// Polyfills

if ( Number.EPSILON === undefined ) {

	Number.EPSILON = Math.pow( 2, - 52 );

}

if ( Number.isInteger === undefined ) {

	// Missing in IE
	// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger

	Number.isInteger = function ( value ) {

		return typeof value === 'number' && isFinite( value ) && Math.floor( value ) === value;

	};

}

//

if ( Math.sign === undefined ) {

	// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign

	Math.sign = function ( x ) {

		return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x;

	};

}

if ( 'name' in Function.prototype === false ) {

	// Missing in IE
	// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name

	Object.defineProperty( Function.prototype, 'name', {

		get: function () {

			return this.toString().match( /^\s*function\s*([^\(\s]*)/ )[ 1 ];

		}

	} );

}

if ( Object.assign === undefined ) {

	// Missing in IE
	// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign

	Object.assign = function ( target ) {

		if ( target === undefined || target === null ) {

			throw new TypeError( 'Cannot convert undefined or null to object' );

		}

		var output = Object( target );

		for ( var index = 1; index < arguments.length; index ++ ) {

			var source = arguments[ index ];

			if ( source !== undefined && source !== null ) {

				for ( var nextKey in source ) {

					if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) {

						output[ nextKey ] = source[ nextKey ];

					}

				}

			}

		}

		return output;

	};

}

var REVISION = '116';
var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
var TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
var CullFaceNone = 0;
var CullFaceBack = 1;
var CullFaceFront = 2;
var CullFaceFrontBack = 3;
var FrontFaceDirectionCW = 0;
var FrontFaceDirectionCCW = 1;
var BasicShadowMap = 0;
var PCFShadowMap = 1;
var PCFSoftShadowMap = 2;
var VSMShadowMap = 3;
var FrontSide = 0;
var BackSide = 1;
var DoubleSide = 2;
var FlatShading = 1;
var SmoothShading = 2;
var NoBlending = 0;
var NormalBlending = 1;
var AdditiveBlending = 2;
var SubtractiveBlending = 3;
var MultiplyBlending = 4;
var CustomBlending = 5;
var AddEquation = 100;
var SubtractEquation = 101;
var ReverseSubtractEquation = 102;
var MinEquation = 103;
var MaxEquation = 104;
var ZeroFactor = 200;
var OneFactor = 201;
var SrcColorFactor = 202;
var OneMinusSrcColorFactor = 203;
var SrcAlphaFactor = 204;
var OneMinusSrcAlphaFactor = 205;
var DstAlphaFactor = 206;
var OneMinusDstAlphaFactor = 207;
var DstColorFactor = 208;
var OneMinusDstColorFactor = 209;
var SrcAlphaSaturateFactor = 210;
var NeverDepth = 0;
var AlwaysDepth = 1;
var LessDepth = 2;
var LessEqualDepth = 3;
var EqualDepth = 4;
var GreaterEqualDepth = 5;
var GreaterDepth = 6;
var NotEqualDepth = 7;
var MultiplyOperation = 0;
var MixOperation = 1;
var AddOperation = 2;
var NoToneMapping = 0;
var LinearToneMapping = 1;
var ReinhardToneMapping = 2;
var Uncharted2ToneMapping = 3;
var CineonToneMapping = 4;
var ACESFilmicToneMapping = 5;

var UVMapping = 300;
var CubeReflectionMapping = 301;
var CubeRefractionMapping = 302;
var EquirectangularReflectionMapping = 303;
var EquirectangularRefractionMapping = 304;
var SphericalReflectionMapping = 305;
var CubeUVReflectionMapping = 306;
var CubeUVRefractionMapping = 307;
var RepeatWrapping = 1000;
var ClampToEdgeWrapping = 1001;
var MirroredRepeatWrapping = 1002;
var NearestFilter = 1003;
var NearestMipmapNearestFilter = 1004;
var NearestMipMapNearestFilter = 1004;
var NearestMipmapLinearFilter = 1005;
var NearestMipMapLinearFilter = 1005;
var LinearFilter = 1006;
var LinearMipmapNearestFilter = 1007;
var LinearMipMapNearestFilter = 1007;
var LinearMipmapLinearFilter = 1008;
var LinearMipMapLinearFilter = 1008;
var UnsignedByteType = 1009;
var ByteType = 1010;
var ShortType = 1011;
var UnsignedShortType = 1012;
var IntType = 1013;
var UnsignedIntType = 1014;
var FloatType = 1015;
var HalfFloatType = 1016;
var UnsignedShort4444Type = 1017;
var UnsignedShort5551Type = 1018;
var UnsignedShort565Type = 1019;
var UnsignedInt248Type = 1020;
var AlphaFormat = 1021;
var RGBFormat = 1022;
var RGBAFormat = 1023;
var LuminanceFormat = 1024;
var LuminanceAlphaFormat = 1025;
var RGBEFormat = RGBAFormat;
var DepthFormat = 1026;
var DepthStencilFormat = 1027;
var RedFormat = 1028;
var RedIntegerFormat = 1029;
var RGFormat = 1030;
var RGIntegerFormat = 1031;
var RGBIntegerFormat = 1032;
var RGBAIntegerFormat = 1033;

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

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

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

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

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

function EventDispatcher() {}

Object.assign( EventDispatcher.prototype, {

	addEventListener: function ( type, listener ) {

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

		var listeners = this._listeners;

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

			listeners[ type ] = [];

		}

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

			listeners[ type ].push( listener );

		}

	},

	hasEventListener: function ( type, listener ) {

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

		var listeners = this._listeners;

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

	},

	removeEventListener: function ( type, listener ) {

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

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

		if ( listenerArray !== undefined ) {

			var index = listenerArray.indexOf( listener );

			if ( index !== - 1 ) {

				listenerArray.splice( index, 1 );

			}

		}

	},

	dispatchEvent: function ( event ) {

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

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

		if ( listenerArray !== undefined ) {

			event.target = this;

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

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

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

			}

		}

	}

} );

/**
 * @author alteredq / http://alteredqualia.com/
 * @author mrdoob / http://mrdoob.com/
 * @author WestLangley / http://github.com/WestLangley
 * @author thezwap
 */

var _lut = [];

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

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

}

var MathUtils = {

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

	generateUUID: function () {

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

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

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

	},

	clamp: function ( value, min, max ) {

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

	},

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

	euclideanModulo: function ( n, m ) {

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

	},

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

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

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

	},

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

	lerp: function ( x, y, t ) {

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

	},

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

	smoothstep: function ( x, min, max ) {

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

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

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

	},

	smootherstep: function ( x, min, max ) {

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

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

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

	},

	// Random integer from <low, high> interval

	randInt: function ( low, high ) {

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

	},

	// Random float from <low, high> interval

	randFloat: function ( low, high ) {

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

	},

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

	randFloatSpread: function ( range ) {

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

	},

	degToRad: function ( degrees ) {

		return degrees * MathUtils.DEG2RAD;

	},

	radToDeg: function ( radians ) {

		return radians * MathUtils.RAD2DEG;

	},

	isPowerOfTwo: function ( value ) {

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

	},

	ceilPowerOfTwo: function ( value ) {

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

	},

	floorPowerOfTwo: function ( value ) {

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

	},

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

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

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

		var cos = Math.cos;
		var sin = Math.sin;

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

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

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

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

		switch ( order ) {

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

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

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

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

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

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

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

		}

	}

};

/**
 * @author mrdoob / http://mrdoob.com/
 * @author philogb / http://blog.thejit.org/
 * @author egraether / http://egraether.com/
 * @author zz85 / http://www.lab4games.net/zz85/blog
 */

function Vector2( x, y ) {

	this.x = x || 0;
	this.y = y || 0;

}

Object.defineProperties( Vector2.prototype, {

	"width": {

		get: function () {

			return this.x;

		},

		set: function ( value ) {

			this.x = value;

		}

	},

	"height": {

		get: function () {

			return this.y;

		},

		set: function ( value ) {

			this.y = value;

		}

	}

} );

Object.assign( Vector2.prototype, {

	isVector2: true,

	set: function ( x, y ) {

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

		return this;

	},

	setScalar: function ( scalar ) {

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

		return this;

	},

	setX: function ( x ) {

		this.x = x;

		return this;

	},

	setY: function ( y ) {

		this.y = y;

		return this;

	},

	setComponent: function ( index, value ) {

		switch ( index ) {

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

		}

		return this;

	},

	getComponent: function ( index ) {

		switch ( index ) {

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

		}

	},

	clone: function () {

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

	},

	copy: function ( v ) {

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

		return this;

	},

	add: function ( v, w ) {

		if ( w !== undefined ) {

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

		}

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

		return this;

	},

	addScalar: function ( s ) {

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

		return this;

	},

	addVectors: function ( a, b ) {

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

		return this;

	},

	addScaledVector: function ( v, s ) {

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

		return this;

	},

	sub: function ( v, w ) {

		if ( w !== undefined ) {

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

		}

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

		return this;

	},

	subScalar: function ( s ) {

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

		return this;

	},

	subVectors: function ( a, b ) {

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

		return this;

	},

	multiply: function ( v ) {

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

		return this;

	},

	multiplyScalar: function ( scalar ) {

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

		return this;

	},

	divide: function ( v ) {

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

		return this;

	},

	divideScalar: function ( scalar ) {

		return this.multiplyScalar( 1 / scalar );

	},

	applyMatrix3: function ( m ) {

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

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

		return this;

	},

	min: function ( v ) {

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

		return this;

	},

	max: function ( v ) {

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

		return this;

	},

	clamp: function ( min, max ) {

		// assumes min < max, componentwise

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

		return this;

	},

	clampScalar: function ( minVal, maxVal ) {

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

		return this;

	},

	clampLength: function ( min, max ) {

		var length = this.length();

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

	},

	floor: function () {

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

		return this;

	},

	ceil: function () {

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

		return this;

	},

	round: function () {

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

		return this;

	},

	roundToZero: function () {

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

		return this;

	},

	negate: function () {

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

		return this;

	},

	dot: function ( v ) {

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

	},

	cross: function ( v ) {

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

	},

	lengthSq: function () {

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

	},

	length: function () {

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

	},

	manhattanLength: function () {

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

	},

	normalize: function () {

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

	},

	angle: function () {

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

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

		return angle;

	},

	distanceTo: function ( v ) {

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

	},

	distanceToSquared: function ( v ) {

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

	},

	manhattanDistanceTo: function ( v ) {

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

	},

	setLength: function ( length ) {

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

	},

	lerp: function ( v, alpha ) {

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

		return this;

	},

	lerpVectors: function ( v1, v2, alpha ) {

		return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );

	},

	equals: function ( v ) {

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

	},

	fromArray: function ( array, offset ) {

		if ( offset === undefined ) offset = 0;

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

		return this;

	},

	toArray: function ( array, offset ) {

		if ( array === undefined ) array = [];
		if ( offset === undefined ) offset = 0;

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

		return array;

	},

	fromBufferAttribute: function ( attribute, index, offset ) {

		if ( offset !== undefined ) {

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

		}

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

		return this;

	},

	rotateAround: function ( center, angle ) {

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

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

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

		return this;

	},

	random: function () {

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

		return this;

	}

} );

/**
 * @author alteredq / http://alteredqualia.com/
 * @author WestLangley / http://github.com/WestLangley
 * @author bhouston / http://clara.io
 * @author tschw
 */

function Matrix3() {

	this.elements = [

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

	];

	if ( arguments.length > 0 ) {

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

	}

}

Object.assign( Matrix3.prototype, {

	isMatrix3: true,

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

		var te = this.elements;

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

		return this;

	},

	identity: function () {

		this.set(

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

		);

		return this;

	},

	clone: function () {

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

	},

	copy: function ( m ) {

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

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

		return this;

	},

	extractBasis: function ( xAxis, yAxis, zAxis ) {

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

		return this;

	},

	setFromMatrix4: function ( m ) {

		var me = m.elements;

		this.set(

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

		);

		return this;

	},

	multiply: function ( m ) {

		return this.multiplyMatrices( this, m );

	},

	premultiply: function ( m ) {

		return this.multiplyMatrices( m, this );

	},

	multiplyMatrices: function ( a, b ) {

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

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

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

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

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

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

		return this;

	},

	multiplyScalar: function ( s ) {

		var te = this.elements;

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

		return this;

	},

	determinant: function () {

		var te = this.elements;

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

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

	},

	getInverse: function ( matrix, throwOnDegenerate ) {

		if ( throwOnDegenerate !== undefined ) {

			console.warn( "THREE.Matrix3: .getInverse() can no longer be configured to throw on degenerate." );

		}

		var me = matrix.elements,
			te = this.elements,

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

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

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

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

		var detInv = 1 / det;

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

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

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

		return this;

	},

	transpose: function () {

		var tmp, m = this.elements;

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

		return this;

	},

	getNormalMatrix: function ( matrix4 ) {

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

	},

	transposeIntoArray: function ( r ) {

		var m = this.elements;

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

		return this;

	},

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

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

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

	},

	scale: function ( sx, sy ) {

		var te = this.elements;

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

		return this;

	},

	rotate: function ( theta ) {

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

		var te = this.elements;

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

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

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

		return this;

	},

	translate: function ( tx, ty ) {

		var te = this.elements;

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

		return this;

	},

	equals: function ( matrix ) {

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

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

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

		}

		return true;

	},

	fromArray: function ( array, offset ) {

		if ( offset === undefined ) offset = 0;

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

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

		}

		return this;

	},

	toArray: function ( array, offset ) {

		if ( array === undefined ) array = [];
		if ( offset === undefined ) offset = 0;

		var te = this.elements;

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

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

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

		return array;

	}

} );

/**
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 * @author szimek / https://github.com/szimek/
 */

var _canvas;

var ImageUtils = {

	getDataURL: function ( image ) {

		var canvas;

		if ( typeof HTMLCanvasElement == 'undefined' ) {

			return image.src;

		} else if ( image instanceof HTMLCanvasElement ) {

			canvas = image;

		} else {

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

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

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

			if ( image instanceof ImageData ) {

				context.putImageData( image, 0, 0 );

			} else {

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

			}

			canvas = _canvas;

		}

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

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

		} else {

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

		}

	}

};

/**
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 * @author szimek / https://github.com/szimek/
 */

var textureId = 0;

function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {

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

	this.uuid = MathUtils.generateUUID();

	this.name = '';

	this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
	this.mipmaps = [];

	this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;

	this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
	this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;

	this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
	this.minFilter = minFilter !== undefined ? minFilter : LinearMipmapLinearFilter;

	this.anisotropy = anisotropy !== undefined ? anisotropy : 1;

	this.format = format !== undefined ? format : RGBAFormat;
	this.internalFormat = null;
	this.type = type !== undefined ? type : UnsignedByteType;

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

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

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

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

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

}

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

Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {

	constructor: Texture,

	isTexture: true,

	updateMatrix: function () {

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

	},

	clone: function () {

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

	},

	copy: function ( source ) {

		this.name = source.name;

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

		this.mapping = source.mapping;

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

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

		this.anisotropy = source.anisotropy;

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

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

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

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

		return this;

	},

	toJSON: function ( meta ) {

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

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

			return meta.textures[ this.uuid ];

		}

		var output = {

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

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

			mapping: this.mapping,

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

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

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

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

			flipY: this.flipY,

			premultiplyAlpha: this.premultiplyAlpha,
			unpackAlignment: this.unpackAlignment

		};

		if ( this.image !== undefined ) {

			// TODO: Move to THREE.Image

			var image = this.image;

			if ( image.uuid === undefined ) {

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

			}

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

				var url;

				if ( Array.isArray( image ) ) {

					// process array of images e.g. CubeTexture

					url = [];

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

						url.push( ImageUtils.getDataURL( image[ i ] ) );

					}

				} else {

					// process single image

					url = ImageUtils.getDataURL( image );

				}

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

			}

			output.image = image.uuid;

		}

		if ( ! isRootObject ) {

			meta.textures[ this.uuid ] = output;

		}

		return output;

	},

	dispose: function () {

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

	},

	transformUv: function ( uv ) {

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

		uv.applyMatrix3( this.matrix );

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

			switch ( this.wrapS ) {

				case RepeatWrapping:

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

				case ClampToEdgeWrapping:

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

				case MirroredRepeatWrapping:

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

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

					} else {

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

					}

					break;

			}

		}

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

			switch ( this.wrapT ) {

				case RepeatWrapping:

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

				case ClampToEdgeWrapping:

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

				case MirroredRepeatWrapping:

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

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

					} else {

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

					}

					break;

			}

		}

		if ( this.flipY ) {

			uv.y = 1 - uv.y;

		}

		return uv;

	}

} );

Object.defineProperty( Texture.prototype, "needsUpdate", {

	set: function ( value ) {

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

	}

} );

/**
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author philogb / http://blog.thejit.org/
 * @author mikael emtinger / http://gomo.se/
 * @author egraether / http://egraether.com/
 * @author WestLangley / http://github.com/WestLangley
 */

function Vector4( x, y, z, w ) {

	this.x = x || 0;
	this.y = y || 0;
	this.z = z || 0;
	this.w = ( w !== undefined ) ? w : 1;

}

Object.defineProperties( Vector4.prototype, {

	"width": {

		get: function () {

			return this.z;

		},

		set: function ( value ) {

			this.z = value;

		}

	},

	"height": {

		get: function () {

			return this.w;

		},

		set: function ( value ) {

			this.w = value;

		}

	}

} );

Object.assign( Vector4.prototype, {

	isVector4: true,

	set: function ( x, y, z, w ) {

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

		return this;

	},

	setScalar: function ( scalar ) {

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

		return this;

	},

	setX: function ( x ) {

		this.x = x;

		return this;

	},

	setY: function ( y ) {

		this.y = y;

		return this;

	},

	setZ: function ( z ) {

		this.z = z;

		return this;

	},

	setW: function ( w ) {

		this.w = w;

		return this;

	},

	setComponent: function ( index, value ) {

		switch ( index ) {

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

		}

		return this;

	},

	getComponent: function ( index ) {

		switch ( index ) {

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

		}

	},

	clone: function () {

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

	},

	copy: function ( v ) {

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

		return this;

	},

	add: function ( v, w ) {

		if ( w !== undefined ) {

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

		}

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

		return this;

	},

	addScalar: function ( s ) {

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

		return this;

	},

	addVectors: function ( a, b ) {

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

		return this;

	},

	addScaledVector: function ( v, s ) {

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

		return this;

	},

	sub: function ( v, w ) {

		if ( w !== undefined ) {

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

		}

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

		return this;

	},

	subScalar: function ( s ) {

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

		return this;

	},

	subVectors: function ( a, b ) {

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

		return this;

	},

	multiplyScalar: function ( scalar ) {

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

		return this;

	},

	applyMatrix4: function ( m ) {

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

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

		return this;

	},

	divideScalar: function ( scalar ) {

		return this.multiplyScalar( 1 / scalar );

	},

	setAxisAngleFromQuaternion: function ( q ) {

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

		// q is assumed to be normalized

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

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

		if ( s < 0.0001 ) {

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

		} else {

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

		}

		return this;

	},

	setAxisAngleFromRotationMatrix: function ( m ) {

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

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

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

			te = m.elements,

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

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

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

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

				// this singularity is identity matrix so angle = 0

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

				return this; // zero angle, arbitrary axis

			}

			// otherwise this singularity is angle = 180

			angle = Math.PI;

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

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

				// m11 is the largest diagonal term

				if ( xx < epsilon ) {

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

				} else {

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

				}

			} else if ( yy > zz ) {

				// m22 is the largest diagonal term

				if ( yy < epsilon ) {

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

				} else {

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

				}

			} else {

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

				if ( zz < epsilon ) {

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

				} else {

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

				}

			}

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

			return this; // return 180 deg rotation

		}

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

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

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

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

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

		return this;

	},

	min: function ( v ) {

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

		return this;

	},

	max: function ( v ) {

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

		return this;

	},

	clamp: function ( min, max ) {

		// assumes min < max, componentwise

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

		return this;

	},

	clampScalar: function ( minVal, maxVal ) {

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

		return this;

	},

	clampLength: function ( min, max ) {

		var length = this.length();

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

	},

	floor: function () {

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

		return this;

	},

	ceil: function () {

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

		return this;

	},

	round: function () {

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

		return this;

	},

	roundToZero: function () {

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

		return this;

	},

	negate: function () {

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

		return this;

	},

	dot: function ( v ) {

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

	},

	lengthSq: function () {

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

	},

	length: function () {

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

	},

	manhattanLength: function () {

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

	},

	normalize: function () {

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

	},

	setLength: function ( length ) {

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

	},

	lerp: function ( v, alpha ) {

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

		return this;

	},

	lerpVectors: function ( v1, v2, alpha ) {

		return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );

	},

	equals: function ( v ) {

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

	},

	fromArray: function ( array, offset ) {

		if ( offset === undefined ) offset = 0;

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

		return this;

	},

	toArray: function ( array, offset ) {

		if ( array === undefined ) array = [];
		if ( offset === undefined ) offset = 0;

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

		return array;

	},

	fromBufferAttribute: function ( attribute, index, offset ) {

		if ( offset !== undefined ) {

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

		}

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

		return this;

	},

	random: function () {

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

		return this;

	}

} );

/**
 * @author szimek / https://github.com/szimek/
 * @author alteredq / http://alteredqualia.com/
 * @author Marius Kintel / https://github.com/kintel
 */

/*
 In options, we can specify:
 * Texture parameters for an auto-generated target texture
 * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
*/
function WebGLRenderTarget( width, height, options ) {

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

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

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

	options = options || {};

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

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

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

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

}

WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {

	constructor: WebGLRenderTarget,

	isWebGLRenderTarget: true,

	setSize: function ( width, height ) {

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

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

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

			this.dispose();

		}

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

	},

	clone: function () {

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

	},

	copy: function ( source ) {

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

		this.viewport.copy( source.viewport );

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

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

		return this;

	},

	dispose: function () {

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

	}

} );

/**
 * @author Mugen87 / https://github.com/Mugen87
 * @author Matt DesLauriers / @mattdesl
 */

function WebGLMultisampleRenderTarget( width, height, options ) {

	WebGLRenderTarget.call( this, width, height, options );

	this.samples = 4;

}

WebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {

	constructor: WebGLMultisampleRenderTarget,

	isWebGLMultisampleRenderTarget: true,

	copy: function ( source ) {

		WebGLRenderTarget.prototype.copy.call( this, source );

		this.samples = source.samples;

		return this;

	}

} );

/**
 * @author mikael emtinger / http://gomo.se/
 * @author alteredq / http://alteredqualia.com/
 * @author WestLangley / http://github.com/WestLangley
 * @author bhouston / http://clara.io
 */

function Quaternion( x, y, z, w ) {

	this._x = x || 0;
	this._y = y || 0;
	this._z = z || 0;
	this._w = ( w !== undefined ) ? w : 1;

}

Object.assign( Quaternion, {

	slerp: function ( qa, qb, qm, t ) {

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

	},

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

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

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

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

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

			var s = 1 - t,

				cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,

				dir = ( cos >= 0 ? 1 : - 1 ),
				sqrSin = 1 - cos * cos;

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

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

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

			}

			var tDir = t * dir;

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

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

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

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

			}

		}

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

	},

	multiplyQuaternionsFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {

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

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

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

		return dst;

	}

} );

Object.defineProperties( Quaternion.prototype, {

	x: {

		get: function () {

			return this._x;

		},

		set: function ( value ) {

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

		}

	},

	y: {

		get: function () {

			return this._y;

		},

		set: function ( value ) {

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

		}

	},

	z: {

		get: function () {

			return this._z;

		},

		set: function ( value ) {

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

		}

	},

	w: {

		get: function () {

			return this._w;

		},

		set: function ( value ) {

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

		}

	}

} );

Object.assign( Quaternion.prototype, {

	isQuaternion: true,

	set: function ( x, y, z, w ) {

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

		this._onChangeCallback();

		return this;

	},

	clone: function () {

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

	},

	copy: function ( quaternion ) {

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

		this._onChangeCallback();

		return this;

	},

	setFromEuler: function ( euler, update ) {

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

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

		}

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

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

		var cos = Math.cos;
		var sin = Math.sin;

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

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

		switch ( order ) {

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

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

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

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

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

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

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

		}

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

		return this;

	},

	setFromAxisAngle: function ( axis, angle ) {

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

		// assumes axis is normalized

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

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

		this._onChangeCallback();

		return this;

	},

	setFromRotationMatrix: function ( m ) {

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

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

		var te = m.elements,

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

			trace = m11 + m22 + m33,
			s;

		if ( trace > 0 ) {

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

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

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

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

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

		} else if ( m22 > m33 ) {

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

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

		} else {

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

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

		}

		this._onChangeCallback();

		return this;

	},

	setFromUnitVectors: function ( vFrom, vTo ) {

		// assumes direction vectors vFrom and vTo are normalized

		var EPS = 0.000001;

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

		if ( r < EPS ) {

			r = 0;

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

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

			} else {

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

			}

		} else {

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

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

		}

		return this.normalize();

	},

	angleTo: function ( q ) {

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

	},

	rotateTowards: function ( q, step ) {

		var angle = this.angleTo( q );

		if ( angle === 0 ) return this;

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

		this.slerp( q, t );

		return this;

	},

	inverse: function () {

		// quaternion is assumed to have unit length

		return this.conjugate();

	},

	conjugate: function () {

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

		this._onChangeCallback();

		return this;

	},

	dot: function ( v ) {

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

	},

	lengthSq: function () {

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

	},

	length: function () {

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

	},

	normalize: function () {

		var l = this.length();

		if ( l === 0 ) {

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

		} else {

			l = 1 / l;

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

		}

		this._onChangeCallback();

		return this;

	},

	multiply: function ( q, p ) {

		if ( p !== undefined ) {

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

		}

		return this.multiplyQuaternions( this, q );

	},

	premultiply: function ( q ) {

		return this.multiplyQuaternions( q, this );

	},

	multiplyQuaternions: function ( a, b ) {

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

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

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

		this._onChangeCallback();

		return this;

	},

	slerp: function ( qb, t ) {

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

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

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

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

		if ( cosHalfTheta < 0 ) {

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

			cosHalfTheta = - cosHalfTheta;

		} else {

			this.copy( qb );

		}

		if ( cosHalfTheta >= 1.0 ) {

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

			return this;

		}

		var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;

		if ( sqrSinHalfTheta <= Number.EPSILON ) {

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

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

			return this;

		}

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

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

		this._onChangeCallback();

		return this;

	},

	equals: function ( quaternion ) {

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

	},

	fromArray: function ( array, offset ) {

		if ( offset === undefined ) offset = 0;

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

		this._onChangeCallback();

		return this;

	},

	toArray: function ( array, offset ) {

		if ( array === undefined ) array = [];
		if ( offset === undefined ) offset = 0;

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

		return array;

	},

	fromBufferAttribute: function ( attribute, index ) {

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

		return this;

	},

	_onChange: function ( callback ) {

		this._onChangeCallback = callback;

		return this;

	},

	_onChangeCallback: function () {}

} );

/**
 * @author mrdoob / http://mrdoob.com/
 * @author kile / http://kile.stravaganza.org/
 * @author philogb / http://blog.thejit.org/
 * @author mikael emtinger / http://gomo.se/
 * @author egraether / http://egraether.com/
 * @author WestLangley / http://github.com/WestLangley
 */

var _vector = new Vector3();
var _quaternion = new Quaternion();

function Vector3( x, y, z ) {

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

}

Object.assign( Vector3.prototype, {

	isVector3: true,

	set: function ( x, y, z ) {

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

		return this;

	},

	setScalar: function ( scalar ) {

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

		return this;

	},

	setX: function ( x ) {

		this.x = x;

		return this;

	},

	setY: function ( y ) {

		this.y = y;

		return this;

	},

	setZ: function ( z ) {

		this.z = z;

		return this;

	},

	setComponent: function ( index, value ) {

		switch ( index ) {

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

		}

		return this;

	},

	getComponent: function ( index ) {

		switch ( index ) {

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

		}

	},

	clone: function () {

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

	},

	copy: function ( v ) {

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

		return this;

	},

	add: function ( v, w ) {

		if ( w !== undefined ) {

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

		}

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

		return this;

	},

	addScalar: function ( s ) {

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

		return this;

	},

	addVectors: function ( a, b ) {

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

		return this;

	},

	addScaledVector: function ( v, s ) {

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

		return this;

	},

	sub: function ( v, w ) {

		if ( w !== undefined ) {

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

		}

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

		return this;

	},

	subScalar: function ( s ) {

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

		return this;

	},

	subVectors: function ( a, b ) {

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

		return this;

	},

	multiply: function ( v, w ) {

		if ( w !== undefined ) {

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

		}

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

		return this;

	},

	multiplyScalar: function ( scalar ) {

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

		return this;

	},

	multiplyVectors: function ( a, b ) {

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

		return this;

	},

	applyEuler: function ( euler ) {

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

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

		}

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

	},

	applyAxisAngle: function ( axis, angle ) {

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

	},

	applyMatrix3: function ( m ) {

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

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

		return this;

	},

	applyNormalMatrix: function ( m ) {

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

	},

	applyMatrix4: function ( m ) {

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

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

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

		return this;

	},

	applyQuaternion: function ( q ) {

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

		// calculate quat * vector

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

		// calculate result * inverse quat

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

		return this;

	},

	project: function ( camera ) {

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

	},

	unproject: function ( camera ) {

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

	},

	transformDirection: function ( m ) {

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

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

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

		return this.normalize();

	},

	divide: function ( v ) {

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

		return this;

	},

	divideScalar: function ( scalar ) {

		return this.multiplyScalar( 1 / scalar );

	},

	min: function ( v ) {

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

		return this;

	},

	max: function ( v ) {

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

		return this;

	},

	clamp: function ( min, max ) {

		// assumes min < max, componentwise

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

		return this;

	},

	clampScalar: function ( minVal, maxVal ) {

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

		return this;

	},

	clampLength: function ( min, max ) {

		var length = this.length();

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

	},

	floor: function () {

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

		return this;

	},

	ceil: function () {

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

		return this;

	},

	round: function () {

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

		return this;

	},

	roundToZero: function () {

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

		return this;

	},

	negate: function () {

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

		return this;

	},

	dot: function ( v ) {

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

	},

	// TODO lengthSquared?

	lengthSq: function () {

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

	},

	length: function () {

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

	},

	manhattanLength: function () {

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

	},

	normalize: function () {

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

	},

	setLength: function ( length ) {

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

	},

	lerp: function ( v, alpha ) {

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

		return this;

	},

	lerpVectors: function ( v1, v2, alpha ) {

		return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );

	},

	cross: function ( v, w ) {

		if ( w !== undefined ) {

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

		}

		return this.crossVectors( this, v );

	},

	crossVectors: function ( a, b ) {

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

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

		return this;

	},

	projectOnVector: function ( v ) {

		var denominator = v.lengthSq();

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

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

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

	},

	projectOnPlane: function ( planeNormal ) {

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

		return this.sub( _vector );

	},

	reflect: function ( normal ) {

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

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

	},

	angleTo: function ( v ) {

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

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

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

		// clamp, to handle numerical problems

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

	},

	distanceTo: function ( v ) {

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

	},

	distanceToSquared: function ( v ) {

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

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

	},

	manhattanDistanceTo: function ( v ) {

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

	},

	setFromSpherical: function ( s ) {

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

	},

	setFromSphericalCoords: function ( radius, phi, theta ) {

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

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

		return this;

	},

	setFromCylindrical: function ( c ) {

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

	},

	setFromCylindricalCoords: function ( radius, theta, y ) {

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

		return this;

	},

	setFromMatrixPosition: function ( m ) {

		var e = m.elements;

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

		return this;

	},

	setFromMatrixScale: function ( m ) {

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

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

		return this;

	},

	setFromMatrixColumn: function ( m, index ) {

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

	},

	setFromMatrix3Column: function ( m, index ) {

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

	},

	equals: function ( v ) {

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

	},

	fromArray: function ( array, offset ) {

		if ( offset === undefined ) offset = 0;

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

		return this;

	},

	toArray: function ( array, offset ) {

		if ( array === undefined ) array = [];
		if ( offset === undefined ) offset = 0;

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

		return array;

	},

	fromBufferAttribute: function ( attribute, index, offset ) {

		if ( offset !== undefined ) {

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

		}

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

		return this;

	},

	random: function () {

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

		return this;

	}

} );

var _v1 = new Vector3();
var _m1 = new Matrix4();
var _zero = new Vector3( 0, 0, 0 );
var _one = new Vector3( 1, 1, 1 );
var _x = new Vector3();
var _y = new Vector3();
var _z = new Vector3();

/**
 * @author mrdoob / http://mrdoob.com/
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author philogb / http://blog.thejit.org/
 * @author jordi_ros / http://plattsoft.com
 * @author D1plo1d / http://github.com/D1plo1d
 * @author alteredq / http://alteredqualia.com/
 * @author mikael emtinger / http://gomo.se/
 * @author timknip / http://www.floorplanner.com/
 * @author bhouston / http://clara.io
 * @author WestLangley / http://github.com/WestLangley
 */

function Matrix4() {

	this.elements = [

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

	];

	if ( arguments.length > 0 ) {

		console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );

	}

}

Object.assign( Matrix4.prototype, {

	isMatrix4: true,

	set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {

		var te = this.elements;

		te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
		te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
		te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
		te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;

		return this;

	},

	identity: function () {

		this.set(

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

		);

		return this;

	},

	clone: function () {

		return new Matrix4().fromArray( this.elements );

	},

	copy: function ( m ) {

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

		te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
		te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
		te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
		te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];

		return this;

	},

	copyPosition: function ( m ) {

		var te = this.elements, me = m.elements;

		te[ 12 ] = me[ 12 ];
		te[ 13 ] = me[ 13 ];
		te[ 14 ] = me[ 14 ];

		return this;

	},

	extractBasis: function ( xAxis, yAxis, zAxis ) {

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

		return this;

	},

	makeBasis: function ( xAxis, yAxis, zAxis ) {

		this.set(
			xAxis.x, yAxis.x, zAxis.x, 0,
			xAxis.y, yAxis.y, zAxis.y, 0,
			xAxis.z, yAxis.z, zAxis.z, 0,
			0, 0, 0, 1
		);

		return this;

	},

	extractRotation: function ( m ) {

		// this method does not support reflection matrices

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

		var scaleX = 1 / _v1.setFromMatrixColumn( m, 0 ).length();
		var scaleY = 1 / _v1.setFromMatrixColumn( m, 1 ).length();
		var scaleZ = 1 / _v1.setFromMatrixColumn( m, 2 ).length();

		te[ 0 ] = me[ 0 ] * scaleX;
		te[ 1 ] = me[ 1 ] * scaleX;
		te[ 2 ] = me[ 2 ] * scaleX;
		te[ 3 ] = 0;

		te[ 4 ] = me[ 4 ] * scaleY;
		te[ 5 ] = me[ 5 ] * scaleY;
		te[ 6 ] = me[ 6 ] * scaleY;
		te[ 7 ] = 0;

		te[ 8 ] = me[ 8 ] * scaleZ;
		te[ 9 ] = me[ 9 ] * scaleZ;
		te[ 10 ] = me[ 10 ] * scaleZ;
		te[ 11 ] = 0;

		te[ 12 ] = 0;
		te[ 13 ] = 0;
		te[ 14 ] = 0;
		te[ 15 ] = 1;

		return this;

	},

	makeRotationFromEuler: function ( euler ) {

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

			console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );

		}

		var te = this.elements;

		var x = euler.x, y = euler.y, z = euler.z;
		var a = Math.cos( x ), b = Math.sin( x );
		var c = Math.cos( y ), d = Math.sin( y );
		var e = Math.cos( z ), f = Math.sin( z );

		if ( euler.order === 'XYZ' ) {

			var ae = a * e, af = a * f, be = b * e, bf = b * f;

			te[ 0 ] = c * e;
			te[ 4 ] = - c * f;
			te[ 8 ] = d;

			te[ 1 ] = af + be * d;
			te[ 5 ] = ae - bf * d;
			te[ 9 ] = - b * c;

			te[ 2 ] = bf - ae * d;
			te[ 6 ] = be + af * d;
			te[ 10 ] = a * c;

		} else if ( euler.order === 'YXZ' ) {

			var ce = c * e, cf = c * f, de = d * e, df = d * f;

			te[ 0 ] = ce + df * b;
			te[ 4 ] = de * b - cf;
			te[ 8 ] = a * d;

			te[ 1 ] = a * f;
			te[ 5 ] = a * e;
			te[ 9 ] = - b;

			te[ 2 ] = cf * b - de;
			te[ 6 ] = df + ce * b;
			te[ 10 ] = a * c;

		} else if ( euler.order === 'ZXY' ) {

			var ce = c * e, cf = c * f, de = d * e, df = d * f;

			te[ 0 ] = ce - df * b;
			te[ 4 ] = - a * f;
			te[ 8 ] = de + cf * b;

			te[ 1 ] = cf + de * b;
			te[ 5 ] = a * e;
			te[ 9 ] = df - ce * b;

			te[ 2 ] = - a * d;
			te[ 6 ] = b;
			te[ 10 ] = a * c;

		} else if ( euler.order === 'ZYX' ) {

			var ae = a * e, af = a * f, be = b * e, bf = b * f;

			te[ 0 ] = c * e;
			te[ 4 ] = be * d - af;
			te[ 8 ] = ae * d + bf;

			te[ 1 ] = c * f;
			te[ 5 ] = bf * d + ae;
			te[ 9 ] = af * d - be;

			te[ 2 ] = - d;
			te[ 6 ] = b * c;
			te[ 10 ] = a * c;

		} else if ( euler.order === 'YZX' ) {

			var ac = a * c, ad = a * d, bc = b * c, bd = b * d;

			te[ 0 ] = c * e;
			te[ 4 ] = bd - ac * f;
			te[ 8 ] = bc * f + ad;

			te[ 1 ] = f;
			te[ 5 ] = a * e;
			te[ 9 ] = - b * e;

			te[ 2 ] = - d * e;
			te[ 6 ] = ad * f + bc;
			te[ 10 ] = ac - bd * f;

		} else if ( euler.order === 'XZY' ) {

			var ac = a * c, ad = a * d, bc = b * c, bd = b * d;

			te[ 0 ] = c * e;
			te[ 4 ] = - f;
			te[ 8 ] = d * e;

			te[ 1 ] = ac * f + bd;
			te[ 5 ] = a * e;
			te[ 9 ] = ad * f - bc;

			te[ 2 ] = bc * f - ad;
			te[ 6 ] = b * e;
			te[ 10 ] = bd * f + ac;

		}

		// bottom row
		te[ 3 ] = 0;
		te[ 7 ] = 0;
		te[ 11 ] = 0;

		// last column
		te[ 12 ] = 0;
		te[ 13 ] = 0;
		te[ 14 ] = 0;
		te[ 15 ] = 1;

		return this;

	},

	makeRotationFromQuaternion: function ( q ) {

		return this.compose( _zero, q, _one );

	},

	lookAt: function ( eye, target, up ) {

		var te = this.elements;

		_z.subVectors( eye, target );

		if ( _z.lengthSq() === 0 ) {

			// eye and target are in the same position

			_z.z = 1;

		}

		_z.normalize();
		_x.crossVectors( up, _z );

		if ( _x.lengthSq() === 0 ) {

			// up and z are parallel

			if ( Math.abs( up.z ) === 1 ) {

				_z.x += 0.0001;

			} else {

				_z.z += 0.0001;

			}

			_z.normalize();
			_x.crossVectors( up, _z );

		}

		_x.normalize();
		_y.crossVectors( _z, _x );

		te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
		te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
		te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;

		return this;

	},

	multiply: function ( m, n ) {

		if ( n !== undefined ) {

			console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
			return this.multiplyMatrices( m, n );

		}

		return this.multiplyMatrices( this, m );

	},

	premultiply: function ( m ) {

		return this.multiplyMatrices( m, this );

	},

	multiplyMatrices: function ( a, b ) {

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

		var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
		var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
		var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
		var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];

		var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
		var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
		var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
		var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];

		te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
		te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
		te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
		te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;

		te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
		te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
		te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
		te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;

		te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
		te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
		te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
		te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;

		te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
		te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
		te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
		te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;

		return this;

	},

	multiplyScalar: function ( s ) {

		var te = this.elements;

		te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
		te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
		te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
		te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;

		return this;

	},

	determinant: function () {

		var te = this.elements;

		var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
		var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
		var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
		var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];

		//TODO: make this more efficient
		//( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )

		return (
			n41 * (
				+ n14 * n23 * n32
				 - n13 * n24 * n32
				 - n14 * n22 * n33
				 + n12 * n24 * n33
				 + n13 * n22 * n34
				 - n12 * n23 * n34
			) +
			n42 * (
				+ n11 * n23 * n34
				 - n11 * n24 * n33
				 + n14 * n21 * n33
				 - n13 * n21 * n34
				 + n13 * n24 * n31
				 - n14 * n23 * n31
			) +
			n43 * (
				+ n11 * n24 * n32
				 - n11 * n22 * n34
				 - n14 * n21 * n32
				 + n12 * n21 * n34
				 + n14 * n22 * n31
				 - n12 * n24 * n31
			) +
			n44 * (
				- n13 * n22 * n31
				 - n11 * n23 * n32
				 + n11 * n22 * n33
				 + n13 * n21 * n32
				 - n12 * n21 * n33
				 + n12 * n23 * n31
			)

		);

	},

	transpose: function () {

		var te = this.elements;
		var tmp;

		tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
		tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
		tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;

		tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
		tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
		tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;

		return this;

	},

	setPosition: function ( x, y, z ) {

		var te = this.elements;

		if ( x.isVector3 ) {

			te[ 12 ] = x.x;
			te[ 13 ] = x.y;
			te[ 14 ] = x.z;

		} else {

			te[ 12 ] = x;
			te[ 13 ] = y;
			te[ 14 ] = z;

		}

		return this;

	},

	getInverse: function ( m, throwOnDegenerate ) {

		if ( throwOnDegenerate !== undefined ) {

			console.warn( "THREE.Matrix4: .getInverse() can no longer be configured to throw on degenerate." );

		}

		// based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
		var te = this.elements,
			me = m.elements,

			n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
			n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
			n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
			n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],

			t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
			t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
			t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
			t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;

		var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;

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

		var detInv = 1 / det;

		te[ 0 ] = t11 * detInv;
		te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
		te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
		te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;

		te[ 4 ] = t12 * detInv;
		te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
		te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
		te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;

		te[ 8 ] = t13 * detInv;
		te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
		te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
		te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;

		te[ 12 ] = t14 * detInv;
		te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
		te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
		te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;

		return this;

	},

	scale: function ( v ) {

		var te = this.elements;
		var x = v.x, y = v.y, z = v.z;

		te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
		te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
		te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
		te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;

		return this;

	},

	getMaxScaleOnAxis: function () {

		var te = this.elements;

		var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
		var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
		var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];

		return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );

	},

	makeTranslation: function ( x, y, z ) {

		this.set(

			1, 0, 0, x,
			0, 1, 0, y,
			0, 0, 1, z,
			0, 0, 0, 1

		);

		return this;

	},

	makeRotationX: function ( theta ) {

		var c = Math.cos( theta ), s = Math.sin( theta );

		this.set(

			1, 0, 0, 0,
			0, c, - s, 0,
			0, s, c, 0,
			0, 0, 0, 1

		);

		return this;

	},

	makeRotationY: function ( theta ) {

		var c = Math.cos( theta ), s = Math.sin( theta );

		this.set(

			 c, 0, s, 0,
			 0, 1, 0, 0,
			- s, 0, c, 0,
			 0, 0, 0, 1

		);

		return this;

	},

	makeRotationZ: function ( theta ) {

		var c = Math.cos( theta ), s = Math.sin( theta );

		this.set(

			c, - s, 0, 0,
			s, c, 0, 0,
			0, 0, 1, 0,
			0, 0, 0, 1

		);

		return this;

	},

	makeRotationAxis: function ( axis, angle ) {

		// Based on http://www.gamedev.net/reference/articles/article1199.asp

		var c = Math.cos( angle );
		var s = Math.sin( angle );
		var t = 1 - c;
		var x = axis.x, y = axis.y, z = axis.z;
		var tx = t * x, ty = t * y;

		this.set(

			tx * x + c, tx * y - s * z, tx * z + s * y, 0,
			tx * y + s * z, ty * y + c, ty * z - s * x, 0,
			tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
			0, 0, 0, 1

		);

		 return this;

	},

	makeScale: function ( x, y, z ) {

		this.set(

			x, 0, 0, 0,
			0, y, 0, 0,
			0, 0, z, 0,
			0, 0, 0, 1

		);

		return this;

	},

	makeShear: function ( x, y, z ) {

		this.set(

			1, y, z, 0,
			x, 1, z, 0,
			x, y, 1, 0,
			0, 0, 0, 1

		);

		return this;

	},

	compose: function ( position, quaternion, scale ) {

		var te = this.elements;

		var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
		var x2 = x + x,	y2 = y + y, z2 = z + z;
		var xx = x * x2, xy = x * y2, xz = x * z2;
		var yy = y * y2, yz = y * z2, zz = z * z2;
		var wx = w * x2, wy = w * y2, wz = w * z2;

		var sx = scale.x, sy = scale.y, sz = scale.z;

		te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
		te[ 1 ] = ( xy + wz ) * sx;
		te[ 2 ] = ( xz - wy ) * sx;
		te[ 3 ] = 0;

		te[ 4 ] = ( xy - wz ) * sy;
		te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
		te[ 6 ] = ( yz + wx ) * sy;
		te[ 7 ] = 0;

		te[ 8 ] = ( xz + wy ) * sz;
		te[ 9 ] = ( yz - wx ) * sz;
		te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
		te[ 11 ] = 0;

		te[ 12 ] = position.x;
		te[ 13 ] = position.y;
		te[ 14 ] = position.z;
		te[ 15 ] = 1;

		return this;

	},

	decompose: function ( position, quaternion, scale ) {

		var te = this.elements;

		var sx = _v1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
		var sy = _v1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
		var sz = _v1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();

		// if determine is negative, we need to invert one scale
		var det = this.determinant();
		if ( det < 0 ) sx = - sx;

		position.x = te[ 12 ];
		position.y = te[ 13 ];
		position.z = te[ 14 ];

		// scale the rotation part
		_m1.copy( this );

		var invSX = 1 / sx;
		var invSY = 1 / sy;
		var invSZ = 1 / sz;

		_m1.elements[ 0 ] *= invSX;
		_m1.elements[ 1 ] *= invSX;
		_m1.elements[ 2 ] *= invSX;

		_m1.elements[ 4 ] *= invSY;
		_m1.elements[ 5 ] *= invSY;
		_m1.elements[ 6 ] *= invSY;

		_m1.elements[ 8 ] *= invSZ;
		_m1.elements[ 9 ] *= invSZ;
		_m1.elements[ 10 ] *= invSZ;

		quaternion.setFromRotationMatrix( _m1 );

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

		return this;

	},

	makePerspective: function ( left, right, top, bottom, near, far ) {

		if ( far === undefined ) {

			console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );

		}

		var te = this.elements;
		var x = 2 * near / ( right - left );
		var y = 2 * near / ( top - bottom );

		var a = ( right + left ) / ( right - left );
		var b = ( top + bottom ) / ( top - bottom );
		var c = - ( far + near ) / ( far - near );
		var d = - 2 * far * near / ( far - near );

		te[ 0 ] = x;	te[ 4 ] = 0;	te[ 8 ] = a;	te[ 12 ] = 0;
		te[ 1 ] = 0;	te[ 5 ] = y;	te[ 9 ] = b;	te[ 13 ] = 0;
		te[ 2 ] = 0;	te[ 6 ] = 0;	te[ 10 ] = c;	te[ 14 ] = d;
		te[ 3 ] = 0;	te[ 7 ] = 0;	te[ 11 ] = - 1;	te[ 15 ] = 0;

		return this;

	},

	makeOrthographic: function ( left, right, top, bottom, near, far ) {

		var te = this.elements;
		var w = 1.0 / ( right - left );
		var h = 1.0 / ( top - bottom );
		var p = 1.0 / ( far - near );

		var x = ( right + left ) * w;
		var y = ( top + bottom ) * h;
		var z = ( far + near ) * p;

		te[ 0 ] = 2 * w;	te[ 4 ] = 0;	te[ 8 ] = 0;	te[ 12 ] = - x;
		te[ 1 ] = 0;	te[ 5 ] = 2 * h;	te[ 9 ] = 0;	te[ 13 ] = - y;
		te[ 2 ] = 0;	te[ 6 ] = 0;	te[ 10 ] = - 2 * p;	te[ 14 ] = - z;
		te[ 3 ] = 0;	te[ 7 ] = 0;	te[ 11 ] = 0;	te[ 15 ] = 1;

		return this;

	},

	equals: function ( matrix ) {

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

		for ( var i = 0; i < 16; i ++ ) {

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

		}

		return true;

	},

	fromArray: function ( array, offset ) {

		if ( offset === undefined ) offset = 0;

		for ( var i = 0; i < 16; i ++ ) {

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

		}

		return this;

	},

	toArray: function ( array, offset ) {

		if ( array === undefined ) array = [];
		if ( offset === undefined ) offset = 0;

		var te = this.elements;

		array[ offset ] = te[ 0 ];
		array[ offset + 1 ] = te[ 1 ];
		array[ offset + 2 ] = te[ 2 ];
		array[ offset + 3 ] = te[ 3 ];

		array[ offset + 4 ] = te[ 4 ];
		array[ offset + 5 ] = te[ 5 ];
		array[ offset + 6 ] = te[ 6 ];
		array[ offset + 7 ] = te[ 7 ];

		array[ offset + 8 ] = te[ 8 ];
		array[ offset + 9 ] = te[ 9 ];
		array[ offset + 10 ] = te[ 10 ];
		array[ offset + 11 ] = te[ 11 ];

		array[ offset + 12 ] = te[ 12 ];
		array[ offset + 13 ] = te[ 13 ];
		array[ offset + 14 ] = te[ 14 ];
		array[ offset + 15 ] = te[ 15 ];

		return array;

	}

} );

/**
 * @author mrdoob / http://mrdoob.com/
 * @author WestLangley / http://github.com/WestLangley
 * @author bhouston / http://clara.io
 */

var _matrix = new Matrix4();
var _quaternion$1 = new Quaternion();

function Euler( x, y, z, order ) {

	this._x = x || 0;
	this._y = y || 0;
	this._z = z || 0;
	this._order = order || Euler.DefaultOrder;

}

Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];

Euler.DefaultOrder = 'XYZ';

Object.defineProperties( Euler.prototype, {

	x: {

		get: function () {

			return this._x;

		},

		set: function ( value ) {

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

		}

	},

	y: {

		get: function () {

			return this._y;

		},

		set: function ( value ) {

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

		}

	},

	z: {

		get: function () {

			return this._z;

		},

		set: function ( value ) {

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

		}

	},

	order: {

		get: function () {

			return this._order;

		},

		set: function ( value ) {

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

		}

	}

} );

Object.assign( Euler.prototype, {

	isEuler: true,

	set: function ( x, y, z, order ) {

		this._x = x;
		this._y = y;
		this._z = z;
		this._order = order || this._order;

		this._onChangeCallback();

		return this;

	},

	clone: function () {

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

	},

	copy: function ( euler ) {

		this._x = euler._x;
		this._y = euler._y;
		this._z = euler._z;
		this._order = euler._order;

		this._onChangeCallback();

		return this;

	},

	setFromRotationMatrix: function ( m, order, update ) {

		var clamp = MathUtils.clamp;

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

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

		order = order || this._order;

		switch ( order ) {

			case 'XYZ':

				this._y = Math.asin( clamp( m13, - 1, 1 ) );

				if ( Math.abs( m13 ) < 0.9999999 ) {

					this._x = Math.atan2( - m23, m33 );
					this._z = Math.atan2( - m12, m11 );

				} else {

					this._x = Math.atan2( m32, m22 );
					this._z = 0;

				}

				break;

			case 'YXZ':

				this._x = Math.asin( - clamp( m23, - 1, 1 ) );

				if ( Math.abs( m23 ) < 0.9999999 ) {

					this._y = Math.atan2( m13, m33 );
					this._z = Math.atan2( m21, m22 );

				} else {

					this._y = Math.atan2( - m31, m11 );
					this._z = 0;

				}

				break;

			case 'ZXY':

				this._x = Math.asin( clamp( m32, - 1, 1 ) );

				if ( Math.abs( m32 ) < 0.9999999 ) {

					this._y = Math.atan2( - m31, m33 );
					this._z = Math.atan2( - m12, m22 );

				} else {

					this._y = 0;
					this._z = Math.atan2( m21, m11 );

				}

				break;

			case 'ZYX':

				this._y = Math.asin( - clamp( m31, - 1, 1 ) );

				if ( Math.abs( m31 ) < 0.9999999 ) {

					this._x = Math.atan2( m32, m33 );
					this._z = Math.atan2( m21, m11 );

				} else {

					this._x = 0;
					this._z = Math.atan2( - m12, m22 );

				}

				break;

			case 'YZX':

				this._z = Math.asin( clamp( m21, - 1, 1 ) );

				if ( Math.abs( m21 ) < 0.9999999 ) {

					this._x = Math.atan2( - m23, m22 );
					this._y = Math.atan2( - m31, m11 );

				} else {

					this._x = 0;
					this._y = Math.atan2( m13, m33 );

				}

				break;

			case 'XZY':

				this._z = Math.asin( - clamp( m12, - 1, 1 ) );

				if ( Math.abs( m12 ) < 0.9999999 ) {

					this._x = Math.atan2( m32, m22 );
					this._y = Math.atan2( m13, m11 );

				} else {

					this._x = Math.atan2( - m23, m33 );
					this._y = 0;

				}

				break;

			default:

				console.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );

		}

		this._order = order;

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

		return this;

	},

	setFromQuaternion: function ( q, order, update ) {

		_matrix.makeRotationFromQuaternion( q );

		return this.setFromRotationMatrix( _matrix, order, update );

	},

	setFromVector3: function ( v, order ) {

		return this.set( v.x, v.y, v.z, order || this._order );

	},

	reorder: function ( newOrder ) {

		// WARNING: this discards revolution information -bhouston

		_quaternion$1.setFromEuler( this );

		return this.setFromQuaternion( _quaternion$1, newOrder );

	},

	equals: function ( euler ) {

		return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );

	},

	fromArray: function ( array ) {

		this._x = array[ 0 ];
		this._y = array[ 1 ];
		this._z = array[ 2 ];
		if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];

		this._onChangeCallback();

		return this;

	},

	toArray: function ( array, offset ) {

		if ( array === undefined ) array = [];
		if ( offset === undefined ) offset = 0;

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

		return array;

	},

	toVector3: function ( optionalResult ) {

		if ( optionalResult ) {

			return optionalResult.set( this._x, this._y, this._z );

		} else {

			return new Vector3( this._x, this._y, this._z );

		}

	},

	_onChange: function ( callback ) {

		this._onChangeCallback = callback;

		return this;

	},

	_onChangeCallback: function () {}

} );

/**
 * @author mrdoob / http://mrdoob.com/
 */

function Layers() {

	this.mask = 1 | 0;

}

Object.assign( Layers.prototype, {

	set: function ( channel ) {

		this.mask = 1 << channel | 0;

	},

	enable: function ( channel ) {

		this.mask |= 1 << channel | 0;

	},

	enableAll: function () {

		this.mask = 0xffffffff | 0;

	},

	toggle: function ( channel ) {

		this.mask ^= 1 << channel | 0;

	},

	disable: function ( channel ) {

		this.mask &= ~ ( 1 << channel | 0 );

	},

	disableAll: function () {

		this.mask = 0;

	},

	test: function ( layers ) {

		return ( this.mask & layers.mask ) !== 0;

	}

} );

var _object3DId = 0;

var _v1$1 = new Vector3();
var _q1 = new Quaternion();
var _m1$1 = new Matrix4();
var _target = new Vector3();

var _position = new Vector3();
var _scale = new Vector3();
var _quaternion$2 = new Quaternion();

var _xAxis = new Vector3( 1, 0, 0 );
var _yAxis = new Vector3( 0, 1, 0 );
var _zAxis = new Vector3( 0, 0, 1 );

var _addedEvent = { type: 'added' };
var _removedEvent = { type: 'removed' };

/**
 * @author mrdoob / http://mrdoob.com/
 * @author mikael emtinger / http://gomo.se/
 * @author alteredq / http://alteredqualia.com/
 * @author WestLangley / http://github.com/WestLangley
 * @author elephantatwork / www.elephantatwork.ch
 */

function Object3D() {

	Object.defineProperty( this, 'id', { value: _object3DId ++ } );

	this.uuid = MathUtils.generateUUID();

	this.name = '';
	this.type = 'Object3D';

	this.parent = null;
	this.children = [];

	this.up = Object3D.DefaultUp.clone();

	var position = new Vector3();
	var rotation = new Euler();
	var quaternion = new Quaternion();
	var scale = new Vector3( 1, 1, 1 );

	function onRotationChange() {

		quaternion.setFromEuler( rotation, false );

	}

	function onQuaternionChange() {

		rotation.setFromQuaternion( quaternion, undefined, false );

	}

	rotation._onChange( onRotationChange );
	quaternion._onChange( onQuaternionChange );

	Object.defineProperties( this, {
		position: {
			configurable: true,
			enumerable: true,
			value: position
		},
		rotation: {
			configurable: true,
			enumerable: true,
			value: rotation
		},
		quaternion: {
			configurable: true,
			enumerable: true,
			value: quaternion
		},
		scale: {
			configurable: true,
			enumerable: true,
			value: scale
		},
		modelViewMatrix: {
			value: new Matrix4()
		},
		normalMatrix: {
			value: new Matrix3()
		}
	} );

	this.matrix = new Matrix4();
	this.matrixWorld = new Matrix4();

	this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
	this.matrixWorldNeedsUpdate = false;

	this.layers = new Layers();
	this.visible = true;

	this.castShadow = false;
	this.receiveShadow = false;

	this.frustumCulled = true;
	this.renderOrder = 0;

	this.userData = {};

}

Object3D.DefaultUp = new Vector3( 0, 1, 0 );
Object3D.DefaultMatrixAutoUpdate = true;

Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {

	constructor: Object3D,

	isObject3D: true,

	onBeforeRender: function () {},
	onAfterRender: function () {},

	applyMatrix4: function ( matrix ) {

		if ( this.matrixAutoUpdate ) this.updateMatrix();

		this.matrix.premultiply( matrix );

		this.matrix.decompose( this.position, this.quaternion, this.scale );

	},

	applyQuaternion: function ( q ) {

		this.quaternion.premultiply( q );

		return this;

	},

	setRotationFromAxisAngle: function ( axis, angle ) {

		// assumes axis is normalized

		this.quaternion.setFromAxisAngle( axis, angle );

	},

	setRotationFromEuler: function ( euler ) {

		this.quaternion.setFromEuler( euler, true );

	},

	setRotationFromMatrix: function ( m ) {

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

		this.quaternion.setFromRotationMatrix( m );

	},

	setRotationFromQuaternion: function ( q ) {

		// assumes q is normalized

		this.quaternion.copy( q );

	},

	rotateOnAxis: function ( axis, angle ) {

		// rotate object on axis in object space
		// axis is assumed to be normalized

		_q1.setFromAxisAngle( axis, angle );

		this.quaternion.multiply( _q1 );

		return this;

	},

	rotateOnWorldAxis: function ( axis, angle ) {

		// rotate object on axis in world space
		// axis is assumed to be normalized
		// method assumes no rotated parent

		_q1.setFromAxisAngle( axis, angle );

		this.quaternion.premultiply( _q1 );

		return this;

	},

	rotateX: function ( angle ) {

		return this.rotateOnAxis( _xAxis, angle );

	},

	rotateY: function ( angle ) {

		return this.rotateOnAxis( _yAxis, angle );

	},

	rotateZ: function ( angle ) {

		return this.rotateOnAxis( _zAxis, angle );

	},

	translateOnAxis: function ( axis, distance ) {

		// translate object by distance along axis in object space
		// axis is assumed to be normalized

		_v1$1.copy( axis ).applyQuaternion( this.quaternion );

		this.position.add( _v1$1.multiplyScalar( distance ) );

		return this;

	},

	translateX: function ( distance ) {

		return this.translateOnAxis( _xAxis, distance );

	},

	translateY: function ( distance ) {

		return this.translateOnAxis( _yAxis, distance );

	},

	translateZ: function ( distance ) {

		return this.translateOnAxis( _zAxis, distance );

	},

	localToWorld: function ( vector ) {

		return vector.applyMatrix4( this.matrixWorld );

	},

	worldToLocal: function ( vector ) {

		return vector.applyMatrix4( _m1$1.getInverse( this.matrixWorld ) );

	},

	lookAt: function ( x, y, z ) {

		// This method does not support objects having non-uniformly-scaled parent(s)

		if ( x.isVector3 ) {

			_target.copy( x );

		} else {

			_target.set( x, y, z );

		}

		var parent = this.parent;

		this.updateWorldMatrix( true, false );

		_position.setFromMatrixPosition( this.matrixWorld );

		if ( this.isCamera || this.isLight ) {

			_m1$1.lookAt( _position, _target, this.up );

		} else {

			_m1$1.lookAt( _target, _position, this.up );

		}

		this.quaternion.setFromRotationMatrix( _m1$1 );

		if ( parent ) {

			_m1$1.extractRotation( parent.matrixWorld );
			_q1.setFromRotationMatrix( _m1$1 );
			this.quaternion.premultiply( _q1.inverse() );

		}

	},

	add: function ( object ) {

		if ( arguments.length > 1 ) {

			for ( var i = 0; i < arguments.length; i ++ ) {

				this.add( arguments[ i ] );

			}

			return this;

		}

		if ( object === this ) {

			console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
			return this;

		}

		if ( ( object && object.isObject3D ) ) {

			if ( object.parent !== null ) {

				object.parent.remove( object );

			}

			object.parent = this;
			this.children.push( object );

			object.dispatchEvent( _addedEvent );

		} else {

			console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );

		}

		return this;

	},

	remove: function ( object ) {

		if ( arguments.length > 1 ) {

			for ( var i = 0; i < arguments.length; i ++ ) {

				this.remove( arguments[ i ] );

			}

			return this;

		}

		var index = this.children.indexOf( object );

		if ( index !== - 1 ) {

			object.parent = null;
			this.children.splice( index, 1 );

			object.dispatchEvent( _removedEvent );

		}

		return this;

	},

	attach: function ( object ) {

		// adds object as a child of this, while maintaining the object's world transform

		this.updateWorldMatrix( true, false );

		_m1$1.getInverse( this.matrixWorld );

		if ( object.parent !== null ) {

			object.parent.updateWorldMatrix( true, false );

			_m1$1.multiply( object.parent.matrixWorld );

		}

		object.applyMatrix4( _m1$1 );

		object.updateWorldMatrix( false, false );

		this.add( object );

		return this;

	},

	getObjectById: function ( id ) {

		return this.getObjectByProperty( 'id', id );

	},

	getObjectByName: function ( name ) {

		return this.getObjectByProperty( 'name', name );

	},

	getObjectByProperty: function ( name, value ) {

		if ( this[ name ] === value ) return this;

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

			var child = this.children[ i ];
			var object = child.getObjectByProperty( name, value );

			if ( object !== undefined ) {

				return object;

			}

		}

		return undefined;

	},

	getWorldPosition: function ( target ) {

		if ( target === undefined ) {

			console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );
			target = new Vector3();

		}

		this.updateMatrixWorld( true );

		return target.setFromMatrixPosition( this.matrixWorld );

	},

	getWorldQuaternion: function ( target ) {

		if ( target === undefined ) {

			console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );
			target = new Quaternion();

		}

		this.updateMatrixWorld( true );

		this.matrixWorld.decompose( _position, target, _scale );

		return target;

	},

	getWorldScale: function ( target ) {

		if ( target === undefined ) {

			console.warn( 'THREE.Object3D: .getWorldScale() target is now required' );
			target = new Vector3();

		}

		this.updateMatrixWorld( true );

		this.matrixWorld.decompose( _position, _quaternion$2, target );

		return target;

	},

	getWorldDirection: function ( target ) {

		if ( target === undefined ) {

			console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );
			target = new Vector3();

		}

		this.updateMatrixWorld( true );

		var e = this.matrixWorld.elements;

		return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();

	},

	raycast: function () {},

	traverse: function ( callback ) {

		callback( this );

		var children = this.children;

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

			children[ i ].traverse( callback );

		}

	},

	traverseVisible: function ( callback ) {

		if ( this.visible === false ) return;

		callback( this );

		var children = this.children;

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

			children[ i ].traverseVisible( callback );

		}

	},

	traverseAncestors: function ( callback ) {

		var parent = this.parent;

		if ( parent !== null ) {

			callback( parent );

			parent.traverseAncestors( callback );

		}

	},

	updateMatrix: function () {

		this.matrix.compose( this.position, this.quaternion, this.scale );

		this.matrixWorldNeedsUpdate = true;

	},

	updateMatrixWorld: function ( force ) {

		if ( this.matrixAutoUpdate ) this.updateMatrix();

		if ( this.matrixWorldNeedsUpdate || force ) {

			if ( this.parent === null ) {

				this.matrixWorld.copy( this.matrix );

			} else {

				this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );

			}

			this.matrixWorldNeedsUpdate = false;

			force = true;

		}

		// update children

		var children = this.children;

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

			children[ i ].updateMatrixWorld( force );

		}

	},

	updateWorldMatrix: function ( updateParents, updateChildren ) {

		var parent = this.parent;

		if ( updateParents === true && parent !== null ) {

			parent.updateWorldMatrix( true, false );

		}

		if ( this.matrixAutoUpdate ) this.updateMatrix();

		if ( this.parent === null ) {

			this.matrixWorld.copy( this.matrix );

		} else {

			this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );

		}

		// update children

		if ( updateChildren === true ) {

			var children = this.children;

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

				children[ i ].updateWorldMatrix( false, true );

			}

		}

	},

	toJSON: function ( meta ) {

		// meta is a string when called from JSON.stringify
		var isRootObject = ( meta === undefined || typeof meta === 'string' );

		var output = {};

		// meta is a hash used to collect geometries, materials.
		// not providing it implies that this is the root object
		// being serialized.
		if ( isRootObject ) {

			// initialize meta obj
			meta = {
				geometries: {},
				materials: {},
				textures: {},
				images: {},
				shapes: {}
			};

			output.metadata = {
				version: 4.5,
				type: 'Object',
				generator: 'Object3D.toJSON'
			};

		}

		// standard Object3D serialization

		var object = {};

		object.uuid = this.uuid;
		object.type = this.type;

		if ( this.name !== '' ) object.name = this.name;
		if ( this.castShadow === true ) object.castShadow = true;
		if ( this.receiveShadow === true ) object.receiveShadow = true;
		if ( this.visible === false ) object.visible = false;
		if ( this.frustumCulled === false ) object.frustumCulled = false;
		if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;
		if ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData;

		object.layers = this.layers.mask;
		object.matrix = this.matrix.toArray();

		if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;

		// object specific properties

		if ( this.isInstancedMesh ) {

			object.type = 'InstancedMesh';
			object.count = this.count;
			object.instanceMatrix = this.instanceMatrix.toJSON();

		}

		//

		function serialize( library, element ) {

			if ( library[ element.uuid ] === undefined ) {

				library[ element.uuid ] = element.toJSON( meta );

			}

			return element.uuid;

		}

		if ( this.isMesh || this.isLine || this.isPoints ) {

			object.geometry = serialize( meta.geometries, this.geometry );

			var parameters = this.geometry.parameters;

			if ( parameters !== undefined && parameters.shapes !== undefined ) {

				var shapes = parameters.shapes;

				if ( Array.isArray( shapes ) ) {

					for ( var i = 0, l = shapes.length; i < l; i ++ ) {

						var shape = shapes[ i ];

						serialize( meta.shapes, shape );

					}

				} else {

					serialize( meta.shapes, shapes );

				}

			}

		}

		if ( this.material !== undefined ) {

			if ( Array.isArray( this.material ) ) {

				var uuids = [];

				for ( var i = 0, l = this.material.length; i < l; i ++ ) {

					uuids.push( serialize( meta.materials, this.material[ i ] ) );

				}

				object.material = uuids;

			} else {

				object.material = serialize( meta.materials, this.material );

			}

		}

		//

		if ( this.children.length > 0 ) {

			object.children = [];

			for ( var i = 0; i < this.children.length; i ++ ) {

				object.children.push( this.children[ i ].toJSON( meta ).object );

			}

		}

		if ( isRootObject ) {

			var geometries = extractFromCache( meta.geometries );
			var materials = extractFromCache( meta.materials );
			var textures = extractFromCache( meta.textures );
			var images = extractFromCache( meta.images );
			var shapes = extractFromCache( meta.shapes );

			if ( geometries.length > 0 ) output.geometries = geometries;
			if ( materials.length > 0 ) output.materials = materials;
			if ( textures.length > 0 ) output.textures = textures;
			if ( images.length > 0 ) output.images = images;
			if ( shapes.length > 0 ) output.shapes = shapes;

		}

		output.object = object;

		return output;

		// extract data from the cache hash
		// remove metadata on each item
		// and return as array
		function extractFromCache( cache ) {

			var values = [];
			for ( var key in cache ) {

				var data = cache[ key ];
				delete data.metadata;
				values.push( data );

			}

			return values;

		}

	},

	clone: function ( recursive ) {

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

	},

	copy: function ( source, recursive ) {

		if ( recursive === undefined ) recursive = true;

		this.name = source.name;

		this.up.copy( source.up );

		this.position.copy( source.position );
		this.quaternion.copy( source.quaternion );
		this.scale.copy( source.scale );

		this.matrix.copy( source.matrix );
		this.matrixWorld.copy( source.matrixWorld );

		this.matrixAutoUpdate = source.matrixAutoUpdate;
		this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;

		this.layers.mask = source.layers.mask;
		this.visible = source.visible;

		this.castShadow = source.castShadow;
		this.receiveShadow = source.receiveShadow;

		this.frustumCulled = source.frustumCulled;
		this.renderOrder = source.renderOrder;

		this.userData = JSON.parse( JSON.stringify( source.userData ) );

		if ( recursive === true ) {

			for ( var i = 0; i < source.children.length; i ++ ) {

				var child = source.children[ i ];
				this.add( child.clone() );

			}

		}

		return this;

	}

} );

/**
 * @author mrdoob / http://mrdoob.com/
 */

function Scene() {

	Object3D.call( this );

	this.type = 'Scene';

	this.background = null;
	this.environment = null;
	this.fog = null;

	this.overrideMaterial = null;

	this.autoUpdate = true; // checked by the renderer

	if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {

		__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef

	}

}

Scene.prototype = Object.assign( Object.create( Object3D.prototype ), {

	constructor: Scene,

	isScene: true,

	copy: function ( source, recursive ) {

		Object3D.prototype.copy.call( this, source, recursive );

		if ( source.background !== null ) this.background = source.background.clone();
		if ( source.environment !== null ) this.environment = source.environment.clone();
		if ( source.fog !== null ) this.fog = source.fog.clone();

		if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();

		this.autoUpdate = source.autoUpdate;
		this.matrixAutoUpdate = source.matrixAutoUpdate;

		return this;

	},

	toJSON: function ( meta ) {

		var data = Object3D.prototype.toJSON.call( this, meta );

		if ( this.background !== null ) data.object.background = this.background.toJSON( meta );
		if ( this.environment !== null ) data.object.environment = this.environment.toJSON( meta );
		if ( this.fog !== null ) data.object.fog = this.fog.toJSON();

		return data;

	},

	dispose: function () {

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

	}

} );

var _points = [
	new Vector3(),
	new Vector3(),
	new Vector3(),
	new Vector3(),
	new Vector3(),
	new Vector3(),
	new Vector3(),
	new Vector3()
];

var _vector$1 = new Vector3();

var _box = new Box3();

// triangle centered vertices

var _v0 = new Vector3();
var _v1$2 = new Vector3();
var _v2 = new Vector3();

// triangle edge vectors

var _f0 = new Vector3();
var _f1 = new Vector3();
var _f2 = new Vector3();

var _center = new Vector3();
var _extents = new Vector3();
var _triangleNormal = new Vector3();
var _testAxis = new Vector3();

/**
 * @author bhouston / http://clara.io
 * @author WestLangley / http://github.com/WestLangley
 */

function Box3( min, max ) {

	this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
	this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );

}


Object.assign( Box3.prototype, {

	isBox3: true,

	set: function ( min, max ) {

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

		return this;

	},

	setFromArray: function ( array ) {

		var minX = + Infinity;
		var minY = + Infinity;
		var minZ = + Infinity;

		var maxX = - Infinity;
		var maxY = - Infinity;
		var maxZ = - Infinity;

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

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

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

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

		}

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

		return this;

	},

	setFromBufferAttribute: function ( attribute ) {

		var minX = + Infinity;
		var minY = + Infinity;
		var minZ = + Infinity;

		var maxX = - Infinity;
		var maxY = - Infinity;
		var maxZ = - Infinity;

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

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

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

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

		}

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

		return this;

	},

	setFromPoints: function ( points ) {

		this.makeEmpty();

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

			this.expandByPoint( points[ i ] );

		}

		return this;

	},

	setFromCenterAndSize: function ( center, size ) {

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

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

		return this;

	},

	setFromObject: function ( object ) {

		this.makeEmpty();

		return this.expandByObject( object );

	},

	clone: function () {

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

	},

	copy: function ( box ) {

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

		return this;

	},

	makeEmpty: function () {

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

		return this;

	},

	isEmpty: function () {

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

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

	},

	getCenter: function ( target ) {

		if ( target === undefined ) {

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

		}

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

	},

	getSize: function ( target ) {

		if ( target === undefined ) {

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

		}

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

	},

	expandByPoint: function ( point ) {

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

		return this;

	},

	expandByVector: function ( vector ) {

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

		return this;

	},

	expandByScalar: function ( scalar ) {

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

		return this;

	},

	expandByObject: function ( object ) {

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

		object.updateWorldMatrix( false, false );

		var geometry = object.geometry;

		if ( geometry !== undefined ) {

			if ( geometry.boundingBox === null ) {

				geometry.computeBoundingBox();

			}

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

			this.union( _box );

		}

		var children = object.children;

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

			this.expandByObject( children[ i ] );

		}

		return this;

	},

	containsPoint: function ( point ) {

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

	},

	containsBox: function ( box ) {

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

	},

	getParameter: function ( point, target ) {

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

		if ( target === undefined ) {

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

		}

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

	},

	intersectsBox: function ( box ) {

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

	},

	intersectsSphere: function ( sphere ) {

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

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

	},

	intersectsPlane: function ( plane ) {

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

		var min, max;

		if ( plane.normal.x > 0 ) {

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

		} else {

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

		}

		if ( plane.normal.y > 0 ) {

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

		} else {

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

		}

		if ( plane.normal.z > 0 ) {

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

		} else {

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

		}

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

	},

	intersectsTriangle: function ( triangle ) {

		if ( this.isEmpty() ) {

			return false;

		}

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

		// translate triangle to aabb origin
		_v0.subVectors( triangle.a, _center );
		_v1$2.subVectors( triangle.b, _center );
		_v2.subVectors( triangle.c, _center );

		// compute edge vectors for triangle
		_f0.subVectors( _v1$2, _v0 );
		_f1.subVectors( _v2, _v1$2 );
		_f2.subVectors( _v0, _v2 );

		// test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
		// make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation
		// axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
		var axes = [
			0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
			_f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
			- _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
		];
		if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {

			return false;

		}

		// test 3 face normals from the aabb
		axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
		if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {

			return false;

		}

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

		return satForAxes( axes, _v0, _v1$2, _v2, _extents );

	},

	clampPoint: function ( point, target ) {

		if ( target === undefined ) {

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

		}

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

	},

	distanceToPoint: function ( point ) {

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

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

	},

	getBoundingSphere: function ( target ) {

		if ( target === undefined ) {

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

		}

		this.getCenter( target.center );

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

		return target;

	},

	intersect: function ( box ) {

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

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

		return this;

	},

	union: function ( box ) {

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

		return this;

	},

	applyMatrix4: function ( matrix ) {

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

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

		this.setFromPoints( _points );

		return this;

	},

	translate: function ( offset ) {

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

		return this;

	},

	equals: function ( box ) {

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

	}

} );

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

	var i, j;

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

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

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

		}

	}

	return true;

}

var _box$1 = new Box3();

/**
 * @author bhouston / http://clara.io
 * @author mrdoob / http://mrdoob.com/
 */

function Sphere( center, radius ) {

	this.center = ( center !== undefined ) ? center : new Vector3();
	this.radius = ( radius !== undefined ) ? radius : - 1;

}

Object.assign( Sphere.prototype, {

	set: function ( center, radius ) {

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

		return this;

	},

	setFromPoints: function ( points, optionalCenter ) {

		var center = this.center;

		if ( optionalCenter !== undefined ) {

			center.copy( optionalCenter );

		} else {

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

		}

		var maxRadiusSq = 0;

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

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

		}

		this.radius = Math.sqrt( maxRadiusSq );

		return this;

	},

	clone: function () {

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

	},

	copy: function ( sphere ) {

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

		return this;

	},

	isEmpty: function () {

		return ( this.radius < 0 );

	},

	makeEmpty: function () {

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

		return this;

	},

	containsPoint: function ( point ) {

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

	},

	distanceToPoint: function ( point ) {

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

	},

	intersectsSphere: function ( sphere ) {

		var radiusSum = this.radius + sphere.radius;

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

	},

	intersectsBox: function ( box ) {

		return box.intersectsSphere( this );

	},

	intersectsPlane: function ( plane ) {

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

	},

	clampPoint: function ( point, target ) {

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

		if ( target === undefined ) {

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

		}

		target.copy( point );

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

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

		}

		return target;

	},

	getBoundingBox: function ( target ) {

		if ( target === undefined ) {

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

		}

		if ( this.isEmpty() ) {

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

		}

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

		return target;

	},

	applyMatrix4: function ( matrix ) {

		this.center.applyMatrix4( matrix );
		this.radius = this.radius * matrix.getMaxScaleOnAxis();

		return this;

	},

	translate: function ( offset ) {

		this.center.add( offset );

		return this;

	},

	equals: function ( sphere ) {

		return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );

	}

} );

var _vector$2 = new Vector3();
var _segCenter = new Vector3();
var _segDir = new Vector3();
var _diff = new Vector3();

var _edge1 = new Vector3();
var _edge2 = new Vector3();
var _normal = new Vector3();

/**
 * @author bhouston / http://clara.io
 */

function Ray( origin, direction ) {

	this.origin = ( origin !== undefined ) ? origin : new Vector3();
	this.direction = ( direction !== undefined ) ? direction : new Vector3( 0, 0, - 1 );

}

Object.assign( Ray.prototype, {

	set: function ( origin, direction ) {

		this.origin.copy( origin );
		this.direction.copy( direction );

		return this;

	},

	clone: function () {

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

	},

	copy: function ( ray ) {

		this.origin.copy( ray.origin );
		this.direction.copy( ray.direction );

		return this;

	},

	at: function ( t, target ) {

		if ( target === undefined ) {

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

		}

		return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );

	},

	lookAt: function ( v ) {

		this.direction.copy( v ).sub( this.origin ).normalize();

		return this;

	},

	recast: function ( t ) {

		this.origin.copy( this.at( t, _vector$2 ) );

		return this;

	},

	closestPointToPoint: function ( point, target ) {

		if ( target === undefined ) {

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

		}

		target.subVectors( point, this.origin );

		var directionDistance = target.dot( this.direction );

		if ( directionDistance < 0 ) {

			return target.copy( this.origin );

		}

		return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );

	},

	distanceToPoint: function ( point ) {

		return Math.sqrt( this.distanceSqToPoint( point ) );

	},

	distanceSqToPoint: function ( point ) {

		var directionDistance = _vector$2.subVectors( point, this.origin ).dot( this.direction );

		// point behind the ray

		if ( directionDistance < 0 ) {

			return this.origin.distanceToSquared( point );

		}

		_vector$2.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );

		return _vector$2.distanceToSquared( point );

	},

	distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {

		// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
		// It returns the min distance between the ray and the segment
		// defined by v0 and v1
		// It can also set two optional targets :
		// - The closest point on the ray
		// - The closest point on the segment

		_segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
		_segDir.copy( v1 ).sub( v0 ).normalize();
		_diff.copy( this.origin ).sub( _segCenter );

		var segExtent = v0.distanceTo( v1 ) * 0.5;
		var a01 = - this.direction.dot( _segDir );
		var b0 = _diff.dot( this.direction );
		var b1 = - _diff.dot( _segDir );
		var c = _diff.lengthSq();
		var det = Math.abs( 1 - a01 * a01 );
		var s0, s1, sqrDist, extDet;

		if ( det > 0 ) {

			// The ray and segment are not parallel.

			s0 = a01 * b1 - b0;
			s1 = a01 * b0 - b1;
			extDet = segExtent * det;

			if ( s0 >= 0 ) {

				if ( s1 >= - extDet ) {

					if ( s1 <= extDet ) {

						// region 0
						// Minimum at interior points of ray and segment.

						var invDet = 1 / det;
						s0 *= invDet;
						s1 *= invDet;
						sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;

					} else {

						// region 1

						s1 = segExtent;
						s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
						sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;

					}

				} else {

					// region 5

					s1 = - segExtent;
					s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
					sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;

				}

			} else {

				if ( s1 <= - extDet ) {

					// region 4

					s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
					s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
					sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;

				} else if ( s1 <= extDet ) {

					// region 3

					s0 = 0;
					s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
					sqrDist = s1 * ( s1 + 2 * b1 ) + c;

				} else {

					// region 2

					s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
					s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
					sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;

				}

			}

		} else {

			// Ray and segment are parallel.

			s1 = ( a01 > 0 ) ? - segExtent : segExtent;
			s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
			sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;

		}

		if ( optionalPointOnRay ) {

			optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );

		}

		if ( optionalPointOnSegment ) {

			optionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );

		}

		return sqrDist;

	},

	intersectSphere: function ( sphere, target ) {

		_vector$2.subVectors( sphere.center, this.origin );
		var tca = _vector$2.dot( this.direction );
		var d2 = _vector$2.dot( _vector$2 ) - tca * tca;
		var radius2 = sphere.radius * sphere.radius;

		if ( d2 > radius2 ) return null;

		var thc = Math.sqrt( radius2 - d2 );

		// t0 = first intersect point - entrance on front of sphere
		var t0 = tca - thc;

		// t1 = second intersect point - exit point on back of sphere
		var t1 = tca + thc;

		// test to see if both t0 and t1 are behind the ray - if so, return null
		if ( t0 < 0 && t1 < 0 ) return null;

		// test to see if t0 is behind the ray:
		// if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
		// in order to always return an intersect point that is in front of the ray.
		if ( t0 < 0 ) return this.at( t1, target );

		// else t0 is in front of the ray, so return the first collision point scaled by t0
		return this.at( t0, target );

	},

	intersectsSphere: function ( sphere ) {

		return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );

	},

	distanceToPlane: function ( plane ) {

		var denominator = plane.normal.dot( this.direction );

		if ( denominator === 0 ) {

			// line is coplanar, return origin
			if ( plane.distanceToPoint( this.origin ) === 0 ) {

				return 0;

			}

			// Null is preferable to undefined since undefined means.... it is undefined

			return null;

		}

		var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;

		// Return if the ray never intersects the plane

		return t >= 0 ? t : null;

	},

	intersectPlane: function ( plane, target ) {

		var t = this.distanceToPlane( plane );

		if ( t === null ) {

			return null;

		}

		return this.at( t, target );

	},

	intersectsPlane: function ( plane ) {

		// check if the ray lies on the plane first

		var distToPoint = plane.distanceToPoint( this.origin );

		if ( distToPoint === 0 ) {

			return true;

		}

		var denominator = plane.normal.dot( this.direction );

		if ( denominator * distToPoint < 0 ) {

			return true;

		}

		// ray origin is behind the plane (and is pointing behind it)

		return false;

	},

	intersectBox: function ( box, target ) {

		var tmin, tmax, tymin, tymax, tzmin, tzmax;

		var invdirx = 1 / this.direction.x,
			invdiry = 1 / this.direction.y,
			invdirz = 1 / this.direction.z;

		var origin = this.origin;

		if ( invdirx >= 0 ) {

			tmin = ( box.min.x - origin.x ) * invdirx;
			tmax = ( box.max.x - origin.x ) * invdirx;

		} else {

			tmin = ( box.max.x - origin.x ) * invdirx;
			tmax = ( box.min.x - origin.x ) * invdirx;

		}

		if ( invdiry >= 0 ) {

			tymin = ( box.min.y - origin.y ) * invdiry;
			tymax = ( box.max.y - origin.y ) * invdiry;

		} else {

			tymin = ( box.max.y - origin.y ) * invdiry;
			tymax = ( box.min.y - origin.y ) * invdiry;

		}

		if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;

		// These lines also handle the case where tmin or tmax is NaN
		// (result of 0 * Infinity). x !== x returns true if x is NaN

		if ( tymin > tmin || tmin !== tmin ) tmin = tymin;

		if ( tymax < tmax || tmax !== tmax ) tmax = tymax;

		if ( invdirz >= 0 ) {

			tzmin = ( box.min.z - origin.z ) * invdirz;
			tzmax = ( box.max.z - origin.z ) * invdirz;

		} else {

			tzmin = ( box.max.z - origin.z ) * invdirz;
			tzmax = ( box.min.z - origin.z ) * invdirz;

		}

		if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;

		if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;

		if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;

		//return point closest to the ray (positive side)

		if ( tmax < 0 ) return null;

		return this.at( tmin >= 0 ? tmin : tmax, target );

	},

	intersectsBox: function ( box ) {

		return this.intersectBox( box, _vector$2 ) !== null;

	},

	intersectTriangle: function ( a, b, c, backfaceCulling, target ) {

		// Compute the offset origin, edges, and normal.

		// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h

		_edge1.subVectors( b, a );
		_edge2.subVectors( c, a );
		_normal.crossVectors( _edge1, _edge2 );

		// Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
		// E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
		//   |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
		//   |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
		//   |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
		var DdN = this.direction.dot( _normal );
		var sign;

		if ( DdN > 0 ) {

			if ( backfaceCulling ) return null;
			sign = 1;

		} else if ( DdN < 0 ) {

			sign = - 1;
			DdN = - DdN;

		} else {

			return null;

		}

		_diff.subVectors( this.origin, a );
		var DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );

		// b1 < 0, no intersection
		if ( DdQxE2 < 0 ) {

			return null;

		}

		var DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );

		// b2 < 0, no intersection
		if ( DdE1xQ < 0 ) {

			return null;

		}

		// b1+b2 > 1, no intersection
		if ( DdQxE2 + DdE1xQ > DdN ) {

			return null;

		}

		// Line intersects triangle, check if ray does.
		var QdN = - sign * _diff.dot( _normal );

		// t < 0, no intersection
		if ( QdN < 0 ) {

			return null;

		}

		// Ray intersects triangle.
		return this.at( QdN / DdN, target );

	},

	applyMatrix4: function ( matrix4 ) {

		this.origin.applyMatrix4( matrix4 );
		this.direction.transformDirection( matrix4 );

		return this;

	},

	equals: function ( ray ) {

		return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );

	}

} );

/**
 * @author bhouston / http://clara.io
 */

var _vector1 = new Vector3();
var _vector2 = new Vector3();
var _normalMatrix = new Matrix3();

function Plane( normal, constant ) {

	// normal is assumed to be normalized

	this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
	this.constant = ( constant !== undefined ) ? constant : 0;

}

Object.assign( Plane.prototype, {

	isPlane: true,

	set: function ( normal, constant ) {

		this.normal.copy( normal );
		this.constant = constant;

		return this;

	},

	setComponents: function ( x, y, z, w ) {

		this.normal.set( x, y, z );
		this.constant = w;

		return this;

	},

	setFromNormalAndCoplanarPoint: function ( normal, point ) {

		this.normal.copy( normal );
		this.constant = - point.dot( this.normal );

		return this;

	},

	setFromCoplanarPoints: function ( a, b, c ) {

		var normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();

		// Q: should an error be thrown if normal is zero (e.g. degenerate plane)?

		this.setFromNormalAndCoplanarPoint( normal, a );

		return this;

	},

	clone: function () {

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

	},

	copy: function ( plane ) {

		this.normal.copy( plane.normal );
		this.constant = plane.constant;

		return this;

	},

	normalize: function () {

		// Note: will lead to a divide by zero if the plane is invalid.

		var inverseNormalLength = 1.0 / this.normal.length();
		this.normal.multiplyScalar( inverseNormalLength );
		this.constant *= inverseNormalLength;

		return this;

	},

	negate: function () {

		this.constant *= - 1;
		this.normal.negate();

		return this;

	},

	distanceToPoint: function ( point ) {

		return this.normal.dot( point ) + this.constant;

	},

	distanceToSphere: function ( sphere ) {

		return this.distanceToPoint( sphere.center ) - sphere.radius;

	},

	projectPoint: function ( point, target ) {

		if ( target === undefined ) {

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

		}

		return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );

	},

	intersectLine: function ( line, target ) {

		if ( target === undefined ) {

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

		}

		var direction = line.delta( _vector1 );

		var denominator = this.normal.dot( direction );

		if ( denominator === 0 ) {

			// line is coplanar, return origin
			if ( this.distanceToPoint( line.start ) === 0 ) {

				return target.copy( line.start );

			}

			// Unsure if this is the correct method to handle this case.
			return undefined;

		}

		var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;

		if ( t < 0 || t > 1 ) {

			return undefined;

		}

		return target.copy( direction ).multiplyScalar( t ).add( line.start );

	},

	intersectsLine: function ( line ) {

		// Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.

		var startSign = this.distanceToPoint( line.start );
		var endSign = this.distanceToPoint( line.end );

		return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );

	},

	intersectsBox: function ( box ) {

		return box.intersectsPlane( this );

	},

	intersectsSphere: function ( sphere ) {

		return sphere.intersectsPlane( this );

	},

	coplanarPoint: function ( target ) {

		if ( target === undefined ) {

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

		}

		return target.copy( this.normal ).multiplyScalar( - this.constant );

	},

	applyMatrix4: function ( matrix, optionalNormalMatrix ) {

		var normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );

		var referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );

		var normal = this.normal.applyMatrix3( normalMatrix ).normalize();

		this.constant = - referencePoint.dot( normal );

		return this;

	},

	translate: function ( offset ) {

		this.constant -= offset.dot( this.normal );

		return this;

	},

	equals: function ( plane ) {

		return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );

	}

} );

/**
 * @author bhouston / http://clara.io
 * @author mrdoob / http://mrdoob.com/
 */

var _v0$1 = new Vector3();
var _v1$3 = new Vector3();
var _v2$1 = new Vector3();
var _v3 = new Vector3();

var _vab = new Vector3();
var _vac = new Vector3();
var _vbc = new Vector3();
var _vap = new Vector3();
var _vbp = new Vector3();
var _vcp = new Vector3();

function Triangle( a, b, c ) {

	this.a = ( a !== undefined ) ? a : new Vector3();
	this.b = ( b !== undefined ) ? b : new Vector3();
	this.c = ( c !== undefined ) ? c : new Vector3();

}

Object.assign( Triangle, {

	getNormal: function ( a, b, c, target ) {

		if ( target === undefined ) {

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

		}

		target.subVectors( c, b );
		_v0$1.subVectors( a, b );
		target.cross( _v0$1 );

		var targetLengthSq = target.lengthSq();
		if ( targetLengthSq > 0 ) {

			return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );

		}

		return target.set( 0, 0, 0 );

	},

	// static/instance method to calculate barycentric coordinates
	// based on: http://www.blackpawn.com/texts/pointinpoly/default.html
	getBarycoord: function ( point, a, b, c, target ) {

		_v0$1.subVectors( c, a );
		_v1$3.subVectors( b, a );
		_v2$1.subVectors( point, a );

		var dot00 = _v0$1.dot( _v0$1 );
		var dot01 = _v0$1.dot( _v1$3 );
		var dot02 = _v0$1.dot( _v2$1 );
		var dot11 = _v1$3.dot( _v1$3 );
		var dot12 = _v1$3.dot( _v2$1 );

		var denom = ( dot00 * dot11 - dot01 * dot01 );

		if ( target === undefined ) {

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

		}

		// collinear or singular triangle
		if ( denom === 0 ) {

			// arbitrary location outside of triangle?
			// not sure if this is the best idea, maybe should be returning undefined
			return target.set( - 2, - 1, - 1 );

		}

		var invDenom = 1 / denom;
		var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
		var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;

		// barycentric coordinates must always sum to 1
		return target.set( 1 - u - v, v, u );

	},

	containsPoint: function ( point, a, b, c ) {

		Triangle.getBarycoord( point, a, b, c, _v3 );

		return ( _v3.x >= 0 ) && ( _v3.y >= 0 ) && ( ( _v3.x + _v3.y ) <= 1 );

	},

	getUV: function ( point, p1, p2, p3, uv1, uv2, uv3, target ) {

		this.getBarycoord( point, p1, p2, p3, _v3 );

		target.set( 0, 0 );
		target.addScaledVector( uv1, _v3.x );
		target.addScaledVector( uv2, _v3.y );
		target.addScaledVector( uv3, _v3.z );

		return target;

	},

	isFrontFacing: function ( a, b, c, direction ) {

		_v0$1.subVectors( c, b );
		_v1$3.subVectors( a, b );

		// strictly front facing
		return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;

	}

} );

Object.assign( Triangle.prototype, {

	set: function ( a, b, c ) {

		this.a.copy( a );
		this.b.copy( b );
		this.c.copy( c );

		return this;

	},

	setFromPointsAndIndices: function ( points, i0, i1, i2 ) {

		this.a.copy( points[ i0 ] );
		this.b.copy( points[ i1 ] );
		this.c.copy( points[ i2 ] );

		return this;

	},

	clone: function () {

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

	},

	copy: function ( triangle ) {

		this.a.copy( triangle.a );
		this.b.copy( triangle.b );
		this.c.copy( triangle.c );

		return this;

	},

	getArea: function () {

		_v0$1.subVectors( this.c, this.b );
		_v1$3.subVectors( this.a, this.b );

		return _v0$1.cross( _v1$3 ).length() * 0.5;

	},

	getMidpoint: function ( target ) {

		if ( target === undefined ) {

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

		}

		return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );

	},

	getNormal: function ( target ) {

		return Triangle.getNormal( this.a, this.b, this.c, target );

	},

	getPlane: function ( target ) {

		if ( target === undefined ) {

			console.warn( 'THREE.Triangle: .getPlane() target is now required' );
			target = new Plane();

		}

		return target.setFromCoplanarPoints( this.a, this.b, this.c );

	},

	getBarycoord: function ( point, target ) {

		return Triangle.getBarycoord( point, this.a, this.b, this.c, target );

	},

	getUV: function ( point, uv1, uv2, uv3, target ) {

		return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );

	},

	containsPoint: function ( point ) {

		return Triangle.containsPoint( point, this.a, this.b, this.c );

	},

	isFrontFacing: function ( direction ) {

		return Triangle.isFrontFacing( this.a, this.b, this.c, direction );

	},

	intersectsBox: function ( box ) {

		return box.intersectsTriangle( this );

	},

	closestPointToPoint: function ( p, target ) {

		if ( target === undefined ) {

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

		}

		var a = this.a, b = this.b, c = this.c;
		var v, w;

		// algorithm thanks to Real-Time Collision Detection by Christer Ericson,
		// published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
		// under the accompanying license; see chapter 5.1.5 for detailed explanation.
		// basically, we're distinguishing which of the voronoi regions of the triangle
		// the point lies in with the minimum amount of redundant computation.

		_vab.subVectors( b, a );
		_vac.subVectors( c, a );
		_vap.subVectors( p, a );
		var d1 = _vab.dot( _vap );
		var d2 = _vac.dot( _vap );
		if ( d1 <= 0 && d2 <= 0 ) {

			// vertex region of A; barycentric coords (1, 0, 0)
			return target.copy( a );

		}

		_vbp.subVectors( p, b );
		var d3 = _vab.dot( _vbp );
		var d4 = _vac.dot( _vbp );
		if ( d3 >= 0 && d4 <= d3 ) {

			// vertex region of B; barycentric coords (0, 1, 0)
			return target.copy( b );

		}

		var vc = d1 * d4 - d3 * d2;
		if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {

			v = d1 / ( d1 - d3 );
			// edge region of AB; barycentric coords (1-v, v, 0)
			return target.copy( a ).addScaledVector( _vab, v );

		}

		_vcp.subVectors( p, c );
		var d5 = _vab.dot( _vcp );
		var d6 = _vac.dot( _vcp );
		if ( d6 >= 0 && d5 <= d6 ) {

			// vertex region of C; barycentric coords (0, 0, 1)
			return target.copy( c );

		}

		var vb = d5 * d2 - d1 * d6;
		if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {

			w = d2 / ( d2 - d6 );
			// edge region of AC; barycentric coords (1-w, 0, w)
			return target.copy( a ).addScaledVector( _vac, w );

		}

		var va = d3 * d6 - d5 * d4;
		if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {

			_vbc.subVectors( c, b );
			w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
			// edge region of BC; barycentric coords (0, 1-w, w)
			return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC

		}

		// face region
		var denom = 1 / ( va + vb + vc );
		// u = va * denom
		v = vb * denom;
		w = vc * denom;

		return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );

	},

	equals: function ( triangle ) {

		return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );

	}

} );

/**
 * @author mrdoob / http://mrdoob.com/
 */

var _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
	'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
	'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
	'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
	'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
	'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
	'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
	'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
	'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
	'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
	'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
	'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
	'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
	'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
	'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
	'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
	'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
	'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
	'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
	'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
	'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
	'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
	'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
	'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };

var _hslA = { h: 0, s: 0, l: 0 };
var _hslB = { h: 0, s: 0, l: 0 };

function Color( r, g, b ) {

	if ( g === undefined && b === undefined ) {

		// r is THREE.Color, hex or string
		return this.set( r );

	}

	return this.setRGB( r, g, b );

}

function hue2rgb( p, q, t ) {

	if ( t < 0 ) t += 1;
	if ( t > 1 ) t -= 1;
	if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
	if ( t < 1 / 2 ) return q;
	if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
	return p;

}

function SRGBToLinear( c ) {

	return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );

}

function LinearToSRGB( c ) {

	return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;

}

Object.assign( Color.prototype, {

	isColor: true,

	r: 1, g: 1, b: 1,

	set: function ( value ) {

		if ( value && value.isColor ) {

			this.copy( value );

		} else if ( typeof value === 'number' ) {

			this.setHex( value );

		} else if ( typeof value === 'string' ) {

			this.setStyle( value );

		}

		return this;

	},

	setScalar: function ( scalar ) {

		this.r = scalar;
		this.g = scalar;
		this.b = scalar;

		return this;

	},

	setHex: function ( hex ) {

		hex = Math.floor( hex );

		this.r = ( hex >> 16 & 255 ) / 255;
		this.g = ( hex >> 8 & 255 ) / 255;
		this.b = ( hex & 255 ) / 255;

		return this;

	},

	setRGB: function ( r, g, b ) {

		this.r = r;
		this.g = g;
		this.b = b;

		return this;

	},

	setHSL: function ( h, s, l ) {

		// h,s,l ranges are in 0.0 - 1.0
		h = MathUtils.euclideanModulo( h, 1 );
		s = MathUtils.clamp( s, 0, 1 );
		l = MathUtils.clamp( l, 0, 1 );

		if ( s === 0 ) {

			this.r = this.g = this.b = l;

		} else {

			var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
			var q = ( 2 * l ) - p;

			this.r = hue2rgb( q, p, h + 1 / 3 );
			this.g = hue2rgb( q, p, h );
			this.b = hue2rgb( q, p, h - 1 / 3 );

		}

		return this;

	},

	setStyle: function ( style ) {

		function handleAlpha( string ) {

			if ( string === undefined ) return;

			if ( parseFloat( string ) < 1 ) {

				console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );

			}

		}


		var m;

		if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {

			// rgb / hsl

			var color;
			var name = m[ 1 ];
			var components = m[ 2 ];

			switch ( name ) {

				case 'rgb':
				case 'rgba':

					if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {

						// rgb(255,0,0) rgba(255,0,0,0.5)
						this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
						this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
						this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;

						handleAlpha( color[ 5 ] );

						return this;

					}

					if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {

						// rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
						this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
						this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
						this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;

						handleAlpha( color[ 5 ] );

						return this;

					}

					break;

				case 'hsl':
				case 'hsla':

					if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {

						// hsl(120,50%,50%) hsla(120,50%,50%,0.5)
						var h = parseFloat( color[ 1 ] ) / 360;
						var s = parseInt( color[ 2 ], 10 ) / 100;
						var l = parseInt( color[ 3 ], 10 ) / 100;

						handleAlpha( color[ 5 ] );

						return this.setHSL( h, s, l );

					}

					break;

			}

		} else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {

			// hex color

			var hex = m[ 1 ];
			var size = hex.length;

			if ( size === 3 ) {

				// #ff0
				this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
				this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
				this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;

				return this;

			} else if ( size === 6 ) {

				// #ff0000
				this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
				this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
				this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;

				return this;

			}

		}

		if ( style && style.length > 0 ) {

			return this.setColorName( style );

		}

		return this;

	},

	setColorName: function ( style ) {

		// color keywords
		var hex = _colorKeywords[ style ];

		if ( hex !== undefined ) {

			// red
			this.setHex( hex );

		} else {

			// unknown color
			console.warn( 'THREE.Color: Unknown color ' + style );

		}

		return this;

	},

	clone: function () {

		return new this.constructor( this.r, this.g, this.b );

	},

	copy: function ( color ) {

		this.r = color.r;
		this.g = color.g;
		this.b = color.b;

		return this;

	},

	copyGammaToLinear: function ( color, gammaFactor ) {

		if ( gammaFactor === undefined ) gammaFactor = 2.0;

		this.r = Math.pow( color.r, gammaFactor );
		this.g = Math.pow( color.g, gammaFactor );
		this.b = Math.pow( color.b, gammaFactor );

		return this;

	},

	copyLinearToGamma: function ( color, gammaFactor ) {

		if ( gammaFactor === undefined ) gammaFactor = 2.0;

		var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;

		this.r = Math.pow( color.r, safeInverse );
		this.g = Math.pow( color.g, safeInverse );
		this.b = Math.pow( color.b, safeInverse );

		return this;

	},

	convertGammaToLinear: function ( gammaFactor ) {

		this.copyGammaToLinear( this, gammaFactor );

		return this;

	},

	convertLinearToGamma: function ( gammaFactor ) {

		this.copyLinearToGamma( this, gammaFactor );

		return this;

	},

	copySRGBToLinear: function ( color ) {

		this.r = SRGBToLinear( color.r );
		this.g = SRGBToLinear( color.g );
		this.b = SRGBToLinear( color.b );

		return this;

	},

	copyLinearToSRGB: function ( color ) {

		this.r = LinearToSRGB( color.r );
		this.g = LinearToSRGB( color.g );
		this.b = LinearToSRGB( color.b );

		return this;

	},

	convertSRGBToLinear: function () {

		this.copySRGBToLinear( this );

		return this;

	},

	convertLinearToSRGB: function () {

		this.copyLinearToSRGB( this );

		return this;

	},

	getHex: function () {

		return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;

	},

	getHexString: function () {

		return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );

	},

	getHSL: function ( target ) {

		// h,s,l ranges are in 0.0 - 1.0

		if ( target === undefined ) {

			console.warn( 'THREE.Color: .getHSL() target is now required' );
			target = { h: 0, s: 0, l: 0 };

		}

		var r = this.r, g = this.g, b = this.b;

		var max = Math.max( r, g, b );
		var min = Math.min( r, g, b );

		var hue, saturation;
		var lightness = ( min + max ) / 2.0;

		if ( min === max ) {

			hue = 0;
			saturation = 0;

		} else {

			var delta = max - min;

			saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );

			switch ( max ) {

				case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
				case g: hue = ( b - r ) / delta + 2; break;
				case b: hue = ( r - g ) / delta + 4; break;

			}

			hue /= 6;

		}

		target.h = hue;
		target.s = saturation;
		target.l = lightness;

		return target;

	},

	getStyle: function () {

		return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';

	},

	offsetHSL: function ( h, s, l ) {

		this.getHSL( _hslA );

		_hslA.h += h; _hslA.s += s; _hslA.l += l;

		this.setHSL( _hslA.h, _hslA.s, _hslA.l );

		return this;

	},

	add: function ( color ) {

		this.r += color.r;
		this.g += color.g;
		this.b += color.b;

		return this;

	},

	addColors: function ( color1, color2 ) {

		this.r = color1.r + color2.r;
		this.g = color1.g + color2.g;
		this.b = color1.b + color2.b;

		return this;

	},

	addScalar: function ( s ) {

		this.r += s;
		this.g += s;
		this.b += s;

		return this;

	},

	sub: function ( color ) {

		this.r = Math.max( 0, this.r - color.r );
		this.g = Math.max( 0, this.g - color.g );
		this.b = Math.max( 0, this.b - color.b );

		return this;

	},

	multiply: function ( color ) {

		this.r *= color.r;
		this.g *= color.g;
		this.b *= color.b;

		return this;

	},

	multiplyScalar: function ( s ) {

		this.r *= s;
		this.g *= s;
		this.b *= s;

		return this;

	},

	lerp: function ( color, alpha ) {

		this.r += ( color.r - this.r ) * alpha;
		this.g += ( color.g - this.g ) * alpha;
		this.b += ( color.b - this.b ) * alpha;

		return this;

	},

	lerpHSL: function ( color, alpha ) {

		this.getHSL( _hslA );
		color.getHSL( _hslB );

		var h = MathUtils.lerp( _hslA.h, _hslB.h, alpha );
		var s = MathUtils.lerp( _hslA.s, _hslB.s, alpha );
		var l = MathUtils.lerp( _hslA.l, _hslB.l, alpha );

		this.setHSL( h, s, l );

		return this;

	},

	equals: function ( c ) {

		return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );

	},

	fromArray: function ( array, offset ) {

		if ( offset === undefined ) offset = 0;

		this.r = array[ offset ];
		this.g = array[ offset + 1 ];
		this.b = array[ offset + 2 ];

		return this;

	},

	toArray: function ( array, offset ) {

		if ( array === undefined ) array = [];
		if ( offset === undefined ) offset = 0;

		array[ offset ] = this.r;
		array[ offset + 1 ] = this.g;
		array[ offset + 2 ] = this.b;

		return array;

	},

	toJSON: function () {

		return this.getHex();

	}

} );

Color.NAMES = _colorKeywords;

/**
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 */

function Face3( a, b, c, normal, color, materialIndex ) {

	this.a = a;
	this.b = b;
	this.c = c;

	this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();
	this.vertexNormals = Array.isArray( normal ) ? normal : [];

	this.color = ( color && color.isColor ) ? color : new Color();
	this.vertexColors = Array.isArray( color ) ? color : [];

	this.materialIndex = materialIndex !== undefined ? materialIndex : 0;

}

Object.assign( Face3.prototype, {

	clone: function () {

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

	},

	copy: function ( source ) {

		this.a = source.a;
		this.b = source.b;
		this.c = source.c;

		this.normal.copy( source.normal );
		this.color.copy( source.color );

		this.materialIndex = source.materialIndex;

		for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {

			this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();

		}

		for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) {

			this.vertexColors[ i ] = source.vertexColors[ i ].clone();

		}

		return this;

	}

} );

/**
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 */

var materialId = 0;

function Material() {

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

	this.uuid = MathUtils.generateUUID();

	this.name = '';
	this.type = 'Material';

	this.fog = true;

	this.blending = NormalBlending;
	this.side = FrontSide;
	this.flatShading = false;
	this.vertexColors = false;

	this.opacity = 1;
	this.transparent = false;

	this.blendSrc = SrcAlphaFactor;
	this.blendDst = OneMinusSrcAlphaFactor;
	this.blendEquation = AddEquation;
	this.blendSrcAlpha = null;
	this.blendDstAlpha = null;
	this.blendEquationAlpha = null;

	this.depthFunc = LessEqualDepth;
	this.depthTest = true;
	this.depthWrite = true;

	this.stencilWriteMask = 0xff;
	this.stencilFunc = AlwaysStencilFunc;
	this.stencilRef = 0;
	this.stencilFuncMask = 0xff;
	this.stencilFail = KeepStencilOp;
	this.stencilZFail = KeepStencilOp;
	this.stencilZPass = KeepStencilOp;
	this.stencilWrite = false;

	this.clippingPlanes = null;
	this.clipIntersection = false;
	this.clipShadows = false;

	this.shadowSide = null;

	this.colorWrite = true;

	this.precision = null; // override the renderer's default precision for this material

	this.polygonOffset = false;
	this.polygonOffsetFactor = 0;
	this.polygonOffsetUnits = 0;

	this.dithering = false;

	this.alphaTest = 0;
	this.premultipliedAlpha = false;

	this.visible = true;

	this.toneMapped = true;

	this.userData = {};

	this.version = 0;

}

Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {

	constructor: Material,

	isMaterial: true,

	onBeforeCompile: function () {},

	setValues: function ( values ) {

		if ( values === undefined ) return;

		for ( var key in values ) {

			var newValue = values[ key ];

			if ( newValue === undefined ) {

				console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
				continue;

			}

			// for backward compatability if shading is set in the constructor
			if ( key === 'shading' ) {

				console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
				this.flatShading = ( newValue === FlatShading ) ? true : false;
				continue;

			}

			var currentValue = this[ key ];

			if ( currentValue === undefined ) {

				console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
				continue;

			}

			if ( currentValue && currentValue.isColor ) {

				currentValue.set( newValue );

			} else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {

				currentValue.copy( newValue );

			} else {

				this[ key ] = newValue;

			}

		}

	},

	toJSON: function ( meta ) {

		var isRoot = ( meta === undefined || typeof meta === 'string' );

		if ( isRoot ) {

			meta = {
				textures: {},
				images: {}
			};

		}

		var data = {
			metadata: {
				version: 4.5,
				type: 'Material',
				generator: 'Material.toJSON'
			}
		};

		// standard Material serialization
		data.uuid = this.uuid;
		data.type = this.type;

		if ( this.name !== '' ) data.name = this.name;

		if ( this.color && this.color.isColor ) data.color = this.color.getHex();

		if ( this.roughness !== undefined ) data.roughness = this.roughness;
		if ( this.metalness !== undefined ) data.metalness = this.metalness;

		if ( this.sheen && this.sheen.isColor ) data.sheen = this.sheen.getHex();
		if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
		if ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;

		if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
		if ( this.shininess !== undefined ) data.shininess = this.shininess;
		if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;
		if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;

		if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {

			data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;

		}

		if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {

			data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;

		}

		if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {

			data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
			data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();

		}

		if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
		if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;
		if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
		if ( this.lightMap && this.lightMap.isTexture ) data.lightMap = this.lightMap.toJSON( meta ).uuid;

		if ( this.aoMap && this.aoMap.isTexture ) {

			data.aoMap = this.aoMap.toJSON( meta ).uuid;
			data.aoMapIntensity = this.aoMapIntensity;

		}

		if ( this.bumpMap && this.bumpMap.isTexture ) {

			data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
			data.bumpScale = this.bumpScale;

		}

		if ( this.normalMap && this.normalMap.isTexture ) {

			data.normalMap = this.normalMap.toJSON( meta ).uuid;
			data.normalMapType = this.normalMapType;
			data.normalScale = this.normalScale.toArray();

		}

		if ( this.displacementMap && this.displacementMap.isTexture ) {

			data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
			data.displacementScale = this.displacementScale;
			data.displacementBias = this.displacementBias;

		}

		if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
		if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;

		if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
		if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;

		if ( this.envMap && this.envMap.isTexture ) {

			data.envMap = this.envMap.toJSON( meta ).uuid;
			data.reflectivity = this.reflectivity; // Scale behind envMap
			data.refractionRatio = this.refractionRatio;

			if ( this.combine !== undefined ) data.combine = this.combine;
			if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;

		}

		if ( this.gradientMap && this.gradientMap.isTexture ) {

			data.gradientMap = this.gradientMap.toJSON( meta ).uuid;

		}

		if ( this.size !== undefined ) data.size = this.size;
		if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;

		if ( this.blending !== NormalBlending ) data.blending = this.blending;
		if ( this.flatShading === true ) data.flatShading = this.flatShading;
		if ( this.side !== FrontSide ) data.side = this.side;
		if ( this.vertexColors ) data.vertexColors = true;

		if ( this.opacity < 1 ) data.opacity = this.opacity;
		if ( this.transparent === true ) data.transparent = this.transparent;

		data.depthFunc = this.depthFunc;
		data.depthTest = this.depthTest;
		data.depthWrite = this.depthWrite;

		data.stencilWrite = this.stencilWrite;
		data.stencilWriteMask = this.stencilWriteMask;
		data.stencilFunc = this.stencilFunc;
		data.stencilRef = this.stencilRef;
		data.stencilFuncMask = this.stencilFuncMask;
		data.stencilFail = this.stencilFail;
		data.stencilZFail = this.stencilZFail;
		data.stencilZPass = this.stencilZPass;

		// rotation (SpriteMaterial)
		if ( this.rotation && this.rotation !== 0 ) data.rotation = this.rotation;

		if ( this.polygonOffset === true ) data.polygonOffset = true;
		if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;
		if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;

		if ( this.linewidth && this.linewidth !== 1 ) data.linewidth = this.linewidth;
		if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
		if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
		if ( this.scale !== undefined ) data.scale = this.scale;

		if ( this.dithering === true ) data.dithering = true;

		if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
		if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha;

		if ( this.wireframe === true ) data.wireframe = this.wireframe;
		if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
		if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
		if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;

		if ( this.morphTargets === true ) data.morphTargets = true;
		if ( this.morphNormals === true ) data.morphNormals = true;
		if ( this.skinning === true ) data.skinning = true;

		if ( this.visible === false ) data.visible = false;

		if ( this.toneMapped === false ) data.toneMapped = false;

		if ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData;

		// TODO: Copied from Object3D.toJSON

		function extractFromCache( cache ) {

			var values = [];

			for ( var key in cache ) {

				var data = cache[ key ];
				delete data.metadata;
				values.push( data );

			}

			return values;

		}

		if ( isRoot ) {

			var textures = extractFromCache( meta.textures );
			var images = extractFromCache( meta.images );

			if ( textures.length > 0 ) data.textures = textures;
			if ( images.length > 0 ) data.images = images;

		}

		return data;

	},

	clone: function () {

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

	},

	copy: function ( source ) {

		this.name = source.name;

		this.fog = source.fog;

		this.blending = source.blending;
		this.side = source.side;
		this.flatShading = source.flatShading;
		this.vertexColors = source.vertexColors;

		this.opacity = source.opacity;
		this.transparent = source.transparent;

		this.blendSrc = source.blendSrc;
		this.blendDst = source.blendDst;
		this.blendEquation = source.blendEquation;
		this.blendSrcAlpha = source.blendSrcAlpha;
		this.blendDstAlpha = source.blendDstAlpha;
		this.blendEquationAlpha = source.blendEquationAlpha;

		this.depthFunc = source.depthFunc;
		this.depthTest = source.depthTest;
		this.depthWrite = source.depthWrite;

		this.stencilWriteMask = source.stencilWriteMask;
		this.stencilFunc = source.stencilFunc;
		this.stencilRef = source.stencilRef;
		this.stencilFuncMask = source.stencilFuncMask;
		this.stencilFail = source.stencilFail;
		this.stencilZFail = source.stencilZFail;
		this.stencilZPass = source.stencilZPass;
		this.stencilWrite = source.stencilWrite;

		var srcPlanes = source.clippingPlanes,
			dstPlanes = null;

		if ( srcPlanes !== null ) {

			var n = srcPlanes.length;
			dstPlanes = new Array( n );

			for ( var i = 0; i !== n; ++ i )
				dstPlanes[ i ] = srcPlanes[ i ].clone();

		}

		this.clippingPlanes = dstPlanes;
		this.clipIntersection = source.clipIntersection;
		this.clipShadows = source.clipShadows;

		this.shadowSide = source.shadowSide;

		this.colorWrite = source.colorWrite;

		this.precision = source.precision;

		this.polygonOffset = source.polygonOffset;
		this.polygonOffsetFactor = source.polygonOffsetFactor;
		this.polygonOffsetUnits = source.polygonOffsetUnits;

		this.dithering = source.dithering;

		this.alphaTest = source.alphaTest;
		this.premultipliedAlpha = source.premultipliedAlpha;

		this.visible = source.visible;

		this.toneMapped = source.toneMapped;

		this.userData = JSON.parse( JSON.stringify( source.userData ) );

		return this;

	},

	dispose: function () {

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

	}

} );

Object.defineProperty( Material.prototype, 'needsUpdate', {

	set: function ( value ) {

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

	}

} );

/**
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 *
 * parameters = {
 *  color: <hex>,
 *  opacity: <float>,
 *  map: new THREE.Texture( <Image> ),
 *
 *  lightMap: new THREE.Texture( <Image> ),
 *  lightMapIntensity: <float>
 *
 *  aoMap: new THREE.Texture( <Image> ),
 *  aoMapIntensity: <float>
 *
 *  specularMap: new THREE.Texture( <Image> ),
 *
 *  alphaMap: new THREE.Texture( <Image> ),
 *
 *  envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
 *  combine: THREE.Multiply,
 *  reflectivity: <float>,
 *  refractionRatio: <float>,
 *
 *  depthTest: <bool>,
 *  depthWrite: <bool>,
 *
 *  wireframe: <boolean>,
 *  wireframeLinewidth: <float>,
 *
 *  skinning: <bool>,
 *  morphTargets: <bool>
 * }
 */

function MeshBasicMaterial( parameters ) {

	Material.call( this );

	this.type = 'MeshBasicMaterial';

	this.color = new Color( 0xffffff ); // emissive

	this.map = null;

	this.lightMap = null;
	this.lightMapIntensity = 1.0;

	this.aoMap = null;
	this.aoMapIntensity = 1.0;

	this.specularMap = null;

	this.alphaMap = null;

	this.envMap = null;
	this.combine = MultiplyOperation;
	this.reflectivity = 1;
	this.refractionRatio = 0.98;

	this.wireframe = false;
	this.wireframeLinewidth = 1;
	this.wireframeLinecap = 'round';
	this.wireframeLinejoin = 'round';

	this.skinning = false;
	this.morphTargets = false;

	this.setValues( parameters );

}

MeshBasicMaterial.prototype = Object.create( Material.prototype );
MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;

MeshBasicMaterial.prototype.isMeshBasicMaterial = true;

MeshBasicMaterial.prototype.copy = function ( source ) {

	Material.prototype.copy.call( this, source );

	this.color.copy( source.color );

	this.map = source.map;

	this.lightMap = source.lightMap;
	this.lightMapIntensity = source.lightMapIntensity;

	this.aoMap = source.aoMap;
	this.aoMapIntensity = source.aoMapIntensity;

	this.specularMap = source.specularMap;

	this.alphaMap = source.alphaMap;

	this.envMap = source.envMap;
	this.combine = source.combine;
	this.reflectivity = source.reflectivity;
	this.refractionRatio = source.refractionRatio;

	this.wireframe = source.wireframe;
	this.wireframeLinewidth = source.wireframeLinewidth;
	this.wireframeLinecap = source.wireframeLinecap;
	this.wireframeLinejoin = source.wireframeLinejoin;

	this.skinning = source.skinning;
	this.morphTargets = source.morphTargets;

	return this;

};

/**
 * @author mrdoob / http://mrdoob.com/
 */

var _vector$3 = new Vector3();

function BufferAttribute( array, itemSize, normalized ) {

	if ( Array.isArray( array ) ) {

		throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );

	}

	this.name = '';

	this.array = array;
	this.itemSize = itemSize;
	this.count = array !== undefined ? array.length / itemSize : 0;
	this.normalized = normalized === true;

	this.usage = StaticDrawUsage;
	this.updateRange = { offset: 0, count: - 1 };

	this.version = 0;

}

Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {

	set: function ( value ) {

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

	}

} );

Object.assign( BufferAttribute.prototype, {

	isBufferAttribute: true,

	onUploadCallback: function () {},

	setUsage: function ( value ) {

		this.usage = value;

		return this;

	},

	copy: function ( source ) {

		this.name = source.name;
		this.array = new source.array.constructor( source.array );
		this.itemSize = source.itemSize;
		this.count = source.count;
		this.normalized = source.normalized;

		this.usage = source.usage;

		return this;

	},

	copyAt: function ( index1, attribute, index2 ) {

		index1 *= this.itemSize;
		index2 *= attribute.itemSize;

		for ( var i = 0, l = this.itemSize; i < l; i ++ ) {

			this.array[ index1 + i ] = attribute.array[ index2 + i ];

		}

		return this;

	},

	copyArray: function ( array ) {

		this.array.set( array );

		return this;

	},

	copyColorsArray: function ( colors ) {

		var array = this.array, offset = 0;

		for ( var i = 0, l = colors.length; i < l; i ++ ) {

			var color = colors[ i ];

			if ( color === undefined ) {

				console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
				color = new Color();

			}

			array[ offset ++ ] = color.r;
			array[ offset ++ ] = color.g;
			array[ offset ++ ] = color.b;

		}

		return this;

	},

	copyVector2sArray: function ( vectors ) {

		var array = this.array, offset = 0;

		for ( var i = 0, l = vectors.length; i < l; i ++ ) {

			var vector = vectors[ i ];

			if ( vector === undefined ) {

				console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
				vector = new Vector2();

			}

			array[ offset ++ ] = vector.x;
			array[ offset ++ ] = vector.y;

		}

		return this;

	},

	copyVector3sArray: function ( vectors ) {

		var array = this.array, offset = 0;

		for ( var i = 0, l = vectors.length; i < l; i ++ ) {

			var vector = vectors[ i ];

			if ( vector === undefined ) {

				console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
				vector = new Vector3();

			}

			array[ offset ++ ] = vector.x;
			array[ offset ++ ] = vector.y;
			array[ offset ++ ] = vector.z;

		}

		return this;

	},

	copyVector4sArray: function ( vectors ) {

		var array = this.array, offset = 0;

		for ( var i = 0, l = vectors.length; i < l; i ++ ) {

			var vector = vectors[ i ];

			if ( vector === undefined ) {

				console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
				vector = new Vector4();

			}

			array[ offset ++ ] = vector.x;
			array[ offset ++ ] = vector.y;
			array[ offset ++ ] = vector.z;
			array[ offset ++ ] = vector.w;

		}

		return this;

	},

	applyMatrix3: function ( m ) {

		for ( var i = 0, l = this.count; i < l; i ++ ) {

			_vector$3.x = this.getX( i );
			_vector$3.y = this.getY( i );
			_vector$3.z = this.getZ( i );

			_vector$3.applyMatrix3( m );

			this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );

		}

		return this;

	},

	applyMatrix4: function ( m ) {

		for ( var i = 0, l = this.count; i < l; i ++ ) {

			_vector$3.x = this.getX( i );
			_vector$3.y = this.getY( i );
			_vector$3.z = this.getZ( i );

			_vector$3.applyMatrix4( m );

			this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );

		}

		return this;

	},

	applyNormalMatrix: function ( m ) {

		for ( var i = 0, l = this.count; i < l; i ++ ) {

			_vector$3.x = this.getX( i );
			_vector$3.y = this.getY( i );
			_vector$3.z = this.getZ( i );

			_vector$3.applyNormalMatrix( m );

			this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );

		}

		return this;

	},

	transformDirection: function ( m ) {

		for ( var i = 0, l = this.count; i < l; i ++ ) {

			_vector$3.x = this.getX( i );
			_vector$3.y = this.getY( i );
			_vector$3.z = this.getZ( i );

			_vector$3.transformDirection( m );

			this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );

		}

		return this;

	},

	set: function ( value, offset ) {

		if ( offset === undefined ) offset = 0;

		this.array.set( value, offset );

		return this;

	},

	getX: function ( index ) {

		return this.array[ index * this.itemSize ];

	},

	setX: function ( index, x ) {

		this.array[ index * this.itemSize ] = x;

		return this;

	},

	getY: function ( index ) {

		return this.array[ index * this.itemSize + 1 ];

	},

	setY: function ( index, y ) {

		this.array[ index * this.itemSize + 1 ] = y;

		return this;

	},

	getZ: function ( index ) {

		return this.array[ index * this.itemSize + 2 ];

	},

	setZ: function ( index, z ) {

		this.array[ index * this.itemSize + 2 ] = z;

		return this;

	},

	getW: function ( index ) {

		return this.array[ index * this.itemSize + 3 ];

	},

	setW: function ( index, w ) {

		this.array[ index * this.itemSize + 3 ] = w;

		return this;

	},

	setXY: function ( index, x, y ) {

		index *= this.itemSize;

		this.array[ index + 0 ] = x;
		this.array[ index + 1 ] = y;

		return this;

	},

	setXYZ: function ( index, x, y, z ) {

		index *= this.itemSize;

		this.array[ index + 0 ] = x;
		this.array[ index + 1 ] = y;
		this.array[ index + 2 ] = z;

		return this;

	},

	setXYZW: function ( index, x, y, z, w ) {

		index *= this.itemSize;

		this.array[ index + 0 ] = x;
		this.array[ index + 1 ] = y;
		this.array[ index + 2 ] = z;
		this.array[ index + 3 ] = w;

		return this;

	},

	onUpload: function ( callback ) {

		this.onUploadCallback = callback;

		return this;

	},

	clone: function () {

		return new this.constructor( this.array, this.itemSize ).copy( this );

	},

	toJSON: function () {

		return {
			itemSize: this.itemSize,
			type: this.array.constructor.name,
			array: Array.prototype.slice.call( this.array ),
			normalized: this.normalized
		};

	}

} );

//

function Int8BufferAttribute( array, itemSize, normalized ) {

	BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );

}

Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;


function Uint8BufferAttribute( array, itemSize, normalized ) {

	BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );

}

Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;


function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {

	BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );

}

Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;


function Int16BufferAttribute( array, itemSize, normalized ) {

	BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );

}

Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;


function Uint16BufferAttribute( array, itemSize, normalized ) {

	BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );

}

Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;


function Int32BufferAttribute( array, itemSize, normalized ) {

	BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );

}

Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;


function Uint32BufferAttribute( array, itemSize, normalized ) {

	BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );

}

Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;


function Float32BufferAttribute( array, itemSize, normalized ) {

	BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );

}

Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;


function Float64BufferAttribute( array, itemSize, normalized ) {

	BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );

}

Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;

/**
 * @author mrdoob / http://mrdoob.com/
 */

function DirectGeometry() {

	this.vertices = [];
	this.normals = [];
	this.colors = [];
	this.uvs = [];
	this.uvs2 = [];

	this.groups = [];

	this.morphTargets = {};

	this.skinWeights = [];
	this.skinIndices = [];

	// this.lineDistances = [];

	this.boundingBox = null;
	this.boundingSphere = null;

	// update flags

	this.verticesNeedUpdate = false;
	this.normalsNeedUpdate = false;
	this.colorsNeedUpdate = false;
	this.uvsNeedUpdate = false;
	this.groupsNeedUpdate = false;

}

Object.assign( DirectGeometry.prototype, {

	computeGroups: function ( geometry ) {

		var group;
		var groups = [];
		var materialIndex = undefined;

		var faces = geometry.faces;

		for ( var i = 0; i < faces.length; i ++ ) {

			var face = faces[ i ];

			// materials

			if ( face.materialIndex !== materialIndex ) {

				materialIndex = face.materialIndex;

				if ( group !== undefined ) {

					group.count = ( i * 3 ) - group.start;
					groups.push( group );

				}

				group = {
					start: i * 3,
					materialIndex: materialIndex
				};

			}

		}

		if ( group !== undefined ) {

			group.count = ( i * 3 ) - group.start;
			groups.push( group );

		}

		this.groups = groups;

	},

	fromGeometry: function ( geometry ) {

		var faces = geometry.faces;
		var vertices = geometry.vertices;
		var faceVertexUvs = geometry.faceVertexUvs;

		var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
		var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;

		// morphs

		var morphTargets = geometry.morphTargets;
		var morphTargetsLength = morphTargets.length;

		var morphTargetsPosition;

		if ( morphTargetsLength > 0 ) {

			morphTargetsPosition = [];

			for ( var i = 0; i < morphTargetsLength; i ++ ) {

				morphTargetsPosition[ i ] = {
					name: morphTargets[ i ].name,
				 	data: []
				};

			}

			this.morphTargets.position = morphTargetsPosition;

		}

		var morphNormals = geometry.morphNormals;
		var morphNormalsLength = morphNormals.length;

		var morphTargetsNormal;

		if ( morphNormalsLength > 0 ) {

			morphTargetsNormal = [];

			for ( var i = 0; i < morphNormalsLength; i ++ ) {

				morphTargetsNormal[ i ] = {
					name: morphNormals[ i ].name,
				 	data: []
				};

			}

			this.morphTargets.normal = morphTargetsNormal;

		}

		// skins

		var skinIndices = geometry.skinIndices;
		var skinWeights = geometry.skinWeights;

		var hasSkinIndices = skinIndices.length === vertices.length;
		var hasSkinWeights = skinWeights.length === vertices.length;

		//

		if ( vertices.length > 0 && faces.length === 0 ) {

			console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );

		}

		for ( var i = 0; i < faces.length; i ++ ) {

			var face = faces[ i ];

			this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );

			var vertexNormals = face.vertexNormals;

			if ( vertexNormals.length === 3 ) {

				this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );

			} else {

				var normal = face.normal;

				this.normals.push( normal, normal, normal );

			}

			var vertexColors = face.vertexColors;

			if ( vertexColors.length === 3 ) {

				this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );

			} else {

				var color = face.color;

				this.colors.push( color, color, color );

			}

			if ( hasFaceVertexUv === true ) {

				var vertexUvs = faceVertexUvs[ 0 ][ i ];

				if ( vertexUvs !== undefined ) {

					this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );

				} else {

					console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );

					this.uvs.push( new Vector2(), new Vector2(), new Vector2() );

				}

			}

			if ( hasFaceVertexUv2 === true ) {

				var vertexUvs = faceVertexUvs[ 1 ][ i ];

				if ( vertexUvs !== undefined ) {

					this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );

				} else {

					console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );

					this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );

				}

			}

			// morphs

			for ( var j = 0; j < morphTargetsLength; j ++ ) {

				var morphTarget = morphTargets[ j ].vertices;

				morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );

			}

			for ( var j = 0; j < morphNormalsLength; j ++ ) {

				var morphNormal = morphNormals[ j ].vertexNormals[ i ];

				morphTargetsNormal[ j ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );

			}

			// skins

			if ( hasSkinIndices ) {

				this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );

			}

			if ( hasSkinWeights ) {

				this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );

			}

		}

		this.computeGroups( geometry );

		this.verticesNeedUpdate = geometry.verticesNeedUpdate;
		this.normalsNeedUpdate = geometry.normalsNeedUpdate;
		this.colorsNeedUpdate = geometry.colorsNeedUpdate;
		this.uvsNeedUpdate = geometry.uvsNeedUpdate;
		this.groupsNeedUpdate = geometry.groupsNeedUpdate;

		if ( geometry.boundingSphere !== null ) {

			this.boundingSphere = geometry.boundingSphere.clone();

		}

		if ( geometry.boundingBox !== null ) {

			this.boundingBox = geometry.boundingBox.clone();

		}

		return this;

	}

} );

/**
 * @author mrdoob / http://mrdoob.com/
 */

function arrayMax( array ) {

	if ( array.length === 0 ) return - Infinity;

	var max = array[ 0 ];

	for ( var i = 1, l = array.length; i < l; ++ i ) {

		if ( array[ i ] > max ) max = array[ i ];

	}

	return max;

}

/**
 * @author alteredq / http://alteredqualia.com/
 * @author mrdoob / http://mrdoob.com/
 */

var _bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id

var _m1$2 = new Matrix4();
var _obj = new Object3D();
var _offset = new Vector3();
var _box$2 = new Box3();
var _boxMorphTargets = new Box3();
var _vector$4 = new Vector3();

function BufferGeometry() {

	Object.defineProperty( this, 'id', { value: _bufferGeometryId += 2 } );

	this.uuid = MathUtils.generateUUID();

	this.name = '';
	this.type = 'BufferGeometry';

	this.index = null;
	this.attributes = {};

	this.morphAttributes = {};
	this.morphTargetsRelative = false;

	this.groups = [];

	this.boundingBox = null;
	this.boundingSphere = null;

	this.drawRange = { start: 0, count: Infinity };

	this.userData = {};

}

BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {

	constructor: BufferGeometry,

	isBufferGeometry: true,

	getIndex: function () {

		return this.index;

	},

	setIndex: function ( index ) {

		if ( Array.isArray( index ) ) {

			this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );

		} else {

			this.index = index;

		}

	},

	getAttribute: function ( name ) {

		return this.attributes[ name ];

	},

	setAttribute: function ( name, attribute ) {

		this.attributes[ name ] = attribute;

		return this;

	},

	deleteAttribute: function ( name ) {

		delete this.attributes[ name ];

		return this;

	},

	addGroup: function ( start, count, materialIndex ) {

		this.groups.push( {

			start: start,
			count: count,
			materialIndex: materialIndex !== undefined ? materialIndex : 0

		} );

	},

	clearGroups: function () {

		this.groups = [];

	},

	setDrawRange: function ( start, count ) {

		this.drawRange.start = start;
		this.drawRange.count = count;

	},

	applyMatrix4: function ( matrix ) {

		var position = this.attributes.position;

		if ( position !== undefined ) {

			position.applyMatrix4( matrix );

			position.needsUpdate = true;

		}

		var normal = this.attributes.normal;

		if ( normal !== undefined ) {

			var normalMatrix = new Matrix3().getNormalMatrix( matrix );

			normal.applyNormalMatrix( normalMatrix );

			normal.needsUpdate = true;

		}

		var tangent = this.attributes.tangent;

		if ( tangent !== undefined ) {

			tangent.transformDirection( matrix );

			tangent.needsUpdate = true;

		}

		if ( this.boundingBox !== null ) {

			this.computeBoundingBox();

		}

		if ( this.boundingSphere !== null ) {

			this.computeBoundingSphere();

		}

		return this;

	},

	rotateX: function ( angle ) {

		// rotate geometry around world x-axis

		_m1$2.makeRotationX( angle );

		this.applyMatrix4( _m1$2 );

		return this;

	},

	rotateY: function ( angle ) {

		// rotate geometry around world y-axis

		_m1$2.makeRotationY( angle );

		this.applyMatrix4( _m1$2 );

		return this;

	},

	rotateZ: function ( angle ) {

		// rotate geometry around world z-axis

		_m1$2.makeRotationZ( angle );

		this.applyMatrix4( _m1$2 );

		return this;

	},

	translate: function ( x, y, z ) {

		// translate geometry

		_m1$2.makeTranslation( x, y, z );

		this.applyMatrix4( _m1$2 );

		return this;

	},

	scale: function ( x, y, z ) {

		// scale geometry

		_m1$2.makeScale( x, y, z );

		this.applyMatrix4( _m1$2 );

		return this;

	},

	lookAt: function ( vector ) {

		_obj.lookAt( vector );

		_obj.updateMatrix();

		this.applyMatrix4( _obj.matrix );

		return this;

	},

	center: function () {

		this.computeBoundingBox();

		this.boundingBox.getCenter( _offset ).negate();

		this.translate( _offset.x, _offset.y, _offset.z );

		return this;

	},

	setFromObject: function ( object ) {

		// console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );

		var geometry = object.geometry;

		if ( object.isPoints || object.isLine ) {

			var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
			var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );

			this.setAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
			this.setAttribute( 'color', colors.copyColorsArray( geometry.colors ) );

			if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {

				var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );

				this.setAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );

			}

			if ( geometry.boundingSphere !== null ) {

				this.boundingSphere = geometry.boundingSphere.clone();

			}

			if ( geometry.boundingBox !== null ) {

				this.boundingBox = geometry.boundingBox.clone();

			}

		} else if ( object.isMesh ) {

			if ( geometry && geometry.isGeometry ) {

				this.fromGeometry( geometry );

			}

		}

		return this;

	},

	setFromPoints: function ( points ) {

		var position = [];

		for ( var i = 0, l = points.length; i < l; i ++ ) {

			var point = points[ i ];
			position.push( point.x, point.y, point.z || 0 );

		}

		this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );

		return this;

	},

	updateFromObject: function ( object ) {

		var geometry = object.geometry;

		if ( object.isMesh ) {

			var direct = geometry.__directGeometry;

			if ( geometry.elementsNeedUpdate === true ) {

				direct = undefined;
				geometry.elementsNeedUpdate = false;

			}

			if ( direct === undefined ) {

				return this.fromGeometry( geometry );

			}

			direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
			direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
			direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
			direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
			direct.groupsNeedUpdate = geometry.groupsNeedUpdate;

			geometry.verticesNeedUpdate = false;
			geometry.normalsNeedUpdate = false;
			geometry.colorsNeedUpdate = false;
			geometry.uvsNeedUpdate = false;
			geometry.groupsNeedUpdate = false;

			geometry = direct;

		}

		var attribute;

		if ( geometry.verticesNeedUpdate === true ) {

			attribute = this.attributes.position;

			if ( attribute !== undefined ) {

				attribute.copyVector3sArray( geometry.vertices );
				attribute.needsUpdate = true;

			}

			geometry.verticesNeedUpdate = false;

		}

		if ( geometry.normalsNeedUpdate === true ) {

			attribute = this.attributes.normal;

			if ( attribute !== undefined ) {

				attribute.copyVector3sArray( geometry.normals );
				attribute.needsUpdate = true;

			}

			geometry.normalsNeedUpdate = false;

		}

		if ( geometry.colorsNeedUpdate === true ) {

			attribute = this.attributes.color;

			if ( attribute !== undefined ) {

				attribute.copyColorsArray( geometry.colors );
				attribute.needsUpdate = true;

			}

			geometry.colorsNeedUpdate = false;

		}

		if ( geometry.uvsNeedUpdate ) {

			attribute = this.attributes.uv;

			if ( attribute !== undefined ) {

				attribute.copyVector2sArray( geometry.uvs );
				attribute.needsUpdate = true;

			}

			geometry.uvsNeedUpdate = false;

		}

		if ( geometry.lineDistancesNeedUpdate ) {

			attribute = this.attributes.lineDistance;

			if ( attribute !== undefined ) {

				attribute.copyArray( geometry.lineDistances );
				attribute.needsUpdate = true;

			}

			geometry.lineDistancesNeedUpdate = false;

		}

		if ( geometry.groupsNeedUpdate ) {

			geometry.computeGroups( object.geometry );
			this.groups = geometry.groups;

			geometry.groupsNeedUpdate = false;

		}

		return this;

	},

	fromGeometry: function ( geometry ) {

		geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );

		return this.fromDirectGeometry( geometry.__directGeometry );

	},

	fromDirectGeometry: function ( geometry ) {

		var positions = new Float32Array( geometry.vertices.length * 3 );
		this.setAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );

		if ( geometry.normals.length > 0 ) {

			var normals = new Float32Array( geometry.normals.length * 3 );
			this.setAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );

		}

		if ( geometry.colors.length > 0 ) {

			var colors = new Float32Array( geometry.colors.length * 3 );
			this.setAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );

		}

		if ( geometry.uvs.length > 0 ) {

			var uvs = new Float32Array( geometry.uvs.length * 2 );
			this.setAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );

		}

		if ( geometry.uvs2.length > 0 ) {

			var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
			this.setAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );

		}

		// groups

		this.groups = geometry.groups;

		// morphs

		for ( var name in geometry.morphTargets ) {

			var array = [];
			var morphTargets = geometry.morphTargets[ name ];

			for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {

				var morphTarget = morphTargets[ i ];

				var attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );
				attribute.name = morphTarget.name;

				array.push( attribute.copyVector3sArray( morphTarget.data ) );

			}

			this.morphAttributes[ name ] = array;

		}

		// skinning

		if ( geometry.skinIndices.length > 0 ) {

			var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
			this.setAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );

		}

		if ( geometry.skinWeights.length > 0 ) {

			var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
			this.setAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );

		}

		//

		if ( geometry.boundingSphere !== null ) {

			this.boundingSphere = geometry.boundingSphere.clone();

		}

		if ( geometry.boundingBox !== null ) {

			this.boundingBox = geometry.boundingBox.clone();

		}

		return this;

	},

	computeBoundingBox: function () {

		if ( this.boundingBox === null ) {

			this.boundingBox = new Box3();

		}

		var position = this.attributes.position;
		var morphAttributesPosition = this.morphAttributes.position;

		if ( position !== undefined ) {

			this.boundingBox.setFromBufferAttribute( position );

			// process morph attributes if present

			if ( morphAttributesPosition ) {

				for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {

					var morphAttribute = morphAttributesPosition[ i ];
					_box$2.setFromBufferAttribute( morphAttribute );

					if ( this.morphTargetsRelative ) {

						_vector$4.addVectors( this.boundingBox.min, _box$2.min );
						this.boundingBox.expandByPoint( _vector$4 );

						_vector$4.addVectors( this.boundingBox.max, _box$2.max );
						this.boundingBox.expandByPoint( _vector$4 );

					} else {

						this.boundingBox.expandByPoint( _box$2.min );
						this.boundingBox.expandByPoint( _box$2.max );

					}

				}

			}

		} else {

			this.boundingBox.makeEmpty();

		}

		if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {

			console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );

		}

	},

	computeBoundingSphere: function () {

		if ( this.boundingSphere === null ) {

			this.boundingSphere = new Sphere();

		}

		var position = this.attributes.position;
		var morphAttributesPosition = this.morphAttributes.position;

		if ( position ) {

			// first, find the center of the bounding sphere

			var center = this.boundingSphere.center;

			_box$2.setFromBufferAttribute( position );

			// process morph attributes if present

			if ( morphAttributesPosition ) {

				for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {

					var morphAttribute = morphAttributesPosition[ i ];
					_boxMorphTargets.setFromBufferAttribute( morphAttribute );

					if ( this.morphTargetsRelative ) {

						_vector$4.addVectors( _box$2.min, _boxMorphTargets.min );
						_box$2.expandByPoint( _vector$4 );

						_vector$4.addVectors( _box$2.max, _boxMorphTargets.max );
						_box$2.expandByPoint( _vector$4 );

					} else {

						_box$2.expandByPoint( _boxMorphTargets.min );
						_box$2.expandByPoint( _boxMorphTargets.max );

					}

				}

			}

			_box$2.getCenter( center );

			// second, try to find a boundingSphere with a radius smaller than the
			// boundingSphere of the boundingBox: sqrt(3) smaller in the best case

			var maxRadiusSq = 0;

			for ( var i = 0, il = position.count; i < il; i ++ ) {

				_vector$4.fromBufferAttribute( position, i );

				maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );

			}

			// process morph attributes if present

			if ( morphAttributesPosition ) {

				for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {

					var morphAttribute = morphAttributesPosition[ i ];
					var morphTargetsRelative = this.morphTargetsRelative;

					for ( var j = 0, jl = morphAttribute.count; j < jl; j ++ ) {

						_vector$4.fromBufferAttribute( morphAttribute, j );

						if ( morphTargetsRelative ) {

							_offset.fromBufferAttribute( position, j );
							_vector$4.add( _offset );

						}

						maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );

					}

				}

			}

			this.boundingSphere.radius = Math.sqrt( maxRadiusSq );

			if ( isNaN( this.boundingSphere.radius ) ) {

				console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );

			}

		}

	},

	computeFaceNormals: function () {

		// backwards compatibility

	},

	computeVertexNormals: function () {

		var index = this.index;
		var attributes = this.attributes;

		if ( attributes.position ) {

			var positions = attributes.position.array;

			if ( attributes.normal === undefined ) {

				this.setAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) );

			} else {

				// reset existing normals to zero

				var array = attributes.normal.array;

				for ( var i = 0, il = array.length; i < il; i ++ ) {

					array[ i ] = 0;

				}

			}

			var normals = attributes.normal.array;

			var vA, vB, vC;
			var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
			var cb = new Vector3(), ab = new Vector3();

			// indexed elements

			if ( index ) {

				var indices = index.array;

				for ( var i = 0, il = index.count; i < il; i += 3 ) {

					vA = indices[ i + 0 ] * 3;
					vB = indices[ i + 1 ] * 3;
					vC = indices[ i + 2 ] * 3;

					pA.fromArray( positions, vA );
					pB.fromArray( positions, vB );
					pC.fromArray( positions, vC );

					cb.subVectors( pC, pB );
					ab.subVectors( pA, pB );
					cb.cross( ab );

					normals[ vA ] += cb.x;
					normals[ vA + 1 ] += cb.y;
					normals[ vA + 2 ] += cb.z;

					normals[ vB ] += cb.x;
					normals[ vB + 1 ] += cb.y;
					normals[ vB + 2 ] += cb.z;

					normals[ vC ] += cb.x;
					normals[ vC + 1 ] += cb.y;
					normals[ vC + 2 ] += cb.z;

				}

			} else {

				// non-indexed elements (unconnected triangle soup)

				for ( var i = 0, il = positions.length; i < il; i += 9 ) {

					pA.fromArray( positions, i );
					pB.fromArray( positions, i + 3 );
					pC.fromArray( positions, i + 6 );

					cb.subVectors( pC, pB );
					ab.subVectors( pA, pB );
					cb.cross( ab );

					normals[ i ] = cb.x;
					normals[ i + 1 ] = cb.y;
					normals[ i + 2 ] = cb.z;

					normals[ i + 3 ] = cb.x;
					normals[ i + 4 ] = cb.y;
					normals[ i + 5 ] = cb.z;

					normals[ i + 6 ] = cb.x;
					normals[ i + 7 ] = cb.y;
					normals[ i + 8 ] = cb.z;

				}

			}

			this.normalizeNormals();

			attributes.normal.needsUpdate = true;

		}

	},

	merge: function ( geometry, offset ) {

		if ( ! ( geometry && geometry.isBufferGeometry ) ) {

			console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
			return;

		}

		if ( offset === undefined ) {

			offset = 0;

			console.warn(
				'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
				+ 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
			);

		}

		var attributes = this.attributes;

		for ( var key in attributes ) {

			if ( geometry.attributes[ key ] === undefined ) continue;

			var attribute1 = attributes[ key ];
			var attributeArray1 = attribute1.array;

			var attribute2 = geometry.attributes[ key ];
			var attributeArray2 = attribute2.array;

			var attributeOffset = attribute2.itemSize * offset;
			var length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );

			for ( var i = 0, j = attributeOffset; i < length; i ++, j ++ ) {

				attributeArray1[ j ] = attributeArray2[ i ];

			}

		}

		return this;

	},

	normalizeNormals: function () {

		var normals = this.attributes.normal;

		for ( var i = 0, il = normals.count; i < il; i ++ ) {

			_vector$4.x = normals.getX( i );
			_vector$4.y = normals.getY( i );
			_vector$4.z = normals.getZ( i );

			_vector$4.normalize();

			normals.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );

		}

	},

	toNonIndexed: function () {

		function convertBufferAttribute( attribute, indices ) {

			var array = attribute.array;
			var itemSize = attribute.itemSize;

			var array2 = new array.constructor( indices.length * itemSize );

			var index = 0, index2 = 0;

			for ( var i = 0, l = indices.length; i < l; i ++ ) {

				index = indices[ i ] * itemSize;

				for ( var j = 0; j < itemSize; j ++ ) {

					array2[ index2 ++ ] = array[ index ++ ];

				}

			}

			return new BufferAttribute( array2, itemSize );

		}

		//

		if ( this.index === null ) {

			console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
			return this;

		}

		var geometry2 = new BufferGeometry();

		var indices = this.index.array;
		var attributes = this.attributes;

		// attributes

		for ( var name in attributes ) {

			var attribute = attributes[ name ];

			var newAttribute = convertBufferAttribute( attribute, indices );

			geometry2.setAttribute( name, newAttribute );

		}

		// morph attributes

		var morphAttributes = this.morphAttributes;

		for ( name in morphAttributes ) {

			var morphArray = [];
			var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes

			for ( var i = 0, il = morphAttribute.length; i < il; i ++ ) {

				var attribute = morphAttribute[ i ];

				var newAttribute = convertBufferAttribute( attribute, indices );

				morphArray.push( newAttribute );

			}

			geometry2.morphAttributes[ name ] = morphArray;

		}

		geometry2.morphTargetsRelative = this.morphTargetsRelative;

		// groups

		var groups = this.groups;

		for ( var i = 0, l = groups.length; i < l; i ++ ) {

			var group = groups[ i ];
			geometry2.addGroup( group.start, group.count, group.materialIndex );

		}

		return geometry2;

	},

	toJSON: function () {

		var data = {
			metadata: {
				version: 4.5,
				type: 'BufferGeometry',
				generator: 'BufferGeometry.toJSON'
			}
		};

		// standard BufferGeometry serialization

		data.uuid = this.uuid;
		data.type = this.type;
		if ( this.name !== '' ) data.name = this.name;
		if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;

		if ( this.parameters !== undefined ) {

			var parameters = this.parameters;

			for ( var key in parameters ) {

				if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];

			}

			return data;

		}

		data.data = { attributes: {} };

		var index = this.index;

		if ( index !== null ) {

			data.data.index = {
				type: index.array.constructor.name,
				array: Array.prototype.slice.call( index.array )
			};

		}

		var attributes = this.attributes;

		for ( var key in attributes ) {

			var attribute = attributes[ key ];

			var attributeData = attribute.toJSON();

			if ( attribute.name !== '' ) attributeData.name = attribute.name;

			data.data.attributes[ key ] = attributeData;

		}

		var morphAttributes = {};
		var hasMorphAttributes = false;

		for ( var key in this.morphAttributes ) {

			var attributeArray = this.morphAttributes[ key ];

			var array = [];

			for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {

				var attribute = attributeArray[ i ];

				var attributeData = attribute.toJSON();

				if ( attribute.name !== '' ) attributeData.name = attribute.name;

				array.push( attributeData );

			}

			if ( array.length > 0 ) {

				morphAttributes[ key ] = array;

				hasMorphAttributes = true;

			}

		}

		if ( hasMorphAttributes ) {

			data.data.morphAttributes = morphAttributes;
			data.data.morphTargetsRelative = this.morphTargetsRelative;

		}

		var groups = this.groups;

		if ( groups.length > 0 ) {

			data.data.groups = JSON.parse( JSON.stringify( groups ) );

		}

		var boundingSphere = this.boundingSphere;

		if ( boundingSphere !== null ) {

			data.data.boundingSphere = {
				center: boundingSphere.center.toArray(),
				radius: boundingSphere.radius
			};

		}

		return data;

	},

	clone: function () {

		/*
		 // Handle primitives

		 var parameters = this.parameters;

		 if ( parameters !== undefined ) {

		 var values = [];

		 for ( var key in parameters ) {

		 values.push( parameters[ key ] );

		 }

		 var geometry = Object.create( this.constructor.prototype );
		 this.constructor.apply( geometry, values );
		 return geometry;

		 }

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

		return new BufferGeometry().copy( this );

	},

	copy: function ( source ) {

		var name, i, l;

		// reset

		this.index = null;
		this.attributes = {};
		this.morphAttributes = {};
		this.groups = [];
		this.boundingBox = null;
		this.boundingSphere = null;

		// name

		this.name = source.name;

		// index

		var index = source.index;

		if ( index !== null ) {

			this.setIndex( index.clone() );

		}

		// attributes

		var attributes = source.attributes;

		for ( name in attributes ) {

			var attribute = attributes[ name ];
			this.setAttribute( name, attribute.clone() );

		}

		// morph attributes

		var morphAttributes = source.morphAttributes;

		for ( name in morphAttributes ) {

			var array = [];
			var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes

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

				array.push( morphAttribute[ i ].clone() );

			}

			this.morphAttributes[ name ] = array;

		}

		this.morphTargetsRelative = source.morphTargetsRelative;

		// groups

		var groups = source.groups;

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

			var group = groups[ i ];
			this.addGroup( group.start, group.count, group.materialIndex );

		}

		// bounding box

		var boundingBox = source.boundingBox;

		if ( boundingBox !== null ) {

			this.boundingBox = boundingBox.clone();

		}

		// bounding sphere

		var boundingSphere = source.boundingSphere;

		if ( boundingSphere !== null ) {

			this.boundingSphere = boundingSphere.clone();

		}

		// draw range

		this.drawRange.start = source.drawRange.start;
		this.drawRange.count = source.drawRange.count;

		// user data

		this.userData = source.userData;

		return this;

	},

	dispose: function () {

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

	}

} );

/**
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 * @author mikael emtinger / http://gomo.se/
 * @author jonobr1 / http://jonobr1.com/
 */

var _inverseMatrix = new Matrix4();
var _ray = new Ray();
var _sphere = new Sphere();

var _vA = new Vector3();
var _vB = new Vector3();
var _vC = new Vector3();

var _tempA = new Vector3();
var _tempB = new Vector3();
var _tempC = new Vector3();

var _morphA = new Vector3();
var _morphB = new Vector3();
var _morphC = new Vector3();

var _uvA = new Vector2();
var _uvB = new Vector2();
var _uvC = new Vector2();

var _intersectionPoint = new Vector3();
var _intersectionPointWorld = new Vector3();

function Mesh( geometry, material ) {

	Object3D.call( this );

	this.type = 'Mesh';

	this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
	this.material = material !== undefined ? material : new MeshBasicMaterial();

	this.updateMorphTargets();

}

Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {

	constructor: Mesh,

	isMesh: true,

	copy: function ( source ) {

		Object3D.prototype.copy.call( this, source );

		if ( source.morphTargetInfluences !== undefined ) {

			this.morphTargetInfluences = source.morphTargetInfluences.slice();

		}

		if ( source.morphTargetDictionary !== undefined ) {

			this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );

		}

		return this;

	},

	updateMorphTargets: function () {

		var geometry = this.geometry;
		var m, ml, name;

		if ( geometry.isBufferGeometry ) {

			var morphAttributes = geometry.morphAttributes;
			var keys = Object.keys( morphAttributes );

			if ( keys.length > 0 ) {

				var morphAttribute = morphAttributes[ keys[ 0 ] ];

				if ( morphAttribute !== undefined ) {

					this.morphTargetInfluences = [];
					this.morphTargetDictionary = {};

					for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {

						name = morphAttribute[ m ].name || String( m );

						this.morphTargetInfluences.push( 0 );
						this.morphTargetDictionary[ name ] = m;

					}

				}

			}

		} else {

			var morphTargets = geometry.morphTargets;

			if ( morphTargets !== undefined && morphTargets.length > 0 ) {

				console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );

			}

		}

	},

	raycast: function ( raycaster, intersects ) {

		var geometry = this.geometry;
		var material = this.material;
		var matrixWorld = this.matrixWorld;

		if ( material === undefined ) return;

		// Checking boundingSphere distance to ray

		if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();

		_sphere.copy( geometry.boundingSphere );
		_sphere.applyMatrix4( matrixWorld );

		if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;

		//

		_inverseMatrix.getInverse( matrixWorld );
		_ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );

		// Check boundingBox before continuing

		if ( geometry.boundingBox !== null ) {

			if ( _ray.intersectsBox( geometry.boundingBox ) === false ) return;

		}

		var intersection;

		if ( geometry.isBufferGeometry ) {

			var a, b, c;
			var index = geometry.index;
			var position = geometry.attributes.position;
			var morphPosition = geometry.morphAttributes.position;
			var morphTargetsRelative = geometry.morphTargetsRelative;
			var uv = geometry.attributes.uv;
			var uv2 = geometry.attributes.uv2;
			var groups = geometry.groups;
			var drawRange = geometry.drawRange;
			var i, j, il, jl;
			var group, groupMaterial;
			var start, end;

			if ( index !== null ) {

				// indexed buffer geometry

				if ( Array.isArray( material ) ) {

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

						group = groups[ i ];
						groupMaterial = material[ group.materialIndex ];

						start = Math.max( group.start, drawRange.start );
						end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );

						for ( j = start, jl = end; j < jl; j += 3 ) {

							a = index.getX( j );
							b = index.getX( j + 1 );
							c = index.getX( j + 2 );

							intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );

							if ( intersection ) {

								intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
								intersection.face.materialIndex = group.materialIndex;
								intersects.push( intersection );

							}

						}

					}

				} else {

					start = Math.max( 0, drawRange.start );
					end = Math.min( index.count, ( drawRange.start + drawRange.count ) );

					for ( i = start, il = end; i < il; i += 3 ) {

						a = index.getX( i );
						b = index.getX( i + 1 );
						c = index.getX( i + 2 );

						intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );

						if ( intersection ) {

							intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
							intersects.push( intersection );

						}

					}

				}

			} else if ( position !== undefined ) {

				// non-indexed buffer geometry

				if ( Array.isArray( material ) ) {

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

						group = groups[ i ];
						groupMaterial = material[ group.materialIndex ];

						start = Math.max( group.start, drawRange.start );
						end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );

						for ( j = start, jl = end; j < jl; j += 3 ) {

							a = j;
							b = j + 1;
							c = j + 2;

							intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );

							if ( intersection ) {

								intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
								intersection.face.materialIndex = group.materialIndex;
								intersects.push( intersection );

							}

						}

					}

				} else {

					start = Math.max( 0, drawRange.start );
					end = Math.min( position.count, ( drawRange.start + drawRange.count ) );

					for ( i = start, il = end; i < il; i += 3 ) {

						a = i;
						b = i + 1;
						c = i + 2;

						intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );

						if ( intersection ) {

							intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
							intersects.push( intersection );

						}

					}

				}

			}

		} else if ( geometry.isGeometry ) {

			var fvA, fvB, fvC;
			var isMultiMaterial = Array.isArray( material );

			var vertices = geometry.vertices;
			var faces = geometry.faces;
			var uvs;

			var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
			if ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs;

			for ( var f = 0, fl = faces.length; f < fl; f ++ ) {

				var face = faces[ f ];
				var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;

				if ( faceMaterial === undefined ) continue;

				fvA = vertices[ face.a ];
				fvB = vertices[ face.b ];
				fvC = vertices[ face.c ];

				intersection = checkIntersection( this, faceMaterial, raycaster, _ray, fvA, fvB, fvC, _intersectionPoint );

				if ( intersection ) {

					if ( uvs && uvs[ f ] ) {

						var uvs_f = uvs[ f ];
						_uvA.copy( uvs_f[ 0 ] );
						_uvB.copy( uvs_f[ 1 ] );
						_uvC.copy( uvs_f[ 2 ] );

						intersection.uv = Triangle.getUV( _intersectionPoint, fvA, fvB, fvC, _uvA, _uvB, _uvC, new Vector2() );

					}

					intersection.face = face;
					intersection.faceIndex = f;
					intersects.push( intersection );

				}

			}

		}

	},

	clone: function () {

		return new this.constructor( this.geometry, this.material ).copy( this );

	}

} );

function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {

	var intersect;

	if ( material.side === BackSide ) {

		intersect = ray.intersectTriangle( pC, pB, pA, true, point );

	} else {

		intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );

	}

	if ( intersect === null ) return null;

	_intersectionPointWorld.copy( point );
	_intersectionPointWorld.applyMatrix4( object.matrixWorld );

	var distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );

	if ( distance < raycaster.near || distance > raycaster.far ) return null;

	return {
		distance: distance,
		point: _intersectionPointWorld.clone(),
		object: object
	};

}

function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ) {

	_vA.fromBufferAttribute( position, a );
	_vB.fromBufferAttribute( position, b );
	_vC.fromBufferAttribute( position, c );

	var morphInfluences = object.morphTargetInfluences;

	if ( material.morphTargets && morphPosition && morphInfluences ) {

		_morphA.set( 0, 0, 0 );
		_morphB.set( 0, 0, 0 );
		_morphC.set( 0, 0, 0 );

		for ( var i = 0, il = morphPosition.length; i < il; i ++ ) {

			var influence = morphInfluences[ i ];
			var morphAttribute = morphPosition[ i ];

			if ( influence === 0 ) continue;

			_tempA.fromBufferAttribute( morphAttribute, a );
			_tempB.fromBufferAttribute( morphAttribute, b );
			_tempC.fromBufferAttribute( morphAttribute, c );

			if ( morphTargetsRelative ) {

				_morphA.addScaledVector( _tempA, influence );
				_morphB.addScaledVector( _tempB, influence );
				_morphC.addScaledVector( _tempC, influence );

			} else {

				_morphA.addScaledVector( _tempA.sub( _vA ), influence );
				_morphB.addScaledVector( _tempB.sub( _vB ), influence );
				_morphC.addScaledVector( _tempC.sub( _vC ), influence );

			}

		}

		_vA.add( _morphA );
		_vB.add( _morphB );
		_vC.add( _morphC );

	}

	if ( object.isSkinnedMesh ) {

		object.boneTransform( a, _vA );
		object.boneTransform( b, _vB );
		object.boneTransform( c, _vC );

	}

	var intersection = checkIntersection( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );

	if ( intersection ) {

		if ( uv ) {

			_uvA.fromBufferAttribute( uv, a );
			_uvB.fromBufferAttribute( uv, b );
			_uvC.fromBufferAttribute( uv, c );

			intersection.uv = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );

		}

		if ( uv2 ) {

			_uvA.fromBufferAttribute( uv2, a );
			_uvB.fromBufferAttribute( uv2, b );
			_uvC.fromBufferAttribute( uv2, c );

			intersection.uv2 = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );

		}

		var face = new Face3( a, b, c );
		Triangle.getNormal( _vA, _vB, _vC, face.normal );

		intersection.face = face;

	}

	return intersection;

}

/**
 * @author mrdoob / http://mrdoob.com/
 * @author kile / http://kile.stravaganza.org/
 * @author alteredq / http://alteredqualia.com/
 * @author mikael emtinger / http://gomo.se/
 * @author zz85 / http://www.lab4games.net/zz85/blog
 * @author bhouston / http://clara.io
 */

var _geometryId = 0; // Geometry uses even numbers as Id
var _m1$3 = new Matrix4();
var _obj$1 = new Object3D();
var _offset$1 = new Vector3();

function Geometry() {

	Object.defineProperty( this, 'id', { value: _geometryId += 2 } );

	this.uuid = MathUtils.generateUUID();

	this.name = '';
	this.type = 'Geometry';

	this.vertices = [];
	this.colors = [];
	this.faces = [];
	this.faceVertexUvs = [[]];

	this.morphTargets = [];
	this.morphNormals = [];

	this.skinWeights = [];
	this.skinIndices = [];

	this.lineDistances = [];

	this.boundingBox = null;
	this.boundingSphere = null;

	// update flags

	this.elementsNeedUpdate = false;
	this.verticesNeedUpdate = false;
	this.uvsNeedUpdate = false;
	this.normalsNeedUpdate = false;
	this.colorsNeedUpdate = false;
	this.lineDistancesNeedUpdate = false;
	this.groupsNeedUpdate = false;

}

Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {

	constructor: Geometry,

	isGeometry: true,

	applyMatrix4: function ( matrix ) {

		var normalMatrix = new Matrix3().getNormalMatrix( matrix );

		for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {

			var vertex = this.vertices[ i ];
			vertex.applyMatrix4( matrix );

		}

		for ( var i = 0, il = this.faces.length; i < il; i ++ ) {

			var face = this.faces[ i ];
			face.normal.applyMatrix3( normalMatrix ).normalize();

			for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {

				face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();

			}

		}

		if ( this.boundingBox !== null ) {

			this.computeBoundingBox();

		}

		if ( this.boundingSphere !== null ) {

			this.computeBoundingSphere();

		}

		this.verticesNeedUpdate = true;
		this.normalsNeedUpdate = true;

		return this;

	},

	rotateX: function ( angle ) {

		// rotate geometry around world x-axis

		_m1$3.makeRotationX( angle );

		this.applyMatrix4( _m1$3 );

		return this;

	},

	rotateY: function ( angle ) {

		// rotate geometry around world y-axis

		_m1$3.makeRotationY( angle );

		this.applyMatrix4( _m1$3 );

		return this;

	},

	rotateZ: function ( angle ) {

		// rotate geometry around world z-axis

		_m1$3.makeRotationZ( angle );

		this.applyMatrix4( _m1$3 );

		return this;

	},

	translate: function ( x, y, z ) {

		// translate geometry

		_m1$3.makeTranslation( x, y, z );

		this.applyMatrix4( _m1$3 );

		return this;

	},

	scale: function ( x, y, z ) {

		// scale geometry

		_m1$3.makeScale( x, y, z );

		this.applyMatrix4( _m1$3 );

		return this;

	},

	lookAt: function ( vector ) {

		_obj$1.lookAt( vector );

		_obj$1.updateMatrix();

		this.applyMatrix4( _obj$1.matrix );

		return this;

	},

	fromBufferGeometry: function ( geometry ) {

		var scope = this;

		var indices = geometry.index !== null ? geometry.index.array : undefined;
		var attributes = geometry.attributes;

		if ( attributes.position === undefined ) {

			console.error( 'THREE.Geometry.fromBufferGeometry(): Position attribute required for conversion.' );
			return this;

		}

		var positions = attributes.position.array;
		var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
		var colors = attributes.color !== undefined ? attributes.color.array : undefined;
		var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
		var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined;

		if ( uvs2 !== undefined ) this.faceVertexUvs[ 1 ] = [];

		for ( var i = 0; i < positions.length; i += 3 ) {

			scope.vertices.push( new Vector3().fromArray( positions, i ) );

			if ( colors !== undefined ) {

				scope.colors.push( new Color().fromArray( colors, i ) );

			}

		}

		function addFace( a, b, c, materialIndex ) {

			var vertexColors = ( colors === undefined ) ? [] : [
				scope.colors[ a ].clone(),
				scope.colors[ b ].clone(),
				scope.colors[ c ].clone() ];

			var vertexNormals = ( normals === undefined ) ? [] : [
				new Vector3().fromArray( normals, a * 3 ),
				new Vector3().fromArray( normals, b * 3 ),
				new Vector3().fromArray( normals, c * 3 )
			];

			var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );

			scope.faces.push( face );

			if ( uvs !== undefined ) {

				scope.faceVertexUvs[ 0 ].push( [
					new Vector2().fromArray( uvs, a * 2 ),
					new Vector2().fromArray( uvs, b * 2 ),
					new Vector2().fromArray( uvs, c * 2 )
				] );

			}

			if ( uvs2 !== undefined ) {

				scope.faceVertexUvs[ 1 ].push( [
					new Vector2().fromArray( uvs2, a * 2 ),
					new Vector2().fromArray( uvs2, b * 2 ),
					new Vector2().fromArray( uvs2, c * 2 )
				] );

			}

		}

		var groups = geometry.groups;

		if ( groups.length > 0 ) {

			for ( var i = 0; i < groups.length; i ++ ) {

				var group = groups[ i ];

				var start = group.start;
				var count = group.count;

				for ( var j = start, jl = start + count; j < jl; j += 3 ) {

					if ( indices !== undefined ) {

						addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex );

					} else {

						addFace( j, j + 1, j + 2, group.materialIndex );

					}

				}

			}

		} else {

			if ( indices !== undefined ) {

				for ( var i = 0; i < indices.length; i += 3 ) {

					addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );

				}

			} else {

				for ( var i = 0; i < positions.length / 3; i += 3 ) {

					addFace( i, i + 1, i + 2 );

				}

			}

		}

		this.computeFaceNormals();

		if ( geometry.boundingBox !== null ) {

			this.boundingBox = geometry.boundingBox.clone();

		}

		if ( geometry.boundingSphere !== null ) {

			this.boundingSphere = geometry.boundingSphere.clone();

		}

		return this;

	},

	center: function () {

		this.computeBoundingBox();

		this.boundingBox.getCenter( _offset$1 ).negate();

		this.translate( _offset$1.x, _offset$1.y, _offset$1.z );

		return this;

	},

	normalize: function () {

		this.computeBoundingSphere();

		var center = this.boundingSphere.center;
		var radius = this.boundingSphere.radius;

		var s = radius === 0 ? 1 : 1.0 / radius;

		var matrix = new Matrix4();
		matrix.set(
			s, 0, 0, - s * center.x,
			0, s, 0, - s * center.y,
			0, 0, s, - s * center.z,
			0, 0, 0, 1
		);

		this.applyMatrix4( matrix );

		return this;

	},

	computeFaceNormals: function () {

		var cb = new Vector3(), ab = new Vector3();

		for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {

			var face = this.faces[ f ];

			var vA = this.vertices[ face.a ];
			var vB = this.vertices[ face.b ];
			var vC = this.vertices[ face.c ];

			cb.subVectors( vC, vB );
			ab.subVectors( vA, vB );
			cb.cross( ab );

			cb.normalize();

			face.normal.copy( cb );

		}

	},

	computeVertexNormals: function ( areaWeighted ) {

		if ( areaWeighted === undefined ) areaWeighted = true;

		var v, vl, f, fl, face, vertices;

		vertices = new Array( this.vertices.length );

		for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {

			vertices[ v ] = new Vector3();

		}

		if ( areaWeighted ) {

			// vertex normals weighted by triangle areas
			// http://www.iquilezles.org/www/articles/normals/normals.htm

			var vA, vB, vC;
			var cb = new Vector3(), ab = new Vector3();

			for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

				face = this.faces[ f ];

				vA = this.vertices[ face.a ];
				vB = this.vertices[ face.b ];
				vC = this.vertices[ face.c ];

				cb.subVectors( vC, vB );
				ab.subVectors( vA, vB );
				cb.cross( ab );

				vertices[ face.a ].add( cb );
				vertices[ face.b ].add( cb );
				vertices[ face.c ].add( cb );

			}

		} else {

			this.computeFaceNormals();

			for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

				face = this.faces[ f ];

				vertices[ face.a ].add( face.normal );
				vertices[ face.b ].add( face.normal );
				vertices[ face.c ].add( face.normal );

			}

		}

		for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {

			vertices[ v ].normalize();

		}

		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

			face = this.faces[ f ];

			var vertexNormals = face.vertexNormals;

			if ( vertexNormals.length === 3 ) {

				vertexNormals[ 0 ].copy( vertices[ face.a ] );
				vertexNormals[ 1 ].copy( vertices[ face.b ] );
				vertexNormals[ 2 ].copy( vertices[ face.c ] );

			} else {

				vertexNormals[ 0 ] = vertices[ face.a ].clone();
				vertexNormals[ 1 ] = vertices[ face.b ].clone();
				vertexNormals[ 2 ] = vertices[ face.c ].clone();

			}

		}

		if ( this.faces.length > 0 ) {

			this.normalsNeedUpdate = true;

		}

	},

	computeFlatVertexNormals: function () {

		var f, fl, face;

		this.computeFaceNormals();

		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

			face = this.faces[ f ];

			var vertexNormals = face.vertexNormals;

			if ( vertexNormals.length === 3 ) {

				vertexNormals[ 0 ].copy( face.normal );
				vertexNormals[ 1 ].copy( face.normal );
				vertexNormals[ 2 ].copy( face.normal );

			} else {

				vertexNormals[ 0 ] = face.normal.clone();
				vertexNormals[ 1 ] = face.normal.clone();
				vertexNormals[ 2 ] = face.normal.clone();

			}

		}

		if ( this.faces.length > 0 ) {

			this.normalsNeedUpdate = true;

		}

	},

	computeMorphNormals: function () {

		var i, il, f, fl, face;

		// save original normals
		// - create temp variables on first access
		//   otherwise just copy (for faster repeated calls)

		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

			face = this.faces[ f ];

			if ( ! face.__originalFaceNormal ) {

				face.__originalFaceNormal = face.normal.clone();

			} else {

				face.__originalFaceNormal.copy( face.normal );

			}

			if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];

			for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {

				if ( ! face.__originalVertexNormals[ i ] ) {

					face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();

				} else {

					face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );

				}

			}

		}

		// use temp geometry to compute face and vertex normals for each morph

		var tmpGeo = new Geometry();
		tmpGeo.faces = this.faces;

		for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {

			// create on first access

			if ( ! this.morphNormals[ i ] ) {

				this.morphNormals[ i ] = {};
				this.morphNormals[ i ].faceNormals = [];
				this.morphNormals[ i ].vertexNormals = [];

				var dstNormalsFace = this.morphNormals[ i ].faceNormals;
				var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;

				var faceNormal, vertexNormals;

				for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

					faceNormal = new Vector3();
					vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };

					dstNormalsFace.push( faceNormal );
					dstNormalsVertex.push( vertexNormals );

				}

			}

			var morphNormals = this.morphNormals[ i ];

			// set vertices to morph target

			tmpGeo.vertices = this.morphTargets[ i ].vertices;

			// compute morph normals

			tmpGeo.computeFaceNormals();
			tmpGeo.computeVertexNormals();

			// store morph normals

			var faceNormal, vertexNormals;

			for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

				face = this.faces[ f ];

				faceNormal = morphNormals.faceNormals[ f ];
				vertexNormals = morphNormals.vertexNormals[ f ];

				faceNormal.copy( face.normal );

				vertexNormals.a.copy( face.vertexNormals[ 0 ] );
				vertexNormals.b.copy( face.vertexNormals[ 1 ] );
				vertexNormals.c.copy( face.vertexNormals[ 2 ] );

			}

		}

		// restore original normals

		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

			face = this.faces[ f ];

			face.normal = face.__originalFaceNormal;
			face.vertexNormals = face.__originalVertexNormals;

		}

	},

	computeBoundingBox: function () {

		if ( this.boundingBox === null ) {

			this.boundingBox = new Box3();

		}

		this.boundingBox.setFromPoints( this.vertices );

	},

	computeBoundingSphere: function () {

		if ( this.boundingSphere === null ) {

			this.boundingSphere = new Sphere();

		}

		this.boundingSphere.setFromPoints( this.vertices );

	},

	merge: function ( geometry, matrix, materialIndexOffset ) {

		if ( ! ( geometry && geometry.isGeometry ) ) {

			console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
			return;

		}

		var normalMatrix,
			vertexOffset = this.vertices.length,
			vertices1 = this.vertices,
			vertices2 = geometry.vertices,
			faces1 = this.faces,
			faces2 = geometry.faces,
			colors1 = this.colors,
			colors2 = geometry.colors;

		if ( materialIndexOffset === undefined ) materialIndexOffset = 0;

		if ( matrix !== undefined ) {

			normalMatrix = new Matrix3().getNormalMatrix( matrix );

		}

		// vertices

		for ( var i = 0, il = vertices2.length; i < il; i ++ ) {

			var vertex = vertices2[ i ];

			var vertexCopy = vertex.clone();

			if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix );

			vertices1.push( vertexCopy );

		}

		// colors

		for ( var i = 0, il = colors2.length; i < il; i ++ ) {

			colors1.push( colors2[ i ].clone() );

		}

		// faces

		for ( i = 0, il = faces2.length; i < il; i ++ ) {

			var face = faces2[ i ], faceCopy, normal, color,
				faceVertexNormals = face.vertexNormals,
				faceVertexColors = face.vertexColors;

			faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
			faceCopy.normal.copy( face.normal );

			if ( normalMatrix !== undefined ) {

				faceCopy.normal.applyMatrix3( normalMatrix ).normalize();

			}

			for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {

				normal = faceVertexNormals[ j ].clone();

				if ( normalMatrix !== undefined ) {

					normal.applyMatrix3( normalMatrix ).normalize();

				}

				faceCopy.vertexNormals.push( normal );

			}

			faceCopy.color.copy( face.color );

			for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {

				color = faceVertexColors[ j ];
				faceCopy.vertexColors.push( color.clone() );

			}

			faceCopy.materialIndex = face.materialIndex + materialIndexOffset;

			faces1.push( faceCopy );

		}

		// uvs

		for ( var i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {

			var faceVertexUvs2 = geometry.faceVertexUvs[ i ];

			if ( this.faceVertexUvs[ i ] === undefined ) this.faceVertexUvs[ i ] = [];

			for ( var j = 0, jl = faceVertexUvs2.length; j < jl; j ++ ) {

				var uvs2 = faceVertexUvs2[ j ], uvsCopy = [];

				for ( var k = 0, kl = uvs2.length; k < kl; k ++ ) {

					uvsCopy.push( uvs2[ k ].clone() );

				}

				this.faceVertexUvs[ i ].push( uvsCopy );

			}

		}

	},

	mergeMesh: function ( mesh ) {

		if ( ! ( mesh && mesh.isMesh ) ) {

			console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
			return;

		}

		if ( mesh.matrixAutoUpdate ) mesh.updateMatrix();

		this.merge( mesh.geometry, mesh.matrix );

	},

	/*
	 * Checks for duplicate vertices with hashmap.
	 * Duplicated vertices are removed
	 * and faces' vertices are updated.
	 */

	mergeVertices: function () {

		var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
		var unique = [], changes = [];

		var v, key;
		var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
		var precision = Math.pow( 10, precisionPoints );
		var i, il, face;
		var indices, j, jl;

		for ( i = 0, il = this.vertices.length; i < il; i ++ ) {

			v = this.vertices[ i ];
			key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );

			if ( verticesMap[ key ] === undefined ) {

				verticesMap[ key ] = i;
				unique.push( this.vertices[ i ] );
				changes[ i ] = unique.length - 1;

			} else {

				//console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
				changes[ i ] = changes[ verticesMap[ key ] ];

			}

		}


		// if faces are completely degenerate after merging vertices, we
		// have to remove them from the geometry.
		var faceIndicesToRemove = [];

		for ( i = 0, il = this.faces.length; i < il; i ++ ) {

			face = this.faces[ i ];

			face.a = changes[ face.a ];
			face.b = changes[ face.b ];
			face.c = changes[ face.c ];

			indices = [ face.a, face.b, face.c ];

			// if any duplicate vertices are found in a Face3
			// we have to remove the face as nothing can be saved
			for ( var n = 0; n < 3; n ++ ) {

				if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {

					faceIndicesToRemove.push( i );
					break;

				}

			}

		}

		for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {

			var idx = faceIndicesToRemove[ i ];

			this.faces.splice( idx, 1 );

			for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {

				this.faceVertexUvs[ j ].splice( idx, 1 );

			}

		}

		// Use unique set of vertices

		var diff = this.vertices.length - unique.length;
		this.vertices = unique;
		return diff;

	},

	setFromPoints: function ( points ) {

		this.vertices = [];

		for ( var i = 0, l = points.length; i < l; i ++ ) {

			var point = points[ i ];
			this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );

		}

		return this;

	},

	sortFacesByMaterialIndex: function () {

		var faces = this.faces;
		var length = faces.length;

		// tag faces

		for ( var i = 0; i < length; i ++ ) {

			faces[ i ]._id = i;

		}

		// sort faces

		function materialIndexSort( a, b ) {

			return a.materialIndex - b.materialIndex;

		}

		faces.sort( materialIndexSort );

		// sort uvs

		var uvs1 = this.faceVertexUvs[ 0 ];
		var uvs2 = this.faceVertexUvs[ 1 ];

		var newUvs1, newUvs2;

		if ( uvs1 && uvs1.length === length ) newUvs1 = [];
		if ( uvs2 && uvs2.length === length ) newUvs2 = [];

		for ( var i = 0; i < length; i ++ ) {

			var id = faces[ i ]._id;

			if ( newUvs1 ) newUvs1.push( uvs1[ id ] );
			if ( newUvs2 ) newUvs2.push( uvs2[ id ] );

		}

		if ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1;
		if ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2;

	},

	toJSON: function () {

		var data = {
			metadata: {
				version: 4.5,
				type: 'Geometry',
				generator: 'Geometry.toJSON'
			}
		};

		// standard Geometry serialization

		data.uuid = this.uuid;
		data.type = this.type;
		if ( this.name !== '' ) data.name = this.name;

		if ( this.parameters !== undefined ) {

			var parameters = this.parameters;

			for ( var key in parameters ) {

				if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];

			}

			return data;

		}

		var vertices = [];

		for ( var i = 0; i < this.vertices.length; i ++ ) {

			var vertex = this.vertices[ i ];
			vertices.push( vertex.x, vertex.y, vertex.z );

		}

		var faces = [];
		var normals = [];
		var normalsHash = {};
		var colors = [];
		var colorsHash = {};
		var uvs = [];
		var uvsHash = {};

		for ( var i = 0; i < this.faces.length; i ++ ) {

			var face = this.faces[ i ];

			var hasMaterial = true;
			var hasFaceUv = false; // deprecated
			var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
			var hasFaceNormal = face.normal.length() > 0;
			var hasFaceVertexNormal = face.vertexNormals.length > 0;
			var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
			var hasFaceVertexColor = face.vertexColors.length > 0;

			var faceType = 0;

			faceType = setBit( faceType, 0, 0 ); // isQuad
			faceType = setBit( faceType, 1, hasMaterial );
			faceType = setBit( faceType, 2, hasFaceUv );
			faceType = setBit( faceType, 3, hasFaceVertexUv );
			faceType = setBit( faceType, 4, hasFaceNormal );
			faceType = setBit( faceType, 5, hasFaceVertexNormal );
			faceType = setBit( faceType, 6, hasFaceColor );
			faceType = setBit( faceType, 7, hasFaceVertexColor );

			faces.push( faceType );
			faces.push( face.a, face.b, face.c );
			faces.push( face.materialIndex );

			if ( hasFaceVertexUv ) {

				var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];

				faces.push(
					getUvIndex( faceVertexUvs[ 0 ] ),
					getUvIndex( faceVertexUvs[ 1 ] ),
					getUvIndex( faceVertexUvs[ 2 ] )
				);

			}

			if ( hasFaceNormal ) {

				faces.push( getNormalIndex( face.normal ) );

			}

			if ( hasFaceVertexNormal ) {

				var vertexNormals = face.vertexNormals;

				faces.push(
					getNormalIndex( vertexNormals[ 0 ] ),
					getNormalIndex( vertexNormals[ 1 ] ),
					getNormalIndex( vertexNormals[ 2 ] )
				);

			}

			if ( hasFaceColor ) {

				faces.push( getColorIndex( face.color ) );

			}

			if ( hasFaceVertexColor ) {

				var vertexColors = face.vertexColors;

				faces.push(
					getColorIndex( vertexColors[ 0 ] ),
					getColorIndex( vertexColors[ 1 ] ),
					getColorIndex( vertexColors[ 2 ] )
				);

			}

		}

		function setBit( value, position, enabled ) {

			return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );

		}

		function getNormalIndex( normal ) {

			var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();

			if ( normalsHash[ hash ] !== undefined ) {

				return normalsHash[ hash ];

			}

			normalsHash[ hash ] = normals.length / 3;
			normals.push( normal.x, normal.y, normal.z );

			return normalsHash[ hash ];

		}

		function getColorIndex( color ) {

			var hash = color.r.toString() + color.g.toString() + color.b.toString();

			if ( colorsHash[ hash ] !== undefined ) {

				return colorsHash[ hash ];

			}

			colorsHash[ hash ] = colors.length;
			colors.push( color.getHex() );

			return colorsHash[ hash ];

		}

		function getUvIndex( uv ) {

			var hash = uv.x.toString() + uv.y.toString();

			if ( uvsHash[ hash ] !== undefined ) {

				return uvsHash[ hash ];

			}

			uvsHash[ hash ] = uvs.length / 2;
			uvs.push( uv.x, uv.y );

			return uvsHash[ hash ];

		}

		data.data = {};

		data.data.vertices = vertices;
		data.data.normals = normals;
		if ( colors.length > 0 ) data.data.colors = colors;
		if ( uvs.length > 0 ) data.data.uvs = [ uvs ]; // temporal backward compatibility
		data.data.faces = faces;

		return data;

	},

	clone: function () {

		/*
		 // Handle primitives

		 var parameters = this.parameters;

		 if ( parameters !== undefined ) {

		 var values = [];

		 for ( var key in parameters ) {

		 values.push( parameters[ key ] );

		 }

		 var geometry = Object.create( this.constructor.prototype );
		 this.constructor.apply( geometry, values );
		 return geometry;

		 }

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

		return new Geometry().copy( this );

	},

	copy: function ( source ) {

		var i, il, j, jl, k, kl;

		// reset

		this.vertices = [];
		this.colors = [];
		this.faces = [];
		this.faceVertexUvs = [[]];
		this.morphTargets = [];
		this.morphNormals = [];
		this.skinWeights = [];
		this.skinIndices = [];
		this.lineDistances = [];
		this.boundingBox = null;
		this.boundingSphere = null;

		// name

		this.name = source.name;

		// vertices

		var vertices = source.vertices;

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

			this.vertices.push( vertices[ i ].clone() );

		}

		// colors

		var colors = source.colors;

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

			this.colors.push( colors[ i ].clone() );

		}

		// faces

		var faces = source.faces;

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

			this.faces.push( faces[ i ].clone() );

		}

		// face vertex uvs

		for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {

			var faceVertexUvs = source.faceVertexUvs[ i ];

			if ( this.faceVertexUvs[ i ] === undefined ) {

				this.faceVertexUvs[ i ] = [];

			}

			for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {

				var uvs = faceVertexUvs[ j ], uvsCopy = [];

				for ( k = 0, kl = uvs.length; k < kl; k ++ ) {

					var uv = uvs[ k ];

					uvsCopy.push( uv.clone() );

				}

				this.faceVertexUvs[ i ].push( uvsCopy );

			}

		}

		// morph targets

		var morphTargets = source.morphTargets;

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

			var morphTarget = {};
			morphTarget.name = morphTargets[ i ].name;

			// vertices

			if ( morphTargets[ i ].vertices !== undefined ) {

				morphTarget.vertices = [];

				for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {

					morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );

				}

			}

			// normals

			if ( morphTargets[ i ].normals !== undefined ) {

				morphTarget.normals = [];

				for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {

					morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );

				}

			}

			this.morphTargets.push( morphTarget );

		}

		// morph normals

		var morphNormals = source.morphNormals;

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

			var morphNormal = {};

			// vertex normals

			if ( morphNormals[ i ].vertexNormals !== undefined ) {

				morphNormal.vertexNormals = [];

				for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {

					var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];
					var destVertexNormal = {};

					destVertexNormal.a = srcVertexNormal.a.clone();
					destVertexNormal.b = srcVertexNormal.b.clone();
					destVertexNormal.c = srcVertexNormal.c.clone();

					morphNormal.vertexNormals.push( destVertexNormal );

				}

			}

			// face normals

			if ( morphNormals[ i ].faceNormals !== undefined ) {

				morphNormal.faceNormals = [];

				for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {

					morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );

				}

			}

			this.morphNormals.push( morphNormal );

		}

		// skin weights

		var skinWeights = source.skinWeights;

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

			this.skinWeights.push( skinWeights[ i ].clone() );

		}

		// skin indices

		var skinIndices = source.skinIndices;

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

			this.skinIndices.push( skinIndices[ i ].clone() );

		}

		// line distances

		var lineDistances = source.lineDistances;

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

			this.lineDistances.push( lineDistances[ i ] );

		}

		// bounding box

		var boundingBox = source.boundingBox;

		if ( boundingBox !== null ) {

			this.boundingBox = boundingBox.clone();

		}

		// bounding sphere

		var boundingSphere = source.boundingSphere;

		if ( boundingSphere !== null ) {

			this.boundingSphere = boundingSphere.clone();

		}

		// update flags

		this.elementsNeedUpdate = source.elementsNeedUpdate;
		this.verticesNeedUpdate = source.verticesNeedUpdate;
		this.uvsNeedUpdate = source.uvsNeedUpdate;
		this.normalsNeedUpdate = source.normalsNeedUpdate;
		this.colorsNeedUpdate = source.colorsNeedUpdate;
		this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
		this.groupsNeedUpdate = source.groupsNeedUpdate;

		return this;

	},

	dispose: function () {

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

	}

} );

/**
 * @author mrdoob / http://mrdoob.com/
 * @author Mugen87 / https://github.com/Mugen87
 */

// BoxGeometry

class BoxGeometry extends Geometry {

	constructor( width, height, depth, widthSegments, heightSegments, depthSegments ) {

		super();

		this.type = 'BoxGeometry';

		this.parameters = {
			width: width,
			height: height,
			depth: depth,
			widthSegments: widthSegments,
			heightSegments: heightSegments,
			depthSegments: depthSegments
		};

		this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
		this.mergeVertices();

	}

}

// BoxBufferGeometry

class BoxBufferGeometry extends BufferGeometry {

	constructor( width, height, depth, widthSegments, heightSegments, depthSegments ) {

		super();

		this.type = 'BoxBufferGeometry';

		this.parameters = {
			width: width,
			height: height,
			depth: depth,
			widthSegments: widthSegments,
			heightSegments: heightSegments,
			depthSegments: depthSegments
		};

		var scope = this;

		width = width || 1;
		height = height || 1;
		depth = depth || 1;

		// segments

		widthSegments = Math.floor( widthSegments ) || 1;
		heightSegments = Math.floor( heightSegments ) || 1;
		depthSegments = Math.floor( depthSegments ) || 1;

		// buffers

		var indices = [];
		var vertices = [];
		var normals = [];
		var uvs = [];

		// helper variables

		var numberOfVertices = 0;
		var groupStart = 0;

		// build each side of the box geometry

		buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
		buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
		buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
		buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
		buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
		buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz

		// build geometry

		this.setIndex( indices );
		this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
		this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
		this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

		function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {

			var segmentWidth = width / gridX;
			var segmentHeight = height / gridY;

			var widthHalf = width / 2;
			var heightHalf = height / 2;
			var depthHalf = depth / 2;

			var gridX1 = gridX + 1;
			var gridY1 = gridY + 1;

			var vertexCounter = 0;
			var groupCount = 0;

			var ix, iy;

			var vector = new Vector3();

			// generate vertices, normals and uvs

			for ( iy = 0; iy < gridY1; iy ++ ) {

				var y = iy * segmentHeight - heightHalf;

				for ( ix = 0; ix < gridX1; ix ++ ) {

					var x = ix * segmentWidth - widthHalf;

					// set values to correct vector component

					vector[ u ] = x * udir;
					vector[ v ] = y * vdir;
					vector[ w ] = depthHalf;

					// now apply vector to vertex buffer

					vertices.push( vector.x, vector.y, vector.z );

					// set values to correct vector component

					vector[ u ] = 0;
					vector[ v ] = 0;
					vector[ w ] = depth > 0 ? 1 : - 1;

					// now apply vector to normal buffer

					normals.push( vector.x, vector.y, vector.z );

					// uvs

					uvs.push( ix / gridX );
					uvs.push( 1 - ( iy / gridY ) );

					// counters

					vertexCounter += 1;

				}

			}

			// indices

			// 1. you need three indices to draw a single face
			// 2. a single segment consists of two faces
			// 3. so we need to generate six (2*3) indices per segment

			for ( iy = 0; iy < gridY; iy ++ ) {

				for ( ix = 0; ix < gridX; ix ++ ) {

					var a = numberOfVertices + ix + gridX1 * iy;
					var b = numberOfVertices + ix + gridX1 * ( iy + 1 );
					var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
					var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;

					// faces

					indices.push( a, b, d );
					indices.push( b, c, d );

					// increase counter

					groupCount += 6;

				}

			}

			// add a group to the geometry. this will ensure multi material support

			scope.addGroup( groupStart, groupCount, materialIndex );

			// calculate new start value for groups

			groupStart += groupCount;

			// update total number of vertices

			numberOfVertices += vertexCounter;

		}

	}

}

/**
 * Uniform Utilities
 */

function cloneUniforms( src ) {

	var dst = {};

	for ( var u in src ) {

		dst[ u ] = {};

		for ( var p in src[ u ] ) {

			var property = src[ u ][ p ];

			if ( property && ( property.isColor ||
				property.isMatrix3 || property.isMatrix4 ||
				property.isVector2 || property.isVector3 || property.isVector4 ||
				property.isTexture ) ) {

				dst[ u ][ p ] = property.clone();

			} else if ( Array.isArray( property ) ) {

				dst[ u ][ p ] = property.slice();

			} else {

				dst[ u ][ p ] = property;

			}

		}

	}

	return dst;

}

function mergeUniforms( uniforms ) {

	var merged = {};

	for ( var u = 0; u < uniforms.length; u ++ ) {

		var tmp = cloneUniforms( uniforms[ u ] );

		for ( var p in tmp ) {

			merged[ p ] = tmp[ p ];

		}

	}

	return merged;

}

// Legacy

var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };

var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";

var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";

/**
 * @author alteredq / http://alteredqualia.com/
 *
 * parameters = {
 *  defines: { "label" : "value" },
 *  uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
 *
 *  fragmentShader: <string>,
 *  vertexShader: <string>,
 *
 *  wireframe: <boolean>,
 *  wireframeLinewidth: <float>,
 *
 *  lights: <bool>,
 *
 *  skinning: <bool>,
 *  morphTargets: <bool>,
 *  morphNormals: <bool>
 * }
 */

function ShaderMaterial( parameters ) {

	Material.call( this );

	this.type = 'ShaderMaterial';

	this.defines = {};
	this.uniforms = {};

	this.vertexShader = default_vertex;
	this.fragmentShader = default_fragment;

	this.linewidth = 1;

	this.wireframe = false;
	this.wireframeLinewidth = 1;

	this.fog = false; // set to use scene fog
	this.lights = false; // set to use scene lights
	this.clipping = false; // set to use user-defined clipping planes

	this.skinning = false; // set to use skinning attribute streams
	this.morphTargets = false; // set to use morph targets
	this.morphNormals = false; // set to use morph normals

	this.extensions = {
		derivatives: false, // set to use derivatives
		fragDepth: false, // set to use fragment depth values
		drawBuffers: false, // set to use draw buffers
		shaderTextureLOD: false // set to use shader texture LOD
	};

	// When rendered geometry doesn't include these attributes but the material does,
	// use these default values in WebGL. This avoids errors when buffer data is missing.
	this.defaultAttributeValues = {
		'color': [ 1, 1, 1 ],
		'uv': [ 0, 0 ],
		'uv2': [ 0, 0 ]
	};

	this.index0AttributeName = undefined;
	this.uniformsNeedUpdate = false;

	if ( parameters !== undefined ) {

		if ( parameters.attributes !== undefined ) {

			console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );

		}

		this.setValues( parameters );

	}

}

ShaderMaterial.prototype = Object.create( Material.prototype );
ShaderMaterial.prototype.constructor = ShaderMaterial;

ShaderMaterial.prototype.isShaderMaterial = true;

ShaderMaterial.prototype.copy = function ( source ) {

	Material.prototype.copy.call( this, source );

	this.fragmentShader = source.fragmentShader;
	this.vertexShader = source.vertexShader;

	this.uniforms = cloneUniforms( source.uniforms );

	this.defines = Object.assign( {}, source.defines );

	this.wireframe = source.wireframe;
	this.wireframeLinewidth = source.wireframeLinewidth;

	this.lights = source.lights;
	this.clipping = source.clipping;

	this.skinning = source.skinning;

	this.morphTargets = source.morphTargets;
	this.morphNormals = source.morphNormals;

	this.extensions = source.extensions;

	return this;

};

ShaderMaterial.prototype.toJSON = function ( meta ) {

	var data = Material.prototype.toJSON.call( this, meta );

	data.uniforms = {};

	for ( var name in this.uniforms ) {

		var uniform = this.uniforms[ name ];
		var value = uniform.value;

		if ( value && value.isTexture ) {

			data.uniforms[ name ] = {
				type: 't',
				value: value.toJSON( meta ).uuid
			};

		} else if ( value && value.isColor ) {

			data.uniforms[ name ] = {
				type: 'c',
				value: value.getHex()
			};

		} else if ( value && value.isVector2 ) {

			data.uniforms[ name ] = {
				type: 'v2',
				value: value.toArray()
			};

		} else if ( value && value.isVector3 ) {

			data.uniforms[ name ] = {
				type: 'v3',
				value: value.toArray()
			};

		} else if ( value && value.isVector4 ) {

			data.uniforms[ name ] = {
				type: 'v4',
				value: value.toArray()
			};

		} else if ( value && value.isMatrix3 ) {

			data.uniforms[ name ] = {
				type: 'm3',
				value: value.toArray()
			};

		} else if ( value && value.isMatrix4 ) {

			data.uniforms[ name ] = {
				type: 'm4',
				value: value.toArray()
			};

		} else {

			data.uniforms[ name ] = {
				value: value
			};

			// note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far

		}

	}

	if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;

	data.vertexShader = this.vertexShader;
	data.fragmentShader = this.fragmentShader;

	var extensions = {};

	for ( var key in this.extensions ) {

		if ( this.extensions[ key ] === true ) extensions[ key ] = true;

	}

	if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;

	return data;

};

/**
 * @author mrdoob / http://mrdoob.com/
 * @author mikael emtinger / http://gomo.se/
 * @author WestLangley / http://github.com/WestLangley
*/

function Camera() {

	Object3D.call( this );

	this.type = 'Camera';

	this.matrixWorldInverse = new Matrix4();

	this.projectionMatrix = new Matrix4();
	this.projectionMatrixInverse = new Matrix4();

}

Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {

	constructor: Camera,

	isCamera: true,

	copy: function ( source, recursive ) {

		Object3D.prototype.copy.call( this, source, recursive );

		this.matrixWorldInverse.copy( source.matrixWorldInverse );

		this.projectionMatrix.copy( source.projectionMatrix );
		this.projectionMatrixInverse.copy( source.projectionMatrixInverse );

		return this;

	},

	getWorldDirection: function ( target ) {

		if ( target === undefined ) {

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

		}

		this.updateMatrixWorld( true );

		var e = this.matrixWorld.elements;

		return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();

	},

	updateMatrixWorld: function ( force ) {

		Object3D.prototype.updateMatrixWorld.call( this, force );

		this.matrixWorldInverse.getInverse( this.matrixWorld );

	},

	updateWorldMatrix: function ( updateParents, updateChildren ) {

		Object3D.prototype.updateWorldMatrix.call( this, updateParents, updateChildren );

		this.matrixWorldInverse.getInverse( this.matrixWorld );

	},

	clone: function () {

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

	}

} );

/**
 * @author mrdoob / http://mrdoob.com/
 * @author greggman / http://games.greggman.com/
 * @author zz85 / http://www.lab4games.net/zz85/blog
 * @author tschw
 */

function PerspectiveCamera( fov, aspect, near, far ) {

	Camera.call( this );

	this.type = 'PerspectiveCamera';

	this.fov = fov !== undefined ? fov : 50;
	this.zoom = 1;

	this.near = near !== undefined ? near : 0.1;
	this.far = far !== undefined ? far : 2000;
	this.focus = 10;

	this.aspect = aspect !== undefined ? aspect : 1;
	this.view = null;

	this.filmGauge = 35;	// width of the film (default in millimeters)
	this.filmOffset = 0;	// horizontal film offset (same unit as gauge)

	this.updateProjectionMatrix();

}

PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {

	constructor: PerspectiveCamera,

	isPerspectiveCamera: true,

	copy: function ( source, recursive ) {

		Camera.prototype.copy.call( this, source, recursive );

		this.fov = source.fov;
		this.zoom = source.zoom;

		this.near = source.near;
		this.far = source.far;
		this.focus = source.focus;

		this.aspect = source.aspect;
		this.view = source.view === null ? null : Object.assign( {}, source.view );

		this.filmGauge = source.filmGauge;
		this.filmOffset = source.filmOffset;

		return this;

	},

	/**
	 * Sets the FOV by focal length in respect to the current .filmGauge.
	 *
	 * The default film gauge is 35, so that the focal length can be specified for
	 * a 35mm (full frame) camera.
	 *
	 * Values for focal length and film gauge must have the same unit.
	 */
	setFocalLength: function ( focalLength ) {

		// see http://www.bobatkins.com/photography/technical/field_of_view.html
		var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;

		this.fov = MathUtils.RAD2DEG * 2 * Math.atan( vExtentSlope );
		this.updateProjectionMatrix();

	},

	/**
	 * Calculates the focal length from the current .fov and .filmGauge.
	 */
	getFocalLength: function () {

		var vExtentSlope = Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov );

		return 0.5 * this.getFilmHeight() / vExtentSlope;

	},

	getEffectiveFOV: function () {

		return MathUtils.RAD2DEG * 2 * Math.atan(
			Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom );

	},

	getFilmWidth: function () {

		// film not completely covered in portrait format (aspect < 1)
		return this.filmGauge * Math.min( this.aspect, 1 );

	},

	getFilmHeight: function () {

		// film not completely covered in landscape format (aspect > 1)
		return this.filmGauge / Math.max( this.aspect, 1 );

	},

	/**
	 * Sets an offset in a larger frustum. This is useful for multi-window or
	 * multi-monitor/multi-machine setups.
	 *
	 * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
	 * the monitors are in grid like this
	 *
	 *   +---+---+---+
	 *   | A | B | C |
	 *   +---+---+---+
	 *   | D | E | F |
	 *   +---+---+---+
	 *
	 * then for each monitor you would call it like this
	 *
	 *   var w = 1920;
	 *   var h = 1080;
	 *   var fullWidth = w * 3;
	 *   var fullHeight = h * 2;
	 *
	 *   --A--
	 *   camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
	 *   --B--
	 *   camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
	 *   --C--
	 *   camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
	 *   --D--
	 *   camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
	 *   --E--
	 *   camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
	 *   --F--
	 *   camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
	 *
	 *   Note there is no reason monitors have to be the same size or in a grid.
	 */
	setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {

		this.aspect = fullWidth / fullHeight;

		if ( this.view === null ) {

			this.view = {
				enabled: true,
				fullWidth: 1,
				fullHeight: 1,
				offsetX: 0,
				offsetY: 0,
				width: 1,
				height: 1
			};

		}

		this.view.enabled = true;
		this.view.fullWidth = fullWidth;
		this.view.fullHeight = fullHeight;
		this.view.offsetX = x;
		this.view.offsetY = y;
		this.view.width = width;
		this.view.height = height;

		this.updateProjectionMatrix();

	},

	clearViewOffset: function () {

		if ( this.view !== null ) {

			this.view.enabled = false;

		}

		this.updateProjectionMatrix();

	},

	updateProjectionMatrix: function () {

		var near = this.near,
			top = near * Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom,
			height = 2 * top,
			width = this.aspect * height,
			left = - 0.5 * width,
			view = this.view;

		if ( this.view !== null && this.view.enabled ) {

			var fullWidth = view.fullWidth,
				fullHeight = view.fullHeight;

			left += view.offsetX * width / fullWidth;
			top -= view.offsetY * height / fullHeight;
			width *= view.width / fullWidth;
			height *= view.height / fullHeight;

		}

		var skew = this.filmOffset;
		if ( skew !== 0 ) left += near * skew / this.getFilmWidth();

		this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );

		this.projectionMatrixInverse.getInverse( this.projectionMatrix );

	},

	toJSON: function ( meta ) {

		var data = Object3D.prototype.toJSON.call( this, meta );

		data.object.fov = this.fov;
		data.object.zoom = this.zoom;

		data.object.near = this.near;
		data.object.far = this.far;
		data.object.focus = this.focus;

		data.object.aspect = this.aspect;

		if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );

		data.object.filmGauge = this.filmGauge;
		data.object.filmOffset = this.filmOffset;

		return data;

	}

} );

/**
 * Camera for rendering cube maps
 *	- renders scene into axis-aligned cube
 *
 * @author alteredq / http://alteredqualia.com/
 */

var fov = 90, aspect = 1;

function CubeCamera( near, far, cubeResolution, options ) {

	Object3D.call( this );

	this.type = 'CubeCamera';

	var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
	cameraPX.up.set( 0, - 1, 0 );
	cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
	this.add( cameraPX );

	var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
	cameraNX.up.set( 0, - 1, 0 );
	cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
	this.add( cameraNX );

	var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
	cameraPY.up.set( 0, 0, 1 );
	cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
	this.add( cameraPY );

	var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
	cameraNY.up.set( 0, 0, - 1 );
	cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
	this.add( cameraNY );

	var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
	cameraPZ.up.set( 0, - 1, 0 );
	cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
	this.add( cameraPZ );

	var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
	cameraNZ.up.set( 0, - 1, 0 );
	cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
	this.add( cameraNZ );

	options = options || { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };

	this.renderTarget = new WebGLCubeRenderTarget( cubeResolution, options );
	this.renderTarget.texture.name = "CubeCamera";

	this.update = function ( renderer, scene ) {

		if ( this.parent === null ) this.updateMatrixWorld();

		var currentRenderTarget = renderer.getRenderTarget();

		var renderTarget = this.renderTarget;
		var generateMipmaps = renderTarget.texture.generateMipmaps;

		renderTarget.texture.generateMipmaps = false;

		renderer.setRenderTarget( renderTarget, 0 );
		renderer.render( scene, cameraPX );

		renderer.setRenderTarget( renderTarget, 1 );
		renderer.render( scene, cameraNX );

		renderer.setRenderTarget( renderTarget, 2 );
		renderer.render( scene, cameraPY );

		renderer.setRenderTarget( renderTarget, 3 );
		renderer.render( scene, cameraNY );

		renderer.setRenderTarget( renderTarget, 4 );
		renderer.render( scene, cameraPZ );

		renderTarget.texture.generateMipmaps = generateMipmaps;

		renderer.setRenderTarget( renderTarget, 5 );
		renderer.render( scene, cameraNZ );

		renderer.setRenderTarget( currentRenderTarget );

	};

	this.clear = function ( renderer, color, depth, stencil ) {

		var currentRenderTarget = renderer.getRenderTarget();

		var renderTarget = this.renderTarget;

		for ( var i = 0; i < 6; i ++ ) {

			renderer.setRenderTarget( renderTarget, i );

			renderer.clear( color, depth, stencil );

		}

		renderer.setRenderTarget( currentRenderTarget );

	};

}

CubeCamera.prototype = Object.create( Object3D.prototype );
CubeCamera.prototype.constructor = CubeCamera;

/**
 * @author alteredq / http://alteredqualia.com
 * @author WestLangley / http://github.com/WestLangley
 */

function WebGLCubeRenderTarget( size, options, dummy ) {

	if ( Number.isInteger( options ) ) {

		console.warn( 'THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )' );

		options = dummy;

	}

	WebGLRenderTarget.call( this, size, size, options );

}

WebGLCubeRenderTarget.prototype = Object.create( WebGLRenderTarget.prototype );
WebGLCubeRenderTarget.prototype.constructor = WebGLCubeRenderTarget;

WebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true;

WebGLCubeRenderTarget.prototype.fromEquirectangularTexture = function ( renderer, texture ) {

	this.texture.type = texture.type;
	this.texture.format = texture.format;
	this.texture.encoding = texture.encoding;

	var scene = new Scene();

	var shader = {

		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 <begin_vertex>",
			"	#include <project_vertex>",

			"}"

		].join( '\n' ),

		fragmentShader: [

			"uniform sampler2D tEquirect;",

			"varying vec3 vWorldDirection;",

			"#define RECIPROCAL_PI 0.31830988618",
			"#define RECIPROCAL_PI2 0.15915494",

			"void main() {",

			"	vec3 direction = normalize( vWorldDirection );",

			"	vec2 sampleUV;",

			"	sampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;",

			"	sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;",

			"	gl_FragColor = texture2D( tEquirect, sampleUV );",

			"}"

		].join( '\n' ),
	};

	var material = new ShaderMaterial( {

		type: 'CubemapFromEquirect',

		uniforms: cloneUniforms( shader.uniforms ),
		vertexShader: shader.vertexShader,
		fragmentShader: shader.fragmentShader,
		side: BackSide,
		blending: NoBlending

	} );

	material.uniforms.tEquirect.value = texture;

	var mesh = new Mesh( new BoxBufferGeometry( 5, 5, 5 ), material );

	scene.add( mesh );

	var camera = new CubeCamera( 1, 10, 1 );

	camera.renderTarget = this;
	camera.renderTarget.texture.name = 'CubeCameraTexture';

	camera.update( renderer, scene );

	mesh.geometry.dispose();
	mesh.material.dispose();

	return this;

};

/**
 * @author alteredq / http://alteredqualia.com/
 */

function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {

	Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );

	this.image = { data: data || null, width: width || 1, height: height || 1 };

	this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
	this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;

	this.generateMipmaps = false;
	this.flipY = false;
	this.unpackAlignment = 1;

	this.needsUpdate = true;

}

DataTexture.prototype = Object.create( Texture.prototype );
DataTexture.prototype.constructor = DataTexture;

DataTexture.prototype.isDataTexture = true;

/**
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 * @author bhouston / http://clara.io
 */

var _sphere$1 = new Sphere();
var _vector$5 = new Vector3();

function Frustum( p0, p1, p2, p3, p4, p5 ) {

	this.planes = [

		( p0 !== undefined ) ? p0 : new Plane(),
		( p1 !== undefined ) ? p1 : new Plane(),
		( p2 !== undefined ) ? p2 : new Plane(),
		( p3 !== undefined ) ? p3 : new Plane(),
		( p4 !== undefined ) ? p4 : new Plane(),
		( p5 !== undefined ) ? p5 : new Plane()

	];

}

Object.assign( Frustum.prototype, {

	set: function ( p0, p1, p2, p3, p4, p5 ) {

		var planes = this.planes;

		planes[ 0 ].copy( p0 );
		planes[ 1 ].copy( p1 );
		planes[ 2 ].copy( p2 );
		planes[ 3 ].copy( p3 );
		planes[ 4 ].copy( p4 );
		planes[ 5 ].copy( p5 );

		return this;

	},

	clone: function () {

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

	},

	copy: function ( frustum ) {

		var planes = this.planes;

		for ( var i = 0; i < 6; i ++ ) {

			planes[ i ].copy( frustum.planes[ i ] );

		}

		return this;

	},

	setFromProjectionMatrix: function ( m ) {

		var planes = this.planes;
		var me = m.elements;
		var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
		var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
		var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
		var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];

		planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
		planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
		planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
		planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
		planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
		planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();

		return this;

	},

	intersectsObject: function ( object ) {

		var geometry = object.geometry;

		if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();

		_sphere$1.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );

		return this.intersectsSphere( _sphere$1 );

	},

	intersectsSprite: function ( sprite ) {

		_sphere$1.center.set( 0, 0, 0 );
		_sphere$1.radius = 0.7071067811865476;
		_sphere$1.applyMatrix4( sprite.matrixWorld );

		return this.intersectsSphere( _sphere$1 );

	},

	intersectsSphere: function ( sphere ) {

		var planes = this.planes;
		var center = sphere.center;
		var negRadius = - sphere.radius;

		for ( var i = 0; i < 6; i ++ ) {

			var distance = planes[ i ].distanceToPoint( center );

			if ( distance < negRadius ) {

				return false;

			}

		}

		return true;

	},

	intersectsBox: function ( box ) {

		var planes = this.planes;

		for ( var i = 0; i < 6; i ++ ) {

			var plane = planes[ i ];

			// corner at max distance

			_vector$5.x = plane.normal.x > 0 ? box.max.x : box.min.x;
			_vector$5.y = plane.normal.y > 0 ? box.max.y : box.min.y;
			_vector$5.z = plane.normal.z > 0 ? box.max.z : box.min.z;

			if ( plane.distanceToPoint( _vector$5 ) < 0 ) {

				return false;

			}

		}

		return true;

	},

	containsPoint: function ( point ) {

		var planes = this.planes;

		for ( var i = 0; i < 6; i ++ ) {

			if ( planes[ i ].distanceToPoint( point ) < 0 ) {

				return false;

			}

		}

		return true;

	}

} );

/**
 * Uniforms library for shared webgl shaders
 */

var UniformsLib = {

	common: {

		diffuse: { value: new Color( 0xeeeeee ) },
		opacity: { value: 1.0 },

		map: { value: null },
		uvTransform: { value: new Matrix3() },
		uv2Transform: { value: new Matrix3() },

		alphaMap: { value: null },

	},

	specularmap: {

		specularMap: { value: null },

	},

	envmap: {

		envMap: { value: null },
		flipEnvMap: { value: - 1 },
		reflectivity: { value: 1.0 },
		refractionRatio: { value: 0.98 },
		maxMipLevel: { value: 0 }

	},

	aomap: {

		aoMap: { value: null },
		aoMapIntensity: { value: 1 }

	},

	lightmap: {

		lightMap: { value: null },
		lightMapIntensity: { value: 1 }

	},

	emissivemap: {

		emissiveMap: { value: null }

	},

	bumpmap: {

		bumpMap: { value: null },
		bumpScale: { value: 1 }

	},

	normalmap: {

		normalMap: { value: null },
		normalScale: { value: new Vector2( 1, 1 ) }

	},

	displacementmap: {

		displacementMap: { value: null },
		displacementScale: { value: 1 },
		displacementBias: { value: 0 }

	},

	roughnessmap: {

		roughnessMap: { value: null }

	},

	metalnessmap: {

		metalnessMap: { value: null }

	},

	gradientmap: {

		gradientMap: { value: null }

	},

	fog: {

		fogDensity: { value: 0.00025 },
		fogNear: { value: 1 },
		fogFar: { value: 2000 },
		fogColor: { value: new Color( 0xffffff ) }

	},

	lights: {

		ambientLightColor: { value: [] },

		lightProbe: { value: [] },

		directionalLights: { value: [], properties: {
			direction: {},
			color: {}
		} },

		directionalLightShadows: { value: [], properties: {
			shadowBias: {},
			shadowRadius: {},
			shadowMapSize: {}
		} },

		directionalShadowMap: { value: [] },
		directionalShadowMatrix: { value: [] },

		spotLights: { value: [], properties: {
			color: {},
			position: {},
			direction: {},
			distance: {},
			coneCos: {},
			penumbraCos: {},
			decay: {}
		} },

		spotLightShadows: { value: [], properties: {
			shadowBias: {},
			shadowRadius: {},
			shadowMapSize: {}
		} },

		spotShadowMap: { value: [] },
		spotShadowMatrix: { value: [] },

		pointLights: { value: [], properties: {
			color: {},
			position: {},
			decay: {},
			distance: {}
		} },

		pointLightShadows: { value: [], properties: {
			shadowBias: {},
			shadowRadius: {},
			shadowMapSize: {},
			shadowCameraNear: {},
			shadowCameraFar: {}
		} },

		pointShadowMap: { value: [] },
		pointShadowMatrix: { value: [] },

		hemisphereLights: { value: [], properties: {
			direction: {},
			skyColor: {},
			groundColor: {}
		} },

		// TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
		rectAreaLights: { value: [], properties: {
			color: {},
			position: {},
			width: {},
			height: {}
		} }

	},

	points: {

		diffuse: { value: new Color( 0xeeeeee ) },
		opacity: { value: 1.0 },
		size: { value: 1.0 },
		scale: { value: 1.0 },
		map: { value: null },
		alphaMap: { value: null },
		uvTransform: { value: new Matrix3() }

	},

	sprite: {

		diffuse: { value: new Color( 0xeeeeee ) },
		opacity: { value: 1.0 },
		center: { value: new Vector2( 0.5, 0.5 ) },
		rotation: { value: 0.0 },
		map: { value: null },
		alphaMap: { value: null },
		uvTransform: { value: new Matrix3() }

	}

};

/**
 * @author mrdoob / http://mrdoob.com/
 */

function WebGLAnimation() {

	var context = null;
	var isAnimating = false;
	var animationLoop = null;

	function onAnimationFrame( time, frame ) {

		if ( isAnimating === false ) return;

		animationLoop( time, frame );

		context.requestAnimationFrame( onAnimationFrame );

	}

	return {

		start: function () {

			if ( isAnimating === true ) return;
			if ( animationLoop === null ) return;

			context.requestAnimationFrame( onAnimationFrame );

			isAnimating = true;

		},

		stop: function () {

			isAnimating = false;

		},

		setAnimationLoop: function ( callback ) {

			animationLoop = callback;

		},

		setContext: function ( value ) {

			context = value;

		}

	};

}

/**
 * @author mrdoob / http://mrdoob.com/
 */

function WebGLAttributes( gl, capabilities ) {

	var isWebGL2 = capabilities.isWebGL2;

	var buffers = new WeakMap();

	function createBuffer( attribute, bufferType ) {

		var array = attribute.array;
		var usage = attribute.usage;

		var buffer = gl.createBuffer();

		gl.bindBuffer( bufferType, buffer );
		gl.bufferData( bufferType, array, usage );

		attribute.onUploadCallback();

		var type = 5126;

		if ( array instanceof Float32Array ) {

			type = 5126;

		} else if ( array instanceof Float64Array ) {

			console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );

		} else if ( array instanceof Uint16Array ) {

			type = 5123;

		} else if ( array instanceof Int16Array ) {

			type = 5122;

		} else if ( array instanceof Uint32Array ) {

			type = 5125;

		} else if ( array instanceof Int32Array ) {

			type = 5124;

		} else if ( array instanceof Int8Array ) {

			type = 5120;

		} else if ( array instanceof Uint8Array ) {

			type = 5121;

		}

		return {
			buffer: buffer,
			type: type,
			bytesPerElement: array.BYTES_PER_ELEMENT,
			version: attribute.version
		};

	}

	function updateBuffer( buffer, attribute, bufferType ) {

		var array = attribute.array;
		var updateRange = attribute.updateRange;

		gl.bindBuffer( bufferType, buffer );

		if ( updateRange.count === - 1 ) {

			// Not using update ranges

			gl.bufferSubData( bufferType, 0, array );

		} else {

			if ( isWebGL2 ) {

				gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
					array, updateRange.offset, updateRange.count );

			} else {

				gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
					array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );

			}

			updateRange.count = - 1; // reset range

		}

	}

	//

	function get( attribute ) {

		if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;

		return buffers.get( attribute );

	}

	function remove( attribute ) {

		if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;

		var data = buffers.get( attribute );

		if ( data ) {

			gl.deleteBuffer( data.buffer );

			buffers.delete( attribute );

		}

	}

	function update( attribute, bufferType ) {

		if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;

		var data = buffers.get( attribute );

		if ( data === undefined ) {

			buffers.set( attribute, createBuffer( attribute, bufferType ) );

		} else if ( data.version < attribute.version ) {

			updateBuffer( data.buffer, attribute, bufferType );

			data.version = attribute.version;

		}

	}

	return {

		get: get,
		remove: remove,
		update: update

	};

}

/**
 * @author mrdoob / http://mrdoob.com/
 * @author Mugen87 / https://github.com/Mugen87
 */

// PlaneGeometry

function PlaneGeometry( width, height, widthSegments, heightSegments ) {

	Geometry.call( this );

	this.type = 'PlaneGeometry';

	this.parameters = {
		width: width,
		height: height,
		widthSegments: widthSegments,
		heightSegments: heightSegments
	};

	this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
	this.mergeVertices();

}

PlaneGeometry.prototype = Object.create( Geometry.prototype );
PlaneGeometry.prototype.constructor = PlaneGeometry;

// PlaneBufferGeometry

function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {

	BufferGeometry.call( this );

	this.type = 'PlaneBufferGeometry';

	this.parameters = {
		width: width,
		height: height,
		widthSegments: widthSegments,
		heightSegments: heightSegments
	};

	width = width || 1;
	height = height || 1;

	var width_half = width / 2;
	var height_half = height / 2;

	var gridX = Math.floor( widthSegments ) || 1;
	var gridY = Math.floor( heightSegments ) || 1;

	var gridX1 = gridX + 1;
	var gridY1 = gridY + 1;

	var segment_width = width / gridX;
	var segment_height = height / gridY;

	var ix, iy;

	// buffers

	var indices = [];
	var vertices = [];
	var normals = [];
	var uvs = [];

	// generate vertices, normals and uvs

	for ( iy = 0; iy < gridY1; iy ++ ) {

		var y = iy * segment_height - height_half;

		for ( ix = 0; ix < gridX1; ix ++ ) {

			var x = ix * segment_width - width_half;

			vertices.push( x, - y, 0 );

			normals.push( 0, 0, 1 );

			uvs.push( ix / gridX );
			uvs.push( 1 - ( iy / gridY ) );

		}

	}

	// indices

	for ( iy = 0; iy < gridY; iy ++ ) {

		for ( ix = 0; ix < gridX; ix ++ ) {

			var a = ix + gridX1 * iy;
			var b = ix + gridX1 * ( iy + 1 );
			var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
			var d = ( ix + 1 ) + gridX1 * iy;

			// faces

			indices.push( a, b, d );
			indices.push( b, c, d );

		}

	}

	// build geometry

	this.setIndex( indices );
	this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
	this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
	this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

}

PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;

var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";

var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";

var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";

var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif";

var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";

var begin_vertex = "vec3 transformed = vec3( position );";

var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";

var bsdfs = "vec2 integrateSpecularBRDF( const in float dotNV, const in float roughness ) {\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\treturn vec2( -1.04, 1.04 ) * a004 + r.zw;\n}\nfloat punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\tif( cutoffDistance > 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\n#else\n\tif( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t}\n\treturn 1.0;\n#endif\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nvec3 F_Schlick_RoughnessDependent( const in vec3 F0, const in float dotNV, const in float roughness ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotNV - 6.98316 ) * dotNV );\n\tvec3 Fr = max( vec3( 1.0 - roughness ), F0 ) - F0;\n\treturn Fr * fresnel + F0;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + viewDir );\n\tfloat dotNL = saturate( dot( normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE  = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS  = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\nvec3 BRDF_Specular_GGX_Environment( const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\treturn specularColor * brdf.x + brdf.y;\n}\nvoid BRDF_Specular_Multiscattering_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tvec3 F = F_Schlick_RoughnessDependent( specularColor, dotNV, roughness );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\tvec3 FssEss = F * brdf.x + brdf.y;\n\tfloat Ess = brdf.x + brdf.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie(float roughness, float NoH) {\n\tfloat invAlpha  = 1.0 / roughness;\n\tfloat cos2h = NoH * NoH;\n\tfloat sin2h = max(1.0 - cos2h, 0.0078125);\treturn (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * PI);\n}\nfloat V_Neubelt(float NoV, float NoL) {\n\treturn saturate(1.0 / (4.0 * (NoL + NoV - NoL * NoV)));\n}\nvec3 BRDF_Specular_Sheen( const in float roughness, const in vec3 L, const in GeometricContext geometry, vec3 specularColor ) {\n\tvec3 N = geometry.normal;\n\tvec3 V = geometry.viewDir;\n\tvec3 H = normalize( V + L );\n\tfloat dotNH = saturate( dot( N, H ) );\n\treturn specularColor * D_Charlie( roughness, dotNH ) * V_Neubelt( dot(N, V), dot(N, L) );\n}\n#endif";

var bumpmap_pars_fragment = "#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\t\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\n\t\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 );\n\t\tfDet *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif";

var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#pragma unroll_loop_end\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\tif ( clipped ) discard;\n\t#endif\n#endif";

var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";

var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif";

var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif";

var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";

var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";

var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";

var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";

var common = "#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n  return m[ 2 ][ 3 ] == - 1.0;\n}";

var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_maxMipLevel 8.0\n#define cubeUV_minMipLevel 4.0\n#define cubeUV_maxTileSize 256.0\n#define cubeUV_minTileSize 16.0\nfloat getFace(vec3 direction) {\n    vec3 absDirection = abs(direction);\n    float face = -1.0;\n    if (absDirection.x > absDirection.z) {\n      if (absDirection.x > absDirection.y)\n        face = direction.x > 0.0 ? 0.0 : 3.0;\n      else\n        face = direction.y > 0.0 ? 1.0 : 4.0;\n    } else {\n      if (absDirection.z > absDirection.y)\n        face = direction.z > 0.0 ? 2.0 : 5.0;\n      else\n        face = direction.y > 0.0 ? 1.0 : 4.0;\n    }\n    return face;\n}\nvec2 getUV(vec3 direction, float face) {\n    vec2 uv;\n    if (face == 0.0) {\n      uv = vec2(-direction.z, direction.y) / abs(direction.x);\n    } else if (face == 1.0) {\n      uv = vec2(direction.x, -direction.z) / abs(direction.y);\n    } else if (face == 2.0) {\n      uv = direction.xy / abs(direction.z);\n    } else if (face == 3.0) {\n      uv = vec2(direction.z, direction.y) / abs(direction.x);\n    } else if (face == 4.0) {\n      uv = direction.xz / abs(direction.y);\n    } else {\n      uv = vec2(-direction.x, direction.y) / abs(direction.z);\n    }\n    return 0.5 * (uv + 1.0);\n}\nvec3 bilinearCubeUV(sampler2D envMap, vec3 direction, float mipInt) {\n  float face = getFace(direction);\n  float filterInt = max(cubeUV_minMipLevel - mipInt, 0.0);\n  mipInt = max(mipInt, cubeUV_minMipLevel);\n  float faceSize = exp2(mipInt);\n  float texelSize = 1.0 / (3.0 * cubeUV_maxTileSize);\n  vec2 uv = getUV(direction, face) * (faceSize - 1.0);\n  vec2 f = fract(uv);\n  uv += 0.5 - f;\n  if (face > 2.0) {\n    uv.y += faceSize;\n    face -= 3.0;\n  }\n  uv.x += face * faceSize;\n  if(mipInt < cubeUV_maxMipLevel){\n    uv.y += 2.0 * cubeUV_maxTileSize;\n  }\n  uv.y += filterInt * 2.0 * cubeUV_minTileSize;\n  uv.x += 3.0 * max(0.0, cubeUV_maxTileSize - 2.0 * faceSize);\n  uv *= texelSize;\n  vec3 tl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n  uv.x += texelSize;\n  vec3 tr = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n  uv.y += texelSize;\n  vec3 br = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n  uv.x -= texelSize;\n  vec3 bl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n  vec3 tm = mix(tl, tr, f.x);\n  vec3 bm = mix(bl, br, f.x);\n  return mix(tm, bm, f.y);\n}\n#define r0 1.0\n#define v0 0.339\n#define m0 -2.0\n#define r1 0.8\n#define v1 0.276\n#define m1 -1.0\n#define r4 0.4\n#define v4 0.046\n#define m4 2.0\n#define r5 0.305\n#define v5 0.016\n#define m5 3.0\n#define r6 0.21\n#define v6 0.0038\n#define m6 4.0\nfloat roughnessToMip(float roughness) {\n  float mip = 0.0;\n  if (roughness >= r1) {\n    mip = (r0 - roughness) * (m1 - m0) / (r0 - r1) + m0;\n  } else if (roughness >= r4) {\n    mip = (r1 - roughness) * (m4 - m1) / (r1 - r4) + m1;\n  } else if (roughness >= r5) {\n    mip = (r4 - roughness) * (m5 - m4) / (r4 - r5) + m4;\n  } else if (roughness >= r6) {\n    mip = (r5 - roughness) * (m6 - m5) / (r5 - r6) + m5;\n  } else {\n    mip = -2.0 * log2(1.16 * roughness);  }\n  return mip;\n}\nvec4 textureCubeUV(sampler2D envMap, vec3 sampleDir, float roughness) {\n  float mip = clamp(roughnessToMip(roughness), m0, cubeUV_maxMipLevel);\n  float mipF = fract(mip);\n  float mipInt = floor(mip);\n  vec3 color0 = bilinearCubeUV(envMap, sampleDir, mipInt);\n  if (mipF == 0.0) {\n    return vec4(color0, 1.0);\n  } else {\n    vec3 color1 = bilinearCubeUV(envMap, sampleDir, mipInt + 1.0);\n    return vec4(mix(color0, color1, mipF), 1.0);\n  }\n}\n#endif";

var defaultnormal_vertex = "vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\tmat3 m = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\n\ttransformedNormal = m * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif";

var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";

var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif";

var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";

var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";

var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";

var encodings_pars_fragment = "\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = clamp( floor( D ) / 255.0, 0.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value )  {\n\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\n\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract( Le );\n\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\n\treturn vec4( max( vRGB, 0.0 ), 1.0 );\n}";

var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\t\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t}  else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\treflectVec = normalize( reflectVec );\n\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifndef ENVMAP_TYPE_CUBE_UV\n\t\tenvColor = envMapTexelToLinear( envColor );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif";

var envmap_common_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\tuniform int maxMipLevel;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\t\n#endif";

var envmap_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif";

var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\t\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif";

var envmap_vertex = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) { \n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif";

var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif";

var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";

var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * fogDepth * fogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif";

var fog_pars_fragment = "#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float fogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif";

var gradientmap_pars_fragment = "#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn texture2D( gradientMap, coord ).rgb;\n\t#else\n\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t#endif\n}";

var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n#endif";

var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";

var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\nvIndirectFront += getAmbientLightIrradiance( ambientLightColor );\nvIndirectFront += getLightProbeIrradiance( lightProbe, geometry );\n#ifdef DOUBLE_SIDED\n\tvIndirectBack += getAmbientLightIrradiance( ambientLightColor );\n\tvIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry );\n#endif\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif";

var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\n\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight  ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif";

var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t  vec3 reflectVec = reflect( -viewDir, normal );\n\t\t  reflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t#else\n\t\t  vec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif";

var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";

var lights_toon_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct ToonMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon\n#define Material_LightProbeLOD( material )\t(0)";

var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";

var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)";

var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.specularRoughness = max( roughnessFactor, 0.0525 );material.specularRoughness += geometryRoughness;\nmaterial.specularRoughness = min( material.specularRoughness, 1.0 );\n#ifdef REFLECTIVITY\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#endif\n#ifdef CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheen;\n#endif";

var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n#ifdef CLEARCOAT\n\tfloat clearcoat;\n\tfloat clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tvec3 sheenColor;\n#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearcoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3(    0, 1,    0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNL = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = ccDotNL * directLight.color;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tccIrradiance *= PI;\n\t\t#endif\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t\treflectedLight.directSpecular += ccIrradiance * material.clearcoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_Sheen(\n\t\t\tmaterial.specularRoughness,\n\t\t\tdirectLight.direction,\n\t\t\tgeometry,\n\t\t\tmaterial.sheenColor\n\t\t);\n\t#else\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness);\n\t#endif\n\treflectedLight.directDiffuse += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNV = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular += clearcoatRadiance * material.clearcoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t\tfloat ccDotNL = ccDotNV;\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\tfloat clearcoatInv = 1.0 - clearcoatDHR;\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\n\treflectedLight.indirectSpecular += clearcoatInv * radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}";

var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n#ifdef CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif";

var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\n\t#ifdef CLEARCOAT\n\t\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\n\t#endif\n#endif";

var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\n#endif";

var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";

var logdepthbuf_pars_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif";

var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t\tvarying float vIsPerspective;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif";

var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n\t#else\n\t\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\n\t\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\t\tgl_Position.z *= gl_Position.w;\n\t\t}\n\t#endif\n#endif";

var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";

var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";

var map_particle_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n#endif\n#ifdef USE_MAP\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif";

var map_particle_pars_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tuniform mat3 uvTransform;\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";

var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";

var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";

var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n#endif";

var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif";

var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t#endif\n#endif";

var normal_fragment_begin = "#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t\tbitangent = bitangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;";

var normal_fragment_maps = "#ifdef OBJECTSPACE_NORMALMAP\n\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( TANGENTSPACE_NORMALMAP )\n\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\t#ifdef USE_TANGENT\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( -vViewPosition, normal, mapN );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif";

var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN ) {\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\n\t\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\n\t\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\n\t\tvec3 N = normalize( surf_norm );\n\t\tmat3 tsn = mat3( S, T, N );\n\t\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif";

var clearcoat_normal_fragment_begin = "#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";

var clearcoat_normal_fragment_maps = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\t#ifdef USE_TANGENT\n\t\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN );\n\t#endif\n#endif";

var clearcoat_pars_fragment = "#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif";

var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256.,  256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nvec4 pack2HalfToRGBA( vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ));\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w);\n}\nvec2 unpackRGBATo2Half( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}";

var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";

var project_vertex = "vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;";

var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";

var dithering_pars_fragment = "#ifdef DITHERING\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif";

var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";

var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";

var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t\t  texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t  f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \n\t\t\t\t\t\t  texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t  f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif";

var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif";

var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n#endif";

var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}";

var skinbase_vertex = "#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif";

var skinning_pars_vertex = "#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform highp sampler2D boneTexture;\n\t\tuniform int boneTextureSize;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\t\tfloat dy = 1.0 / float( boneTextureSize );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif";

var skinning_vertex = "#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif";

var skinnormal_vertex = "#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix  = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif";

var specularmap_fragment = "float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif";

var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";

var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";

var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( ( color * ( 2.51 * color + 0.03 ) ) / ( color * ( 2.43 * color + 0.59 ) + 0.14 ) );\n}";

var uv_pars_fragment = "#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif";

var uv_pars_vertex = "#ifdef USE_UV\n\t#ifdef UVS_VERTEX_ONLY\n\t\tvec2 vUv;\n\t#else\n\t\tvarying vec2 vUv;\n\t#endif\n\tuniform mat3 uvTransform;\n#endif";

var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";

var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";

var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\tuniform mat3 uv2Transform;\n#endif";

var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif";

var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif";

var background_frag = "uniform sampler2D t2D;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";

var background_vert = "varying vec2 vUv;\nuniform mat3 uvTransform;\nvoid main() {\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\tgl_Position = vec4( position.xy, 1.0, 1.0 );\n}";

var cube_frag = "#include <envmap_common_pars_fragment>\nuniform float opacity;\nvarying vec3 vWorldDirection;\n#include <cube_uv_reflection_fragment>\nvoid main() {\n\tvec3 vReflect = vWorldDirection;\n\t#include <envmap_fragment>\n\tgl_FragColor = envColor;\n\tgl_FragColor.a *= opacity;\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";

var cube_vert = "varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\tgl_Position.z = gl_Position.w;\n}";

var depth_frag = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <logdepthbuf_fragment>\n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#endif\n}";

var depth_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvHighPrecisionZW = gl_Position.zw;\n}";

var distanceRGBA_frag = "#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main () {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}";

var distanceRGBA_vert = "#define DISTANCE\nvarying vec3 vWorldPosition;\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\tvWorldPosition = worldPosition.xyz;\n}";

var equirect_frag = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV;\n\tsampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";

var equirect_vert = "varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n}";

var linedashed_frag = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <color_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";

var linedashed_vert = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\tvLineDistance = scale * lineDistance;\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";

var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";

var meshbasic_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_ENVMAP\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <envmap_vertex>\n\t#include <fog_vertex>\n}";

var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <emissivemap_fragment>\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\t#else\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\t#endif\n\t#include <lightmap_fragment>\n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";

var meshlambert_vert = "#define LAMBERT\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <lights_lambert_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";

var meshmatcap_frag = "#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t\tmatcapColor = matcapTexelToLinear( matcapColor );\n\t#else\n\t\tvec4 matcapColor = vec4( 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";

var meshmatcap_vert = "#define MATCAP\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <color_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#ifndef FLAT_SHADED\n\t\tvNormal = normalize( transformedNormal );\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n\tvViewPosition = - mvPosition.xyz;\n}";

var meshtoon_frag = "#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_toon_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_toon_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";

var meshtoon_vert = "#define TOON\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";

var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";

var meshphong_vert = "#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";

var meshphysical_frag = "#define STANDARD\n#ifdef PHYSICAL\n\t#define REFLECTIVITY\n\t#define CLEARCOAT\n\t#define TRANSPARENCY\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef TRANSPARENCY\n\tuniform float transparency;\n#endif\n#ifdef REFLECTIVITY\n\tuniform float reflectivity;\n#endif\n#ifdef CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheen;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <lights_physical_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <clearcoat_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <clearcoat_normal_fragment_begin>\n\t#include <clearcoat_normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#ifdef TRANSPARENCY\n\t\tdiffuseColor.a *= saturate( 1. - transparency + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) );\n\t#endif\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";

var meshphysical_vert = "#define STANDARD\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";

var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <packing>\n#include <uv_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\t#include <logdepthbuf_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}";

var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}";

var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";

var points_vert = "uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <fog_vertex>\n}";

var shadow_frag = "uniform vec3 color;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";

var shadow_vert = "#include <fog_pars_vertex>\n#include <shadowmap_pars_vertex>\nvoid main() {\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";

var sprite_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";

var sprite_vert = "uniform float rotation;\nuniform vec2 center;\n#include <common>\n#include <uv_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";

var ShaderChunk = {
	alphamap_fragment: alphamap_fragment,
	alphamap_pars_fragment: alphamap_pars_fragment,
	alphatest_fragment: alphatest_fragment,
	aomap_fragment: aomap_fragment,
	aomap_pars_fragment: aomap_pars_fragment,
	begin_vertex: begin_vertex,
	beginnormal_vertex: beginnormal_vertex,
	bsdfs: bsdfs,
	bumpmap_pars_fragment: bumpmap_pars_fragment,
	clipping_planes_fragment: clipping_planes_fragment,
	clipping_planes_pars_fragment: clipping_planes_pars_fragment,
	clipping_planes_pars_vertex: clipping_planes_pars_vertex,
	clipping_planes_vertex: clipping_planes_vertex,
	color_fragment: color_fragment,
	color_pars_fragment: color_pars_fragment,
	color_pars_vertex: color_pars_vertex,
	color_vertex: color_vertex,
	common: common,
	cube_uv_reflection_fragment: cube_uv_reflection_fragment,
	defaultnormal_vertex: defaultnormal_vertex,
	displacementmap_pars_vertex: displacementmap_pars_vertex,
	displacementmap_vertex: displacementmap_vertex,
	emissivemap_fragment: emissivemap_fragment,
	emissivemap_pars_fragment: emissivemap_pars_fragment,
	encodings_fragment: encodings_fragment,
	encodings_pars_fragment: encodings_pars_fragment,
	envmap_fragment: envmap_fragment,
	envmap_common_pars_fragment: envmap_common_pars_fragment,
	envmap_pars_fragment: envmap_pars_fragment,
	envmap_pars_vertex: envmap_pars_vertex,
	envmap_physical_pars_fragment: envmap_physical_pars_fragment,
	envmap_vertex: envmap_vertex,
	fog_vertex: fog_vertex,
	fog_pars_vertex: fog_pars_vertex,
	fog_fragment: fog_fragment,
	fog_pars_fragment: fog_pars_fragment,
	gradientmap_pars_fragment: gradientmap_pars_fragment,
	lightmap_fragment: lightmap_fragment,
	lightmap_pars_fragment: lightmap_pars_fragment,
	lights_lambert_vertex: lights_lambert_vertex,
	lights_pars_begin: lights_pars_begin,
	lights_toon_fragment: lights_toon_fragment,
	lights_toon_pars_fragment: lights_toon_pars_fragment,
	lights_phong_fragment: lights_phong_fragment,
	lights_phong_pars_fragment: lights_phong_pars_fragment,
	lights_physical_fragment: lights_physical_fragment,
	lights_physical_pars_fragment: lights_physical_pars_fragment,
	lights_fragment_begin: lights_fragment_begin,
	lights_fragment_maps: lights_fragment_maps,
	lights_fragment_end: lights_fragment_end,
	logdepthbuf_fragment: logdepthbuf_fragment,
	logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
	logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
	logdepthbuf_vertex: logdepthbuf_vertex,
	map_fragment: map_fragment,
	map_pars_fragment: map_pars_fragment,
	map_particle_fragment: map_particle_fragment,
	map_particle_pars_fragment: map_particle_pars_fragment,
	metalnessmap_fragment: metalnessmap_fragment,
	metalnessmap_pars_fragment: metalnessmap_pars_fragment,
	morphnormal_vertex: morphnormal_vertex,
	morphtarget_pars_vertex: morphtarget_pars_vertex,
	morphtarget_vertex: morphtarget_vertex,
	normal_fragment_begin: normal_fragment_begin,
	normal_fragment_maps: normal_fragment_maps,
	normalmap_pars_fragment: normalmap_pars_fragment,
	clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
	clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
	clearcoat_pars_fragment: clearcoat_pars_fragment,
	packing: packing,
	premultiplied_alpha_fragment: premultiplied_alpha_fragment,
	project_vertex: project_vertex,
	dithering_fragment: dithering_fragment,
	dithering_pars_fragment: dithering_pars_fragment,
	roughnessmap_fragment: roughnessmap_fragment,
	roughnessmap_pars_fragment: roughnessmap_pars_fragment,
	shadowmap_pars_fragment: shadowmap_pars_fragment,
	shadowmap_pars_vertex: shadowmap_pars_vertex,
	shadowmap_vertex: shadowmap_vertex,
	shadowmask_pars_fragment: shadowmask_pars_fragment,
	skinbase_vertex: skinbase_vertex,
	skinning_pars_vertex: skinning_pars_vertex,
	skinning_vertex: skinning_vertex,
	skinnormal_vertex: skinnormal_vertex,
	specularmap_fragment: specularmap_fragment,
	specularmap_pars_fragment: specularmap_pars_fragment,
	tonemapping_fragment: tonemapping_fragment,
	tonemapping_pars_fragment: tonemapping_pars_fragment,
	uv_pars_fragment: uv_pars_fragment,
	uv_pars_vertex: uv_pars_vertex,
	uv_vertex: uv_vertex,
	uv2_pars_fragment: uv2_pars_fragment,
	uv2_pars_vertex: uv2_pars_vertex,
	uv2_vertex: uv2_vertex,
	worldpos_vertex: worldpos_vertex,

	background_frag: background_frag,
	background_vert: background_vert,
	cube_frag: cube_frag,
	cube_vert: cube_vert,
	depth_frag: depth_frag,
	depth_vert: depth_vert,
	distanceRGBA_frag: distanceRGBA_frag,
	distanceRGBA_vert: distanceRGBA_vert,
	equirect_frag: equirect_frag,
	equirect_vert: equirect_vert,
	linedashed_frag: linedashed_frag,
	linedashed_vert: linedashed_vert,
	meshbasic_frag: meshbasic_frag,
	meshbasic_vert: meshbasic_vert,
	meshlambert_frag: meshlambert_frag,
	meshlambert_vert: meshlambert_vert,
	meshmatcap_frag: meshmatcap_frag,
	meshmatcap_vert: meshmatcap_vert,
	meshtoon_frag: meshtoon_frag,
	meshtoon_vert: meshtoon_vert,
	meshphong_frag: meshphong_frag,
	meshphong_vert: meshphong_vert,
	meshphysical_frag: meshphysical_frag,
	meshphysical_vert: meshphysical_vert,
	normal_frag: normal_frag,
	normal_vert: normal_vert,
	points_frag: points_frag,
	points_vert: points_vert,
	shadow_frag: shadow_frag,
	shadow_vert: shadow_vert,
	sprite_frag: sprite_frag,
	sprite_vert: sprite_vert
};

/**
 * @author alteredq / http://alteredqualia.com/
 * @author mrdoob / http://mrdoob.com/
 * @author mikael emtinger / http://gomo.se/
 */

var ShaderLib = {

	basic: {

		uniforms: mergeUniforms( [
			UniformsLib.common,
			UniformsLib.specularmap,
			UniformsLib.envmap,
			UniformsLib.aomap,
			UniformsLib.lightmap,
			UniformsLib.fog
		] ),

		vertexShader: ShaderChunk.meshbasic_vert,
		fragmentShader: ShaderChunk.meshbasic_frag

	},

	lambert: {

		uniforms: mergeUniforms( [
			UniformsLib.common,
			UniformsLib.specularmap,
			UniformsLib.envmap,
			UniformsLib.aomap,
			UniformsLib.lightmap,
			UniformsLib.emissivemap,
			UniformsLib.fog,
			UniformsLib.lights,
			{
				emissive: { value: new Color( 0x000000 ) }
			}
		] ),

		vertexShader: ShaderChunk.meshlambert_vert,
		fragmentShader: ShaderChunk.meshlambert_frag

	},

	phong: {

		uniforms: mergeUniforms( [
			UniformsLib.common,
			UniformsLib.specularmap,
			UniformsLib.envmap,
			UniformsLib.aomap,
			UniformsLib.lightmap,
			UniformsLib.emissivemap,
			UniformsLib.bumpmap,
			UniformsLib.normalmap,
			UniformsLib.displacementmap,
			UniformsLib.fog,
			UniformsLib.lights,
			{
				emissive: { value: new Color( 0x000000 ) },
				specular: { value: new Color( 0x111111 ) },
				shininess: { value: 30 }
			}
		] ),

		vertexShader: ShaderChunk.meshphong_vert,
		fragmentShader: ShaderChunk.meshphong_frag

	},

	standard: {

		uniforms: mergeUniforms( [
			UniformsLib.common,
			UniformsLib.envmap,
			UniformsLib.aomap,
			UniformsLib.lightmap,
			UniformsLib.emissivemap,
			UniformsLib.bumpmap,
			UniformsLib.normalmap,
			UniformsLib.displacementmap,
			UniformsLib.roughnessmap,
			UniformsLib.metalnessmap,
			UniformsLib.fog,
			UniformsLib.lights,
			{
				emissive: { value: new Color( 0x000000 ) },
				roughness: { value: 1.0 },
				metalness: { value: 0.0 },
				envMapIntensity: { value: 1 } // temporary
			}
		] ),

		vertexShader: ShaderChunk.meshphysical_vert,
		fragmentShader: ShaderChunk.meshphysical_frag

	},

	toon: {

		uniforms: mergeUniforms( [
			UniformsLib.common,
			UniformsLib.specularmap,
			UniformsLib.aomap,
			UniformsLib.lightmap,
			UniformsLib.emissivemap,
			UniformsLib.bumpmap,
			UniformsLib.normalmap,
			UniformsLib.displacementmap,
			UniformsLib.gradientmap,
			UniformsLib.fog,
			UniformsLib.lights,
			{
				emissive: { value: new Color( 0x000000 ) },
				specular: { value: new Color( 0x111111 ) },
				shininess: { value: 30 }
			}
		] ),

		vertexShader: ShaderChunk.meshtoon_vert,
		fragmentShader: ShaderChunk.meshtoon_frag

	},

	matcap: {

		uniforms: mergeUniforms( [
			UniformsLib.common,
			UniformsLib.bumpmap,
			UniformsLib.normalmap,
			UniformsLib.displacementmap,
			UniformsLib.fog,
			{
				matcap: { value: null }
			}
		] ),

		vertexShader: ShaderChunk.meshmatcap_vert,
		fragmentShader: ShaderChunk.meshmatcap_frag

	},

	points: {

		uniforms: mergeUniforms( [
			UniformsLib.points,
			UniformsLib.fog
		] ),

		vertexShader: ShaderChunk.points_vert,
		fragmentShader: ShaderChunk.points_frag

	},

	dashed: {

		uniforms: mergeUniforms( [
			UniformsLib.common,
			UniformsLib.fog,
			{
				scale: { value: 1 },
				dashSize: { value: 1 },
				totalSize: { value: 2 }
			}
		] ),

		vertexShader: ShaderChunk.linedashed_vert,
		fragmentShader: ShaderChunk.linedashed_frag

	},

	depth: {

		uniforms: mergeUniforms( [
			UniformsLib.common,
			UniformsLib.displacementmap
		] ),

		vertexShader: ShaderChunk.depth_vert,
		fragmentShader: ShaderChunk.depth_frag

	},

	normal: {

		uniforms: mergeUniforms( [
			UniformsLib.common,
			UniformsLib.bumpmap,
			UniformsLib.normalmap,
			UniformsLib.displacementmap,
			{
				opacity: { value: 1.0 }
			}
		] ),

		vertexShader: ShaderChunk.normal_vert,
		fragmentShader: ShaderChunk.normal_frag

	},

	sprite: {

		uniforms: mergeUniforms( [
			UniformsLib.sprite,
			UniformsLib.fog
		] ),

		vertexShader: ShaderChunk.sprite_vert,
		fragmentShader: ShaderChunk.sprite_frag

	},

	background: {

		uniforms: {
			uvTransform: { value: new Matrix3() },
			t2D: { value: null },
		},

		vertexShader: ShaderChunk.background_vert,
		fragmentShader: ShaderChunk.background_frag

	},
	/* -------------------------------------------------------------------------
	//	Cube map shader
	 ------------------------------------------------------------------------- */

	cube: {

		uniforms: mergeUniforms( [
			UniformsLib.envmap,
			{
				opacity: { value: 1.0 }
			}
		] ),

		vertexShader: ShaderChunk.cube_vert,
		fragmentShader: ShaderChunk.cube_frag

	},

	equirect: {

		uniforms: {
			tEquirect: { value: null },
		},

		vertexShader: ShaderChunk.equirect_vert,
		fragmentShader: ShaderChunk.equirect_frag

	},

	distanceRGBA: {

		uniforms: mergeUniforms( [
			UniformsLib.common,
			UniformsLib.displacementmap,
			{
				referencePosition: { value: new Vector3() },
				nearDistance: { value: 1 },
				farDistance: { value: 1000 }
			}
		] ),

		vertexShader: ShaderChunk.distanceRGBA_vert,
		fragmentShader: ShaderChunk.distanceRGBA_frag

	},

	shadow: {

		uniforms: mergeUniforms( [
			UniformsLib.lights,
			UniformsLib.fog,
			{
				color: { value: new Color( 0x00000 ) },
				opacity: { value: 1.0 }
			},
		] ),

		vertexShader: ShaderChunk.shadow_vert,
		fragmentShader: ShaderChunk.shadow_frag

	}

};

ShaderLib.physical = {

	uniforms: mergeUniforms( [
		ShaderLib.standard.uniforms,
		{
			clearcoat: { value: 0 },
			clearcoatMap: { value: null },
			clearcoatRoughness: { value: 0 },
			clearcoatRoughnessMap: { value: null },
			clearcoatNormalScale: { value: new Vector2( 1, 1 ) },
			clearcoatNormalMap: { value: null },
			sheen: { value: new Color( 0x000000 ) },
			transparency: { value: 0 },
		}
	] ),

	vertexShader: ShaderChunk.meshphysical_vert,
	fragmentShader: ShaderChunk.meshphysical_frag

};

/**
 * @author mrdoob / http://mrdoob.com/
 */

function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {

	var clearColor = new Color( 0x000000 );
	var clearAlpha = 0;

	var planeMesh;
	var boxMesh;

	var currentBackground = null;
	var currentBackgroundVersion = 0;
	var currentTonemapping = null;

	function render( renderList, scene, camera, forceClear ) {

		var background = scene.background;

		// Ignore background in AR
		// TODO: Reconsider this.

		var xr = renderer.xr;
		var session = xr.getSession && xr.getSession();

		if ( session && session.environmentBlendMode === 'additive' ) {

			background = null;

		}

		if ( background === null ) {

			setClear( clearColor, clearAlpha );

		} else if ( background && background.isColor ) {

			setClear( background, 1 );
			forceClear = true;

		}

		if ( renderer.autoClear || forceClear ) {

			renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );

		}

		if ( background && ( background.isCubeTexture || background.isWebGLCubeRenderTarget || background.mapping === CubeUVReflectionMapping ) ) {

			if ( boxMesh === undefined ) {

				boxMesh = new Mesh(
					new BoxBufferGeometry( 1, 1, 1 ),
					new ShaderMaterial( {
						type: 'BackgroundCubeMaterial',
						uniforms: cloneUniforms( ShaderLib.cube.uniforms ),
						vertexShader: ShaderLib.cube.vertexShader,
						fragmentShader: ShaderLib.cube.fragmentShader,
						side: BackSide,
						depthTest: false,
						depthWrite: false,
						fog: false
					} )
				);

				boxMesh.geometry.deleteAttribute( 'normal' );
				boxMesh.geometry.deleteAttribute( 'uv' );

				boxMesh.onBeforeRender = function ( renderer, scene, camera ) {

					this.matrixWorld.copyPosition( camera.matrixWorld );

				};

				// enable code injection for non-built-in material
				Object.defineProperty( boxMesh.material, 'envMap', {

					get: function () {

						return this.uniforms.envMap.value;

					}

				} );

				objects.update( boxMesh );

			}

			var texture = background.isWebGLCubeRenderTarget ? background.texture : background;

			boxMesh.material.uniforms.envMap.value = texture;
			boxMesh.material.uniforms.flipEnvMap.value = texture.isCubeTexture ? - 1 : 1;

			if ( currentBackground !== background ||
				currentBackgroundVersion !== texture.version ||
				currentTonemapping !== renderer.toneMapping ) {

				boxMesh.material.needsUpdate = true;

				currentBackground = background;
				currentBackgroundVersion = texture.version;
				currentTonemapping = renderer.toneMapping;

			}

			// push to the pre-sorted opaque render list
			renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );

		} else if ( background && background.isTexture ) {

			if ( planeMesh === undefined ) {

				planeMesh = new Mesh(
					new PlaneBufferGeometry( 2, 2 ),
					new ShaderMaterial( {
						type: 'BackgroundMaterial',
						uniforms: cloneUniforms( ShaderLib.background.uniforms ),
						vertexShader: ShaderLib.background.vertexShader,
						fragmentShader: ShaderLib.background.fragmentShader,
						side: FrontSide,
						depthTest: false,
						depthWrite: false,
						fog: false
					} )
				);

				planeMesh.geometry.deleteAttribute( 'normal' );

				// enable code injection for non-built-in material
				Object.defineProperty( planeMesh.material, 'map', {

					get: function () {

						return this.uniforms.t2D.value;

					}

				} );

				objects.update( planeMesh );

			}

			planeMesh.material.uniforms.t2D.value = background;

			if ( background.matrixAutoUpdate === true ) {

				background.updateMatrix();

			}

			planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );

			if ( currentBackground !== background ||
				currentBackgroundVersion !== background.version ||
				currentTonemapping !== renderer.toneMapping ) {

				planeMesh.material.needsUpdate = true;

				currentBackground = background;
				currentBackgroundVersion = background.version;
				currentTonemapping = renderer.toneMapping;

			}


			// push to the pre-sorted opaque render list
			renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );

		}

	}

	function setClear( color, alpha ) {

		state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );

	}

	return {

		getClearColor: function () {

			return clearColor;

		},
		setClearColor: function ( color, alpha ) {

			clearColor.set( color );
			clearAlpha = alpha !== undefined ? alpha : 1;
			setClear( clearColor, clearAlpha );

		},
		getClearAlpha: function () {

			return clearAlpha;

		},
		setClearAlpha: function ( alpha ) {

			clearAlpha = alpha;
			setClear( clearColor, clearAlpha );

		},
		render: render

	};

}

/**
 * @author mrdoob / http://mrdoob.com/
 */

function WebGLBufferRenderer( gl, extensions, info, capabilities ) {

	var isWebGL2 = capabilities.isWebGL2;

	var mode;

	function setMode( value ) {

		mode = value;

	}

	function render( start, count ) {

		gl.drawArrays( mode, start, count );

		info.update( count, mode );

	}

	function renderInstances( geometry, start, count, primcount ) {

		if ( primcount === 0 ) return;

		var extension, methodName;

		if ( isWebGL2 ) {

			extension = gl;
			methodName = 'drawArraysInstanced';

		} else {

			extension = extensions.get( 'ANGLE_instanced_arrays' );
			methodName = 'drawArraysInstancedANGLE';

			if ( extension === null ) {

				console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
				return;

			}

		}

		extension[ methodName ]( mode, start, count, primcount );

		info.update( count, mode, primcount );

	}

	//

	this.setMode = setMode;
	this.render = render;
	this.renderInstances = renderInstances;

}

/**
 * @author mrdoob / http://mrdoob.com/
 */

function WebGLCapabilities( gl, extensions, parameters ) {

	var maxAnisotropy;

	function getMaxAnisotropy() {

		if ( maxAnisotropy !== undefined ) return maxAnisotropy;

		var extension = extensions.get( 'EXT_texture_filter_anisotropic' );

		if ( extension !== null ) {

			maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );

		} else {

			maxAnisotropy = 0;

		}

		return maxAnisotropy;

	}

	function getMaxPrecision( precision ) {

		if ( precision === 'highp' ) {

			if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&
				gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {

				return 'highp';

			}

			precision = 'mediump';

		}

		if ( precision === 'mediump' ) {

			if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&
				gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {

				return 'mediump';

			}

		}

		return 'lowp';

	}

	/* eslint-disable no-undef */
	var isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext ) ||
		( typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext );
	/* eslint-enable no-undef */

	var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
	var maxPrecision = getMaxPrecision( precision );

	if ( maxPrecision !== precision ) {

		console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
		precision = maxPrecision;

	}

	var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;

	var maxTextures = gl.getParameter( 34930 );
	var maxVertexTextures = gl.getParameter( 35660 );
	var maxTextureSize = gl.getParameter( 3379 );
	var maxCubemapSize = gl.getParameter( 34076 );

	var maxAttributes = gl.getParameter( 34921 );
	var maxVertexUniforms = gl.getParameter( 36347 );
	var maxVaryings = gl.getParameter( 36348 );
	var maxFragmentUniforms = gl.getParameter( 36349 );

	var vertexTextures = maxVertexTextures > 0;
	var floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );
	var floatVertexTextures = vertexTextures && floatFragmentTextures;

	var maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;

	return {

		isWebGL2: isWebGL2,

		getMaxAnisotropy: getMaxAnisotropy,
		getMaxPrecision: getMaxPrecision,

		precision: precision,
		logarithmicDepthBuffer: logarithmicDepthBuffer,

		maxTextures: maxTextures,
		maxVertexTextures: maxVertexTextures,
		maxTextureSize: maxTextureSize,
		maxCubemapSize: maxCubemapSize,

		maxAttributes: maxAttributes,
		maxVertexUniforms: maxVertexUniforms,
		maxVaryings: maxVaryings,
		maxFragmentUniforms: maxFragmentUniforms,

		vertexTextures: vertexTextures,
		floatFragmentTextures: floatFragmentTextures,
		floatVertexTextures: floatVertexTextures,

		maxSamples: maxSamples

	};

}

/**
 * @author tschw
 */

function WebGLClipping() {

	var scope = this,

		globalState = null,
		numGlobalPlanes = 0,
		localClippingEnabled = false,
		renderingShadows = false,

		plane = new Plane(),
		viewNormalMatrix = new Matrix3(),

		uniform = { value: null, needsUpdate: false };

	this.uniform = uniform;
	this.numPlanes = 0;
	this.numIntersection = 0;

	this.init = function ( planes, enableLocalClipping, camera ) {

		var enabled =
			planes.length !== 0 ||
			enableLocalClipping ||
			// enable state of previous frame - the clipping code has to
			// run another frame in order to reset the state:
			numGlobalPlanes !== 0 ||
			localClippingEnabled;

		localClippingEnabled = enableLocalClipping;

		globalState = projectPlanes( planes, camera, 0 );
		numGlobalPlanes = planes.length;

		return enabled;

	};

	this.beginShadows = function () {

		renderingShadows = true;
		projectPlanes( null );

	};

	this.endShadows = function () {

		renderingShadows = false;
		resetGlobalState();

	};

	this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {

		if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {

			// there's no local clipping

			if ( renderingShadows ) {

				// there's no global clipping

				projectPlanes( null );

			} else {

				resetGlobalState();

			}

		} else {

			var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
				lGlobal = nGlobal * 4,

				dstArray = cache.clippingState || null;

			uniform.value = dstArray; // ensure unique state

			dstArray = projectPlanes( planes, camera, lGlobal, fromCache );

			for ( var i = 0; i !== lGlobal; ++ i ) {

				dstArray[ i ] = globalState[ i ];

			}

			cache.clippingState = dstArray;
			this.numIntersection = clipIntersection ? this.numPlanes : 0;
			this.numPlanes += nGlobal;

		}


	};

	function resetGlobalState() {

		if ( uniform.value !== globalState ) {

			uniform.value = globalState;
			uniform.needsUpdate = numGlobalPlanes > 0;

		}

		scope.numPlanes = numGlobalPlanes;
		scope.numIntersection = 0;

	}

	function projectPlanes( planes, camera, dstOffset, skipTransform ) {

		var nPlanes = planes !== null ? planes.length : 0,
			dstArray = null;

		if ( nPlanes !== 0 ) {

			dstArray = uniform.value;

			if ( skipTransform !== true || dstArray === null ) {

				var flatSize = dstOffset + nPlanes * 4,
					viewMatrix = camera.matrixWorldInverse;

				viewNormalMatrix.getNormalMatrix( viewMatrix );

				if ( dstArray === null || dstArray.length < flatSize ) {

					dstArray = new Float32Array( flatSize );

				}

				for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {

					plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );

					plane.normal.toArray( dstArray, i4 );
					dstArray[ i4 + 3 ] = plane.constant;

				}

			}

			uniform.value = dstArray;
			uniform.needsUpdate = true;

		}

		scope.numPlanes = nPlanes;
		scope.numIntersection = 0;

		return dstArray;

	}

}

/**
 * @author mrdoob / http://mrdoob.com/
 */

function WebGLExtensions( gl ) {

	var extensions = {};

	return {

		get: function ( name ) {

			if ( extensions[ name ] !== undefined ) {

				return extensions[ name ];

			}

			var extension;

			switch ( name ) {

				case 'WEBGL_depth_texture':
					extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
					break;

				case 'EXT_texture_filter_anisotropic':
					extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
					break;

				case 'WEBGL_compressed_texture_s3tc':
					extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
					break;

				case 'WEBGL_compressed_texture_pvrtc':
					extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
					break;

				default:
					extension = gl.getExtension( name );

			}

			if ( extension === null ) {

				console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );

			}

			extensions[ name ] = extension;

			return extension;

		}

	};

}

/**
 * @author mrdoob / http://mrdoob.com/
 */

function WebGLGeometries( gl, attributes, info ) {

	var geometries = new WeakMap();
	var wireframeAttributes = new WeakMap();

	function onGeometryDispose( event ) {

		var geometry = event.target;
		var buffergeometry = geometries.get( geometry );

		if ( buffergeometry.index !== null ) {

			attributes.remove( buffergeometry.index );

		}

		for ( var name in buffergeometry.attributes ) {

			attributes.remove( buffergeometry.attributes[ name ] );

		}

		geometry.removeEventListener( 'dispose', onGeometryDispose );

		geometries.delete( geometry );

		var attribute = wireframeAttributes.get( buffergeometry );

		if ( attribute ) {

			attributes.remove( attribute );
			wireframeAttributes.delete( buffergeometry );

		}

		//

		info.memory.geometries --;

	}

	function get( object, geometry ) {

		var buffergeometry = geometries.get( geometry );

		if ( buffergeometry ) return buffergeometry;

		geometry.addEventListener( 'dispose', onGeometryDispose );

		if ( geometry.isBufferGeometry ) {

			buffergeometry = geometry;

		} else if ( geometry.isGeometry ) {

			if ( geometry._bufferGeometry === undefined ) {

				geometry._bufferGeometry = new BufferGeometry().setFromObject( object );

			}

			buffergeometry = geometry._bufferGeometry;

		}

		geometries.set( geometry, buffergeometry );

		info.memory.geometries ++;

		return buffergeometry;

	}

	function update( geometry ) {

		var index = geometry.index;
		var geometryAttributes = geometry.attributes;

		if ( index !== null ) {

			attributes.update( index, 34963 );

		}

		for ( var name in geometryAttributes ) {

			attributes.update( geometryAttributes[ name ], 34962 );

		}

		// morph targets

		var morphAttributes = geometry.morphAttributes;

		for ( var name in morphAttributes ) {

			var array = morphAttributes[ name ];

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

				attributes.update( array[ i ], 34962 );

			}

		}

	}

	function updateWireframeAttribute( geometry ) {

		var indices = [];

		var geometryIndex = geometry.index;
		var geometryPosition = geometry.attributes.position;
		var version = 0;

		if ( geometryIndex !== null ) {

			var array = geometryIndex.array;
			version = geometryIndex.version;

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

				var a = array[ i + 0 ];
				var b = array[ i + 1 ];
				var c = array[ i + 2 ];

				indices.push( a, b, b, c, c, a );

			}

		} else {

			var array = geometryPosition.array;
			version = geometryPosition.version;

			for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {

				var a = i + 0;
				var b = i + 1;
				var c = i + 2;

				indices.push( a, b, b, c, c, a );

			}

		}

		var attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
		attribute.version = version;

		attributes.update( attribute, 34963 );

		//

		var previousAttribute = wireframeAttributes.get( geometry );

		if ( previousAttribute ) attributes.remove( previousAttribute );

		//

		wireframeAttributes.set( geometry, attribute );

	}

	function getWireframeAttribute( geometry ) {

		var currentAttribute = wireframeAttributes.get( geometry );

		if ( currentAttribute ) {

			var geometryIndex = geometry.index;

			if ( geometryIndex !== null ) {

				// if the attribute is obsolete, create a new one

				if ( currentAttribute.version < geometryIndex.version ) {

					updateWireframeAttribute( geometry );

				}

			}

		} else {

			updateWireframeAttribute( geometry );

		}

		return wireframeAttributes.get( geometry );

	}

	return {

		get: get,
		update: update,

		getWireframeAttribute: getWireframeAttribute

	};

}

/**
 * @author mrdoob / http://mrdoob.com/
 */

function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {

	var isWebGL2 = capabilities.isWebGL2;

	var mode;

	function setMode( value ) {

		mode = value;

	}

	var type, bytesPerElement;

	function setIndex( value ) {

		type = value.type;
		bytesPerElement = value.bytesPerElement;

	}

	function render( start, count ) {

		gl.drawElements( mode, count, type, start * bytesPerElement );

		info.update( count, mode );

	}

	function renderInstances( geometry, start, count, primcount ) {

		if ( primcount === 0 ) return;

		var extension, methodName;

		if ( isWebGL2 ) {

			extension = gl;
			methodName = 'drawElementsInstanced';

		} else {

			extension = extensions.get( 'ANGLE_instanced_arrays' );
			methodName = 'drawElementsInstancedANGLE';

			if ( extension === null ) {

				console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
				return;

			}

		}

		extension[ methodName ]( mode, count, type, start * bytesPerElement, primcount );

		info.update( count, mode, primcount );

	}

	//

	this.setMode = setMode;
	this.setIndex = setIndex;
	this.render = render;
	this.renderInstances = renderInstances;

}

/**
 * @author Mugen87 / https://github.com/Mugen87
 */

function WebGLInfo( gl ) {

	var memory = {
		geometries: 0,
		textures: 0
	};

	var render = {
		frame: 0,
		calls: 0,
		triangles: 0,
		points: 0,
		lines: 0
	};

	function update( count, mode, instanceCount ) {

		instanceCount = instanceCount || 1;

		render.calls ++;

		switch ( mode ) {

			case 4:
				render.triangles += instanceCount * ( count / 3 );
				break;

			case 1:
				render.lines += instanceCount * ( count / 2 );
				break;

			case 3:
				render.lines += instanceCount * ( count - 1 );
				break;

			case 2:
				render.lines += instanceCount * count;
				break;

			case 0:
				render.points += instanceCount * count;
				break;

			default:
				console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
				break;

		}

	}

	function reset() {

		render.frame ++;
		render.calls = 0;
		render.triangles = 0;
		render.points = 0;
		render.lines = 0;

	}

	return {
		memory: memory,
		render: render,
		programs: null,
		autoReset: true,
		reset: reset,
		update: update
	};

}

/**
 * @author mrdoob / http://mrdoob.com/
 */

function absNumericalSort( a, b ) {

	return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );

}

function WebGLMorphtargets( gl ) {

	var influencesList = {};
	var morphInfluences = new Float32Array( 8 );

	function update( object, geometry, material, program ) {

		var objectInfluences = object.morphTargetInfluences;

		// When object doesn't have morph target influences defined, we treat it as a 0-length array
		// This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences

		var length = objectInfluences === undefined ? 0 : objectInfluences.length;

		var influences = influencesList[ geometry.id ];

		if ( influences === undefined ) {

			// initialise list

			influences = [];

			for ( var i = 0; i < length; i ++ ) {

				influences[ i ] = [ i, 0 ];

			}

			influencesList[ geometry.id ] = influences;

		}

		var morphTargets = material.morphTargets && geometry.morphAttributes.position;
		var morphNormals = material.morphNormals && geometry.morphAttributes.normal;

		// Remove current morphAttributes

		for ( var i = 0; i < length; i ++ ) {

			var influence = influences[ i ];

			if ( influence[ 1 ] !== 0 ) {

				if ( morphTargets ) geometry.deleteAttribute( 'morphTarget' + i );
				if ( morphNormals ) geometry.deleteAttribute( 'morphNormal' + i );

			}

		}

		// Collect influences

		for ( var i = 0; i < length; i ++ ) {

			var influence = influences[ i ];

			influence[ 0 ] = i;
			influence[ 1 ] = objectInfluences[ i ];

		}

		influences.sort( absNumericalSort );

		// Add morphAttributes

		var morphInfluencesSum = 0;

		for ( var i = 0; i < 8; i ++ ) {

			var influence = influences[ i ];

			if ( influence ) {

				var index = influence[ 0 ];
				var value = influence[ 1 ];

				if ( value ) {

					if ( morphTargets ) geometry.setAttribute( 'morphTarget' + i, morphTargets[ index ] );
					if ( morphNormals ) geometry.setAttribute( 'morphNormal' + i, morphNormals[ index ] );

					morphInfluences[ i ] = value;
					morphInfluencesSum += value;
					continue;

				}

			}

			morphInfluences[ i ] = 0;

		}

		// GLSL shader uses formula baseinfluence * base + sum(target * influence)
		// This allows us to switch between absolute morphs and relative morphs without changing shader code
		// When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)
		var morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;

		program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );
		program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );

	}

	return {

		update: update

	};

}

/**
 * @author mrdoob / http://mrdoob.com/
 */

function WebGLObjects( gl, geometries, attributes, info ) {

	var updateMap = new WeakMap();

	function update( object ) {

		var frame = info.render.frame;

		var geometry = object.geometry;
		var buffergeometry = geometries.get( object, geometry );

		// Update once per frame

		if ( updateMap.get( buffergeometry ) !== frame ) {

			if ( geometry.isGeometry ) {

				buffergeometry.updateFromObject( object );

			}

			geometries.update( buffergeometry );

			updateMap.set( buffergeometry, frame );

		}

		if ( object.isInstancedMesh ) {

			attributes.update( object.instanceMatrix, 34962 );

		}

		return buffergeometry;

	}

	function dispose() {

		updateMap = new WeakMap();

	}

	return {

		update: update,
		dispose: dispose

	};

}

/**
 * @author mrdoob / http://mrdoob.com/
 */

function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {

	images = images !== undefined ? images : [];
	mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
	format = format !== undefined ? format : RGBFormat;

	Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );

	this.flipY = false;

}

CubeTexture.prototype = Object.create( Texture.prototype );
CubeTexture.prototype.constructor = CubeTexture;

CubeTexture.prototype.isCubeTexture = true;

Object.defineProperty( CubeTexture.prototype, 'images', {

	get: function () {

		return this.image;

	},

	set: function ( value ) {

		this.image = value;

	}

} );

/**
 * @author Takahiro https://github.com/takahirox
 */

function DataTexture2DArray( data, width, height, depth ) {

	Texture.call( this, null );

	this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };

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

	this.wrapR = ClampToEdgeWrapping;

	this.generateMipmaps = false;
	this.flipY = false;

	this.needsUpdate = true;

}

DataTexture2DArray.prototype = Object.create( Texture.prototype );
DataTexture2DArray.prototype.constructor = DataTexture2DArray;
DataTexture2DArray.prototype.isDataTexture2DArray = true;

/**
 * @author Artur Trzesiok
 */

function DataTexture3D( data, width, height, depth ) {

	// We're going to add .setXXX() methods for setting properties later.
	// Users can still set in DataTexture3D directly.
	//
	//	var texture = new THREE.DataTexture3D( data, width, height, depth );
	// 	texture.anisotropy = 16;
	//
	// See #14839

	Texture.call( this, null );

	this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };

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

	this.wrapR = ClampToEdgeWrapping;

	this.generateMipmaps = false;
	this.flipY = false;

	this.needsUpdate = true;


}

DataTexture3D.prototype = Object.create( Texture.prototype );
DataTexture3D.prototype.constructor = DataTexture3D;
DataTexture3D.prototype.isDataTexture3D = true;

/**
 * @author tschw
 * @author Mugen87 / https://github.com/Mugen87
 * @author mrdoob / http://mrdoob.com/
 *
 * Uniforms of a program.
 * Those form a tree structure with a special top-level container for the root,
 * which you get by calling 'new WebGLUniforms( gl, program )'.
 *
 *
 * Properties of inner nodes including the top-level container:
 *
 * .seq - array of nested uniforms
 * .map - nested uniforms by name
 *
 *
 * Methods of all nodes except the top-level container:
 *
 * .setValue( gl, value, [textures] )
 *
 * 		uploads a uniform value(s)
 *  	the 'textures' parameter is needed for sampler uniforms
 *
 *
 * Static methods of the top-level container (textures factorizations):
 *
 * .upload( gl, seq, values, textures )
 *
 * 		sets uniforms in 'seq' to 'values[id].value'
 *
 * .seqWithValue( seq, values ) : filteredSeq
 *
 * 		filters 'seq' entries with corresponding entry in values
 *
 *
 * Methods of the top-level container (textures factorizations):
 *
 * .setValue( gl, name, value, textures )
 *
 * 		sets uniform with  name 'name' to 'value'
 *
 * .setOptional( gl, obj, prop )
 *
 * 		like .set for an optional property of the object
 *
 */

var emptyTexture = new Texture();
var emptyTexture2dArray = new DataTexture2DArray();
var emptyTexture3d = new DataTexture3D();
var emptyCubeTexture = new CubeTexture();

// --- Utilities ---

// Array Caches (provide typed arrays for temporary by size)

var arrayCacheF32 = [];
var arrayCacheI32 = [];

// Float32Array caches used for uploading Matrix uniforms

var mat4array = new Float32Array( 16 );
var mat3array = new Float32Array( 9 );
var mat2array = new Float32Array( 4 );

// Flattening for arrays of vectors and matrices

function flatten( array, nBlocks, blockSize ) {

	var firstElem = array[ 0 ];

	if ( firstElem <= 0 || firstElem > 0 ) return array;
	// unoptimized: ! isNaN( firstElem )
	// see http://jacksondunstan.com/articles/983

	var n = nBlocks * blockSize,
		r = arrayCacheF32[ n ];

	if ( r === undefined ) {

		r = new Float32Array( n );
		arrayCacheF32[ n ] = r;

	}

	if ( nBlocks !== 0 ) {

		firstElem.toArray( r, 0 );

		for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {

			offset += blockSize;
			array[ i ].toArray( r, offset );

		}

	}

	return r;

}

function arraysEqual( a, b ) {

	if ( a.length !== b.length ) return false;

	for ( var i = 0, l = a.length; i < l; i ++ ) {

		if ( a[ i ] !== b[ i ] ) return false;

	}

	return true;

}

function copyArray( a, b ) {

	for ( var i = 0, l = b.length; i < l; i ++ ) {

		a[ i ] = b[ i ];

	}

}

// Texture unit allocation

function allocTexUnits( textures, n ) {

	var r = arrayCacheI32[ n ];

	if ( r === undefined ) {

		r = new Int32Array( n );
		arrayCacheI32[ n ] = r;

	}

	for ( var i = 0; i !== n; ++ i )
		r[ i ] = textures.allocateTextureUnit();

	return r;

}

// --- Setters ---

// Note: Defining these methods externally, because they come in a bunch
// and this way their names minify.

// Single scalar

function setValueV1f( gl, v ) {

	var cache = this.cache;

	if ( cache[ 0 ] === v ) return;

	gl.uniform1f( this.addr, v );

	cache[ 0 ] = v;

}

// Single float vector (from flat array or THREE.VectorN)

function setValueV2f( gl, v ) {

	var cache = this.cache;

	if ( v.x !== undefined ) {

		if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {

			gl.uniform2f( this.addr, v.x, v.y );

			cache[ 0 ] = v.x;
			cache[ 1 ] = v.y;

		}

	} else {

		if ( arraysEqual( cache, v ) ) return;

		gl.uniform2fv( this.addr, v );

		copyArray( cache, v );

	}

}

function setValueV3f( gl, v ) {

	var cache = this.cache;

	if ( v.x !== undefined ) {

		if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {

			gl.uniform3f( this.addr, v.x, v.y, v.z );

			cache[ 0 ] = v.x;
			cache[ 1 ] = v.y;
			cache[ 2 ] = v.z;

		}

	} else if ( v.r !== undefined ) {

		if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {

			gl.uniform3f( this.addr, v.r, v.g, v.b );

			cache[ 0 ] = v.r;
			cache[ 1 ] = v.g;
			cache[ 2 ] = v.b;

		}

	} else {

		if ( arraysEqual( cache, v ) ) return;

		gl.uniform3fv( this.addr, v );

		copyArray( cache, v );

	}

}

function setValueV4f( gl, v ) {

	var cache = this.cache;

	if ( v.x !== undefined ) {

		if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {

			gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );

			cache[ 0 ] = v.x;
			cache[ 1 ] = v.y;
			cache[ 2 ] = v.z;
			cache[ 3 ] = v.w;

		}

	} else {

		if ( arraysEqual( cache, v ) ) return;

		gl.uniform4fv( this.addr, v );

		copyArray( cache, v );

	}

}

// Single matrix (from flat array or MatrixN)

function setValueM2( gl, v ) {

	var cache = this.cache;
	var elements = v.elements;

	if ( elements === undefined ) {

		if ( arraysEqual( cache, v ) ) return;

		gl.uniformMatrix2fv( this.addr, false, v );

		copyArray( cache, v );

	} else {

		if ( arraysEqual( cache, elements ) ) return;

		mat2array.set( elements );

		gl.uniformMatrix2fv( this.addr, false, mat2array );

		copyArray( cache, elements );

	}

}

function setValueM3( gl, v ) {

	var cache = this.cache;
	var elements = v.elements;

	if ( elements === undefined ) {

		if ( arraysEqual( cache, v ) ) return;

		gl.uniformMatrix3fv( this.addr, false, v );

		copyArray( cache, v );

	} else {

		if ( arraysEqual( cache, elements ) ) return;

		mat3array.set( elements );

		gl.uniformMatrix3fv( this.addr, false, mat3array );

		copyArray( cache, elements );

	}

}

function setValueM4( gl, v ) {

	var cache = this.cache;
	var elements = v.elements;

	if ( elements === undefined ) {

		if ( arraysEqual( cache, v ) ) return;

		gl.uniformMatrix4fv( this.addr, false, v );

		copyArray( cache, v );

	} else {

		if ( arraysEqual( cache, elements ) ) return;

		mat4array.set( elements );

		gl.uniformMatrix4fv( this.addr, false, mat4array );

		copyArray( cache, elements );

	}

}

// Single texture (2D / Cube)

function setValueT1( gl, v, textures ) {

	var cache = this.cache;
	var unit = textures.allocateTextureUnit();

	if ( cache[ 0 ] !== unit ) {

		gl.uniform1i( this.addr, unit );
		cache[ 0 ] = unit;

	}

	textures.safeSetTexture2D( v || emptyTexture, unit );

}

function setValueT2DArray1( gl, v, textures ) {

	var cache = this.cache;
	var unit = textures.allocateTextureUnit();

	if ( cache[ 0 ] !== unit ) {

		gl.uniform1i( this.addr, unit );
		cache[ 0 ] = unit;

	}

	textures.setTexture2DArray( v || emptyTexture2dArray, unit );

}

function setValueT3D1( gl, v, textures ) {

	var cache = this.cache;
	var unit = textures.allocateTextureUnit();

	if ( cache[ 0 ] !== unit ) {

		gl.uniform1i( this.addr, unit );
		cache[ 0 ] = unit;

	}

	textures.setTexture3D( v || emptyTexture3d, unit );

}

function setValueT6( gl, v, textures ) {

	var cache = this.cache;
	var unit = textures.allocateTextureUnit();

	if ( cache[ 0 ] !== unit ) {

		gl.uniform1i( this.addr, unit );
		cache[ 0 ] = unit;

	}

	textures.safeSetTextureCube( v || emptyCubeTexture, unit );

}

// Integer / Boolean vectors or arrays thereof (always flat arrays)

function setValueV1i( gl, v ) {

	var cache = this.cache;

	if ( cache[ 0 ] === v ) return;

	gl.uniform1i( this.addr, v );

	cache[ 0 ] = v;

}

function setValueV2i( gl, v ) {

	var cache = this.cache;

	if ( arraysEqual( cache, v ) ) return;

	gl.uniform2iv( this.addr, v );

	copyArray( cache, v );

}

function setValueV3i( gl, v ) {

	var cache = this.cache;

	if ( arraysEqual( cache, v ) ) return;

	gl.uniform3iv( this.addr, v );

	copyArray( cache, v );

}

function setValueV4i( gl, v ) {

	var cache = this.cache;

	if ( arraysEqual( cache, v ) ) return;

	gl.uniform4iv( this.addr, v );

	copyArray( cache, v );

}

// uint

function setValueV1ui( gl, v ) {

	var cache = this.cache;

	if ( cache[ 0 ] === v ) return;

	gl.uniform1ui( this.addr, v );

	cache[ 0 ] = v;

}

// Helper to pick the right setter for the singular case

function getSingularSetter( type ) {

	switch ( type ) {

		case 0x1406: return setValueV1f; // FLOAT
		case 0x8b50: return setValueV2f; // _VEC2
		case 0x8b51: return setValueV3f; // _VEC3
		case 0x8b52: return setValueV4f; // _VEC4

		case 0x8b5a: return setValueM2; // _MAT2
		case 0x8b5b: return setValueM3; // _MAT3
		case 0x8b5c: return setValueM4; // _MAT4

		case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL
		case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2
		case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3
		case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4

		case 0x1405: return setValueV1ui; // UINT

		case 0x8b5e: // SAMPLER_2D
		case 0x8d66: // SAMPLER_EXTERNAL_OES
		case 0x8dca: // INT_SAMPLER_2D
		case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
		case 0x8b62: // SAMPLER_2D_SHADOW
			return setValueT1;

		case 0x8b5f: // SAMPLER_3D
		case 0x8dcb: // INT_SAMPLER_3D
		case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D
			return setValueT3D1;

		case 0x8b60: // SAMPLER_CUBE
		case 0x8dcc: // INT_SAMPLER_CUBE
		case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
		case 0x8dc5: // SAMPLER_CUBE_SHADOW
			return setValueT6;

		case 0x8dc1: // SAMPLER_2D_ARRAY
		case 0x8dcf: // INT_SAMPLER_2D_ARRAY
		case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY
		case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW
			return setValueT2DArray1;

	}

}

// Array of scalars
function setValueV1fArray( gl, v ) {

	gl.uniform1fv( this.addr, v );

}

// Integer / Boolean vectors or arrays thereof (always flat arrays)
function setValueV1iArray( gl, v ) {

	gl.uniform1iv( this.addr, v );

}

function setValueV2iArray( gl, v ) {

	gl.uniform2iv( this.addr, v );

}

function setValueV3iArray( gl, v ) {

	gl.uniform3iv( this.addr, v );

}

function setValueV4iArray( gl, v ) {

	gl.uniform4iv( this.addr, v );

}


// Array of vectors (flat or from THREE classes)

function setValueV2fArray( gl, v ) {

	var data = flatten( v, this.size, 2 );

	gl.uniform2fv( this.addr, data );

}

function setValueV3fArray( gl, v ) {

	var data = flatten( v, this.size, 3 );

	gl.uniform3fv( this.addr, data );

}

function setValueV4fArray( gl, v ) {

	var data = flatten( v, this.size, 4 );

	gl.uniform4fv( this.addr, data );

}

// Array of matrices (flat or from THREE clases)

function setValueM2Array( gl, v ) {

	var data = flatten( v, this.size, 4 );

	gl.uniformMatrix2fv( this.addr, false, data );

}

function setValueM3Array( gl, v ) {

	var data = flatten( v, this.size, 9 );

	gl.uniformMatrix3fv( this.addr, false, data );

}

function setValueM4Array( gl, v ) {

	var data = flatten( v, this.size, 16 );

	gl.uniformMatrix4fv( this.addr, false, data );

}

// Array of textures (2D / Cube)

function setValueT1Array( gl, v, textures ) {

	var n = v.length;

	var units = allocTexUnits( textures, n );

	gl.uniform1iv( this.addr, units );

	for ( var i = 0; i !== n; ++ i ) {

		textures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );

	}

}

function setValueT6Array( gl, v, textures ) {

	var n = v.length;

	var units = allocTexUnits( textures, n );

	gl.uniform1iv( this.addr, units );

	for ( var i = 0; i !== n; ++ i ) {

		textures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );

	}

}

// Helper to pick the right setter for a pure (bottom-level) array

function getPureArraySetter( type ) {

	switch ( type ) {

		case 0x1406: return setValueV1fArray; // FLOAT
		case 0x8b50: return setValueV2fArray; // _VEC2
		case 0x8b51: return setValueV3fArray; // _VEC3
		case 0x8b52: return setValueV4fArray; // _VEC4

		case 0x8b5a: return setValueM2Array; // _MAT2
		case 0x8b5b: return setValueM3Array; // _MAT3
		case 0x8b5c: return setValueM4Array; // _MAT4

		case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL
		case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2
		case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3
		case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4

		case 0x8b5e: // SAMPLER_2D
		case 0x8d66: // SAMPLER_EXTERNAL_OES
		case 0x8dca: // INT_SAMPLER_2D
		case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
		case 0x8b62: // SAMPLER_2D_SHADOW
			return setValueT1Array;

		case 0x8b60: // SAMPLER_CUBE
		case 0x8dcc: // INT_SAMPLER_CUBE
		case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
		case 0x8dc5: // SAMPLER_CUBE_SHADOW
			return setValueT6Array;

	}

}

// --- Uniform Classes ---

function SingleUniform( id, activeInfo, addr ) {

	this.id = id;
	this.addr = addr;
	this.cache = [];
	this.setValue = getSingularSetter( activeInfo.type );

	// this.path = activeInfo.name; // DEBUG

}

function PureArrayUniform( id, activeInfo, addr ) {

	this.id = id;
	this.addr = addr;
	this.cache = [];
	this.size = activeInfo.size;
	this.setValue = getPureArraySetter( activeInfo.type );

	// this.path = activeInfo.name; // DEBUG

}

PureArrayUniform.prototype.updateCache = function ( data ) {

	var cache = this.cache;

	if ( data instanceof Float32Array && cache.length !== data.length ) {

		this.cache = new Float32Array( data.length );

	}

	copyArray( cache, data );

};

function StructuredUniform( id ) {

	this.id = id;

	this.seq = [];
	this.map = {};

}

StructuredUniform.prototype.setValue = function ( gl, value, textures ) {

	var seq = this.seq;

	for ( var i = 0, n = seq.length; i !== n; ++ i ) {

		var u = seq[ i ];
		u.setValue( gl, value[ u.id ], textures );

	}

};

// --- Top-level ---

// Parser - builds up the property tree from the path strings

var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;

// extracts
// 	- the identifier (member name or array index)
//  - followed by an optional right bracket (found when array index)
//  - followed by an optional left bracket or dot (type of subscript)
//
// Note: These portions can be read in a non-overlapping fashion and
// allow straightforward parsing of the hierarchy that WebGL encodes
// in the uniform names.

function addUniform( container, uniformObject ) {

	container.seq.push( uniformObject );
	container.map[ uniformObject.id ] = uniformObject;

}

function parseUniform( activeInfo, addr, container ) {

	var path = activeInfo.name,
		pathLength = path.length;

	// reset RegExp object, because of the early exit of a previous run
	RePathPart.lastIndex = 0;

	while ( true ) {

		var match = RePathPart.exec( path ),
			matchEnd = RePathPart.lastIndex,

			id = match[ 1 ],
			idIsIndex = match[ 2 ] === ']',
			subscript = match[ 3 ];

		if ( idIsIndex ) id = id | 0; // convert to integer

		if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {

			// bare name or "pure" bottom-level array "[0]" suffix

			addUniform( container, subscript === undefined ?
				new SingleUniform( id, activeInfo, addr ) :
				new PureArrayUniform( id, activeInfo, addr ) );

			break;

		} else {

			// step into inner node / create it in case it doesn't exist

			var map = container.map, next = map[ id ];

			if ( next === undefined ) {

				next = new StructuredUniform( id );
				addUniform( container, next );

			}

			container = next;

		}

	}

}

// Root Container

function WebGLUniforms( gl, program ) {

	this.seq = [];
	this.map = {};

	var n = gl.getProgramParameter( program, 35718 );

	for ( var i = 0; i < n; ++ i ) {

		var info = gl.getActiveUniform( program, i ),
			addr = gl.getUniformLocation( program, info.name );

		parseUniform( info, addr, this );

	}

}

WebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {

	var u = this.map[ name ];

	if ( u !== undefined ) u.setValue( gl, value, textures );

};

WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {

	var v = object[ name ];

	if ( v !== undefined ) this.setValue( gl, name, v );

};


// Static interface

WebGLUniforms.upload = function ( gl, seq, values, textures ) {

	for ( var i = 0, n = seq.length; i !== n; ++ i ) {

		var u = seq[ i ],
			v = values[ u.id ];

		if ( v.needsUpdate !== false ) {

			// note: always updating when .needsUpdate is undefined
			u.setValue( gl, v.value, textures );

		}

	}

};

WebGLUniforms.seqWithValue = function ( seq, values ) {

	var r = [];

	for ( var i = 0, n = seq.length; i !== n; ++ i ) {

		var u = seq[ i ];
		if ( u.id in values ) r.push( u );

	}

	return r;

};

/**
 * @author mrdoob / http://mrdoob.com/
 */

function WebGLShader( gl, type, string ) {

	var shader = gl.createShader( type );

	gl.shaderSource( shader, string );
	gl.compileShader( shader );

	return shader;

}

/**
 * @author mrdoob / http://mrdoob.com/
 */

var programIdCount = 0;

function addLineNumbers( string ) {

	var lines = string.split( '\n' );

	for ( var i = 0; i < lines.length; i ++ ) {

		lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];

	}

	return lines.join( '\n' );

}

function getEncodingComponents( encoding ) {

	switch ( encoding ) {

		case LinearEncoding:
			return [ 'Linear', '( value )' ];
		case sRGBEncoding:
			return [ 'sRGB', '( value )' ];
		case RGBEEncoding:
			return [ 'RGBE', '( value )' ];
		case RGBM7Encoding:
			return [ 'RGBM', '( value, 7.0 )' ];
		case RGBM16Encoding:
			return [ 'RGBM', '( value, 16.0 )' ];
		case RGBDEncoding:
			return [ 'RGBD', '( value, 256.0 )' ];
		case GammaEncoding:
			return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
		case LogLuvEncoding:
			return [ 'LogLuv', '( value )' ];
		default:
			throw new Error( 'unsupported encoding: ' + encoding );

	}

}

function getShaderErrors( gl, shader, type ) {

	var status = gl.getShaderParameter( shader, 35713 );
	var log = gl.getShaderInfoLog( shader ).trim();

	if ( status && log === '' ) return '';

	// --enable-privileged-webgl-extension
	// console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );

	var source = gl.getShaderSource( shader );

	return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source );

}

function getTexelDecodingFunction( functionName, encoding ) {

	var components = getEncodingComponents( encoding );
	return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';

}

function getTexelEncodingFunction( functionName, encoding ) {

	var components = getEncodingComponents( encoding );
	return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';

}

function getToneMappingFunction( functionName, toneMapping ) {

	var toneMappingName;

	switch ( toneMapping ) {

		case LinearToneMapping:
			toneMappingName = 'Linear';
			break;

		case ReinhardToneMapping:
			toneMappingName = 'Reinhard';
			break;

		case Uncharted2ToneMapping:
			toneMappingName = 'Uncharted2';
			break;

		case CineonToneMapping:
			toneMappingName = 'OptimizedCineon';
			break;

		case ACESFilmicToneMapping:
			toneMappingName = 'ACESFilmic';
			break;

		default:
			throw new Error( 'unsupported toneMapping: ' + toneMapping );

	}

	return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';

}

function generateExtensions( parameters ) {

	var chunks = [
		( parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '',
		( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '',
		( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '',
		( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''
	];

	return chunks.filter( filterEmptyLine ).join( '\n' );

}

function generateDefines( defines ) {

	var chunks = [];

	for ( var name in defines ) {

		var value = defines[ name ];

		if ( value === false ) continue;

		chunks.push( '#define ' + name + ' ' + value );

	}

	return chunks.join( '\n' );

}

function fetchAttributeLocations( gl, program ) {

	var attributes = {};

	var n = gl.getProgramParameter( program, 35721 );

	for ( var i = 0; i < n; i ++ ) {

		var info = gl.getActiveAttrib( program, i );
		var name = info.name;

		// console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );

		attributes[ name ] = gl.getAttribLocation( program, name );

	}

	return attributes;

}

function filterEmptyLine( string ) {

	return string !== '';

}

function replaceLightNums( string, parameters ) {

	return string
		.replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
		.replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
		.replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
		.replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
		.replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
		.replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
		.replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
		.replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );

}

function replaceClippingPlaneNums( string, parameters ) {

	return string
		.replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
		.replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );

}

// Resolve Includes

var includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;

function resolveIncludes( string ) {

	return string.replace( includePattern, includeReplacer );

}

function includeReplacer( match, include ) {

	var string = ShaderChunk[ include ];

	if ( string === undefined ) {

		throw new Error( 'Can not resolve #include <' + include + '>' );

	}

	return resolveIncludes( string );

}

// Unroll Loops

var deprecatedUnrollLoopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
var unrollLoopPattern = /#pragma unroll_loop_start[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}[\s]+?#pragma unroll_loop_end/g;

function unrollLoops( string ) {

	return string
		.replace( unrollLoopPattern, loopReplacer )
		.replace( deprecatedUnrollLoopPattern, deprecatedLoopReplacer );

}

function deprecatedLoopReplacer( match, start, end, snippet ) {

	console.warn( 'WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.' );
	return loopReplacer( match, start, end, snippet );

}

function loopReplacer( match, start, end, snippet ) {

	var string = '';

	for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {

		string += snippet
			.replace( /\[ i \]/g, '[ ' + i + ' ]' )
			.replace( /UNROLLED_LOOP_INDEX/g, i );

	}

	return string;

}

//

function generatePrecision( parameters ) {

	var precisionstring = "precision " + parameters.precision + " float;\nprecision " + parameters.precision + " int;";

	if ( parameters.precision === "highp" ) {

		precisionstring += "\n#define HIGH_PRECISION";

	} else if ( parameters.precision === "mediump" ) {

		precisionstring += "\n#define MEDIUM_PRECISION";

	} else if ( parameters.precision === "lowp" ) {

		precisionstring += "\n#define LOW_PRECISION";

	}

	return precisionstring;

}

function generateShadowMapTypeDefine( parameters ) {

	var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';

	if ( parameters.shadowMapType === PCFShadowMap ) {

		shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';

	} else if ( parameters.shadowMapType === PCFSoftShadowMap ) {

		shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';

	} else if ( parameters.shadowMapType === VSMShadowMap ) {

		shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';

	}

	return shadowMapTypeDefine;

}

function generateEnvMapTypeDefine( parameters ) {

	var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';

	if ( parameters.envMap ) {

		switch ( parameters.envMapMode ) {

			case CubeReflectionMapping:
			case CubeRefractionMapping:
				envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
				break;

			case CubeUVReflectionMapping:
			case CubeUVRefractionMapping:
				envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
				break;

			case EquirectangularReflectionMapping:
			case EquirectangularRefractionMapping:
				envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
				break;

			case SphericalReflectionMapping:
				envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
				break;

		}

	}

	return envMapTypeDefine;

}

function generateEnvMapModeDefine( parameters ) {

	var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';

	if ( parameters.envMap ) {

		switch ( parameters.envMapMode ) {

			case CubeRefractionMapping:
			case EquirectangularRefractionMapping:
				envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
				break;

		}

	}

	return envMapModeDefine;

}

function generateEnvMapBlendingDefine( parameters ) {

	var envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';

	if ( parameters.envMap ) {

		switch ( parameters.combine ) {

			case MultiplyOperation:
				envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
				break;

			case MixOperation:
				envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
				break;

			case AddOperation:
				envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
				break;

		}

	}

	return envMapBlendingDefine;

}

function WebGLProgram( renderer, cacheKey, parameters ) {

	var gl = renderer.getContext();

	var defines = parameters.defines;

	var vertexShader = parameters.vertexShader;
	var fragmentShader = parameters.fragmentShader;
	var shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );
	var envMapTypeDefine = generateEnvMapTypeDefine( parameters );
	var envMapModeDefine = generateEnvMapModeDefine( parameters );
	var envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );


	var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;

	var customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters );

	var customDefines = generateDefines( defines );

	var program = gl.createProgram();

	var prefixVertex, prefixFragment;

	if ( parameters.isRawShaderMaterial ) {

		prefixVertex = [

			customDefines

		].filter( filterEmptyLine ).join( '\n' );

		if ( prefixVertex.length > 0 ) {

			prefixVertex += '\n';

		}

		prefixFragment = [

			customExtensions,
			customDefines

		].filter( filterEmptyLine ).join( '\n' );

		if ( prefixFragment.length > 0 ) {

			prefixFragment += '\n';

		}

	} else {

		prefixVertex = [

			generatePrecision( parameters ),

			'#define SHADER_NAME ' + parameters.shaderName,

			customDefines,

			parameters.instancing ? '#define USE_INSTANCING' : '',
			parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',

			'#define GAMMA_FACTOR ' + gammaFactorDefine,

			'#define MAX_BONES ' + parameters.maxBones,
			( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
			( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',

			parameters.map ? '#define USE_MAP' : '',
			parameters.envMap ? '#define USE_ENVMAP' : '',
			parameters.envMap ? '#define ' + envMapModeDefine : '',
			parameters.lightMap ? '#define USE_LIGHTMAP' : '',
			parameters.aoMap ? '#define USE_AOMAP' : '',
			parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
			parameters.bumpMap ? '#define USE_BUMPMAP' : '',
			parameters.normalMap ? '#define USE_NORMALMAP' : '',
			( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
			( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',

			parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
			parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
			parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
			parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
			parameters.specularMap ? '#define USE_SPECULARMAP' : '',
			parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
			parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
			parameters.alphaMap ? '#define USE_ALPHAMAP' : '',

			parameters.vertexTangents ? '#define USE_TANGENT' : '',
			parameters.vertexColors ? '#define USE_COLOR' : '',
			parameters.vertexUvs ? '#define USE_UV' : '',
			parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',

			parameters.flatShading ? '#define FLAT_SHADED' : '',

			parameters.skinning ? '#define USE_SKINNING' : '',
			parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',

			parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
			parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
			parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
			parameters.flipSided ? '#define FLIP_SIDED' : '',

			parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
			parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',

			parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',

			parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
			( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',

			'uniform mat4 modelMatrix;',
			'uniform mat4 modelViewMatrix;',
			'uniform mat4 projectionMatrix;',
			'uniform mat4 viewMatrix;',
			'uniform mat3 normalMatrix;',
			'uniform vec3 cameraPosition;',
			'uniform bool isOrthographic;',

			'#ifdef USE_INSTANCING',

			' attribute mat4 instanceMatrix;',

			'#endif',

			'attribute vec3 position;',
			'attribute vec3 normal;',
			'attribute vec2 uv;',

			'#ifdef USE_TANGENT',

			'	attribute vec4 tangent;',

			'#endif',

			'#ifdef USE_COLOR',

			'	attribute vec3 color;',

			'#endif',

			'#ifdef USE_MORPHTARGETS',

			'	attribute vec3 morphTarget0;',
			'	attribute vec3 morphTarget1;',
			'	attribute vec3 morphTarget2;',
			'	attribute vec3 morphTarget3;',

			'	#ifdef USE_MORPHNORMALS',

			'		attribute vec3 morphNormal0;',
			'		attribute vec3 morphNormal1;',
			'		attribute vec3 morphNormal2;',
			'		attribute vec3 morphNormal3;',

			'	#else',

			'		attribute vec3 morphTarget4;',
			'		attribute vec3 morphTarget5;',
			'		attribute vec3 morphTarget6;',
			'		attribute vec3 morphTarget7;',

			'	#endif',

			'#endif',

			'#ifdef USE_SKINNING',

			'	attribute vec4 skinIndex;',
			'	attribute vec4 skinWeight;',

			'#endif',

			'\n'

		].filter( filterEmptyLine ).join( '\n' );

		prefixFragment = [

			customExtensions,

			generatePrecision( parameters ),

			'#define SHADER_NAME ' + parameters.shaderName,

			customDefines,

			parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer

			'#define GAMMA_FACTOR ' + gammaFactorDefine,

			( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
			( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',

			parameters.map ? '#define USE_MAP' : '',
			parameters.matcap ? '#define USE_MATCAP' : '',
			parameters.envMap ? '#define USE_ENVMAP' : '',
			parameters.envMap ? '#define ' + envMapTypeDefine : '',
			parameters.envMap ? '#define ' + envMapModeDefine : '',
			parameters.envMap ? '#define ' + envMapBlendingDefine : '',
			parameters.lightMap ? '#define USE_LIGHTMAP' : '',
			parameters.aoMap ? '#define USE_AOMAP' : '',
			parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
			parameters.bumpMap ? '#define USE_BUMPMAP' : '',
			parameters.normalMap ? '#define USE_NORMALMAP' : '',
			( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
			( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
			parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
			parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
			parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
			parameters.specularMap ? '#define USE_SPECULARMAP' : '',
			parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
			parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
			parameters.alphaMap ? '#define USE_ALPHAMAP' : '',

			parameters.sheen ? '#define USE_SHEEN' : '',

			parameters.vertexTangents ? '#define USE_TANGENT' : '',
			parameters.vertexColors ? '#define USE_COLOR' : '',
			parameters.vertexUvs ? '#define USE_UV' : '',
			parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',

			parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',

			parameters.flatShading ? '#define FLAT_SHADED' : '',

			parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
			parameters.flipSided ? '#define FLIP_SIDED' : '',

			parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
			parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',

			parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',

			parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',

			parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
			( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',

			( ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ) ? '#define TEXTURE_LOD_EXT' : '',

			'uniform mat4 viewMatrix;',
			'uniform vec3 cameraPosition;',
			'uniform bool isOrthographic;',

			( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
			( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
			( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',

			parameters.dithering ? '#define DITHERING' : '',

			( parameters.outputEncoding || parameters.mapEncoding || parameters.matcapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding || parameters.lightMapEncoding ) ?
				ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
			parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
			parameters.matcapEncoding ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
			parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
			parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
			parameters.lightMapEncoding ? getTexelDecodingFunction( 'lightMapTexelToLinear', parameters.lightMapEncoding ) : '',
			parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '',

			parameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',

			'\n'

		].filter( filterEmptyLine ).join( '\n' );

	}

	vertexShader = resolveIncludes( vertexShader );
	vertexShader = replaceLightNums( vertexShader, parameters );
	vertexShader = replaceClippingPlaneNums( vertexShader, parameters );

	fragmentShader = resolveIncludes( fragmentShader );
	fragmentShader = replaceLightNums( fragmentShader, parameters );
	fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );

	vertexShader = unrollLoops( vertexShader );
	fragmentShader = unrollLoops( fragmentShader );

	if ( parameters.isWebGL2 && ! parameters.isRawShaderMaterial ) {

		var isGLSL3ShaderMaterial = false;

		var versionRegex = /^\s*#version\s+300\s+es\s*\n/;

		if ( parameters.isShaderMaterial &&
			vertexShader.match( versionRegex ) !== null &&
			fragmentShader.match( versionRegex ) !== null ) {

			isGLSL3ShaderMaterial = true;

			vertexShader = vertexShader.replace( versionRegex, '' );
			fragmentShader = fragmentShader.replace( versionRegex, '' );

		}

		// GLSL 3.0 conversion

		prefixVertex = [
			'#version 300 es\n',
			'#define attribute in',
			'#define varying out',
			'#define texture2D texture'
		].join( '\n' ) + '\n' + prefixVertex;

		prefixFragment = [
			'#version 300 es\n',
			'#define varying in',
			isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',
			isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',
			'#define gl_FragDepthEXT gl_FragDepth',
			'#define texture2D texture',
			'#define textureCube texture',
			'#define texture2DProj textureProj',
			'#define texture2DLodEXT textureLod',
			'#define texture2DProjLodEXT textureProjLod',
			'#define textureCubeLodEXT textureLod',
			'#define texture2DGradEXT textureGrad',
			'#define texture2DProjGradEXT textureProjGrad',
			'#define textureCubeGradEXT textureGrad'
		].join( '\n' ) + '\n' + prefixFragment;

	}

	var vertexGlsl = prefixVertex + vertexShader;
	var fragmentGlsl = prefixFragment + fragmentShader;

	// console.log( '*VERTEX*', vertexGlsl );
	// console.log( '*FRAGMENT*', fragmentGlsl );

	var glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
	var glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );

	gl.attachShader( program, glVertexShader );
	gl.attachShader( program, glFragmentShader );

	// Force a particular attribute to index 0.

	if ( parameters.index0AttributeName !== undefined ) {

		gl.bindAttribLocation( program, 0, parameters.index0AttributeName );

	} else if ( parameters.morphTargets === true ) {

		// programs with morphTargets displace position out of attribute 0
		gl.bindAttribLocation( program, 0, 'position' );

	}

	gl.linkProgram( program );

	// check for link errors
	if ( renderer.debug.checkShaderErrors ) {

		var programLog = gl.getProgramInfoLog( program ).trim();
		var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
		var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();

		var runnable = true;
		var haveDiagnostics = true;

		if ( gl.getProgramParameter( program, 35714 ) === false ) {

			runnable = false;

			var vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
			var fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );

			console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );

		} else if ( programLog !== '' ) {

			console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );

		} else if ( vertexLog === '' || fragmentLog === '' ) {

			haveDiagnostics = false;

		}

		if ( haveDiagnostics ) {

			this.diagnostics = {

				runnable: runnable,

				programLog: programLog,

				vertexShader: {

					log: vertexLog,
					prefix: prefixVertex

				},

				fragmentShader: {

					log: fragmentLog,
					prefix: prefixFragment

				}

			};

		}

	}

	// Clean up

	// Crashes in iOS9 and iOS10. #18402
	// gl.detachShader( program, glVertexShader );
	// gl.detachShader( program, glFragmentShader );

	gl.deleteShader( glVertexShader );
	gl.deleteShader( glFragmentShader );

	// set up caching for uniform locations

	var cachedUniforms;

	this.getUniforms = function () {

		if ( cachedUniforms === undefined ) {

			cachedUniforms = new WebGLUniforms( gl, program );

		}

		return cachedUniforms;

	};

	// set up caching for attribute locations

	var cachedAttributes;

	this.getAttributes = function () {

		if ( cachedAttributes === undefined ) {

			cachedAttributes = fetchAttributeLocations( gl, program );

		}

		return cachedAttributes;

	};

	// free resource

	this.destroy = function () {

		gl.deleteProgram( program );
		this.program = undefined;

	};

	//

	this.name = parameters.shaderName;
	this.id = programIdCount ++;
	this.cacheKey = cacheKey;
	this.usedTimes = 1;
	this.program = program;
	this.vertexShader = glVertexShader;
	this.fragmentShader = glFragmentShader;

	return this;

}

/**
 * @author mrdoob / http://mrdoob.com/
 */

function WebGLPrograms( renderer, extensions, capabilities ) {

	var programs = [];

	var isWebGL2 = capabilities.isWebGL2;
	var logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;
	var floatVertexTextures = capabilities.floatVertexTextures;
	var precision = capabilities.precision;
	var maxVertexUniforms = capabilities.maxVertexUniforms;
	var vertexTextures = capabilities.vertexTextures;

	var shaderIDs = {
		MeshDepthMaterial: 'depth',
		MeshDistanceMaterial: 'distanceRGBA',
		MeshNormalMaterial: 'normal',
		MeshBasicMaterial: 'basic',
		MeshLambertMaterial: 'lambert',
		MeshPhongMaterial: 'phong',
		MeshToonMaterial: 'toon',
		MeshStandardMaterial: 'physical',
		MeshPhysicalMaterial: 'physical',
		MeshMatcapMaterial: 'matcap',
		LineBasicMaterial: 'basic',
		LineDashedMaterial: 'dashed',
		PointsMaterial: 'points',
		ShadowMaterial: 'shadow',
		SpriteMaterial: 'sprite'
	};

	var parameterNames = [
		"precision", "isWebGL2", "supportsVertexTextures", "outputEncoding", "instancing",
		"map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding", "envMapCubeUV",
		"lightMap", "lightMapEncoding", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "tangentSpaceNormalMap", "clearcoatMap", "clearcoatRoughnessMap", "clearcoatNormalMap", "displacementMap", "specularMap",
		"roughnessMap", "metalnessMap", "gradientMap",
		"alphaMap", "combine", "vertexColors", "vertexTangents", "vertexUvs", "uvsVertexOnly", "fog", "useFog", "fogExp2",
		"flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
		"maxBones", "useVertexTexture", "morphTargets", "morphNormals",
		"maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
		"numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
		"numDirLightShadows", "numPointLightShadows", "numSpotLightShadows",
		"shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
		"alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering",
		"sheen"
	];

	function getShaderObject( material, shaderID ) {

		var shaderobject;

		if ( shaderID ) {

			var shader = ShaderLib[ shaderID ];

			shaderobject = {
				name: material.type,
				uniforms: UniformsUtils.clone( shader.uniforms ),
				vertexShader: shader.vertexShader,
				fragmentShader: shader.fragmentShader
			};

		} else {

			shaderobject = {
				name: material.type,
				uniforms: material.uniforms,
				vertexShader: material.vertexShader,
				fragmentShader: material.fragmentShader
			};

		}

		return shaderobject;

	}

	function allocateBones( object ) {

		var skeleton = object.skeleton;
		var bones = skeleton.bones;

		if ( floatVertexTextures ) {

			return 1024;

		} else {

			// default for when object is not specified
			// ( for example when prebuilding shader to be used with multiple objects )
			//
			//  - leave some extra space for other uniforms
			//  - limit here is ANGLE's 254 max uniform vectors
			//    (up to 54 should be safe)

			var nVertexUniforms = maxVertexUniforms;
			var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );

			var maxBones = Math.min( nVertexMatrices, bones.length );

			if ( maxBones < bones.length ) {

				console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
				return 0;

			}

			return maxBones;

		}

	}

	function getTextureEncodingFromMap( map ) {

		var encoding;

		if ( ! map ) {

			encoding = LinearEncoding;

		} else if ( map.isTexture ) {

			encoding = map.encoding;

		} else if ( map.isWebGLRenderTarget ) {

			console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
			encoding = map.texture.encoding;

		}

		return encoding;

	}

	this.getParameters = function ( material, lights, shadows, scene, nClipPlanes, nClipIntersection, object ) {

		var fog = scene.fog;
		var environment = material.isMeshStandardMaterial ? scene.environment : null;

		var envMap = material.envMap || environment;

		var shaderID = shaderIDs[ material.type ];

		// heuristics to create shader parameters according to lights in the scene
		// (not to blow over maxLights budget)

		var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;

		if ( material.precision !== null ) {

			precision = capabilities.getMaxPrecision( material.precision );

			if ( precision !== material.precision ) {

				console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );

			}

		}

		var shaderobject = getShaderObject( material, shaderID );
		material.onBeforeCompile( shaderobject, renderer );

		var currentRenderTarget = renderer.getRenderTarget();

		var parameters = {

			isWebGL2: isWebGL2,

			shaderID: shaderID,
			shaderName: shaderobject.name,

			uniforms: shaderobject.uniforms,
			vertexShader: shaderobject.vertexShader,
			fragmentShader: shaderobject.fragmentShader,
			defines: material.defines,

			isRawShaderMaterial: material.isRawShaderMaterial,
			isShaderMaterial: material.isShaderMaterial,

			precision: precision,

			instancing: object.isInstancedMesh === true,

			supportsVertexTextures: vertexTextures,
			outputEncoding: ( currentRenderTarget !== null ) ? getTextureEncodingFromMap( currentRenderTarget.texture ) : renderer.outputEncoding,
			map: !! material.map,
			mapEncoding: getTextureEncodingFromMap( material.map ),
			matcap: !! material.matcap,
			matcapEncoding: getTextureEncodingFromMap( material.matcap ),
			envMap: !! envMap,
			envMapMode: envMap && envMap.mapping,
			envMapEncoding: getTextureEncodingFromMap( envMap ),
			envMapCubeUV: ( !! envMap ) && ( ( envMap.mapping === CubeUVReflectionMapping ) || ( envMap.mapping === CubeUVRefractionMapping ) ),
			lightMap: !! material.lightMap,
			lightMapEncoding: getTextureEncodingFromMap( material.lightMap ),
			aoMap: !! material.aoMap,
			emissiveMap: !! material.emissiveMap,
			emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap ),
			bumpMap: !! material.bumpMap,
			normalMap: !! material.normalMap,
			objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
			tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
			clearcoatMap: !! material.clearcoatMap,
			clearcoatRoughnessMap: !! material.clearcoatRoughnessMap,
			clearcoatNormalMap: !! material.clearcoatNormalMap,
			displacementMap: !! material.displacementMap,
			roughnessMap: !! material.roughnessMap,
			metalnessMap: !! material.metalnessMap,
			specularMap: !! material.specularMap,
			alphaMap: !! material.alphaMap,

			gradientMap: !! material.gradientMap,

			sheen: !! material.sheen,

			combine: material.combine,

			vertexTangents: ( material.normalMap && material.vertexTangents ),
			vertexColors: material.vertexColors,
			vertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatMap || !! material.clearcoatRoughnessMap || !! material.clearcoatNormalMap || !! material.displacementMap,
			uvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap ) && !! material.displacementMap,

			fog: !! fog,
			useFog: material.fog,
			fogExp2: ( fog && fog.isFogExp2 ),

			flatShading: material.flatShading,

			sizeAttenuation: material.sizeAttenuation,
			logarithmicDepthBuffer: logarithmicDepthBuffer,

			skinning: material.skinning && maxBones > 0,
			maxBones: maxBones,
			useVertexTexture: floatVertexTextures,

			morphTargets: material.morphTargets,
			morphNormals: material.morphNormals,
			maxMorphTargets: renderer.maxMorphTargets,
			maxMorphNormals: renderer.maxMorphNormals,

			numDirLights: lights.directional.length,
			numPointLights: lights.point.length,
			numSpotLights: lights.spot.length,
			numRectAreaLights: lights.rectArea.length,
			numHemiLights: lights.hemi.length,

			numDirLightShadows: lights.directionalShadowMap.length,
			numPointLightShadows: lights.pointShadowMap.length,
			numSpotLightShadows: lights.spotShadowMap.length,

			numClippingPlanes: nClipPlanes,
			numClipIntersection: nClipIntersection,

			dithering: material.dithering,

			shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
			shadowMapType: renderer.shadowMap.type,

			toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
			physicallyCorrectLights: renderer.physicallyCorrectLights,

			premultipliedAlpha: material.premultipliedAlpha,

			alphaTest: material.alphaTest,
			doubleSided: material.side === DoubleSide,
			flipSided: material.side === BackSide,

			depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false,

			index0AttributeName: material.index0AttributeName,

			extensionDerivatives: material.extensions && material.extensions.derivatives,
			extensionFragDepth: material.extensions && material.extensions.fragDepth,
			extensionDrawBuffers: material.extensions && material.extensions.drawBuffers,
			extensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,

			rendererExtensionFragDepth: isWebGL2 || extensions.get( 'EXT_frag_depth' ) !== null,
			rendererExtensionDrawBuffers: isWebGL2 || extensions.get( 'WEBGL_draw_buffers' ) !== null,
			rendererExtensionShaderTextureLod: isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) !== null,

			onBeforeCompile: material.onBeforeCompile

		};

		return parameters;

	};

	this.getProgramCacheKey = function ( parameters ) {

		var array = [];

		if ( parameters.shaderID ) {

			array.push( parameters.shaderID );

		} else {

			array.push( parameters.fragmentShader );
			array.push( parameters.vertexShader );

		}

		if ( parameters.defines !== undefined ) {

			for ( var name in parameters.defines ) {

				array.push( name );
				array.push( parameters.defines[ name ] );

			}

		}

		if ( parameters.isRawShaderMaterial === undefined ) {

			for ( var i = 0; i < parameterNames.length; i ++ ) {

				array.push( parameters[ parameterNames[ i ] ] );

			}

			array.push( renderer.outputEncoding );
			array.push( renderer.gammaFactor );

		}

		array.push( parameters.onBeforeCompile.toString() );

		return array.join();

	};

	this.acquireProgram = function ( parameters, cacheKey ) {

		var program;

		// Check if code has been already compiled
		for ( var p = 0, pl = programs.length; p < pl; p ++ ) {

			var preexistingProgram = programs[ p ];

			if ( preexistingProgram.cacheKey === cacheKey ) {

				program = preexistingProgram;
				++ program.usedTimes;

				break;

			}

		}

		if ( program === undefined ) {

			program = new WebGLProgram( renderer, cacheKey, parameters );
			programs.push( program );

		}

		return program;

	};

	this.releaseProgram = function ( program ) {

		if ( -- program.usedTimes === 0 ) {

			// Remove from unordered set
			var i = programs.indexOf( program );
			programs[ i ] = programs[ programs.length - 1 ];
			programs.pop();

			// Free WebGL resources
			program.destroy();

		}

	};

	// Exposed for resource monitoring & error feedback via renderer.info:
	this.programs = programs;

}

/**
 * @author fordacious / fordacious.github.io
 */

function WebGLProperties() {

	var properties = new WeakMap();

	function get( object ) {

		var map = properties.get( object );

		if ( map === undefined ) {

			map = {};
			properties.set( object, map );

		}

		return map;

	}

	function remove( object ) {

		properties.delete( object );

	}

	function update( object, key, value ) {

		properties.get( object )[ key ] = value;

	}

	function dispose() {

		properties = new WeakMap();

	}

	return {
		get: get,
		remove: remove,
		update: update,
		dispose: dispose
	};

}

/**
 * @author mrdoob / http://mrdoob.com/
 */

function painterSortStable( a, b ) {

	if ( a.groupOrder !== b.groupOrder ) {

		return a.groupOrder - b.groupOrder;

	} else if ( a.renderOrder !== b.renderOrder ) {

		return a.renderOrder - b.renderOrder;

	} else if ( a.program !== b.program ) {

		return a.program.id - b.program.id;

	} else if ( a.material.id !== b.material.id ) {

		return a.material.id - b.material.id;

	} else if ( a.z !== b.z ) {

		return a.z - b.z;

	} else {

		return a.id - b.id;

	}

}

function reversePainterSortStable( a, b ) {

	if ( a.groupOrder !== b.groupOrder ) {

		return a.groupOrder - b.groupOrder;

	} else if ( a.renderOrder !== b.renderOrder ) {

		return a.renderOrder - b.renderOrder;

	} else if ( a.z !== b.z ) {

		return b.z - a.z;

	} else {

		return a.id - b.id;

	}

}


function WebGLRenderList() {

	var renderItems = [];
	var renderItemsIndex = 0;

	var opaque = [];
	var transparent = [];

	var defaultProgram = { id: - 1 };

	function init() {

		renderItemsIndex = 0;

		opaque.length = 0;
		transparent.length = 0;

	}

	function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {

		var renderItem = renderItems[ renderItemsIndex ];

		if ( renderItem === undefined ) {

			renderItem = {
				id: object.id,
				object: object,
				geometry: geometry,
				material: material,
				program: material.program || defaultProgram,
				groupOrder: groupOrder,
				renderOrder: object.renderOrder,
				z: z,
				group: group
			};

			renderItems[ renderItemsIndex ] = renderItem;

		} else {

			renderItem.id = object.id;
			renderItem.object = object;
			renderItem.geometry = geometry;
			renderItem.material = material;
			renderItem.program = material.program || defaultProgram;
			renderItem.groupOrder = groupOrder;
			renderItem.renderOrder = object.renderOrder;
			renderItem.z = z;
			renderItem.group = group;

		}

		renderItemsIndex ++;

		return renderItem;

	}

	function push( object, geometry, material, groupOrder, z, group ) {

		var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );

		( material.transparent === true ? transparent : opaque ).push( renderItem );

	}

	function unshift( object, geometry, material, groupOrder, z, group ) {

		var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );

		( material.transparent === true ? transparent : opaque ).unshift( renderItem );

	}

	function sort( customOpaqueSort, customTransparentSort ) {

		if ( opaque.length > 1 ) opaque.sort( customOpaqueSort || painterSortStable );
		if ( transparent.length > 1 ) transparent.sort( customTransparentSort || reversePainterSortStable );

	}

	function finish() {

		// Clear references from inactive renderItems in the list

		for ( var i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) {

			var renderItem = renderItems[ i ];

			if ( renderItem.id === null ) break;

			renderItem.id = null;
			renderItem.object = null;
			renderItem.geometry = null;
			renderItem.material = null;
			renderItem.program = null;
			renderItem.group = null;

		}

	}

	return {
		opaque: opaque,
		transparent: transparent,

		init: init,
		push: push,
		unshift: unshift,
		finish: finish,

		sort: sort
	};

}

function WebGLRenderLists() {

	var lists = new WeakMap();

	function onSceneDispose( event ) {

		var scene = event.target;

		scene.removeEventListener( 'dispose', onSceneDispose );

		lists.delete( scene );

	}

	function get( scene, camera ) {

		var cameras = lists.get( scene );
		var list;
		if ( cameras === undefined ) {

			list = new WebGLRenderList();
			lists.set( scene, new WeakMap() );
			lists.get( scene ).set( camera, list );

			scene.addEventListener( 'dispose', onSceneDispose );

		} else {

			list = cameras.get( camera );
			if ( list === undefined ) {

				list = new WebGLRenderList();
				cameras.set( camera, list );

			}

		}

		return list;

	}

	function dispose() {

		lists = new WeakMap();

	}

	return {
		get: get,
		dispose: dispose
	};

}

/**
 * @author mrdoob / http://mrdoob.com/
 */

function UniformsCache() {

	var lights = {};

	return {

		get: function ( light ) {

			if ( lights[ light.id ] !== undefined ) {

				return lights[ light.id ];

			}

			var uniforms;

			switch ( light.type ) {

				case 'DirectionalLight':
					uniforms = {
						direction: new Vector3(),
						color: new Color()
					};
					break;

				case 'SpotLight':
					uniforms = {
						position: new Vector3(),
						direction: new Vector3(),
						color: new Color(),
						distance: 0,
						coneCos: 0,
						penumbraCos: 0,
						decay: 0
					};
					break;

				case 'PointLight':
					uniforms = {
						position: new Vector3(),
						color: new Color(),
						distance: 0,
						decay: 0
					};
					break;

				case 'HemisphereLight':
					uniforms = {
						direction: new Vector3(),
						skyColor: new Color(),
						groundColor: new Color()
					};
					break;

				case 'RectAreaLight':
					uniforms = {
						color: new Color(),
						position: new Vector3(),
						halfWidth: new Vector3(),
						halfHeight: new Vector3()
					};
					break;

			}

			lights[ light.id ] = uniforms;

			return uniforms;

		}

	};

}

function ShadowUniformsCache() {

	var lights = {};

	return {

		get: function ( light ) {

			if ( lights[ light.id ] !== undefined ) {

				return lights[ light.id ];

			}

			var uniforms;

			switch ( light.type ) {

				case 'DirectionalLight':
					uniforms = {
						shadowBias: 0,
						shadowRadius: 1,
						shadowMapSize: new Vector2()
					};
					break;

				case 'SpotLight':
					uniforms = {
						shadowBias: 0,
						shadowRadius: 1,
						shadowMapSize: new Vector2()
					};
					break;

				case 'PointLight':
					uniforms = {
						shadowBias: 0,
						shadowRadius: 1,
						shadowMapSize: new Vector2(),
						shadowCameraNear: 1,
						shadowCameraFar: 1000
					};
					break;

				// TODO (abelnation): set RectAreaLight shadow uniforms

			}

			lights[ light.id ] = uniforms;

			return uniforms;

		}

	};

}



var nextVersion = 0;

function shadowCastingLightsFirst( lightA, lightB ) {

	return ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );

}

function WebGLLights() {

	var cache = new UniformsCache();

	var shadowCache = ShadowUniformsCache();

	var state = {

		version: 0,

		hash: {
			directionalLength: - 1,
			pointLength: - 1,
			spotLength: - 1,
			rectAreaLength: - 1,
			hemiLength: - 1,

			numDirectionalShadows: - 1,
			numPointShadows: - 1,
			numSpotShadows: - 1
		},

		ambient: [ 0, 0, 0 ],
		probe: [],
		directional: [],
		directionalShadow: [],
		directionalShadowMap: [],
		directionalShadowMatrix: [],
		spot: [],
		spotShadow: [],
		spotShadowMap: [],
		spotShadowMatrix: [],
		rectArea: [],
		point: [],
		pointShadow: [],
		pointShadowMap: [],
		pointShadowMatrix: [],
		hemi: []

	};

	for ( var i = 0; i < 9; i ++ ) state.probe.push( new Vector3() );

	var vector3 = new Vector3();
	var matrix4 = new Matrix4();
	var matrix42 = new Matrix4();

	function setup( lights, shadows, camera ) {

		var r = 0, g = 0, b = 0;

		for ( var i = 0; i < 9; i ++ ) state.probe[ i ].set( 0, 0, 0 );

		var directionalLength = 0;
		var pointLength = 0;
		var spotLength = 0;
		var rectAreaLength = 0;
		var hemiLength = 0;

		var numDirectionalShadows = 0;
		var numPointShadows = 0;
		var numSpotShadows = 0;

		var viewMatrix = camera.matrixWorldInverse;

		lights.sort( shadowCastingLightsFirst );

		for ( var i = 0, l = lights.length; i < l; i ++ ) {

			var light = lights[ i ];

			var color = light.color;
			var intensity = light.intensity;
			var distance = light.distance;

			var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;

			if ( light.isAmbientLight ) {

				r += color.r * intensity;
				g += color.g * intensity;
				b += color.b * intensity;

			} else if ( light.isLightProbe ) {

				for ( var j = 0; j < 9; j ++ ) {

					state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );

				}

			} else if ( light.isDirectionalLight ) {

				var uniforms = cache.get( light );

				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
				vector3.setFromMatrixPosition( light.target.matrixWorld );
				uniforms.direction.sub( vector3 );
				uniforms.direction.transformDirection( viewMatrix );

				if ( light.castShadow ) {

					var shadow = light.shadow;

					var shadowUniforms = shadowCache.get( light );

					shadowUniforms.shadowBias = shadow.bias;
					shadowUniforms.shadowRadius = shadow.radius;
					shadowUniforms.shadowMapSize = shadow.mapSize;

					state.directionalShadow[ directionalLength ] = shadowUniforms;
					state.directionalShadowMap[ directionalLength ] = shadowMap;
					state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;

					numDirectionalShadows ++;

				}

				state.directional[ directionalLength ] = uniforms;

				directionalLength ++;

			} else if ( light.isSpotLight ) {

				var uniforms = cache.get( light );

				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );

				uniforms.color.copy( color ).multiplyScalar( intensity );
				uniforms.distance = distance;

				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
				vector3.setFromMatrixPosition( light.target.matrixWorld );
				uniforms.direction.sub( vector3 );
				uniforms.direction.transformDirection( viewMatrix );

				uniforms.coneCos = Math.cos( light.angle );
				uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
				uniforms.decay = light.decay;

				if ( light.castShadow ) {

					var shadow = light.shadow;

					var shadowUniforms = shadowCache.get( light );

					shadowUniforms.shadowBias = shadow.bias;
					shadowUniforms.shadowRadius = shadow.radius;
					shadowUniforms.shadowMapSize = shadow.mapSize;

					state.spotShadow[ spotLength ] = shadowUniforms;
					state.spotShadowMap[ spotLength ] = shadowMap;
					state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;

					numSpotShadows ++;

				}

				state.spot[ spotLength ] = uniforms;

				spotLength ++;

			} else if ( light.isRectAreaLight ) {

				var uniforms = cache.get( light );

				// (a) intensity is the total visible light emitted
				//uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );

				// (b) intensity is the brightness of the light
				uniforms.color.copy( color ).multiplyScalar( intensity );

				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );

				// extract local rotation of light to derive width/height half vectors
				matrix42.identity();
				matrix4.copy( light.matrixWorld );
				matrix4.premultiply( viewMatrix );
				matrix42.extractRotation( matrix4 );

				uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
				uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );

				uniforms.halfWidth.applyMatrix4( matrix42 );
				uniforms.halfHeight.applyMatrix4( matrix42 );

				// TODO (abelnation): RectAreaLight distance?
				// uniforms.distance = distance;

				state.rectArea[ rectAreaLength ] = uniforms;

				rectAreaLength ++;

			} else if ( light.isPointLight ) {

				var uniforms = cache.get( light );

				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );

				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
				uniforms.distance = light.distance;
				uniforms.decay = light.decay;

				if ( light.castShadow ) {

					var shadow = light.shadow;

					var shadowUniforms = shadowCache.get( light );

					shadowUniforms.shadowBias = shadow.bias;
					shadowUniforms.shadowRadius = shadow.radius;
					shadowUniforms.shadowMapSize = shadow.mapSize;
					shadowUniforms.shadowCameraNear = shadow.camera.near;
					shadowUniforms.shadowCameraFar = shadow.camera.far;

					state.pointShadow[ pointLength ] = shadowUniforms;
					state.pointShadowMap[ pointLength ] = shadowMap;
					state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;

					numPointShadows ++;

				}

				state.point[ pointLength ] = uniforms;

				pointLength ++;

			} else if ( light.isHemisphereLight ) {

				var uniforms = cache.get( light );

				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
				uniforms.direction.transformDirection( viewMatrix );
				uniforms.direction.normalize();

				uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
				uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );

				state.hemi[ hemiLength ] = uniforms;

				hemiLength ++;

			}

		}

		state.ambient[ 0 ] = r;
		state.ambient[ 1 ] = g;
		state.ambient[ 2 ] = b;

		var hash = state.hash;

		if ( hash.directionalLength !== directionalLength ||
			hash.pointLength !== pointLength ||
			hash.spotLength !== spotLength ||
			hash.rectAreaLength !== rectAreaLength ||
			hash.hemiLength !== hemiLength ||
			hash.numDirectionalShadows !== numDirectionalShadows ||
			hash.numPointShadows !== numPointShadows ||
			hash.numSpotShadows !== numSpotShadows ) {

			state.directional.length = directionalLength;
			state.spot.length = spotLength;
			state.rectArea.length = rectAreaLength;
			state.point.length = pointLength;
			state.hemi.length = hemiLength;

			state.directionalShadow.length = numDirectionalShadows;
			state.directionalShadowMap.length = numDirectionalShadows;
			state.pointShadow.length = numPointShadows;
			state.pointShadowMap.length = numPointShadows;
			state.spotShadow.length = numSpotShadows;
			state.spotShadowMap.length = numSpotShadows;
			state.directionalShadowMatrix.length = numDirectionalShadows;
			state.pointShadowMatrix.length = numPointShadows;
			state.spotShadowMatrix.length = numSpotShadows;

			hash.directionalLength = directionalLength;
			hash.pointLength = pointLength;
			hash.spotLength = spotLength;
			hash.rectAreaLength = rectAreaLength;
			hash.hemiLength = hemiLength;

			hash.numDirectionalShadows = numDirectionalShadows;
			hash.numPointShadows = numPointShadows;
			hash.numSpotShadows = numSpotShadows;

			state.version = nextVersion ++;

		}

	}

	return {
		setup: setup,
		state: state
	};

}

/**
 * @author Mugen87 / https://github.com/Mugen87
 */

function WebGLRenderState() {

	var lights = new WebGLLights();

	var lightsArray = [];
	var shadowsArray = [];

	function init() {

		lightsArray.length = 0;
		shadowsArray.length = 0;

	}

	function pushLight( light ) {

		lightsArray.push( light );

	}

	function pushShadow( shadowLight ) {

		shadowsArray.push( shadowLight );

	}

	function setupLights( camera ) {

		lights.setup( lightsArray, shadowsArray, camera );

	}

	var state = {
		lightsArray: lightsArray,
		shadowsArray: shadowsArray,

		lights: lights
	};

	return {
		init: init,
		state: state,
		setupLights: setupLights,

		pushLight: pushLight,
		pushShadow: pushShadow
	};

}

function WebGLRenderStates() {

	var renderStates = new WeakMap();

	function onSceneDispose( event ) {

		var scene = event.target;

		scene.removeEventListener( 'dispose', onSceneDispose );

		renderStates.delete( scene );

	}

	function get( scene, camera ) {

		var renderState;

		if ( renderStates.has( scene ) === false ) {

			renderState = new WebGLRenderState();
			renderStates.set( scene, new WeakMap() );
			renderStates.get( scene ).set( camera, renderState );

			scene.addEventListener( 'dispose', onSceneDispose );

		} else {

			if ( renderStates.get( scene ).has( camera ) === false ) {

				renderState = new WebGLRenderState();
				renderStates.get( scene ).set( camera, renderState );

			} else {

				renderState = renderStates.get( scene ).get( camera );

			}

		}

		return renderState;

	}

	function dispose() {

		renderStates = new WeakMap();

	}

	return {
		get: get,
		dispose: dispose
	};

}

/**
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 * @author bhouston / https://clara.io
 * @author WestLangley / http://github.com/WestLangley
 *
 * parameters = {
 *
 *  opacity: <float>,
 *
 *  map: new THREE.Texture( <Image> ),
 *
 *  alphaMap: new THREE.Texture( <Image> ),
 *
 *  displacementMap: new THREE.Texture( <Image> ),
 *  displacementScale: <float>,
 *  displacementBias: <float>,
 *
 *  wireframe: <boolean>,
 *  wireframeLinewidth: <float>
 * }
 */

function MeshDepthMaterial( parameters ) {

	Material.call( this );

	this.type = 'MeshDepthMaterial';

	this.depthPacking = BasicDepthPacking;

	this.skinning = false;
	this.morphTargets = false;

	this.map = null;

	this.alphaMap = null;

	this.displacementMap = null;
	this.displacementScale = 1;
	this.displacementBias = 0;

	this.wireframe = false;
	this.wireframeLinewidth = 1;

	this.fog = false;

	this.setValues( parameters );

}

MeshDepthMaterial.prototype = Object.create( Material.prototype );
MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;

MeshDepthMaterial.prototype.isMeshDepthMaterial = true;

MeshDepthMaterial.prototype.copy = function ( source ) {

	Material.prototype.copy.call( this, source );

	this.depthPacking = source.depthPacking;

	this.skinning = source.skinning;
	this.morphTargets = source.morphTargets;

	this.map = source.map;

	this.alphaMap = source.alphaMap;

	this.displacementMap = source.displacementMap;
	this.displacementScale = source.displacementScale;
	this.displacementBias = source.displacementBias;

	this.wireframe = source.wireframe;
	this.wireframeLinewidth = source.wireframeLinewidth;

	return this;

};

/**
 * @author WestLangley / http://github.com/WestLangley
 *
 * parameters = {
 *
 *  referencePosition: <float>,
 *  nearDistance: <float>,
 *  farDistance: <float>,
 *
 *  skinning: <bool>,
 *  morphTargets: <bool>,
 *
 *  map: new THREE.Texture( <Image> ),
 *
 *  alphaMap: new THREE.Texture( <Image> ),
 *
 *  displacementMap: new THREE.Texture( <Image> ),
 *  displacementScale: <float>,
 *  displacementBias: <float>
 *
 * }
 */

function MeshDistanceMaterial( parameters ) {

	Material.call( this );

	this.type = 'MeshDistanceMaterial';

	this.referencePosition = new Vector3();
	this.nearDistance = 1;
	this.farDistance = 1000;

	this.skinning = false;
	this.morphTargets = false;

	this.map = null;

	this.alphaMap = null;

	this.displacementMap = null;
	this.displacementScale = 1;
	this.displacementBias = 0;

	this.fog = false;

	this.setValues( parameters );

}

MeshDistanceMaterial.prototype = Object.create( Material.prototype );
MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;

MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;

MeshDistanceMaterial.prototype.copy = function ( source ) {

	Material.prototype.copy.call( this, source );

	this.referencePosition.copy( source.referencePosition );
	this.nearDistance = source.nearDistance;
	this.farDistance = source.farDistance;

	this.skinning = source.skinning;
	this.morphTargets = source.morphTargets;

	this.map = source.map;

	this.alphaMap = source.alphaMap;

	this.displacementMap = source.displacementMap;
	this.displacementScale = source.displacementScale;
	this.displacementBias = source.displacementBias;

	return this;

};

var vsm_frag = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include <packing>\nvoid main() {\n  float mean = 0.0;\n  float squared_mean = 0.0;\n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy  ) / resolution ) );\n  for ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n    #ifdef HORIZONAL_PASS\n      vec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n      mean += distribution.x;\n      squared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n    #else\n      float depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0,  i )  * radius ) / resolution ) );\n      mean += depth;\n      squared_mean += depth * depth;\n    #endif\n  }\n  mean = mean * HALF_SAMPLE_RATE;\n  squared_mean = squared_mean * HALF_SAMPLE_RATE;\n  float std_dev = sqrt( squared_mean - mean * mean );\n  gl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}";

var vsm_vert = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";

/**
 * @author alteredq / http://alteredqualia.com/
 * @author mrdoob / http://mrdoob.com/
 */

function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {

	var _frustum = new Frustum(),

		_shadowMapSize = new Vector2(),
		_viewportSize = new Vector2(),

		_viewport = new Vector4(),

		_depthMaterials = [],
		_distanceMaterials = [],

		_materialCache = {};

	var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };

	var shadowMaterialVertical = new ShaderMaterial( {

		defines: {
			SAMPLE_RATE: 2.0 / 8.0,
			HALF_SAMPLE_RATE: 1.0 / 8.0
		},

		uniforms: {
			shadow_pass: { value: null },
			resolution: { value: new Vector2() },
			radius: { value: 4.0 }
		},

		vertexShader: vsm_vert,

		fragmentShader: vsm_frag

	} );

	var shadowMaterialHorizonal = shadowMaterialVertical.clone();
	shadowMaterialHorizonal.defines.HORIZONAL_PASS = 1;

	var fullScreenTri = new BufferGeometry();
	fullScreenTri.setAttribute(
		"position",
		new BufferAttribute(
			new Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),
			3
		)
	);

	var fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );

	var scope = this;

	this.enabled = false;

	this.autoUpdate = true;
	this.needsUpdate = false;

	this.type = PCFShadowMap;

	this.render = function ( lights, scene, camera ) {

		if ( scope.enabled === false ) return;
		if ( scope.autoUpdate === false && scope.needsUpdate === false ) return;

		if ( lights.length === 0 ) return;

		var currentRenderTarget = _renderer.getRenderTarget();
		var activeCubeFace = _renderer.getActiveCubeFace();
		var activeMipmapLevel = _renderer.getActiveMipmapLevel();

		var _state = _renderer.state;

		// Set GL state for depth map.
		_state.setBlending( NoBlending );
		_state.buffers.color.setClear( 1, 1, 1, 1 );
		_state.buffers.depth.setTest( true );
		_state.setScissorTest( false );

		// render depth map

		for ( var i = 0, il = lights.length; i < il; i ++ ) {

			var light = lights[ i ];
			var shadow = light.shadow;

			if ( shadow === undefined ) {

				console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
				continue;

			}

			_shadowMapSize.copy( shadow.mapSize );

			var shadowFrameExtents = shadow.getFrameExtents();

			_shadowMapSize.multiply( shadowFrameExtents );

			_viewportSize.copy( shadow.mapSize );

			if ( _shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize ) {

				if ( _shadowMapSize.x > maxTextureSize ) {

					_viewportSize.x = Math.floor( maxTextureSize / shadowFrameExtents.x );
					_shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;
					shadow.mapSize.x = _viewportSize.x;

				}

				if ( _shadowMapSize.y > maxTextureSize ) {

					_viewportSize.y = Math.floor( maxTextureSize / shadowFrameExtents.y );
					_shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;
					shadow.mapSize.y = _viewportSize.y;

				}

			}

			if ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {

				var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };

				shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
				shadow.map.texture.name = light.name + ".shadowMap";

				shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );

				shadow.camera.updateProjectionMatrix();

			}

			if ( shadow.map === null ) {

				var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };

				shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
				shadow.map.texture.name = light.name + ".shadowMap";

				shadow.camera.updateProjectionMatrix();

			}

			_renderer.setRenderTarget( shadow.map );
			_renderer.clear();

			var viewportCount = shadow.getViewportCount();

			for ( var vp = 0; vp < viewportCount; vp ++ ) {

				var viewport = shadow.getViewport( vp );

				_viewport.set(
					_viewportSize.x * viewport.x,
					_viewportSize.y * viewport.y,
					_viewportSize.x * viewport.z,
					_viewportSize.y * viewport.w
				);

				_state.viewport( _viewport );

				shadow.updateMatrices( light, vp );

				_frustum = shadow.getFrustum();

				renderObject( scene, camera, shadow.camera, light, this.type );

			}

			// do blur pass for VSM

			if ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {

				VSMPass( shadow, camera );

			}

		}

		scope.needsUpdate = false;

		_renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );

	};

	function VSMPass( shadow, camera ) {

		var geometry = _objects.update( fullScreenMesh );

		// vertical pass

		shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
		shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
		shadowMaterialVertical.uniforms.radius.value = shadow.radius;
		_renderer.setRenderTarget( shadow.mapPass );
		_renderer.clear();
		_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );

		// horizonal pass

		shadowMaterialHorizonal.uniforms.shadow_pass.value = shadow.mapPass.texture;
		shadowMaterialHorizonal.uniforms.resolution.value = shadow.mapSize;
		shadowMaterialHorizonal.uniforms.radius.value = shadow.radius;
		_renderer.setRenderTarget( shadow.map );
		_renderer.clear();
		_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizonal, fullScreenMesh, null );

	}

	function getDepthMaterialVariant( useMorphing, useSkinning, useInstancing ) {

		var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;

		var material = _depthMaterials[ index ];

		if ( material === undefined ) {

			material = new MeshDepthMaterial( {

				depthPacking: RGBADepthPacking,

				morphTargets: useMorphing,
				skinning: useSkinning

			} );

			_depthMaterials[ index ] = material;

		}

		return material;

	}

	function getDistanceMaterialVariant( useMorphing, useSkinning, useInstancing ) {

		var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;

		var material = _distanceMaterials[ index ];

		if ( material === undefined ) {

			material = new MeshDistanceMaterial( {

				morphTargets: useMorphing,
				skinning: useSkinning

			} );

			_distanceMaterials[ index ] = material;

		}

		return material;

	}

	function getDepthMaterial( object, geometry, material, light, shadowCameraNear, shadowCameraFar, type ) {

		var result = null;

		var getMaterialVariant = getDepthMaterialVariant;
		var customMaterial = object.customDepthMaterial;

		if ( light.isPointLight === true ) {

			getMaterialVariant = getDistanceMaterialVariant;
			customMaterial = object.customDistanceMaterial;

		}

		if ( customMaterial === undefined ) {

			var useMorphing = false;

			if ( material.morphTargets === true ) {

				useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;

			}

			var useSkinning = false;

			if ( object.isSkinnedMesh === true ) {

				if ( material.skinning === true ) {

					useSkinning = true;

				} else {

					console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );

				}

			}

			var useInstancing = object.isInstancedMesh === true;

			result = getMaterialVariant( useMorphing, useSkinning, useInstancing );

		} else {

			result = customMaterial;

		}

		if ( _renderer.localClippingEnabled &&
				material.clipShadows === true &&
				material.clippingPlanes.length !== 0 ) {

			// in this case we need a unique material instance reflecting the
			// appropriate state

			var keyA = result.uuid, keyB = material.uuid;

			var materialsForVariant = _materialCache[ keyA ];

			if ( materialsForVariant === undefined ) {

				materialsForVariant = {};
				_materialCache[ keyA ] = materialsForVariant;

			}

			var cachedMaterial = materialsForVariant[ keyB ];

			if ( cachedMaterial === undefined ) {

				cachedMaterial = result.clone();
				materialsForVariant[ keyB ] = cachedMaterial;

			}

			result = cachedMaterial;

		}

		result.visible = material.visible;
		result.wireframe = material.wireframe;

		if ( type === VSMShadowMap ) {

			result.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;

		} else {

			result.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];

		}

		result.clipShadows = material.clipShadows;
		result.clippingPlanes = material.clippingPlanes;
		result.clipIntersection = material.clipIntersection;

		result.wireframeLinewidth = material.wireframeLinewidth;
		result.linewidth = material.linewidth;

		if ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {

			result.referencePosition.setFromMatrixPosition( light.matrixWorld );
			result.nearDistance = shadowCameraNear;
			result.farDistance = shadowCameraFar;

		}

		return result;

	}

	function renderObject( object, camera, shadowCamera, light, type ) {

		if ( object.visible === false ) return;

		var visible = object.layers.test( camera.layers );

		if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {

			if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {

				object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );

				var geometry = _objects.update( object );
				var material = object.material;

				if ( Array.isArray( material ) ) {

					var groups = geometry.groups;

					for ( var k = 0, kl = groups.length; k < kl; k ++ ) {

						var group = groups[ k ];
						var groupMaterial = material[ group.materialIndex ];

						if ( groupMaterial && groupMaterial.visible ) {

							var depthMaterial = getDepthMaterial( object, geometry, groupMaterial, light, shadowCamera.near, shadowCamera.far, type );

							_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );

						}

					}

				} else if ( material.visible ) {

					var depthMaterial = getDepthMaterial( object, geometry, material, light, shadowCamera.near, shadowCamera.far, type );

					_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );

				}

			}

		}

		var children = object.children;

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

			renderObject( children[ i ], camera, shadowCamera, light, type );

		}

	}

}

/**
 * @author mrdoob / http://mrdoob.com/
 */

function WebGLState( gl, extensions, capabilities ) {

	var isWebGL2 = capabilities.isWebGL2;

	function ColorBuffer() {

		var locked = false;

		var color = new Vector4();
		var currentColorMask = null;
		var currentColorClear = new Vector4( 0, 0, 0, 0 );

		return {

			setMask: function ( colorMask ) {

				if ( currentColorMask !== colorMask && ! locked ) {

					gl.colorMask( colorMask, colorMask, colorMask, colorMask );
					currentColorMask = colorMask;

				}

			},

			setLocked: function ( lock ) {

				locked = lock;

			},

			setClear: function ( r, g, b, a, premultipliedAlpha ) {

				if ( premultipliedAlpha === true ) {

					r *= a; g *= a; b *= a;

				}

				color.set( r, g, b, a );

				if ( currentColorClear.equals( color ) === false ) {

					gl.clearColor( r, g, b, a );
					currentColorClear.copy( color );

				}

			},

			reset: function () {

				locked = false;

				currentColorMask = null;
				currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state

			}

		};

	}

	function DepthBuffer() {

		var locked = false;

		var currentDepthMask = null;
		var currentDepthFunc = null;
		var currentDepthClear = null;

		return {

			setTest: function ( depthTest ) {

				if ( depthTest ) {

					enable( 2929 );

				} else {

					disable( 2929 );

				}

			},

			setMask: function ( depthMask ) {

				if ( currentDepthMask !== depthMask && ! locked ) {

					gl.depthMask( depthMask );
					currentDepthMask = depthMask;

				}

			},

			setFunc: function ( depthFunc ) {

				if ( currentDepthFunc !== depthFunc ) {

					if ( depthFunc ) {

						switch ( depthFunc ) {

							case NeverDepth:

								gl.depthFunc( 512 );
								break;

							case AlwaysDepth:

								gl.depthFunc( 519 );
								break;

							case LessDepth:

								gl.depthFunc( 513 );
								break;

							case LessEqualDepth:

								gl.depthFunc( 515 );
								break;

							case EqualDepth:

								gl.depthFunc( 514 );
								break;

							case GreaterEqualDepth:

								gl.depthFunc( 518 );
								break;

							case GreaterDepth:

								gl.depthFunc( 516 );
								break;

							case NotEqualDepth:

								gl.depthFunc( 517 );
								break;

							default:

								gl.depthFunc( 515 );

						}

					} else {

						gl.depthFunc( 515 );

					}

					currentDepthFunc = depthFunc;

				}

			},

			setLocked: function ( lock ) {

				locked = lock;

			},

			setClear: function ( depth ) {

				if ( currentDepthClear !== depth ) {

					gl.clearDepth( depth );
					currentDepthClear = depth;

				}

			},

			reset: function () {

				locked = false;

				currentDepthMask = null;
				currentDepthFunc = null;
				currentDepthClear = null;

			}

		};

	}

	function StencilBuffer() {

		var locked = false;

		var currentStencilMask = null;
		var currentStencilFunc = null;
		var currentStencilRef = null;
		var currentStencilFuncMask = null;
		var currentStencilFail = null;
		var currentStencilZFail = null;
		var currentStencilZPass = null;
		var currentStencilClear = null;

		return {

			setTest: function ( stencilTest ) {

				if ( ! locked ) {

					if ( stencilTest ) {

						enable( 2960 );

					} else {

						disable( 2960 );

					}

				}

			},

			setMask: function ( stencilMask ) {

				if ( currentStencilMask !== stencilMask && ! locked ) {

					gl.stencilMask( stencilMask );
					currentStencilMask = stencilMask;

				}

			},

			setFunc: function ( stencilFunc, stencilRef, stencilMask ) {

				if ( currentStencilFunc !== stencilFunc ||
				     currentStencilRef 	!== stencilRef 	||
				     currentStencilFuncMask !== stencilMask ) {

					gl.stencilFunc( stencilFunc, stencilRef, stencilMask );

					currentStencilFunc = stencilFunc;
					currentStencilRef = stencilRef;
					currentStencilFuncMask = stencilMask;

				}

			},

			setOp: function ( stencilFail, stencilZFail, stencilZPass ) {

				if ( currentStencilFail	 !== stencilFail 	||
				     currentStencilZFail !== stencilZFail ||
				     currentStencilZPass !== stencilZPass ) {

					gl.stencilOp( stencilFail, stencilZFail, stencilZPass );

					currentStencilFail = stencilFail;
					currentStencilZFail = stencilZFail;
					currentStencilZPass = stencilZPass;

				}

			},

			setLocked: function ( lock ) {

				locked = lock;

			},

			setClear: function ( stencil ) {

				if ( currentStencilClear !== stencil ) {

					gl.clearStencil( stencil );
					currentStencilClear = stencil;

				}

			},

			reset: function () {

				locked = false;

				currentStencilMask = null;
				currentStencilFunc = null;
				currentStencilRef = null;
				currentStencilFuncMask = null;
				currentStencilFail = null;
				currentStencilZFail = null;
				currentStencilZPass = null;
				currentStencilClear = null;

			}

		};

	}

	//

	var colorBuffer = new ColorBuffer();
	var depthBuffer = new DepthBuffer();
	var stencilBuffer = new StencilBuffer();

	var maxVertexAttributes = gl.getParameter( 34921 );
	var newAttributes = new Uint8Array( maxVertexAttributes );
	var enabledAttributes = new Uint8Array( maxVertexAttributes );
	var attributeDivisors = new Uint8Array( maxVertexAttributes );

	var enabledCapabilities = {};

	var currentProgram = null;

	var currentBlendingEnabled = null;
	var currentBlending = null;
	var currentBlendEquation = null;
	var currentBlendSrc = null;
	var currentBlendDst = null;
	var currentBlendEquationAlpha = null;
	var currentBlendSrcAlpha = null;
	var currentBlendDstAlpha = null;
	var currentPremultipledAlpha = false;

	var currentFlipSided = null;
	var currentCullFace = null;

	var currentLineWidth = null;

	var currentPolygonOffsetFactor = null;
	var currentPolygonOffsetUnits = null;

	var maxTextures = gl.getParameter( 35661 );

	var lineWidthAvailable = false;
	var version = 0;
	var glVersion = gl.getParameter( 7938 );

	if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {

		version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] );
		lineWidthAvailable = ( version >= 1.0 );

	} else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {

		version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] );
		lineWidthAvailable = ( version >= 2.0 );

	}

	var currentTextureSlot = null;
	var currentBoundTextures = {};

	var currentScissor = new Vector4();
	var currentViewport = new Vector4();

	function createTexture( type, target, count ) {

		var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
		var texture = gl.createTexture();

		gl.bindTexture( type, texture );
		gl.texParameteri( type, 10241, 9728 );
		gl.texParameteri( type, 10240, 9728 );

		for ( var i = 0; i < count; i ++ ) {

			gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );

		}

		return texture;

	}

	var emptyTextures = {};
	emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );
	emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );

	// init

	colorBuffer.setClear( 0, 0, 0, 1 );
	depthBuffer.setClear( 1 );
	stencilBuffer.setClear( 0 );

	enable( 2929 );
	depthBuffer.setFunc( LessEqualDepth );

	setFlipSided( false );
	setCullFace( CullFaceBack );
	enable( 2884 );

	setBlending( NoBlending );

	//

	function initAttributes() {

		for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {

			newAttributes[ i ] = 0;

		}

	}

	function enableAttribute( attribute ) {

		enableAttributeAndDivisor( attribute, 0 );

	}

	function enableAttributeAndDivisor( attribute, meshPerAttribute ) {

		newAttributes[ attribute ] = 1;

		if ( enabledAttributes[ attribute ] === 0 ) {

			gl.enableVertexAttribArray( attribute );
			enabledAttributes[ attribute ] = 1;

		}

		if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {

			var extension = isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );

			extension[ isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
			attributeDivisors[ attribute ] = meshPerAttribute;

		}

	}

	function disableUnusedAttributes() {

		for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {

			if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {

				gl.disableVertexAttribArray( i );
				enabledAttributes[ i ] = 0;

			}

		}

	}

	function vertexAttribPointer( index, size, type, normalized, stride, offset ) {

		if ( isWebGL2 === true && ( type === 5124 || type === 5125 ) ) {

			gl.vertexAttribIPointer( index, size, type, normalized, stride, offset );

		} else {

			gl.vertexAttribPointer( index, size, type, normalized, stride, offset );

		}

	}

	function enable( id ) {

		if ( enabledCapabilities[ id ] !== true ) {

			gl.enable( id );
			enabledCapabilities[ id ] = true;

		}

	}

	function disable( id ) {

		if ( enabledCapabilities[ id ] !== false ) {

			gl.disable( id );
			enabledCapabilities[ id ] = false;

		}

	}

	function useProgram( program ) {

		if ( currentProgram !== program ) {

			gl.useProgram( program );

			currentProgram = program;

			return true;

		}

		return false;

	}

	var equationToGL = {
		[ AddEquation ]: 32774,
		[ SubtractEquation ]: 32778,
		[ ReverseSubtractEquation ]: 32779
	};

	if ( isWebGL2 ) {

		equationToGL[ MinEquation ] = 32775;
		equationToGL[ MaxEquation ] = 32776;

	} else {

		var extension = extensions.get( 'EXT_blend_minmax' );

		if ( extension !== null ) {

			equationToGL[ MinEquation ] = extension.MIN_EXT;
			equationToGL[ MaxEquation ] = extension.MAX_EXT;

		}

	}

	var factorToGL = {
		[ ZeroFactor ]: 0,
		[ OneFactor ]: 1,
		[ SrcColorFactor ]: 768,
		[ SrcAlphaFactor ]: 770,
		[ SrcAlphaSaturateFactor ]: 776,
		[ DstColorFactor ]: 774,
		[ DstAlphaFactor ]: 772,
		[ OneMinusSrcColorFactor ]: 769,
		[ OneMinusSrcAlphaFactor ]: 771,
		[ OneMinusDstColorFactor ]: 775,
		[ OneMinusDstAlphaFactor ]: 773
	};

	function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {

		if ( blending === NoBlending ) {

			if ( currentBlendingEnabled ) {

				disable( 3042 );
				currentBlendingEnabled = false;

			}

			return;

		}

		if ( ! currentBlendingEnabled ) {

			enable( 3042 );
			currentBlendingEnabled = true;

		}

		if ( blending !== CustomBlending ) {

			if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {

				if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {

					gl.blendEquation( 32774 );

					currentBlendEquation = AddEquation;
					currentBlendEquationAlpha = AddEquation;

				}

				if ( premultipliedAlpha ) {

					switch ( blending ) {

						case NormalBlending:
							gl.blendFuncSeparate( 1, 771, 1, 771 );
							break;

						case AdditiveBlending:
							gl.blendFunc( 1, 1 );
							break;

						case SubtractiveBlending:
							gl.blendFuncSeparate( 0, 0, 769, 771 );
							break;

						case MultiplyBlending:
							gl.blendFuncSeparate( 0, 768, 0, 770 );
							break;

						default:
							console.error( 'THREE.WebGLState: Invalid blending: ', blending );
							break;

					}

				} else {

					switch ( blending ) {

						case NormalBlending:
							gl.blendFuncSeparate( 770, 771, 1, 771 );
							break;

						case AdditiveBlending:
							gl.blendFunc( 770, 1 );
							break;

						case SubtractiveBlending:
							gl.blendFunc( 0, 769 );
							break;

						case MultiplyBlending:
							gl.blendFunc( 0, 768 );
							break;

						default:
							console.error( 'THREE.WebGLState: Invalid blending: ', blending );
							break;

					}

				}

				currentBlendSrc = null;
				currentBlendDst = null;
				currentBlendSrcAlpha = null;
				currentBlendDstAlpha = null;

				currentBlending = blending;
				currentPremultipledAlpha = premultipliedAlpha;

			}

			return;

		}

		// custom blending

		blendEquationAlpha = blendEquationAlpha || blendEquation;
		blendSrcAlpha = blendSrcAlpha || blendSrc;
		blendDstAlpha = blendDstAlpha || blendDst;

		if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {

			gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );

			currentBlendEquation = blendEquation;
			currentBlendEquationAlpha = blendEquationAlpha;

		}

		if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {

			gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );

			currentBlendSrc = blendSrc;
			currentBlendDst = blendDst;
			currentBlendSrcAlpha = blendSrcAlpha;
			currentBlendDstAlpha = blendDstAlpha;

		}

		currentBlending = blending;
		currentPremultipledAlpha = null;

	}

	function setMaterial( material, frontFaceCW ) {

		material.side === DoubleSide
			? disable( 2884 )
			: enable( 2884 );

		var flipSided = ( material.side === BackSide );
		if ( frontFaceCW ) flipSided = ! flipSided;

		setFlipSided( flipSided );

		( material.blending === NormalBlending && material.transparent === false )
			? setBlending( NoBlending )
			: setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );

		depthBuffer.setFunc( material.depthFunc );
		depthBuffer.setTest( material.depthTest );
		depthBuffer.setMask( material.depthWrite );
		colorBuffer.setMask( material.colorWrite );

		var stencilWrite = material.stencilWrite;
		stencilBuffer.setTest( stencilWrite );
		if ( stencilWrite ) {

			stencilBuffer.setMask( material.stencilWriteMask );
			stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );
			stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );

		}

		setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );

	}

	//

	function setFlipSided( flipSided ) {

		if ( currentFlipSided !== flipSided ) {

			if ( flipSided ) {

				gl.frontFace( 2304 );

			} else {

				gl.frontFace( 2305 );

			}

			currentFlipSided = flipSided;

		}

	}

	function setCullFace( cullFace ) {

		if ( cullFace !== CullFaceNone ) {

			enable( 2884 );

			if ( cullFace !== currentCullFace ) {

				if ( cullFace === CullFaceBack ) {

					gl.cullFace( 1029 );

				} else if ( cullFace === CullFaceFront ) {

					gl.cullFace( 1028 );

				} else {

					gl.cullFace( 1032 );

				}

			}

		} else {

			disable( 2884 );

		}

		currentCullFace = cullFace;

	}

	function setLineWidth( width ) {

		if ( width !== currentLineWidth ) {

			if ( lineWidthAvailable ) gl.lineWidth( width );

			currentLineWidth = width;

		}

	}

	function setPolygonOffset( polygonOffset, factor, units ) {

		if ( polygonOffset ) {

			enable( 32823 );

			if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {

				gl.polygonOffset( factor, units );

				currentPolygonOffsetFactor = factor;
				currentPolygonOffsetUnits = units;

			}

		} else {

			disable( 32823 );

		}

	}

	function setScissorTest( scissorTest ) {

		if ( scissorTest ) {

			enable( 3089 );

		} else {

			disable( 3089 );

		}

	}

	// texture

	function activeTexture( webglSlot ) {

		if ( webglSlot === undefined ) webglSlot = 33984 + maxTextures - 1;

		if ( currentTextureSlot !== webglSlot ) {

			gl.activeTexture( webglSlot );
			currentTextureSlot = webglSlot;

		}

	}

	function bindTexture( webglType, webglTexture ) {

		if ( currentTextureSlot === null ) {

			activeTexture();

		}

		var boundTexture = currentBoundTextures[ currentTextureSlot ];

		if ( boundTexture === undefined ) {

			boundTexture = { type: undefined, texture: undefined };
			currentBoundTextures[ currentTextureSlot ] = boundTexture;

		}

		if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {

			gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );

			boundTexture.type = webglType;
			boundTexture.texture = webglTexture;

		}

	}

	function unbindTexture() {

		var boundTexture = currentBoundTextures[ currentTextureSlot ];

		if ( boundTexture !== undefined && boundTexture.type !== undefined ) {

			gl.bindTexture( boundTexture.type, null );

			boundTexture.type = undefined;
			boundTexture.texture = undefined;

		}

	}

	function compressedTexImage2D() {

		try {

			gl.compressedTexImage2D.apply( gl, arguments );

		} catch ( error ) {

			console.error( 'THREE.WebGLState:', error );

		}

	}

	function texImage2D() {

		try {

			gl.texImage2D.apply( gl, arguments );

		} catch ( error ) {

			console.error( 'THREE.WebGLState:', error );

		}

	}

	function texImage3D() {

		try {

			gl.texImage3D.apply( gl, arguments );

		} catch ( error ) {

			console.error( 'THREE.WebGLState:', error );

		}

	}

	//

	function scissor( scissor ) {

		if ( currentScissor.equals( scissor ) === false ) {

			gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
			currentScissor.copy( scissor );

		}

	}

	function viewport( viewport ) {

		if ( currentViewport.equals( viewport ) === false ) {

			gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
			currentViewport.copy( viewport );

		}

	}

	//

	function reset() {

		for ( var i = 0; i < enabledAttributes.length; i ++ ) {

			if ( enabledAttributes[ i ] === 1 ) {

				gl.disableVertexAttribArray( i );
				enabledAttributes[ i ] = 0;

			}

		}

		enabledCapabilities = {};

		currentTextureSlot = null;
		currentBoundTextures = {};

		currentProgram = null;

		currentBlending = null;

		currentFlipSided = null;
		currentCullFace = null;

		colorBuffer.reset();
		depthBuffer.reset();
		stencilBuffer.reset();

	}

	return {

		buffers: {
			color: colorBuffer,
			depth: depthBuffer,
			stencil: stencilBuffer
		},

		initAttributes: initAttributes,
		enableAttribute: enableAttribute,
		enableAttributeAndDivisor: enableAttributeAndDivisor,
		disableUnusedAttributes: disableUnusedAttributes,
		vertexAttribPointer: vertexAttribPointer,
		enable: enable,
		disable: disable,

		useProgram: useProgram,

		setBlending: setBlending,
		setMaterial: setMaterial,

		setFlipSided: setFlipSided,
		setCullFace: setCullFace,

		setLineWidth: setLineWidth,
		setPolygonOffset: setPolygonOffset,

		setScissorTest: setScissorTest,

		activeTexture: activeTexture,
		bindTexture: bindTexture,
		unbindTexture: unbindTexture,
		compressedTexImage2D: compressedTexImage2D,
		texImage2D: texImage2D,
		texImage3D: texImage3D,

		scissor: scissor,
		viewport: viewport,

		reset: reset

	};

}

/**
 * @author mrdoob / http://mrdoob.com/
 */

function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {

	var isWebGL2 = capabilities.isWebGL2;
	var maxTextures = capabilities.maxTextures;
	var maxCubemapSize = capabilities.maxCubemapSize;
	var maxTextureSize = capabilities.maxTextureSize;
	var maxSamples = capabilities.maxSamples;

	var _videoTextures = new WeakMap();
	var _canvas;

	// cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
	// also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
	// Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).

	var useOffscreenCanvas = false;

	try {

		useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'
			&& ( new OffscreenCanvas( 1, 1 ).getContext( "2d" ) ) !== null;

	} catch ( err ) {

		// Ignore any errors

	}

	function createCanvas( width, height ) {

		// Use OffscreenCanvas when available. Specially needed in web workers

		return useOffscreenCanvas ?
			new OffscreenCanvas( width, height ) :
			document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );

	}

	function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {

		var scale = 1;

		// handle case if texture exceeds max size

		if ( image.width > maxSize || image.height > maxSize ) {

			scale = maxSize / Math.max( image.width, image.height );

		}

		// only perform resize if necessary

		if ( scale < 1 || needsPowerOfTwo === true ) {

			// only perform resize for certain image types

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

				var floor = needsPowerOfTwo ? MathUtils.floorPowerOfTwo : Math.floor;

				var width = floor( scale * image.width );
				var height = floor( scale * image.height );

				if ( _canvas === undefined ) _canvas = createCanvas( width, height );

				// cube textures can't reuse the same canvas

				var canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;

				canvas.width = width;
				canvas.height = height;

				var context = canvas.getContext( '2d' );
				context.drawImage( image, 0, 0, width, height );

				console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );

				return canvas;

			} else {

				if ( 'data' in image ) {

					console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );

				}

				return image;

			}

		}

		return image;

	}

	function isPowerOfTwo( image ) {

		return MathUtils.isPowerOfTwo( image.width ) && MathUtils.isPowerOfTwo( image.height );

	}

	function textureNeedsPowerOfTwo( texture ) {

		if ( isWebGL2 ) return false;

		return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
			( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );

	}

	function textureNeedsGenerateMipmaps( texture, supportsMips ) {

		return texture.generateMipmaps && supportsMips &&
			texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;

	}

	function generateMipmap( target, texture, width, height ) {

		_gl.generateMipmap( target );

		var textureProperties = properties.get( texture );

		// Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
		textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;

	}

	function getInternalFormat( internalFormatName, glFormat, glType ) {

		if ( isWebGL2 === false ) return glFormat;

		if ( internalFormatName !== null ) {

			if ( _gl[ internalFormatName ] !== undefined ) return _gl[ internalFormatName ];

			console.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' );

		}

		var internalFormat = glFormat;

		if ( glFormat === 6403 ) {

			if ( glType === 5126 ) internalFormat = 33326;
			if ( glType === 5131 ) internalFormat = 33325;
			if ( glType === 5121 ) internalFormat = 33321;

		}

		if ( glFormat === 6407 ) {

			if ( glType === 5126 ) internalFormat = 34837;
			if ( glType === 5131 ) internalFormat = 34843;
			if ( glType === 5121 ) internalFormat = 32849;

		}

		if ( glFormat === 6408 ) {

			if ( glType === 5126 ) internalFormat = 34836;
			if ( glType === 5131 ) internalFormat = 34842;
			if ( glType === 5121 ) internalFormat = 32856;

		}

		if ( internalFormat === 33325 || internalFormat === 33326 ||
			internalFormat === 34842 || internalFormat === 34836 ) {

			extensions.get( 'EXT_color_buffer_float' );

		}

		return internalFormat;

	}

	// Fallback filters for non-power-of-2 textures

	function filterFallback( f ) {

		if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {

			return 9728;

		}

		return 9729;

	}

	//

	function onTextureDispose( event ) {

		var texture = event.target;

		texture.removeEventListener( 'dispose', onTextureDispose );

		deallocateTexture( texture );

		if ( texture.isVideoTexture ) {

			_videoTextures.delete( texture );

		}

		info.memory.textures --;

	}

	function onRenderTargetDispose( event ) {

		var renderTarget = event.target;

		renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );

		deallocateRenderTarget( renderTarget );

		info.memory.textures --;

	}

	//

	function deallocateTexture( texture ) {

		var textureProperties = properties.get( texture );

		if ( textureProperties.__webglInit === undefined ) return;

		_gl.deleteTexture( textureProperties.__webglTexture );

		properties.remove( texture );

	}

	function deallocateRenderTarget( renderTarget ) {

		var renderTargetProperties = properties.get( renderTarget );
		var textureProperties = properties.get( renderTarget.texture );

		if ( ! renderTarget ) return;

		if ( textureProperties.__webglTexture !== undefined ) {

			_gl.deleteTexture( textureProperties.__webglTexture );

		}

		if ( renderTarget.depthTexture ) {

			renderTarget.depthTexture.dispose();

		}

		if ( renderTarget.isWebGLCubeRenderTarget ) {

			for ( var i = 0; i < 6; i ++ ) {

				_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
				if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );

			}

		} else {

			_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
			if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );
			if ( renderTargetProperties.__webglMultisampledFramebuffer ) _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer );
			if ( renderTargetProperties.__webglColorRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer );
			if ( renderTargetProperties.__webglDepthRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer );

		}

		properties.remove( renderTarget.texture );
		properties.remove( renderTarget );

	}

	//

	var textureUnits = 0;

	function resetTextureUnits() {

		textureUnits = 0;

	}

	function allocateTextureUnit() {

		var textureUnit = textureUnits;

		if ( textureUnit >= maxTextures ) {

			console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );

		}

		textureUnits += 1;

		return textureUnit;

	}

	//

	function setTexture2D( texture, slot ) {

		var textureProperties = properties.get( texture );

		if ( texture.isVideoTexture ) updateVideoTexture( texture );

		if ( texture.version > 0 && textureProperties.__version !== texture.version ) {

			var image = texture.image;

			if ( image === undefined ) {

				console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );

			} else if ( image.complete === false ) {

				console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );

			} else {

				uploadTexture( textureProperties, texture, slot );
				return;

			}

		}

		state.activeTexture( 33984 + slot );
		state.bindTexture( 3553, textureProperties.__webglTexture );

	}

	function setTexture2DArray( texture, slot ) {

		var textureProperties = properties.get( texture );

		if ( texture.version > 0 && textureProperties.__version !== texture.version ) {

			uploadTexture( textureProperties, texture, slot );
			return;

		}

		state.activeTexture( 33984 + slot );
		state.bindTexture( 35866, textureProperties.__webglTexture );

	}

	function setTexture3D( texture, slot ) {

		var textureProperties = properties.get( texture );

		if ( texture.version > 0 && textureProperties.__version !== texture.version ) {

			uploadTexture( textureProperties, texture, slot );
			return;

		}

		state.activeTexture( 33984 + slot );
		state.bindTexture( 32879, textureProperties.__webglTexture );

	}

	function setTextureCube( texture, slot ) {

		if ( texture.image.length !== 6 ) return;

		var textureProperties = properties.get( texture );

		if ( texture.version > 0 && textureProperties.__version !== texture.version ) {

			initTexture( textureProperties, texture );

			state.activeTexture( 33984 + slot );
			state.bindTexture( 34067, textureProperties.__webglTexture );

			_gl.pixelStorei( 37440, texture.flipY );

			var isCompressed = ( texture && ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ) );
			var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );

			var cubeImage = [];

			for ( var i = 0; i < 6; i ++ ) {

				if ( ! isCompressed && ! isDataTexture ) {

					cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );

				} else {

					cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];

				}

			}

			var image = cubeImage[ 0 ],
				supportsMips = isPowerOfTwo( image ) || isWebGL2,
				glFormat = utils.convert( texture.format ),
				glType = utils.convert( texture.type ),
				glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );

			setTextureParameters( 34067, texture, supportsMips );

			var mipmaps;

			if ( isCompressed ) {

				for ( var i = 0; i < 6; i ++ ) {

					mipmaps = cubeImage[ i ].mipmaps;

					for ( var j = 0; j < mipmaps.length; j ++ ) {

						var mipmap = mipmaps[ j ];

						if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {

							if ( glFormat !== null ) {

								state.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );

							} else {

								console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );

							}

						} else {

							state.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );

						}

					}

				}

				textureProperties.__maxMipLevel = mipmaps.length - 1;

			} else {

				mipmaps = texture.mipmaps;

				for ( var i = 0; i < 6; i ++ ) {

					if ( isDataTexture ) {

						state.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );

						for ( var j = 0; j < mipmaps.length; j ++ ) {

							var mipmap = mipmaps[ j ];
							var mipmapImage = mipmap.image[ i ].image;

							state.texImage2D( 34069 + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );

						}

					} else {

						state.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );

						for ( var j = 0; j < mipmaps.length; j ++ ) {

							var mipmap = mipmaps[ j ];

							state.texImage2D( 34069 + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );

						}

					}

				}

				textureProperties.__maxMipLevel = mipmaps.length;

			}

			if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {

				// We assume images for cube map have the same size.
				generateMipmap( 34067, texture, image.width, image.height );

			}

			textureProperties.__version = texture.version;

			if ( texture.onUpdate ) texture.onUpdate( texture );

		} else {

			state.activeTexture( 33984 + slot );
			state.bindTexture( 34067, textureProperties.__webglTexture );

		}

	}

	function setTextureCubeDynamic( texture, slot ) {

		state.activeTexture( 33984 + slot );
		state.bindTexture( 34067, properties.get( texture ).__webglTexture );

	}

	var wrappingToGL = {
		[ RepeatWrapping ]: 10497,
		[ ClampToEdgeWrapping ]: 33071,
		[ MirroredRepeatWrapping ]: 33648
	};

	var filterToGL = {
		[ NearestFilter ]: 9728,
		[ NearestMipmapNearestFilter ]: 9984,
		[ NearestMipmapLinearFilter ]: 9986,

		[ LinearFilter ]: 9729,
		[ LinearMipmapNearestFilter ]: 9985,
		[ LinearMipmapLinearFilter ]: 9987
	};

	function setTextureParameters( textureType, texture, supportsMips ) {

		if ( supportsMips ) {

			_gl.texParameteri( textureType, 10242, wrappingToGL[ texture.wrapS ] );
			_gl.texParameteri( textureType, 10243, wrappingToGL[ texture.wrapT ] );

			if ( textureType === 32879 || textureType === 35866 ) {

				_gl.texParameteri( textureType, 32882, wrappingToGL[ texture.wrapR ] );

			}

			_gl.texParameteri( textureType, 10240, filterToGL[ texture.magFilter ] );
			_gl.texParameteri( textureType, 10241, filterToGL[ texture.minFilter ] );

		} else {

			_gl.texParameteri( textureType, 10242, 33071 );
			_gl.texParameteri( textureType, 10243, 33071 );

			if ( textureType === 32879 || textureType === 35866 ) {

				_gl.texParameteri( textureType, 32882, 33071 );

			}

			if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {

				console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );

			}

			_gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );
			_gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );

			if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {

				console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );

			}

		}

		var extension = extensions.get( 'EXT_texture_filter_anisotropic' );

		if ( extension ) {

			if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return;
			if ( texture.type === HalfFloatType && ( isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) return;

			if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {

				_gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
				properties.get( texture ).__currentAnisotropy = texture.anisotropy;

			}

		}

	}

	function initTexture( textureProperties, texture ) {

		if ( textureProperties.__webglInit === undefined ) {

			textureProperties.__webglInit = true;

			texture.addEventListener( 'dispose', onTextureDispose );

			textureProperties.__webglTexture = _gl.createTexture();

			info.memory.textures ++;

		}

	}

	function uploadTexture( textureProperties, texture, slot ) {

		var textureType = 3553;

		if ( texture.isDataTexture2DArray ) textureType = 35866;
		if ( texture.isDataTexture3D ) textureType = 32879;

		initTexture( textureProperties, texture );

		state.activeTexture( 33984 + slot );
		state.bindTexture( textureType, textureProperties.__webglTexture );

		_gl.pixelStorei( 37440, texture.flipY );
		_gl.pixelStorei( 37441, texture.premultiplyAlpha );
		_gl.pixelStorei( 3317, texture.unpackAlignment );

		var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
		var image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );

		var supportsMips = isPowerOfTwo( image ) || isWebGL2,
			glFormat = utils.convert( texture.format ),
			glType = utils.convert( texture.type ),
			glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );

		setTextureParameters( textureType, texture, supportsMips );

		var mipmap, mipmaps = texture.mipmaps;

		if ( texture.isDepthTexture ) {

			// populate depth texture with dummy data

			glInternalFormat = 6402;

			if ( isWebGL2 ) {

				if ( texture.type === FloatType ) {

					glInternalFormat = 36012;

				} else if ( texture.type === UnsignedIntType ) {

					glInternalFormat = 33190;

				} else if ( texture.type === UnsignedInt248Type ) {

					glInternalFormat = 35056;

				} else {

					glInternalFormat = 33189; // WebGL2 requires sized internalformat for glTexImage2D

				}

			} else {

				if ( texture.type === FloatType ) {

					console.error( 'WebGLRenderer: Floating point depth texture requires WebGL2.' );

				}

			}

			// validation checks for WebGL 1

			if ( texture.format === DepthFormat && glInternalFormat === 6402 ) {

				// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
				// DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
				// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
				if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {

					console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );

					texture.type = UnsignedShortType;
					glType = utils.convert( texture.type );

				}

			}

			if ( texture.format === DepthStencilFormat && glInternalFormat === 6402 ) {

				// Depth stencil textures need the DEPTH_STENCIL internal format
				// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
				glInternalFormat = 34041;

				// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
				// DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
				// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
				if ( texture.type !== UnsignedInt248Type ) {

					console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );

					texture.type = UnsignedInt248Type;
					glType = utils.convert( texture.type );

				}

			}

			//

			state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );

		} else if ( texture.isDataTexture ) {

			// use manually created mipmaps if available
			// if there are no manual mipmaps
			// set 0 level mipmap and then use GL to generate other mipmap levels

			if ( mipmaps.length > 0 && supportsMips ) {

				for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {

					mipmap = mipmaps[ i ];
					state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );

				}

				texture.generateMipmaps = false;
				textureProperties.__maxMipLevel = mipmaps.length - 1;

			} else {

				state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
				textureProperties.__maxMipLevel = 0;

			}

		} else if ( texture.isCompressedTexture ) {

			for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {

				mipmap = mipmaps[ i ];

				if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {

					if ( glFormat !== null ) {

						state.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );

					} else {

						console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );

					}

				} else {

					state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );

				}

			}

			textureProperties.__maxMipLevel = mipmaps.length - 1;

		} else if ( texture.isDataTexture2DArray ) {

			state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
			textureProperties.__maxMipLevel = 0;

		} else if ( texture.isDataTexture3D ) {

			state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
			textureProperties.__maxMipLevel = 0;

		} else {

			// regular Texture (image, video, canvas)

			// use manually created mipmaps if available
			// if there are no manual mipmaps
			// set 0 level mipmap and then use GL to generate other mipmap levels

			if ( mipmaps.length > 0 && supportsMips ) {

				for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {

					mipmap = mipmaps[ i ];
					state.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );

				}

				texture.generateMipmaps = false;
				textureProperties.__maxMipLevel = mipmaps.length - 1;

			} else {

				state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );
				textureProperties.__maxMipLevel = 0;

			}

		}

		if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {

			generateMipmap( textureType, texture, image.width, image.height );

		}

		textureProperties.__version = texture.version;

		if ( texture.onUpdate ) texture.onUpdate( texture );

	}

	// Render targets

	// Setup storage for target texture and bind it to correct framebuffer
	function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {

		var glFormat = utils.convert( renderTarget.texture.format );
		var glType = utils.convert( renderTarget.texture.type );
		var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
		state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
		_gl.bindFramebuffer( 36160, framebuffer );
		_gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
		_gl.bindFramebuffer( 36160, null );

	}

	// Setup storage for internal depth/stencil buffers and bind to correct framebuffer
	function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {

		_gl.bindRenderbuffer( 36161, renderbuffer );

		if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {

			var glInternalFormat = 33189;

			if ( isMultisample ) {

				var depthTexture = renderTarget.depthTexture;

				if ( depthTexture && depthTexture.isDepthTexture ) {

					if ( depthTexture.type === FloatType ) {

						glInternalFormat = 36012;

					} else if ( depthTexture.type === UnsignedIntType ) {

						glInternalFormat = 33190;

					}

				}

				var samples = getRenderTargetSamples( renderTarget );

				_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );

			} else {

				_gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );

			}

			_gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );

		} else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {

			if ( isMultisample ) {

				var samples = getRenderTargetSamples( renderTarget );

				_gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height );

			} else {

				_gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );

			}


			_gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );

		} else {

			var glFormat = utils.convert( renderTarget.texture.format );
			var glType = utils.convert( renderTarget.texture.type );
			var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );

			if ( isMultisample ) {

				var samples = getRenderTargetSamples( renderTarget );

				_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );

			} else {

				_gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );

			}

		}

		_gl.bindRenderbuffer( 36161, null );

	}

	// Setup resources for a Depth Texture for a FBO (needs an extension)
	function setupDepthTexture( framebuffer, renderTarget ) {

		var isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget );
		if ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );

		_gl.bindFramebuffer( 36160, framebuffer );

		if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {

			throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );

		}

		// upload an empty depth texture with framebuffer size
		if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
				renderTarget.depthTexture.image.width !== renderTarget.width ||
				renderTarget.depthTexture.image.height !== renderTarget.height ) {

			renderTarget.depthTexture.image.width = renderTarget.width;
			renderTarget.depthTexture.image.height = renderTarget.height;
			renderTarget.depthTexture.needsUpdate = true;

		}

		setTexture2D( renderTarget.depthTexture, 0 );

		var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;

		if ( renderTarget.depthTexture.format === DepthFormat ) {

			_gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );

		} else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {

			_gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );

		} else {

			throw new Error( 'Unknown depthTexture format' );

		}

	}

	// Setup GL resources for a non-texture depth buffer
	function setupDepthRenderbuffer( renderTarget ) {

		var renderTargetProperties = properties.get( renderTarget );

		var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );

		if ( renderTarget.depthTexture ) {

			if ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );

			setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );

		} else {

			if ( isCube ) {

				renderTargetProperties.__webglDepthbuffer = [];

				for ( var i = 0; i < 6; i ++ ) {

					_gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
					renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
					setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false );

				}

			} else {

				_gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
				renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
				setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false );

			}

		}

		_gl.bindFramebuffer( 36160, null );

	}

	// Set up GL resources for the render target
	function setupRenderTarget( renderTarget ) {

		var renderTargetProperties = properties.get( renderTarget );
		var textureProperties = properties.get( renderTarget.texture );

		renderTarget.addEventListener( 'dispose', onRenderTargetDispose );

		textureProperties.__webglTexture = _gl.createTexture();

		info.memory.textures ++;

		var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
		var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
		var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;

		// Handles WebGL2 RGBFormat fallback - #18858

		if ( isWebGL2 && renderTarget.texture.format === RGBFormat && ( renderTarget.texture.type === FloatType || renderTarget.texture.type === HalfFloatType ) ) {

			renderTarget.texture.format = RGBAFormat;

			console.warn( 'THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.' );

		}

		// Setup framebuffer

		if ( isCube ) {

			renderTargetProperties.__webglFramebuffer = [];

			for ( var i = 0; i < 6; i ++ ) {

				renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();

			}

		} else {

			renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();

			if ( isMultisample ) {

				if ( isWebGL2 ) {

					renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
					renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();

					_gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );

					var glFormat = utils.convert( renderTarget.texture.format );
					var glType = utils.convert( renderTarget.texture.type );
					var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
					var samples = getRenderTargetSamples( renderTarget );
					_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );

					_gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
					_gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
					_gl.bindRenderbuffer( 36161, null );

					if ( renderTarget.depthBuffer ) {

						renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
						setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );

					}

					_gl.bindFramebuffer( 36160, null );


				} else {

					console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );

				}

			}

		}

		// Setup color buffer

		if ( isCube ) {

			state.bindTexture( 34067, textureProperties.__webglTexture );
			setTextureParameters( 34067, renderTarget.texture, supportsMips );

			for ( var i = 0; i < 6; i ++ ) {

				setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i );

			}

			if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {

				generateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );

			}

			state.bindTexture( 34067, null );

		} else {

			state.bindTexture( 3553, textureProperties.__webglTexture );
			setTextureParameters( 3553, renderTarget.texture, supportsMips );
			setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );

			if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {

				generateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );

			}

			state.bindTexture( 3553, null );

		}

		// Setup depth and stencil buffers

		if ( renderTarget.depthBuffer ) {

			setupDepthRenderbuffer( renderTarget );

		}

	}

	function updateRenderTargetMipmap( renderTarget ) {

		var texture = renderTarget.texture;
		var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;

		if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {

			var target = renderTarget.isWebGLCubeRenderTarget ? 34067 : 3553;
			var webglTexture = properties.get( texture ).__webglTexture;

			state.bindTexture( target, webglTexture );
			generateMipmap( target, texture, renderTarget.width, renderTarget.height );
			state.bindTexture( target, null );

		}

	}

	function updateMultisampleRenderTarget( renderTarget ) {

		if ( renderTarget.isWebGLMultisampleRenderTarget ) {

			if ( isWebGL2 ) {

				var renderTargetProperties = properties.get( renderTarget );

				_gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );
				_gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );

				var width = renderTarget.width;
				var height = renderTarget.height;
				var mask = 16384;

				if ( renderTarget.depthBuffer ) mask |= 256;
				if ( renderTarget.stencilBuffer ) mask |= 1024;

				_gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );

				_gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer ); // see #18905

			} else {

				console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );

			}

		}

	}

	function getRenderTargetSamples( renderTarget ) {

		return ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
			Math.min( maxSamples, renderTarget.samples ) : 0;

	}

	function updateVideoTexture( texture ) {

		var frame = info.render.frame;

		// Check the last frame we updated the VideoTexture

		if ( _videoTextures.get( texture ) !== frame ) {

			_videoTextures.set( texture, frame );
			texture.update();

		}

	}

	// backwards compatibility

	var warnedTexture2D = false;
	var warnedTextureCube = false;

	function safeSetTexture2D( texture, slot ) {

		if ( texture && texture.isWebGLRenderTarget ) {

			if ( warnedTexture2D === false ) {

				console.warn( "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead." );
				warnedTexture2D = true;

			}

			texture = texture.texture;

		}

		setTexture2D( texture, slot );

	}

	function safeSetTextureCube( texture, slot ) {

		if ( texture && texture.isWebGLCubeRenderTarget ) {

			if ( warnedTextureCube === false ) {

				console.warn( "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
				warnedTextureCube = true;

			}

			texture = texture.texture;

		}

		// currently relying on the fact that WebGLCubeRenderTarget.texture is a Texture and NOT a CubeTexture
		// TODO: unify these code paths
		if ( ( texture && texture.isCubeTexture ) ||
			( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {

			// CompressedTexture can have Array in image :/

			// this function alone should take care of cube textures
			setTextureCube( texture, slot );

		} else {

			// assumed: texture property of THREE.WebGLCubeRenderTarget
			setTextureCubeDynamic( texture, slot );

		}

	}

	//

	this.allocateTextureUnit = allocateTextureUnit;
	this.resetTextureUnits = resetTextureUnits;

	this.setTexture2D = setTexture2D;
	this.setTexture2DArray = setTexture2DArray;
	this.setTexture3D = setTexture3D;
	this.setTextureCube = setTextureCube;
	this.setTextureCubeDynamic = setTextureCubeDynamic;
	this.setupRenderTarget = setupRenderTarget;
	this.updateRenderTargetMipmap = updateRenderTargetMipmap;
	this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;

	this.safeSetTexture2D = safeSetTexture2D;
	this.safeSetTextureCube = safeSetTextureCube;

}

/**
 * @author thespite / http://www.twitter.com/thespite
 */

function WebGLUtils( gl, extensions, capabilities ) {

	var isWebGL2 = capabilities.isWebGL2;

	function convert( p ) {

		var extension;

		if ( p === UnsignedByteType ) return 5121;
		if ( p === UnsignedShort4444Type ) return 32819;
		if ( p === UnsignedShort5551Type ) return 32820;
		if ( p === UnsignedShort565Type ) return 33635;

		if ( p === ByteType ) return 5120;
		if ( p === ShortType ) return 5122;
		if ( p === UnsignedShortType ) return 5123;
		if ( p === IntType ) return 5124;
		if ( p === UnsignedIntType ) return 5125;
		if ( p === FloatType ) return 5126;

		if ( p === HalfFloatType ) {

			if ( isWebGL2 ) return 5131;

			extension = extensions.get( 'OES_texture_half_float' );

			if ( extension !== null ) {

				return extension.HALF_FLOAT_OES;

			} else {

				return null;

			}

		}

		if ( p === AlphaFormat ) return 6406;
		if ( p === RGBFormat ) return 6407;
		if ( p === RGBAFormat ) return 6408;
		if ( p === LuminanceFormat ) return 6409;
		if ( p === LuminanceAlphaFormat ) return 6410;
		if ( p === DepthFormat ) return 6402;
		if ( p === DepthStencilFormat ) return 34041;
		if ( p === RedFormat ) return 6403;

		// WebGL2 formats.

		if ( p === RedIntegerFormat ) return 36244;
		if ( p === RGFormat ) return 33319;
		if ( p === RGIntegerFormat ) return 33320;
		if ( p === RGBIntegerFormat ) return 36248;
		if ( p === RGBAIntegerFormat ) return 36249;

		if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
			p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {

			extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );

			if ( extension !== null ) {

				if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
				if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
				if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
				if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;

			} else {

				return null;

			}

		}

		if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
			p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {

			extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );

			if ( extension !== null ) {

				if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
				if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
				if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
				if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;

			} else {

				return null;

			}

		}

		if ( p === RGB_ETC1_Format ) {

			extension = extensions.get( 'WEBGL_compressed_texture_etc1' );

			if ( extension !== null ) {

				return extension.COMPRESSED_RGB_ETC1_WEBGL;

			} else {

				return null;

			}

		}

		if ( p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) {

			extension = extensions.get( 'WEBGL_compressed_texture_etc' );

			if ( extension !== null ) {

				if ( p === RGB_ETC2_Format ) return extension.COMPRESSED_RGB8_ETC2;
				if ( p === RGBA_ETC2_EAC_Format ) return extension.COMPRESSED_RGBA8_ETC2_EAC;

			}

		}

		if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
			p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
			p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
			p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
			p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ||
			p === SRGB8_ALPHA8_ASTC_4x4_Format || p === SRGB8_ALPHA8_ASTC_5x4_Format || p === SRGB8_ALPHA8_ASTC_5x5_Format ||
			p === SRGB8_ALPHA8_ASTC_6x5_Format || p === SRGB8_ALPHA8_ASTC_6x6_Format || p === SRGB8_ALPHA8_ASTC_8x5_Format ||
			p === SRGB8_ALPHA8_ASTC_8x6_Format || p === SRGB8_ALPHA8_ASTC_8x8_Format || p === SRGB8_ALPHA8_ASTC_10x5_Format ||
			p === SRGB8_ALPHA8_ASTC_10x6_Format || p === SRGB8_ALPHA8_ASTC_10x8_Format || p === SRGB8_ALPHA8_ASTC_10x10_Format ||
			p === SRGB8_ALPHA8_ASTC_12x10_Format || p === SRGB8_ALPHA8_ASTC_12x12_Format ) {

			extension = extensions.get( 'WEBGL_compressed_texture_astc' );

			if ( extension !== null ) {

				// TODO Complete?

				return p;

			} else {

				return null;

			}

		}

		if ( p === RGBA_BPTC_Format ) {

			extension = extensions.get( 'EXT_texture_compression_bptc' );

			if ( extension !== null ) {

				// TODO Complete?

				return p;

			} else {

				return null;

			}

		}

		if ( p === UnsignedInt248Type ) {

			if ( isWebGL2 ) return 34042;

			extension = extensions.get( 'WEBGL_depth_texture' );

			if ( extension !== null ) {

				return extension.UNSIGNED_INT_24_8_WEBGL;

			} else {

				return null;

			}

		}

	}

	return { convert: convert };

}

/**
 * @author mrdoob / http://mrdoob.com/
 */

function ArrayCamera( array ) {

	PerspectiveCamera.call( this );

	this.cameras = array || [];

}

ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {

	constructor: ArrayCamera,

	isArrayCamera: true

} );

/**
 * @author mrdoob / http://mrdoob.com/
 */

function Group() {

	Object3D.call( this );

	this.type = 'Group';

}

Group.prototype = Object.assign( Object.create( Object3D.prototype ), {

	constructor: Group,

	isGroup: true

} );

/**
 * @author Mugen87 / https://github.com/Mugen87
 */

function WebXRController() {

	this._targetRay = null;
	this._grip = null;

}

Object.assign( WebXRController.prototype, {

	constructor: WebXRController,

	getTargetRaySpace: function () {

		if ( this._targetRay === null ) {

			this._targetRay = new Group();
			this._targetRay.matrixAutoUpdate = false;
			this._targetRay.visible = false;

		}

		return this._targetRay;

	},

	getGripSpace: function () {

		if ( this._grip === null ) {

			this._grip = new Group();
			this._grip.matrixAutoUpdate = false;
			this._grip.visible = false;

		}

		return this._grip;

	},

	dispatchEvent: function ( event ) {

		if ( this._targetRay !== null ) {

			this._targetRay.dispatchEvent( event );

		}

		if ( this._grip !== null ) {

			this._grip.dispatchEvent( event );

		}

		return this;

	},

	disconnect: function ( inputSource ) {

		this.dispatchEvent( { type: 'disconnected', data: inputSource } );

		if ( this._targetRay !== null ) {

			this._targetRay.visible = false;

		}

		if ( this._grip !== null ) {

			this._grip.visible = false;

		}

		return this;

	},

	update: function ( inputSource, frame, referenceSpace ) {

		var inputPose = null;
		var gripPose = null;

		var targetRay = this._targetRay;
		var grip = this._grip;

		if ( inputSource ) {

			if ( targetRay !== null ) {

				inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );

				if ( inputPose !== null ) {

					targetRay.matrix.fromArray( inputPose.transform.matrix );
					targetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );

				}

			}

			if ( grip !== null && inputSource.gripSpace ) {

				gripPose = frame.getPose( inputSource.gripSpace, referenceSpace );

				if ( gripPose !== null ) {

					grip.matrix.fromArray( gripPose.transform.matrix );
					grip.matrix.decompose( grip.position, grip.rotation, grip.scale );

				}

			}

		}

		if ( targetRay !== null ) {

			targetRay.visible = ( inputPose !== null );

		}

		if ( grip !== null ) {

			grip.visible = ( gripPose !== null );

		}

		return this;

	}

} );

/**
 * @author mrdoob / http://mrdoob.com/
 */

function WebXRManager( renderer, gl ) {

	var scope = this;

	var session = null;

	var framebufferScaleFactor = 1.0;

	var referenceSpace = null;
	var referenceSpaceType = 'local-floor';

	var pose = null;

	var controllers = [];
	var inputSourcesMap = new Map();

	//

	var cameraL = new PerspectiveCamera();
	cameraL.layers.enable( 1 );
	cameraL.viewport = new Vector4();

	var cameraR = new PerspectiveCamera();
	cameraR.layers.enable( 2 );
	cameraR.viewport = new Vector4();

	var cameras = [ cameraL, cameraR ];

	var cameraVR = new ArrayCamera();
	cameraVR.layers.enable( 1 );
	cameraVR.layers.enable( 2 );

	var _currentDepthNear = null;
	var _currentDepthFar = null;

	//

	this.enabled = false;

	this.isPresenting = false;

	this.getController = function ( index ) {

		var controller = controllers[ index ];

		if ( controller === undefined ) {

			controller = new WebXRController();
			controllers[ index ] = controller;

		}

		return controller.getTargetRaySpace();

	};

	this.getControllerGrip = function ( index ) {

		var controller = controllers[ index ];

		if ( controller === undefined ) {

			controller = new WebXRController();
			controllers[ index ] = controller;

		}

		return controller.getGripSpace();

	};

	//

	function onSessionEvent( event ) {

		var controller = inputSourcesMap.get( event.inputSource );

		if ( controller ) {

			controller.dispatchEvent( { type: event.type } );

		}

	}

	function onSessionEnd() {

		inputSourcesMap.forEach( function ( controller, inputSource ) {

			controller.disconnect( inputSource );

		} );

		inputSourcesMap.clear();

		//

		renderer.setFramebuffer( null );
		renderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830
		animation.stop();

		scope.isPresenting = false;

		scope.dispatchEvent( { type: 'sessionend' } );

	}

	function onRequestReferenceSpace( value ) {

		referenceSpace = value;

		animation.setContext( session );
		animation.start();

		scope.isPresenting = true;

		scope.dispatchEvent( { type: 'sessionstart' } );

	}

	this.setFramebufferScaleFactor = function ( value ) {

		framebufferScaleFactor = value;

		if ( scope.isPresenting === true ) {

			console.warn( 'THREE.WebXRManager: Cannot change framebuffer scale while presenting.' );

		}

	};

	this.setReferenceSpaceType = function ( value ) {

		referenceSpaceType = value;

		if ( scope.isPresenting === true ) {

			console.warn( 'THREE.WebXRManager: Cannot change reference space type while presenting.' );

		}

	};

	this.getReferenceSpace = function () {

		return referenceSpace;

	};

	this.getSession = function () {

		return session;

	};

	this.setSession = function ( value ) {

		session = value;

		if ( session !== null ) {

			session.addEventListener( 'select', onSessionEvent );
			session.addEventListener( 'selectstart', onSessionEvent );
			session.addEventListener( 'selectend', onSessionEvent );
			session.addEventListener( 'squeeze', onSessionEvent );
			session.addEventListener( 'squeezestart', onSessionEvent );
			session.addEventListener( 'squeezeend', onSessionEvent );
			session.addEventListener( 'end', onSessionEnd );

			var attributes = gl.getContextAttributes();

			var layerInit = {
				antialias: attributes.antialias,
				alpha: attributes.alpha,
				depth: attributes.depth,
				stencil: attributes.stencil,
				framebufferScaleFactor: framebufferScaleFactor
			};

			// eslint-disable-next-line no-undef
			var baseLayer = new XRWebGLLayer( session, gl, layerInit );

			session.updateRenderState( { baseLayer: baseLayer } );

			session.requestReferenceSpace( referenceSpaceType ).then( onRequestReferenceSpace );

			//

			session.addEventListener( 'inputsourceschange', updateInputSources );

		}

	};

	function updateInputSources( event ) {

		var inputSources = session.inputSources;

		// Assign inputSources to available controllers

		for ( var i = 0; i < controllers.length; i ++ ) {

			inputSourcesMap.set( inputSources[ i ], controllers[ i ] );

		}

		// Notify disconnected

		for ( var i = 0; i < event.removed.length; i ++ ) {

			var inputSource = event.removed[ i ];
			var controller = inputSourcesMap.get( inputSource );

			if ( controller ) {

				controller.dispatchEvent( { type: 'disconnected', data: inputSource } );
				inputSourcesMap.delete( inputSource );

			}

		}

		// Notify connected

		for ( var i = 0; i < event.added.length; i ++ ) {

			var inputSource = event.added[ i ];
			var controller = inputSourcesMap.get( inputSource );

			if ( controller ) {

				controller.dispatchEvent( { type: 'connected', data: inputSource } );

			}

		}

	}

	//

	var cameraLPos = new Vector3();
	var cameraRPos = new Vector3();

	/**
	 * @author jsantell / https://www.jsantell.com/
	 *
	 * Assumes 2 cameras that are parallel and share an X-axis, and that
	 * the cameras' projection and world matrices have already been set.
	 * And that near and far planes are identical for both cameras.
	 * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
	 */
	function setProjectionFromUnion( camera, cameraL, cameraR ) {

		cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
		cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );

		var ipd = cameraLPos.distanceTo( cameraRPos );

		var projL = cameraL.projectionMatrix.elements;
		var projR = cameraR.projectionMatrix.elements;

		// VR systems will have identical far and near planes, and
		// most likely identical top and bottom frustum extents.
		// Use the left camera for these values.
		var near = projL[ 14 ] / ( projL[ 10 ] - 1 );
		var far = projL[ 14 ] / ( projL[ 10 ] + 1 );
		var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
		var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];

		var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
		var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
		var left = near * leftFov;
		var right = near * rightFov;

		// Calculate the new camera's position offset from the
		// left camera. xOffset should be roughly half `ipd`.
		var zOffset = ipd / ( - leftFov + rightFov );
		var xOffset = zOffset * - leftFov;

		// TODO: Better way to apply this offset?
		cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
		camera.translateX( xOffset );
		camera.translateZ( zOffset );
		camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
		camera.matrixWorldInverse.getInverse( camera.matrixWorld );

		// Find the union of the frustum values of the cameras and scale
		// the values so that the near plane's position does not change in world space,
		// although must now be relative to the new union camera.
		var near2 = near + zOffset;
		var far2 = far + zOffset;
		var left2 = left - xOffset;
		var right2 = right + ( ipd - xOffset );
		var top2 = topFov * far / far2 * near2;
		var bottom2 = bottomFov * far / far2 * near2;

		camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );

	}

	function updateCamera( camera, parent ) {

		if ( parent === null ) {

			camera.matrixWorld.copy( camera.matrix );

		} else {

			camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );

		}

		camera.matrixWorldInverse.getInverse( camera.matrixWorld );

	}

	this.getCamera = function ( camera ) {

		cameraVR.near = cameraR.near = cameraL.near = camera.near;
		cameraVR.far = cameraR.far = cameraL.far = camera.far;

		if ( _currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far ) {

			// Note that the new renderState won't apply until the next frame. See #18320

			session.updateRenderState( {
				depthNear: cameraVR.near,
				depthFar: cameraVR.far
			} );

			_currentDepthNear = cameraVR.near;
			_currentDepthFar = cameraVR.far;

		}

		var parent = camera.parent;
		var cameras = cameraVR.cameras;

		updateCamera( cameraVR, parent );

		for ( var i = 0; i < cameras.length; i ++ ) {

			updateCamera( cameras[ i ], parent );

		}

		// update camera and its children

		camera.matrixWorld.copy( cameraVR.matrixWorld );

		var children = camera.children;

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

			children[ i ].updateMatrixWorld( true );

		}

		// update projection matrix for proper view frustum culling

		if ( cameras.length === 2 ) {

			setProjectionFromUnion( cameraVR, cameraL, cameraR );

		} else {

			// assume single camera setup (AR)

			cameraVR.projectionMatrix.copy( cameraL.projectionMatrix );

		}

		return cameraVR;

	};

	// Animation Loop

	var onAnimationFrameCallback = null;

	function onAnimationFrame( time, frame ) {

		pose = frame.getViewerPose( referenceSpace );

		if ( pose !== null ) {

			var views = pose.views;
			var baseLayer = session.renderState.baseLayer;

			renderer.setFramebuffer( baseLayer.framebuffer );

			var cameraVRNeedsUpdate = false;

			// check if it's necessary to rebuild cameraVR's camera list

			if ( views.length !== cameraVR.cameras.length ) {

				cameraVR.cameras.length = 0;
				cameraVRNeedsUpdate = true;

			}

			for ( var i = 0; i < views.length; i ++ ) {

				var view = views[ i ];
				var viewport = baseLayer.getViewport( view );

				var camera = cameras[ i ];
				camera.matrix.fromArray( view.transform.matrix );
				camera.projectionMatrix.fromArray( view.projectionMatrix );
				camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );

				if ( i === 0 ) {

					cameraVR.matrix.copy( camera.matrix );

				}

				if ( cameraVRNeedsUpdate === true ) {

					cameraVR.cameras.push( camera );

				}

			}

		}

		//

		var inputSources = session.inputSources;

		for ( var i = 0; i < controllers.length; i ++ ) {

			var controller = controllers[ i ];
			var inputSource = inputSources[ i ];

			controller.update( inputSource, frame, referenceSpace );

		}

		if ( onAnimationFrameCallback ) onAnimationFrameCallback( time, frame );

	}

	var animation = new WebGLAnimation();
	animation.setAnimationLoop( onAnimationFrame );

	this.setAnimationLoop = function ( callback ) {

		onAnimationFrameCallback = callback;

	};

	this.dispose = function () {};

}

Object.assign( WebXRManager.prototype, EventDispatcher.prototype );

/**
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 * @author szimek / https://github.com/szimek/
 * @author tschw
 */

function WebGLRenderer( parameters ) {

	parameters = parameters || {};

	var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
		_context = parameters.context !== undefined ? parameters.context : null,

		_alpha = parameters.alpha !== undefined ? parameters.alpha : false,
		_depth = parameters.depth !== undefined ? parameters.depth : true,
		_stencil = parameters.stencil !== undefined ? parameters.stencil : true,
		_antialias = parameters.antialias !== undefined ? parameters.antialias : false,
		_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
		_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
		_powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
		_failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;

	var currentRenderList = null;
	var currentRenderState = null;

	// public properties

	this.domElement = _canvas;

	// Debug configuration container
	this.debug = {

		/**
		 * Enables error checking and reporting when shader programs are being compiled
		 * @type {boolean}
		 */
		checkShaderErrors: true
	};

	// clearing

	this.autoClear = true;
	this.autoClearColor = true;
	this.autoClearDepth = true;
	this.autoClearStencil = true;

	// scene graph

	this.sortObjects = true;

	// user-defined clipping

	this.clippingPlanes = [];
	this.localClippingEnabled = false;

	// physically based shading

	this.gammaFactor = 2.0;	// for backwards compatibility
	this.outputEncoding = LinearEncoding;

	// physical lights

	this.physicallyCorrectLights = false;

	// tone mapping

	this.toneMapping = NoToneMapping;
	this.toneMappingExposure = 1.0;
	this.toneMappingWhitePoint = 1.0;

	// morphs

	this.maxMorphTargets = 8;
	this.maxMorphNormals = 4;

	// internal properties

	var _this = this,

		_isContextLost = false,

		// internal state cache

		_framebuffer = null,

		_currentActiveCubeFace = 0,
		_currentActiveMipmapLevel = 0,
		_currentRenderTarget = null,
		_currentFramebuffer = null,
		_currentMaterialId = - 1,

		// geometry and program caching

		_currentGeometryProgram = {
			geometry: null,
			program: null,
			wireframe: false
		},

		_currentCamera = null,
		_currentArrayCamera = null,

		_currentViewport = new Vector4(),
		_currentScissor = new Vector4(),
		_currentScissorTest = null,

		//

		_width = _canvas.width,
		_height = _canvas.height,

		_pixelRatio = 1,
		_opaqueSort = null,
		_transparentSort = null,

		_viewport = new Vector4( 0, 0, _width, _height ),
		_scissor = new Vector4( 0, 0, _width, _height ),
		_scissorTest = false,

		// frustum

		_frustum = new Frustum(),

		// clipping

		_clipping = new WebGLClipping(),
		_clippingEnabled = false,
		_localClippingEnabled = false,

		// camera matrices cache

		_projScreenMatrix = new Matrix4(),

		_vector3 = new Vector3();

	function getTargetPixelRatio() {

		return _currentRenderTarget === null ? _pixelRatio : 1;

	}

	// initialize

	var _gl;

	try {

		var contextAttributes = {
			alpha: _alpha,
			depth: _depth,
			stencil: _stencil,
			antialias: _antialias,
			premultipliedAlpha: _premultipliedAlpha,
			preserveDrawingBuffer: _preserveDrawingBuffer,
			powerPreference: _powerPreference,
			failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat,
			xrCompatible: true
		};

		// event listeners must be registered before WebGL context is created, see #12753

		_canvas.addEventListener( 'webglcontextlost', onContextLost, false );
		_canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );

		_gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );

		if ( _gl === null ) {

			if ( _canvas.getContext( 'webgl' ) !== null ) {

				throw new Error( 'Error creating WebGL context with your selected attributes.' );

			} else {

				throw new Error( 'Error creating WebGL context.' );

			}

		}

		// Some experimental-webgl implementations do not have getShaderPrecisionFormat

		if ( _gl.getShaderPrecisionFormat === undefined ) {

			_gl.getShaderPrecisionFormat = function () {

				return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };

			};

		}

	} catch ( error ) {

		console.error( 'THREE.WebGLRenderer: ' + error.message );
		throw error;

	}

	var extensions, capabilities, state, info;
	var properties, textures, attributes, geometries, objects;
	var programCache, renderLists, renderStates;

	var background, morphtargets, bufferRenderer, indexedBufferRenderer;

	var utils;

	function initGLContext() {

		extensions = new WebGLExtensions( _gl );

		capabilities = new WebGLCapabilities( _gl, extensions, parameters );

		if ( capabilities.isWebGL2 === false ) {

			extensions.get( 'WEBGL_depth_texture' );
			extensions.get( 'OES_texture_float' );
			extensions.get( 'OES_texture_half_float' );
			extensions.get( 'OES_texture_half_float_linear' );
			extensions.get( 'OES_standard_derivatives' );
			extensions.get( 'OES_element_index_uint' );
			extensions.get( 'ANGLE_instanced_arrays' );

		}

		extensions.get( 'OES_texture_float_linear' );

		utils = new WebGLUtils( _gl, extensions, capabilities );

		state = new WebGLState( _gl, extensions, capabilities );
		state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
		state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );

		info = new WebGLInfo( _gl );
		properties = new WebGLProperties();
		textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
		attributes = new WebGLAttributes( _gl, capabilities );
		geometries = new WebGLGeometries( _gl, attributes, info );
		objects = new WebGLObjects( _gl, geometries, attributes, info );
		morphtargets = new WebGLMorphtargets( _gl );
		programCache = new WebGLPrograms( _this, extensions, capabilities );
		renderLists = new WebGLRenderLists();
		renderStates = new WebGLRenderStates();

		background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );

		bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
		indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );

		info.programs = programCache.programs;

		_this.capabilities = capabilities;
		_this.extensions = extensions;
		_this.properties = properties;
		_this.renderLists = renderLists;
		_this.state = state;
		_this.info = info;

	}

	initGLContext();

	// xr

	var xr = new WebXRManager( _this, _gl );

	this.xr = xr;

	// shadow map

	var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );

	this.shadowMap = shadowMap;

	// API

	this.getContext = function () {

		return _gl;

	};

	this.getContextAttributes = function () {

		return _gl.getContextAttributes();

	};

	this.forceContextLoss = function () {

		var extension = extensions.get( 'WEBGL_lose_context' );
		if ( extension ) extension.loseContext();

	};

	this.forceContextRestore = function () {

		var extension = extensions.get( 'WEBGL_lose_context' );
		if ( extension ) extension.restoreContext();

	};

	this.getPixelRatio = function () {

		return _pixelRatio;

	};

	this.setPixelRatio = function ( value ) {

		if ( value === undefined ) return;

		_pixelRatio = value;

		this.setSize( _width, _height, false );

	};

	this.getSize = function ( target ) {

		if ( target === undefined ) {

			console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );

			target = new Vector2();

		}

		return target.set( _width, _height );

	};

	this.setSize = function ( width, height, updateStyle ) {

		if ( xr.isPresenting ) {

			console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
			return;

		}

		_width = width;
		_height = height;

		_canvas.width = Math.floor( width * _pixelRatio );
		_canvas.height = Math.floor( height * _pixelRatio );

		if ( updateStyle !== false ) {

			_canvas.style.width = width + 'px';
			_canvas.style.height = height + 'px';

		}

		this.setViewport( 0, 0, width, height );

	};

	this.getDrawingBufferSize = function ( target ) {

		if ( target === undefined ) {

			console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );

			target = new Vector2();

		}

		return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();

	};

	this.setDrawingBufferSize = function ( width, height, pixelRatio ) {

		_width = width;
		_height = height;

		_pixelRatio = pixelRatio;

		_canvas.width = Math.floor( width * pixelRatio );
		_canvas.height = Math.floor( height * pixelRatio );

		this.setViewport( 0, 0, width, height );

	};

	this.getCurrentViewport = function ( target ) {

		if ( target === undefined ) {

			console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );

			target = new Vector4();

		}

		return target.copy( _currentViewport );

	};

	this.getViewport = function ( target ) {

		return target.copy( _viewport );

	};

	this.setViewport = function ( x, y, width, height ) {

		if ( x.isVector4 ) {

			_viewport.set( x.x, x.y, x.z, x.w );

		} else {

			_viewport.set( x, y, width, height );

		}

		state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );

	};

	this.getScissor = function ( target ) {

		return target.copy( _scissor );

	};

	this.setScissor = function ( x, y, width, height ) {

		if ( x.isVector4 ) {

			_scissor.set( x.x, x.y, x.z, x.w );

		} else {

			_scissor.set( x, y, width, height );

		}

		state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );

	};

	this.getScissorTest = function () {

		return _scissorTest;

	};

	this.setScissorTest = function ( boolean ) {

		state.setScissorTest( _scissorTest = boolean );

	};

	this.setOpaqueSort = function ( method ) {

		_opaqueSort = method;

	};

	this.setTransparentSort = function ( method ) {

		_transparentSort = method;

	};

	// Clearing

	this.getClearColor = function () {

		return background.getClearColor();

	};

	this.setClearColor = function () {

		background.setClearColor.apply( background, arguments );

	};

	this.getClearAlpha = function () {

		return background.getClearAlpha();

	};

	this.setClearAlpha = function () {

		background.setClearAlpha.apply( background, arguments );

	};

	this.clear = function ( color, depth, stencil ) {

		var bits = 0;

		if ( color === undefined || color ) bits |= 16384;
		if ( depth === undefined || depth ) bits |= 256;
		if ( stencil === undefined || stencil ) bits |= 1024;

		_gl.clear( bits );

	};

	this.clearColor = function () {

		this.clear( true, false, false );

	};

	this.clearDepth = function () {

		this.clear( false, true, false );

	};

	this.clearStencil = function () {

		this.clear( false, false, true );

	};

	//

	this.dispose = function () {

		_canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
		_canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );

		renderLists.dispose();
		renderStates.dispose();
		properties.dispose();
		objects.dispose();

		xr.dispose();

		animation.stop();

	};

	// Events

	function onContextLost( event ) {

		event.preventDefault();

		console.log( 'THREE.WebGLRenderer: Context Lost.' );

		_isContextLost = true;

	}

	function onContextRestore( /* event */ ) {

		console.log( 'THREE.WebGLRenderer: Context Restored.' );

		_isContextLost = false;

		initGLContext();

	}

	function onMaterialDispose( event ) {

		var material = event.target;

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

	}

	// Buffer deallocation

	function deallocateMaterial( material ) {

		releaseMaterialProgramReference( material );

		properties.remove( material );

	}


	function releaseMaterialProgramReference( material ) {

		var programInfo = properties.get( material ).program;

		material.program = undefined;

		if ( programInfo !== undefined ) {

			programCache.releaseProgram( programInfo );

		}

	}

	// Buffer rendering

	function renderObjectImmediate( object, program ) {

		object.render( function ( object ) {

			_this.renderBufferImmediate( object, program );

		} );

	}

	this.renderBufferImmediate = function ( object, program ) {

		state.initAttributes();

		var buffers = properties.get( object );

		if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
		if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
		if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
		if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();

		var programAttributes = program.getAttributes();

		if ( object.hasPositions ) {

			_gl.bindBuffer( 34962, buffers.position );
			_gl.bufferData( 34962, object.positionArray, 35048 );

			state.enableAttribute( programAttributes.position );
			_gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );

		}

		if ( object.hasNormals ) {

			_gl.bindBuffer( 34962, buffers.normal );
			_gl.bufferData( 34962, object.normalArray, 35048 );

			state.enableAttribute( programAttributes.normal );
			_gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );

		}

		if ( object.hasUvs ) {

			_gl.bindBuffer( 34962, buffers.uv );
			_gl.bufferData( 34962, object.uvArray, 35048 );

			state.enableAttribute( programAttributes.uv );
			_gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );

		}

		if ( object.hasColors ) {

			_gl.bindBuffer( 34962, buffers.color );
			_gl.bufferData( 34962, object.colorArray, 35048 );

			state.enableAttribute( programAttributes.color );
			_gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );

		}

		state.disableUnusedAttributes();

		_gl.drawArrays( 4, 0, object.count );

		object.count = 0;

	};

	var tempScene = new Scene();

	this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {

		if ( scene === null ) scene = tempScene; // renderBufferDirect second parameter used to be fog (could be null)

		var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );

		var program = setProgram( camera, scene, material, object );

		state.setMaterial( material, frontFaceCW );

		var updateBuffers = false;

		if ( _currentGeometryProgram.geometry !== geometry.id ||
			_currentGeometryProgram.program !== program.id ||
			_currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {

			_currentGeometryProgram.geometry = geometry.id;
			_currentGeometryProgram.program = program.id;
			_currentGeometryProgram.wireframe = material.wireframe === true;
			updateBuffers = true;

		}

		if ( material.morphTargets || material.morphNormals ) {

			morphtargets.update( object, geometry, material, program );

			updateBuffers = true;

		}

		if ( object.isInstancedMesh === true ) {

			updateBuffers = true;

		}

		//

		var index = geometry.index;
		var position = geometry.attributes.position;

		//

		if ( index === null ) {

			if ( position === undefined || position.count === 0 ) return;

		} else if ( index.count === 0 ) {

			return;

		}

		//

		var rangeFactor = 1;

		if ( material.wireframe === true ) {

			index = geometries.getWireframeAttribute( geometry );
			rangeFactor = 2;

		}

		var attribute;
		var renderer = bufferRenderer;

		if ( index !== null ) {

			attribute = attributes.get( index );

			renderer = indexedBufferRenderer;
			renderer.setIndex( attribute );

		}

		if ( updateBuffers ) {

			setupVertexAttributes( object, geometry, material, program );

			if ( index !== null ) {

				_gl.bindBuffer( 34963, attribute.buffer );

			}

		}

		//

		var dataCount = ( index !== null ) ? index.count : position.count;

		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;

		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;

		var drawStart = Math.max( rangeStart, groupStart );
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;

		var drawCount = Math.max( 0, drawEnd - drawStart + 1 );

		if ( drawCount === 0 ) return;

		//

		if ( object.isMesh ) {

			if ( material.wireframe === true ) {

				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
				renderer.setMode( 1 );

			} else {

				renderer.setMode( 4 );

			}

		} else if ( object.isLine ) {

			var lineWidth = material.linewidth;

			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material

			state.setLineWidth( lineWidth * getTargetPixelRatio() );

			if ( object.isLineSegments ) {

				renderer.setMode( 1 );

			} else if ( object.isLineLoop ) {

				renderer.setMode( 2 );

			} else {

				renderer.setMode( 3 );

			}

		} else if ( object.isPoints ) {

			renderer.setMode( 0 );

		} else if ( object.isSprite ) {

			renderer.setMode( 4 );

		}

		if ( object.isInstancedMesh ) {

			renderer.renderInstances( geometry, drawStart, drawCount, object.count );

		} else if ( geometry.isInstancedBufferGeometry ) {

			renderer.renderInstances( geometry, drawStart, drawCount, geometry.maxInstancedCount );

		} else {

			renderer.render( drawStart, drawCount );

		}

	};

	function setupVertexAttributes( object, geometry, material, program ) {

		if ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {

			if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) return;

		}

		state.initAttributes();

		var geometryAttributes = geometry.attributes;

		var programAttributes = program.getAttributes();

		var materialDefaultAttributeValues = material.defaultAttributeValues;

		for ( var name in programAttributes ) {

			var programAttribute = programAttributes[ name ];

			if ( programAttribute >= 0 ) {

				var geometryAttribute = geometryAttributes[ name ];

				if ( geometryAttribute !== undefined ) {

					var normalized = geometryAttribute.normalized;
					var size = geometryAttribute.itemSize;

					var attribute = attributes.get( geometryAttribute );

					// TODO Attribute may not be available on context restore

					if ( attribute === undefined ) continue;

					var buffer = attribute.buffer;
					var type = attribute.type;
					var bytesPerElement = attribute.bytesPerElement;

					if ( geometryAttribute.isInterleavedBufferAttribute ) {

						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

						if ( data && data.isInstancedInterleavedBuffer ) {

							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );

							if ( geometry.maxInstancedCount === undefined ) {

								geometry.maxInstancedCount = data.meshPerAttribute * data.count;

							}

						} else {

							state.enableAttribute( programAttribute );

						}

						_gl.bindBuffer( 34962, buffer );
						state.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );

					} else {

						if ( geometryAttribute.isInstancedBufferAttribute ) {

							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );

							if ( geometry.maxInstancedCount === undefined ) {

								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;

							}

						} else {

							state.enableAttribute( programAttribute );

						}

						_gl.bindBuffer( 34962, buffer );
						state.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );

					}

				} else if ( name === 'instanceMatrix' ) {

					var attribute = attributes.get( object.instanceMatrix );

					// TODO Attribute may not be available on context restore

					if ( attribute === undefined ) continue;

					var buffer = attribute.buffer;
					var type = attribute.type;

					state.enableAttributeAndDivisor( programAttribute + 0, 1 );
					state.enableAttributeAndDivisor( programAttribute + 1, 1 );
					state.enableAttributeAndDivisor( programAttribute + 2, 1 );
					state.enableAttributeAndDivisor( programAttribute + 3, 1 );

					_gl.bindBuffer( 34962, buffer );

					_gl.vertexAttribPointer( programAttribute + 0, 4, type, false, 64, 0 );
					_gl.vertexAttribPointer( programAttribute + 1, 4, type, false, 64, 16 );
					_gl.vertexAttribPointer( programAttribute + 2, 4, type, false, 64, 32 );
					_gl.vertexAttribPointer( programAttribute + 3, 4, type, false, 64, 48 );

				} else if ( materialDefaultAttributeValues !== undefined ) {

					var value = materialDefaultAttributeValues[ name ];

					if ( value !== undefined ) {

						switch ( value.length ) {

							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;

							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;

							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;

							default:
								_gl.vertexAttrib1fv( programAttribute, value );

						}

					}

				}

			}

		}

		state.disableUnusedAttributes();

	}

	// Compile

	this.compile = function ( scene, camera ) {

		currentRenderState = renderStates.get( scene, camera );
		currentRenderState.init();

		scene.traverse( function ( object ) {

			if ( object.isLight ) {

				currentRenderState.pushLight( object );

				if ( object.castShadow ) {

					currentRenderState.pushShadow( object );

				}

			}

		} );

		currentRenderState.setupLights( camera );

		var compiled = {};

		scene.traverse( function ( object ) {

			if ( object.material ) {

				if ( Array.isArray( object.material ) ) {

					for ( var i = 0; i < object.material.length; i ++ ) {

						if ( object.material[ i ].uuid in compiled === false ) {

							initMaterial( object.material[ i ], scene, object );
							compiled[ object.material[ i ].uuid ] = true;

						}

					}

				} else if ( object.material.uuid in compiled === false ) {

					initMaterial( object.material, scene, object );
					compiled[ object.material.uuid ] = true;

				}

			}

		} );

	};

	// Animation Loop

	var onAnimationFrameCallback = null;

	function onAnimationFrame( time ) {

		if ( xr.isPresenting ) return;
		if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );

	}

	var animation = new WebGLAnimation();
	animation.setAnimationLoop( onAnimationFrame );

	if ( typeof window !== 'undefined' ) animation.setContext( window );

	this.setAnimationLoop = function ( callback ) {

		onAnimationFrameCallback = callback;
		xr.setAnimationLoop( callback );

		animation.start();

	};

	// Rendering

	this.render = function ( scene, camera ) {

		var renderTarget, forceClear;

		if ( arguments[ 2 ] !== undefined ) {

			console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
			renderTarget = arguments[ 2 ];

		}

		if ( arguments[ 3 ] !== undefined ) {

			console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
			forceClear = arguments[ 3 ];

		}

		if ( ! ( camera && camera.isCamera ) ) {

			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
			return;

		}

		if ( _isContextLost ) return;

		// reset caching for this frame

		_currentGeometryProgram.geometry = null;
		_currentGeometryProgram.program = null;
		_currentGeometryProgram.wireframe = false;
		_currentMaterialId = - 1;
		_currentCamera = null;

		// update scene graph

		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();

		// update camera matrices and frustum

		if ( camera.parent === null ) camera.updateMatrixWorld();

		if ( xr.enabled && xr.isPresenting ) {

			camera = xr.getCamera( camera );

		}

		//
		scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );

		currentRenderState = renderStates.get( scene, camera );
		currentRenderState.init();

		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
		_frustum.setFromProjectionMatrix( _projScreenMatrix );

		_localClippingEnabled = this.localClippingEnabled;
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );

		currentRenderList = renderLists.get( scene, camera );
		currentRenderList.init();

		projectObject( scene, camera, 0, _this.sortObjects );

		currentRenderList.finish();

		if ( _this.sortObjects === true ) {

			currentRenderList.sort( _opaqueSort, _transparentSort );

		}

		//

		if ( _clippingEnabled ) _clipping.beginShadows();

		var shadowsArray = currentRenderState.state.shadowsArray;

		shadowMap.render( shadowsArray, scene, camera );

		currentRenderState.setupLights( camera );

		if ( _clippingEnabled ) _clipping.endShadows();

		//

		if ( this.info.autoReset ) this.info.reset();

		if ( renderTarget !== undefined ) {

			this.setRenderTarget( renderTarget );

		}

		//

		background.render( currentRenderList, scene, camera, forceClear );

		// render scene

		var opaqueObjects = currentRenderList.opaque;
		var transparentObjects = currentRenderList.transparent;

		if ( scene.overrideMaterial ) {

			var overrideMaterial = scene.overrideMaterial;

			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );

		} else {

			// opaque pass (front-to-back order)

			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );

			// transparent pass (back-to-front order)

			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );

		}

		//

		scene.onAfterRender( _this, scene, camera );

		//

		if ( _currentRenderTarget !== null ) {

			// Generate mipmap if we're using any kind of mipmap filtering

			textures.updateRenderTargetMipmap( _currentRenderTarget );

			// resolve multisample renderbuffers to a single-sample texture if necessary

			textures.updateMultisampleRenderTarget( _currentRenderTarget );

		}

		// Ensure depth buffer writing is enabled so it can be cleared on next render

		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );

		state.setPolygonOffset( false );

		// _gl.finish();

		currentRenderList = null;
		currentRenderState = null;

	};

	function projectObject( object, camera, groupOrder, sortObjects ) {

		if ( object.visible === false ) return;

		var visible = object.layers.test( camera.layers );

		if ( visible ) {

			if ( object.isGroup ) {

				groupOrder = object.renderOrder;

			} else if ( object.isLOD ) {

				if ( object.autoUpdate === true ) object.update( camera );

			} else if ( object.isLight ) {

				currentRenderState.pushLight( object );

				if ( object.castShadow ) {

					currentRenderState.pushShadow( object );

				}

			} else if ( object.isSprite ) {

				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {

					if ( sortObjects ) {

						_vector3.setFromMatrixPosition( object.matrixWorld )
							.applyMatrix4( _projScreenMatrix );

					}

					var geometry = objects.update( object );
					var material = object.material;

					if ( material.visible ) {

						currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );

					}

				}

			} else if ( object.isImmediateRenderObject ) {

				if ( sortObjects ) {

					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );

				}

				currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );

			} else if ( object.isMesh || object.isLine || object.isPoints ) {

				if ( object.isSkinnedMesh ) {

					// update skeleton only once in a frame

					if ( object.skeleton.frame !== info.render.frame ) {

						object.skeleton.update();
						object.skeleton.frame = info.render.frame;

					}

				}

				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {

					if ( sortObjects ) {

						_vector3.setFromMatrixPosition( object.matrixWorld )
							.applyMatrix4( _projScreenMatrix );

					}

					var geometry = objects.update( object );
					var material = object.material;

					if ( Array.isArray( material ) ) {

						var groups = geometry.groups;

						for ( var i = 0, l = groups.length; i < l; i ++ ) {

							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];

							if ( groupMaterial && groupMaterial.visible ) {

								currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );

							}

						}

					} else if ( material.visible ) {

						currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );

					}

				}

			}

		}

		var children = object.children;

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

			projectObject( children[ i ], camera, groupOrder, sortObjects );

		}

	}

	function renderObjects( renderList, scene, camera, overrideMaterial ) {

		for ( var i = 0, l = renderList.length; i < l; i ++ ) {

			var renderItem = renderList[ i ];

			var object = renderItem.object;
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;

			if ( camera.isArrayCamera ) {

				_currentArrayCamera = camera;

				var cameras = camera.cameras;

				for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {

					var camera2 = cameras[ j ];

					if ( object.layers.test( camera2.layers ) ) {

						state.viewport( _currentViewport.copy( camera2.viewport ) );

						currentRenderState.setupLights( camera2 );

						renderObject( object, scene, camera2, geometry, material, group );

					}

				}

			} else {

				_currentArrayCamera = null;

				renderObject( object, scene, camera, geometry, material, group );

			}

		}

	}

	function renderObject( object, scene, camera, geometry, material, group ) {

		object.onBeforeRender( _this, scene, camera, geometry, material, group );
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );

		object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
		object.normalMatrix.getNormalMatrix( object.modelViewMatrix );

		if ( object.isImmediateRenderObject ) {

			var program = setProgram( camera, scene, material, object );

			state.setMaterial( material );

			_currentGeometryProgram.geometry = null;
			_currentGeometryProgram.program = null;
			_currentGeometryProgram.wireframe = false;

			renderObjectImmediate( object, program );

		} else {

			_this.renderBufferDirect( camera, scene, geometry, material, object, group );

		}

		object.onAfterRender( _this, scene, camera, geometry, material, group );
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );

	}

	function initMaterial( material, scene, object ) {

		var materialProperties = properties.get( material );

		var lights = currentRenderState.state.lights;
		var shadowsArray = currentRenderState.state.shadowsArray;

		var lightsStateVersion = lights.state.version;

		var parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, _clipping.numPlanes, _clipping.numIntersection, object );
		var programCacheKey = programCache.getProgramCacheKey( parameters );

		var program = materialProperties.program;
		var programChange = true;

		if ( program === undefined ) {

			// new material
			material.addEventListener( 'dispose', onMaterialDispose );

		} else if ( program.cacheKey !== programCacheKey ) {

			// changed glsl or parameters
			releaseMaterialProgramReference( material );

		} else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {

			materialProperties.lightsStateVersion = lightsStateVersion;

			programChange = false;

		} else if ( parameters.shaderID !== undefined ) {

			// same glsl and uniform list
			return;

		} else {

			// only rebuild uniform list
			programChange = false;

		}

		if ( programChange ) {

			program = programCache.acquireProgram( parameters, programCacheKey );

			materialProperties.program = program;
			materialProperties.uniforms = parameters.uniforms;
			materialProperties.outputEncoding = parameters.outputEncoding;
			material.program = program;

		}

		var programAttributes = program.getAttributes();

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {

				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {

				if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {

					material.numSupportedMorphNormals ++;

				}

			}

		}

		var uniforms = materialProperties.uniforms;

		if ( ! material.isShaderMaterial &&
			! material.isRawShaderMaterial ||
			material.clipping === true ) {

			materialProperties.numClippingPlanes = _clipping.numPlanes;
			materialProperties.numIntersection = _clipping.numIntersection;
			uniforms.clippingPlanes = _clipping.uniform;

		}

		materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
		materialProperties.fog = scene.fog;

		// store the light setup it was created for

		materialProperties.needsLights = materialNeedsLights( material );
		materialProperties.lightsStateVersion = lightsStateVersion;

		if ( materialProperties.needsLights ) {

			// wire up the material to this renderer's lighting state

			uniforms.ambientLightColor.value = lights.state.ambient;
			uniforms.lightProbe.value = lights.state.probe;
			uniforms.directionalLights.value = lights.state.directional;
			uniforms.directionalLightShadows.value = lights.state.directionalShadow;
			uniforms.spotLights.value = lights.state.spot;
			uniforms.spotLightShadows.value = lights.state.spotShadow;
			uniforms.rectAreaLights.value = lights.state.rectArea;
			uniforms.pointLights.value = lights.state.point;
			uniforms.pointLightShadows.value = lights.state.pointShadow;
			uniforms.hemisphereLights.value = lights.state.hemi;

			uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
			uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
			uniforms.spotShadowMap.value = lights.state.spotShadowMap;
			uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
			uniforms.pointShadowMap.value = lights.state.pointShadowMap;
			uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
			// TODO (abelnation): add area lights shadow info to uniforms

		}

		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );

		materialProperties.uniformsList = uniformsList;

	}

	function setProgram( camera, scene, material, object ) {

		textures.resetTextureUnits();

		var fog = scene.fog;
		var environment = material.isMeshStandardMaterial ? scene.environment : null;
		var encoding = ( _currentRenderTarget === null ) ? _this.outputEncoding : _currentRenderTarget.texture.encoding;

		var materialProperties = properties.get( material );
		var lights = currentRenderState.state.lights;

		if ( _clippingEnabled ) {

			if ( _localClippingEnabled || camera !== _currentCamera ) {

				var useCache =
					camera === _currentCamera &&
					material.id === _currentMaterialId;

				// we might want to call this function with some ClippingGroup
				// object instead of the material, once it becomes feasible
				// (#8465, #8379)
				_clipping.setState(
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );

			}

		}

		if ( material.version === materialProperties.__version ) {

			if ( materialProperties.program === undefined ) {

				initMaterial( material, scene, object );

			} else if ( material.fog && materialProperties.fog !== fog ) {

				initMaterial( material, scene, object );

			} else if ( materialProperties.environment !== environment ) {

				initMaterial( material, scene, object );

			} else if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {

				initMaterial( material, scene, object );

			} else if ( materialProperties.numClippingPlanes !== undefined &&
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {

				initMaterial( material, scene, object );

			} else if ( materialProperties.outputEncoding !== encoding ) {

				initMaterial( material, scene, object );

			}

		} else {

			initMaterial( material, scene, object );
			materialProperties.__version = material.version;

		}

		var refreshProgram = false;
		var refreshMaterial = false;
		var refreshLights = false;

		var program = materialProperties.program,
			p_uniforms = program.getUniforms(),
			m_uniforms = materialProperties.uniforms;

		if ( state.useProgram( program.program ) ) {

			refreshProgram = true;
			refreshMaterial = true;
			refreshLights = true;

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;

			refreshMaterial = true;

		}

		if ( refreshProgram || _currentCamera !== camera ) {

			p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );

			if ( capabilities.logarithmicDepthBuffer ) {

				p_uniforms.setValue( _gl, 'logDepthBufFC',
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );

			}

			if ( _currentCamera !== camera ) {

				_currentCamera = camera;

				// lighting uniforms depend on the camera so enforce an update
				// now, in case this material supports lights - or later, when
				// the next material that does gets activated:

				refreshMaterial = true;		// set to true on material change
				refreshLights = true;		// remains set until update done

			}

			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

			if ( material.isShaderMaterial ||
				material.isMeshPhongMaterial ||
				material.isMeshToonMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {

				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {

					uCamPos.setValue( _gl,
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );

				}

			}

			if ( material.isMeshPhongMaterial ||
				material.isMeshToonMaterial ||
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ) {

				p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );

			}

			if ( material.isMeshPhongMaterial ||
				material.isMeshToonMaterial ||
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
				material.skinning ) {

				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );

			}

		}

		// skinning uniforms must be set even if material didn't change
		// auto-setting of texture unit for bone texture must go before other textures
		// otherwise textures used for skinning can take over texture units reserved for other material textures

		if ( material.skinning ) {

			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );

			var skeleton = object.skeleton;

			if ( skeleton ) {

				var bones = skeleton.bones;

				if ( capabilities.floatVertexTextures ) {

					if ( skeleton.boneTexture === undefined ) {

						// layout (1 matrix = 4 pixels)
						//      RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
						//  with  8x8  pixel texture max   16 bones * 4 pixels =  (8 * 8)
						//       16x16 pixel texture max   64 bones * 4 pixels = (16 * 16)
						//       32x32 pixel texture max  256 bones * 4 pixels = (32 * 32)
						//       64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)


						var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
						size = MathUtils.ceilPowerOfTwo( size );
						size = Math.max( size, 4 );

						var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
						boneMatrices.set( skeleton.boneMatrices ); // copy current values

						var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );

						skeleton.boneMatrices = boneMatrices;
						skeleton.boneTexture = boneTexture;
						skeleton.boneTextureSize = size;

					}

					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );

				} else {

					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );

				}

			}

		}

		if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {

			materialProperties.receiveShadow = object.receiveShadow;
			p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );

		}

		if ( refreshMaterial ) {

			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );

			if ( materialProperties.needsLights ) {

				// the current material requires lighting info

				// note: all lighting uniforms are always set correctly
				// they simply reference the renderer's state for their
				// values
				//
				// use the current material's .needsUpdate flags to set
				// the GL state when required

				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );

			}

			// refresh uniforms common to several materials

			if ( fog && material.fog ) {

				refreshUniformsFog( m_uniforms, fog );

			}

			if ( material.isMeshBasicMaterial ) {

				refreshUniformsCommon( m_uniforms, material );

			} else if ( material.isMeshLambertMaterial ) {

				refreshUniformsCommon( m_uniforms, material );
				refreshUniformsLambert( m_uniforms, material );

			} else if ( material.isMeshToonMaterial ) {

				refreshUniformsCommon( m_uniforms, material );
				refreshUniformsToon( m_uniforms, material );

			} else if ( material.isMeshPhongMaterial ) {

				refreshUniformsCommon( m_uniforms, material );
				refreshUniformsPhong( m_uniforms, material );

			} else if ( material.isMeshStandardMaterial ) {

				refreshUniformsCommon( m_uniforms, material, environment );

				if ( material.isMeshPhysicalMaterial ) {

					refreshUniformsPhysical( m_uniforms, material, environment );

				} else {

					refreshUniformsStandard( m_uniforms, material, environment );

				}

			} else if ( material.isMeshMatcapMaterial ) {

				refreshUniformsCommon( m_uniforms, material );
				refreshUniformsMatcap( m_uniforms, material );

			} else if ( material.isMeshDepthMaterial ) {

				refreshUniformsCommon( m_uniforms, material );
				refreshUniformsDepth( m_uniforms, material );

			} else if ( material.isMeshDistanceMaterial ) {

				refreshUniformsCommon( m_uniforms, material );
				refreshUniformsDistance( m_uniforms, material );

			} else if ( material.isMeshNormalMaterial ) {

				refreshUniformsCommon( m_uniforms, material );
				refreshUniformsNormal( m_uniforms, material );

			} else if ( material.isLineBasicMaterial ) {

				refreshUniformsLine( m_uniforms, material );

				if ( material.isLineDashedMaterial ) {

					refreshUniformsDash( m_uniforms, material );

				}

			} else if ( material.isPointsMaterial ) {

				refreshUniformsPoints( m_uniforms, material );

			} else if ( material.isSpriteMaterial ) {

				refreshUniformsSprites( m_uniforms, material );

			} else if ( material.isShadowMaterial ) {

				m_uniforms.color.value.copy( material.color );
				m_uniforms.opacity.value = material.opacity;

			}

			// RectAreaLight Texture
			// TODO (mrdoob): Find a nicer implementation

			if ( m_uniforms.ltc_1 !== undefined ) m_uniforms.ltc_1.value = UniformsLib.LTC_1;
			if ( m_uniforms.ltc_2 !== undefined ) m_uniforms.ltc_2.value = UniformsLib.LTC_2;

			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );

			if ( material.isShaderMaterial ) {

				material.uniformsNeedUpdate = false; // #15581

			}

		}

		if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {

			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
			material.uniformsNeedUpdate = false;

		}

		if ( material.isSpriteMaterial ) {

			p_uniforms.setValue( _gl, 'center', object.center );

		}

		// common matrices

		p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
		p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );

		return program;

	}

	// Uniforms (refresh uniforms objects)

	function refreshUniformsCommon( uniforms, material, environment ) {

		uniforms.opacity.value = material.opacity;

		if ( material.color ) {

			uniforms.diffuse.value.copy( material.color );

		}

		if ( material.emissive ) {

			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );

		}

		if ( material.map ) {

			uniforms.map.value = material.map;

		}

		if ( material.alphaMap ) {

			uniforms.alphaMap.value = material.alphaMap;

		}

		if ( material.specularMap ) {

			uniforms.specularMap.value = material.specularMap;

		}

		var envMap = material.envMap || environment;

		if ( envMap ) {

			uniforms.envMap.value = envMap;

			uniforms.flipEnvMap.value = envMap.isCubeTexture ? - 1 : 1;

			uniforms.reflectivity.value = material.reflectivity;
			uniforms.refractionRatio.value = material.refractionRatio;

			uniforms.maxMipLevel.value = properties.get( envMap ).__maxMipLevel;

		}

		if ( material.lightMap ) {

			uniforms.lightMap.value = material.lightMap;
			uniforms.lightMapIntensity.value = material.lightMapIntensity;

		}

		if ( material.aoMap ) {

			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;

		}

		// uv repeat and offset setting priorities
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
		// 6. emissive map

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

		}

		if ( uvScaleMap !== undefined ) {

			// backwards compatibility
			if ( uvScaleMap.isWebGLRenderTarget ) {

				uvScaleMap = uvScaleMap.texture;

			}

			if ( uvScaleMap.matrixAutoUpdate === true ) {

				uvScaleMap.updateMatrix();

			}

			uniforms.uvTransform.value.copy( uvScaleMap.matrix );

		}

		// uv repeat and offset setting priorities for uv2
		// 1. ao map
		// 2. light map

		var uv2ScaleMap;

		if ( material.aoMap ) {

			uv2ScaleMap = material.aoMap;

		} else if ( material.lightMap ) {

			uv2ScaleMap = material.lightMap;

		}

		if ( uv2ScaleMap !== undefined ) {

			// backwards compatibility
			if ( uv2ScaleMap.isWebGLRenderTarget ) {

				uv2ScaleMap = uv2ScaleMap.texture;

			}

			if ( uv2ScaleMap.matrixAutoUpdate === true ) {

				uv2ScaleMap.updateMatrix();

			}

			uniforms.uv2Transform.value.copy( uv2ScaleMap.matrix );

		}

	}

	function refreshUniformsLine( uniforms, material ) {

		uniforms.diffuse.value.copy( material.color );
		uniforms.opacity.value = material.opacity;

	}

	function refreshUniformsDash( uniforms, material ) {

		uniforms.dashSize.value = material.dashSize;
		uniforms.totalSize.value = material.dashSize + material.gapSize;
		uniforms.scale.value = material.scale;

	}

	function refreshUniformsPoints( uniforms, material ) {

		uniforms.diffuse.value.copy( material.color );
		uniforms.opacity.value = material.opacity;
		uniforms.size.value = material.size * _pixelRatio;
		uniforms.scale.value = _height * 0.5;

		if ( material.map ) {

			uniforms.map.value = material.map;

		}

		if ( material.alphaMap ) {

			uniforms.alphaMap.value = material.alphaMap;

		}

		// uv repeat and offset setting priorities
		// 1. color map
		// 2. alpha map

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

		}

		if ( uvScaleMap !== undefined ) {

			if ( uvScaleMap.matrixAutoUpdate === true ) {

				uvScaleMap.updateMatrix();

			}

			uniforms.uvTransform.value.copy( uvScaleMap.matrix );

		}

	}

	function refreshUniformsSprites( uniforms, material ) {

		uniforms.diffuse.value.copy( material.color );
		uniforms.opacity.value = material.opacity;
		uniforms.rotation.value = material.rotation;

		if ( material.map ) {

			uniforms.map.value = material.map;

		}

		if ( material.alphaMap ) {

			uniforms.alphaMap.value = material.alphaMap;

		}

		// uv repeat and offset setting priorities
		// 1. color map
		// 2. alpha map

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

		}

		if ( uvScaleMap !== undefined ) {

			if ( uvScaleMap.matrixAutoUpdate === true ) {

				uvScaleMap.updateMatrix();

			}

			uniforms.uvTransform.value.copy( uvScaleMap.matrix );

		}

	}

	function refreshUniformsFog( uniforms, fog ) {

		uniforms.fogColor.value.copy( fog.color );

		if ( fog.isFog ) {

			uniforms.fogNear.value = fog.near;
			uniforms.fogFar.value = fog.far;

		} else if ( fog.isFogExp2 ) {

			uniforms.fogDensity.value = fog.density;

		}

	}

	function refreshUniformsLambert( uniforms, material ) {

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

	function refreshUniformsPhong( uniforms, material ) {

		uniforms.specular.value.copy( material.specular );
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();

		}

		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;

		}

	}

	function refreshUniformsToon( uniforms, material ) {

		uniforms.specular.value.copy( material.specular );
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )

		if ( material.gradientMap ) {

			uniforms.gradientMap.value = material.gradientMap;

		}

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();

		}

		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;

		}

	}

	function refreshUniformsStandard( uniforms, material, environment ) {

		uniforms.roughness.value = material.roughness;
		uniforms.metalness.value = material.metalness;

		if ( material.roughnessMap ) {

			uniforms.roughnessMap.value = material.roughnessMap;

		}

		if ( material.metalnessMap ) {

			uniforms.metalnessMap.value = material.metalnessMap;

		}

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();

		}

		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;

		}

		if ( material.envMap || environment ) {

			//uniforms.envMap.value = material.envMap; // part of uniforms common
			uniforms.envMapIntensity.value = material.envMapIntensity;

		}

	}

	function refreshUniformsPhysical( uniforms, material, environment ) {

		refreshUniformsStandard( uniforms, material, environment );

		uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common

		uniforms.clearcoat.value = material.clearcoat;
		uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
		if ( material.sheen ) uniforms.sheen.value.copy( material.sheen );

		if ( material.clearcoatMap ) {

			uniforms.clearcoatMap.value = material.clearcoatMap;

		}

		if ( material.clearcoatRoughnessMap ) {

			uniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;

		}

		if ( material.clearcoatNormalMap ) {

			uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );
			uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;

			if ( material.side === BackSide ) {

				uniforms.clearcoatNormalScale.value.negate();

			}

		}

		uniforms.transparency.value = material.transparency;

	}

	function refreshUniformsMatcap( uniforms, material ) {

		if ( material.matcap ) {

			uniforms.matcap.value = material.matcap;

		}

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();

		}

		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;

		}

	}

	function refreshUniformsDepth( uniforms, material ) {

		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;

		}

	}

	function refreshUniformsDistance( uniforms, material ) {

		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;

		}

		uniforms.referencePosition.value.copy( material.referencePosition );
		uniforms.nearDistance.value = material.nearDistance;
		uniforms.farDistance.value = material.farDistance;

	}

	function refreshUniformsNormal( uniforms, material ) {

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();

		}

		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;

		}

	}

	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

	function markUniformsLightsNeedsUpdate( uniforms, value ) {

		uniforms.ambientLightColor.needsUpdate = value;
		uniforms.lightProbe.needsUpdate = value;

		uniforms.directionalLights.needsUpdate = value;
		uniforms.directionalLightShadows.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.pointLightShadows.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
		uniforms.spotLightShadows.needsUpdate = value;
		uniforms.rectAreaLights.needsUpdate = value;
		uniforms.hemisphereLights.needsUpdate = value;

	}

	function materialNeedsLights( material ) {

		return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
			material.isMeshStandardMaterial || material.isShadowMaterial ||
			( material.isShaderMaterial && material.lights === true );

	}

	//
	this.setFramebuffer = function ( value ) {

		if ( _framebuffer !== value && _currentRenderTarget === null ) _gl.bindFramebuffer( 36160, value );

		_framebuffer = value;

	};

	this.getActiveCubeFace = function () {

		return _currentActiveCubeFace;

	};

	this.getActiveMipmapLevel = function () {

		return _currentActiveMipmapLevel;

	};

	this.getRenderTarget = function () {

		return _currentRenderTarget;

	};

	this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) {

		_currentRenderTarget = renderTarget;
		_currentActiveCubeFace = activeCubeFace;
		_currentActiveMipmapLevel = activeMipmapLevel;

		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {

			textures.setupRenderTarget( renderTarget );

		}

		var framebuffer = _framebuffer;
		var isCube = false;

		if ( renderTarget ) {

			var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;

			if ( renderTarget.isWebGLCubeRenderTarget ) {

				framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
				isCube = true;

			} else if ( renderTarget.isWebGLMultisampleRenderTarget ) {

				framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;

			} else {

				framebuffer = __webglFramebuffer;

			}

			_currentViewport.copy( renderTarget.viewport );
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;

		} else {

			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
			_currentScissorTest = _scissorTest;

		}

		if ( _currentFramebuffer !== framebuffer ) {

			_gl.bindFramebuffer( 36160, framebuffer );
			_currentFramebuffer = framebuffer;

		}

		state.viewport( _currentViewport );
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );

		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
			_gl.framebufferTexture2D( 36160, 36064, 34069 + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipmapLevel || 0 );

		}

	};

	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {

		if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {

			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
			return;

		}

		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;

		if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {

			framebuffer = framebuffer[ activeCubeFaceIndex ];

		}

		if ( framebuffer ) {

			var restore = false;

			if ( framebuffer !== _currentFramebuffer ) {

				_gl.bindFramebuffer( 36160, framebuffer );

				restore = true;

			}

			try {

				var texture = renderTarget.texture;
				var textureFormat = texture.format;
				var textureType = texture.type;

				if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {

					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;

				}

				if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)
					! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
					! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {

					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;

				}

				if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {

					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {

						_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );

					}

				} else {

					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}

			} finally {

				if ( restore ) {

					_gl.bindFramebuffer( 36160, _currentFramebuffer );

				}

			}

		}

	};

	this.copyFramebufferToTexture = function ( position, texture, level ) {

		if ( level === undefined ) level = 0;

		var levelScale = Math.pow( 2, - level );
		var width = Math.floor( texture.image.width * levelScale );
		var height = Math.floor( texture.image.height * levelScale );
		var glFormat = utils.convert( texture.format );

		textures.setTexture2D( texture, 0 );

		_gl.copyTexImage2D( 3553, level, glFormat, position.x, position.y, width, height, 0 );

		state.unbindTexture();

	};

	this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {

		if ( level === undefined ) level = 0;

		var width = srcTexture.image.width;
		var height = srcTexture.image.height;
		var glFormat = utils.convert( dstTexture.format );
		var glType = utils.convert( dstTexture.type );

		textures.setTexture2D( dstTexture, 0 );

		if ( srcTexture.isDataTexture ) {

			_gl.texSubImage2D( 3553, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );

		} else {

			if ( srcTexture.isCompressedTexture ) {

				_gl.compressedTexSubImage2D( 3553, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );

			} else {

				_gl.texSubImage2D( 3553, level, position.x, position.y, glFormat, glType, srcTexture.image );

			}

		}

		// Generate mipmaps only when copying level 0
		if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( 3553 );

		state.unbindTexture();

	};

	this.initTexture = function ( texture ) {

		textures.setTexture2D( texture, 0 );

		state.unbindTexture();

	};

	if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {

		__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef

	}

}

/**
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 */

function FogExp2( color, density ) {

	this.name = '';

	this.color = new Color( color );
	this.density = ( density !== undefined ) ? density : 0.00025;

}

Object.assign( FogExp2.prototype, {

	isFogExp2: true,

	clone: function () {

		return new FogExp2( this.color, this.density );

	},

	toJSON: function ( /* meta */ ) {

		return {
			type: 'FogExp2',
			color: this.color.getHex(),
			density: this.density
		};

	}

} );

/**
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 */

function Fog( color, near, far ) {

	this.name = '';

	this.color = new Color( color );

	this.near = ( near !== undefined ) ? near : 1;
	this.far = ( far !== undefined ) ? far : 1000;

}

Object.assign( Fog.prototype, {

	isFog: true,

	clone: function () {

		return new Fog( this.color, this.near, this.far );

	},

	toJSON: function ( /* meta */ ) {

		return {
			type: 'Fog',
			color: this.color.getHex(),
			near: this.near,
			far: this.far
		};

	}

} );

/**
 * @author benaadams / https://twitter.com/ben_a_adams
 */

function InterleavedBuffer( array, stride ) {

	this.array = array;
	this.stride = stride;
	this.count = array !== undefined ? array.length / stride : 0;

	this.usage = StaticDrawUsage;
	this.updateRange = { offset: 0, count: - 1 };

	this.version = 0;

}

Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {

	set: function ( value ) {

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

	}

} );

Object.assign( InterleavedBuffer.prototype, {

	isInterleavedBuffer: true,

	onUploadCallback: function () {},

	setUsage: function ( value ) {

		this.usage = value;

		return this;

	},

	copy: function ( source ) {

		this.array = new source.array.constructor( source.array );
		this.count = source.count;
		this.stride = source.stride;
		this.usage = source.usage;

		return this;

	},

	copyAt: function ( index1, attribute, index2 ) {

		index1 *= this.stride;
		index2 *= attribute.stride;

		for ( var i = 0, l = this.stride; i < l; i ++ ) {

			this.array[ index1 + i ] = attribute.array[ index2 + i ];

		}

		return this;

	},

	set: function ( value, offset ) {

		if ( offset === undefined ) offset = 0;

		this.array.set( value, offset );

		return this;

	},

	clone: function () {

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

	},

	onUpload: function ( callback ) {

		this.onUploadCallback = callback;

		return this;

	}

} );

/**
 * @author benaadams / https://twitter.com/ben_a_adams
 */

var _vector$6 = new Vector3();

function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {

	this.data = interleavedBuffer;
	this.itemSize = itemSize;
	this.offset = offset;

	this.normalized = normalized === true;

}

Object.defineProperties( InterleavedBufferAttribute.prototype, {

	count: {

		get: function () {

			return this.data.count;

		}

	},

	array: {

		get: function () {

			return this.data.array;

		}

	}

} );

Object.assign( InterleavedBufferAttribute.prototype, {

	isInterleavedBufferAttribute: true,

	applyMatrix4: function ( m ) {

		for ( var i = 0, l = this.data.count; i < l; i ++ ) {

			_vector$6.x = this.getX( i );
			_vector$6.y = this.getY( i );
			_vector$6.z = this.getZ( i );

			_vector$6.applyMatrix4( m );

			this.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );

		}

		return this;

	},

	setX: function ( index, x ) {

		this.data.array[ index * this.data.stride + this.offset ] = x;

		return this;

	},

	setY: function ( index, y ) {

		this.data.array[ index * this.data.stride + this.offset + 1 ] = y;

		return this;

	},

	setZ: function ( index, z ) {

		this.data.array[ index * this.data.stride + this.offset + 2 ] = z;

		return this;

	},

	setW: function ( index, w ) {

		this.data.array[ index * this.data.stride + this.offset + 3 ] = w;

		return this;

	},

	getX: function ( index ) {

		return this.data.array[ index * this.data.stride + this.offset ];

	},

	getY: function ( index ) {

		return this.data.array[ index * this.data.stride + this.offset + 1 ];

	},

	getZ: function ( index ) {

		return this.data.array[ index * this.data.stride + this.offset + 2 ];

	},

	getW: function ( index ) {

		return this.data.array[ index * this.data.stride + this.offset + 3 ];

	},

	setXY: function ( index, x, y ) {

		index = index * this.data.stride + this.offset;

		this.data.array[ index + 0 ] = x;
		this.data.array[ index + 1 ] = y;

		return this;

	},

	setXYZ: function ( index, x, y, z ) {

		index = index * this.data.stride + this.offset;

		this.data.array[ index + 0 ] = x;
		this.data.array[ index + 1 ] = y;
		this.data.array[ index + 2 ] = z;

		return this;

	},

	setXYZW: function ( index, x, y, z, w ) {

		index = index * this.data.stride + this.offset;

		this.data.array[ index + 0 ] = x;
		this.data.array[ index + 1 ] = y;
		this.data.array[ index + 2 ] = z;
		this.data.array[ index + 3 ] = w;

		return this;

	}

} );

/**
 * @author alteredq / http://alteredqualia.com/
 *
 * parameters = {
 *  color: <hex>,
 *  map: new THREE.Texture( <Image> ),
 *  alphaMap: new THREE.Texture( <Image> ),
 *  rotation: <float>,
 *  sizeAttenuation: <bool>
 * }
 */

function SpriteMaterial( parameters ) {

	Material.call( this );

	this.type = 'SpriteMaterial';

	this.color = new Color( 0xffffff );

	this.map = null;

	this.alphaMap = null;

	this.rotation = 0;

	this.sizeAttenuation = true;

	this.transparent = true;

	this.setValues( parameters );

}

SpriteMaterial.prototype = Object.create( Material.prototype );
SpriteMaterial.prototype.constructor = SpriteMaterial;
SpriteMaterial.prototype.isSpriteMaterial = true;

SpriteMaterial.prototype.copy = function ( source ) {

	Material.prototype.copy.call( this, source );

	this.color.copy( source.color );

	this.map = source.map;

	this.alphaMap = source.alphaMap;

	this.rotation = source.rotation;

	this.sizeAttenuation = source.sizeAttenuation;

	return this;

};

/**
 * @author mikael emtinger / http://gomo.se/
 * @author alteredq / http://alteredqualia.com/
 */

var _geometry;

var _intersectPoint = new Vector3();
var _worldScale = new Vector3();
var _mvPosition = new Vector3();

var _alignedPosition = new Vector2();
var _rotatedPosition = new Vector2();
var _viewWorldMatrix = new Matrix4();

var _vA$1 = new Vector3();
var _vB$1 = new Vector3();
var _vC$1 = new Vector3();

var _uvA$1 = new Vector2();
var _uvB$1 = new Vector2();
var _uvC$1 = new Vector2();

function Sprite( material ) {

	Object3D.call( this );

	this.type = 'Sprite';

	if ( _geometry === undefined ) {

		_geometry = new BufferGeometry();

		var float32Array = new Float32Array( [
			- 0.5, - 0.5, 0, 0, 0,
			0.5, - 0.5, 0, 1, 0,
			0.5, 0.5, 0, 1, 1,
			- 0.5, 0.5, 0, 0, 1
		] );

		var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );

		_geometry.setIndex( [ 0, 1, 2,	0, 2, 3 ] );
		_geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
		_geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );

	}

	this.geometry = _geometry;
	this.material = ( material !== undefined ) ? material : new SpriteMaterial();

	this.center = new Vector2( 0.5, 0.5 );

}

Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {

	constructor: Sprite,

	isSprite: true,

	raycast: function ( raycaster, intersects ) {

		if ( raycaster.camera === null ) {

			console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );

		}

		_worldScale.setFromMatrixScale( this.matrixWorld );

		_viewWorldMatrix.copy( raycaster.camera.matrixWorld );
		this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );

		_mvPosition.setFromMatrixPosition( this.modelViewMatrix );

		if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {

			_worldScale.multiplyScalar( - _mvPosition.z );

		}

		var rotation = this.material.rotation;
		var sin, cos;
		if ( rotation !== 0 ) {

			cos = Math.cos( rotation );
			sin = Math.sin( rotation );

		}

		var center = this.center;

		transformVertex( _vA$1.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
		transformVertex( _vB$1.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
		transformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );

		_uvA$1.set( 0, 0 );
		_uvB$1.set( 1, 0 );
		_uvC$1.set( 1, 1 );

		// check first triangle
		var intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );

		if ( intersect === null ) {

			// check second triangle
			transformVertex( _vB$1.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
			_uvB$1.set( 0, 1 );

			intersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );
			if ( intersect === null ) {

				return;

			}

		}

		var distance = raycaster.ray.origin.distanceTo( _intersectPoint );

		if ( distance < raycaster.near || distance > raycaster.far ) return;

		intersects.push( {

			distance: distance,
			point: _intersectPoint.clone(),
			uv: Triangle.getUV( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ),
			face: null,
			object: this

		} );

	},

	clone: function () {

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

	},

	copy: function ( source ) {

		Object3D.prototype.copy.call( this, source );

		if ( source.center !== undefined ) this.center.copy( source.center );

		return this;

	}


} );

function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {

	// compute position in camera space
	_alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );

	// to check if rotation is not zero
	if ( sin !== undefined ) {

		_rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
		_rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );

	} else {

		_rotatedPosition.copy( _alignedPosition );

	}


	vertexPosition.copy( mvPosition );
	vertexPosition.x += _rotatedPosition.x;
	vertexPosition.y += _rotatedPosition.y;

	// transform to world space
	vertexPosition.applyMatrix4( _viewWorldMatrix );

}

/**
 * @author mikael emtinger / http://gomo.se/
 * @author alteredq / http://alteredqualia.com/
 * @author mrdoob / http://mrdoob.com/
 */

var _v1$4 = new Vector3();
var _v2$2 = new Vector3();

function LOD() {

	Object3D.call( this );

	this._currentLevel = 0;

	this.type = 'LOD';

	Object.defineProperties( this, {
		levels: {
			enumerable: true,
			value: []
		}
	} );

	this.autoUpdate = true;

}

LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {

	constructor: LOD,

	isLOD: true,

	copy: function ( source ) {

		Object3D.prototype.copy.call( this, source, false );

		var levels = source.levels;

		for ( var i = 0, l = levels.length; i < l; i ++ ) {

			var level = levels[ i ];

			this.addLevel( level.object.clone(), level.distance );

		}

		this.autoUpdate = source.autoUpdate;

		return this;

	},

	addLevel: function ( object, distance ) {

		if ( distance === undefined ) distance = 0;

		distance = Math.abs( distance );

		var levels = this.levels;

		for ( var l = 0; l < levels.length; l ++ ) {

			if ( distance < levels[ l ].distance ) {

				break;

			}

		}

		levels.splice( l, 0, { distance: distance, object: object } );

		this.add( object );

		return this;

	},

	getCurrentLevel: function () {

		return this._currentLevel;

	},

	getObjectForDistance: function ( distance ) {

		var levels = this.levels;

		if ( levels.length > 0 ) {

			for ( var i = 1, l = levels.length; i < l; i ++ ) {

				if ( distance < levels[ i ].distance ) {

					break;

				}

			}

			return levels[ i - 1 ].object;

		}

		return null;

	},

	raycast: function ( raycaster, intersects ) {

		var levels = this.levels;

		if ( levels.length > 0 ) {

			_v1$4.setFromMatrixPosition( this.matrixWorld );

			var distance = raycaster.ray.origin.distanceTo( _v1$4 );

			this.getObjectForDistance( distance ).raycast( raycaster, intersects );

		}

	},

	update: function ( camera ) {

		var levels = this.levels;

		if ( levels.length > 1 ) {

			_v1$4.setFromMatrixPosition( camera.matrixWorld );
			_v2$2.setFromMatrixPosition( this.matrixWorld );

			var distance = _v1$4.distanceTo( _v2$2 ) / camera.zoom;

			levels[ 0 ].object.visible = true;

			for ( var i = 1, l = levels.length; i < l; i ++ ) {

				if ( distance >= levels[ i ].distance ) {

					levels[ i - 1 ].object.visible = false;
					levels[ i ].object.visible = true;

				} else {

					break;

				}

			}

			this._currentLevel = i - 1;

			for ( ; i < l; i ++ ) {

				levels[ i ].object.visible = false;

			}

		}

	},

	toJSON: function ( meta ) {

		var data = Object3D.prototype.toJSON.call( this, meta );

		if ( this.autoUpdate === false ) data.object.autoUpdate = false;

		data.object.levels = [];

		var levels = this.levels;

		for ( var i = 0, l = levels.length; i < l; i ++ ) {

			var level = levels[ i ];

			data.object.levels.push( {
				object: level.object.uuid,
				distance: level.distance
			} );

		}

		return data;

	}

} );

/**
 * @author mikael emtinger / http://gomo.se/
 * @author alteredq / http://alteredqualia.com/
 * @author ikerr / http://verold.com
 */

function SkinnedMesh( geometry, material ) {

	if ( geometry && geometry.isGeometry ) {

		console.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );

	}

	Mesh.call( this, geometry, material );

	this.type = 'SkinnedMesh';

	this.bindMode = 'attached';
	this.bindMatrix = new Matrix4();
	this.bindMatrixInverse = new Matrix4();

}

SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {

	constructor: SkinnedMesh,

	isSkinnedMesh: true,

	bind: function ( skeleton, bindMatrix ) {

		this.skeleton = skeleton;

		if ( bindMatrix === undefined ) {

			this.updateMatrixWorld( true );

			this.skeleton.calculateInverses();

			bindMatrix = this.matrixWorld;

		}

		this.bindMatrix.copy( bindMatrix );
		this.bindMatrixInverse.getInverse( bindMatrix );

	},

	pose: function () {

		this.skeleton.pose();

	},

	normalizeSkinWeights: function () {

		var vector = new Vector4();

		var skinWeight = this.geometry.attributes.skinWeight;

		for ( var i = 0, l = skinWeight.count; i < l; i ++ ) {

			vector.x = skinWeight.getX( i );
			vector.y = skinWeight.getY( i );
			vector.z = skinWeight.getZ( i );
			vector.w = skinWeight.getW( i );

			var scale = 1.0 / vector.manhattanLength();

			if ( scale !== Infinity ) {

				vector.multiplyScalar( scale );

			} else {

				vector.set( 1, 0, 0, 0 ); // do something reasonable

			}

			skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );

		}

	},

	updateMatrixWorld: function ( force ) {

		Mesh.prototype.updateMatrixWorld.call( this, force );

		if ( this.bindMode === 'attached' ) {

			this.bindMatrixInverse.getInverse( this.matrixWorld );

		} else if ( this.bindMode === 'detached' ) {

			this.bindMatrixInverse.getInverse( this.bindMatrix );

		} else {

			console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );

		}

	},

	clone: function () {

		return new this.constructor( this.geometry, this.material ).copy( this );

	},

	boneTransform: ( function () {

		var basePosition = new Vector3();

		var skinIndex = new Vector4();
		var skinWeight = new Vector4();

		var vector = new Vector3();
		var matrix = new Matrix4();

		return function ( index, target ) {

			var skeleton = this.skeleton;
			var geometry = this.geometry;

			skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );
			skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );

			basePosition.fromBufferAttribute( geometry.attributes.position, index ).applyMatrix4( this.bindMatrix );

			target.set( 0, 0, 0 );

			for ( var i = 0; i < 4; i ++ ) {

				var weight = skinWeight.getComponent( i );

				if ( weight !== 0 ) {

					var boneIndex = skinIndex.getComponent( i );

					matrix.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );

					target.addScaledVector( vector.copy( basePosition ).applyMatrix4( matrix ), weight );

				}

			}

			return target.applyMatrix4( this.bindMatrixInverse );

		};

	}() )

} );

/**
 * @author mikael emtinger / http://gomo.se/
 * @author alteredq / http://alteredqualia.com/
 * @author michael guerrero / http://realitymeltdown.com
 * @author ikerr / http://verold.com
 */

var _offsetMatrix = new Matrix4();
var _identityMatrix = new Matrix4();

function Skeleton( bones, boneInverses ) {

	// copy the bone array

	bones = bones || [];

	this.bones = bones.slice( 0 );
	this.boneMatrices = new Float32Array( this.bones.length * 16 );

	this.frame = - 1;

	// use the supplied bone inverses or calculate the inverses

	if ( boneInverses === undefined ) {

		this.calculateInverses();

	} else {

		if ( this.bones.length === boneInverses.length ) {

			this.boneInverses = boneInverses.slice( 0 );

		} else {

			console.warn( 'THREE.Skeleton boneInverses is the wrong length.' );

			this.boneInverses = [];

			for ( var i = 0, il = this.bones.length; i < il; i ++ ) {

				this.boneInverses.push( new Matrix4() );

			}

		}

	}

}

Object.assign( Skeleton.prototype, {

	calculateInverses: function () {

		this.boneInverses = [];

		for ( var i = 0, il = this.bones.length; i < il; i ++ ) {

			var inverse = new Matrix4();

			if ( this.bones[ i ] ) {

				inverse.getInverse( this.bones[ i ].matrixWorld );

			}

			this.boneInverses.push( inverse );

		}

	},

	pose: function () {

		var bone, i, il;

		// recover the bind-time world matrices

		for ( i = 0, il = this.bones.length; i < il; i ++ ) {

			bone = this.bones[ i ];

			if ( bone ) {

				bone.matrixWorld.getInverse( this.boneInverses[ i ] );

			}

		}

		// compute the local matrices, positions, rotations and scales

		for ( i = 0, il = this.bones.length; i < il; i ++ ) {

			bone = this.bones[ i ];

			if ( bone ) {

				if ( bone.parent && bone.parent.isBone ) {

					bone.matrix.getInverse( bone.parent.matrixWorld );
					bone.matrix.multiply( bone.matrixWorld );

				} else {

					bone.matrix.copy( bone.matrixWorld );

				}

				bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );

			}

		}

	},

	update: function () {

		var bones = this.bones;
		var boneInverses = this.boneInverses;
		var boneMatrices = this.boneMatrices;
		var boneTexture = this.boneTexture;

		// flatten bone matrices to array

		for ( var i = 0, il = bones.length; i < il; i ++ ) {

			// compute the offset between the current and the original transform

			var matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;

			_offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
			_offsetMatrix.toArray( boneMatrices, i * 16 );

		}

		if ( boneTexture !== undefined ) {

			boneTexture.needsUpdate = true;

		}

	},

	clone: function () {

		return new Skeleton( this.bones, this.boneInverses );

	},

	getBoneByName: function ( name ) {

		for ( var i = 0, il = this.bones.length; i < il; i ++ ) {

			var bone = this.bones[ i ];

			if ( bone.name === name ) {

				return bone;

			}

		}

		return undefined;

	},

	dispose: function ( ) {

		if ( this.boneTexture ) {

			this.boneTexture.dispose();

			this.boneTexture = undefined;

		}

	}

} );

/**
 * @author mikael emtinger / http://gomo.se/
 * @author alteredq / http://alteredqualia.com/
 * @author ikerr / http://verold.com
 */

function Bone() {

	Object3D.call( this );

	this.type = 'Bone';

}

Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {

	constructor: Bone,

	isBone: true

} );

/**
 * @author mrdoob / http://mrdoob.com/
 */

var _instanceLocalMatrix = new Matrix4();
var _instanceWorldMatrix = new Matrix4();

var _instanceIntersects = [];

var _mesh = new Mesh();

function InstancedMesh( geometry, material, count ) {

	Mesh.call( this, geometry, material );

	this.instanceMatrix = new BufferAttribute( new Float32Array( count * 16 ), 16 );

	this.count = count;

	this.frustumCulled = false;

}

InstancedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {

	constructor: InstancedMesh,

	isInstancedMesh: true,

	getMatrixAt: function ( index, matrix ) {

		matrix.fromArray( this.instanceMatrix.array, index * 16 );

	},

	raycast: function ( raycaster, intersects ) {

		var matrixWorld = this.matrixWorld;
		var raycastTimes = this.count;

		_mesh.geometry = this.geometry;
		_mesh.material = this.material;

		if ( _mesh.material === undefined ) return;

		for ( var instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {

			// calculate the world matrix for each instance

			this.getMatrixAt( instanceId, _instanceLocalMatrix );

			_instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );

			// the mesh represents this single instance

			_mesh.matrixWorld = _instanceWorldMatrix;

			_mesh.raycast( raycaster, _instanceIntersects );

			// process the result of raycast

			for ( var i = 0, l = _instanceIntersects.length; i < l; i ++ ) {

				var intersect = _instanceIntersects[ i ];
				intersect.instanceId = instanceId;
				intersect.object = this;
				intersects.push( intersect );

			}

			_instanceIntersects.length = 0;

		}

	},

	setMatrixAt: function ( index, matrix ) {

		matrix.toArray( this.instanceMatrix.array, index * 16 );

	},

	updateMorphTargets: function () {

	}

} );

/**
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 *
 * parameters = {
 *  color: <hex>,
 *  opacity: <float>,
 *
 *  linewidth: <float>,
 *  linecap: "round",
 *  linejoin: "round"
 * }
 */

function LineBasicMaterial( parameters ) {

	Material.call( this );

	this.type = 'LineBasicMaterial';

	this.color = new Color( 0xffffff );

	this.linewidth = 1;
	this.linecap = 'round';
	this.linejoin = 'round';

	this.setValues( parameters );

}

LineBasicMaterial.prototype = Object.create( Material.prototype );
LineBasicMaterial.prototype.constructor = LineBasicMaterial;

LineBasicMaterial.prototype.isLineBasicMaterial = true;

LineBasicMaterial.prototype.copy = function ( source ) {

	Material.prototype.copy.call( this, source );

	this.color.copy( source.color );

	this.linewidth = source.linewidth;
	this.linecap = source.linecap;
	this.linejoin = source.linejoin;

	return this;

};

/**
 * @author mrdoob / http://mrdoob.com/
 */

var _start = new Vector3();
var _end = new Vector3();
var _inverseMatrix$1 = new Matrix4();
var _ray$1 = new Ray();
var _sphere$2 = new Sphere();

function Line( geometry, material, mode ) {

	if ( mode === 1 ) {

		console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );

	}

	Object3D.call( this );

	this.type = 'Line';

	this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
	this.material = material !== undefined ? material : new LineBasicMaterial();

}

Line.prototype = Object.assign( Object.create( Object3D.prototype ), {

	constructor: Line,

	isLine: true,

	computeLineDistances: function () {

		var geometry = this.geometry;

		if ( geometry.isBufferGeometry ) {

			// we assume non-indexed geometry

			if ( geometry.index === null ) {

				var positionAttribute = geometry.attributes.position;
				var lineDistances = [ 0 ];

				for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {

					_start.fromBufferAttribute( positionAttribute, i - 1 );
					_end.fromBufferAttribute( positionAttribute, i );

					lineDistances[ i ] = lineDistances[ i - 1 ];
					lineDistances[ i ] += _start.distanceTo( _end );

				}

				geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );

			} else {

				console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );

			}

		} else if ( geometry.isGeometry ) {

			var vertices = geometry.vertices;
			var lineDistances = geometry.lineDistances;

			lineDistances[ 0 ] = 0;

			for ( var i = 1, l = vertices.length; i < l; i ++ ) {

				lineDistances[ i ] = lineDistances[ i - 1 ];
				lineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] );

			}

		}

		return this;

	},

	raycast: function ( raycaster, intersects ) {

		var geometry = this.geometry;
		var matrixWorld = this.matrixWorld;
		var threshold = raycaster.params.Line.threshold;

		// Checking boundingSphere distance to ray

		if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();

		_sphere$2.copy( geometry.boundingSphere );
		_sphere$2.applyMatrix4( matrixWorld );
		_sphere$2.radius += threshold;

		if ( raycaster.ray.intersectsSphere( _sphere$2 ) === false ) return;

		//

		_inverseMatrix$1.getInverse( matrixWorld );
		_ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );

		var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
		var localThresholdSq = localThreshold * localThreshold;

		var vStart = new Vector3();
		var vEnd = new Vector3();
		var interSegment = new Vector3();
		var interRay = new Vector3();
		var step = ( this && this.isLineSegments ) ? 2 : 1;

		if ( geometry.isBufferGeometry ) {

			var index = geometry.index;
			var attributes = geometry.attributes;
			var positions = attributes.position.array;

			if ( index !== null ) {

				var indices = index.array;

				for ( var i = 0, l = indices.length - 1; i < l; i += step ) {

					var a = indices[ i ];
					var b = indices[ i + 1 ];

					vStart.fromArray( positions, a * 3 );
					vEnd.fromArray( positions, b * 3 );

					var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );

					if ( distSq > localThresholdSq ) continue;

					interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation

					var distance = raycaster.ray.origin.distanceTo( interRay );

					if ( distance < raycaster.near || distance > raycaster.far ) continue;

					intersects.push( {

						distance: distance,
						// What do we want? intersection point on the ray or on the segment??
						// point: raycaster.ray.at( distance ),
						point: interSegment.clone().applyMatrix4( this.matrixWorld ),
						index: i,
						face: null,
						faceIndex: null,
						object: this

					} );

				}

			} else {

				for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {

					vStart.fromArray( positions, 3 * i );
					vEnd.fromArray( positions, 3 * i + 3 );

					var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );

					if ( distSq > localThresholdSq ) continue;

					interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation

					var distance = raycaster.ray.origin.distanceTo( interRay );

					if ( distance < raycaster.near || distance > raycaster.far ) continue;

					intersects.push( {

						distance: distance,
						// What do we want? intersection point on the ray or on the segment??
						// point: raycaster.ray.at( distance ),
						point: interSegment.clone().applyMatrix4( this.matrixWorld ),
						index: i,
						face: null,
						faceIndex: null,
						object: this

					} );

				}

			}

		} else if ( geometry.isGeometry ) {

			var vertices = geometry.vertices;
			var nbVertices = vertices.length;

			for ( var i = 0; i < nbVertices - 1; i += step ) {

				var distSq = _ray$1.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );

				if ( distSq > localThresholdSq ) continue;

				interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation

				var distance = raycaster.ray.origin.distanceTo( interRay );

				if ( distance < raycaster.near || distance > raycaster.far ) continue;

				intersects.push( {

					distance: distance,
					// What do we want? intersection point on the ray or on the segment??
					// point: raycaster.ray.at( distance ),
					point: interSegment.clone().applyMatrix4( this.matrixWorld ),
					index: i,
					face: null,
					faceIndex: null,
					object: this

				} );

			}

		}

	},

	clone: function () {

		return new this.constructor( this.geometry, this.material ).copy( this );

	}

} );

/**
 * @author mrdoob / http://mrdoob.com/
 */

var _start$1 = new Vector3();
var _end$1 = new Vector3();

function LineSegments( geometry, material ) {

	Line.call( this, geometry, material );

	this.type = 'LineSegments';

}

LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {

	constructor: LineSegments,

	isLineSegments: true,

	computeLineDistances: function () {

		var geometry = this.geometry;

		if ( geometry.isBufferGeometry ) {

			// we assume non-indexed geometry

			if ( geometry.index === null ) {

				var positionAttribute = geometry.attributes.position;
				var lineDistances = [];

				for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) {

					_start$1.fromBufferAttribute( positionAttribute, i );
					_end$1.fromBufferAttribute( positionAttribute, i + 1 );

					lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
					lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );

				}

				geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );

			} else {

				console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );

			}

		} else if ( geometry.isGeometry ) {

			var vertices = geometry.vertices;
			var lineDistances = geometry.lineDistances;

			for ( var i = 0, l = vertices.length; i < l; i += 2 ) {

				_start$1.copy( vertices[ i ] );
				_end$1.copy( vertices[ i + 1 ] );

				lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
				lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );

			}

		}

		return this;

	}

} );

/**
 * @author mgreter / http://github.com/mgreter
 */

function LineLoop( geometry, material ) {

	Line.call( this, geometry, material );

	this.type = 'LineLoop';

}

LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {

	constructor: LineLoop,

	isLineLoop: true,

} );

/**
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 *
 * parameters = {
 *  color: <hex>,
 *  opacity: <float>,
 *  map: new THREE.Texture( <Image> ),
 *  alphaMap: new THREE.Texture( <Image> ),
 *
 *  size: <float>,
 *  sizeAttenuation: <bool>
 *
 *  morphTargets: <bool>
 * }
 */

function PointsMaterial( parameters ) {

	Material.call( this );

	this.type = 'PointsMaterial';

	this.color = new Color( 0xffffff );

	this.map = null;

	this.alphaMap = null;

	this.size = 1;
	this.sizeAttenuation = true;

	this.morphTargets = false;

	this.setValues( parameters );

}

PointsMaterial.prototype = Object.create( Material.prototype );
PointsMaterial.prototype.constructor = PointsMaterial;

PointsMaterial.prototype.isPointsMaterial = true;

PointsMaterial.prototype.copy = function ( source ) {

	Material.prototype.copy.call( this, source );

	this.color.copy( source.color );

	this.map = source.map;

	this.alphaMap = source.alphaMap;

	this.size = source.size;
	this.sizeAttenuation = source.sizeAttenuation;

	this.morphTargets = source.morphTargets;

	return this;

};

/**
 * @author alteredq / http://alteredqualia.com/
 */

var _inverseMatrix$2 = new Matrix4();
var _ray$2 = new Ray();
var _sphere$3 = new Sphere();
var _position$1 = new Vector3();

function Points( geometry, material ) {

	Object3D.call( this );

	this.type = 'Points';

	this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
	this.material = material !== undefined ? material : new PointsMaterial();

	this.updateMorphTargets();

}

Points.prototype = Object.assign( Object.create( Object3D.prototype ), {

	constructor: Points,

	isPoints: true,

	raycast: function ( raycaster, intersects ) {

		var geometry = this.geometry;
		var matrixWorld = this.matrixWorld;
		var threshold = raycaster.params.Points.threshold;

		// Checking boundingSphere distance to ray

		if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();

		_sphere$3.copy( geometry.boundingSphere );
		_sphere$3.applyMatrix4( matrixWorld );
		_sphere$3.radius += threshold;

		if ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) return;

		//

		_inverseMatrix$2.getInverse( matrixWorld );
		_ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );

		var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
		var localThresholdSq = localThreshold * localThreshold;

		if ( geometry.isBufferGeometry ) {

			var index = geometry.index;
			var attributes = geometry.attributes;
			var positions = attributes.position.array;

			if ( index !== null ) {

				var indices = index.array;

				for ( var i = 0, il = indices.length; i < il; i ++ ) {

					var a = indices[ i ];

					_position$1.fromArray( positions, a * 3 );

					testPoint( _position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this );

				}

			} else {

				for ( var i = 0, l = positions.length / 3; i < l; i ++ ) {

					_position$1.fromArray( positions, i * 3 );

					testPoint( _position$1, i, localThresholdSq, matrixWorld, raycaster, intersects, this );

				}

			}

		} else {

			var vertices = geometry.vertices;

			for ( var i = 0, l = vertices.length; i < l; i ++ ) {

				testPoint( vertices[ i ], i, localThresholdSq, matrixWorld, raycaster, intersects, this );

			}

		}

	},

	updateMorphTargets: function () {

		var geometry = this.geometry;
		var m, ml, name;

		if ( geometry.isBufferGeometry ) {

			var morphAttributes = geometry.morphAttributes;
			var keys = Object.keys( morphAttributes );

			if ( keys.length > 0 ) {

				var morphAttribute = morphAttributes[ keys[ 0 ] ];

				if ( morphAttribute !== undefined ) {

					this.morphTargetInfluences = [];
					this.morphTargetDictionary = {};

					for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {

						name = morphAttribute[ m ].name || String( m );

						this.morphTargetInfluences.push( 0 );
						this.morphTargetDictionary[ name ] = m;

					}

				}

			}

		} else {

			var morphTargets = geometry.morphTargets;

			if ( morphTargets !== undefined && morphTargets.length > 0 ) {

				console.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );

			}

		}

	},

	clone: function () {

		return new this.constructor( this.geometry, this.material ).copy( this );

	}

} );

function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {

	var rayPointDistanceSq = _ray$2.distanceSqToPoint( point );

	if ( rayPointDistanceSq < localThresholdSq ) {

		var intersectPoint = new Vector3();

		_ray$2.closestPointToPoint( point, intersectPoint );
		intersectPoint.applyMatrix4( matrixWorld );

		var distance = raycaster.ray.origin.distanceTo( intersectPoint );

		if ( distance < raycaster.near || distance > raycaster.far ) return;

		intersects.push( {

			distance: distance,
			distanceToRay: Math.sqrt( rayPointDistanceSq ),
			point: intersectPoint,
			index: index,
			face: null,
			object: object

		} );

	}

}

/**
 * @author mrdoob / http://mrdoob.com/
 */

function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {

	Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );

	this.format = format !== undefined ? format : RGBFormat;

	this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
	this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;

	this.generateMipmaps = false;

}

VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {

	constructor: VideoTexture,

	isVideoTexture: true,

	update: function () {

		var video = this.image;

		if ( video.readyState >= video.HAVE_CURRENT_DATA ) {

			this.needsUpdate = true;

		}

	}

} );

/**
 * @author alteredq / http://alteredqualia.com/
 */

function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {

	Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );

	this.image = { width: width, height: height };
	this.mipmaps = mipmaps;

	// no flipping for cube textures
	// (also flipping doesn't work for compressed textures )

	this.flipY = false;

	// can't generate mipmaps for compressed textures
	// mips must be embedded in DDS files

	this.generateMipmaps = false;

}

CompressedTexture.prototype = Object.create( Texture.prototype );
CompressedTexture.prototype.constructor = CompressedTexture;

CompressedTexture.prototype.isCompressedTexture = true;

/**
 * @author mrdoob / http://mrdoob.com/
 */

function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {

	Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );

	this.needsUpdate = true;

}

CanvasTexture.prototype = Object.create( Texture.prototype );
CanvasTexture.prototype.constructor = CanvasTexture;
CanvasTexture.prototype.isCanvasTexture = true;

/**
 * @author Matt DesLauriers / @mattdesl
 * @author atix / arthursilber.de
 */

function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {

	format = format !== undefined ? format : DepthFormat;

	if ( format !== DepthFormat && format !== DepthStencilFormat ) {

		throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );

	}

	if ( type === undefined && format === DepthFormat ) type = UnsignedShortType;
	if ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;

	Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );

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

	this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
	this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;

	this.flipY = false;
	this.generateMipmaps	= false;

}

DepthTexture.prototype = Object.create( Texture.prototype );
DepthTexture.prototype.constructor = DepthTexture;
DepthTexture.prototype.isDepthTexture = true;

/**
 * @author mrdoob / http://mrdoob.com/
 * @author Mugen87 / https://github.com/Mugen87
 */

function WireframeGeometry( geometry ) {

	BufferGeometry.call( this );

	this.type = 'WireframeGeometry';

	// buffer

	var vertices = [];

	// helper variables

	var i, j, l, o, ol;
	var edge = [ 0, 0 ], edges = {}, e, edge1, edge2;
	var key, keys = [ 'a', 'b', 'c' ];
	var vertex;

	// different logic for Geometry and BufferGeometry

	if ( geometry && geometry.isGeometry ) {

		// create a data structure that contains all edges without duplicates

		var faces = geometry.faces;

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

			var face = faces[ i ];

			for ( j = 0; j < 3; j ++ ) {

				edge1 = face[ keys[ j ] ];
				edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
				edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
				edge[ 1 ] = Math.max( edge1, edge2 );

				key = edge[ 0 ] + ',' + edge[ 1 ];

				if ( edges[ key ] === undefined ) {

					edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };

				}

			}

		}

		// generate vertices

		for ( key in edges ) {

			e = edges[ key ];

			vertex = geometry.vertices[ e.index1 ];
			vertices.push( vertex.x, vertex.y, vertex.z );

			vertex = geometry.vertices[ e.index2 ];
			vertices.push( vertex.x, vertex.y, vertex.z );

		}

	} else if ( geometry && geometry.isBufferGeometry ) {

		var position, indices, groups;
		var group, start, count;
		var index1, index2;

		vertex = new Vector3();

		if ( geometry.index !== null ) {

			// indexed BufferGeometry

			position = geometry.attributes.position;
			indices = geometry.index;
			groups = geometry.groups;

			if ( groups.length === 0 ) {

				groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];

			}

			// create a data structure that contains all eges without duplicates

			for ( o = 0, ol = groups.length; o < ol; ++ o ) {

				group = groups[ o ];

				start = group.start;
				count = group.count;

				for ( i = start, l = ( start + count ); i < l; i += 3 ) {

					for ( j = 0; j < 3; j ++ ) {

						edge1 = indices.getX( i + j );
						edge2 = indices.getX( i + ( j + 1 ) % 3 );
						edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
						edge[ 1 ] = Math.max( edge1, edge2 );

						key = edge[ 0 ] + ',' + edge[ 1 ];

						if ( edges[ key ] === undefined ) {

							edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };

						}

					}

				}

			}

			// generate vertices

			for ( key in edges ) {

				e = edges[ key ];

				vertex.fromBufferAttribute( position, e.index1 );
				vertices.push( vertex.x, vertex.y, vertex.z );

				vertex.fromBufferAttribute( position, e.index2 );
				vertices.push( vertex.x, vertex.y, vertex.z );

			}

		} else {

			// non-indexed BufferGeometry

			position = geometry.attributes.position;

			for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) {

				for ( j = 0; j < 3; j ++ ) {

					// three edges per triangle, an edge is represented as (index1, index2)
					// e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)

					index1 = 3 * i + j;
					vertex.fromBufferAttribute( position, index1 );
					vertices.push( vertex.x, vertex.y, vertex.z );

					index2 = 3 * i + ( ( j + 1 ) % 3 );
					vertex.fromBufferAttribute( position, index2 );
					vertices.push( vertex.x, vertex.y, vertex.z );

				}

			}

		}

	}

	// build geometry

	this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );

}

WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
WireframeGeometry.prototype.constructor = WireframeGeometry;

/**
 * @author zz85 / https://github.com/zz85
 * @author Mugen87 / https://github.com/Mugen87
 *
 * Parametric Surfaces Geometry
 * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html
 */

// ParametricGeometry

function ParametricGeometry( func, slices, stacks ) {

	Geometry.call( this );

	this.type = 'ParametricGeometry';

	this.parameters = {
		func: func,
		slices: slices,
		stacks: stacks
	};

	this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
	this.mergeVertices();

}

ParametricGeometry.prototype = Object.create( Geometry.prototype );
ParametricGeometry.prototype.constructor = ParametricGeometry;

// ParametricBufferGeometry

function ParametricBufferGeometry( func, slices, stacks ) {

	BufferGeometry.call( this );

	this.type = 'ParametricBufferGeometry';

	this.parameters = {
		func: func,
		slices: slices,
		stacks: stacks
	};

	// buffers

	var indices = [];
	var vertices = [];
	var normals = [];
	var uvs = [];

	var EPS = 0.00001;

	var normal = new Vector3();

	var p0 = new Vector3(), p1 = new Vector3();
	var pu = new Vector3(), pv = new Vector3();

	var i, j;

	if ( func.length < 3 ) {

		console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );

	}

	// generate vertices, normals and uvs

	var sliceCount = slices + 1;

	for ( i = 0; i <= stacks; i ++ ) {

		var v = i / stacks;

		for ( j = 0; j <= slices; j ++ ) {

			var u = j / slices;

			// vertex

			func( u, v, p0 );
			vertices.push( p0.x, p0.y, p0.z );

			// normal

			// approximate tangent vectors via finite differences

			if ( u - EPS >= 0 ) {

				func( u - EPS, v, p1 );
				pu.subVectors( p0, p1 );

			} else {

				func( u + EPS, v, p1 );
				pu.subVectors( p1, p0 );

			}

			if ( v - EPS >= 0 ) {

				func( u, v - EPS, p1 );
				pv.subVectors( p0, p1 );

			} else {

				func( u, v + EPS, p1 );
				pv.subVectors( p1, p0 );

			}

			// cross product of tangent vectors returns surface normal

			normal.crossVectors( pu, pv ).normalize();
			normals.push( normal.x, normal.y, normal.z );

			// uv

			uvs.push( u, v );

		}

	}

	// generate indices

	for ( i = 0; i < stacks; i ++ ) {

		for ( j = 0; j < slices; j ++ ) {

			var a = i * sliceCount + j;
			var b = i * sliceCount + j + 1;
			var c = ( i + 1 ) * sliceCount + j + 1;
			var d = ( i + 1 ) * sliceCount + j;

			// faces one and two

			indices.push( a, b, d );
			indices.push( b, c, d );

		}

	}

	// build geometry

	this.setIndex( indices );
	this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
	this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
	this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

}

ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;

/**
 * @author clockworkgeek / https://github.com/clockworkgeek
 * @author timothypratley / https://github.com/timothypratley
 * @author WestLangley / http://github.com/WestLangley
 * @author Mugen87 / https://github.com/Mugen87
 */

// PolyhedronGeometry

function PolyhedronGeometry( vertices, indices, radius, detail ) {

	Geometry.call( this );

	this.type = 'PolyhedronGeometry';

	this.parameters = {
		vertices: vertices,
		indices: indices,
		radius: radius,
		detail: detail
	};

	this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
	this.mergeVertices();

}

PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;

// PolyhedronBufferGeometry

function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {

	BufferGeometry.call( this );

	this.type = 'PolyhedronBufferGeometry';

	this.parameters = {
		vertices: vertices,
		indices: indices,
		radius: radius,
		detail: detail
	};

	radius = radius || 1;
	detail = detail || 0;

	// default buffer data

	var vertexBuffer = [];
	var uvBuffer = [];

	// the subdivision creates the vertex buffer data

	subdivide( detail );

	// all vertices should lie on a conceptual sphere with a given radius

	applyRadius( radius );

	// finally, create the uv data

	generateUVs();

	// build non-indexed geometry

	this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
	this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
	this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );

	if ( detail === 0 ) {

		this.computeVertexNormals(); // flat normals

	} else {

		this.normalizeNormals(); // smooth normals

	}

	// helper functions

	function subdivide( detail ) {

		var a = new Vector3();
		var b = new Vector3();
		var c = new Vector3();

		// iterate over all faces and apply a subdivison with the given detail value

		for ( var i = 0; i < indices.length; i += 3 ) {

			// get the vertices of the face

			getVertexByIndex( indices[ i + 0 ], a );
			getVertexByIndex( indices[ i + 1 ], b );
			getVertexByIndex( indices[ i + 2 ], c );

			// perform subdivision

			subdivideFace( a, b, c, detail );

		}

	}

	function subdivideFace( a, b, c, detail ) {

		var cols = Math.pow( 2, detail );

		// we use this multidimensional array as a data structure for creating the subdivision

		var v = [];

		var i, j;

		// construct all of the vertices for this subdivision

		for ( i = 0; i <= cols; i ++ ) {

			v[ i ] = [];

			var aj = a.clone().lerp( c, i / cols );
			var bj = b.clone().lerp( c, i / cols );

			var rows = cols - i;

			for ( j = 0; j <= rows; j ++ ) {

				if ( j === 0 && i === cols ) {

					v[ i ][ j ] = aj;

				} else {

					v[ i ][ j ] = aj.clone().lerp( bj, j / rows );

				}

			}

		}

		// construct all of the faces

		for ( i = 0; i < cols; i ++ ) {

			for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {

				var k = Math.floor( j / 2 );

				if ( j % 2 === 0 ) {

					pushVertex( v[ i ][ k + 1 ] );
					pushVertex( v[ i + 1 ][ k ] );
					pushVertex( v[ i ][ k ] );

				} else {

					pushVertex( v[ i ][ k + 1 ] );
					pushVertex( v[ i + 1 ][ k + 1 ] );
					pushVertex( v[ i + 1 ][ k ] );

				}

			}

		}

	}

	function applyRadius( radius ) {

		var vertex = new Vector3();

		// iterate over the entire buffer and apply the radius to each vertex

		for ( var i = 0; i < vertexBuffer.length; i += 3 ) {

			vertex.x = vertexBuffer[ i + 0 ];
			vertex.y = vertexBuffer[ i + 1 ];
			vertex.z = vertexBuffer[ i + 2 ];

			vertex.normalize().multiplyScalar( radius );

			vertexBuffer[ i + 0 ] = vertex.x;
			vertexBuffer[ i + 1 ] = vertex.y;
			vertexBuffer[ i + 2 ] = vertex.z;

		}

	}

	function generateUVs() {

		var vertex = new Vector3();

		for ( var i = 0; i < vertexBuffer.length; i += 3 ) {

			vertex.x = vertexBuffer[ i + 0 ];
			vertex.y = vertexBuffer[ i + 1 ];
			vertex.z = vertexBuffer[ i + 2 ];

			var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
			var v = inclination( vertex ) / Math.PI + 0.5;
			uvBuffer.push( u, 1 - v );

		}

		correctUVs();

		correctSeam();

	}

	function correctSeam() {

		// handle case when face straddles the seam, see #3269

		for ( var i = 0; i < uvBuffer.length; i += 6 ) {

			// uv data of a single face

			var x0 = uvBuffer[ i + 0 ];
			var x1 = uvBuffer[ i + 2 ];
			var x2 = uvBuffer[ i + 4 ];

			var max = Math.max( x0, x1, x2 );
			var min = Math.min( x0, x1, x2 );

			// 0.9 is somewhat arbitrary

			if ( max > 0.9 && min < 0.1 ) {

				if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
				if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
				if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;

			}

		}

	}

	function pushVertex( vertex ) {

		vertexBuffer.push( vertex.x, vertex.y, vertex.z );

	}

	function getVertexByIndex( index, vertex ) {

		var stride = index * 3;

		vertex.x = vertices[ stride + 0 ];
		vertex.y = vertices[ stride + 1 ];
		vertex.z = vertices[ stride + 2 ];

	}

	function correctUVs() {

		var a = new Vector3();
		var b = new Vector3();
		var c = new Vector3();

		var centroid = new Vector3();

		var uvA = new Vector2();
		var uvB = new Vector2();
		var uvC = new Vector2();

		for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {

			a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
			b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
			c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );

			uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
			uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
			uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );

			centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );

			var azi = azimuth( centroid );

			correctUV( uvA, j + 0, a, azi );
			correctUV( uvB, j + 2, b, azi );
			correctUV( uvC, j + 4, c, azi );

		}

	}

	function correctUV( uv, stride, vector, azimuth ) {

		if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {

			uvBuffer[ stride ] = uv.x - 1;

		}

		if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {

			uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;

		}

	}

	// Angle around the Y axis, counter-clockwise when looking from above.

	function azimuth( vector ) {

		return Math.atan2( vector.z, - vector.x );

	}


	// Angle above the XZ plane.

	function inclination( vector ) {

		return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );

	}

}

PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;

/**
 * @author timothypratley / https://github.com/timothypratley
 * @author Mugen87 / https://github.com/Mugen87
 */

// TetrahedronGeometry

function TetrahedronGeometry( radius, detail ) {

	Geometry.call( this );

	this.type = 'TetrahedronGeometry';

	this.parameters = {
		radius: radius,
		detail: detail
	};

	this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
	this.mergeVertices();

}

TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;

// TetrahedronBufferGeometry

function TetrahedronBufferGeometry( radius, detail ) {

	var vertices = [
		1, 1, 1, 	- 1, - 1, 1, 	- 1, 1, - 1, 	1, - 1, - 1
	];

	var indices = [
		2, 1, 0, 	0, 3, 2,	1, 3, 0,	2, 3, 1
	];

	PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );

	this.type = 'TetrahedronBufferGeometry';

	this.parameters = {
		radius: radius,
		detail: detail
	};

}

TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;

/**
 * @author timothypratley / https://github.com/timothypratley
 * @author Mugen87 / https://github.com/Mugen87
 */

// OctahedronGeometry

function OctahedronGeometry( radius, detail ) {

	Geometry.call( this );

	this.type = 'OctahedronGeometry';

	this.parameters = {
		radius: radius,
		detail: detail
	};

	this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
	this.mergeVertices();

}

OctahedronGeometry.prototype = Object.create( Geometry.prototype );
OctahedronGeometry.prototype.constructor = OctahedronGeometry;

// OctahedronBufferGeometry

function OctahedronBufferGeometry( radius, detail ) {

	var vertices = [
		1, 0, 0, 	- 1, 0, 0,	0, 1, 0,
		0, - 1, 0, 	0, 0, 1,	0, 0, - 1
	];

	var indices = [
		0, 2, 4,	0, 4, 3,	0, 3, 5,
		0, 5, 2,	1, 2, 5,	1, 5, 3,
		1, 3, 4,	1, 4, 2
	];

	PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );

	this.type = 'OctahedronBufferGeometry';

	this.parameters = {
		radius: radius,
		detail: detail
	};

}

OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;

/**
 * @author timothypratley / https://github.com/timothypratley
 * @author Mugen87 / https://github.com/Mugen87
 */

// IcosahedronGeometry

function IcosahedronGeometry( radius, detail ) {

	Geometry.call( this );

	this.type = 'IcosahedronGeometry';

	this.parameters = {
		radius: radius,
		detail: detail
	};

	this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
	this.mergeVertices();

}

IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;

// IcosahedronBufferGeometry

function IcosahedronBufferGeometry( radius, detail ) {

	var t = ( 1 + Math.sqrt( 5 ) ) / 2;

	var vertices = [
		- 1, t, 0, 	1, t, 0, 	- 1, - t, 0, 	1, - t, 0,
		 0, - 1, t, 	0, 1, t,	0, - 1, - t, 	0, 1, - t,
		 t, 0, - 1, 	t, 0, 1, 	- t, 0, - 1, 	- t, 0, 1
	];

	var indices = [
		 0, 11, 5, 	0, 5, 1, 	0, 1, 7, 	0, 7, 10, 	0, 10, 11,
		 1, 5, 9, 	5, 11, 4,	11, 10, 2,	10, 7, 6,	7, 1, 8,
		 3, 9, 4, 	3, 4, 2,	3, 2, 6,	3, 6, 8,	3, 8, 9,
		 4, 9, 5, 	2, 4, 11,	6, 2, 10,	8, 6, 7,	9, 8, 1
	];

	PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );

	this.type = 'IcosahedronBufferGeometry';

	this.parameters = {
		radius: radius,
		detail: detail
	};

}

IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;

/**
 * @author Abe Pazos / https://hamoid.com
 * @author Mugen87 / https://github.com/Mugen87
 */

// DodecahedronGeometry

function DodecahedronGeometry( radius, detail ) {

	Geometry.call( this );

	this.type = 'DodecahedronGeometry';

	this.parameters = {
		radius: radius,
		detail: detail
	};

	this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
	this.mergeVertices();

}

DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;

// DodecahedronBufferGeometry

function DodecahedronBufferGeometry( radius, detail ) {

	var t = ( 1 + Math.sqrt( 5 ) ) / 2;
	var r = 1 / t;

	var vertices = [

		// (±1, ±1, ±1)
		- 1, - 1, - 1,	- 1, - 1, 1,
		- 1, 1, - 1, - 1, 1, 1,
		1, - 1, - 1, 1, - 1, 1,
		1, 1, - 1, 1, 1, 1,

		// (0, ±1/φ, ±φ)
		 0, - r, - t, 0, - r, t,
		 0, r, - t, 0, r, t,

		// (±1/φ, ±φ, 0)
		- r, - t, 0, - r, t, 0,
		 r, - t, 0, r, t, 0,

		// (±φ, 0, ±1/φ)
		- t, 0, - r, t, 0, - r,
		- t, 0, r, t, 0, r
	];

	var indices = [
		3, 11, 7, 	3, 7, 15, 	3, 15, 13,
		7, 19, 17, 	7, 17, 6, 	7, 6, 15,
		17, 4, 8, 	17, 8, 10, 	17, 10, 6,
		8, 0, 16, 	8, 16, 2, 	8, 2, 10,
		0, 12, 1, 	0, 1, 18, 	0, 18, 16,
		6, 10, 2, 	6, 2, 13, 	6, 13, 15,
		2, 16, 18, 	2, 18, 3, 	2, 3, 13,
		18, 1, 9, 	18, 9, 11, 	18, 11, 3,
		4, 14, 12, 	4, 12, 0, 	4, 0, 8,
		11, 9, 5, 	11, 5, 19, 	11, 19, 7,
		19, 5, 14, 	19, 14, 4, 	19, 4, 17,
		1, 12, 14, 	1, 14, 5, 	1, 5, 9
	];

	PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );

	this.type = 'DodecahedronBufferGeometry';

	this.parameters = {
		radius: radius,
		detail: detail
	};

}

DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;

/**
 * @author oosmoxiecode / https://github.com/oosmoxiecode
 * @author WestLangley / https://github.com/WestLangley
 * @author zz85 / https://github.com/zz85
 * @author miningold / https://github.com/miningold
 * @author jonobr1 / https://github.com/jonobr1
 * @author Mugen87 / https://github.com/Mugen87
 *
 */

// TubeGeometry

function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {

	Geometry.call( this );

	this.type = 'TubeGeometry';

	this.parameters = {
		path: path,
		tubularSegments: tubularSegments,
		radius: radius,
		radialSegments: radialSegments,
		closed: closed
	};

	if ( taper !== undefined ) console.warn( 'THREE.TubeGeometry: taper has been removed.' );

	var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );

	// expose internals

	this.tangents = bufferGeometry.tangents;
	this.normals = bufferGeometry.normals;
	this.binormals = bufferGeometry.binormals;

	// create geometry

	this.fromBufferGeometry( bufferGeometry );
	this.mergeVertices();

}

TubeGeometry.prototype = Object.create( Geometry.prototype );
TubeGeometry.prototype.constructor = TubeGeometry;

// TubeBufferGeometry

function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {

	BufferGeometry.call( this );

	this.type = 'TubeBufferGeometry';

	this.parameters = {
		path: path,
		tubularSegments: tubularSegments,
		radius: radius,
		radialSegments: radialSegments,
		closed: closed
	};

	tubularSegments = tubularSegments || 64;
	radius = radius || 1;
	radialSegments = radialSegments || 8;
	closed = closed || false;

	var frames = path.computeFrenetFrames( tubularSegments, closed );

	// expose internals

	this.tangents = frames.tangents;
	this.normals = frames.normals;
	this.binormals = frames.binormals;

	// helper variables

	var vertex = new Vector3();
	var normal = new Vector3();
	var uv = new Vector2();
	var P = new Vector3();

	var i, j;

	// buffer

	var vertices = [];
	var normals = [];
	var uvs = [];
	var indices = [];

	// create buffer data

	generateBufferData();

	// build geometry

	this.setIndex( indices );
	this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
	this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
	this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

	// functions

	function generateBufferData() {

		for ( i = 0; i < tubularSegments; i ++ ) {

			generateSegment( i );

		}

		// if the geometry is not closed, generate the last row of vertices and normals
		// at the regular position on the given path
		//
		// if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)

		generateSegment( ( closed === false ) ? tubularSegments : 0 );

		// uvs are generated in a separate function.
		// this makes it easy compute correct values for closed geometries

		generateUVs();

		// finally create faces

		generateIndices();

	}

	function generateSegment( i ) {

		// we use getPointAt to sample evenly distributed points from the given path

		P = path.getPointAt( i / tubularSegments, P );

		// retrieve corresponding normal and binormal

		var N = frames.normals[ i ];
		var B = frames.binormals[ i ];

		// generate normals and vertices for the current segment

		for ( j = 0; j <= radialSegments; j ++ ) {

			var v = j / radialSegments * Math.PI * 2;

			var sin = Math.sin( v );
			var cos = - Math.cos( v );

			// normal

			normal.x = ( cos * N.x + sin * B.x );
			normal.y = ( cos * N.y + sin * B.y );
			normal.z = ( cos * N.z + sin * B.z );
			normal.normalize();

			normals.push( normal.x, normal.y, normal.z );

			// vertex

			vertex.x = P.x + radius * normal.x;
			vertex.y = P.y + radius * normal.y;
			vertex.z = P.z + radius * normal.z;

			vertices.push( vertex.x, vertex.y, vertex.z );

		}

	}

	function generateIndices() {

		for ( j = 1; j <= tubularSegments; j ++ ) {

			for ( i = 1; i <= radialSegments; i ++ ) {

				var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
				var b = ( radialSegments + 1 ) * j + ( i - 1 );
				var c = ( radialSegments + 1 ) * j + i;
				var d = ( radialSegments + 1 ) * ( j - 1 ) + i;

				// faces

				indices.push( a, b, d );
				indices.push( b, c, d );

			}

		}

	}

	function generateUVs() {

		for ( i = 0; i <= tubularSegments; i ++ ) {

			for ( j = 0; j <= radialSegments; j ++ ) {

				uv.x = i / tubularSegments;
				uv.y = j / radialSegments;

				uvs.push( uv.x, uv.y );

			}

		}

	}

}

TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;

TubeBufferGeometry.prototype.toJSON = function () {

	var data = BufferGeometry.prototype.toJSON.call( this );

	data.path = this.parameters.path.toJSON();

	return data;

};

/**
 * @author oosmoxiecode
 * @author Mugen87 / https://github.com/Mugen87
 *
 * based on http://www.blackpawn.com/texts/pqtorus/
 */

// TorusKnotGeometry

function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {

	Geometry.call( this );

	this.type = 'TorusKnotGeometry';

	this.parameters = {
		radius: radius,
		tube: tube,
		tubularSegments: tubularSegments,
		radialSegments: radialSegments,
		p: p,
		q: q
	};

	if ( heightScale !== undefined ) console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' );

	this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
	this.mergeVertices();

}

TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;

// TorusKnotBufferGeometry

function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {

	BufferGeometry.call( this );

	this.type = 'TorusKnotBufferGeometry';

	this.parameters = {
		radius: radius,
		tube: tube,
		tubularSegments: tubularSegments,
		radialSegments: radialSegments,
		p: p,
		q: q
	};

	radius = radius || 1;
	tube = tube || 0.4;
	tubularSegments = Math.floor( tubularSegments ) || 64;
	radialSegments = Math.floor( radialSegments ) || 8;
	p = p || 2;
	q = q || 3;

	// buffers

	var indices = [];
	var vertices = [];
	var normals = [];
	var uvs = [];

	// helper variables

	var i, j;

	var vertex = new Vector3();
	var normal = new Vector3();

	var P1 = new Vector3();
	var P2 = new Vector3();

	var B = new Vector3();
	var T = new Vector3();
	var N = new Vector3();

	// generate vertices, normals and uvs

	for ( i = 0; i <= tubularSegments; ++ i ) {

		// the radian "u" is used to calculate the position on the torus curve of the current tubular segement

		var u = i / tubularSegments * p * Math.PI * 2;

		// now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
		// these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions

		calculatePositionOnCurve( u, p, q, radius, P1 );
		calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );

		// calculate orthonormal basis

		T.subVectors( P2, P1 );
		N.addVectors( P2, P1 );
		B.crossVectors( T, N );
		N.crossVectors( B, T );

		// normalize B, N. T can be ignored, we don't use it

		B.normalize();
		N.normalize();

		for ( j = 0; j <= radialSegments; ++ j ) {

			// now calculate the vertices. they are nothing more than an extrusion of the torus curve.
			// because we extrude a shape in the xy-plane, there is no need to calculate a z-value.

			var v = j / radialSegments * Math.PI * 2;
			var cx = - tube * Math.cos( v );
			var cy = tube * Math.sin( v );

			// now calculate the final vertex position.
			// first we orient the extrusion with our basis vectos, then we add it to the current position on the curve

			vertex.x = P1.x + ( cx * N.x + cy * B.x );
			vertex.y = P1.y + ( cx * N.y + cy * B.y );
			vertex.z = P1.z + ( cx * N.z + cy * B.z );

			vertices.push( vertex.x, vertex.y, vertex.z );

			// normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)

			normal.subVectors( vertex, P1 ).normalize();

			normals.push( normal.x, normal.y, normal.z );

			// uv

			uvs.push( i / tubularSegments );
			uvs.push( j / radialSegments );

		}

	}

	// generate indices

	for ( j = 1; j <= tubularSegments; j ++ ) {

		for ( i = 1; i <= radialSegments; i ++ ) {

			// indices

			var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
			var b = ( radialSegments + 1 ) * j + ( i - 1 );
			var c = ( radialSegments + 1 ) * j + i;
			var d = ( radialSegments + 1 ) * ( j - 1 ) + i;

			// faces

			indices.push( a, b, d );
			indices.push( b, c, d );

		}

	}

	// build geometry

	this.setIndex( indices );
	this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
	this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
	this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

	// this function calculates the current position on the torus curve

	function calculatePositionOnCurve( u, p, q, radius, position ) {

		var cu = Math.cos( u );
		var su = Math.sin( u );
		var quOverP = q / p * u;
		var cs = Math.cos( quOverP );

		position.x = radius * ( 2 + cs ) * 0.5 * cu;
		position.y = radius * ( 2 + cs ) * su * 0.5;
		position.z = radius * Math.sin( quOverP ) * 0.5;

	}

}

TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;

/**
 * @author oosmoxiecode
 * @author mrdoob / http://mrdoob.com/
 * @author Mugen87 / https://github.com/Mugen87
 */

// TorusGeometry

function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {

	Geometry.call( this );

	this.type = 'TorusGeometry';

	this.parameters = {
		radius: radius,
		tube: tube,
		radialSegments: radialSegments,
		tubularSegments: tubularSegments,
		arc: arc
	};

	this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
	this.mergeVertices();

}

TorusGeometry.prototype = Object.create( Geometry.prototype );
TorusGeometry.prototype.constructor = TorusGeometry;

// TorusBufferGeometry

function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {

	BufferGeometry.call( this );

	this.type = 'TorusBufferGeometry';

	this.parameters = {
		radius: radius,
		tube: tube,
		radialSegments: radialSegments,
		tubularSegments: tubularSegments,
		arc: arc
	};

	radius = radius || 1;
	tube = tube || 0.4;
	radialSegments = Math.floor( radialSegments ) || 8;
	tubularSegments = Math.floor( tubularSegments ) || 6;
	arc = arc || Math.PI * 2;

	// buffers

	var indices = [];
	var vertices = [];
	var normals = [];
	var uvs = [];

	// helper variables

	var center = new Vector3();
	var vertex = new Vector3();
	var normal = new Vector3();

	var j, i;

	// generate vertices, normals and uvs

	for ( j = 0; j <= radialSegments; j ++ ) {

		for ( i = 0; i <= tubularSegments; i ++ ) {

			var u = i / tubularSegments * arc;
			var v = j / radialSegments * Math.PI * 2;

			// vertex

			vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
			vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
			vertex.z = tube * Math.sin( v );

			vertices.push( vertex.x, vertex.y, vertex.z );

			// normal

			center.x = radius * Math.cos( u );
			center.y = radius * Math.sin( u );
			normal.subVectors( vertex, center ).normalize();

			normals.push( normal.x, normal.y, normal.z );

			// uv

			uvs.push( i / tubularSegments );
			uvs.push( j / radialSegments );

		}

	}

	// generate indices

	for ( j = 1; j <= radialSegments; j ++ ) {

		for ( i = 1; i <= tubularSegments; i ++ ) {

			// indices

			var a = ( tubularSegments + 1 ) * j + i - 1;
			var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
			var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
			var d = ( tubularSegments + 1 ) * j + i;

			// faces

			indices.push( a, b, d );
			indices.push( b, c, d );

		}

	}

	// build geometry

	this.setIndex( indices );
	this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
	this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
	this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

}

TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;

/**
 * @author Mugen87 / https://github.com/Mugen87
 * Port from https://github.com/mapbox/earcut (v2.2.2)
 */

var Earcut = {

	triangulate: function ( data, holeIndices, dim ) {

		dim = dim || 2;

		var hasHoles = holeIndices && holeIndices.length,
			outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length,
			outerNode = linkedList( data, 0, outerLen, dim, true ),
			triangles = [];

		if ( ! outerNode || outerNode.next === outerNode.prev ) return triangles;

		var minX, minY, maxX, maxY, x, y, invSize;

		if ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim );

		// if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
		if ( data.length > 80 * dim ) {

			minX = maxX = data[ 0 ];
			minY = maxY = data[ 1 ];

			for ( var i = dim; i < outerLen; i += dim ) {

				x = data[ i ];
				y = data[ i + 1 ];
				if ( x < minX ) minX = x;
				if ( y < minY ) minY = y;
				if ( x > maxX ) maxX = x;
				if ( y > maxY ) maxY = y;

			}

			// minX, minY and invSize are later used to transform coords into integers for z-order calculation
			invSize = Math.max( maxX - minX, maxY - minY );
			invSize = invSize !== 0 ? 1 / invSize : 0;

		}

		earcutLinked( outerNode, triangles, dim, minX, minY, invSize );

		return triangles;

	}

};

// create a circular doubly linked list from polygon points in the specified winding order
function linkedList( data, start, end, dim, clockwise ) {

	var i, last;

	if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {

		for ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );

	} else {

		for ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );

	}

	if ( last && equals( last, last.next ) ) {

		removeNode( last );
		last = last.next;

	}

	return last;

}

// eliminate colinear or duplicate points
function filterPoints( start, end ) {

	if ( ! start ) return start;
	if ( ! end ) end = start;

	var p = start,
		again;
	do {

		again = false;

		if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {

			removeNode( p );
			p = end = p.prev;
			if ( p === p.next ) break;
			again = true;

		} else {

			p = p.next;

		}

	} while ( again || p !== end );

	return end;

}

// main ear slicing loop which triangulates a polygon (given as a linked list)
function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {

	if ( ! ear ) return;

	// interlink polygon nodes in z-order
	if ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize );

	var stop = ear,
		prev, next;

	// iterate through ears, slicing them one by one
	while ( ear.prev !== ear.next ) {

		prev = ear.prev;
		next = ear.next;

		if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {

			// cut off the triangle
			triangles.push( prev.i / dim );
			triangles.push( ear.i / dim );
			triangles.push( next.i / dim );

			removeNode( ear );

			// skipping the next vertex leads to less sliver triangles
			ear = next.next;
			stop = next.next;

			continue;

		}

		ear = next;

		// if we looped through the whole remaining polygon and can't find any more ears
		if ( ear === stop ) {

			// try filtering points and slicing again
			if ( ! pass ) {

				earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );

				// if this didn't work, try curing all small self-intersections locally

			} else if ( pass === 1 ) {

				ear = cureLocalIntersections( filterPoints( ear ), triangles, dim );
				earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );

				// as a last resort, try splitting the remaining polygon into two

			} else if ( pass === 2 ) {

				splitEarcut( ear, triangles, dim, minX, minY, invSize );

			}

			break;

		}

	}

}

// check whether a polygon node forms a valid ear with adjacent nodes
function isEar( ear ) {

	var a = ear.prev,
		b = ear,
		c = ear.next;

	if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear

	// now make sure we don't have other points inside the potential ear
	var p = ear.next.next;

	while ( p !== ear.prev ) {

		if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
			area( p.prev, p, p.next ) >= 0 ) return false;
		p = p.next;

	}

	return true;

}

function isEarHashed( ear, minX, minY, invSize ) {

	var a = ear.prev,
		b = ear,
		c = ear.next;

	if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear

	// triangle bbox; min & max are calculated like this for speed
	var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
		minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
		maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
		maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );

	// z-order range for the current triangle bbox;
	var minZ = zOrder( minTX, minTY, minX, minY, invSize ),
		maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );

	var p = ear.prevZ,
		n = ear.nextZ;

	// look for points inside the triangle in both directions
	while ( p && p.z >= minZ && n && n.z <= maxZ ) {

		if ( p !== ear.prev && p !== ear.next &&
			pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
			area( p.prev, p, p.next ) >= 0 ) return false;
		p = p.prevZ;

		if ( n !== ear.prev && n !== ear.next &&
			pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
			area( n.prev, n, n.next ) >= 0 ) return false;
		n = n.nextZ;

	}

	// look for remaining points in decreasing z-order
	while ( p && p.z >= minZ ) {

		if ( p !== ear.prev && p !== ear.next &&
			pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
			area( p.prev, p, p.next ) >= 0 ) return false;
		p = p.prevZ;

	}

	// look for remaining points in increasing z-order
	while ( n && n.z <= maxZ ) {

		if ( n !== ear.prev && n !== ear.next &&
			pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
			area( n.prev, n, n.next ) >= 0 ) return false;
		n = n.nextZ;

	}

	return true;

}

// go through all polygon nodes and cure small local self-intersections
function cureLocalIntersections( start, triangles, dim ) {

	var p = start;
	do {

		var a = p.prev,
			b = p.next.next;

		if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {

			triangles.push( a.i / dim );
			triangles.push( p.i / dim );
			triangles.push( b.i / dim );

			// remove two nodes involved
			removeNode( p );
			removeNode( p.next );

			p = start = b;

		}

		p = p.next;

	} while ( p !== start );

	return filterPoints( p );

}

// try splitting polygon into two and triangulate them independently
function splitEarcut( start, triangles, dim, minX, minY, invSize ) {

	// look for a valid diagonal that divides the polygon into two
	var a = start;
	do {

		var b = a.next.next;
		while ( b !== a.prev ) {

			if ( a.i !== b.i && isValidDiagonal( a, b ) ) {

				// split the polygon in two by the diagonal
				var c = splitPolygon( a, b );

				// filter colinear points around the cuts
				a = filterPoints( a, a.next );
				c = filterPoints( c, c.next );

				// run earcut on each half
				earcutLinked( a, triangles, dim, minX, minY, invSize );
				earcutLinked( c, triangles, dim, minX, minY, invSize );
				return;

			}

			b = b.next;

		}

		a = a.next;

	} while ( a !== start );

}

// link every hole into the outer loop, producing a single-ring polygon without holes
function eliminateHoles( data, holeIndices, outerNode, dim ) {

	var queue = [],
		i, len, start, end, list;

	for ( i = 0, len = holeIndices.length; i < len; i ++ ) {

		start = holeIndices[ i ] * dim;
		end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
		list = linkedList( data, start, end, dim, false );
		if ( list === list.next ) list.steiner = true;
		queue.push( getLeftmost( list ) );

	}

	queue.sort( compareX );

	// process holes from left to right
	for ( i = 0; i < queue.length; i ++ ) {

		eliminateHole( queue[ i ], outerNode );
		outerNode = filterPoints( outerNode, outerNode.next );

	}

	return outerNode;

}

function compareX( a, b ) {

	return a.x - b.x;

}

// find a bridge between vertices that connects hole with an outer ring and and link it
function eliminateHole( hole, outerNode ) {

	outerNode = findHoleBridge( hole, outerNode );
	if ( outerNode ) {

		var b = splitPolygon( outerNode, hole );

		// filter collinear points around the cuts
		filterPoints( outerNode, outerNode.next );
		filterPoints( b, b.next );

	}

}

// David Eberly's algorithm for finding a bridge between hole and outer polygon
function findHoleBridge( hole, outerNode ) {

	var p = outerNode,
		hx = hole.x,
		hy = hole.y,
		qx = - Infinity,
		m;

	// find a segment intersected by a ray from the hole's leftmost point to the left;
	// segment's endpoint with lesser x will be potential connection point
	do {

		if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {

			var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
			if ( x <= hx && x > qx ) {

				qx = x;
				if ( x === hx ) {

					if ( hy === p.y ) return p;
					if ( hy === p.next.y ) return p.next;

				}

				m = p.x < p.next.x ? p : p.next;

			}

		}

		p = p.next;

	} while ( p !== outerNode );

	if ( ! m ) return null;

	if ( hx === qx ) return m; // hole touches outer segment; pick leftmost endpoint

	// look for points inside the triangle of hole point, segment intersection and endpoint;
	// if there are no points found, we have a valid connection;
	// otherwise choose the point of the minimum angle with the ray as connection point

	var stop = m,
		mx = m.x,
		my = m.y,
		tanMin = Infinity,
		tan;

	p = m;

	do {

		if ( hx >= p.x && p.x >= mx && hx !== p.x &&
				pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {

			tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential

			if ( locallyInside( p, hole ) && ( tan < tanMin || ( tan === tanMin && ( p.x > m.x || ( p.x === m.x && sectorContainsSector( m, p ) ) ) ) ) ) {

				m = p;
				tanMin = tan;

			}

		}

		p = p.next;

	} while ( p !== stop );

	return m;

}

// whether sector in vertex m contains sector in vertex p in the same coordinates
function sectorContainsSector( m, p ) {

	return area( m.prev, m, p.prev ) < 0 && area( p.next, m, m.next ) < 0;

}

// interlink polygon nodes in z-order
function indexCurve( start, minX, minY, invSize ) {

	var p = start;
	do {

		if ( p.z === null ) p.z = zOrder( p.x, p.y, minX, minY, invSize );
		p.prevZ = p.prev;
		p.nextZ = p.next;
		p = p.next;

	} while ( p !== start );

	p.prevZ.nextZ = null;
	p.prevZ = null;

	sortLinked( p );

}

// Simon Tatham's linked list merge sort algorithm
// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
function sortLinked( list ) {

	var i, p, q, e, tail, numMerges, pSize, qSize,
		inSize = 1;

	do {

		p = list;
		list = null;
		tail = null;
		numMerges = 0;

		while ( p ) {

			numMerges ++;
			q = p;
			pSize = 0;
			for ( i = 0; i < inSize; i ++ ) {

				pSize ++;
				q = q.nextZ;
				if ( ! q ) break;

			}

			qSize = inSize;

			while ( pSize > 0 || ( qSize > 0 && q ) ) {

				if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {

					e = p;
					p = p.nextZ;
					pSize --;

				} else {

					e = q;
					q = q.nextZ;
					qSize --;

				}

				if ( tail ) tail.nextZ = e;
				else list = e;

				e.prevZ = tail;
				tail = e;

			}

			p = q;

		}

		tail.nextZ = null;
		inSize *= 2;

	} while ( numMerges > 1 );

	return list;

}

// z-order of a point given coords and inverse of the longer side of data bbox
function zOrder( x, y, minX, minY, invSize ) {

	// coords are transformed into non-negative 15-bit integer range
	x = 32767 * ( x - minX ) * invSize;
	y = 32767 * ( y - minY ) * invSize;

	x = ( x | ( x << 8 ) ) & 0x00FF00FF;
	x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
	x = ( x | ( x << 2 ) ) & 0x33333333;
	x = ( x | ( x << 1 ) ) & 0x55555555;

	y = ( y | ( y << 8 ) ) & 0x00FF00FF;
	y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
	y = ( y | ( y << 2 ) ) & 0x33333333;
	y = ( y | ( y << 1 ) ) & 0x55555555;

	return x | ( y << 1 );

}

// find the leftmost node of a polygon ring
function getLeftmost( start ) {

	var p = start,
		leftmost = start;
	do {

		if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) leftmost = p;
		p = p.next;

	} while ( p !== start );

	return leftmost;

}

// check if a point lies within a convex triangle
function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {

	return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
			( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
			( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;

}

// check if a diagonal between two polygon nodes is valid (lies in polygon interior)
function isValidDiagonal( a, b ) {

	return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && // dones't intersect other edges
		( locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ) && // locally visible
		( area( a.prev, a, b.prev ) || area( a, b.prev, b ) ) || // does not create opposite-facing sectors
		equals( a, b ) && area( a.prev, a, a.next ) > 0 && area( b.prev, b, b.next ) > 0 ); // special zero-length case

}

// signed area of a triangle
function area( p, q, r ) {

	return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );

}

// check if two points are equal
function equals( p1, p2 ) {

	return p1.x === p2.x && p1.y === p2.y;

}

// check if two segments intersect
function intersects( p1, q1, p2, q2 ) {

	var o1 = sign( area( p1, q1, p2 ) );
	var o2 = sign( area( p1, q1, q2 ) );
	var o3 = sign( area( p2, q2, p1 ) );
	var o4 = sign( area( p2, q2, q1 ) );

	if ( o1 !== o2 && o3 !== o4 ) return true; // general case

	if ( o1 === 0 && onSegment( p1, p2, q1 ) ) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1
	if ( o2 === 0 && onSegment( p1, q2, q1 ) ) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1
	if ( o3 === 0 && onSegment( p2, p1, q2 ) ) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2
	if ( o4 === 0 && onSegment( p2, q1, q2 ) ) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2

	return false;

}

// for collinear points p, q, r, check if point q lies on segment pr
function onSegment( p, q, r ) {

	return q.x <= Math.max( p.x, r.x ) && q.x >= Math.min( p.x, r.x ) && q.y <= Math.max( p.y, r.y ) && q.y >= Math.min( p.y, r.y );

}

function sign( num ) {

	return num > 0 ? 1 : num < 0 ? - 1 : 0;

}

// check if a polygon diagonal intersects any polygon segments
function intersectsPolygon( a, b ) {

	var p = a;
	do {

		if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
				intersects( p, p.next, a, b ) ) return true;
		p = p.next;

	} while ( p !== a );

	return false;

}

// check if a polygon diagonal is locally inside the polygon
function locallyInside( a, b ) {

	return area( a.prev, a, a.next ) < 0 ?
		area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
		area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;

}

// check if the middle point of a polygon diagonal is inside the polygon
function middleInside( a, b ) {

	var p = a,
		inside = false,
		px = ( a.x + b.x ) / 2,
		py = ( a.y + b.y ) / 2;
	do {

		if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
				( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )
			inside = ! inside;
		p = p.next;

	} while ( p !== a );

	return inside;

}

// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
// if one belongs to the outer ring and another to a hole, it merges it into a single ring
function splitPolygon( a, b ) {

	var a2 = new Node( a.i, a.x, a.y ),
		b2 = new Node( b.i, b.x, b.y ),
		an = a.next,
		bp = b.prev;

	a.next = b;
	b.prev = a;

	a2.next = an;
	an.prev = a2;

	b2.next = a2;
	a2.prev = b2;

	bp.next = b2;
	b2.prev = bp;

	return b2;

}

// create a node and optionally link it with previous one (in a circular doubly linked list)
function insertNode( i, x, y, last ) {

	var p = new Node( i, x, y );

	if ( ! last ) {

		p.prev = p;
		p.next = p;

	} else {

		p.next = last.next;
		p.prev = last;
		last.next.prev = p;
		last.next = p;

	}

	return p;

}

function removeNode( p ) {

	p.next.prev = p.prev;
	p.prev.next = p.next;

	if ( p.prevZ ) p.prevZ.nextZ = p.nextZ;
	if ( p.nextZ ) p.nextZ.prevZ = p.prevZ;

}

function Node( i, x, y ) {

	// vertex index in coordinates array
	this.i = i;

	// vertex coordinates
	this.x = x;
	this.y = y;

	// previous and next vertex nodes in a polygon ring
	this.prev = null;
	this.next = null;

	// z-order curve value
	this.z = null;

	// previous and next nodes in z-order
	this.prevZ = null;
	this.nextZ = null;

	// indicates whether this is a steiner point
	this.steiner = false;

}

function signedArea( data, start, end, dim ) {

	var sum = 0;
	for ( var i = start, j = end - dim; i < end; i += dim ) {

		sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
		j = i;

	}

	return sum;

}

/**
 * @author zz85 / http://www.lab4games.net/zz85/blog
 */

var ShapeUtils = {

	// calculate area of the contour polygon

	area: function ( contour ) {

		var n = contour.length;
		var a = 0.0;

		for ( var p = n - 1, q = 0; q < n; p = q ++ ) {

			a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;

		}

		return a * 0.5;

	},

	isClockWise: function ( pts ) {

		return ShapeUtils.area( pts ) < 0;

	},

	triangulateShape: function ( contour, holes ) {

		var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
		var holeIndices = []; // array of hole indices
		var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]

		removeDupEndPts( contour );
		addContour( vertices, contour );

		//

		var holeIndex = contour.length;

		holes.forEach( removeDupEndPts );

		for ( var i = 0; i < holes.length; i ++ ) {

			holeIndices.push( holeIndex );
			holeIndex += holes[ i ].length;
			addContour( vertices, holes[ i ] );

		}

		//

		var triangles = Earcut.triangulate( vertices, holeIndices );

		//

		for ( var i = 0; i < triangles.length; i += 3 ) {

			faces.push( triangles.slice( i, i + 3 ) );

		}

		return faces;

	}

};

function removeDupEndPts( points ) {

	var l = points.length;

	if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {

		points.pop();

	}

}

function addContour( vertices, contour ) {

	for ( var i = 0; i < contour.length; i ++ ) {

		vertices.push( contour[ i ].x );
		vertices.push( contour[ i ].y );

	}

}

/**
 * @author zz85 / http://www.lab4games.net/zz85/blog
 *
 * Creates extruded geometry from a path shape.
 *
 * parameters = {
 *
 *  curveSegments: <int>, // number of points on the curves
 *  steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
 *  depth: <float>, // Depth to extrude the shape
 *
 *  bevelEnabled: <bool>, // turn on bevel
 *  bevelThickness: <float>, // how deep into the original shape bevel goes
 *  bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
 *  bevelOffset: <float>, // how far from shape outline does bevel start
 *  bevelSegments: <int>, // number of bevel layers
 *
 *  extrudePath: <THREE.Curve> // curve to extrude shape along
 *
 *  UVGenerator: <Object> // object that provides UV generator functions
 *
 * }
 */

// ExtrudeGeometry

function ExtrudeGeometry( shapes, options ) {

	Geometry.call( this );

	this.type = 'ExtrudeGeometry';

	this.parameters = {
		shapes: shapes,
		options: options
	};

	this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
	this.mergeVertices();

}

ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;

ExtrudeGeometry.prototype.toJSON = function () {

	var data = Geometry.prototype.toJSON.call( this );

	var shapes = this.parameters.shapes;
	var options = this.parameters.options;

	return toJSON( shapes, options, data );

};

// ExtrudeBufferGeometry

function ExtrudeBufferGeometry( shapes, options ) {

	BufferGeometry.call( this );

	this.type = 'ExtrudeBufferGeometry';

	this.parameters = {
		shapes: shapes,
		options: options
	};

	shapes = Array.isArray( shapes ) ? shapes : [ shapes ];

	var scope = this;

	var verticesArray = [];
	var uvArray = [];

	for ( var i = 0, l = shapes.length; i < l; i ++ ) {

		var shape = shapes[ i ];
		addShape( shape );

	}

	// build geometry

	this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
	this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );

	this.computeVertexNormals();

	// functions

	function addShape( shape ) {

		var placeholder = [];

		// options

		var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
		var steps = options.steps !== undefined ? options.steps : 1;
		var depth = options.depth !== undefined ? options.depth : 100;

		var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
		var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
		var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
		var bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
		var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;

		var extrudePath = options.extrudePath;

		var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;

		// deprecated options

		if ( options.amount !== undefined ) {

			console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
			depth = options.amount;

		}

		//

		var extrudePts, extrudeByPath = false;
		var splineTube, binormal, normal, position2;

		if ( extrudePath ) {

			extrudePts = extrudePath.getSpacedPoints( steps );

			extrudeByPath = true;
			bevelEnabled = false; // bevels not supported for path extrusion

			// SETUP TNB variables

			// TODO1 - have a .isClosed in spline?

			splineTube = extrudePath.computeFrenetFrames( steps, false );

			// console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);

			binormal = new Vector3();
			normal = new Vector3();
			position2 = new Vector3();

		}

		// Safeguards if bevels are not enabled

		if ( ! bevelEnabled ) {

			bevelSegments = 0;
			bevelThickness = 0;
			bevelSize = 0;
			bevelOffset = 0;

		}

		// Variables initialization

		var ahole, h, hl; // looping of holes

		var shapePoints = shape.extractPoints( curveSegments );

		var vertices = shapePoints.shape;
		var holes = shapePoints.holes;

		var reverse = ! ShapeUtils.isClockWise( vertices );

		if ( reverse ) {

			vertices = vertices.reverse();

			// Maybe we should also check if holes are in the opposite direction, just to be safe ...

			for ( h = 0, hl = holes.length; h < hl; h ++ ) {

				ahole = holes[ h ];

				if ( ShapeUtils.isClockWise( ahole ) ) {

					holes[ h ] = ahole.reverse();

				}

			}

		}


		var faces = ShapeUtils.triangulateShape( vertices, holes );

		/* Vertices */

		var contour = vertices; // vertices has all points but contour has only points of circumference

		for ( h = 0, hl = holes.length; h < hl; h ++ ) {

			ahole = holes[ h ];

			vertices = vertices.concat( ahole );

		}


		function scalePt2( pt, vec, size ) {

			if ( ! vec ) console.error( "THREE.ExtrudeGeometry: vec does not exist" );

			return vec.clone().multiplyScalar( size ).add( pt );

		}

		var b, bs, t, z,
			vert, vlen = vertices.length,
			face, flen = faces.length;


		// Find directions for point movement


		function getBevelVec( inPt, inPrev, inNext ) {

			// computes for inPt the corresponding point inPt' on a new contour
			//   shifted by 1 unit (length of normalized vector) to the left
			// if we walk along contour clockwise, this new contour is outside the old one
			//
			// inPt' is the intersection of the two lines parallel to the two
			//  adjacent edges of inPt at a distance of 1 unit on the left side.

			var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt

			// good reading for geometry algorithms (here: line-line intersection)
			// http://geomalgorithms.com/a05-_intersect-1.html

			var v_prev_x = inPt.x - inPrev.x,
				v_prev_y = inPt.y - inPrev.y;
			var v_next_x = inNext.x - inPt.x,
				v_next_y = inNext.y - inPt.y;

			var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );

			// check for collinear edges
			var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );

			if ( Math.abs( collinear0 ) > Number.EPSILON ) {

				// not collinear

				// length of vectors for normalizing

				var v_prev_len = Math.sqrt( v_prev_lensq );
				var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );

				// shift adjacent points by unit vectors to the left

				var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
				var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );

				var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
				var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );

				// scaling factor for v_prev to intersection point

				var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
						( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
					( v_prev_x * v_next_y - v_prev_y * v_next_x );

				// vector from inPt to intersection point

				v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
				v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );

				// Don't normalize!, otherwise sharp corners become ugly
				//  but prevent crazy spikes
				var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
				if ( v_trans_lensq <= 2 ) {

					return new Vector2( v_trans_x, v_trans_y );

				} else {

					shrink_by = Math.sqrt( v_trans_lensq / 2 );

				}

			} else {

				// handle special case of collinear edges

				var direction_eq = false; // assumes: opposite
				if ( v_prev_x > Number.EPSILON ) {

					if ( v_next_x > Number.EPSILON ) {

						direction_eq = true;

					}

				} else {

					if ( v_prev_x < - Number.EPSILON ) {

						if ( v_next_x < - Number.EPSILON ) {

							direction_eq = true;

						}

					} else {

						if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {

							direction_eq = true;

						}

					}

				}

				if ( direction_eq ) {

					// console.log("Warning: lines are a straight sequence");
					v_trans_x = - v_prev_y;
					v_trans_y = v_prev_x;
					shrink_by = Math.sqrt( v_prev_lensq );

				} else {

					// console.log("Warning: lines are a straight spike");
					v_trans_x = v_prev_x;
					v_trans_y = v_prev_y;
					shrink_by = Math.sqrt( v_prev_lensq / 2 );

				}

			}

			return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );

		}


		var contourMovements = [];

		for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {

			if ( j === il ) j = 0;
			if ( k === il ) k = 0;

			//  (j)---(i)---(k)
			// console.log('i,j,k', i, j , k)

			contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );

		}

		var holesMovements = [],
			oneHoleMovements, verticesMovements = contourMovements.concat();

		for ( h = 0, hl = holes.length; h < hl; h ++ ) {

			ahole = holes[ h ];

			oneHoleMovements = [];

			for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {

				if ( j === il ) j = 0;
				if ( k === il ) k = 0;

				//  (j)---(i)---(k)
				oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );

			}

			holesMovements.push( oneHoleMovements );
			verticesMovements = verticesMovements.concat( oneHoleMovements );

		}


		// Loop bevelSegments, 1 for the front, 1 for the back

		for ( b = 0; b < bevelSegments; b ++ ) {

			//for ( b = bevelSegments; b > 0; b -- ) {

			t = b / bevelSegments;
			z = bevelThickness * Math.cos( t * Math.PI / 2 );
			bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;

			// contract shape

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

				vert = scalePt2( contour[ i ], contourMovements[ i ], bs );

				v( vert.x, vert.y, - z );

			}

			// expand holes

			for ( h = 0, hl = holes.length; h < hl; h ++ ) {

				ahole = holes[ h ];
				oneHoleMovements = holesMovements[ h ];

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

					vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );

					v( vert.x, vert.y, - z );

				}

			}

		}

		bs = bevelSize + bevelOffset;

		// Back facing vertices

		for ( i = 0; i < vlen; i ++ ) {

			vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];

			if ( ! extrudeByPath ) {

				v( vert.x, vert.y, 0 );

			} else {

				// v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );

				normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
				binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );

				position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );

				v( position2.x, position2.y, position2.z );

			}

		}

		// Add stepped vertices...
		// Including front facing vertices

		var s;

		for ( s = 1; s <= steps; s ++ ) {

			for ( i = 0; i < vlen; i ++ ) {

				vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];

				if ( ! extrudeByPath ) {

					v( vert.x, vert.y, depth / steps * s );

				} else {

					// v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );

					normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
					binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );

					position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );

					v( position2.x, position2.y, position2.z );

				}

			}

		}


		// Add bevel segments planes

		//for ( b = 1; b <= bevelSegments; b ++ ) {
		for ( b = bevelSegments - 1; b >= 0; b -- ) {

			t = b / bevelSegments;
			z = bevelThickness * Math.cos( t * Math.PI / 2 );
			bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;

			// contract shape

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

				vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
				v( vert.x, vert.y, depth + z );

			}

			// expand holes

			for ( h = 0, hl = holes.length; h < hl; h ++ ) {

				ahole = holes[ h ];
				oneHoleMovements = holesMovements[ h ];

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

					vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );

					if ( ! extrudeByPath ) {

						v( vert.x, vert.y, depth + z );

					} else {

						v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );

					}

				}

			}

		}

		/* Faces */

		// Top and bottom faces

		buildLidFaces();

		// Sides faces

		buildSideFaces();


		/////  Internal functions

		function buildLidFaces() {

			var start = verticesArray.length / 3;

			if ( bevelEnabled ) {

				var layer = 0; // steps + 1
				var offset = vlen * layer;

				// Bottom faces

				for ( i = 0; i < flen; i ++ ) {

					face = faces[ i ];
					f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );

				}

				layer = steps + bevelSegments * 2;
				offset = vlen * layer;

				// Top faces

				for ( i = 0; i < flen; i ++ ) {

					face = faces[ i ];
					f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );

				}

			} else {

				// Bottom faces

				for ( i = 0; i < flen; i ++ ) {

					face = faces[ i ];
					f3( face[ 2 ], face[ 1 ], face[ 0 ] );

				}

				// Top faces

				for ( i = 0; i < flen; i ++ ) {

					face = faces[ i ];
					f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );

				}

			}

			scope.addGroup( start, verticesArray.length / 3 - start, 0 );

		}

		// Create faces for the z-sides of the shape

		function buildSideFaces() {

			var start = verticesArray.length / 3;
			var layeroffset = 0;
			sidewalls( contour, layeroffset );
			layeroffset += contour.length;

			for ( h = 0, hl = holes.length; h < hl; h ++ ) {

				ahole = holes[ h ];
				sidewalls( ahole, layeroffset );

				//, true
				layeroffset += ahole.length;

			}


			scope.addGroup( start, verticesArray.length / 3 - start, 1 );


		}

		function sidewalls( contour, layeroffset ) {

			var j, k;
			i = contour.length;

			while ( -- i >= 0 ) {

				j = i;
				k = i - 1;
				if ( k < 0 ) k = contour.length - 1;

				//console.log('b', i,j, i-1, k,vertices.length);

				var s = 0,
					sl = steps + bevelSegments * 2;

				for ( s = 0; s < sl; s ++ ) {

					var slen1 = vlen * s;
					var slen2 = vlen * ( s + 1 );

					var a = layeroffset + j + slen1,
						b = layeroffset + k + slen1,
						c = layeroffset + k + slen2,
						d = layeroffset + j + slen2;

					f4( a, b, c, d );

				}

			}

		}

		function v( x, y, z ) {

			placeholder.push( x );
			placeholder.push( y );
			placeholder.push( z );

		}


		function f3( a, b, c ) {

			addVertex( a );
			addVertex( b );
			addVertex( c );

			var nextIndex = verticesArray.length / 3;
			var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );

			addUV( uvs[ 0 ] );
			addUV( uvs[ 1 ] );
			addUV( uvs[ 2 ] );

		}

		function f4( a, b, c, d ) {

			addVertex( a );
			addVertex( b );
			addVertex( d );

			addVertex( b );
			addVertex( c );
			addVertex( d );


			var nextIndex = verticesArray.length / 3;
			var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );

			addUV( uvs[ 0 ] );
			addUV( uvs[ 1 ] );
			addUV( uvs[ 3 ] );

			addUV( uvs[ 1 ] );
			addUV( uvs[ 2 ] );
			addUV( uvs[ 3 ] );

		}

		function addVertex( index ) {

			verticesArray.push( placeholder[ index * 3 + 0 ] );
			verticesArray.push( placeholder[ index * 3 + 1 ] );
			verticesArray.push( placeholder[ index * 3 + 2 ] );

		}


		function addUV( vector2 ) {

			uvArray.push( vector2.x );
			uvArray.push( vector2.y );

		}

	}

}

ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;

ExtrudeBufferGeometry.prototype.toJSON = function () {

	var data = BufferGeometry.prototype.toJSON.call( this );

	var shapes = this.parameters.shapes;
	var options = this.parameters.options;

	return toJSON( shapes, options, data );

};

//

var WorldUVGenerator = {

	generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {

		var a_x = vertices[ indexA * 3 ];
		var a_y = vertices[ indexA * 3 + 1 ];
		var b_x = vertices[ indexB * 3 ];
		var b_y = vertices[ indexB * 3 + 1 ];
		var c_x = vertices[ indexC * 3 ];
		var c_y = vertices[ indexC * 3 + 1 ];

		return [
			new Vector2( a_x, a_y ),
			new Vector2( b_x, b_y ),
			new Vector2( c_x, c_y )
		];

	},

	generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {

		var a_x = vertices[ indexA * 3 ];
		var a_y = vertices[ indexA * 3 + 1 ];
		var a_z = vertices[ indexA * 3 + 2 ];
		var b_x = vertices[ indexB * 3 ];
		var b_y = vertices[ indexB * 3 + 1 ];
		var b_z = vertices[ indexB * 3 + 2 ];
		var c_x = vertices[ indexC * 3 ];
		var c_y = vertices[ indexC * 3 + 1 ];
		var c_z = vertices[ indexC * 3 + 2 ];
		var d_x = vertices[ indexD * 3 ];
		var d_y = vertices[ indexD * 3 + 1 ];
		var d_z = vertices[ indexD * 3 + 2 ];

		if ( Math.abs( a_y - b_y ) < 0.01 ) {

			return [
				new Vector2( a_x, 1 - a_z ),
				new Vector2( b_x, 1 - b_z ),
				new Vector2( c_x, 1 - c_z ),
				new Vector2( d_x, 1 - d_z )
			];

		} else {

			return [
				new Vector2( a_y, 1 - a_z ),
				new Vector2( b_y, 1 - b_z ),
				new Vector2( c_y, 1 - c_z ),
				new Vector2( d_y, 1 - d_z )
			];

		}

	}
};

function toJSON( shapes, options, data ) {

	//

	data.shapes = [];

	if ( Array.isArray( shapes ) ) {

		for ( var i = 0, l = shapes.length; i < l; i ++ ) {

			var shape = shapes[ i ];

			data.shapes.push( shape.uuid );

		}

	} else {

		data.shapes.push( shapes.uuid );

	}

	//

	if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();

	return data;

}

/**
 * @author zz85 / http://www.lab4games.net/zz85/blog
 * @author alteredq / http://alteredqualia.com/
 *
 * Text = 3D Text
 *
 * parameters = {
 *  font: <THREE.Font>, // font
 *
 *  size: <float>, // size of the text
 *  height: <float>, // thickness to extrude text
 *  curveSegments: <int>, // number of points on the curves
 *
 *  bevelEnabled: <bool>, // turn on bevel
 *  bevelThickness: <float>, // how deep into text bevel goes
 *  bevelSize: <float>, // how far from text outline (including bevelOffset) is bevel
 *  bevelOffset: <float> // how far from text outline does bevel start
 * }
 */

// TextGeometry

function TextGeometry( text, parameters ) {

	Geometry.call( this );

	this.type = 'TextGeometry';

	this.parameters = {
		text: text,
		parameters: parameters
	};

	this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
	this.mergeVertices();

}

TextGeometry.prototype = Object.create( Geometry.prototype );
TextGeometry.prototype.constructor = TextGeometry;

// TextBufferGeometry

function TextBufferGeometry( text, parameters ) {

	parameters = parameters || {};

	var font = parameters.font;

	if ( ! ( font && font.isFont ) ) {

		console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
		return new Geometry();

	}

	var shapes = font.generateShapes( text, parameters.size );

	// translate parameters to ExtrudeGeometry API

	parameters.depth = parameters.height !== undefined ? parameters.height : 50;

	// defaults

	if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
	if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
	if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;

	ExtrudeBufferGeometry.call( this, shapes, parameters );

	this.type = 'TextBufferGeometry';

}

TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
TextBufferGeometry.prototype.constructor = TextBufferGeometry;

/**
 * @author mrdoob / http://mrdoob.com/
 * @author benaadams / https://twitter.com/ben_a_adams
 * @author Mugen87 / https://github.com/Mugen87
 */

// SphereGeometry

function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {

	Geometry.call( this );

	this.type = 'SphereGeometry';

	this.parameters = {
		radius: radius,
		widthSegments: widthSegments,
		heightSegments: heightSegments,
		phiStart: phiStart,
		phiLength: phiLength,
		thetaStart: thetaStart,
		thetaLength: thetaLength
	};

	this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
	this.mergeVertices();

}

SphereGeometry.prototype = Object.create( Geometry.prototype );
SphereGeometry.prototype.constructor = SphereGeometry;

// SphereBufferGeometry

function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {

	BufferGeometry.call( this );

	this.type = 'SphereBufferGeometry';

	this.parameters = {
		radius: radius,
		widthSegments: widthSegments,
		heightSegments: heightSegments,
		phiStart: phiStart,
		phiLength: phiLength,
		thetaStart: thetaStart,
		thetaLength: thetaLength
	};

	radius = radius || 1;

	widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
	heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );

	phiStart = phiStart !== undefined ? phiStart : 0;
	phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;

	thetaStart = thetaStart !== undefined ? thetaStart : 0;
	thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;

	var thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );

	var ix, iy;

	var index = 0;
	var grid = [];

	var vertex = new Vector3();
	var normal = new Vector3();

	// buffers

	var indices = [];
	var vertices = [];
	var normals = [];
	var uvs = [];

	// generate vertices, normals and uvs

	for ( iy = 0; iy <= heightSegments; iy ++ ) {

		var verticesRow = [];

		var v = iy / heightSegments;

		// special case for the poles

		var uOffset = 0;

		if ( iy == 0 && thetaStart == 0 ) {

			uOffset = 0.5 / widthSegments;

		} else if ( iy == heightSegments && thetaEnd == Math.PI ) {

			uOffset = - 0.5 / widthSegments;

		}

		for ( ix = 0; ix <= widthSegments; ix ++ ) {

			var u = ix / widthSegments;

			// vertex

			vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
			vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
			vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );

			vertices.push( vertex.x, vertex.y, vertex.z );

			// normal

			normal.copy( vertex ).normalize();
			normals.push( normal.x, normal.y, normal.z );

			// uv

			uvs.push( u + uOffset, 1 - v );

			verticesRow.push( index ++ );

		}

		grid.push( verticesRow );

	}

	// indices

	for ( iy = 0; iy < heightSegments; iy ++ ) {

		for ( ix = 0; ix < widthSegments; ix ++ ) {

			var a = grid[ iy ][ ix + 1 ];
			var b = grid[ iy ][ ix ];
			var c = grid[ iy + 1 ][ ix ];
			var d = grid[ iy + 1 ][ ix + 1 ];

			if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
			if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );

		}

	}

	// build geometry

	this.setIndex( indices );
	this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
	this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
	this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

}

SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;

/**
 * @author Kaleb Murphy
 * @author Mugen87 / https://github.com/Mugen87
 */

// RingGeometry

function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {

	Geometry.call( this );

	this.type = 'RingGeometry';

	this.parameters = {
		innerRadius: innerRadius,
		outerRadius: outerRadius,
		thetaSegments: thetaSegments,
		phiSegments: phiSegments,
		thetaStart: thetaStart,
		thetaLength: thetaLength
	};

	this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
	this.mergeVertices();

}

RingGeometry.prototype = Object.create( Geometry.prototype );
RingGeometry.prototype.constructor = RingGeometry;

// RingBufferGeometry

function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {

	BufferGeometry.call( this );

	this.type = 'RingBufferGeometry';

	this.parameters = {
		innerRadius: innerRadius,
		outerRadius: outerRadius,
		thetaSegments: thetaSegments,
		phiSegments: phiSegments,
		thetaStart: thetaStart,
		thetaLength: thetaLength
	};

	innerRadius = innerRadius || 0.5;
	outerRadius = outerRadius || 1;

	thetaStart = thetaStart !== undefined ? thetaStart : 0;
	thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;

	thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
	phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;

	// buffers

	var indices = [];
	var vertices = [];
	var normals = [];
	var uvs = [];

	// some helper variables

	var segment;
	var radius = innerRadius;
	var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
	var vertex = new Vector3();
	var uv = new Vector2();
	var j, i;

	// generate vertices, normals and uvs

	for ( j = 0; j <= phiSegments; j ++ ) {

		for ( i = 0; i <= thetaSegments; i ++ ) {

			// values are generate from the inside of the ring to the outside

			segment = thetaStart + i / thetaSegments * thetaLength;

			// vertex

			vertex.x = radius * Math.cos( segment );
			vertex.y = radius * Math.sin( segment );

			vertices.push( vertex.x, vertex.y, vertex.z );

			// normal

			normals.push( 0, 0, 1 );

			// uv

			uv.x = ( vertex.x / outerRadius + 1 ) / 2;
			uv.y = ( vertex.y / outerRadius + 1 ) / 2;

			uvs.push( uv.x, uv.y );

		}

		// increase the radius for next row of vertices

		radius += radiusStep;

	}

	// indices

	for ( j = 0; j < phiSegments; j ++ ) {

		var thetaSegmentLevel = j * ( thetaSegments + 1 );

		for ( i = 0; i < thetaSegments; i ++ ) {

			segment = i + thetaSegmentLevel;

			var a = segment;
			var b = segment + thetaSegments + 1;
			var c = segment + thetaSegments + 2;
			var d = segment + 1;

			// faces

			indices.push( a, b, d );
			indices.push( b, c, d );

		}

	}

	// build geometry

	this.setIndex( indices );
	this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
	this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
	this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

}

RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
RingBufferGeometry.prototype.constructor = RingBufferGeometry;

/**
 * @author zz85 / https://github.com/zz85
 * @author bhouston / http://clara.io
 * @author Mugen87 / https://github.com/Mugen87
 */

// LatheGeometry

function LatheGeometry( points, segments, phiStart, phiLength ) {

	Geometry.call( this );

	this.type = 'LatheGeometry';

	this.parameters = {
		points: points,
		segments: segments,
		phiStart: phiStart,
		phiLength: phiLength
	};

	this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
	this.mergeVertices();

}

LatheGeometry.prototype = Object.create( Geometry.prototype );
LatheGeometry.prototype.constructor = LatheGeometry;

// LatheBufferGeometry

function LatheBufferGeometry( points, segments, phiStart, phiLength ) {

	BufferGeometry.call( this );

	this.type = 'LatheBufferGeometry';

	this.parameters = {
		points: points,
		segments: segments,
		phiStart: phiStart,
		phiLength: phiLength
	};

	segments = Math.floor( segments ) || 12;
	phiStart = phiStart || 0;
	phiLength = phiLength || Math.PI * 2;

	// clamp phiLength so it's in range of [ 0, 2PI ]

	phiLength = MathUtils.clamp( phiLength, 0, Math.PI * 2 );


	// buffers

	var indices = [];
	var vertices = [];
	var uvs = [];

	// helper variables

	var base;
	var inverseSegments = 1.0 / segments;
	var vertex = new Vector3();
	var uv = new Vector2();
	var i, j;

	// generate vertices and uvs

	for ( i = 0; i <= segments; i ++ ) {

		var phi = phiStart + i * inverseSegments * phiLength;

		var sin = Math.sin( phi );
		var cos = Math.cos( phi );

		for ( j = 0; j <= ( points.length - 1 ); j ++ ) {

			// vertex

			vertex.x = points[ j ].x * sin;
			vertex.y = points[ j ].y;
			vertex.z = points[ j ].x * cos;

			vertices.push( vertex.x, vertex.y, vertex.z );

			// uv

			uv.x = i / segments;
			uv.y = j / ( points.length - 1 );

			uvs.push( uv.x, uv.y );


		}

	}

	// indices

	for ( i = 0; i < segments; i ++ ) {

		for ( j = 0; j < ( points.length - 1 ); j ++ ) {

			base = j + i * points.length;

			var a = base;
			var b = base + points.length;
			var c = base + points.length + 1;
			var d = base + 1;

			// faces

			indices.push( a, b, d );
			indices.push( b, c, d );

		}

	}

	// build geometry

	this.setIndex( indices );
	this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
	this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

	// generate normals

	this.computeVertexNormals();

	// if the geometry is closed, we need to average the normals along the seam.
	// because the corresponding vertices are identical (but still have different UVs).

	if ( phiLength === Math.PI * 2 ) {

		var normals = this.attributes.normal.array;
		var n1 = new Vector3();
		var n2 = new Vector3();
		var n = new Vector3();

		// this is the buffer offset for the last line of vertices

		base = segments * points.length * 3;

		for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) {

			// select the normal of the vertex in the first line

			n1.x = normals[ j + 0 ];
			n1.y = normals[ j + 1 ];
			n1.z = normals[ j + 2 ];

			// select the normal of the vertex in the last line

			n2.x = normals[ base + j + 0 ];
			n2.y = normals[ base + j + 1 ];
			n2.z = normals[ base + j + 2 ];

			// average normals

			n.addVectors( n1, n2 ).normalize();

			// assign the new values to both normals

			normals[ j + 0 ] = normals[ base + j + 0 ] = n.x;
			normals[ j + 1 ] = normals[ base + j + 1 ] = n.y;
			normals[ j + 2 ] = normals[ base + j + 2 ] = n.z;

		}

	}

}

LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;

/**
 * @author jonobr1 / http://jonobr1.com
 * @author Mugen87 / https://github.com/Mugen87
 */

// ShapeGeometry

function ShapeGeometry( shapes, curveSegments ) {

	Geometry.call( this );

	this.type = 'ShapeGeometry';

	if ( typeof curveSegments === 'object' ) {

		console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );

		curveSegments = curveSegments.curveSegments;

	}

	this.parameters = {
		shapes: shapes,
		curveSegments: curveSegments
	};

	this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
	this.mergeVertices();

}

ShapeGeometry.prototype = Object.create( Geometry.prototype );
ShapeGeometry.prototype.constructor = ShapeGeometry;

ShapeGeometry.prototype.toJSON = function () {

	var data = Geometry.prototype.toJSON.call( this );

	var shapes = this.parameters.shapes;

	return toJSON$1( shapes, data );

};

// ShapeBufferGeometry

function ShapeBufferGeometry( shapes, curveSegments ) {

	BufferGeometry.call( this );

	this.type = 'ShapeBufferGeometry';

	this.parameters = {
		shapes: shapes,
		curveSegments: curveSegments
	};

	curveSegments = curveSegments || 12;

	// buffers

	var indices = [];
	var vertices = [];
	var normals = [];
	var uvs = [];

	// helper variables

	var groupStart = 0;
	var groupCount = 0;

	// allow single and array values for "shapes" parameter

	if ( Array.isArray( shapes ) === false ) {

		addShape( shapes );

	} else {

		for ( var i = 0; i < shapes.length; i ++ ) {

			addShape( shapes[ i ] );

			this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support

			groupStart += groupCount;
			groupCount = 0;

		}

	}

	// build geometry

	this.setIndex( indices );
	this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
	this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
	this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );


	// helper functions

	function addShape( shape ) {

		var i, l, shapeHole;

		var indexOffset = vertices.length / 3;
		var points = shape.extractPoints( curveSegments );

		var shapeVertices = points.shape;
		var shapeHoles = points.holes;

		// check direction of vertices

		if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {

			shapeVertices = shapeVertices.reverse();

		}

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

			shapeHole = shapeHoles[ i ];

			if ( ShapeUtils.isClockWise( shapeHole ) === true ) {

				shapeHoles[ i ] = shapeHole.reverse();

			}

		}

		var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );

		// join vertices of inner and outer paths to a single array

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

			shapeHole = shapeHoles[ i ];
			shapeVertices = shapeVertices.concat( shapeHole );

		}

		// vertices, normals, uvs

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

			var vertex = shapeVertices[ i ];

			vertices.push( vertex.x, vertex.y, 0 );
			normals.push( 0, 0, 1 );
			uvs.push( vertex.x, vertex.y ); // world uvs

		}

		// incides

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

			var face = faces[ i ];

			var a = face[ 0 ] + indexOffset;
			var b = face[ 1 ] + indexOffset;
			var c = face[ 2 ] + indexOffset;

			indices.push( a, b, c );
			groupCount += 3;

		}

	}

}

ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;

ShapeBufferGeometry.prototype.toJSON = function () {

	var data = BufferGeometry.prototype.toJSON.call( this );

	var shapes = this.parameters.shapes;

	return toJSON$1( shapes, data );

};

//

function toJSON$1( shapes, data ) {

	data.shapes = [];

	if ( Array.isArray( shapes ) ) {

		for ( var i = 0, l = shapes.length; i < l; i ++ ) {

			var shape = shapes[ i ];

			data.shapes.push( shape.uuid );

		}

	} else {

		data.shapes.push( shapes.uuid );

	}

	return data;

}

/**
 * @author WestLangley / http://github.com/WestLangley
 * @author Mugen87 / https://github.com/Mugen87
 */

function EdgesGeometry( geometry, thresholdAngle ) {

	BufferGeometry.call( this );

	this.type = 'EdgesGeometry';

	this.parameters = {
		thresholdAngle: thresholdAngle
	};

	thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;

	// buffer

	var vertices = [];

	// helper variables

	var thresholdDot = Math.cos( MathUtils.DEG2RAD * thresholdAngle );
	var edge = [ 0, 0 ], edges = {}, edge1, edge2;
	var key, keys = [ 'a', 'b', 'c' ];

	// prepare source geometry

	var geometry2;

	if ( geometry.isBufferGeometry ) {

		geometry2 = new Geometry();
		geometry2.fromBufferGeometry( geometry );

	} else {

		geometry2 = geometry.clone();

	}

	geometry2.mergeVertices();
	geometry2.computeFaceNormals();

	var sourceVertices = geometry2.vertices;
	var faces = geometry2.faces;

	// now create a data structure where each entry represents an edge with its adjoining faces

	for ( var i = 0, l = faces.length; i < l; i ++ ) {

		var face = faces[ i ];

		for ( var j = 0; j < 3; j ++ ) {

			edge1 = face[ keys[ j ] ];
			edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
			edge[ 0 ] = Math.min( edge1, edge2 );
			edge[ 1 ] = Math.max( edge1, edge2 );

			key = edge[ 0 ] + ',' + edge[ 1 ];

			if ( edges[ key ] === undefined ) {

				edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };

			} else {

				edges[ key ].face2 = i;

			}

		}

	}

	// generate vertices

	for ( key in edges ) {

		var e = edges[ key ];

		// an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.

		if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {

			var vertex = sourceVertices[ e.index1 ];
			vertices.push( vertex.x, vertex.y, vertex.z );

			vertex = sourceVertices[ e.index2 ];
			vertices.push( vertex.x, vertex.y, vertex.z );

		}

	}

	// build geometry

	this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );

}

EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
EdgesGeometry.prototype.constructor = EdgesGeometry;

/**
 * @author mrdoob / http://mrdoob.com/
 * @author Mugen87 / https://github.com/Mugen87
 */

// CylinderGeometry

function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {

	Geometry.call( this );

	this.type = 'CylinderGeometry';

	this.parameters = {
		radiusTop: radiusTop,
		radiusBottom: radiusBottom,
		height: height,
		radialSegments: radialSegments,
		heightSegments: heightSegments,
		openEnded: openEnded,
		thetaStart: thetaStart,
		thetaLength: thetaLength
	};

	this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
	this.mergeVertices();

}

CylinderGeometry.prototype = Object.create( Geometry.prototype );
CylinderGeometry.prototype.constructor = CylinderGeometry;

// CylinderBufferGeometry

function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {

	BufferGeometry.call( this );

	this.type = 'CylinderBufferGeometry';

	this.parameters = {
		radiusTop: radiusTop,
		radiusBottom: radiusBottom,
		height: height,
		radialSegments: radialSegments,
		heightSegments: heightSegments,
		openEnded: openEnded,
		thetaStart: thetaStart,
		thetaLength: thetaLength
	};

	var scope = this;

	radiusTop = radiusTop !== undefined ? radiusTop : 1;
	radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;
	height = height || 1;

	radialSegments = Math.floor( radialSegments ) || 8;
	heightSegments = Math.floor( heightSegments ) || 1;

	openEnded = openEnded !== undefined ? openEnded : false;
	thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
	thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;

	// buffers

	var indices = [];
	var vertices = [];
	var normals = [];
	var uvs = [];

	// helper variables

	var index = 0;
	var indexArray = [];
	var halfHeight = height / 2;
	var groupStart = 0;

	// generate geometry

	generateTorso();

	if ( openEnded === false ) {

		if ( radiusTop > 0 ) generateCap( true );
		if ( radiusBottom > 0 ) generateCap( false );

	}

	// build geometry

	this.setIndex( indices );
	this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
	this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
	this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

	function generateTorso() {

		var x, y;
		var normal = new Vector3();
		var vertex = new Vector3();

		var groupCount = 0;

		// this will be used to calculate the normal
		var slope = ( radiusBottom - radiusTop ) / height;

		// generate vertices, normals and uvs

		for ( y = 0; y <= heightSegments; y ++ ) {

			var indexRow = [];

			var v = y / heightSegments;

			// calculate the radius of the current row

			var radius = v * ( radiusBottom - radiusTop ) + radiusTop;

			for ( x = 0; x <= radialSegments; x ++ ) {

				var u = x / radialSegments;

				var theta = u * thetaLength + thetaStart;

				var sinTheta = Math.sin( theta );
				var cosTheta = Math.cos( theta );

				// vertex

				vertex.x = radius * sinTheta;
				vertex.y = - v * height + halfHeight;
				vertex.z = radius * cosTheta;
				vertices.push( vertex.x, vertex.y, vertex.z );

				// normal

				normal.set( sinTheta, slope, cosTheta ).normalize();
				normals.push( normal.x, normal.y, normal.z );

				// uv

				uvs.push( u, 1 - v );

				// save index of vertex in respective row

				indexRow.push( index ++ );

			}

			// now save vertices of the row in our index array

			indexArray.push( indexRow );

		}

		// generate indices

		for ( x = 0; x < radialSegments; x ++ ) {

			for ( y = 0; y < heightSegments; y ++ ) {

				// we use the index array to access the correct indices

				var a = indexArray[ y ][ x ];
				var b = indexArray[ y + 1 ][ x ];
				var c = indexArray[ y + 1 ][ x + 1 ];
				var d = indexArray[ y ][ x + 1 ];

				// faces

				indices.push( a, b, d );
				indices.push( b, c, d );

				// update group counter

				groupCount += 6;

			}

		}

		// add a group to the geometry. this will ensure multi material support

		scope.addGroup( groupStart, groupCount, 0 );

		// calculate new start value for groups

		groupStart += groupCount;

	}

	function generateCap( top ) {

		var x, centerIndexStart, centerIndexEnd;

		var uv = new Vector2();
		var vertex = new Vector3();

		var groupCount = 0;

		var radius = ( top === true ) ? radiusTop : radiusBottom;
		var sign = ( top === true ) ? 1 : - 1;

		// save the index of the first center vertex
		centerIndexStart = index;

		// first we generate the center vertex data of the cap.
		// because the geometry needs one set of uvs per face,
		// we must generate a center vertex per face/segment

		for ( x = 1; x <= radialSegments; x ++ ) {

			// vertex

			vertices.push( 0, halfHeight * sign, 0 );

			// normal

			normals.push( 0, sign, 0 );

			// uv

			uvs.push( 0.5, 0.5 );

			// increase index

			index ++;

		}

		// save the index of the last center vertex

		centerIndexEnd = index;

		// now we generate the surrounding vertices, normals and uvs

		for ( x = 0; x <= radialSegments; x ++ ) {

			var u = x / radialSegments;
			var theta = u * thetaLength + thetaStart;

			var cosTheta = Math.cos( theta );
			var sinTheta = Math.sin( theta );

			// vertex

			vertex.x = radius * sinTheta;
			vertex.y = halfHeight * sign;
			vertex.z = radius * cosTheta;
			vertices.push( vertex.x, vertex.y, vertex.z );

			// normal

			normals.push( 0, sign, 0 );

			// uv

			uv.x = ( cosTheta * 0.5 ) + 0.5;
			uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
			uvs.push( uv.x, uv.y );

			// increase index

			index ++;

		}

		// generate indices

		for ( x = 0; x < radialSegments; x ++ ) {

			var c = centerIndexStart + x;
			var i = centerIndexEnd + x;

			if ( top === true ) {

				// face top

				indices.push( i, i + 1, c );

			} else {

				// face bottom

				indices.push( i + 1, i, c );

			}

			groupCount += 3;

		}

		// add a group to the geometry. this will ensure multi material support

		scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );

		// calculate new start value for groups

		groupStart += groupCount;

	}

}

CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;

/**
 * @author abelnation / http://github.com/abelnation
 */

// ConeGeometry

function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {

	CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );

	this.type = 'ConeGeometry';

	this.parameters = {
		radius: radius,
		height: height,
		radialSegments: radialSegments,
		heightSegments: heightSegments,
		openEnded: openEnded,
		thetaStart: thetaStart,
		thetaLength: thetaLength
	};

}

ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
ConeGeometry.prototype.constructor = ConeGeometry;

// ConeBufferGeometry

function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {

	CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );

	this.type = 'ConeBufferGeometry';

	this.parameters = {
		radius: radius,
		height: height,
		radialSegments: radialSegments,
		heightSegments: heightSegments,
		openEnded: openEnded,
		thetaStart: thetaStart,
		thetaLength: thetaLength
	};

}

ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;

/**
 * @author benaadams / https://twitter.com/ben_a_adams
 * @author Mugen87 / https://github.com/Mugen87
 * @author hughes
 */

// CircleGeometry

function CircleGeometry( radius, segments, thetaStart, thetaLength ) {

	Geometry.call( this );

	this.type = 'CircleGeometry';

	this.parameters = {
		radius: radius,
		segments: segments,
		thetaStart: thetaStart,
		thetaLength: thetaLength
	};

	this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
	this.mergeVertices();

}

CircleGeometry.prototype = Object.create( Geometry.prototype );
CircleGeometry.prototype.constructor = CircleGeometry;

// CircleBufferGeometry

function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {

	BufferGeometry.call( this );

	this.type = 'CircleBufferGeometry';

	this.parameters = {
		radius: radius,
		segments: segments,
		thetaStart: thetaStart,
		thetaLength: thetaLength
	};

	radius = radius || 1;
	segments = segments !== undefined ? Math.max( 3, segments ) : 8;

	thetaStart = thetaStart !== undefined ? thetaStart : 0;
	thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;

	// buffers

	var indices = [];
	var vertices = [];
	var normals = [];
	var uvs = [];

	// helper variables

	var i, s;
	var vertex = new Vector3();
	var uv = new Vector2();

	// center point

	vertices.push( 0, 0, 0 );
	normals.push( 0, 0, 1 );
	uvs.push( 0.5, 0.5 );

	for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) {

		var segment = thetaStart + s / segments * thetaLength;

		// vertex

		vertex.x = radius * Math.cos( segment );
		vertex.y = radius * Math.sin( segment );

		vertices.push( vertex.x, vertex.y, vertex.z );

		// normal

		normals.push( 0, 0, 1 );

		// uvs

		uv.x = ( vertices[ i ] / radius + 1 ) / 2;
		uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;

		uvs.push( uv.x, uv.y );

	}

	// indices

	for ( i = 1; i <= segments; i ++ ) {

		indices.push( i, i + 1, 0 );

	}

	// build geometry

	this.setIndex( indices );
	this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
	this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
	this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

}

CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;

var Geometries = /*#__PURE__*/Object.freeze({
	__proto__: null,
	WireframeGeometry: WireframeGeometry,
	ParametricGeometry: ParametricGeometry,
	ParametricBufferGeometry: ParametricBufferGeometry,
	TetrahedronGeometry: TetrahedronGeometry,
	TetrahedronBufferGeometry: TetrahedronBufferGeometry,
	OctahedronGeometry: OctahedronGeometry,
	OctahedronBufferGeometry: OctahedronBufferGeometry,
	IcosahedronGeometry: IcosahedronGeometry,
	IcosahedronBufferGeometry: IcosahedronBufferGeometry,
	DodecahedronGeometry: DodecahedronGeometry,
	DodecahedronBufferGeometry: DodecahedronBufferGeometry,
	PolyhedronGeometry: PolyhedronGeometry,
	PolyhedronBufferGeometry: PolyhedronBufferGeometry,
	TubeGeometry: TubeGeometry,
	TubeBufferGeometry: TubeBufferGeometry,
	TorusKnotGeometry: TorusKnotGeometry,
	TorusKnotBufferGeometry: TorusKnotBufferGeometry,
	TorusGeometry: TorusGeometry,
	TorusBufferGeometry: TorusBufferGeometry,
	TextGeometry: TextGeometry,
	TextBufferGeometry: TextBufferGeometry,
	SphereGeometry: SphereGeometry,
	SphereBufferGeometry: SphereBufferGeometry,
	RingGeometry: RingGeometry,
	RingBufferGeometry: RingBufferGeometry,
	PlaneGeometry: PlaneGeometry,
	PlaneBufferGeometry: PlaneBufferGeometry,
	LatheGeometry: LatheGeometry,
	LatheBufferGeometry: LatheBufferGeometry,
	ShapeGeometry: ShapeGeometry,
	ShapeBufferGeometry: ShapeBufferGeometry,
	ExtrudeGeometry: ExtrudeGeometry,
	ExtrudeBufferGeometry: ExtrudeBufferGeometry,
	EdgesGeometry: EdgesGeometry,
	ConeGeometry: ConeGeometry,
	ConeBufferGeometry: ConeBufferGeometry,
	CylinderGeometry: CylinderGeometry,
	CylinderBufferGeometry: CylinderBufferGeometry,
	CircleGeometry: CircleGeometry,
	CircleBufferGeometry: CircleBufferGeometry,
	BoxGeometry: BoxGeometry,
	BoxBufferGeometry: BoxBufferGeometry
});

/**
 * @author mrdoob / http://mrdoob.com/
 *
 * parameters = {
 *  color: <THREE.Color>
 * }
 */

function ShadowMaterial( parameters ) {

	Material.call( this );

	this.type = 'ShadowMaterial';

	this.color = new Color( 0x000000 );
	this.transparent = true;

	this.setValues( parameters );

}

ShadowMaterial.prototype = Object.create( Material.prototype );
ShadowMaterial.prototype.constructor = ShadowMaterial;

ShadowMaterial.prototype.isShadowMaterial = true;

ShadowMaterial.prototype.copy = function ( source ) {

	Material.prototype.copy.call( this, source );

	this.color.copy( source.color );

	return this;

};

/**
 * @author mrdoob / http://mrdoob.com/
 */

function RawShaderMaterial( parameters ) {

	ShaderMaterial.call( this, parameters );

	this.type = 'RawShaderMaterial';

}

RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
RawShaderMaterial.prototype.constructor = RawShaderMaterial;

RawShaderMaterial.prototype.isRawShaderMaterial = true;

/**
 * @author WestLangley / http://github.com/WestLangley
 *
 * parameters = {
 *  color: <hex>,
 *  roughness: <float>,
 *  metalness: <float>,
 *  opacity: <float>,
 *
 *  map: new THREE.Texture( <Image> ),
 *
 *  lightMap: new THREE.Texture( <Image> ),
 *  lightMapIntensity: <float>
 *
 *  aoMap: new THREE.Texture( <Image> ),
 *  aoMapIntensity: <float>
 *
 *  emissive: <hex>,
 *  emissiveIntensity: <float>
 *  emissiveMap: new THREE.Texture( <Image> ),
 *
 *  bumpMap: new THREE.Texture( <Image> ),
 *  bumpScale: <float>,
 *
 *  normalMap: new THREE.Texture( <Image> ),
 *  normalMapType: THREE.TangentSpaceNormalMap,
 *  normalScale: <Vector2>,
 *
 *  displacementMap: new THREE.Texture( <Image> ),
 *  displacementScale: <float>,
 *  displacementBias: <float>,
 *
 *  roughnessMap: new THREE.Texture( <Image> ),
 *
 *  metalnessMap: new THREE.Texture( <Image> ),
 *
 *  alphaMap: new THREE.Texture( <Image> ),
 *
 *  envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
 *  envMapIntensity: <float>
 *
 *  refractionRatio: <float>,
 *
 *  wireframe: <boolean>,
 *  wireframeLinewidth: <float>,
 *
 *  skinning: <bool>,
 *  morphTargets: <bool>,
 *  morphNormals: <bool>
 * }
 */

function MeshStandardMaterial( parameters ) {

	Material.call( this );

	this.defines = { 'STANDARD': '' };

	this.type = 'MeshStandardMaterial';

	this.color = new Color( 0xffffff ); // diffuse
	this.roughness = 1.0;
	this.metalness = 0.0;

	this.map = null;

	this.lightMap = null;
	this.lightMapIntensity = 1.0;

	this.aoMap = null;
	this.aoMapIntensity = 1.0;

	this.emissive = new Color( 0x000000 );
	this.emissiveIntensity = 1.0;
	this.emissiveMap = null;

	this.bumpMap = null;
	this.bumpScale = 1;

	this.normalMap = null;
	this.normalMapType = TangentSpaceNormalMap;
	this.normalScale = new Vector2( 1, 1 );

	this.displacementMap = null;
	this.displacementScale = 1;
	this.displacementBias = 0;

	this.roughnessMap = null;

	this.metalnessMap = null;

	this.alphaMap = null;

	this.envMap = null;
	this.envMapIntensity = 1.0;

	this.refractionRatio = 0.98;

	this.wireframe = false;
	this.wireframeLinewidth = 1;
	this.wireframeLinecap = 'round';
	this.wireframeLinejoin = 'round';

	this.skinning = false;
	this.morphTargets = false;
	this.morphNormals = false;

	this.vertexTangents = false;

	this.setValues( parameters );

}

MeshStandardMaterial.prototype = Object.create( Material.prototype );
MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;

MeshStandardMaterial.prototype.isMeshStandardMaterial = true;

MeshStandardMaterial.prototype.copy = function ( source ) {

	Material.prototype.copy.call( this, source );

	this.defines = { 'STANDARD': '' };

	this.color.copy( source.color );
	this.roughness = source.roughness;
	this.metalness = source.metalness;

	this.map = source.map;

	this.lightMap = source.lightMap;
	this.lightMapIntensity = source.lightMapIntensity;

	this.aoMap = source.aoMap;
	this.aoMapIntensity = source.aoMapIntensity;

	this.emissive.copy( source.emissive );
	this.emissiveMap = source.emissiveMap;
	this.emissiveIntensity = source.emissiveIntensity;

	this.bumpMap = source.bumpMap;
	this.bumpScale = source.bumpScale;

	this.normalMap = source.normalMap;
	this.normalMapType = source.normalMapType;
	this.normalScale.copy( source.normalScale );

	this.displacementMap = source.displacementMap;
	this.displacementScale = source.displacementScale;
	this.displacementBias = source.displacementBias;

	this.roughnessMap = source.roughnessMap;

	this.metalnessMap = source.metalnessMap;

	this.alphaMap = source.alphaMap;

	this.envMap = source.envMap;
	this.envMapIntensity = source.envMapIntensity;

	this.refractionRatio = source.refractionRatio;

	this.wireframe = source.wireframe;
	this.wireframeLinewidth = source.wireframeLinewidth;
	this.wireframeLinecap = source.wireframeLinecap;
	this.wireframeLinejoin = source.wireframeLinejoin;

	this.skinning = source.skinning;
	this.morphTargets = source.morphTargets;
	this.morphNormals = source.morphNormals;

	this.vertexTangents = source.vertexTangents;

	return this;

};

/**
 * @author WestLangley / http://github.com/WestLangley
 *
 * parameters = {
 *  clearcoat: <float>,
 *  clearcoatMap: new THREE.Texture( <Image> ),
 *  clearcoatRoughness: <float>,
 *  clearcoatRoughnessMap: new THREE.Texture( <Image> ),
 *  clearcoatNormalScale: <Vector2>,
 *  clearcoatNormalMap: new THREE.Texture( <Image> ),
 *
 *  reflectivity: <float>,
 *
 *  sheen: <Color>,
 *
 *  transparency: <float>
 * }
 */

function MeshPhysicalMaterial( parameters ) {

	MeshStandardMaterial.call( this );

	this.defines = {

		'STANDARD': '',
		'PHYSICAL': ''

	};

	this.type = 'MeshPhysicalMaterial';

	this.clearcoat = 0.0;
	this.clearcoatMap = null;
	this.clearcoatRoughness = 0.0;
	this.clearcoatRoughnessMap = null;
	this.clearcoatNormalScale = new Vector2( 1, 1 );
	this.clearcoatNormalMap = null;

	this.reflectivity = 0.5; // maps to F0 = 0.04

	this.sheen = null; // null will disable sheen bsdf

	this.transparency = 0.0;

	this.setValues( parameters );

}

MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;

MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;

MeshPhysicalMaterial.prototype.copy = function ( source ) {

	MeshStandardMaterial.prototype.copy.call( this, source );

	this.defines = {

		'STANDARD': '',
		'PHYSICAL': ''

	};

	this.clearcoat = source.clearcoat;
	this.clearcoatMap = source.clearcoatMap;
	this.clearcoatRoughness = source.clearcoatRoughness;
	this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
	this.clearcoatNormalMap = source.clearcoatNormalMap;
	this.clearcoatNormalScale.copy( source.clearcoatNormalScale );

	this.reflectivity = source.reflectivity;

	if ( source.sheen ) {

		this.sheen = ( this.sheen || new Color() ).copy( source.sheen );

	} else {

		this.sheen = null;

	}

	this.transparency = source.transparency;

	return this;

};

/**
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 *
 * parameters = {
 *  color: <hex>,
 *  specular: <hex>,
 *  shininess: <float>,
 *  opacity: <float>,
 *
 *  map: new THREE.Texture( <Image> ),
 *
 *  lightMap: new THREE.Texture( <Image> ),
 *  lightMapIntensity: <float>
 *
 *  aoMap: new THREE.Texture( <Image> ),
 *  aoMapIntensity: <float>
 *
 *  emissive: <hex>,
 *  emissiveIntensity: <float>
 *  emissiveMap: new THREE.Texture( <Image> ),
 *
 *  bumpMap: new THREE.Texture( <Image> ),
 *  bumpScale: <float>,
 *
 *  normalMap: new THREE.Texture( <Image> ),
 *  normalMapType: THREE.TangentSpaceNormalMap,
 *  normalScale: <Vector2>,
 *
 *  displacementMap: new THREE.Texture( <Image> ),
 *  displacementScale: <float>,
 *  displacementBias: <float>,
 *
 *  specularMap: new THREE.Texture( <Image> ),
 *
 *  alphaMap: new THREE.Texture( <Image> ),
 *
 *  envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
 *  combine: THREE.MultiplyOperation,
 *  reflectivity: <float>,
 *  refractionRatio: <float>,
 *
 *  wireframe: <boolean>,
 *  wireframeLinewidth: <float>,
 *
 *  skinning: <bool>,
 *  morphTargets: <bool>,
 *  morphNormals: <bool>
 * }
 */

function MeshPhongMaterial( parameters ) {

	Material.call( this );

	this.type = 'MeshPhongMaterial';

	this.color = new Color( 0xffffff ); // diffuse
	this.specular = new Color( 0x111111 );
	this.shininess = 30;

	this.map = null;

	this.lightMap = null;
	this.lightMapIntensity = 1.0;

	this.aoMap = null;
	this.aoMapIntensity = 1.0;

	this.emissive = new Color( 0x000000 );
	this.emissiveIntensity = 1.0;
	this.emissiveMap = null;

	this.bumpMap = null;
	this.bumpScale = 1;

	this.normalMap = null;
	this.normalMapType = TangentSpaceNormalMap;
	this.normalScale = new Vector2( 1, 1 );

	this.displacementMap = null;
	this.displacementScale = 1;
	this.displacementBias = 0;

	this.specularMap = null;

	this.alphaMap = null;

	this.envMap = null;
	this.combine = MultiplyOperation;
	this.reflectivity = 1;
	this.refractionRatio = 0.98;

	this.wireframe = false;
	this.wireframeLinewidth = 1;
	this.wireframeLinecap = 'round';
	this.wireframeLinejoin = 'round';

	this.skinning = false;
	this.morphTargets = false;
	this.morphNormals = false;

	this.setValues( parameters );

}

MeshPhongMaterial.prototype = Object.create( Material.prototype );
MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;

MeshPhongMaterial.prototype.isMeshPhongMaterial = true;

MeshPhongMaterial.prototype.copy = function ( source ) {

	Material.prototype.copy.call( this, source );

	this.color.copy( source.color );
	this.specular.copy( source.specular );
	this.shininess = source.shininess;

	this.map = source.map;

	this.lightMap = source.lightMap;
	this.lightMapIntensity = source.lightMapIntensity;

	this.aoMap = source.aoMap;
	this.aoMapIntensity = source.aoMapIntensity;

	this.emissive.copy( source.emissive );
	this.emissiveMap = source.emissiveMap;
	this.emissiveIntensity = source.emissiveIntensity;

	this.bumpMap = source.bumpMap;
	this.bumpScale = source.bumpScale;

	this.normalMap = source.normalMap;
	this.normalMapType = source.normalMapType;
	this.normalScale.copy( source.normalScale );

	this.displacementMap = source.displacementMap;
	this.displacementScale = source.displacementScale;
	this.displacementBias = source.displacementBias;

	this.specularMap = source.specularMap;

	this.alphaMap = source.alphaMap;

	this.envMap = source.envMap;
	this.combine = source.combine;
	this.reflectivity = source.reflectivity;
	this.refractionRatio = source.refractionRatio;

	this.wireframe = source.wireframe;
	this.wireframeLinewidth = source.wireframeLinewidth;
	this.wireframeLinecap = source.wireframeLinecap;
	this.wireframeLinejoin = source.wireframeLinejoin;

	this.skinning = source.skinning;
	this.morphTargets = source.morphTargets;
	this.morphNormals = source.morphNormals;

	return this;

};

/**
 * @author takahirox / http://github.com/takahirox
 *
 * parameters = {
 *  color: <hex>,
 *  specular: <hex>,
 *  shininess: <float>,
 *
 *  map: new THREE.Texture( <Image> ),
 *  gradientMap: new THREE.Texture( <Image> ),
 *
 *  lightMap: new THREE.Texture( <Image> ),
 *  lightMapIntensity: <float>
 *
 *  aoMap: new THREE.Texture( <Image> ),
 *  aoMapIntensity: <float>
 *
 *  emissive: <hex>,
 *  emissiveIntensity: <float>
 *  emissiveMap: new THREE.Texture( <Image> ),
 *
 *  bumpMap: new THREE.Texture( <Image> ),
 *  bumpScale: <float>,
 *
 *  normalMap: new THREE.Texture( <Image> ),
 *  normalMapType: THREE.TangentSpaceNormalMap,
 *  normalScale: <Vector2>,
 *
 *  displacementMap: new THREE.Texture( <Image> ),
 *  displacementScale: <float>,
 *  displacementBias: <float>,
 *
 *  specularMap: new THREE.Texture( <Image> ),
 *
 *  alphaMap: new THREE.Texture( <Image> ),
 *
 *  wireframe: <boolean>,
 *  wireframeLinewidth: <float>,
 *
 *  skinning: <bool>,
 *  morphTargets: <bool>,
 *  morphNormals: <bool>
 * }
 */

function MeshToonMaterial( parameters ) {

	Material.call( this );

	this.defines = { 'TOON': '' };

	this.type = 'MeshToonMaterial';

	this.color = new Color( 0xffffff );
	this.specular = new Color( 0x111111 );
	this.shininess = 30;

	this.map = null;
	this.gradientMap = null;

	this.lightMap = null;
	this.lightMapIntensity = 1.0;

	this.aoMap = null;
	this.aoMapIntensity = 1.0;

	this.emissive = new Color( 0x000000 );
	this.emissiveIntensity = 1.0;
	this.emissiveMap = null;

	this.bumpMap = null;
	this.bumpScale = 1;

	this.normalMap = null;
	this.normalMapType = TangentSpaceNormalMap;
	this.normalScale = new Vector2( 1, 1 );

	this.displacementMap = null;
	this.displacementScale = 1;
	this.displacementBias = 0;

	this.specularMap = null;

	this.alphaMap = null;

	this.wireframe = false;
	this.wireframeLinewidth = 1;
	this.wireframeLinecap = 'round';
	this.wireframeLinejoin = 'round';

	this.skinning = false;
	this.morphTargets = false;
	this.morphNormals = false;

	this.setValues( parameters );

}

MeshToonMaterial.prototype = Object.create( Material.prototype );
MeshToonMaterial.prototype.constructor = MeshToonMaterial;

MeshToonMaterial.prototype.isMeshToonMaterial = true;

MeshToonMaterial.prototype.copy = function ( source ) {

	Material.prototype.copy.call( this, source );

	this.color.copy( source.color );
	this.specular.copy( source.specular );
	this.shininess = source.shininess;

	this.map = source.map;
	this.gradientMap = source.gradientMap;

	this.lightMap = source.lightMap;
	this.lightMapIntensity = source.lightMapIntensity;

	this.aoMap = source.aoMap;
	this.aoMapIntensity = source.aoMapIntensity;

	this.emissive.copy( source.emissive );
	this.emissiveMap = source.emissiveMap;
	this.emissiveIntensity = source.emissiveIntensity;

	this.bumpMap = source.bumpMap;
	this.bumpScale = source.bumpScale;

	this.normalMap = source.normalMap;
	this.normalMapType = source.normalMapType;
	this.normalScale.copy( source.normalScale );

	this.displacementMap = source.displacementMap;
	this.displacementScale = source.displacementScale;
	this.displacementBias = source.displacementBias;

	this.specularMap = source.specularMap;

	this.alphaMap = source.alphaMap;

	this.wireframe = source.wireframe;
	this.wireframeLinewidth = source.wireframeLinewidth;
	this.wireframeLinecap = source.wireframeLinecap;
	this.wireframeLinejoin = source.wireframeLinejoin;

	this.skinning = source.skinning;
	this.morphTargets = source.morphTargets;
	this.morphNormals = source.morphNormals;

	return this;

};

/**
 * @author mrdoob / http://mrdoob.com/
 * @author WestLangley / http://github.com/WestLangley
 *
 * parameters = {
 *  opacity: <float>,
 *
 *  bumpMap: new THREE.Texture( <Image> ),
 *  bumpScale: <float>,
 *
 *  normalMap: new THREE.Texture( <Image> ),
 *  normalMapType: THREE.TangentSpaceNormalMap,
 *  normalScale: <Vector2>,
 *
 *  displacementMap: new THREE.Texture( <Image> ),
 *  displacementScale: <float>,
 *  displacementBias: <float>,
 *
 *  wireframe: <boolean>,
 *  wireframeLinewidth: <float>
 *
 *  skinning: <bool>,
 *  morphTargets: <bool>,
 *  morphNormals: <bool>
 * }
 */

function MeshNormalMaterial( parameters ) {

	Material.call( this );

	this.type = 'MeshNormalMaterial';

	this.bumpMap = null;
	this.bumpScale = 1;

	this.normalMap = null;
	this.normalMapType = TangentSpaceNormalMap;
	this.normalScale = new Vector2( 1, 1 );

	this.displacementMap = null;
	this.displacementScale = 1;
	this.displacementBias = 0;

	this.wireframe = false;
	this.wireframeLinewidth = 1;

	this.fog = false;

	this.skinning = false;
	this.morphTargets = false;
	this.morphNormals = false;

	this.setValues( parameters );

}

MeshNormalMaterial.prototype = Object.create( Material.prototype );
MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;

MeshNormalMaterial.prototype.isMeshNormalMaterial = true;

MeshNormalMaterial.prototype.copy = function ( source ) {

	Material.prototype.copy.call( this, source );

	this.bumpMap = source.bumpMap;
	this.bumpScale = source.bumpScale;

	this.normalMap = source.normalMap;
	this.normalMapType = source.normalMapType;
	this.normalScale.copy( source.normalScale );

	this.displacementMap = source.displacementMap;
	this.displacementScale = source.displacementScale;
	this.displacementBias = source.displacementBias;

	this.wireframe = source.wireframe;
	this.wireframeLinewidth = source.wireframeLinewidth;

	this.skinning = source.skinning;
	this.morphTargets = source.morphTargets;
	this.morphNormals = source.morphNormals;

	return this;

};

/**
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 *
 * parameters = {
 *  color: <hex>,
 *  opacity: <float>,
 *
 *  map: new THREE.Texture( <Image> ),
 *
 *  lightMap: new THREE.Texture( <Image> ),
 *  lightMapIntensity: <float>
 *
 *  aoMap: new THREE.Texture( <Image> ),
 *  aoMapIntensity: <float>
 *
 *  emissive: <hex>,
 *  emissiveIntensity: <float>
 *  emissiveMap: new THREE.Texture( <Image> ),
 *
 *  specularMap: new THREE.Texture( <Image> ),
 *
 *  alphaMap: new THREE.Texture( <Image> ),
 *
 *  envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
 *  combine: THREE.Multiply,
 *  reflectivity: <float>,
 *  refractionRatio: <float>,
 *
 *  wireframe: <boolean>,
 *  wireframeLinewidth: <float>,
 *
 *  skinning: <bool>,
 *  morphTargets: <bool>,
 *  morphNormals: <bool>
 * }
 */

function MeshLambertMaterial( parameters ) {

	Material.call( this );

	this.type = 'MeshLambertMaterial';

	this.color = new Color( 0xffffff ); // diffuse

	this.map = null;

	this.lightMap = null;
	this.lightMapIntensity = 1.0;

	this.aoMap = null;
	this.aoMapIntensity = 1.0;

	this.emissive = new Color( 0x000000 );
	this.emissiveIntensity = 1.0;
	this.emissiveMap = null;

	this.specularMap = null;

	this.alphaMap = null;

	this.envMap = null;
	this.combine = MultiplyOperation;
	this.reflectivity = 1;
	this.refractionRatio = 0.98;

	this.wireframe = false;
	this.wireframeLinewidth = 1;
	this.wireframeLinecap = 'round';
	this.wireframeLinejoin = 'round';

	this.skinning = false;
	this.morphTargets = false;
	this.morphNormals = false;

	this.setValues( parameters );

}

MeshLambertMaterial.prototype = Object.create( Material.prototype );
MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;

MeshLambertMaterial.prototype.isMeshLambertMaterial = true;

MeshLambertMaterial.prototype.copy = function ( source ) {

	Material.prototype.copy.call( this, source );

	this.color.copy( source.color );

	this.map = source.map;

	this.lightMap = source.lightMap;
	this.lightMapIntensity = source.lightMapIntensity;

	this.aoMap = source.aoMap;
	this.aoMapIntensity = source.aoMapIntensity;

	this.emissive.copy( source.emissive );
	this.emissiveMap = source.emissiveMap;
	this.emissiveIntensity = source.emissiveIntensity;

	this.specularMap = source.specularMap;

	this.alphaMap = source.alphaMap;

	this.envMap = source.envMap;
	this.combine = source.combine;
	this.reflectivity = source.reflectivity;
	this.refractionRatio = source.refractionRatio;

	this.wireframe = source.wireframe;
	this.wireframeLinewidth = source.wireframeLinewidth;
	this.wireframeLinecap = source.wireframeLinecap;
	this.wireframeLinejoin = source.wireframeLinejoin;

	this.skinning = source.skinning;
	this.morphTargets = source.morphTargets;
	this.morphNormals = source.morphNormals;

	return this;

};

/**
 * @author WestLangley / http://github.com/WestLangley
 *
 * parameters = {
 *  color: <hex>,
 *  opacity: <float>,
 *
 *  matcap: new THREE.Texture( <Image> ),
 *
 *  map: new THREE.Texture( <Image> ),
 *
 *  bumpMap: new THREE.Texture( <Image> ),
 *  bumpScale: <float>,
 *
 *  normalMap: new THREE.Texture( <Image> ),
 *  normalMapType: THREE.TangentSpaceNormalMap,
 *  normalScale: <Vector2>,
 *
 *  displacementMap: new THREE.Texture( <Image> ),
 *  displacementScale: <float>,
 *  displacementBias: <float>,
 *
 *  alphaMap: new THREE.Texture( <Image> ),
 *
 *  skinning: <bool>,
 *  morphTargets: <bool>,
 *  morphNormals: <bool>
 * }
 */

function MeshMatcapMaterial( parameters ) {

	Material.call( this );

	this.defines = { 'MATCAP': '' };

	this.type = 'MeshMatcapMaterial';

	this.color = new Color( 0xffffff ); // diffuse

	this.matcap = null;

	this.map = null;

	this.bumpMap = null;
	this.bumpScale = 1;

	this.normalMap = null;
	this.normalMapType = TangentSpaceNormalMap;
	this.normalScale = new Vector2( 1, 1 );

	this.displacementMap = null;
	this.displacementScale = 1;
	this.displacementBias = 0;

	this.alphaMap = null;

	this.skinning = false;
	this.morphTargets = false;
	this.morphNormals = false;

	this.setValues( parameters );

}

MeshMatcapMaterial.prototype = Object.create( Material.prototype );
MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;

MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;

MeshMatcapMaterial.prototype.copy = function ( source ) {

	Material.prototype.copy.call( this, source );

	this.defines = { 'MATCAP': '' };

	this.color.copy( source.color );

	this.matcap = source.matcap;

	this.map = source.map;

	this.bumpMap = source.bumpMap;
	this.bumpScale = source.bumpScale;

	this.normalMap = source.normalMap;
	this.normalMapType = source.normalMapType;
	this.normalScale.copy( source.normalScale );

	this.displacementMap = source.displacementMap;
	this.displacementScale = source.displacementScale;
	this.displacementBias = source.displacementBias;

	this.alphaMap = source.alphaMap;

	this.skinning = source.skinning;
	this.morphTargets = source.morphTargets;
	this.morphNormals = source.morphNormals;

	return this;

};

/**
 * @author alteredq / http://alteredqualia.com/
 *
 * parameters = {
 *  color: <hex>,
 *  opacity: <float>,
 *
 *  linewidth: <float>,
 *
 *  scale: <float>,
 *  dashSize: <float>,
 *  gapSize: <float>
 * }
 */

function LineDashedMaterial( parameters ) {

	LineBasicMaterial.call( this );

	this.type = 'LineDashedMaterial';

	this.scale = 1;
	this.dashSize = 3;
	this.gapSize = 1;

	this.setValues( parameters );

}

LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );
LineDashedMaterial.prototype.constructor = LineDashedMaterial;

LineDashedMaterial.prototype.isLineDashedMaterial = true;

LineDashedMaterial.prototype.copy = function ( source ) {

	LineBasicMaterial.prototype.copy.call( this, source );

	this.scale = source.scale;
	this.dashSize = source.dashSize;
	this.gapSize = source.gapSize;

	return this;

};

var Materials = /*#__PURE__*/Object.freeze({
	__proto__: null,
	ShadowMaterial: ShadowMaterial,
	SpriteMaterial: SpriteMaterial,
	RawShaderMaterial: RawShaderMaterial,
	ShaderMaterial: ShaderMaterial,
	PointsMaterial: PointsMaterial,
	MeshPhysicalMaterial: MeshPhysicalMaterial,
	MeshStandardMaterial: MeshStandardMaterial,
	MeshPhongMaterial: MeshPhongMaterial,
	MeshToonMaterial: MeshToonMaterial,
	MeshNormalMaterial: MeshNormalMaterial,
	MeshLambertMaterial: MeshLambertMaterial,
	MeshDepthMaterial: MeshDepthMaterial,
	MeshDistanceMaterial: MeshDistanceMaterial,
	MeshBasicMaterial: MeshBasicMaterial,
	MeshMatcapMaterial: MeshMatcapMaterial,
	LineDashedMaterial: LineDashedMaterial,
	LineBasicMaterial: LineBasicMaterial,
	Material: Material
});

/**
 * @author tschw
 * @author Ben Houston / http://clara.io/
 * @author David Sarno / http://lighthaus.us/
 */

var AnimationUtils = {

	// same as Array.prototype.slice, but also works on typed arrays
	arraySlice: function ( array, from, to ) {

		if ( AnimationUtils.isTypedArray( array ) ) {

			// in ios9 array.subarray(from, undefined) will return empty array
			// but array.subarray(from) or array.subarray(from, len) is correct
			return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );

		}

		return array.slice( from, to );

	},

	// converts an array to a specific type
	convertArray: function ( array, type, forceClone ) {

		if ( ! array || // let 'undefined' and 'null' pass
			! forceClone && array.constructor === type ) return array;

		if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {

			return new type( array ); // create typed array

		}

		return Array.prototype.slice.call( array ); // create Array

	},

	isTypedArray: function ( object ) {

		return ArrayBuffer.isView( object ) &&
			! ( object instanceof DataView );

	},

	// returns an array by which times and values can be sorted
	getKeyframeOrder: function ( times ) {

		function compareTime( i, j ) {

			return times[ i ] - times[ j ];

		}

		var n = times.length;
		var result = new Array( n );
		for ( var i = 0; i !== n; ++ i ) result[ i ] = i;

		result.sort( compareTime );

		return result;

	},

	// uses the array previously returned by 'getKeyframeOrder' to sort data
	sortedArray: function ( values, stride, order ) {

		var nValues = values.length;
		var result = new values.constructor( nValues );

		for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {

			var srcOffset = order[ i ] * stride;

			for ( var j = 0; j !== stride; ++ j ) {

				result[ dstOffset ++ ] = values[ srcOffset + j ];

			}

		}

		return result;

	},

	// function for parsing AOS keyframe formats
	flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {

		var i = 1, key = jsonKeys[ 0 ];

		while ( key !== undefined && key[ valuePropertyName ] === undefined ) {

			key = jsonKeys[ i ++ ];

		}

		if ( key === undefined ) return; // no data

		var value = key[ valuePropertyName ];
		if ( value === undefined ) return; // no data

		if ( Array.isArray( value ) ) {

			do {

				value = key[ valuePropertyName ];

				if ( value !== undefined ) {

					times.push( key.time );
					values.push.apply( values, value ); // push all elements

				}

				key = jsonKeys[ i ++ ];

			} while ( key !== undefined );

		} else if ( value.toArray !== undefined ) {

			// ...assume THREE.Math-ish

			do {

				value = key[ valuePropertyName ];

				if ( value !== undefined ) {

					times.push( key.time );
					value.toArray( values, values.length );

				}

				key = jsonKeys[ i ++ ];

			} while ( key !== undefined );

		} else {

			// otherwise push as-is

			do {

				value = key[ valuePropertyName ];

				if ( value !== undefined ) {

					times.push( key.time );
					values.push( value );

				}

				key = jsonKeys[ i ++ ];

			} while ( key !== undefined );

		}

	},

	subclip: function ( sourceClip, name, startFrame, endFrame, fps ) {

		fps = fps || 30;

		var clip = sourceClip.clone();

		clip.name = name;

		var tracks = [];

		for ( var i = 0; i < clip.tracks.length; ++ i ) {

			var track = clip.tracks[ i ];
			var valueSize = track.getValueSize();

			var times = [];
			var values = [];

			for ( var j = 0; j < track.times.length; ++ j ) {

				var frame = track.times[ j ] * fps;

				if ( frame < startFrame || frame >= endFrame ) continue;

				times.push( track.times[ j ] );

				for ( var k = 0; k < valueSize; ++ k ) {

					values.push( track.values[ j * valueSize + k ] );

				}

			}

			if ( times.length === 0 ) continue;

			track.times = AnimationUtils.convertArray( times, track.times.constructor );
			track.values = AnimationUtils.convertArray( values, track.values.constructor );

			tracks.push( track );

		}

		clip.tracks = tracks;

		// find minimum .times value across all tracks in the trimmed clip

		var minStartTime = Infinity;

		for ( var i = 0; i < clip.tracks.length; ++ i ) {

			if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {

				minStartTime = clip.tracks[ i ].times[ 0 ];

			}

		}

		// shift all tracks such that clip begins at t=0

		for ( var i = 0; i < clip.tracks.length; ++ i ) {

			clip.tracks[ i ].shift( - 1 * minStartTime );

		}

		clip.resetDuration();

		return clip;

	},

	makeClipAdditive: function ( targetClip, referenceFrame, referenceClip, fps ) {

		if ( referenceFrame === undefined ) referenceFrame = 0;
		if ( referenceClip === undefined ) referenceClip = targetClip;
		if ( fps === undefined || fps <= 0 ) fps = 30;

		var numTracks = targetClip.tracks.length;
		var referenceTime = referenceFrame / fps;

		// Make each track's values relative to the values at the reference frame
		for ( var i = 0; i < numTracks; ++ i ) {

			var referenceTrack = referenceClip.tracks[ i ];
			var referenceTrackType = referenceTrack.ValueTypeName;

			// Skip this track if it's non-numeric
			if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue;

			// Find the track in the target clip whose name and type matches the reference track
			var targetTrack = targetClip.tracks.find( function ( track ) {

				return track.name === referenceTrack.name
				&& track.ValueTypeName === referenceTrackType;

			} );

			if ( targetTrack === undefined ) continue;

			var valueSize = referenceTrack.getValueSize();
			var lastIndex = referenceTrack.times.length - 1;
			var referenceValue;

			// Find the value to subtract out of the track
			if ( referenceTime <= referenceTrack.times[ 0 ] ) {

				// Reference frame is earlier than the first keyframe, so just use the first keyframe
				referenceValue = AnimationUtils.arraySlice( referenceTrack.values, 0, referenceTrack.valueSize );

			} else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {

				// Reference frame is after the last keyframe, so just use the last keyframe
				var startIndex = lastIndex * valueSize;
				referenceValue = AnimationUtils.arraySlice( referenceTrack.values, startIndex );

			} else {

				// Interpolate to the reference value
				var interpolant = referenceTrack.createInterpolant();
				interpolant.evaluate( referenceTime );
				referenceValue = interpolant.resultBuffer;

			}

			// Conjugate the quaternion
			if ( referenceTrackType === 'quaternion' ) {

				var referenceQuat = new Quaternion(
					referenceValue[ 0 ],
					referenceValue[ 1 ],
					referenceValue[ 2 ],
					referenceValue[ 3 ]
				).normalize().conjugate();
				referenceQuat.toArray( referenceValue );

			}

			// Subtract the reference value from all of the track values

			var numTimes = targetTrack.times.length;
			for ( var j = 0; j < numTimes; ++ j ) {

				var valueStart = j * valueSize;

				if ( referenceTrackType === 'quaternion' ) {

					// Multiply the conjugate for quaternion track types
					Quaternion.multiplyQuaternionsFlat(
						targetTrack.values,
						valueStart,
						referenceValue,
						0,
						targetTrack.values,
						valueStart
					);

				} else {

					// Subtract each value for all other numeric track types
					for ( var k = 0; k < valueSize; ++ k ) {

						targetTrack.values[ valueStart + k ] -= referenceValue[ k ];

					}

				}

			}

		}

		targetClip.blendMode = AdditiveAnimationBlendMode;

		return targetClip;

	}

};

/**
 * Abstract base class of interpolants over parametric samples.
 *
 * The parameter domain is one dimensional, typically the time or a path
 * along a curve defined by the data.
 *
 * The sample values can have any dimensionality and derived classes may
 * apply special interpretations to the data.
 *
 * This class provides the interval seek in a Template Method, deferring
 * the actual interpolation to derived classes.
 *
 * Time complexity is O(1) for linear access crossing at most two points
 * and O(log N) for random access, where N is the number of positions.
 *
 * References:
 *
 * 		http://www.oodesign.com/template-method-pattern.html
 *
 * @author tschw
 */

function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {

	this.parameterPositions = parameterPositions;
	this._cachedIndex = 0;

	this.resultBuffer = resultBuffer !== undefined ?
		resultBuffer : new sampleValues.constructor( sampleSize );
	this.sampleValues = sampleValues;
	this.valueSize = sampleSize;

}

Object.assign( Interpolant.prototype, {

	evaluate: function ( t ) {

		var pp = this.parameterPositions,
			i1 = this._cachedIndex,

			t1 = pp[ i1 ],
			t0 = pp[ i1 - 1 ];

		validate_interval: {

			seek: {

				var right;

				linear_scan: {

					//- See http://jsperf.com/comparison-to-undefined/3
					//- slower code:
					//-
					//- 				if ( t >= t1 || t1 === undefined ) {
					forward_scan: if ( ! ( t < t1 ) ) {

						for ( var giveUpAt = i1 + 2; ; ) {

							if ( t1 === undefined ) {

								if ( t < t0 ) break forward_scan;

								// after end

								i1 = pp.length;
								this._cachedIndex = i1;
								return this.afterEnd_( i1 - 1, t, t0 );

							}

							if ( i1 === giveUpAt ) break; // this loop

							t0 = t1;
							t1 = pp[ ++ i1 ];

							if ( t < t1 ) {

								// we have arrived at the sought interval
								break seek;

							}

						}

						// prepare binary search on the right side of the index
						right = pp.length;
						break linear_scan;

					}

					//- slower code:
					//-					if ( t < t0 || t0 === undefined ) {
					if ( ! ( t >= t0 ) ) {

						// looping?

						var t1global = pp[ 1 ];

						if ( t < t1global ) {

							i1 = 2; // + 1, using the scan for the details
							t0 = t1global;

						}

						// linear reverse scan

						for ( var giveUpAt = i1 - 2; ; ) {

							if ( t0 === undefined ) {

								// before start

								this._cachedIndex = 0;
								return this.beforeStart_( 0, t, t1 );

							}

							if ( i1 === giveUpAt ) break; // this loop

							t1 = t0;
							t0 = pp[ -- i1 - 1 ];

							if ( t >= t0 ) {

								// we have arrived at the sought interval
								break seek;

							}

						}

						// prepare binary search on the left side of the index
						right = i1;
						i1 = 0;
						break linear_scan;

					}

					// the interval is valid

					break validate_interval;

				} // linear scan

				// binary search

				while ( i1 < right ) {

					var mid = ( i1 + right ) >>> 1;

					if ( t < pp[ mid ] ) {

						right = mid;

					} else {

						i1 = mid + 1;

					}

				}

				t1 = pp[ i1 ];
				t0 = pp[ i1 - 1 ];

				// check boundary cases, again

				if ( t0 === undefined ) {

					this._cachedIndex = 0;
					return this.beforeStart_( 0, t, t1 );

				}

				if ( t1 === undefined ) {

					i1 = pp.length;
					this._cachedIndex = i1;
					return this.afterEnd_( i1 - 1, t0, t );

				}

			} // seek

			this._cachedIndex = i1;

			this.intervalChanged_( i1, t0, t1 );

		} // validate_interval

		return this.interpolate_( i1, t0, t, t1 );

	},

	settings: null, // optional, subclass-specific settings structure
	// Note: The indirection allows central control of many interpolants.

	// --- Protected interface

	DefaultSettings_: {},

	getSettings_: function () {

		return this.settings || this.DefaultSettings_;

	},

	copySampleValue_: function ( index ) {

		// copies a sample value to the result buffer

		var result = this.resultBuffer,
			values = this.sampleValues,
			stride = this.valueSize,
			offset = index * stride;

		for ( var i = 0; i !== stride; ++ i ) {

			result[ i ] = values[ offset + i ];

		}

		return result;

	},

	// Template methods for derived classes:

	interpolate_: function ( /* i1, t0, t, t1 */ ) {

		throw new Error( 'call to abstract method' );
		// implementations shall return this.resultBuffer

	},

	intervalChanged_: function ( /* i1, t0, t1 */ ) {

		// empty

	}

} );

// DECLARE ALIAS AFTER assign prototype
Object.assign( Interpolant.prototype, {

	//( 0, t, t0 ), returns this.resultBuffer
	beforeStart_: Interpolant.prototype.copySampleValue_,

	//( N-1, tN-1, t ), returns this.resultBuffer
	afterEnd_: Interpolant.prototype.copySampleValue_,

} );

/**
 * Fast and simple cubic spline interpolant.
 *
 * It was derived from a Hermitian construction setting the first derivative
 * at each sample position to the linear slope between neighboring positions
 * over their parameter interval.
 *
 * @author tschw
 */

function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {

	Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );

	this._weightPrev = - 0;
	this._offsetPrev = - 0;
	this._weightNext = - 0;
	this._offsetNext = - 0;

}

CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {

	constructor: CubicInterpolant,

	DefaultSettings_: {

		endingStart: ZeroCurvatureEnding,
		endingEnd: ZeroCurvatureEnding

	},

	intervalChanged_: function ( i1, t0, t1 ) {

		var pp = this.parameterPositions,
			iPrev = i1 - 2,
			iNext = i1 + 1,

			tPrev = pp[ iPrev ],
			tNext = pp[ iNext ];

		if ( tPrev === undefined ) {

			switch ( this.getSettings_().endingStart ) {

				case ZeroSlopeEnding:

					// f'(t0) = 0
					iPrev = i1;
					tPrev = 2 * t0 - t1;

					break;

				case WrapAroundEnding:

					// use the other end of the curve
					iPrev = pp.length - 2;
					tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];

					break;

				default: // ZeroCurvatureEnding

					// f''(t0) = 0 a.k.a. Natural Spline
					iPrev = i1;
					tPrev = t1;

			}

		}

		if ( tNext === undefined ) {

			switch ( this.getSettings_().endingEnd ) {

				case ZeroSlopeEnding:

					// f'(tN) = 0
					iNext = i1;
					tNext = 2 * t1 - t0;

					break;

				case WrapAroundEnding:

					// use the other end of the curve
					iNext = 1;
					tNext = t1 + pp[ 1 ] - pp[ 0 ];

					break;

				default: // ZeroCurvatureEnding

					// f''(tN) = 0, a.k.a. Natural Spline
					iNext = i1 - 1;
					tNext = t0;

			}

		}

		var halfDt = ( t1 - t0 ) * 0.5,
			stride = this.valueSize;

		this._weightPrev = halfDt / ( t0 - tPrev );
		this._weightNext = halfDt / ( tNext - t1 );
		this._offsetPrev = iPrev * stride;
		this._offsetNext = iNext * stride;

	},

	interpolate_: function ( i1, t0, t, t1 ) {

		var result = this.resultBuffer,
			values = this.sampleValues,
			stride = this.valueSize,

			o1 = i1 * stride,		o0 = o1 - stride,
			oP = this._offsetPrev, 	oN = this._offsetNext,
			wP = this._weightPrev,	wN = this._weightNext,

			p = ( t - t0 ) / ( t1 - t0 ),
			pp = p * p,
			ppp = pp * p;

		// evaluate polynomials

		var sP = - wP * ppp + 2 * wP * pp - wP * p;
		var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
		var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
		var sN = wN * ppp - wN * pp;

		// combine data linearly

		for ( var i = 0; i !== stride; ++ i ) {

			result[ i ] =
					sP * values[ oP + i ] +
					s0 * values[ o0 + i ] +
					s1 * values[ o1 + i ] +
					sN * values[ oN + i ];

		}

		return result;

	}

} );

/**
 * @author tschw
 */

function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {

	Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );

}

LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {

	constructor: LinearInterpolant,

	interpolate_: function ( i1, t0, t, t1 ) {

		var result = this.resultBuffer,
			values = this.sampleValues,
			stride = this.valueSize,

			offset1 = i1 * stride,
			offset0 = offset1 - stride,

			weight1 = ( t - t0 ) / ( t1 - t0 ),
			weight0 = 1 - weight1;

		for ( var i = 0; i !== stride; ++ i ) {

			result[ i ] =
					values[ offset0 + i ] * weight0 +
					values[ offset1 + i ] * weight1;

		}

		return result;

	}

} );

/**
 *
 * Interpolant that evaluates to the sample value at the position preceeding
 * the parameter.
 *
 * @author tschw
 */

function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {

	Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );

}

DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {

	constructor: DiscreteInterpolant,

	interpolate_: function ( i1 /*, t0, t, t1 */ ) {

		return this.copySampleValue_( i1 - 1 );

	}

} );

/**
 *
 * A timed sequence of keyframes for a specific property.
 *
 *
 * @author Ben Houston / http://clara.io/
 * @author David Sarno / http://lighthaus.us/
 * @author tschw
 */

function KeyframeTrack( name, times, values, interpolation ) {

	if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );
	if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );

	this.name = name;

	this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
	this.values = AnimationUtils.convertArray( values, this.ValueBufferType );

	this.setInterpolation( interpolation || this.DefaultInterpolation );

}

// Static methods

Object.assign( KeyframeTrack, {

	// Serialization (in static context, because of constructor invocation
	// and automatic invocation of .toJSON):

	toJSON: function ( track ) {

		var trackType = track.constructor;

		var json;

		// derived classes can define a static toJSON method
		if ( trackType.toJSON !== undefined ) {

			json = trackType.toJSON( track );

		} else {

			// by default, we assume the data can be serialized as-is
			json = {

				'name': track.name,
				'times': AnimationUtils.convertArray( track.times, Array ),
				'values': AnimationUtils.convertArray( track.values, Array )

			};

			var interpolation = track.getInterpolation();

			if ( interpolation !== track.DefaultInterpolation ) {

				json.interpolation = interpolation;

			}

		}

		json.type = track.ValueTypeName; // mandatory

		return json;

	}

} );

Object.assign( KeyframeTrack.prototype, {

	constructor: KeyframeTrack,

	TimeBufferType: Float32Array,

	ValueBufferType: Float32Array,

	DefaultInterpolation: InterpolateLinear,

	InterpolantFactoryMethodDiscrete: function ( result ) {

		return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );

	},

	InterpolantFactoryMethodLinear: function ( result ) {

		return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );

	},

	InterpolantFactoryMethodSmooth: function ( result ) {

		return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );

	},

	setInterpolation: function ( interpolation ) {

		var factoryMethod;

		switch ( interpolation ) {

			case InterpolateDiscrete:

				factoryMethod = this.InterpolantFactoryMethodDiscrete;

				break;

			case InterpolateLinear:

				factoryMethod = this.InterpolantFactoryMethodLinear;

				break;

			case InterpolateSmooth:

				factoryMethod = this.InterpolantFactoryMethodSmooth;

				break;

		}

		if ( factoryMethod === undefined ) {

			var message = "unsupported interpolation for " +
				this.ValueTypeName + " keyframe track named " + this.name;

			if ( this.createInterpolant === undefined ) {

				// fall back to default, unless the default itself is messed up
				if ( interpolation !== this.DefaultInterpolation ) {

					this.setInterpolation( this.DefaultInterpolation );

				} else {

					throw new Error( message ); // fatal, in this case

				}

			}

			console.warn( 'THREE.KeyframeTrack:', message );
			return this;

		}

		this.createInterpolant = factoryMethod;

		return this;

	},

	getInterpolation: function () {

		switch ( this.createInterpolant ) {

			case this.InterpolantFactoryMethodDiscrete:

				return InterpolateDiscrete;

			case this.InterpolantFactoryMethodLinear:

				return InterpolateLinear;

			case this.InterpolantFactoryMethodSmooth:

				return InterpolateSmooth;

		}

	},

	getValueSize: function () {

		return this.values.length / this.times.length;

	},

	// move all keyframes either forwards or backwards in time
	shift: function ( timeOffset ) {

		if ( timeOffset !== 0.0 ) {

			var times = this.times;

			for ( var i = 0, n = times.length; i !== n; ++ i ) {

				times[ i ] += timeOffset;

			}

		}

		return this;

	},

	// scale all keyframe times by a factor (useful for frame <-> seconds conversions)
	scale: function ( timeScale ) {

		if ( timeScale !== 1.0 ) {

			var times = this.times;

			for ( var i = 0, n = times.length; i !== n; ++ i ) {

				times[ i ] *= timeScale;

			}

		}

		return this;

	},

	// removes keyframes before and after animation without changing any values within the range [startTime, endTime].
	// IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
	trim: function ( startTime, endTime ) {

		var times = this.times,
			nKeys = times.length,
			from = 0,
			to = nKeys - 1;

		while ( from !== nKeys && times[ from ] < startTime ) {

			++ from;

		}

		while ( to !== - 1 && times[ to ] > endTime ) {

			-- to;

		}

		++ to; // inclusive -> exclusive bound

		if ( from !== 0 || to !== nKeys ) {

			// empty tracks are forbidden, so keep at least one keyframe
			if ( from >= to ) {

				to = Math.max( to, 1 );
				from = to - 1;

			}

			var stride = this.getValueSize();
			this.times = AnimationUtils.arraySlice( times, from, to );
			this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );

		}

		return this;

	},

	// ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
	validate: function () {

		var valid = true;

		var valueSize = this.getValueSize();
		if ( valueSize - Math.floor( valueSize ) !== 0 ) {

			console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
			valid = false;

		}

		var times = this.times,
			values = this.values,

			nKeys = times.length;

		if ( nKeys === 0 ) {

			console.error( 'THREE.KeyframeTrack: Track is empty.', this );
			valid = false;

		}

		var prevTime = null;

		for ( var i = 0; i !== nKeys; i ++ ) {

			var currTime = times[ i ];

			if ( typeof currTime === 'number' && isNaN( currTime ) ) {

				console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
				valid = false;
				break;

			}

			if ( prevTime !== null && prevTime > currTime ) {

				console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
				valid = false;
				break;

			}

			prevTime = currTime;

		}

		if ( values !== undefined ) {

			if ( AnimationUtils.isTypedArray( values ) ) {

				for ( var i = 0, n = values.length; i !== n; ++ i ) {

					var value = values[ i ];

					if ( isNaN( value ) ) {

						console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );
						valid = false;
						break;

					}

				}

			}

		}

		return valid;

	},

	// removes equivalent sequential keys as common in morph target sequences
	// (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
	optimize: function () {

		// times or values may be shared with other tracks, so overwriting is unsafe
		var times = AnimationUtils.arraySlice( this.times ),
			values = AnimationUtils.arraySlice( this.values ),
			stride = this.getValueSize(),

			smoothInterpolation = this.getInterpolation() === InterpolateSmooth,

			writeIndex = 1,
			lastIndex = times.length - 1;

		for ( var i = 1; i < lastIndex; ++ i ) {

			var keep = false;

			var time = times[ i ];
			var timeNext = times[ i + 1 ];

			// remove adjacent keyframes scheduled at the same time

			if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {

				if ( ! smoothInterpolation ) {

					// remove unnecessary keyframes same as their neighbors

					var offset = i * stride,
						offsetP = offset - stride,
						offsetN = offset + stride;

					for ( var j = 0; j !== stride; ++ j ) {

						var value = values[ offset + j ];

						if ( value !== values[ offsetP + j ] ||
							value !== values[ offsetN + j ] ) {

							keep = true;
							break;

						}

					}

				} else {

					keep = true;

				}

			}

			// in-place compaction

			if ( keep ) {

				if ( i !== writeIndex ) {

					times[ writeIndex ] = times[ i ];

					var readOffset = i * stride,
						writeOffset = writeIndex * stride;

					for ( var j = 0; j !== stride; ++ j ) {

						values[ writeOffset + j ] = values[ readOffset + j ];

					}

				}

				++ writeIndex;

			}

		}

		// flush last keyframe (compaction looks ahead)

		if ( lastIndex > 0 ) {

			times[ writeIndex ] = times[ lastIndex ];

			for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {

				values[ writeOffset + j ] = values[ readOffset + j ];

			}

			++ writeIndex;

		}

		if ( writeIndex !== times.length ) {

			this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
			this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );

		} else {

			this.times = times;
			this.values = values;

		}

		return this;

	},

	clone: function () {

		var times = AnimationUtils.arraySlice( this.times, 0 );
		var values = AnimationUtils.arraySlice( this.values, 0 );

		var TypedKeyframeTrack = this.constructor;
		var track = new TypedKeyframeTrack( this.name, times, values );

		// Interpolant argument to constructor is not saved, so copy the factory method directly.
		track.createInterpolant = this.createInterpolant;

		return track;

	}

} );

/**
 *
 * A Track of Boolean keyframe values.
 *
 *
 * @author Ben Houston / http://clara.io/
 * @author David Sarno / http://lighthaus.us/
 * @author tschw
 */

function BooleanKeyframeTrack( name, times, values ) {

	KeyframeTrack.call( this, name, times, values );

}

BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {

	constructor: BooleanKeyframeTrack,

	ValueTypeName: 'bool',
	ValueBufferType: Array,

	DefaultInterpolation: InterpolateDiscrete,

	InterpolantFactoryMethodLinear: undefined,
	InterpolantFactoryMethodSmooth: undefined

	// Note: Actually this track could have a optimized / compressed
	// representation of a single value and a custom interpolant that
	// computes "firstValue ^ isOdd( index )".

} );

/**
 *
 * A Track of keyframe values that represent color.
 *
 *
 * @author Ben Houston / http://clara.io/
 * @author David Sarno / http://lighthaus.us/
 * @author tschw
 */

function ColorKeyframeTrack( name, times, values, interpolation ) {

	KeyframeTrack.call( this, name, times, values, interpolation );

}

ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {

	constructor: ColorKeyframeTrack,

	ValueTypeName: 'color'

	// ValueBufferType is inherited

	// DefaultInterpolation is inherited

	// Note: Very basic implementation and nothing special yet.
	// However, this is the place for color space parameterization.

} );

/**
 *
 * A Track of numeric keyframe values.
 *
 * @author Ben Houston / http://clara.io/
 * @author David Sarno / http://lighthaus.us/
 * @author tschw
 */

function NumberKeyframeTrack( name, times, values, interpolation ) {

	KeyframeTrack.call( this, name, times, values, interpolation );

}

NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {

	constructor: NumberKeyframeTrack,

	ValueTypeName: 'number'

	// ValueBufferType is inherited

	// DefaultInterpolation is inherited

} );

/**
 * Spherical linear unit quaternion interpolant.
 *
 * @author tschw
 */

function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {

	Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );

}

QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {

	constructor: QuaternionLinearInterpolant,

	interpolate_: function ( i1, t0, t, t1 ) {

		var result = this.resultBuffer,
			values = this.sampleValues,
			stride = this.valueSize,

			offset = i1 * stride,

			alpha = ( t - t0 ) / ( t1 - t0 );

		for ( var end = offset + stride; offset !== end; offset += 4 ) {

			Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );

		}

		return result;

	}

} );

/**
 *
 * A Track of quaternion keyframe values.
 *
 * @author Ben Houston / http://clara.io/
 * @author David Sarno / http://lighthaus.us/
 * @author tschw
 */

function QuaternionKeyframeTrack( name, times, values, interpolation ) {

	KeyframeTrack.call( this, name, times, values, interpolation );

}

QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {

	constructor: QuaternionKeyframeTrack,

	ValueTypeName: 'quaternion',

	// ValueBufferType is inherited

	DefaultInterpolation: InterpolateLinear,

	InterpolantFactoryMethodLinear: function ( result ) {

		return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );

	},

	InterpolantFactoryMethodSmooth: undefined // not yet implemented

} );

/**
 *
 * A Track that interpolates Strings
 *
 *
 * @author Ben Houston / http://clara.io/
 * @author David Sarno / http://lighthaus.us/
 * @author tschw
 */

function StringKeyframeTrack( name, times, values, interpolation ) {

	KeyframeTrack.call( this, name, times, values, interpolation );

}

StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {

	constructor: StringKeyframeTrack,

	ValueTypeName: 'string',
	ValueBufferType: Array,

	DefaultInterpolation: InterpolateDiscrete,

	InterpolantFactoryMethodLinear: undefined,

	InterpolantFactoryMethodSmooth: undefined

} );

/**
 *
 * A Track of vectored keyframe values.
 *
 *
 * @author Ben Houston / http://clara.io/
 * @author David Sarno / http://lighthaus.us/
 * @author tschw
 */

function VectorKeyframeTrack( name, times, values, interpolation ) {

	KeyframeTrack.call( this, name, times, values, interpolation );

}

VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {

	constructor: VectorKeyframeTrack,

	ValueTypeName: 'vector'

	// ValueBufferType is inherited

	// DefaultInterpolation is inherited

} );

/**
 *
 * Reusable set of Tracks that represent an animation.
 *
 * @author Ben Houston / http://clara.io/
 * @author David Sarno / http://lighthaus.us/
 */

function AnimationClip( name, duration, tracks, blendMode ) {

	this.name = name;
	this.tracks = tracks;
	this.duration = ( duration !== undefined ) ? duration : - 1;
	this.blendMode = ( blendMode !== undefined ) ? blendMode : NormalAnimationBlendMode;

	this.uuid = MathUtils.generateUUID();

	// this means it should figure out its duration by scanning the tracks
	if ( this.duration < 0 ) {

		this.resetDuration();

	}

}

function getTrackTypeForValueTypeName( typeName ) {

	switch ( typeName.toLowerCase() ) {

		case 'scalar':
		case 'double':
		case 'float':
		case 'number':
		case 'integer':

			return NumberKeyframeTrack;

		case 'vector':
		case 'vector2':
		case 'vector3':
		case 'vector4':

			return VectorKeyframeTrack;

		case 'color':

			return ColorKeyframeTrack;

		case 'quaternion':

			return QuaternionKeyframeTrack;

		case 'bool':
		case 'boolean':

			return BooleanKeyframeTrack;

		case 'string':

			return StringKeyframeTrack;

	}

	throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );

}

function parseKeyframeTrack( json ) {

	if ( json.type === undefined ) {

		throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );

	}

	var trackType = getTrackTypeForValueTypeName( json.type );

	if ( json.times === undefined ) {

		var times = [], values = [];

		AnimationUtils.flattenJSON( json.keys, times, values, 'value' );

		json.times = times;
		json.values = values;

	}

	// derived classes can define a static parse method
	if ( trackType.parse !== undefined ) {

		return trackType.parse( json );

	} else {

		// by default, we assume a constructor compatible with the base
		return new trackType( json.name, json.times, json.values, json.interpolation );

	}

}

Object.assign( AnimationClip, {

	parse: function ( json ) {

		var tracks = [],
			jsonTracks = json.tracks,
			frameTime = 1.0 / ( json.fps || 1.0 );

		for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {

			tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );

		}

		return new AnimationClip( json.name, json.duration, tracks, json.blendMode );

	},

	toJSON: function ( clip ) {

		var tracks = [],
			clipTracks = clip.tracks;

		var json = {

			'name': clip.name,
			'duration': clip.duration,
			'tracks': tracks,
			'uuid': clip.uuid,
			'blendMode': clip.blendMode

		};

		for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {

			tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );

		}

		return json;

	},

	CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {

		var numMorphTargets = morphTargetSequence.length;
		var tracks = [];

		for ( var i = 0; i < numMorphTargets; i ++ ) {

			var times = [];
			var values = [];

			times.push(
				( i + numMorphTargets - 1 ) % numMorphTargets,
				i,
				( i + 1 ) % numMorphTargets );

			values.push( 0, 1, 0 );

			var order = AnimationUtils.getKeyframeOrder( times );
			times = AnimationUtils.sortedArray( times, 1, order );
			values = AnimationUtils.sortedArray( values, 1, order );

			// if there is a key at the first frame, duplicate it as the
			// last frame as well for perfect loop.
			if ( ! noLoop && times[ 0 ] === 0 ) {

				times.push( numMorphTargets );
				values.push( values[ 0 ] );

			}

			tracks.push(
				new NumberKeyframeTrack(
					'.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
					times, values
				).scale( 1.0 / fps ) );

		}

		return new AnimationClip( name, - 1, tracks );

	},

	findByName: function ( objectOrClipArray, name ) {

		var clipArray = objectOrClipArray;

		if ( ! Array.isArray( objectOrClipArray ) ) {

			var o = objectOrClipArray;
			clipArray = o.geometry && o.geometry.animations || o.animations;

		}

		for ( var i = 0; i < clipArray.length; i ++ ) {

			if ( clipArray[ i ].name === name ) {

				return clipArray[ i ];

			}

		}

		return null;

	},

	CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {

		var animationToMorphTargets = {};

		// tested with https://regex101.com/ on trick sequences
		// such flamingo_flyA_003, flamingo_run1_003, crdeath0059
		var pattern = /^([\w-]*?)([\d]+)$/;

		// sort morph target names into animation groups based
		// patterns like Walk_001, Walk_002, Run_001, Run_002
		for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {

			var morphTarget = morphTargets[ i ];
			var parts = morphTarget.name.match( pattern );

			if ( parts && parts.length > 1 ) {

				var name = parts[ 1 ];

				var animationMorphTargets = animationToMorphTargets[ name ];
				if ( ! animationMorphTargets ) {

					animationToMorphTargets[ name ] = animationMorphTargets = [];

				}

				animationMorphTargets.push( morphTarget );

			}

		}

		var clips = [];

		for ( var name in animationToMorphTargets ) {

			clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );

		}

		return clips;

	},

	// parse the animation.hierarchy format
	parseAnimation: function ( animation, bones ) {

		if ( ! animation ) {

			console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
			return null;

		}

		var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {

			// only return track if there are actually keys.
			if ( animationKeys.length !== 0 ) {

				var times = [];
				var values = [];

				AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );

				// empty keys are filtered out, so check again
				if ( times.length !== 0 ) {

					destTracks.push( new trackType( trackName, times, values ) );

				}

			}

		};

		var tracks = [];

		var clipName = animation.name || 'default';
		// automatic length determination in AnimationClip.
		var duration = animation.length || - 1;
		var fps = animation.fps || 30;
		var blendMode = animation.blendMode;

		var hierarchyTracks = animation.hierarchy || [];

		for ( var h = 0; h < hierarchyTracks.length; h ++ ) {

			var animationKeys = hierarchyTracks[ h ].keys;

			// skip empty tracks
			if ( ! animationKeys || animationKeys.length === 0 ) continue;

			// process morph targets
			if ( animationKeys[ 0 ].morphTargets ) {

				// figure out all morph targets used in this track
				var morphTargetNames = {};

				for ( var k = 0; k < animationKeys.length; k ++ ) {

					if ( animationKeys[ k ].morphTargets ) {

						for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {

							morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;

						}

					}

				}

				// create a track for each morph target with all zero
				// morphTargetInfluences except for the keys in which
				// the morphTarget is named.
				for ( var morphTargetName in morphTargetNames ) {

					var times = [];
					var values = [];

					for ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {

						var animationKey = animationKeys[ k ];

						times.push( animationKey.time );
						values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );

					}

					tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );

				}

				duration = morphTargetNames.length * ( fps || 1.0 );

			} else {

				// ...assume skeletal animation

				var boneName = '.bones[' + bones[ h ].name + ']';

				addNonemptyTrack(
					VectorKeyframeTrack, boneName + '.position',
					animationKeys, 'pos', tracks );

				addNonemptyTrack(
					QuaternionKeyframeTrack, boneName + '.quaternion',
					animationKeys, 'rot', tracks );

				addNonemptyTrack(
					VectorKeyframeTrack, boneName + '.scale',
					animationKeys, 'scl', tracks );

			}

		}

		if ( tracks.length === 0 ) {

			return null;

		}

		var clip = new AnimationClip( clipName, duration, tracks, blendMode );

		return clip;

	}

} );

Object.assign( AnimationClip.prototype, {

	resetDuration: function () {

		var tracks = this.tracks, duration = 0;

		for ( var i = 0, n = tracks.length; i !== n; ++ i ) {

			var track = this.tracks[ i ];

			duration = Math.max( duration, track.times[ track.times.length - 1 ] );

		}

		this.duration = duration;

		return this;

	},

	trim: function () {

		for ( var i = 0; i < this.tracks.length; i ++ ) {

			this.tracks[ i ].trim( 0, this.duration );

		}

		return this;

	},

	validate: function () {

		var valid = true;

		for ( var i = 0; i < this.tracks.length; i ++ ) {

			valid = valid && this.tracks[ i ].validate();

		}

		return valid;

	},

	optimize: function () {

		for ( var i = 0; i < this.tracks.length; i ++ ) {

			this.tracks[ i ].optimize();

		}

		return this;

	},

	clone: function () {

		var tracks = [];

		for ( var i = 0; i < this.tracks.length; i ++ ) {

			tracks.push( this.tracks[ i ].clone() );

		}

		return new AnimationClip( this.name, this.duration, tracks, this.blendMode );

	}

} );

/**
 * @author mrdoob / http://mrdoob.com/
 */

var Cache = {

	enabled: false,

	files: {},

	add: function ( key, file ) {

		if ( this.enabled === false ) return;

		// console.log( 'THREE.Cache', 'Adding key:', key );

		this.files[ key ] = file;

	},

	get: function ( key ) {

		if ( this.enabled === false ) return;

		// console.log( 'THREE.Cache', 'Checking key:', key );

		return this.files[ key ];

	},

	remove: function ( key ) {

		delete this.files[ key ];

	},

	clear: function () {

		this.files = {};

	}

};

/**
 * @author mrdoob / http://mrdoob.com/
 */

function LoadingManager( onLoad, onProgress, onError ) {

	var scope = this;

	var isLoading = false;
	var itemsLoaded = 0;
	var itemsTotal = 0;
	var urlModifier = undefined;
	var handlers = [];

	// Refer to #5689 for the reason why we don't set .onStart
	// in the constructor

	this.onStart = undefined;
	this.onLoad = onLoad;
	this.onProgress = onProgress;
	this.onError = onError;

	this.itemStart = function ( url ) {

		itemsTotal ++;

		if ( isLoading === false ) {

			if ( scope.onStart !== undefined ) {

				scope.onStart( url, itemsLoaded, itemsTotal );

			}

		}

		isLoading = true;

	};

	this.itemEnd = function ( url ) {

		itemsLoaded ++;

		if ( scope.onProgress !== undefined ) {

			scope.onProgress( url, itemsLoaded, itemsTotal );

		}

		if ( itemsLoaded === itemsTotal ) {

			isLoading = false;

			if ( scope.onLoad !== undefined ) {

				scope.onLoad();

			}

		}

	};

	this.itemError = function ( url ) {

		if ( scope.onError !== undefined ) {

			scope.onError( url );

		}

	};

	this.resolveURL = function ( url ) {

		if ( urlModifier ) {

			return urlModifier( url );

		}

		return url;

	};

	this.setURLModifier = function ( transform ) {

		urlModifier = transform;

		return this;

	};

	this.addHandler = function ( regex, loader ) {

		handlers.push( regex, loader );

		return this;

	};

	this.removeHandler = function ( regex ) {

		var index = handlers.indexOf( regex );

		if ( index !== - 1 ) {

			handlers.splice( index, 2 );

		}

		return this;

	};

	this.getHandler = function ( file ) {

		for ( var i = 0, l = handlers.length; i < l; i += 2 ) {

			var regex = handlers[ i ];
			var loader = handlers[ i + 1 ];

			if ( regex.global ) regex.lastIndex = 0; // see #17920

			if ( regex.test( file ) ) {

				return loader;

			}

		}

		return null;

	};

}

var DefaultLoadingManager = new LoadingManager();

/**
 * @author alteredq / http://alteredqualia.com/
 */

function Loader( manager ) {

	this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;

	this.crossOrigin = 'anonymous';
	this.path = '';
	this.resourcePath = '';

}

Object.assign( Loader.prototype, {

	load: function ( /* url, onLoad, onProgress, onError */ ) {},

	loadAsync: function ( url, onProgress ) {

		var scope = this;

		return new Promise( function ( resolve, reject ) {

			scope.load( url, resolve, onProgress, reject );

		} );

	},

	parse: function ( /* data */ ) {},

	setCrossOrigin: function ( crossOrigin ) {

		this.crossOrigin = crossOrigin;
		return this;

	},

	setPath: function ( path ) {

		this.path = path;
		return this;

	},

	setResourcePath: function ( resourcePath ) {

		this.resourcePath = resourcePath;
		return this;

	}

} );

/**
 * @author mrdoob / http://mrdoob.com/
 */

var loading = {};

function FileLoader( manager ) {

	Loader.call( this, manager );

}

FileLoader.prototype = Object.assign( Object.create( Loader.prototype ), {

	constructor: FileLoader,

	load: function ( url, onLoad, onProgress, onError ) {

		if ( url === undefined ) url = '';

		if ( this.path !== undefined ) url = this.path + url;

		url = this.manager.resolveURL( url );

		var scope = this;

		var cached = Cache.get( url );

		if ( cached !== undefined ) {

			scope.manager.itemStart( url );

			setTimeout( function () {

				if ( onLoad ) onLoad( cached );

				scope.manager.itemEnd( url );

			}, 0 );

			return cached;

		}

		// Check if request is duplicate

		if ( loading[ url ] !== undefined ) {

			loading[ url ].push( {

				onLoad: onLoad,
				onProgress: onProgress,
				onError: onError

			} );

			return;

		}

		// Check for data: URI
		var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
		var dataUriRegexResult = url.match( dataUriRegex );

		// Safari can not handle Data URIs through XMLHttpRequest so process manually
		if ( dataUriRegexResult ) {

			var mimeType = dataUriRegexResult[ 1 ];
			var isBase64 = !! dataUriRegexResult[ 2 ];
			var data = dataUriRegexResult[ 3 ];

			data = decodeURIComponent( data );

			if ( isBase64 ) data = atob( data );

			try {

				var response;
				var responseType = ( this.responseType || '' ).toLowerCase();

				switch ( responseType ) {

					case 'arraybuffer':
					case 'blob':

						var view = new Uint8Array( data.length );

						for ( var i = 0; i < data.length; i ++ ) {

							view[ i ] = data.charCodeAt( i );

						}

						if ( responseType === 'blob' ) {

							response = new Blob( [ view.buffer ], { type: mimeType } );

						} else {

							response = view.buffer;

						}

						break;

					case 'document':

						var parser = new DOMParser();
						response = parser.parseFromString( data, mimeType );

						break;

					case 'json':

						response = JSON.parse( data );

						break;

					default: // 'text' or other

						response = data;

						break;

				}

				// Wait for next browser tick like standard XMLHttpRequest event dispatching does
				setTimeout( function () {

					if ( onLoad ) onLoad( response );

					scope.manager.itemEnd( url );

				}, 0 );

			} catch ( error ) {

				// Wait for next browser tick like standard XMLHttpRequest event dispatching does
				setTimeout( function () {

					if ( onError ) onError( error );

					scope.manager.itemError( url );
					scope.manager.itemEnd( url );

				}, 0 );

			}

		} else {

			// Initialise array for duplicate requests

			loading[ url ] = [];

			loading[ url ].push( {

				onLoad: onLoad,
				onProgress: onProgress,
				onError: onError

			} );

			var request = new XMLHttpRequest();

			request.open( 'GET', url, true );

			request.addEventListener( 'load', function ( event ) {

				var response = this.response;

				var callbacks = loading[ url ];

				delete loading[ url ];

				if ( this.status === 200 || this.status === 0 ) {

					// Some browsers return HTTP Status 0 when using non-http protocol
					// e.g. 'file://' or 'data://'. Handle as success.

					if ( this.status === 0 ) console.warn( 'THREE.FileLoader: HTTP Status 0 received.' );

					// Add to cache only on HTTP success, so that we do not cache
					// error response bodies as proper responses to requests.
					Cache.add( url, response );

					for ( var i = 0, il = callbacks.length; i < il; i ++ ) {

						var callback = callbacks[ i ];
						if ( callback.onLoad ) callback.onLoad( response );

					}

					scope.manager.itemEnd( url );

				} else {

					for ( var i = 0, il = callbacks.length; i < il; i ++ ) {

						var callback = callbacks[ i ];
						if ( callback.onError ) callback.onError( event );

					}

					scope.manager.itemError( url );
					scope.manager.itemEnd( url );

				}

			}, false );

			request.addEventListener( 'progress', function ( event ) {

				var callbacks = loading[ url ];

				for ( var i = 0, il = callbacks.length; i < il; i ++ ) {

					var callback = callbacks[ i ];
					if ( callback.onProgress ) callback.onProgress( event );

				}

			}, false );

			request.addEventListener( 'error', function ( event ) {

				var callbacks = loading[ url ];

				delete loading[ url ];

				for ( var i = 0, il = callbacks.length; i < il; i ++ ) {

					var callback = callbacks[ i ];
					if ( callback.onError ) callback.onError( event );

				}

				scope.manager.itemError( url );
				scope.manager.itemEnd( url );

			}, false );

			request.addEventListener( 'abort', function ( event ) {

				var callbacks = loading[ url ];

				delete loading[ url ];

				for ( var i = 0, il = callbacks.length; i < il; i ++ ) {

					var callback = callbacks[ i ];
					if ( callback.onError ) callback.onError( event );

				}

				scope.manager.itemError( url );
				scope.manager.itemEnd( url );

			}, false );

			if ( this.responseType !== undefined ) request.responseType = this.responseType;
			if ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials;

			if ( request.overrideMimeType ) request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' );

			for ( var header in this.requestHeader ) {

				request.setRequestHeader( header, this.requestHeader[ header ] );

			}

			request.send( null );

		}

		scope.manager.itemStart( url );

		return request;

	},

	setResponseType: function ( value ) {

		this.responseType = value;
		return this;

	},

	setWithCredentials: function ( value ) {

		this.withCredentials = value;
		return this;

	},

	setMimeType: function ( value ) {

		this.mimeType = value;
		return this;

	},

	setRequestHeader: function ( value ) {

		this.requestHeader = value;
		return this;

	}

} );

/**
 * @author bhouston / http://clara.io/
 */

function AnimationLoader( manager ) {

	Loader.call( this, manager );

}

AnimationLoader.prototype = Object.assign( Object.create( Loader.prototype ), {

	constructor: AnimationLoader,

	load: function ( url, onLoad, onProgress, onError ) {

		var scope = this;

		var loader = new FileLoader( scope.manager );
		loader.setPath( scope.path );
		loader.load( url, function ( text ) {

			onLoad( scope.parse( JSON.parse( text ) ) );

		}, onProgress, onError );

	},

	parse: function ( json ) {

		var animations = [];

		for ( var i = 0; i < json.length; i ++ ) {

			var clip = AnimationClip.parse( json[ i ] );

			animations.push( clip );

		}

		return animations;

	}

} );

/**
 * @author mrdoob / http://mrdoob.com/
 *
 * Abstract Base class to block based textures loader (dds, pvr, ...)
 *
 * Sub classes have to implement the parse() method which will be used in load().
 */

function CompressedTextureLoader( manager ) {

	Loader.call( this, manager );

}

CompressedTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {

	constructor: CompressedTextureLoader,

	load: function ( url, onLoad, onProgress, onError ) {

		var scope = this;

		var images = [];

		var texture = new CompressedTexture();
		texture.image = images;

		var loader = new FileLoader( this.manager );
		loader.setPath( this.path );
		loader.setResponseType( 'arraybuffer' );

		function loadTexture( i ) {

			loader.load( url[ i ], function ( buffer ) {

				var texDatas = scope.parse( buffer, true );

				images[ i ] = {
					width: texDatas.width,
					height: texDatas.height,
					format: texDatas.format,
					mipmaps: texDatas.mipmaps
				};

				loaded += 1;

				if ( loaded === 6 ) {

					if ( texDatas.mipmapCount === 1 )
						texture.minFilter = LinearFilter;

					texture.format = texDatas.format;
					texture.needsUpdate = true;

					if ( onLoad ) onLoad( texture );

				}

			}, onProgress, onError );

		}

		if ( Array.isArray( url ) ) {

			var loaded = 0;

			for ( var i = 0, il = url.length; i < il; ++ i ) {

				loadTexture( i );

			}

		} else {

			// compressed cubemap texture stored in a single DDS file

			loader.load( url, function ( buffer ) {

				var texDatas = scope.parse( buffer, true );

				if ( texDatas.isCubemap ) {

					var faces = texDatas.mipmaps.length / texDatas.mipmapCount;

					for ( var f = 0; f < faces; f ++ ) {

						images[ f ] = { mipmaps: [] };

						for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {

							images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
							images[ f ].format = texDatas.format;
							images[ f ].width = texDatas.width;
							images[ f ].height = texDatas.height;

						}

					}

				} else {

					texture.image.width = texDatas.width;
					texture.image.height = texDatas.height;
					texture.mipmaps = texDatas.mipmaps;

				}

				if ( texDatas.mipmapCount === 1 ) {

					texture.minFilter = LinearFilter;

				}

				texture.format = texDatas.format;
				texture.needsUpdate = true;

				if ( onLoad ) onLoad( texture );

			}, onProgress, onError );

		}

		return texture;

	}

} );

/**
 * @author Nikos M. / https://github.com/foo123/
 *
 * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
 *
 * Sub classes have to implement the parse() method which will be used in load().
 */

function DataTextureLoader( manager ) {

	Loader.call( this, manager );

}

DataTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {

	constructor: DataTextureLoader,

	load: function ( url, onLoad, onProgress, onError ) {

		var scope = this;

		var texture = new DataTexture();

		var loader = new FileLoader( this.manager );
		loader.setResponseType( 'arraybuffer' );
		loader.setPath( this.path );
		loader.load( url, function ( buffer ) {

			var texData = scope.parse( buffer );

			if ( ! texData ) return;

			if ( texData.image !== undefined ) {

				texture.image = texData.image;

			} else if ( texData.data !== undefined ) {

				texture.image.width = texData.width;
				texture.image.height = texData.height;
				texture.image.data = texData.data;

			}

			texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
			texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;

			texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
			texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;

			texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;

			if ( texData.format !== undefined ) {

				texture.format = texData.format;

			}

			if ( texData.type !== undefined ) {

				texture.type = texData.type;

			}

			if ( texData.mipmaps !== undefined ) {

				texture.mipmaps = texData.mipmaps;
				texture.minFilter = LinearMipmapLinearFilter; // presumably...

			}

			if ( texData.mipmapCount === 1 ) {

				texture.minFilter = LinearFilter;

			}

			texture.needsUpdate = true;

			if ( onLoad ) onLoad( texture, texData );

		}, onProgress, onError );


		return texture;

	}

} );

/**
 * @author mrdoob / http://mrdoob.com/
 */

function ImageLoader( manager ) {

	Loader.call( this, manager );

}

ImageLoader.prototype = Object.assign( Object.create( Loader.prototype ), {

	constructor: ImageLoader,

	load: function ( url, onLoad, onProgress, onError ) {

		if ( this.path !== undefined ) url = this.path + url;

		url = this.manager.resolveURL( url );

		var scope = this;

		var cached = Cache.get( url );

		if ( cached !== undefined ) {

			scope.manager.itemStart( url );

			setTimeout( function () {

				if ( onLoad ) onLoad( cached );

				scope.manager.itemEnd( url );

			}, 0 );

			return cached;

		}

		var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );

		function onImageLoad() {

			image.removeEventListener( 'load', onImageLoad, false );
			image.removeEventListener( 'error', onImageError, false );

			Cache.add( url, this );

			if ( onLoad ) onLoad( this );

			scope.manager.itemEnd( url );

		}

		function onImageError( event ) {

			image.removeEventListener( 'load', onImageLoad, false );
			image.removeEventListener( 'error', onImageError, false );

			if ( onError ) onError( event );

			scope.manager.itemError( url );
			scope.manager.itemEnd( url );

		}

		image.addEventListener( 'load', onImageLoad, false );
		image.addEventListener( 'error', onImageError, false );

		if ( url.substr( 0, 5 ) !== 'data:' ) {

			if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;

		}

		scope.manager.itemStart( url );

		image.src = url;

		return image;

	}

} );

/**
 * @author mrdoob / http://mrdoob.com/
 */


function CubeTextureLoader( manager ) {

	Loader.call( this, manager );

}

CubeTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {

	constructor: CubeTextureLoader,

	load: function ( urls, onLoad, onProgress, onError ) {

		var texture = new CubeTexture();

		var loader = new ImageLoader( this.manager );
		loader.setCrossOrigin( this.crossOrigin );
		loader.setPath( this.path );

		var loaded = 0;

		function loadTexture( i ) {

			loader.load( urls[ i ], function ( image ) {

				texture.images[ i ] = image;

				loaded ++;

				if ( loaded === 6 ) {

					texture.needsUpdate = true;

					if ( onLoad ) onLoad( texture );

				}

			}, undefined, onError );

		}

		for ( var i = 0; i < urls.length; ++ i ) {

			loadTexture( i );

		}

		return texture;

	}

} );

/**
 * @author mrdoob / http://mrdoob.com/
 */

function TextureLoader( manager ) {

	Loader.call( this, manager );

}

TextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {

	constructor: TextureLoader,

	load: function ( url, onLoad, onProgress, onError ) {

		var texture = new Texture();

		var loader = new ImageLoader( this.manager );
		loader.setCrossOrigin( this.crossOrigin );
		loader.setPath( this.path );

		loader.load( url, function ( image ) {

			texture.image = image;

			// JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
			var isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;

			texture.format = isJPEG ? RGBFormat : RGBAFormat;
			texture.needsUpdate = true;

			if ( onLoad !== undefined ) {

				onLoad( texture );

			}

		}, onProgress, onError );

		return texture;

	}

} );

/**
 * @author zz85 / http://www.lab4games.net/zz85/blog
 * Extensible curve object
 *
 * Some common of curve methods:
 * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget )
 * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget )
 * .getPoints(), .getSpacedPoints()
 * .getLength()
 * .updateArcLengths()
 *
 * This following curves inherit from THREE.Curve:
 *
 * -- 2D curves --
 * THREE.ArcCurve
 * THREE.CubicBezierCurve
 * THREE.EllipseCurve
 * THREE.LineCurve
 * THREE.QuadraticBezierCurve
 * THREE.SplineCurve
 *
 * -- 3D curves --
 * THREE.CatmullRomCurve3
 * THREE.CubicBezierCurve3
 * THREE.LineCurve3
 * THREE.QuadraticBezierCurve3
 *
 * A series of curves can be represented as a THREE.CurvePath.
 *
 **/

/**************************************************************
 *	Abstract Curve base class
 **************************************************************/

function Curve() {

	this.type = 'Curve';

	this.arcLengthDivisions = 200;

}

Object.assign( Curve.prototype, {

	// Virtual base class method to overwrite and implement in subclasses
	//	- t [0 .. 1]

	getPoint: function ( /* t, optionalTarget */ ) {

		console.warn( 'THREE.Curve: .getPoint() not implemented.' );
		return null;

	},

	// Get point at relative position in curve according to arc length
	// - u [0 .. 1]

	getPointAt: function ( u, optionalTarget ) {

		var t = this.getUtoTmapping( u );
		return this.getPoint( t, optionalTarget );

	},

	// Get sequence of points using getPoint( t )

	getPoints: function ( divisions ) {

		if ( divisions === undefined ) divisions = 5;

		var points = [];

		for ( var d = 0; d <= divisions; d ++ ) {

			points.push( this.getPoint( d / divisions ) );

		}

		return points;

	},

	// Get sequence of points using getPointAt( u )

	getSpacedPoints: function ( divisions ) {

		if ( divisions === undefined ) divisions = 5;

		var points = [];

		for ( var d = 0; d <= divisions; d ++ ) {

			points.push( this.getPointAt( d / divisions ) );

		}

		return points;

	},

	// Get total curve arc length

	getLength: function () {

		var lengths = this.getLengths();
		return lengths[ lengths.length - 1 ];

	},

	// Get list of cumulative segment lengths

	getLengths: function ( divisions ) {

		if ( divisions === undefined ) divisions = this.arcLengthDivisions;

		if ( this.cacheArcLengths &&
			( this.cacheArcLengths.length === divisions + 1 ) &&
			! this.needsUpdate ) {

			return this.cacheArcLengths;

		}

		this.needsUpdate = false;

		var cache = [];
		var current, last = this.getPoint( 0 );
		var p, sum = 0;

		cache.push( 0 );

		for ( p = 1; p <= divisions; p ++ ) {

			current = this.getPoint( p / divisions );
			sum += current.distanceTo( last );
			cache.push( sum );
			last = current;

		}

		this.cacheArcLengths = cache;

		return cache; // { sums: cache, sum: sum }; Sum is in the last element.

	},

	updateArcLengths: function () {

		this.needsUpdate = true;
		this.getLengths();

	},

	// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant

	getUtoTmapping: function ( u, distance ) {

		var arcLengths = this.getLengths();

		var i = 0, il = arcLengths.length;

		var targetArcLength; // The targeted u distance value to get

		if ( distance ) {

			targetArcLength = distance;

		} else {

			targetArcLength = u * arcLengths[ il - 1 ];

		}

		// binary search for the index with largest value smaller than target u distance

		var low = 0, high = il - 1, comparison;

		while ( low <= high ) {

			i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats

			comparison = arcLengths[ i ] - targetArcLength;

			if ( comparison < 0 ) {

				low = i + 1;

			} else if ( comparison > 0 ) {

				high = i - 1;

			} else {

				high = i;
				break;

				// DONE

			}

		}

		i = high;

		if ( arcLengths[ i ] === targetArcLength ) {

			return i / ( il - 1 );

		}

		// we could get finer grain at lengths, or use simple interpolation between two points

		var lengthBefore = arcLengths[ i ];
		var lengthAfter = arcLengths[ i + 1 ];

		var segmentLength = lengthAfter - lengthBefore;

		// determine where we are between the 'before' and 'after' points

		var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;

		// add that fractional amount to t

		var t = ( i + segmentFraction ) / ( il - 1 );

		return t;

	},

	// Returns a unit vector tangent at t
	// In case any sub curve does not implement its tangent derivation,
	// 2 points a small delta apart will be used to find its gradient
	// which seems to give a reasonable approximation

	getTangent: function ( t, optionalTarget ) {

		var delta = 0.0001;
		var t1 = t - delta;
		var t2 = t + delta;

		// Capping in case of danger

		if ( t1 < 0 ) t1 = 0;
		if ( t2 > 1 ) t2 = 1;

		var pt1 = this.getPoint( t1 );
		var pt2 = this.getPoint( t2 );

		var tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );

		tangent.copy( pt2 ).sub( pt1 ).normalize();

		return tangent;

	},

	getTangentAt: function ( u, optionalTarget ) {

		var t = this.getUtoTmapping( u );
		return this.getTangent( t, optionalTarget );

	},

	computeFrenetFrames: function ( segments, closed ) {

		// see http://www.cs.indiana.edu/pub/techreports/TR425.pdf

		var normal = new Vector3();

		var tangents = [];
		var normals = [];
		var binormals = [];

		var vec = new Vector3();
		var mat = new Matrix4();

		var i, u, theta;

		// compute the tangent vectors for each segment on the curve

		for ( i = 0; i <= segments; i ++ ) {

			u = i / segments;

			tangents[ i ] = this.getTangentAt( u, new Vector3() );
			tangents[ i ].normalize();

		}

		// select an initial normal vector perpendicular to the first tangent vector,
		// and in the direction of the minimum tangent xyz component

		normals[ 0 ] = new Vector3();
		binormals[ 0 ] = new Vector3();
		var min = Number.MAX_VALUE;
		var tx = Math.abs( tangents[ 0 ].x );
		var ty = Math.abs( tangents[ 0 ].y );
		var tz = Math.abs( tangents[ 0 ].z );

		if ( tx <= min ) {

			min = tx;
			normal.set( 1, 0, 0 );

		}

		if ( ty <= min ) {

			min = ty;
			normal.set( 0, 1, 0 );

		}

		if ( tz <= min ) {

			normal.set( 0, 0, 1 );

		}

		vec.crossVectors( tangents[ 0 ], normal ).normalize();

		normals[ 0 ].crossVectors( tangents[ 0 ], vec );
		binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );


		// compute the slowly-varying normal and binormal vectors for each segment on the curve

		for ( i = 1; i <= segments; i ++ ) {

			normals[ i ] = normals[ i - 1 ].clone();

			binormals[ i ] = binormals[ i - 1 ].clone();

			vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );

			if ( vec.length() > Number.EPSILON ) {

				vec.normalize();

				theta = Math.acos( MathUtils.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors

				normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );

			}

			binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );

		}

		// if the curve is closed, postprocess the vectors so the first and last normal vectors are the same

		if ( closed === true ) {

			theta = Math.acos( MathUtils.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
			theta /= segments;

			if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {

				theta = - theta;

			}

			for ( i = 1; i <= segments; i ++ ) {

				// twist a little...
				normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
				binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );

			}

		}

		return {
			tangents: tangents,
			normals: normals,
			binormals: binormals
		};

	},

	clone: function () {

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

	},

	copy: function ( source ) {

		this.arcLengthDivisions = source.arcLengthDivisions;

		return this;

	},

	toJSON: function () {

		var data = {
			metadata: {
				version: 4.5,
				type: 'Curve',
				generator: 'Curve.toJSON'
			}
		};

		data.arcLengthDivisions = this.arcLengthDivisions;
		data.type = this.type;

		return data;

	},

	fromJSON: function ( json ) {

		this.arcLengthDivisions = json.arcLengthDivisions;

		return this;

	}

} );

function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {

	Curve.call( this );

	this.type = 'EllipseCurve';

	this.aX = aX || 0;
	this.aY = aY || 0;

	this.xRadius = xRadius || 1;
	this.yRadius = yRadius || 1;

	this.aStartAngle = aStartAngle || 0;
	this.aEndAngle = aEndAngle || 2 * Math.PI;

	this.aClockwise = aClockwise || false;

	this.aRotation = aRotation || 0;

}

EllipseCurve.prototype = Object.create( Curve.prototype );
EllipseCurve.prototype.constructor = EllipseCurve;

EllipseCurve.prototype.isEllipseCurve = true;

EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {

	var point = optionalTarget || new Vector2();

	var twoPi = Math.PI * 2;
	var deltaAngle = this.aEndAngle - this.aStartAngle;
	var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;

	// ensures that deltaAngle is 0 .. 2 PI
	while ( deltaAngle < 0 ) deltaAngle += twoPi;
	while ( deltaAngle > twoPi ) deltaAngle -= twoPi;

	if ( deltaAngle < Number.EPSILON ) {

		if ( samePoints ) {

			deltaAngle = 0;

		} else {

			deltaAngle = twoPi;

		}

	}

	if ( this.aClockwise === true && ! samePoints ) {

		if ( deltaAngle === twoPi ) {

			deltaAngle = - twoPi;

		} else {

			deltaAngle = deltaAngle - twoPi;

		}

	}

	var angle = this.aStartAngle + t * deltaAngle;
	var x = this.aX + this.xRadius * Math.cos( angle );
	var y = this.aY + this.yRadius * Math.sin( angle );

	if ( this.aRotation !== 0 ) {

		var cos = Math.cos( this.aRotation );
		var sin = Math.sin( this.aRotation );

		var tx = x - this.aX;
		var ty = y - this.aY;

		// Rotate the point about the center of the ellipse.
		x = tx * cos - ty * sin + this.aX;
		y = tx * sin + ty * cos + this.aY;

	}

	return point.set( x, y );

};

EllipseCurve.prototype.copy = function ( source ) {

	Curve.prototype.copy.call( this, source );

	this.aX = source.aX;
	this.aY = source.aY;

	this.xRadius = source.xRadius;
	this.yRadius = source.yRadius;

	this.aStartAngle = source.aStartAngle;
	this.aEndAngle = source.aEndAngle;

	this.aClockwise = source.aClockwise;

	this.aRotation = source.aRotation;

	return this;

};


EllipseCurve.prototype.toJSON = function () {

	var data = Curve.prototype.toJSON.call( this );

	data.aX = this.aX;
	data.aY = this.aY;

	data.xRadius = this.xRadius;
	data.yRadius = this.yRadius;

	data.aStartAngle = this.aStartAngle;
	data.aEndAngle = this.aEndAngle;

	data.aClockwise = this.aClockwise;

	data.aRotation = this.aRotation;

	return data;

};

EllipseCurve.prototype.fromJSON = function ( json ) {

	Curve.prototype.fromJSON.call( this, json );

	this.aX = json.aX;
	this.aY = json.aY;

	this.xRadius = json.xRadius;
	this.yRadius = json.yRadius;

	this.aStartAngle = json.aStartAngle;
	this.aEndAngle = json.aEndAngle;

	this.aClockwise = json.aClockwise;

	this.aRotation = json.aRotation;

	return this;

};

function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {

	EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );

	this.type = 'ArcCurve';

}

ArcCurve.prototype = Object.create( EllipseCurve.prototype );
ArcCurve.prototype.constructor = ArcCurve;

ArcCurve.prototype.isArcCurve = true;

/**
 * @author zz85 https://github.com/zz85
 *
 * Centripetal CatmullRom Curve - which is useful for avoiding
 * cusps and self-intersections in non-uniform catmull rom curves.
 * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
 *
 * curve.type accepts centripetal(default), chordal and catmullrom
 * curve.tension is used for catmullrom which defaults to 0.5
 */


/*
Based on an optimized c++ solution in
 - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
 - http://ideone.com/NoEbVM

This CubicPoly class could be used for reusing some variables and calculations,
but for three.js curve use, it could be possible inlined and flatten into a single function call
which can be placed in CurveUtils.
*/

function CubicPoly() {

	var c0 = 0, c1 = 0, c2 = 0, c3 = 0;

	/*
	 * Compute coefficients for a cubic polynomial
	 *   p(s) = c0 + c1*s + c2*s^2 + c3*s^3
	 * such that
	 *   p(0) = x0, p(1) = x1
	 *  and
	 *   p'(0) = t0, p'(1) = t1.
	 */
	function init( x0, x1, t0, t1 ) {

		c0 = x0;
		c1 = t0;
		c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
		c3 = 2 * x0 - 2 * x1 + t0 + t1;

	}

	return {

		initCatmullRom: function ( x0, x1, x2, x3, tension ) {

			init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );

		},

		initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {

			// compute tangents when parameterized in [t1,t2]
			var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
			var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;

			// rescale tangents for parametrization in [0,1]
			t1 *= dt1;
			t2 *= dt1;

			init( x1, x2, t1, t2 );

		},

		calc: function ( t ) {

			var t2 = t * t;
			var t3 = t2 * t;
			return c0 + c1 * t + c2 * t2 + c3 * t3;

		}

	};

}

//

var tmp = new Vector3();
var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();

function CatmullRomCurve3( points, closed, curveType, tension ) {

	Curve.call( this );

	this.type = 'CatmullRomCurve3';

	this.points = points || [];
	this.closed = closed || false;
	this.curveType = curveType || 'centripetal';
	this.tension = tension || 0.5;

}

CatmullRomCurve3.prototype = Object.create( Curve.prototype );
CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;

CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;

CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {

	var point = optionalTarget || new Vector3();

	var points = this.points;
	var l = points.length;

	var p = ( l - ( this.closed ? 0 : 1 ) ) * t;
	var intPoint = Math.floor( p );
	var weight = p - intPoint;

	if ( this.closed ) {

		intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;

	} else if ( weight === 0 && intPoint === l - 1 ) {

		intPoint = l - 2;
		weight = 1;

	}

	var p0, p1, p2, p3; // 4 points

	if ( this.closed || intPoint > 0 ) {

		p0 = points[ ( intPoint - 1 ) % l ];

	} else {

		// extrapolate first point
		tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
		p0 = tmp;

	}

	p1 = points[ intPoint % l ];
	p2 = points[ ( intPoint + 1 ) % l ];

	if ( this.closed || intPoint + 2 < l ) {

		p3 = points[ ( intPoint + 2 ) % l ];

	} else {

		// extrapolate last point
		tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
		p3 = tmp;

	}

	if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {

		// init Centripetal / Chordal Catmull-Rom
		var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
		var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
		var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
		var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );

		// safety check for repeated points
		if ( dt1 < 1e-4 ) dt1 = 1.0;
		if ( dt0 < 1e-4 ) dt0 = dt1;
		if ( dt2 < 1e-4 ) dt2 = dt1;

		px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
		py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
		pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );

	} else if ( this.curveType === 'catmullrom' ) {

		px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
		py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
		pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );

	}

	point.set(
		px.calc( weight ),
		py.calc( weight ),
		pz.calc( weight )
	);

	return point;

};

CatmullRomCurve3.prototype.copy = function ( source ) {

	Curve.prototype.copy.call( this, source );

	this.points = [];

	for ( var i = 0, l = source.points.length; i < l; i ++ ) {

		var point = source.points[ i ];

		this.points.push( point.clone() );

	}

	this.closed = source.closed;
	this.curveType = source.curveType;
	this.tension = source.tension;

	return this;

};

CatmullRomCurve3.prototype.toJSON = function () {

	var data = Curve.prototype.toJSON.call( this );

	data.points = [];

	for ( var i = 0, l = this.points.length; i < l; i ++ ) {

		var point = this.points[ i ];
		data.points.push( point.toArray() );

	}

	data.closed = this.closed;
	data.curveType = this.curveType;
	data.tension = this.tension;

	return data;

};

CatmullRomCurve3.prototype.fromJSON = function ( json ) {

	Curve.prototype.fromJSON.call( this, json );

	this.points = [];

	for ( var i = 0, l = json.points.length; i < l; i ++ ) {

		var point = json.points[ i ];
		this.points.push( new Vector3().fromArray( point ) );

	}

	this.closed = json.closed;
	this.curveType = json.curveType;
	this.tension = json.tension;

	return this;

};

/**
 * @author zz85 / http://www.lab4games.net/zz85/blog
 *
 * Bezier Curves formulas obtained from
 * http://en.wikipedia.org/wiki/Bézier_curve
 */

function CatmullRom( t, p0, p1, p2, p3 ) {

	var v0 = ( p2 - p0 ) * 0.5;
	var v1 = ( p3 - p1 ) * 0.5;
	var t2 = t * t;
	var t3 = t * t2;
	return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;

}

//

function QuadraticBezierP0( t, p ) {

	var k = 1 - t;
	return k * k * p;

}

function QuadraticBezierP1( t, p ) {

	return 2 * ( 1 - t ) * t * p;

}

function QuadraticBezierP2( t, p ) {

	return t * t * p;

}

function QuadraticBezier( t, p0, p1, p2 ) {

	return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
		QuadraticBezierP2( t, p2 );

}

//

function CubicBezierP0( t, p ) {

	var k = 1 - t;
	return k * k * k * p;

}

function CubicBezierP1( t, p ) {

	var k = 1 - t;
	return 3 * k * k * t * p;

}

function CubicBezierP2( t, p ) {

	return 3 * ( 1 - t ) * t * t * p;

}

function CubicBezierP3( t, p ) {

	return t * t * t * p;

}

function CubicBezier( t, p0, p1, p2, p3 ) {

	return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
		CubicBezierP3( t, p3 );

}

function CubicBezierCurve( v0, v1, v2, v3 ) {

	Curve.call( this );

	this.type = 'CubicBezierCurve';

	this.v0 = v0 || new Vector2();
	this.v1 = v1 || new Vector2();
	this.v2 = v2 || new Vector2();
	this.v3 = v3 || new Vector2();

}

CubicBezierCurve.prototype = Object.create( Curve.prototype );
CubicBezierCurve.prototype.constructor = CubicBezierCurve;

CubicBezierCurve.prototype.isCubicBezierCurve = true;

CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {

	var point = optionalTarget || new Vector2();

	var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;

	point.set(
		CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
		CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
	);

	return point;

};

CubicBezierCurve.prototype.copy = function ( source ) {

	Curve.prototype.copy.call( this, source );

	this.v0.copy( source.v0 );
	this.v1.copy( source.v1 );
	this.v2.copy( source.v2 );
	this.v3.copy( source.v3 );

	return this;

};

CubicBezierCurve.prototype.toJSON = function () {

	var data = Curve.prototype.toJSON.call( this );

	data.v0 = this.v0.toArray();
	data.v1 = this.v1.toArray();
	data.v2 = this.v2.toArray();
	data.v3 = this.v3.toArray();

	return data;

};

CubicBezierCurve.prototype.fromJSON = function ( json ) {

	Curve.prototype.fromJSON.call( this, json );

	this.v0.fromArray( json.v0 );
	this.v1.fromArray( json.v1 );
	this.v2.fromArray( json.v2 );
	this.v3.fromArray( json.v3 );

	return this;

};

function CubicBezierCurve3( v0, v1, v2, v3 ) {

	Curve.call( this );

	this.type = 'CubicBezierCurve3';

	this.v0 = v0 || new Vector3();
	this.v1 = v1 || new Vector3();
	this.v2 = v2 || new Vector3();
	this.v3 = v3 || new Vector3();

}

CubicBezierCurve3.prototype = Object.create( Curve.prototype );
CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;

CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;

CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {

	var point = optionalTarget || new Vector3();

	var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;

	point.set(
		CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
		CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
		CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
	);

	return point;

};

CubicBezierCurve3.prototype.copy = function ( source ) {

	Curve.prototype.copy.call( this, source );

	this.v0.copy( source.v0 );
	this.v1.copy( source.v1 );
	this.v2.copy( source.v2 );
	this.v3.copy( source.v3 );

	return this;

};

CubicBezierCurve3.prototype.toJSON = function () {

	var data = Curve.prototype.toJSON.call( this );

	data.v0 = this.v0.toArray();
	data.v1 = this.v1.toArray();
	data.v2 = this.v2.toArray();
	data.v3 = this.v3.toArray();

	return data;

};

CubicBezierCurve3.prototype.fromJSON = function ( json ) {

	Curve.prototype.fromJSON.call( this, json );

	this.v0.fromArray( json.v0 );
	this.v1.fromArray( json.v1 );
	this.v2.fromArray( json.v2 );
	this.v3.fromArray( json.v3 );

	return this;

};

function LineCurve( v1, v2 ) {

	Curve.call( this );

	this.type = 'LineCurve';

	this.v1 = v1 || new Vector2();
	this.v2 = v2 || new Vector2();

}

LineCurve.prototype = Object.create( Curve.prototype );
LineCurve.prototype.constructor = LineCurve;

LineCurve.prototype.isLineCurve = true;

LineCurve.prototype.getPoint = function ( t, optionalTarget ) {

	var point = optionalTarget || new Vector2();

	if ( t === 1 ) {

		point.copy( this.v2 );

	} else {

		point.copy( this.v2 ).sub( this.v1 );
		point.multiplyScalar( t ).add( this.v1 );

	}

	return point;

};

// Line curve is linear, so we can overwrite default getPointAt

LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {

	return this.getPoint( u, optionalTarget );

};

LineCurve.prototype.getTangent = function ( t, optionalTarget ) {

	var tangent = optionalTarget || new Vector2();

	var tangent = tangent.copy( this.v2 ).sub( this.v1 ).normalize();

	return tangent;

};

LineCurve.prototype.copy = function ( source ) {

	Curve.prototype.copy.call( this, source );

	this.v1.copy( source.v1 );
	this.v2.copy( source.v2 );

	return this;

};

LineCurve.prototype.toJSON = function () {

	var data = Curve.prototype.toJSON.call( this );

	data.v1 = this.v1.toArray();
	data.v2 = this.v2.toArray();

	return data;

};

LineCurve.prototype.fromJSON = function ( json ) {

	Curve.prototype.fromJSON.call( this, json );

	this.v1.fromArray( json.v1 );
	this.v2.fromArray( json.v2 );

	return this;

};

function LineCurve3( v1, v2 ) {

	Curve.call( this );

	this.type = 'LineCurve3';

	this.v1 = v1 || new Vector3();
	this.v2 = v2 || new Vector3();

}

LineCurve3.prototype = Object.create( Curve.prototype );
LineCurve3.prototype.constructor = LineCurve3;

LineCurve3.prototype.isLineCurve3 = true;

LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {

	var point = optionalTarget || new Vector3();

	if ( t === 1 ) {

		point.copy( this.v2 );

	} else {

		point.copy( this.v2 ).sub( this.v1 );
		point.multiplyScalar( t ).add( this.v1 );

	}

	return point;

};

// Line curve is linear, so we can overwrite default getPointAt

LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {

	return this.getPoint( u, optionalTarget );

};

LineCurve3.prototype.copy = function ( source ) {

	Curve.prototype.copy.call( this, source );

	this.v1.copy( source.v1 );
	this.v2.copy( source.v2 );

	return this;

};

LineCurve3.prototype.toJSON = function () {

	var data = Curve.prototype.toJSON.call( this );

	data.v1 = this.v1.toArray();
	data.v2 = this.v2.toArray();

	return data;

};

LineCurve3.prototype.fromJSON = function ( json ) {

	Curve.prototype.fromJSON.call( this, json );

	this.v1.fromArray( json.v1 );
	this.v2.fromArray( json.v2 );

	return this;

};

function QuadraticBezierCurve( v0, v1, v2 ) {

	Curve.call( this );

	this.type = 'QuadraticBezierCurve';

	this.v0 = v0 || new Vector2();
	this.v1 = v1 || new Vector2();
	this.v2 = v2 || new Vector2();

}

QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;

QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;

QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {

	var point = optionalTarget || new Vector2();

	var v0 = this.v0, v1 = this.v1, v2 = this.v2;

	point.set(
		QuadraticBezier( t, v0.x, v1.x, v2.x ),
		QuadraticBezier( t, v0.y, v1.y, v2.y )
	);

	return point;

};

QuadraticBezierCurve.prototype.copy = function ( source ) {

	Curve.prototype.copy.call( this, source );

	this.v0.copy( source.v0 );
	this.v1.copy( source.v1 );
	this.v2.copy( source.v2 );

	return this;

};

QuadraticBezierCurve.prototype.toJSON = function () {

	var data = Curve.prototype.toJSON.call( this );

	data.v0 = this.v0.toArray();
	data.v1 = this.v1.toArray();
	data.v2 = this.v2.toArray();

	return data;

};

QuadraticBezierCurve.prototype.fromJSON = function ( json ) {

	Curve.prototype.fromJSON.call( this, json );

	this.v0.fromArray( json.v0 );
	this.v1.fromArray( json.v1 );
	this.v2.fromArray( json.v2 );

	return this;

};

function QuadraticBezierCurve3( v0, v1, v2 ) {

	Curve.call( this );

	this.type = 'QuadraticBezierCurve3';

	this.v0 = v0 || new Vector3();
	this.v1 = v1 || new Vector3();
	this.v2 = v2 || new Vector3();

}

QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;

QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;

QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {

	var point = optionalTarget || new Vector3();

	var v0 = this.v0, v1 = this.v1, v2 = this.v2;

	point.set(
		QuadraticBezier( t, v0.x, v1.x, v2.x ),
		QuadraticBezier( t, v0.y, v1.y, v2.y ),
		QuadraticBezier( t, v0.z, v1.z, v2.z )
	);

	return point;

};

QuadraticBezierCurve3.prototype.copy = function ( source ) {

	Curve.prototype.copy.call( this, source );

	this.v0.copy( source.v0 );
	this.v1.copy( source.v1 );
	this.v2.copy( source.v2 );

	return this;

};

QuadraticBezierCurve3.prototype.toJSON = function () {

	var data = Curve.prototype.toJSON.call( this );

	data.v0 = this.v0.toArray();
	data.v1 = this.v1.toArray();
	data.v2 = this.v2.toArray();

	return data;

};

QuadraticBezierCurve3.prototype.fromJSON = function ( json ) {

	Curve.prototype.fromJSON.call( this, json );

	this.v0.fromArray( json.v0 );
	this.v1.fromArray( json.v1 );
	this.v2.fromArray( json.v2 );

	return this;

};

function SplineCurve( points /* array of Vector2 */ ) {

	Curve.call( this );

	this.type = 'SplineCurve';

	this.points = points || [];

}

SplineCurve.prototype = Object.create( Curve.prototype );
SplineCurve.prototype.constructor = SplineCurve;

SplineCurve.prototype.isSplineCurve = true;

SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {

	var point = optionalTarget || new Vector2();

	var points = this.points;
	var p = ( points.length - 1 ) * t;

	var intPoint = Math.floor( p );
	var weight = p - intPoint;

	var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
	var p1 = points[ intPoint ];
	var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
	var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];

	point.set(
		CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
		CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
	);

	return point;

};

SplineCurve.prototype.copy = function ( source ) {

	Curve.prototype.copy.call( this, source );

	this.points = [];

	for ( var i = 0, l = source.points.length; i < l; i ++ ) {

		var point = source.points[ i ];

		this.points.push( point.clone() );

	}

	return this;

};

SplineCurve.prototype.toJSON = function () {

	var data = Curve.prototype.toJSON.call( this );

	data.points = [];

	for ( var i = 0, l = this.points.length; i < l; i ++ ) {

		var point = this.points[ i ];
		data.points.push( point.toArray() );

	}

	return data;

};

SplineCurve.prototype.fromJSON = function ( json ) {

	Curve.prototype.fromJSON.call( this, json );

	this.points = [];

	for ( var i = 0, l = json.points.length; i < l; i ++ ) {

		var point = json.points[ i ];
		this.points.push( new Vector2().fromArray( point ) );

	}

	return this;

};

var Curves = /*#__PURE__*/Object.freeze({
	__proto__: null,
	ArcCurve: ArcCurve,
	CatmullRomCurve3: CatmullRomCurve3,
	CubicBezierCurve: CubicBezierCurve,
	CubicBezierCurve3: CubicBezierCurve3,
	EllipseCurve: EllipseCurve,
	LineCurve: LineCurve,
	LineCurve3: LineCurve3,
	QuadraticBezierCurve: QuadraticBezierCurve,
	QuadraticBezierCurve3: QuadraticBezierCurve3,
	SplineCurve: SplineCurve
});

/**
 * @author zz85 / http://www.lab4games.net/zz85/blog
 *
 **/

/**************************************************************
 *	Curved Path - a curve path is simply a array of connected
 *  curves, but retains the api of a curve
 **************************************************************/

function CurvePath() {

	Curve.call( this );

	this.type = 'CurvePath';

	this.curves = [];
	this.autoClose = false; // Automatically closes the path

}

CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {

	constructor: CurvePath,

	add: function ( curve ) {

		this.curves.push( curve );

	},

	closePath: function () {

		// Add a line curve if start and end of lines are not connected
		var startPoint = this.curves[ 0 ].getPoint( 0 );
		var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );

		if ( ! startPoint.equals( endPoint ) ) {

			this.curves.push( new LineCurve( endPoint, startPoint ) );

		}

	},

	// To get accurate point with reference to
	// entire path distance at time t,
	// following has to be done:

	// 1. Length of each sub path have to be known
	// 2. Locate and identify type of curve
	// 3. Get t for the curve
	// 4. Return curve.getPointAt(t')

	getPoint: function ( t ) {

		var d = t * this.getLength();
		var curveLengths = this.getCurveLengths();
		var i = 0;

		// To think about boundaries points.

		while ( i < curveLengths.length ) {

			if ( curveLengths[ i ] >= d ) {

				var diff = curveLengths[ i ] - d;
				var curve = this.curves[ i ];

				var segmentLength = curve.getLength();
				var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;

				return curve.getPointAt( u );

			}

			i ++;

		}

		return null;

		// loop where sum != 0, sum > d , sum+1 <d

	},

	// We cannot use the default THREE.Curve getPoint() with getLength() because in
	// THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
	// getPoint() depends on getLength

	getLength: function () {

		var lens = this.getCurveLengths();
		return lens[ lens.length - 1 ];

	},

	// cacheLengths must be recalculated.
	updateArcLengths: function () {

		this.needsUpdate = true;
		this.cacheLengths = null;
		this.getCurveLengths();

	},

	// Compute lengths and cache them
	// We cannot overwrite getLengths() because UtoT mapping uses it.

	getCurveLengths: function () {

		// We use cache values if curves and cache array are same length

		if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {

			return this.cacheLengths;

		}

		// Get length of sub-curve
		// Push sums into cached array

		var lengths = [], sums = 0;

		for ( var i = 0, l = this.curves.length; i < l; i ++ ) {

			sums += this.curves[ i ].getLength();
			lengths.push( sums );

		}

		this.cacheLengths = lengths;

		return lengths;

	},

	getSpacedPoints: function ( divisions ) {

		if ( divisions === undefined ) divisions = 40;

		var points = [];

		for ( var i = 0; i <= divisions; i ++ ) {

			points.push( this.getPoint( i / divisions ) );

		}

		if ( this.autoClose ) {

			points.push( points[ 0 ] );

		}

		return points;

	},

	getPoints: function ( divisions ) {

		divisions = divisions || 12;

		var points = [], last;

		for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {

			var curve = curves[ i ];
			var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
				: ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1
					: ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
						: divisions;

			var pts = curve.getPoints( resolution );

			for ( var j = 0; j < pts.length; j ++ ) {

				var point = pts[ j ];

				if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates

				points.push( point );
				last = point;

			}

		}

		if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {

			points.push( points[ 0 ] );

		}

		return points;

	},

	copy: function ( source ) {

		Curve.prototype.copy.call( this, source );

		this.curves = [];

		for ( var i = 0, l = source.curves.length; i < l; i ++ ) {

			var curve = source.curves[ i ];

			this.curves.push( curve.clone() );

		}

		this.autoClose = source.autoClose;

		return this;

	},

	toJSON: function () {

		var data = Curve.prototype.toJSON.call( this );

		data.autoClose = this.autoClose;
		data.curves = [];

		for ( var i = 0, l = this.curves.length; i < l; i ++ ) {

			var curve = this.curves[ i ];
			data.curves.push( curve.toJSON() );

		}

		return data;

	},

	fromJSON: function ( json ) {

		Curve.prototype.fromJSON.call( this, json );

		this.autoClose = json.autoClose;
		this.curves = [];

		for ( var i = 0, l = json.curves.length; i < l; i ++ ) {

			var curve = json.curves[ i ];
			this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );

		}

		return this;

	}

} );

/**
 * @author zz85 / http://www.lab4games.net/zz85/blog
 * Creates free form 2d path using series of points, lines or curves.
 **/

function Path( points ) {

	CurvePath.call( this );

	this.type = 'Path';

	this.currentPoint = new Vector2();

	if ( points ) {

		this.setFromPoints( points );

	}

}

Path.prototype = Object.assign( Object.create( CurvePath.prototype ), {

	constructor: Path,

	setFromPoints: function ( points ) {

		this.moveTo( points[ 0 ].x, points[ 0 ].y );

		for ( var i = 1, l = points.length; i < l; i ++ ) {

			this.lineTo( points[ i ].x, points[ i ].y );

		}

		return this;

	},

	moveTo: function ( x, y ) {

		this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?

		return this;

	},

	lineTo: function ( x, y ) {

		var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
		this.curves.push( curve );

		this.currentPoint.set( x, y );

		return this;

	},

	quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {

		var curve = new QuadraticBezierCurve(
			this.currentPoint.clone(),
			new Vector2( aCPx, aCPy ),
			new Vector2( aX, aY )
		);

		this.curves.push( curve );

		this.currentPoint.set( aX, aY );

		return this;

	},

	bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {

		var curve = new CubicBezierCurve(
			this.currentPoint.clone(),
			new Vector2( aCP1x, aCP1y ),
			new Vector2( aCP2x, aCP2y ),
			new Vector2( aX, aY )
		);

		this.curves.push( curve );

		this.currentPoint.set( aX, aY );

		return this;

	},

	splineThru: function ( pts /*Array of Vector*/ ) {

		var npts = [ this.currentPoint.clone() ].concat( pts );

		var curve = new SplineCurve( npts );
		this.curves.push( curve );

		this.currentPoint.copy( pts[ pts.length - 1 ] );

		return this;

	},

	arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {

		var x0 = this.currentPoint.x;
		var y0 = this.currentPoint.y;

		this.absarc( aX + x0, aY + y0, aRadius,
			aStartAngle, aEndAngle, aClockwise );

		return this;

	},

	absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {

		this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );

		return this;

	},

	ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {

		var x0 = this.currentPoint.x;
		var y0 = this.currentPoint.y;

		this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );

		return this;

	},

	absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {

		var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );

		if ( this.curves.length > 0 ) {

			// if a previous curve is present, attempt to join
			var firstPoint = curve.getPoint( 0 );

			if ( ! firstPoint.equals( this.currentPoint ) ) {

				this.lineTo( firstPoint.x, firstPoint.y );

			}

		}

		this.curves.push( curve );

		var lastPoint = curve.getPoint( 1 );
		this.currentPoint.copy( lastPoint );

		return this;

	},

	copy: function ( source ) {

		CurvePath.prototype.copy.call( this, source );

		this.currentPoint.copy( source.currentPoint );

		return this;

	},

	toJSON: function () {

		var data = CurvePath.prototype.toJSON.call( this );

		data.currentPoint = this.currentPoint.toArray();

		return data;

	},

	fromJSON: function ( json ) {

		CurvePath.prototype.fromJSON.call( this, json );

		this.currentPoint.fromArray( json.currentPoint );

		return this;

	}

} );

/**
 * @author zz85 / http://www.lab4games.net/zz85/blog
 * Defines a 2d shape plane using paths.
 **/

// STEP 1 Create a path.
// STEP 2 Turn path into shape.
// STEP 3 ExtrudeGeometry takes in Shape/Shapes
// STEP 3a - Extract points from each shape, turn to vertices
// STEP 3b - Triangulate each shape, add faces.

function Shape( points ) {

	Path.call( this, points );

	this.uuid = MathUtils.generateUUID();

	this.type = 'Shape';

	this.holes = [];

}

Shape.prototype = Object.assign( Object.create( Path.prototype ), {

	constructor: Shape,

	getPointsHoles: function ( divisions ) {

		var holesPts = [];

		for ( var i = 0, l = this.holes.length; i < l; i ++ ) {

			holesPts[ i ] = this.holes[ i ].getPoints( divisions );

		}

		return holesPts;

	},

	// get points of shape and holes (keypoints based on segments parameter)

	extractPoints: function ( divisions ) {

		return {

			shape: this.getPoints( divisions ),
			holes: this.getPointsHoles( divisions )

		};

	},

	copy: function ( source ) {

		Path.prototype.copy.call( this, source );

		this.holes = [];

		for ( var i = 0, l = source.holes.length; i < l; i ++ ) {

			var hole = source.holes[ i ];

			this.holes.push( hole.clone() );

		}

		return this;

	},

	toJSON: function () {

		var data = Path.prototype.toJSON.call( this );

		data.uuid = this.uuid;
		data.holes = [];

		for ( var i = 0, l = this.holes.length; i < l; i ++ ) {

			var hole = this.holes[ i ];
			data.holes.push( hole.toJSON() );

		}

		return data;

	},

	fromJSON: function ( json ) {

		Path.prototype.fromJSON.call( this, json );

		this.uuid = json.uuid;
		this.holes = [];

		for ( var i = 0, l = json.holes.length; i < l; i ++ ) {

			var hole = json.holes[ i ];
			this.holes.push( new Path().fromJSON( hole ) );

		}

		return this;

	}

} );

/**
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 */

function Light( color, intensity ) {

	Object3D.call( this );

	this.type = 'Light';

	this.color = new Color( color );
	this.intensity = intensity !== undefined ? intensity : 1;

	this.receiveShadow = undefined;

}

Light.prototype = Object.assign( Object.create( Object3D.prototype ), {

	constructor: Light,

	isLight: true,

	copy: function ( source ) {

		Object3D.prototype.copy.call( this, source );

		this.color.copy( source.color );
		this.intensity = source.intensity;

		return this;

	},

	toJSON: function ( meta ) {

		var data = Object3D.prototype.toJSON.call( this, meta );

		data.object.color = this.color.getHex();
		data.object.intensity = this.intensity;

		if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();

		if ( this.distance !== undefined ) data.object.distance = this.distance;
		if ( this.angle !== undefined ) data.object.angle = this.angle;
		if ( this.decay !== undefined ) data.object.decay = this.decay;
		if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;

		if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();

		return data;

	}

} );

/**
 * @author alteredq / http://alteredqualia.com/
 */

function HemisphereLight( skyColor, groundColor, intensity ) {

	Light.call( this, skyColor, intensity );

	this.type = 'HemisphereLight';

	this.castShadow = undefined;

	this.position.copy( Object3D.DefaultUp );
	this.updateMatrix();

	this.groundColor = new Color( groundColor );

}

HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {

	constructor: HemisphereLight,

	isHemisphereLight: true,

	copy: function ( source ) {

		Light.prototype.copy.call( this, source );

		this.groundColor.copy( source.groundColor );

		return this;

	}

} );

/**
 * @author mrdoob / http://mrdoob.com/
 */

function LightShadow( camera ) {

	this.camera = camera;

	this.bias = 0;
	this.radius = 1;

	this.mapSize = new Vector2( 512, 512 );

	this.map = null;
	this.mapPass = null;
	this.matrix = new Matrix4();

	this._frustum = new Frustum();
	this._frameExtents = new Vector2( 1, 1 );

	this._viewportCount = 1;

	this._viewports = [

		new Vector4( 0, 0, 1, 1 )

	];

}

Object.assign( LightShadow.prototype, {

	_projScreenMatrix: new Matrix4(),

	_lightPositionWorld: new Vector3(),

	_lookTarget: new Vector3(),

	getViewportCount: function () {

		return this._viewportCount;

	},

	getFrustum: function () {

		return this._frustum;

	},

	updateMatrices: function ( light ) {

		var shadowCamera = this.camera,
			shadowMatrix = this.matrix,
			projScreenMatrix = this._projScreenMatrix,
			lookTarget = this._lookTarget,
			lightPositionWorld = this._lightPositionWorld;

		lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
		shadowCamera.position.copy( lightPositionWorld );

		lookTarget.setFromMatrixPosition( light.target.matrixWorld );
		shadowCamera.lookAt( lookTarget );
		shadowCamera.updateMatrixWorld();

		projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
		this._frustum.setFromProjectionMatrix( projScreenMatrix );

		shadowMatrix.set(
			0.5, 0.0, 0.0, 0.5,
			0.0, 0.5, 0.0, 0.5,
			0.0, 0.0, 0.5, 0.5,
			0.0, 0.0, 0.0, 1.0
		);

		shadowMatrix.multiply( shadowCamera.projectionMatrix );
		shadowMatrix.multiply( shadowCamera.matrixWorldInverse );

	},

	getViewport: function ( viewportIndex ) {

		return this._viewports[ viewportIndex ];

	},

	getFrameExtents: function () {

		return this._frameExtents;

	},

	copy: function ( source ) {

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

		this.bias = source.bias;
		this.radius = source.radius;

		this.mapSize.copy( source.mapSize );

		return this;

	},

	clone: function () {

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

	},

	toJSON: function () {

		var object = {};

		if ( this.bias !== 0 ) object.bias = this.bias;
		if ( this.radius !== 1 ) object.radius = this.radius;
		if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();

		object.camera = this.camera.toJSON( false ).object;
		delete object.camera.matrix;

		return object;

	}

} );

/**
 * @author mrdoob / http://mrdoob.com/
 */

function SpotLightShadow() {

	LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );

}

SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {

	constructor: SpotLightShadow,

	isSpotLightShadow: true,

	updateMatrices: function ( light ) {

		var camera = this.camera;

		var fov = MathUtils.RAD2DEG * 2 * light.angle;
		var aspect = this.mapSize.width / this.mapSize.height;
		var far = light.distance || camera.far;

		if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {

			camera.fov = fov;
			camera.aspect = aspect;
			camera.far = far;
			camera.updateProjectionMatrix();

		}

		LightShadow.prototype.updateMatrices.call( this, light );

	}

} );

/**
 * @author alteredq / http://alteredqualia.com/
 */

function SpotLight( color, intensity, distance, angle, penumbra, decay ) {

	Light.call( this, color, intensity );

	this.type = 'SpotLight';

	this.position.copy( Object3D.DefaultUp );
	this.updateMatrix();

	this.target = new Object3D();

	Object.defineProperty( this, 'power', {
		get: function () {

			// intensity = power per solid angle.
			// ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
			return this.intensity * Math.PI;

		},
		set: function ( power ) {

			// intensity = power per solid angle.
			// ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
			this.intensity = power / Math.PI;

		}
	} );

	this.distance = ( distance !== undefined ) ? distance : 0;
	this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
	this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
	this.decay = ( decay !== undefined ) ? decay : 1;	// for physically correct lights, should be 2.

	this.shadow = new SpotLightShadow();

}

SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {

	constructor: SpotLight,

	isSpotLight: true,

	copy: function ( source ) {

		Light.prototype.copy.call( this, source );

		this.distance = source.distance;
		this.angle = source.angle;
		this.penumbra = source.penumbra;
		this.decay = source.decay;

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

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

		return this;

	}

} );

function PointLightShadow() {

	LightShadow.call( this, new PerspectiveCamera( 90, 1, 0.5, 500 ) );

	this._frameExtents = new Vector2( 4, 2 );

	this._viewportCount = 6;

	this._viewports = [
		// These viewports map a cube-map onto a 2D texture with the
		// following orientation:
		//
		//  xzXZ
		//   y Y
		//
		// X - Positive x direction
		// x - Negative x direction
		// Y - Positive y direction
		// y - Negative y direction
		// Z - Positive z direction
		// z - Negative z direction

		// positive X
		new Vector4( 2, 1, 1, 1 ),
		// negative X
		new Vector4( 0, 1, 1, 1 ),
		// positive Z
		new Vector4( 3, 1, 1, 1 ),
		// negative Z
		new Vector4( 1, 1, 1, 1 ),
		// positive Y
		new Vector4( 3, 0, 1, 1 ),
		// negative Y
		new Vector4( 1, 0, 1, 1 )
	];

	this._cubeDirections = [
		new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
		new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
	];

	this._cubeUps = [
		new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
		new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ),	new Vector3( 0, 0, - 1 )
	];

}

PointLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {

	constructor: PointLightShadow,

	isPointLightShadow: true,

	updateMatrices: function ( light, viewportIndex ) {

		if ( viewportIndex === undefined ) viewportIndex = 0;

		var camera = this.camera,
			shadowMatrix = this.matrix,
			lightPositionWorld = this._lightPositionWorld,
			lookTarget = this._lookTarget,
			projScreenMatrix = this._projScreenMatrix;

		lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
		camera.position.copy( lightPositionWorld );

		lookTarget.copy( camera.position );
		lookTarget.add( this._cubeDirections[ viewportIndex ] );
		camera.up.copy( this._cubeUps[ viewportIndex ] );
		camera.lookAt( lookTarget );
		camera.updateMatrixWorld();

		shadowMatrix.makeTranslation( - lightPositionWorld.x, - lightPositionWorld.y, - lightPositionWorld.z );

		projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
		this._frustum.setFromProjectionMatrix( projScreenMatrix );

	}

} );

/**
 * @author mrdoob / http://mrdoob.com/
 */


function PointLight( color, intensity, distance, decay ) {

	Light.call( this, color, intensity );

	this.type = 'PointLight';

	Object.defineProperty( this, 'power', {
		get: function () {

			// intensity = power per solid angle.
			// ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
			return this.intensity * 4 * Math.PI;

		},
		set: function ( power ) {

			// intensity = power per solid angle.
			// ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
			this.intensity = power / ( 4 * Math.PI );

		}
	} );

	this.distance = ( distance !== undefined ) ? distance : 0;
	this.decay = ( decay !== undefined ) ? decay : 1;	// for physically correct lights, should be 2.

	this.shadow = new PointLightShadow();

}

PointLight.prototype = Object.assign( Object.create( Light.prototype ), {

	constructor: PointLight,

	isPointLight: true,

	copy: function ( source ) {

		Light.prototype.copy.call( this, source );

		this.distance = source.distance;
		this.decay = source.decay;

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

		return this;

	}

} );

/**
 * @author alteredq / http://alteredqualia.com/
 * @author arose / http://github.com/arose
 */

function OrthographicCamera( left, right, top, bottom, near, far ) {

	Camera.call( this );

	this.type = 'OrthographicCamera';

	this.zoom = 1;
	this.view = null;

	this.left = ( left !== undefined ) ? left : - 1;
	this.right = ( right !== undefined ) ? right : 1;
	this.top = ( top !== undefined ) ? top : 1;
	this.bottom = ( bottom !== undefined ) ? bottom : - 1;

	this.near = ( near !== undefined ) ? near : 0.1;
	this.far = ( far !== undefined ) ? far : 2000;

	this.updateProjectionMatrix();

}

OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {

	constructor: OrthographicCamera,

	isOrthographicCamera: true,

	copy: function ( source, recursive ) {

		Camera.prototype.copy.call( this, source, recursive );

		this.left = source.left;
		this.right = source.right;
		this.top = source.top;
		this.bottom = source.bottom;
		this.near = source.near;
		this.far = source.far;

		this.zoom = source.zoom;
		this.view = source.view === null ? null : Object.assign( {}, source.view );

		return this;

	},

	setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {

		if ( this.view === null ) {

			this.view = {
				enabled: true,
				fullWidth: 1,
				fullHeight: 1,
				offsetX: 0,
				offsetY: 0,
				width: 1,
				height: 1
			};

		}

		this.view.enabled = true;
		this.view.fullWidth = fullWidth;
		this.view.fullHeight = fullHeight;
		this.view.offsetX = x;
		this.view.offsetY = y;
		this.view.width = width;
		this.view.height = height;

		this.updateProjectionMatrix();

	},

	clearViewOffset: function () {

		if ( this.view !== null ) {

			this.view.enabled = false;

		}

		this.updateProjectionMatrix();

	},

	updateProjectionMatrix: function () {

		var dx = ( this.right - this.left ) / ( 2 * this.zoom );
		var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
		var cx = ( this.right + this.left ) / 2;
		var cy = ( this.top + this.bottom ) / 2;

		var left = cx - dx;
		var right = cx + dx;
		var top = cy + dy;
		var bottom = cy - dy;

		if ( this.view !== null && this.view.enabled ) {

			var scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
			var scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;

			left += scaleW * this.view.offsetX;
			right = left + scaleW * this.view.width;
			top -= scaleH * this.view.offsetY;
			bottom = top - scaleH * this.view.height;

		}

		this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );

		this.projectionMatrixInverse.getInverse( this.projectionMatrix );

	},

	toJSON: function ( meta ) {

		var data = Object3D.prototype.toJSON.call( this, meta );

		data.object.zoom = this.zoom;
		data.object.left = this.left;
		data.object.right = this.right;
		data.object.top = this.top;
		data.object.bottom = this.bottom;
		data.object.near = this.near;
		data.object.far = this.far;

		if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );

		return data;

	}

} );

/**
 * @author mrdoob / http://mrdoob.com/
 */

function DirectionalLightShadow() {

	LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );

}

DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {

	constructor: DirectionalLightShadow,

	isDirectionalLightShadow: true,

	updateMatrices: function ( light ) {

		LightShadow.prototype.updateMatrices.call( this, light );

	}

} );

/**
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 */

function DirectionalLight( color, intensity ) {

	Light.call( this, color, intensity );

	this.type = 'DirectionalLight';

	this.position.copy( Object3D.DefaultUp );
	this.updateMatrix();

	this.target = new Object3D();

	this.shadow = new DirectionalLightShadow();

}

DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {

	constructor: DirectionalLight,

	isDirectionalLight: true,

	copy: function ( source ) {

		Light.prototype.copy.call( this, source );

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

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

		return this;

	}

} );

/**
 * @author mrdoob / http://mrdoob.com/
 */

function AmbientLight( color, intensity ) {

	Light.call( this, color, intensity );

	this.type = 'AmbientLight';

	this.castShadow = undefined;

}

AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {

	constructor: AmbientLight,

	isAmbientLight: true

} );

/**
 * @author abelnation / http://github.com/abelnation
 */

function RectAreaLight( color, intensity, width, height ) {

	Light.call( this, color, intensity );

	this.type = 'RectAreaLight';

	this.width = ( width !== undefined ) ? width : 10;
	this.height = ( height !== undefined ) ? height : 10;

}

RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {

	constructor: RectAreaLight,

	isRectAreaLight: true,

	copy: function ( source ) {

		Light.prototype.copy.call( this, source );

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

		return this;

	},

	toJSON: function ( meta ) {

		var data = Light.prototype.toJSON.call( this, meta );

		data.object.width = this.width;
		data.object.height = this.height;

		return data;

	}

} );

/**
 * @author bhouston / http://clara.io
 * @author WestLangley / http://github.com/WestLangley
 *
 * Primary reference:
 *   https://graphics.stanford.edu/papers/envmap/envmap.pdf
 *
 * Secondary reference:
 *   https://www.ppsloan.org/publications/StupidSH36.pdf
 */

// 3-band SH defined by 9 coefficients

function SphericalHarmonics3() {

	this.coefficients = [];

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

		this.coefficients.push( new Vector3() );

	}

}

Object.assign( SphericalHarmonics3.prototype, {

	isSphericalHarmonics3: true,

	set: function ( coefficients ) {

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

			this.coefficients[ i ].copy( coefficients[ i ] );

		}

		return this;

	},

	zero: function () {

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

			this.coefficients[ i ].set( 0, 0, 0 );

		}

		return this;

	},

	// get the radiance in the direction of the normal
	// target is a Vector3
	getAt: function ( normal, target ) {

		// normal is assumed to be unit length

		var x = normal.x, y = normal.y, z = normal.z;

		var coeff = this.coefficients;

		// band 0
		target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );

		// band 1
		target.addScaledVector( coeff[ 1 ], 0.488603 * y );
		target.addScaledVector( coeff[ 2 ], 0.488603 * z );
		target.addScaledVector( coeff[ 3 ], 0.488603 * x );

		// band 2
		target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );
		target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );
		target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
		target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );
		target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );

		return target;

	},

	// get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
	// target is a Vector3
	// https://graphics.stanford.edu/papers/envmap/envmap.pdf
	getIrradianceAt: function ( normal, target ) {

		// normal is assumed to be unit length

		var x = normal.x, y = normal.y, z = normal.z;

		var coeff = this.coefficients;

		// band 0
		target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095

		// band 1
		target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
		target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );
		target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );

		// band 2
		target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
		target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );
		target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
		target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );
		target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274

		return target;

	},

	add: function ( sh ) {

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

			this.coefficients[ i ].add( sh.coefficients[ i ] );

		}

		return this;

	},

	addScaledSH: function ( sh, s ) {

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

			this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );

		}

		return this;

	},

	scale: function ( s ) {

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

			this.coefficients[ i ].multiplyScalar( s );

		}

		return this;

	},

	lerp: function ( sh, alpha ) {

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

			this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );

		}

		return this;

	},

	equals: function ( sh ) {

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

			if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {

				return false;

			}

		}

		return true;

	},

	copy: function ( sh ) {

		return this.set( sh.coefficients );

	},

	clone: function () {

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

	},

	fromArray: function ( array, offset ) {

		if ( offset === undefined ) offset = 0;

		var coefficients = this.coefficients;

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

			coefficients[ i ].fromArray( array, offset + ( i * 3 ) );

		}

		return this;

	},

	toArray: function ( array, offset ) {

		if ( array === undefined ) array = [];
		if ( offset === undefined ) offset = 0;

		var coefficients = this.coefficients;

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

			coefficients[ i ].toArray( array, offset + ( i * 3 ) );

		}

		return array;

	}

} );

Object.assign( SphericalHarmonics3, {

	// evaluate the basis functions
	// shBasis is an Array[ 9 ]
	getBasisAt: function ( normal, shBasis ) {

		// normal is assumed to be unit length

		var x = normal.x, y = normal.y, z = normal.z;

		// band 0
		shBasis[ 0 ] = 0.282095;

		// band 1
		shBasis[ 1 ] = 0.488603 * y;
		shBasis[ 2 ] = 0.488603 * z;
		shBasis[ 3 ] = 0.488603 * x;

		// band 2
		shBasis[ 4 ] = 1.092548 * x * y;
		shBasis[ 5 ] = 1.092548 * y * z;
		shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
		shBasis[ 7 ] = 1.092548 * x * z;
		shBasis[ 8 ] = 0.546274 * ( x * x - y * y );

	}

} );

/**
 * @author WestLangley / http://github.com/WestLangley
 *
 * A LightProbe is a source of indirect-diffuse light
 */

function LightProbe( sh, intensity ) {

	Light.call( this, undefined, intensity );

	this.type = 'LightProbe';

	this.sh = ( sh !== undefined ) ? sh : new SphericalHarmonics3();

}

LightProbe.prototype = Object.assign( Object.create( Light.prototype ), {

	constructor: LightProbe,

	isLightProbe: true,

	copy: function ( source ) {

		Light.prototype.copy.call( this, source );

		this.sh.copy( source.sh );

		return this;

	},

	fromJSON: function ( json ) {

		this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();
		this.sh.fromArray( json.sh );

		return this;

	},

	toJSON: function ( meta ) {

		var data = Light.prototype.toJSON.call( this, meta );

		data.object.sh = this.sh.toArray();

		return data;

	}

} );

/**
 * @author mrdoob / http://mrdoob.com/
 */

function MaterialLoader( manager ) {

	Loader.call( this, manager );

	this.textures = {};

}

MaterialLoader.prototype = Object.assign( Object.create( Loader.prototype ), {

	constructor: MaterialLoader,

	load: function ( url, onLoad, onProgress, onError ) {

		var scope = this;

		var loader = new FileLoader( scope.manager );
		loader.setPath( scope.path );
		loader.load( url, function ( text ) {

			onLoad( scope.parse( JSON.parse( text ) ) );

		}, onProgress, onError );

	},

	parse: function ( json ) {

		var textures = this.textures;

		function getTexture( name ) {

			if ( textures[ name ] === undefined ) {

				console.warn( 'THREE.MaterialLoader: Undefined texture', name );

			}

			return textures[ name ];

		}

		var material = new Materials[ json.type ]();

		if ( json.uuid !== undefined ) material.uuid = json.uuid;
		if ( json.name !== undefined ) material.name = json.name;
		if ( json.color !== undefined ) material.color.setHex( json.color );
		if ( json.roughness !== undefined ) material.roughness = json.roughness;
		if ( json.metalness !== undefined ) material.metalness = json.metalness;
		if ( json.sheen !== undefined ) material.sheen = new Color().setHex( json.sheen );
		if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive );
		if ( json.specular !== undefined ) material.specular.setHex( json.specular );
		if ( json.shininess !== undefined ) material.shininess = json.shininess;
		if ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat;
		if ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness;
		if ( json.fog !== undefined ) material.fog = json.fog;
		if ( json.flatShading !== undefined ) material.flatShading = json.flatShading;
		if ( json.blending !== undefined ) material.blending = json.blending;
		if ( json.combine !== undefined ) material.combine = json.combine;
		if ( json.side !== undefined ) material.side = json.side;
		if ( json.opacity !== undefined ) material.opacity = json.opacity;
		if ( json.transparent !== undefined ) material.transparent = json.transparent;
		if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
		if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
		if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
		if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;

		if ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite;
		if ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask;
		if ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc;
		if ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef;
		if ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask;
		if ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail;
		if ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail;
		if ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass;

		if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
		if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
		if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;
		if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;

		if ( json.rotation !== undefined ) material.rotation = json.rotation;

		if ( json.linewidth !== 1 ) material.linewidth = json.linewidth;
		if ( json.dashSize !== undefined ) material.dashSize = json.dashSize;
		if ( json.gapSize !== undefined ) material.gapSize = json.gapSize;
		if ( json.scale !== undefined ) material.scale = json.scale;

		if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;
		if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;
		if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;

		if ( json.skinning !== undefined ) material.skinning = json.skinning;
		if ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets;
		if ( json.morphNormals !== undefined ) material.morphNormals = json.morphNormals;
		if ( json.dithering !== undefined ) material.dithering = json.dithering;

		if ( json.vertexTangents !== undefined ) material.vertexTangents = json.vertexTangents;

		if ( json.visible !== undefined ) material.visible = json.visible;

		if ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped;

		if ( json.userData !== undefined ) material.userData = json.userData;

		if ( json.vertexColors !== undefined ) {

			if ( typeof json.vertexColors === 'number' ) {

				material.vertexColors = ( json.vertexColors > 0 ) ? true : false;

			} else {

				material.vertexColors = json.vertexColors;

			}

		}

		// Shader Material

		if ( json.uniforms !== undefined ) {

			for ( var name in json.uniforms ) {

				var uniform = json.uniforms[ name ];

				material.uniforms[ name ] = {};

				switch ( uniform.type ) {

					case 't':
						material.uniforms[ name ].value = getTexture( uniform.value );
						break;

					case 'c':
						material.uniforms[ name ].value = new Color().setHex( uniform.value );
						break;

					case 'v2':
						material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
						break;

					case 'v3':
						material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
						break;

					case 'v4':
						material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
						break;

					case 'm3':
						material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );

					case 'm4':
						material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
						break;

					default:
						material.uniforms[ name ].value = uniform.value;

				}

			}

		}

		if ( json.defines !== undefined ) material.defines = json.defines;
		if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
		if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;

		if ( json.extensions !== undefined ) {

			for ( var key in json.extensions ) {

				material.extensions[ key ] = json.extensions[ key ];

			}

		}

		// Deprecated

		if ( json.shading !== undefined ) material.flatShading = json.shading === 1; // THREE.FlatShading

		// for PointsMaterial

		if ( json.size !== undefined ) material.size = json.size;
		if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;

		// maps

		if ( json.map !== undefined ) material.map = getTexture( json.map );
		if ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );

		if ( json.alphaMap !== undefined ) material.alphaMap = getTexture( json.alphaMap );

		if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );
		if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;

		if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );
		if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;
		if ( json.normalScale !== undefined ) {

			var normalScale = json.normalScale;

			if ( Array.isArray( normalScale ) === false ) {

				// Blender exporter used to export a scalar. See #7459

				normalScale = [ normalScale, normalScale ];

			}

			material.normalScale = new Vector2().fromArray( normalScale );

		}

		if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );
		if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
		if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;

		if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );
		if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );

		if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );
		if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;

		if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );

		if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );
		if ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;

		if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;
		if ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio;

		if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );
		if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;

		if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );
		if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;

		if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );

		if ( json.clearcoatMap !== undefined ) material.clearcoatMap = getTexture( json.clearcoatMap );
		if ( json.clearcoatRoughnessMap !== undefined ) material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap );
		if ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap );
		if ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale );

		return material;

	},

	setTextures: function ( value ) {

		this.textures = value;
		return this;

	}

} );

/**
 * @author Don McCurdy / https://www.donmccurdy.com
 */

var LoaderUtils = {

	decodeText: function ( array ) {

		if ( typeof TextDecoder !== 'undefined' ) {

			return new TextDecoder().decode( array );

		}

		// Avoid the String.fromCharCode.apply(null, array) shortcut, which
		// throws a "maximum call stack size exceeded" error for large arrays.

		var s = '';

		for ( var i = 0, il = array.length; i < il; i ++ ) {

			// Implicitly assumes little-endian.
			s += String.fromCharCode( array[ i ] );

		}

		try {

			// merges multi-byte utf-8 characters.

			return decodeURIComponent( escape( s ) );

		} catch ( e ) { // see #16358

			return s;

		}

	},

	extractUrlBase: function ( url ) {

		var index = url.lastIndexOf( '/' );

		if ( index === - 1 ) return './';

		return url.substr( 0, index + 1 );

	}

};

/**
 * @author benaadams / https://twitter.com/ben_a_adams
 */

function InstancedBufferGeometry() {

	BufferGeometry.call( this );

	this.type = 'InstancedBufferGeometry';
	this.maxInstancedCount = undefined;

}

InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {

	constructor: InstancedBufferGeometry,

	isInstancedBufferGeometry: true,

	copy: function ( source ) {

		BufferGeometry.prototype.copy.call( this, source );

		this.maxInstancedCount = source.maxInstancedCount;

		return this;

	},

	clone: function () {

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

	},

	toJSON: function () {

		var data = BufferGeometry.prototype.toJSON.call( this );

		data.maxInstancedCount = this.maxInstancedCount;

		data.isInstancedBufferGeometry = true;

		return data;

	}

} );

/**
 * @author benaadams / https://twitter.com/ben_a_adams
 */

function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {

	if ( typeof ( normalized ) === 'number' ) {

		meshPerAttribute = normalized;

		normalized = false;

		console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );

	}

	BufferAttribute.call( this, array, itemSize, normalized );

	this.meshPerAttribute = meshPerAttribute || 1;

}

InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {

	constructor: InstancedBufferAttribute,

	isInstancedBufferAttribute: true,

	copy: function ( source ) {

		BufferAttribute.prototype.copy.call( this, source );

		this.meshPerAttribute = source.meshPerAttribute;

		return this;

	},

	toJSON: function ()	{

		var data = BufferAttribute.prototype.toJSON.call( this );

		data.meshPerAttribute = this.meshPerAttribute;

		data.isInstancedBufferAttribute = true;

		return data;

	}

} );

/**
 * @author mrdoob / http://mrdoob.com/
 */

function BufferGeometryLoader( manager ) {

	Loader.call( this, manager );

}

BufferGeometryLoader.prototype = Object.assign( Object.create( Loader.prototype ), {

	constructor: BufferGeometryLoader,

	load: function ( url, onLoad, onProgress, onError ) {

		var scope = this;

		var loader = new FileLoader( scope.manager );
		loader.setPath( scope.path );
		loader.load( url, function ( text ) {

			onLoad( scope.parse( JSON.parse( text ) ) );

		}, onProgress, onError );

	},

	parse: function ( json ) {

		var geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();

		var index = json.data.index;

		if ( index !== undefined ) {

			var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
			geometry.setIndex( new BufferAttribute( typedArray, 1 ) );

		}

		var attributes = json.data.attributes;

		for ( var key in attributes ) {

			var attribute = attributes[ key ];
			var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
			var bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
			var bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
			if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
			geometry.setAttribute( key, bufferAttribute );

		}

		var morphAttributes = json.data.morphAttributes;

		if ( morphAttributes ) {

			for ( var key in morphAttributes ) {

				var attributeArray = morphAttributes[ key ];

				var array = [];

				for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {

					var attribute = attributeArray[ i ];
					var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );

					var bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
					if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
					array.push( bufferAttribute );

				}

				geometry.morphAttributes[ key ] = array;

			}

		}

		var morphTargetsRelative = json.data.morphTargetsRelative;

		if ( morphTargetsRelative ) {

			geometry.morphTargetsRelative = true;

		}

		var groups = json.data.groups || json.data.drawcalls || json.data.offsets;

		if ( groups !== undefined ) {

			for ( var i = 0, n = groups.length; i !== n; ++ i ) {

				var group = groups[ i ];

				geometry.addGroup( group.start, group.count, group.materialIndex );

			}

		}

		var boundingSphere = json.data.boundingSphere;

		if ( boundingSphere !== undefined ) {

			var center = new Vector3();

			if ( boundingSphere.center !== undefined ) {

				center.fromArray( boundingSphere.center );

			}

			geometry.boundingSphere = new Sphere( center, boundingSphere.radius );

		}

		if ( json.name ) geometry.name = json.name;
		if ( json.userData ) geometry.userData = json.userData;

		return geometry;

	}

} );

var TYPED_ARRAYS = {
	Int8Array: Int8Array,
	Uint8Array: Uint8Array,
	// Workaround for IE11 pre KB2929437. See #11440
	Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
	Int16Array: Int16Array,
	Uint16Array: Uint16Array,
	Int32Array: Int32Array,
	Uint32Array: Uint32Array,
	Float32Array: Float32Array,
	Float64Array: Float64Array
};

/**
 * @author mrdoob / http://mrdoob.com/
 */

function ObjectLoader( manager ) {

	Loader.call( this, manager );

}

ObjectLoader.prototype = Object.assign( Object.create( Loader.prototype ), {

	constructor: ObjectLoader,

	load: function ( url, onLoad, onProgress, onError ) {

		var scope = this;

		var path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
		this.resourcePath = this.resourcePath || path;

		var loader = new FileLoader( scope.manager );
		loader.setPath( this.path );
		loader.load( url, function ( text ) {

			var json = null;

			try {

				json = JSON.parse( text );

			} catch ( error ) {

				if ( onError !== undefined ) onError( error );

				console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );

				return;

			}

			var metadata = json.metadata;

			if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {

				console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
				return;

			}

			scope.parse( json, onLoad );

		}, onProgress, onError );

	},

	parse: function ( json, onLoad ) {

		var shapes = this.parseShape( json.shapes );
		var geometries = this.parseGeometries( json.geometries, shapes );

		var images = this.parseImages( json.images, function () {

			if ( onLoad !== undefined ) onLoad( object );

		} );

		var textures = this.parseTextures( json.textures, images );
		var materials = this.parseMaterials( json.materials, textures );

		var object = this.parseObject( json.object, geometries, materials );

		if ( json.animations ) {

			object.animations = this.parseAnimations( json.animations );

		}

		if ( json.images === undefined || json.images.length === 0 ) {

			if ( onLoad !== undefined ) onLoad( object );

		}

		return object;

	},

	parseShape: function ( json ) {

		var shapes = {};

		if ( json !== undefined ) {

			for ( var i = 0, l = json.length; i < l; i ++ ) {

				var shape = new Shape().fromJSON( json[ i ] );

				shapes[ shape.uuid ] = shape;

			}

		}

		return shapes;

	},

	parseGeometries: function ( json, shapes ) {

		var geometries = {};

		if ( json !== undefined ) {

			var bufferGeometryLoader = new BufferGeometryLoader();

			for ( var i = 0, l = json.length; i < l; i ++ ) {

				var geometry;
				var data = json[ i ];

				switch ( data.type ) {

					case 'PlaneGeometry':
					case 'PlaneBufferGeometry':

						geometry = new Geometries[ data.type ](
							data.width,
							data.height,
							data.widthSegments,
							data.heightSegments
						);

						break;

					case 'BoxGeometry':
					case 'BoxBufferGeometry':
					case 'CubeGeometry': // backwards compatible

						geometry = new Geometries[ data.type ](
							data.width,
							data.height,
							data.depth,
							data.widthSegments,
							data.heightSegments,
							data.depthSegments
						);

						break;

					case 'CircleGeometry':
					case 'CircleBufferGeometry':

						geometry = new Geometries[ data.type ](
							data.radius,
							data.segments,
							data.thetaStart,
							data.thetaLength
						);

						break;

					case 'CylinderGeometry':
					case 'CylinderBufferGeometry':

						geometry = new Geometries[ data.type ](
							data.radiusTop,
							data.radiusBottom,
							data.height,
							data.radialSegments,
							data.heightSegments,
							data.openEnded,
							data.thetaStart,
							data.thetaLength
						);

						break;

					case 'ConeGeometry':
					case 'ConeBufferGeometry':

						geometry = new Geometries[ data.type ](
							data.radius,
							data.height,
							data.radialSegments,
							data.heightSegments,
							data.openEnded,
							data.thetaStart,
							data.thetaLength
						);

						break;

					case 'SphereGeometry':
					case 'SphereBufferGeometry':

						geometry = new Geometries[ data.type ](
							data.radius,
							data.widthSegments,
							data.heightSegments,
							data.phiStart,
							data.phiLength,
							data.thetaStart,
							data.thetaLength
						);

						break;

					case 'DodecahedronGeometry':
					case 'DodecahedronBufferGeometry':
					case 'IcosahedronGeometry':
					case 'IcosahedronBufferGeometry':
					case 'OctahedronGeometry':
					case 'OctahedronBufferGeometry':
					case 'TetrahedronGeometry':
					case 'TetrahedronBufferGeometry':

						geometry = new Geometries[ data.type ](
							data.radius,
							data.detail
						);

						break;

					case 'RingGeometry':
					case 'RingBufferGeometry':

						geometry = new Geometries[ data.type ](
							data.innerRadius,
							data.outerRadius,
							data.thetaSegments,
							data.phiSegments,
							data.thetaStart,
							data.thetaLength
						);

						break;

					case 'TorusGeometry':
					case 'TorusBufferGeometry':

						geometry = new Geometries[ data.type ](
							data.radius,
							data.tube,
							data.radialSegments,
							data.tubularSegments,
							data.arc
						);

						break;

					case 'TorusKnotGeometry':
					case 'TorusKnotBufferGeometry':

						geometry = new Geometries[ data.type ](
							data.radius,
							data.tube,
							data.tubularSegments,
							data.radialSegments,
							data.p,
							data.q
						);

						break;

					case 'TubeGeometry':
					case 'TubeBufferGeometry':

						// This only works for built-in curves (e.g. CatmullRomCurve3).
						// User defined curves or instances of CurvePath will not be deserialized.
						geometry = new Geometries[ data.type ](
							new Curves[ data.path.type ]().fromJSON( data.path ),
							data.tubularSegments,
							data.radius,
							data.radialSegments,
							data.closed
						);

						break;

					case 'LatheGeometry':
					case 'LatheBufferGeometry':

						geometry = new Geometries[ data.type ](
							data.points,
							data.segments,
							data.phiStart,
							data.phiLength
						);

						break;

					case 'PolyhedronGeometry':
					case 'PolyhedronBufferGeometry':

						geometry = new Geometries[ data.type ](
							data.vertices,
							data.indices,
							data.radius,
							data.details
						);

						break;

					case 'ShapeGeometry':
					case 'ShapeBufferGeometry':

						var geometryShapes = [];

						for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {

							var shape = shapes[ data.shapes[ j ] ];

							geometryShapes.push( shape );

						}

						geometry = new Geometries[ data.type ](
							geometryShapes,
							data.curveSegments
						);

						break;


					case 'ExtrudeGeometry':
					case 'ExtrudeBufferGeometry':

						var geometryShapes = [];

						for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {

							var shape = shapes[ data.shapes[ j ] ];

							geometryShapes.push( shape );

						}

						var extrudePath = data.options.extrudePath;

						if ( extrudePath !== undefined ) {

							data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );

						}

						geometry = new Geometries[ data.type ](
							geometryShapes,
							data.options
						);

						break;

					case 'BufferGeometry':
					case 'InstancedBufferGeometry':

						geometry = bufferGeometryLoader.parse( data );

						break;

					case 'Geometry':

						console.error( 'THREE.ObjectLoader: Loading "Geometry" is not supported anymore.' );

						break;

					default:

						console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );

						continue;

				}

				geometry.uuid = data.uuid;

				if ( data.name !== undefined ) geometry.name = data.name;
				if ( geometry.isBufferGeometry === true && data.userData !== undefined ) geometry.userData = data.userData;

				geometries[ data.uuid ] = geometry;

			}

		}

		return geometries;

	},

	parseMaterials: function ( json, textures ) {

		var cache = {}; // MultiMaterial
		var materials = {};

		if ( json !== undefined ) {

			var loader = new MaterialLoader();
			loader.setTextures( textures );

			for ( var i = 0, l = json.length; i < l; i ++ ) {

				var data = json[ i ];

				if ( data.type === 'MultiMaterial' ) {

					// Deprecated

					var array = [];

					for ( var j = 0; j < data.materials.length; j ++ ) {

						var material = data.materials[ j ];

						if ( cache[ material.uuid ] === undefined ) {

							cache[ material.uuid ] = loader.parse( material );

						}

						array.push( cache[ material.uuid ] );

					}

					materials[ data.uuid ] = array;

				} else {

					if ( cache[ data.uuid ] === undefined ) {

						cache[ data.uuid ] = loader.parse( data );

					}

					materials[ data.uuid ] = cache[ data.uuid ];

				}

			}

		}

		return materials;

	},

	parseAnimations: function ( json ) {

		var animations = [];

		for ( var i = 0; i < json.length; i ++ ) {

			var data = json[ i ];

			var clip = AnimationClip.parse( data );

			if ( data.uuid !== undefined ) clip.uuid = data.uuid;

			animations.push( clip );

		}

		return animations;

	},

	parseImages: function ( json, onLoad ) {

		var scope = this;
		var images = {};

		function loadImage( url ) {

			scope.manager.itemStart( url );

			return loader.load( url, function () {

				scope.manager.itemEnd( url );

			}, undefined, function () {

				scope.manager.itemError( url );
				scope.manager.itemEnd( url );

			} );

		}

		if ( json !== undefined && json.length > 0 ) {

			var manager = new LoadingManager( onLoad );

			var loader = new ImageLoader( manager );
			loader.setCrossOrigin( this.crossOrigin );

			for ( var i = 0, il = json.length; i < il; i ++ ) {

				var image = json[ i ];
				var url = image.url;

				if ( Array.isArray( url ) ) {

					// load array of images e.g CubeTexture

					images[ image.uuid ] = [];

					for ( var j = 0, jl = url.length; j < jl; j ++ ) {

						var currentUrl = url[ j ];

						var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl;

						images[ image.uuid ].push( loadImage( path ) );

					}

				} else {

					// load single image

					var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url;

					images[ image.uuid ] = loadImage( path );

				}

			}

		}

		return images;

	},

	parseTextures: function ( json, images ) {

		function parseConstant( value, type ) {

			if ( typeof value === 'number' ) return value;

			console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );

			return type[ value ];

		}

		var textures = {};

		if ( json !== undefined ) {

			for ( var i = 0, l = json.length; i < l; i ++ ) {

				var data = json[ i ];

				if ( data.image === undefined ) {

					console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );

				}

				if ( images[ data.image ] === undefined ) {

					console.warn( 'THREE.ObjectLoader: Undefined image', data.image );

				}

				var texture;

				if ( Array.isArray( images[ data.image ] ) ) {

					texture = new CubeTexture( images[ data.image ] );

				} else {

					texture = new Texture( images[ data.image ] );

				}

				texture.needsUpdate = true;

				texture.uuid = data.uuid;

				if ( data.name !== undefined ) texture.name = data.name;

				if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );

				if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
				if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
				if ( data.center !== undefined ) texture.center.fromArray( data.center );
				if ( data.rotation !== undefined ) texture.rotation = data.rotation;

				if ( data.wrap !== undefined ) {

					texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
					texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );

				}

				if ( data.format !== undefined ) texture.format = data.format;
				if ( data.type !== undefined ) texture.type = data.type;
				if ( data.encoding !== undefined ) texture.encoding = data.encoding;

				if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );
				if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );
				if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;

				if ( data.flipY !== undefined ) texture.flipY = data.flipY;

				if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;
				if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;

				textures[ data.uuid ] = texture;

			}

		}

		return textures;

	},

	parseObject: function ( data, geometries, materials ) {

		var object;

		function getGeometry( name ) {

			if ( geometries[ name ] === undefined ) {

				console.warn( 'THREE.ObjectLoader: Undefined geometry', name );

			}

			return geometries[ name ];

		}

		function getMaterial( name ) {

			if ( name === undefined ) return undefined;

			if ( Array.isArray( name ) ) {

				var array = [];

				for ( var i = 0, l = name.length; i < l; i ++ ) {

					var uuid = name[ i ];

					if ( materials[ uuid ] === undefined ) {

						console.warn( 'THREE.ObjectLoader: Undefined material', uuid );

					}

					array.push( materials[ uuid ] );

				}

				return array;

			}

			if ( materials[ name ] === undefined ) {

				console.warn( 'THREE.ObjectLoader: Undefined material', name );

			}

			return materials[ name ];

		}

		switch ( data.type ) {

			case 'Scene':

				object = new Scene();

				if ( data.background !== undefined ) {

					if ( Number.isInteger( data.background ) ) {

						object.background = new Color( data.background );

					}

				}

				if ( data.fog !== undefined ) {

					if ( data.fog.type === 'Fog' ) {

						object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );

					} else if ( data.fog.type === 'FogExp2' ) {

						object.fog = new FogExp2( data.fog.color, data.fog.density );

					}

				}

				break;

			case 'PerspectiveCamera':

				object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );

				if ( data.focus !== undefined ) object.focus = data.focus;
				if ( data.zoom !== undefined ) object.zoom = data.zoom;
				if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
				if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
				if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );

				break;

			case 'OrthographicCamera':

				object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );

				if ( data.zoom !== undefined ) object.zoom = data.zoom;
				if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );

				break;

			case 'AmbientLight':

				object = new AmbientLight( data.color, data.intensity );

				break;

			case 'DirectionalLight':

				object = new DirectionalLight( data.color, data.intensity );

				break;

			case 'PointLight':

				object = new PointLight( data.color, data.intensity, data.distance, data.decay );

				break;

			case 'RectAreaLight':

				object = new RectAreaLight( data.color, data.intensity, data.width, data.height );

				break;

			case 'SpotLight':

				object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );

				break;

			case 'HemisphereLight':

				object = new HemisphereLight( data.color, data.groundColor, data.intensity );

				break;

			case 'LightProbe':

				object = new LightProbe().fromJSON( data );

				break;

			case 'SkinnedMesh':

				console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );

			case 'Mesh':

				var geometry = getGeometry( data.geometry );
				var material = getMaterial( data.material );

				object = new Mesh( geometry, material );

				break;

			case 'InstancedMesh':

				var geometry = getGeometry( data.geometry );
				var material = getMaterial( data.material );
				var count = data.count;
				var instanceMatrix = data.instanceMatrix;

				object = new InstancedMesh( geometry, material, count );
				object.instanceMatrix = new BufferAttribute( new Float32Array( instanceMatrix.array ), 16 );

				break;

			case 'LOD':

				object = new LOD();

				break;

			case 'Line':

				object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );

				break;

			case 'LineLoop':

				object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );

				break;

			case 'LineSegments':

				object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );

				break;

			case 'PointCloud':
			case 'Points':

				object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );

				break;

			case 'Sprite':

				object = new Sprite( getMaterial( data.material ) );

				break;

			case 'Group':

				object = new Group();

				break;

			default:

				object = new Object3D();

		}

		object.uuid = data.uuid;

		if ( data.name !== undefined ) object.name = data.name;

		if ( data.matrix !== undefined ) {

			object.matrix.fromArray( data.matrix );

			if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;
			if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );

		} else {

			if ( data.position !== undefined ) object.position.fromArray( data.position );
			if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
			if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
			if ( data.scale !== undefined ) object.scale.fromArray( data.scale );

		}

		if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
		if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;

		if ( data.shadow ) {

			if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
			if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
			if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
			if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );

		}

		if ( data.visible !== undefined ) object.visible = data.visible;
		if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;
		if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;
		if ( data.userData !== undefined ) object.userData = data.userData;
		if ( data.layers !== undefined ) object.layers.mask = data.layers;

		if ( data.children !== undefined ) {

			var children = data.children;

			for ( var i = 0; i < children.length; i ++ ) {

				object.add( this.parseObject( children[ i ], geometries, materials ) );

			}

		}

		if ( data.type === 'LOD' ) {

			if ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate;

			var levels = data.levels;

			for ( var l = 0; l < levels.length; l ++ ) {

				var level = levels[ l ];
				var child = object.getObjectByProperty( 'uuid', level.object );

				if ( child !== undefined ) {

					object.addLevel( child, level.distance );

				}

			}

		}

		return object;

	}

} );

var TEXTURE_MAPPING = {
	UVMapping: UVMapping,
	CubeReflectionMapping: CubeReflectionMapping,
	CubeRefractionMapping: CubeRefractionMapping,
	EquirectangularReflectionMapping: EquirectangularReflectionMapping,
	EquirectangularRefractionMapping: EquirectangularRefractionMapping,
	SphericalReflectionMapping: SphericalReflectionMapping,
	CubeUVReflectionMapping: CubeUVReflectionMapping,
	CubeUVRefractionMapping: CubeUVRefractionMapping
};

var TEXTURE_WRAPPING = {
	RepeatWrapping: RepeatWrapping,
	ClampToEdgeWrapping: ClampToEdgeWrapping,
	MirroredRepeatWrapping: MirroredRepeatWrapping
};

var TEXTURE_FILTER = {
	NearestFilter: NearestFilter,
	NearestMipmapNearestFilter: NearestMipmapNearestFilter,
	NearestMipmapLinearFilter: NearestMipmapLinearFilter,
	LinearFilter: LinearFilter,
	LinearMipmapNearestFilter: LinearMipmapNearestFilter,
	LinearMipmapLinearFilter: LinearMipmapLinearFilter
};

/**
 * @author thespite / http://clicktorelease.com/
 */


function ImageBitmapLoader( manager ) {

	if ( typeof createImageBitmap === 'undefined' ) {

		console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );

	}

	if ( typeof fetch === 'undefined' ) {

		console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );

	}

	Loader.call( this, manager );

	this.options = undefined;

}

ImageBitmapLoader.prototype = Object.assign( Object.create( Loader.prototype ), {

	constructor: ImageBitmapLoader,

	setOptions: function setOptions( options ) {

		this.options = options;

		return this;

	},

	load: function ( url, onLoad, onProgress, onError ) {

		if ( url === undefined ) url = '';

		if ( this.path !== undefined ) url = this.path + url;

		url = this.manager.resolveURL( url );

		var scope = this;

		var cached = Cache.get( url );

		if ( cached !== undefined ) {

			scope.manager.itemStart( url );

			setTimeout( function () {

				if ( onLoad ) onLoad( cached );

				scope.manager.itemEnd( url );

			}, 0 );

			return cached;

		}

		fetch( url ).then( function ( res ) {

			return res.blob();

		} ).then( function ( blob ) {

			if ( scope.options === undefined ) {

				// Workaround for FireFox. It causes an error if you pass options.
				return createImageBitmap( blob );

			} else {

				return createImageBitmap( blob, scope.options );

			}

		} ).then( function ( imageBitmap ) {

			Cache.add( url, imageBitmap );

			if ( onLoad ) onLoad( imageBitmap );

			scope.manager.itemEnd( url );

		} ).catch( function ( e ) {

			if ( onError ) onError( e );

			scope.manager.itemError( url );
			scope.manager.itemEnd( url );

		} );

		scope.manager.itemStart( url );

	}

} );

/**
 * @author zz85 / http://www.lab4games.net/zz85/blog
 * minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
 **/

function ShapePath() {

	this.type = 'ShapePath';

	this.color = new Color();

	this.subPaths = [];
	this.currentPath = null;

}

Object.assign( ShapePath.prototype, {

	moveTo: function ( x, y ) {

		this.currentPath = new Path();
		this.subPaths.push( this.currentPath );
		this.currentPath.moveTo( x, y );

		return this;

	},

	lineTo: function ( x, y ) {

		this.currentPath.lineTo( x, y );

		return this;

	},

	quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {

		this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );

		return this;

	},

	bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {

		this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );

		return this;

	},

	splineThru: function ( pts ) {

		this.currentPath.splineThru( pts );

		return this;

	},

	toShapes: function ( isCCW, noHoles ) {

		function toShapesNoHoles( inSubpaths ) {

			var shapes = [];

			for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {

				var tmpPath = inSubpaths[ i ];

				var tmpShape = new Shape();
				tmpShape.curves = tmpPath.curves;

				shapes.push( tmpShape );

			}

			return shapes;

		}

		function isPointInsidePolygon( inPt, inPolygon ) {

			var polyLen = inPolygon.length;

			// inPt on polygon contour => immediate success    or
			// toggling of inside/outside at every single! intersection point of an edge
			//  with the horizontal line through inPt, left of inPt
			//  not counting lowerY endpoints of edges and whole edges on that line
			var inside = false;
			for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {

				var edgeLowPt = inPolygon[ p ];
				var edgeHighPt = inPolygon[ q ];

				var edgeDx = edgeHighPt.x - edgeLowPt.x;
				var edgeDy = edgeHighPt.y - edgeLowPt.y;

				if ( Math.abs( edgeDy ) > Number.EPSILON ) {

					// not parallel
					if ( edgeDy < 0 ) {

						edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
						edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;

					}

					if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) 		continue;

					if ( inPt.y === edgeLowPt.y ) {

						if ( inPt.x === edgeLowPt.x )		return	true;		// inPt is on contour ?
						// continue;				// no intersection or edgeLowPt => doesn't count !!!

					} else {

						var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
						if ( perpEdge === 0 )				return	true;		// inPt is on contour ?
						if ( perpEdge < 0 ) 				continue;
						inside = ! inside;		// true intersection left of inPt

					}

				} else {

					// parallel or collinear
					if ( inPt.y !== edgeLowPt.y ) 		continue;			// parallel
					// edge lies on the same horizontal line as inPt
					if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
						 ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) )		return	true;	// inPt: Point on contour !
					// continue;

				}

			}

			return	inside;

		}

		var isClockWise = ShapeUtils.isClockWise;

		var subPaths = this.subPaths;
		if ( subPaths.length === 0 ) return [];

		if ( noHoles === true )	return	toShapesNoHoles( subPaths );


		var solid, tmpPath, tmpShape, shapes = [];

		if ( subPaths.length === 1 ) {

			tmpPath = subPaths[ 0 ];
			tmpShape = new Shape();
			tmpShape.curves = tmpPath.curves;
			shapes.push( tmpShape );
			return shapes;

		}

		var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
		holesFirst = isCCW ? ! holesFirst : holesFirst;

		// console.log("Holes first", holesFirst);

		var betterShapeHoles = [];
		var newShapes = [];
		var newShapeHoles = [];
		var mainIdx = 0;
		var tmpPoints;

		newShapes[ mainIdx ] = undefined;
		newShapeHoles[ mainIdx ] = [];

		for ( var i = 0, l = subPaths.length; i < l; i ++ ) {

			tmpPath = subPaths[ i ];
			tmpPoints = tmpPath.getPoints();
			solid = isClockWise( tmpPoints );
			solid = isCCW ? ! solid : solid;

			if ( solid ) {

				if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) )	mainIdx ++;

				newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
				newShapes[ mainIdx ].s.curves = tmpPath.curves;

				if ( holesFirst )	mainIdx ++;
				newShapeHoles[ mainIdx ] = [];

				//console.log('cw', i);

			} else {

				newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );

				//console.log('ccw', i);

			}

		}

		// only Holes? -> probably all Shapes with wrong orientation
		if ( ! newShapes[ 0 ] )	return	toShapesNoHoles( subPaths );


		if ( newShapes.length > 1 ) {

			var ambiguous = false;
			var toChange = [];

			for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {

				betterShapeHoles[ sIdx ] = [];

			}

			for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {

				var sho = newShapeHoles[ sIdx ];

				for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {

					var ho = sho[ hIdx ];
					var hole_unassigned = true;

					for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {

						if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {

							if ( sIdx !== s2Idx )	toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );
							if ( hole_unassigned ) {

								hole_unassigned = false;
								betterShapeHoles[ s2Idx ].push( ho );

							} else {

								ambiguous = true;

							}

						}

					}

					if ( hole_unassigned ) {

						betterShapeHoles[ sIdx ].push( ho );

					}

				}

			}
			// console.log("ambiguous: ", ambiguous);

			if ( toChange.length > 0 ) {

				// console.log("to change: ", toChange);
				if ( ! ambiguous )	newShapeHoles = betterShapeHoles;

			}

		}

		var tmpHoles;

		for ( var i = 0, il = newShapes.length; i < il; i ++ ) {

			tmpShape = newShapes[ i ].s;
			shapes.push( tmpShape );
			tmpHoles = newShapeHoles[ i ];

			for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {

				tmpShape.holes.push( tmpHoles[ j ].h );

			}

		}

		//console.log("shape", shapes);

		return shapes;

	}

} );

/**
 * @author zz85 / http://www.lab4games.net/zz85/blog
 * @author mrdoob / http://mrdoob.com/
 */


function Font( data ) {

	this.type = 'Font';

	this.data = data;

}

Object.assign( Font.prototype, {

	isFont: true,

	generateShapes: function ( text, size ) {

		if ( size === undefined ) size = 100;

		var shapes = [];
		var paths = createPaths( text, size, this.data );

		for ( var p = 0, pl = paths.length; p < pl; p ++ ) {

			Array.prototype.push.apply( shapes, paths[ p ].toShapes() );

		}

		return shapes;

	}

} );

function createPaths( text, size, data ) {

	var chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // workaround for IE11, see #13988
	var scale = size / data.resolution;
	var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;

	var paths = [];

	var offsetX = 0, offsetY = 0;

	for ( var i = 0; i < chars.length; i ++ ) {

		var char = chars[ i ];

		if ( char === '\n' ) {

			offsetX = 0;
			offsetY -= line_height;

		} else {

			var ret = createPath( char, scale, offsetX, offsetY, data );
			offsetX += ret.offsetX;
			paths.push( ret.path );

		}

	}

	return paths;

}

function createPath( char, scale, offsetX, offsetY, data ) {

	var glyph = data.glyphs[ char ] || data.glyphs[ '?' ];

	if ( ! glyph ) {

		console.error( 'THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.' );

		return;

	}

	var path = new ShapePath();

	var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;

	if ( glyph.o ) {

		var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );

		for ( var i = 0, l = outline.length; i < l; ) {

			var action = outline[ i ++ ];

			switch ( action ) {

				case 'm': // moveTo

					x = outline[ i ++ ] * scale + offsetX;
					y = outline[ i ++ ] * scale + offsetY;

					path.moveTo( x, y );

					break;

				case 'l': // lineTo

					x = outline[ i ++ ] * scale + offsetX;
					y = outline[ i ++ ] * scale + offsetY;

					path.lineTo( x, y );

					break;

				case 'q': // quadraticCurveTo

					cpx = outline[ i ++ ] * scale + offsetX;
					cpy = outline[ i ++ ] * scale + offsetY;
					cpx1 = outline[ i ++ ] * scale + offsetX;
					cpy1 = outline[ i ++ ] * scale + offsetY;

					path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );

					break;

				case 'b': // bezierCurveTo

					cpx = outline[ i ++ ] * scale + offsetX;
					cpy = outline[ i ++ ] * scale + offsetY;
					cpx1 = outline[ i ++ ] * scale + offsetX;
					cpy1 = outline[ i ++ ] * scale + offsetY;
					cpx2 = outline[ i ++ ] * scale + offsetX;
					cpy2 = outline[ i ++ ] * scale + offsetY;

					path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );

					break;

			}

		}

	}

	return { offsetX: glyph.ha * scale, path: path };

}

/**
 * @author mrdoob / http://mrdoob.com/
 */

function FontLoader( manager ) {

	Loader.call( this, manager );

}

FontLoader.prototype = Object.assign( Object.create( Loader.prototype ), {

	constructor: FontLoader,

	load: function ( url, onLoad, onProgress, onError ) {

		var scope = this;

		var loader = new FileLoader( this.manager );
		loader.setPath( this.path );
		loader.load( url, function ( text ) {

			var json;

			try {

				json = JSON.parse( text );

			} catch ( e ) {

				console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
				json = JSON.parse( text.substring( 65, text.length - 2 ) );

			}

			var font = scope.parse( json );

			if ( onLoad ) onLoad( font );

		}, onProgress, onError );

	},

	parse: function ( json ) {

		return new Font( json );

	}

} );

/**
 * @author mrdoob / http://mrdoob.com/
 */

var _context;

var AudioContext = {

	getContext: function () {

		if ( _context === undefined ) {

			_context = new ( window.AudioContext || window.webkitAudioContext )();

		}

		return _context;

	},

	setContext: function ( value ) {

		_context = value;

	}

};

/**
 * @author Reece Aaron Lecrivain / http://reecenotes.com/
 */

function AudioLoader( manager ) {

	Loader.call( this, manager );

}

AudioLoader.prototype = Object.assign( Object.create( Loader.prototype ), {

	constructor: AudioLoader,

	load: function ( url, onLoad, onProgress, onError ) {

		var loader = new FileLoader( this.manager );
		loader.setResponseType( 'arraybuffer' );
		loader.setPath( this.path );
		loader.load( url, function ( buffer ) {

			// Create a copy of the buffer. The `decodeAudioData` method
			// detaches the buffer when complete, preventing reuse.
			var bufferCopy = buffer.slice( 0 );

			var context = AudioContext.getContext();
			context.decodeAudioData( bufferCopy, function ( audioBuffer ) {

				onLoad( audioBuffer );

			} );

		}, onProgress, onError );

	}

} );

/**
 * @author WestLangley / http://github.com/WestLangley
 */

function HemisphereLightProbe( skyColor, groundColor, intensity ) {

	LightProbe.call( this, undefined, intensity );

	var color1 = new Color().set( skyColor );
	var color2 = new Color().set( groundColor );

	var sky = new Vector3( color1.r, color1.g, color1.b );
	var ground = new Vector3( color2.r, color2.g, color2.b );

	// without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
	var c0 = Math.sqrt( Math.PI );
	var c1 = c0 * Math.sqrt( 0.75 );

	this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );
	this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );

}

HemisphereLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {

	constructor: HemisphereLightProbe,

	isHemisphereLightProbe: true,

	copy: function ( source ) { // modifying colors not currently supported

		LightProbe.prototype.copy.call( this, source );

		return this;

	},

	toJSON: function ( meta ) {

		var data = LightProbe.prototype.toJSON.call( this, meta );

		// data.sh = this.sh.toArray(); // todo

		return data;

	}

} );

/**
 * @author WestLangley / http://github.com/WestLangley
 */

function AmbientLightProbe( color, intensity ) {

	LightProbe.call( this, undefined, intensity );

	var color1 = new Color().set( color );

	// without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
	this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );

}

AmbientLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {

	constructor: AmbientLightProbe,

	isAmbientLightProbe: true,

	copy: function ( source ) { // modifying color not currently supported

		LightProbe.prototype.copy.call( this, source );

		return this;

	},

	toJSON: function ( meta ) {

		var data = LightProbe.prototype.toJSON.call( this, meta );

		// data.sh = this.sh.toArray(); // todo

		return data;

	}

} );

var _eyeRight = new Matrix4();
var _eyeLeft = new Matrix4();

/**
 * @author mrdoob / http://mrdoob.com/
 */

function StereoCamera() {

	this.type = 'StereoCamera';

	this.aspect = 1;

	this.eyeSep = 0.064;

	this.cameraL = new PerspectiveCamera();
	this.cameraL.layers.enable( 1 );
	this.cameraL.matrixAutoUpdate = false;

	this.cameraR = new PerspectiveCamera();
	this.cameraR.layers.enable( 2 );
	this.cameraR.matrixAutoUpdate = false;

	this._cache = {
		focus: null,
		fov: null,
		aspect: null,
		near: null,
		far: null,
		zoom: null,
		eyeSep: null
	};

}

Object.assign( StereoCamera.prototype, {

	update: function ( camera ) {

		var cache = this._cache;

		var needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
			cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
			cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;

		if ( needsUpdate ) {

			cache.focus = camera.focus;
			cache.fov = camera.fov;
			cache.aspect = camera.aspect * this.aspect;
			cache.near = camera.near;
			cache.far = camera.far;
			cache.zoom = camera.zoom;
			cache.eyeSep = this.eyeSep;

			// Off-axis stereoscopic effect based on
			// http://paulbourke.net/stereographics/stereorender/

			var projectionMatrix = camera.projectionMatrix.clone();
			var eyeSepHalf = cache.eyeSep / 2;
			var eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
			var ymax = ( cache.near * Math.tan( MathUtils.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
			var xmin, xmax;

			// translate xOffset

			_eyeLeft.elements[ 12 ] = - eyeSepHalf;
			_eyeRight.elements[ 12 ] = eyeSepHalf;

			// for left eye

			xmin = - ymax * cache.aspect + eyeSepOnProjection;
			xmax = ymax * cache.aspect + eyeSepOnProjection;

			projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
			projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );

			this.cameraL.projectionMatrix.copy( projectionMatrix );

			// for right eye

			xmin = - ymax * cache.aspect - eyeSepOnProjection;
			xmax = ymax * cache.aspect - eyeSepOnProjection;

			projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
			projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );

			this.cameraR.projectionMatrix.copy( projectionMatrix );

		}

		this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
		this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );

	}

} );

/**
 * @author alteredq / http://alteredqualia.com/
 */

function Clock( autoStart ) {

	this.autoStart = ( autoStart !== undefined ) ? autoStart : true;

	this.startTime = 0;
	this.oldTime = 0;
	this.elapsedTime = 0;

	this.running = false;

}

Object.assign( Clock.prototype, {

	start: function () {

		this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732

		this.oldTime = this.startTime;
		this.elapsedTime = 0;
		this.running = true;

	},

	stop: function () {

		this.getElapsedTime();
		this.running = false;
		this.autoStart = false;

	},

	getElapsedTime: function () {

		this.getDelta();
		return this.elapsedTime;

	},

	getDelta: function () {

		var diff = 0;

		if ( this.autoStart && ! this.running ) {

			this.start();
			return 0;

		}

		if ( this.running ) {

			var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();

			diff = ( newTime - this.oldTime ) / 1000;
			this.oldTime = newTime;

			this.elapsedTime += diff;

		}

		return diff;

	}

} );

/**
 * @author mrdoob / http://mrdoob.com/
 */

var _position$2 = new Vector3();
var _quaternion$3 = new Quaternion();
var _scale$1 = new Vector3();
var _orientation = new Vector3();

function AudioListener() {

	Object3D.call( this );

	this.type = 'AudioListener';

	this.context = AudioContext.getContext();

	this.gain = this.context.createGain();
	this.gain.connect( this.context.destination );

	this.filter = null;

	this.timeDelta = 0;

	// private

	this._clock = new Clock();

}

AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {

	constructor: AudioListener,

	getInput: function () {

		return this.gain;

	},

	removeFilter: function ( ) {

		if ( this.filter !== null ) {

			this.gain.disconnect( this.filter );
			this.filter.disconnect( this.context.destination );
			this.gain.connect( this.context.destination );
			this.filter = null;

		}

		return this;

	},

	getFilter: function () {

		return this.filter;

	},

	setFilter: function ( value ) {

		if ( this.filter !== null ) {

			this.gain.disconnect( this.filter );
			this.filter.disconnect( this.context.destination );

		} else {

			this.gain.disconnect( this.context.destination );

		}

		this.filter = value;
		this.gain.connect( this.filter );
		this.filter.connect( this.context.destination );

		return this;

	},

	getMasterVolume: function () {

		return this.gain.gain.value;

	},

	setMasterVolume: function ( value ) {

		this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );

		return this;

	},

	updateMatrixWorld: function ( force ) {

		Object3D.prototype.updateMatrixWorld.call( this, force );

		var listener = this.context.listener;
		var up = this.up;

		this.timeDelta = this._clock.getDelta();

		this.matrixWorld.decompose( _position$2, _quaternion$3, _scale$1 );

		_orientation.set( 0, 0, - 1 ).applyQuaternion( _quaternion$3 );

		if ( listener.positionX ) {

			// code path for Chrome (see #14393)

			var endTime = this.context.currentTime + this.timeDelta;

			listener.positionX.linearRampToValueAtTime( _position$2.x, endTime );
			listener.positionY.linearRampToValueAtTime( _position$2.y, endTime );
			listener.positionZ.linearRampToValueAtTime( _position$2.z, endTime );
			listener.forwardX.linearRampToValueAtTime( _orientation.x, endTime );
			listener.forwardY.linearRampToValueAtTime( _orientation.y, endTime );
			listener.forwardZ.linearRampToValueAtTime( _orientation.z, endTime );
			listener.upX.linearRampToValueAtTime( up.x, endTime );
			listener.upY.linearRampToValueAtTime( up.y, endTime );
			listener.upZ.linearRampToValueAtTime( up.z, endTime );

		} else {

			listener.setPosition( _position$2.x, _position$2.y, _position$2.z );
			listener.setOrientation( _orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z );

		}

	}

} );

/**
 * @author mrdoob / http://mrdoob.com/
 * @author Reece Aaron Lecrivain / http://reecenotes.com/
 */

function Audio( listener ) {

	Object3D.call( this );

	this.type = 'Audio';

	this.listener = listener;
	this.context = listener.context;

	this.gain = this.context.createGain();
	this.gain.connect( listener.getInput() );

	this.autoplay = false;

	this.buffer = null;
	this.detune = 0;
	this.loop = false;
	this.loopStart = 0;
	this.loopEnd = 0;
	this.offset = 0;
	this.duration = undefined;
	this.playbackRate = 1;
	this.isPlaying = false;
	this.hasPlaybackControl = true;
	this.sourceType = 'empty';

	this._startedAt = 0;
	this._progress = 0;

	this.filters = [];

}

Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {

	constructor: Audio,

	getOutput: function () {

		return this.gain;

	},

	setNodeSource: function ( audioNode ) {

		this.hasPlaybackControl = false;
		this.sourceType = 'audioNode';
		this.source = audioNode;
		this.connect();

		return this;

	},

	setMediaElementSource: function ( mediaElement ) {

		this.hasPlaybackControl = false;
		this.sourceType = 'mediaNode';
		this.source = this.context.createMediaElementSource( mediaElement );
		this.connect();

		return this;

	},

	setMediaStreamSource: function ( mediaStream ) {

		this.hasPlaybackControl = false;
		this.sourceType = 'mediaStreamNode';
		this.source = this.context.createMediaStreamSource( mediaStream );
		this.connect();

		return this;

	},

	setBuffer: function ( audioBuffer ) {

		this.buffer = audioBuffer;
		this.sourceType = 'buffer';

		if ( this.autoplay ) this.play();

		return this;

	},

	play: function ( delay ) {

		if ( delay === undefined ) delay = 0;

		if ( this.isPlaying === true ) {

			console.warn( 'THREE.Audio: Audio is already playing.' );
			return;

		}

		if ( this.hasPlaybackControl === false ) {

			console.warn( 'THREE.Audio: this Audio has no playback control.' );
			return;

		}

		this._startedAt = this.context.currentTime + delay;

		var source = this.context.createBufferSource();
		source.buffer = this.buffer;
		source.loop = this.loop;
		source.loopStart = this.loopStart;
		source.loopEnd = this.loopEnd;
		source.onended = this.onEnded.bind( this );
		source.start( this._startedAt, this._progress + this.offset, this.duration );

		this.isPlaying = true;

		this.source = source;

		this.setDetune( this.detune );
		this.setPlaybackRate( this.playbackRate );

		return this.connect();

	},

	pause: function () {

		if ( this.hasPlaybackControl === false ) {

			console.warn( 'THREE.Audio: this Audio has no playback control.' );
			return;

		}

		if ( this.isPlaying === true ) {

			// update current progress

			this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;

			if ( this.loop === true ) {

				// ensure _progress does not exceed duration with looped audios

				this._progress = this._progress % ( this.duration || this.buffer.duration );

			}

			this.source.stop();
			this.source.onended = null;

			this.isPlaying = false;

		}

		return this;

	},

	stop: function () {

		if ( this.hasPlaybackControl === false ) {

			console.warn( 'THREE.Audio: this Audio has no playback control.' );
			return;

		}

		this._progress = 0;

		this.source.stop();
		this.source.onended = null;
		this.isPlaying = false;

		return this;

	},

	connect: function () {

		if ( this.filters.length > 0 ) {

			this.source.connect( this.filters[ 0 ] );

			for ( var i = 1, l = this.filters.length; i < l; i ++ ) {

				this.filters[ i - 1 ].connect( this.filters[ i ] );

			}

			this.filters[ this.filters.length - 1 ].connect( this.getOutput() );

		} else {

			this.source.connect( this.getOutput() );

		}

		return this;

	},

	disconnect: function () {

		if ( this.filters.length > 0 ) {

			this.source.disconnect( this.filters[ 0 ] );

			for ( var i = 1, l = this.filters.length; i < l; i ++ ) {

				this.filters[ i - 1 ].disconnect( this.filters[ i ] );

			}

			this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );

		} else {

			this.source.disconnect( this.getOutput() );

		}

		return this;

	},

	getFilters: function () {

		return this.filters;

	},

	setFilters: function ( value ) {

		if ( ! value ) value = [];

		if ( this.isPlaying === true ) {

			this.disconnect();
			this.filters = value;
			this.connect();

		} else {

			this.filters = value;

		}

		return this;

	},

	setDetune: function ( value ) {

		this.detune = value;

		if ( this.source.detune === undefined ) return; // only set detune when available

		if ( this.isPlaying === true ) {

			this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );

		}

		return this;

	},

	getDetune: function () {

		return this.detune;

	},

	getFilter: function () {

		return this.getFilters()[ 0 ];

	},

	setFilter: function ( filter ) {

		return this.setFilters( filter ? [ filter ] : [] );

	},

	setPlaybackRate: function ( value ) {

		if ( this.hasPlaybackControl === false ) {

			console.warn( 'THREE.Audio: this Audio has no playback control.' );
			return;

		}

		this.playbackRate = value;

		if ( this.isPlaying === true ) {

			this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );

		}

		return this;

	},

	getPlaybackRate: function () {

		return this.playbackRate;

	},

	onEnded: function () {

		this.isPlaying = false;

	},

	getLoop: function () {

		if ( this.hasPlaybackControl === false ) {

			console.warn( 'THREE.Audio: this Audio has no playback control.' );
			return false;

		}

		return this.loop;

	},

	setLoop: function ( value ) {

		if ( this.hasPlaybackControl === false ) {

			console.warn( 'THREE.Audio: this Audio has no playback control.' );
			return;

		}

		this.loop = value;

		if ( this.isPlaying === true ) {

			this.source.loop = this.loop;

		}

		return this;

	},

	setLoopStart: function ( value ) {

		this.loopStart = value;

		return this;

	},

	setLoopEnd: function ( value ) {

		this.loopEnd = value;

		return this;

	},

	getVolume: function () {

		return this.gain.gain.value;

	},

	setVolume: function ( value ) {

		this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );

		return this;

	}

} );

/**
 * @author mrdoob / http://mrdoob.com/
 */

var _position$3 = new Vector3();
var _quaternion$4 = new Quaternion();
var _scale$2 = new Vector3();
var _orientation$1 = new Vector3();

function PositionalAudio( listener ) {

	Audio.call( this, listener );

	this.panner = this.context.createPanner();
	this.panner.panningModel = 'HRTF';
	this.panner.connect( this.gain );

}

PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {

	constructor: PositionalAudio,

	getOutput: function () {

		return this.panner;

	},

	getRefDistance: function () {

		return this.panner.refDistance;

	},

	setRefDistance: function ( value ) {

		this.panner.refDistance = value;

		return this;

	},

	getRolloffFactor: function () {

		return this.panner.rolloffFactor;

	},

	setRolloffFactor: function ( value ) {

		this.panner.rolloffFactor = value;

		return this;

	},

	getDistanceModel: function () {

		return this.panner.distanceModel;

	},

	setDistanceModel: function ( value ) {

		this.panner.distanceModel = value;

		return this;

	},

	getMaxDistance: function () {

		return this.panner.maxDistance;

	},

	setMaxDistance: function ( value ) {

		this.panner.maxDistance = value;

		return this;

	},

	setDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) {

		this.panner.coneInnerAngle = coneInnerAngle;
		this.panner.coneOuterAngle = coneOuterAngle;
		this.panner.coneOuterGain = coneOuterGain;

		return this;

	},

	updateMatrixWorld: function ( force ) {

		Object3D.prototype.updateMatrixWorld.call( this, force );

		if ( this.hasPlaybackControl === true && this.isPlaying === false ) return;

		this.matrixWorld.decompose( _position$3, _quaternion$4, _scale$2 );

		_orientation$1.set( 0, 0, 1 ).applyQuaternion( _quaternion$4 );

		var panner = this.panner;

		if ( panner.positionX ) {

			// code path for Chrome and Firefox (see #14393)

			var endTime = this.context.currentTime + this.listener.timeDelta;

			panner.positionX.linearRampToValueAtTime( _position$3.x, endTime );
			panner.positionY.linearRampToValueAtTime( _position$3.y, endTime );
			panner.positionZ.linearRampToValueAtTime( _position$3.z, endTime );
			panner.orientationX.linearRampToValueAtTime( _orientation$1.x, endTime );
			panner.orientationY.linearRampToValueAtTime( _orientation$1.y, endTime );
			panner.orientationZ.linearRampToValueAtTime( _orientation$1.z, endTime );

		} else {

			panner.setPosition( _position$3.x, _position$3.y, _position$3.z );
			panner.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z );

		}

	}

} );

/**
 * @author mrdoob / http://mrdoob.com/
 */

function AudioAnalyser( audio, fftSize ) {

	this.analyser = audio.context.createAnalyser();
	this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;

	this.data = new Uint8Array( this.analyser.frequencyBinCount );

	audio.getOutput().connect( this.analyser );

}

Object.assign( AudioAnalyser.prototype, {

	getFrequencyData: function () {

		this.analyser.getByteFrequencyData( this.data );

		return this.data;

	},

	getAverageFrequency: function () {

		var value = 0, data = this.getFrequencyData();

		for ( var i = 0; i < data.length; i ++ ) {

			value += data[ i ];

		}

		return value / data.length;

	}

} );

/**
 *
 * Buffered scene graph property that allows weighted accumulation.
 *
 *
 * @author Ben Houston / http://clara.io/
 * @author David Sarno / http://lighthaus.us/
 * @author tschw
 */

function PropertyMixer( binding, typeName, valueSize ) {

	this.binding = binding;
	this.valueSize = valueSize;

	var mixFunction,
		mixFunctionAdditive,
		setIdentity;

	// buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]
	//
	// interpolators can use .buffer as their .result
	// the data then goes to 'incoming'
	//
	// 'accu0' and 'accu1' are used frame-interleaved for
	// the cumulative result and are compared to detect
	// changes
	//
	// 'orig' stores the original state of the property
	//
	// 'add' is used for additive cumulative results
	//
	// 'work' is optional and is only present for quaternion types. It is used
	// to store intermediate quaternion multiplication results

	switch ( typeName ) {

		case 'quaternion':
			mixFunction = this._slerp;
			mixFunctionAdditive = this._slerpAdditive;
			setIdentity = this._setAdditiveIdentityQuaternion;

			this.buffer = new Float64Array( valueSize * 6 );
			this._workIndex = 5;
			break;

		case 'string':
		case 'bool':
			mixFunction = this._select;

			// Use the regular mix function and for additive on these types,
			// additive is not relevant for non-numeric types
			mixFunctionAdditive = this._select;

			setIdentity = this._setAdditiveIdentityOther;

			this.buffer = new Array( valueSize * 5 );
			break;

		default:
			mixFunction = this._lerp;
			mixFunctionAdditive = this._lerpAdditive;
			setIdentity = this._setAdditiveIdentityNumeric;

			this.buffer = new Float64Array( valueSize * 5 );

	}

	this._mixBufferRegion = mixFunction;
	this._mixBufferRegionAdditive = mixFunctionAdditive;
	this._setIdentity = setIdentity;
	this._origIndex = 3;
	this._addIndex = 4;

	this.cumulativeWeight = 0;
	this.cumulativeWeightAdditive = 0;

	this.useCount = 0;
	this.referenceCount = 0;

}

Object.assign( PropertyMixer.prototype, {

	// accumulate data in the 'incoming' region into 'accu<i>'
	accumulate: function ( accuIndex, weight ) {

		// note: happily accumulating nothing when weight = 0, the caller knows
		// the weight and shouldn't have made the call in the first place

		var buffer = this.buffer,
			stride = this.valueSize,
			offset = accuIndex * stride + stride,

			currentWeight = this.cumulativeWeight;

		if ( currentWeight === 0 ) {

			// accuN := incoming * weight

			for ( var i = 0; i !== stride; ++ i ) {

				buffer[ offset + i ] = buffer[ i ];

			}

			currentWeight = weight;

		} else {

			// accuN := accuN + incoming * weight

			currentWeight += weight;
			var mix = weight / currentWeight;
			this._mixBufferRegion( buffer, offset, 0, mix, stride );

		}

		this.cumulativeWeight = currentWeight;

	},

	// accumulate data in the 'incoming' region into 'add'
	accumulateAdditive: function ( weight ) {

		var buffer = this.buffer,
			stride = this.valueSize,
			offset = stride * this._addIndex;

		if ( this.cumulativeWeightAdditive === 0 ) {

			// add = identity

			this._setIdentity();

		}

		// add := add + incoming * weight

		this._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );
		this.cumulativeWeightAdditive += weight;

	},

	// apply the state of 'accu<i>' to the binding when accus differ
	apply: function ( accuIndex ) {

		var stride = this.valueSize,
			buffer = this.buffer,
			offset = accuIndex * stride + stride,

			weight = this.cumulativeWeight,
			weightAdditive = this.cumulativeWeightAdditive,

			binding = this.binding;

		this.cumulativeWeight = 0;
		this.cumulativeWeightAdditive = 0;

		if ( weight < 1 ) {

			// accuN := accuN + original * ( 1 - cumulativeWeight )

			var originalValueOffset = stride * this._origIndex;

			this._mixBufferRegion(
				buffer, offset, originalValueOffset, 1 - weight, stride );

		}

		if ( weightAdditive > 0 ) {

			// accuN := accuN + additive accuN

			this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );

		}

		for ( var i = stride, e = stride + stride; i !== e; ++ i ) {

			if ( buffer[ i ] !== buffer[ i + stride ] ) {

				// value has changed -> update scene graph

				binding.setValue( buffer, offset );
				break;

			}

		}

	},

	// remember the state of the bound property and copy it to both accus
	saveOriginalState: function () {

		var binding = this.binding;

		var buffer = this.buffer,
			stride = this.valueSize,

			originalValueOffset = stride * this._origIndex;

		binding.getValue( buffer, originalValueOffset );

		// accu[0..1] := orig -- initially detect changes against the original
		for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {

			buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];

		}

		// Add to identity for additive
		this._setIdentity();

		this.cumulativeWeight = 0;
		this.cumulativeWeightAdditive = 0;

	},

	// apply the state previously taken via 'saveOriginalState' to the binding
	restoreOriginalState: function () {

		var originalValueOffset = this.valueSize * 3;
		this.binding.setValue( this.buffer, originalValueOffset );

	},

	_setAdditiveIdentityNumeric: function () {

		var startIndex = this._addIndex * this.valueSize;

		this.buffer.fill( 0, startIndex, startIndex + this.valueSize );

	},

	_setAdditiveIdentityQuaternion: function () {

		this._setAdditiveIdentityNumeric();
		this.buffer[ this._addIndex * 4 + 3 ] = 1;

	},

	_setAdditiveIdentityOther: function () {

		var startIndex = this._origIndex * this.valueSize;
		var targetIndex = this._addIndex * this.valueSize;

		this.buffer.copyWithin( targetIndex, startIndex, this.valueSize );

	},


	// mix functions

	_select: function ( buffer, dstOffset, srcOffset, t, stride ) {

		if ( t >= 0.5 ) {

			for ( var i = 0; i !== stride; ++ i ) {

				buffer[ dstOffset + i ] = buffer[ srcOffset + i ];

			}

		}

	},

	_slerp: function ( buffer, dstOffset, srcOffset, t ) {

		Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );

	},

	_slerpAdditive: function ( buffer, dstOffset, srcOffset, t, stride ) {

		var workOffset = this._workIndex * stride;

		// Store result in intermediate buffer offset
		Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );

		// Slerp to the intermediate result
		Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );

	},

	_lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {

		var s = 1 - t;

		for ( var i = 0; i !== stride; ++ i ) {

			var j = dstOffset + i;

			buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;

		}

	},

	_lerpAdditive: function ( buffer, dstOffset, srcOffset, t, stride ) {

		for ( var i = 0; i !== stride; ++ i ) {

			var j = dstOffset + i;

			buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;

		}

	}

} );

/**
 *
 * A reference to a real property in the scene graph.
 *
 *
 * @author Ben Houston / http://clara.io/
 * @author David Sarno / http://lighthaus.us/
 * @author tschw
 */

// Characters [].:/ are reserved for track binding syntax.
var _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
var _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );

// Attempts to allow node names from any language. ES5's `\w` regexp matches
// only latin characters, and the unicode \p{L} is not yet supported. So
// instead, we exclude reserved characters and match everything else.
var _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
var _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';

// Parent directories, delimited by '/' or ':'. Currently unused, but must
// be matched to parse the rest of the track name.
var _directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );

// Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
var _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );

// Object on target node, and accessor. May not contain reserved
// characters. Accessor may contain any character except closing bracket.
var _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );

// Property and accessor. May not contain reserved characters. Accessor may
// contain any non-bracket characters.
var _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );

var _trackRe = new RegExp( ''
	+ '^'
	+ _directoryRe
	+ _nodeRe
	+ _objectRe
	+ _propertyRe
	+ '$'
);

var _supportedObjectNames = [ 'material', 'materials', 'bones' ];

function Composite( targetGroup, path, optionalParsedPath ) {

	var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );

	this._targetGroup = targetGroup;
	this._bindings = targetGroup.subscribe_( path, parsedPath );

}

Object.assign( Composite.prototype, {

	getValue: function ( array, offset ) {

		this.bind(); // bind all binding

		var firstValidIndex = this._targetGroup.nCachedObjects_,
			binding = this._bindings[ firstValidIndex ];

		// and only call .getValue on the first
		if ( binding !== undefined ) binding.getValue( array, offset );

	},

	setValue: function ( array, offset ) {

		var bindings = this._bindings;

		for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {

			bindings[ i ].setValue( array, offset );

		}

	},

	bind: function () {

		var bindings = this._bindings;

		for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {

			bindings[ i ].bind();

		}

	},

	unbind: function () {

		var bindings = this._bindings;

		for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {

			bindings[ i ].unbind();

		}

	}

} );


function PropertyBinding( rootNode, path, parsedPath ) {

	this.path = path;
	this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );

	this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;

	this.rootNode = rootNode;

}

Object.assign( PropertyBinding, {

	Composite: Composite,

	create: function ( root, path, parsedPath ) {

		if ( ! ( root && root.isAnimationObjectGroup ) ) {

			return new PropertyBinding( root, path, parsedPath );

		} else {

			return new PropertyBinding.Composite( root, path, parsedPath );

		}

	},

	/**
	 * Replaces spaces with underscores and removes unsupported characters from
	 * node names, to ensure compatibility with parseTrackName().
	 *
	 * @param {string} name Node name to be sanitized.
	 * @return {string}
	 */
	sanitizeNodeName: function ( name ) {

		return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );

	},

	parseTrackName: function ( trackName ) {

		var matches = _trackRe.exec( trackName );

		if ( ! matches ) {

			throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );

		}

		var results = {
			// directoryName: matches[ 1 ], // (tschw) currently unused
			nodeName: matches[ 2 ],
			objectName: matches[ 3 ],
			objectIndex: matches[ 4 ],
			propertyName: matches[ 5 ], // required
			propertyIndex: matches[ 6 ]
		};

		var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );

		if ( lastDot !== undefined && lastDot !== - 1 ) {

			var objectName = results.nodeName.substring( lastDot + 1 );

			// Object names must be checked against a whitelist. Otherwise, there
			// is no way to parse 'foo.bar.baz': 'baz' must be a property, but
			// 'bar' could be the objectName, or part of a nodeName (which can
			// include '.' characters).
			if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {

				results.nodeName = results.nodeName.substring( 0, lastDot );
				results.objectName = objectName;

			}

		}

		if ( results.propertyName === null || results.propertyName.length === 0 ) {

			throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );

		}

		return results;

	},

	findNode: function ( root, nodeName ) {

		if ( ! nodeName || nodeName === "" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {

			return root;

		}

		// search into skeleton bones.
		if ( root.skeleton ) {

			var bone = root.skeleton.getBoneByName( nodeName );

			if ( bone !== undefined ) {

				return bone;

			}

		}

		// search into node subtree.
		if ( root.children ) {

			var searchNodeSubtree = function ( children ) {

				for ( var i = 0; i < children.length; i ++ ) {

					var childNode = children[ i ];

					if ( childNode.name === nodeName || childNode.uuid === nodeName ) {

						return childNode;

					}

					var result = searchNodeSubtree( childNode.children );

					if ( result ) return result;

				}

				return null;

			};

			var subTreeNode = searchNodeSubtree( root.children );

			if ( subTreeNode ) {

				return subTreeNode;

			}

		}

		return null;

	}

} );

Object.assign( PropertyBinding.prototype, { // prototype, continued

	// these are used to "bind" a nonexistent property
	_getValue_unavailable: function () {},
	_setValue_unavailable: function () {},

	BindingType: {
		Direct: 0,
		EntireArray: 1,
		ArrayElement: 2,
		HasFromToArray: 3
	},

	Versioning: {
		None: 0,
		NeedsUpdate: 1,
		MatrixWorldNeedsUpdate: 2
	},

	GetterByBindingType: [

		function getValue_direct( buffer, offset ) {

			buffer[ offset ] = this.node[ this.propertyName ];

		},

		function getValue_array( buffer, offset ) {

			var source = this.resolvedProperty;

			for ( var i = 0, n = source.length; i !== n; ++ i ) {

				buffer[ offset ++ ] = source[ i ];

			}

		},

		function getValue_arrayElement( buffer, offset ) {

			buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];

		},

		function getValue_toArray( buffer, offset ) {

			this.resolvedProperty.toArray( buffer, offset );

		}

	],

	SetterByBindingTypeAndVersioning: [

		[
			// Direct

			function setValue_direct( buffer, offset ) {

				this.targetObject[ this.propertyName ] = buffer[ offset ];

			},

			function setValue_direct_setNeedsUpdate( buffer, offset ) {

				this.targetObject[ this.propertyName ] = buffer[ offset ];
				this.targetObject.needsUpdate = true;

			},

			function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {

				this.targetObject[ this.propertyName ] = buffer[ offset ];
				this.targetObject.matrixWorldNeedsUpdate = true;

			}

		], [

			// EntireArray

			function setValue_array( buffer, offset ) {

				var dest = this.resolvedProperty;

				for ( var i = 0, n = dest.length; i !== n; ++ i ) {

					dest[ i ] = buffer[ offset ++ ];

				}

			},

			function setValue_array_setNeedsUpdate( buffer, offset ) {

				var dest = this.resolvedProperty;

				for ( var i = 0, n = dest.length; i !== n; ++ i ) {

					dest[ i ] = buffer[ offset ++ ];

				}

				this.targetObject.needsUpdate = true;

			},

			function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {

				var dest = this.resolvedProperty;

				for ( var i = 0, n = dest.length; i !== n; ++ i ) {

					dest[ i ] = buffer[ offset ++ ];

				}

				this.targetObject.matrixWorldNeedsUpdate = true;

			}

		], [

			// ArrayElement

			function setValue_arrayElement( buffer, offset ) {

				this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];

			},

			function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {

				this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
				this.targetObject.needsUpdate = true;

			},

			function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {

				this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
				this.targetObject.matrixWorldNeedsUpdate = true;

			}

		], [

			// HasToFromArray

			function setValue_fromArray( buffer, offset ) {

				this.resolvedProperty.fromArray( buffer, offset );

			},

			function setValue_fromArray_setNeedsUpdate( buffer, offset ) {

				this.resolvedProperty.fromArray( buffer, offset );
				this.targetObject.needsUpdate = true;

			},

			function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {

				this.resolvedProperty.fromArray( buffer, offset );
				this.targetObject.matrixWorldNeedsUpdate = true;

			}

		]

	],

	getValue: function getValue_unbound( targetArray, offset ) {

		this.bind();
		this.getValue( targetArray, offset );

		// Note: This class uses a State pattern on a per-method basis:
		// 'bind' sets 'this.getValue' / 'setValue' and shadows the
		// prototype version of these methods with one that represents
		// the bound state. When the property is not found, the methods
		// become no-ops.

	},

	setValue: function getValue_unbound( sourceArray, offset ) {

		this.bind();
		this.setValue( sourceArray, offset );

	},

	// create getter / setter pair for a property in the scene graph
	bind: function () {

		var targetObject = this.node,
			parsedPath = this.parsedPath,

			objectName = parsedPath.objectName,
			propertyName = parsedPath.propertyName,
			propertyIndex = parsedPath.propertyIndex;

		if ( ! targetObject ) {

			targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;

			this.node = targetObject;

		}

		// set fail state so we can just 'return' on error
		this.getValue = this._getValue_unavailable;
		this.setValue = this._setValue_unavailable;

		// ensure there is a value node
		if ( ! targetObject ) {

			console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
			return;

		}

		if ( objectName ) {

			var objectIndex = parsedPath.objectIndex;

			// special cases were we need to reach deeper into the hierarchy to get the face materials....
			switch ( objectName ) {

				case 'materials':

					if ( ! targetObject.material ) {

						console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
						return;

					}

					if ( ! targetObject.material.materials ) {

						console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
						return;

					}

					targetObject = targetObject.material.materials;

					break;

				case 'bones':

					if ( ! targetObject.skeleton ) {

						console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
						return;

					}

					// potential future optimization: skip this if propertyIndex is already an integer
					// and convert the integer string to a true integer.

					targetObject = targetObject.skeleton.bones;

					// support resolving morphTarget names into indices.
					for ( var i = 0; i < targetObject.length; i ++ ) {

						if ( targetObject[ i ].name === objectIndex ) {

							objectIndex = i;
							break;

						}

					}

					break;

				default:

					if ( targetObject[ objectName ] === undefined ) {

						console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
						return;

					}

					targetObject = targetObject[ objectName ];

			}


			if ( objectIndex !== undefined ) {

				if ( targetObject[ objectIndex ] === undefined ) {

					console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
					return;

				}

				targetObject = targetObject[ objectIndex ];

			}

		}

		// resolve property
		var nodeProperty = targetObject[ propertyName ];

		if ( nodeProperty === undefined ) {

			var nodeName = parsedPath.nodeName;

			console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
				'.' + propertyName + ' but it wasn\'t found.', targetObject );
			return;

		}

		// determine versioning scheme
		var versioning = this.Versioning.None;

		this.targetObject = targetObject;

		if ( targetObject.needsUpdate !== undefined ) { // material

			versioning = this.Versioning.NeedsUpdate;

		} else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform

			versioning = this.Versioning.MatrixWorldNeedsUpdate;

		}

		// determine how the property gets bound
		var bindingType = this.BindingType.Direct;

		if ( propertyIndex !== undefined ) {

			// access a sub element of the property array (only primitives are supported right now)

			if ( propertyName === "morphTargetInfluences" ) {

				// potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.

				// support resolving morphTarget names into indices.
				if ( ! targetObject.geometry ) {

					console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
					return;

				}

				if ( targetObject.geometry.isBufferGeometry ) {

					if ( ! targetObject.geometry.morphAttributes ) {

						console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
						return;

					}

					for ( var i = 0; i < this.node.geometry.morphAttributes.position.length; i ++ ) {

						if ( targetObject.geometry.morphAttributes.position[ i ].name === propertyIndex ) {

							propertyIndex = i;
							break;

						}

					}


				} else {

					if ( ! targetObject.geometry.morphTargets ) {

						console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.', this );
						return;

					}

					for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) {

						if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) {

							propertyIndex = i;
							break;

						}

					}

				}

			}

			bindingType = this.BindingType.ArrayElement;

			this.resolvedProperty = nodeProperty;
			this.propertyIndex = propertyIndex;

		} else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {

			// must use copy for Object3D.Euler/Quaternion

			bindingType = this.BindingType.HasFromToArray;

			this.resolvedProperty = nodeProperty;

		} else if ( Array.isArray( nodeProperty ) ) {

			bindingType = this.BindingType.EntireArray;

			this.resolvedProperty = nodeProperty;

		} else {

			this.propertyName = propertyName;

		}

		// select getter / setter
		this.getValue = this.GetterByBindingType[ bindingType ];
		this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];

	},

	unbind: function () {

		this.node = null;

		// back to the prototype version of getValue / setValue
		// note: avoiding to mutate the shape of 'this' via 'delete'
		this.getValue = this._getValue_unbound;
		this.setValue = this._setValue_unbound;

	}

} );

// DECLARE ALIAS AFTER assign prototype
Object.assign( PropertyBinding.prototype, {

	// initial state of these methods that calls 'bind'
	_getValue_unbound: PropertyBinding.prototype.getValue,
	_setValue_unbound: PropertyBinding.prototype.setValue,

} );

/**
 *
 * A group of objects that receives a shared animation state.
 *
 * Usage:
 *
 *  - Add objects you would otherwise pass as 'root' to the
 *    constructor or the .clipAction method of AnimationMixer.
 *
 *  - Instead pass this object as 'root'.
 *
 *  - You can also add and remove objects later when the mixer
 *    is running.
 *
 * Note:
 *
 *    Objects of this class appear as one object to the mixer,
 *    so cache control of the individual objects must be done
 *    on the group.
 *
 * Limitation:
 *
 *  - The animated properties must be compatible among the
 *    all objects in the group.
 *
 *  - A single property can either be controlled through a
 *    target group or directly, but not both.
 *
 * @author tschw
 */

function AnimationObjectGroup() {

	this.uuid = MathUtils.generateUUID();

	// cached objects followed by the active ones
	this._objects = Array.prototype.slice.call( arguments );

	this.nCachedObjects_ = 0; // threshold
	// note: read by PropertyBinding.Composite

	var indices = {};
	this._indicesByUUID = indices; // for bookkeeping

	for ( var i = 0, n = arguments.length; i !== n; ++ i ) {

		indices[ arguments[ i ].uuid ] = i;

	}

	this._paths = []; // inside: string
	this._parsedPaths = []; // inside: { we don't care, here }
	this._bindings = []; // inside: Array< PropertyBinding >
	this._bindingsIndicesByPath = {}; // inside: indices in these arrays

	var scope = this;

	this.stats = {

		objects: {
			get total() {

				return scope._objects.length;

			},
			get inUse() {

				return this.total - scope.nCachedObjects_;

			}
		},
		get bindingsPerObject() {

			return scope._bindings.length;

		}

	};

}

Object.assign( AnimationObjectGroup.prototype, {

	isAnimationObjectGroup: true,

	add: function () {

		var objects = this._objects,
			nObjects = objects.length,
			nCachedObjects = this.nCachedObjects_,
			indicesByUUID = this._indicesByUUID,
			paths = this._paths,
			parsedPaths = this._parsedPaths,
			bindings = this._bindings,
			nBindings = bindings.length,
			knownObject = undefined;

		for ( var i = 0, n = arguments.length; i !== n; ++ i ) {

			var object = arguments[ i ],
				uuid = object.uuid,
				index = indicesByUUID[ uuid ];

			if ( index === undefined ) {

				// unknown object -> add it to the ACTIVE region

				index = nObjects ++;
				indicesByUUID[ uuid ] = index;
				objects.push( object );

				// accounting is done, now do the same for all bindings

				for ( var j = 0, m = nBindings; j !== m; ++ j ) {

					bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );

				}

			} else if ( index < nCachedObjects ) {

				knownObject = objects[ index ];

				// move existing object to the ACTIVE region

				var firstActiveIndex = -- nCachedObjects,
					lastCachedObject = objects[ firstActiveIndex ];

				indicesByUUID[ lastCachedObject.uuid ] = index;
				objects[ index ] = lastCachedObject;

				indicesByUUID[ uuid ] = firstActiveIndex;
				objects[ firstActiveIndex ] = object;

				// accounting is done, now do the same for all bindings

				for ( var j = 0, m = nBindings; j !== m; ++ j ) {

					var bindingsForPath = bindings[ j ],
						lastCached = bindingsForPath[ firstActiveIndex ],
						binding = bindingsForPath[ index ];

					bindingsForPath[ index ] = lastCached;

					if ( binding === undefined ) {

						// since we do not bother to create new bindings
						// for objects that are cached, the binding may
						// or may not exist

						binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );

					}

					bindingsForPath[ firstActiveIndex ] = binding;

				}

			} else if ( objects[ index ] !== knownObject ) {

				console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
					'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );

			} // else the object is already where we want it to be

		} // for arguments

		this.nCachedObjects_ = nCachedObjects;

	},

	remove: function () {

		var objects = this._objects,
			nCachedObjects = this.nCachedObjects_,
			indicesByUUID = this._indicesByUUID,
			bindings = this._bindings,
			nBindings = bindings.length;

		for ( var i = 0, n = arguments.length; i !== n; ++ i ) {

			var object = arguments[ i ],
				uuid = object.uuid,
				index = indicesByUUID[ uuid ];

			if ( index !== undefined && index >= nCachedObjects ) {

				// move existing object into the CACHED region

				var lastCachedIndex = nCachedObjects ++,
					firstActiveObject = objects[ lastCachedIndex ];

				indicesByUUID[ firstActiveObject.uuid ] = index;
				objects[ index ] = firstActiveObject;

				indicesByUUID[ uuid ] = lastCachedIndex;
				objects[ lastCachedIndex ] = object;

				// accounting is done, now do the same for all bindings

				for ( var j = 0, m = nBindings; j !== m; ++ j ) {

					var bindingsForPath = bindings[ j ],
						firstActive = bindingsForPath[ lastCachedIndex ],
						binding = bindingsForPath[ index ];

					bindingsForPath[ index ] = firstActive;
					bindingsForPath[ lastCachedIndex ] = binding;

				}

			}

		} // for arguments

		this.nCachedObjects_ = nCachedObjects;

	},

	// remove & forget
	uncache: function () {

		var objects = this._objects,
			nObjects = objects.length,
			nCachedObjects = this.nCachedObjects_,
			indicesByUUID = this._indicesByUUID,
			bindings = this._bindings,
			nBindings = bindings.length;

		for ( var i = 0, n = arguments.length; i !== n; ++ i ) {

			var object = arguments[ i ],
				uuid = object.uuid,
				index = indicesByUUID[ uuid ];

			if ( index !== undefined ) {

				delete indicesByUUID[ uuid ];

				if ( index < nCachedObjects ) {

					// object is cached, shrink the CACHED region

					var firstActiveIndex = -- nCachedObjects,
						lastCachedObject = objects[ firstActiveIndex ],
						lastIndex = -- nObjects,
						lastObject = objects[ lastIndex ];

					// last cached object takes this object's place
					indicesByUUID[ lastCachedObject.uuid ] = index;
					objects[ index ] = lastCachedObject;

					// last object goes to the activated slot and pop
					indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
					objects[ firstActiveIndex ] = lastObject;
					objects.pop();

					// accounting is done, now do the same for all bindings

					for ( var j = 0, m = nBindings; j !== m; ++ j ) {

						var bindingsForPath = bindings[ j ],
							lastCached = bindingsForPath[ firstActiveIndex ],
							last = bindingsForPath[ lastIndex ];

						bindingsForPath[ index ] = lastCached;
						bindingsForPath[ firstActiveIndex ] = last;
						bindingsForPath.pop();

					}

				} else {

					// object is active, just swap with the last and pop

					var lastIndex = -- nObjects,
						lastObject = objects[ lastIndex ];

					indicesByUUID[ lastObject.uuid ] = index;
					objects[ index ] = lastObject;
					objects.pop();

					// accounting is done, now do the same for all bindings

					for ( var j = 0, m = nBindings; j !== m; ++ j ) {

						var bindingsForPath = bindings[ j ];

						bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
						bindingsForPath.pop();

					}

				} // cached or active

			} // if object is known

		} // for arguments

		this.nCachedObjects_ = nCachedObjects;

	},

	// Internal interface used by befriended PropertyBinding.Composite:

	subscribe_: function ( path, parsedPath ) {

		// returns an array of bindings for the given path that is changed
		// according to the contained objects in the group

		var indicesByPath = this._bindingsIndicesByPath,
			index = indicesByPath[ path ],
			bindings = this._bindings;

		if ( index !== undefined ) return bindings[ index ];

		var paths = this._paths,
			parsedPaths = this._parsedPaths,
			objects = this._objects,
			nObjects = objects.length,
			nCachedObjects = this.nCachedObjects_,
			bindingsForPath = new Array( nObjects );

		index = bindings.length;

		indicesByPath[ path ] = index;

		paths.push( path );
		parsedPaths.push( parsedPath );
		bindings.push( bindingsForPath );

		for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {

			var object = objects[ i ];
			bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );

		}

		return bindingsForPath;

	},

	unsubscribe_: function ( path ) {

		// tells the group to forget about a property path and no longer
		// update the array previously obtained with 'subscribe_'

		var indicesByPath = this._bindingsIndicesByPath,
			index = indicesByPath[ path ];

		if ( index !== undefined ) {

			var paths = this._paths,
				parsedPaths = this._parsedPaths,
				bindings = this._bindings,
				lastBindingsIndex = bindings.length - 1,
				lastBindings = bindings[ lastBindingsIndex ],
				lastBindingsPath = path[ lastBindingsIndex ];

			indicesByPath[ lastBindingsPath ] = index;

			bindings[ index ] = lastBindings;
			bindings.pop();

			parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
			parsedPaths.pop();

			paths[ index ] = paths[ lastBindingsIndex ];
			paths.pop();

		}

	}

} );

/**
 *
 * Action provided by AnimationMixer for scheduling clip playback on specific
 * objects.
 *
 * @author Ben Houston / http://clara.io/
 * @author David Sarno / http://lighthaus.us/
 * @author tschw
 *
 */

function AnimationAction( mixer, clip, localRoot, blendMode ) {

	this._mixer = mixer;
	this._clip = clip;
	this._localRoot = localRoot || null;
	this.blendMode = blendMode || clip.blendMode;

	var tracks = clip.tracks,
		nTracks = tracks.length,
		interpolants = new Array( nTracks );

	var interpolantSettings = {
		endingStart: ZeroCurvatureEnding,
		endingEnd: ZeroCurvatureEnding
	};

	for ( var i = 0; i !== nTracks; ++ i ) {

		var interpolant = tracks[ i ].createInterpolant( null );
		interpolants[ i ] = interpolant;
		interpolant.settings = interpolantSettings;

	}

	this._interpolantSettings = interpolantSettings;

	this._interpolants = interpolants; // bound by the mixer

	// inside: PropertyMixer (managed by the mixer)
	this._propertyBindings = new Array( nTracks );

	this._cacheIndex = null; // for the memory manager
	this._byClipCacheIndex = null; // for the memory manager

	this._timeScaleInterpolant = null;
	this._weightInterpolant = null;

	this.loop = LoopRepeat;
	this._loopCount = - 1;

	// global mixer time when the action is to be started
	// it's set back to 'null' upon start of the action
	this._startTime = null;

	// scaled local time of the action
	// gets clamped or wrapped to 0..clip.duration according to loop
	this.time = 0;

	this.timeScale = 1;
	this._effectiveTimeScale = 1;

	this.weight = 1;
	this._effectiveWeight = 1;

	this.repetitions = Infinity; // no. of repetitions when looping

	this.paused = false; // true -> zero effective time scale
	this.enabled = true; // false -> zero effective weight

	this.clampWhenFinished = false;// keep feeding the last frame?

	this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
	this.zeroSlopeAtEnd = true;// clips for start, loop and end

}

Object.assign( AnimationAction.prototype, {

	// State & Scheduling

	play: function () {

		this._mixer._activateAction( this );

		return this;

	},

	stop: function () {

		this._mixer._deactivateAction( this );

		return this.reset();

	},

	reset: function () {

		this.paused = false;
		this.enabled = true;

		this.time = 0; // restart clip
		this._loopCount = - 1;// forget previous loops
		this._startTime = null;// forget scheduling

		return this.stopFading().stopWarping();

	},

	isRunning: function () {

		return this.enabled && ! this.paused && this.timeScale !== 0 &&
			this._startTime === null && this._mixer._isActiveAction( this );

	},

	// return true when play has been called
	isScheduled: function () {

		return this._mixer._isActiveAction( this );

	},

	startAt: function ( time ) {

		this._startTime = time;

		return this;

	},

	setLoop: function ( mode, repetitions ) {

		this.loop = mode;
		this.repetitions = repetitions;

		return this;

	},

	// Weight

	// set the weight stopping any scheduled fading
	// although .enabled = false yields an effective weight of zero, this
	// method does *not* change .enabled, because it would be confusing
	setEffectiveWeight: function ( weight ) {

		this.weight = weight;

		// note: same logic as when updated at runtime
		this._effectiveWeight = this.enabled ? weight : 0;

		return this.stopFading();

	},

	// return the weight considering fading and .enabled
	getEffectiveWeight: function () {

		return this._effectiveWeight;

	},

	fadeIn: function ( duration ) {

		return this._scheduleFading( duration, 0, 1 );

	},

	fadeOut: function ( duration ) {

		return this._scheduleFading( duration, 1, 0 );

	},

	crossFadeFrom: function ( fadeOutAction, duration, warp ) {

		fadeOutAction.fadeOut( duration );
		this.fadeIn( duration );

		if ( warp ) {

			var fadeInDuration = this._clip.duration,
				fadeOutDuration = fadeOutAction._clip.duration,

				startEndRatio = fadeOutDuration / fadeInDuration,
				endStartRatio = fadeInDuration / fadeOutDuration;

			fadeOutAction.warp( 1.0, startEndRatio, duration );
			this.warp( endStartRatio, 1.0, duration );

		}

		return this;

	},

	crossFadeTo: function ( fadeInAction, duration, warp ) {

		return fadeInAction.crossFadeFrom( this, duration, warp );

	},

	stopFading: function () {

		var weightInterpolant = this._weightInterpolant;

		if ( weightInterpolant !== null ) {

			this._weightInterpolant = null;
			this._mixer._takeBackControlInterpolant( weightInterpolant );

		}

		return this;

	},

	// Time Scale Control

	// set the time scale stopping any scheduled warping
	// although .paused = true yields an effective time scale of zero, this
	// method does *not* change .paused, because it would be confusing
	setEffectiveTimeScale: function ( timeScale ) {

		this.timeScale = timeScale;
		this._effectiveTimeScale = this.paused ? 0 : timeScale;

		return this.stopWarping();

	},

	// return the time scale considering warping and .paused
	getEffectiveTimeScale: function () {

		return this._effectiveTimeScale;

	},

	setDuration: function ( duration ) {

		this.timeScale = this._clip.duration / duration;

		return this.stopWarping();

	},

	syncWith: function ( action ) {

		this.time = action.time;
		this.timeScale = action.timeScale;

		return this.stopWarping();

	},

	halt: function ( duration ) {

		return this.warp( this._effectiveTimeScale, 0, duration );

	},

	warp: function ( startTimeScale, endTimeScale, duration ) {

		var mixer = this._mixer, now = mixer.time,
			interpolant = this._timeScaleInterpolant,

			timeScale = this.timeScale;

		if ( interpolant === null ) {

			interpolant = mixer._lendControlInterpolant();
			this._timeScaleInterpolant = interpolant;

		}

		var times = interpolant.parameterPositions,
			values = interpolant.sampleValues;

		times[ 0 ] = now;
		times[ 1 ] = now + duration;

		values[ 0 ] = startTimeScale / timeScale;
		values[ 1 ] = endTimeScale / timeScale;

		return this;

	},

	stopWarping: function () {

		var timeScaleInterpolant = this._timeScaleInterpolant;

		if ( timeScaleInterpolant !== null ) {

			this._timeScaleInterpolant = null;
			this._mixer._takeBackControlInterpolant( timeScaleInterpolant );

		}

		return this;

	},

	// Object Accessors

	getMixer: function () {

		return this._mixer;

	},

	getClip: function () {

		return this._clip;

	},

	getRoot: function () {

		return this._localRoot || this._mixer._root;

	},

	// Interna

	_update: function ( time, deltaTime, timeDirection, accuIndex ) {

		// called by the mixer

		if ( ! this.enabled ) {

			// call ._updateWeight() to update ._effectiveWeight

			this._updateWeight( time );
			return;

		}

		var startTime = this._startTime;

		if ( startTime !== null ) {

			// check for scheduled start of action

			var timeRunning = ( time - startTime ) * timeDirection;
			if ( timeRunning < 0 || timeDirection === 0 ) {

				return; // yet to come / don't decide when delta = 0

			}

			// start

			this._startTime = null; // unschedule
			deltaTime = timeDirection * timeRunning;

		}

		// apply time scale and advance time

		deltaTime *= this._updateTimeScale( time );
		var clipTime = this._updateTime( deltaTime );

		// note: _updateTime may disable the action resulting in
		// an effective weight of 0

		var weight = this._updateWeight( time );

		if ( weight > 0 ) {

			var interpolants = this._interpolants;
			var propertyMixers = this._propertyBindings;

			switch ( this.blendMode ) {

				case AdditiveAnimationBlendMode:

					for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {

						interpolants[ j ].evaluate( clipTime );
						propertyMixers[ j ].accumulateAdditive( weight );

					}

					break;

				case NormalAnimationBlendMode:
				default:

					for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {

						interpolants[ j ].evaluate( clipTime );
						propertyMixers[ j ].accumulate( accuIndex, weight );

					}

			}

		}

	},

	_updateWeight: function ( time ) {

		var weight = 0;

		if ( this.enabled ) {

			weight = this.weight;
			var interpolant = this._weightInterpolant;

			if ( interpolant !== null ) {

				var interpolantValue = interpolant.evaluate( time )[ 0 ];

				weight *= interpolantValue;

				if ( time > interpolant.parameterPositions[ 1 ] ) {

					this.stopFading();

					if ( interpolantValue === 0 ) {

						// faded out, disable
						this.enabled = false;

					}

				}

			}

		}

		this._effectiveWeight = weight;
		return weight;

	},

	_updateTimeScale: function ( time ) {

		var timeScale = 0;

		if ( ! this.paused ) {

			timeScale = this.timeScale;

			var interpolant = this._timeScaleInterpolant;

			if ( interpolant !== null ) {

				var interpolantValue = interpolant.evaluate( time )[ 0 ];

				timeScale *= interpolantValue;

				if ( time > interpolant.parameterPositions[ 1 ] ) {

					this.stopWarping();

					if ( timeScale === 0 ) {

						// motion has halted, pause
						this.paused = true;

					} else {

						// warp done - apply final time scale
						this.timeScale = timeScale;

					}

				}

			}

		}

		this._effectiveTimeScale = timeScale;
		return timeScale;

	},

	_updateTime: function ( deltaTime ) {

		var time = this.time + deltaTime;
		var duration = this._clip.duration;
		var loop = this.loop;
		var loopCount = this._loopCount;

		var pingPong = ( loop === LoopPingPong );

		if ( deltaTime === 0 ) {

			if ( loopCount === - 1 ) return time;

			return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;

		}

		if ( loop === LoopOnce ) {

			if ( loopCount === - 1 ) {

				// just started

				this._loopCount = 0;
				this._setEndings( true, true, false );

			}

			handle_stop: {

				if ( time >= duration ) {

					time = duration;

				} else if ( time < 0 ) {

					time = 0;

				} else {

					this.time = time;

					break handle_stop;

				}

				if ( this.clampWhenFinished ) this.paused = true;
				else this.enabled = false;

				this.time = time;

				this._mixer.dispatchEvent( {
					type: 'finished', action: this,
					direction: deltaTime < 0 ? - 1 : 1
				} );

			}

		} else { // repetitive Repeat or PingPong

			if ( loopCount === - 1 ) {

				// just started

				if ( deltaTime >= 0 ) {

					loopCount = 0;

					this._setEndings( true, this.repetitions === 0, pingPong );

				} else {

					// when looping in reverse direction, the initial
					// transition through zero counts as a repetition,
					// so leave loopCount at -1

					this._setEndings( this.repetitions === 0, true, pingPong );

				}

			}

			if ( time >= duration || time < 0 ) {

				// wrap around

				var loopDelta = Math.floor( time / duration ); // signed
				time -= duration * loopDelta;

				loopCount += Math.abs( loopDelta );

				var pending = this.repetitions - loopCount;

				if ( pending <= 0 ) {

					// have to stop (switch state, clamp time, fire event)

					if ( this.clampWhenFinished ) this.paused = true;
					else this.enabled = false;

					time = deltaTime > 0 ? duration : 0;

					this.time = time;

					this._mixer.dispatchEvent( {
						type: 'finished', action: this,
						direction: deltaTime > 0 ? 1 : - 1
					} );

				} else {

					// keep running

					if ( pending === 1 ) {

						// entering the last round

						var atStart = deltaTime < 0;
						this._setEndings( atStart, ! atStart, pingPong );

					} else {

						this._setEndings( false, false, pingPong );

					}

					this._loopCount = loopCount;

					this.time = time;

					this._mixer.dispatchEvent( {
						type: 'loop', action: this, loopDelta: loopDelta
					} );

				}

			} else {

				this.time = time;

			}

			if ( pingPong && ( loopCount & 1 ) === 1 ) {

				// invert time for the "pong round"

				return duration - time;

			}

		}

		return time;

	},

	_setEndings: function ( atStart, atEnd, pingPong ) {

		var settings = this._interpolantSettings;

		if ( pingPong ) {

			settings.endingStart = ZeroSlopeEnding;
			settings.endingEnd = ZeroSlopeEnding;

		} else {

			// assuming for LoopOnce atStart == atEnd == true

			if ( atStart ) {

				settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;

			} else {

				settings.endingStart = WrapAroundEnding;

			}

			if ( atEnd ) {

				settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;

			} else {

				settings.endingEnd 	 = WrapAroundEnding;

			}

		}

	},

	_scheduleFading: function ( duration, weightNow, weightThen ) {

		var mixer = this._mixer, now = mixer.time,
			interpolant = this._weightInterpolant;

		if ( interpolant === null ) {

			interpolant = mixer._lendControlInterpolant();
			this._weightInterpolant = interpolant;

		}

		var times = interpolant.parameterPositions,
			values = interpolant.sampleValues;

		times[ 0 ] = now;
		values[ 0 ] = weightNow;
		times[ 1 ] = now + duration;
		values[ 1 ] = weightThen;

		return this;

	}

} );

/**
 *
 * Player for AnimationClips.
 *
 *
 * @author Ben Houston / http://clara.io/
 * @author David Sarno / http://lighthaus.us/
 * @author tschw
 */

function AnimationMixer( root ) {

	this._root = root;
	this._initMemoryManager();
	this._accuIndex = 0;

	this.time = 0;

	this.timeScale = 1.0;

}

AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {

	constructor: AnimationMixer,

	_bindAction: function ( action, prototypeAction ) {

		var root = action._localRoot || this._root,
			tracks = action._clip.tracks,
			nTracks = tracks.length,
			bindings = action._propertyBindings,
			interpolants = action._interpolants,
			rootUuid = root.uuid,
			bindingsByRoot = this._bindingsByRootAndName,
			bindingsByName = bindingsByRoot[ rootUuid ];

		if ( bindingsByName === undefined ) {

			bindingsByName = {};
			bindingsByRoot[ rootUuid ] = bindingsByName;

		}

		for ( var i = 0; i !== nTracks; ++ i ) {

			var track = tracks[ i ],
				trackName = track.name,
				binding = bindingsByName[ trackName ];

			if ( binding !== undefined ) {

				bindings[ i ] = binding;

			} else {

				binding = bindings[ i ];

				if ( binding !== undefined ) {

					// existing binding, make sure the cache knows

					if ( binding._cacheIndex === null ) {

						++ binding.referenceCount;
						this._addInactiveBinding( binding, rootUuid, trackName );

					}

					continue;

				}

				var path = prototypeAction && prototypeAction.
					_propertyBindings[ i ].binding.parsedPath;

				binding = new PropertyMixer(
					PropertyBinding.create( root, trackName, path ),
					track.ValueTypeName, track.getValueSize() );

				++ binding.referenceCount;
				this._addInactiveBinding( binding, rootUuid, trackName );

				bindings[ i ] = binding;

			}

			interpolants[ i ].resultBuffer = binding.buffer;

		}

	},

	_activateAction: function ( action ) {

		if ( ! this._isActiveAction( action ) ) {

			if ( action._cacheIndex === null ) {

				// this action has been forgotten by the cache, but the user
				// appears to be still using it -> rebind

				var rootUuid = ( action._localRoot || this._root ).uuid,
					clipUuid = action._clip.uuid,
					actionsForClip = this._actionsByClip[ clipUuid ];

				this._bindAction( action,
					actionsForClip && actionsForClip.knownActions[ 0 ] );

				this._addInactiveAction( action, clipUuid, rootUuid );

			}

			var bindings = action._propertyBindings;

			// increment reference counts / sort out state
			for ( var i = 0, n = bindings.length; i !== n; ++ i ) {

				var binding = bindings[ i ];

				if ( binding.useCount ++ === 0 ) {

					this._lendBinding( binding );
					binding.saveOriginalState();

				}

			}

			this._lendAction( action );

		}

	},

	_deactivateAction: function ( action ) {

		if ( this._isActiveAction( action ) ) {

			var bindings = action._propertyBindings;

			// decrement reference counts / sort out state
			for ( var i = 0, n = bindings.length; i !== n; ++ i ) {

				var binding = bindings[ i ];

				if ( -- binding.useCount === 0 ) {

					binding.restoreOriginalState();
					this._takeBackBinding( binding );

				}

			}

			this._takeBackAction( action );

		}

	},

	// Memory manager

	_initMemoryManager: function () {

		this._actions = []; // 'nActiveActions' followed by inactive ones
		this._nActiveActions = 0;

		this._actionsByClip = {};
		// inside:
		// {
		// 	knownActions: Array< AnimationAction > - used as prototypes
		// 	actionByRoot: AnimationAction - lookup
		// }


		this._bindings = []; // 'nActiveBindings' followed by inactive ones
		this._nActiveBindings = 0;

		this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >


		this._controlInterpolants = []; // same game as above
		this._nActiveControlInterpolants = 0;

		var scope = this;

		this.stats = {

			actions: {
				get total() {

					return scope._actions.length;

				},
				get inUse() {

					return scope._nActiveActions;

				}
			},
			bindings: {
				get total() {

					return scope._bindings.length;

				},
				get inUse() {

					return scope._nActiveBindings;

				}
			},
			controlInterpolants: {
				get total() {

					return scope._controlInterpolants.length;

				},
				get inUse() {

					return scope._nActiveControlInterpolants;

				}
			}

		};

	},

	// Memory management for AnimationAction objects

	_isActiveAction: function ( action ) {

		var index = action._cacheIndex;
		return index !== null && index < this._nActiveActions;

	},

	_addInactiveAction: function ( action, clipUuid, rootUuid ) {

		var actions = this._actions,
			actionsByClip = this._actionsByClip,
			actionsForClip = actionsByClip[ clipUuid ];

		if ( actionsForClip === undefined ) {

			actionsForClip = {

				knownActions: [ action ],
				actionByRoot: {}

			};

			action._byClipCacheIndex = 0;

			actionsByClip[ clipUuid ] = actionsForClip;

		} else {

			var knownActions = actionsForClip.knownActions;

			action._byClipCacheIndex = knownActions.length;
			knownActions.push( action );

		}

		action._cacheIndex = actions.length;
		actions.push( action );

		actionsForClip.actionByRoot[ rootUuid ] = action;

	},

	_removeInactiveAction: function ( action ) {

		var actions = this._actions,
			lastInactiveAction = actions[ actions.length - 1 ],
			cacheIndex = action._cacheIndex;

		lastInactiveAction._cacheIndex = cacheIndex;
		actions[ cacheIndex ] = lastInactiveAction;
		actions.pop();

		action._cacheIndex = null;


		var clipUuid = action._clip.uuid,
			actionsByClip = this._actionsByClip,
			actionsForClip = actionsByClip[ clipUuid ],
			knownActionsForClip = actionsForClip.knownActions,

			lastKnownAction =
				knownActionsForClip[ knownActionsForClip.length - 1 ],

			byClipCacheIndex = action._byClipCacheIndex;

		lastKnownAction._byClipCacheIndex = byClipCacheIndex;
		knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
		knownActionsForClip.pop();

		action._byClipCacheIndex = null;


		var actionByRoot = actionsForClip.actionByRoot,
			rootUuid = ( action._localRoot || this._root ).uuid;

		delete actionByRoot[ rootUuid ];

		if ( knownActionsForClip.length === 0 ) {

			delete actionsByClip[ clipUuid ];

		}

		this._removeInactiveBindingsForAction( action );

	},

	_removeInactiveBindingsForAction: function ( action ) {

		var bindings = action._propertyBindings;
		for ( var i = 0, n = bindings.length; i !== n; ++ i ) {

			var binding = bindings[ i ];

			if ( -- binding.referenceCount === 0 ) {

				this._removeInactiveBinding( binding );

			}

		}

	},

	_lendAction: function ( action ) {

		// [ active actions |  inactive actions  ]
		// [  active actions >| inactive actions ]
		//                 s        a
		//                  <-swap->
		//                 a        s

		var actions = this._actions,
			prevIndex = action._cacheIndex,

			lastActiveIndex = this._nActiveActions ++,

			firstInactiveAction = actions[ lastActiveIndex ];

		action._cacheIndex = lastActiveIndex;
		actions[ lastActiveIndex ] = action;

		firstInactiveAction._cacheIndex = prevIndex;
		actions[ prevIndex ] = firstInactiveAction;

	},

	_takeBackAction: function ( action ) {

		// [  active actions  | inactive actions ]
		// [ active actions |< inactive actions  ]
		//        a        s
		//         <-swap->
		//        s        a

		var actions = this._actions,
			prevIndex = action._cacheIndex,

			firstInactiveIndex = -- this._nActiveActions,

			lastActiveAction = actions[ firstInactiveIndex ];

		action._cacheIndex = firstInactiveIndex;
		actions[ firstInactiveIndex ] = action;

		lastActiveAction._cacheIndex = prevIndex;
		actions[ prevIndex ] = lastActiveAction;

	},

	// Memory management for PropertyMixer objects

	_addInactiveBinding: function ( binding, rootUuid, trackName ) {

		var bindingsByRoot = this._bindingsByRootAndName,
			bindingByName = bindingsByRoot[ rootUuid ],

			bindings = this._bindings;

		if ( bindingByName === undefined ) {

			bindingByName = {};
			bindingsByRoot[ rootUuid ] = bindingByName;

		}

		bindingByName[ trackName ] = binding;

		binding._cacheIndex = bindings.length;
		bindings.push( binding );

	},

	_removeInactiveBinding: function ( binding ) {

		var bindings = this._bindings,
			propBinding = binding.binding,
			rootUuid = propBinding.rootNode.uuid,
			trackName = propBinding.path,
			bindingsByRoot = this._bindingsByRootAndName,
			bindingByName = bindingsByRoot[ rootUuid ],

			lastInactiveBinding = bindings[ bindings.length - 1 ],
			cacheIndex = binding._cacheIndex;

		lastInactiveBinding._cacheIndex = cacheIndex;
		bindings[ cacheIndex ] = lastInactiveBinding;
		bindings.pop();

		delete bindingByName[ trackName ];

		if ( Object.keys( bindingByName ).length === 0 ) {

			delete bindingsByRoot[ rootUuid ];

		}

	},

	_lendBinding: function ( binding ) {

		var bindings = this._bindings,
			prevIndex = binding._cacheIndex,

			lastActiveIndex = this._nActiveBindings ++,

			firstInactiveBinding = bindings[ lastActiveIndex ];

		binding._cacheIndex = lastActiveIndex;
		bindings[ lastActiveIndex ] = binding;

		firstInactiveBinding._cacheIndex = prevIndex;
		bindings[ prevIndex ] = firstInactiveBinding;

	},

	_takeBackBinding: function ( binding ) {

		var bindings = this._bindings,
			prevIndex = binding._cacheIndex,

			firstInactiveIndex = -- this._nActiveBindings,

			lastActiveBinding = bindings[ firstInactiveIndex ];

		binding._cacheIndex = firstInactiveIndex;
		bindings[ firstInactiveIndex ] = binding;

		lastActiveBinding._cacheIndex = prevIndex;
		bindings[ prevIndex ] = lastActiveBinding;

	},


	// Memory management of Interpolants for weight and time scale

	_lendControlInterpolant: function () {

		var interpolants = this._controlInterpolants,
			lastActiveIndex = this._nActiveControlInterpolants ++,
			interpolant = interpolants[ lastActiveIndex ];

		if ( interpolant === undefined ) {

			interpolant = new LinearInterpolant(
				new Float32Array( 2 ), new Float32Array( 2 ),
				1, this._controlInterpolantsResultBuffer );

			interpolant.__cacheIndex = lastActiveIndex;
			interpolants[ lastActiveIndex ] = interpolant;

		}

		return interpolant;

	},

	_takeBackControlInterpolant: function ( interpolant ) {

		var interpolants = this._controlInterpolants,
			prevIndex = interpolant.__cacheIndex,

			firstInactiveIndex = -- this._nActiveControlInterpolants,

			lastActiveInterpolant = interpolants[ firstInactiveIndex ];

		interpolant.__cacheIndex = firstInactiveIndex;
		interpolants[ firstInactiveIndex ] = interpolant;

		lastActiveInterpolant.__cacheIndex = prevIndex;
		interpolants[ prevIndex ] = lastActiveInterpolant;

	},

	_controlInterpolantsResultBuffer: new Float32Array( 1 ),

	// return an action for a clip optionally using a custom root target
	// object (this method allocates a lot of dynamic memory in case a
	// previously unknown clip/root combination is specified)
	clipAction: function ( clip, optionalRoot, blendMode ) {

		var root = optionalRoot || this._root,
			rootUuid = root.uuid,

			clipObject = typeof clip === 'string' ?
				AnimationClip.findByName( root, clip ) : clip,

			clipUuid = clipObject !== null ? clipObject.uuid : clip,

			actionsForClip = this._actionsByClip[ clipUuid ],
			prototypeAction = null;

		if ( blendMode === undefined ) {

			if ( clipObject !== null ) {

				blendMode = clipObject.blendMode;

			} else {

				blendMode = NormalAnimationBlendMode;

			}

		}

		if ( actionsForClip !== undefined ) {

			var existingAction =
					actionsForClip.actionByRoot[ rootUuid ];

			if ( existingAction !== undefined && existingAction.blendMode === blendMode ) {

				return existingAction;

			}

			// we know the clip, so we don't have to parse all
			// the bindings again but can just copy
			prototypeAction = actionsForClip.knownActions[ 0 ];

			// also, take the clip from the prototype action
			if ( clipObject === null )
				clipObject = prototypeAction._clip;

		}

		// clip must be known when specified via string
		if ( clipObject === null ) return null;

		// allocate all resources required to run it
		var newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );

		this._bindAction( newAction, prototypeAction );

		// and make the action known to the memory manager
		this._addInactiveAction( newAction, clipUuid, rootUuid );

		return newAction;

	},

	// get an existing action
	existingAction: function ( clip, optionalRoot ) {

		var root = optionalRoot || this._root,
			rootUuid = root.uuid,

			clipObject = typeof clip === 'string' ?
				AnimationClip.findByName( root, clip ) : clip,

			clipUuid = clipObject ? clipObject.uuid : clip,

			actionsForClip = this._actionsByClip[ clipUuid ];

		if ( actionsForClip !== undefined ) {

			return actionsForClip.actionByRoot[ rootUuid ] || null;

		}

		return null;

	},

	// deactivates all previously scheduled actions
	stopAllAction: function () {

		var actions = this._actions,
			nActions = this._nActiveActions,
			bindings = this._bindings,
			nBindings = this._nActiveBindings;

		this._nActiveActions = 0;
		this._nActiveBindings = 0;

		for ( var i = 0; i !== nActions; ++ i ) {

			actions[ i ].reset();

		}

		for ( var i = 0; i !== nBindings; ++ i ) {

			bindings[ i ].useCount = 0;

		}

		return this;

	},

	// advance the time and update apply the animation
	update: function ( deltaTime ) {

		deltaTime *= this.timeScale;

		var actions = this._actions,
			nActions = this._nActiveActions,

			time = this.time += deltaTime,
			timeDirection = Math.sign( deltaTime ),

			accuIndex = this._accuIndex ^= 1;

		// run active actions

		for ( var i = 0; i !== nActions; ++ i ) {

			var action = actions[ i ];

			action._update( time, deltaTime, timeDirection, accuIndex );

		}

		// update scene graph

		var bindings = this._bindings,
			nBindings = this._nActiveBindings;

		for ( var i = 0; i !== nBindings; ++ i ) {

			bindings[ i ].apply( accuIndex );

		}

		return this;

	},

	// Allows you to seek to a specific time in an animation.
	setTime: function ( timeInSeconds ) {

		this.time = 0; // Zero out time attribute for AnimationMixer object;
		for ( var i = 0; i < this._actions.length; i ++ ) {

			this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.

		}

		return this.update( timeInSeconds ); // Update used to set exact time. Returns "this" AnimationMixer object.

	},

	// return this mixer's root target object
	getRoot: function () {

		return this._root;

	},

	// free all resources specific to a particular clip
	uncacheClip: function ( clip ) {

		var actions = this._actions,
			clipUuid = clip.uuid,
			actionsByClip = this._actionsByClip,
			actionsForClip = actionsByClip[ clipUuid ];

		if ( actionsForClip !== undefined ) {

			// note: just calling _removeInactiveAction would mess up the
			// iteration state and also require updating the state we can
			// just throw away

			var actionsToRemove = actionsForClip.knownActions;

			for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {

				var action = actionsToRemove[ i ];

				this._deactivateAction( action );

				var cacheIndex = action._cacheIndex,
					lastInactiveAction = actions[ actions.length - 1 ];

				action._cacheIndex = null;
				action._byClipCacheIndex = null;

				lastInactiveAction._cacheIndex = cacheIndex;
				actions[ cacheIndex ] = lastInactiveAction;
				actions.pop();

				this._removeInactiveBindingsForAction( action );

			}

			delete actionsByClip[ clipUuid ];

		}

	},

	// free all resources specific to a particular root target object
	uncacheRoot: function ( root ) {

		var rootUuid = root.uuid,
			actionsByClip = this._actionsByClip;

		for ( var clipUuid in actionsByClip ) {

			var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
				action = actionByRoot[ rootUuid ];

			if ( action !== undefined ) {

				this._deactivateAction( action );
				this._removeInactiveAction( action );

			}

		}

		var bindingsByRoot = this._bindingsByRootAndName,
			bindingByName = bindingsByRoot[ rootUuid ];

		if ( bindingByName !== undefined ) {

			for ( var trackName in bindingByName ) {

				var binding = bindingByName[ trackName ];
				binding.restoreOriginalState();
				this._removeInactiveBinding( binding );

			}

		}

	},

	// remove a targeted clip from the cache
	uncacheAction: function ( clip, optionalRoot ) {

		var action = this.existingAction( clip, optionalRoot );

		if ( action !== null ) {

			this._deactivateAction( action );
			this._removeInactiveAction( action );

		}

	}

} );

/**
 * @author mrdoob / http://mrdoob.com/
 */

function Uniform( value ) {

	if ( typeof value === 'string' ) {

		console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
		value = arguments[ 1 ];

	}

	this.value = value;

}

Uniform.prototype.clone = function () {

	return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );

};

/**
 * @author benaadams / https://twitter.com/ben_a_adams
 */

function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {

	InterleavedBuffer.call( this, array, stride );

	this.meshPerAttribute = meshPerAttribute || 1;

}

InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {

	constructor: InstancedInterleavedBuffer,

	isInstancedInterleavedBuffer: true,

	copy: function ( source ) {

		InterleavedBuffer.prototype.copy.call( this, source );

		this.meshPerAttribute = source.meshPerAttribute;

		return this;

	}

} );

/**
 * @author mrdoob / http://mrdoob.com/
 * @author bhouston / http://clara.io/
 * @author stephomi / http://stephaneginier.com/
 */

function Raycaster( origin, direction, near, far ) {

	this.ray = new Ray( origin, direction );
	// direction is assumed to be normalized (for accurate distance calculations)

	this.near = near || 0;
	this.far = far || Infinity;
	this.camera = null;
	this.layers = new Layers();

	this.params = {
		Mesh: {},
		Line: { threshold: 1 },
		LOD: {},
		Points: { threshold: 1 },
		Sprite: {}
	};

	Object.defineProperties( this.params, {
		PointCloud: {
			get: function () {

				console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
				return this.Points;

			}
		}
	} );

}

function ascSort( a, b ) {

	return a.distance - b.distance;

}

function intersectObject( object, raycaster, intersects, recursive ) {

	if ( object.layers.test( raycaster.layers ) ) {

		object.raycast( raycaster, intersects );

	}

	if ( recursive === true ) {

		var children = object.children;

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

			intersectObject( children[ i ], raycaster, intersects, true );

		}

	}

}

Object.assign( Raycaster.prototype, {

	set: function ( origin, direction ) {

		// direction is assumed to be normalized (for accurate distance calculations)

		this.ray.set( origin, direction );

	},

	setFromCamera: function ( coords, camera ) {

		if ( ( camera && camera.isPerspectiveCamera ) ) {

			this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
			this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
			this.camera = camera;

		} else if ( ( camera && camera.isOrthographicCamera ) ) {

			this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
			this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
			this.camera = camera;

		} else {

			console.error( 'THREE.Raycaster: Unsupported camera type.' );

		}

	},

	intersectObject: function ( object, recursive, optionalTarget ) {

		var intersects = optionalTarget || [];

		intersectObject( object, this, intersects, recursive );

		intersects.sort( ascSort );

		return intersects;

	},

	intersectObjects: function ( objects, recursive, optionalTarget ) {

		var intersects = optionalTarget || [];

		if ( Array.isArray( objects ) === false ) {

			console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
			return intersects;

		}

		for ( var i = 0, l = objects.length; i < l; i ++ ) {

			intersectObject( objects[ i ], this, intersects, recursive );

		}

		intersects.sort( ascSort );

		return intersects;

	}

} );

/**
 * @author bhouston / http://clara.io
 * @author WestLangley / http://github.com/WestLangley
 *
 * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
 *
 * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
 * The azimuthal angle (theta) is measured from the positive z-axis.
 */

function Spherical( radius, phi, theta ) {

	this.radius = ( radius !== undefined ) ? radius : 1.0;
	this.phi = ( phi !== undefined ) ? phi : 0; // polar angle
	this.theta = ( theta !== undefined ) ? theta : 0; // azimuthal angle

	return this;

}

Object.assign( Spherical.prototype, {

	set: function ( radius, phi, theta ) {

		this.radius = radius;
		this.phi = phi;
		this.theta = theta;

		return this;

	},

	clone: function () {

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

	},

	copy: function ( other ) {

		this.radius = other.radius;
		this.phi = other.phi;
		this.theta = other.theta;

		return this;

	},

	// restrict phi to be betwee EPS and PI-EPS
	makeSafe: function () {

		var EPS = 0.000001;
		this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );

		return this;

	},

	setFromVector3: function ( v ) {

		return this.setFromCartesianCoords( v.x, v.y, v.z );

	},

	setFromCartesianCoords: function ( x, y, z ) {

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

		if ( this.radius === 0 ) {

			this.theta = 0;
			this.phi = 0;

		} else {

			this.theta = Math.atan2( x, z );
			this.phi = Math.acos( MathUtils.clamp( y / this.radius, - 1, 1 ) );

		}

		return this;

	}

} );

/**
 * @author Mugen87 / https://github.com/Mugen87
 *
 * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
 *
 */

function Cylindrical( radius, theta, y ) {

	this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
	this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
	this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane

	return this;

}

Object.assign( Cylindrical.prototype, {

	set: function ( radius, theta, y ) {

		this.radius = radius;
		this.theta = theta;
		this.y = y;

		return this;

	},

	clone: function () {

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

	},

	copy: function ( other ) {

		this.radius = other.radius;
		this.theta = other.theta;
		this.y = other.y;

		return this;

	},

	setFromVector3: function ( v ) {

		return this.setFromCartesianCoords( v.x, v.y, v.z );

	},

	setFromCartesianCoords: function ( x, y, z ) {

		this.radius = Math.sqrt( x * x + z * z );
		this.theta = Math.atan2( x, z );
		this.y = y;

		return this;

	}

} );

/**
 * @author bhouston / http://clara.io
 */

var _vector$7 = new Vector2();

function Box2( min, max ) {

	this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
	this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );

}

Object.assign( Box2.prototype, {

	set: function ( min, max ) {

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

		return this;

	},

	setFromPoints: function ( points ) {

		this.makeEmpty();

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

			this.expandByPoint( points[ i ] );

		}

		return this;

	},

	setFromCenterAndSize: function ( center, size ) {

		var halfSize = _vector$7.copy( size ).multiplyScalar( 0.5 );
		this.min.copy( center ).sub( halfSize );
		this.max.copy( center ).add( halfSize );

		return this;

	},

	clone: function () {

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

	},

	copy: function ( box ) {

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

		return this;

	},

	makeEmpty: function () {

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

		return this;

	},

	isEmpty: function () {

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

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

	},

	getCenter: function ( target ) {

		if ( target === undefined ) {

			console.warn( 'THREE.Box2: .getCenter() target is now required' );
			target = new Vector2();

		}

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

	},

	getSize: function ( target ) {

		if ( target === undefined ) {

			console.warn( 'THREE.Box2: .getSize() target is now required' );
			target = new Vector2();

		}

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

	},

	expandByPoint: function ( point ) {

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

		return this;

	},

	expandByVector: function ( vector ) {

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

		return this;

	},

	expandByScalar: function ( scalar ) {

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

		return this;

	},

	containsPoint: function ( point ) {

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

	},

	containsBox: function ( box ) {

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

	},

	getParameter: function ( point, target ) {

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

		if ( target === undefined ) {

			console.warn( 'THREE.Box2: .getParameter() target is now required' );
			target = new Vector2();

		}

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

	},

	intersectsBox: function ( box ) {

		// using 4 splitting planes to rule out intersections

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

	},

	clampPoint: function ( point, target ) {

		if ( target === undefined ) {

			console.warn( 'THREE.Box2: .clampPoint() target is now required' );
			target = new Vector2();

		}

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

	},

	distanceToPoint: function ( point ) {

		var clampedPoint = _vector$7.copy( point ).clamp( this.min, this.max );
		return clampedPoint.sub( point ).length();

	},

	intersect: function ( box ) {

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

		return this;

	},

	union: function ( box ) {

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

		return this;

	},

	translate: function ( offset ) {

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

		return this;

	},

	equals: function ( box ) {

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

	}

} );

/**
 * @author bhouston / http://clara.io
 */

var _startP = new Vector3();
var _startEnd = new Vector3();

function Line3( start, end ) {

	this.start = ( start !== undefined ) ? start : new Vector3();
	this.end = ( end !== undefined ) ? end : new Vector3();

}

Object.assign( Line3.prototype, {

	set: function ( start, end ) {

		this.start.copy( start );
		this.end.copy( end );

		return this;

	},

	clone: function () {

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

	},

	copy: function ( line ) {

		this.start.copy( line.start );
		this.end.copy( line.end );

		return this;

	},

	getCenter: function ( target ) {

		if ( target === undefined ) {

			console.warn( 'THREE.Line3: .getCenter() target is now required' );
			target = new Vector3();

		}

		return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );

	},

	delta: function ( target ) {

		if ( target === undefined ) {

			console.warn( 'THREE.Line3: .delta() target is now required' );
			target = new Vector3();

		}

		return target.subVectors( this.end, this.start );

	},

	distanceSq: function () {

		return this.start.distanceToSquared( this.end );

	},

	distance: function () {

		return this.start.distanceTo( this.end );

	},

	at: function ( t, target ) {

		if ( target === undefined ) {

			console.warn( 'THREE.Line3: .at() target is now required' );
			target = new Vector3();

		}

		return this.delta( target ).multiplyScalar( t ).add( this.start );

	},

	closestPointToPointParameter: function ( point, clampToLine ) {

		_startP.subVectors( point, this.start );
		_startEnd.subVectors( this.end, this.start );

		var startEnd2 = _startEnd.dot( _startEnd );
		var startEnd_startP = _startEnd.dot( _startP );

		var t = startEnd_startP / startEnd2;

		if ( clampToLine ) {

			t = MathUtils.clamp( t, 0, 1 );

		}

		return t;

	},

	closestPointToPoint: function ( point, clampToLine, target ) {

		var t = this.closestPointToPointParameter( point, clampToLine );

		if ( target === undefined ) {

			console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );
			target = new Vector3();

		}

		return this.delta( target ).multiplyScalar( t ).add( this.start );

	},

	applyMatrix4: function ( matrix ) {

		this.start.applyMatrix4( matrix );
		this.end.applyMatrix4( matrix );

		return this;

	},

	equals: function ( line ) {

		return line.start.equals( this.start ) && line.end.equals( this.end );

	}

} );

/**
 * @author alteredq / http://alteredqualia.com/
 */

function ImmediateRenderObject( material ) {

	Object3D.call( this );

	this.material = material;
	this.render = function ( /* renderCallback */ ) {};

}

ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;

ImmediateRenderObject.prototype.isImmediateRenderObject = true;

/**
 * @author alteredq / http://alteredqualia.com/
 * @author mrdoob / http://mrdoob.com/
 * @author WestLangley / http://github.com/WestLangley
 */

var _vector$8 = new Vector3();

function SpotLightHelper( light, color ) {

	Object3D.call( this );

	this.light = light;
	this.light.updateMatrixWorld();

	this.matrix = light.matrixWorld;
	this.matrixAutoUpdate = false;

	this.color = color;

	var geometry = new BufferGeometry();

	var positions = [
		0, 0, 0, 	0, 0, 1,
		0, 0, 0, 	1, 0, 1,
		0, 0, 0,	- 1, 0, 1,
		0, 0, 0, 	0, 1, 1,
		0, 0, 0, 	0, - 1, 1
	];

	for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {

		var p1 = ( i / l ) * Math.PI * 2;
		var p2 = ( j / l ) * Math.PI * 2;

		positions.push(
			Math.cos( p1 ), Math.sin( p1 ), 1,
			Math.cos( p2 ), Math.sin( p2 ), 1
		);

	}

	geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );

	var material = new LineBasicMaterial( { fog: false, toneMapped: false } );

	this.cone = new LineSegments( geometry, material );
	this.add( this.cone );

	this.update();

}

SpotLightHelper.prototype = Object.create( Object3D.prototype );
SpotLightHelper.prototype.constructor = SpotLightHelper;

SpotLightHelper.prototype.dispose = function () {

	this.cone.geometry.dispose();
	this.cone.material.dispose();

};

SpotLightHelper.prototype.update = function () {

	this.light.updateMatrixWorld();

	var coneLength = this.light.distance ? this.light.distance : 1000;
	var coneWidth = coneLength * Math.tan( this.light.angle );

	this.cone.scale.set( coneWidth, coneWidth, coneLength );

	_vector$8.setFromMatrixPosition( this.light.target.matrixWorld );

	this.cone.lookAt( _vector$8 );

	if ( this.color !== undefined ) {

		this.cone.material.color.set( this.color );

	} else {

		this.cone.material.color.copy( this.light.color );

	}

};

/**
 * @author Sean Griffin / http://twitter.com/sgrif
 * @author Michael Guerrero / http://realitymeltdown.com
 * @author mrdoob / http://mrdoob.com/
 * @author ikerr / http://verold.com
 * @author Mugen87 / https://github.com/Mugen87
 */

var _vector$9 = new Vector3();
var _boneMatrix = new Matrix4();
var _matrixWorldInv = new Matrix4();

function getBoneList( object ) {

	var boneList = [];

	if ( object && object.isBone ) {

		boneList.push( object );

	}

	for ( var i = 0; i < object.children.length; i ++ ) {

		boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );

	}

	return boneList;

}

function SkeletonHelper( object ) {

	var bones = getBoneList( object );

	var geometry = new BufferGeometry();

	var vertices = [];
	var colors = [];

	var color1 = new Color( 0, 0, 1 );
	var color2 = new Color( 0, 1, 0 );

	for ( var i = 0; i < bones.length; i ++ ) {

		var bone = bones[ i ];

		if ( bone.parent && bone.parent.isBone ) {

			vertices.push( 0, 0, 0 );
			vertices.push( 0, 0, 0 );
			colors.push( color1.r, color1.g, color1.b );
			colors.push( color2.r, color2.g, color2.b );

		}

	}

	geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
	geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );

	var material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );

	LineSegments.call( this, geometry, material );

	this.type = 'SkeletonHelper';

	this.root = object;
	this.bones = bones;

	this.matrix = object.matrixWorld;
	this.matrixAutoUpdate = false;

}

SkeletonHelper.prototype = Object.create( LineSegments.prototype );
SkeletonHelper.prototype.constructor = SkeletonHelper;

SkeletonHelper.prototype.isSkeletonHelper = true;

SkeletonHelper.prototype.updateMatrixWorld = function ( force ) {

	var bones = this.bones;

	var geometry = this.geometry;
	var position = geometry.getAttribute( 'position' );

	_matrixWorldInv.getInverse( this.root.matrixWorld );

	for ( var i = 0, j = 0; i < bones.length; i ++ ) {

		var bone = bones[ i ];

		if ( bone.parent && bone.parent.isBone ) {

			_boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
			_vector$9.setFromMatrixPosition( _boneMatrix );
			position.setXYZ( j, _vector$9.x, _vector$9.y, _vector$9.z );

			_boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
			_vector$9.setFromMatrixPosition( _boneMatrix );
			position.setXYZ( j + 1, _vector$9.x, _vector$9.y, _vector$9.z );

			j += 2;

		}

	}

	geometry.getAttribute( 'position' ).needsUpdate = true;

	Object3D.prototype.updateMatrixWorld.call( this, force );

};

/**
 * @author alteredq / http://alteredqualia.com/
 * @author mrdoob / http://mrdoob.com/
 */

function PointLightHelper( light, sphereSize, color ) {

	this.light = light;
	this.light.updateMatrixWorld();

	this.color = color;

	var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
	var material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );

	Mesh.call( this, geometry, material );

	this.type = 'PointLightHelper';

	this.matrix = this.light.matrixWorld;
	this.matrixAutoUpdate = false;

	this.update();


	/*
	var distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
	var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );

	this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
	this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );

	var d = light.distance;

	if ( d === 0.0 ) {

		this.lightDistance.visible = false;

	} else {

		this.lightDistance.scale.set( d, d, d );

	}

	this.add( this.lightDistance );
	*/

}

PointLightHelper.prototype = Object.create( Mesh.prototype );
PointLightHelper.prototype.constructor = PointLightHelper;

PointLightHelper.prototype.dispose = function () {

	this.geometry.dispose();
	this.material.dispose();

};

PointLightHelper.prototype.update = function () {

	if ( this.color !== undefined ) {

		this.material.color.set( this.color );

	} else {

		this.material.color.copy( this.light.color );

	}

	/*
	var d = this.light.distance;

	if ( d === 0.0 ) {

		this.lightDistance.visible = false;

	} else {

		this.lightDistance.visible = true;
		this.lightDistance.scale.set( d, d, d );

	}
	*/

};

/**
 * @author alteredq / http://alteredqualia.com/
 * @author mrdoob / http://mrdoob.com/
 * @author Mugen87 / https://github.com/Mugen87
 */

var _vector$a = new Vector3();
var _color1 = new Color();
var _color2 = new Color();

function HemisphereLightHelper( light, size, color ) {

	Object3D.call( this );

	this.light = light;
	this.light.updateMatrixWorld();

	this.matrix = light.matrixWorld;
	this.matrixAutoUpdate = false;

	this.color = color;

	var geometry = new OctahedronBufferGeometry( size );
	geometry.rotateY( Math.PI * 0.5 );

	this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
	if ( this.color === undefined ) this.material.vertexColors = true;

	var position = geometry.getAttribute( 'position' );
	var colors = new Float32Array( position.count * 3 );

	geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );

	this.add( new Mesh( geometry, this.material ) );

	this.update();

}

HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;

HemisphereLightHelper.prototype.dispose = function () {

	this.children[ 0 ].geometry.dispose();
	this.children[ 0 ].material.dispose();

};

HemisphereLightHelper.prototype.update = function () {

	var mesh = this.children[ 0 ];

	if ( this.color !== undefined ) {

		this.material.color.set( this.color );

	} else {

		var colors = mesh.geometry.getAttribute( 'color' );

		_color1.copy( this.light.color );
		_color2.copy( this.light.groundColor );

		for ( var i = 0, l = colors.count; i < l; i ++ ) {

			var color = ( i < ( l / 2 ) ) ? _color1 : _color2;

			colors.setXYZ( i, color.r, color.g, color.b );

		}

		colors.needsUpdate = true;

	}

	mesh.lookAt( _vector$a.setFromMatrixPosition( this.light.matrixWorld ).negate() );

};

/**
 * @author mrdoob / http://mrdoob.com/
 */

function GridHelper( size, divisions, color1, color2 ) {

	size = size || 10;
	divisions = divisions || 10;
	color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
	color2 = new Color( color2 !== undefined ? color2 : 0x888888 );

	var center = divisions / 2;
	var step = size / divisions;
	var halfSize = size / 2;

	var vertices = [], colors = [];

	for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {

		vertices.push( - halfSize, 0, k, halfSize, 0, k );
		vertices.push( k, 0, - halfSize, k, 0, halfSize );

		var color = i === center ? color1 : color2;

		color.toArray( colors, j ); j += 3;
		color.toArray( colors, j ); j += 3;
		color.toArray( colors, j ); j += 3;
		color.toArray( colors, j ); j += 3;

	}

	var geometry = new BufferGeometry();
	geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
	geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );

	var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );

	LineSegments.call( this, geometry, material );

	this.type = 'GridHelper';

}

GridHelper.prototype = Object.assign( Object.create( LineSegments.prototype ), {

	constructor: GridHelper,

	copy: function ( source ) {

		LineSegments.prototype.copy.call( this, source );

		this.geometry.copy( source.geometry );
		this.material.copy( source.material );

		return this;

	},

	clone: function () {

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

	}

} );

/**
 * @author mrdoob / http://mrdoob.com/
 * @author Mugen87 / http://github.com/Mugen87
 * @author Hectate / http://www.github.com/Hectate
 */

function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {

	radius = radius || 10;
	radials = radials || 16;
	circles = circles || 8;
	divisions = divisions || 64;
	color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
	color2 = new Color( color2 !== undefined ? color2 : 0x888888 );

	var vertices = [];
	var colors = [];

	var x, z;
	var v, i, j, r, color;

	// create the radials

	for ( i = 0; i <= radials; i ++ ) {

		v = ( i / radials ) * ( Math.PI * 2 );

		x = Math.sin( v ) * radius;
		z = Math.cos( v ) * radius;

		vertices.push( 0, 0, 0 );
		vertices.push( x, 0, z );

		color = ( i & 1 ) ? color1 : color2;

		colors.push( color.r, color.g, color.b );
		colors.push( color.r, color.g, color.b );

	}

	// create the circles

	for ( i = 0; i <= circles; i ++ ) {

		color = ( i & 1 ) ? color1 : color2;

		r = radius - ( radius / circles * i );

		for ( j = 0; j < divisions; j ++ ) {

			// first vertex

			v = ( j / divisions ) * ( Math.PI * 2 );

			x = Math.sin( v ) * r;
			z = Math.cos( v ) * r;

			vertices.push( x, 0, z );
			colors.push( color.r, color.g, color.b );

			// second vertex

			v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );

			x = Math.sin( v ) * r;
			z = Math.cos( v ) * r;

			vertices.push( x, 0, z );
			colors.push( color.r, color.g, color.b );

		}

	}

	var geometry = new BufferGeometry();
	geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
	geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );

	var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );

	LineSegments.call( this, geometry, material );

	this.type = 'PolarGridHelper';

}

PolarGridHelper.prototype = Object.create( LineSegments.prototype );
PolarGridHelper.prototype.constructor = PolarGridHelper;

/**
 * @author alteredq / http://alteredqualia.com/
 * @author mrdoob / http://mrdoob.com/
 * @author WestLangley / http://github.com/WestLangley
 */

var _v1$5 = new Vector3();
var _v2$3 = new Vector3();
var _v3$1 = new Vector3();

function DirectionalLightHelper( light, size, color ) {

	Object3D.call( this );

	this.light = light;
	this.light.updateMatrixWorld();

	this.matrix = light.matrixWorld;
	this.matrixAutoUpdate = false;

	this.color = color;

	if ( size === undefined ) size = 1;

	var geometry = new BufferGeometry();
	geometry.setAttribute( 'position', new Float32BufferAttribute( [
		- size, size, 0,
		size, size, 0,
		size, - size, 0,
		- size, - size, 0,
		- size, size, 0
	], 3 ) );

	var material = new LineBasicMaterial( { fog: false, toneMapped: false } );

	this.lightPlane = new Line( geometry, material );
	this.add( this.lightPlane );

	geometry = new BufferGeometry();
	geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );

	this.targetLine = new Line( geometry, material );
	this.add( this.targetLine );

	this.update();

}

DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;

DirectionalLightHelper.prototype.dispose = function () {

	this.lightPlane.geometry.dispose();
	this.lightPlane.material.dispose();
	this.targetLine.geometry.dispose();
	this.targetLine.material.dispose();

};

DirectionalLightHelper.prototype.update = function () {

	_v1$5.setFromMatrixPosition( this.light.matrixWorld );
	_v2$3.setFromMatrixPosition( this.light.target.matrixWorld );
	_v3$1.subVectors( _v2$3, _v1$5 );

	this.lightPlane.lookAt( _v2$3 );

	if ( this.color !== undefined ) {

		this.lightPlane.material.color.set( this.color );
		this.targetLine.material.color.set( this.color );

	} else {

		this.lightPlane.material.color.copy( this.light.color );
		this.targetLine.material.color.copy( this.light.color );

	}

	this.targetLine.lookAt( _v2$3 );
	this.targetLine.scale.z = _v3$1.length();

};

/**
 * @author alteredq / http://alteredqualia.com/
 * @author Mugen87 / https://github.com/Mugen87
 *
 *	- shows frustum, line of sight and up of the camera
 *	- suitable for fast updates
 * 	- based on frustum visualization in lightgl.js shadowmap example
 *		http://evanw.github.com/lightgl.js/tests/shadowmap.html
 */

var _vector$b = new Vector3();
var _camera = new Camera();

function CameraHelper( camera ) {

	var geometry = new BufferGeometry();
	var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );

	var vertices = [];
	var colors = [];

	var pointMap = {};

	// colors

	var colorFrustum = new Color( 0xffaa00 );
	var colorCone = new Color( 0xff0000 );
	var colorUp = new Color( 0x00aaff );
	var colorTarget = new Color( 0xffffff );
	var colorCross = new Color( 0x333333 );

	// near

	addLine( 'n1', 'n2', colorFrustum );
	addLine( 'n2', 'n4', colorFrustum );
	addLine( 'n4', 'n3', colorFrustum );
	addLine( 'n3', 'n1', colorFrustum );

	// far

	addLine( 'f1', 'f2', colorFrustum );
	addLine( 'f2', 'f4', colorFrustum );
	addLine( 'f4', 'f3', colorFrustum );
	addLine( 'f3', 'f1', colorFrustum );

	// sides

	addLine( 'n1', 'f1', colorFrustum );
	addLine( 'n2', 'f2', colorFrustum );
	addLine( 'n3', 'f3', colorFrustum );
	addLine( 'n4', 'f4', colorFrustum );

	// cone

	addLine( 'p', 'n1', colorCone );
	addLine( 'p', 'n2', colorCone );
	addLine( 'p', 'n3', colorCone );
	addLine( 'p', 'n4', colorCone );

	// up

	addLine( 'u1', 'u2', colorUp );
	addLine( 'u2', 'u3', colorUp );
	addLine( 'u3', 'u1', colorUp );

	// target

	addLine( 'c', 't', colorTarget );
	addLine( 'p', 'c', colorCross );

	// cross

	addLine( 'cn1', 'cn2', colorCross );
	addLine( 'cn3', 'cn4', colorCross );

	addLine( 'cf1', 'cf2', colorCross );
	addLine( 'cf3', 'cf4', colorCross );

	function addLine( a, b, color ) {

		addPoint( a, color );
		addPoint( b, color );

	}

	function addPoint( id, color ) {

		vertices.push( 0, 0, 0 );
		colors.push( color.r, color.g, color.b );

		if ( pointMap[ id ] === undefined ) {

			pointMap[ id ] = [];

		}

		pointMap[ id ].push( ( vertices.length / 3 ) - 1 );

	}

	geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
	geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );

	LineSegments.call( this, geometry, material );

	this.type = 'CameraHelper';

	this.camera = camera;
	if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();

	this.matrix = camera.matrixWorld;
	this.matrixAutoUpdate = false;

	this.pointMap = pointMap;

	this.update();

}

CameraHelper.prototype = Object.create( LineSegments.prototype );
CameraHelper.prototype.constructor = CameraHelper;

CameraHelper.prototype.update = function () {

	var geometry = this.geometry;
	var pointMap = this.pointMap;

	var w = 1, h = 1;

	// we need just camera projection matrix inverse
	// world matrix must be identity

	_camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );

	// center / target

	setPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );
	setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );

	// near

	setPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );
	setPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );
	setPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );
	setPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );

	// far

	setPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );
	setPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );
	setPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );
	setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );

	// up

	setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );
	setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );
	setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );

	// cross

	setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );
	setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );
	setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );
	setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );

	setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );
	setPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );
	setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );
	setPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );

	geometry.getAttribute( 'position' ).needsUpdate = true;

};

function setPoint( point, pointMap, geometry, camera, x, y, z ) {

	_vector$b.set( x, y, z ).unproject( camera );

	var points = pointMap[ point ];

	if ( points !== undefined ) {

		var position = geometry.getAttribute( 'position' );

		for ( var i = 0, l = points.length; i < l; i ++ ) {

			position.setXYZ( points[ i ], _vector$b.x, _vector$b.y, _vector$b.z );

		}

	}

}

/**
 * @author mrdoob / http://mrdoob.com/
 * @author Mugen87 / http://github.com/Mugen87
 */

var _box$3 = new Box3();

function BoxHelper( object, color ) {

	this.object = object;

	if ( color === undefined ) color = 0xffff00;

	var indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );
	var positions = new Float32Array( 8 * 3 );

	var geometry = new BufferGeometry();
	geometry.setIndex( new BufferAttribute( indices, 1 ) );
	geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );

	LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );

	this.type = 'BoxHelper';

	this.matrixAutoUpdate = false;

	this.update();

}

BoxHelper.prototype = Object.create( LineSegments.prototype );
BoxHelper.prototype.constructor = BoxHelper;

BoxHelper.prototype.update = function ( object ) {

	if ( object !== undefined ) {

		console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );

	}

	if ( this.object !== undefined ) {

		_box$3.setFromObject( this.object );

	}

	if ( _box$3.isEmpty() ) return;

	var min = _box$3.min;
	var max = _box$3.max;

	/*
	  5____4
	1/___0/|
	| 6__|_7
	2/___3/

	0: max.x, max.y, max.z
	1: min.x, max.y, max.z
	2: min.x, min.y, max.z
	3: max.x, min.y, max.z
	4: max.x, max.y, min.z
	5: min.x, max.y, min.z
	6: min.x, min.y, min.z
	7: max.x, min.y, min.z
	*/

	var position = this.geometry.attributes.position;
	var array = position.array;

	array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
	array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
	array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
	array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
	array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
	array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
	array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
	array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;

	position.needsUpdate = true;

	this.geometry.computeBoundingSphere();


};

BoxHelper.prototype.setFromObject = function ( object ) {

	this.object = object;
	this.update();

	return this;

};

BoxHelper.prototype.copy = function ( source ) {

	LineSegments.prototype.copy.call( this, source );

	this.object = source.object;

	return this;

};

BoxHelper.prototype.clone = function () {

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

};

/**
 * @author WestLangley / http://github.com/WestLangley
 */

function Box3Helper( box, color ) {

	this.type = 'Box3Helper';

	this.box = box;

	color = color || 0xffff00;

	var indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );

	var positions = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, - 1, - 1, 1, - 1, - 1, - 1, - 1, 1, - 1, - 1 ];

	var geometry = new BufferGeometry();

	geometry.setIndex( new BufferAttribute( indices, 1 ) );

	geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );

	LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );

	this.type = 'Box3Helper';

	this.geometry.computeBoundingSphere();

}

Box3Helper.prototype = Object.create( LineSegments.prototype );
Box3Helper.prototype.constructor = Box3Helper;

Box3Helper.prototype.updateMatrixWorld = function ( force ) {

	var box = this.box;

	if ( box.isEmpty() ) return;

	box.getCenter( this.position );

	box.getSize( this.scale );

	this.scale.multiplyScalar( 0.5 );

	Object3D.prototype.updateMatrixWorld.call( this, force );

};

/**
 * @author WestLangley / http://github.com/WestLangley
 */

function PlaneHelper( plane, size, hex ) {

	this.plane = plane;

	this.size = ( size === undefined ) ? 1 : size;

	var color = ( hex !== undefined ) ? hex : 0xffff00;

	var positions = [ 1, - 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0 ];

	var geometry = new BufferGeometry();
	geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
	geometry.computeBoundingSphere();

	Line.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );

	this.type = 'PlaneHelper';

	//

	var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];

	var geometry2 = new BufferGeometry();
	geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
	geometry2.computeBoundingSphere();

	this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );

}

PlaneHelper.prototype = Object.create( Line.prototype );
PlaneHelper.prototype.constructor = PlaneHelper;

PlaneHelper.prototype.updateMatrixWorld = function ( force ) {

	var scale = - this.plane.constant;

	if ( Math.abs( scale ) < 1e-8 ) scale = 1e-8; // sign does not matter

	this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );

	this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here

	this.lookAt( this.plane.normal );

	Object3D.prototype.updateMatrixWorld.call( this, force );

};

/**
 * @author WestLangley / http://github.com/WestLangley
 * @author zz85 / http://github.com/zz85
 * @author bhouston / http://clara.io
 *
 * Creates an arrow for visualizing directions
 *
 * Parameters:
 *  dir - Vector3
 *  origin - Vector3
 *  length - Number
 *  color - color in hex value
 *  headLength - Number
 *  headWidth - Number
 */

var _axis = new Vector3();
var _lineGeometry, _coneGeometry;

function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {

	// dir is assumed to be normalized

	Object3D.call( this );

	this.type = 'ArrowHelper';

	if ( dir === undefined ) dir = new Vector3( 0, 0, 1 );
	if ( origin === undefined ) origin = new Vector3( 0, 0, 0 );
	if ( length === undefined ) length = 1;
	if ( color === undefined ) color = 0xffff00;
	if ( headLength === undefined ) headLength = 0.2 * length;
	if ( headWidth === undefined ) headWidth = 0.2 * headLength;

	if ( _lineGeometry === undefined ) {

		_lineGeometry = new BufferGeometry();
		_lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );

		_coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
		_coneGeometry.translate( 0, - 0.5, 0 );

	}

	this.position.copy( origin );

	this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
	this.line.matrixAutoUpdate = false;
	this.add( this.line );

	this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );
	this.cone.matrixAutoUpdate = false;
	this.add( this.cone );

	this.setDirection( dir );
	this.setLength( length, headLength, headWidth );

}

ArrowHelper.prototype = Object.create( Object3D.prototype );
ArrowHelper.prototype.constructor = ArrowHelper;

ArrowHelper.prototype.setDirection = function ( dir ) {

	// dir is assumed to be normalized

	if ( dir.y > 0.99999 ) {

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

	} else if ( dir.y < - 0.99999 ) {

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

	} else {

		_axis.set( dir.z, 0, - dir.x ).normalize();

		var radians = Math.acos( dir.y );

		this.quaternion.setFromAxisAngle( _axis, radians );

	}

};

ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {

	if ( headLength === undefined ) headLength = 0.2 * length;
	if ( headWidth === undefined ) headWidth = 0.2 * headLength;

	this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
	this.line.updateMatrix();

	this.cone.scale.set( headWidth, headLength, headWidth );
	this.cone.position.y = length;
	this.cone.updateMatrix();

};

ArrowHelper.prototype.setColor = function ( color ) {

	this.line.material.color.set( color );
	this.cone.material.color.set( color );

};

ArrowHelper.prototype.copy = function ( source ) {

	Object3D.prototype.copy.call( this, source, false );

	this.line.copy( source.line );
	this.cone.copy( source.cone );

	return this;

};

ArrowHelper.prototype.clone = function () {

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

};

/**
 * @author sroucheray / http://sroucheray.org/
 * @author mrdoob / http://mrdoob.com/
 */

function AxesHelper( size ) {

	size = size || 1;

	var vertices = [
		0, 0, 0,	size, 0, 0,
		0, 0, 0,	0, size, 0,
		0, 0, 0,	0, 0, size
	];

	var colors = [
		1, 0, 0,	1, 0.6, 0,
		0, 1, 0,	0.6, 1, 0,
		0, 0, 1,	0, 0.6, 1
	];

	var geometry = new BufferGeometry();
	geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
	geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );

	var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );

	LineSegments.call( this, geometry, material );

	this.type = 'AxesHelper';

}

AxesHelper.prototype = Object.create( LineSegments.prototype );
AxesHelper.prototype.constructor = AxesHelper;

/**
 * @author Emmett Lalish / elalish
 *
 * This class generates a Prefiltered, Mipmapped Radiance Environment Map
 * (PMREM) from a cubeMap environment texture. This allows different levels of
 * blur to be quickly accessed based on material roughness. It is packed into a
 * special CubeUV format that allows us to perform custom interpolation so that
 * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
 * chain, it only goes down to the LOD_MIN level (above), and then creates extra
 * even more filtered 'mips' at the same LOD_MIN resolution, associated with
 * higher roughness levels. In this way we maintain resolution to smoothly
 * interpolate diffuse lighting while limiting sampling computation.
 */

var LOD_MIN = 4;
var LOD_MAX = 8;
var SIZE_MAX = Math.pow( 2, LOD_MAX );

// The standard deviations (radians) associated with the extra mips. These are
// chosen to approximate a Trowbridge-Reitz distribution function times the
// geometric shadowing function. These sigma values squared must match the
// variance #defines in cube_uv_reflection_fragment.glsl.js.
var EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];

var TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;

// The maximum length of the blur for loop. Smaller sigmas will use fewer
// samples and exit early, but not recompile the shader.
var MAX_SAMPLES = 20;

var ENCODINGS = {
	[ LinearEncoding ]: 0,
	[ sRGBEncoding ]: 1,
	[ RGBEEncoding ]: 2,
	[ RGBM7Encoding ]: 3,
	[ RGBM16Encoding ]: 4,
	[ RGBDEncoding ]: 5,
	[ GammaEncoding ]: 6
};

var _flatCamera = new OrthographicCamera();
var { _lodPlanes, _sizeLods, _sigmas } = _createPlanes();
var _oldTarget = null;

// Golden Ratio
var PHI = ( 1 + Math.sqrt( 5 ) ) / 2;
var INV_PHI = 1 / PHI;

// Vertices of a dodecahedron (except the opposites, which represent the
// same axis), used as axis directions evenly spread on a sphere.
var _axisDirections = [
	new Vector3( 1, 1, 1 ),
	new Vector3( - 1, 1, 1 ),
	new Vector3( 1, 1, - 1 ),
	new Vector3( - 1, 1, - 1 ),
	new Vector3( 0, PHI, INV_PHI ),
	new Vector3( 0, PHI, - INV_PHI ),
	new Vector3( INV_PHI, 0, PHI ),
	new Vector3( - INV_PHI, 0, PHI ),
	new Vector3( PHI, INV_PHI, 0 ),
	new Vector3( - PHI, INV_PHI, 0 ) ];

function PMREMGenerator( renderer ) {

	this._renderer = renderer;
	this._pingPongRenderTarget = null;

	this._blurMaterial = _getBlurShader( MAX_SAMPLES );
	this._equirectShader = null;
	this._cubemapShader = null;

	this._compileMaterial( this._blurMaterial );

}

PMREMGenerator.prototype = {

	constructor: PMREMGenerator,

	/**
	 * Generates a PMREM from a supplied Scene, which can be faster than using an
	 * image if networking bandwidth is low. Optional sigma specifies a blur radius
	 * in radians to be applied to the scene before PMREM generation. Optional near
	 * and far planes ensure the scene is rendered in its entirety (the cubeCamera
	 * is placed at the origin).
	 */
	fromScene: function ( scene, sigma = 0, near = 0.1, far = 100 ) {

		_oldTarget = this._renderer.getRenderTarget();
		var cubeUVRenderTarget = this._allocateTargets();

		this._sceneToCubeUV( scene, near, far, cubeUVRenderTarget );
		if ( sigma > 0 ) {

			this._blur( cubeUVRenderTarget, 0, 0, sigma );

		}

		this._applyPMREM( cubeUVRenderTarget );
		this._cleanup( cubeUVRenderTarget );

		return cubeUVRenderTarget;

	},

	/**
	 * Generates a PMREM from an equirectangular texture, which can be either LDR
	 * (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512),
	 * as this matches best with the 256 x 256 cubemap output.
	 */
	fromEquirectangular: function ( equirectangular ) {

		equirectangular.magFilter = NearestFilter;
		equirectangular.minFilter = NearestFilter;
		equirectangular.generateMipmaps = false;

		return this.fromCubemap( equirectangular );

	},

	/**
	 * Generates a PMREM from an cubemap texture, which can be either LDR
	 * (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256,
	 * as this matches best with the 256 x 256 cubemap output.
	 */
	fromCubemap: function ( cubemap ) {

		_oldTarget = this._renderer.getRenderTarget();
		var cubeUVRenderTarget = this._allocateTargets( cubemap );
		this._textureToCubeUV( cubemap, cubeUVRenderTarget );
		this._applyPMREM( cubeUVRenderTarget );
		this._cleanup( cubeUVRenderTarget );

		return cubeUVRenderTarget;

	},

	/**
	 * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
	 * your texture's network fetch for increased concurrency.
	 */
	compileCubemapShader: function () {

		if ( this._cubemapShader === null ) {

			this._cubemapShader = _getCubemapShader();
			this._compileMaterial( this._cubemapShader );

		}

	},

	/**
	 * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
	 * your texture's network fetch for increased concurrency.
	 */
	compileEquirectangularShader: function () {

		if ( this._equirectShader === null ) {

			this._equirectShader = _getEquirectShader();
			this._compileMaterial( this._equirectShader );

		}

	},

	/**
	 * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
	 * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
	 * one of them will cause any others to also become unusable.
	 */
	dispose: function () {

		this._blurMaterial.dispose();

		if ( this._cubemapShader !== null ) this._cubemapShader.dispose();
		if ( this._equirectShader !== null ) this._equirectShader.dispose();

		for ( var i = 0; i < _lodPlanes.length; i ++ ) {

			_lodPlanes[ i ].dispose();

		}

	},

	// private interface

	_cleanup: function ( outputTarget ) {

		this._pingPongRenderTarget.dispose();
		this._renderer.setRenderTarget( _oldTarget );
		outputTarget.scissorTest = false;
		// reset viewport and scissor
		outputTarget.setSize( outputTarget.width, outputTarget.height );

	},

	_allocateTargets: function ( equirectangular ) {

		var params = {
			magFilter: NearestFilter,
			minFilter: NearestFilter,
			generateMipmaps: false,
			type: UnsignedByteType,
			format: RGBEFormat,
			encoding: _isLDR( equirectangular ) ? equirectangular.encoding : RGBEEncoding,
			depthBuffer: false,
			stencilBuffer: false
		};

		var cubeUVRenderTarget = _createRenderTarget( params );
		cubeUVRenderTarget.depthBuffer = equirectangular ? false : true;
		this._pingPongRenderTarget = _createRenderTarget( params );
		return cubeUVRenderTarget;

	},

	_compileMaterial: function ( material ) {

		var tmpScene = new Scene();
		tmpScene.add( new Mesh( _lodPlanes[ 0 ], material ) );
		this._renderer.compile( tmpScene, _flatCamera );

	},

	_sceneToCubeUV: function ( scene, near, far, cubeUVRenderTarget ) {

		var fov = 90;
		var aspect = 1;
		var cubeCamera = new PerspectiveCamera( fov, aspect, near, far );
		var upSign = [ 1, 1, 1, 1, - 1, 1 ];
		var forwardSign = [ 1, 1, - 1, - 1, - 1, 1 ];
		var renderer = this._renderer;

		var outputEncoding = renderer.outputEncoding;
		var toneMapping = renderer.toneMapping;
		var toneMappingExposure = renderer.toneMappingExposure;
		var clearColor = renderer.getClearColor();
		var clearAlpha = renderer.getClearAlpha();

		renderer.toneMapping = LinearToneMapping;
		renderer.toneMappingExposure = 1.0;
		renderer.outputEncoding = LinearEncoding;
		scene.scale.z *= - 1;

		var background = scene.background;
		if ( background && background.isColor ) {

			background.convertSRGBToLinear();
			// Convert linear to RGBE
			var maxComponent = Math.max( background.r, background.g, background.b );
			var fExp = Math.min( Math.max( Math.ceil( Math.log2( maxComponent ) ), - 128.0 ), 127.0 );
			background = background.multiplyScalar( Math.pow( 2.0, - fExp ) );
			var alpha = ( fExp + 128.0 ) / 255.0;
			renderer.setClearColor( background, alpha );
			scene.background = null;

		}

		for ( var i = 0; i < 6; i ++ ) {

			var col = i % 3;
			if ( col == 0 ) {

				cubeCamera.up.set( 0, upSign[ i ], 0 );
				cubeCamera.lookAt( forwardSign[ i ], 0, 0 );

			} else if ( col == 1 ) {

				cubeCamera.up.set( 0, 0, upSign[ i ] );
				cubeCamera.lookAt( 0, forwardSign[ i ], 0 );

			} else {

				cubeCamera.up.set( 0, upSign[ i ], 0 );
				cubeCamera.lookAt( 0, 0, forwardSign[ i ] );

			}

			_setViewport( cubeUVRenderTarget,
				col * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX );
			renderer.setRenderTarget( cubeUVRenderTarget );
			renderer.render( scene, cubeCamera );

		}

		renderer.toneMapping = toneMapping;
		renderer.toneMappingExposure = toneMappingExposure;
		renderer.outputEncoding = outputEncoding;
		renderer.setClearColor( clearColor, clearAlpha );
		scene.scale.z *= - 1;

	},

	_textureToCubeUV: function ( texture, cubeUVRenderTarget ) {

		var scene = new Scene();
		var renderer = this._renderer;

		if ( texture.isCubeTexture ) {

			if ( this._cubemapShader == null ) {

				this._cubemapShader = _getCubemapShader();

			}

		} else {

			if ( this._equirectShader == null ) {

				this._equirectShader = _getEquirectShader();

			}

		}

		var material = texture.isCubeTexture ? this._cubemapShader : this._equirectShader;
		scene.add( new Mesh( _lodPlanes[ 0 ], material ) );

		var uniforms = material.uniforms;

		uniforms[ 'envMap' ].value = texture;

		if ( ! texture.isCubeTexture ) {

			uniforms[ 'texelSize' ].value.set( 1.0 / texture.image.width, 1.0 / texture.image.height );

		}

		uniforms[ 'inputEncoding' ].value = ENCODINGS[ texture.encoding ];
		uniforms[ 'outputEncoding' ].value = ENCODINGS[ cubeUVRenderTarget.texture.encoding ];

		_setViewport( cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX );

		renderer.setRenderTarget( cubeUVRenderTarget );
		renderer.render( scene, _flatCamera );

	},

	_applyPMREM: function ( cubeUVRenderTarget ) {

		var renderer = this._renderer;
		var autoClear = renderer.autoClear;
		renderer.autoClear = false;

		for ( var i = 1; i < TOTAL_LODS; i ++ ) {

			var sigma = Math.sqrt( _sigmas[ i ] * _sigmas[ i ] - _sigmas[ i - 1 ] * _sigmas[ i - 1 ] );

			var poleAxis = _axisDirections[ ( i - 1 ) % _axisDirections.length ];

			this._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );

		}

		renderer.autoClear = autoClear;

	},

	/**
	 * This is a two-pass Gaussian blur for a cubemap. Normally this is done
	 * vertically and horizontally, but this breaks down on a cube. Here we apply
	 * the blur latitudinally (around the poles), and then longitudinally (towards
	 * the poles) to approximate the orthogonally-separable blur. It is least
	 * accurate at the poles, but still does a decent job.
	 */
	_blur: function ( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {

		var pingPongRenderTarget = this._pingPongRenderTarget;

		this._halfBlur(
			cubeUVRenderTarget,
			pingPongRenderTarget,
			lodIn,
			lodOut,
			sigma,
			'latitudinal',
			poleAxis );

		this._halfBlur(
			pingPongRenderTarget,
			cubeUVRenderTarget,
			lodOut,
			lodOut,
			sigma,
			'longitudinal',
			poleAxis );

	},

	_halfBlur: function ( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {

		var renderer = this._renderer;
		var blurMaterial = this._blurMaterial;

		if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {

			console.error(
				'blur direction must be either latitudinal or longitudinal!' );

		}

		// Number of standard deviations at which to cut off the discrete approximation.
		var STANDARD_DEVIATIONS = 3;

		var blurScene = new Scene();
		blurScene.add( new Mesh( _lodPlanes[ lodOut ], blurMaterial ) );
		var blurUniforms = blurMaterial.uniforms;

		var pixels = _sizeLods[ lodIn ] - 1;
		var radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );
		var sigmaPixels = sigmaRadians / radiansPerPixel;
		var samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;

		if ( samples > MAX_SAMPLES ) {

			console.warn( `sigmaRadians, ${
				sigmaRadians}, is too large and will clip, as it requested ${
				samples} samples when the maximum is set to ${MAX_SAMPLES}` );

		}

		var weights = [];
		var sum = 0;

		for ( var i = 0; i < MAX_SAMPLES; ++ i ) {

			var x = i / sigmaPixels;
			var weight = Math.exp( - x * x / 2 );
			weights.push( weight );

			if ( i == 0 ) {

				sum += weight;

			} else if ( i < samples ) {

				sum += 2 * weight;

			}

		}

		for ( var i = 0; i < weights.length; i ++ ) {

			weights[ i ] = weights[ i ] / sum;

		}

		blurUniforms[ 'envMap' ].value = targetIn.texture;
		blurUniforms[ 'samples' ].value = samples;
		blurUniforms[ 'weights' ].value = weights;
		blurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';

		if ( poleAxis ) {

			blurUniforms[ 'poleAxis' ].value = poleAxis;

		}

		blurUniforms[ 'dTheta' ].value = radiansPerPixel;
		blurUniforms[ 'mipInt' ].value = LOD_MAX - lodIn;
		blurUniforms[ 'inputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
		blurUniforms[ 'outputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];

		var outputSize = _sizeLods[ lodOut ];
		var x = 3 * Math.max( 0, SIZE_MAX - 2 * outputSize );
		var y = ( lodOut === 0 ? 0 : 2 * SIZE_MAX ) + 2 * outputSize * ( lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0 );

		_setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );
		renderer.setRenderTarget( targetOut );
		renderer.render( blurScene, _flatCamera );

	}

};

function _isLDR( texture ) {

	if ( texture === undefined || texture.type !== UnsignedByteType ) return false;

	return texture.encoding === LinearEncoding || texture.encoding === sRGBEncoding || texture.encoding === GammaEncoding;

}

function _createPlanes() {

	var _lodPlanes = [];
	var _sizeLods = [];
	var _sigmas = [];

	var lod = LOD_MAX;

	for ( var i = 0; i < TOTAL_LODS; i ++ ) {

		var sizeLod = Math.pow( 2, lod );
		_sizeLods.push( sizeLod );
		var sigma = 1.0 / sizeLod;

		if ( i > LOD_MAX - LOD_MIN ) {

			sigma = EXTRA_LOD_SIGMA[ i - LOD_MAX + LOD_MIN - 1 ];

		} else if ( i == 0 ) {

			sigma = 0;

		}

		_sigmas.push( sigma );

		var texelSize = 1.0 / ( sizeLod - 1 );
		var min = - texelSize / 2;
		var max = 1 + texelSize / 2;
		var uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];

		var cubeFaces = 6;
		var vertices = 6;
		var positionSize = 3;
		var uvSize = 2;
		var faceIndexSize = 1;

		var position = new Float32Array( positionSize * vertices * cubeFaces );
		var uv = new Float32Array( uvSize * vertices * cubeFaces );
		var faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );

		for ( var face = 0; face < cubeFaces; face ++ ) {

			var x = ( face % 3 ) * 2 / 3 - 1;
			var y = face > 2 ? 0 : - 1;
			var coordinates = [
				x, y, 0,
				x + 2 / 3, y, 0,
				x + 2 / 3, y + 1, 0,
				x, y, 0,
				x + 2 / 3, y + 1, 0,
				x, y + 1, 0
			];
			position.set( coordinates, positionSize * vertices * face );
			uv.set( uv1, uvSize * vertices * face );
			var fill = [ face, face, face, face, face, face ];
			faceIndex.set( fill, faceIndexSize * vertices * face );

		}

		var planes = new BufferGeometry();
		planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );
		planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );
		planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );
		_lodPlanes.push( planes );

		if ( lod > LOD_MIN ) {

			lod --;

		}

	}

	return { _lodPlanes, _sizeLods, _sigmas };

}

function _createRenderTarget( params ) {

	var cubeUVRenderTarget = new WebGLRenderTarget( 3 * SIZE_MAX, 3 * SIZE_MAX, params );
	cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
	cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
	cubeUVRenderTarget.scissorTest = true;
	return cubeUVRenderTarget;

}

function _setViewport( target, x, y, width, height ) {

	target.viewport.set( x, y, width, height );
	target.scissor.set( x, y, width, height );

}

function _getBlurShader( maxSamples ) {

	var weights = new Float32Array( maxSamples );
	var poleAxis = new Vector3( 0, 1, 0 );
	var shaderMaterial = new RawShaderMaterial( {

		defines: { 'n': maxSamples },

		uniforms: {
			'envMap': { value: null },
			'samples': { value: 1 },
			'weights': { value: weights },
			'latitudinal': { value: false },
			'dTheta': { value: 0 },
			'mipInt': { value: 0 },
			'poleAxis': { value: poleAxis },
			'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
			'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
		},

		vertexShader: _getCommonVertexShader(),

		fragmentShader: `
precision mediump float;
precision mediump int;
varying vec3 vOutputDirection;
uniform sampler2D envMap;
uniform int samples;
uniform float weights[n];
uniform bool latitudinal;
uniform float dTheta;
uniform float mipInt;
uniform vec3 poleAxis;

${_getEncodings()}

#define ENVMAP_TYPE_CUBE_UV
#include <cube_uv_reflection_fragment>

vec3 getSample(float theta, vec3 axis) {
	float cosTheta = cos(theta);
	// Rodrigues' axis-angle rotation
	vec3 sampleDirection = vOutputDirection * cosTheta
		+ cross(axis, vOutputDirection) * sin(theta)
		+ axis * dot(axis, vOutputDirection) * (1.0 - cosTheta);
	return bilinearCubeUV(envMap, sampleDirection, mipInt);
}

void main() {
	vec3 axis = latitudinal ? poleAxis : cross(poleAxis, vOutputDirection);
	if (all(equal(axis, vec3(0.0))))
		axis = vec3(vOutputDirection.z, 0.0, - vOutputDirection.x);
	axis = normalize(axis);
	gl_FragColor = vec4(0.0);
	gl_FragColor.rgb += weights[0] * getSample(0.0, axis);
	for (int i = 1; i < n; i++) {
		if (i >= samples)
			break;
		float theta = dTheta * float(i);
		gl_FragColor.rgb += weights[i] * getSample(-1.0 * theta, axis);
		gl_FragColor.rgb += weights[i] * getSample(theta, axis);
	}
	gl_FragColor = linearToOutputTexel(gl_FragColor);
}
		`,

		blending: NoBlending,
		depthTest: false,
		depthWrite: false

	} );

	shaderMaterial.type = 'SphericalGaussianBlur';

	return shaderMaterial;

}

function _getEquirectShader() {

	var texelSize = new Vector2( 1, 1 );
	var shaderMaterial = new RawShaderMaterial( {

		uniforms: {
			'envMap': { value: null },
			'texelSize': { value: texelSize },
			'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
			'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
		},

		vertexShader: _getCommonVertexShader(),

		fragmentShader: `
precision mediump float;
precision mediump int;
varying vec3 vOutputDirection;
uniform sampler2D envMap;
uniform vec2 texelSize;

${_getEncodings()}

#define RECIPROCAL_PI 0.31830988618
#define RECIPROCAL_PI2 0.15915494

void main() {
	gl_FragColor = vec4(0.0);
	vec3 outputDirection = normalize(vOutputDirection);
	vec2 uv;
	uv.y = asin(clamp(outputDirection.y, -1.0, 1.0)) * RECIPROCAL_PI + 0.5;
	uv.x = atan(outputDirection.z, outputDirection.x) * RECIPROCAL_PI2 + 0.5;
	vec2 f = fract(uv / texelSize - 0.5);
	uv -= f * texelSize;
	vec3 tl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;
	uv.x += texelSize.x;
	vec3 tr = envMapTexelToLinear(texture2D(envMap, uv)).rgb;
	uv.y += texelSize.y;
	vec3 br = envMapTexelToLinear(texture2D(envMap, uv)).rgb;
	uv.x -= texelSize.x;
	vec3 bl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;
	vec3 tm = mix(tl, tr, f.x);
	vec3 bm = mix(bl, br, f.x);
	gl_FragColor.rgb = mix(tm, bm, f.y);
	gl_FragColor = linearToOutputTexel(gl_FragColor);
}
		`,

		blending: NoBlending,
		depthTest: false,
		depthWrite: false

	} );

	shaderMaterial.type = 'EquirectangularToCubeUV';

	return shaderMaterial;

}

function _getCubemapShader() {

	var shaderMaterial = new RawShaderMaterial( {

		uniforms: {
			'envMap': { value: null },
			'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
			'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
		},

		vertexShader: _getCommonVertexShader(),

		fragmentShader: `
precision mediump float;
precision mediump int;
varying vec3 vOutputDirection;
uniform samplerCube envMap;

${_getEncodings()}

void main() {
	gl_FragColor = vec4(0.0);
	gl_FragColor.rgb = envMapTexelToLinear(textureCube(envMap, vec3( - vOutputDirection.x, vOutputDirection.yz ))).rgb;
	gl_FragColor = linearToOutputTexel(gl_FragColor);
}
		`,

		blending: NoBlending,
		depthTest: false,
		depthWrite: false

	} );

	shaderMaterial.type = 'CubemapToCubeUV';

	return shaderMaterial;

}

function _getCommonVertexShader() {

	return `
precision mediump float;
precision mediump int;
attribute vec3 position;
attribute vec2 uv;
attribute float faceIndex;
varying vec3 vOutputDirection;
vec3 getDirection(vec2 uv, float face) {
	uv = 2.0 * uv - 1.0;
	vec3 direction = vec3(uv, 1.0);
	if (face == 0.0) {
		direction = direction.zyx;
		direction.z *= -1.0;
	} else if (face == 1.0) {
		direction = direction.xzy;
		direction.z *= -1.0;
	} else if (face == 3.0) {
		direction = direction.zyx;
		direction.x *= -1.0;
	} else if (face == 4.0) {
		direction = direction.xzy;
		direction.y *= -1.0;
	} else if (face == 5.0) {
		direction.xz *= -1.0;
	}
	return direction;
}
void main() {
	vOutputDirection = getDirection(uv, faceIndex);
	gl_Position = vec4( position, 1.0 );
}
	`;

}

function _getEncodings() {

	return `
uniform int inputEncoding;
uniform int outputEncoding;

#include <encodings_pars_fragment>

vec4 inputTexelToLinear(vec4 value){
	if(inputEncoding == 0){
		return value;
	}else if(inputEncoding == 1){
		return sRGBToLinear(value);
	}else if(inputEncoding == 2){
		return RGBEToLinear(value);
	}else if(inputEncoding == 3){
		return RGBMToLinear(value, 7.0);
	}else if(inputEncoding == 4){
		return RGBMToLinear(value, 16.0);
	}else if(inputEncoding == 5){
		return RGBDToLinear(value, 256.0);
	}else{
		return GammaToLinear(value, 2.2);
	}
}

vec4 linearToOutputTexel(vec4 value){
	if(outputEncoding == 0){
		return value;
	}else if(outputEncoding == 1){
		return LinearTosRGB(value);
	}else if(outputEncoding == 2){
		return LinearToRGBE(value);
	}else if(outputEncoding == 3){
		return LinearToRGBM(value, 7.0);
	}else if(outputEncoding == 4){
		return LinearToRGBM(value, 16.0);
	}else if(outputEncoding == 5){
		return LinearToRGBD(value, 256.0);
	}else{
		return LinearToGamma(value, 2.2);
	}
}

vec4 envMapTexelToLinear(vec4 color) {
	return inputTexelToLinear(color);
}
	`;

}

/**
 * @author mrdoob / http://mrdoob.com/
 */

function Face4( a, b, c, d, normal, color, materialIndex ) {

	console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
	return new Face3( a, b, c, normal, color, materialIndex );

}

var LineStrip = 0;
var LinePieces = 1;
var NoColors = 0;
var FaceColors = 1;
var VertexColors = 2;

function MeshFaceMaterial( materials ) {

	console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );
	return materials;

}

function MultiMaterial( materials ) {

	if ( materials === undefined ) materials = [];

	console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
	materials.isMultiMaterial = true;
	materials.materials = materials;
	materials.clone = function () {

		return materials.slice();

	};

	return materials;

}

function PointCloud( geometry, material ) {

	console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
	return new Points( geometry, material );

}

function Particle( material ) {

	console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
	return new Sprite( material );

}

function ParticleSystem( geometry, material ) {

	console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
	return new Points( geometry, material );

}

function PointCloudMaterial( parameters ) {

	console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
	return new PointsMaterial( parameters );

}

function ParticleBasicMaterial( parameters ) {

	console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
	return new PointsMaterial( parameters );

}

function ParticleSystemMaterial( parameters ) {

	console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
	return new PointsMaterial( parameters );

}

function Vertex( x, y, z ) {

	console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
	return new Vector3( x, y, z );

}

//

function DynamicBufferAttribute( array, itemSize ) {

	console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setUsage( THREE.DynamicDrawUsage ) instead.' );
	return new BufferAttribute( array, itemSize ).setUsage( DynamicDrawUsage );

}

function Int8Attribute( array, itemSize ) {

	console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
	return new Int8BufferAttribute( array, itemSize );

}

function Uint8Attribute( array, itemSize ) {

	console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
	return new Uint8BufferAttribute( array, itemSize );

}

function Uint8ClampedAttribute( array, itemSize ) {

	console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
	return new Uint8ClampedBufferAttribute( array, itemSize );

}

function Int16Attribute( array, itemSize ) {

	console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
	return new Int16BufferAttribute( array, itemSize );

}

function Uint16Attribute( array, itemSize ) {

	console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
	return new Uint16BufferAttribute( array, itemSize );

}

function Int32Attribute( array, itemSize ) {

	console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
	return new Int32BufferAttribute( array, itemSize );

}

function Uint32Attribute( array, itemSize ) {

	console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
	return new Uint32BufferAttribute( array, itemSize );

}

function Float32Attribute( array, itemSize ) {

	console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
	return new Float32BufferAttribute( array, itemSize );

}

function Float64Attribute( array, itemSize ) {

	console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
	return new Float64BufferAttribute( array, itemSize );

}

//

Curve.create = function ( construct, getPoint ) {

	console.log( 'THREE.Curve.create() has been deprecated' );

	construct.prototype = Object.create( Curve.prototype );
	construct.prototype.constructor = construct;
	construct.prototype.getPoint = getPoint;

	return construct;

};

//

Object.assign( CurvePath.prototype, {

	createPointsGeometry: function ( divisions ) {

		console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );

		// generate geometry from path points (for Line or Points objects)

		var pts = this.getPoints( divisions );
		return this.createGeometry( pts );

	},

	createSpacedPointsGeometry: function ( divisions ) {

		console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );

		// generate geometry from equidistant sampling along the path

		var pts = this.getSpacedPoints( divisions );
		return this.createGeometry( pts );

	},

	createGeometry: function ( points ) {

		console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );

		var geometry = new Geometry();

		for ( var i = 0, l = points.length; i < l; i ++ ) {

			var point = points[ i ];
			geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );

		}

		return geometry;

	}

} );

//

Object.assign( Path.prototype, {

	fromPoints: function ( points ) {

		console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
		return this.setFromPoints( points );

	}

} );

//

function ClosedSplineCurve3( points ) {

	console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );

	CatmullRomCurve3.call( this, points );
	this.type = 'catmullrom';
	this.closed = true;

}

ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );

//

function SplineCurve3( points ) {

	console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );

	CatmullRomCurve3.call( this, points );
	this.type = 'catmullrom';

}

SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );

//

function Spline( points ) {

	console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );

	CatmullRomCurve3.call( this, points );
	this.type = 'catmullrom';

}

Spline.prototype = Object.create( CatmullRomCurve3.prototype );

Object.assign( Spline.prototype, {

	initFromArray: function ( /* a */ ) {

		console.error( 'THREE.Spline: .initFromArray() has been removed.' );

	},
	getControlPointsArray: function ( /* optionalTarget */ ) {

		console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );

	},
	reparametrizeByArcLength: function ( /* samplingCoef */ ) {

		console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );

	}

} );

//

function AxisHelper( size ) {

	console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );
	return new AxesHelper( size );

}

function BoundingBoxHelper( object, color ) {

	console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
	return new BoxHelper( object, color );

}

function EdgesHelper( object, hex ) {

	console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
	return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );

}

GridHelper.prototype.setColors = function () {

	console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );

};

SkeletonHelper.prototype.update = function () {

	console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );

};

function WireframeHelper( object, hex ) {

	console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
	return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );

}

//

Object.assign( Loader.prototype, {

	extractUrlBase: function ( url ) {

		console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
		return LoaderUtils.extractUrlBase( url );

	}

} );

Loader.Handlers = {

	add: function ( /* regex, loader */ ) {

		console.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' );

	},

	get: function ( /* file */ ) {

		console.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' );

	}

};

function XHRLoader( manager ) {

	console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
	return new FileLoader( manager );

}

function BinaryTextureLoader( manager ) {

	console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
	return new DataTextureLoader( manager );

}

Object.assign( ObjectLoader.prototype, {

	setTexturePath: function ( value ) {

		console.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );
		return this.setResourcePath( value );

	}

} );

//

Object.assign( Box2.prototype, {

	center: function ( optionalTarget ) {

		console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
		return this.getCenter( optionalTarget );

	},
	empty: function () {

		console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
		return this.isEmpty();

	},
	isIntersectionBox: function ( box ) {

		console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
		return this.intersectsBox( box );

	},
	size: function ( optionalTarget ) {

		console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
		return this.getSize( optionalTarget );

	}
} );

Object.assign( Box3.prototype, {

	center: function ( optionalTarget ) {

		console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
		return this.getCenter( optionalTarget );

	},
	empty: function () {

		console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
		return this.isEmpty();

	},
	isIntersectionBox: function ( box ) {

		console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
		return this.intersectsBox( box );

	},
	isIntersectionSphere: function ( sphere ) {

		console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
		return this.intersectsSphere( sphere );

	},
	size: function ( optionalTarget ) {

		console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
		return this.getSize( optionalTarget );

	}
} );

Object.assign( Sphere.prototype, {

	empty: function () {

		console.warn( 'THREE.Sphere: .empty() has been renamed to .isEmpty().' );
		return this.isEmpty();

	},

} );

Frustum.prototype.setFromMatrix = function ( m ) {

	console.warn( 'THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().' );
	return this.setFromProjectionMatrix( m );

};

Line3.prototype.center = function ( optionalTarget ) {

	console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
	return this.getCenter( optionalTarget );

};

Object.assign( MathUtils, {

	random16: function () {

		console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );
		return Math.random();

	},

	nearestPowerOfTwo: function ( value ) {

		console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );
		return MathUtils.floorPowerOfTwo( value );

	},

	nextPowerOfTwo: function ( value ) {

		console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );
		return MathUtils.ceilPowerOfTwo( value );

	}

} );

Object.assign( Matrix3.prototype, {

	flattenToArrayOffset: function ( array, offset ) {

		console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
		return this.toArray( array, offset );

	},
	multiplyVector3: function ( vector ) {

		console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
		return vector.applyMatrix3( this );

	},
	multiplyVector3Array: function ( /* a */ ) {

		console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );

	},
	applyToBufferAttribute: function ( attribute ) {

		console.warn( 'THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.' );
		return attribute.applyMatrix3( this );

	},
	applyToVector3Array: function ( /* array, offset, length */ ) {

		console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );

	}

} );

Object.assign( Matrix4.prototype, {

	extractPosition: function ( m ) {

		console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
		return this.copyPosition( m );

	},
	flattenToArrayOffset: function ( array, offset ) {

		console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
		return this.toArray( array, offset );

	},
	getPosition: function () {

		console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
		return new Vector3().setFromMatrixColumn( this, 3 );

	},
	setRotationFromQuaternion: function ( q ) {

		console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
		return this.makeRotationFromQuaternion( q );

	},
	multiplyToArray: function () {

		console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );

	},
	multiplyVector3: function ( vector ) {

		console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
		return vector.applyMatrix4( this );

	},
	multiplyVector4: function ( vector ) {

		console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
		return vector.applyMatrix4( this );

	},
	multiplyVector3Array: function ( /* a */ ) {

		console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );

	},
	rotateAxis: function ( v ) {

		console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
		v.transformDirection( this );

	},
	crossVector: function ( vector ) {

		console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
		return vector.applyMatrix4( this );

	},
	translate: function () {

		console.error( 'THREE.Matrix4: .translate() has been removed.' );

	},
	rotateX: function () {

		console.error( 'THREE.Matrix4: .rotateX() has been removed.' );

	},
	rotateY: function () {

		console.error( 'THREE.Matrix4: .rotateY() has been removed.' );

	},
	rotateZ: function () {

		console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );

	},
	rotateByAxis: function () {

		console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );

	},
	applyToBufferAttribute: function ( attribute ) {

		console.warn( 'THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.' );
		return attribute.applyMatrix4( this );

	},
	applyToVector3Array: function ( /* array, offset, length */ ) {

		console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );

	},
	makeFrustum: function ( left, right, bottom, top, near, far ) {

		console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
		return this.makePerspective( left, right, top, bottom, near, far );

	}

} );

Plane.prototype.isIntersectionLine = function ( line ) {

	console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
	return this.intersectsLine( line );

};

Quaternion.prototype.multiplyVector3 = function ( vector ) {

	console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
	return vector.applyQuaternion( this );

};

Object.assign( Ray.prototype, {

	isIntersectionBox: function ( box ) {

		console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
		return this.intersectsBox( box );

	},
	isIntersectionPlane: function ( plane ) {

		console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
		return this.intersectsPlane( plane );

	},
	isIntersectionSphere: function ( sphere ) {

		console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
		return this.intersectsSphere( sphere );

	}

} );

Object.assign( Triangle.prototype, {

	area: function () {

		console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
		return this.getArea();

	},
	barycoordFromPoint: function ( point, target ) {

		console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
		return this.getBarycoord( point, target );

	},
	midpoint: function ( target ) {

		console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
		return this.getMidpoint( target );

	},
	normal: function ( target ) {

		console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
		return this.getNormal( target );

	},
	plane: function ( target ) {

		console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
		return this.getPlane( target );

	}

} );

Object.assign( Triangle, {

	barycoordFromPoint: function ( point, a, b, c, target ) {

		console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
		return Triangle.getBarycoord( point, a, b, c, target );

	},
	normal: function ( a, b, c, target ) {

		console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
		return Triangle.getNormal( a, b, c, target );

	}

} );

Object.assign( Shape.prototype, {

	extractAllPoints: function ( divisions ) {

		console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
		return this.extractPoints( divisions );

	},
	extrude: function ( options ) {

		console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
		return new ExtrudeGeometry( this, options );

	},
	makeGeometry: function ( options ) {

		console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
		return new ShapeGeometry( this, options );

	}

} );

Object.assign( Vector2.prototype, {

	fromAttribute: function ( attribute, index, offset ) {

		console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
		return this.fromBufferAttribute( attribute, index, offset );

	},
	distanceToManhattan: function ( v ) {

		console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
		return this.manhattanDistanceTo( v );

	},
	lengthManhattan: function () {

		console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
		return this.manhattanLength();

	}

} );

Object.assign( Vector3.prototype, {

	setEulerFromRotationMatrix: function () {

		console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );

	},
	setEulerFromQuaternion: function () {

		console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );

	},
	getPositionFromMatrix: function ( m ) {

		console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
		return this.setFromMatrixPosition( m );

	},
	getScaleFromMatrix: function ( m ) {

		console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
		return this.setFromMatrixScale( m );

	},
	getColumnFromMatrix: function ( index, matrix ) {

		console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
		return this.setFromMatrixColumn( matrix, index );

	},
	applyProjection: function ( m ) {

		console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
		return this.applyMatrix4( m );

	},
	fromAttribute: function ( attribute, index, offset ) {

		console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
		return this.fromBufferAttribute( attribute, index, offset );

	},
	distanceToManhattan: function ( v ) {

		console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
		return this.manhattanDistanceTo( v );

	},
	lengthManhattan: function () {

		console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
		return this.manhattanLength();

	}

} );

Object.assign( Vector4.prototype, {

	fromAttribute: function ( attribute, index, offset ) {

		console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
		return this.fromBufferAttribute( attribute, index, offset );

	},
	lengthManhattan: function () {

		console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
		return this.manhattanLength();

	}

} );

//

Object.assign( Geometry.prototype, {

	computeTangents: function () {

		console.error( 'THREE.Geometry: .computeTangents() has been removed.' );

	},
	computeLineDistances: function () {

		console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );

	},
	applyMatrix: function ( matrix ) {

		console.warn( 'THREE.Geometry: .applyMatrix() has been renamed to .applyMatrix4().' );
		return this.applyMatrix4( matrix );

	}

} );

Object.assign( Object3D.prototype, {

	getChildByName: function ( name ) {

		console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
		return this.getObjectByName( name );

	},
	renderDepth: function () {

		console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );

	},
	translate: function ( distance, axis ) {

		console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
		return this.translateOnAxis( axis, distance );

	},
	getWorldRotation: function () {

		console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );

	},
	applyMatrix: function ( matrix ) {

		console.warn( 'THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().' );
		return this.applyMatrix4( matrix );

	}

} );

Object.defineProperties( Object3D.prototype, {

	eulerOrder: {
		get: function () {

			console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
			return this.rotation.order;

		},
		set: function ( value ) {

			console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
			this.rotation.order = value;

		}
	},
	useQuaternion: {
		get: function () {

			console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );

		},
		set: function () {

			console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );

		}
	}

} );

Object.assign( Mesh.prototype, {

	setDrawMode: function () {

		console.error( 'THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );

	},

} );

Object.defineProperties( Mesh.prototype, {

	drawMode: {
		get: function () {

			console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.' );
			return TrianglesDrawMode;

		},
		set: function () {

			console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );

		}
	}

} );

Object.defineProperties( LOD.prototype, {

	objects: {
		get: function () {

			console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
			return this.levels;

		}
	}

} );

Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {

	get: function () {

		console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );

	},
	set: function () {

		console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );

	}

} );

SkinnedMesh.prototype.initBones = function () {

	console.error( 'THREE.SkinnedMesh: initBones() has been removed.' );

};

Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {

	get: function () {

		console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
		return this.arcLengthDivisions;

	},
	set: function ( value ) {

		console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
		this.arcLengthDivisions = value;

	}

} );

//

PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {

	console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
			"Use .setFocalLength and .filmGauge for a photographic setup." );

	if ( filmGauge !== undefined ) this.filmGauge = filmGauge;
	this.setFocalLength( focalLength );

};

//

Object.defineProperties( Light.prototype, {
	onlyShadow: {
		set: function () {

			console.warn( 'THREE.Light: .onlyShadow has been removed.' );

		}
	},
	shadowCameraFov: {
		set: function ( value ) {

			console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
			this.shadow.camera.fov = value;

		}
	},
	shadowCameraLeft: {
		set: function ( value ) {

			console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
			this.shadow.camera.left = value;

		}
	},
	shadowCameraRight: {
		set: function ( value ) {

			console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
			this.shadow.camera.right = value;

		}
	},
	shadowCameraTop: {
		set: function ( value ) {

			console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
			this.shadow.camera.top = value;

		}
	},
	shadowCameraBottom: {
		set: function ( value ) {

			console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
			this.shadow.camera.bottom = value;

		}
	},
	shadowCameraNear: {
		set: function ( value ) {

			console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
			this.shadow.camera.near = value;

		}
	},
	shadowCameraFar: {
		set: function ( value ) {

			console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
			this.shadow.camera.far = value;

		}
	},
	shadowCameraVisible: {
		set: function () {

			console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );

		}
	},
	shadowBias: {
		set: function ( value ) {

			console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
			this.shadow.bias = value;

		}
	},
	shadowDarkness: {
		set: function () {

			console.warn( 'THREE.Light: .shadowDarkness has been removed.' );

		}
	},
	shadowMapWidth: {
		set: function ( value ) {

			console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
			this.shadow.mapSize.width = value;

		}
	},
	shadowMapHeight: {
		set: function ( value ) {

			console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
			this.shadow.mapSize.height = value;

		}
	}
} );

//

Object.defineProperties( BufferAttribute.prototype, {

	length: {
		get: function () {

			console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
			return this.array.length;

		}
	},
	dynamic: {
		get: function () {

			console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
			return this.usage === DynamicDrawUsage;

		},
		set: function ( /* value */ ) {

			console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
			this.setUsage( DynamicDrawUsage );

		}
	}

} );

Object.assign( BufferAttribute.prototype, {
	setDynamic: function ( value ) {

		console.warn( 'THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.' );
		this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
		return this;

	},
	copyIndicesArray: function ( /* indices */ ) {

		console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );

	},
	setArray: function ( /* array */ ) {

		console.error( 'THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );

	}
} );

Object.assign( BufferGeometry.prototype, {

	addIndex: function ( index ) {

		console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
		this.setIndex( index );

	},
	addAttribute: function ( name, attribute ) {

		console.warn( 'THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().' );

		if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {

			console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );

			return this.setAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );

		}

		if ( name === 'index' ) {

			console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
			this.setIndex( attribute );

			return this;

		}

		return this.setAttribute( name, attribute );

	},
	addDrawCall: function ( start, count, indexOffset ) {

		if ( indexOffset !== undefined ) {

			console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );

		}

		console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
		this.addGroup( start, count );

	},
	clearDrawCalls: function () {

		console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
		this.clearGroups();

	},
	computeTangents: function () {

		console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );

	},
	computeOffsets: function () {

		console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );

	},
	removeAttribute: function ( name ) {

		console.warn( 'THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().' );

		return this.deleteAttribute( name );

	},
	applyMatrix: function ( matrix ) {

		console.warn( 'THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().' );
		return this.applyMatrix4( matrix );

	}

} );

Object.defineProperties( BufferGeometry.prototype, {

	drawcalls: {
		get: function () {

			console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
			return this.groups;

		}
	},
	offsets: {
		get: function () {

			console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
			return this.groups;

		}
	}

} );

Object.defineProperties( Raycaster.prototype, {

	linePrecision: {
		get: function () {

			console.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );
			return this.params.Line.threshold;

		},
		set: function ( value ) {

			console.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );
			this.params.Line.threshold = value;

		}
	}

} );

Object.defineProperties( InterleavedBuffer.prototype, {

	dynamic: {
		get: function () {

			console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
			return this.usage === DynamicDrawUsage;

		},
		set: function ( value ) {

			console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
			this.setUsage( value );

		}
	}

} );

Object.assign( InterleavedBuffer.prototype, {
	setDynamic: function ( value ) {

		console.warn( 'THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.' );
		this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
		return this;

	},
	setArray: function ( /* array */ ) {

		console.error( 'THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );

	}
} );

//

Object.assign( ExtrudeBufferGeometry.prototype, {

	getArrays: function () {

		console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );

	},

	addShapeList: function () {

		console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );

	},

	addShape: function () {

		console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );

	}

} );

//

Object.defineProperties( Uniform.prototype, {

	dynamic: {
		set: function () {

			console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );

		}
	},
	onUpdate: {
		value: function () {

			console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
			return this;

		}
	}

} );

//

Object.defineProperties( Material.prototype, {

	wrapAround: {
		get: function () {

			console.warn( 'THREE.Material: .wrapAround has been removed.' );

		},
		set: function () {

			console.warn( 'THREE.Material: .wrapAround has been removed.' );

		}
	},

	overdraw: {
		get: function () {

			console.warn( 'THREE.Material: .overdraw has been removed.' );

		},
		set: function () {

			console.warn( 'THREE.Material: .overdraw has been removed.' );

		}
	},

	wrapRGB: {
		get: function () {

			console.warn( 'THREE.Material: .wrapRGB has been removed.' );
			return new Color();

		}
	},

	shading: {
		get: function () {

			console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );

		},
		set: function ( value ) {

			console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
			this.flatShading = ( value === FlatShading );

		}
	},

	stencilMask: {
		get: function () {

			console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
			return this.stencilFuncMask;

		},
		set: function ( value ) {

			console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
			this.stencilFuncMask = value;

		}
	}

} );

Object.defineProperties( MeshPhongMaterial.prototype, {

	metal: {
		get: function () {

			console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
			return false;

		},
		set: function () {

			console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );

		}
	}

} );

Object.defineProperties( ShaderMaterial.prototype, {

	derivatives: {
		get: function () {

			console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
			return this.extensions.derivatives;

		},
		set: function ( value ) {

			console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
			this.extensions.derivatives = value;

		}
	}

} );

//

Object.assign( WebGLRenderer.prototype, {

	clearTarget: function ( renderTarget, color, depth, stencil ) {

		console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );
		this.setRenderTarget( renderTarget );
		this.clear( color, depth, stencil );

	},
	animate: function ( callback ) {

		console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
		this.setAnimationLoop( callback );

	},
	getCurrentRenderTarget: function () {

		console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
		return this.getRenderTarget();

	},
	getMaxAnisotropy: function () {

		console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
		return this.capabilities.getMaxAnisotropy();

	},
	getPrecision: function () {

		console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
		return this.capabilities.precision;

	},
	resetGLState: function () {

		console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
		return this.state.reset();

	},
	supportsFloatTextures: function () {

		console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
		return this.extensions.get( 'OES_texture_float' );

	},
	supportsHalfFloatTextures: function () {

		console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
		return this.extensions.get( 'OES_texture_half_float' );

	},
	supportsStandardDerivatives: function () {

		console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
		return this.extensions.get( 'OES_standard_derivatives' );

	},
	supportsCompressedTextureS3TC: function () {

		console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
		return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );

	},
	supportsCompressedTexturePVRTC: function () {

		console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
		return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );

	},
	supportsBlendMinMax: function () {

		console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
		return this.extensions.get( 'EXT_blend_minmax' );

	},
	supportsVertexTextures: function () {

		console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
		return this.capabilities.vertexTextures;

	},
	supportsInstancedArrays: function () {

		console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
		return this.extensions.get( 'ANGLE_instanced_arrays' );

	},
	enableScissorTest: function ( boolean ) {

		console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
		this.setScissorTest( boolean );

	},
	initMaterial: function () {

		console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );

	},
	addPrePlugin: function () {

		console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );

	},
	addPostPlugin: function () {

		console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );

	},
	updateShadowMap: function () {

		console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );

	},
	setFaceCulling: function () {

		console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );

	},
	allocTextureUnit: function () {

		console.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );

	},
	setTexture: function () {

		console.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );

	},
	setTexture2D: function () {

		console.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );

	},
	setTextureCube: function () {

		console.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );

	},
	getActiveMipMapLevel: function () {

		console.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );
		return this.getActiveMipmapLevel();

	}

} );

Object.defineProperties( WebGLRenderer.prototype, {

	shadowMapEnabled: {
		get: function () {

			return this.shadowMap.enabled;

		},
		set: function ( value ) {

			console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
			this.shadowMap.enabled = value;

		}
	},
	shadowMapType: {
		get: function () {

			return this.shadowMap.type;

		},
		set: function ( value ) {

			console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
			this.shadowMap.type = value;

		}
	},
	shadowMapCullFace: {
		get: function () {

			console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
			return undefined;

		},
		set: function ( /* value */ ) {

			console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );

		}
	},
	context: {
		get: function () {

			console.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );
			return this.getContext();

		}
	},
	vr: {
		get: function () {

			console.warn( 'THREE.WebGLRenderer: .vr has been renamed to .xr' );
			return this.xr;

		}
	},
	gammaInput: {
		get: function () {

			console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
			return false;

		},
		set: function () {

			console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );

		}
	},
	gammaOutput: {
		get: function () {

			console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
			return false;

		},
		set: function ( value ) {

			console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
			this.outputEncoding = ( value === true ) ? sRGBEncoding : LinearEncoding;

		}
	}

} );

Object.defineProperties( WebGLShadowMap.prototype, {

	cullFace: {
		get: function () {

			console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
			return undefined;

		},
		set: function ( /* cullFace */ ) {

			console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );

		}
	},
	renderReverseSided: {
		get: function () {

			console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
			return undefined;

		},
		set: function () {

			console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );

		}
	},
	renderSingleSided: {
		get: function () {

			console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
			return undefined;

		},
		set: function () {

			console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );

		}
	}

} );

function WebGLRenderTargetCube( width, height, options ) {

	console.warn( 'THREE.WebGLRenderTargetCube( width, height, options ) is now WebGLCubeRenderTarget( size, options ).' );
	return new WebGLCubeRenderTarget( width, options );

}

//

Object.defineProperties( WebGLRenderTarget.prototype, {

	wrapS: {
		get: function () {

			console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
			return this.texture.wrapS;

		},
		set: function ( value ) {

			console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
			this.texture.wrapS = value;

		}
	},
	wrapT: {
		get: function () {

			console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
			return this.texture.wrapT;

		},
		set: function ( value ) {

			console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
			this.texture.wrapT = value;

		}
	},
	magFilter: {
		get: function () {

			console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
			return this.texture.magFilter;

		},
		set: function ( value ) {

			console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
			this.texture.magFilter = value;

		}
	},
	minFilter: {
		get: function () {

			console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
			return this.texture.minFilter;

		},
		set: function ( value ) {

			console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
			this.texture.minFilter = value;

		}
	},
	anisotropy: {
		get: function () {

			console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
			return this.texture.anisotropy;

		},
		set: function ( value ) {

			console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
			this.texture.anisotropy = value;

		}
	},
	offset: {
		get: function () {

			console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
			return this.texture.offset;

		},
		set: function ( value ) {

			console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
			this.texture.offset = value;

		}
	},
	repeat: {
		get: function () {

			console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
			return this.texture.repeat;

		},
		set: function ( value ) {

			console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
			this.texture.repeat = value;

		}
	},
	format: {
		get: function () {

			console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
			return this.texture.format;

		},
		set: function ( value ) {

			console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
			this.texture.format = value;

		}
	},
	type: {
		get: function () {

			console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
			return this.texture.type;

		},
		set: function ( value ) {

			console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
			this.texture.type = value;

		}
	},
	generateMipmaps: {
		get: function () {

			console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
			return this.texture.generateMipmaps;

		},
		set: function ( value ) {

			console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
			this.texture.generateMipmaps = value;

		}
	}

} );

//

Object.defineProperties( Audio.prototype, {

	load: {
		value: function ( file ) {

			console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
			var scope = this;
			var audioLoader = new AudioLoader();
			audioLoader.load( file, function ( buffer ) {

				scope.setBuffer( buffer );

			} );
			return this;

		}
	},
	startTime: {
		set: function () {

			console.warn( 'THREE.Audio: .startTime is now .play( delay ).' );

		}
	}

} );

AudioAnalyser.prototype.getData = function () {

	console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
	return this.getFrequencyData();

};

//

CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {

	console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
	return this.update( renderer, scene );

};

//

var GeometryUtils = {

	merge: function ( geometry1, geometry2, materialIndexOffset ) {

		console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
		var matrix;

		if ( geometry2.isMesh ) {

			geometry2.matrixAutoUpdate && geometry2.updateMatrix();

			matrix = geometry2.matrix;
			geometry2 = geometry2.geometry;

		}

		geometry1.merge( geometry2, matrix, materialIndexOffset );

	},

	center: function ( geometry ) {

		console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
		return geometry.center();

	}

};

ImageUtils.crossOrigin = undefined;

ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {

	console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );

	var loader = new TextureLoader();
	loader.setCrossOrigin( this.crossOrigin );

	var texture = loader.load( url, onLoad, undefined, onError );

	if ( mapping ) texture.mapping = mapping;

	return texture;

};

ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {

	console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );

	var loader = new CubeTextureLoader();
	loader.setCrossOrigin( this.crossOrigin );

	var texture = loader.load( urls, onLoad, undefined, onError );

	if ( mapping ) texture.mapping = mapping;

	return texture;

};

ImageUtils.loadCompressedTexture = function () {

	console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );

};

ImageUtils.loadCompressedTextureCube = function () {

	console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );

};

//

function CanvasRenderer() {

	console.error( 'THREE.CanvasRenderer has been removed' );

}

//

function JSONLoader() {

	console.error( 'THREE.JSONLoader has been removed.' );

}

//

var SceneUtils = {

	createMultiMaterialObject: function ( /* geometry, materials */ ) {

		console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );

	},

	detach: function ( /* child, parent, scene */ ) {

		console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );

	},

	attach: function ( /* child, scene, parent */ ) {

		console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );

	}

};

//

function LensFlare() {

	console.error( 'THREE.LensFlare has been moved to /examples/jsm/objects/Lensflare.js' );

}

if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {

	/* eslint-disable no-undef */
	__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
		revision: REVISION,
	} } ) );
	/* eslint-enable no-undef */

}

export { ACESFilmicToneMapping, AddEquation, AddOperation, AdditiveAnimationBlendMode, AdditiveBlending, AlphaFormat, AlwaysDepth, AlwaysStencilFunc, AmbientLight, AmbientLightProbe, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrayCamera, ArrowHelper, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, AxisHelper, BackSide, BasicDepthPacking, BasicShadowMap, BinaryTextureLoader, Bone, BooleanKeyframeTrack, BoundingBoxHelper, Box2, Box3, Box3Helper, BoxBufferGeometry, BoxGeometry, BoxHelper, BufferAttribute, BufferGeometry, BufferGeometryLoader, ByteType, Cache, Camera, CameraHelper, CanvasRenderer, CanvasTexture, CatmullRomCurve3, CineonToneMapping, CircleBufferGeometry, CircleGeometry, ClampToEdgeWrapping, Clock, ClosedSplineCurve3, Color, ColorKeyframeTrack, CompressedTexture, CompressedTextureLoader, ConeBufferGeometry, ConeGeometry, CubeCamera, BoxGeometry as CubeGeometry, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeTextureLoader, CubeUVReflectionMapping, CubeUVRefractionMapping, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceBack, CullFaceFront, CullFaceFrontBack, CullFaceNone, Curve, CurvePath, CustomBlending, CylinderBufferGeometry, CylinderGeometry, Cylindrical, DataTexture, DataTexture2DArray, DataTexture3D, DataTextureLoader, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DepthFormat, DepthStencilFormat, DepthTexture, DirectionalLight, DirectionalLightHelper, DirectionalLightShadow, DiscreteInterpolant, DodecahedronBufferGeometry, DodecahedronGeometry, DoubleSide, DstAlphaFactor, DstColorFactor, DynamicBufferAttribute, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EdgesHelper, EllipseCurve, EqualDepth, EqualStencilFunc, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, ExtrudeBufferGeometry, ExtrudeGeometry, Face3, Face4, FaceColors, FileLoader, FlatShading, Float32Attribute, Float32BufferAttribute, Float64Attribute, Float64BufferAttribute, FloatType, Fog, FogExp2, Font, FontLoader, FrontFaceDirectionCCW, FrontFaceDirectionCW, FrontSide, Frustum, GammaEncoding, Geometry, GeometryUtils, GreaterDepth, GreaterEqualDepth, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HalfFloatType, HemisphereLight, HemisphereLightHelper, HemisphereLightProbe, IcosahedronBufferGeometry, IcosahedronGeometry, ImageBitmapLoader, ImageLoader, ImageUtils, ImmediateRenderObject, IncrementStencilOp, IncrementWrapStencilOp, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, Int16Attribute, Int16BufferAttribute, Int32Attribute, Int32BufferAttribute, Int8Attribute, Int8BufferAttribute, IntType, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InvertStencilOp, JSONLoader, KeepStencilOp, KeyframeTrack, LOD, LatheBufferGeometry, LatheGeometry, Layers, LensFlare, LessDepth, LessEqualDepth, LessEqualStencilFunc, LessStencilFunc, Light, LightProbe, LightShadow, Line, Line3, LineBasicMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineLoop, LinePieces, LineSegments, LineStrip, LinearEncoding, LinearFilter, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearToneMapping, Loader, LoaderUtils, LoadingManager, LogLuvEncoding, LoopOnce, LoopPingPong, LoopRepeat, LuminanceAlphaFormat, LuminanceFormat, MOUSE, Material, MaterialLoader, MathUtils as Math, MathUtils, Matrix3, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshDistanceMaterial, MeshFaceMaterial, MeshLambertMaterial, MeshMatcapMaterial, MeshNormalMaterial, MeshPhongMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshToonMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, MultiMaterial, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeverDepth, NeverStencilFunc, NoBlending, NoColors, NoToneMapping, NormalAnimationBlendMode, NormalBlending, NotEqualDepth, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, ObjectLoader, ObjectSpaceNormalMap, OctahedronBufferGeometry, OctahedronGeometry, OneFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, PCFShadowMap, PCFSoftShadowMap, PMREMGenerator, ParametricBufferGeometry, ParametricGeometry, Particle, ParticleBasicMaterial, ParticleSystem, ParticleSystemMaterial, Path, PerspectiveCamera, Plane, PlaneBufferGeometry, PlaneGeometry, PlaneHelper, PointCloud, PointCloudMaterial, PointLight, PointLightHelper, Points, PointsMaterial, PolarGridHelper, PolyhedronBufferGeometry, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, REVISION, RGBADepthPacking, RGBAFormat, RGBAIntegerFormat, RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_BPTC_Format, RGBA_ETC2_EAC_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGBDEncoding, RGBEEncoding, RGBEFormat, RGBFormat, RGBIntegerFormat, RGBM16Encoding, RGBM7Encoding, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGFormat, RGIntegerFormat, RawShaderMaterial, Ray, Raycaster, RectAreaLight, RedFormat, RedIntegerFormat, ReinhardToneMapping, RepeatWrapping, ReplaceStencilOp, ReverseSubtractEquation, RingBufferGeometry, RingGeometry, SRGB8_ALPHA8_ASTC_10x10_Format, SRGB8_ALPHA8_ASTC_10x5_Format, SRGB8_ALPHA8_ASTC_10x6_Format, SRGB8_ALPHA8_ASTC_10x8_Format, SRGB8_ALPHA8_ASTC_12x10_Format, SRGB8_ALPHA8_ASTC_12x12_Format, SRGB8_ALPHA8_ASTC_4x4_Format, SRGB8_ALPHA8_ASTC_5x4_Format, SRGB8_ALPHA8_ASTC_5x5_Format, SRGB8_ALPHA8_ASTC_6x5_Format, SRGB8_ALPHA8_ASTC_6x6_Format, SRGB8_ALPHA8_ASTC_8x5_Format, SRGB8_ALPHA8_ASTC_8x6_Format, SRGB8_ALPHA8_ASTC_8x8_Format, Scene, SceneUtils, ShaderChunk, ShaderLib, ShaderMaterial, ShadowMaterial, Shape, ShapeBufferGeometry, ShapeGeometry, ShapePath, ShapeUtils, ShortType, Skeleton, SkeletonHelper, SkinnedMesh, SmoothShading, Sphere, SphereBufferGeometry, SphereGeometry, Spherical, SphericalHarmonics3, SphericalReflectionMapping, Spline, SplineCurve, SplineCurve3, SpotLight, SpotLightHelper, SpotLightShadow, Sprite, SpriteMaterial, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, SubtractEquation, SubtractiveBlending, TOUCH, TangentSpaceNormalMap, TetrahedronBufferGeometry, TetrahedronGeometry, TextBufferGeometry, TextGeometry, Texture, TextureLoader, TorusBufferGeometry, TorusGeometry, TorusKnotBufferGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeBufferGeometry, TubeGeometry, UVMapping, Uint16Attribute, Uint16BufferAttribute, Uint32Attribute, Uint32BufferAttribute, Uint8Attribute, Uint8BufferAttribute, Uint8ClampedAttribute, Uint8ClampedBufferAttribute, Uncharted2ToneMapping, Uniform, UniformsLib, UniformsUtils, UnsignedByteType, UnsignedInt248Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShort565Type, UnsignedShortType, VSMShadowMap, Vector2, Vector3, Vector4, VectorKeyframeTrack, Vertex, VertexColors, VideoTexture, WebGLCubeRenderTarget, WebGLMultisampleRenderTarget, WebGLRenderTarget, WebGLRenderTargetCube, WebGLRenderer, WebGLUtils, WireframeGeometry, WireframeHelper, WrapAroundEnding, XHRLoader, ZeroCurvatureEnding, ZeroFactor, ZeroSlopeEnding, ZeroStencilOp, sRGBEncoding };
