta * float( i );
					gl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );
					gl_FragColor.rgb += weights[ i ] * getSample( theta, axis );

				}

				gl_FragColor = linearToOutputTexel( gl_FragColor );

			}
		`,

		blending: NoBlending,
		depthTest: false,
		depthWrite: false

	} );

	return shaderMaterial;

}

function _getEquirectShader() {

	const texelSize = new Vector2( 1, 1 );
	const shaderMaterial = new RawShaderMaterial( {

		name: 'EquirectangularToCubeUV',

		uniforms: {
			'envMap': { value: null },
			'texelSize': { value: texelSize },
			'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
			'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
		},

		vertexShader: _getCommonVertexShader(),

		fragmentShader: /* glsl */`

			precision mediump float;
			precision mediump int;

			varying vec3 vOutputDirection;

			uniform sampler2D envMap;
			uniform vec2 texelSize;

			${ _getEncodings() }

			#include <common>

			void main() {

				gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );

				vec3 outputDirection = normalize( vOutputDirection );
				vec2 uv = equirectUv( outputDirection );

				vec2 f = fract( uv / texelSize - 0.5 );
				uv -= f * texelSize;
				vec3 tl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;
				uv.x += texelSize.x;
				vec3 tr = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;
				uv.y += texelSize.y;
				vec3 br = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;
				uv.x -= texelSize.x;
				vec3 bl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;

				vec3 tm = mix( tl, tr, f.x );
				vec3 bm = mix( bl, br, f.x );
				gl_FragColor.rgb = mix( tm, bm, f.y );

				gl_FragColor = linearToOutputTexel( gl_FragColor );

			}
		`,

		blending: NoBlending,
		depthTest: false,
		depthWrite: false

	} );

	return shaderMaterial;

}

function _getCubemapShader() {

	const shaderMaterial = new RawShaderMaterial( {

		name: 'CubemapToCubeUV',

		uniforms: {
			'envMap': { value: null },
			'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
			'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
		},

		vertexShader: _getCommonVertexShader(),

		fragmentShader: /* glsl */`

			precision mediump float;
			precision mediump int;

			varying vec3 vOutputDirection;

			uniform samplerCube envMap;

			${ _getEncodings() }

			void main() {

				gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );
				gl_FragColor.rgb = envMapTexelToLinear( textureCube( envMap, vec3( - vOutputDirection.x, vOutputDirection.yz ) ) ).rgb;
				gl_FragColor = linearToOutputTexel( gl_FragColor );

			}
		`,

		blending: NoBlending,
		depthTest: false,
		depthWrite: false

	} );

	return shaderMaterial;

}

function _getCommonVertexShader() {

	return /* glsl */`

		precision mediump float;
		precision mediump int;

		attribute vec3 position;
		attribute vec2 uv;
		attribute float faceIndex;

		varying vec3 vOutputDirection;

		// RH coordinate system; PMREM face-indexing convention
		vec3 getDirection( vec2 uv, float face ) {

			uv = 2.0 * uv - 1.0;

			vec3 direction = vec3( uv, 1.0 );

			if ( face == 0.0 ) {

				direction = direction.zyx; // ( 1, v, u ) pos x

			} else if ( face == 1.0 ) {

				direction = direction.xzy;
				direction.xz *= -1.0; // ( -u, 1, -v ) pos y

			} else if ( face == 2.0 ) {

				direction.x *= -1.0; // ( -u, v, 1 ) pos z

			} else if ( face == 3.0 ) {

				direction = direction.zyx;
				direction.xz *= -1.0; // ( -1, v, -u ) neg x

			} else if ( face == 4.0 ) {

				direction = direction.xzy;
				direction.xy *= -1.0; // ( -u, -1, v ) neg y

			} else if ( face == 5.0 ) {

				direction.z *= -1.0; // ( u, v, -1 ) neg z

			}

			return direction;

		}

		void main() {

			vOutputDirection = getDirection( uv, faceIndex );
			gl_Position = vec4( position, 1.0 );

		}
	`;

}

function _getEncodings() {

	return /* glsl */`

		uniform int inputEncoding;
		uniform int outputEncoding;

		#include <encodings_pars_fragment>

		vec4 inputTexelToLinear( vec4 value ) {

			if ( inputEncoding == 0 ) {

				return value;

			} else if ( inputEncoding == 1 ) {

				return sRGBToLinear( value );

			} else if ( inputEncoding == 2 ) {

				return RGBEToLinear( value );

			} else if ( inputEncoding == 3 ) {

				return RGBMToLinear( value, 7.0 );

			} else if ( inputEncoding == 4 ) {

				return RGBMToLinear( value, 16.0 );

			} else if ( inputEncoding == 5 ) {

				return RGBDToLinear( value, 256.0 );

			} else {

				return GammaToLinear( value, 2.2 );

			}

		}

		vec4 linearToOutputTexel( vec4 value ) {

			if ( outputEncoding == 0 ) {

				return value;

			} else if ( outputEncoding == 1 ) {

				return LinearTosRGB( value );

			} else if ( outputEncoding == 2 ) {

				return LinearToRGBE( value );

			} else if ( outputEncoding == 3 ) {

				return LinearToRGBM( value, 7.0 );

			} else if ( outputEncoding == 4 ) {

				return LinearToRGBM( value, 16.0 );

			} else if ( outputEncoding == 5 ) {

				return LinearToRGBD( value, 256.0 );

			} else {

				return LinearToGamma( value, 2.2 );

			}

		}

		vec4 envMapTexelToLinear( vec4 color ) {

			return inputTexelToLinear( color );

		}
	`;

}

const LineStrip = 0;
const LinePieces = 1;
const NoColors = 0;
const FaceColors = 1;
const VertexColors = 2;

function MeshFaceMaterial( materials ) {

	console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );
	return materials;

}

function MultiMaterial( materials = [] ) {

	console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
	materials.isMultiMaterial = true;
	materials.materials = materials;
	materials.clone = function () {

		return materials.slice();

	};

	return materials;

}

function PointCloud( geometry, material ) {

	console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
	return new Points( geometry, material );

}

function Particle( material ) {

	console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
	return new Sprite( material );

}

function ParticleSystem( geometry, material ) {

	console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
	return new Points( geometry, material );

}

function PointCloudMaterial( parameters ) {

	console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
	return new PointsMaterial( parameters );

}

function ParticleBasicMaterial( parameters ) {

	console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
	return new PointsMaterial( parameters );

}

function ParticleSystemMaterial( parameters ) {

	console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
	return new PointsMaterial( parameters );

}

function Vertex( x, y, z ) {

	console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
	return new Vector3( x, y, z );

}

//

function DynamicBufferAttribute( array, itemSize ) {

	console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setUsage( THREE.DynamicDrawUsage ) instead.' );
	return new BufferAttribute( array, itemSize ).setUsage( DynamicDrawUsage );

}

function Int8Attribute( array, itemSize ) {

	console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
	return new Int8BufferAttribute( array, itemSize );

}

function Uint8Attribute( array, itemSize ) {

	console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
	return new Uint8BufferAttribute( array, itemSize );

}

function Uint8ClampedAttribute( array, itemSize ) {

	console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
	return new Uint8ClampedBufferAttribute( array, itemSize );

}

function Int16Attribute( array, itemSize ) {

	console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
	return new Int16BufferAttribute( array, itemSize );

}

function Uint16Attribute( array, itemSize ) {

	console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
	return new Uint16BufferAttribute( array, itemSize );

}

function Int32Attribute( array, itemSize ) {

	console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
	return new Int32BufferAttribute( array, itemSize );

}

function Uint32Attribute( array, itemSize ) {

	console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
	return new Uint32BufferAttribute( array, itemSize );

}

function Float32Attribute( array, itemSize ) {

	console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
	return new Float32BufferAttribute( array, itemSize );

}

function Float64Attribute( array, itemSize ) {

	console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
	return new Float64BufferAttribute( array, itemSize );

}

//

Curve.create = function ( construct, getPoint ) {

	console.log( 'THREE.Curve.create() has been deprecated' );

	construct.prototype = Object.create( Curve.prototype );
	construct.prototype.constructor = construct;
	construct.prototype.getPoint = getPoint;

	return construct;

};

//

Path.prototype.fromPoints = function ( points ) {

	console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
	return this.setFromPoints( points );

};

//

function AxisHelper( size ) {

	console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );
	return new AxesHelper( size );

}

function BoundingBoxHelper( object, color ) {

	console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
	return new BoxHelper( object, color );

}

function EdgesHelper( object, hex ) {

	console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
	return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );

}

GridHelper.prototype.setColors = function () {

	console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );

};

SkeletonHelper.prototype.update = function () {

	console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );

};

function WireframeHelper( object, hex ) {

	console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
	return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );

}

//

Loader.prototype.extractUrlBase = function ( url ) {

	console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
	return LoaderUtils.extractUrlBase( url );

};

Loader.Handlers = {

	add: function ( /* regex, loader */ ) {

		console.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' );

	},

	get: function ( /* file */ ) {

		console.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' );

	}

};

function XHRLoader( manager ) {

	console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
	return new FileLoader( manager );

}

function BinaryTextureLoader( manager ) {

	console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
	return new DataTextureLoader( manager );

}

//

Box2.prototype.center = function ( optionalTarget ) {

	console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
	return this.getCenter( optionalTarget );

};

Box2.prototype.empty = function () {

	console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
	return this.isEmpty();

};

Box2.prototype.isIntersectionBox = function ( box ) {

	console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
	return this.intersectsBox( box );

};

Box2.prototype.size = function ( optionalTarget ) {

	console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
	return this.getSize( optionalTarget );

};

//

Box3.prototype.center = function ( optionalTarget ) {

	console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
	return this.getCenter( optionalTarget );

};

Box3.prototype.empty = function () {

	console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
	return this.isEmpty();

};

Box3.prototype.isIntersectionBox = function ( box ) {

	console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
	return this.intersectsBox( box );

};

Box3.prototype.isIntersectionSphere = function ( sphere ) {

	console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
	return this.intersectsSphere( sphere );

};

Box3.prototype.size = function ( optionalTarget ) {

	console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
	return this.getSize( optionalTarget );

};

//

Sphere.prototype.empty = function () {

	console.warn( 'THREE.Sphere: .empty() has been renamed to .isEmpty().' );
	return this.isEmpty();

};

//

Frustum.prototype.setFromMatrix = function ( m ) {

	console.warn( 'THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().' );
	return this.setFromProjectionMatrix( m );

};

//

Line3.prototype.center = function ( optionalTarget ) {

	console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
	return this.getCenter( optionalTarget );

};

//

MathUtils.random16 = function () {

	console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );
	return Math.random();

};

MathUtils.nearestPowerOfTwo = function ( value ) {

	console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );
	return MathUtils.floorPowerOfTwo( value );

};

MathUtils.nextPowerOfTwo = function ( value ) {

	console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );
	return MathUtils.ceilPowerOfTwo( value );

};

//

Matrix3.prototype.flattenToArrayOffset = function ( array, offset ) {

	console.warn( 'THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.' );
	return this.toArray( array, offset );

};

Matrix3.prototype.multiplyVector3 = function ( vector ) {

	console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
	return vector.applyMatrix3( this );

};

Matrix3.prototype.multiplyVector3Array = function ( /* a */ ) {

	console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );

};

Matrix3.prototype.applyToBufferAttribute = function ( attribute ) {

	console.warn( 'THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.' );
	return attribute.applyMatrix3( this );

};

Matrix3.prototype.applyToVector3Array = function ( /* array, offset, length */ ) {

	console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );

};

Matrix3.prototype.getInverse = function ( matrix ) {

	console.warn( 'THREE.Matrix3: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead.' );
	return this.copy( matrix ).invert();

};

//

Matrix4.prototype.extractPosition = function ( m ) {

	console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
	return this.copyPosition( m );

};

Matrix4.prototype.flattenToArrayOffset = function ( array, offset ) {

	console.warn( 'THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.' );
	return this.toArray( array, offset );

};

Matrix4.prototype.getPosition = function () {

	console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
	return new Vector3().setFromMatrixColumn( this, 3 );

};

Matrix4.prototype.setRotationFromQuaternion = function ( q ) {

	console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
	return this.makeRotationFromQuaternion( q );

};

Matrix4.prototype.multiplyToArray = function () {

	console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );

};

Matrix4.prototype.multiplyVector3 = function ( vector ) {

	console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
	return vector.applyMatrix4( this );

};

Matrix4.prototype.multiplyVector4 = function ( vector ) {

	console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
	return vector.applyMatrix4( this );

};

Matrix4.prototype.multiplyVector3Array = function ( /* a */ ) {

	console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );

};

Matrix4.prototype.rotateAxis = function ( v ) {

	console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
	v.transformDirection( this );

};

Matrix4.prototype.crossVector = function ( vector ) {

	console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
	return vector.applyMatrix4( this );

};

Matrix4.prototype.translate = function () {

	console.error( 'THREE.Matrix4: .translate() has been removed.' );

};

Matrix4.prototype.rotateX = function () {

	console.error( 'THREE.Matrix4: .rotateX() has been removed.' );

};

Matrix4.prototype.rotateY = function () {

	console.error( 'THREE.Matrix4: .rotateY() has been removed.' );

};

Matrix4.prototype.rotateZ = function () {

	console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );

};

Matrix4.prototype.rotateByAxis = function () {

	console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );

};

Matrix4.prototype.applyToBufferAttribute = function ( attribute ) {

	console.warn( 'THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.' );
	return attribute.applyMatrix4( this );

};

Matrix4.prototype.applyToVector3Array = function ( /* array, offset, length */ ) {

	console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );

};

Matrix4.prototype.makeFrustum = function ( left, right, bottom, top, near, far ) {

	console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
	return this.makePerspective( left, right, top, bottom, near, far );

};

Matrix4.prototype.getInverse = function ( matrix ) {

	console.warn( 'THREE.Matrix4: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead.' );
	return this.copy( matrix ).invert();

};

//

Plane.prototype.isIntersectionLine = function ( line ) {

	console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
	return this.intersectsLine( line );

};

//

Quaternion.prototype.multiplyVector3 = function ( vector ) {

	console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
	return vector.applyQuaternion( this );

};

Quaternion.prototype.inverse = function ( ) {

	console.warn( 'THREE.Quaternion: .inverse() has been renamed to invert().' );
	return this.invert();

};

//

Ray.prototype.isIntersectionBox = function ( box ) {

	console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
	return this.intersectsBox( box );

};

Ray.prototype.isIntersectionPlane = function ( plane ) {

	console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
	return this.intersectsPlane( plane );

};

Ray.prototype.isIntersectionSphere = function ( sphere ) {

	console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
	return this.intersectsSphere( sphere );

};

//

Triangle.prototype.area = function () {

	console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
	return this.getArea();

};

Triangle.prototype.barycoordFromPoint = function ( point, target ) {

	console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
	return this.getBarycoord( point, target );

};

Triangle.prototype.midpoint = function ( target ) {

	console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
	return this.getMidpoint( target );

};

Triangle.prototypenormal = function ( target ) {

	console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
	return this.getNormal( target );

};

Triangle.prototype.plane = function ( target ) {

	console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
	return this.getPlane( target );

};

Triangle.barycoordFromPoint = function ( point, a, b, c, target ) {

	console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
	return Triangle.getBarycoord( point, a, b, c, target );

};

Triangle.normal = function ( a, b, c, target ) {

	console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
	return Triangle.getNormal( a, b, c, target );

};

//

Shape.prototype.extractAllPoints = function ( divisions ) {

	console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
	return this.extractPoints( divisions );

};

Shape.prototype.extrude = function ( options ) {

	console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
	return new ExtrudeGeometry( this, options );

};

Shape.prototype.makeGeometry = function ( options ) {

	console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
	return new ShapeGeometry( this, options );

};

//

Vector2.prototype.fromAttribute = function ( attribute, index, offset ) {

	console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
	return this.fromBufferAttribute( attribute, index, offset );

};

Vector2.prototype.distanceToManhattan = function ( v ) {

	console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
	return this.manhattanDistanceTo( v );

};

Vector2.prototype.lengthManhattan = function () {

	console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
	return this.manhattanLength();

};

//

Vector3.prototype.setEulerFromRotationMatrix = function () {

	console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );

};

Vector3.prototype.setEulerFromQuaternion = function () {

	console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );

};

Vector3.prototype.getPositionFromMatrix = function ( m ) {

	console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
	return this.setFromMatrixPosition( m );

};

Vector3.prototype.getScaleFromMatrix = function ( m ) {

	console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
	return this.setFromMatrixScale( m );

};

Vector3.prototype.getColumnFromMatrix = function ( index, matrix ) {

	console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
	return this.setFromMatrixColumn( matrix, index );

};

Vector3.prototype.applyProjection = function ( m ) {

	console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
	return this.applyMatrix4( m );

};

Vector3.prototype.fromAttribute = function ( attribute, index, offset ) {

	console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
	return this.fromBufferAttribute( attribute, index, offset );

};

Vector3.prototype.distanceToManhattan = function ( v ) {

	console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
	return this.manhattanDistanceTo( v );

};

Vector3.prototype.lengthManhattan = function () {

	console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
	return this.manhattanLength();

};

//

Vector4.prototype.fromAttribute = function ( attribute, index, offset ) {

	console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
	return this.fromBufferAttribute( attribute, index, offset );

};

Vector4.prototype.lengthManhattan = function () {

	console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
	return this.manhattanLength();

};

//

Object3D.prototype.getChildByName = function ( name ) {

	console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
	return this.getObjectByName( name );

};

Object3D.prototype.renderDepth = function () {

	console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );

};

Object3D.prototype.translate = function ( distance, axis ) {

	console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
	return this.translateOnAxis( axis, distance );

};

Object3D.prototype.getWorldRotation = function () {

	console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );

};

Object3D.prototype.applyMatrix = function ( matrix ) {

	console.warn( 'THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().' );
	return this.applyMatrix4( matrix );

};

Object.defineProperties( Object3D.prototype, {

	eulerOrder: {
		get: function () {

			console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
			return this.rotation.order;

		},
		set: function ( value ) {

			console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
			this.rotation.order = value;

		}
	},
	useQuaternion: {
		get: function () {

			console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );

		},
		set: function () {

			console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );

		}
	}

} );

Mesh.prototype.setDrawMode = function () {

	console.error( 'THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );

};

Object.defineProperties( Mesh.prototype, {

	drawMode: {
		get: function () {

			console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.' );
			return TrianglesDrawMode;

		},
		set: function () {

			console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );

		}
	}

} );

Object.defineProperties( LOD.prototype, {

	objects: {
		get: function () {

			console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
			return this.levels;

		}
	}

} );

Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {

	get: function () {

		console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );

	},
	set: function () {

		console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );

	}

} );

SkinnedMesh.prototype.initBones = function () {

	console.error( 'THREE.SkinnedMesh: initBones() has been removed.' );

};

Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {

	get: function () {

		console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
		return this.arcLengthDivisions;

	},
	set: function ( value ) {

		console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
		this.arcLengthDivisions = value;

	}

} );

//

PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {

	console.warn( 'THREE.PerspectiveCamera.setLens is deprecated. ' +
			'Use .setFocalLength and .filmGauge for a photographic setup.' );

	if ( filmGauge !== undefined ) this.filmGauge = filmGauge;
	this.setFocalLength( focalLength );

};

//

Object.defineProperties( Light.prototype, {
	onlyShadow: {
		set: function () {

			console.warn( 'THREE.Light: .onlyShadow has been removed.' );

		}
	},
	shadowCameraFov: {
		set: function ( value ) {

			console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
			this.shadow.camera.fov = value;

		}
	},
	shadowCameraLeft: {
		set: function ( value ) {

			console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
			this.shadow.camera.left = value;

		}
	},
	shadowCameraRight: {
		set: function ( value ) {

			console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
			this.shadow.camera.right = value;

		}
	},
	shadowCameraTop: {
		set: function ( value ) {

			console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
			this.shadow.camera.top = value;

		}
	},
	shadowCameraBottom: {
		set: function ( value ) {

			console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
			this.shadow.camera.bottom = value;

		}
	},
	shadowCameraNear: {
		set: function ( value ) {

			console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
			this.shadow.camera.near = value;

		}
	},
	shadowCameraFar: {
		set: function ( value ) {

			console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
			this.shadow.camera.far = value;

		}
	},
	shadowCameraVisible: {
		set: function () {

			console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );

		}
	},
	shadowBias: {
		set: function ( value ) {

			console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
			this.shadow.bias = value;

		}
	},
	shadowDarkness: {
		set: function () {

			console.warn( 'THREE.Light: .shadowDarkness has been removed.' );

		}
	},
	shadowMapWidth: {
		set: function ( value ) {

			console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
			this.shadow.mapSize.width = value;

		}
	},
	shadowMapHeight: {
		set: function ( value ) {

			console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
			this.shadow.mapSize.height = value;

		}
	}
} );

//

Object.defineProperties( BufferAttribute.prototype, {

	length: {
		get: function () {

			console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
			return this.array.length;

		}
	},
	dynamic: {
		get: function () {

			console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
			return this.usage === DynamicDrawUsage;

		},
		set: function ( /* value */ ) {

			console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
			this.setUsage( DynamicDrawUsage );

		}
	}

} );

BufferAttribute.prototype.setDynamic = function ( value ) {

	console.warn( 'THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.' );
	this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
	return this;

};

BufferAttribute.prototype.copyIndicesArray = function ( /* indices */ ) {

	console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );

},

BufferAttribute.prototype.setArray = function ( /* array */ ) {

	console.error( 'THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );

};

//

BufferGeometry.prototype.addIndex = function ( index ) {

	console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
	this.setIndex( index );

};

BufferGeometry.prototype.addAttribute = function ( name, attribute ) {

	console.warn( 'THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().' );

	if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {

		console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );

		return this.setAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );

	}

	if ( name === 'index' ) {

		console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
		this.setIndex( attribute );

		return this;

	}

	return this.setAttribute( name, attribute );

};

BufferGeometry.prototype.addDrawCall = function ( start, count, indexOffset ) {

	if ( indexOffset !== undefined ) {

		console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );

	}

	console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
	this.addGroup( start, count );

};

BufferGeometry.prototype.clearDrawCalls = function () {

	console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
	this.clearGroups();

};

BufferGeometry.prototype.computeOffsets = function () {

	console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );

};

BufferGeometry.prototype.removeAttribute = function ( name ) {

	console.warn( 'THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().' );

	return this.deleteAttribute( name );

};

BufferGeometry.prototype.applyMatrix = function ( matrix ) {

	console.warn( 'THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().' );
	return this.applyMatrix4( matrix );

};

Object.defineProperties( BufferGeometry.prototype, {

	drawcalls: {
		get: function () {

			console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
			return this.groups;

		}
	},
	offsets: {
		get: function () {

			console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
			return this.groups;

		}
	}

} );

Object.defineProperties( InstancedBufferGeometry.prototype, {

	maxInstancedCount: {
		get: function () {

			console.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' );
			return this.instanceCount;

		},
		set: function ( value ) {

			console.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' );
			this.instanceCount = value;

		}
	}

} );

Object.defineProperties( Raycaster.prototype, {

	linePrecision: {
		get: function () {

			console.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );
			return this.params.Line.threshold;

		},
		set: function ( value ) {

			console.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );
			this.params.Line.threshold = value;

		}
	}

} );

Object.defineProperties( InterleavedBuffer.prototype, {

	dynamic: {
		get: function () {

			console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
			return this.usage === DynamicDrawUsage;

		},
		set: function ( value ) {

			console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
			this.setUsage( value );

		}
	}

} );

InterleavedBuffer.prototype.setDynamic = function ( value ) {

	console.warn( 'THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.' );
	this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
	return this;

};

InterleavedBuffer.prototype.setArray = function ( /* array */ ) {

	console.error( 'THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );

};

//

ExtrudeGeometry.prototype.getArrays = function () {

	console.error( 'THREE.ExtrudeGeometry: .getArrays() has been removed.' );

};

ExtrudeGeometry.prototype.addShapeList = function () {

	console.error( 'THREE.ExtrudeGeometry: .addShapeList() has been removed.' );

};

ExtrudeGeometry.prototype.addShape = function () {

	console.error( 'THREE.ExtrudeGeometry: .addShape() has been removed.' );

};

//

Scene.prototype.dispose = function () {

	console.error( 'THREE.Scene: .dispose() has been removed.' );

};

//

Object.defineProperties( Uniform.prototype, {

	dynamic: {
		set: function () {

			console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );

		}
	},
	onUpdate: {
		value: function () {

			console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
			return this;

		}
	}

} );

//

Object.defineProperties( Material.prototype, {

	wrapAround: {
		get: function () {

			console.warn( 'THREE.Material: .wrapAround has been removed.' );

		},
		set: function () {

			console.warn( 'THREE.Material: .wrapAround has been removed.' );

		}
	},

	overdraw: {
		get: function () {

			console.warn( 'THREE.Material: .overdraw has been removed.' );

		},
		set: function () {

			console.warn( 'THREE.Material: .overdraw has been removed.' );

		}
	},

	wrapRGB: {
		get: function () {

			console.warn( 'THREE.Material: .wrapRGB has been removed.' );
			return new Color();

		}
	},

	shading: {
		get: function () {

			console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );

		},
		set: function ( value ) {

			console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
			this.flatShading = ( value === FlatShading );

		}
	},

	stencilMask: {
		get: function () {

			console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
			return this.stencilFuncMask;

		},
		set: function ( value ) {

			console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
			this.stencilFuncMask = value;

		}
	}

} );

Object.defineProperties( MeshPhongMaterial.prototype, {

	metal: {
		get: function () {

			console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
			return false;

		},
		set: function () {

			console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );

		}
	}

} );

Object.defineProperties( MeshPhysicalMaterial.prototype, {

	transparency: {
		get: function () {

			console.warn( 'THREE.MeshPhysicalMaterial: .transparency has been renamed to .transmission.' );
			return this.transmission;

		},
		set: function ( value ) {

			console.warn( 'THREE.MeshPhysicalMaterial: .transparency has been renamed to .transmission.' );
			this.transmission = value;

		}
	}

} );

Object.defineProperties( ShaderMaterial.prototype, {

	derivatives: {
		get: function () {

			console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
			return this.extensions.derivatives;

		},
		set: function ( value ) {

			console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
			this.extensions.derivatives = value;

		}
	}

} );

//

WebGLRenderer.prototype.clearTarget = function ( renderTarget, color, depth, stencil ) {

	console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );
	this.setRenderTarget( renderTarget );
	this.clear( color, depth, stencil );

};

WebGLRenderer.prototype.animate = function ( callback ) {

	console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
	this.setAnimationLoop( callback );

};

WebGLRenderer.prototype.getCurrentRenderTarget = function () {

	console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
	return this.getRenderTarget();

};

WebGLRenderer.prototype.getMaxAnisotropy = function () {

	console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
	return this.capabilities.getMaxAnisotropy();

};

WebGLRenderer.prototype.getPrecision = function () {

	console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
	return this.capabilities.precision;

};

WebGLRenderer.prototype.resetGLState = function () {

	console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
	return this.state.reset();

};

WebGLRenderer.prototype.supportsFloatTextures = function () {

	console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
	return this.extensions.get( 'OES_texture_float' );

};

WebGLRenderer.prototype.supportsHalfFloatTextures = function () {

	console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
	return this.extensions.get( 'OES_texture_half_float' );

};

WebGLRenderer.prototype.supportsStandardDerivatives = function () {

	console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
	return this.extensions.get( 'OES_standard_derivatives' );

};

WebGLRenderer.prototype.supportsCompressedTextureS3TC = function () {

	console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
	return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );

};

WebGLRenderer.prototype.supportsCompressedTexturePVRTC = function () {

	console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
	return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );

};

WebGLRenderer.prototype.supportsBlendMinMax = function () {

	console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
	return this.extensions.get( 'EXT_blend_minmax' );

};

WebGLRenderer.prototype.supportsVertexTextures = function () {

	console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
	return this.capabilities.vertexTextures;

};

WebGLRenderer.prototype.supportsInstancedArrays = function () {

	console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
	return this.extensions.get( 'ANGLE_instanced_arrays' );

};

WebGLRenderer.prototype.enableScissorTest = function ( boolean ) {

	console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
	this.setScissorTest( boolean );

};

WebGLRenderer.prototype.initMaterial = function () {

	console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );

};

WebGLRenderer.prototype.addPrePlugin = function () {

	console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );

};

WebGLRenderer.prototype.addPostPlugin = function () {

	console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );

};

WebGLRenderer.prototype.updateShadowMap = function () {

	console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );

};

WebGLRenderer.prototype.setFaceCulling = function () {

	console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );

};

WebGLRenderer.prototype.allocTextureUnit = function () {

	console.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );

};

WebGLRenderer.prototype.setTexture = function () {

	console.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );

};

WebGLRenderer.prototype.setTexture2D = function () {

	console.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );

};

WebGLRenderer.prototype.setTextureCube = function () {

	console.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );

};

WebGLRenderer.prototype.getActiveMipMapLevel = function () {

	console.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );
	return this.getActiveMipmapLevel();

};

Object.defineProperties( WebGLRenderer.prototype, {

	shadowMapEnabled: {
		get: function () {

			return this.shadowMap.enabled;

		},
		set: function ( value ) {

			console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
			this.shadowMap.enabled = value;

		}
	},
	shadowMapType: {
		get: function () {

			return this.shadowMap.type;

		},
		set: function ( value ) {

			console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
			this.shadowMap.type = value;

		}
	},
	shadowMapCullFace: {
		get: function () {

			console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
			return undefined;

		},
		set: function ( /* value */ ) {

			console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );

		}
	},
	context: {
		get: function () {

			console.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );
			return this.getContext();

		}
	},
	vr: {
		get: function () {

			console.warn( 'THREE.WebGLRenderer: .vr has been renamed to .xr' );
			return this.xr;

		}
	},
	gammaInput: {
		get: function () {

			console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
			return false;

		},
		set: function () {

			console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );

		}
	},
	gammaOutput: {
		get: function () {

			console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
			return false;

		},
		set: function ( value ) {

			console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
			this.outputEncoding = ( value === true ) ? sRGBEncoding : LinearEncoding;

		}
	},
	toneMappingWhitePoint: {
		get: function () {

			console.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );
			return 1.0;

		},
		set: function () {

			console.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );

		}
	},

} );

Object.defineProperties( WebGLShadowMap.prototype, {

	cullFace: {
		get: function () {

			console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
			return undefined;

		},
		set: function ( /* cullFace */ ) {

			console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );

		}
	},
	renderReverseSided: {
		get: function () {

			console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
			return undefined;

		},
		set: function () {

			console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );

		}
	},
	renderSingleSided: {
		get: function () {

			console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
			return undefined;

		},
		set: function () {

			console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );

		}
	}

} );

function WebGLRenderTargetCube( width, height, options ) {

	console.warn( 'THREE.WebGLRenderTargetCube( width, height, options ) is now WebGLCubeRenderTarget( size, options ).' );
	return new WebGLCubeRenderTarget( width, options );

}

//

Object.defineProperties( WebGLRenderTarget.prototype, {

	wrapS: {
		get: function () {

			console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
			return this.texture.wrapS;

		},
		set: function ( value ) {

			console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
			this.texture.wrapS = value;

		}
	},
	wrapT: {
		get: function () {

			console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
			return this.texture.wrapT;

		},
		set: function ( value ) {

			console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
			this.texture.wrapT = value;

		}
	},
	magFilter: {
		get: function () {

			console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
			return this.texture.magFilter;

		},
		set: function ( value ) {

			console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
			this.texture.magFilter = value;

		}
	},
	minFilter: {
		get: function () {

			console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
			return this.texture.minFilter;

		},
		set: function ( value ) {

			console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
			this.texture.minFilter = value;

		}
	},
	anisotropy: {
		get: function () {

			console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
			return this.texture.anisotropy;

		},
		set: function ( value ) {

			console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
			this.texture.anisotropy = value;

		}
	},
	offset: {
		get: function () {

			console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
			return this.texture.offset;

		},
		set: function ( value ) {

			console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
			this.texture.offset = value;

		}
	},
	repeat: {
		get: function () {

			console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
			return this.texture.repeat;

		},
		set: function ( value ) {

			console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
			this.texture.repeat = value;

		}
	},
	format: {
		get: function () {

			console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
			return this.texture.format;

		},
		set: function ( value ) {

			console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
			this.texture.format = value;

		}
	},
	type: {
		get: function () {

			console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
			return this.texture.type;

		},
		set: function ( value ) {

			console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
			this.texture.type = value;

		}
	},
	generateMipmaps: {
		get: function () {

			console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
			return this.texture.generateMipmaps;

		},
		set: function ( value ) {

			console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
			this.texture.generateMipmaps = value;

		}
	}

} );

//

Object.defineProperties( Audio.prototype, {

	load: {
		value: function ( file ) {

			console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
			const scope = this;
			const audioLoader = new AudioLoader();
			audioLoader.load( file, function ( buffer ) {

				scope.setBuffer( buffer );

			} );
			return this;

		}
	},
	startTime: {
		set: function () {

			console.warn( 'THREE.Audio: .startTime is now .play( delay ).' );

		}
	}

} );

AudioAnalyser.prototype.getData = function () {

	console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
	return this.getFrequencyData();

};

//

CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {

	console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
	return this.update( renderer, scene );

};

CubeCamera.prototype.clear = function ( renderer, color, depth, stencil ) {

	console.warn( 'THREE.CubeCamera: .clear() is now .renderTarget.clear().' );
	return this.renderTarget.clear( renderer, color, depth, stencil );

};

ImageUtils.crossOrigin = undefined;

ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {

	console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );

	const loader = new TextureLoader();
	loader.setCrossOrigin( this.crossOrigin );

	const texture = loader.load( url, onLoad, undefined, onError );

	if ( mapping ) texture.mapping = mapping;

	return texture;

};

ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {

	console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );

	const loader = new CubeTextureLoader();
	loader.setCrossOrigin( this.crossOrigin );

	const texture = loader.load( urls, onLoad, undefined, onError );

	if ( mapping ) texture.mapping = mapping;

	return texture;

};

ImageUtils.loadCompressedTexture = function () {

	console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );

};

ImageUtils.loadCompressedTextureCube = function () {

	console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );

};

//

function CanvasRenderer() {

	console.error( 'THREE.CanvasRenderer has been removed' );

}

//

function JSONLoader() {

	console.error( 'THREE.JSONLoader has been removed.' );

}

//

const SceneUtils = {

	createMultiMaterialObject: function ( /* geometry, materials */ ) {

		console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );

	},

	detach: function ( /* child, parent, scene */ ) {

		console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );

	},

	attach: function ( /* child, scene, parent */ ) {

		console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );

	}

};

//

function LensFlare() {

	console.error( 'THREE.LensFlare has been moved to /examples/jsm/objects/Lensflare.js' );

}

if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {

	/* eslint-disable no-undef */
	__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
		revision: REVISION,
	} } ) );
	/* eslint-enable no-undef */

}

if ( typeof window !== 'undefined' ) {

	if ( window.__THREE__ ) {

		console.warn( 'WARNING: Multiple instances of Three.js being imported.' );

	} else {

		window.__THREE__ = REVISION;

	}

}




/***/ })

}]);
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