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$e,this.generateMipmaps=!0,this.premultiplyAlpha=!1,this.flipY=!0,this.unpackAlignment=4,this.encoding=h,this.version=0,this.onUpdate=null}updateMatrix(){this.matrix.setUvTransform(this.offset.x,this.offset.y,this.repeat.x,this.repeat.y,this.rotation,this.center.x,this.center.y)}clone(){return new this.constructor().copy(this)}copy(e){return this.name=e.name,this.image=e.image,this.mipmaps=e.mipmaps.slice(0),this.mapping=e.mapping,this.wrapS=e.wrapS,this.wrapT=e.wrapT,this.magFilter=e.magFilter,this.minFilter=e.minFilter,this.anisotropy=e.anisotropy,this.format=e.format,this.internalFormat=e.internalFormat,this.type=e.type,this.offset.copy(e.offset),this.repeat.copy(e.repeat),this.center.copy(e.center),this.rotation=e.rotation,this.matrixAutoUpdate=e.matrixAutoUpdate,this.matrix.copy(e.matrix),this.generateMipmaps=e.generateMipmaps,this.premultiplyAlpha=e.premultiplyAlpha,this.flipY=e.flipY,this.unpackAlignment=e.unpackAlignment,this.encoding=e.encoding,this}toJSON(e){let t=e===void 0||typeof e=="string";if(!t&&e.textures[this.uuid]!==void 0)return e.textures[this.uuid];let n={metadata:{version:4.5,type:"Texture",generator:"Texture.toJSON"},uuid:this.uuid,name:this.name,mapping:this.mapping,repeat:[this.repeat.x,this.repeat.y],offset:[this.offset.x,this.offset.y],center:[this.center.x,this.center.y],rotation:this.rotation,wrap:[this.wrapS,this.wrapT],format:this.format,type:this.type,encoding:this.encoding,minFilter:this.minFilter,magFilter:this.magFilter,anisotropy:this.anisotropy,flipY:this.flipY,premultiplyAlpha:this.premultiplyAlpha,unpackAlignment:this.unpackAlignment};if(this.image!==void 0){let i=this.image;if(i.uuid===void 0&&(i.uuid=Rt()),!t&&e.images[i.uuid]===void 0){let r;if(Array.isArray(i)){r=[];for(let o=0,a=i.length;o1)switch(this.wrapS){case fs:e.x=e.x-Math.floor(e.x);break;case yt:e.x=e.x<0?0:1;break;case ps:Math.abs(Math.floor(e.x)%2)===1?e.x=Math.ceil(e.x)-e.x:e.x=e.x-Math.floor(e.x);break}if(e.y<0||e.y>1)switch(this.wrapT){case fs:e.y=e.y-Math.floor(e.y);break;case yt:e.y=e.y<0?0:1;break;case ps:Math.abs(Math.floor(e.y)%2)===1?e.y=Math.ceil(e.y)-e.y:e.y=e.y-Math.floor(e.y);break}return this.flipY&&(e.y=1-e.y),e}set needsUpdate(e){e===!0&&this.version++}};lt.DEFAULT_IMAGE=void 0;lt.DEFAULT_MAPPING=fl;lt.prototype.isTexture=!0;function Bo(s){return typeof HTMLImageElement<"u"&&s instanceof HTMLImageElement||typeof HTMLCanvasElement<"u"&&s instanceof HTMLCanvasElement||typeof ImageBitmap<"u"&&s instanceof ImageBitmap?fn.getDataURL(s):s.data?{data:Array.prototype.slice.call(s.data),width:s.width,height:s.height,type:s.data.constructor.name}:(console.warn("THREE.Texture: Unable to serialize Texture."),{})}var ze=class{constructor(e=0,t=0,n=0,i=1){this.x=e,this.y=t,this.z=n,this.w=i}get width(){return this.z}set width(e){this.z=e}get height(){return this.w}set height(e){this.w=e}set(e,t,n,i){return this.x=e,this.y=t,this.z=n,this.w=i,this}setScalar(e){return this.x=e,this.y=e,this.z=e,this.w=e,this}setX(e){return this.x=e,this}setY(e){return this.y=e,this}setZ(e){return this.z=e,this}setW(e){return this.w=e,this}setComponent(e,t){switch(e){case 0:this.x=t;break;case 1:this.y=t;break;case 2:this.z=t;break;case 3:this.w=t;break;default:throw new Error("index is out of range: "+e)}return this}getComponent(e){switch(e){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: "+e)}}clone(){return new this.constructor(this.x,this.y,this.z,this.w)}copy(e){return this.x=e.x,this.y=e.y,this.z=e.z,this.w=e.w!==void 0?e.w:1,this}add(e,t){return t!==void 0?(console.warn("THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(e,t)):(this.x+=e.x,this.y+=e.y,this.z+=e.z,this.w+=e.w,this)}addScalar(e){return this.x+=e,this.y+=e,this.z+=e,this.w+=e,this}addVectors(e,t){return this.x=e.x+t.x,this.y=e.y+t.y,this.z=e.z+t.z,this.w=e.w+t.w,this}addScaledVector(e,t){return this.x+=e.x*t,this.y+=e.y*t,this.z+=e.z*t,this.w+=e.w*t,this}sub(e,t){return t!==void 0?(console.warn("THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(e,t)):(this.x-=e.x,this.y-=e.y,this.z-=e.z,this.w-=e.w,this)}subScalar(e){return this.x-=e,this.y-=e,this.z-=e,this.w-=e,this}subVectors(e,t){return this.x=e.x-t.x,this.y=e.y-t.y,this.z=e.z-t.z,this.w=e.w-t.w,this}multiply(e){return this.x*=e.x,this.y*=e.y,this.z*=e.z,this.w*=e.w,this}multiplyScalar(e){return this.x*=e,this.y*=e,this.z*=e,this.w*=e,this}applyMatrix4(e){let t=this.x,n=this.y,i=this.z,r=this.w,o=e.elements;return this.x=o[0]*t+o[4]*n+o[8]*i+o[12]*r,this.y=o[1]*t+o[5]*n+o[9]*i+o[13]*r,this.z=o[2]*t+o[6]*n+o[10]*i+o[14]*r,this.w=o[3]*t+o[7]*n+o[11]*i+o[15]*r,this}divideScalar(e){return this.multiplyScalar(1/e)}setAxisAngleFromQuaternion(e){this.w=2*Math.acos(e.w);let t=Math.sqrt(1-e.w*e.w);return t<1e-4?(this.x=1,this.y=0,this.z=0):(this.x=e.x/t,this.y=e.y/t,this.z=e.z/t),this}setAxisAngleFromRotationMatrix(e){let t,n,i,r,c=e.elements,l=c[0],h=c[4],u=c[8],d=c[1],f=c[5],m=c[9],x=c[2],y=c[6],g=c[10];if(Math.abs(h-d)<.01&&Math.abs(u-x)<.01&&Math.abs(m-y)<.01){if(Math.abs(h+d)<.1&&Math.abs(u+x)<.1&&Math.abs(m+y)<.1&&Math.abs(l+f+g-3)<.1)return this.set(1,0,0,0),this;t=Math.PI;let _=(l+1)/2,w=(f+1)/2,M=(g+1)/2,v=(h+d)/4,A=(u+x)/4,L=(m+y)/4;return _>w&&_>M?_<.01?(n=0,i=.707106781,r=.707106781):(n=Math.sqrt(_),i=v/n,r=A/n):w>M?w<.01?(n=.707106781,i=0,r=.707106781):(i=Math.sqrt(w),n=v/i,r=L/i):M<.01?(n=.707106781,i=.707106781,r=0):(r=Math.sqrt(M),n=A/r,i=L/r),this.set(n,i,r,t),this}let p=Math.sqrt((y-m)*(y-m)+(u-x)*(u-x)+(d-h)*(d-h));return Math.abs(p)<.001&&(p=1),this.x=(y-m)/p,this.y=(u-x)/p,this.z=(d-h)/p,this.w=Math.acos((l+f+g-1)/2),this}min(e){return this.x=Math.min(this.x,e.x),this.y=Math.min(this.y,e.y),this.z=Math.min(this.z,e.z),this.w=Math.min(this.w,e.w),this}max(e){return this.x=Math.max(this.x,e.x),this.y=Math.max(this.y,e.y),this.z=Math.max(this.z,e.z),this.w=Math.max(this.w,e.w),this}clamp(e,t){return this.x=Math.max(e.x,Math.min(t.x,this.x)),this.y=Math.max(e.y,Math.min(t.y,this.y)),this.z=Math.max(e.z,Math.min(t.z,this.z)),this.w=Math.max(e.w,Math.min(t.w,this.w)),this}clampScalar(e,t){return this.x=Math.max(e,Math.min(t,this.x)),this.y=Math.max(e,Math.min(t,this.y)),this.z=Math.max(e,Math.min(t,this.z)),this.w=Math.max(e,Math.min(t,this.w)),this}clampLength(e,t){let n=this.length();return this.divideScalar(n||1).multiplyScalar(Math.max(e,Math.min(t,n)))}floor(){return this.x=Math.floor(this.x),this.y=Math.floor(this.y),this.z=Math.floor(this.z),this.w=Math.floor(this.w),this}ceil(){return this.x=Math.ceil(this.x),this.y=Math.ceil(this.y),this.z=Math.ceil(this.z),this.w=Math.ceil(this.w),this}round(){return this.x=Math.round(this.x),this.y=Math.round(this.y),this.z=Math.round(this.z),this.w=Math.round(this.w),this}roundToZero(){return this.x=this.x<0?Math.ceil(this.x):Math.floor(this.x),this.y=this.y<0?Math.ceil(this.y):Math.floor(this.y),this.z=this.z<0?Math.ceil(this.z):Math.floor(this.z),this.w=this.w<0?Math.ceil(this.w):Math.floor(this.w),this}negate(){return this.x=-this.x,this.y=-this.y,this.z=-this.z,this.w=-this.w,this}dot(e){return this.x*e.x+this.y*e.y+this.z*e.z+this.w*e.w}lengthSq(){return this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w}length(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w)}manhattanLength(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)+Math.abs(this.w)}normalize(){return this.divideScalar(this.length()||1)}setLength(e){return this.normalize().multiplyScalar(e)}lerp(e,t){return this.x+=(e.x-this.x)*t,this.y+=(e.y-this.y)*t,this.z+=(e.z-this.z)*t,this.w+=(e.w-this.w)*t,this}lerpVectors(e,t,n){return this.x=e.x+(t.x-e.x)*n,this.y=e.y+(t.y-e.y)*n,this.z=e.z+(t.z-e.z)*n,this.w=e.w+(t.w-e.w)*n,this}equals(e){return e.x===this.x&&e.y===this.y&&e.z===this.z&&e.w===this.w}fromArray(e,t=0){return this.x=e[t],this.y=e[t+1],this.z=e[t+2],this.w=e[t+3],this}toArray(e=[],t=0){return e[t]=this.x,e[t+1]=this.y,e[t+2]=this.z,e[t+3]=this.w,e}fromBufferAttribute(e,t,n){return n!==void 0&&console.warn("THREE.Vector4: offset has been removed from .fromBufferAttribute()."),this.x=e.getX(t),this.y=e.getY(t),this.z=e.getZ(t),this.w=e.getW(t),this}random(){return this.x=Math.random(),this.y=Math.random(),this.z=Math.random(),this.w=Math.random(),this}};ze.prototype.isVector4=!0;var Ht=class extends Ut{constructor(e,t,n){super(),this.width=e,this.height=t,this.depth=1,this.scissor=new ze(0,0,e,t),this.scissorTest=!1,this.viewport=new ze(0,0,e,t),n=n||{},this.texture=new lt(void 0,n.mapping,n.wrapS,n.wrapT,n.magFilter,n.minFilter,n.format,n.type,n.anisotropy,n.encoding),this.texture.image={},this.texture.image.width=e,this.texture.image.height=t,this.texture.image.depth=1,this.texture.generateMipmaps=n.generateMipmaps!==void 0?n.generateMipmaps:!1,this.texture.minFilter=n.minFilter!==void 0?n.minFilter:St,this.depthBuffer=n.depthBuffer!==void 0?n.depthBuffer:!0,this.stencilBuffer=n.stencilBuffer!==void 0?n.stencilBuffer:!1,this.depthTexture=n.depthTexture!==void 0?n.depthTexture:null}setTexture(e){e.image={width:this.width,height:this.height,depth:this.depth},this.texture=e}setSize(e,t,n=1){(this.width!==e||this.height!==t||this.depth!==n)&&(this.width=e,this.height=t,this.depth=n,this.texture.image.width=e,this.texture.image.height=t,this.texture.image.depth=n,this.dispose()),this.viewport.set(0,0,e,t),this.scissor.set(0,0,e,t)}clone(){return new this.constructor().copy(this)}copy(e){return this.width=e.width,this.height=e.height,this.depth=e.depth,this.viewport.copy(e.viewport),this.texture=e.texture.clone(),this.texture.image={...this.texture.image},this.depthBuffer=e.depthBuffer,this.stencilBuffer=e.stencilBuffer,this.depthTexture=e.depthTexture,this}dispose(){this.dispatchEvent({type:"dispose"})}};Ht.prototype.isWebGLRenderTarget=!0;var wa=class extends Ht{constructor(e,t,n){super(e,t);let i=this.texture;this.texture=[];for(let r=0;r=0?1:-1,_=1-g*g;if(_>Number.EPSILON){let M=Math.sqrt(_),v=Math.atan2(M,g*p);y=Math.sin(y*v)/M,a=Math.sin(a*v)/M}let w=a*p;if(c=c*y+d*w,l=l*y+f*w,h=h*y+m*w,u=u*y+x*w,y===1-a){let M=1/Math.sqrt(c*c+l*l+h*h+u*u);c*=M,l*=M,h*=M,u*=M}}e[t]=c,e[t+1]=l,e[t+2]=h,e[t+3]=u}static multiplyQuaternionsFlat(e,t,n,i,r,o){let a=n[i],c=n[i+1],l=n[i+2],h=n[i+3],u=r[o],d=r[o+1],f=r[o+2],m=r[o+3];return e[t]=a*m+h*u+c*f-l*d,e[t+1]=c*m+h*d+l*u-a*f,e[t+2]=l*m+h*f+a*d-c*u,e[t+3]=h*m-a*u-c*d-l*f,e}get x(){return this._x}set x(e){this._x=e,this._onChangeCallback()}get y(){return this._y}set y(e){this._y=e,this._onChangeCallback()}get z(){return this._z}set z(e){this._z=e,this._onChangeCallback()}get w(){return this._w}set w(e){this._w=e,this._onChangeCallback()}set(e,t,n,i){return this._x=e,this._y=t,this._z=n,this._w=i,this._onChangeCallback(),this}clone(){return new this.constructor(this._x,this._y,this._z,this._w)}copy(e){return this._x=e.x,this._y=e.y,this._z=e.z,this._w=e.w,this._onChangeCallback(),this}setFromEuler(e,t){if(!(e&&e.isEuler))throw new Error("THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.");let n=e._x,i=e._y,r=e._z,o=e._order,a=Math.cos,c=Math.sin,l=a(n/2),h=a(i/2),u=a(r/2),d=c(n/2),f=c(i/2),m=c(r/2);switch(o){case"XYZ":this._x=d*h*u+l*f*m,this._y=l*f*u-d*h*m,this._z=l*h*m+d*f*u,this._w=l*h*u-d*f*m;break;case"YXZ":this._x=d*h*u+l*f*m,this._y=l*f*u-d*h*m,this._z=l*h*m-d*f*u,this._w=l*h*u+d*f*m;break;case"ZXY":this._x=d*h*u-l*f*m,this._y=l*f*u+d*h*m,this._z=l*h*m+d*f*u,this._w=l*h*u-d*f*m;break;case"ZYX":this._x=d*h*u-l*f*m,this._y=l*f*u+d*h*m,this._z=l*h*m-d*f*u,this._w=l*h*u+d*f*m;break;case"YZX":this._x=d*h*u+l*f*m,this._y=l*f*u+d*h*m,this._z=l*h*m-d*f*u,this._w=l*h*u-d*f*m;break;case"XZY":this._x=d*h*u-l*f*m,this._y=l*f*u-d*h*m,this._z=l*h*m+d*f*u,this._w=l*h*u+d*f*m;break;default:console.warn("THREE.Quaternion: .setFromEuler() encountered an unknown order: "+o)}return t!==!1&&this._onChangeCallback(),this}setFromAxisAngle(e,t){let n=t/2,i=Math.sin(n);return this._x=e.x*i,this._y=e.y*i,this._z=e.z*i,this._w=Math.cos(n),this._onChangeCallback(),this}setFromRotationMatrix(e){let t=e.elements,n=t[0],i=t[4],r=t[8],o=t[1],a=t[5],c=t[9],l=t[2],h=t[6],u=t[10],d=n+a+u;if(d>0){let f=.5/Math.sqrt(d+1);this._w=.25/f,this._x=(h-c)*f,this._y=(r-l)*f,this._z=(o-i)*f}else if(n>a&&n>u){let f=2*Math.sqrt(1+n-a-u);this._w=(h-c)/f,this._x=.25*f,this._y=(i+o)/f,this._z=(r+l)/f}else if(a>u){let f=2*Math.sqrt(1+a-n-u);this._w=(r-l)/f,this._x=(i+o)/f,this._y=.25*f,this._z=(c+h)/f}else{let f=2*Math.sqrt(1+u-n-a);this._w=(o-i)/f,this._x=(r+l)/f,this._y=(c+h)/f,this._z=.25*f}return this._onChangeCallback(),this}setFromUnitVectors(e,t){let n=e.dot(t)+1;return nMath.abs(e.z)?(this._x=-e.y,this._y=e.x,this._z=0,this._w=n):(this._x=0,this._y=-e.z,this._z=e.y,this._w=n)):(this._x=e.y*t.z-e.z*t.y,this._y=e.z*t.x-e.x*t.z,this._z=e.x*t.y-e.y*t.x,this._w=n),this.normalize()}angleTo(e){return 2*Math.acos(Math.abs(ut(this.dot(e),-1,1)))}rotateTowards(e,t){let n=this.angleTo(e);if(n===0)return this;let i=Math.min(1,t/n);return this.slerp(e,i),this}identity(){return this.set(0,0,0,1)}invert(){return this.conjugate()}conjugate(){return this._x*=-1,this._y*=-1,this._z*=-1,this._onChangeCallback(),this}dot(e){return this._x*e._x+this._y*e._y+this._z*e._z+this._w*e._w}lengthSq(){return this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w}length(){return Math.sqrt(this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w)}normalize(){let e=this.length();return e===0?(this._x=0,this._y=0,this._z=0,this._w=1):(e=1/e,this._x=this._x*e,this._y=this._y*e,this._z=this._z*e,this._w=this._w*e),this._onChangeCallback(),this}multiply(e,t){return t!==void 0?(console.warn("THREE.Quaternion: .multiply() now only accepts one argument. 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this.x=i*Math.sin(n),this.y=Math.cos(t)*e,this.z=i*Math.cos(n),this}setFromCylindrical(e){return this.setFromCylindricalCoords(e.radius,e.theta,e.y)}setFromCylindricalCoords(e,t,n){return this.x=e*Math.sin(t),this.y=n,this.z=e*Math.cos(t),this}setFromMatrixPosition(e){let t=e.elements;return this.x=t[12],this.y=t[13],this.z=t[14],this}setFromMatrixScale(e){let t=this.setFromMatrixColumn(e,0).length(),n=this.setFromMatrixColumn(e,1).length(),i=this.setFromMatrixColumn(e,2).length();return this.x=t,this.y=n,this.z=i,this}setFromMatrixColumn(e,t){return this.fromArray(e.elements,t*4)}setFromMatrix3Column(e,t){return this.fromArray(e.elements,t*3)}equals(e){return e.x===this.x&&e.y===this.y&&e.z===this.z}fromArray(e,t=0){return this.x=e[t],this.y=e[t+1],this.z=e[t+2],this}toArray(e=[],t=0){return e[t]=this.x,e[t+1]=this.y,e[t+2]=this.z,e}fromBufferAttribute(e,t,n){return n!==void 0&&console.warn("THREE.Vector3: offset has been removed from .fromBufferAttribute()."),this.x=e.getX(t),this.y=e.getY(t),this.z=e.getZ(t),this}random(){return this.x=Math.random(),this.y=Math.random(),this.z=Math.random(),this}};b.prototype.isVector3=!0;var Oo=new b,jl=new Qe,vt=class{constructor(e=new b(1/0,1/0,1/0),t=new b(-1/0,-1/0,-1/0)){this.min=e,this.max=t}set(e,t){return this.min.copy(e),this.max.copy(t),this}setFromArray(e){let t=1/0,n=1/0,i=1/0,r=-1/0,o=-1/0,a=-1/0;for(let c=0,l=e.length;cr&&(r=h),u>o&&(o=u),d>a&&(a=d)}return this.min.set(t,n,i),this.max.set(r,o,a),this}setFromBufferAttribute(e){let t=1/0,n=1/0,i=1/0,r=-1/0,o=-1/0,a=-1/0;for(let c=0,l=e.count;cr&&(r=h),u>o&&(o=u),d>a&&(a=d)}return this.min.set(t,n,i),this.max.set(r,o,a),this}setFromPoints(e){this.makeEmpty();for(let t=0,n=e.length;tthis.max.x||e.ythis.max.y||e.zthis.max.z)}containsBox(e){return this.min.x<=e.min.x&&e.max.x<=this.max.x&&this.min.y<=e.min.y&&e.max.y<=this.max.y&&this.min.z<=e.min.z&&e.max.z<=this.max.z}getParameter(e,t){return t===void 0&&(console.warn("THREE.Box3: .getParameter() target is now required"),t=new b),t.set((e.x-this.min.x)/(this.max.x-this.min.x),(e.y-this.min.y)/(this.max.y-this.min.y),(e.z-this.min.z)/(this.max.z-this.min.z))}intersectsBox(e){return!(e.max.xthis.max.x||e.max.ythis.max.y||e.max.zthis.max.z)}intersectsSphere(e){return this.clampPoint(e.center,Di),Di.distanceToSquared(e.center)<=e.radius*e.radius}intersectsPlane(e){let t,n;return e.normal.x>0?(t=e.normal.x*this.min.x,n=e.normal.x*this.max.x):(t=e.normal.x*this.max.x,n=e.normal.x*this.min.x),e.normal.y>0?(t+=e.normal.y*this.min.y,n+=e.normal.y*this.max.y):(t+=e.normal.y*this.max.y,n+=e.normal.y*this.min.y),e.normal.z>0?(t+=e.normal.z*this.min.z,n+=e.normal.z*this.max.z):(t+=e.normal.z*this.max.z,n+=e.normal.z*this.min.z),t<=-e.constant&&n>=-e.constant}intersectsTriangle(e){if(this.isEmpty())return!1;this.getCenter(Ii),Rr.subVectors(this.max,Ii),Vn.subVectors(e.a,Ii),Wn.subVectors(e.b,Ii),qn.subVectors(e.c,Ii),tn.subVectors(Wn,Vn),nn.subVectors(qn,Wn),Mn.subVectors(Vn,qn);let t=[0,-tn.z,tn.y,0,-nn.z,nn.y,0,-Mn.z,Mn.y,tn.z,0,-tn.x,nn.z,0,-nn.x,Mn.z,0,-Mn.x,-tn.y,tn.x,0,-nn.y,nn.x,0,-Mn.y,Mn.x,0];return!Uo(t,Vn,Wn,qn,Rr)||(t=[1,0,0,0,1,0,0,0,1],!Uo(t,Vn,Wn,qn,Rr))?!1:(Pr.crossVectors(tn,nn),t=[Pr.x,Pr.y,Pr.z],Uo(t,Vn,Wn,qn,Rr))}clampPoint(e,t){return t===void 0&&(console.warn("THREE.Box3: .clampPoint() target is now required"),t=new b),t.copy(e).clamp(this.min,this.max)}distanceToPoint(e){return Di.copy(e).clamp(this.min,this.max).sub(e).length()}getBoundingSphere(e){return e===void 0&&console.error("THREE.Box3: .getBoundingSphere() target is now required"),this.getCenter(e.center),e.radius=this.getSize(Di).length()*.5,e}intersect(e){return this.min.max(e.min),this.max.min(e.max),this.isEmpty()&&this.makeEmpty(),this}union(e){return this.min.min(e.min),this.max.max(e.max),this}applyMatrix4(e){return this.isEmpty()?this:(qt[0].set(this.min.x,this.min.y,this.min.z).applyMatrix4(e),qt[1].set(this.min.x,this.min.y,this.max.z).applyMatrix4(e),qt[2].set(this.min.x,this.max.y,this.min.z).applyMatrix4(e),qt[3].set(this.min.x,this.max.y,this.max.z).applyMatrix4(e),qt[4].set(this.max.x,this.min.y,this.min.z).applyMatrix4(e),qt[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(e),qt[6].set(this.max.x,this.max.y,this.min.z).applyMatrix4(e),qt[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(e),this.setFromPoints(qt),this)}translate(e){return this.min.add(e),this.max.add(e),this}equals(e){return e.min.equals(this.min)&&e.max.equals(this.max)}};vt.prototype.isBox3=!0;var qt=[new b,new b,new b,new b,new b,new b,new b,new b],Di=new b,Ho=new vt,Vn=new b,Wn=new b,qn=new b,tn=new b,nn=new b,Mn=new b,Ii=new b,Rr=new b,Pr=new b,Sn=new b;function Uo(s,e,t,n,i){for(let r=0,o=s.length-3;r<=o;r+=3){Sn.fromArray(s,r);let a=i.x*Math.abs(Sn.x)+i.y*Math.abs(Sn.y)+i.z*Math.abs(Sn.z),c=e.dot(Sn),l=t.dot(Sn),h=n.dot(Sn);if(Math.max(-Math.max(c,l,h),Math.min(c,l,h))>a)return!1}return!0}var Gd=new vt,$l=new b,Go=new b,ko=new b,Qt=class{constructor(e=new b,t=-1){this.center=e,this.radius=t}set(e,t){return this.center.copy(e),this.radius=t,this}setFromPoints(e,t){let n=this.center;t!==void 0?n.copy(t):Gd.setFromPoints(e).getCenter(n);let i=0;for(let r=0,o=e.length;rthis.radius*this.radius&&(t.sub(this.center).normalize(),t.multiplyScalar(this.radius).add(this.center)),t}getBoundingBox(e){return e===void 0&&(console.warn("THREE.Sphere: .getBoundingBox() target is now required"),e=new vt),this.isEmpty()?(e.makeEmpty(),e):(e.set(this.center,this.center),e.expandByScalar(this.radius),e)}applyMatrix4(e){return this.center.applyMatrix4(e),this.radius=this.radius*e.getMaxScaleOnAxis(),this}translate(e){return this.center.add(e),this}expandByPoint(e){ko.subVectors(e,this.center);let t=ko.lengthSq();if(t>this.radius*this.radius){let n=Math.sqrt(t),i=(n-this.radius)*.5;this.center.add(ko.multiplyScalar(i/n)),this.radius+=i}return this}union(e){return Go.subVectors(e.center,this.center).normalize().multiplyScalar(e.radius),this.expandByPoint($l.copy(e.center).add(Go)),this.expandByPoint($l.copy(e.center).sub(Go)),this}equals(e){return e.center.equals(this.center)&&e.radius===this.radius}clone(){return new this.constructor().copy(this)}},Xt=new b,Vo=new b,Cr=new b,rn=new b,Wo=new b,Dr=new b,qo=new b,Kt=class{constructor(e=new b,t=new b(0,0,-1)){this.origin=e,this.direction=t}set(e,t){return this.origin.copy(e),this.direction.copy(t),this}copy(e){return this.origin.copy(e.origin),this.direction.copy(e.direction),this}at(e,t){return t===void 0&&(console.warn("THREE.Ray: .at() target is now required"),t=new b),t.copy(this.direction).multiplyScalar(e).add(this.origin)}lookAt(e){return this.direction.copy(e).sub(this.origin).normalize(),this}recast(e){return this.origin.copy(this.at(e,Xt)),this}closestPointToPoint(e,t){t===void 0&&(console.warn("THREE.Ray: .closestPointToPoint() target is now required"),t=new b),t.subVectors(e,this.origin);let n=t.dot(this.direction);return n<0?t.copy(this.origin):t.copy(this.direction).multiplyScalar(n).add(this.origin)}distanceToPoint(e){return Math.sqrt(this.distanceSqToPoint(e))}distanceSqToPoint(e){let t=Xt.subVectors(e,this.origin).dot(this.direction);return t<0?this.origin.distanceToSquared(e):(Xt.copy(this.direction).multiplyScalar(t).add(this.origin),Xt.distanceToSquared(e))}distanceSqToSegment(e,t,n,i){Vo.copy(e).add(t).multiplyScalar(.5),Cr.copy(t).sub(e).normalize(),rn.copy(this.origin).sub(Vo);let r=e.distanceTo(t)*.5,o=-this.direction.dot(Cr),a=rn.dot(this.direction),c=-rn.dot(Cr),l=rn.lengthSq(),h=Math.abs(1-o*o),u,d,f,m;if(h>0)if(u=o*c-a,d=o*a-c,m=r*h,u>=0)if(d>=-m)if(d<=m){let x=1/h;u*=x,d*=x,f=u*(u+o*d+2*a)+d*(o*u+d+2*c)+l}else d=r,u=Math.max(0,-(o*d+a)),f=-u*u+d*(d+2*c)+l;else d=-r,u=Math.max(0,-(o*d+a)),f=-u*u+d*(d+2*c)+l;else d<=-m?(u=Math.max(0,-(-o*r+a)),d=u>0?-r:Math.min(Math.max(-r,-c),r),f=-u*u+d*(d+2*c)+l):d<=m?(u=0,d=Math.min(Math.max(-r,-c),r),f=d*(d+2*c)+l):(u=Math.max(0,-(o*r+a)),d=u>0?r:Math.min(Math.max(-r,-c),r),f=-u*u+d*(d+2*c)+l);else d=o>0?-r:r,u=Math.max(0,-(o*d+a)),f=-u*u+d*(d+2*c)+l;return n&&n.copy(this.direction).multiplyScalar(u).add(this.origin),i&&i.copy(Cr).multiplyScalar(d).add(Vo),f}intersectSphere(e,t){Xt.subVectors(e.center,this.origin);let n=Xt.dot(this.direction),i=Xt.dot(Xt)-n*n,r=e.radius*e.radius;if(i>r)return null;let o=Math.sqrt(r-i),a=n-o,c=n+o;return a<0&&c<0?null:a<0?this.at(c,t):this.at(a,t)}intersectsSphere(e){return this.distanceSqToPoint(e.center)<=e.radius*e.radius}distanceToPlane(e){let t=e.normal.dot(this.direction);if(t===0)return e.distanceToPoint(this.origin)===0?0:null;let n=-(this.origin.dot(e.normal)+e.constant)/t;return n>=0?n:null}intersectPlane(e,t){let n=this.distanceToPlane(e);return n===null?null:this.at(n,t)}intersectsPlane(e){let t=e.distanceToPoint(this.origin);return t===0||e.normal.dot(this.direction)*t<0}intersectBox(e,t){let n,i,r,o,a,c,l=1/this.direction.x,h=1/this.direction.y,u=1/this.direction.z,d=this.origin;return l>=0?(n=(e.min.x-d.x)*l,i=(e.max.x-d.x)*l):(n=(e.max.x-d.x)*l,i=(e.min.x-d.x)*l),h>=0?(r=(e.min.y-d.y)*h,o=(e.max.y-d.y)*h):(r=(e.max.y-d.y)*h,o=(e.min.y-d.y)*h),n>o||r>i||((r>n||n!==n)&&(n=r),(o=0?(a=(e.min.z-d.z)*u,c=(e.max.z-d.z)*u):(a=(e.max.z-d.z)*u,c=(e.min.z-d.z)*u),n>c||a>i)||((a>n||n!==n)&&(n=a),(c=0?n:i,t)}intersectsBox(e){return this.intersectBox(e,Xt)!==null}intersectTriangle(e,t,n,i,r){Wo.subVectors(t,e),Dr.subVectors(n,e),qo.crossVectors(Wo,Dr);let o=this.direction.dot(qo),a;if(o>0){if(i)return null;a=1}else if(o<0)a=-1,o=-o;else return null;rn.subVectors(this.origin,e);let c=a*this.direction.dot(Dr.crossVectors(rn,Dr));if(c<0)return null;let l=a*this.direction.dot(Wo.cross(rn));if(l<0||c+l>o)return null;let h=-a*rn.dot(qo);return h<0?null:this.at(h/o,r)}applyMatrix4(e){return this.origin.applyMatrix4(e),this.direction.transformDirection(e),this}equals(e){return e.origin.equals(this.origin)&&e.direction.equals(this.direction)}clone(){return new this.constructor().copy(this)}},ue=class s{constructor(){this.elements=[1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1],arguments.length>0&&console.error("THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.")}set(e,t,n,i,r,o,a,c,l,h,u,d,f,m,x,y){let g=this.elements;return g[0]=e,g[4]=t,g[8]=n,g[12]=i,g[1]=r,g[5]=o,g[9]=a,g[13]=c,g[2]=l,g[6]=h,g[10]=u,g[14]=d,g[3]=f,g[7]=m,g[11]=x,g[15]=y,this}identity(){return this.set(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1),this}clone(){return new s().fromArray(this.elements)}copy(e){let t=this.elements,n=e.elements;return t[0]=n[0],t[1]=n[1],t[2]=n[2],t[3]=n[3],t[4]=n[4],t[5]=n[5],t[6]=n[6],t[7]=n[7],t[8]=n[8],t[9]=n[9],t[10]=n[10],t[11]=n[11],t[12]=n[12],t[13]=n[13],t[14]=n[14],t[15]=n[15],this}copyPosition(e){let t=this.elements,n=e.elements;return t[12]=n[12],t[13]=n[13],t[14]=n[14],this}setFromMatrix3(e){let t=e.elements;return this.set(t[0],t[3],t[6],0,t[1],t[4],t[7],0,t[2],t[5],t[8],0,0,0,0,1),this}extractBasis(e,t,n){return e.setFromMatrixColumn(this,0),t.setFromMatrixColumn(this,1),n.setFromMatrixColumn(this,2),this}makeBasis(e,t,n){return this.set(e.x,t.x,n.x,0,e.y,t.y,n.y,0,e.z,t.z,n.z,0,0,0,0,1),this}extractRotation(e){let t=this.elements,n=e.elements,i=1/Xn.setFromMatrixColumn(e,0).length(),r=1/Xn.setFromMatrixColumn(e,1).length(),o=1/Xn.setFromMatrixColumn(e,2).length();return t[0]=n[0]*i,t[1]=n[1]*i,t[2]=n[2]*i,t[3]=0,t[4]=n[4]*r,t[5]=n[5]*r,t[6]=n[6]*r,t[7]=0,t[8]=n[8]*o,t[9]=n[9]*o,t[10]=n[10]*o,t[11]=0,t[12]=0,t[13]=0,t[14]=0,t[15]=1,this}makeRotationFromEuler(e){e&&e.isEuler||console.error("THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.");let t=this.elements,n=e.x,i=e.y,r=e.z,o=Math.cos(n),a=Math.sin(n),c=Math.cos(i),l=Math.sin(i),h=Math.cos(r),u=Math.sin(r);if(e.order==="XYZ"){let d=o*h,f=o*u,m=a*h,x=a*u;t[0]=c*h,t[4]=-c*u,t[8]=l,t[1]=f+m*l,t[5]=d-x*l,t[9]=-a*c,t[2]=x-d*l,t[6]=m+f*l,t[10]=o*c}else if(e.order==="YXZ"){let d=c*h,f=c*u,m=l*h,x=l*u;t[0]=d+x*a,t[4]=m*a-f,t[8]=o*l,t[1]=o*u,t[5]=o*h,t[9]=-a,t[2]=f*a-m,t[6]=x+d*a,t[10]=o*c}else if(e.order==="ZXY"){let d=c*h,f=c*u,m=l*h,x=l*u;t[0]=d-x*a,t[4]=-o*u,t[8]=m+f*a,t[1]=f+m*a,t[5]=o*h,t[9]=x-d*a,t[2]=-o*l,t[6]=a,t[10]=o*c}else if(e.order==="ZYX"){let d=o*h,f=o*u,m=a*h,x=a*u;t[0]=c*h,t[4]=m*l-f,t[8]=d*l+x,t[1]=c*u,t[5]=x*l+d,t[9]=f*l-m,t[2]=-l,t[6]=a*c,t[10]=o*c}else if(e.order==="YZX"){let d=o*c,f=o*l,m=a*c,x=a*l;t[0]=c*h,t[4]=x-d*u,t[8]=m*u+f,t[1]=u,t[5]=o*h,t[9]=-a*h,t[2]=-l*h,t[6]=f*u+m,t[10]=d-x*u}else if(e.order==="XZY"){let d=o*c,f=o*l,m=a*c,x=a*l;t[0]=c*h,t[4]=-u,t[8]=l*h,t[1]=d*u+x,t[5]=o*h,t[9]=f*u-m,t[2]=m*u-f,t[6]=a*h,t[10]=x*u+d}return t[3]=0,t[7]=0,t[11]=0,t[12]=0,t[13]=0,t[14]=0,t[15]=1,this}makeRotationFromQuaternion(e){return this.compose(kd,e,Vd)}lookAt(e,t,n){let i=this.elements;return bt.subVectors(e,t),bt.lengthSq()===0&&(bt.z=1),bt.normalize(),sn.crossVectors(n,bt),sn.lengthSq()===0&&(Math.abs(n.z)===1?bt.x+=1e-4:bt.z+=1e-4,bt.normalize(),sn.crossVectors(n,bt)),sn.normalize(),Ir.crossVectors(bt,sn),i[0]=sn.x,i[4]=Ir.x,i[8]=bt.x,i[1]=sn.y,i[5]=Ir.y,i[9]=bt.y,i[2]=sn.z,i[6]=Ir.z,i[10]=bt.z,this}multiply(e,t){return t!==void 0?(console.warn("THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead."),this.multiplyMatrices(e,t)):this.multiplyMatrices(this,e)}premultiply(e){return this.multiplyMatrices(e,this)}multiplyMatrices(e,t){let n=e.elements,i=t.elements,r=this.elements,o=n[0],a=n[4],c=n[8],l=n[12],h=n[1],u=n[5],d=n[9],f=n[13],m=n[2],x=n[6],y=n[10],g=n[14],p=n[3],_=n[7],w=n[11],M=n[15],v=i[0],A=i[4],L=i[8],D=i[12],z=i[1],G=i[5],O=i[9],R=i[13],F=i[2],N=i[6],P=i[10],X=i[14],te=i[3],j=i[7],oe=i[11],re=i[15];return r[0]=o*v+a*z+c*F+l*te,r[4]=o*A+a*G+c*N+l*j,r[8]=o*L+a*O+c*P+l*oe,r[12]=o*D+a*R+c*X+l*re,r[1]=h*v+u*z+d*F+f*te,r[5]=h*A+u*G+d*N+f*j,r[9]=h*L+u*O+d*P+f*oe,r[13]=h*D+u*R+d*X+f*re,r[2]=m*v+x*z+y*F+g*te,r[6]=m*A+x*G+y*N+g*j,r[10]=m*L+x*O+y*P+g*oe,r[14]=m*D+x*R+y*X+g*re,r[3]=p*v+_*z+w*F+M*te,r[7]=p*A+_*G+w*N+M*j,r[11]=p*L+_*O+w*P+M*oe,r[15]=p*D+_*R+w*X+M*re,this}multiplyScalar(e){let t=this.elements;return t[0]*=e,t[4]*=e,t[8]*=e,t[12]*=e,t[1]*=e,t[5]*=e,t[9]*=e,t[13]*=e,t[2]*=e,t[6]*=e,t[10]*=e,t[14]*=e,t[3]*=e,t[7]*=e,t[11]*=e,t[15]*=e,this}determinant(){let e=this.elements,t=e[0],n=e[4],i=e[8],r=e[12],o=e[1],a=e[5],c=e[9],l=e[13],h=e[2],u=e[6],d=e[10],f=e[14],m=e[3],x=e[7],y=e[11],g=e[15];return m*(+r*c*u-i*l*u-r*a*d+n*l*d+i*a*f-n*c*f)+x*(+t*c*f-t*l*d+r*o*d-i*o*f+i*l*h-r*c*h)+y*(+t*l*u-t*a*f-r*o*u+n*o*f+r*a*h-n*l*h)+g*(-i*a*h-t*c*u+t*a*d+i*o*u-n*o*d+n*c*h)}transpose(){let e=this.elements,t;return t=e[1],e[1]=e[4],e[4]=t,t=e[2],e[2]=e[8],e[8]=t,t=e[6],e[6]=e[9],e[9]=t,t=e[3],e[3]=e[12],e[12]=t,t=e[7],e[7]=e[13],e[13]=t,t=e[11],e[11]=e[14],e[14]=t,this}setPosition(e,t,n){let i=this.elements;return e.isVector3?(i[12]=e.x,i[13]=e.y,i[14]=e.z):(i[12]=e,i[13]=t,i[14]=n),this}invert(){let e=this.elements,t=e[0],n=e[1],i=e[2],r=e[3],o=e[4],a=e[5],c=e[6],l=e[7],h=e[8],u=e[9],d=e[10],f=e[11],m=e[12],x=e[13],y=e[14],g=e[15],p=u*y*l-x*d*l+x*c*f-a*y*f-u*c*g+a*d*g,_=m*d*l-h*y*l-m*c*f+o*y*f+h*c*g-o*d*g,w=h*x*l-m*u*l+m*a*f-o*x*f-h*a*g+o*u*g,M=m*u*c-h*x*c-m*a*d+o*x*d+h*a*y-o*u*y,v=t*p+n*_+i*w+r*M;if(v===0)return this.set(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0);let A=1/v;return e[0]=p*A,e[1]=(x*d*r-u*y*r-x*i*f+n*y*f+u*i*g-n*d*g)*A,e[2]=(a*y*r-x*c*r+x*i*l-n*y*l-a*i*g+n*c*g)*A,e[3]=(u*c*r-a*d*r-u*i*l+n*d*l+a*i*f-n*c*f)*A,e[4]=_*A,e[5]=(h*y*r-m*d*r+m*i*f-t*y*f-h*i*g+t*d*g)*A,e[6]=(m*c*r-o*y*r-m*i*l+t*y*l+o*i*g-t*c*g)*A,e[7]=(o*d*r-h*c*r+h*i*l-t*d*l-o*i*f+t*c*f)*A,e[8]=w*A,e[9]=(m*u*r-h*x*r-m*n*f+t*x*f+h*n*g-t*u*g)*A,e[10]=(o*x*r-m*a*r+m*n*l-t*x*l-o*n*g+t*a*g)*A,e[11]=(h*a*r-o*u*r-h*n*l+t*u*l+o*n*f-t*a*f)*A,e[12]=M*A,e[13]=(h*x*i-m*u*i+m*n*d-t*x*d-h*n*y+t*u*y)*A,e[14]=(m*a*i-o*x*i-m*n*c+t*x*c+o*n*y-t*a*y)*A,e[15]=(o*u*i-h*a*i+h*n*c-t*u*c-o*n*d+t*a*d)*A,this}scale(e){let t=this.elements,n=e.x,i=e.y,r=e.z;return t[0]*=n,t[4]*=i,t[8]*=r,t[1]*=n,t[5]*=i,t[9]*=r,t[2]*=n,t[6]*=i,t[10]*=r,t[3]*=n,t[7]*=i,t[11]*=r,this}getMaxScaleOnAxis(){let e=this.elements,t=e[0]*e[0]+e[1]*e[1]+e[2]*e[2],n=e[4]*e[4]+e[5]*e[5]+e[6]*e[6],i=e[8]*e[8]+e[9]*e[9]+e[10]*e[10];return Math.sqrt(Math.max(t,n,i))}makeTranslation(e,t,n){return this.set(1,0,0,e,0,1,0,t,0,0,1,n,0,0,0,1),this}makeRotationX(e){let t=Math.cos(e),n=Math.sin(e);return this.set(1,0,0,0,0,t,-n,0,0,n,t,0,0,0,0,1),this}makeRotationY(e){let t=Math.cos(e),n=Math.sin(e);return this.set(t,0,n,0,0,1,0,0,-n,0,t,0,0,0,0,1),this}makeRotationZ(e){let t=Math.cos(e),n=Math.sin(e);return this.set(t,-n,0,0,n,t,0,0,0,0,1,0,0,0,0,1),this}makeRotationAxis(e,t){let n=Math.cos(t),i=Math.sin(t),r=1-n,o=e.x,a=e.y,c=e.z,l=r*o,h=r*a;return this.set(l*o+n,l*a-i*c,l*c+i*a,0,l*a+i*c,h*a+n,h*c-i*o,0,l*c-i*a,h*c+i*o,r*c*c+n,0,0,0,0,1),this}makeScale(e,t,n){return this.set(e,0,0,0,0,t,0,0,0,0,n,0,0,0,0,1),this}makeShear(e,t,n,i,r,o){return this.set(1,n,r,0,e,1,o,0,t,i,1,0,0,0,0,1),this}compose(e,t,n){let i=this.elements,r=t._x,o=t._y,a=t._z,c=t._w,l=r+r,h=o+o,u=a+a,d=r*l,f=r*h,m=r*u,x=o*h,y=o*u,g=a*u,p=c*l,_=c*h,w=c*u,M=n.x,v=n.y,A=n.z;return i[0]=(1-(x+g))*M,i[1]=(f+w)*M,i[2]=(m-_)*M,i[3]=0,i[4]=(f-w)*v,i[5]=(1-(d+g))*v,i[6]=(y+p)*v,i[7]=0,i[8]=(m+_)*A,i[9]=(y-p)*A,i[10]=(1-(d+x))*A,i[11]=0,i[12]=e.x,i[13]=e.y,i[14]=e.z,i[15]=1,this}decompose(e,t,n){let i=this.elements,r=Xn.set(i[0],i[1],i[2]).length(),o=Xn.set(i[4],i[5],i[6]).length(),a=Xn.set(i[8],i[9],i[10]).length();this.determinant()<0&&(r=-r),e.x=i[12],e.y=i[13],e.z=i[14],Ft.copy(this);let l=1/r,h=1/o,u=1/a;return Ft.elements[0]*=l,Ft.elements[1]*=l,Ft.elements[2]*=l,Ft.elements[4]*=h,Ft.elements[5]*=h,Ft.elements[6]*=h,Ft.elements[8]*=u,Ft.elements[9]*=u,Ft.elements[10]*=u,t.setFromRotationMatrix(Ft),n.x=r,n.y=o,n.z=a,this}makePerspective(e,t,n,i,r,o){o===void 0&&console.warn("THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.");let a=this.elements,c=2*r/(t-e),l=2*r/(n-i),h=(t+e)/(t-e),u=(n+i)/(n-i),d=-(o+r)/(o-r),f=-2*o*r/(o-r);return a[0]=c,a[4]=0,a[8]=h,a[12]=0,a[1]=0,a[5]=l,a[9]=u,a[13]=0,a[2]=0,a[6]=0,a[10]=d,a[14]=f,a[3]=0,a[7]=0,a[11]=-1,a[15]=0,this}makeOrthographic(e,t,n,i,r,o){let a=this.elements,c=1/(t-e),l=1/(n-i),h=1/(o-r),u=(t+e)*c,d=(n+i)*l,f=(o+r)*h;return a[0]=2*c,a[4]=0,a[8]=0,a[12]=-u,a[1]=0,a[5]=2*l,a[9]=0,a[13]=-d,a[2]=0,a[6]=0,a[10]=-2*h,a[14]=-f,a[3]=0,a[7]=0,a[11]=0,a[15]=1,this}equals(e){let t=this.elements,n=e.elements;for(let i=0;i<16;i++)if(t[i]!==n[i])return!1;return!0}fromArray(e,t=0){for(let n=0;n<16;n++)this.elements[n]=e[n+t];return this}toArray(e=[],t=0){let n=this.elements;return e[t]=n[0],e[t+1]=n[1],e[t+2]=n[2],e[t+3]=n[3],e[t+4]=n[4],e[t+5]=n[5],e[t+6]=n[6],e[t+7]=n[7],e[t+8]=n[8],e[t+9]=n[9],e[t+10]=n[10],e[t+11]=n[11],e[t+12]=n[12],e[t+13]=n[13],e[t+14]=n[14],e[t+15]=n[15],e}};ue.prototype.isMatrix4=!0;var Xn=new b,Ft=new ue,kd=new b(0,0,0),Vd=new b(1,1,1),sn=new b,Ir=new b,bt=new b,Ql=new ue,Kl=new Qe,ui=class s{constructor(e=0,t=0,n=0,i=s.DefaultOrder){this._x=e,this._y=t,this._z=n,this._order=i}get x(){return this._x}set x(e){this._x=e,this._onChangeCallback()}get y(){return this._y}set y(e){this._y=e,this._onChangeCallback()}get z(){return this._z}set z(e){this._z=e,this._onChangeCallback()}get order(){return this._order}set order(e){this._order=e,this._onChangeCallback()}set(e,t,n,i){return this._x=e,this._y=t,this._z=n,this._order=i||this._order,this._onChangeCallback(),this}clone(){return new this.constructor(this._x,this._y,this._z,this._order)}copy(e){return this._x=e._x,this._y=e._y,this._z=e._z,this._order=e._order,this._onChangeCallback(),this}setFromRotationMatrix(e,t,n){let i=e.elements,r=i[0],o=i[4],a=i[8],c=i[1],l=i[5],h=i[9],u=i[2],d=i[6],f=i[10];switch(t=t||this._order,t){case"XYZ":this._y=Math.asin(ut(a,-1,1)),Math.abs(a)<.9999999?(this._x=Math.atan2(-h,f),this._z=Math.atan2(-o,r)):(this._x=Math.atan2(d,l),this._z=0);break;case"YXZ":this._x=Math.asin(-ut(h,-1,1)),Math.abs(h)<.9999999?(this._y=Math.atan2(a,f),this._z=Math.atan2(c,l)):(this._y=Math.atan2(-u,r),this._z=0);break;case"ZXY":this._x=Math.asin(ut(d,-1,1)),Math.abs(d)<.9999999?(this._y=Math.atan2(-u,f),this._z=Math.atan2(-o,l)):(this._y=0,this._z=Math.atan2(c,r));break;case"ZYX":this._y=Math.asin(-ut(u,-1,1)),Math.abs(u)<.9999999?(this._x=Math.atan2(d,f),this._z=Math.atan2(c,r)):(this._x=0,this._z=Math.atan2(-o,l));break;case"YZX":this._z=Math.asin(ut(c,-1,1)),Math.abs(c)<.9999999?(this._x=Math.atan2(-h,l),this._y=Math.atan2(-u,r)):(this._x=0,this._y=Math.atan2(a,f));break;case"XZY":this._z=Math.asin(-ut(o,-1,1)),Math.abs(o)<.9999999?(this._x=Math.atan2(d,l),this._y=Math.atan2(a,r)):(this._x=Math.atan2(-h,f),this._y=0);break;default:console.warn("THREE.Euler: .setFromRotationMatrix() encountered an unknown order: "+t)}return this._order=t,n!==!1&&this._onChangeCallback(),this}setFromQuaternion(e,t,n){return Ql.makeRotationFromQuaternion(e),this.setFromRotationMatrix(Ql,t,n)}setFromVector3(e,t){return this.set(e.x,e.y,e.z,t||this._order)}reorder(e){return Kl.setFromEuler(this),this.setFromQuaternion(Kl,e)}equals(e){return e._x===this._x&&e._y===this._y&&e._z===this._z&&e._order===this._order}fromArray(e){return this._x=e[0],this._y=e[1],this._z=e[2],e[3]!==void 0&&(this._order=e[3]),this._onChangeCallback(),this}toArray(e=[],t=0){return e[t]=this._x,e[t+1]=this._y,e[t+2]=this._z,e[t+3]=this._order,e}toVector3(e){return e?e.set(this._x,this._y,this._z):new b(this._x,this._y,this._z)}_onChange(e){return this._onChangeCallback=e,this}_onChangeCallback(){}};ui.prototype.isEuler=!0;ui.DefaultOrder="XYZ";ui.RotationOrders=["XYZ","YZX","ZXY","XZY","YXZ","ZYX"];var ws=class{constructor(){this.mask=1}set(e){this.mask=1<1){for(let t=0;t1){for(let n=0;n0){i.children=[];for(let a=0;a0){i.animations=[];for(let a=0;a0&&(n.geometries=a),c.length>0&&(n.materials=c),l.length>0&&(n.textures=l),h.length>0&&(n.images=h),u.length>0&&(n.shapes=u),d.length>0&&(n.skeletons=d),f.length>0&&(n.animations=f)}return n.object=i,n;function o(a){let c=[];for(let l in a){let h=a[l];delete h.metadata,c.push(h)}return c}}clone(e){return new this.constructor().copy(this,e)}copy(e,t=!0){if(this.name=e.name,this.up.copy(e.up),this.position.copy(e.position),this.rotation.order=e.rotation.order,this.quaternion.copy(e.quaternion),this.scale.copy(e.scale),this.matrix.copy(e.matrix),this.matrixWorld.copy(e.matrixWorld),this.matrixAutoUpdate=e.matrixAutoUpdate,this.matrixWorldNeedsUpdate=e.matrixWorldNeedsUpdate,this.layers.mask=e.layers.mask,this.visible=e.visible,this.castShadow=e.castShadow,this.receiveShadow=e.receiveShadow,this.frustumCulled=e.frustumCulled,this.renderOrder=e.renderOrder,this.userData=JSON.parse(JSON.stringify(e.userData)),t===!0)for(let n=0;n1?null:t.copy(n).multiplyScalar(r).add(e.start)}intersectsLine(e){let t=this.distanceToPoint(e.start),n=this.distanceToPoint(e.end);return t<0&&n>0||n<0&&t>0}intersectsBox(e){return e.intersectsPlane(this)}intersectsSphere(e){return e.intersectsPlane(this)}coplanarPoint(e){return e===void 0&&(console.warn("THREE.Plane: .coplanarPoint() target is now required"),e=new b),e.copy(this.normal).multiplyScalar(-this.constant)}applyMatrix4(e,t){let n=t||Jd.getNormalMatrix(e),i=this.coplanarPoint(Xo).applyMatrix4(e),r=this.normal.applyMatrix3(n).normalize();return this.constant=-i.dot(r),this}translate(e){return this.constant-=e.dot(this.normal),this}equals(e){return e.normal.equals(this.normal)&&e.constant===this.constant}clone(){return new this.constructor().copy(this)}};Lt.prototype.isPlane=!0;var Nt=new b,Zt=new b,Yo=new b,Jt=new b,Zn=new b,Jn=new b,sc=new b,Zo=new b,Jo=new b,jo=new b,ft=class s{constructor(e=new b,t=new b,n=new b){this.a=e,this.b=t,this.c=n}static getNormal(e,t,n,i){i===void 0&&(console.warn("THREE.Triangle: .getNormal() target is now required"),i=new b),i.subVectors(n,t),Nt.subVectors(e,t),i.cross(Nt);let r=i.lengthSq();return r>0?i.multiplyScalar(1/Math.sqrt(r)):i.set(0,0,0)}static getBarycoord(e,t,n,i,r){Nt.subVectors(i,t),Zt.subVectors(n,t),Yo.subVectors(e,t);let o=Nt.dot(Nt),a=Nt.dot(Zt),c=Nt.dot(Yo),l=Zt.dot(Zt),h=Zt.dot(Yo),u=o*l-a*a;if(r===void 0&&(console.warn("THREE.Triangle: .getBarycoord() target is now required"),r=new b),u===0)return r.set(-2,-1,-1);let d=1/u,f=(l*c-a*h)*d,m=(o*h-a*c)*d;return r.set(1-f-m,m,f)}static containsPoint(e,t,n,i){return this.getBarycoord(e,t,n,i,Jt),Jt.x>=0&&Jt.y>=0&&Jt.x+Jt.y<=1}static getUV(e,t,n,i,r,o,a,c){return this.getBarycoord(e,t,n,i,Jt),c.set(0,0),c.addScaledVector(r,Jt.x),c.addScaledVector(o,Jt.y),c.addScaledVector(a,Jt.z),c}static isFrontFacing(e,t,n,i){return Nt.subVectors(n,t),Zt.subVectors(e,t),Nt.cross(Zt).dot(i)<0}set(e,t,n){return this.a.copy(e),this.b.copy(t),this.c.copy(n),this}setFromPointsAndIndices(e,t,n,i){return this.a.copy(e[t]),this.b.copy(e[n]),this.c.copy(e[i]),this}clone(){return new this.constructor().copy(this)}copy(e){return this.a.copy(e.a),this.b.copy(e.b),this.c.copy(e.c),this}getArea(){return Nt.subVectors(this.c,this.b),Zt.subVectors(this.a,this.b),Nt.cross(Zt).length()*.5}getMidpoint(e){return e===void 0&&(console.warn("THREE.Triangle: .getMidpoint() target is now required"),e=new b),e.addVectors(this.a,this.b).add(this.c).multiplyScalar(1/3)}getNormal(e){return s.getNormal(this.a,this.b,this.c,e)}getPlane(e){return e===void 0&&(console.warn("THREE.Triangle: .getPlane() target is now required"),e=new Lt),e.setFromCoplanarPoints(this.a,this.b,this.c)}getBarycoord(e,t){return s.getBarycoord(e,this.a,this.b,this.c,t)}getUV(e,t,n,i,r){return s.getUV(e,this.a,this.b,this.c,t,n,i,r)}containsPoint(e){return s.containsPoint(e,this.a,this.b,this.c)}isFrontFacing(e){return s.isFrontFacing(this.a,this.b,this.c,e)}intersectsBox(e){return e.intersectsTriangle(this)}closestPointToPoint(e,t){t===void 0&&(console.warn("THREE.Triangle: .closestPointToPoint() target is now required"),t=new b);let n=this.a,i=this.b,r=this.c,o,a;Zn.subVectors(i,n),Jn.subVectors(r,n),Zo.subVectors(e,n);let c=Zn.dot(Zo),l=Jn.dot(Zo);if(c<=0&&l<=0)return t.copy(n);Jo.subVectors(e,i);let h=Zn.dot(Jo),u=Jn.dot(Jo);if(h>=0&&u<=h)return t.copy(i);let d=c*u-h*l;if(d<=0&&c>=0&&h<=0)return o=c/(c-h),t.copy(n).addScaledVector(Zn,o);jo.subVectors(e,r);let f=Zn.dot(jo),m=Jn.dot(jo);if(m>=0&&f<=m)return t.copy(r);let x=f*l-c*m;if(x<=0&&l>=0&&m<=0)return a=l/(l-m),t.copy(n).addScaledVector(Jn,a);let y=h*m-f*u;if(y<=0&&u-h>=0&&f-m>=0)return sc.subVectors(r,i),a=(u-h)/(u-h+(f-m)),t.copy(i).addScaledVector(sc,a);let g=1/(y+x+d);return o=x*g,a=d*g,t.copy(n).addScaledVector(Zn,o).addScaledVector(Jn,a)}equals(e){return e.a.equals(this.a)&&e.b.equals(this.b)&&e.c.equals(this.c)}},jd=0,tt=class extends Ut{constructor(){super(),Object.defineProperty(this,"id",{value:jd++}),this.uuid=Rt(),this.name="",this.type="Material",this.fog=!0,this.blending=Xi,this.side=ds,this.vertexColors=!1,this.opacity=1,this.transparent=!1,this.blendSrc=th,this.blendDst=nh,this.blendEquation=oi,this.blendSrcAlpha=null,this.blendDstAlpha=null,this.blendEquationAlpha=null,this.depthFunc=ma,this.depthTest=!0,this.depthWrite=!0,this.stencilWriteMask=255,this.stencilFunc=zd,this.stencilRef=0,this.stencilFuncMask=255,this.stencilFail=No,this.stencilZFail=No,this.stencilZPass=No,this.stencilWrite=!1,this.clippingPlanes=null,this.clipIntersection=!1,this.clipShadows=!1,this.shadowSide=null,this.colorWrite=!0,this.precision=null,this.polygonOffset=!1,this.polygonOffsetFactor=0,this.polygonOffsetUnits=0,this.dithering=!1,this.alphaTest=0,this.alphaToCoverage=!1,this.premultipliedAlpha=!1,this.visible=!0,this.toneMapped=!0,this.userData={},this.version=0}onBuild(){}onBeforeCompile(){}customProgramCacheKey(){return this.onBeforeCompile.toString()}setValues(e){if(e!==void 0)for(let t in e){let n=e[t];if(n===void 0){console.warn("THREE.Material: '"+t+"' parameter is undefined.");continue}if(t==="shading"){console.warn("THREE."+this.type+": .shading has been removed. Use the boolean .flatShading instead."),this.flatShading=n===eh;continue}let i=this[t];if(i===void 0){console.warn("THREE."+this.type+": '"+t+"' is not a property of this material.");continue}i&&i.isColor?i.set(n):i&&i.isVector3&&n&&n.isVector3?i.copy(n):this[t]=n}}toJSON(e){let t=e===void 0||typeof e=="string";t&&(e={textures:{},images:{}});let n={metadata:{version:4.5,type:"Material",generator:"Material.toJSON"}};n.uuid=this.uuid,n.type=this.type,this.name!==""&&(n.name=this.name),this.color&&this.color.isColor&&(n.color=this.color.getHex()),this.roughness!==void 0&&(n.roughness=this.roughness),this.metalness!==void 0&&(n.metalness=this.metalness),this.sheen&&this.sheen.isColor&&(n.sheen=this.sheen.getHex()),this.emissive&&this.emissive.isColor&&(n.emissive=this.emissive.getHex()),this.emissiveIntensity&&this.emissiveIntensity!==1&&(n.emissiveIntensity=this.emissiveIntensity),this.specular&&this.specular.isColor&&(n.specular=this.specular.getHex()),this.shininess!==void 0&&(n.shininess=this.shininess),this.clearcoat!==void 0&&(n.clearcoat=this.clearcoat),this.clearcoatRoughness!==void 0&&(n.clearcoatRoughness=this.clearcoatRoughness),this.clearcoatMap&&this.clearcoatMap.isTexture&&(n.clearcoatMap=this.clearcoatMap.toJSON(e).uuid),this.clearcoatRoughnessMap&&this.clearcoatRoughnessMap.isTexture&&(n.clearcoatRoughnessMap=this.clearcoatRoughnessMap.toJSON(e).uuid),this.clearcoatNormalMap&&this.clearcoatNormalMap.isTexture&&(n.clearcoatNormalMap=this.clearcoatNormalMap.toJSON(e).uuid,n.clearcoatNormalScale=this.clearcoatNormalScale.toArray()),this.map&&this.map.isTexture&&(n.map=this.map.toJSON(e).uuid),this.matcap&&this.matcap.isTexture&&(n.matcap=this.matcap.toJSON(e).uuid),this.alphaMap&&this.alphaMap.isTexture&&(n.alphaMap=this.alphaMap.toJSON(e).uuid),this.lightMap&&this.lightMap.isTexture&&(n.lightMap=this.lightMap.toJSON(e).uuid,n.lightMapIntensity=this.lightMapIntensity),this.aoMap&&this.aoMap.isTexture&&(n.aoMap=this.aoMap.toJSON(e).uuid,n.aoMapIntensity=this.aoMapIntensity),this.bumpMap&&this.bumpMap.isTexture&&(n.bumpMap=this.bumpMap.toJSON(e).uuid,n.bumpScale=this.bumpScale),this.normalMap&&this.normalMap.isTexture&&(n.normalMap=this.normalMap.toJSON(e).uuid,n.normalMapType=this.normalMapType,n.normalScale=this.normalScale.toArray()),this.displacementMap&&this.displacementMap.isTexture&&(n.displacementMap=this.displacementMap.toJSON(e).uuid,n.displacementScale=this.displacementScale,n.displacementBias=this.displacementBias),this.roughnessMap&&this.roughnessMap.isTexture&&(n.roughnessMap=this.roughnessMap.toJSON(e).uuid),this.metalnessMap&&this.metalnessMap.isTexture&&(n.metalnessMap=this.metalnessMap.toJSON(e).uuid),this.emissiveMap&&this.emissiveMap.isTexture&&(n.emissiveMap=this.emissiveMap.toJSON(e).uuid),this.specularMap&&this.specularMap.isTexture&&(n.specularMap=this.specularMap.toJSON(e).uuid),this.envMap&&this.envMap.isTexture&&(n.envMap=this.envMap.toJSON(e).uuid,this.combine!==void 0&&(n.combine=this.combine)),this.envMapIntensity!==void 0&&(n.envMapIntensity=this.envMapIntensity),this.reflectivity!==void 0&&(n.reflectivity=this.reflectivity),this.refractionRatio!==void 0&&(n.refractionRatio=this.refractionRatio),this.gradientMap&&this.gradientMap.isTexture&&(n.gradientMap=this.gradientMap.toJSON(e).uuid),this.transmission!==void 0&&(n.transmission=this.transmission),this.transmissionMap&&this.transmissionMap.isTexture&&(n.transmissionMap=this.transmissionMap.toJSON(e).uuid),this.thickness!==void 0&&(n.thickness=this.thickness),this.thicknessMap&&this.thicknessMap.isTexture&&(n.thicknessMap=this.thicknessMap.toJSON(e).uuid),this.attenuationDistance!==void 0&&(n.attenuationDistance=this.attenuationDistance),this.attenuationColor!==void 0&&(n.attenuationColor=this.attenuationColor.getHex()),this.size!==void 0&&(n.size=this.size),this.shadowSide!==null&&(n.shadowSide=this.shadowSide),this.sizeAttenuation!==void 0&&(n.sizeAttenuation=this.sizeAttenuation),this.blending!==Xi&&(n.blending=this.blending),this.side!==ds&&(n.side=this.side),this.vertexColors&&(n.vertexColors=!0),this.opacity<1&&(n.opacity=this.opacity),this.transparent===!0&&(n.transparent=this.transparent),n.depthFunc=this.depthFunc,n.depthTest=this.depthTest,n.depthWrite=this.depthWrite,n.colorWrite=this.colorWrite,n.stencilWrite=this.stencilWrite,n.stencilWriteMask=this.stencilWriteMask,n.stencilFunc=this.stencilFunc,n.stencilRef=this.stencilRef,n.stencilFuncMask=this.stencilFuncMask,n.stencilFail=this.stencilFail,n.stencilZFail=this.stencilZFail,n.stencilZPass=this.stencilZPass,this.rotation&&this.rotation!==0&&(n.rotation=this.rotation),this.polygonOffset===!0&&(n.polygonOffset=!0),this.polygonOffsetFactor!==0&&(n.polygonOffsetFactor=this.polygonOffsetFactor),this.polygonOffsetUnits!==0&&(n.polygonOffsetUnits=this.polygonOffsetUnits),this.linewidth&&this.linewidth!==1&&(n.linewidth=this.linewidth),this.dashSize!==void 0&&(n.dashSize=this.dashSize),this.gapSize!==void 0&&(n.gapSize=this.gapSize),this.scale!==void 0&&(n.scale=this.scale),this.dithering===!0&&(n.dithering=!0),this.alphaTest>0&&(n.alphaTest=this.alphaTest),this.alphaToCoverage===!0&&(n.alphaToCoverage=this.alphaToCoverage),this.premultipliedAlpha===!0&&(n.premultipliedAlpha=this.premultipliedAlpha),this.wireframe===!0&&(n.wireframe=this.wireframe),this.wireframeLinewidth>1&&(n.wireframeLinewidth=this.wireframeLinewidth),this.wireframeLinecap!=="round"&&(n.wireframeLinecap=this.wireframeLinecap),this.wireframeLinejoin!=="round"&&(n.wireframeLinejoin=this.wireframeLinejoin),this.morphTargets===!0&&(n.morphTargets=!0),this.morphNormals===!0&&(n.morphNormals=!0),this.flatShading===!0&&(n.flatShading=this.flatShading),this.visible===!1&&(n.visible=!1),this.toneMapped===!1&&(n.toneMapped=!1),JSON.stringify(this.userData)!=="{}"&&(n.userData=this.userData);function i(r){let o=[];for(let a in r){let c=r[a];delete c.metadata,o.push(c)}return o}if(t){let r=i(e.textures),o=i(e.images);r.length>0&&(n.textures=r),o.length>0&&(n.images=o)}return n}clone(){return new this.constructor().copy(this)}copy(e){this.name=e.name,this.fog=e.fog,this.blending=e.blending,this.side=e.side,this.vertexColors=e.vertexColors,this.opacity=e.opacity,this.transparent=e.transparent,this.blendSrc=e.blendSrc,this.blendDst=e.blendDst,this.blendEquation=e.blendEquation,this.blendSrcAlpha=e.blendSrcAlpha,this.blendDstAlpha=e.blendDstAlpha,this.blendEquationAlpha=e.blendEquationAlpha,this.depthFunc=e.depthFunc,this.depthTest=e.depthTest,this.depthWrite=e.depthWrite,this.stencilWriteMask=e.stencilWriteMask,this.stencilFunc=e.stencilFunc,this.stencilRef=e.stencilRef,this.stencilFuncMask=e.stencilFuncMask,this.stencilFail=e.stencilFail,this.stencilZFail=e.stencilZFail,this.stencilZPass=e.stencilZPass,this.stencilWrite=e.stencilWrite;let t=e.clippingPlanes,n=null;if(t!==null){let i=t.length;n=new Array(i);for(let r=0;r!==i;++r)n[r]=t[r].clone()}return this.clippingPlanes=n,this.clipIntersection=e.clipIntersection,this.clipShadows=e.clipShadows,this.shadowSide=e.shadowSide,this.colorWrite=e.colorWrite,this.precision=e.precision,this.polygonOffset=e.polygonOffset,this.polygonOffsetFactor=e.polygonOffsetFactor,this.polygonOffsetUnits=e.polygonOffsetUnits,this.dithering=e.dithering,this.alphaTest=e.alphaTest,this.alphaToCoverage=e.alphaToCoverage,this.premultipliedAlpha=e.premultipliedAlpha,this.visible=e.visible,this.toneMapped=e.toneMapped,this.userData=JSON.parse(JSON.stringify(e.userData)),this}dispose(){this.dispatchEvent({type:"dispose"})}set needsUpdate(e){e===!0&&this.version++}};tt.prototype.isMaterial=!0;var hh={aliceblue:15792383,antiquewhite:16444375,aqua:65535,aquamarine:8388564,azure:15794175,beige:16119260,bisque:16770244,black:0,blanchedalmond:16772045,blue:255,blueviolet:9055202,brown:10824234,burlywood:14596231,cadetblue:6266528,chartreuse:8388352,chocolate:13789470,coral:16744272,cornflowerblue:6591981,cornsilk:16775388,crimson:14423100,cyan:65535,darkblue:139,darkcyan:35723,darkgoldenrod:12092939,darkgray:11119017,darkgreen:25600,darkgrey:11119017,darkkhaki:12433259,darkmagenta:9109643,darkolivegreen:5597999,darkorange:16747520,darkorchid:10040012,darkred:9109504,darksalmon:15308410,darkseagreen:9419919,darkslateblue:4734347,darkslategray:3100495,darkslategrey:3100495,darkturquoise:52945,darkviolet:9699539,deeppink:16716947,deepskyblue:49151,dimgray:6908265,dimgrey:6908265,dodgerblue:2003199,firebrick:11674146,floralwhite:16775920,forestgreen:2263842,fuchsia:16711935,gainsboro:14474460,ghostwhite:16316671,gold:16766720,goldenrod:14329120,gray:8421504,green:32768,greenyellow:11403055,grey:8421504,honeydew:15794160,hotpink:16738740,indianred:13458524,indigo:4915330,ivory:16777200,khaki:15787660,lavender:15132410,lavenderblush:16773365,lawngreen:8190976,lemonchiffon:16775885,lightblue:11393254,lightcoral:15761536,lightcyan:14745599,lightgoldenrodyellow:16448210,lightgray:13882323,lightgreen:9498256,lightgrey:13882323,lightpink:16758465,lightsalmon:16752762,lightseagreen:2142890,lightskyblue:8900346,lightslategray:7833753,lightslategrey:7833753,lightsteelblue:11584734,lightyellow:16777184,lime:65280,limegreen:3329330,linen:16445670,magenta:16711935,maroon:8388608,mediumaquamarine:6737322,mediumblue:205,mediumorchid:12211667,mediumpurple:9662683,mediumseagreen:3978097,mediumslateblue:8087790,mediumspringgreen:64154,mediumturquoise:4772300,mediumvioletred:13047173,midnightblue:1644912,mintcream:16121850,mistyrose:16770273,moccasin:16770229,navajowhite:16768685,navy:128,oldlace:16643558,olive:8421376,olivedrab:7048739,orange:16753920,orangered:16729344,orchid:14315734,palegoldenrod:15657130,palegreen:10025880,paleturquoise:11529966,palevioletred:14381203,papayawhip:16773077,peachpuff:16767673,peru:13468991,pink:16761035,plum:14524637,powderblue:11591910,purple:8388736,rebeccapurple:6697881,red:16711680,rosybrown:12357519,royalblue:4286945,saddlebrown:9127187,salmon:16416882,sandybrown:16032864,seagreen:3050327,seashell:16774638,sienna:10506797,silver:12632256,skyblue:8900331,slateblue:6970061,slategray:7372944,slategrey:7372944,snow:16775930,springgreen:65407,steelblue:4620980,tan:13808780,teal:32896,thistle:14204888,tomato:16737095,turquoise:4251856,violet:15631086,wheat:16113331,white:16777215,whitesmoke:16119285,yellow:16776960,yellowgreen:10145074},zt={h:0,s:0,l:0},Nr={h:0,s:0,l:0};function $o(s,e,t){return t<0&&(t+=1),t>1&&(t-=1),t<1/6?s+(e-s)*6*t:t<1/2?e:t<2/3?s+(e-s)*6*(2/3-t):s}function Qo(s){return s<.04045?s*.0773993808:Math.pow(s*.9478672986+.0521327014,2.4)}function Ko(s){return s<.0031308?s*12.92:1.055*Math.pow(s,.41666)-.055}var ce=class{constructor(e,t,n){return t===void 0&&n===void 0?this.set(e):this.setRGB(e,t,n)}set(e){return e&&e.isColor?this.copy(e):typeof e=="number"?this.setHex(e):typeof e=="string"&&this.setStyle(e),this}setScalar(e){return this.r=e,this.g=e,this.b=e,this}setHex(e){return e=Math.floor(e),this.r=(e>>16&255)/255,this.g=(e>>8&255)/255,this.b=(e&255)/255,this}setRGB(e,t,n){return this.r=e,this.g=t,this.b=n,this}setHSL(e,t,n){if(e=Bd(e,1),t=ut(t,0,1),n=ut(n,0,1),t===0)this.r=this.g=this.b=n;else{let i=n<=.5?n*(1+t):n+t-n*t,r=2*n-i;this.r=$o(r,i,e+1/3),this.g=$o(r,i,e),this.b=$o(r,i,e-1/3)}return this}setStyle(e){function t(i){i!==void 0&&parseFloat(i)<1&&console.warn("THREE.Color: Alpha component of "+e+" will be ignored.")}let n;if(n=/^((?:rgb|hsl)a?)\(([^\)]*)\)/.exec(e)){let i,r=n[1],o=n[2];switch(r){case"rgb":case"rgba":if(i=/^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(o))return this.r=Math.min(255,parseInt(i[1],10))/255,this.g=Math.min(255,parseInt(i[2],10))/255,this.b=Math.min(255,parseInt(i[3],10))/255,t(i[4]),this;if(i=/^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(o))return this.r=Math.min(100,parseInt(i[1],10))/100,this.g=Math.min(100,parseInt(i[2],10))/100,this.b=Math.min(100,parseInt(i[3],10))/100,t(i[4]),this;break;case"hsl":case"hsla":if(i=/^\s*(\d*\.?\d+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(o)){let a=parseFloat(i[1])/360,c=parseInt(i[2],10)/100,l=parseInt(i[3],10)/100;return t(i[4]),this.setHSL(a,c,l)}break}}else if(n=/^\#([A-Fa-f\d]+)$/.exec(e)){let i=n[1],r=i.length;if(r===3)return this.r=parseInt(i.charAt(0)+i.charAt(0),16)/255,this.g=parseInt(i.charAt(1)+i.charAt(1),16)/255,this.b=parseInt(i.charAt(2)+i.charAt(2),16)/255,this;if(r===6)return this.r=parseInt(i.charAt(0)+i.charAt(1),16)/255,this.g=parseInt(i.charAt(2)+i.charAt(3),16)/255,this.b=parseInt(i.charAt(4)+i.charAt(5),16)/255,this}return e&&e.length>0?this.setColorName(e):this}setColorName(e){let t=hh[e.toLowerCase()];return t!==void 0?this.setHex(t):console.warn("THREE.Color: Unknown color "+e),this}clone(){return new this.constructor(this.r,this.g,this.b)}copy(e){return this.r=e.r,this.g=e.g,this.b=e.b,this}copyGammaToLinear(e,t=2){return this.r=Math.pow(e.r,t),this.g=Math.pow(e.g,t),this.b=Math.pow(e.b,t),this}copyLinearToGamma(e,t=2){let n=t>0?1/t:1;return this.r=Math.pow(e.r,n),this.g=Math.pow(e.g,n),this.b=Math.pow(e.b,n),this}convertGammaToLinear(e){return this.copyGammaToLinear(this,e),this}convertLinearToGamma(e){return this.copyLinearToGamma(this,e),this}copySRGBToLinear(e){return this.r=Qo(e.r),this.g=Qo(e.g),this.b=Qo(e.b),this}copyLinearToSRGB(e){return this.r=Ko(e.r),this.g=Ko(e.g),this.b=Ko(e.b),this}convertSRGBToLinear(){return this.copySRGBToLinear(this),this}convertLinearToSRGB(){return this.copyLinearToSRGB(this),this}getHex(){return this.r*255<<16^this.g*255<<8^this.b*255<<0}getHexString(){return("000000"+this.getHex().toString(16)).slice(-6)}getHSL(e){e===void 0&&(console.warn("THREE.Color: .getHSL() target is now required"),e={h:0,s:0,l:0});let t=this.r,n=this.g,i=this.b,r=Math.max(t,n,i),o=Math.min(t,n,i),a,c,l=(o+r)/2;if(o===r)a=0,c=0;else{let h=r-o;switch(c=l<=.5?h/(r+o):h/(2-r-o),r){case t:a=(n-i)/h+(ne&&(e=s[t]);return e}var $d={Int8Array,Uint8Array,Uint8ClampedArray,Int16Array,Uint16Array,Int32Array,Uint32Array,Float32Array,Float64Array};function Vi(s,e){return new $d[s](e)}var Qd=0,At=new ue,ea=new Be,jn=new b,Mt=new vt,Ni=new vt,it=new b,Ee=class s extends Ut{constructor(){super(),Object.defineProperty(this,"id",{value:Qd++}),this.uuid=Rt(),this.name="",this.type="BufferGeometry",this.index=null,this.attributes={},this.morphAttributes={},this.morphTargetsRelative=!1,this.groups=[],this.boundingBox=null,this.boundingSphere=null,this.drawRange={start:0,count:1/0},this.userData={}}getIndex(){return this.index}setIndex(e){return Array.isArray(e)?this.index=new(uh(e)>65535?Ms:bs)(e,1):this.index=e,this}getAttribute(e){return this.attributes[e]}setAttribute(e,t){return this.attributes[e]=t,this}deleteAttribute(e){return delete this.attributes[e],this}hasAttribute(e){return this.attributes[e]!==void 0}addGroup(e,t,n=0){this.groups.push({start:e,count:t,materialIndex:n})}clearGroups(){this.groups=[]}setDrawRange(e,t){this.drawRange.start=e,this.drawRange.count=t}applyMatrix4(e){let t=this.attributes.position;t!==void 0&&(t.applyMatrix4(e),t.needsUpdate=!0);let n=this.attributes.normal;if(n!==void 0){let r=new $e().getNormalMatrix(e);n.applyNormalMatrix(r),n.needsUpdate=!0}let i=this.attributes.tangent;return i!==void 0&&(i.transformDirection(e),i.needsUpdate=!0),this.boundingBox!==null&&this.computeBoundingBox(),this.boundingSphere!==null&&this.computeBoundingSphere(),this}applyQuaternion(e){return At.makeRotationFromQuaternion(e),this.applyMatrix4(At),this}rotateX(e){return At.makeRotationX(e),this.applyMatrix4(At),this}rotateY(e){return At.makeRotationY(e),this.applyMatrix4(At),this}rotateZ(e){return At.makeRotationZ(e),this.applyMatrix4(At),this}translate(e,t,n){return At.makeTranslation(e,t,n),this.applyMatrix4(At),this}scale(e,t,n){return At.makeScale(e,t,n),this.applyMatrix4(At),this}lookAt(e){return ea.lookAt(e),ea.updateMatrix(),this.applyMatrix4(ea.matrix),this}center(){return this.computeBoundingBox(),this.boundingBox.getCenter(jn).negate(),this.translate(jn.x,jn.y,jn.z),this}setFromPoints(e){let t=[];for(let n=0,i=e.length;n0&&(e.userData=this.userData),this.parameters!==void 0){let c=this.parameters;for(let l in c)c[l]!==void 0&&(e[l]=c[l]);return e}e.data={attributes:{}};let t=this.index;t!==null&&(e.data.index={type:t.array.constructor.name,array:Array.prototype.slice.call(t.array)});let n=this.attributes;for(let c in n){let l=n[c];e.data.attributes[c]=l.toJSON(e.data)}let i={},r=!1;for(let c in this.morphAttributes){let l=this.morphAttributes[c],h=[];for(let u=0,d=l.length;u0&&(i[c]=h,r=!0)}r&&(e.data.morphAttributes=i,e.data.morphTargetsRelative=this.morphTargetsRelative);let o=this.groups;o.length>0&&(e.data.groups=JSON.parse(JSON.stringify(o)));let a=this.boundingSphere;return a!==null&&(e.data.boundingSphere={center:a.center.toArray(),radius:a.radius}),e}clone(){return new s().copy(this)}copy(e){this.index=null,this.attributes={},this.morphAttributes={},this.groups=[],this.boundingBox=null,this.boundingSphere=null;let t={};this.name=e.name;let n=e.index;n!==null&&this.setIndex(n.clone(t));let i=e.attributes;for(let l in i){let h=i[l];this.setAttribute(l,h.clone(t))}let r=e.morphAttributes;for(let l in r){let h=[],u=r[l];for(let d=0,f=u.length;d0){let i=t[n[0]];if(i!==void 0){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let r=0,o=i.length;r0&&console.error("THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.")}}raycast(e,t){let n=this.geometry,i=this.material,r=this.matrixWorld;if(i===void 0||(n.boundingSphere===null&&n.computeBoundingSphere(),ta.copy(n.boundingSphere),ta.applyMatrix4(r),e.ray.intersectsSphere(ta)===!1)||(oc.copy(r).invert(),$n.copy(e.ray).applyMatrix4(oc),n.boundingBox!==null&&$n.intersectsBox(n.boundingBox)===!1))return;let o;if(n.isBufferGeometry){let a=n.index,c=n.attributes.position,l=n.morphAttributes.position,h=n.morphTargetsRelative,u=n.attributes.uv,d=n.attributes.uv2,f=n.groups,m=n.drawRange;if(a!==null)if(Array.isArray(i))for(let x=0,y=f.length;xt.far?null:{distance:l,point:Vr.clone(),object:s}}function Wr(s,e,t,n,i,r,o,a,c,l,h,u){on.fromBufferAttribute(i,l),an.fromBufferAttribute(i,h),ln.fromBufferAttribute(i,u);let d=s.morphTargetInfluences;if(e.morphTargets&&r&&d){Br.set(0,0,0),Or.set(0,0,0),Hr.set(0,0,0);for(let m=0,x=r.length;m0?1:-1,h.push(j.x,j.y,j.z),u.push(Me/A),u.push(1-oe/L),X+=1}}for(let oe=0;oe0&&(t.defines=this.defines),t.vertexShader=this.vertexShader,t.fragmentShader=this.fragmentShader;let n={};for(let i in this.extensions)this.extensions[i]===!0&&(n[i]=!0);return Object.keys(n).length>0&&(t.extensions=n),t}};Et.prototype.isShaderMaterial=!0;var tr=class extends Be{constructor(){super(),this.type="Camera",this.matrixWorldInverse=new ue,this.projectionMatrix=new ue,this.projectionMatrixInverse=new ue}copy(e,t){return super.copy(e,t),this.matrixWorldInverse.copy(e.matrixWorldInverse),this.projectionMatrix.copy(e.projectionMatrix),this.projectionMatrixInverse.copy(e.projectionMatrixInverse),this}getWorldDirection(e){e===void 0&&(console.warn("THREE.Camera: .getWorldDirection() target is now required"),e=new b),this.updateWorldMatrix(!0,!1);let t=this.matrixWorld.elements;return e.set(-t[8],-t[9],-t[10]).normalize()}updateMatrixWorld(e){super.updateMatrixWorld(e),this.matrixWorldInverse.copy(this.matrixWorld).invert()}updateWorldMatrix(e,t){super.updateWorldMatrix(e,t),this.matrixWorldInverse.copy(this.matrixWorld).invert()}clone(){return new this.constructor().copy(this)}};tr.prototype.isCamera=!0;var dt=class extends tr{constructor(e=50,t=1,n=.1,i=2e3){super(),this.type="PerspectiveCamera",this.fov=e,this.zoom=1,this.near=n,this.far=i,this.focus=10,this.aspect=t,this.view=null,this.filmGauge=35,this.filmOffset=0,this.updateProjectionMatrix()}copy(e,t){return super.copy(e,t),this.fov=e.fov,this.zoom=e.zoom,this.near=e.near,this.far=e.far,this.focus=e.focus,this.aspect=e.aspect,this.view=e.view===null?null:Object.assign({},e.view),this.filmGauge=e.filmGauge,this.filmOffset=e.filmOffset,this}setFocalLength(e){let t=.5*this.getFilmHeight()/e;this.fov=_a*2*Math.atan(t),this.updateProjectionMatrix()}getFocalLength(){let e=Math.tan(hs*.5*this.fov);return .5*this.getFilmHeight()/e}getEffectiveFOV(){return _a*2*Math.atan(Math.tan(hs*.5*this.fov)/this.zoom)}getFilmWidth(){return this.filmGauge*Math.min(this.aspect,1)}getFilmHeight(){return this.filmGauge/Math.max(this.aspect,1)}setViewOffset(e,t,n,i,r,o){this.aspect=e/t,this.view===null&&(this.view={enabled:!0,fullWidth:1,fullHeight:1,offsetX:0,offsetY:0,width:1,height:1}),this.view.enabled=!0,this.view.fullWidth=e,this.view.fullHeight=t,this.view.offsetX=n,this.view.offsetY=i,this.view.width=r,this.view.height=o,this.updateProjectionMatrix()}clearViewOffset(){this.view!==null&&(this.view.enabled=!1),this.updateProjectionMatrix()}updateProjectionMatrix(){let e=this.near,t=e*Math.tan(hs*.5*this.fov)/this.zoom,n=2*t,i=this.aspect*n,r=-.5*i,o=this.view;if(this.view!==null&&this.view.enabled){let c=o.fullWidth,l=o.fullHeight;r+=o.offsetX*i/c,t-=o.offsetY*n/l,i*=o.width/c,n*=o.height/l}let a=this.filmOffset;a!==0&&(r+=e*a/this.getFilmWidth()),this.projectionMatrix.makePerspective(r,r+i,t,t-n,e,this.far),this.projectionMatrixInverse.copy(this.projectionMatrix).invert()}toJSON(e){let t=super.toJSON(e);return t.object.fov=this.fov,t.object.zoom=this.zoom,t.object.near=this.near,t.object.far=this.far,t.object.focus=this.focus,t.object.aspect=this.aspect,this.view!==null&&(t.object.view=Object.assign({},this.view)),t.object.filmGauge=this.filmGauge,t.object.filmOffset=this.filmOffset,t}};dt.prototype.isPerspectiveCamera=!0;var Qn=90,Kn=1,nr=class extends Be{constructor(e,t,n){if(super(),this.type="CubeCamera",n.isWebGLCubeRenderTarget!==!0){console.error("THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.");return}this.renderTarget=n;let i=new dt(Qn,Kn,e,t);i.layers=this.layers,i.up.set(0,-1,0),i.lookAt(new b(1,0,0)),this.add(i);let r=new dt(Qn,Kn,e,t);r.layers=this.layers,r.up.set(0,-1,0),r.lookAt(new b(-1,0,0)),this.add(r);let o=new dt(Qn,Kn,e,t);o.layers=this.layers,o.up.set(0,0,1),o.lookAt(new b(0,1,0)),this.add(o);let a=new dt(Qn,Kn,e,t);a.layers=this.layers,a.up.set(0,0,-1),a.lookAt(new b(0,-1,0)),this.add(a);let c=new dt(Qn,Kn,e,t);c.layers=this.layers,c.up.set(0,-1,0),c.lookAt(new b(0,0,1)),this.add(c);let l=new dt(Qn,Kn,e,t);l.layers=this.layers,l.up.set(0,-1,0),l.lookAt(new b(0,0,-1)),this.add(l)}update(e,t){this.parent===null&&this.updateMatrixWorld();let n=this.renderTarget,[i,r,o,a,c,l]=this.children,h=e.xr.enabled,u=e.getRenderTarget();e.xr.enabled=!1;let d=n.texture.generateMipmaps;n.texture.generateMipmaps=!1,e.setRenderTarget(n,0),e.render(t,i),e.setRenderTarget(n,1),e.render(t,r),e.setRenderTarget(n,2),e.render(t,o),e.setRenderTarget(n,3),e.render(t,a),e.setRenderTarget(n,4),e.render(t,c),n.texture.generateMipmaps=d,e.setRenderTarget(n,5),e.render(t,l),e.setRenderTarget(u),e.xr.enabled=h}},Ln=class extends lt{constructor(e,t,n,i,r,o,a,c,l,h){e=e!==void 0?e:[],t=t!==void 0?t:To,a=a!==void 0?a:Tn,super(e,t,n,i,r,o,a,c,l,h),this._needsFlipEnvMap=!0,this.flipY=!1}get images(){return this.image}set images(e){this.image=e}};Ln.prototype.isCubeTexture=!0;var Ss=class extends Ht{constructor(e,t,n){Number.isInteger(t)&&(console.warn("THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )"),t=n),super(e,e,t),t=t||{},this.texture=new Ln(void 0,t.mapping,t.wrapS,t.wrapT,t.magFilter,t.minFilter,t.format,t.type,t.anisotropy,t.encoding),this.texture.generateMipmaps=t.generateMipmaps!==void 0?t.generateMipmaps:!1,this.texture.minFilter=t.minFilter!==void 0?t.minFilter:St,this.texture._needsFlipEnvMap=!1}fromEquirectangularTexture(e,t){this.texture.type=t.type,this.texture.format=Ot,this.texture.encoding=t.encoding,this.texture.generateMipmaps=t.generateMipmaps,this.texture.minFilter=t.minFilter,this.texture.magFilter=t.magFilter;let n={uniforms:{tEquirect:{value:null}},vertexShader:` + + varying vec3 vWorldDirection; + + vec3 transformDirection( in vec3 dir, in mat4 matrix ) { + + return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz ); + + } + + void main() { + + vWorldDirection = transformDirection( position, modelMatrix ); + + #include + #include + + } + `,fragmentShader:` + + uniform sampler2D tEquirect; + + varying vec3 vWorldDirection; + + #include + + void main() { + + vec3 direction = normalize( vWorldDirection ); + + vec2 sampleUV = equirectUv( direction ); + + gl_FragColor = texture2D( tEquirect, sampleUV ); + + } + `},i=new An(5,5,5),r=new Et({name:"CubemapFromEquirect",uniforms:di(n.uniforms),vertexShader:n.vertexShader,fragmentShader:n.fragmentShader,side:rt,blending:qi});r.uniforms.tEquirect.value=t;let o=new Ke(i,r),a=t.minFilter;return t.minFilter===wr&&(t.minFilter=St),new nr(1,10,this).update(e,o),t.minFilter=a,o.geometry.dispose(),o.material.dispose(),this}clear(e,t,n,i){let r=e.getRenderTarget();for(let o=0;o<6;o++)e.setRenderTarget(this,o),e.clear(t,n,i);e.setRenderTarget(r)}};Ss.prototype.isWebGLCubeRenderTarget=!0;var ei=new Qt,qr=new b,fi=class{constructor(e=new Lt,t=new Lt,n=new Lt,i=new Lt,r=new Lt,o=new Lt){this.planes=[e,t,n,i,r,o]}set(e,t,n,i,r,o){let a=this.planes;return a[0].copy(e),a[1].copy(t),a[2].copy(n),a[3].copy(i),a[4].copy(r),a[5].copy(o),this}copy(e){let t=this.planes;for(let n=0;n<6;n++)t[n].copy(e.planes[n]);return this}setFromProjectionMatrix(e){let t=this.planes,n=e.elements,i=n[0],r=n[1],o=n[2],a=n[3],c=n[4],l=n[5],h=n[6],u=n[7],d=n[8],f=n[9],m=n[10],x=n[11],y=n[12],g=n[13],p=n[14],_=n[15];return t[0].setComponents(a-i,u-c,x-d,_-y).normalize(),t[1].setComponents(a+i,u+c,x+d,_+y).normalize(),t[2].setComponents(a+r,u+l,x+f,_+g).normalize(),t[3].setComponents(a-r,u-l,x-f,_-g).normalize(),t[4].setComponents(a-o,u-h,x-m,_-p).normalize(),t[5].setComponents(a+o,u+h,x+m,_+p).normalize(),this}intersectsObject(e){let t=e.geometry;return t.boundingSphere===null&&t.computeBoundingSphere(),ei.copy(t.boundingSphere).applyMatrix4(e.matrixWorld),this.intersectsSphere(ei)}intersectsSprite(e){return ei.center.set(0,0,0),ei.radius=.7071067811865476,ei.applyMatrix4(e.matrixWorld),this.intersectsSphere(ei)}intersectsSphere(e){let t=this.planes,n=e.center,i=-e.radius;for(let r=0;r<6;r++)if(t[r].distanceToPoint(n)0?e.max.x:e.min.x,qr.y=i.normal.y>0?e.max.y:e.min.y,qr.z=i.normal.z>0?e.max.z:e.min.z,i.distanceToPoint(qr)<0)return!1}return!0}containsPoint(e){let t=this.planes;for(let n=0;n<6;n++)if(t[n].distanceToPoint(e)<0)return!1;return!0}clone(){return new this.constructor().copy(this)}};function dh(){let s=null,e=!1,t=null,n=null;function i(r,o){t(r,o),n=s.requestAnimationFrame(i)}return{start:function(){e!==!0&&t!==null&&(n=s.requestAnimationFrame(i),e=!0)},stop:function(){s.cancelAnimationFrame(n),e=!1},setAnimationLoop:function(r){t=r},setContext:function(r){s=r}}}function rf(s,e){let t=e.isWebGL2,n=new WeakMap;function i(l,h){let u=l.array,d=l.usage,f=s.createBuffer();s.bindBuffer(h,f),s.bufferData(h,u,d),l.onUploadCallback();let m=5126;return u instanceof Float32Array?m=5126:u instanceof Float64Array?console.warn("THREE.WebGLAttributes: Unsupported data buffer format: Float64Array."):u instanceof Uint16Array?l.isFloat16BufferAttribute?t?m=5131:console.warn("THREE.WebGLAttributes: Usage of Float16BufferAttribute requires WebGL2."):m=5123:u instanceof Int16Array?m=5122:u instanceof Uint32Array?m=5125:u instanceof Int32Array?m=5124:u instanceof Int8Array?m=5120:(u instanceof Uint8Array||u instanceof Uint8ClampedArray)&&(m=5121),{buffer:f,type:m,bytesPerElement:u.BYTES_PER_ELEMENT,version:l.version}}function r(l,h,u){let d=h.array,f=h.updateRange;s.bindBuffer(u,l),f.count===-1?s.bufferSubData(u,0,d):(t?s.bufferSubData(u,f.offset*d.BYTES_PER_ELEMENT,d,f.offset,f.count):s.bufferSubData(u,f.offset*d.BYTES_PER_ELEMENT,d.subarray(f.offset,f.offset+f.count)),f.count=-1)}function o(l){return l.isInterleavedBufferAttribute&&(l=l.data),n.get(l)}function a(l){l.isInterleavedBufferAttribute&&(l=l.data);let h=n.get(l);h&&(s.deleteBuffer(h.buffer),n.delete(l))}function c(l,h){if(l.isGLBufferAttribute){let d=n.get(l);(!d||d.version 0.0 ) { + distanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) ); + } + return distanceFalloff; +#else + if( cutoffDistance > 0.0 && decayExponent > 0.0 ) { + return pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent ); + } + return 1.0; +#endif +} +vec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) { + return RECIPROCAL_PI * diffuseColor; +} +vec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) { + float fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH ); + return ( 1.0 - specularColor ) * fresnel + specularColor; +} +vec3 F_Schlick_RoughnessDependent( const in vec3 F0, const in float dotNV, const in float roughness ) { + float fresnel = exp2( ( -5.55473 * dotNV - 6.98316 ) * dotNV ); + vec3 Fr = max( vec3( 1.0 - roughness ), F0 ) - F0; + return Fr * fresnel + F0; +} +float G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) { + float a2 = pow2( alpha ); + float gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) ); + float gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) ); + return 1.0 / ( gl * gv ); +} +float G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) { + float a2 = pow2( alpha ); + float gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) ); + float gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) ); + return 0.5 / max( gv + gl, EPSILON ); +} +float D_GGX( const in float alpha, const in float dotNH ) { + float a2 = pow2( alpha ); + float denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0; + return RECIPROCAL_PI * a2 / pow2( denom ); +} +vec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) { + float alpha = pow2( roughness ); + vec3 halfDir = normalize( incidentLight.direction + viewDir ); + float dotNL = saturate( dot( normal, incidentLight.direction ) ); + float dotNV = saturate( dot( normal, viewDir ) ); + float dotNH = saturate( dot( normal, halfDir ) ); + float dotLH = saturate( dot( incidentLight.direction, halfDir ) ); + vec3 F = F_Schlick( specularColor, dotLH ); + float G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV ); + float D = D_GGX( alpha, dotNH ); + return F * ( G * D ); +} +vec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) { + const float LUT_SIZE = 64.0; + const float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE; + const float LUT_BIAS = 0.5 / LUT_SIZE; + float dotNV = saturate( dot( N, V ) ); + vec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) ); + uv = uv * LUT_SCALE + LUT_BIAS; + return uv; +} +float LTC_ClippedSphereFormFactor( const in vec3 f ) { + float l = length( f ); + return max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 ); +} +vec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) { + float x = dot( v1, v2 ); + float y = abs( x ); + float a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y; + float b = 3.4175940 + ( 4.1616724 + y ) * y; + float v = a / b; + float theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v; + return cross( v1, v2 ) * theta_sintheta; +} +vec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) { + vec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ]; + vec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ]; + vec3 lightNormal = cross( v1, v2 ); + if( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 ); + vec3 T1, T2; + T1 = normalize( V - N * dot( V, N ) ); + T2 = - cross( N, T1 ); + mat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) ); + vec3 coords[ 4 ]; + coords[ 0 ] = mat * ( rectCoords[ 0 ] - P ); + coords[ 1 ] = mat * ( rectCoords[ 1 ] - P ); + coords[ 2 ] = mat * ( rectCoords[ 2 ] - P ); + coords[ 3 ] = mat * ( rectCoords[ 3 ] - P ); + coords[ 0 ] = normalize( coords[ 0 ] ); + coords[ 1 ] = normalize( coords[ 1 ] ); + coords[ 2 ] = normalize( coords[ 2 ] ); + coords[ 3 ] = normalize( coords[ 3 ] ); + vec3 vectorFormFactor = vec3( 0.0 ); + vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] ); + vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] ); + vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] ); + vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] ); + float result = LTC_ClippedSphereFormFactor( vectorFormFactor ); + return vec3( result ); +} +vec3 BRDF_Specular_GGX_Environment( const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) { + float dotNV = saturate( dot( normal, viewDir ) ); + vec2 brdf = integrateSpecularBRDF( dotNV, roughness ); + return specularColor * brdf.x + brdf.y; +} +void BRDF_Specular_Multiscattering_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) { + float dotNV = saturate( dot( geometry.normal, geometry.viewDir ) ); + vec3 F = F_Schlick_RoughnessDependent( specularColor, dotNV, roughness ); + vec2 brdf = integrateSpecularBRDF( dotNV, roughness ); + vec3 FssEss = F * brdf.x + brdf.y; + float Ess = brdf.x + brdf.y; + float Ems = 1.0 - Ess; + vec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619; vec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg ); + singleScatter += FssEss; + multiScatter += Fms * Ems; +} +float G_BlinnPhong_Implicit( ) { + return 0.25; +} +float D_BlinnPhong( const in float shininess, const in float dotNH ) { + return RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess ); +} +vec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) { + vec3 halfDir = normalize( incidentLight.direction + geometry.viewDir ); + float dotNH = saturate( dot( geometry.normal, halfDir ) ); + float dotLH = saturate( dot( incidentLight.direction, halfDir ) ); + vec3 F = F_Schlick( specularColor, dotLH ); + float G = G_BlinnPhong_Implicit( ); + float D = D_BlinnPhong( shininess, dotNH ); + return F * ( G * D ); +} +float GGXRoughnessToBlinnExponent( const in float ggxRoughness ) { + return ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 ); +} +float BlinnExponentToGGXRoughness( const in float blinnExponent ) { + return sqrt( 2.0 / ( blinnExponent + 2.0 ) ); +} +#if defined( USE_SHEEN ) +float D_Charlie(float roughness, float NoH) { + float invAlpha = 1.0 / roughness; + float cos2h = NoH * NoH; + float sin2h = max(1.0 - cos2h, 0.0078125); return (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * PI); +} +float V_Neubelt(float NoV, float NoL) { + return saturate(1.0 / (4.0 * (NoL + NoV - NoL * NoV))); +} +vec3 BRDF_Specular_Sheen( const in float roughness, const in vec3 L, const in GeometricContext geometry, vec3 specularColor ) { + vec3 N = geometry.normal; + vec3 V = geometry.viewDir; + vec3 H = normalize( V + L ); + float dotNH = saturate( dot( N, H ) ); + return specularColor * D_Charlie( roughness, dotNH ) * V_Neubelt( dot(N, V), dot(N, L) ); +} +#endif`,ff=`#ifdef USE_BUMPMAP + uniform sampler2D bumpMap; + uniform float bumpScale; + vec2 dHdxy_fwd() { + vec2 dSTdx = dFdx( vUv ); + vec2 dSTdy = dFdy( vUv ); + float Hll = bumpScale * texture2D( bumpMap, vUv ).x; + float dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll; + float dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll; + return vec2( dBx, dBy ); + } + vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) { + vec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) ); + vec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) ); + vec3 vN = surf_norm; + vec3 R1 = cross( vSigmaY, vN ); + vec3 R2 = cross( vN, vSigmaX ); + float fDet = dot( vSigmaX, R1 ) * faceDirection; + vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 ); + return normalize( abs( fDet ) * surf_norm - vGrad ); + } +#endif`,pf=`#if NUM_CLIPPING_PLANES > 0 + vec4 plane; + #pragma unroll_loop_start + for ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) { + plane = clippingPlanes[ i ]; + if ( dot( vClipPosition, plane.xyz ) > plane.w ) discard; + } + #pragma unroll_loop_end + #if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES + bool clipped = true; + #pragma unroll_loop_start + for ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) { + plane = clippingPlanes[ i ]; + clipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped; + } + #pragma unroll_loop_end + if ( clipped ) discard; + #endif +#endif`,mf=`#if NUM_CLIPPING_PLANES > 0 + varying vec3 vClipPosition; + uniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ]; +#endif`,gf=`#if NUM_CLIPPING_PLANES > 0 + varying vec3 vClipPosition; +#endif`,xf=`#if NUM_CLIPPING_PLANES > 0 + vClipPosition = - mvPosition.xyz; +#endif`,yf=`#if defined( USE_COLOR_ALPHA ) + diffuseColor *= vColor; +#elif defined( USE_COLOR ) + diffuseColor.rgb *= vColor; +#endif`,vf=`#if defined( USE_COLOR_ALPHA ) + varying vec4 vColor; +#elif defined( USE_COLOR ) + varying vec3 vColor; +#endif`,_f=`#if defined( USE_COLOR_ALPHA ) + varying vec4 vColor; +#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR ) + varying vec3 vColor; +#endif`,wf=`#if defined( USE_COLOR_ALPHA ) + vColor = vec4( 1.0 ); +#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR ) + vColor = vec3( 1.0 ); +#endif +#ifdef USE_COLOR + vColor *= color; +#endif +#ifdef USE_INSTANCING_COLOR + vColor.xyz *= instanceColor.xyz; +#endif`,bf=`#define PI 3.141592653589793 +#define PI2 6.283185307179586 +#define PI_HALF 1.5707963267948966 +#define RECIPROCAL_PI 0.3183098861837907 +#define RECIPROCAL_PI2 0.15915494309189535 +#define EPSILON 1e-6 +#ifndef saturate +#define saturate(a) clamp( a, 0.0, 1.0 ) +#endif +#define whiteComplement(a) ( 1.0 - saturate( a ) ) +float pow2( const in float x ) { return x*x; } +float pow3( const in float x ) { return x*x*x; } +float pow4( const in float x ) { float x2 = x*x; return x2*x2; } +float average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); } +highp float rand( const in vec2 uv ) { + const highp float a = 12.9898, b = 78.233, c = 43758.5453; + highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI ); + return fract(sin(sn) * c); +} +#ifdef HIGH_PRECISION + float precisionSafeLength( vec3 v ) { return length( v ); } +#else + float max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); } + float precisionSafeLength( vec3 v ) { + float maxComponent = max3( abs( v ) ); + return length( v / maxComponent ) * maxComponent; + } +#endif +struct IncidentLight { + vec3 color; + vec3 direction; + bool visible; +}; +struct ReflectedLight { + vec3 directDiffuse; + vec3 directSpecular; + vec3 indirectDiffuse; + vec3 indirectSpecular; +}; +struct GeometricContext { + vec3 position; + vec3 normal; + vec3 viewDir; +#ifdef CLEARCOAT + vec3 clearcoatNormal; +#endif +}; +vec3 transformDirection( in vec3 dir, in mat4 matrix ) { + return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz ); +} +vec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) { + return normalize( ( vec4( dir, 0.0 ) * matrix ).xyz ); +} +vec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) { + float distance = dot( planeNormal, point - pointOnPlane ); + return - distance * planeNormal + point; +} +float sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) { + return sign( dot( point - pointOnPlane, planeNormal ) ); +} +vec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) { + return lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine; +} +mat3 transposeMat3( const in mat3 m ) { + mat3 tmp; + tmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x ); + tmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y ); + tmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z ); + return tmp; +} +float linearToRelativeLuminance( const in vec3 color ) { + vec3 weights = vec3( 0.2126, 0.7152, 0.0722 ); + return dot( weights, color.rgb ); +} +bool isPerspectiveMatrix( mat4 m ) { + return m[ 2 ][ 3 ] == - 1.0; +} +vec2 equirectUv( in vec3 dir ) { + float u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5; + float v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5; + return vec2( u, v ); +}`,Mf=`#ifdef ENVMAP_TYPE_CUBE_UV + #define cubeUV_maxMipLevel 8.0 + #define cubeUV_minMipLevel 4.0 + #define cubeUV_maxTileSize 256.0 + #define cubeUV_minTileSize 16.0 + float getFace( vec3 direction ) { + vec3 absDirection = abs( direction ); + float face = - 1.0; + if ( absDirection.x > absDirection.z ) { + if ( absDirection.x > absDirection.y ) + face = direction.x > 0.0 ? 0.0 : 3.0; + else + face = direction.y > 0.0 ? 1.0 : 4.0; + } else { + if ( absDirection.z > absDirection.y ) + face = direction.z > 0.0 ? 2.0 : 5.0; + else + face = direction.y > 0.0 ? 1.0 : 4.0; + } + return face; + } + vec2 getUV( vec3 direction, float face ) { + vec2 uv; + if ( face == 0.0 ) { + uv = vec2( direction.z, direction.y ) / abs( direction.x ); + } else if ( face == 1.0 ) { + uv = vec2( - direction.x, - direction.z ) / abs( direction.y ); + } else if ( face == 2.0 ) { + uv = vec2( - direction.x, direction.y ) / abs( direction.z ); + } else if ( face == 3.0 ) { + uv = vec2( - direction.z, direction.y ) / abs( direction.x ); + } else if ( face == 4.0 ) { + uv = vec2( - direction.x, direction.z ) / abs( direction.y ); + } else { + uv = vec2( direction.x, direction.y ) / abs( direction.z ); + } + return 0.5 * ( uv + 1.0 ); + } + vec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) { + float face = getFace( direction ); + float filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 ); + mipInt = max( mipInt, cubeUV_minMipLevel ); + float faceSize = exp2( mipInt ); + float texelSize = 1.0 / ( 3.0 * cubeUV_maxTileSize ); + vec2 uv = getUV( direction, face ) * ( faceSize - 1.0 ); + vec2 f = fract( uv ); + uv += 0.5 - f; + if ( face > 2.0 ) { + uv.y += faceSize; + face -= 3.0; + } + uv.x += face * faceSize; + if ( mipInt < cubeUV_maxMipLevel ) { + uv.y += 2.0 * cubeUV_maxTileSize; + } + uv.y += filterInt * 2.0 * cubeUV_minTileSize; + uv.x += 3.0 * max( 0.0, cubeUV_maxTileSize - 2.0 * faceSize ); + uv *= texelSize; + vec3 tl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb; + uv.x += texelSize; + vec3 tr = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb; + uv.y += texelSize; + vec3 br = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb; + uv.x -= texelSize; + vec3 bl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb; + vec3 tm = mix( tl, tr, f.x ); + vec3 bm = mix( bl, br, f.x ); + return mix( tm, bm, f.y ); + } + #define r0 1.0 + #define v0 0.339 + #define m0 - 2.0 + #define r1 0.8 + #define v1 0.276 + #define m1 - 1.0 + #define r4 0.4 + #define v4 0.046 + #define m4 2.0 + #define r5 0.305 + #define v5 0.016 + #define m5 3.0 + #define r6 0.21 + #define v6 0.0038 + #define m6 4.0 + float roughnessToMip( float roughness ) { + float mip = 0.0; + if ( roughness >= r1 ) { + mip = ( r0 - roughness ) * ( m1 - m0 ) / ( r0 - r1 ) + m0; + } else if ( roughness >= r4 ) { + mip = ( r1 - roughness ) * ( m4 - m1 ) / ( r1 - r4 ) + m1; + } else if ( roughness >= r5 ) { + mip = ( r4 - roughness ) * ( m5 - m4 ) / ( r4 - r5 ) + m4; + } else if ( roughness >= r6 ) { + mip = ( r5 - roughness ) * ( m6 - m5 ) / ( r5 - r6 ) + m5; + } else { + mip = - 2.0 * log2( 1.16 * roughness ); } + return mip; + } + vec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) { + float mip = clamp( roughnessToMip( roughness ), m0, cubeUV_maxMipLevel ); + float mipF = fract( mip ); + float mipInt = floor( mip ); + vec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt ); + if ( mipF == 0.0 ) { + return vec4( color0, 1.0 ); + } else { + vec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 ); + return vec4( mix( color0, color1, mipF ), 1.0 ); + } + } +#endif`,Sf=`vec3 transformedNormal = objectNormal; +#ifdef USE_INSTANCING + mat3 m = mat3( instanceMatrix ); + transformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) ); + transformedNormal = m * transformedNormal; +#endif +transformedNormal = normalMatrix * transformedNormal; +#ifdef FLIP_SIDED + transformedNormal = - transformedNormal; +#endif +#ifdef USE_TANGENT + vec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz; + #ifdef FLIP_SIDED + transformedTangent = - transformedTangent; + #endif +#endif`,Ef=`#ifdef USE_DISPLACEMENTMAP + uniform sampler2D displacementMap; + uniform float displacementScale; + uniform float displacementBias; +#endif`,Tf=`#ifdef USE_DISPLACEMENTMAP + transformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias ); +#endif`,Af=`#ifdef USE_EMISSIVEMAP + vec4 emissiveColor = texture2D( emissiveMap, vUv ); + emissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb; + totalEmissiveRadiance *= emissiveColor.rgb; +#endif`,Lf=`#ifdef USE_EMISSIVEMAP + uniform sampler2D emissiveMap; +#endif`,Rf="gl_FragColor = linearToOutputTexel( gl_FragColor );",Pf=` +vec4 LinearToLinear( in vec4 value ) { + return value; +} +vec4 GammaToLinear( in vec4 value, in float gammaFactor ) { + return vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a ); +} +vec4 LinearToGamma( in vec4 value, in float gammaFactor ) { + return vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a ); +} +vec4 sRGBToLinear( in vec4 value ) { + return vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a ); +} +vec4 LinearTosRGB( in vec4 value ) { + return vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a ); +} +vec4 RGBEToLinear( in vec4 value ) { + return vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 ); +} +vec4 LinearToRGBE( in vec4 value ) { + float maxComponent = max( max( value.r, value.g ), value.b ); + float fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 ); + return vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 ); +} +vec4 RGBMToLinear( in vec4 value, in float maxRange ) { + return vec4( value.rgb * value.a * maxRange, 1.0 ); +} +vec4 LinearToRGBM( in vec4 value, in float maxRange ) { + float maxRGB = max( value.r, max( value.g, value.b ) ); + float M = clamp( maxRGB / maxRange, 0.0, 1.0 ); + M = ceil( M * 255.0 ) / 255.0; + return vec4( value.rgb / ( M * maxRange ), M ); +} +vec4 RGBDToLinear( in vec4 value, in float maxRange ) { + return vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 ); +} +vec4 LinearToRGBD( in vec4 value, in float maxRange ) { + float maxRGB = max( value.r, max( value.g, value.b ) ); + float D = max( maxRange / maxRGB, 1.0 ); + D = clamp( floor( D ) / 255.0, 0.0, 1.0 ); + return vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D ); +} +const mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 ); +vec4 LinearToLogLuv( in vec4 value ) { + vec3 Xp_Y_XYZp = cLogLuvM * value.rgb; + Xp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) ); + vec4 vResult; + vResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z; + float Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0; + vResult.w = fract( Le ); + vResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0; + return vResult; +} +const mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 ); +vec4 LogLuvToLinear( in vec4 value ) { + float Le = value.z * 255.0 + value.w; + vec3 Xp_Y_XYZp; + Xp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 ); + Xp_Y_XYZp.z = Xp_Y_XYZp.y / value.y; + Xp_Y_XYZp.x = value.x * Xp_Y_XYZp.z; + vec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb; + return vec4( max( vRGB, 0.0 ), 1.0 ); +}`,Cf=`#ifdef USE_ENVMAP + #ifdef ENV_WORLDPOS + vec3 cameraToFrag; + if ( isOrthographic ) { + cameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) ); + } else { + cameraToFrag = normalize( vWorldPosition - cameraPosition ); + } + vec3 worldNormal = inverseTransformDirection( normal, viewMatrix ); + #ifdef ENVMAP_MODE_REFLECTION + vec3 reflectVec = reflect( cameraToFrag, worldNormal ); + #else + vec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio ); + #endif + #else + vec3 reflectVec = vReflect; + #endif + #ifdef ENVMAP_TYPE_CUBE + vec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) ); + #elif defined( ENVMAP_TYPE_CUBE_UV ) + vec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 ); + #else + vec4 envColor = vec4( 0.0 ); + #endif + #ifndef ENVMAP_TYPE_CUBE_UV + envColor = envMapTexelToLinear( envColor ); + #endif + #ifdef ENVMAP_BLENDING_MULTIPLY + outgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity ); + #elif defined( ENVMAP_BLENDING_MIX ) + outgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity ); + #elif defined( ENVMAP_BLENDING_ADD ) + outgoingLight += envColor.xyz * specularStrength * reflectivity; + #endif +#endif`,Df=`#ifdef USE_ENVMAP + uniform float envMapIntensity; + uniform float flipEnvMap; + uniform int maxMipLevel; + #ifdef ENVMAP_TYPE_CUBE + uniform samplerCube envMap; + #else + uniform sampler2D envMap; + #endif + +#endif`,If=`#ifdef USE_ENVMAP + uniform float reflectivity; + #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) + #define ENV_WORLDPOS + #endif + #ifdef ENV_WORLDPOS + varying vec3 vWorldPosition; + uniform float refractionRatio; + #else + varying vec3 vReflect; + #endif +#endif`,Ff=`#ifdef USE_ENVMAP + #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG ) + #define ENV_WORLDPOS + #endif + #ifdef ENV_WORLDPOS + + varying vec3 vWorldPosition; + #else + varying vec3 vReflect; + uniform float refractionRatio; + #endif +#endif`,Nf=`#ifdef USE_ENVMAP + #ifdef ENV_WORLDPOS + vWorldPosition = worldPosition.xyz; + #else + vec3 cameraToVertex; + if ( isOrthographic ) { + cameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) ); + } else { + cameraToVertex = normalize( worldPosition.xyz - cameraPosition ); + } + vec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix ); + #ifdef ENVMAP_MODE_REFLECTION + vReflect = reflect( cameraToVertex, worldNormal ); + #else + vReflect = refract( cameraToVertex, worldNormal, refractionRatio ); + #endif + #endif +#endif`,zf=`#ifdef USE_FOG + fogDepth = - mvPosition.z; +#endif`,Bf=`#ifdef USE_FOG + varying float fogDepth; +#endif`,Of=`#ifdef USE_FOG + #ifdef FOG_EXP2 + float fogFactor = 1.0 - exp( - fogDensity * fogDensity * fogDepth * fogDepth ); + #else + float fogFactor = smoothstep( fogNear, fogFar, fogDepth ); + #endif + gl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor ); +#endif`,Hf=`#ifdef USE_FOG + uniform vec3 fogColor; + varying float fogDepth; + #ifdef FOG_EXP2 + uniform float fogDensity; + #else + uniform float fogNear; + uniform float fogFar; + #endif +#endif`,Uf=`#ifdef USE_GRADIENTMAP + uniform sampler2D gradientMap; +#endif +vec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) { + float dotNL = dot( normal, lightDirection ); + vec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 ); + #ifdef USE_GRADIENTMAP + return texture2D( gradientMap, coord ).rgb; + #else + return ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 ); + #endif +}`,Gf=`#ifdef USE_LIGHTMAP + vec4 lightMapTexel= texture2D( lightMap, vUv2 ); + reflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity; +#endif`,kf=`#ifdef USE_LIGHTMAP + uniform sampler2D lightMap; + uniform float lightMapIntensity; +#endif`,Vf=`vec3 diffuse = vec3( 1.0 ); +GeometricContext geometry; +geometry.position = mvPosition.xyz; +geometry.normal = normalize( transformedNormal ); +geometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz ); +GeometricContext backGeometry; +backGeometry.position = geometry.position; +backGeometry.normal = -geometry.normal; +backGeometry.viewDir = geometry.viewDir; +vLightFront = vec3( 0.0 ); +vIndirectFront = vec3( 0.0 ); +#ifdef DOUBLE_SIDED + vLightBack = vec3( 0.0 ); + vIndirectBack = vec3( 0.0 ); +#endif +IncidentLight directLight; +float dotNL; +vec3 directLightColor_Diffuse; +vIndirectFront += getAmbientLightIrradiance( ambientLightColor ); +vIndirectFront += getLightProbeIrradiance( lightProbe, geometry ); +#ifdef DOUBLE_SIDED + vIndirectBack += getAmbientLightIrradiance( ambientLightColor ); + vIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry ); +#endif +#if NUM_POINT_LIGHTS > 0 + #pragma unroll_loop_start + for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) { + getPointDirectLightIrradiance( pointLights[ i ], geometry, directLight ); + dotNL = dot( geometry.normal, directLight.direction ); + directLightColor_Diffuse = PI * directLight.color; + vLightFront += saturate( dotNL ) * directLightColor_Diffuse; + #ifdef DOUBLE_SIDED + vLightBack += saturate( -dotNL ) * directLightColor_Diffuse; + #endif + } + #pragma unroll_loop_end +#endif +#if NUM_SPOT_LIGHTS > 0 + #pragma unroll_loop_start + for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) { + getSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight ); + dotNL = dot( geometry.normal, directLight.direction ); + directLightColor_Diffuse = PI * directLight.color; + vLightFront += saturate( dotNL ) * directLightColor_Diffuse; + #ifdef DOUBLE_SIDED + vLightBack += saturate( -dotNL ) * directLightColor_Diffuse; + #endif + } + #pragma unroll_loop_end +#endif +#if NUM_DIR_LIGHTS > 0 + #pragma unroll_loop_start + for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) { + getDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight ); + dotNL = dot( geometry.normal, directLight.direction ); + directLightColor_Diffuse = PI * directLight.color; + vLightFront += saturate( dotNL ) * directLightColor_Diffuse; + #ifdef DOUBLE_SIDED + vLightBack += saturate( -dotNL ) * directLightColor_Diffuse; + #endif + } + #pragma unroll_loop_end +#endif +#if NUM_HEMI_LIGHTS > 0 + #pragma unroll_loop_start + for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) { + vIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry ); + #ifdef DOUBLE_SIDED + vIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry ); + #endif + } + #pragma unroll_loop_end +#endif`,Wf=`uniform bool receiveShadow; +uniform vec3 ambientLightColor; +uniform vec3 lightProbe[ 9 ]; +vec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) { + float x = normal.x, y = normal.y, z = normal.z; + vec3 result = shCoefficients[ 0 ] * 0.886227; + result += shCoefficients[ 1 ] * 2.0 * 0.511664 * y; + result += shCoefficients[ 2 ] * 2.0 * 0.511664 * z; + result += shCoefficients[ 3 ] * 2.0 * 0.511664 * x; + result += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y; + result += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z; + result += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 ); + result += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z; + result += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y ); + return result; +} +vec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) { + vec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix ); + vec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe ); + return irradiance; +} +vec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) { + vec3 irradiance = ambientLightColor; + #ifndef PHYSICALLY_CORRECT_LIGHTS + irradiance *= PI; + #endif + return irradiance; +} +#if NUM_DIR_LIGHTS > 0 + struct DirectionalLight { + vec3 direction; + vec3 color; + }; + uniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ]; + void getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) { + directLight.color = directionalLight.color; + directLight.direction = directionalLight.direction; + directLight.visible = true; + } +#endif +#if NUM_POINT_LIGHTS > 0 + struct PointLight { + vec3 position; + vec3 color; + float distance; + float decay; + }; + uniform PointLight pointLights[ NUM_POINT_LIGHTS ]; + void getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) { + vec3 lVector = pointLight.position - geometry.position; + directLight.direction = normalize( lVector ); + float lightDistance = length( lVector ); + directLight.color = pointLight.color; + directLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay ); + directLight.visible = ( directLight.color != vec3( 0.0 ) ); + } +#endif +#if NUM_SPOT_LIGHTS > 0 + struct SpotLight { + vec3 position; + vec3 direction; + vec3 color; + float distance; + float decay; + float coneCos; + float penumbraCos; + }; + uniform SpotLight spotLights[ NUM_SPOT_LIGHTS ]; + void getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) { + vec3 lVector = spotLight.position - geometry.position; + directLight.direction = normalize( lVector ); + float lightDistance = length( lVector ); + float angleCos = dot( directLight.direction, spotLight.direction ); + if ( angleCos > spotLight.coneCos ) { + float spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos ); + directLight.color = spotLight.color; + directLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay ); + directLight.visible = true; + } else { + directLight.color = vec3( 0.0 ); + directLight.visible = false; + } + } +#endif +#if NUM_RECT_AREA_LIGHTS > 0 + struct RectAreaLight { + vec3 color; + vec3 position; + vec3 halfWidth; + vec3 halfHeight; + }; + uniform sampler2D ltc_1; uniform sampler2D ltc_2; + uniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ]; +#endif +#if NUM_HEMI_LIGHTS > 0 + struct HemisphereLight { + vec3 direction; + vec3 skyColor; + vec3 groundColor; + }; + uniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ]; + vec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) { + float dotNL = dot( geometry.normal, hemiLight.direction ); + float hemiDiffuseWeight = 0.5 * dotNL + 0.5; + vec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight ); + #ifndef PHYSICALLY_CORRECT_LIGHTS + irradiance *= PI; + #endif + return irradiance; + } +#endif`,qf=`#if defined( USE_ENVMAP ) + #ifdef ENVMAP_MODE_REFRACTION + uniform float refractionRatio; + #endif + vec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) { + vec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix ); + #ifdef ENVMAP_TYPE_CUBE + vec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz ); + #ifdef TEXTURE_LOD_EXT + vec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) ); + #else + vec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) ); + #endif + envMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb; + #elif defined( ENVMAP_TYPE_CUBE_UV ) + vec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 ); + #else + vec4 envMapColor = vec4( 0.0 ); + #endif + return PI * envMapColor.rgb * envMapIntensity; + } + float getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) { + float maxMIPLevelScalar = float( maxMIPLevel ); + float sigma = PI * roughness * roughness / ( 1.0 + roughness ); + float desiredMIPLevel = maxMIPLevelScalar + log2( sigma ); + return clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar ); + } + vec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) { + #ifdef ENVMAP_MODE_REFLECTION + vec3 reflectVec = reflect( -viewDir, normal ); + reflectVec = normalize( mix( reflectVec, normal, roughness * roughness) ); + #else + vec3 reflectVec = refract( -viewDir, normal, refractionRatio ); + #endif + reflectVec = inverseTransformDirection( reflectVec, viewMatrix ); + float specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel ); + #ifdef ENVMAP_TYPE_CUBE + vec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz ); + #ifdef TEXTURE_LOD_EXT + vec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel ); + #else + vec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel ); + #endif + envMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb; + #elif defined( ENVMAP_TYPE_CUBE_UV ) + vec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness ); + #endif + return envMapColor.rgb * envMapIntensity; + } +#endif`,Xf=`ToonMaterial material; +material.diffuseColor = diffuseColor.rgb;`,Yf=`varying vec3 vViewPosition; +#ifndef FLAT_SHADED + varying vec3 vNormal; +#endif +struct ToonMaterial { + vec3 diffuseColor; +}; +void RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) { + vec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color; + #ifndef PHYSICALLY_CORRECT_LIGHTS + irradiance *= PI; + #endif + reflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor ); +} +void RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) { + reflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor ); +} +#define RE_Direct RE_Direct_Toon +#define RE_IndirectDiffuse RE_IndirectDiffuse_Toon +#define Material_LightProbeLOD( material ) (0)`,Zf=`BlinnPhongMaterial material; +material.diffuseColor = diffuseColor.rgb; +material.specularColor = specular; +material.specularShininess = shininess; +material.specularStrength = specularStrength;`,Jf=`varying vec3 vViewPosition; +#ifndef FLAT_SHADED + varying vec3 vNormal; +#endif +struct BlinnPhongMaterial { + vec3 diffuseColor; + vec3 specularColor; + float specularShininess; + float specularStrength; +}; +void RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) { + float dotNL = saturate( dot( geometry.normal, directLight.direction ) ); + vec3 irradiance = dotNL * directLight.color; + #ifndef PHYSICALLY_CORRECT_LIGHTS + irradiance *= PI; + #endif + reflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor ); + reflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength; +} +void RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) { + reflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor ); +} +#define RE_Direct RE_Direct_BlinnPhong +#define RE_IndirectDiffuse RE_IndirectDiffuse_BlinnPhong +#define Material_LightProbeLOD( material ) (0)`,jf=`PhysicalMaterial material; +material.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor ); +vec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) ); +float geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z ); +material.specularRoughness = max( roughnessFactor, 0.0525 );material.specularRoughness += geometryRoughness; +material.specularRoughness = min( material.specularRoughness, 1.0 ); +#ifdef REFLECTIVITY + material.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), rawDiffuseColor, metalnessFactor ); +#else + material.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), rawDiffuseColor, metalnessFactor ); +#endif +#ifdef CLEARCOAT + material.clearcoat = clearcoat; + material.clearcoatRoughness = clearcoatRoughness; + #ifdef USE_CLEARCOATMAP + material.clearcoat *= texture2D( clearcoatMap, vUv ).x; + #endif + #ifdef USE_CLEARCOAT_ROUGHNESSMAP + material.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y; + #endif + material.clearcoat = saturate( material.clearcoat ); material.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 ); + material.clearcoatRoughness += geometryRoughness; + material.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 ); +#endif +#ifdef USE_SHEEN + material.sheenColor = sheen; +#endif`,$f=`struct PhysicalMaterial { + vec3 diffuseColor; + float specularRoughness; + vec3 specularColor; +#ifdef CLEARCOAT + float clearcoat; + float clearcoatRoughness; +#endif +#ifdef USE_SHEEN + vec3 sheenColor; +#endif +}; +#define MAXIMUM_SPECULAR_COEFFICIENT 0.16 +#define DEFAULT_SPECULAR_COEFFICIENT 0.04 +float clearcoatDHRApprox( const in float roughness, const in float dotNL ) { + return DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) ); +} +#if NUM_RECT_AREA_LIGHTS > 0 + void RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) { + vec3 normal = geometry.normal; + vec3 viewDir = geometry.viewDir; + vec3 position = geometry.position; + vec3 lightPos = rectAreaLight.position; + vec3 halfWidth = rectAreaLight.halfWidth; + vec3 halfHeight = rectAreaLight.halfHeight; + vec3 lightColor = rectAreaLight.color; + float roughness = material.specularRoughness; + vec3 rectCoords[ 4 ]; + rectCoords[ 0 ] = lightPos + halfWidth - halfHeight; rectCoords[ 1 ] = lightPos - halfWidth - halfHeight; + rectCoords[ 2 ] = lightPos - halfWidth + halfHeight; + rectCoords[ 3 ] = lightPos + halfWidth + halfHeight; + vec2 uv = LTC_Uv( normal, viewDir, roughness ); + vec4 t1 = texture2D( ltc_1, uv ); + vec4 t2 = texture2D( ltc_2, uv ); + mat3 mInv = mat3( + vec3( t1.x, 0, t1.y ), + vec3( 0, 1, 0 ), + vec3( t1.z, 0, t1.w ) + ); + vec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y ); + reflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords ); + reflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords ); + } +#endif +void RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) { + float dotNL = saturate( dot( geometry.normal, directLight.direction ) ); + vec3 irradiance = dotNL * directLight.color; + #ifndef PHYSICALLY_CORRECT_LIGHTS + irradiance *= PI; + #endif + #ifdef CLEARCOAT + float ccDotNL = saturate( dot( geometry.clearcoatNormal, directLight.direction ) ); + vec3 ccIrradiance = ccDotNL * directLight.color; + #ifndef PHYSICALLY_CORRECT_LIGHTS + ccIrradiance *= PI; + #endif + float clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL ); + reflectedLight.directSpecular += ccIrradiance * material.clearcoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness ); + #else + float clearcoatDHR = 0.0; + #endif + #ifdef USE_SHEEN + reflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_Sheen( + material.specularRoughness, + directLight.direction, + geometry, + material.sheenColor + ); + #else + reflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness); + #endif + reflectedLight.directDiffuse += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor ); +} +void RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) { + reflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor ); +} +void RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) { + #ifdef CLEARCOAT + float ccDotNV = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) ); + reflectedLight.indirectSpecular += clearcoatRadiance * material.clearcoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness ); + float ccDotNL = ccDotNV; + float clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL ); + #else + float clearcoatDHR = 0.0; + #endif + float clearcoatInv = 1.0 - clearcoatDHR; + vec3 singleScattering = vec3( 0.0 ); + vec3 multiScattering = vec3( 0.0 ); + vec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI; + BRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering ); + vec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) ); + reflectedLight.indirectSpecular += clearcoatInv * radiance * singleScattering; + reflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance; + reflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance; +} +#define RE_Direct RE_Direct_Physical +#define RE_Direct_RectArea RE_Direct_RectArea_Physical +#define RE_IndirectDiffuse RE_IndirectDiffuse_Physical +#define RE_IndirectSpecular RE_IndirectSpecular_Physical +float computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) { + return saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion ); +}`,Qf=` +GeometricContext geometry; +geometry.position = - vViewPosition; +geometry.normal = normal; +geometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition ); +#ifdef CLEARCOAT + geometry.clearcoatNormal = clearcoatNormal; +#endif +IncidentLight directLight; +#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct ) + PointLight pointLight; + #if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0 + PointLightShadow pointLightShadow; + #endif + #pragma unroll_loop_start + for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) { + pointLight = pointLights[ i ]; + getPointDirectLightIrradiance( pointLight, geometry, directLight ); + #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS ) + pointLightShadow = pointLightShadows[ i ]; + directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0; + #endif + RE_Direct( directLight, geometry, material, reflectedLight ); + } + #pragma unroll_loop_end +#endif +#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct ) + SpotLight spotLight; + #if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0 + SpotLightShadow spotLightShadow; + #endif + #pragma unroll_loop_start + for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) { + spotLight = spotLights[ i ]; + getSpotDirectLightIrradiance( spotLight, geometry, directLight ); + #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS ) + spotLightShadow = spotLightShadows[ i ]; + directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0; + #endif + RE_Direct( directLight, geometry, material, reflectedLight ); + } + #pragma unroll_loop_end +#endif +#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct ) + DirectionalLight directionalLight; + #if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0 + DirectionalLightShadow directionalLightShadow; + #endif + #pragma unroll_loop_start + for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) { + directionalLight = directionalLights[ i ]; + getDirectionalDirectLightIrradiance( directionalLight, geometry, directLight ); + #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS ) + directionalLightShadow = directionalLightShadows[ i ]; + directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0; + #endif + RE_Direct( directLight, geometry, material, reflectedLight ); + } + #pragma unroll_loop_end +#endif +#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea ) + RectAreaLight rectAreaLight; + #pragma unroll_loop_start + for ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) { + rectAreaLight = rectAreaLights[ i ]; + RE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight ); + } + #pragma unroll_loop_end +#endif +#if defined( RE_IndirectDiffuse ) + vec3 iblIrradiance = vec3( 0.0 ); + vec3 irradiance = getAmbientLightIrradiance( ambientLightColor ); + irradiance += getLightProbeIrradiance( lightProbe, geometry ); + #if ( NUM_HEMI_LIGHTS > 0 ) + #pragma unroll_loop_start + for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) { + irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry ); + } + #pragma unroll_loop_end + #endif +#endif +#if defined( RE_IndirectSpecular ) + vec3 radiance = vec3( 0.0 ); + vec3 clearcoatRadiance = vec3( 0.0 ); +#endif`,Kf=`#if defined( RE_IndirectDiffuse ) + #ifdef USE_LIGHTMAP + vec4 lightMapTexel= texture2D( lightMap, vUv2 ); + vec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity; + #ifndef PHYSICALLY_CORRECT_LIGHTS + lightMapIrradiance *= PI; + #endif + irradiance += lightMapIrradiance; + #endif + #if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV ) + iblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel ); + #endif +#endif +#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular ) + radiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel ); + #ifdef CLEARCOAT + clearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel ); + #endif +#endif`,ep=`#if defined( RE_IndirectDiffuse ) + RE_IndirectDiffuse( irradiance, geometry, material, reflectedLight ); +#endif +#if defined( RE_IndirectSpecular ) + RE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight ); +#endif`,tp=`#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT ) + gl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5; +#endif`,np=`#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT ) + uniform float logDepthBufFC; + varying float vFragDepth; + varying float vIsPerspective; +#endif`,ip=`#ifdef USE_LOGDEPTHBUF + #ifdef USE_LOGDEPTHBUF_EXT + varying float vFragDepth; + varying float vIsPerspective; + #else + uniform float logDepthBufFC; + #endif +#endif`,rp=`#ifdef USE_LOGDEPTHBUF + #ifdef USE_LOGDEPTHBUF_EXT + vFragDepth = 1.0 + gl_Position.w; + vIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) ); + #else + if ( isPerspectiveMatrix( projectionMatrix ) ) { + gl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0; + gl_Position.z *= gl_Position.w; + } + #endif +#endif`,sp=`#ifdef USE_MAP + vec4 texelColor = texture2D( map, vUv ); + texelColor = mapTexelToLinear( texelColor ); + diffuseColor *= texelColor; +#endif`,op=`#ifdef USE_MAP + uniform sampler2D map; +#endif`,ap=`#if defined( USE_MAP ) || defined( USE_ALPHAMAP ) + vec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy; +#endif +#ifdef USE_MAP + vec4 mapTexel = texture2D( map, uv ); + diffuseColor *= mapTexelToLinear( mapTexel ); +#endif +#ifdef USE_ALPHAMAP + diffuseColor.a *= texture2D( alphaMap, uv ).g; +#endif`,lp=`#if defined( USE_MAP ) || defined( USE_ALPHAMAP ) + uniform mat3 uvTransform; +#endif +#ifdef USE_MAP + uniform sampler2D map; +#endif +#ifdef USE_ALPHAMAP + uniform sampler2D alphaMap; +#endif`,cp=`float metalnessFactor = metalness; +#ifdef USE_METALNESSMAP + vec4 texelMetalness = texture2D( metalnessMap, vUv ); + metalnessFactor *= texelMetalness.b; +#endif`,hp=`#ifdef USE_METALNESSMAP + uniform sampler2D metalnessMap; +#endif`,up=`#ifdef USE_MORPHNORMALS + objectNormal *= morphTargetBaseInfluence; + objectNormal += morphNormal0 * morphTargetInfluences[ 0 ]; + objectNormal += morphNormal1 * morphTargetInfluences[ 1 ]; + objectNormal += morphNormal2 * morphTargetInfluences[ 2 ]; + objectNormal += morphNormal3 * morphTargetInfluences[ 3 ]; +#endif`,dp=`#ifdef USE_MORPHTARGETS + uniform float morphTargetBaseInfluence; + #ifndef USE_MORPHNORMALS + uniform float morphTargetInfluences[ 8 ]; + #else + uniform float morphTargetInfluences[ 4 ]; + #endif +#endif`,fp=`#ifdef USE_MORPHTARGETS + transformed *= morphTargetBaseInfluence; + transformed += morphTarget0 * morphTargetInfluences[ 0 ]; + transformed += morphTarget1 * morphTargetInfluences[ 1 ]; + transformed += morphTarget2 * morphTargetInfluences[ 2 ]; + transformed += morphTarget3 * morphTargetInfluences[ 3 ]; + #ifndef USE_MORPHNORMALS + transformed += morphTarget4 * morphTargetInfluences[ 4 ]; + transformed += morphTarget5 * morphTargetInfluences[ 5 ]; + transformed += morphTarget6 * morphTargetInfluences[ 6 ]; + transformed += morphTarget7 * morphTargetInfluences[ 7 ]; + #endif +#endif`,pp=`float faceDirection = gl_FrontFacing ? 1.0 : - 1.0; +#ifdef FLAT_SHADED + vec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) ); + vec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) ); + vec3 normal = normalize( cross( fdx, fdy ) ); +#else + vec3 normal = normalize( vNormal ); + #ifdef DOUBLE_SIDED + normal = normal * faceDirection; + #endif + #ifdef USE_TANGENT + vec3 tangent = normalize( vTangent ); + vec3 bitangent = normalize( vBitangent ); + #ifdef DOUBLE_SIDED + tangent = tangent * faceDirection; + bitangent = bitangent * faceDirection; + #endif + #if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP ) + mat3 vTBN = mat3( tangent, bitangent, normal ); + #endif + #endif +#endif +vec3 geometryNormal = normal;`,mp=`#ifdef OBJECTSPACE_NORMALMAP + normal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0; + #ifdef FLIP_SIDED + normal = - normal; + #endif + #ifdef DOUBLE_SIDED + normal = normal * faceDirection; + #endif + normal = normalize( normalMatrix * normal ); +#elif defined( TANGENTSPACE_NORMALMAP ) + vec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0; + mapN.xy *= normalScale; + #ifdef USE_TANGENT + normal = normalize( vTBN * mapN ); + #else + normal = perturbNormal2Arb( -vViewPosition, normal, mapN, faceDirection ); + #endif +#elif defined( USE_BUMPMAP ) + normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd(), faceDirection ); +#endif`,gp=`#ifdef USE_NORMALMAP + uniform sampler2D normalMap; + uniform vec2 normalScale; +#endif +#ifdef OBJECTSPACE_NORMALMAP + uniform mat3 normalMatrix; +#endif +#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) ) + vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN, float faceDirection ) { + vec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) ); + vec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) ); + vec2 st0 = dFdx( vUv.st ); + vec2 st1 = dFdy( vUv.st ); + vec3 N = surf_norm; + vec3 q1perp = cross( q1, N ); + vec3 q0perp = cross( N, q0 ); + vec3 T = q1perp * st0.x + q0perp * st1.x; + vec3 B = q1perp * st0.y + q0perp * st1.y; + float det = max( dot( T, T ), dot( B, B ) ); + float scale = ( det == 0.0 ) ? 0.0 : faceDirection * inversesqrt( det ); + return normalize( T * ( mapN.x * scale ) + B * ( mapN.y * scale ) + N * mapN.z ); + } +#endif`,xp=`#ifdef CLEARCOAT + vec3 clearcoatNormal = geometryNormal; +#endif`,yp=`#ifdef USE_CLEARCOAT_NORMALMAP + vec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0; + clearcoatMapN.xy *= clearcoatNormalScale; + #ifdef USE_TANGENT + clearcoatNormal = normalize( vTBN * clearcoatMapN ); + #else + clearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN, faceDirection ); + #endif +#endif`,vp=`#ifdef USE_CLEARCOATMAP + uniform sampler2D clearcoatMap; +#endif +#ifdef USE_CLEARCOAT_ROUGHNESSMAP + uniform sampler2D clearcoatRoughnessMap; +#endif +#ifdef USE_CLEARCOAT_NORMALMAP + uniform sampler2D clearcoatNormalMap; + uniform vec2 clearcoatNormalScale; +#endif`,_p=`vec3 packNormalToRGB( const in vec3 normal ) { + return normalize( normal ) * 0.5 + 0.5; +} +vec3 unpackRGBToNormal( const in vec3 rgb ) { + return 2.0 * rgb.xyz - 1.0; +} +const float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.; +const vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. ); +const vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. ); +const float ShiftRight8 = 1. / 256.; +vec4 packDepthToRGBA( const in float v ) { + vec4 r = vec4( fract( v * PackFactors ), v ); + r.yzw -= r.xyz * ShiftRight8; return r * PackUpscale; +} +float unpackRGBAToDepth( const in vec4 v ) { + return dot( v, UnpackFactors ); +} +vec4 pack2HalfToRGBA( vec2 v ) { + vec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 )); + return vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w); +} +vec2 unpackRGBATo2Half( vec4 v ) { + return vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) ); +} +float viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) { + return ( viewZ + near ) / ( near - far ); +} +float orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) { + return linearClipZ * ( near - far ) - near; +} +float viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) { + return (( near + viewZ ) * far ) / (( far - near ) * viewZ ); +} +float perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) { + return ( near * far ) / ( ( far - near ) * invClipZ - far ); +}`,wp=`#ifdef PREMULTIPLIED_ALPHA + gl_FragColor.rgb *= gl_FragColor.a; +#endif`,bp=`vec4 mvPosition = vec4( transformed, 1.0 ); +#ifdef USE_INSTANCING + mvPosition = instanceMatrix * mvPosition; +#endif +mvPosition = modelViewMatrix * mvPosition; +gl_Position = projectionMatrix * mvPosition;`,Mp=`#ifdef DITHERING + gl_FragColor.rgb = dithering( gl_FragColor.rgb ); +#endif`,Sp=`#ifdef DITHERING + vec3 dithering( vec3 color ) { + float grid_position = rand( gl_FragCoord.xy ); + vec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 ); + dither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position ); + return color + dither_shift_RGB; + } +#endif`,Ep=`float roughnessFactor = roughness; +#ifdef USE_ROUGHNESSMAP + vec4 texelRoughness = texture2D( roughnessMap, vUv ); + roughnessFactor *= texelRoughness.g; +#endif`,Tp=`#ifdef USE_ROUGHNESSMAP + uniform sampler2D roughnessMap; +#endif`,Ap=`#ifdef USE_SHADOWMAP + #if NUM_DIR_LIGHT_SHADOWS > 0 + uniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ]; + varying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ]; + struct DirectionalLightShadow { + float shadowBias; + float shadowNormalBias; + float shadowRadius; + vec2 shadowMapSize; + }; + uniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ]; + #endif + #if NUM_SPOT_LIGHT_SHADOWS > 0 + uniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ]; + varying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ]; + struct SpotLightShadow { + float shadowBias; + float shadowNormalBias; + float shadowRadius; + vec2 shadowMapSize; + }; + uniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ]; + #endif + #if NUM_POINT_LIGHT_SHADOWS > 0 + uniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ]; + varying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ]; + struct PointLightShadow { + float shadowBias; + float shadowNormalBias; + float shadowRadius; + vec2 shadowMapSize; + float shadowCameraNear; + float shadowCameraFar; + }; + uniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ]; + #endif + float texture2DCompare( sampler2D depths, vec2 uv, float compare ) { + return step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) ); + } + vec2 texture2DDistribution( sampler2D shadow, vec2 uv ) { + return unpackRGBATo2Half( texture2D( shadow, uv ) ); + } + float VSMShadow (sampler2D shadow, vec2 uv, float compare ){ + float occlusion = 1.0; + vec2 distribution = texture2DDistribution( shadow, uv ); + float hard_shadow = step( compare , distribution.x ); + if (hard_shadow != 1.0 ) { + float distance = compare - distribution.x ; + float variance = max( 0.00000, distribution.y * distribution.y ); + float softness_probability = variance / (variance + distance * distance ); softness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 ); occlusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 ); + } + return occlusion; + } + float getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) { + float shadow = 1.0; + shadowCoord.xyz /= shadowCoord.w; + shadowCoord.z += shadowBias; + bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 ); + bool inFrustum = all( inFrustumVec ); + bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 ); + bool frustumTest = all( frustumTestVec ); + if ( frustumTest ) { + #if defined( SHADOWMAP_TYPE_PCF ) + vec2 texelSize = vec2( 1.0 ) / shadowMapSize; + float dx0 = - texelSize.x * shadowRadius; + float dy0 = - texelSize.y * shadowRadius; + float dx1 = + texelSize.x * shadowRadius; + float dy1 = + texelSize.y * shadowRadius; + float dx2 = dx0 / 2.0; + float dy2 = dy0 / 2.0; + float dx3 = dx1 / 2.0; + float dy3 = dy1 / 2.0; + shadow = ( + texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) + + texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) + + texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) + + texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) + + texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) + + texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) + + texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) + + texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) + + texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) + + texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) + + texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) + + texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) + + texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) + + texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) + + texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) + + texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) + + texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z ) + ) * ( 1.0 / 17.0 ); + #elif defined( SHADOWMAP_TYPE_PCF_SOFT ) + vec2 texelSize = vec2( 1.0 ) / shadowMapSize; + float dx = texelSize.x; + float dy = texelSize.y; + vec2 uv = shadowCoord.xy; + vec2 f = fract( uv * shadowMapSize + 0.5 ); + uv -= f * texelSize; + shadow = ( + texture2DCompare( shadowMap, uv, shadowCoord.z ) + + texture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) + + texture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) + + texture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) + + mix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), + texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ), + f.x ) + + mix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), + texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ), + f.x ) + + mix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), + texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ), + f.y ) + + mix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), + texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ), + f.y ) + + mix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), + texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ), + f.x ), + mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), + texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ), + f.x ), + f.y ) + ) * ( 1.0 / 9.0 ); + #elif defined( SHADOWMAP_TYPE_VSM ) + shadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z ); + #else + shadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ); + #endif + } + return shadow; + } + vec2 cubeToUV( vec3 v, float texelSizeY ) { + vec3 absV = abs( v ); + float scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) ); + absV *= scaleToCube; + v *= scaleToCube * ( 1.0 - 2.0 * texelSizeY ); + vec2 planar = v.xy; + float almostATexel = 1.5 * texelSizeY; + float almostOne = 1.0 - almostATexel; + if ( absV.z >= almostOne ) { + if ( v.z > 0.0 ) + planar.x = 4.0 - v.x; + } else if ( absV.x >= almostOne ) { + float signX = sign( v.x ); + planar.x = v.z * signX + 2.0 * signX; + } else if ( absV.y >= almostOne ) { + float signY = sign( v.y ); + planar.x = v.x + 2.0 * signY + 2.0; + planar.y = v.z * signY - 2.0; + } + return vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 ); + } + float getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) { + vec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) ); + vec3 lightToPosition = shadowCoord.xyz; + float dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear ); dp += shadowBias; + vec3 bd3D = normalize( lightToPosition ); + #if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM ) + vec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y; + return ( + texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) + + texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) + + texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) + + texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) + + texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) + + texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) + + texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) + + texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) + + texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp ) + ) * ( 1.0 / 9.0 ); + #else + return texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ); + #endif + } +#endif`,Lp=`#ifdef USE_SHADOWMAP + #if NUM_DIR_LIGHT_SHADOWS > 0 + uniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ]; + varying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ]; + struct DirectionalLightShadow { + float shadowBias; + float shadowNormalBias; + float shadowRadius; + vec2 shadowMapSize; + }; + uniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ]; + #endif + #if NUM_SPOT_LIGHT_SHADOWS > 0 + uniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ]; + varying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ]; + struct SpotLightShadow { + float shadowBias; + float shadowNormalBias; + float shadowRadius; + vec2 shadowMapSize; + }; + uniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ]; + #endif + #if NUM_POINT_LIGHT_SHADOWS > 0 + uniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ]; + varying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ]; + struct PointLightShadow { + float shadowBias; + float shadowNormalBias; + float shadowRadius; + vec2 shadowMapSize; + float shadowCameraNear; + float shadowCameraFar; + }; + uniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ]; + #endif +#endif`,Rp=`#ifdef USE_SHADOWMAP + #if NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SPOT_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0 + vec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix ); + vec4 shadowWorldPosition; + #endif + #if NUM_DIR_LIGHT_SHADOWS > 0 + #pragma unroll_loop_start + for ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) { + shadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 ); + vDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition; + } + #pragma unroll_loop_end + #endif + #if NUM_SPOT_LIGHT_SHADOWS > 0 + #pragma unroll_loop_start + for ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) { + shadowWorldPosition = worldPosition + vec4( shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias, 0 ); + vSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * shadowWorldPosition; + } + #pragma unroll_loop_end + #endif + #if NUM_POINT_LIGHT_SHADOWS > 0 + #pragma unroll_loop_start + for ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) { + shadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 ); + vPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition; + } + #pragma unroll_loop_end + #endif +#endif`,Pp=`float getShadowMask() { + float shadow = 1.0; + #ifdef USE_SHADOWMAP + #if NUM_DIR_LIGHT_SHADOWS > 0 + DirectionalLightShadow directionalLight; + #pragma unroll_loop_start + for ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) { + directionalLight = directionalLightShadows[ i ]; + shadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0; + } + #pragma unroll_loop_end + #endif + #if NUM_SPOT_LIGHT_SHADOWS > 0 + SpotLightShadow spotLight; + #pragma unroll_loop_start + for ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) { + spotLight = spotLightShadows[ i ]; + shadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0; + } + #pragma unroll_loop_end + #endif + #if NUM_POINT_LIGHT_SHADOWS > 0 + PointLightShadow pointLight; + #pragma unroll_loop_start + for ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) { + pointLight = pointLightShadows[ i ]; + shadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0; + } + #pragma unroll_loop_end + #endif + #endif + return shadow; +}`,Cp=`#ifdef USE_SKINNING + mat4 boneMatX = getBoneMatrix( skinIndex.x ); + mat4 boneMatY = getBoneMatrix( skinIndex.y ); + mat4 boneMatZ = getBoneMatrix( skinIndex.z ); + mat4 boneMatW = getBoneMatrix( skinIndex.w ); +#endif`,Dp=`#ifdef USE_SKINNING + uniform mat4 bindMatrix; + uniform mat4 bindMatrixInverse; + #ifdef BONE_TEXTURE + uniform highp sampler2D boneTexture; + uniform int boneTextureSize; + mat4 getBoneMatrix( const in float i ) { + float j = i * 4.0; + float x = mod( j, float( boneTextureSize ) ); + float y = floor( j / float( boneTextureSize ) ); + float dx = 1.0 / float( boneTextureSize ); + float dy = 1.0 / float( boneTextureSize ); + y = dy * ( y + 0.5 ); + vec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) ); + vec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) ); + vec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) ); + vec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) ); + mat4 bone = mat4( v1, v2, v3, v4 ); + return bone; + } + #else + uniform mat4 boneMatrices[ MAX_BONES ]; + mat4 getBoneMatrix( const in float i ) { + mat4 bone = boneMatrices[ int(i) ]; + return bone; + } + #endif +#endif`,Ip=`#ifdef USE_SKINNING + vec4 skinVertex = bindMatrix * vec4( transformed, 1.0 ); + vec4 skinned = vec4( 0.0 ); + skinned += boneMatX * skinVertex * skinWeight.x; + skinned += boneMatY * skinVertex * skinWeight.y; + skinned += boneMatZ * skinVertex * skinWeight.z; + skinned += boneMatW * skinVertex * skinWeight.w; + transformed = ( bindMatrixInverse * skinned ).xyz; +#endif`,Fp=`#ifdef USE_SKINNING + mat4 skinMatrix = mat4( 0.0 ); + skinMatrix += skinWeight.x * boneMatX; + skinMatrix += skinWeight.y * boneMatY; + skinMatrix += skinWeight.z * boneMatZ; + skinMatrix += skinWeight.w * boneMatW; + skinMatrix = bindMatrixInverse * skinMatrix * bindMatrix; + objectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz; + #ifdef USE_TANGENT + objectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz; + #endif +#endif`,Np=`float specularStrength; +#ifdef USE_SPECULARMAP + vec4 texelSpecular = texture2D( specularMap, vUv ); + specularStrength = texelSpecular.r; +#else + specularStrength = 1.0; +#endif`,zp=`#ifdef USE_SPECULARMAP + uniform sampler2D specularMap; +#endif`,Bp=`#if defined( TONE_MAPPING ) + gl_FragColor.rgb = toneMapping( gl_FragColor.rgb ); +#endif`,Op=`#ifndef saturate +#define saturate(a) clamp( a, 0.0, 1.0 ) +#endif +uniform float toneMappingExposure; +vec3 LinearToneMapping( vec3 color ) { + return toneMappingExposure * color; +} +vec3 ReinhardToneMapping( vec3 color ) { + color *= toneMappingExposure; + return saturate( color / ( vec3( 1.0 ) + color ) ); +} +vec3 OptimizedCineonToneMapping( vec3 color ) { + color *= toneMappingExposure; + color = max( vec3( 0.0 ), color - 0.004 ); + return pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) ); +} +vec3 RRTAndODTFit( vec3 v ) { + vec3 a = v * ( v + 0.0245786 ) - 0.000090537; + vec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081; + return a / b; +} +vec3 ACESFilmicToneMapping( vec3 color ) { + const mat3 ACESInputMat = mat3( + vec3( 0.59719, 0.07600, 0.02840 ), vec3( 0.35458, 0.90834, 0.13383 ), + vec3( 0.04823, 0.01566, 0.83777 ) + ); + const mat3 ACESOutputMat = mat3( + vec3( 1.60475, -0.10208, -0.00327 ), vec3( -0.53108, 1.10813, -0.07276 ), + vec3( -0.07367, -0.00605, 1.07602 ) + ); + color *= toneMappingExposure / 0.6; + color = ACESInputMat * color; + color = RRTAndODTFit( color ); + color = ACESOutputMat * color; + return saturate( color ); +} +vec3 CustomToneMapping( vec3 color ) { return color; }`,Hp=`#ifdef USE_TRANSMISSION + #ifdef USE_TRANSMISSIONMAP + totalTransmission *= texture2D( transmissionMap, vUv ).r; + #endif + #ifdef USE_THICKNESSNMAP + thicknessFactor *= texture2D( thicknessMap, vUv ).g; + #endif + vec3 pos = vWorldPosition.xyz / vWorldPosition.w; + vec3 v = normalize( cameraPosition - pos ); + vec3 viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition ); + float ior = ( 1.0 + 0.4 * reflectivity ) / ( 1.0 - 0.4 * reflectivity ); + vec3 f0 = vec3( pow( ior - 1.0, 2.0 ) / pow( ior + 1.0, 2.0 ) ); + vec3 f90 = vec3( 1.0 ); + vec3 f_transmission = totalTransmission * getIBLVolumeRefraction( + normal, v, viewDir, roughnessFactor, diffuseColor.rgb, f0, f90, + pos, modelMatrix, viewMatrix, projectionMatrix, ior, thicknessFactor, + attenuationColor, attenuationDistance); + diffuseColor.rgb = mix( diffuseColor.rgb, f_transmission, totalTransmission ); +#endif`,Up=`#ifdef USE_TRANSMISSION + #ifdef USE_TRANSMISSIONMAP + uniform sampler2D transmissionMap; + #endif + #ifdef USE_THICKNESSMAP + uniform sampler2D thicknessMap; + #endif + uniform vec2 transmissionSamplerSize; + uniform sampler2D transmissionSamplerMap; + uniform mat4 modelMatrix; + uniform mat4 projectionMatrix; + varying vec4 vWorldPosition; + vec3 getVolumeTransmissionRay(vec3 n, vec3 v, float thickness, float ior, mat4 modelMatrix) { + vec3 refractionVector = refract(-v, normalize(n), 1.0 / ior); + vec3 modelScale; + modelScale.x = length(vec3(modelMatrix[0].xyz)); + modelScale.y = length(vec3(modelMatrix[1].xyz)); + modelScale.z = length(vec3(modelMatrix[2].xyz)); + return normalize(refractionVector) * thickness * modelScale; + } + float applyIorToRoughness(float roughness, float ior) { + return roughness * clamp(ior * 2.0 - 2.0, 0.0, 1.0); + } + vec3 getTransmissionSample(vec2 fragCoord, float roughness, float ior) { + float framebufferLod = log2(transmissionSamplerSize.x) * applyIorToRoughness(roughness, ior); + return texture2DLodEXT(transmissionSamplerMap, fragCoord.xy, framebufferLod).rgb; + } + vec3 applyVolumeAttenuation(vec3 radiance, float transmissionDistance, vec3 attenuationColor, float attenuationDistance) { + if (attenuationDistance == 0.0) { + return radiance; + } else { + vec3 attenuationCoefficient = -log(attenuationColor) / attenuationDistance; + vec3 transmittance = exp(-attenuationCoefficient * transmissionDistance); return transmittance * radiance; + } + } + vec3 getIBLVolumeRefraction(vec3 n, vec3 v, vec3 viewDir, float perceptualRoughness, vec3 baseColor, vec3 f0, vec3 f90, + vec3 position, mat4 modelMatrix, mat4 viewMatrix, mat4 projMatrix, float ior, float thickness, vec3 attenuationColor, float attenuationDistance) { + vec3 transmissionRay = getVolumeTransmissionRay(n, v, thickness, ior, modelMatrix); + vec3 refractedRayExit = position + transmissionRay; + vec4 ndcPos = projMatrix * viewMatrix * vec4(refractedRayExit, 1.0); + vec2 refractionCoords = ndcPos.xy / ndcPos.w; + refractionCoords += 1.0; + refractionCoords /= 2.0; + vec3 transmittedLight = getTransmissionSample(refractionCoords, perceptualRoughness, ior); + vec3 attenuatedColor = applyVolumeAttenuation(transmittedLight, length(transmissionRay), attenuationColor, attenuationDistance); + float NdotV = saturate(dot(n, viewDir)); + vec2 brdf = integrateSpecularBRDF(NdotV, perceptualRoughness); + vec3 specularColor = f0 * brdf.x + f90 * brdf.y; + return (1.0 - specularColor) * attenuatedColor * baseColor; + } +#endif`,Gp=`#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) ) + varying vec2 vUv; +#endif`,kp=`#ifdef USE_UV + #ifdef UVS_VERTEX_ONLY + vec2 vUv; + #else + varying vec2 vUv; + #endif + uniform mat3 uvTransform; +#endif`,Vp=`#ifdef USE_UV + vUv = ( uvTransform * vec3( uv, 1 ) ).xy; +#endif`,Wp=`#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP ) + varying vec2 vUv2; +#endif`,qp=`#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP ) + attribute vec2 uv2; + varying vec2 vUv2; + uniform mat3 uv2Transform; +#endif`,Xp=`#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP ) + vUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy; +#endif`,Yp=`#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION ) + vec4 worldPosition = vec4( transformed, 1.0 ); + #ifdef USE_INSTANCING + worldPosition = instanceMatrix * worldPosition; + #endif + worldPosition = modelMatrix * worldPosition; +#endif`,Zp=`uniform sampler2D t2D; +varying vec2 vUv; +void main() { + vec4 texColor = texture2D( t2D, vUv ); + gl_FragColor = mapTexelToLinear( texColor ); + #include + #include +}`,Jp=`varying vec2 vUv; +uniform mat3 uvTransform; +void main() { + vUv = ( uvTransform * vec3( uv, 1 ) ).xy; + gl_Position = vec4( position.xy, 1.0, 1.0 ); +}`,jp=`#include +uniform float opacity; +varying vec3 vWorldDirection; +#include +void main() { + vec3 vReflect = vWorldDirection; + #include + gl_FragColor = envColor; + gl_FragColor.a *= opacity; + #include + #include +}`,$p=`varying vec3 vWorldDirection; +#include +void main() { + vWorldDirection = transformDirection( position, modelMatrix ); + #include + #include + gl_Position.z = gl_Position.w; +}`,Qp=`#if DEPTH_PACKING == 3200 + uniform float opacity; +#endif +#include +#include +#include +#include +#include +#include +#include +varying vec2 vHighPrecisionZW; +void main() { + #include + vec4 diffuseColor = vec4( 1.0 ); + #if DEPTH_PACKING == 3200 + diffuseColor.a = opacity; + #endif + #include + #include + #include + #include + float fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5; + #if DEPTH_PACKING == 3200 + gl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity ); + #elif DEPTH_PACKING == 3201 + gl_FragColor = packDepthToRGBA( fragCoordZ ); + #endif +}`,Kp=`#include +#include +#include +#include +#include +#include +#include +varying vec2 vHighPrecisionZW; +void main() { + #include + #include + #ifdef USE_DISPLACEMENTMAP + #include + #include + #include + #endif + #include + #include + #include + #include + #include + #include + #include + vHighPrecisionZW = gl_Position.zw; +}`,em=`#define DISTANCE +uniform vec3 referencePosition; +uniform float nearDistance; +uniform float farDistance; +varying vec3 vWorldPosition; +#include +#include +#include +#include +#include +#include +void main () { + #include + vec4 diffuseColor = vec4( 1.0 ); + #include + #include + #include + float dist = length( vWorldPosition - referencePosition ); + dist = ( dist - nearDistance ) / ( farDistance - nearDistance ); + dist = saturate( dist ); + gl_FragColor = packDepthToRGBA( dist ); +}`,tm=`#define DISTANCE +varying vec3 vWorldPosition; +#include +#include +#include +#include +#include +#include +void main() { + #include + #include + #ifdef USE_DISPLACEMENTMAP + #include + #include + #include + #endif + #include + #include + #include + #include + #include + #include + #include + vWorldPosition = worldPosition.xyz; +}`,nm=`uniform sampler2D tEquirect; +varying vec3 vWorldDirection; +#include +void main() { + vec3 direction = normalize( vWorldDirection ); + vec2 sampleUV = equirectUv( direction ); + vec4 texColor = texture2D( tEquirect, sampleUV ); + gl_FragColor = mapTexelToLinear( texColor ); + #include + #include +}`,im=`varying vec3 vWorldDirection; +#include +void main() { + vWorldDirection = transformDirection( position, modelMatrix ); + #include + #include +}`,rm=`uniform vec3 diffuse; +uniform float opacity; +uniform float dashSize; +uniform float totalSize; +varying float vLineDistance; +#include +#include +#include +#include +#include +void main() { + #include + if ( mod( vLineDistance, totalSize ) > dashSize ) { + discard; + } + vec3 outgoingLight = vec3( 0.0 ); + vec4 diffuseColor = vec4( diffuse, opacity ); + #include + #include + outgoingLight = diffuseColor.rgb; + gl_FragColor = vec4( outgoingLight, diffuseColor.a ); + #include + #include + #include + #include +}`,sm=`uniform float scale; +attribute float lineDistance; +varying float vLineDistance; +#include +#include +#include +#include +#include +#include +void main() { + vLineDistance = scale * lineDistance; + #include + #include + #include + #include + #include + #include + #include +}`,om=`uniform vec3 diffuse; +uniform float opacity; +#ifndef FLAT_SHADED + varying vec3 vNormal; +#endif +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +void main() { + #include + vec4 diffuseColor = vec4( diffuse, opacity ); + #include + #include + #include + #include + #include + #include + ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) ); + #ifdef USE_LIGHTMAP + + vec4 lightMapTexel= texture2D( lightMap, vUv2 ); + reflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity; + #else + reflectedLight.indirectDiffuse += vec3( 1.0 ); + #endif + #include + reflectedLight.indirectDiffuse *= diffuseColor.rgb; + vec3 outgoingLight = reflectedLight.indirectDiffuse; + #include + gl_FragColor = vec4( outgoingLight, diffuseColor.a ); + #include + #include + #include + #include + #include +}`,am=`#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +void main() { + #include + #include + #include + #include + #ifdef USE_ENVMAP + #include + #include + #include + #include + #endif + #include + #include + #include + #include + #include + #include + #include + #include + #include +}`,lm=`uniform vec3 diffuse; +uniform vec3 emissive; +uniform float opacity; +varying vec3 vLightFront; +varying vec3 vIndirectFront; +#ifdef DOUBLE_SIDED + varying vec3 vLightBack; + varying vec3 vIndirectBack; +#endif +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +void main() { + #include + vec4 diffuseColor = vec4( diffuse, opacity ); + ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) ); + vec3 totalEmissiveRadiance = emissive; + #include + #include + #include + #include + #include + #include + #include + #ifdef DOUBLE_SIDED + reflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack; + #else + reflectedLight.indirectDiffuse += vIndirectFront; + #endif + #include + reflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ); + #ifdef DOUBLE_SIDED + reflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack; + #else + reflectedLight.directDiffuse = vLightFront; + #endif + reflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask(); + #include + vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance; + #include + gl_FragColor = vec4( outgoingLight, diffuseColor.a ); + #include + #include + #include + #include + #include +}`,cm=`#define LAMBERT +varying vec3 vLightFront; +varying vec3 vIndirectFront; +#ifdef DOUBLE_SIDED + varying vec3 vLightBack; + varying vec3 vIndirectBack; +#endif +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +void main() { + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include +}`,hm=`#define MATCAP +uniform vec3 diffuse; +uniform float opacity; +uniform sampler2D matcap; +varying vec3 vViewPosition; +#ifndef FLAT_SHADED + varying vec3 vNormal; +#endif +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +void main() { + #include + vec4 diffuseColor = vec4( diffuse, opacity ); + #include + #include + #include + #include + #include + #include + #include + vec3 viewDir = normalize( vViewPosition ); + vec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) ); + vec3 y = cross( viewDir, x ); + vec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5; + #ifdef USE_MATCAP + vec4 matcapColor = texture2D( matcap, uv ); + matcapColor = matcapTexelToLinear( matcapColor ); + #else + vec4 matcapColor = vec4( 1.0 ); + #endif + vec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb; + gl_FragColor = vec4( outgoingLight, diffuseColor.a ); + #include + #include + #include + #include + #include +}`,um=`#define MATCAP +varying vec3 vViewPosition; +#ifndef FLAT_SHADED + varying vec3 vNormal; +#endif +#include +#include +#include +#include +#include +#include +#include +#include +#include +void main() { + #include + #include + #include + #include + #include + #include + #include + #ifndef FLAT_SHADED + vNormal = normalize( transformedNormal ); + #endif + #include + #include + #include + #include + #include + #include + #include + #include + vViewPosition = - mvPosition.xyz; +}`,dm=`#define TOON +uniform vec3 diffuse; +uniform vec3 emissive; +uniform float opacity; +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +void main() { + #include + vec4 diffuseColor = vec4( diffuse, opacity ); + ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) ); + vec3 totalEmissiveRadiance = emissive; + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance; + gl_FragColor = vec4( outgoingLight, diffuseColor.a ); + #include + #include + #include + #include + #include +}`,fm=`#define TOON +varying vec3 vViewPosition; +#ifndef FLAT_SHADED + varying vec3 vNormal; +#endif +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +void main() { + #include + #include + #include + #include + #include + #include + #include + #include +#ifndef FLAT_SHADED + vNormal = normalize( transformedNormal ); +#endif + #include + #include + #include + #include + #include + #include + #include + vViewPosition = - mvPosition.xyz; + #include + #include + #include +}`,pm=`#define PHONG +uniform vec3 diffuse; +uniform vec3 emissive; +uniform vec3 specular; +uniform float shininess; +uniform float opacity; +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +void main() { + #include + vec4 diffuseColor = vec4( diffuse, opacity ); + ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) ); + vec3 totalEmissiveRadiance = emissive; + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance; + #include + gl_FragColor = vec4( outgoingLight, diffuseColor.a ); + #include + #include + #include + #include + #include +}`,mm=`#define PHONG +varying vec3 vViewPosition; +#ifndef FLAT_SHADED + varying vec3 vNormal; +#endif +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +void main() { + #include + #include + #include + #include + #include + #include + #include + #include +#ifndef FLAT_SHADED + vNormal = normalize( transformedNormal ); +#endif + #include + #include + #include + #include + #include + #include + #include + vViewPosition = - mvPosition.xyz; + #include + #include + #include + #include +}`,gm=`#define STANDARD +#ifdef PHYSICAL + #define REFLECTIVITY + #define CLEARCOAT +#endif +uniform vec3 diffuse; +uniform vec3 emissive; +uniform float roughness; +uniform float metalness; +uniform float opacity; +#ifdef USE_TRANSMISSION + uniform float transmission; + uniform float thickness; + uniform vec3 attenuationColor; + uniform float attenuationDistance; +#endif +#ifdef REFLECTIVITY + uniform float reflectivity; +#endif +#ifdef CLEARCOAT + uniform float clearcoat; + uniform float clearcoatRoughness; +#endif +#ifdef USE_SHEEN + uniform vec3 sheen; +#endif +varying vec3 vViewPosition; +#ifndef FLAT_SHADED + varying vec3 vNormal; + #ifdef USE_TANGENT + varying vec3 vTangent; + varying vec3 vBitangent; + #endif +#endif +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +void main() { + #include + vec4 diffuseColor = vec4( diffuse, opacity ); + ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) ); + vec3 totalEmissiveRadiance = emissive; + #ifdef USE_TRANSMISSION + float totalTransmission = transmission; + float thicknessFactor = thickness; + #endif + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + vec3 rawDiffuseColor = diffuseColor.rgb; + #include + #include + #include + #include + #include + #include + vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance; + gl_FragColor = vec4( outgoingLight, diffuseColor.a ); + #include + #include + #include + #include + #include +}`,xm=`#define STANDARD +varying vec3 vViewPosition; +#ifndef FLAT_SHADED + varying vec3 vNormal; + #ifdef USE_TANGENT + varying vec3 vTangent; + varying vec3 vBitangent; + #endif +#endif +#ifdef USE_TRANSMISSION + varying vec4 vWorldPosition; +#endif +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +void main() { + #include + #include + #include + #include + #include + #include + #include + #include +#ifndef FLAT_SHADED + vNormal = normalize( transformedNormal ); + #ifdef USE_TANGENT + vTangent = normalize( transformedTangent ); + vBitangent = normalize( cross( vNormal, vTangent ) * tangent.w ); + #endif +#endif + #include + #include + #include + #include + #include + #include + #include + vViewPosition = - mvPosition.xyz; + #include + #include + #include +#ifdef USE_TRANSMISSION + vWorldPosition = worldPosition; +#endif +}`,ym=`#define NORMAL +uniform float opacity; +#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP ) + varying vec3 vViewPosition; +#endif +#ifndef FLAT_SHADED + varying vec3 vNormal; + #ifdef USE_TANGENT + varying vec3 vTangent; + varying vec3 vBitangent; + #endif +#endif +#include +#include +#include +#include +#include +#include +void main() { + #include + #include + #include + #include + gl_FragColor = vec4( packNormalToRGB( normal ), opacity ); +}`,vm=`#define NORMAL +#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP ) + varying vec3 vViewPosition; +#endif +#ifndef FLAT_SHADED + varying vec3 vNormal; + #ifdef USE_TANGENT + varying vec3 vTangent; + varying vec3 vBitangent; + #endif +#endif +#include +#include +#include +#include +#include +#include +#include +void main() { + #include + #include + #include + #include + #include + #include +#ifndef FLAT_SHADED + vNormal = normalize( transformedNormal ); + #ifdef USE_TANGENT + vTangent = normalize( transformedTangent ); + vBitangent = normalize( cross( vNormal, vTangent ) * tangent.w ); + #endif +#endif + #include + #include + #include + #include + #include + #include + #include +#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP ) + vViewPosition = - mvPosition.xyz; +#endif +}`,_m=`uniform vec3 diffuse; +uniform float opacity; +#include +#include +#include +#include +#include +#include +void main() { + #include + vec3 outgoingLight = vec3( 0.0 ); + vec4 diffuseColor = vec4( diffuse, opacity ); + #include + #include + #include + #include + outgoingLight = diffuseColor.rgb; + gl_FragColor = vec4( outgoingLight, diffuseColor.a ); + #include + #include + #include + #include +}`,wm=`uniform float size; +uniform float scale; +#include +#include +#include +#include +#include +#include +void main() { + #include + #include + #include + #include + gl_PointSize = size; + #ifdef USE_SIZEATTENUATION + bool isPerspective = isPerspectiveMatrix( projectionMatrix ); + if ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z ); + #endif + #include + #include + #include + #include +}`,bm=`uniform vec3 color; +uniform float opacity; +#include +#include +#include +#include +#include +#include +#include +void main() { + gl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) ); + #include + #include + #include +}`,Mm=`#include +#include +#include +void main() { + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include +}`,Sm=`uniform vec3 diffuse; +uniform float opacity; +#include +#include +#include +#include +#include +#include +#include +void main() { + #include + vec3 outgoingLight = vec3( 0.0 ); + vec4 diffuseColor = vec4( diffuse, opacity ); + #include + #include + #include + #include + outgoingLight = diffuseColor.rgb; + gl_FragColor = vec4( outgoingLight, diffuseColor.a ); + #include + #include + #include +}`,Em=`uniform float rotation; +uniform vec2 center; +#include +#include +#include +#include +#include +void main() { + #include + vec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 ); + vec2 scale; + scale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) ); + scale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) ); + #ifndef USE_SIZEATTENUATION + bool isPerspective = isPerspectiveMatrix( projectionMatrix ); + if ( isPerspective ) scale *= - mvPosition.z; + #endif + vec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale; + vec2 rotatedPosition; + rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y; + rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y; + mvPosition.xy += rotatedPosition; + gl_Position = projectionMatrix * mvPosition; + #include + #include + #include 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shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) ); + mean += depth; + squared_mean += depth * depth; + #endif + } + mean = mean * HALF_SAMPLE_RATE; + squared_mean = squared_mean * HALF_SAMPLE_RATE; + float std_dev = sqrt( squared_mean - mean * mean ); + gl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) ); +}`,n0=`void main() { + gl_Position = vec4( position, 1.0 ); +}`;function _h(s,e,t){let n=new fi,i=new k,r=new k,o=new ze,a=[],c=[],l={},h=t.maxTextureSize,u={0:rt,1:ds,2:So},d=new Et({defines:{SAMPLE_RATE:2/8,HALF_SAMPLE_RATE:1/8},uniforms:{shadow_pass:{value:null},resolution:{value:new k},radius:{value:4}},vertexShader:n0,fragmentShader:t0}),f=d.clone();f.defines.HORIZONTAL_PASS=1;let m=new Ee;m.setAttribute("position",new Oe(new Float32Array([-1,-1,.5,3,-1,.5,-1,3,.5]),3));let x=new 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0&&(i.specularMap=n(e.specularMap)),e.envMap!==void 0&&(i.envMap=n(e.envMap)),e.envMapIntensity!==void 0&&(i.envMapIntensity=e.envMapIntensity),e.reflectivity!==void 0&&(i.reflectivity=e.reflectivity),e.refractionRatio!==void 0&&(i.refractionRatio=e.refractionRatio),e.lightMap!==void 0&&(i.lightMap=n(e.lightMap)),e.lightMapIntensity!==void 0&&(i.lightMapIntensity=e.lightMapIntensity),e.aoMap!==void 0&&(i.aoMap=n(e.aoMap)),e.aoMapIntensity!==void 0&&(i.aoMapIntensity=e.aoMapIntensity),e.gradientMap!==void 0&&(i.gradientMap=n(e.gradientMap)),e.clearcoatMap!==void 0&&(i.clearcoatMap=n(e.clearcoatMap)),e.clearcoatRoughnessMap!==void 0&&(i.clearcoatRoughnessMap=n(e.clearcoatRoughnessMap)),e.clearcoatNormalMap!==void 0&&(i.clearcoatNormalMap=n(e.clearcoatNormalMap)),e.clearcoatNormalScale!==void 0&&(i.clearcoatNormalScale=new k().fromArray(e.clearcoatNormalScale)),e.transmissionMap!==void 0&&(i.transmissionMap=n(e.transmissionMap)),e.thicknessMap!==void 0&&(i.thicknessMap=n(e.thicknessMap)),i}setTextures(e){return this.textures=e,this}},xo=class{static decodeText(e){if(typeof TextDecoder<"u")return new TextDecoder().decode(e);let t="";for(let n=0,i=e.length;n0){let c=new no(t);r=new gr(c),r.setCrossOrigin(this.crossOrigin);for(let l=0,h=e.length;l"u"&&console.warn("THREE.ImageBitmapLoader: createImageBitmap() not supported."),typeof fetch>"u"&&console.warn("THREE.ImageBitmapLoader: fetch() not supported."),this.options={premultiplyAlpha:"none"}}setOptions(e){return this.options=e,this}load(e,t,n,i){e===void 0&&(e=""),this.path!==void 0&&(e=this.path+e),e=this.manager.resolveURL(e);let r=this,o=wi.get(e);if(o!==void 0)return r.manager.itemStart(e),setTimeout(function(){t&&t(o),r.manager.itemEnd(e)},0),o;let a={};a.credentials=this.crossOrigin==="anonymous"?"same-origin":"include",a.headers=this.requestHeader,fetch(e,a).then(function(c){return c.blob()}).then(function(c){return createImageBitmap(c,Object.assign(r.options,{colorSpaceConversion:"none"}))}).then(function(c){wi.add(e,c),t&&t(c),r.manager.itemEnd(e)}).catch(function(c){i&&i(c),r.manager.itemError(e),r.manager.itemEnd(e)}),r.manager.itemStart(e)}};Ya.prototype.isImageBitmapLoader=!0;var Za=class{constructor(){this.type="ShapePath",this.color=new ce,this.subPaths=[],this.currentPath=null}moveTo(e,t){return this.currentPath=new Si,this.subPaths.push(this.currentPath),this.currentPath.moveTo(e,t),this}lineTo(e,t){return this.currentPath.lineTo(e,t),this}quadraticCurveTo(e,t,n,i){return this.currentPath.quadraticCurveTo(e,t,n,i),this}bezierCurveTo(e,t,n,i,r,o){return this.currentPath.bezierCurveTo(e,t,n,i,r,o),this}splineThru(e){return this.currentPath.splineThru(e),this}toShapes(e,t){function n(p){let _=[];for(let w=0,M=p.length;wNumber.EPSILON){if(G<0&&(L=_[A],z=-z,D=_[v],G=-G),p.yD.y)continue;if(p.y===L.y){if(p.x===L.x)return!0}else{let O=G*(p.x-L.x)-z*(p.y-L.y);if(O===0)return!0;if(O<0)continue;M=!M}}else{if(p.y!==L.y)continue;if(D.x<=p.x&&p.x<=L.x||L.x<=p.x&&p.x<=D.x)return!0}}return M}let r=jt.isClockWise,o=this.subPaths;if(o.length===0)return[];if(t===!0)return n(o);let a,c,l,h=[];if(o.length===1)return c=o[0],l=new $t,l.curves=c.curves,h.push(l),h;let u=!r(o[0].getPoints());u=e?!u:u;let d=[],f=[],m=[],x=0,y;f[x]=void 0,m[x]=[];for(let p=0,_=o.length;p<_;p++)c=o[p],y=c.getPoints(),a=r(y),a=e?!a:a,a?(!u&&f[x]&&x++,f[x]={s:new $t,p:y},f[x].s.curves=c.curves,u&&x++,m[x]=[]):m[x].push({h:c,p:y[0]});if(!f[0])return n(o);if(f.length>1){let p=!1,_=[];for(let w=0,M=f.length;w0&&(p||(m=d))}let g;for(let p=0,_=f.length;p<_;p++){l=f[p].s,h.push(l),g=m[p];for(let w=0,M=g.length;w0){this.source.connect(this.filters[0]);for(let e=1,t=this.filters.length;e0){this.source.disconnect(this.filters[0]);for(let e=1,t=this.filters.length;e0&&this._mixBufferRegionAdditive(n,i,this._addIndex*t,1,t);for(let c=t,l=t+t;c!==l;++c)if(n[c]!==n[c+t]){a.setValue(n,i);break}}saveOriginalState(){let e=this.binding,t=this.buffer,n=this.valueSize,i=n*this._origIndex;e.getValue(t,i);for(let r=n,o=i;r!==o;++r)t[r]=t[i+r%n];this._setIdentity(),this.cumulativeWeight=0,this.cumulativeWeightAdditive=0}restoreOriginalState(){let e=this.valueSize*3;this.binding.setValue(this.buffer,e)}_setAdditiveIdentityNumeric(){let e=this._addIndex*this.valueSize,t=e+this.valueSize;for(let n=e;n=.5)for(let o=0;o!==r;++o)e[t+o]=e[n+o]}_slerp(e,t,n,i){Qe.slerpFlat(e,t,e,t,e,n,i)}_slerpAdditive(e,t,n,i,r){let o=this._workIndex*r;Qe.multiplyQuaternionsFlat(e,o,e,t,e,n),Qe.slerpFlat(e,t,e,t,e,o,i)}_lerp(e,t,n,i,r){let o=1-i;for(let a=0;a!==r;++a){let c=t+a;e[c]=e[c]*o+e[n+a]*i}}_lerpAdditive(e,t,n,i,r){for(let o=0;o!==r;++o){let a=t+o;e[a]=e[a]+e[n+o]*i}}},yl="\\[\\]\\.:\\/",X0=new RegExp("["+yl+"]","g"),vl="[^"+yl+"]",Y0="[^"+yl.replace("\\.","")+"]",Z0=/((?:WC+[\/:])*)/.source.replace("WC",vl),J0=/(WCOD+)?/.source.replace("WCOD",Y0),j0=/(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace("WC",vl),$0=/\.(WC+)(?:\[(.+)\])?/.source.replace("WC",vl),Q0=new RegExp("^"+Z0+J0+j0+$0+"$"),K0=["material","materials","bones"],tl=class{constructor(e,t,n){let i=n||ke.parseTrackName(t);this._targetGroup=e,this._bindings=e.subscribe_(t,i)}getValue(e,t){this.bind();let n=this._targetGroup.nCachedObjects_,i=this._bindings[n];i!==void 0&&i.getValue(e,t)}setValue(e,t){let n=this._bindings;for(let i=this._targetGroup.nCachedObjects_,r=n.length;i!==r;++i)n[i].setValue(e,t)}bind(){let e=this._bindings;for(let t=this._targetGroup.nCachedObjects_,n=e.length;t!==n;++t)e[t].bind()}unbind(){let e=this._bindings;for(let t=this._targetGroup.nCachedObjects_,n=e.length;t!==n;++t)e[t].unbind()}},ke=class s{constructor(e,t,n){this.path=t,this.parsedPath=n||s.parseTrackName(t),this.node=s.findNode(e,this.parsedPath.nodeName)||e,this.rootNode=e,this.getValue=this._getValue_unbound,this.setValue=this._setValue_unbound}static create(e,t,n){return e&&e.isAnimationObjectGroup?new s.Composite(e,t,n):new s(e,t,n)}static sanitizeNodeName(e){return e.replace(/\s/g,"_").replace(X0,"")}static parseTrackName(e){let t=Q0.exec(e);if(!t)throw new Error("PropertyBinding: Cannot parse trackName: "+e);let n={nodeName:t[2],objectName:t[3],objectIndex:t[4],propertyName:t[5],propertyIndex:t[6]},i=n.nodeName&&n.nodeName.lastIndexOf(".");if(i!==void 0&&i!==-1){let r=n.nodeName.substring(i+1);K0.indexOf(r)!==-1&&(n.nodeName=n.nodeName.substring(0,i),n.objectName=r)}if(n.propertyName===null||n.propertyName.length===0)throw new Error("PropertyBinding: can not parse propertyName from trackName: "+e);return n}static findNode(e,t){if(!t||t===""||t==="."||t===-1||t===e.name||t===e.uuid)return e;if(e.skeleton){let n=e.skeleton.getBoneByName(t);if(n!==void 0)return n}if(e.children){let n=function(r){for(let o=0;o=r){let u=r++,d=e[u];t[d.uuid]=h,e[h]=d,t[l]=u,e[u]=c;for(let f=0,m=i;f!==m;++f){let x=n[f],y=x[u],g=x[h];x[h]=y,x[u]=g}}}this.nCachedObjects_=r}uncache(){let e=this._objects,t=this._indicesByUUID,n=this._bindings,i=n.length,r=this.nCachedObjects_,o=e.length;for(let a=0,c=arguments.length;a!==c;++a){let l=arguments[a],h=l.uuid,u=t[h];if(u!==void 0)if(delete t[h],u0&&(t[f.uuid]=u),e[u]=f,e.pop();for(let m=0,x=i;m!==x;++m){let y=n[m];y[u]=y[d],y.pop()}}}this.nCachedObjects_=r}subscribe_(e,t){let n=this._bindingsIndicesByPath,i=n[e],r=this._bindings;if(i!==void 0)return r[i];let o=this._paths,a=this._parsedPaths,c=this._objects,l=c.length,h=this.nCachedObjects_,u=new Array(l);i=r.length,n[e]=i,o.push(e),a.push(t),r.push(u);for(let d=h,f=c.length;d!==f;++d){let m=c[d];u[d]=new ke(m,e,t)}return u}unsubscribe_(e){let t=this._bindingsIndicesByPath,n=t[e];if(n!==void 0){let i=this._paths,r=this._parsedPaths,o=this._bindings,a=o.length-1,c=o[a],l=e[a];t[l]=n,o[n]=c,o.pop(),r[n]=r[a],r.pop(),i[n]=i[a],i.pop()}}};nl.prototype.isAnimationObjectGroup=!0;var il=class{constructor(e,t,n=null,i=t.blendMode){this._mixer=e,this._clip=t,this._localRoot=n,this.blendMode=i;let r=t.tracks,o=r.length,a=new Array(o),c={endingStart:ai,endingEnd:ai};for(let l=0;l!==o;++l){let h=r[l].createInterpolant(null);a[l]=h,h.settings=c}this._interpolantSettings=c,this._interpolants=a,this._propertyBindings=new Array(o),this._cacheIndex=null,this._byClipCacheIndex=null,this._timeScaleInterpolant=null,this._weightInterpolant=null,this.loop=Rd,this._loopCount=-1,this._startTime=null,this.time=0,this.timeScale=1,this._effectiveTimeScale=1,this.weight=1,this._effectiveWeight=1,this.repetitions=1/0,this.paused=!1,this.enabled=!0,this.clampWhenFinished=!1,this.zeroSlopeAtStart=!0,this.zeroSlopeAtEnd=!0}play(){return this._mixer._activateAction(this),this}stop(){return this._mixer._deactivateAction(this),this.reset()}reset(){return this.paused=!1,this.enabled=!0,this.time=0,this._loopCount=-1,this._startTime=null,this.stopFading().stopWarping()}isRunning(){return this.enabled&&!this.paused&&this.timeScale!==0&&this._startTime===null&&this._mixer._isActiveAction(this)}isScheduled(){return this._mixer._isActiveAction(this)}startAt(e){return this._startTime=e,this}setLoop(e,t){return this.loop=e,this.repetitions=t,this}setEffectiveWeight(e){return this.weight=e,this._effectiveWeight=this.enabled?e:0,this.stopFading()}getEffectiveWeight(){return this._effectiveWeight}fadeIn(e){return this._scheduleFading(e,0,1)}fadeOut(e){return this._scheduleFading(e,1,0)}crossFadeFrom(e,t,n){if(e.fadeOut(t),this.fadeIn(t),n){let i=this._clip.duration,r=e._clip.duration,o=r/i,a=i/r;e.warp(1,o,t),this.warp(a,1,t)}return this}crossFadeTo(e,t,n){return e.crossFadeFrom(this,t,n)}stopFading(){let e=this._weightInterpolant;return e!==null&&(this._weightInterpolant=null,this._mixer._takeBackControlInterpolant(e)),this}setEffectiveTimeScale(e){return this.timeScale=e,this._effectiveTimeScale=this.paused?0:e,this.stopWarping()}getEffectiveTimeScale(){return this._effectiveTimeScale}setDuration(e){return this.timeScale=this._clip.duration/e,this.stopWarping()}syncWith(e){return this.time=e.time,this.timeScale=e.timeScale,this.stopWarping()}halt(e){return this.warp(this._effectiveTimeScale,0,e)}warp(e,t,n){let i=this._mixer,r=i.time,o=this.timeScale,a=this._timeScaleInterpolant;a===null&&(a=i._lendControlInterpolant(),this._timeScaleInterpolant=a);let c=a.parameterPositions,l=a.sampleValues;return c[0]=r,c[1]=r+n,l[0]=e/o,l[1]=t/o,this}stopWarping(){let e=this._timeScaleInterpolant;return e!==null&&(this._timeScaleInterpolant=null,this._mixer._takeBackControlInterpolant(e)),this}getMixer(){return this._mixer}getClip(){return this._clip}getRoot(){return this._localRoot||this._mixer._root}_update(e,t,n,i){if(!this.enabled){this._updateWeight(e);return}let r=this._startTime;if(r!==null){let c=(e-r)*n;if(c<0||n===0)return;this._startTime=null,t=n*c}t*=this._updateTimeScale(e);let o=this._updateTime(t),a=this._updateWeight(e);if(a>0){let c=this._interpolants,l=this._propertyBindings;switch(this.blendMode){case rh:for(let h=0,u=c.length;h!==u;++h)c[h].evaluate(o),l[h].accumulateAdditive(a);break;case ml:default:for(let h=0,u=c.length;h!==u;++h)c[h].evaluate(o),l[h].accumulate(i,a)}}}_updateWeight(e){let t=0;if(this.enabled){t=this.weight;let n=this._weightInterpolant;if(n!==null){let i=n.evaluate(e)[0];t*=i,e>n.parameterPositions[1]&&(this.stopFading(),i===0&&(this.enabled=!1))}}return this._effectiveWeight=t,t}_updateTimeScale(e){let t=0;if(!this.paused){t=this.timeScale;let n=this._timeScaleInterpolant;if(n!==null){let i=n.evaluate(e)[0];t*=i,e>n.parameterPositions[1]&&(this.stopWarping(),t===0?this.paused=!0:this.timeScale=t)}}return this._effectiveTimeScale=t,t}_updateTime(e){let t=this._clip.duration,n=this.loop,i=this.time+e,r=this._loopCount,o=n===Pd;if(e===0)return r===-1?i:o&&(r&1)===1?t-i:i;if(n===Ld){r===-1&&(this._loopCount=0,this._setEndings(!0,!0,!1));e:{if(i>=t)i=t;else if(i<0)i=0;else{this.time=i;break e}this.clampWhenFinished?this.paused=!0:this.enabled=!1,this.time=i,this._mixer.dispatchEvent({type:"finished",action:this,direction:e<0?-1:1})}}else{if(r===-1&&(e>=0?(r=0,this._setEndings(!0,this.repetitions===0,o)):this._setEndings(this.repetitions===0,!0,o)),i>=t||i<0){let a=Math.floor(i/t);i-=t*a,r+=Math.abs(a);let c=this.repetitions-r;if(c<=0)this.clampWhenFinished?this.paused=!0:this.enabled=!1,i=e>0?t:0,this.time=i,this._mixer.dispatchEvent({type:"finished",action:this,direction:e>0?1:-1});else{if(c===1){let l=e<0;this._setEndings(l,!l,o)}else this._setEndings(!1,!1,o);this._loopCount=r,this.time=i,this._mixer.dispatchEvent({type:"loop",action:this,loopDelta:a})}}else this.time=i;if(o&&(r&1)===1)return t-i}return i}_setEndings(e,t,n){let i=this._interpolantSettings;n?(i.endingStart=li,i.endingEnd=li):(e?i.endingStart=this.zeroSlopeAtStart?li:ai:i.endingStart=vs,t?i.endingEnd=this.zeroSlopeAtEnd?li:ai:i.endingEnd=vs)}_scheduleFading(e,t,n){let i=this._mixer,r=i.time,o=this._weightInterpolant;o===null&&(o=i._lendControlInterpolant(),this._weightInterpolant=o);let a=o.parameterPositions,c=o.sampleValues;return a[0]=r,c[0]=t,a[1]=r+e,c[1]=n,this}},rl=class extends Ut{constructor(e){super(),this._root=e,this._initMemoryManager(),this._accuIndex=0,this.time=0,this.timeScale=1}_bindAction(e,t){let n=e._localRoot||this._root,i=e._clip.tracks,r=i.length,o=e._propertyBindings,a=e._interpolants,c=n.uuid,l=this._bindingsByRootAndName,h=l[c];h===void 0&&(h={},l[c]=h);for(let u=0;u!==r;++u){let d=i[u],f=d.name,m=h[f];if(m!==void 0)o[u]=m;else{if(m=o[u],m!==void 0){m._cacheIndex===null&&(++m.referenceCount,this._addInactiveBinding(m,c,f));continue}let x=t&&t._propertyBindings[u].binding.parsedPath;m=new el(ke.create(n,f,x),d.ValueTypeName,d.getValueSize()),++m.referenceCount,this._addInactiveBinding(m,c,f),o[u]=m}a[u].resultBuffer=m.buffer}}_activateAction(e){if(!this._isActiveAction(e)){if(e._cacheIndex===null){let n=(e._localRoot||this._root).uuid,i=e._clip.uuid,r=this._actionsByClip[i];this._bindAction(e,r&&r.knownActions[0]),this._addInactiveAction(e,i,n)}let t=e._propertyBindings;for(let n=0,i=t.length;n!==i;++n){let r=t[n];r.useCount++===0&&(this._lendBinding(r),r.saveOriginalState())}this._lendAction(e)}}_deactivateAction(e){if(this._isActiveAction(e)){let t=e._propertyBindings;for(let n=0,i=t.length;n!==i;++n){let r=t[n];--r.useCount===0&&(r.restoreOriginalState(),this._takeBackBinding(r))}this._takeBackAction(e)}}_initMemoryManager(){this._actions=[],this._nActiveActions=0,this._actionsByClip={},this._bindings=[],this._nActiveBindings=0,this._bindingsByRootAndName={},this._controlInterpolants=[],this._nActiveControlInterpolants=0;let e=this;this.stats={actions:{get total(){return e._actions.length},get inUse(){return e._nActiveActions}},bindings:{get total(){return e._bindings.length},get inUse(){return e._nActiveBindings}},controlInterpolants:{get total(){return e._controlInterpolants.length},get inUse(){return e._nActiveControlInterpolants}}}}_isActiveAction(e){let t=e._cacheIndex;return t!==null&&t=0;--n)e[n].stop();return this}update(e){e*=this.timeScale;let t=this._actions,n=this._nActiveActions,i=this.time+=e,r=Math.sign(e),o=this._accuIndex^=1;for(let l=0;l!==n;++l)t[l]._update(i,e,r,o);let a=this._bindings,c=this._nActiveBindings;for(let l=0;l!==c;++l)a[l].apply(o);return this}setTime(e){this.time=0;for(let t=0;tthis.max.x||e.ythis.max.y)}containsBox(e){return this.min.x<=e.min.x&&e.max.x<=this.max.x&&this.min.y<=e.min.y&&e.max.y<=this.max.y}getParameter(e,t){return t===void 0&&(console.warn("THREE.Box2: .getParameter() target is now required"),t=new k),t.set((e.x-this.min.x)/(this.max.x-this.min.x),(e.y-this.min.y)/(this.max.y-this.min.y))}intersectsBox(e){return!(e.max.xthis.max.x||e.max.ythis.max.y)}clampPoint(e,t){return t===void 0&&(console.warn("THREE.Box2: .clampPoint() target is now required"),t=new k),t.copy(e).clamp(this.min,this.max)}distanceToPoint(e){return jc.copy(e).clamp(this.min,this.max).sub(e).length()}intersect(e){return this.min.max(e.min),this.max.min(e.max),this}union(e){return this.min.min(e.min),this.max.max(e.max),this}translate(e){return this.min.add(e),this.max.add(e),this}equals(e){return e.min.equals(this.min)&&e.max.equals(this.max)}};On.prototype.isBox2=!0;var $c=new b,as=new b,cl=class{constructor(e=new b,t=new b){this.start=e,this.end=t}set(e,t){return this.start.copy(e),this.end.copy(t),this}copy(e){return this.start.copy(e.start),this.end.copy(e.end),this}getCenter(e){return e===void 0&&(console.warn("THREE.Line3: .getCenter() target is now required"),e=new b),e.addVectors(this.start,this.end).multiplyScalar(.5)}delta(e){return e===void 0&&(console.warn("THREE.Line3: .delta() target is now required"),e=new b),e.subVectors(this.end,this.start)}distanceSq(){return this.start.distanceToSquared(this.end)}distance(){return this.start.distanceTo(this.end)}at(e,t){return t===void 0&&(console.warn("THREE.Line3: .at() target is now required"),t=new b),this.delta(t).multiplyScalar(e).add(this.start)}closestPointToPointParameter(e,t){$c.subVectors(e,this.start),as.subVectors(this.end,this.start);let n=as.dot(as),r=as.dot($c)/n;return t&&(r=ut(r,0,1)),r}closestPointToPoint(e,t,n){let i=this.closestPointToPointParameter(e,t);return n===void 0&&(console.warn("THREE.Line3: .closestPointToPoint() target is now required"),n=new b),this.delta(n).multiplyScalar(i).add(this.start)}applyMatrix4(e){return this.start.applyMatrix4(e),this.end.applyMatrix4(e),this}equals(e){return e.start.equals(this.start)&&e.end.equals(this.end)}clone(){return new this.constructor().copy(this)}},hl=class extends Be{constructor(e){super(),this.material=e,this.render=function(){},this.hasPositions=!1,this.hasNormals=!1,this.hasColors=!1,this.hasUvs=!1,this.positionArray=null,this.normalArray=null,this.colorArray=null,this.uvArray=null,this.count=0}};hl.prototype.isImmediateRenderObject=!0;var cn=new b,ls=new ue,pa=new ue,ul=class extends xi{constructor(e){let t=Eh(e),n=new Ee,i=[],r=[],o=new ce(0,0,1),a=new ce(0,1,0);for(let l=0;lQi-us?o=Th[i-Qi+us-1]:i==0&&(o=0),t.push(o);let a=1/(r-1),c=-a/2,l=1+a/2,h=[c,c,l,c,l,l,c,c,l,l,c,l],u=6,d=6,f=3,m=2,x=1,y=new Float32Array(f*d*u),g=new Float32Array(m*d*u),p=new Float32Array(x*d*u);for(let w=0;w2?0:-1,A=[M,v,0,M+2/3,v,0,M+2/3,v+1,0,M,v,0,M+2/3,v+1,0,M,v+1,0];y.set(A,f*d*w),g.set(h,m*d*w);let L=[w,w,w,w,w,w];p.set(L,x*d*w)}let _=new Ee;_.setAttribute("position",new Oe(y,f)),_.setAttribute("uv",new Oe(g,m)),_.setAttribute("faceIndex",new Oe(p,x)),s.push(_),n>us&&n--}return{_lodPlanes:s,_sizeLods:e,_sigmas:t}}wt.create=function(s,e){return console.log("THREE.Curve.create() has been deprecated"),s.prototype=Object.create(wt.prototype),s.prototype.constructor=s,s.prototype.getPoint=e,s};Si.prototype.fromPoints=function(s){return console.warn("THREE.Path: .fromPoints() has been renamed to .setFromPoints()."),this.setFromPoints(s)};dl.prototype.setColors=function(){console.error("THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.")};ul.prototype.update=function(){console.error("THREE.SkeletonHelper: update() no longer needs to be called.")};_t.prototype.extractUrlBase=function(s){return console.warn("THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead."),xo.extractUrlBase(s)};_t.Handlers={add:function(){console.error("THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.")},get:function(){console.error("THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.")}};On.prototype.center=function(s){return console.warn("THREE.Box2: .center() has been renamed to .getCenter()."),this.getCenter(s)};On.prototype.empty=function(){return console.warn("THREE.Box2: .empty() has been renamed to .isEmpty()."),this.isEmpty()};On.prototype.isIntersectionBox=function(s){return console.warn("THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox()."),this.intersectsBox(s)};On.prototype.size=function(s){return console.warn("THREE.Box2: .size() has been renamed to .getSize()."),this.getSize(s)};vt.prototype.center=function(s){return console.warn("THREE.Box3: .center() has been renamed to .getCenter()."),this.getCenter(s)};vt.prototype.empty=function(){return console.warn("THREE.Box3: .empty() has been renamed to .isEmpty()."),this.isEmpty()};vt.prototype.isIntersectionBox=function(s){return console.warn("THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox()."),this.intersectsBox(s)};vt.prototype.isIntersectionSphere=function(s){return console.warn("THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere()."),this.intersectsSphere(s)};vt.prototype.size=function(s){return console.warn("THREE.Box3: .size() has been renamed to .getSize()."),this.getSize(s)};Qt.prototype.empty=function(){return console.warn("THREE.Sphere: .empty() has been renamed to .isEmpty()."),this.isEmpty()};fi.prototype.setFromMatrix=function(s){return console.warn("THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix()."),this.setFromProjectionMatrix(s)};cl.prototype.center=function(s){return console.warn("THREE.Line3: .center() has been renamed to .getCenter()."),this.getCenter(s)};$e.prototype.flattenToArrayOffset=function(s,e){return console.warn("THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead."),this.toArray(s,e)};$e.prototype.multiplyVector3=function(s){return console.warn("THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead."),s.applyMatrix3(this)};$e.prototype.multiplyVector3Array=function(){console.error("THREE.Matrix3: .multiplyVector3Array() has been removed.")};$e.prototype.applyToBufferAttribute=function(s){return console.warn("THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead."),s.applyMatrix3(this)};$e.prototype.applyToVector3Array=function(){console.error("THREE.Matrix3: .applyToVector3Array() has been removed.")};$e.prototype.getInverse=function(s){return console.warn("THREE.Matrix3: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead."),this.copy(s).invert()};ue.prototype.extractPosition=function(s){return console.warn("THREE.Matrix4: .extractPosition() has been renamed to .copyPosition()."),this.copyPosition(s)};ue.prototype.flattenToArrayOffset=function(s,e){return console.warn("THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead."),this.toArray(s,e)};ue.prototype.getPosition=function(){return console.warn("THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead."),new b().setFromMatrixColumn(this,3)};ue.prototype.setRotationFromQuaternion=function(s){return console.warn("THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion()."),this.makeRotationFromQuaternion(s)};ue.prototype.multiplyToArray=function(){console.warn("THREE.Matrix4: .multiplyToArray() has been removed.")};ue.prototype.multiplyVector3=function(s){return console.warn("THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead."),s.applyMatrix4(this)};ue.prototype.multiplyVector4=function(s){return console.warn("THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead."),s.applyMatrix4(this)};ue.prototype.multiplyVector3Array=function(){console.error("THREE.Matrix4: .multiplyVector3Array() has been removed.")};ue.prototype.rotateAxis=function(s){console.warn("THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead."),s.transformDirection(this)};ue.prototype.crossVector=function(s){return console.warn("THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead."),s.applyMatrix4(this)};ue.prototype.translate=function(){console.error("THREE.Matrix4: .translate() has been removed.")};ue.prototype.rotateX=function(){console.error("THREE.Matrix4: .rotateX() has been removed.")};ue.prototype.rotateY=function(){console.error("THREE.Matrix4: .rotateY() has been removed.")};ue.prototype.rotateZ=function(){console.error("THREE.Matrix4: .rotateZ() has been removed.")};ue.prototype.rotateByAxis=function(){console.error("THREE.Matrix4: .rotateByAxis() has been removed.")};ue.prototype.applyToBufferAttribute=function(s){return console.warn("THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead."),s.applyMatrix4(this)};ue.prototype.applyToVector3Array=function(){console.error("THREE.Matrix4: .applyToVector3Array() has been removed.")};ue.prototype.makeFrustum=function(s,e,t,n,i,r){return console.warn("THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead."),this.makePerspective(s,e,n,t,i,r)};ue.prototype.getInverse=function(s){return console.warn("THREE.Matrix4: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead."),this.copy(s).invert()};Lt.prototype.isIntersectionLine=function(s){return console.warn("THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine()."),this.intersectsLine(s)};Qe.prototype.multiplyVector3=function(s){return console.warn("THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead."),s.applyQuaternion(this)};Qe.prototype.inverse=function(){return console.warn("THREE.Quaternion: .inverse() has been renamed to invert()."),this.invert()};Kt.prototype.isIntersectionBox=function(s){return console.warn("THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox()."),this.intersectsBox(s)};Kt.prototype.isIntersectionPlane=function(s){return console.warn("THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane()."),this.intersectsPlane(s)};Kt.prototype.isIntersectionSphere=function(s){return console.warn("THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere()."),this.intersectsSphere(s)};ft.prototype.area=function(){return console.warn("THREE.Triangle: .area() has been renamed to .getArea()."),this.getArea()};ft.prototype.barycoordFromPoint=function(s,e){return console.warn("THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord()."),this.getBarycoord(s,e)};ft.prototype.midpoint=function(s){return console.warn("THREE.Triangle: .midpoint() has been renamed to .getMidpoint()."),this.getMidpoint(s)};ft.prototypenormal=function(s){return console.warn("THREE.Triangle: .normal() has been renamed to .getNormal()."),this.getNormal(s)};ft.prototype.plane=function(s){return console.warn("THREE.Triangle: .plane() has been renamed to .getPlane()."),this.getPlane(s)};ft.barycoordFromPoint=function(s,e,t,n,i){return console.warn("THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord()."),ft.getBarycoord(s,e,t,n,i)};ft.normal=function(s,e,t,n){return console.warn("THREE.Triangle: .normal() has been renamed to .getNormal()."),ft.getNormal(s,e,t,n)};$t.prototype.extractAllPoints=function(s){return console.warn("THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead."),this.extractPoints(s)};$t.prototype.extrude=function(s){return console.warn("THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead."),new en(this,s)};$t.prototype.makeGeometry=function(s){return console.warn("THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead."),new fr(this,s)};k.prototype.fromAttribute=function(s,e,t){return console.warn("THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute()."),this.fromBufferAttribute(s,e,t)};k.prototype.distanceToManhattan=function(s){return console.warn("THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo()."),this.manhattanDistanceTo(s)};k.prototype.lengthManhattan=function(){return console.warn("THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength()."),this.manhattanLength()};b.prototype.setEulerFromRotationMatrix=function(){console.error("THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.")};b.prototype.setEulerFromQuaternion=function(){console.error("THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.")};b.prototype.getPositionFromMatrix=function(s){return console.warn("THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition()."),this.setFromMatrixPosition(s)};b.prototype.getScaleFromMatrix=function(s){return console.warn("THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale()."),this.setFromMatrixScale(s)};b.prototype.getColumnFromMatrix=function(s,e){return console.warn("THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn()."),this.setFromMatrixColumn(e,s)};b.prototype.applyProjection=function(s){return console.warn("THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead."),this.applyMatrix4(s)};b.prototype.fromAttribute=function(s,e,t){return console.warn("THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute()."),this.fromBufferAttribute(s,e,t)};b.prototype.distanceToManhattan=function(s){return console.warn("THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo()."),this.manhattanDistanceTo(s)};b.prototype.lengthManhattan=function(){return console.warn("THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength()."),this.manhattanLength()};ze.prototype.fromAttribute=function(s,e,t){return console.warn("THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute()."),this.fromBufferAttribute(s,e,t)};ze.prototype.lengthManhattan=function(){return console.warn("THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength()."),this.manhattanLength()};Be.prototype.getChildByName=function(s){return console.warn("THREE.Object3D: .getChildByName() has been renamed to .getObjectByName()."),this.getObjectByName(s)};Be.prototype.renderDepth=function(){console.warn("THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.")};Be.prototype.translate=function(s,e){return console.warn("THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead."),this.translateOnAxis(e,s)};Be.prototype.getWorldRotation=function(){console.error("THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.")};Be.prototype.applyMatrix=function(s){return console.warn("THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4()."),this.applyMatrix4(s)};Object.defineProperties(Be.prototype,{eulerOrder:{get:function(){return console.warn("THREE.Object3D: .eulerOrder is now .rotation.order."),this.rotation.order},set:function(s){console.warn("THREE.Object3D: .eulerOrder is now .rotation.order."),this.rotation.order=s}},useQuaternion:{get:function(){console.warn("THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.")},set:function(){console.warn("THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.")}}});Ke.prototype.setDrawMode=function(){console.error("THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.")};Object.defineProperties(Ke.prototype,{drawMode:{get:function(){return console.error("THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode."),Cd},set:function(){console.error("THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.")}}});or.prototype.initBones=function(){console.error("THREE.SkinnedMesh: initBones() has been removed.")};dt.prototype.setLens=function(s,e){console.warn("THREE.PerspectiveCamera.setLens is deprecated. Use .setFocalLength and .filmGauge for a photographic setup."),e!==void 0&&(this.filmGauge=e),this.setFocalLength(s)};Object.defineProperties(Ct.prototype,{onlyShadow:{set:function(){console.warn("THREE.Light: .onlyShadow has been removed.")}},shadowCameraFov:{set:function(s){console.warn("THREE.Light: .shadowCameraFov is now .shadow.camera.fov."),this.shadow.camera.fov=s}},shadowCameraLeft:{set:function(s){console.warn("THREE.Light: .shadowCameraLeft is now .shadow.camera.left."),this.shadow.camera.left=s}},shadowCameraRight:{set:function(s){console.warn("THREE.Light: .shadowCameraRight is now .shadow.camera.right."),this.shadow.camera.right=s}},shadowCameraTop:{set:function(s){console.warn("THREE.Light: .shadowCameraTop is now .shadow.camera.top."),this.shadow.camera.top=s}},shadowCameraBottom:{set:function(s){console.warn("THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom."),this.shadow.camera.bottom=s}},shadowCameraNear:{set:function(s){console.warn("THREE.Light: .shadowCameraNear is now .shadow.camera.near."),this.shadow.camera.near=s}},shadowCameraFar:{set:function(s){console.warn("THREE.Light: .shadowCameraFar is now .shadow.camera.far."),this.shadow.camera.far=s}},shadowCameraVisible:{set:function(){console.warn("THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.")}},shadowBias:{set:function(s){console.warn("THREE.Light: .shadowBias is now .shadow.bias."),this.shadow.bias=s}},shadowDarkness:{set:function(){console.warn("THREE.Light: .shadowDarkness has been removed.")}},shadowMapWidth:{set:function(s){console.warn("THREE.Light: .shadowMapWidth is now .shadow.mapSize.width."),this.shadow.mapSize.width=s}},shadowMapHeight:{set:function(s){console.warn("THREE.Light: .shadowMapHeight is now .shadow.mapSize.height."),this.shadow.mapSize.height=s}}});Object.defineProperties(Oe.prototype,{length:{get:function(){return console.warn("THREE.BufferAttribute: .length has been deprecated. Use .count instead."),this.array.length}},dynamic:{get:function(){return console.warn("THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead."),this.usage===_s},set:function(){console.warn("THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead."),this.setUsage(_s)}}});Oe.prototype.setDynamic=function(s){return console.warn("THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead."),this.setUsage(s===!0?_s:er),this};Oe.prototype.copyIndicesArray=function(){console.error("THREE.BufferAttribute: .copyIndicesArray() has been removed.")},Oe.prototype.setArray=function(){console.error("THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers")};Ee.prototype.addIndex=function(s){console.warn("THREE.BufferGeometry: .addIndex() has been renamed to .setIndex()."),this.setIndex(s)};Ee.prototype.addAttribute=function(s,e){return console.warn("THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute()."),!(e&&e.isBufferAttribute)&&!(e&&e.isInterleavedBufferAttribute)?(console.warn("THREE.BufferGeometry: .addAttribute() now expects ( name, attribute )."),this.setAttribute(s,new Oe(arguments[1],arguments[2]))):s==="index"?(console.warn("THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute."),this.setIndex(e),this):this.setAttribute(s,e)};Ee.prototype.addDrawCall=function(s,e,t){t!==void 0&&console.warn("THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset."),console.warn("THREE.BufferGeometry: .addDrawCall() is now .addGroup()."),this.addGroup(s,e)};Ee.prototype.clearDrawCalls=function(){console.warn("THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups()."),this.clearGroups()};Ee.prototype.computeOffsets=function(){console.warn("THREE.BufferGeometry: .computeOffsets() has been removed.")};Ee.prototype.removeAttribute=function(s){return console.warn("THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute()."),this.deleteAttribute(s)};Ee.prototype.applyMatrix=function(s){return console.warn("THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4()."),this.applyMatrix4(s)};Object.defineProperties(Ee.prototype,{drawcalls:{get:function(){return console.error("THREE.BufferGeometry: .drawcalls has been renamed to .groups."),this.groups}},offsets:{get:function(){return console.warn("THREE.BufferGeometry: .offsets has been renamed to .groups."),this.groups}}});pn.prototype.setDynamic=function(s){return console.warn("THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead."),this.setUsage(s===!0?_s:er),this};pn.prototype.setArray=function(){console.error("THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers")};en.prototype.getArrays=function(){console.error("THREE.ExtrudeGeometry: .getArrays() has been removed.")};en.prototype.addShapeList=function(){console.error("THREE.ExtrudeGeometry: .addShapeList() has been removed.")};en.prototype.addShape=function(){console.error("THREE.ExtrudeGeometry: .addShape() has been removed.")};Rn.prototype.dispose=function(){console.error("THREE.Scene: .dispose() has been removed.")};sl.prototype.onUpdate=function(){return console.warn("THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead."),this};Object.defineProperties(tt.prototype,{wrapAround:{get:function(){console.warn("THREE.Material: .wrapAround has been removed.")},set:function(){console.warn("THREE.Material: .wrapAround has been removed.")}},overdraw:{get:function(){console.warn("THREE.Material: .overdraw has been removed.")},set:function(){console.warn("THREE.Material: .overdraw has been removed.")}},wrapRGB:{get:function(){return console.warn("THREE.Material: .wrapRGB has been removed."),new ce}},shading:{get:function(){console.error("THREE."+this.type+": .shading has been removed. Use the boolean .flatShading instead.")},set:function(s){console.warn("THREE."+this.type+": .shading has been removed. Use the boolean .flatShading instead."),this.flatShading=s===eh}},stencilMask:{get:function(){return console.warn("THREE."+this.type+": .stencilMask has been removed. Use .stencilFuncMask instead."),this.stencilFuncMask},set:function(s){console.warn("THREE."+this.type+": .stencilMask has been removed. Use .stencilFuncMask instead."),this.stencilFuncMask=s}}});Object.defineProperties(Et.prototype,{derivatives:{get:function(){return console.warn("THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives."),this.extensions.derivatives},set:function(s){console.warn("THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives."),this.extensions.derivatives=s}}});Ue.prototype.clearTarget=function(s,e,t,n){console.warn("THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead."),this.setRenderTarget(s),this.clear(e,t,n)};Ue.prototype.animate=function(s){console.warn("THREE.WebGLRenderer: .animate() is now .setAnimationLoop()."),this.setAnimationLoop(s)};Ue.prototype.getCurrentRenderTarget=function(){return console.warn("THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget()."),this.getRenderTarget()};Ue.prototype.getMaxAnisotropy=function(){return console.warn("THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy()."),this.capabilities.getMaxAnisotropy()};Ue.prototype.getPrecision=function(){return console.warn("THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision."),this.capabilities.precision};Ue.prototype.resetGLState=function(){return console.warn("THREE.WebGLRenderer: .resetGLState() is now .state.reset()."),this.state.reset()};Ue.prototype.supportsFloatTextures=function(){return console.warn("THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( 'OES_texture_float' )."),this.extensions.get("OES_texture_float")};Ue.prototype.supportsHalfFloatTextures=function(){return console.warn("THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( 'OES_texture_half_float' )."),this.extensions.get("OES_texture_half_float")};Ue.prototype.supportsStandardDerivatives=function(){return console.warn("THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( 'OES_standard_derivatives' )."),this.extensions.get("OES_standard_derivatives")};Ue.prototype.supportsCompressedTextureS3TC=function(){return console.warn("THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( 'WEBGL_compressed_texture_s3tc' )."),this.extensions.get("WEBGL_compressed_texture_s3tc")};Ue.prototype.supportsCompressedTexturePVRTC=function(){return console.warn("THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( 'WEBGL_compressed_texture_pvrtc' )."),this.extensions.get("WEBGL_compressed_texture_pvrtc")};Ue.prototype.supportsBlendMinMax=function(){return console.warn("THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( 'EXT_blend_minmax' )."),this.extensions.get("EXT_blend_minmax")};Ue.prototype.supportsVertexTextures=function(){return console.warn("THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures."),this.capabilities.vertexTextures};Ue.prototype.supportsInstancedArrays=function(){return console.warn("THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( 'ANGLE_instanced_arrays' )."),this.extensions.get("ANGLE_instanced_arrays")};Ue.prototype.enableScissorTest=function(s){console.warn("THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest()."),this.setScissorTest(s)};Ue.prototype.initMaterial=function(){console.warn("THREE.WebGLRenderer: .initMaterial() has been removed.")};Ue.prototype.addPrePlugin=function(){console.warn("THREE.WebGLRenderer: .addPrePlugin() has been removed.")};Ue.prototype.addPostPlugin=function(){console.warn("THREE.WebGLRenderer: .addPostPlugin() has been removed.")};Ue.prototype.updateShadowMap=function(){console.warn("THREE.WebGLRenderer: .updateShadowMap() has been removed.")};Ue.prototype.setFaceCulling=function(){console.warn("THREE.WebGLRenderer: .setFaceCulling() has been removed.")};Ue.prototype.allocTextureUnit=function(){console.warn("THREE.WebGLRenderer: .allocTextureUnit() has been removed.")};Ue.prototype.setTexture=function(){console.warn("THREE.WebGLRenderer: .setTexture() has been removed.")};Ue.prototype.setTexture2D=function(){console.warn("THREE.WebGLRenderer: .setTexture2D() has been removed.")};Ue.prototype.setTextureCube=function(){console.warn("THREE.WebGLRenderer: .setTextureCube() has been removed.")};Ue.prototype.getActiveMipMapLevel=function(){return console.warn("THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel()."),this.getActiveMipmapLevel()};Object.defineProperties(Ue.prototype,{shadowMapEnabled:{get:function(){return this.shadowMap.enabled},set:function(s){console.warn("THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled."),this.shadowMap.enabled=s}},shadowMapType:{get:function(){return this.shadowMap.type},set:function(s){console.warn("THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type."),this.shadowMap.type=s}},shadowMapCullFace:{get:function(){console.warn("THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.")},set:function(){console.warn("THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.")}},context:{get:function(){return console.warn("THREE.WebGLRenderer: .context has been removed. Use .getContext() instead."),this.getContext()}},vr:{get:function(){return console.warn("THREE.WebGLRenderer: .vr has been renamed to .xr"),this.xr}},gammaInput:{get:function(){return console.warn("THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead."),!1},set:function(){console.warn("THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.")}},gammaOutput:{get:function(){return console.warn("THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead."),!1},set:function(s){console.warn("THREE.WebGLRenderer: .gammaOutput has been removed. 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Set Material.shadowSide instead.")}},renderSingleSided:{get:function(){console.warn("THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.")},set:function(){console.warn("THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. 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a.theta},this.listenToKeyEvents=function(I){I.addEventListener("keydown",me),this._domElementKeyEvents=I},this.saveState=function(){n.target0.copy(n.target),n.position0.copy(n.object.position),n.zoom0=n.object.zoom},this.reset=function(){n.target.copy(n.target0),n.object.position.copy(n.position0),n.object.zoom=n.zoom0,n.object.updateProjectionMatrix(),n.dispatchEvent(Vh),n.update(),r=i.NONE},this.update=function(){let I=new b,le=new Qe().setFromUnitVectors(e.up,new b(0,1,0)),We=le.clone().invert(),Ae=new b,Je=new Qe,nt=2*Math.PI;return function(){this.onUpdate.forEach(Er=>Er());let Pi=n.object.position;I.copy(Pi).sub(n.target),I.applyQuaternion(le),a.setFromVector3(I),n.autoRotate&&r===i.NONE&&D(A()),n.enableDamping?(a.theta+=c.theta*n.dampingFactor,a.phi+=c.phi*n.dampingFactor):(a.theta+=c.theta,a.phi+=c.phi);let Tt=n.minAzimuthAngle,st=n.maxAzimuthAngle;return isFinite(Tt)&&isFinite(st)&&(Tt<-Math.PI?Tt+=nt:Tt>Math.PI&&(Tt-=nt),st<-Math.PI?st+=nt:st>Math.PI&&(st-=nt),Tt<=st?a.theta=Math.max(Tt,Math.min(st,a.theta)):a.theta=a.theta>(Tt+st)/2?Math.max(Tt,a.theta):Math.min(st,a.theta)),a.phi=Math.max(n.minPolarAngle,Math.min(n.maxPolarAngle,a.phi)),a.makeSafe(),a.radius*=l,a.radius=Math.max(n.minDistance,Math.min(n.maxDistance,a.radius)),n.enableDamping===!0?n.target.addScaledVector(h,n.dampingFactor):n.target.add(h),I.setFromSpherical(a),I.applyQuaternion(We),Pi.copy(n.target).add(I),n.object.lookAt(n.target),n.enableDamping===!0?(c.theta*=1-n.dampingFactor,c.phi*=1-n.dampingFactor,h.multiplyScalar(1-n.dampingFactor)):(c.set(0,0,0),h.set(0,0,0)),l=1,u||Ae.distanceToSquared(n.object.position)>o||8*(1-Je.dot(n.object.quaternion))>o?(n.dispatchEvent(Vh),Ae.copy(n.object.position),Je.copy(n.object.quaternion),u=!1,!0):!1}}(),this.dispose=function(){n.domElement.removeEventListener("contextmenu",$),n.domElement.removeEventListener("pointerdown",se),n.domElement.removeEventListener("pointercancel",V),n.domElement.removeEventListener("wheel",ge),n.domElement.ownerDocument.removeEventListener("pointermove",T),n.domElement.ownerDocument.removeEventListener("pointerup",E),n._domElementKeyEvents!==null&&n._domElementKeyEvents.removeEventListener("keydown",me)};let n=this,i={NONE:-1,ROTATE:0,DOLLY:1,PAN:2,TOUCH_ROTATE:3,TOUCH_PAN:4,TOUCH_DOLLY_PAN:5,TOUCH_DOLLY_ROTATE:6},r=i.NONE,o=1e-6,a=new Bn,c=new Bn;this.sphericalDelta=c,this.spherical=a;let l=1,h=new b,u=!1,d=new k,f=new k,m=new k,x=new k,y=new k,g=new k,p=new k,_=new k,w=new k,M=[],v={};function A(){return 2*Math.PI/60/60*n.autoRotateSpeed}function L(){return Math.pow(.95,n.zoomSpeed)}function D(I){c.theta-=I}function z(I){c.phi-=I}let G=function(){let I=new b;return function(We,Ae){I.setFromMatrixColumn(Ae,0),I.multiplyScalar(-We),h.add(I)}}(),O=function(){let I=new b;return function(We,Ae){n.screenSpacePanning===!0?I.setFromMatrixColumn(Ae,1):(I.setFromMatrixColumn(Ae,0),I.crossVectors(n.object.up,I)),I.multiplyScalar(We),h.add(I)}}(),R=function(){let I=new b;return function(We,Ae){let Je=n.domElement;if(n.object.isPerspectiveCamera){let nt=n.object.position;I.copy(nt).sub(n.target);let Gn=I.length();Gn*=Math.tan(n.object.fov/2*Math.PI/180),G(2*We*Gn/Je.clientHeight,n.object.matrix),O(2*Ae*Gn/Je.clientHeight,n.object.matrix)}else n.object.isOrthographicCamera?(G(We*(n.object.right-n.object.left)/n.object.zoom/Je.clientWidth,n.object.matrix),O(Ae*(n.object.top-n.object.bottom)/n.object.zoom/Je.clientHeight,n.object.matrix)):(console.warn("WARNING: OrbitControls.js encountered an unknown camera type - pan disabled."),n.enablePan=!1)}}();function F(I){n.object.isPerspectiveCamera?l/=I:n.object.isOrthographicCamera?(n.object.zoom=Math.max(n.minZoom,Math.min(n.maxZoom,n.object.zoom*I)),n.object.updateProjectionMatrix(),u=!0):(console.warn("WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled."),n.enableZoom=!1)}function N(I){n.object.isPerspectiveCamera?l*=I:n.object.isOrthographicCamera?(n.object.zoom=Math.max(n.minZoom,Math.min(n.maxZoom,n.object.zoom/I)),n.object.updateProjectionMatrix(),u=!0):(console.warn("WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled."),n.enableZoom=!1)}function P(I){d.set(I.clientX,I.clientY)}function X(I){p.set(I.clientX,I.clientY)}function te(I){x.set(I.clientX,I.clientY)}function j(I){f.set(I.clientX,I.clientY),m.subVectors(f,d).multiplyScalar(n.rotateSpeed);let le=n.domElement;D(2*Math.PI*m.x/le.clientHeight),z(2*Math.PI*m.y/le.clientHeight),d.copy(f),n.update()}function oe(I){_.set(I.clientX,I.clientY),w.subVectors(_,p),w.y>0?F(L()):w.y<0&&N(L()),p.copy(_),n.update()}function re(I){y.set(I.clientX,I.clientY),g.subVectors(y,x).multiplyScalar(n.panSpeed),R(g.x,g.y),x.copy(y),n.update()}function Me(){}function we(I){I.deltaY<0?N(L()):I.deltaY>0&&F(L()),n.update()}function Ie(I){let le=!1;switch(I.code){case n.keys.UP:R(0,n.keyPanSpeed),le=!0;break;case n.keys.BOTTOM:R(0,-n.keyPanSpeed),le=!0;break;case n.keys.LEFT:R(n.keyPanSpeed,0),le=!0;break;case n.keys.RIGHT:R(-n.keyPanSpeed,0),le=!0;break}le&&(I.preventDefault(),n.update())}function Re(){if(M.length===1)d.set(M[0].pageX,M[0].pageY);else{let I=.5*(M[0].pageX+M[1].pageX),le=.5*(M[0].pageY+M[1].pageY);d.set(I,le)}}function W(){if(M.length===1)x.set(M[0].pageX,M[0].pageY);else{let I=.5*(M[0].pageX+M[1].pageX),le=.5*(M[0].pageY+M[1].pageY);x.set(I,le)}}function Ve(){let I=M[0].pageX-M[1].pageX,le=M[0].pageY-M[1].pageY,We=Math.sqrt(I*I+le*le);p.set(0,We)}function Pe(){n.enableZoom&&Ve(),n.enablePan&&W()}function be(){n.enableZoom&&Ve(),n.enableRotate&&Re()}function pe(I){if(M.length==1)f.set(I.pageX,I.pageY);else{let We=Ge(I),Ae=.5*(I.pageX+We.x),Je=.5*(I.pageY+We.y);f.set(Ae,Je)}m.subVectors(f,d).multiplyScalar(n.rotateSpeed);let le=n.domElement;D(2*Math.PI*m.x/le.clientHeight),z(2*Math.PI*m.y/le.clientHeight),d.copy(f)}function Te(I){if(M.length===1)y.set(I.pageX,I.pageY);else{let le=Ge(I),We=.5*(I.pageX+le.x),Ae=.5*(I.pageY+le.y);y.set(We,Ae)}g.subVectors(y,x).multiplyScalar(n.panSpeed),R(g.x,g.y),x.copy(y)}function Y(I){let le=Ge(I),We=I.pageX-le.x,Ae=I.pageY-le.y,Je=Math.sqrt(We*We+Ae*Ae);_.set(0,Je),w.set(0,Math.pow(_.y/p.y,n.zoomSpeed)),F(w.y),p.copy(_)}function J(I){n.enableZoom&&Y(I),n.enablePan&&Te(I)}function Q(I){n.enableZoom&&Y(I),n.enableRotate&&pe(I)}function de(){}function se(I){n.enabled!==!1&&(M.length===0&&(n.domElement.ownerDocument.addEventListener("pointermove",T),n.domElement.ownerDocument.addEventListener("pointerup",E)),q(I),I.pointerType==="touch"?Se(I):Z(I))}function T(I){n.enabled!==!1&&(I.pointerType==="touch"?he(I):ie(I))}function E(I){n.enabled!==!1&&(I.pointerType==="touch"?C():ae(I),fe(I),M.length===0&&(n.domElement.ownerDocument.removeEventListener("pointermove",T),n.domElement.ownerDocument.removeEventListener("pointerup",E)))}function V(I){fe(I)}function Z(I){let le;switch(I.button){case 0:le=n.mouseButtons.LEFT;break;case 1:le=n.mouseButtons.MIDDLE;break;case 2:le=n.mouseButtons.RIGHT;break;default:le=-1}switch(le){case Hn.DOLLY:if(n.enableZoom===!1)return;X(I),r=i.DOLLY;break;case Hn.ROTATE:if(I.ctrlKey||I.metaKey||I.shiftKey){if(n.enablePan===!1)return;te(I),r=i.PAN}else{if(n.enableRotate===!1)return;P(I),r=i.ROTATE}break;case Hn.PAN:if(I.ctrlKey||I.metaKey||I.shiftKey){if(n.enableRotate===!1)return;P(I),r=i.ROTATE}else{if(n.enablePan===!1)return;te(I),r=i.PAN}break;default:r=i.NONE}r!==i.NONE&&n.dispatchEvent(Sl)}function ie(I){if(n.enabled!==!1)switch(r){case i.ROTATE:if(n.enableRotate===!1)return;j(I);break;case i.DOLLY:if(n.enableZoom===!1)return;oe(I);break;case i.PAN:if(n.enablePan===!1)return;re(I);break}}function ae(I){n.dispatchEvent(El),r=i.NONE}function ge(I){n.enabled===!1||n.enableZoom===!1||r!==i.NONE&&r!==i.ROTATE||(I.preventDefault(),n.dispatchEvent(Sl),we(I),n.dispatchEvent(El))}function me(I){n.enabled===!1||n.enablePan===!1||Ie(I)}function Se(I){switch(ne(I),M.length){case 1:switch(n.touches.ONE){case Un.ROTATE:if(n.enableRotate===!1)return;Re(),r=i.TOUCH_ROTATE;break;case Un.PAN:if(n.enablePan===!1)return;W(),r=i.TOUCH_PAN;break;default:r=i.NONE}break;case 2:switch(n.touches.TWO){case Un.DOLLY_PAN:if(n.enableZoom===!1&&n.enablePan===!1)return;Pe(),r=i.TOUCH_DOLLY_PAN;break;case Un.DOLLY_ROTATE:if(n.enableZoom===!1&&n.enableRotate===!1)return;be(),r=i.TOUCH_DOLLY_ROTATE;break;default:r=i.NONE}break;default:r=i.NONE}r!==i.NONE&&n.dispatchEvent(Sl)}function he(I){switch(ne(I),r){case i.TOUCH_ROTATE:if(n.enableRotate===!1)return;pe(I),n.update();break;case i.TOUCH_PAN:if(n.enablePan===!1)return;Te(I),n.update();break;case i.TOUCH_DOLLY_PAN:if(n.enableZoom===!1&&n.enablePan===!1)return;J(I),n.update();break;case i.TOUCH_DOLLY_ROTATE:if(n.enableZoom===!1&&n.enableRotate===!1)return;Q(I),n.update();break;default:r=i.NONE}}function C(I){n.dispatchEvent(El),r=i.NONE}function $(I){n.enabled!==!1&&I.preventDefault()}function q(I){M.push(I)}function fe(I){delete v[I.pointerId];for(let le=0;le{this.resize()},!1),this.controls=new Wh(this.camera,this.renderer.domElement),this.controls.enableRotate=!0,this.controls.enablePan=!1,this.controls.maxZoom=.6,this.controls.minZoom=.001}add(e){this.scene.add(e)}remove(e){this.scene.remove(e)}render(){this.renderer.render(this.scene,this.camera)}resetCamera(){this.camera.zoom=.08,this.camera.position.z=200,this.camera.position.y=0,this.camera.position.x=0,this.camera.lookAt(this.scene.position),this.camera.updateProjectionMatrix()}resize(){let e=this.renderer.domElement.parentElement,t=e.clientWidth,n=e.clientHeight,i=t/n;this.camera.left=-_n*i,this.camera.right=_n*i,this.camera.top=_n,this.camera.bottom=-_n,this.camera.updateProjectionMatrix(),this.renderer.setSize(t,n)}},qh=Al;var Xh="varying vec2 vertexUV;varying vec3 vertexNormal;varying vec3 vertexPosition;varying float height;uniform sampler2D heightmap;const mat2 m=mat2(1.6,1.2,-1.2,1.6);vec2 hash(vec2 p){p=vec2(dot(p,vec2(127.1,311.7)),dot(p,vec2(269.5,183.3)));return-1.0+2.0*fract(sin(p)*43758.5453123);}float noise(in vec2 p){const float K1=0.366025404;const float K2=0.211324865;vec2 i=floor(p+(p.x+p.y)*K1);vec2 a=p-i+(i.x+i.y)*K2;vec2 o=(a.x>a.y)?vec2(1.0,0.0):vec2(0.0,1.0);vec2 b=a-o+K2;vec2 c=a-1.0+2.0*K2;vec3 h=max(0.5-vec3(dot(a,a),dot(b,b),dot(c,c)),0.0);vec3 n=h*h*h*h*vec3(dot(a,hash(i+0.0)),dot(b,hash(i+o)),dot(c,hash(i+1.0)));return dot(n,vec3(70.0));}float fbm(vec2 n){float total=0.0,amplitude=0.1;for(int i=0;i<7;i++){total+=noise(n)*amplitude;n=m*n;amplitude*=0.4;}return total;}void main(){vertexUV=uv;vertexNormal=normalize(normalMatrix*normal);vec4 c=texture2D(heightmap,uv);float land=1.-clamp(c.b-c.r+3.*fbm(32.*uv),0.,1.);height=land+3.*c.r/0.31;float displacement=(height-0.5)*0.2;vec4 pos=vec4(position+displacement*normal,1.0);vertexPosition=pos.xyz;gl_Position=projectionMatrix*modelViewMatrix*pos;}";var Yh=`varying float height;varying vec2 vertexUV;varying vec3 vertexNormal;varying vec3 vertexPosition;uniform sampler2D heightmap;uniform sampler2D shadows;uniform sampler2D satTexture;uniform sampler2D biomesTexture;uniform vec3 screenRes; +#define _dither(c,u,d) floor(fract(dot(vec2(131,312),u)/vec3(103,71,97))*.375-.1875+c*d)/d +vec3 simple_dither(vec3 c){return _dither(c,gl_FragCoord.xy,5.);}void main(){vec3 color=texture2D(biomesTexture,vertexUV).rgb;color*=texture2D(satTexture,vertexUV).r*1.5;vec3 shadows=texture2D(shadows,vertexUV).rgb;float intensity=1.2-dot(vertexNormal,vec3(0.0,0.0,1.0));vec3 atmosphere=vec3(0.3,0.3,0.3)*pow(intensity,3.);float sphereShadow=clamp(dot(vertexNormal,vec3(-2.0,3.0,3.0)),-0.5,1.0);gl_FragColor=vec4(simple_dither((shadows*color)+atmosphere*sphereShadow),1.0);}`;var Zh="varying vec3 vertexNormal;varying vec3 vertexPosition;void main(){vertexPosition=position;vertexNormal=normalize(normalMatrix*normal);gl_Position=projectionMatrix*modelViewMatrix*vec4(position,1.0);}";var Jh="uniform float time;varying vec3 vertexNormal;varying vec3 vertexPosition;vec3 mod289(vec3 x){return x-floor(x*(1.0/289.0))*289.0;}vec4 mod289(vec4 x){return x-floor(x*(1.0/289.0))*289.0;}vec4 permute(vec4 x){return mod289(((x*34.0)+1.0)*x);}vec4 taylorInvSqrt(vec4 r){return 1.79284291400159-0.85373472095314*r;}vec3 fade(vec3 t){return t*t*t*(t*(t*6.0-15.0)+10.0);}float perlin_noise(vec3 P){vec3 Pi0=floor(P);vec3 Pi1=Pi0+vec3(1.0);Pi0=mod289(Pi0);Pi1=mod289(Pi1);vec3 Pf0=fract(P);vec3 Pf1=Pf0-vec3(1.0);vec4 ix=vec4(Pi0.x,Pi1.x,Pi0.x,Pi1.x);vec4 iy=vec4(Pi0.yy,Pi1.yy);vec4 iz0=Pi0.zzzz;vec4 iz1=Pi1.zzzz;vec4 ixy=permute(permute(ix)+iy);vec4 ixy0=permute(ixy+iz0);vec4 ixy1=permute(ixy+iz1);vec4 gx0=ixy0*(1.0/7.0);vec4 gy0=fract(floor(gx0)*(1.0/7.0))-0.5;gx0=fract(gx0);vec4 gz0=vec4(0.5)-abs(gx0)-abs(gy0);vec4 sz0=step(gz0,vec4(0.0));gx0-=sz0*(step(0.0,gx0)-0.5);gy0-=sz0*(step(0.0,gy0)-0.5);vec4 gx1=ixy1*(1.0/7.0);vec4 gy1=fract(floor(gx1)*(1.0/7.0))-0.5;gx1=fract(gx1);vec4 gz1=vec4(0.5)-abs(gx1)-abs(gy1);vec4 sz1=step(gz1,vec4(0.0));gx1-=sz1*(step(0.0,gx1)-0.5);gy1-=sz1*(step(0.0,gy1)-0.5);vec3 g000=vec3(gx0.x,gy0.x,gz0.x);vec3 g100=vec3(gx0.y,gy0.y,gz0.y);vec3 g010=vec3(gx0.z,gy0.z,gz0.z);vec3 g110=vec3(gx0.w,gy0.w,gz0.w);vec3 g001=vec3(gx1.x,gy1.x,gz1.x);vec3 g101=vec3(gx1.y,gy1.y,gz1.y);vec3 g011=vec3(gx1.z,gy1.z,gz1.z);vec3 g111=vec3(gx1.w,gy1.w,gz1.w);vec4 norm0=taylorInvSqrt(vec4(dot(g000,g000),dot(g010,g010),dot(g100,g100),dot(g110,g110)));g000*=norm0.x;g010*=norm0.y;g100*=norm0.z;g110*=norm0.w;vec4 norm1=taylorInvSqrt(vec4(dot(g001,g001),dot(g011,g011),dot(g101,g101),dot(g111,g111)));g001*=norm1.x;g011*=norm1.y;g101*=norm1.z;g111*=norm1.w;float n000=dot(g000,Pf0);float n100=dot(g100,vec3(Pf1.x,Pf0.yz));float n010=dot(g010,vec3(Pf0.x,Pf1.y,Pf0.z));float n110=dot(g110,vec3(Pf1.xy,Pf0.z));float n001=dot(g001,vec3(Pf0.xy,Pf1.z));float n101=dot(g101,vec3(Pf1.x,Pf0.y,Pf1.z));float n011=dot(g011,vec3(Pf0.x,Pf1.yz));float n111=dot(g111,Pf1);vec3 fade_xyz=fade(Pf0);vec4 n_z=mix(vec4(n000,n100,n010,n110),vec4(n001,n101,n011,n111),fade_xyz.z);vec2 n_yz=mix(n_z.xy,n_z.zw,fade_xyz.y);float n_xyz=mix(n_yz.x,n_yz.y,fade_xyz.x);return 2.2*n_xyz;}float simplex_noise(vec3 v){const vec2 C=vec2(1.0/6.0,1.0/3.0);const vec4 D=vec4(0.0,0.5,1.0,2.0);vec3 i=floor(v+dot(v,C.yyy));vec3 x0=v-i+dot(i,C.xxx);vec3 g=step(x0.yzx,x0.xyz);vec3 l=1.0-g;vec3 i1=min(g.xyz,l.zxy);vec3 i2=max(g.xyz,l.zxy);vec3 x1=x0-i1+C.xxx;vec3 x2=x0-i2+C.yyy;vec3 x3=x0-D.yyy;i=mod289(i);vec4 p=permute(permute(permute(i.z+vec4(0.0,i1.z,i2.z,1.0))+i.y+vec4(0.0,i1.y,i2.y,1.0))+i.x+vec4(0.0,i1.x,i2.x,1.0));float n_=0.142857142857;vec3 ns=n_*D.wyz-D.xzx;vec4 j=p-49.0*floor(p*ns.z*ns.z);vec4 x_=floor(j*ns.z);vec4 y_=floor(j-7.0*x_);vec4 x=x_*ns.x+ns.yyyy;vec4 y=y_*ns.x+ns.yyyy;vec4 h=1.0-abs(x)-abs(y);vec4 b0=vec4(x.xy,y.xy);vec4 b1=vec4(x.zw,y.zw);vec4 s0=floor(b0)*2.0+1.0;vec4 s1=floor(b1)*2.0+1.0;vec4 sh=-step(h,vec4(0.0));vec4 a0=b0.xzyw+s0.xzyw*sh.xxyy;vec4 a1=b1.xzyw+s1.xzyw*sh.zzww;vec3 p0=vec3(a0.xy,h.x);vec3 p1=vec3(a0.zw,h.y);vec3 p2=vec3(a1.xy,h.z);vec3 p3=vec3(a1.zw,h.w);vec4 norm=taylorInvSqrt(vec4(dot(p0,p0),dot(p1,p1),dot(p2,p2),dot(p3,p3)));p0*=norm.x;p1*=norm.y;p2*=norm.z;p3*=norm.w;vec4 m=max(0.6-vec4(dot(x0,x0),dot(x1,x1),dot(x2,x2),dot(x3,x3)),0.0);m=m*m;return 42.0*dot(m*m,vec4(dot(p0,x0),dot(p1,x1),dot(p2,x2),dot(p3,x3)));}const int details=3;const float roughness=0.625;const float distortion=1.050;float hash(float x,float y){return fract(1e4*sin(17.0*x+y*0.1)*(0.1+abs(sin(y*13.0+x))));}float safe_snoise(vec3 p){return simplex_noise(p);}float safe_noise(vec3 p){return(simplex_noise(p)+1.)/2.;}float fractal_noise(vec3 p){float fscale=1.0;float amp=1.0;float maxamp=0.0;float sum=0.0;for(int i=0;i<=details;i++){float t=safe_noise(fscale*p);sum+=t*amp;maxamp+=amp;amp*=roughness;fscale*=2.0;}return sum/maxamp;}vec3 random_vec3_offset(float seed){return vec3(100.0+hash(seed,0.0)*100.0,100.0+hash(seed,1.0)*100.0,100.0+hash(seed,2.0)*100.0);}float noise_texture(vec3 co){vec3 p=co;p+=vec3(safe_snoise(p+random_vec3_offset(0.0))*distortion,safe_snoise(p+random_vec3_offset(1.0))*distortion,safe_snoise(p+random_vec3_offset(2.0))*distortion);return fractal_noise(p);}float clouds(vec3 p,float scale){return noise_texture(p*scale);}void main(){float scale=0.25+sin(sqrt(time/2000.))/10.;float n=clouds(vertexPosition+time/100000.,scale);gl_FragColor=n<0.58?vec4(0.0):vec4(n+0.35);}";var Ax=/Android|webOS|iPhone|iPad|iPod|BlackBerry|IEMobile|Opera Mini/i.test(navigator.userAgent),Lx=navigator.userAgent.indexOf("Safari")>-1&&navigator.userAgent.indexOf("Chrome")<=-1,Sr=new Nn,cy=new _o,jh=class{constructor(e){let t=e.clientWidth,n=e.clientHeight;this.scene=new 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t=this.scene.renderer.domElement;this.material.uniforms.screenRes.value.set(t.width,t.height,1),this._onReady.forEach(n=>n(this))}updateSurface(e){this.surfaceTexture=Sr.load(e),this.surfaceTexture.needsUpdate=!0}show({icon:e,text:t,hexIdx:n,ping:i,iconSize:r}){let o=t?this.hexsphere.showText(t,n,{size:.5}):null,a=e?this.hexsphere.showIcon(e,n,{size:r||.6,selectable:!0}):null;return i?(o&&this.pings.push(o),a&&this.pings.push(a)):(o&&this.icons.push(o),a&&this.icons.push(a)),{textMesh:o,iconMesh:a}}showIconEvent(e,t,n,i){let r=this.hexsphere.randomTileForRegion(e,t);this.show({icon:n,hexIdx:r});let o={icon:"discontent",hexIdx:r,ping:!0,iconSize:.35};if(this.show(o),i>1){let a=setInterval(()=>{i<=0?clearInterval(a):(i--,this.show(o))},250)}}tickPings(){this.pings=this.pings.filter(e=>{e.lookAt(this.scene.camera.position),e.position.y+=.02,e.material.opacity-=.001;let t=e.material.opacity<=0;return 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0?C[i]:this.defaultEmissions[i];this.emissions.data[i].push(g)})}updateTemperature(){return(this._hector?Promise.resolve(this._hector):Mt(this.config,pi).then(i=>{this._hector=i})).then(()=>{let i=this.emissions.startYear+this.emissions.data.ffi_emissions.length,F=this._hector.run(i,this.emissions)["temperature.Tgav"];return F[F.length-1]})}};export{It as Temperature}; diff --git a/hes-game/src-tauri/.gitignore b/hes-game/src-tauri/.gitignore deleted file mode 100644 index b21bd681..00000000 --- a/hes-game/src-tauri/.gitignore +++ /dev/null @@ -1,7 +0,0 @@ -# Generated by Cargo -# will have compiled files and executables -/target/ - -# Generated by Tauri -# will have schema files for capabilities auto-completion -/gen/schemas diff --git a/util/i18n/.gitignore b/util/i18n/.gitignore deleted file mode 100644 index b21bd681..00000000 --- a/util/i18n/.gitignore +++ /dev/null @@ -1,7 +0,0 @@ -# Generated by Cargo -# will have compiled files and executables -/target/ - -# Generated by Tauri -# will have schema files for capabilities auto-completion -/gen/schemas