diff --git a/index.html b/index.html
index 5e197e96..df535426 100644
--- a/index.html
+++ b/index.html
@@ -23,10 +23,14 @@
-
+
+
+
+
-
-
+
+
+
diff --git a/stitchcode/gui.js b/stitchcode/gui.js
index b10489d5..2d77b47f 100644
--- a/stitchcode/gui.js
+++ b/stitchcode/gui.js
@@ -691,7 +691,7 @@ IDE_Morph.prototype.createStatusDisplay = function () {
space.newLines = 0.5;
elements.push(space);
- elements.push('Total Stitches : ');
+ elements.push(' Total Stitches : ');
element = new StringMorph();
element.update = function () {
this.text = (stage.turtleShepherd.getStepCount()).toString()+ " ";
@@ -842,9 +842,19 @@ IDE_Morph.prototype.createStatusDisplay = function () {
function () { myself.downloadDST(); },
'Export as Tajima/DST'
);
- downloadDSTButton.newLines = 1.7;
+ downloadDSTButton.newLines = 2.7;
elements.push(downloadDSTButton);
+
+
+ elements.push(' RENDERER: ');
+ element = new StringMorph();
+ element.update = function () {
+ this.text = stage.renderer_status_msg;
+ };
+ elements.push(element);
+ elements.push(' ');
+
elements.forEach(function(each) { myself.statusDisplay.addElement(each); });
};
diff --git a/stitchcode/lang-de.js b/stitchcode/lang-de.js
index 5207cd72..6e1e57e0 100644
--- a/stitchcode/lang-de.js
+++ b/stitchcode/lang-de.js
@@ -12,8 +12,8 @@ tempDict = {
// UI
'Save to Disk':
'Sichern auf Festplatte',
- 'Total Stitches : ':
- 'Anzahl der Stiche : ',
+ ' Total Stitches : ':
+ ' Anzahl der Stiche : ',
'Jumps':
'Sprungstiche',
'Jumps : ':
diff --git a/stitchcode/objects.js b/stitchcode/objects.js
index c6a6f6e1..eecfc378 100644
--- a/stitchcode/objects.js
+++ b/stitchcode/objects.js
@@ -442,11 +442,20 @@ StageMorph.prototype.clearAll = function () {
StageMorph.prototype.initRenderer = function () {
var myself = this;
- this.renderer = new THREE.WebGLRenderer({
- antialias: true,
- alpha: true,
- canvas: this.penTrails()
- });
+
+ if (Detector.webgl) {
+ this.renderer = new THREE.WebGLRenderer({
+ antialias: true,
+ alpha: true,
+ canvas: this.penTrails()
+ });
+ this.renderer_status_msg = "webgl enabled";
+
+ } else {
+ this.renderer = new THREE.CanvasRenderer(
+ {canvas: this.penTrails()});
+ this.renderer_status_msg = "webgl unavailable. fallback to canvas (SLOW!)";
+ }
this.renderer.setClearColor(0xffffff, 1);
this.renderer.changed = false;
diff --git a/stitchcode/three.js b/stitchcode/three.js
deleted file mode 100644
index 84887242..00000000
--- a/stitchcode/three.js
+++ /dev/null
@@ -1,43300 +0,0 @@
-(function (global, factory) {
- typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :
- typeof define === 'function' && define.amd ? define(['exports'], factory) :
- (factory((global.THREE = global.THREE || {})));
-}(this, (function (exports) { 'use strict';
-
- // Polyfills
-
- if ( Number.EPSILON === undefined ) {
-
- Number.EPSILON = Math.pow( 2, - 52 );
-
- }
-
- //
-
- if ( Math.sign === undefined ) {
-
- // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign
-
- Math.sign = function ( x ) {
-
- return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x;
-
- };
-
- }
-
- if ( Function.prototype.name === undefined ) {
-
- // Missing in IE9-11.
- // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name
-
- Object.defineProperty( Function.prototype, 'name', {
-
- get: function () {
-
- return this.toString().match( /^\s*function\s*([^\(\s]*)/ )[ 1 ];
-
- }
-
- } );
-
- }
-
- if ( Object.assign === undefined ) {
-
- // Missing in IE.
- // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign
-
- ( function () {
-
- Object.assign = function ( target ) {
-
- 'use strict';
-
- if ( target === undefined || target === null ) {
-
- throw new TypeError( 'Cannot convert undefined or null to object' );
-
- }
-
- var output = Object( target );
-
- for ( var index = 1; index < arguments.length; index ++ ) {
-
- var source = arguments[ index ];
-
- if ( source !== undefined && source !== null ) {
-
- for ( var nextKey in source ) {
-
- if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) {
-
- output[ nextKey ] = source[ nextKey ];
-
- }
-
- }
-
- }
-
- }
-
- return output;
-
- };
-
- } )();
-
- }
-
- /**
- * https://github.com/mrdoob/eventdispatcher.js/
- */
-
- function EventDispatcher() {}
-
- EventDispatcher.prototype = {
-
- addEventListener: function ( type, listener ) {
-
- if ( this._listeners === undefined ) this._listeners = {};
-
- var 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;
-
- var listeners = this._listeners;
-
- return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
-
- },
-
- removeEventListener: function ( type, listener ) {
-
- if ( this._listeners === undefined ) return;
-
- var listeners = this._listeners;
- var listenerArray = listeners[ type ];
-
- if ( listenerArray !== undefined ) {
-
- var index = listenerArray.indexOf( listener );
-
- if ( index !== - 1 ) {
-
- listenerArray.splice( index, 1 );
-
- }
-
- }
-
- },
-
- dispatchEvent: function ( event ) {
-
- if ( this._listeners === undefined ) return;
-
- var listeners = this._listeners;
- var listenerArray = listeners[ event.type ];
-
- if ( listenerArray !== undefined ) {
-
- event.target = this;
-
- var array = [], i = 0;
- var length = listenerArray.length;
-
- for ( i = 0; i < length; i ++ ) {
-
- array[ i ] = listenerArray[ i ];
-
- }
-
- for ( i = 0; i < length; i ++ ) {
-
- array[ i ].call( this, event );
-
- }
-
- }
-
- }
-
- };
-
- var REVISION = '84';
- var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2 };
- var CullFaceNone = 0;
- var CullFaceBack = 1;
- var CullFaceFront = 2;
- var CullFaceFrontBack = 3;
- var FrontFaceDirectionCW = 0;
- var FrontFaceDirectionCCW = 1;
- var BasicShadowMap = 0;
- var PCFShadowMap = 1;
- var PCFSoftShadowMap = 2;
- var FrontSide = 0;
- var BackSide = 1;
- var DoubleSide = 2;
- var FlatShading = 1;
- var SmoothShading = 2;
- var NoColors = 0;
- var FaceColors = 1;
- var VertexColors = 2;
- var NoBlending = 0;
- var NormalBlending = 1;
- var AdditiveBlending = 2;
- var SubtractiveBlending = 3;
- var MultiplyBlending = 4;
- var CustomBlending = 5;
- var AddEquation = 100;
- var SubtractEquation = 101;
- var ReverseSubtractEquation = 102;
- var MinEquation = 103;
- var MaxEquation = 104;
- var ZeroFactor = 200;
- var OneFactor = 201;
- var SrcColorFactor = 202;
- var OneMinusSrcColorFactor = 203;
- var SrcAlphaFactor = 204;
- var OneMinusSrcAlphaFactor = 205;
- var DstAlphaFactor = 206;
- var OneMinusDstAlphaFactor = 207;
- var DstColorFactor = 208;
- var OneMinusDstColorFactor = 209;
- var SrcAlphaSaturateFactor = 210;
- var NeverDepth = 0;
- var AlwaysDepth = 1;
- var LessDepth = 2;
- var LessEqualDepth = 3;
- var EqualDepth = 4;
- var GreaterEqualDepth = 5;
- var GreaterDepth = 6;
- var NotEqualDepth = 7;
- var MultiplyOperation = 0;
- var MixOperation = 1;
- var AddOperation = 2;
- var NoToneMapping = 0;
- var LinearToneMapping = 1;
- var ReinhardToneMapping = 2;
- var Uncharted2ToneMapping = 3;
- var CineonToneMapping = 4;
- var UVMapping = 300;
- var CubeReflectionMapping = 301;
- var CubeRefractionMapping = 302;
- var EquirectangularReflectionMapping = 303;
- var EquirectangularRefractionMapping = 304;
- var SphericalReflectionMapping = 305;
- var CubeUVReflectionMapping = 306;
- var CubeUVRefractionMapping = 307;
- var RepeatWrapping = 1000;
- var ClampToEdgeWrapping = 1001;
- var MirroredRepeatWrapping = 1002;
- var NearestFilter = 1003;
- var NearestMipMapNearestFilter = 1004;
- var NearestMipMapLinearFilter = 1005;
- var LinearFilter = 1006;
- var LinearMipMapNearestFilter = 1007;
- var LinearMipMapLinearFilter = 1008;
- var UnsignedByteType = 1009;
- var ByteType = 1010;
- var ShortType = 1011;
- var UnsignedShortType = 1012;
- var IntType = 1013;
- var UnsignedIntType = 1014;
- var FloatType = 1015;
- var HalfFloatType = 1016;
- var UnsignedShort4444Type = 1017;
- var UnsignedShort5551Type = 1018;
- var UnsignedShort565Type = 1019;
- var UnsignedInt248Type = 1020;
- var AlphaFormat = 1021;
- var RGBFormat = 1022;
- var RGBAFormat = 1023;
- var LuminanceFormat = 1024;
- var LuminanceAlphaFormat = 1025;
- var RGBEFormat = RGBAFormat;
- var DepthFormat = 1026;
- var DepthStencilFormat = 1027;
- var RGB_S3TC_DXT1_Format = 2001;
- var RGBA_S3TC_DXT1_Format = 2002;
- var RGBA_S3TC_DXT3_Format = 2003;
- var RGBA_S3TC_DXT5_Format = 2004;
- var RGB_PVRTC_4BPPV1_Format = 2100;
- var RGB_PVRTC_2BPPV1_Format = 2101;
- var RGBA_PVRTC_4BPPV1_Format = 2102;
- var RGBA_PVRTC_2BPPV1_Format = 2103;
- var RGB_ETC1_Format = 2151;
- var LoopOnce = 2200;
- var LoopRepeat = 2201;
- var LoopPingPong = 2202;
- var InterpolateDiscrete = 2300;
- var InterpolateLinear = 2301;
- var InterpolateSmooth = 2302;
- var ZeroCurvatureEnding = 2400;
- var ZeroSlopeEnding = 2401;
- var WrapAroundEnding = 2402;
- var TrianglesDrawMode = 0;
- var TriangleStripDrawMode = 1;
- var TriangleFanDrawMode = 2;
- var LinearEncoding = 3000;
- var sRGBEncoding = 3001;
- var GammaEncoding = 3007;
- var RGBEEncoding = 3002;
- var LogLuvEncoding = 3003;
- var RGBM7Encoding = 3004;
- var RGBM16Encoding = 3005;
- var RGBDEncoding = 3006;
- var BasicDepthPacking = 3200;
- var RGBADepthPacking = 3201;
-
- /**
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- */
-
- var _Math = {
-
- DEG2RAD: Math.PI / 180,
- RAD2DEG: 180 / Math.PI,
-
- generateUUID: function () {
-
- // http://www.broofa.com/Tools/Math.uuid.htm
-
- var chars = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz'.split( '' );
- var uuid = new Array( 36 );
- var rnd = 0, r;
-
- return function generateUUID() {
-
- for ( var i = 0; i < 36; i ++ ) {
-
- if ( i === 8 || i === 13 || i === 18 || i === 23 ) {
-
- uuid[ i ] = '-';
-
- } else if ( i === 14 ) {
-
- uuid[ i ] = '4';
-
- } else {
-
- if ( rnd <= 0x02 ) rnd = 0x2000000 + ( Math.random() * 0x1000000 ) | 0;
- r = rnd & 0xf;
- rnd = rnd >> 4;
- uuid[ i ] = chars[ ( i === 19 ) ? ( r & 0x3 ) | 0x8 : r ];
-
- }
-
- }
-
- return uuid.join( '' );
-
- };
-
- }(),
-
- 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 to range
-
- 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://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 interval
-
- randInt: function ( low, high ) {
-
- return low + Math.floor( Math.random() * ( high - low + 1 ) );
-
- },
-
- // Random float from 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() );
-
- },
-
- degToRad: function ( degrees ) {
-
- return degrees * _Math.DEG2RAD;
-
- },
-
- radToDeg: function ( radians ) {
-
- return radians * _Math.RAD2DEG;
-
- },
-
- isPowerOfTwo: function ( value ) {
-
- return ( value & ( value - 1 ) ) === 0 && value !== 0;
-
- },
-
- nearestPowerOfTwo: function ( value ) {
-
- return Math.pow( 2, Math.round( Math.log( value ) / Math.LN2 ) );
-
- },
-
- nextPowerOfTwo: function ( value ) {
-
- value --;
- value |= value >> 1;
- value |= value >> 2;
- value |= value >> 4;
- value |= value >> 8;
- value |= value >> 16;
- value ++;
-
- return value;
-
- }
-
- };
-
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author philogb / http://blog.thejit.org/
- * @author egraether / http://egraether.com/
- * @author zz85 / http://www.lab4games.net/zz85/blog
- */
-
- function Vector2( x, y ) {
-
- this.x = x || 0;
- this.y = y || 0;
-
- }
-
- Vector2.prototype = {
-
- constructor: Vector2,
-
- isVector2: true,
-
- get width() {
-
- return this.x;
-
- },
-
- set width( value ) {
-
- this.x = value;
-
- },
-
- get height() {
-
- return this.y;
-
- },
-
- set height( value ) {
-
- this.y = value;
-
- },
-
- //
-
- set: function ( x, y ) {
-
- this.x = x;
- this.y = y;
-
- return this;
-
- },
-
- setScalar: function ( scalar ) {
-
- this.x = scalar;
- this.y = scalar;
-
- return this;
-
- },
-
- setX: function ( x ) {
-
- this.x = x;
-
- return this;
-
- },
-
- setY: function ( y ) {
-
- this.y = y;
-
- return this;
-
- },
-
- setComponent: function ( 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: function ( index ) {
-
- switch ( index ) {
-
- case 0: return this.x;
- case 1: return this.y;
- default: throw new Error( 'index is out of range: ' + index );
-
- }
-
- },
-
- clone: function () {
-
- return new this.constructor( this.x, this.y );
-
- },
-
- copy: function ( v ) {
-
- this.x = v.x;
- this.y = v.y;
-
- return this;
-
- },
-
- add: function ( 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: function ( s ) {
-
- this.x += s;
- this.y += s;
-
- return this;
-
- },
-
- addVectors: function ( a, b ) {
-
- this.x = a.x + b.x;
- this.y = a.y + b.y;
-
- return this;
-
- },
-
- addScaledVector: function ( v, s ) {
-
- this.x += v.x * s;
- this.y += v.y * s;
-
- return this;
-
- },
-
- sub: function ( 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: function ( s ) {
-
- this.x -= s;
- this.y -= s;
-
- return this;
-
- },
-
- subVectors: function ( a, b ) {
-
- this.x = a.x - b.x;
- this.y = a.y - b.y;
-
- return this;
-
- },
-
- multiply: function ( v ) {
-
- this.x *= v.x;
- this.y *= v.y;
-
- return this;
-
- },
-
- multiplyScalar: function ( scalar ) {
-
- if ( isFinite( scalar ) ) {
-
- this.x *= scalar;
- this.y *= scalar;
-
- } else {
-
- this.x = 0;
- this.y = 0;
-
- }
-
- return this;
-
- },
-
- divide: function ( v ) {
-
- this.x /= v.x;
- this.y /= v.y;
-
- return this;
-
- },
-
- divideScalar: function ( scalar ) {
-
- return this.multiplyScalar( 1 / scalar );
-
- },
-
- min: function ( v ) {
-
- this.x = Math.min( this.x, v.x );
- this.y = Math.min( this.y, v.y );
-
- return this;
-
- },
-
- max: function ( v ) {
-
- this.x = Math.max( this.x, v.x );
- this.y = Math.max( this.y, v.y );
-
- return this;
-
- },
-
- clamp: function ( min, max ) {
-
- // This function assumes min < max, if this assumption isn't true it will not operate correctly
-
- 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: function () {
-
- var min, max;
-
- return function clampScalar( minVal, maxVal ) {
-
- if ( min === undefined ) {
-
- min = new Vector2();
- max = new Vector2();
-
- }
-
- min.set( minVal, minVal );
- max.set( maxVal, maxVal );
-
- return this.clamp( min, max );
-
- };
-
- }(),
-
- clampLength: function ( min, max ) {
-
- var length = this.length();
-
- return this.multiplyScalar( Math.max( min, Math.min( max, length ) ) / length );
-
- },
-
- floor: function () {
-
- this.x = Math.floor( this.x );
- this.y = Math.floor( this.y );
-
- return this;
-
- },
-
- ceil: function () {
-
- this.x = Math.ceil( this.x );
- this.y = Math.ceil( this.y );
-
- return this;
-
- },
-
- round: function () {
-
- this.x = Math.round( this.x );
- this.y = Math.round( this.y );
-
- return this;
-
- },
-
- roundToZero: function () {
-
- 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: function () {
-
- this.x = - this.x;
- this.y = - this.y;
-
- return this;
-
- },
-
- dot: function ( v ) {
-
- return this.x * v.x + this.y * v.y;
-
- },
-
- lengthSq: function () {
-
- return this.x * this.x + this.y * this.y;
-
- },
-
- length: function () {
-
- return Math.sqrt( this.x * this.x + this.y * this.y );
-
- },
-
- lengthManhattan: function() {
-
- return Math.abs( this.x ) + Math.abs( this.y );
-
- },
-
- normalize: function () {
-
- return this.divideScalar( this.length() );
-
- },
-
- angle: function () {
-
- // computes the angle in radians with respect to the positive x-axis
-
- var angle = Math.atan2( this.y, this.x );
-
- if ( angle < 0 ) angle += 2 * Math.PI;
-
- return angle;
-
- },
-
- distanceTo: function ( v ) {
-
- return Math.sqrt( this.distanceToSquared( v ) );
-
- },
-
- distanceToSquared: function ( v ) {
-
- var dx = this.x - v.x, dy = this.y - v.y;
- return dx * dx + dy * dy;
-
- },
-
- distanceToManhattan: function ( v ) {
-
- return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
-
- },
-
- setLength: function ( length ) {
-
- return this.multiplyScalar( length / this.length() );
-
- },
-
- lerp: function ( v, alpha ) {
-
- this.x += ( v.x - this.x ) * alpha;
- this.y += ( v.y - this.y ) * alpha;
-
- return this;
-
- },
-
- lerpVectors: function ( v1, v2, alpha ) {
-
- return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
-
- },
-
- equals: function ( v ) {
-
- return ( ( v.x === this.x ) && ( v.y === this.y ) );
-
- },
-
- fromArray: function ( array, offset ) {
-
- if ( offset === undefined ) offset = 0;
-
- this.x = array[ offset ];
- this.y = array[ offset + 1 ];
-
- return this;
-
- },
-
- toArray: function ( array, offset ) {
-
- if ( array === undefined ) array = [];
- if ( offset === undefined ) offset = 0;
-
- array[ offset ] = this.x;
- array[ offset + 1 ] = this.y;
-
- return array;
-
- },
-
- fromBufferAttribute: function ( 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: function ( center, angle ) {
-
- var c = Math.cos( angle ), s = Math.sin( angle );
-
- var x = this.x - center.x;
- var y = this.y - center.y;
-
- this.x = x * c - y * s + center.x;
- this.y = x * s + y * c + center.y;
-
- return this;
-
- }
-
- };
-
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- * @author szimek / https://github.com/szimek/
- */
-
- var textureId = 0;
-
- function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
-
- Object.defineProperty( this, 'id', { value: textureId ++ } );
-
- this.uuid = _Math.generateUUID();
-
- this.name = '';
-
- this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
- this.mipmaps = [];
-
- this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
-
- this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
- this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
-
- this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
- this.minFilter = minFilter !== undefined ? minFilter : LinearMipMapLinearFilter;
-
- this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
-
- this.format = format !== undefined ? format : RGBAFormat;
- this.type = type !== undefined ? type : UnsignedByteType;
-
- this.offset = new Vector2( 0, 0 );
- this.repeat = new Vector2( 1, 1 );
-
- 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 !== undefined ? encoding : LinearEncoding;
-
- this.version = 0;
- this.onUpdate = null;
-
- }
-
- Texture.DEFAULT_IMAGE = undefined;
- Texture.DEFAULT_MAPPING = UVMapping;
-
- Texture.prototype = {
-
- constructor: Texture,
-
- isTexture: true,
-
- set needsUpdate( value ) {
-
- if ( value === true ) this.version ++;
-
- },
-
- clone: function () {
-
- return new this.constructor().copy( this );
-
- },
-
- copy: function ( source ) {
-
- 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.type = source.type;
-
- this.offset.copy( source.offset );
- this.repeat.copy( source.repeat );
-
- this.generateMipmaps = source.generateMipmaps;
- this.premultiplyAlpha = source.premultiplyAlpha;
- this.flipY = source.flipY;
- this.unpackAlignment = source.unpackAlignment;
- this.encoding = source.encoding;
-
- return this;
-
- },
-
- toJSON: function ( meta ) {
-
- if ( meta.textures[ this.uuid ] !== undefined ) {
-
- return meta.textures[ this.uuid ];
-
- }
-
- function getDataURL( image ) {
-
- var canvas;
-
- if ( image.toDataURL !== undefined ) {
-
- canvas = image;
-
- } else {
-
- canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
- canvas.width = image.width;
- canvas.height = image.height;
-
- canvas.getContext( '2d' ).drawImage( image, 0, 0, image.width, image.height );
-
- }
-
- if ( canvas.width > 2048 || canvas.height > 2048 ) {
-
- return canvas.toDataURL( 'image/jpeg', 0.6 );
-
- } else {
-
- return canvas.toDataURL( 'image/png' );
-
- }
-
- }
-
- var output = {
- metadata: {
- version: 4.4,
- 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 ],
- wrap: [ this.wrapS, this.wrapT ],
-
- minFilter: this.minFilter,
- magFilter: this.magFilter,
- anisotropy: this.anisotropy,
-
- flipY: this.flipY
- };
-
- if ( this.image !== undefined ) {
-
- // TODO: Move to THREE.Image
-
- var image = this.image;
-
- if ( image.uuid === undefined ) {
-
- image.uuid = _Math.generateUUID(); // UGH
-
- }
-
- if ( meta.images[ image.uuid ] === undefined ) {
-
- meta.images[ image.uuid ] = {
- uuid: image.uuid,
- url: getDataURL( image )
- };
-
- }
-
- output.image = image.uuid;
-
- }
-
- meta.textures[ this.uuid ] = output;
-
- return output;
-
- },
-
- dispose: function () {
-
- this.dispatchEvent( { type: 'dispose' } );
-
- },
-
- transformUv: function ( uv ) {
-
- if ( this.mapping !== UVMapping ) return;
-
- uv.multiply( this.repeat );
- uv.add( this.offset );
-
- 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;
-
- }
-
- }
-
- };
-
- Object.assign( Texture.prototype, EventDispatcher.prototype );
-
- /**
- * @author supereggbert / http://www.paulbrunt.co.uk/
- * @author philogb / http://blog.thejit.org/
- * @author mikael emtinger / http://gomo.se/
- * @author egraether / http://egraether.com/
- * @author WestLangley / http://github.com/WestLangley
- */
-
- function Vector4( x, y, z, w ) {
-
- this.x = x || 0;
- this.y = y || 0;
- this.z = z || 0;
- this.w = ( w !== undefined ) ? w : 1;
-
- }
-
- Vector4.prototype = {
-
- constructor: Vector4,
-
- isVector4: true,
-
- set: function ( x, y, z, w ) {
-
- this.x = x;
- this.y = y;
- this.z = z;
- this.w = w;
-
- return this;
-
- },
-
- setScalar: function ( scalar ) {
-
- this.x = scalar;
- this.y = scalar;
- this.z = scalar;
- this.w = scalar;
-
- return this;
-
- },
-
- setX: function ( x ) {
-
- this.x = x;
-
- return this;
-
- },
-
- setY: function ( y ) {
-
- this.y = y;
-
- return this;
-
- },
-
- setZ: function ( z ) {
-
- this.z = z;
-
- return this;
-
- },
-
- setW: function ( w ) {
-
- this.w = w;
-
- return this;
-
- },
-
- setComponent: function ( 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: function ( 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: function () {
-
- return new this.constructor( this.x, this.y, this.z, this.w );
-
- },
-
- copy: function ( v ) {
-
- this.x = v.x;
- this.y = v.y;
- this.z = v.z;
- this.w = ( v.w !== undefined ) ? v.w : 1;
-
- return this;
-
- },
-
- add: function ( 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: function ( s ) {
-
- this.x += s;
- this.y += s;
- this.z += s;
- this.w += s;
-
- return this;
-
- },
-
- addVectors: function ( 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: function ( 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: function ( 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: function ( s ) {
-
- this.x -= s;
- this.y -= s;
- this.z -= s;
- this.w -= s;
-
- return this;
-
- },
-
- subVectors: function ( 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;
-
- },
-
- multiplyScalar: function ( scalar ) {
-
- if ( isFinite( scalar ) ) {
-
- this.x *= scalar;
- this.y *= scalar;
- this.z *= scalar;
- this.w *= scalar;
-
- } else {
-
- this.x = 0;
- this.y = 0;
- this.z = 0;
- this.w = 0;
-
- }
-
- return this;
-
- },
-
- applyMatrix4: function ( m ) {
-
- var x = this.x, y = this.y, z = this.z, w = this.w;
- var 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: function ( scalar ) {
-
- return this.multiplyScalar( 1 / scalar );
-
- },
-
- setAxisAngleFromQuaternion: function ( 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 );
-
- var 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: function ( 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)
-
- var angle, x, y, z, // variables for result
- 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;
-
- var xx = ( m11 + 1 ) / 2;
- var yy = ( m22 + 1 ) / 2;
- var zz = ( m33 + 1 ) / 2;
- var xy = ( m12 + m21 ) / 4;
- var xz = ( m13 + m31 ) / 4;
- var 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
-
- var 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: function ( 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: function ( 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: function ( min, max ) {
-
- // This function assumes min < max, if this assumption isn't true it will not operate correctly
-
- 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: function () {
-
- var min, max;
-
- return function clampScalar( minVal, maxVal ) {
-
- if ( min === undefined ) {
-
- min = new Vector4();
- max = new Vector4();
-
- }
-
- min.set( minVal, minVal, minVal, minVal );
- max.set( maxVal, maxVal, maxVal, maxVal );
-
- return this.clamp( min, max );
-
- };
-
- }(),
-
- floor: function () {
-
- 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: function () {
-
- 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: function () {
-
- 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: function () {
-
- 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: function () {
-
- this.x = - this.x;
- this.y = - this.y;
- this.z = - this.z;
- this.w = - this.w;
-
- return this;
-
- },
-
- dot: function ( v ) {
-
- return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
-
- },
-
- lengthSq: function () {
-
- return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
-
- },
-
- length: function () {
-
- return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
-
- },
-
- lengthManhattan: function () {
-
- return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
-
- },
-
- normalize: function () {
-
- return this.divideScalar( this.length() );
-
- },
-
- setLength: function ( length ) {
-
- return this.multiplyScalar( length / this.length() );
-
- },
-
- lerp: function ( 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: function ( v1, v2, alpha ) {
-
- return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
-
- },
-
- equals: function ( v ) {
-
- return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
-
- },
-
- fromArray: function ( array, offset ) {
-
- if ( offset === undefined ) offset = 0;
-
- this.x = array[ offset ];
- this.y = array[ offset + 1 ];
- this.z = array[ offset + 2 ];
- this.w = array[ offset + 3 ];
-
- return this;
-
- },
-
- toArray: function ( array, offset ) {
-
- if ( array === undefined ) array = [];
- if ( offset === undefined ) offset = 0;
-
- array[ offset ] = this.x;
- array[ offset + 1 ] = this.y;
- array[ offset + 2 ] = this.z;
- array[ offset + 3 ] = this.w;
-
- return array;
-
- },
-
- fromBufferAttribute: function ( 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;
-
- }
-
- };
-
- /**
- * @author szimek / https://github.com/szimek/
- * @author alteredq / http://alteredqualia.com/
- * @author Marius Kintel / https://github.com/kintel
- */
-
- /*
- In options, we can specify:
- * Texture parameters for an auto-generated target texture
- * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
- */
- function WebGLRenderTarget( width, height, options ) {
-
- this.uuid = _Math.generateUUID();
-
- this.width = width;
- this.height = height;
-
- this.scissor = new Vector4( 0, 0, width, height );
- this.scissorTest = false;
-
- this.viewport = new Vector4( 0, 0, width, height );
-
- options = options || {};
-
- if ( options.minFilter === undefined ) options.minFilter = LinearFilter;
-
- this.texture = new Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
-
- this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
- this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
- this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
-
- }
-
- WebGLRenderTarget.prototype = {
-
- constructor: WebGLRenderTarget,
-
- isWebGLRenderTarget: true,
-
- setSize: function ( width, height ) {
-
- if ( this.width !== width || this.height !== height ) {
-
- this.width = width;
- this.height = height;
-
- this.dispose();
-
- }
-
- this.viewport.set( 0, 0, width, height );
- this.scissor.set( 0, 0, width, height );
-
- },
-
- clone: function () {
-
- return new this.constructor().copy( this );
-
- },
-
- copy: function ( source ) {
-
- this.width = source.width;
- this.height = source.height;
-
- 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: function () {
-
- this.dispatchEvent( { type: 'dispose' } );
-
- }
-
- };
-
- Object.assign( WebGLRenderTarget.prototype, EventDispatcher.prototype );
-
- /**
- * @author alteredq / http://alteredqualia.com
- */
-
- function WebGLRenderTargetCube( width, height, options ) {
-
- WebGLRenderTarget.call( this, width, height, options );
-
- this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5
- this.activeMipMapLevel = 0;
-
- }
-
- WebGLRenderTargetCube.prototype = Object.create( WebGLRenderTarget.prototype );
- WebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube;
-
- WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true;
-
- /**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- * @author WestLangley / http://github.com/WestLangley
- * @author bhouston / http://clara.io
- */
-
- function Quaternion( x, y, z, w ) {
-
- this._x = x || 0;
- this._y = y || 0;
- this._z = z || 0;
- this._w = ( w !== undefined ) ? w : 1;
-
- }
-
- Quaternion.prototype = {
-
- constructor: Quaternion,
-
- 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: function ( x, y, z, w ) {
-
- this._x = x;
- this._y = y;
- this._z = z;
- this._w = w;
-
- this.onChangeCallback();
-
- return this;
-
- },
-
- clone: function () {
-
- return new this.constructor( this._x, this._y, this._z, this._w );
-
- },
-
- copy: function ( quaternion ) {
-
- this._x = quaternion.x;
- this._y = quaternion.y;
- this._z = quaternion.z;
- this._w = quaternion.w;
-
- this.onChangeCallback();
-
- return this;
-
- },
-
- setFromEuler: function ( euler, update ) {
-
- if ( (euler && euler.isEuler) === false ) {
-
- throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
-
- }
-
- // http://www.mathworks.com/matlabcentral/fileexchange/
- // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
- // content/SpinCalc.m
-
- var c1 = Math.cos( euler._x / 2 );
- var c2 = Math.cos( euler._y / 2 );
- var c3 = Math.cos( euler._z / 2 );
- var s1 = Math.sin( euler._x / 2 );
- var s2 = Math.sin( euler._y / 2 );
- var s3 = Math.sin( euler._z / 2 );
-
- var order = euler.order;
-
- if ( order === '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;
-
- } else if ( order === '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;
-
- } else if ( order === '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;
-
- } else if ( order === '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;
-
- } else if ( order === '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;
-
- } else if ( order === '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;
-
- }
-
- if ( update !== false ) this.onChangeCallback();
-
- return this;
-
- },
-
- setFromAxisAngle: function ( axis, angle ) {
-
- // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
-
- // assumes axis is normalized
-
- var 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: function ( 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)
-
- var 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,
- s;
-
- if ( trace > 0 ) {
-
- 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 ) {
-
- 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 ) {
-
- 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 {
-
- 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: function () {
-
- // http://lolengine.net/blog/2014/02/24/quaternion-from-two-vectors-final
-
- // assumes direction vectors vFrom and vTo are normalized
-
- var v1, r;
-
- var EPS = 0.000001;
-
- return function setFromUnitVectors( vFrom, vTo ) {
-
- if ( v1 === undefined ) v1 = new Vector3();
-
- r = vFrom.dot( vTo ) + 1;
-
- if ( r < EPS ) {
-
- r = 0;
-
- if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
-
- v1.set( - vFrom.y, vFrom.x, 0 );
-
- } else {
-
- v1.set( 0, - vFrom.z, vFrom.y );
-
- }
-
- } else {
-
- v1.crossVectors( vFrom, vTo );
-
- }
-
- this._x = v1.x;
- this._y = v1.y;
- this._z = v1.z;
- this._w = r;
-
- return this.normalize();
-
- };
-
- }(),
-
- inverse: function () {
-
- return this.conjugate().normalize();
-
- },
-
- conjugate: function () {
-
- this._x *= - 1;
- this._y *= - 1;
- this._z *= - 1;
-
- this.onChangeCallback();
-
- return this;
-
- },
-
- dot: function ( v ) {
-
- return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
-
- },
-
- lengthSq: function () {
-
- return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
-
- },
-
- length: function () {
-
- return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
-
- },
-
- normalize: function () {
-
- var 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: function ( 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: function ( q ) {
-
- return this.multiplyQuaternions( q, this );
-
- },
-
- multiplyQuaternions: function ( a, b ) {
-
- // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
-
- var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
- var 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: function ( qb, t ) {
-
- if ( t === 0 ) return this;
- if ( t === 1 ) return this.copy( qb );
-
- var x = this._x, y = this._y, z = this._z, w = this._w;
-
- // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
-
- var 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;
-
- }
-
- var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta );
-
- if ( Math.abs( sinHalfTheta ) < 0.001 ) {
-
- this._w = 0.5 * ( w + this._w );
- this._x = 0.5 * ( x + this._x );
- this._y = 0.5 * ( y + this._y );
- this._z = 0.5 * ( z + this._z );
-
- return this;
-
- }
-
- var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
- var 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: function ( quaternion ) {
-
- return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
-
- },
-
- fromArray: function ( array, offset ) {
-
- if ( offset === undefined ) 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: function ( array, offset ) {
-
- if ( array === undefined ) array = [];
- if ( offset === undefined ) offset = 0;
-
- array[ offset ] = this._x;
- array[ offset + 1 ] = this._y;
- array[ offset + 2 ] = this._z;
- array[ offset + 3 ] = this._w;
-
- return array;
-
- },
-
- onChange: function ( callback ) {
-
- this.onChangeCallback = callback;
-
- return this;
-
- },
-
- onChangeCallback: function () {}
-
- };
-
- Object.assign( Quaternion, {
-
- slerp: function( qa, qb, qm, t ) {
-
- return qm.copy( qa ).slerp( qb, t );
-
- },
-
- slerpFlat: function(
- dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
-
- // fuzz-free, array-based Quaternion SLERP operation
-
- var x0 = src0[ srcOffset0 + 0 ],
- y0 = src0[ srcOffset0 + 1 ],
- z0 = src0[ srcOffset0 + 2 ],
- w0 = src0[ srcOffset0 + 3 ],
-
- x1 = src1[ srcOffset1 + 0 ],
- y1 = src1[ srcOffset1 + 1 ],
- z1 = src1[ srcOffset1 + 2 ],
- w1 = src1[ srcOffset1 + 3 ];
-
- if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
-
- var s = 1 - t,
-
- 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 ) {
-
- var sin = Math.sqrt( sqrSin ),
- len = Math.atan2( sin, cos * dir );
-
- s = Math.sin( s * len ) / sin;
- t = Math.sin( t * len ) / sin;
-
- }
-
- var 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 ) {
-
- var 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;
-
- }
-
- } );
-
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author *kile / http://kile.stravaganza.org/
- * @author philogb / http://blog.thejit.org/
- * @author mikael emtinger / http://gomo.se/
- * @author egraether / http://egraether.com/
- * @author WestLangley / http://github.com/WestLangley
- */
-
- function Vector3( x, y, z ) {
-
- this.x = x || 0;
- this.y = y || 0;
- this.z = z || 0;
-
- }
-
- Vector3.prototype = {
-
- constructor: Vector3,
-
- isVector3: true,
-
- set: function ( x, y, z ) {
-
- this.x = x;
- this.y = y;
- this.z = z;
-
- return this;
-
- },
-
- setScalar: function ( scalar ) {
-
- this.x = scalar;
- this.y = scalar;
- this.z = scalar;
-
- return this;
-
- },
-
- setX: function ( x ) {
-
- this.x = x;
-
- return this;
-
- },
-
- setY: function ( y ) {
-
- this.y = y;
-
- return this;
-
- },
-
- setZ: function ( z ) {
-
- this.z = z;
-
- return this;
-
- },
-
- setComponent: function ( 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: function ( 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: function () {
-
- return new this.constructor( this.x, this.y, this.z );
-
- },
-
- copy: function ( v ) {
-
- this.x = v.x;
- this.y = v.y;
- this.z = v.z;
-
- return this;
-
- },
-
- add: function ( 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: function ( s ) {
-
- this.x += s;
- this.y += s;
- this.z += s;
-
- return this;
-
- },
-
- addVectors: function ( a, b ) {
-
- this.x = a.x + b.x;
- this.y = a.y + b.y;
- this.z = a.z + b.z;
-
- return this;
-
- },
-
- addScaledVector: function ( v, s ) {
-
- this.x += v.x * s;
- this.y += v.y * s;
- this.z += v.z * s;
-
- return this;
-
- },
-
- sub: function ( 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: function ( s ) {
-
- this.x -= s;
- this.y -= s;
- this.z -= s;
-
- return this;
-
- },
-
- subVectors: function ( a, b ) {
-
- this.x = a.x - b.x;
- this.y = a.y - b.y;
- this.z = a.z - b.z;
-
- return this;
-
- },
-
- multiply: function ( 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: function ( scalar ) {
-
- if ( isFinite( scalar ) ) {
-
- this.x *= scalar;
- this.y *= scalar;
- this.z *= scalar;
-
- } else {
-
- this.x = 0;
- this.y = 0;
- this.z = 0;
-
- }
-
- return this;
-
- },
-
- multiplyVectors: function ( a, b ) {
-
- this.x = a.x * b.x;
- this.y = a.y * b.y;
- this.z = a.z * b.z;
-
- return this;
-
- },
-
- applyEuler: function () {
-
- var quaternion;
-
- return function applyEuler( euler ) {
-
- if ( (euler && euler.isEuler) === false ) {
-
- console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
-
- }
-
- if ( quaternion === undefined ) quaternion = new Quaternion();
-
- return this.applyQuaternion( quaternion.setFromEuler( euler ) );
-
- };
-
- }(),
-
- applyAxisAngle: function () {
-
- var quaternion;
-
- return function applyAxisAngle( axis, angle ) {
-
- if ( quaternion === undefined ) quaternion = new Quaternion();
-
- return this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) );
-
- };
-
- }(),
-
- applyMatrix3: function ( m ) {
-
- var x = this.x, y = this.y, z = this.z;
- var 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;
-
- },
-
- applyMatrix4: function ( m ) {
-
- var x = this.x, y = this.y, z = this.z;
- var e = m.elements;
-
- this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ];
- this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ];
- this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ];
- var w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ];
-
- return this.divideScalar( w );
-
- },
-
- applyQuaternion: function ( q ) {
-
- var x = this.x, y = this.y, z = this.z;
- var qx = q.x, qy = q.y, qz = q.z, qw = q.w;
-
- // calculate quat * vector
-
- var ix = qw * x + qy * z - qz * y;
- var iy = qw * y + qz * x - qx * z;
- var iz = qw * z + qx * y - qy * x;
- var 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: function () {
-
- var matrix;
-
- return function project( camera ) {
-
- if ( matrix === undefined ) matrix = new Matrix4();
-
- matrix.multiplyMatrices( camera.projectionMatrix, matrix.getInverse( camera.matrixWorld ) );
- return this.applyMatrix4( matrix );
-
- };
-
- }(),
-
- unproject: function () {
-
- var matrix;
-
- return function unproject( camera ) {
-
- if ( matrix === undefined ) matrix = new Matrix4();
-
- matrix.multiplyMatrices( camera.matrixWorld, matrix.getInverse( camera.projectionMatrix ) );
- return this.applyMatrix4( matrix );
-
- };
-
- }(),
-
- transformDirection: function ( m ) {
-
- // input: THREE.Matrix4 affine matrix
- // vector interpreted as a direction
-
- var x = this.x, y = this.y, z = this.z;
- var 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: function ( v ) {
-
- this.x /= v.x;
- this.y /= v.y;
- this.z /= v.z;
-
- return this;
-
- },
-
- divideScalar: function ( scalar ) {
-
- return this.multiplyScalar( 1 / scalar );
-
- },
-
- min: function ( 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: function ( 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: function ( min, max ) {
-
- // This function assumes min < max, if this assumption isn't true it will not operate correctly
-
- 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: function () {
-
- var min, max;
-
- return function clampScalar( minVal, maxVal ) {
-
- if ( min === undefined ) {
-
- min = new Vector3();
- max = new Vector3();
-
- }
-
- min.set( minVal, minVal, minVal );
- max.set( maxVal, maxVal, maxVal );
-
- return this.clamp( min, max );
-
- };
-
- }(),
-
- clampLength: function ( min, max ) {
-
- var length = this.length();
-
- return this.multiplyScalar( Math.max( min, Math.min( max, length ) ) / length );
-
- },
-
- floor: function () {
-
- this.x = Math.floor( this.x );
- this.y = Math.floor( this.y );
- this.z = Math.floor( this.z );
-
- return this;
-
- },
-
- ceil: function () {
-
- this.x = Math.ceil( this.x );
- this.y = Math.ceil( this.y );
- this.z = Math.ceil( this.z );
-
- return this;
-
- },
-
- round: function () {
-
- this.x = Math.round( this.x );
- this.y = Math.round( this.y );
- this.z = Math.round( this.z );
-
- return this;
-
- },
-
- roundToZero: function () {
-
- 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: function () {
-
- this.x = - this.x;
- this.y = - this.y;
- this.z = - this.z;
-
- return this;
-
- },
-
- dot: function ( v ) {
-
- return this.x * v.x + this.y * v.y + this.z * v.z;
-
- },
-
- lengthSq: function () {
-
- return this.x * this.x + this.y * this.y + this.z * this.z;
-
- },
-
- length: function () {
-
- return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
-
- },
-
- lengthManhattan: function () {
-
- return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
-
- },
-
- normalize: function () {
-
- return this.divideScalar( this.length() );
-
- },
-
- setLength: function ( length ) {
-
- return this.multiplyScalar( length / this.length() );
-
- },
-
- lerp: function ( 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: function ( v1, v2, alpha ) {
-
- return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
-
- },
-
- cross: function ( 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 );
-
- }
-
- var x = this.x, y = this.y, z = this.z;
-
- this.x = y * v.z - z * v.y;
- this.y = z * v.x - x * v.z;
- this.z = x * v.y - y * v.x;
-
- return this;
-
- },
-
- crossVectors: function ( a, b ) {
-
- var ax = a.x, ay = a.y, az = a.z;
- var 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: function ( vector ) {
-
- var scalar = vector.dot( this ) / vector.lengthSq();
-
- return this.copy( vector ).multiplyScalar( scalar );
-
- },
-
- projectOnPlane: function () {
-
- var v1;
-
- return function projectOnPlane( planeNormal ) {
-
- if ( v1 === undefined ) v1 = new Vector3();
-
- v1.copy( this ).projectOnVector( planeNormal );
-
- return this.sub( v1 );
-
- };
-
- }(),
-
- reflect: function () {
-
- // reflect incident vector off plane orthogonal to normal
- // normal is assumed to have unit length
-
- var v1;
-
- return function reflect( normal ) {
-
- if ( v1 === undefined ) v1 = new Vector3();
-
- return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
-
- };
-
- }(),
-
- angleTo: function ( v ) {
-
- var theta = this.dot( v ) / ( Math.sqrt( this.lengthSq() * v.lengthSq() ) );
-
- // clamp, to handle numerical problems
-
- return Math.acos( _Math.clamp( theta, - 1, 1 ) );
-
- },
-
- distanceTo: function ( v ) {
-
- return Math.sqrt( this.distanceToSquared( v ) );
-
- },
-
- distanceToSquared: function ( v ) {
-
- var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
-
- return dx * dx + dy * dy + dz * dz;
-
- },
-
- distanceToManhattan: function ( v ) {
-
- return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
-
- },
-
- setFromSpherical: function( s ) {
-
- var sinPhiRadius = Math.sin( s.phi ) * s.radius;
-
- this.x = sinPhiRadius * Math.sin( s.theta );
- this.y = Math.cos( s.phi ) * s.radius;
- this.z = sinPhiRadius * Math.cos( s.theta );
-
- return this;
-
- },
-
- setFromCylindrical: function( c ) {
-
- this.x = c.radius * Math.sin( c.theta );
- this.y = c.y;
- this.z = c.radius * Math.cos( c.theta );
-
- return this;
-
- },
-
- setFromMatrixPosition: function ( m ) {
-
- return this.setFromMatrixColumn( m, 3 );
-
- },
-
- setFromMatrixScale: function ( m ) {
-
- var sx = this.setFromMatrixColumn( m, 0 ).length();
- var sy = this.setFromMatrixColumn( m, 1 ).length();
- var sz = this.setFromMatrixColumn( m, 2 ).length();
-
- this.x = sx;
- this.y = sy;
- this.z = sz;
-
- return this;
-
- },
-
- setFromMatrixColumn: function ( m, index ) {
-
- if ( typeof m === 'number' ) {
-
- console.warn( 'THREE.Vector3: setFromMatrixColumn now expects ( matrix, index ).' );
- var temp = m;
- m = index;
- index = temp;
-
- }
-
- return this.fromArray( m.elements, index * 4 );
-
- },
-
- equals: function ( v ) {
-
- return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
-
- },
-
- fromArray: function ( array, offset ) {
-
- if ( offset === undefined ) offset = 0;
-
- this.x = array[ offset ];
- this.y = array[ offset + 1 ];
- this.z = array[ offset + 2 ];
-
- return this;
-
- },
-
- toArray: function ( array, offset ) {
-
- if ( array === undefined ) array = [];
- if ( offset === undefined ) offset = 0;
-
- array[ offset ] = this.x;
- array[ offset + 1 ] = this.y;
- array[ offset + 2 ] = this.z;
-
- return array;
-
- },
-
- fromBufferAttribute: function ( 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;
-
- }
-
- };
-
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author supereggbert / http://www.paulbrunt.co.uk/
- * @author philogb / http://blog.thejit.org/
- * @author jordi_ros / http://plattsoft.com
- * @author D1plo1d / http://github.com/D1plo1d
- * @author alteredq / http://alteredqualia.com/
- * @author mikael emtinger / http://gomo.se/
- * @author timknip / http://www.floorplanner.com/
- * @author bhouston / http://clara.io
- * @author WestLangley / http://github.com/WestLangley
- */
-
- function Matrix4() {
-
- this.elements = new Float32Array( [
-
- 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.' );
-
- }
-
- }
-
- Matrix4.prototype = {
-
- constructor: Matrix4,
-
- isMatrix4: true,
-
- set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
-
- var 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: function () {
-
- this.set(
-
- 1, 0, 0, 0,
- 0, 1, 0, 0,
- 0, 0, 1, 0,
- 0, 0, 0, 1
-
- );
-
- return this;
-
- },
-
- clone: function () {
-
- return new Matrix4().fromArray( this.elements );
-
- },
-
- copy: function ( m ) {
-
- this.elements.set( m.elements );
-
- return this;
-
- },
-
- copyPosition: function ( m ) {
-
- var te = this.elements;
- var me = m.elements;
-
- te[ 12 ] = me[ 12 ];
- te[ 13 ] = me[ 13 ];
- te[ 14 ] = me[ 14 ];
-
- return this;
-
- },
-
- extractBasis: function ( xAxis, yAxis, zAxis ) {
-
- xAxis.setFromMatrixColumn( this, 0 );
- yAxis.setFromMatrixColumn( this, 1 );
- zAxis.setFromMatrixColumn( this, 2 );
-
- return this;
-
- },
-
- makeBasis: function ( 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: function () {
-
- var v1;
-
- return function extractRotation( m ) {
-
- if ( v1 === undefined ) v1 = new Vector3();
-
- var te = this.elements;
- var me = m.elements;
-
- var scaleX = 1 / v1.setFromMatrixColumn( m, 0 ).length();
- var scaleY = 1 / v1.setFromMatrixColumn( m, 1 ).length();
- var scaleZ = 1 / v1.setFromMatrixColumn( m, 2 ).length();
-
- te[ 0 ] = me[ 0 ] * scaleX;
- te[ 1 ] = me[ 1 ] * scaleX;
- te[ 2 ] = me[ 2 ] * scaleX;
-
- te[ 4 ] = me[ 4 ] * scaleY;
- te[ 5 ] = me[ 5 ] * scaleY;
- te[ 6 ] = me[ 6 ] * scaleY;
-
- te[ 8 ] = me[ 8 ] * scaleZ;
- te[ 9 ] = me[ 9 ] * scaleZ;
- te[ 10 ] = me[ 10 ] * scaleZ;
-
- return this;
-
- };
-
- }(),
-
- makeRotationFromEuler: function ( euler ) {
-
- if ( (euler && euler.isEuler) === false ) {
-
- console.error( 'THREE.Matrix: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
-
- }
-
- var te = this.elements;
-
- var x = euler.x, y = euler.y, z = euler.z;
- var a = Math.cos( x ), b = Math.sin( x );
- var c = Math.cos( y ), d = Math.sin( y );
- var e = Math.cos( z ), f = Math.sin( z );
-
- if ( euler.order === 'XYZ' ) {
-
- var 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' ) {
-
- var 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' ) {
-
- var 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' ) {
-
- var 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' ) {
-
- var 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' ) {
-
- var 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;
-
- }
-
- // last column
- te[ 3 ] = 0;
- te[ 7 ] = 0;
- te[ 11 ] = 0;
-
- // bottom row
- te[ 12 ] = 0;
- te[ 13 ] = 0;
- te[ 14 ] = 0;
- te[ 15 ] = 1;
-
- return this;
-
- },
-
- makeRotationFromQuaternion: function ( q ) {
-
- var te = this.elements;
-
- var x = q.x, y = q.y, z = q.z, w = q.w;
- var x2 = x + x, y2 = y + y, z2 = z + z;
- var xx = x * x2, xy = x * y2, xz = x * z2;
- var yy = y * y2, yz = y * z2, zz = z * z2;
- var wx = w * x2, wy = w * y2, wz = w * z2;
-
- te[ 0 ] = 1 - ( yy + zz );
- te[ 4 ] = xy - wz;
- te[ 8 ] = xz + wy;
-
- te[ 1 ] = xy + wz;
- te[ 5 ] = 1 - ( xx + zz );
- te[ 9 ] = yz - wx;
-
- te[ 2 ] = xz - wy;
- te[ 6 ] = yz + wx;
- te[ 10 ] = 1 - ( xx + yy );
-
- // last column
- te[ 3 ] = 0;
- te[ 7 ] = 0;
- te[ 11 ] = 0;
-
- // bottom row
- te[ 12 ] = 0;
- te[ 13 ] = 0;
- te[ 14 ] = 0;
- te[ 15 ] = 1;
-
- return this;
-
- },
-
- lookAt: function () {
-
- var x, y, z;
-
- return function lookAt( eye, target, up ) {
-
- if ( x === undefined ) {
-
- x = new Vector3();
- y = new Vector3();
- z = new Vector3();
-
- }
-
- var te = this.elements;
-
- z.subVectors( eye, target ).normalize();
-
- if ( z.lengthSq() === 0 ) {
-
- z.z = 1;
-
- }
-
- x.crossVectors( up, z ).normalize();
-
- if ( x.lengthSq() === 0 ) {
-
- z.z += 0.0001;
- x.crossVectors( up, z ).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: function ( 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: function ( m ) {
-
- return this.multiplyMatrices( m, this );
-
- },
-
- multiplyMatrices: function ( a, b ) {
-
- var ae = a.elements;
- var be = b.elements;
- var te = this.elements;
-
- var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
- var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
- var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
- var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
-
- var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
- var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
- var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
- var 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;
-
- },
-
- multiplyToArray: function ( a, b, r ) {
-
- var te = this.elements;
-
- this.multiplyMatrices( a, b );
-
- r[ 0 ] = te[ 0 ]; r[ 1 ] = te[ 1 ]; r[ 2 ] = te[ 2 ]; r[ 3 ] = te[ 3 ];
- r[ 4 ] = te[ 4 ]; r[ 5 ] = te[ 5 ]; r[ 6 ] = te[ 6 ]; r[ 7 ] = te[ 7 ];
- r[ 8 ] = te[ 8 ]; r[ 9 ] = te[ 9 ]; r[ 10 ] = te[ 10 ]; r[ 11 ] = te[ 11 ];
- r[ 12 ] = te[ 12 ]; r[ 13 ] = te[ 13 ]; r[ 14 ] = te[ 14 ]; r[ 15 ] = te[ 15 ];
-
- return this;
-
- },
-
- multiplyScalar: function ( s ) {
-
- var 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;
-
- },
-
- applyToBufferAttribute: function () {
-
- var v1;
-
- return function applyToBufferAttribute( attribute ) {
-
- if ( v1 === undefined ) v1 = new Vector3();
-
- for ( var i = 0, l = attribute.count; i < l; i ++ ) {
-
- v1.x = attribute.getX( i );
- v1.y = attribute.getY( i );
- v1.z = attribute.getZ( i );
-
- v1.applyMatrix4( this );
-
- attribute.setXYZ( i, v1.x, v1.y, v1.z );
-
- }
-
- return attribute;
-
- };
-
- }(),
-
- determinant: function () {
-
- var te = this.elements;
-
- var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
- var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
- var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
- var 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: function () {
-
- var te = this.elements;
- var 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: function ( v ) {
-
- var te = this.elements;
-
- te[ 12 ] = v.x;
- te[ 13 ] = v.y;
- te[ 14 ] = v.z;
-
- return this;
-
- },
-
- getInverse: function ( m, throwOnDegenerate ) {
-
- // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
- var te = this.elements,
- me = m.elements,
-
- n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
- n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
- n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
- n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 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;
-
- var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
-
- if ( det === 0 ) {
-
- var msg = "THREE.Matrix4.getInverse(): can't invert matrix, determinant is 0";
-
- if ( throwOnDegenerate === true ) {
-
- throw new Error( msg );
-
- } else {
-
- console.warn( msg );
-
- }
-
- return this.identity();
-
- }
-
- var 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: function ( v ) {
-
- var te = this.elements;
- var 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: function () {
-
- var te = this.elements;
-
- var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
- var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
- var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
-
- return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
-
- },
-
- makeTranslation: function ( x, y, z ) {
-
- this.set(
-
- 1, 0, 0, x,
- 0, 1, 0, y,
- 0, 0, 1, z,
- 0, 0, 0, 1
-
- );
-
- return this;
-
- },
-
- makeRotationX: function ( theta ) {
-
- var 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: function ( theta ) {
-
- var 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: function ( theta ) {
-
- var 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: function ( axis, angle ) {
-
- // Based on http://www.gamedev.net/reference/articles/article1199.asp
-
- var c = Math.cos( angle );
- var s = Math.sin( angle );
- var t = 1 - c;
- var x = axis.x, y = axis.y, z = axis.z;
- var 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: function ( x, y, z ) {
-
- this.set(
-
- x, 0, 0, 0,
- 0, y, 0, 0,
- 0, 0, z, 0,
- 0, 0, 0, 1
-
- );
-
- return this;
-
- },
-
- makeShear: function ( x, y, z ) {
-
- this.set(
-
- 1, y, z, 0,
- x, 1, z, 0,
- x, y, 1, 0,
- 0, 0, 0, 1
-
- );
-
- return this;
-
- },
-
- compose: function ( position, quaternion, scale ) {
-
- this.makeRotationFromQuaternion( quaternion );
- this.scale( scale );
- this.setPosition( position );
-
- return this;
-
- },
-
- decompose: function () {
-
- var vector, matrix;
-
- return function decompose( position, quaternion, scale ) {
-
- if ( vector === undefined ) {
-
- vector = new Vector3();
- matrix = new Matrix4();
-
- }
-
- var te = this.elements;
-
- var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
- var sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
- var sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
-
- // if determine is negative, we need to invert one scale
- var det = this.determinant();
- if ( det < 0 ) {
-
- sx = - sx;
-
- }
-
- position.x = te[ 12 ];
- position.y = te[ 13 ];
- position.z = te[ 14 ];
-
- // scale the rotation part
-
- matrix.elements.set( this.elements ); // at this point matrix is incomplete so we can't use .copy()
-
- var invSX = 1 / sx;
- var invSY = 1 / sy;
- var invSZ = 1 / sz;
-
- matrix.elements[ 0 ] *= invSX;
- matrix.elements[ 1 ] *= invSX;
- matrix.elements[ 2 ] *= invSX;
-
- matrix.elements[ 4 ] *= invSY;
- matrix.elements[ 5 ] *= invSY;
- matrix.elements[ 6 ] *= invSY;
-
- matrix.elements[ 8 ] *= invSZ;
- matrix.elements[ 9 ] *= invSZ;
- matrix.elements[ 10 ] *= invSZ;
-
- quaternion.setFromRotationMatrix( matrix );
-
- scale.x = sx;
- scale.y = sy;
- scale.z = sz;
-
- return this;
-
- };
-
- }(),
-
- makePerspective: function ( 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.' );
-
- }
-
- var te = this.elements;
- var x = 2 * near / ( right - left );
- var y = 2 * near / ( top - bottom );
-
- var a = ( right + left ) / ( right - left );
- var b = ( top + bottom ) / ( top - bottom );
- var c = - ( far + near ) / ( far - near );
- var 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: function ( left, right, top, bottom, near, far ) {
-
- var te = this.elements;
- var w = 1.0 / ( right - left );
- var h = 1.0 / ( top - bottom );
- var p = 1.0 / ( far - near );
-
- var x = ( right + left ) * w;
- var y = ( top + bottom ) * h;
- var 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: function ( matrix ) {
-
- var te = this.elements;
- var me = matrix.elements;
-
- for ( var i = 0; i < 16; i ++ ) {
-
- if ( te[ i ] !== me[ i ] ) return false;
-
- }
-
- return true;
-
- },
-
- fromArray: function ( array, offset ) {
-
- if ( offset === undefined ) offset = 0;
-
- for( var i = 0; i < 16; i ++ ) {
-
- this.elements[ i ] = array[ i + offset ];
-
- }
-
- return this;
-
- },
-
- toArray: function ( array, offset ) {
-
- if ( array === undefined ) array = [];
- if ( offset === undefined ) offset = 0;
-
- var 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;
-
- }
-
- };
-
- /**
- * @author mrdoob / http://mrdoob.com/
- */
-
- function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
-
- images = images !== undefined ? images : [];
- mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
-
- Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
-
- this.flipY = false;
-
- }
-
- CubeTexture.prototype = Object.create( Texture.prototype );
- CubeTexture.prototype.constructor = CubeTexture;
-
- CubeTexture.prototype.isCubeTexture = true;
-
- Object.defineProperty( CubeTexture.prototype, 'images', {
-
- get: function () {
-
- return this.image;
-
- },
-
- set: function ( value ) {
-
- this.image = value;
-
- }
-
- } );
-
- /**
- * @author tschw
- *
- * 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, renderer )'.
- *
- *
- * 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, [renderer] )
- *
- * uploads a uniform value(s)
- * the 'renderer' parameter is needed for sampler uniforms
- *
- *
- * Static methods of the top-level container (renderer factorizations):
- *
- * .upload( gl, seq, values, renderer )
- *
- * 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 (renderer factorizations):
- *
- * .setValue( gl, name, value )
- *
- * sets uniform with name 'name' to 'value'
- *
- * .set( gl, obj, prop )
- *
- * sets uniform from object and property with same name than uniform
- *
- * .setOptional( gl, obj, prop )
- *
- * like .set for an optional property of the object
- *
- */
-
- var emptyTexture = new Texture();
- var emptyCubeTexture = new CubeTexture();
-
- // --- Base for inner nodes (including the root) ---
-
- function UniformContainer() {
-
- this.seq = [];
- this.map = {};
-
- }
-
- // --- Utilities ---
-
- // Array Caches (provide typed arrays for temporary by size)
-
- var arrayCacheF32 = [];
- var arrayCacheI32 = [];
-
- // Flattening for arrays of vectors and matrices
-
- function flatten( array, nBlocks, blockSize ) {
-
- var firstElem = array[ 0 ];
-
- if ( firstElem <= 0 || firstElem > 0 ) return array;
- // unoptimized: ! isNaN( firstElem )
- // see http://jacksondunstan.com/articles/983
-
- var n = nBlocks * blockSize,
- r = arrayCacheF32[ n ];
-
- if ( r === undefined ) {
-
- r = new Float32Array( n );
- arrayCacheF32[ n ] = r;
-
- }
-
- if ( nBlocks !== 0 ) {
-
- firstElem.toArray( r, 0 );
-
- for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
-
- offset += blockSize;
- array[ i ].toArray( r, offset );
-
- }
-
- }
-
- return r;
-
- }
-
- // Texture unit allocation
-
- function allocTexUnits( renderer, n ) {
-
- var r = arrayCacheI32[ n ];
-
- if ( r === undefined ) {
-
- r = new Int32Array( n );
- arrayCacheI32[ n ] = r;
-
- }
-
- for ( var i = 0; i !== n; ++ i )
- r[ i ] = renderer.allocTextureUnit();
-
- return r;
-
- }
-
- // --- Setters ---
-
- // Note: Defining these methods externally, because they come in a bunch
- // and this way their names minify.
-
- // Single scalar
-
- function setValue1f( gl, v ) { gl.uniform1f( this.addr, v ); }
- function setValue1i( gl, v ) { gl.uniform1i( this.addr, v ); }
-
- // Single float vector (from flat array or THREE.VectorN)
-
- function setValue2fv( gl, v ) {
-
- if ( v.x === undefined ) gl.uniform2fv( this.addr, v );
- else gl.uniform2f( this.addr, v.x, v.y );
-
- }
-
- function setValue3fv( gl, v ) {
-
- if ( v.x !== undefined )
- gl.uniform3f( this.addr, v.x, v.y, v.z );
- else if ( v.r !== undefined )
- gl.uniform3f( this.addr, v.r, v.g, v.b );
- else
- gl.uniform3fv( this.addr, v );
-
- }
-
- function setValue4fv( gl, v ) {
-
- if ( v.x === undefined ) gl.uniform4fv( this.addr, v );
- else gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
-
- }
-
- // Single matrix (from flat array or MatrixN)
-
- function setValue2fm( gl, v ) {
-
- gl.uniformMatrix2fv( this.addr, false, v.elements || v );
-
- }
-
- function setValue3fm( gl, v ) {
-
- gl.uniformMatrix3fv( this.addr, false, v.elements || v );
-
- }
-
- function setValue4fm( gl, v ) {
-
- gl.uniformMatrix4fv( this.addr, false, v.elements || v );
-
- }
-
- // Single texture (2D / Cube)
-
- function setValueT1( gl, v, renderer ) {
-
- var unit = renderer.allocTextureUnit();
- gl.uniform1i( this.addr, unit );
- renderer.setTexture2D( v || emptyTexture, unit );
-
- }
-
- function setValueT6( gl, v, renderer ) {
-
- var unit = renderer.allocTextureUnit();
- gl.uniform1i( this.addr, unit );
- renderer.setTextureCube( v || emptyCubeTexture, unit );
-
- }
-
- // Integer / Boolean vectors or arrays thereof (always flat arrays)
-
- function setValue2iv( gl, v ) { gl.uniform2iv( this.addr, v ); }
- function setValue3iv( gl, v ) { gl.uniform3iv( this.addr, v ); }
- function setValue4iv( gl, v ) { gl.uniform4iv( this.addr, v ); }
-
- // Helper to pick the right setter for the singular case
-
- function getSingularSetter( type ) {
-
- switch ( type ) {
-
- case 0x1406: return setValue1f; // FLOAT
- case 0x8b50: return setValue2fv; // _VEC2
- case 0x8b51: return setValue3fv; // _VEC3
- case 0x8b52: return setValue4fv; // _VEC4
-
- case 0x8b5a: return setValue2fm; // _MAT2
- case 0x8b5b: return setValue3fm; // _MAT3
- case 0x8b5c: return setValue4fm; // _MAT4
-
- case 0x8b5e: return setValueT1; // SAMPLER_2D
- case 0x8b60: return setValueT6; // SAMPLER_CUBE
-
- case 0x1404: case 0x8b56: return setValue1i; // INT, BOOL
- case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2
- case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3
- case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4
-
- }
-
- }
-
- // Array of scalars
-
- function setValue1fv( gl, v ) { gl.uniform1fv( this.addr, v ); }
- function setValue1iv( gl, v ) { gl.uniform1iv( this.addr, v ); }
-
- // Array of vectors (flat or from THREE classes)
-
- function setValueV2a( gl, v ) {
-
- gl.uniform2fv( this.addr, flatten( v, this.size, 2 ) );
-
- }
-
- function setValueV3a( gl, v ) {
-
- gl.uniform3fv( this.addr, flatten( v, this.size, 3 ) );
-
- }
-
- function setValueV4a( gl, v ) {
-
- gl.uniform4fv( this.addr, flatten( v, this.size, 4 ) );
-
- }
-
- // Array of matrices (flat or from THREE clases)
-
- function setValueM2a( gl, v ) {
-
- gl.uniformMatrix2fv( this.addr, false, flatten( v, this.size, 4 ) );
-
- }
-
- function setValueM3a( gl, v ) {
-
- gl.uniformMatrix3fv( this.addr, false, flatten( v, this.size, 9 ) );
-
- }
-
- function setValueM4a( gl, v ) {
-
- gl.uniformMatrix4fv( this.addr, false, flatten( v, this.size, 16 ) );
-
- }
-
- // Array of textures (2D / Cube)
-
- function setValueT1a( gl, v, renderer ) {
-
- var n = v.length,
- units = allocTexUnits( renderer, n );
-
- gl.uniform1iv( this.addr, units );
-
- for ( var i = 0; i !== n; ++ i ) {
-
- renderer.setTexture2D( v[ i ] || emptyTexture, units[ i ] );
-
- }
-
- }
-
- function setValueT6a( gl, v, renderer ) {
-
- var n = v.length,
- units = allocTexUnits( renderer, n );
-
- gl.uniform1iv( this.addr, units );
-
- for ( var i = 0; i !== n; ++ i ) {
-
- renderer.setTextureCube( 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 setValue1fv; // FLOAT
- case 0x8b50: return setValueV2a; // _VEC2
- case 0x8b51: return setValueV3a; // _VEC3
- case 0x8b52: return setValueV4a; // _VEC4
-
- case 0x8b5a: return setValueM2a; // _MAT2
- case 0x8b5b: return setValueM3a; // _MAT3
- case 0x8b5c: return setValueM4a; // _MAT4
-
- case 0x8b5e: return setValueT1a; // SAMPLER_2D
- case 0x8b60: return setValueT6a; // SAMPLER_CUBE
-
- case 0x1404: case 0x8b56: return setValue1iv; // INT, BOOL
- case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2
- case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3
- case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4
-
- }
-
- }
-
- // --- Uniform Classes ---
-
- function SingleUniform( id, activeInfo, addr ) {
-
- this.id = id;
- this.addr = addr;
- this.setValue = getSingularSetter( activeInfo.type );
-
- // this.path = activeInfo.name; // DEBUG
-
- }
-
- function PureArrayUniform( id, activeInfo, addr ) {
-
- this.id = id;
- this.addr = addr;
- this.size = activeInfo.size;
- this.setValue = getPureArraySetter( activeInfo.type );
-
- // this.path = activeInfo.name; // DEBUG
-
- }
-
- function StructuredUniform( id ) {
-
- this.id = id;
-
- UniformContainer.call( this ); // mix-in
-
- }
-
- StructuredUniform.prototype.setValue = function( gl, value ) {
-
- // Note: Don't need an extra 'renderer' parameter, since samplers
- // are not allowed in structured uniforms.
-
- var seq = this.seq;
-
- for ( var i = 0, n = seq.length; i !== n; ++ i ) {
-
- var u = seq[ i ];
- u.setValue( gl, value[ u.id ] );
-
- }
-
- };
-
- // --- Top-level ---
-
- // Parser - builds up the property tree from the path strings
-
- var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/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 ) {
-
- var path = activeInfo.name,
- pathLength = path.length;
-
- // reset RegExp object, because of the early exit of a previous run
- RePathPart.lastIndex = 0;
-
- for (; ;) {
-
- var match = RePathPart.exec( path ),
- matchEnd = RePathPart.lastIndex,
-
- id = match[ 1 ],
- 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
-
- var map = container.map,
- next = map[ id ];
-
- if ( next === undefined ) {
-
- next = new StructuredUniform( id );
- addUniform( container, next );
-
- }
-
- container = next;
-
- }
-
- }
-
- }
-
- // Root Container
-
- function WebGLUniforms( gl, program, renderer ) {
-
- UniformContainer.call( this );
-
- this.renderer = renderer;
-
- var n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS );
-
- for ( var i = 0; i < n; ++ i ) {
-
- var info = gl.getActiveUniform( program, i ),
- path = info.name,
- addr = gl.getUniformLocation( program, path );
-
- parseUniform( info, addr, this );
-
- }
-
- }
-
- WebGLUniforms.prototype.setValue = function( gl, name, value ) {
-
- var u = this.map[ name ];
-
- if ( u !== undefined ) u.setValue( gl, value, this.renderer );
-
- };
-
- WebGLUniforms.prototype.set = function( gl, object, name ) {
-
- var u = this.map[ name ];
-
- if ( u !== undefined ) u.setValue( gl, object[ name ], this.renderer );
-
- };
-
- WebGLUniforms.prototype.setOptional = function( gl, object, name ) {
-
- var v = object[ name ];
-
- if ( v !== undefined ) this.setValue( gl, name, v );
-
- };
-
-
- // Static interface
-
- WebGLUniforms.upload = function( gl, seq, values, renderer ) {
-
- for ( var i = 0, n = seq.length; i !== n; ++ i ) {
-
- var u = seq[ i ],
- v = values[ u.id ];
-
- if ( v.needsUpdate !== false ) {
- // note: always updating when .needsUpdate is undefined
-
- u.setValue( gl, v.value, renderer );
-
- }
-
- }
-
- };
-
- WebGLUniforms.seqWithValue = function( seq, values ) {
-
- var r = [];
-
- for ( var i = 0, n = seq.length; i !== n; ++ i ) {
-
- var u = seq[ i ];
- if ( u.id in values ) r.push( u );
-
- }
-
- return r;
-
- };
-
- /**
- * Uniform Utilities
- */
-
- var UniformsUtils = {
-
- merge: function ( uniforms ) {
-
- var merged = {};
-
- for ( var u = 0; u < uniforms.length; u ++ ) {
-
- var tmp = this.clone( uniforms[ u ] );
-
- for ( var p in tmp ) {
-
- merged[ p ] = tmp[ p ];
-
- }
-
- }
-
- return merged;
-
- },
-
- clone: function ( uniforms_src ) {
-
- var uniforms_dst = {};
-
- for ( var u in uniforms_src ) {
-
- uniforms_dst[ u ] = {};
-
- for ( var p in uniforms_src[ u ] ) {
-
- var parameter_src = uniforms_src[ u ][ p ];
-
- if ( parameter_src && ( parameter_src.isColor ||
- parameter_src.isMatrix3 || parameter_src.isMatrix4 ||
- parameter_src.isVector2 || parameter_src.isVector3 || parameter_src.isVector4 ||
- parameter_src.isTexture ) ) {
-
- uniforms_dst[ u ][ p ] = parameter_src.clone();
-
- } else if ( Array.isArray( parameter_src ) ) {
-
- uniforms_dst[ u ][ p ] = parameter_src.slice();
-
- } else {
-
- uniforms_dst[ u ][ p ] = parameter_src;
-
- }
-
- }
-
- }
-
- return uniforms_dst;
-
- }
-
- };
-
- var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif\n";
-
- var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif\n";
-
- var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif\n";
-
- 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( PHYSICAL )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif\n";
-
- var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
-
- var begin_vertex = "\nvec3 transformed = vec3( position );\n";
-
- var beginnormal_vertex = "\nvec3 objectNormal = vec3( normal );\n";
-
- var bsdfs = "float punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n\t\tif( decayExponent > 0.0 ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\t\t\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\t\t\tfloat maxDistanceCutoffFactor = pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t\t\treturn distanceFalloff * maxDistanceCutoffFactor;\n#else\n\t\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n#endif\n\t\t}\n\t\treturn 1.0;\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNL = saturate( dot( geometry.normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec2 ltcTextureCoords( const in GeometricContext geometry, 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\tvec3 N = geometry.normal;\n\tvec3 V = geometry.viewDir;\n\tvec3 P = geometry.position;\n\tfloat theta = acos( dot( N, V ) );\n\tvec2 uv = vec2(\n\t\tsqrt( saturate( roughness ) ),\n\t\tsaturate( theta / ( 0.5 * PI ) ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nvoid clipQuadToHorizon( inout vec3 L[5], out int n ) {\n\tint config = 0;\n\tif ( L[0].z > 0.0 ) config += 1;\n\tif ( L[1].z > 0.0 ) config += 2;\n\tif ( L[2].z > 0.0 ) config += 4;\n\tif ( L[3].z > 0.0 ) config += 8;\n\tn = 0;\n\tif ( config == 0 ) {\n\t} else if ( config == 1 ) {\n\t\tn = 3;\n\t\tL[1] = -L[1].z * L[0] + L[0].z * L[1];\n\t\tL[2] = -L[3].z * L[0] + L[0].z * L[3];\n\t} else if ( config == 2 ) {\n\t\tn = 3;\n\t\tL[0] = -L[0].z * L[1] + L[1].z * L[0];\n\t\tL[2] = -L[2].z * L[1] + L[1].z * L[2];\n\t} else if ( config == 3 ) {\n\t\tn = 4;\n\t\tL[2] = -L[2].z * L[1] + L[1].z * L[2];\n\t\tL[3] = -L[3].z * L[0] + L[0].z * L[3];\n\t} else if ( config == 4 ) {\n\t\tn = 3;\n\t\tL[0] = -L[3].z * L[2] + L[2].z * L[3];\n\t\tL[1] = -L[1].z * L[2] + L[2].z * L[1];\n\t} else if ( config == 5 ) {\n\t\tn = 0;\n\t} else if ( config == 6 ) {\n\t\tn = 4;\n\t\tL[0] = -L[0].z * L[1] + L[1].z * L[0];\n\t\tL[3] = -L[3].z * L[2] + L[2].z * L[3];\n\t} else if ( config == 7 ) {\n\t\tn = 5;\n\t\tL[4] = -L[3].z * L[0] + L[0].z * L[3];\n\t\tL[3] = -L[3].z * L[2] + L[2].z * L[3];\n\t} else if ( config == 8 ) {\n\t\tn = 3;\n\t\tL[0] = -L[0].z * L[3] + L[3].z * L[0];\n\t\tL[1] = -L[2].z * L[3] + L[3].z * L[2];\n\t\tL[2] = L[3];\n\t} else if ( config == 9 ) {\n\t\tn = 4;\n\t\tL[1] = -L[1].z * L[0] + L[0].z * L[1];\n\t\tL[2] = -L[2].z * L[3] + L[3].z * L[2];\n\t} else if ( config == 10 ) {\n\t\tn = 0;\n\t} else if ( config == 11 ) {\n\t\tn = 5;\n\t\tL[4] = L[3];\n\t\tL[3] = -L[2].z * L[3] + L[3].z * L[2];\n\t\tL[2] = -L[2].z * L[1] + L[1].z * L[2];\n\t} else if ( config == 12 ) {\n\t\tn = 4;\n\t\tL[1] = -L[1].z * L[2] + L[2].z * L[1];\n\t\tL[0] = -L[0].z * L[3] + L[3].z * L[0];\n\t} else if ( config == 13 ) {\n\t\tn = 5;\n\t\tL[4] = L[3];\n\t\tL[3] = L[2];\n\t\tL[2] = -L[1].z * L[2] + L[2].z * L[1];\n\t\tL[1] = -L[1].z * L[0] + L[0].z * L[1];\n\t} else if ( config == 14 ) {\n\t\tn = 5;\n\t\tL[4] = -L[0].z * L[3] + L[3].z * L[0];\n\t\tL[0] = -L[0].z * L[1] + L[1].z * L[0];\n\t} else if ( config == 15 ) {\n\t\tn = 4;\n\t}\n\tif ( n == 3 )\n\t\tL[3] = L[0];\n\tif ( n == 4 )\n\t\tL[4] = L[0];\n}\nfloat integrateLtcBrdfOverRectEdge( vec3 v1, vec3 v2 ) {\n\tfloat cosTheta = dot( v1, v2 );\n\tfloat theta = acos( cosTheta );\n\tfloat res = cross( v1, v2 ).z * ( ( theta > 0.001 ) ? theta / sin( theta ) : 1.0 );\n\treturn res;\n}\nvoid initRectPoints( const in vec3 pos, const in vec3 halfWidth, const in vec3 halfHeight, out vec3 rectPoints[4] ) {\n\trectPoints[0] = pos - halfWidth - halfHeight;\n\trectPoints[1] = pos + halfWidth - halfHeight;\n\trectPoints[2] = pos + halfWidth + halfHeight;\n\trectPoints[3] = pos - halfWidth + halfHeight;\n}\nvec3 integrateLtcBrdfOverRect( const in GeometricContext geometry, const in mat3 brdfMat, const in vec3 rectPoints[4] ) {\n\tvec3 N = geometry.normal;\n\tvec3 V = geometry.viewDir;\n\tvec3 P = geometry.position;\n\tvec3 T1, T2;\n\tT1 = normalize(V - N * dot( V, N ));\n\tT2 = - cross( N, T1 );\n\tmat3 brdfWrtSurface = brdfMat * transpose( mat3( T1, T2, N ) );\n\tvec3 clippedRect[5];\n\tclippedRect[0] = brdfWrtSurface * ( rectPoints[0] - P );\n\tclippedRect[1] = brdfWrtSurface * ( rectPoints[1] - P );\n\tclippedRect[2] = brdfWrtSurface * ( rectPoints[2] - P );\n\tclippedRect[3] = brdfWrtSurface * ( rectPoints[3] - P );\n\tint n;\n\tclipQuadToHorizon(clippedRect, n);\n\tif ( n == 0 )\n\t\treturn vec3( 0, 0, 0 );\n\tclippedRect[0] = normalize( clippedRect[0] );\n\tclippedRect[1] = normalize( clippedRect[1] );\n\tclippedRect[2] = normalize( clippedRect[2] );\n\tclippedRect[3] = normalize( clippedRect[3] );\n\tclippedRect[4] = normalize( clippedRect[4] );\n\tfloat sum = 0.0;\n\tsum += integrateLtcBrdfOverRectEdge( clippedRect[0], clippedRect[1] );\n\tsum += integrateLtcBrdfOverRectEdge( clippedRect[1], clippedRect[2] );\n\tsum += integrateLtcBrdfOverRectEdge( clippedRect[2], clippedRect[3] );\n\tif (n >= 4)\n\t\tsum += integrateLtcBrdfOverRectEdge( clippedRect[3], clippedRect[4] );\n\tif (n == 5)\n\t\tsum += integrateLtcBrdfOverRectEdge( clippedRect[4], clippedRect[0] );\n\tsum = max( 0.0, sum );\n\tvec3 Lo_i = vec3( sum, sum, sum );\n\treturn Lo_i;\n}\nvec3 Rect_Area_Light_Specular_Reflectance(\n\t\tconst in GeometricContext geometry,\n\t\tconst in vec3 lightPos, const in vec3 lightHalfWidth, const in vec3 lightHalfHeight,\n\t\tconst in float roughness,\n\t\tconst in sampler2D ltcMat, const in sampler2D ltcMag ) {\n\tvec3 rectPoints[4];\n\tinitRectPoints( lightPos, lightHalfWidth, lightHalfHeight, rectPoints );\n\tvec2 uv = ltcTextureCoords( geometry, roughness );\n\tvec4 brdfLtcApproxParams, t;\n\tbrdfLtcApproxParams = texture2D( ltcMat, uv );\n\tt = texture2D( ltcMat, uv );\n\tfloat brdfLtcScalar = texture2D( ltcMag, uv ).a;\n\tmat3 brdfLtcApproxMat = mat3(\n\t\tvec3( 1, 0, t.y ),\n\t\tvec3( 0, t.z, 0 ),\n\t\tvec3( t.w, 0, t.x )\n\t);\n\tvec3 specularReflectance = integrateLtcBrdfOverRect( geometry, brdfLtcApproxMat, rectPoints );\n\tspecularReflectance *= brdfLtcScalar;\n\treturn specularReflectance;\n}\nvec3 Rect_Area_Light_Diffuse_Reflectance(\n\t\tconst in GeometricContext geometry,\n\t\tconst in vec3 lightPos, const in vec3 lightHalfWidth, const in vec3 lightHalfHeight ) {\n\tvec3 rectPoints[4];\n\tinitRectPoints( lightPos, lightHalfWidth, lightHalfHeight, rectPoints );\n\tmat3 diffuseBrdfMat = mat3(1);\n\tvec3 diffuseReflectance = integrateLtcBrdfOverRect( geometry, diffuseBrdfMat, rectPoints );\n\treturn diffuseReflectance;\n}\nvec3 BRDF_Specular_GGX_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\tvec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw;\n\treturn specularColor * AB.x + AB.y;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n";
-
- 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 ) {\n\t\tvec3 vSigmaX = dFdx( surf_pos );\n\t\tvec3 vSigmaY = dFdy( surf_pos );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 );\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif\n";
-
- var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; ++ i ) {\n\t\tvec4 plane = clippingPlanes[ i ];\n\t\tif ( dot( vViewPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t\t\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; ++ i ) {\n\t\t\tvec4 plane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vViewPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\tif ( clipped ) discard;\n\t\n\t#endif\n#endif\n";
-
- var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\t#if ! defined( PHYSICAL ) && ! defined( PHONG )\n\t\tvarying vec3 vViewPosition;\n\t#endif\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif\n";
-
- var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\n\tvarying vec3 vViewPosition;\n#endif\n";
-
- var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n";
-
- 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\n";
-
- var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
-
- var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";
-
- var common = "#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#define whiteCompliment(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transpose( const in mat3 v ) {\n\tmat3 tmp;\n\ttmp[0] = vec3(v[0].x, v[1].x, v[2].x);\n\ttmp[1] = vec3(v[0].y, v[1].y, v[2].y);\n\ttmp[2] = vec3(v[0].z, v[1].z, v[2].z);\n\treturn tmp;\n}\n";
-
- var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_textureSize (1024.0)\nint getFaceFromDirection(vec3 direction) {\n\tvec3 absDirection = abs(direction);\n\tint face = -1;\n\tif( absDirection.x > absDirection.z ) {\n\t\tif(absDirection.x > absDirection.y )\n\t\t\tface = direction.x > 0.0 ? 0 : 3;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\telse {\n\t\tif(absDirection.z > absDirection.y )\n\t\t\tface = direction.z > 0.0 ? 2 : 5;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\treturn face;\n}\n#define cubeUV_maxLods1 (log2(cubeUV_textureSize*0.25) - 1.0)\n#define cubeUV_rangeClamp (exp2((6.0 - 1.0) * 2.0))\nvec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {\n\tfloat scale = exp2(cubeUV_maxLods1 - roughnessLevel);\n\tfloat dxRoughness = dFdx(roughness);\n\tfloat dyRoughness = dFdy(roughness);\n\tvec3 dx = dFdx( vec * scale * dxRoughness );\n\tvec3 dy = dFdy( vec * scale * dyRoughness );\n\tfloat d = max( dot( dx, dx ), dot( dy, dy ) );\n\td = clamp(d, 1.0, cubeUV_rangeClamp);\n\tfloat mipLevel = 0.5 * log2(d);\n\treturn vec2(floor(mipLevel), fract(mipLevel));\n}\n#define cubeUV_maxLods2 (log2(cubeUV_textureSize*0.25) - 2.0)\n#define cubeUV_rcpTextureSize (1.0 / cubeUV_textureSize)\nvec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {\n\tmipLevel = roughnessLevel > cubeUV_maxLods2 - 3.0 ? 0.0 : mipLevel;\n\tfloat a = 16.0 * cubeUV_rcpTextureSize;\n\tvec2 exp2_packed = exp2( vec2( roughnessLevel, mipLevel ) );\n\tvec2 rcp_exp2_packed = vec2( 1.0 ) / exp2_packed;\n\tfloat powScale = exp2_packed.x * exp2_packed.y;\n\tfloat scale = rcp_exp2_packed.x * rcp_exp2_packed.y * 0.25;\n\tfloat mipOffset = 0.75*(1.0 - rcp_exp2_packed.y) * rcp_exp2_packed.x;\n\tbool bRes = mipLevel == 0.0;\n\tscale = bRes && (scale < a) ? a : scale;\n\tvec3 r;\n\tvec2 offset;\n\tint face = getFaceFromDirection(direction);\n\tfloat rcpPowScale = 1.0 / powScale;\n\tif( face == 0) {\n\t\tr = vec3(direction.x, -direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 1) {\n\t\tr = vec3(direction.y, direction.x, direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 2) {\n\t\tr = vec3(direction.z, direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 3) {\n\t\tr = vec3(direction.x, direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse if( face == 4) {\n\t\tr = vec3(direction.y, direction.x, -direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse {\n\t\tr = vec3(direction.z, -direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\tr = normalize(r);\n\tfloat texelOffset = 0.5 * cubeUV_rcpTextureSize;\n\tvec2 s = ( r.yz / abs( r.x ) + vec2( 1.0 ) ) * 0.5;\n\tvec2 base = offset + vec2( texelOffset );\n\treturn base + s * ( scale - 2.0 * texelOffset );\n}\n#define cubeUV_maxLods3 (log2(cubeUV_textureSize*0.25) - 3.0)\nvec4 textureCubeUV(vec3 reflectedDirection, float roughness ) {\n\tfloat roughnessVal = roughness* cubeUV_maxLods3;\n\tfloat r1 = floor(roughnessVal);\n\tfloat r2 = r1 + 1.0;\n\tfloat t = fract(roughnessVal);\n\tvec2 mipInfo = MipLevelInfo(reflectedDirection, r1, roughness);\n\tfloat s = mipInfo.y;\n\tfloat level0 = mipInfo.x;\n\tfloat level1 = level0 + 1.0;\n\tlevel1 = level1 > 5.0 ? 5.0 : level1;\n\tlevel0 += min( floor( s + 0.5 ), 5.0 );\n\tvec2 uv_10 = getCubeUV(reflectedDirection, r1, level0);\n\tvec4 color10 = envMapTexelToLinear(texture2D(envMap, uv_10));\n\tvec2 uv_20 = getCubeUV(reflectedDirection, r2, level0);\n\tvec4 color20 = envMapTexelToLinear(texture2D(envMap, uv_20));\n\tvec4 result = mix(color10, color20, t);\n\treturn vec4(result.rgb, 1.0);\n}\n#endif\n";
-
- var defaultnormal_vertex = "#ifdef FLIP_SIDED\n\tobjectNormal = -objectNormal;\n#endif\nvec3 transformedNormal = normalMatrix * objectNormal;\n";
-
- var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif\n";
-
- var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normal * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\n#endif\n";
-
- var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif\n";
-
- var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif\n";
-
- var encodings_fragment = " gl_FragColor = linearToOutputTexel( gl_FragColor );\n";
-
- 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.xyz, vec3( gammaFactor ) ), value.w );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.xyz, vec3( 1.0 / gammaFactor ) ), value.w );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.w );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.w );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.xyz * value.w * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.x, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.x, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = min( floor( D ) / 255.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = value.rgb * cLogLuvM;\n\tXp_Y_XYZp = max(Xp_Y_XYZp, vec3(1e-6, 1e-6, 1e-6));\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract(Le);\n\tvResult.z = (Le - (floor(vResult.w*255.0))/255.0)/255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2((Le - 127.0) / 2.0);\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = Xp_Y_XYZp.rgb * cLogLuvInverseM;\n\treturn vec4( max(vRGB, 0.0), 1.0 );\n}\n";
-
- var envmap_fragment = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\tsampleUV.y = saturate( flipNormal * reflectVec.y * 0.5 + 0.5 );\n\t\tsampleUV.x = atan( flipNormal * reflectVec.z, flipNormal * reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\tvec3 reflectView = flipNormal * normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\tenvColor = envMapTexelToLinear( envColor );\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif\n";
-
- var envmap_pars_fragment = "#if defined( USE_ENVMAP ) || defined( PHYSICAL )\n\tuniform float reflectivity;\n\tuniform float envMapIntensity;\n#endif\n#ifdef USE_ENVMAP\n\t#if ! defined( PHYSICAL ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) )\n\t\tvarying vec3 vWorldPosition;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\tuniform float flipEnvMap;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( PHYSICAL )\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif\n";
-
- var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif\n";
-
- var envmap_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif\n";
-
- var fog_vertex = "\n#ifdef USE_FOG\nfogDepth = -mvPosition.z;\n#endif";
-
- var fog_pars_vertex = "#ifdef USE_FOG\n varying float fogDepth;\n#endif\n";
-
- var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 ) );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif\n";
-
- 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\n";
-
- var gradientmap_pars_fragment = "#ifdef TOON\n\tuniform sampler2D gradientMap;\n\tvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\t\tfloat dotNL = dot( normal, lightDirection );\n\t\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t\t#ifdef USE_GRADIENTMAP\n\t\t\treturn texture2D( gradientMap, coord ).rgb;\n\t\t#else\n\t\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t\t#endif\n\t}\n#endif\n";
-
- var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif\n";
-
- 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 = normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_DIR_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvLightFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n#endif\n";
-
- var lights_pars = "uniform vec3 ambientLightColor;\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltcMat;\tuniform sampler2D ltcMag;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif\n#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( queryVec, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar - 0.79248 - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in GeometricContext geometry, const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( -geometry.viewDir, geometry.normal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( -geometry.viewDir, geometry.normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\tvec4 envMapColor = textureCubeUV(queryReflectVec, BlinnExponentToGGXRoughness(blinnShininessExponent));\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = saturate( reflectVec.y * 0.5 + 0.5 );\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif\n";
-
- var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;\n";
-
- var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_BlinnPhong( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 matDiffColor = material.diffuseColor;\n\t\tvec3 matSpecColor = material.specularColor;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = BlinnExponentToGGXRoughness( material.specularShininess );\n\t\tvec3 spec = Rect_Area_Light_Specular_Reflectance(\n\t\t\t\tgeometry,\n\t\t\t\trectAreaLight.position, rectAreaLight.halfWidth, rectAreaLight.halfHeight,\n\t\t\t\troughness,\n\t\t\t\tltcMat, ltcMag );\n\t\tvec3 diff = Rect_Area_Light_Diffuse_Reflectance(\n\t\t\t\tgeometry,\n\t\t\t\trectAreaLight.position, rectAreaLight.halfWidth, rectAreaLight.halfHeight );\n\t\treflectedLight.directSpecular += lightColor * matSpecColor * spec / PI2;\n\t\treflectedLight.directDiffuse += lightColor * matDiffColor * diff / PI2;\n\t}\n#endif\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifdef TOON\n\t\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#else\n\t\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\t\tvec3 irradiance = dotNL * directLight.color;\n\t#endif\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)\n";
-
- var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\n#ifdef STANDARD\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.clearCoat = saturate( clearCoat );\tmaterial.clearCoatRoughness = clamp( clearCoatRoughness, 0.04, 1.0 );\n#endif\n";
-
- var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n\t#ifndef STANDARD\n\t\tfloat clearCoat;\n\t\tfloat clearCoatRoughness;\n\t#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearCoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 matDiffColor = material.diffuseColor;\n\t\tvec3 matSpecColor = material.specularColor;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 spec = Rect_Area_Light_Specular_Reflectance(\n\t\t\t\tgeometry,\n\t\t\t\trectAreaLight.position, rectAreaLight.halfWidth, rectAreaLight.halfHeight,\n\t\t\t\troughness,\n\t\t\t\tltcMat, ltcMag );\n\t\tvec3 diff = Rect_Area_Light_Diffuse_Reflectance(\n\t\t\t\tgeometry,\n\t\t\t\trectAreaLight.position, rectAreaLight.halfWidth, rectAreaLight.halfHeight );\n\t\treflectedLight.directSpecular += lightColor * matSpecColor * spec;\n\t\treflectedLight.directDiffuse += lightColor * matDiffColor * diff;\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifndef STANDARD\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.directSpecular += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness );\n\treflectedLight.directDiffuse += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\t#ifndef STANDARD\n\t\treflectedLight.directSpecular += irradiance * material.clearCoat * BRDF_Specular_GGX( directLight, geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 clearCoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifndef STANDARD\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\tfloat dotNL = dotNV;\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.indirectSpecular += ( 1.0 - clearCoatDHR ) * radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );\n\t#ifndef STANDARD\n\t\treflectedLight.indirectSpecular += clearCoatRadiance * material.clearCoat * BRDF_Specular_GGX_Environment( geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\n#define Material_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.specularRoughness )\n#define Material_ClearCoat_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.clearCoatRoughness )\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}\n";
-
- var lights_template = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = normalize( vViewPosition );\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( spotLight.shadow, directLight.visible ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\t#ifdef USE_LIGHTMAP\n\t\tvec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tirradiance += getLightProbeIndirectIrradiance( geometry, 8 );\n\t#endif\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tvec3 radiance = getLightProbeIndirectRadiance( geometry, Material_BlinnShininessExponent( material ), 8 );\n\t#ifndef STANDARD\n\t\tvec3 clearCoatRadiance = getLightProbeIndirectRadiance( geometry, Material_ClearCoat_BlinnShininessExponent( material ), 8 );\n\t#else\n\t\tvec3 clearCoatRadiance = vec3( 0.0 );\n\t#endif\n\tRE_IndirectSpecular( radiance, clearCoatRadiance, geometry, material, reflectedLight );\n#endif\n";
-
- var logdepthbuf_fragment = "#if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT)\n\tgl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;\n#endif";
-
- var logdepthbuf_pars_fragment = "#ifdef USE_LOGDEPTHBUF\n\tuniform float logDepthBufFC;\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#endif\n#endif\n";
-
- var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#endif\n\tuniform float logDepthBufFC;\n#endif";
-
- var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\tgl_Position.z = log2(max( EPSILON, gl_Position.w + 1.0 )) * logDepthBufFC;\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t#else\n\t\tgl_Position.z = (gl_Position.z - 1.0) * gl_Position.w;\n\t#endif\n#endif\n";
-
- var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif\n";
-
- var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n";
-
- var map_particle_fragment = "#ifdef USE_MAP\n\tvec4 mapTexel = texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) * offsetRepeat.zw + offsetRepeat.xy );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n";
-
- var map_particle_pars_fragment = "#ifdef USE_MAP\n\tuniform vec4 offsetRepeat;\n\tuniform sampler2D map;\n#endif\n";
-
- var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.r;\n#endif\n";
-
- var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
-
- var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n\tobjectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n\tobjectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n\tobjectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n#endif\n";
-
- var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif";
-
- var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n\ttransformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n\ttransformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n\ttransformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n\ttransformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n\ttransformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n\ttransformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n\t#endif\n#endif\n";
-
- var normal_flip = "#ifdef DOUBLE_SIDED\n\tfloat flipNormal = ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n#else\n\tfloat flipNormal = 1.0;\n#endif\n";
-
- var normal_fragment = "#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal ) * flipNormal;\n#endif\n#ifdef USE_NORMALMAP\n\tnormal = perturbNormal2Arb( -vViewPosition, normal );\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif\n";
-
- var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\n\t\tvec3 q0 = dFdx( eye_pos.xyz );\n\t\tvec3 q1 = dFdy( eye_pos.xyz );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tvec3 S = normalize( q0 * st1.t - q1 * st0.t );\n\t\tvec3 T = normalize( -q0 * st1.s + q1 * st0.s );\n\t\tvec3 N = normalize( surf_norm );\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy = normalScale * mapN.xy;\n\t\tmat3 tsn = mat3( S, T, N );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif\n";
-
- 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 1.0 - 2.0 * rgb.xyz;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}\n";
-
- var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif\n";
-
- var project_vertex = "#ifdef USE_SKINNING\n\tvec4 mvPosition = modelViewMatrix * skinned;\n#else\n\tvec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\n#endif\ngl_Position = projectionMatrix * mvPosition;\n";
-
- var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.r;\n#endif\n";
-
- 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_LIGHTS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tfloat texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\n\t\tconst vec2 offset = vec2( 0.0, 1.0 );\n\t\tvec2 texelSize = vec2( 1.0 ) / size;\n\t\tvec2 centroidUV = floor( uv * size + 0.5 ) / size;\n\t\tfloat lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\n\t\tfloat lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\n\t\tfloat rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\n\t\tfloat rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\n\t\tvec2 f = fract( uv * size + 0.5 );\n\t\tfloat a = mix( lb, lt, f.y );\n\t\tfloat b = mix( rb, rt, f.y );\n\t\tfloat c = mix( a, b, f.x );\n\t\treturn c;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\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\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\treturn (\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn 1.0;\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 ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\tfloat dp = ( length( lightToPosition ) - shadowBias ) / 1000.0;\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif\n";
-
- var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n#endif\n";
-
- var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n#endif\n";
-
- var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\tDirectionalLight directionalLight;\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tshadow *= bool( directionalLight.shadow ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\tSpotLight spotLight;\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tshadow *= bool( spotLight.shadow ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\tPointLight pointLight;\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tshadow *= bool( pointLight.shadow ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#endif\n\treturn shadow;\n}\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 sampler2D boneTexture;\n\t\tuniform int boneTextureWidth;\n\t\tuniform int boneTextureHeight;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureWidth ) );\n\t\t\tfloat y = floor( j / float( boneTextureWidth ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureWidth );\n\t\t\tfloat dy = 1.0 / float( boneTextureHeight );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif\n";
-
- 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\tskinned = bindMatrixInverse * skinned;\n#endif\n";
-
- 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#endif\n";
-
- 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 gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif\n";
-
- var tonemapping_pars_fragment = "#define saturate(a) clamp( a, 0.0, 1.0 )\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\n";
-
- var uv_pars_fragment = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n#endif";
-
- var uv_pars_vertex = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n\tuniform vec4 offsetRepeat;\n#endif\n";
-
- var uv_vertex = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvUv = uv * offsetRepeat.zw + offsetRepeat.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#endif";
-
- var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = uv2;\n#endif";
-
- var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( PHYSICAL ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )\n\t#ifdef USE_SKINNING\n\t\tvec4 worldPosition = modelMatrix * skinned;\n\t#else\n\t\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n\t#endif\n#endif\n";
-
- var cube_frag = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldPosition;\n#include \nvoid main() {\n\tgl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );\n\tgl_FragColor.a *= opacity;\n}\n";
-
- var cube_vert = "varying vec3 vWorldPosition;\n#include \nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}\n";
-
- var depth_frag = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( gl_FragCoord.z ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( gl_FragCoord.z );\n\t#endif\n}\n";
-
- var depth_vert = "#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n";
-
- var distanceRGBA_frag = "uniform vec3 lightPos;\nvarying vec4 vWorldPosition;\n#include \n#include \n#include \nvoid main () {\n\t#include \n\tgl_FragColor = packDepthToRGBA( length( vWorldPosition.xyz - lightPos.xyz ) / 1000.0 );\n}\n";
-
- var distanceRGBA_vert = "varying vec4 vWorldPosition;\n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvWorldPosition = worldPosition;\n}\n";
-
- var equirect_frag = "uniform sampler2D tEquirect;\nuniform float tFlip;\nvarying vec3 vWorldPosition;\n#include \nvoid main() {\n\tvec3 direction = normalize( vWorldPosition );\n\tvec2 sampleUV;\n\tsampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n}\n";
-
- var equirect_vert = "varying vec3 vWorldPosition;\n#include \nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}\n";
-
- var linedashed_frag = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}\n";
-
- var linedashed_vert = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvLineDistance = scale * lineDistance;\n\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include \n\t#include \n\t#include \n}\n";
-
- var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\treflectedLight.indirectDiffuse += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include \n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include \n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}\n";
-
- var meshbasic_vert = "#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef USE_ENVMAP\n\t#include \n\t#include \n\t#include \n\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n";
-
- var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#include \n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}\n";
-
- var meshlambert_vert = "#define LAMBERT\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n";
-
- var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}\n";
-
- var meshphong_vert = "#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include