diff --git a/README.md b/README.md
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+++ b/README.md
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# Streit
+Brainstorm
+
+---
+
+streit1: dialektik ohne begriffe
+entscheiden sie über diskussion mit farben
+streit2: die bessere identität
+entscheiden sie über diskussion mit symbolen (nationalflaggen, firmenmarken, bandlogos, ..)
+streit3: streitender schwarm
+tragen sie ihre eigenen werte oder ideen ein oder entscheiden sie über werte und ideen anderer
+streit4: streitender schwarm2
+entscheiden sie über zufällige gegenüberstehende meinungen aus dem internet
+
+---
+
+
+Schöne Inszenierung von Userentscheidung in Computerspiel:
+First Person, schwarzer Raum, es werden Lichtinseln auf den Boden projiziert, User kann dort hin laufen (VR kompat denkbar) um sich zu positionieren, dabei wird Entscheidung getroffen. In Licht schwebt (?) Objekt, falls sich zwischen Objekten entschieden werden soll, oder stehen Menschen / Menschengruppen, zu denen man sich bekennen soll..............
+
+->
+
+Ewiger Streit zwischen Menschengruppen
+Gesellt man sich zu einer / entscheidet man sich für eine, so teilt sich diese wiederum in Fraktionen auf und streitet. Neue Menschen gesellen sich zu den Gruppen oder wenden sich ab, Überläufer? Individualität der Charaktere? Nein immer Gruppenkonsens. Überlauf / Abwendung / Neugewinnung wirkt mechanisch. Viele unterschiedliche Synchronsprecher verleihen den Charakteren im Diskurs Individualität, nur durch Unterschied der Stimme, da Konsens ja gleich..... Jeder Charakter spricht einen Satz. Auch auf dem Dorf!!!!!!! (Dorf = viele Charaktere)
+Arbeitstitel: Unter der Linde
+Pausensequenz .. schwarz löst sich auf zu Umgebung wie auf dem Mond in Majoras Mask (einzelner Baum, hyperschön surreal paradiesische Umgebung) / wie bei A/E unter'm Baum
+Charaktergestaltung
+Eintönige Charaktere wie in Superhot, aber in grau.
+Unterschiedliche Kleidungs/Körpertypen?
+Relevanz Synchronsprache/Animation 3/1
+Intonation (Sound)
+Entweder:
+Ton indifferent aber nicht synthetisch / roboterhaft, immer die selbe Sprache. Egal bei welchem Thema!
+Oder:
+Je nach Streitthema unterschiedliche Tonation / Wortschatz / .. Gefahr: Unverständnis gegenüber der Charaktere durch Bewertung dieser
+Gestikulation (Animation)
+Same wie für sound - Charakter/Thema oder durchgehende "graue" Charaktere?
+...
+Langweiliges grau in Farbe, Form, Bewegung und Klang im Kontrast zu brutaler Direktheit
+Das Grau ermöglicht Verständnis.
+Pure Decision-Making-Game
+Persönliches Verhältnis zu Charakteren wird allein durch Synchronstimme aufgebaut
+Keine Facialanimations, keine Hände. Easy.
+...
+Andererseits...
+Gibt es viele Characterdesigner. Das ganze wäre fruchtiger.
+Größenwahn: UE4 Virtualcharacter BoMoCap+FaMoCap wie Senua
+Problem: Direkte Darstellung von Menschengruppen ultrakritisch. Das bräuchte noch mehr Ethnologen/Menschen aller Kulturen als es Synchronsprecher bräuchte.
+Außer _______ Humor
+
+...
+
+Das Spiel startet jedes Mal mit einer großen Menschengruppe ..
+Die Fraktionen sind pro Gespräch nicht sichtlich von vornherein in Lichtinselfraktionen aufgeteilt, sondern wie Miis im Garten random verteilt
+Erst am Ende des Gesprächs erst laufen alle zu ihren respektiven Gruppen. Der Spieler ist aufgefordert zu beobachten wo diejenigen, mit denen er übereinstimmt, hingehen. Dies wiederum ist schwierig, im Falle des Graus! (Grau = keine Individualität in Charakteren außer Stimme / Modell)
+
+Kinder! Jeder Charakter ist ein Kind. Das wäre sehr japanisch. Altersklassen gegenüber höflich, nützlich einzelne Altersklassen nicht zu diskriminieren, dem Grau zuspielend.
+
+Die Streitthemen müssen EXQUISIT gewählt sein, Auswahl treffen dürfte Spaß machen
+
+In diesem Spiel findet kein Eierlecken statt, anders als in Spielen, deren Geschichte durch Entscheidungen des Spielers dem Spieler angepasst werden.
+
+
+Furries? Mit Anonmasken? Im Garten unter der Linde?
+Spieler begegnet allen auf Augenhöhe (außer Kindern und Rollstuhlfahrern lol)
+Tiermenschen oder Geistmenschen?
+Tiermenschen - Ich setze den Spieler über sie
+Geistmenschen - Ich setze den Spieler unter sie
+Nichts davon. Weltliche Themen durch total abstrakte, graue Wesen behandeln lassen
+Ich lerne: Abstrakt = Elitär - Abstrakt kann nicht jeder.
+Abstrakt = Geil. Jeder in seinem Film.
+
+Die Stimme als einziges Nonabstraktum im Character ist nötig für's warme Gefühl wenn man sich seiner Gruppe anschließt. Dieser erhöhte Unterscheidungsgrad macht es im "Characterpool" (Durcheinander der Streitenden) auch entspannter zu folgen, wer sich nach Streit wo positioniert
+
+Unerwartete Kontextwechsel. Die Charaktere bleiben die gleichen, aber wird im einen Gespräch über Probleme in einer Science Fiction Umgebung geredet (die nicht sichtbar ist und sich nur aus dem Streit heraus erschließt), so kann die Umgebung nach der Koallition zu den Lichtinseln, der Entscheidung des Spielers und der anschließenden erneuten Gruppenvergrößerung / -verkleinerung und Splitterung, aka im nächsten Level / im nächsten Gespräch eine völlig andere sein, ein anderer Kontext gegeben sein, nun schließt sich Beispielsweise ein Farmer dem Gespräch an und klagt über seine Dürre und alle haben kurioser Weise sofort verständnis. Damit wird die Abgrenzung der Level deutlicher, es entsteht Witz und es wird wieder Diplomatieverständnis vermittelt durch das unmittelbaren Abklingens des vorherigen Gesprächs. Flexibel bleiben, oben bleiben!
+
+Das Skript kann geschrieben sein wie das Drehbuch eines Theaterstücks: "x betritt den raum" "y geht ab"
+"a: 'blabla'
+b (vehement): 'blablabla'"
+(..wobei Vehemenz der Gräue nicht zuspielen würde)
+Mit Seitenreferenz (Gruppe A: Gehe zu Seite X, Gruppe B: Gehe zu Seite Y, Gruppe C: ..) Am besten meißtens nur 2 Fraktionen lol. AAAAH so viel Text zu schreiben.
+
+Zur Themenfindung
+
+Konkrete Themen wie Klimawandel sind erschöpft. Keine vorbelastete Fragen, neue Szenerien schaffen, in denen der Spieler sich möglichst a priorisch befragen muss.
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+{
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+ "sizes": "192x192",
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diff --git a/media/safari-pinned-tab.svg b/media/safari-pinned-tab.svg
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+Created by potrace 1.11, written by Peter Selinger 2001-2013
+
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diff --git a/streit.bin b/streit.bin
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+/* __V3D_TEMPLATE__ - template-based file; delete this line to prevent this file from being updated */
+
+body {
+ margin: 0px;
+ overflow: hidden;
+}
+
+#container {
+ position: absolute;
+ top: 0px;
+ left: 0px;
+ width: 100%;
+ height: 100%;
+}
+
+div#fullscreen_button {
+ position: absolute;
+ top: 10px;
+ right: 10px;
+ width: 50px;
+ height: 50px;
+ cursor: pointer;
+ background-size: 100% 100%;
+ display: none;
+}
+
+.fullscreen-open {
+ background-image: url('media/fullscreen-open.png');
+}
+
+.fullscreen-close {
+ background-image: url('media/fullscreen-close.png');
+}
+
+/* removes tap blinking on ios devices */
+* { -webkit-tap-highlight-color:rgba(0,0,0,0); }
+
+
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diff --git a/streit.js b/streit.js
new file mode 100644
index 0000000..bd97bf9
--- /dev/null
+++ b/streit.js
@@ -0,0 +1,194 @@
+'use strict';
+
+/* __V3D_TEMPLATE__ - template-based file; delete this line to prevent this file from being updated */
+
+window.addEventListener('load', function() {
+
+(function() {
+
+ var params = v3d.AppUtils.getPageParams();
+
+ var PUZZLES_DIR = '../../puzzles/';
+ var logicURL = params.logic ? params.logic : '__LOGIC__visual_logic.js'.replace('__LOGIC__', '');
+ var sceneURL = params.load ? params.load : '__URL__streit.gltf'.replace('__URL__', '');
+ if (!sceneURL) {
+ console.log('No scene URL specified');
+ return;
+ }
+
+ // some puzzles can benefit from cache
+ v3d.Cache.enabled = true;
+
+ if (v3d.AppUtils.isXML(logicURL)) {
+ var logicURLJS = logicURL.match(/(.*)\.xml$/)[1] + '.js';
+ new v3d.PuzzlesLoader().loadEditorWithLogic(PUZZLES_DIR, logicURLJS,
+ function() {
+ var initOptions = v3d.PL ? v3d.PL.execInitPuzzles().initOptions
+ : { useFullscreen: true };
+ loadScene(sceneURL, initOptions);
+ }
+ );
+ } else if (v3d.AppUtils.isJS(logicURL)) {
+ new v3d.PuzzlesLoader().loadLogic(logicURL, function() {
+ var initOptions = v3d.PL ? v3d.PL.execInitPuzzles().initOptions
+ : { useFullscreen: true };
+ loadScene(sceneURL, initOptions);
+ });
+ } else {
+ loadScene(sceneURL, { useFullscreen: true });
+ }
+})();
+
+function loadScene(sceneURL, initOptions) {
+
+ initOptions = initOptions || {};
+
+ var ctxSettings = {};
+ if (initOptions.useBkgTransp) ctxSettings.alpha = true;
+ if (initOptions.preserveDrawBuf) ctxSettings.preserveDrawingBuffer = true;
+
+ var preloader = initOptions.useCustomPreloader
+ ? createCustomPreloader(initOptions.preloaderProgressCb,
+ initOptions.preloaderEndCb)
+ : new v3d.SimplePreloader({ container: 'container' });
+
+ var app = new v3d.App('container', ctxSettings, preloader);
+ if (initOptions.useBkgTransp) {
+ app.clearBkgOnLoad = true;
+ app.renderer.setClearColor(0x000000, 0);
+ }
+
+ // namespace for communicating with code generated by Puzzles
+ app.ExternalInterface = {};
+ prepareExternalInterface(app);
+
+ if (initOptions.preloaderStartCb) initOptions.preloaderStartCb();
+ if (initOptions.useFullscreen) {
+ initFullScreen();
+ } else {
+ var fsButton = document.getElementById('fullscreen_button');
+ if (fsButton) fsButton.style.display = 'none';
+ }
+
+ sceneURL = initOptions.useCompAssets ? sceneURL + '.xz' : sceneURL;
+ app.loadScene(sceneURL, function() {
+ app.enableControls();
+ app.run();
+
+ if (v3d.PE) v3d.PE.updateAppInstance(app);
+ if (v3d.PL) v3d.PL.init(app, initOptions);
+
+ runCode(app);
+ }, null, function() {
+ console.log('Can\'t load the scene ' + sceneURL);
+ });
+
+ return app;
+}
+
+function createCustomPreloader(updateCb, finishCb) {
+ function CustomPreloader() {
+ v3d.Preloader.call(this);
+ }
+
+ CustomPreloader.prototype = Object.assign(Object.create(v3d.Preloader.prototype), {
+ onUpdate: function(percentage) {
+ v3d.Preloader.prototype.onUpdate.call(this, percentage);
+ if (updateCb) updateCb(percentage);
+ },
+ onFinish: function() {
+ v3d.Preloader.prototype.onFinish.call(this);
+ if (finishCb) finishCb();
+ }
+ });
+
+ return new CustomPreloader();
+}
+
+function initFullScreen() {
+
+ var fsButton = document.getElementById('fullscreen_button');
+ if (!fsButton) return;
+
+ if (document.fullscreenEnabled ||
+ document.webkitFullscreenEnabled ||
+ document.mozFullScreenEnabled ||
+ document.msFullscreenEnabled)
+ fullscreen_button.style.display = 'inline';
+
+ fullscreen_button.addEventListener('click', function(event) {
+ event.stopPropagation();
+ if (document.fullscreenElement ||
+ document.webkitFullscreenElement ||
+ document.mozFullScreenElement ||
+ document.msFullscreenElement) {
+ exitFullscreen();
+ } else
+ requestFullscreen(document.body);
+ });
+
+ function changeFullscreen() {
+ if (document.fullscreenElement ||
+ document.webkitFullscreenElement ||
+ document.mozFullScreenElement ||
+ document.msFullscreenElement)
+ fullscreen_button.className = 'fullscreen-close';
+ else
+ fullscreen_button.className = 'fullscreen-open';
+ }
+
+ document.addEventListener('webkitfullscreenchange', changeFullscreen);
+ document.addEventListener('mozfullscreenchange', changeFullscreen);
+ document.addEventListener('msfullscreenchange', changeFullscreen);
+ document.addEventListener('fullscreenchange', changeFullscreen);
+
+ function requestFullscreen(elem) {
+ if (elem.requestFullscreen)
+ elem.requestFullscreen();
+ else if (elem.mozRequestFullScreen)
+ elem.mozRequestFullScreen();
+ else if (elem.webkitRequestFullscreen)
+ elem.webkitRequestFullscreen();
+ else if (elem.msRequestFullscreen)
+ elem.msRequestFullscreen();
+ }
+
+ function exitFullscreen() {
+ if (document.exitFullscreen)
+ document.exitFullscreen();
+ else if (document.mozCancelFullScreen)
+ document.mozCancelFullScreen();
+ else if (document.webkitExitFullscreen)
+ document.webkitExitFullscreen();
+ else if (document.msExitFullscreen)
+ document.msExitFullscreen();
+ }
+}
+
+
+
+
+function prepareExternalInterface(app) {
+ // register functions in the app.ExternalInterface to call them from Puzzles, e.g:
+
+ var mouse = new v3d.Vector2();
+
+ app.ExternalInterface.getMouse = function(){
+ console.log(mouse.x, mouse.y);
+ app.ExternalInterface.setMouse(mouse.x, mouse.y);
+ }
+
+ function onMouseMove(event) {
+ mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
+ mouse.y = - (event.clientY / window.innerHeight) * 2 + 1;
+ app.ExternalInterface.setMouse(mouse.x, mouse.y);
+ }
+ window.addEventListener('mousemove', onMouseMove, false);
+
+}
+
+
+function runCode(app) {
+}
+
+});
diff --git a/streit_walk.bin b/streit_walk.bin
new file mode 100644
index 0000000..a927a21
Binary files /dev/null and b/streit_walk.bin differ
diff --git a/streit_walk.gltf b/streit_walk.gltf
new file mode 100644
index 0000000..1092061
--- /dev/null
+++ b/streit_walk.gltf
@@ -0,0 +1,7834 @@
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diff --git a/v3d.js b/v3d.js
new file mode 100644
index 0000000..bcfe906
--- /dev/null
+++ b/v3d.js
@@ -0,0 +1 @@
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t,n=e.elements,r=n[0],i=n[4],a=n[8],o=n[1],s=n[5],l=n[9],c=n[2],u=n[6],h=n[10],d=r+s+h;return this._z=0Math.abs(e.z)?f.set(-e.y,e.x,0):f.set(0,-e.z,e.y)):f.crossVectors(e,t),this._x=f.x,this._y=f.y,this._z=f.z,this._w=p,this.normalize()}),angleTo:function(e){return 2*Math.acos(Math.abs(Yt.clamp(this.dot(e),-1,1)))},rotateTowards:function(e,t){var n=this.angleTo(e);if(0===n)return this;var r=Math.min(1,t/n);return this.slerp(e,r),this},inverse:function(){return this.conjugate()},conjugate:function(){return this._x*=-1,this._y*=-1,this._z*=-1,this.onChangeCallback(),this},dot:function(e){return this._x*e._x+this._y*e._y+this._z*e._z+this._w*e._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 e=this.length();return this._w=0===e?(this._x=0,this._y=0,this._z=0,1):(e=1/e,this._x=this._x*e,this._y=this._y*e,this._z=this._z*e,this._w*e),this.onChangeCallback(),this},multiply:function(e,t){return void 0!==t?(console.warn("v3d.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions(a, b) instead."),this.multiplyQuaternions(e,t)):this.multiplyQuaternions(this,e)},premultiply:function(e){return this.multiplyQuaternions(e,this)},multiplyQuaternions:function(e,t){var n=e._x,r=e._y,i=e._z,a=e._w,o=t._x,s=t._y,l=t._z,c=t._w;return this._x=n*c+a*o+r*l-i*s,this._y=r*c+a*s+i*o-n*l,this._z=i*c+a*l+n*s-r*o,this._w=a*c-n*o-r*s-i*l,this.onChangeCallback(),this},slerp:function(e,t){if(0===t)return this;if(1===t)return this.copy(e);var n=this._x,r=this._y,i=this._z,a=this._w,o=a*e._w+n*e._x+r*e._y+i*e._z;if(o<0?(this._w=-e._w,this._x=-e._x,this._y=-e._y,this._z=-e._z,o=-o):this.copy(e),1<=o)return this._w=a,this._x=n,this._y=r,this._z=i,this;var s=1-o*o;if(s<=Number.EPSILON){var l=1-t;return this._w=l*a+t*this._w,this._x=l*n+t*this._x,this._y=l*r+t*this._y,this._z=l*i+t*this._z,this.normalize()}var c=Math.sqrt(s),u=Math.atan2(c,o),h=Math.sin((1-t)*u)/c,d=Math.sin(t*u)/c;return this._w=a*h+this._w*d,this._x=n*h+this._x*d,this._y=r*h+this._y*d,this._z=i*h+this._z*d,this.onChangeCallback(),this},equals:function(e){return e._x===this._x&&e._y===this._y&&e._z===this._z&&e._w===this._w},fromArray:function(e,t){return void 0===t&&(t=0),this._x=e[t],this._y=e[t+1],this._z=e[t+2],this._w=e[t+3],this.onChangeCallback(),this},toArray:function(e,t){return void 0===e&&(e=[]),void 0===t&&(t=0),e[t]=this._x,e[t+1]=this._y,e[t+2]=this._z,e[t+3]=this._w,e},onChange:function(e){return this.onChangeCallback=e,this},onChangeCallback:function(){}}),Object.assign(Kt.prototype,{isVector3:!0,set:function(e,t,n){return this.x=e,this.y=t,this.z=n,this},setScalar:function(e){return this.x=e,this.y=e,this.z=e,this},setX:function(e){return this.x=e,this},setY:function(e){return this.y=e,this},setZ:function(e){return this.z=e,this},setComponent:function(e,t){switch(e){case 0:this.x=t;break;case 1:this.y=t;break;case 2:this.z=t;break;default:throw new Error("index is out of range: "+e)}return this},getComponent:function(e){switch(e){case 0:return this.x;case 1:return this.y;case 2:return this.z;default:throw new Error("index is out of range: "+e)}},clone:function(){return new this.constructor(this.x,this.y,this.z)},copy:function(e){return this.x=e.x,this.y=e.y,this.z=e.z,this},add:function(e,t){return void 0!==t?(console.warn("v3d.Vector3: .add() now only accepts one argument. Use .addVectors(a, b) instead."),this.addVectors(e,t)):(this.x+=e.x,this.y+=e.y,this.z+=e.z,this)},addScalar:function(e){return this.x+=e,this.y+=e,this.z+=e,this},addVectors:function(e,t){return this.x=e.x+t.x,this.y=e.y+t.y,this.z=e.z+t.z,this},addScaledVector:function(e,t){return this.x+=e.x*t,this.y+=e.y*t,this.z+=e.z*t,this},sub:function(e,t){return void 0!==t?(console.warn("v3d.Vector3: .sub() now only accepts one argument. Use .subVectors(a, b) instead."),this.subVectors(e,t)):(this.x-=e.x,this.y-=e.y,this.z-=e.z,this)},subScalar:function(e){return this.x-=e,this.y-=e,this.z-=e,this},subVectors:function(e,t){return this.x=e.x-t.x,this.y=e.y-t.y,this.z=e.z-t.z,this},multiply:function(e,t){return void 0!==t?(console.warn("v3d.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors(a, b) instead."),this.multiplyVectors(e,t)):(this.x*=e.x,this.y*=e.y,this.z*=e.z,this)},multiplyScalar:function(e){return this.x*=e,this.y*=e,this.z*=e,this},multiplyVectors:function(e,t){return this.x=e.x*t.x,this.y=e.y*t.y,this.z=e.z*t.z,this},applyEuler:(b=new Zt,function(e){return e&&e.isEuler||console.error("v3d.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order."),this.applyQuaternion(b.setFromEuler(e))}),applyAxisAngle:(_=new Zt,function(e,t){return this.applyQuaternion(_.setFromAxisAngle(e,t))}),applyMatrix3:function(e){var t=this.x,n=this.y,r=this.z,i=e.elements;return this.x=i[0]*t+i[3]*n+i[6]*r,this.y=i[1]*t+i[4]*n+i[7]*r,this.z=i[2]*t+i[5]*n+i[8]*r,this},applyMatrix4:function(e){var t=this.x,n=this.y,r=this.z,i=e.elements,a=1/(i[3]*t+i[7]*n+i[11]*r+i[15]);return this.x=(i[0]*t+i[4]*n+i[8]*r+i[12])*a,this.y=(i[1]*t+i[5]*n+i[9]*r+i[13])*a,this.z=(i[2]*t+i[6]*n+i[10]*r+i[14])*a,this},applyQuaternion:function(e){var t=this.x,n=this.y,r=this.z,i=e.x,a=e.y,o=e.z,s=e.w,l=s*t+a*r-o*n,c=s*n+o*t-i*r,u=s*r+i*n-a*t,h=-i*t-a*n-o*r;return this.x=l*s+h*-i+c*-o-u*-a,this.y=c*s+h*-a+u*-i-l*-o,this.z=u*s+h*-o+l*-a-c*-i,this},project:function(e){return this.applyMatrix4(e.matrixWorldInverse).applyMatrix4(e.projectionMatrix)},unproject:(x=new Qt,function(e){return this.applyMatrix4(x.getInverse(e.projectionMatrix)).applyMatrix4(e.matrixWorld)}),transformDirection:function(e){var t=this.x,n=this.y,r=this.z,i=e.elements;return this.x=i[0]*t+i[4]*n+i[8]*r,this.y=i[1]*t+i[5]*n+i[9]*r,this.z=i[2]*t+i[6]*n+i[10]*r,this.normalize()},divide:function(e){return this.x/=e.x,this.y/=e.y,this.z/=e.z,this},divideScalar:function(e){return this.multiplyScalar(1/e)},min:function(e){return this.x=Math.min(this.x,e.x),this.y=Math.min(this.y,e.y),this.z=Math.min(this.z,e.z),this},max:function(e){return this.x=Math.max(this.x,e.x),this.y=Math.max(this.y,e.y),this.z=Math.max(this.z,e.z),this},clamp:function(e,t){return this.x=Math.max(e.x,Math.min(t.x,this.x)),this.y=Math.max(e.y,Math.min(t.y,this.y)),this.z=Math.max(e.z,Math.min(t.z,this.z)),this},clampScalar:(g=new Kt,y=new Kt,function(e,t){return g.set(e,e,e),y.set(t,t,t),this.clamp(g,y)}),clampLength:function(e,t){var n=this.length();return this.divideScalar(n||1).multiplyScalar(Math.max(e,Math.min(t,n)))},floor:function(){return this.x=Math.floor(this.x),this.y=Math.floor(this.y),this.z=Math.floor(this.z),this},ceil:function(){return this.x=Math.ceil(this.x),this.y=Math.ceil(this.y),this.z=Math.ceil(this.z),this},round:function(){return this.x=Math.round(this.x),this.y=Math.round(this.y),this.z=Math.round(this.z),this},roundToZero:function(){return this.x=this.x<0?Math.ceil(this.x):Math.floor(this.x),this.y=this.y<0?Math.ceil(this.y):Math.floor(this.y),this.z=this.z<0?Math.ceil(this.z):Math.floor(this.z),this},negate:function(){return this.x=-this.x,this.y=-this.y,this.z=-this.z,this},dot:function(e){return this.x*e.x+this.y*e.y+this.z*e.z},lengthSq:function(){return this.x*this.x+this.y*this.y+this.z*this.z},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z)},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(e){return this.normalize().multiplyScalar(e)},lerp:function(e,t){return this.x+=(e.x-this.x)*t,this.y+=(e.y-this.y)*t,this.z+=(e.z-this.z)*t,this},lerpVectors:function(e,t,n){return this.subVectors(t,e).multiplyScalar(n).add(e)},cross:function(e,t){return void 0!==t?(console.warn("v3d.Vector3: .cross() now only accepts one argument. Use .crossVectors(a, b) instead."),this.crossVectors(e,t)):this.crossVectors(this,e)},crossVectors:function(e,t){var n=e.x,r=e.y,i=e.z,a=t.x,o=t.y,s=t.z;return this.x=r*s-i*o,this.y=i*a-n*s,this.z=n*o-r*a,this},projectOnVector:function(e){var t=e.dot(this)/e.lengthSq();return this.copy(e).multiplyScalar(t)},projectOnPlane:(v=new Kt,function(e){return v.copy(this).projectOnVector(e),this.sub(v)}),reflect:(m=new Kt,function(e){return this.sub(m.copy(e).multiplyScalar(2*this.dot(e)))}),angleTo:function(e){var t=this.dot(e)/Math.sqrt(this.lengthSq()*e.lengthSq());return Math.acos(Yt.clamp(t,-1,1))},distanceTo:function(e){return Math.sqrt(this.distanceToSquared(e))},distanceToSquared:function(e){var t=this.x-e.x,n=this.y-e.y,r=this.z-e.z;return t*t+n*n+r*r},manhattanDistanceTo:function(e){return Math.abs(this.x-e.x)+Math.abs(this.y-e.y)+Math.abs(this.z-e.z)},setFromSpherical:function(e){return this.setFromSphericalCoords(e.radius,e.phi,e.theta)},setFromSphericalCoords:function(e,t,n){var r=Math.sin(t)*e;return this.x=r*Math.sin(n),this.y=Math.cos(t)*e,this.z=r*Math.cos(n),this},setFromCylindrical:function(e){return this.setFromCylindricalCoords(e.radius,e.theta,e.y)},setFromCylindricalCoords:function(e,t,n){return this.x=e*Math.sin(t),this.y=n,this.z=e*Math.cos(t),this},setFromMatrixPosition:function(e){var t=e.elements;return this.x=t[12],this.y=t[13],this.z=t[14],this},setFromMatrixScale:function(e){var t=this.setFromMatrixColumn(e,0).length(),n=this.setFromMatrixColumn(e,1).length(),r=this.setFromMatrixColumn(e,2).length();return this.x=t,this.y=n,this.z=r,this},setFromMatrixColumn:function(e,t){return this.fromArray(e.elements,4*t)},equals:function(e){return e.x===this.x&&e.y===this.y&&e.z===this.z},fromArray:function(e,t){return void 0===t&&(t=0),this.x=e[t],this.y=e[t+1],this.z=e[t+2],this},toArray:function(e,t){return void 0===e&&(e=[]),void 0===t&&(t=0),e[t]=this.x,e[t+1]=this.y,e[t+2]=this.z,e},fromBufferAttribute:function(e,t,n){return void 0!==n&&console.warn("v3d.Vector3: offset has been removed from .fromBufferAttribute()."),this.x=e.getX(t),this.y=e.getY(t),this.z=e.getZ(t),this}}),Object.assign(Jt.prototype,{isMatrix3:!0,set:function(e,t,n,r,i,a,o,s,l){var c=this.elements;return c[0]=e,c[1]=r,c[2]=o,c[3]=t,c[4]=i,c[5]=s,c[6]=n,c[7]=a,c[8]=l,this},identity:function(){return this.set(1,0,0,0,1,0,0,0,1),this},clone:function(){return(new this.constructor).fromArray(this.elements)},copy:function(e){var t=this.elements,n=e.elements;return t[0]=n[0],t[1]=n[1],t[2]=n[2],t[3]=n[3],t[4]=n[4],t[5]=n[5],t[6]=n[6],t[7]=n[7],t[8]=n[8],this},setFromMatrix4:function(e){var t=e.elements;return this.set(t[0],t[4],t[8],t[1],t[5],t[9],t[2],t[6],t[10]),this},applyToBufferAttribute:(w=new Kt,function(e){for(var t=0,n=e.count;tthis.max.x||e.ythis.max.y||e.zthis.max.z)},containsBox:function(e){return this.min.x<=e.min.x&&e.max.x<=this.max.x&&this.min.y<=e.min.y&&e.max.y<=this.max.y&&this.min.z<=e.min.z&&e.max.z<=this.max.z},getParameter:function(e,t){return void 0===t&&(console.warn("v3d.Box3: .getParameter() target is now required"),t=new Kt),t.set((e.x-this.min.x)/(this.max.x-this.min.x),(e.y-this.min.y)/(this.max.y-this.min.y),(e.z-this.min.z)/(this.max.z-this.min.z))},intersectsBox:function(e){return!(e.max.xthis.max.x||e.max.ythis.max.y||e.max.zthis.max.z)},intersectsSphere:(an=new Kt,function(e){return this.clampPoint(e.center,an),an.distanceToSquared(e.center)<=e.radius*e.radius}),intersectsPlane:function(e){var t,n;return n=0=-e.constant},intersectsTriangle:function(){var s=new Kt,l=new Kt,c=new Kt,n=new Kt,r=new Kt,i=new Kt,u=new Kt,a=new Kt,h=new Kt,o=new Kt;function d(e){var t,n;for(t=0,n=e.length-3;t<=n;t+=3){u.fromArray(e,t);var r=h.x*Math.abs(u.x)+h.y*Math.abs(u.y)+h.z*Math.abs(u.z),i=s.dot(u),a=l.dot(u),o=c.dot(u);if(Math.max(-Math.max(i,a,o),Math.min(i,a,o))>r)return!1}return!0}return function(e){if(this.isEmpty())return!1;this.getCenter(a),h.subVectors(this.max,a),s.subVectors(e.a,a),l.subVectors(e.b,a),c.subVectors(e.c,a),n.subVectors(l,s),r.subVectors(c,l),i.subVectors(s,c);var t=[0,-n.z,n.y,0,-r.z,r.y,0,-i.z,i.y,n.z,0,-n.x,r.z,0,-r.x,i.z,0,-i.x,-n.y,n.x,0,-r.y,r.x,0,-i.y,i.x,0];return!!d(t)&&(!!d(t=[1,0,0,0,1,0,0,0,1])&&(o.crossVectors(n,r),d(t=[o.x,o.y,o.z])))}}(),clampPoint:function(e,t){return void 0===t&&(console.warn("v3d.Box3: .clampPoint() target is now required"),t=new Kt),t.copy(e).clamp(this.min,this.max)},distanceToPoint:(rn=new Kt,function(e){return rn.copy(e).clamp(this.min,this.max).sub(e).length()}),getBoundingSphere:(nn=new Kt,function(e){return void 0===e&&(console.warn("v3d.Box3: .getBoundingSphere() target is now required"),e=new Mn),this.getCenter(e.center),e.radius=.5*this.getSize(nn).length(),e}),intersect:function(e){return this.min.max(e.min),this.max.min(e.max),this.isEmpty()&&this.makeEmpty(),this},union:function(e){return this.min.min(e.min),this.max.max(e.max),this},applyMatrix4:(tn=[new Kt,new Kt,new Kt,new Kt,new Kt,new Kt,new Kt,new Kt],function(e){return this.isEmpty()||(tn[0].set(this.min.x,this.min.y,this.min.z).applyMatrix4(e),tn[1].set(this.min.x,this.min.y,this.max.z).applyMatrix4(e),tn[2].set(this.min.x,this.max.y,this.min.z).applyMatrix4(e),tn[3].set(this.min.x,this.max.y,this.max.z).applyMatrix4(e),tn[4].set(this.max.x,this.min.y,this.min.z).applyMatrix4(e),tn[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(e),tn[6].set(this.max.x,this.max.y,this.min.z).applyMatrix4(e),tn[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(e),this.setFromPoints(tn)),this}),translate:function(e){return this.min.add(e),this.max.add(e),this},equals:function(e){return e.min.equals(this.min)&&e.max.equals(this.max)}}),Object.assign(Mn.prototype,{set:function(e,t){return this.center.copy(e),this.radius=t,this},setFromPoints:(sn=new An,function(e,t){var n=this.center;void 0!==t?n.copy(t):sn.setFromPoints(e).getCenter(n);for(var r=0,i=0,a=e.length;ithis.radius*this.radius&&(t.sub(this.center).normalize(),t.multiplyScalar(this.radius).add(this.center)),t},getBoundingBox:function(e){return void 0===e&&(console.warn("v3d.Sphere: .getBoundingBox() target is now required"),e=new An),e.set(this.center,this.center),e.expandByScalar(this.radius),e},applyMatrix4:function(e){return this.center.applyMatrix4(e),this.radius=this.radius*e.getMaxScaleOnAxis(),this},translate:function(e){return this.center.add(e),this},equals:function(e){return e.center.equals(this.center)&&e.radius===this.radius}}),Object.assign(Tn.prototype,{set:function(e,t){return this.normal.copy(e),this.constant=t,this},setComponents:function(e,t,n,r){return this.normal.set(e,t,n),this.constant=r,this},setFromNormalAndCoplanarPoint:function(e,t){return this.normal.copy(e),this.constant=-t.dot(this.normal),this},setFromCoplanarPoints:(hn=new Kt,dn=new Kt,function(e,t,n){var r=hn.subVectors(n,t).cross(dn.subVectors(e,t)).normalize();return this.setFromNormalAndCoplanarPoint(r,e),this}),clone:function(){return(new this.constructor).copy(this)},copy:function(e){return this.normal.copy(e.normal),this.constant=e.constant,this},normalize:function(){var e=1/this.normal.length();return this.normal.multiplyScalar(e),this.constant*=e,this},negate:function(){return this.constant*=-1,this.normal.negate(),this},distanceToPoint:function(e){return this.normal.dot(e)+this.constant},distanceToSphere:function(e){return this.distanceToPoint(e.center)-e.radius},projectPoint:function(e,t){return void 0===t&&(console.warn("v3d.Plane: .projectPoint() target is now required"),t=new Kt),t.copy(this.normal).multiplyScalar(-this.distanceToPoint(e)).add(e)},intersectLine:(un=new Kt,function(e,t){void 0===t&&(console.warn("v3d.Plane: .intersectLine() target is now required"),t=new Kt);var n=e.delta(un),r=this.normal.dot(n);if(0===r)return 0===this.distanceToPoint(e.start)?t.copy(e.start):void 0;var i=-(e.start.dot(this.normal)+this.constant)/r;return i<0||1 0.0) {\n distanceFalloff *= pow2(saturate(1.0 - pow4(lightDistance / cutoffDistance)));\n }\n return distanceFalloff;\n#elif defined(BLENDER_LIGHTS)\n return cutoffDistance / (cutoffDistance + pow2(lightDistance));\n#else\n if(cutoffDistance > 0.0) {\n return pow(saturate(-lightDistance / cutoffDistance + 1.0), decayExponent);\n }\n return 1.0;\n#endif\n}\nvec3 BRDF_Diffuse_Lambert(const in vec3 diffuseColor) {\n return RECIPROCAL_PI * diffuseColor;\n} \nvec3 F_Schlick(const in vec3 specularColor, const in float dotLH) {\n \n \n \n \n float fresnel = exp2((-5.55473 * dotLH - 6.98316) * dotLH);\n return (1.0 - specularColor) * fresnel + specularColor;\n} \nfloat G_GGX_Smith(const in float alpha, const in float dotNL, const in float dotNV) {\n \n \n float a2 = pow2(alpha);\n float gl = dotNL + sqrt(a2 + (1.0 - a2) * pow2(dotNL));\n float gv = dotNV + sqrt(a2 + (1.0 - a2) * pow2(dotNV));\n return 1.0 / (gl * gv);\n} \nfloat G_GGX_SmithCorrelated(const in float alpha, const in float dotNL, const in float dotNV) {\n float a2 = pow2(alpha);\n \n float gv = dotNL * sqrt(a2 + (1.0 - a2) * pow2(dotNV));\n float gl = dotNV * sqrt(a2 + (1.0 - a2) * pow2(dotNL));\n return 0.5 / max(gv + gl, EPSILON);\n}\nfloat D_GGX(const in float alpha, const in float dotNH) {\n float a2 = pow2(alpha);\n float denom = pow2(dotNH) * (a2 - 1.0) + 1.0; \n return RECIPROCAL_PI * a2 / pow2(denom);\n}\nvec3 BRDF_Specular_GGX(const in IncidentLight incidentLight, const in vec3 viewDir,\n const in vec3 normal, const in vec3 specularColor, const in float roughness) {\n float alpha = pow2(roughness); \n vec3 halfDir = normalize(incidentLight.direction + viewDir);\n float dotNL = saturate(dot(normal, incidentLight.direction));\n float dotNV = saturate(dot(normal, viewDir));\n float dotNH = saturate(dot(normal, halfDir));\n float dotLH = saturate(dot(incidentLight.direction, halfDir));\n vec3 F = F_Schlick(specularColor, dotLH);\n float G = G_GGX_SmithCorrelated(alpha, dotNL, dotNV);\n float D = D_GGX(alpha, dotNH);\n return F * (G * D);\n} \n#if NUM_RECT_AREA_LIGHTS > 0\nvec2 LTC_Uv(const in vec3 N, const in vec3 V, const in float roughness) {\n const float LUT_SIZE = 64.0;\n const float LUT_SCALE = (LUT_SIZE - 1.0) / LUT_SIZE;\n const float LUT_BIAS = 0.5 / LUT_SIZE;\n float dotNV = saturate(dot(N, V));\n \n vec2 uv = vec2(roughness, sqrt(1.0 - dotNV));\n uv = uv * LUT_SCALE + LUT_BIAS;\n return uv;\n}\nfloat LTC_ClippedSphereFormFactor(const in vec3 f) {\n \n \n float l = length(f);\n return max((l * l + f.z) / (l + 1.0), 0.0);\n}\nvec3 LTC_EdgeVectorFormFactor(const in vec3 v1, const in vec3 v2) {\n float x = dot(v1, v2);\n float y = abs(x);\n \n float a = 0.8543985 + (0.4965155 + 0.0145206 * y) * y;\n float b = 3.4175940 + (4.1616724 + y) * y;\n float v = a / b;\n float theta_sintheta = (x > 0.0) ? v : 0.5 * inversesqrt(max(1.0 - x * x, 1e-7)) - v;\n return 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 \n \n vec3 v1 = rectCoords[1] - rectCoords[0];\n vec3 v2 = rectCoords[3] - rectCoords[0];\n vec3 lightNormal = cross(v1, v2);\n if(dot(lightNormal, P - rectCoords[0]) < 0.0) return vec3(0.0);\n \n vec3 T1, T2;\n T1 = normalize(V - N * dot(V, N));\n T2 = - cross(N, T1); \n \n mat3 mat = mInv * transposeMat3(mat3(T1, T2, N));\n \n vec3 coords[4];\n coords[0] = mat * (rectCoords[0] - P);\n coords[1] = mat * (rectCoords[1] - P);\n coords[2] = mat * (rectCoords[2] - P);\n coords[3] = mat * (rectCoords[3] - P);\n \n coords[0] = normalize(coords[0]);\n coords[1] = normalize(coords[1]);\n coords[2] = normalize(coords[2]);\n coords[3] = normalize(coords[3]);\n \n vec3 vectorFormFactor = vec3(0.0);\n vectorFormFactor += LTC_EdgeVectorFormFactor(coords[0], coords[1]);\n vectorFormFactor += LTC_EdgeVectorFormFactor(coords[1], coords[2]);\n vectorFormFactor += LTC_EdgeVectorFormFactor(coords[2], coords[3]);\n vectorFormFactor += LTC_EdgeVectorFormFactor(coords[3], coords[0]);\n \n float result = LTC_ClippedSphereFormFactor(vectorFormFactor);\n return vec3(result);\n}\n#endif\nvec3 BRDF_Specular_GGX_Environment(const in GeometricContext geometry,\n const in vec3 specularColor, const in float roughness, const int useCoat) {\n vec3 normal = geometry.normal;\n if (useCoat == 1) {\n normal = geometry.coatNormal;\n }\n float dotNV = saturate(dot(normal, geometry.viewDir));\n const vec4 c0 = vec4(- 1, - 0.0275, - 0.572, 0.022);\n const vec4 c1 = vec4(1, 0.0425, 1.04, - 0.04);\n vec4 r = roughness * c0 + c1;\n float a004 = min(r.x * r.x, exp2(- 9.28 * dotNV)) * r.x + r.y;\n vec2 AB = vec2(-1.04, 1.04) * a004 + r.zw;\n return specularColor * AB.x + AB.y;\n}\nfloat G_BlinnPhong_Implicit() {\n \n return 0.25;\n}\nfloat D_BlinnPhong(const in float shininess, const in float dotNH) {\n return 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 vec3 halfDir = normalize(incidentLight.direction + geometry.viewDir);\n \n \n float dotNH = saturate(dot(geometry.normal, halfDir));\n float dotLH = saturate(dot(incidentLight.direction, halfDir));\n vec3 F = F_Schlick(specularColor, dotLH);\n float G = G_BlinnPhong_Implicit();\n float D = D_BlinnPhong(shininess, dotNH);\n return F * (G * D);\n} \nfloat GGXRoughnessToBlinnExponent(const in float ggxRoughness) {\n return (2.0 / pow2(ggxRoughness + 0.0001) - 2.0);\n}\nfloat BlinnExponentToGGXRoughness(const in float blinnExponent) {\n return sqrt(2.0 / (blinnExponent + 2.0));\n}\n",bumpmap_pars_fragment:"#ifdef USE_BUMPMAP\n uniform sampler2D bumpMap;\n uniform float bumpScale;\n \n \n \n vec2 dHdxy_fwd() {\n vec2 dSTdx = dFdx(vUv);\n vec2 dSTdy = dFdy(vUv);\n float Hll = bumpScale * texture2D(bumpMap, vUv).x;\n float dBx = bumpScale * texture2D(bumpMap, vUv + dSTdx).x - Hll;\n float dBy = bumpScale * texture2D(bumpMap, vUv + dSTdy).x - Hll;\n return vec2(dBx, dBy);\n }\n vec3 perturbNormalArb(vec3 surf_pos, vec3 surf_norm, vec2 dHdxy) {\n \n vec3 vSigmaX = vec3(dFdx(surf_pos.x), dFdx(surf_pos.y), dFdx(surf_pos.z));\n vec3 vSigmaY = vec3(dFdy(surf_pos.x), dFdy(surf_pos.y), dFdy(surf_pos.z));\n vec3 vN = surf_norm; \n vec3 R1 = cross(vSigmaY, vN);\n vec3 R2 = cross(vN, vSigmaX);\n float fDet = dot(vSigmaX, R1);\n fDet *= (float(gl_FrontFacing) * 2.0 - 1.0);\n vec3 vGrad = sign(fDet) * (dHdxy.x * R1 + dHdxy.y * R2);\n return normalize(abs(fDet) * surf_norm - vGrad);\n }\n#endif\n",clipping_planes_fragment:"#if NUM_CLIPPING_PLANES > 0\n vec4 plane;\n #pragma unroll_loop\n for (int i = 0; i < UNION_CLIPPING_PLANES; i++) {\n plane = clippingPlanes[i];\n if (dot(vViewPosition, plane.xyz) > plane.w) discard;\n }\n #if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n bool clipped = true;\n #pragma unroll_loop\n for (int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i++) {\n plane = clippingPlanes[i];\n clipped = (dot(vViewPosition, plane.xyz) > plane.w) && clipped;\n }\n if (clipped) discard;\n #endif\n#endif\n",clipping_planes_pars_fragment:"#if NUM_CLIPPING_PLANES > 0\n #if !defined(PHYSICAL) && !defined(PHONG) && !defined(MATCAP)&& !defined(NODE)\n varying vec3 vViewPosition;\n #endif\n uniform vec4 clippingPlanes[NUM_CLIPPING_PLANES];\n#endif\n",clipping_planes_pars_vertex:"#if NUM_CLIPPING_PLANES > 0 && !defined(PHYSICAL) && !defined(PHONG) && !defined(MATCAP) && !defined(NODE)\n varying vec3 vViewPosition;\n#endif\n",clipping_planes_vertex:"#if NUM_CLIPPING_PLANES > 0 && !defined(PHYSICAL) && !defined(PHONG) && !defined(MATCAP) && !defined(NODE)\n vViewPosition = - mvPosition.xyz;\n#endif\n",color_fragment:"#ifdef USE_COLOR\n diffuseColor.rgb *= vColor;\n#endif",color_pars_fragment:"#ifdef USE_COLOR\n varying vec3 vColor;\n#endif\n",color_pars_vertex:"#ifdef USE_COLOR\n varying vec3 vColor;\n#endif",color_vertex:"#ifdef USE_COLOR\n vColor.xyz = color.xyz;\n#endif",common:"#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#define saturate(a) clamp(a, 0.0, 1.0)\n#define whiteCompliment(a) (1.0 - saturate(a))\n#define RECIPROCAL_3 0.333333333333\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 const highp float a = 12.9898, b = 78.233, c = 43758.5453;\n highp float dt = dot(uv.xy, vec2(a,b)), sn = mod(dt, PI);\n return fract(sin(sn) * c);\n}\nstruct IncidentLight {\n vec3 color;\n vec3 direction;\n bool visible;\n};\nstruct ReflectedLight {\n vec3 directDiffuse;\n vec3 directSpecular;\n vec3 indirectDiffuse;\n vec3 indirectSpecular;\n};\nstruct GeometricContext {\n vec3 position;\n vec3 normal;\n vec3 viewDir;\n \n \n vec3 originalNormal;\n vec3 coatNormal;\n};\nvec3 transformDirection(in vec3 dir, in mat4 matrix) {\n return normalize((matrix * vec4(dir, 0.0)).xyz);\n}\nvec3 inverseTransformDirection(in vec3 dir, in mat4 matrix) {\n return normalize((vec4(dir, 0.0) * matrix).xyz);\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal) {\n float distance = dot(planeNormal, point - pointOnPlane);\n return - distance * planeNormal + point;\n}\nfloat sideOfPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal) {\n return sign(dot(point - pointOnPlane, planeNormal));\n}\nvec3 linePlaneIntersect(in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal) {\n return lineDirection * (dot(planeNormal, pointOnPlane - pointOnLine) / dot(planeNormal, lineDirection)) + pointOnLine;\n}\nmat3 transposeMat3(const in mat3 m) {\n mat3 tmp;\n tmp[0] = vec3(m[0].x, m[1].x, m[2].x);\n tmp[1] = vec3(m[0].y, m[1].y, m[2].y);\n tmp[2] = vec3(m[0].z, m[1].z, m[2].z);\n return tmp;\n}\nfloat linearToRelativeLuminance(const in vec3 color) {\n vec3 weights = vec3(0.2126, 0.7152, 0.0722);\n return dot(weights, color.rgb);\n}\nfloat powCompat(const in float val, const in float power) {\n if (power == 0.0)\n return 1.0;\n else if (val < 0.0) {\n if (mod(-power, 2.0) == 0.0)\n return pow(-val, power);\n else\n return -pow(-val, power);\n } else if (val == 0.0)\n return 0.0;\n return pow(val, power);\n}\nfloat maxFromRGB(vec3 rgb) {\n return max(max(rgb.r, rgb.g), rgb.b);\n}\nbool isOrtho(const in mat4 m) {\n if (m[3][3] != 0.0)\n return true;\n else\n return false;\n}\nvec3 swizzleUpZ(const vec3 vec) {\n return vec3(vec[0], -vec[2], vec[1]);\n}\nvec3 swizzleUpY(const vec3 vec) {\n return vec3(vec[0], vec[2], -vec[1]);\n}\nvec3 xyz_to_sRGB(vec3 xyz) {\n \n mat3 convMat = mat3(\n 3.2406, -0.9689, 0.0557,\n -1.5372, 1.8758, -0.2040,\n -0.4986, 0.0415, 1.0570\n );\n return convMat * xyz;\n}\nvec3 xyY_to_XYZ(float x, float y, float Y) {\n \n float X = 0.0;\n float Z = 0.0;\n if (y != 0.0) {\n X = (Y / y) * x;\n Z = (Y / y) * (1.0 - x - y);\n }\n return vec3(X, Y, Z);\n}\n",cube_uv_reflection_fragment:"#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_textureSize (1024.0)\n#define cubeUV_rcpTextureSize (1.0 / cubeUV_textureSize)\n#define cubeUV_faceSize (cubeUV_textureSize * 0.25)\n#define cubeUV_rangeClamp (exp2((6.0 - 1.0) * 2.0))\nvec2 MipLevelInfo(vec3 dir, float roughnessLevel) {\n \n \n \n dir = normalize(dir) * (sqrt(3.0) + 1.0) / 2.0;\n vec3 dx = dFdx(dir);\n vec3 dy = dFdy(dir);\n \n \n \n float derivCoeff = cubeUV_faceSize / exp2(roughnessLevel) / 2.0;\n dx *= derivCoeff;\n dy *= derivCoeff;\n float d = max(dot(dx, dx), dot(dy, dy));\n d = clamp(d, 1.0, cubeUV_rangeClamp);\n float mipLevel = 0.5 * log2(d);\n return vec2(floor(mipLevel), fract(mipLevel));\n}\n#define cubeUV_maxLods2 (log2(cubeUV_faceSize) - 2.0)\nvec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {\n mipLevel = roughnessLevel > cubeUV_maxLods2 - 3.0 ? 0.0 : mipLevel;\n float a = 16.0 * cubeUV_rcpTextureSize;\n vec2 exp2_packed = exp2(vec2(roughnessLevel, mipLevel));\n vec2 rcp_exp2_packed = vec2(1.0) / exp2_packed;\n \n float powScale = exp2_packed.x * exp2_packed.y;\n \n float scale = rcp_exp2_packed.x * rcp_exp2_packed.y * 0.25;\n \n float mipOffset = 0.75*(1.0 - rcp_exp2_packed.y) * rcp_exp2_packed.x;\n bool bRes = mipLevel == 0.0;\n scale = bRes && (scale < a) ? a : scale;\n vec3 absDir = abs(direction);\n float maxAbsVal = max(max(absDir.x, absDir.y), absDir.z);\n bool Xy = absDir.x >= absDir.y, Xz = absDir.x >= absDir.z, Yz = absDir.y >= absDir.z;\n \n \n \n \n vec3 projMax = vec3(Xy && Xz, !Xy && Yz, !Xz && !Yz); \n \n \n mat3 vecToUV = mat3(\n projMax.y + projMax.z * sign(direction.z), 0.0, projMax.x,\n 0.0, projMax.x + projMax.z, projMax.y,\n sign(-direction.x) * projMax.x, sign(direction.y) * projMax.y, projMax.z\n );\n vec2 uv = (vecToUV * (direction / maxAbsVal)).xy;\n uv = (uv + vec2(1.0)) * 0.5;\n \n \n \n \n float offCoeffX = dot(projMax, vec3(0.0, 1.0, 2.0));\n \n float rowBottomOrTop = (sign(dot(projMax, direction)) + 1.0) / 2.0;\n float offCoeffY = 0.5 + 0.25 * rowBottomOrTop;\n float zeroMipCoeff = a * rowBottomOrTop;\n vec2 offset = vec2(offCoeffX * scale + mipOffset, offCoeffY / powScale);\n offset.y = bRes && (offset.y < 2.0 * a) ? zeroMipCoeff : offset.y;\n float texelOffset = 0.5 * cubeUV_rcpTextureSize;\n vec2 base = offset + vec2(texelOffset);\n return base + uv * (scale - 2.0 * texelOffset);\n}\n#define cubeUV_maxLods3 (log2(cubeUV_faceSize) - 3.0)\nvec4 textureCubeUV(sampler2D envMap, vec3 reflDir, vec3 reflDirMipLevel, float roughness) {\n float roughnessVal = roughness * cubeUV_maxLods3;\n float r0 = floor(roughnessVal);\n float r1 = r0 + 1.0;\n float rfactor = fract(roughnessVal);\n vec2 mipInfo = MipLevelInfo(reflDirMipLevel, r0);\n float l0 = mipInfo.x;\n float l1 = min(l0 + 1.0, 5.0);\n float lfactor = mipInfo.y;\n vec2 uv_r0_l0 = getCubeUV(reflDir, r0, l0);\n vec2 uv_r0_l1 = getCubeUV(reflDir, r0, l1);\n vec2 uv_r1_l0 = getCubeUV(reflDir, r1, l0);\n vec2 uv_r1_l1 = getCubeUV(reflDir, r1, l1);\n vec4 color_r0_l0 = envMapTexelToLinear(texture2D(envMap, uv_r0_l0));\n vec4 color_r0_l1 = envMapTexelToLinear(texture2D(envMap, uv_r0_l1));\n vec4 color_r1_l0 = envMapTexelToLinear(texture2D(envMap, uv_r1_l0));\n vec4 color_r1_l1 = envMapTexelToLinear(texture2D(envMap, uv_r1_l1));\n \n vec4 color_r0 = mix(color_r0_l0, color_r0_l1, lfactor);\n vec4 color_r1 = mix(color_r1_l0, color_r1_l1, lfactor);\n vec4 result = mix(color_r0, color_r1, rfactor);\n return vec4(result.rgb, 1.0);\n}\n#endif\n",defaultnormal_vertex:"vec3 transformedNormal = normalMatrix * objectNormal;\n#ifdef FLIP_SIDED\n transformedNormal = - transformedNormal;\n#endif\n",displacementmap_pars_vertex:"#ifdef USE_DISPLACEMENTMAP\n uniform sampler2D displacementMap;\n uniform float displacementScale;\n uniform float displacementBias;\n#endif\n",displacementmap_vertex:"#ifdef USE_DISPLACEMENTMAP\n transformed += normalize(objectNormal) * (texture2D(displacementMap, uv).x * displacementScale + displacementBias);\n#endif\n",emissivemap_fragment:"#ifdef USE_EMISSIVEMAP\n vec4 emissiveColor = texture2D(emissiveMap, vUv);\n emissiveColor.rgb = emissiveMapTexelToLinear(emissiveColor).rgb;\n totalEmissiveRadiance *= emissiveColor.rgb;\n#endif\n",emissivemap_pars_fragment:"#ifdef USE_EMISSIVEMAP\n uniform sampler2D emissiveMap;\n#endif\n",encodings_fragment:" gl_FragColor = linearToOutputTexel(gl_FragColor);\n",encodings_pars_fragment:"\nvec4 LinearToLinear(in vec4 value) {\n return value;\n}\nvec4 GammaToLinear(in vec4 value, in float gammaFactor) {\n return vec4(pow(value.rgb, vec3(gammaFactor)), value.a);\n}\nvec4 LinearToGamma(in vec4 value, in float gammaFactor) {\n return vec4(pow(value.rgb, vec3(1.0 / gammaFactor)), value.a);\n}\nvec4 sRGBToLinear(in vec4 value) {\n return vec4(mix(pow(value.rgb * 0.9478672986 + vec3(0.0521327014), vec3(2.4)), value.rgb * 0.0773993808, vec3(lessThanEqual(value.rgb, vec3(0.04045)))), value.a);\n}\nvec4 LinearTosRGB(in vec4 value) {\n return vec4(mix(pow(value.rgb, vec3(0.41666)) * 1.055 - vec3(0.055), value.rgb * 12.92, vec3(lessThanEqual(value.rgb, vec3(0.0031308)))), value.a);\n}\nvec4 RGBEToLinear(in vec4 value) {\n return vec4(value.rgb * exp2(value.a * 255.0 - 128.0), 1.0);\n}\nvec4 LinearToRGBE(in vec4 value) {\n float maxComponent = max(max(value.r, value.g), value.b);\n float fExp = clamp(ceil(log2(maxComponent)), -128.0, 127.0);\n return vec4(value.rgb / exp2(fExp), (fExp + 128.0) / 255.0);\n}\nvec4 RGBMToLinear(in vec4 value, in float maxRange) {\n return vec4(value.rgb * value.a * maxRange, 1.0);\n}\nvec4 LinearToRGBM(in vec4 value, in float maxRange) {\n float maxRGB = max(value.r, max(value.g, value.b));\n float M = clamp(maxRGB / maxRange, 0.0, 1.0);\n M = ceil(M * 255.0) / 255.0;\n return vec4(value.rgb / (M * maxRange), M);\n}\nvec4 RGBDToLinear(in vec4 value, in float maxRange) {\n return vec4(value.rgb * ((maxRange / 255.0) / value.a), 1.0);\n}\nvec4 LinearToRGBD(in vec4 value, in float maxRange) {\n float maxRGB = max(value.r, max(value.g, value.b));\n float D = max(maxRange / maxRGB, 1.0);\n D = min(floor(D) / 255.0, 1.0);\n return 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 vec3 Xp_Y_XYZp = value.rgb * cLogLuvM;\n Xp_Y_XYZp = max(Xp_Y_XYZp, vec3(1e-6, 1e-6, 1e-6));\n vec4 vResult;\n vResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n float Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n vResult.w = fract(Le);\n vResult.z = (Le - (floor(vResult.w * 255.0)) / 255.0) / 255.0;\n return 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 float Le = value.z * 255.0 + value.w;\n vec3 Xp_Y_XYZp;\n Xp_Y_XYZp.y = exp2((Le - 127.0) / 2.0);\n Xp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n Xp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n vec3 vRGB = Xp_Y_XYZp.rgb * cLogLuvInverseM;\n return vec4(max(vRGB, 0.0), 1.0);\n}\n",envmap_fragment:"#ifdef USE_ENVMAP\n #if defined(USE_BUMPMAP) || defined(USE_NORMALMAP) || defined(PHONG) || defined(NODE)\n vec3 cameraToVertex = normalize(vWorldPosition - cameraPosition);\n \n vec3 worldNormal = inverseTransformDirection(normal, viewMatrix);\n #ifdef ENVMAP_MODE_REFLECTION\n vec3 reflectVec = reflect(cameraToVertex, worldNormal);\n #else\n vec3 reflectVec = refract(cameraToVertex, worldNormal, refractionRatio);\n #endif\n #else\n vec3 reflectVec = vReflect;\n #endif\n #ifdef ENVMAP_TYPE_CUBE\n vec4 envColor = textureCube(envMap, vec3(flipEnvMap * reflectVec.x, reflectVec.yz));\n #elif defined(ENVMAP_TYPE_EQUIREC)\n vec2 sampleUV;\n reflectVec = normalize(reflectVec);\n sampleUV.y = asin(clamp(reflectVec.y, - 1.0, 1.0)) * RECIPROCAL_PI + 0.5;\n sampleUV.x = atan(reflectVec.z, reflectVec.x) * RECIPROCAL_PI2 + 0.5;\n vec4 envColor = texture2D(envMap, sampleUV);\n #elif defined(ENVMAP_TYPE_SPHERE)\n reflectVec = normalize(reflectVec);\n vec3 reflectView = normalize((viewMatrix * vec4(reflectVec, 0.0)).xyz + vec3(0.0, 0.0, 1.0));\n vec4 envColor = texture2D(envMap, reflectView.xy * 0.5 + 0.5);\n #else\n vec4 envColor = vec4(0.0);\n #endif\n envColor = envMapTexelToLinear(envColor);\n #ifdef ENVMAP_BLENDING_MULTIPLY\n outgoingLight = mix(outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity);\n #elif defined(ENVMAP_BLENDING_MIX)\n outgoingLight = mix(outgoingLight, envColor.xyz, specularStrength * reflectivity);\n #elif defined(ENVMAP_BLENDING_ADD)\n outgoingLight += envColor.xyz * specularStrength * reflectivity;\n #endif\n#endif\n",envmap_pars_fragment:"#if defined(USE_ENVMAP) || defined(PHYSICAL)\n uniform float reflectivity;\n uniform float envMapIntensity;\n#endif\n#ifdef USE_ENVMAP\n #if !defined(PHYSICAL) && (defined(USE_BUMPMAP) || defined(USE_NORMALMAP) || defined(PHONG))\n varying vec3 vWorldPosition;\n #endif\n #ifdef ENVMAP_TYPE_CUBE\n uniform samplerCube envMap;\n #else\n uniform sampler2D envMap;\n #endif\n uniform float flipEnvMap;\n uniform int maxMipLevel;\n #if defined(USE_BUMPMAP) || defined(USE_NORMALMAP) || defined(PHONG) || defined(NODE) || defined(PHYSICAL)\n uniform float refractionRatio;\n #else\n varying vec3 vReflect;\n #endif\n#endif\n",envmap_pars_vertex:"#ifdef USE_ENVMAP\n #if defined(USE_BUMPMAP) || defined(USE_NORMALMAP) || defined(PHONG) || defined(NODE)\n varying vec3 vWorldPosition;\n #else\n varying vec3 vReflect;\n uniform float refractionRatio;\n #endif\n#endif\n",envmap_physical_pars_fragment:"#if defined(USE_ENVMAP) && defined(PHYSICAL)\n vec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel) {\n vec3 worldNormal = inverseTransformDirection(geometry.normal, viewMatrix);\n #ifdef ENVMAP_TYPE_CUBE\n vec3 queryVec = vec3(flipEnvMap * worldNormal.x, worldNormal.yz);\n \n \n #ifdef TEXTURE_LOD_EXT\n vec4 envMapColor = textureCubeLodEXT(envMap, queryVec, float(maxMIPLevel));\n #else\n \n vec4 envMapColor = textureCube(envMap, queryVec, float(maxMIPLevel));\n #endif\n envMapColor.rgb = envMapTexelToLinear(envMapColor).rgb;\n #elif defined(ENVMAP_TYPE_CUBE_UV)\n vec3 queryVec = vec3(flipEnvMap * worldNormal.x, worldNormal.yz);\n \n \n vec4 envMapColor = textureCubeUV(envMap, queryVec, queryVec, 1.0);\n #else\n vec4 envMapColor = vec4(0.0);\n #endif\n return PI * envMapColor.rgb * envMapIntensity;\n }\n \n float getSpecularMIPLevel(const in float blinnShininessExponent, const in int maxMIPLevel) {\n \n \n float maxMIPLevelScalar = float(maxMIPLevel);\n float desiredMIPLevel = maxMIPLevelScalar + 0.79248 - 0.5 * log2(pow2(blinnShininessExponent) + 1.0);\n \n return clamp(desiredMIPLevel, 0.0, maxMIPLevelScalar);\n }\n vec3 _getLightProbeIndirect(const float blinnShininessExponent,\n const int maxMIPLevel, vec3 directionVec, vec3 directionVecMipLevel) {\n float specularMIPLevel = getSpecularMIPLevel(blinnShininessExponent, maxMIPLevel);\n #ifdef ENVMAP_TYPE_CUBE\n vec3 queryVec = vec3(flipEnvMap * directionVec.x, directionVec.yz);\n #ifdef TEXTURE_LOD_EXT\n vec4 envMapColor = textureCubeLodEXT(envMap, queryVec, specularMIPLevel);\n #else\n vec4 envMapColor = textureCube(envMap, queryVec, specularMIPLevel);\n #endif\n envMapColor.rgb = envMapTexelToLinear(envMapColor).rgb;\n #elif defined(ENVMAP_TYPE_CUBE_UV)\n vec3 queryVec = vec3(flipEnvMap * directionVec.x, directionVec.yz);\n vec3 queryVecMipLevel = vec3(flipEnvMap * directionVecMipLevel.x,\n directionVecMipLevel.yz);\n vec4 envMapColor = textureCubeUV(envMap, queryVec, queryVecMipLevel,\n BlinnExponentToGGXRoughness(blinnShininessExponent));\n #elif defined(ENVMAP_TYPE_EQUIREC)\n vec2 sampleUV;\n sampleUV.y = asin(clamp(directionVec.y, - 1.0, 1.0)) * RECIPROCAL_PI + 0.5;\n sampleUV.x = atan(directionVec.z, directionVec.x) * RECIPROCAL_PI2 + 0.5;\n #ifdef TEXTURE_LOD_EXT\n vec4 envMapColor = texture2DLodEXT(envMap, sampleUV, specularMIPLevel);\n #else\n vec4 envMapColor = texture2D(envMap, sampleUV, specularMIPLevel);\n #endif\n envMapColor.rgb = envMapTexelToLinear(envMapColor).rgb;\n #elif defined(ENVMAP_TYPE_SPHERE)\n vec3 reflectView = normalize((viewMatrix * vec4(directionVec, 0.0)).xyz + vec3(0.0,0.0,1.0));\n #ifdef TEXTURE_LOD_EXT\n vec4 envMapColor = texture2DLodEXT(envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel);\n #else\n vec4 envMapColor = texture2D(envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel);\n #endif\n envMapColor.rgb = envMapTexelToLinear(envMapColor).rgb;\n #endif\n return envMapColor.rgb * envMapIntensity;\n }\n vec3 getLightProbeIndirectRadiance(\n const GeometricContext geometry, const float blinnShininessExponent,\n const int maxMIPLevel, const int useCoat) {\n vec3 normal = geometry.normal;\n if (useCoat == 1) {\n normal = geometry.coatNormal;\n }\n #ifdef ENVMAP_MODE_REFLECTION\n vec3 directionVec = reflect(-geometry.viewDir, normal);\n #else\n vec3 directionVec = refract(-geometry.viewDir, normal, refractionRatio);\n #endif\n directionVec = inverseTransformDirection(directionVec, viewMatrix);\n #ifdef ENVMAP_MODE_REFLECTION\n vec3 directionVecMipLevel = reflect(-geometry.viewDir, geometry.originalNormal);\n #else\n vec3 directionVecMipLevel = refract(-geometry.viewDir, geometry.originalNormal, refractionRatio);\n #endif\n directionVecMipLevel = inverseTransformDirection(directionVecMipLevel, viewMatrix);\n return _getLightProbeIndirect(blinnShininessExponent, maxMIPLevel,\n directionVec, directionVecMipLevel);\n }\n vec3 getLightProbeIndirectRefraction(\n const GeometricContext geometry, const float blinnShininessExponent,\n const int maxMIPLevel, const float refrRatio) {\n vec3 directionVec = refract(-geometry.viewDir, geometry.normal, refrRatio);\n directionVec = inverseTransformDirection(directionVec, viewMatrix);\n vec3 directionVecMipLevel = refract(-geometry.viewDir, geometry.originalNormal, refrRatio);\n directionVecMipLevel = inverseTransformDirection(directionVecMipLevel, viewMatrix);\n return _getLightProbeIndirect(blinnShininessExponent, maxMIPLevel,\n directionVec, directionVecMipLevel);\n }\n#endif\n",envmap_vertex:"#ifdef USE_ENVMAP\n #if defined(USE_BUMPMAP) || defined(USE_NORMALMAP) || defined(PHONG) || defined(NODE)\n vWorldPosition = worldPosition.xyz;\n #else\n vec3 cameraToVertex = normalize(worldPosition.xyz - cameraPosition);\n vec3 worldNormal = inverseTransformDirection(transformedNormal, viewMatrix);\n #ifdef ENVMAP_MODE_REFLECTION\n vReflect = reflect(cameraToVertex, worldNormal);\n #else\n vReflect = refract(cameraToVertex, worldNormal, refractionRatio);\n #endif\n #endif\n#endif\n",fog_vertex:"#ifdef USE_FOG\n fogDepth = -mvPosition.z;\n#endif\n",fog_pars_vertex:"#ifdef USE_FOG\n varying float fogDepth;\n#endif\n",fog_fragment:"#ifdef USE_FOG\n #ifdef FOG_EXP2\n float fogFactor = whiteCompliment(exp2(- fogDensity * fogDensity * fogDepth * fogDepth * LOG2));\n #else\n float fogFactor = smoothstep(fogNear, fogFar, fogDepth);\n #endif\n gl_FragColor.rgb = mix(gl_FragColor.rgb, fogColor, fogFactor);\n#endif\n",fog_pars_fragment:"#ifdef USE_FOG\n uniform vec3 fogColor;\n varying float fogDepth;\n #ifdef FOG_EXP2\n uniform float fogDensity;\n #else\n uniform float fogNear;\n uniform float fogFar;\n #endif\n#endif\n",gradientmap_pars_fragment:"#ifdef TOON\n uniform sampler2D gradientMap;\n vec3 getGradientIrradiance(vec3 normal, vec3 lightDirection) {\n \n float dotNL = dot(normal, lightDirection);\n vec2 coord = vec2(dotNL * 0.5 + 0.5, 0.0);\n #ifdef USE_GRADIENTMAP\n return texture2D(gradientMap, coord).rgb;\n #else\n return (coord.x < 0.7) ? vec3(0.7) : vec3(1.0);\n #endif\n }\n#endif\n",lightmap_fragment:"#ifdef USE_LIGHTMAP\n reflectedLight.indirectDiffuse += PI * texture2D(lightMap, vUv2).xyz * lightMapIntensity; \n#endif\n",lightmap_pars_fragment:"#ifdef USE_LIGHTMAP\n uniform sampler2D lightMap;\n uniform float lightMapIntensity;\n#endif",lights_lambert_vertex:"vec3 diffuse = vec3(1.0);\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize(transformedNormal);\ngeometry.originalNormal = geometry.normal;\ngeometry.viewDir = normalize(-mvPosition.xyz);\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.originalNormal = -geometry.originalNormal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3(0.0);\n#ifdef DOUBLE_SIDED\n vLightBack = vec3(0.0);\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n #pragma unroll_loop\n for (int i = 0; i < NUM_POINT_LIGHTS; i++) {\n getPointDirectLightIrradiance(pointLights[i], geometry, directLight);\n dotNL = dot(geometry.normal, directLight.direction);\n directLightColor_Diffuse = PI * directLight.color;\n vLightFront += saturate(dotNL) * directLightColor_Diffuse;\n #ifdef DOUBLE_SIDED\n vLightBack += saturate(-dotNL) * directLightColor_Diffuse;\n #endif\n }\n#endif\n#if NUM_SPOT_LIGHTS > 0\n #pragma unroll_loop\n for (int i = 0; i < NUM_SPOT_LIGHTS; i++) {\n getSpotDirectLightIrradiance(spotLights[i], geometry, directLight);\n dotNL = dot(geometry.normal, directLight.direction);\n directLightColor_Diffuse = PI * directLight.color;\n vLightFront += saturate(dotNL) * directLightColor_Diffuse;\n #ifdef DOUBLE_SIDED\n vLightBack += saturate(-dotNL) * directLightColor_Diffuse;\n #endif\n }\n#endif\n#if NUM_DIR_LIGHTS > 0\n #pragma unroll_loop\n for (int i = 0; i < NUM_DIR_LIGHTS; i++) {\n getDirectionalDirectLightIrradiance(directionalLights[i], geometry, directLight);\n dotNL = dot(geometry.normal, directLight.direction);\n directLightColor_Diffuse = PI * directLight.color;\n vLightFront += saturate(dotNL) * directLightColor_Diffuse;\n #ifdef DOUBLE_SIDED\n vLightBack += saturate(-dotNL) * directLightColor_Diffuse;\n #endif\n }\n#endif\n#if NUM_HEMI_LIGHTS > 0\n #pragma unroll_loop\n for (int i = 0; i < NUM_HEMI_LIGHTS; i++) {\n vLightFront += getHemisphereLightIrradiance(hemisphereLights[i], geometry);\n #ifdef DOUBLE_SIDED\n vLightBack += getHemisphereLightIrradiance(hemisphereLights[i], backGeometry);\n #endif\n }\n#endif\n",lights_pars_begin:"uniform vec3 ambientLightColor;\nvec3 getAmbientLightIrradiance(const in vec3 ambientLightColor) {\n vec3 irradiance = ambientLightColor;\n \n #if defined(BLENDER_LIGHTS) || !defined(PHYSICALLY_CORRECT_LIGHTS)\n irradiance *= PI;\n #endif\n return irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n struct DirectionalLight {\n vec3 direction;\n vec3 color;\n int shadow;\n float shadowBias;\n float shadowRadius;\n vec2 shadowMapSize;\n };\n uniform DirectionalLight directionalLights[NUM_DIR_LIGHTS];\n void getDirectionalDirectLightIrradiance(const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight) {\n directLight.color = directionalLight.color;\n directLight.direction = directionalLight.direction;\n directLight.visible = true;\n }\n#endif\n#if NUM_POINT_LIGHTS > 0\n struct PointLight {\n vec3 position;\n vec3 color;\n float distance;\n float decay;\n int shadow;\n float shadowBias;\n float shadowRadius;\n vec2 shadowMapSize;\n float shadowCameraNear;\n float shadowCameraFar;\n };\n uniform PointLight pointLights[NUM_POINT_LIGHTS];\n \n void getPointDirectLightIrradiance(const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight) {\n vec3 lVector = pointLight.position - geometry.position;\n directLight.direction = normalize(lVector);\n float lightDistance = length(lVector);\n directLight.color = pointLight.color;\n directLight.color *= punctualLightIntensityToIrradianceFactor(lightDistance, pointLight.distance, pointLight.decay);\n directLight.visible = (directLight.color != vec3(0.0));\n }\n#endif\n#if NUM_SPOT_LIGHTS > 0\n struct SpotLight {\n vec3 position;\n vec3 direction;\n vec3 color;\n float distance;\n float decay;\n float coneCos;\n float penumbraCos;\n int shadow;\n float shadowBias;\n float shadowRadius;\n vec2 shadowMapSize;\n };\n uniform SpotLight spotLights[NUM_SPOT_LIGHTS];\n \n void getSpotDirectLightIrradiance(const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight) {\n vec3 lVector = spotLight.position - geometry.position;\n directLight.direction = normalize(lVector);\n float lightDistance = length(lVector);\n float angleCos = dot(directLight.direction, spotLight.direction);\n if (angleCos > spotLight.coneCos) {\n float spotEffect = smoothstep(spotLight.coneCos, spotLight.penumbraCos, angleCos);\n directLight.color = spotLight.color;\n directLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor(lightDistance, spotLight.distance, spotLight.decay);\n directLight.visible = true;\n } else {\n directLight.color = vec3(0.0);\n directLight.visible = false;\n }\n }\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n struct RectAreaLight {\n vec3 color;\n vec3 position;\n vec3 halfWidth;\n vec3 halfHeight;\n };\n \n \n uniform sampler2D ltc_1; \n uniform sampler2D ltc_2; \n uniform RectAreaLight rectAreaLights[NUM_RECT_AREA_LIGHTS];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n struct HemisphereLight {\n vec3 direction;\n vec3 skyColor;\n vec3 groundColor;\n };\n uniform HemisphereLight hemisphereLights[NUM_HEMI_LIGHTS];\n vec3 getHemisphereLightIrradiance(const in HemisphereLight hemiLight, const in GeometricContext geometry) {\n float dotNL = dot(geometry.normal, hemiLight.direction);\n float hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n vec3 irradiance = mix(hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight);\n #ifndef PHYSICALLY_CORRECT_LIGHTS\n irradiance *= PI;\n #endif\n return irradiance;\n }\n#endif\n",lights_phong_fragment:"BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;\n",lights_phong_pars_fragment:"varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n varying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n vec3 diffuseColor;\n vec3 specularColor;\n float specularShininess;\n float specularStrength;\n};\nvoid RE_Direct_BlinnPhong(const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight) {\n #ifdef TOON\n vec3 irradiance = getGradientIrradiance(geometry.normal, directLight.direction) * directLight.color;\n #else\n float dotNL = saturate(dot(geometry.normal, directLight.direction));\n vec3 irradiance = dotNL * directLight.color;\n #endif\n #ifndef PHYSICALLY_CORRECT_LIGHTS\n irradiance *= PI; \n #endif\n reflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert(material.diffuseColor);\n reflectedLight.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 reflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert(material.diffuseColor);\n}\n#define RE_Direct RE_Direct_BlinnPhong\n#define RE_IndirectDiffuse RE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD(material) (0)\n",lights_physical_fragment:"PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * (1.0 - metalnessFactor);\nmaterial.specularRoughness = clamp(roughnessFactor, 0.04, 1.0);\n#ifdef STANDARD\n material.specularColor = mix(vec3(DEFAULT_SPECULAR_COEFFICIENT), diffuseColor.rgb, metalnessFactor);\n#else\n material.specularColor = mix(vec3(MAXIMUM_SPECULAR_COEFFICIENT * pow2(reflectivity)), diffuseColor.rgb, metalnessFactor);\n material.clearCoat = saturate(clearCoat); \n material.clearCoatRoughness = clamp(clearCoatRoughness, 0.04, 1.0);\n#endif\n",lights_physical_pars_fragment:"struct PhysicalMaterial {\n vec3 diffuseColor;\n float specularRoughness;\n vec3 specularColor;\n #ifndef STANDARD\n float clearCoat;\n float clearCoatRoughness;\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 return 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 void RE_Direct_RectArea_Physical(const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n vec3 normal = geometry.normal;\n vec3 viewDir = geometry.viewDir;\n vec3 position = geometry.position;\n vec3 lightPos = rectAreaLight.position;\n vec3 halfWidth = rectAreaLight.halfWidth;\n vec3 halfHeight = rectAreaLight.halfHeight;\n vec3 lightColor = rectAreaLight.color;\n float roughness = material.specularRoughness;\n vec3 rectCoords[4];\n rectCoords[0] = lightPos - halfWidth - halfHeight; \n rectCoords[1] = lightPos + halfWidth - halfHeight;\n rectCoords[2] = lightPos + halfWidth + halfHeight;\n rectCoords[3] = lightPos - halfWidth + halfHeight;\n vec2 uv = LTC_Uv(normal, viewDir, roughness);\n vec4 t1 = texture2D(ltc_1, uv);\n vec4 t2 = texture2D(ltc_2, uv);\n mat3 mInv = mat3(\n vec3(t1.x, 0, t1.y),\n vec3( 0, 1, 0),\n vec3(t1.z, 0, t1.w)\n );\n \n \n vec3 fresnel = (material.specularColor * t2.x + (vec3(1.0) - material.specularColor) * t2.y);\n reflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate(normal, viewDir, position, mInv, rectCoords);\n reflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate(normal, viewDir, position, mat3(1.0), rectCoords);\n }\n#endif\nvoid RE_Direct_Physical(const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n float dotNL = saturate(dot(geometry.normal, directLight.direction));\n vec3 irradiance = dotNL * directLight.color;\n #ifndef PHYSICALLY_CORRECT_LIGHTS\n irradiance *= PI; \n #endif\n #ifndef STANDARD\n float clearCoatDHR = material.clearCoat * clearCoatDHRApprox(material.clearCoatRoughness, dotNL);\n #else\n float clearCoatDHR = 0.0;\n #endif\n reflectedLight.directSpecular += (1.0 - clearCoatDHR) * irradiance\n * BRDF_Specular_GGX(directLight, geometry.viewDir, geometry.normal,\n material.specularColor, material.specularRoughness);\n reflectedLight.directDiffuse += (1.0 - clearCoatDHR) * irradiance * BRDF_Diffuse_Lambert(material.diffuseColor);\n #ifndef STANDARD\n reflectedLight.directSpecular += irradiance * material.clearCoat\n * BRDF_Specular_GGX(directLight, geometry.viewDir, geometry.coatNormal,\n vec3(DEFAULT_SPECULAR_COEFFICIENT), material.clearCoatRoughness);\n #endif\n}\nvoid RE_IndirectDiffuse_Physical(const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n reflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert(material.diffuseColor);\n}\nvoid RE_IndirectSpecular_Physical(const in vec3 radiance, const in vec3 clearCoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n #ifndef STANDARD\n float coatDotNL = saturate(dot(geometry.coatNormal, geometry.viewDir));\n float clearCoatDHR = material.clearCoat * clearCoatDHRApprox(material.clearCoatRoughness, coatDotNL);\n #else\n float clearCoatDHR = 0.0;\n #endif\n reflectedLight.indirectSpecular += (1.0 - clearCoatDHR) * radiance\n * BRDF_Specular_GGX_Environment(geometry, material.specularColor,\n material.specularRoughness, 0);\n #ifndef STANDARD\n reflectedLight.indirectSpecular += clearCoatRadiance * material.clearCoat\n * BRDF_Specular_GGX_Environment(geometry, vec3(DEFAULT_SPECULAR_COEFFICIENT),\n material.clearCoatRoughness, 1);\n #endif\n}\n#define RE_Direct RE_Direct_Physical\n#define RE_Direct_RectArea RE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse RE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular RE_IndirectSpecular_Physical\n#define Material_BlinnShininessExponent(material) GGXRoughnessToBlinnExponent(material.specularRoughness)\n#define Material_ClearCoat_BlinnShininessExponent(material) GGXRoughnessToBlinnExponent(material.clearCoatRoughness)\nfloat computeSpecularOcclusion(const in float dotNV, const in float ambientOcclusion, const in float roughness) {\n return saturate(pow(dotNV + ambientOcclusion, exp2(- 16.0 * roughness - 1.0)) - 1.0 + ambientOcclusion);\n}\n",lights_fragment_begin:"\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = normalize(vViewPosition);\n#if defined(ORIGINAL_NORMAL)\n geometry.originalNormal = ORIGINAL_NORMAL;\n#else\n geometry.originalNormal = geometry.normal;\n#endif\n#if defined(COAT_NORMAL)\n geometry.coatNormal = COAT_NORMAL;\n#else\n geometry.coatNormal = geometry.normal;\n#endif\nIncidentLight directLight;\n#if (NUM_POINT_LIGHTS > 0) && defined(RE_Direct)\n PointLight pointLight;\n #pragma unroll_loop\n for (int i = 0; i < NUM_POINT_LIGHTS; i++) {\n pointLight = pointLights[i];\n getPointDirectLightIrradiance(pointLight, geometry, directLight);\n #ifdef USE_SHADOWMAP\n directLight.color *= all(bvec2(pointLight.shadow, directLight.visible)) ? getPointShadow(pointShadowMap[i], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[i], pointLight.shadowCameraNear, pointLight.shadowCameraFar) : 1.0;\n #endif\n RE_Direct(directLight, geometry, material, reflectedLight);\n }\n#endif\n#if (NUM_SPOT_LIGHTS > 0) && defined(RE_Direct)\n SpotLight spotLight;\n #pragma unroll_loop\n for (int i = 0; i < NUM_SPOT_LIGHTS; i++) {\n spotLight = spotLights[i];\n getSpotDirectLightIrradiance(spotLight, geometry, directLight);\n #ifdef USE_SHADOWMAP\n directLight.color *= all(bvec2(spotLight.shadow, directLight.visible)) ? getShadow(spotShadowMap[i], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[i]) : 1.0;\n #endif\n RE_Direct(directLight, geometry, material, reflectedLight);\n }\n#endif\n#if (NUM_DIR_LIGHTS > 0) && defined(RE_Direct)\n DirectionalLight directionalLight;\n #pragma unroll_loop\n for (int i = 0; i < NUM_DIR_LIGHTS; i++) {\n directionalLight = directionalLights[i];\n getDirectionalDirectLightIrradiance(directionalLight, geometry, directLight);\n #ifdef USE_SHADOWMAP\n directLight.color *= all(bvec2(directionalLight.shadow, directLight.visible)) ? getShadow(directionalShadowMap[i], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[i]) : 1.0;\n #endif\n RE_Direct(directLight, geometry, material, reflectedLight);\n }\n#endif\n#if (NUM_RECT_AREA_LIGHTS > 0) && defined(RE_Direct_RectArea)\n RectAreaLight rectAreaLight;\n #pragma unroll_loop\n for (int i = 0; i < NUM_RECT_AREA_LIGHTS; i++) {\n rectAreaLight = rectAreaLights[i];\n RE_Direct_RectArea(rectAreaLight, geometry, material, reflectedLight);\n }\n#endif\n#if defined(RE_IndirectDiffuse)\n vec3 irradiance = getAmbientLightIrradiance(ambientLightColor);\n #if (NUM_HEMI_LIGHTS > 0)\n #pragma unroll_loop\n for (int i = 0; i < NUM_HEMI_LIGHTS; i++) {\n irradiance += getHemisphereLightIrradiance(hemisphereLights[i], geometry);\n #if defined(BLENDER_LIGHTS) && !defined(PHYSICAL)\n RE_HemiSpec_Blender(hemisphereLights[i], geometry, material, reflectedLight);\n #endif\n }\n #endif\n#endif\n#if defined(RE_IndirectSpecular)\n vec3 radiance = vec3(0.0);\n vec3 clearCoatRadiance = vec3(0.0);\n#endif\n#if defined(RE_Refraction) && defined(USE_REFRACTED_LIGHT)\n vec3 refraction = vec3(0.0);\n#endif\n",lights_fragment_maps:"#if defined(RE_IndirectDiffuse)\n #ifdef USE_LIGHTMAP\n vec3 lightMapIrradiance = texture2D(lightMap, vUv2).xyz * lightMapIntensity;\n #ifndef PHYSICALLY_CORRECT_LIGHTS\n lightMapIrradiance *= PI; \n #endif\n irradiance += lightMapIrradiance;\n #endif\n #if defined(USE_ENVMAP) && defined(PHYSICAL) && defined(ENVMAP_TYPE_CUBE_UV)\n irradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel);\n #endif\n#endif\n#if defined(USE_ENVMAP) && defined(RE_IndirectSpecular)\n radiance += getLightProbeIndirectRadiance(geometry,\n Material_BlinnShininessExponent(material), maxMipLevel, 0);\n #ifndef STANDARD\n clearCoatRadiance += getLightProbeIndirectRadiance(geometry,\n Material_ClearCoat_BlinnShininessExponent(material), maxMipLevel, 1);\n #endif\n#endif\n#if defined(USE_ENVMAP) && defined(RE_Refraction) && defined(USE_REFRACTED_LIGHT)\n refraction += getLightProbeIndirectRefraction(geometry,\n Material_Refraction_BlinnShininessExponent(material), maxMipLevel,\n 1.0 / material.refractionIOR);\n#endif\n",lights_fragment_end:"#if defined(RE_IndirectDiffuse)\n RE_IndirectDiffuse(irradiance, geometry, material, reflectedLight);\n#endif\n#if defined(RE_IndirectSpecular)\n RE_IndirectSpecular(radiance, clearCoatRadiance, geometry, material, reflectedLight);\n#endif\n#if defined(RE_Refraction) && defined(USE_REFRACTED_LIGHT)\n RE_Refraction(refraction, material, refractedLight);\n#endif\n",logdepthbuf_fragment:"#if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT)\n gl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;\n#endif",logdepthbuf_pars_fragment:"#if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT)\n uniform float logDepthBufFC;\n varying float vFragDepth;\n#endif\n",logdepthbuf_pars_vertex:"#ifdef USE_LOGDEPTHBUF\n #ifdef USE_LOGDEPTHBUF_EXT\n varying float vFragDepth;\n #else\n uniform float logDepthBufFC;\n #endif\n#endif\n",logdepthbuf_vertex:"#ifdef USE_LOGDEPTHBUF\n #ifdef USE_LOGDEPTHBUF_EXT\n vFragDepth = 1.0 + gl_Position.w;\n #else\n gl_Position.z = log2(max(EPSILON, gl_Position.w + 1.0)) * logDepthBufFC - 1.0;\n gl_Position.z *= gl_Position.w;\n #endif\n#endif\n",map_fragment:"#ifdef USE_MAP\n vec4 texelColor = texture2D(map, vUv);\n texelColor = mapTexelToLinear(texelColor);\n diffuseColor *= texelColor;\n#endif\n",map_pars_fragment:"#ifdef USE_MAP\n uniform sampler2D map;\n#endif\n",map_particle_fragment:"#ifdef USE_MAP\n vec2 uv = (uvTransform * vec3(gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1)).xy;\n vec4 mapTexel = texture2D(map, uv);\n diffuseColor *= mapTexelToLinear(mapTexel);\n#endif\n",map_particle_pars_fragment:"#ifdef USE_MAP\n uniform mat3 uvTransform;\n uniform sampler2D map;\n#endif\n",metalnessmap_fragment:"float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n vec4 texelMetalness = texture2D(metalnessMap, vUv);\n \n metalnessFactor *= texelMetalness.b;\n#endif\n",metalnessmap_pars_fragment:"#ifdef USE_METALNESSMAP\n uniform sampler2D metalnessMap;\n#endif",morphnormal_vertex:"#ifdef USE_MORPHNORMALS\n objectNormal += (morphNormal0 - normal) * morphTargetInfluences[0];\n objectNormal += (morphNormal1 - normal) * morphTargetInfluences[1];\n objectNormal += (morphNormal2 - normal) * morphTargetInfluences[2];\n objectNormal += (morphNormal3 - normal) * morphTargetInfluences[3];\n#endif\n",morphtarget_pars_vertex:"#ifdef USE_MORPHTARGETS\n #ifndef USE_MORPHNORMALS\n uniform float morphTargetInfluences[8];\n #else\n uniform float morphTargetInfluences[4];\n #endif\n#endif",morphtarget_vertex:"#ifdef USE_MORPHTARGETS\n transformed += (morphTarget0 - position) * morphTargetInfluences[0];\n transformed += (morphTarget1 - position) * morphTargetInfluences[1];\n transformed += (morphTarget2 - position) * morphTargetInfluences[2];\n transformed += (morphTarget3 - position) * morphTargetInfluences[3];\n #ifndef USE_MORPHNORMALS\n transformed += (morphTarget4 - position) * morphTargetInfluences[4];\n transformed += (morphTarget5 - position) * morphTargetInfluences[5];\n transformed += (morphTarget6 - position) * morphTargetInfluences[6];\n transformed += (morphTarget7 - position) * morphTargetInfluences[7];\n #endif\n#endif\n",normal_fragment_begin:"#ifdef FLAT_SHADED\n \n vec3 fdx = vec3(dFdx(vViewPosition.x), dFdx(vViewPosition.y), dFdx(vViewPosition.z));\n vec3 fdy = vec3(dFdy(vViewPosition.x), dFdy(vViewPosition.y), dFdy(vViewPosition.z));\n vec3 normal = normalize(cross(fdx, fdy));\n#else\n vec3 normal = normalize(vNormal);\n #ifdef DOUBLE_SIDED\n normal = normal * (float(gl_FrontFacing) * 2.0 - 1.0);\n #endif\n#endif\n vec3 originalNormal = normal;\n",normal_fragment_maps:"#ifdef USE_NORMALMAP\n #ifdef OBJECTSPACE_NORMALMAP\n normal = texture2D(normalMap, vUv).xyz * 2.0 - 1.0; \n #ifdef FLIP_SIDED\n normal = - normal;\n #endif\n #ifdef DOUBLE_SIDED\n normal = normal * (float(gl_FrontFacing) * 2.0 - 1.0);\n #endif\n normal = normalize(normalMatrix * normal);\n \n #elif defined(USE_NORMALMAP_TANGENTS)\n \n \n normal = perturbNormalTang(vNormal);\n #else\n normal = perturbNormal2Arb(-vViewPosition, normal);\n #endif\n#elif defined(USE_BUMPMAP)\n normal = perturbNormalArb(-vViewPosition, normal, dHdxy_fwd());\n#endif\n",normalmap_pars_fragment:"#ifdef USE_NORMALMAP\n uniform sampler2D normalMap;\n uniform vec2 normalScale;\n #ifdef OBJECTSPACE_NORMALMAP\n uniform mat3 normalMatrix;\n #elif defined(USE_NORMALMAP_TANGENTS)\n \n uniform mat4 modelViewMatrix;\n varying vec4 vTangent;\n vec3 perturbNormalTang(vec3 normal) {\n vec3 normalTex = texture2D(normalMap, vUv).xyz * 2.0 - 1.0;\n normalTex.xy *= normalScale;\n normalTex = normalize(normalTex);\n \n vec4 viewTangent = vec4(normalize((modelViewMatrix * vec4(vTangent.xyz, 0.0)).xyz), vTangent.w);\n vec3 bitangent = -viewTangent.w * cross(normal, viewTangent.xyz);\n vec3 normalOut = normalTex.x * (viewTangent.xyz) + normalTex.y * bitangent \n + normalTex.z * normal;\n normalOut = normalize(normalOut);\n return normalOut;\n }\n #else\n \n \n vec3 perturbNormal2Arb(vec3 eye_pos, vec3 surf_norm) {\n \n vec3 q0 = vec3(dFdx(eye_pos.x), dFdx(eye_pos.y), dFdx(eye_pos.z));\n vec3 q1 = vec3(dFdy(eye_pos.x), dFdy(eye_pos.y), dFdy(eye_pos.z));\n vec2 st0 = dFdx(vUv.st);\n vec2 st1 = dFdy(vUv.st);\n float scale = sign(st1.t * st0.s - st0.t * st1.s); \n vec3 S = normalize((q0 * st1.t - q1 * st0.t) * scale);\n vec3 T = normalize((- q0 * st1.s + q1 * st0.s) * scale);\n vec3 N = normalize(surf_norm);\n mat3 tsn = mat3(S, T, N);\n vec3 mapN = texture2D(normalMap, vUv).xyz * 2.0 - 1.0;\n mapN.xy *= normalScale;\n mapN.xy *= (float(gl_FrontFacing) * 2.0 - 1.0);\n return normalize(tsn * mapN);\n }\n #endif\n#endif\n",packing:"vec3 packNormalToRGB(const in vec3 normal) {\n return normalize(normal) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal(const in vec3 rgb) {\n return 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.; \nconst 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 vec4 r = vec4(fract(v * PackFactors), v);\n r.yzw -= r.xyz * ShiftRight8; \n return r * PackUpscale;\n}\nfloat unpackRGBAToDepth(const in vec4 v) {\n return dot(v, UnpackFactors);\n}\nfloat viewZToOrthographicDepth(const in float viewZ, const in float near, const in float far) {\n return (viewZ + near) / (near - far);\n}\nfloat orthographicDepthToViewZ(const in float linearClipZ, const in float near, const in float far) {\n return linearClipZ * (near - far) - near;\n}\nfloat viewZToPerspectiveDepth(const in float viewZ, const in float near, const in float far) {\n return ((near + viewZ) * far) / ((far - near) * viewZ);\n}\nfloat perspectiveDepthToViewZ(const in float invClipZ, const in float near, const in float far) {\n return (near * far) / ((far - near) * invClipZ - far);\n}\n",premultiplied_alpha_fragment:"#ifdef PREMULTIPLIED_ALPHA\n \n gl_FragColor.rgb *= gl_FragColor.a;\n#endif\n",project_vertex:"vec4 mvPosition = modelViewMatrix * vec4(transformed, 1.0);\ngl_Position = projectionMatrix * mvPosition;\n#if defined(BACKGROUND_DEPTH)\n gl_Position.z = gl_Position.w;\n#endif\n",dithering_fragment:"#if defined(DITHERING)\n gl_FragColor.rgb = dithering(gl_FragColor.rgb);\n#endif\n",dithering_pars_fragment:"#if defined(DITHERING)\n \n vec3 dithering(vec3 color) {\n \n float grid_position = rand(gl_FragCoord.xy);\n \n vec3 dither_shift_RGB = vec3(0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0);\n \n dither_shift_RGB = mix(2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position);\n \n return color + dither_shift_RGB;\n }\n#endif\n",roughnessmap_fragment:"float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n vec4 texelRoughness = texture2D(roughnessMap, vUv);\n \n roughnessFactor *= texelRoughness.g;\n#endif\n",roughnessmap_pars_fragment:"#ifdef USE_ROUGHNESSMAP\n uniform sampler2D roughnessMap;\n#endif",shadowmap_pars_fragment:"#ifdef USE_SHADOWMAP\n #if NUM_DIR_LIGHTS > 0\n uniform sampler2D directionalShadowMap[NUM_DIR_LIGHTS];\n varying vec4 vDirectionalShadowCoord[NUM_DIR_LIGHTS];\n #endif\n #if NUM_SPOT_LIGHTS > 0\n uniform sampler2D spotShadowMap[NUM_SPOT_LIGHTS];\n varying vec4 vSpotShadowCoord[NUM_SPOT_LIGHTS];\n #endif\n #if NUM_POINT_LIGHTS > 0\n uniform sampler2D pointShadowMap[NUM_POINT_LIGHTS];\n varying vec4 vPointShadowCoord[NUM_POINT_LIGHTS];\n #endif\n \n float texture2DCompare(sampler2D depths, vec2 uv, float compare) {\n return step(compare, unpackRGBAToDepth(texture2D(depths, uv)));\n }\n float texture2DShadowLerp(sampler2D depths, vec2 size, vec2 uv, float compare) {\n const vec2 offset = vec2(0.0, 1.0);\n vec2 texelSize = vec2(1.0) / size;\n vec2 centroidUV = floor(uv * size + 0.5) / size;\n float lb = texture2DCompare(depths, centroidUV + texelSize * offset.xx, compare);\n float lt = texture2DCompare(depths, centroidUV + texelSize * offset.xy, compare);\n float rb = texture2DCompare(depths, centroidUV + texelSize * offset.yx, compare);\n float rt = texture2DCompare(depths, centroidUV + texelSize * offset.yy, compare);\n vec2 f = fract(uv * size + 0.5);\n float a = mix(lb, lt, f.y);\n float b = mix(rb, rt, f.y);\n float c = mix(a, b, f.x);\n return c;\n }\n float getShadow(sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord) {\n float shadow = 1.0;\n shadowCoord.xyz /= shadowCoord.w;\n shadowCoord.z += shadowBias;\n \n \n bvec4 inFrustumVec = bvec4 (shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0);\n bool inFrustum = all(inFrustumVec);\n bvec2 frustumTestVec = bvec2(inFrustum, shadowCoord.z <= 1.0);\n bool frustumTest = all(frustumTestVec);\n if (frustumTest) {\n #if defined(SHADOWMAP_TYPE_PCF)\n vec2 texelSize = vec2(1.0) / shadowMapSize;\n float dx0 = - texelSize.x * shadowRadius;\n float dy0 = - texelSize.y * shadowRadius;\n float dx1 = + texelSize.x * shadowRadius;\n float dy1 = + texelSize.y * shadowRadius;\n shadow = (\n texture2DCompare(shadowMap, shadowCoord.xy + vec2(dx0, dy0), shadowCoord.z) +\n texture2DCompare(shadowMap, shadowCoord.xy + vec2(0.0, dy0), shadowCoord.z) +\n texture2DCompare(shadowMap, shadowCoord.xy + vec2(dx1, dy0), shadowCoord.z) +\n texture2DCompare(shadowMap, shadowCoord.xy + vec2(dx0, 0.0), shadowCoord.z) +\n texture2DCompare(shadowMap, shadowCoord.xy, shadowCoord.z) +\n texture2DCompare(shadowMap, shadowCoord.xy + vec2(dx1, 0.0), shadowCoord.z) +\n texture2DCompare(shadowMap, shadowCoord.xy + vec2(dx0, dy1), shadowCoord.z) +\n texture2DCompare(shadowMap, shadowCoord.xy + vec2(0.0, dy1), shadowCoord.z) +\n texture2DCompare(shadowMap, shadowCoord.xy + vec2(dx1, dy1), shadowCoord.z)\n ) * (1.0 / 9.0);\n #elif defined(SHADOWMAP_TYPE_PCF_SOFT)\n vec2 texelSize = vec2(1.0) / shadowMapSize;\n float dx0 = - texelSize.x * shadowRadius;\n float dy0 = - texelSize.y * shadowRadius;\n float dx1 = + texelSize.x * shadowRadius;\n float dy1 = + texelSize.y * shadowRadius;\n shadow = (\n texture2DShadowLerp(shadowMap, shadowMapSize, shadowCoord.xy + vec2(dx0, dy0), shadowCoord.z) +\n texture2DShadowLerp(shadowMap, shadowMapSize, shadowCoord.xy + vec2(0.0, dy0), shadowCoord.z) +\n texture2DShadowLerp(shadowMap, shadowMapSize, shadowCoord.xy + vec2(dx1, dy0), shadowCoord.z) +\n texture2DShadowLerp(shadowMap, shadowMapSize, shadowCoord.xy + vec2(dx0, 0.0), shadowCoord.z) +\n texture2DShadowLerp(shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z) +\n texture2DShadowLerp(shadowMap, shadowMapSize, shadowCoord.xy + vec2(dx1, 0.0), shadowCoord.z) +\n texture2DShadowLerp(shadowMap, shadowMapSize, shadowCoord.xy + vec2(dx0, dy1), shadowCoord.z) +\n texture2DShadowLerp(shadowMap, shadowMapSize, shadowCoord.xy + vec2(0.0, dy1), shadowCoord.z) +\n texture2DShadowLerp(shadowMap, shadowMapSize, shadowCoord.xy + vec2(dx1, dy1), shadowCoord.z)\n ) * (1.0 / 9.0);\n #else \n shadow = texture2DCompare(shadowMap, shadowCoord.xy, shadowCoord.z);\n #endif\n }\n return shadow;\n }\n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n vec2 cubeToUV(vec3 v, float texelSizeY) {\n \n vec3 absV = abs(v);\n \n float scaleToCube = 1.0 / max(absV.x, max(absV.y, absV.z));\n absV *= scaleToCube;\n \n \n v *= scaleToCube * (1.0 - 2.0 * texelSizeY);\n \n \n \n \n \n vec2 planar = v.xy;\n float almostATexel = 1.5 * texelSizeY;\n float almostOne = 1.0 - almostATexel;\n if (absV.z >= almostOne) {\n if (v.z > 0.0)\n planar.x = 4.0 - v.x;\n } else if (absV.x >= almostOne) {\n float signX = sign(v.x);\n planar.x = v.z * signX + 2.0 * signX;\n } else if (absV.y >= almostOne) {\n float signY = sign(v.y);\n planar.x = v.x + 2.0 * signY + 2.0;\n planar.y = v.z * signY - 2.0;\n }\n \n \n \n return vec2(0.125, 0.25) * planar + vec2(0.375, 0.75);\n }\n float getPointShadow(sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar) {\n vec2 texelSize = vec2(1.0) / (shadowMapSize * vec2(4.0, 2.0));\n \n \n vec3 lightToPosition = shadowCoord.xyz;\n \n float dp = (length(lightToPosition) - shadowCameraNear) / (shadowCameraFar - shadowCameraNear); \n dp += shadowBias;\n \n vec3 bd3D = normalize(lightToPosition);\n #if defined(SHADOWMAP_TYPE_PCF) || defined(SHADOWMAP_TYPE_PCF_SOFT)\n vec2 offset = vec2(- 1, 1) * shadowRadius * texelSize.y;\n return (\n texture2DCompare(shadowMap, cubeToUV(bd3D + offset.xyy, texelSize.y), dp) +\n texture2DCompare(shadowMap, cubeToUV(bd3D + offset.yyy, texelSize.y), dp) +\n texture2DCompare(shadowMap, cubeToUV(bd3D + offset.xyx, texelSize.y), dp) +\n texture2DCompare(shadowMap, cubeToUV(bd3D + offset.yyx, texelSize.y), dp) +\n texture2DCompare(shadowMap, cubeToUV(bd3D, texelSize.y), dp) +\n texture2DCompare(shadowMap, cubeToUV(bd3D + offset.xxy, texelSize.y), dp) +\n texture2DCompare(shadowMap, cubeToUV(bd3D + offset.yxy, texelSize.y), dp) +\n texture2DCompare(shadowMap, cubeToUV(bd3D + offset.xxx, texelSize.y), dp) +\n texture2DCompare(shadowMap, cubeToUV(bd3D + offset.yxx, texelSize.y), dp)\n ) * (1.0 / 9.0);\n #else \n return texture2DCompare(shadowMap, cubeToUV(bd3D, texelSize.y), dp);\n #endif\n }\n#endif\n",shadowmap_pars_vertex:"#ifdef USE_SHADOWMAP\n #if NUM_DIR_LIGHTS > 0\n uniform mat4 directionalShadowMatrix[NUM_DIR_LIGHTS];\n varying vec4 vDirectionalShadowCoord[NUM_DIR_LIGHTS];\n #endif\n #if NUM_SPOT_LIGHTS > 0\n uniform mat4 spotShadowMatrix[NUM_SPOT_LIGHTS];\n varying vec4 vSpotShadowCoord[NUM_SPOT_LIGHTS];\n #endif\n #if NUM_POINT_LIGHTS > 0\n uniform mat4 pointShadowMatrix[NUM_POINT_LIGHTS];\n varying vec4 vPointShadowCoord[NUM_POINT_LIGHTS];\n #endif\n \n#endif\n",shadowmap_vertex:"#ifdef USE_SHADOWMAP\n #if NUM_DIR_LIGHTS > 0\n #pragma unroll_loop\n for (int i = 0; i < NUM_DIR_LIGHTS; i++) {\n vDirectionalShadowCoord[i] = directionalShadowMatrix[i] * worldPosition;\n }\n #endif\n #if NUM_SPOT_LIGHTS > 0\n #pragma unroll_loop\n for (int i = 0; i < NUM_SPOT_LIGHTS; i++) {\n vSpotShadowCoord[i] = spotShadowMatrix[i] * worldPosition;\n }\n #endif\n #if NUM_POINT_LIGHTS > 0\n #pragma unroll_loop\n for (int i = 0; i < NUM_POINT_LIGHTS; i++) {\n vPointShadowCoord[i] = pointShadowMatrix[i] * worldPosition;\n }\n #endif\n \n#endif\n",shadowmask_pars_fragment:"float getShadowMask() {\n float shadow = 1.0;\n #ifdef USE_SHADOWMAP\n #if NUM_DIR_LIGHTS > 0\n DirectionalLight directionalLight;\n #pragma unroll_loop\n for (int i = 0; i < NUM_DIR_LIGHTS; i++) {\n directionalLight = directionalLights[i];\n shadow *= bool(directionalLight.shadow) ? getShadow(directionalShadowMap[i], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[i]) : 1.0;\n }\n #endif\n #if NUM_SPOT_LIGHTS > 0\n SpotLight spotLight;\n #pragma unroll_loop\n for (int i = 0; i < NUM_SPOT_LIGHTS; i++) {\n spotLight = spotLights[i];\n shadow *= bool(spotLight.shadow) ? getShadow(spotShadowMap[i], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[i]) : 1.0;\n }\n #endif\n #if NUM_POINT_LIGHTS > 0\n PointLight pointLight;\n #pragma unroll_loop\n for (int i = 0; i < NUM_POINT_LIGHTS; i++) {\n pointLight = pointLights[i];\n shadow *= bool(pointLight.shadow) ? getPointShadow(pointShadowMap[i], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[i], pointLight.shadowCameraNear, pointLight.shadowCameraFar) : 1.0;\n }\n #endif\n \n #endif\n return shadow;\n}\n",skinbase_vertex:"#ifdef USE_SKINNING\n mat4 boneMatX = getBoneMatrix(skinIndex.x);\n mat4 boneMatY = getBoneMatrix(skinIndex.y);\n mat4 boneMatZ = getBoneMatrix(skinIndex.z);\n mat4 boneMatW = getBoneMatrix(skinIndex.w);\n#endif",skinning_pars_vertex:"#ifdef USE_SKINNING\n uniform mat4 bindMatrix;\n uniform mat4 bindMatrixInverse;\n #ifdef BONE_TEXTURE\n uniform sampler2D boneTexture;\n uniform int boneTextureSize;\n mat4 getBoneMatrix(const in float i) {\n float j = i * 4.0;\n float x = mod(j, float(boneTextureSize));\n float y = floor(j / float(boneTextureSize));\n float dx = 1.0 / float(boneTextureSize);\n float dy = 1.0 / float(boneTextureSize);\n y = dy * (y + 0.5);\n vec4 v1 = texture2D(boneTexture, vec2(dx * (x + 0.5), y));\n vec4 v2 = texture2D(boneTexture, vec2(dx * (x + 1.5), y));\n vec4 v3 = texture2D(boneTexture, vec2(dx * (x + 2.5), y));\n vec4 v4 = texture2D(boneTexture, vec2(dx * (x + 3.5), y));\n mat4 bone = mat4(v1, v2, v3, v4);\n return bone;\n }\n #else\n uniform mat4 boneMatrices[MAX_BONES];\n mat4 getBoneMatrix(const in float i) {\n mat4 bone = boneMatrices[int(i)];\n return bone;\n }\n #endif\n#endif\n",skinning_vertex:"#ifdef USE_SKINNING\n vec4 skinVertex = bindMatrix * vec4(transformed, 1.0);\n vec4 skinned = vec4(0.0);\n skinned += boneMatX * skinVertex * skinWeight.x;\n skinned += boneMatY * skinVertex * skinWeight.y;\n skinned += boneMatZ * skinVertex * skinWeight.z;\n skinned += boneMatW * skinVertex * skinWeight.w;\n transformed = (bindMatrixInverse * skinned).xyz;\n#endif\n",skinnormal_vertex:"#ifdef USE_SKINNING\n mat4 skinMatrix = mat4(0.0);\n skinMatrix += skinWeight.x * boneMatX;\n skinMatrix += skinWeight.y * boneMatY;\n skinMatrix += skinWeight.z * boneMatZ;\n skinMatrix += skinWeight.w * boneMatW;\n skinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n objectNormal = vec4(skinMatrix * vec4(objectNormal, 0.0)).xyz;\n#endif\n",specularmap_fragment:"float specularStrength;\n#ifdef USE_SPECULARMAP\n vec4 texelSpecular = texture2D(specularMap, vUv);\n specularStrength = texelSpecular.r;\n#else\n specularStrength = 1.0;\n#endif",specularmap_pars_fragment:"#ifdef USE_SPECULARMAP\n uniform sampler2D specularMap;\n#endif",tonemapping_fragment:"#if defined(TONE_MAPPING)\n gl_FragColor.rgb = toneMapping(gl_FragColor.rgb);\n#endif\n",tonemapping_pars_fragment:"#ifndef saturate\n #define saturate(a) clamp(a, 0.0, 1.0)\n#endif\n#ifndef PI\n #define PI 3.14159265359\n#endif\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nuniform float toneMappingBrightness;\nuniform float toneMappingContrast;\nuniform float toneMappingMidTones;\nuniform float toneMappingPhysicalScale;\nuniform bool toneMappingChromaticAdaptation;\nuniform vec3 toneMappingWhiteColor;\nuniform bool toneMappingColorDifferentiation;\nuniform bool toneMappingExteriorDaylight;\nvec3 LinearToneMapping(vec3 color) {\n return toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping(vec3 color) {\n color *= toneMappingExposure;\n return 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 \n color *= toneMappingExposure;\n return saturate(Uncharted2Helper(color) / Uncharted2Helper(vec3(toneMappingWhitePoint)));\n}\nvec3 OptimizedCineonToneMapping(vec3 color) {\n \n color *= toneMappingExposure;\n color = max(vec3(0.0), color - 0.004);\n return pow((color * (6.2 * color + 0.5)) / (color * (6.2 * color + 1.7) + 0.06), vec3(2.2));\n}\n#define ORDERS_OF_MAG 5.0\nfloat toneCalcBrightness(in vec3 color)\n{\n return (abs(color.r) * 0.263 + abs(color.g) * 0.655 + abs(color.b) * 0.082);\n}\nfloat toneApproximateScotopicLuminance(vec3 color)\n{\n return (0.062 * color.r + 0.608 * color.g + 0.330 * color.b);\n}\nvec3 LogarithmicMaxToneMapping(vec3 color) {\n float inputScaleFactor = toneMappingPhysicalScale / PI;\n float brightness = (toneMappingBrightness < 0.0) ? 0.0 : (toneMappingBrightness * 0.7);\n float powerBot = toneMappingExteriorDaylight ? 4.0 : 2.0;\n float res = 100.0 / ORDERS_OF_MAG;\n float mag = floor((50.0 / res));\n float power = ((brightness / 20.0 - ORDERS_OF_MAG) - powerBot) + mag;\n float stepsize = 9.0 / res;\n float step = 50.0 - (mag * res);\n float param_c = (0.02 * toneMappingContrast) * 2.0;\n float param_b = pow(10.0, power) * (1.0 + (stepsize * step));\n float param_a = param_b * (1.0 + param_c);\n param_c /= pow(2.0, toneMappingMidTones - 1.0);\n param_b *= PI;\n vec3 whiteConstancyFactor = toneMappingWhiteColor;\n if (toneMappingChromaticAdaptation) {\n float luminance = toneCalcBrightness(whiteConstancyFactor);\n whiteConstancyFactor.r = (whiteConstancyFactor.r > 0.001) ? luminance / whiteConstancyFactor.r : luminance / 0.001;\n whiteConstancyFactor.g = (whiteConstancyFactor.g > 0.001) ? luminance / whiteConstancyFactor.g : luminance / 0.001;\n whiteConstancyFactor.b = (whiteConstancyFactor.b > 0.001) ? luminance / whiteConstancyFactor.b : luminance / 0.001;\n }\n vec3 outColor = inputScaleFactor * color;\n if (toneMappingChromaticAdaptation) {\n outColor *= whiteConstancyFactor.rgb;\n }\n float luminance = toneCalcBrightness(outColor);\n if (toneMappingColorDifferentiation && (luminance < 5.62)) {\n float sLuminance = toneApproximateScotopicLuminance(outColor);\n if (luminance <= 5.62e-3) {\n outColor = vec3(sLuminance);\n } else {\n float w = (luminance - 5.62e-3) / 5.61438;\n outColor = outColor * w + sLuminance * (1.0 - w);\n }\n }\n outColor = outColor * (param_a / (param_b * outColor + param_c));\n return outColor;\n}\n",uv_pars_fragment:"#if defined(USE_MAP) || defined(USE_BUMPMAP) || defined(USE_NORMALMAP) || defined(USE_SPECULARMAP) || defined(USE_ALPHAMAP) || defined(USE_EMISSIVEMAP) || defined(USE_ROUGHNESSMAP) || defined(USE_METALNESSMAP)\n varying vec2 vUv;\n#endif",uv_pars_vertex:"#if defined(USE_MAP) || defined(USE_BUMPMAP) || defined(USE_NORMALMAP) || defined(USE_SPECULARMAP) || defined(USE_ALPHAMAP) || defined(USE_EMISSIVEMAP) || defined(USE_ROUGHNESSMAP) || defined(USE_METALNESSMAP)\n varying vec2 vUv;\n uniform mat3 uvTransform;\n#endif\n",uv_vertex:"#if defined(USE_MAP) || defined(USE_BUMPMAP) || defined(USE_NORMALMAP) || defined(USE_SPECULARMAP) || defined(USE_ALPHAMAP) || defined(USE_EMISSIVEMAP) || defined(USE_ROUGHNESSMAP) || defined(USE_METALNESSMAP)\n vUv = (uvTransform * vec3(uv, 1)).xy;\n#endif",uv2_pars_fragment:"#if defined(USE_LIGHTMAP) || defined(USE_AOMAP)\n varying vec2 vUv2;\n#endif",uv2_pars_vertex:"#if defined(USE_LIGHTMAP) || defined(USE_AOMAP)\n attribute vec2 uv2;\n varying vec2 vUv2;\n#endif",uv2_vertex:"#if defined(USE_LIGHTMAP) || defined(USE_AOMAP)\n vUv2 = uv2;\n#endif",worldpos_vertex:"#if defined(USE_ENVMAP) || defined(DISTANCE) || defined (USE_SHADOWMAP) || defined(MASK) || defined(NODE)\n vec4 worldPosition = modelMatrix * vec4(transformed, 1.0);\n#endif\n",background_frag:"uniform sampler2D t2D;\nvarying vec2 vUv;\nvoid main() {\n gl_FragColor = texture2D(t2D, vUv);\n}\n",background_vert:"varying vec2 vUv;\nuniform mat3 uvTransform;\nvoid main() {\n vUv = (uvTransform * vec3(uv, 1)).xy;\n gl_Position = vec4(position, 1.0);\n gl_Position.z = 1.0;\n}\n",cube_frag:"uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldDirection;\nvoid main() {\n gl_FragColor = envMapTexelToLinear(textureCube(tCube,\n vec3(tFlip * vWorldDirection.x, vWorldDirection.yz)));\n gl_FragColor.a *= opacity;\n #include \n #include \n}\n",cube_vert:"varying vec3 vWorldDirection;\n#include \nvoid main() {\n vWorldDirection = transformDirection(position, modelMatrix);\n #include \n #include \n gl_Position.z = gl_Position.w; \n}\n",depth_frag:"#if DEPTH_PACKING == 3200\n uniform float opacity;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n vec4 diffuseColor = vec4(1.0);\n #if DEPTH_PACKING == 3200\n diffuseColor.a = opacity;\n #endif\n #include \n #include \n #include \n #include \n #if DEPTH_PACKING == 3200\n gl_FragColor = vec4(vec3(1.0 - gl_FragCoord.z), opacity);\n #elif DEPTH_PACKING == 3201\n gl_FragColor = packDepthToRGBA(gl_FragCoord.z);\n #endif\n}\n",depth_vert:"#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n #include \n #ifdef USE_DISPLACEMENTMAP\n #include \n #include \n #include \n #endif\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n}\n",distanceRGBA_frag:"#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main () {\n #include \n vec4 diffuseColor = vec4(1.0);\n #include \n #include \n #include \n float dist = length(vWorldPosition - referencePosition);\n dist = (dist - nearDistance) / (farDistance - nearDistance);\n dist = saturate(dist); \n gl_FragColor = packDepthToRGBA(dist);\n}\n",distanceRGBA_vert:"#define DISTANCE\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n #include \n #ifdef USE_DISPLACEMENTMAP\n #include \n #include \n #include \n #endif\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n vWorldPosition = worldPosition.xyz;\n}\n",equirect_frag:"uniform sampler2D tEquirect;\nuniform bool invertU;\nuniform float offsetU;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n vec3 direction = normalize(vWorldDirection);\n vec2 sampleUV;\n sampleUV.y = asin(clamp(direction.y, - 1.0, 1.0)) * RECIPROCAL_PI + 0.5;\n sampleUV.x = atan(direction.z, direction.x) * RECIPROCAL_PI2 + 0.5;\n \n if (invertU) {\n sampleUV.x = 1.0 - sampleUV.x;\n }\n \n sampleUV.x += offsetU;\n gl_FragColor = texture2D(tEquirect, sampleUV);\n}\n",equirect_vert:"varying vec3 vWorldDirection;\n#include \nvoid main() {\n vWorldDirection = transformDirection(position, modelMatrix);\n #include \n #include \n}\n",linedashed_frag:"uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n if (mod(vLineDistance, totalSize) > dashSize) {\n discard;\n }\n vec3 outgoingLight = vec3(0.0);\n vec4 diffuseColor = vec4(diffuse, opacity);\n #include \n #include \n outgoingLight = diffuseColor.rgb; \n gl_FragColor = vec4(outgoingLight, diffuseColor.a);\n #include \n #include \n #include \n #include \n}\n",linedashed_vert:"uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n vLineDistance = scale * lineDistance;\n vec4 mvPosition = modelViewMatrix * vec4(position, 1.0);\n gl_Position = projectionMatrix * mvPosition;\n #include \n #include \n #include \n}\n",meshbasic_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n varying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n vec4 diffuseColor = vec4(diffuse, opacity);\n #include \n #include \n #include \n #include \n #include \n #include \n ReflectedLight reflectedLight = ReflectedLight(vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));\n \n #ifdef USE_LIGHTMAP\n reflectedLight.indirectDiffuse += texture2D(lightMap, vUv2).xyz * lightMapIntensity;\n #else\n reflectedLight.indirectDiffuse += vec3(1.0);\n #endif\n \n #include \n reflectedLight.indirectDiffuse *= diffuseColor.rgb;\n vec3 outgoingLight = reflectedLight.indirectDiffuse;\n #include \n gl_FragColor = vec4(outgoingLight, diffuseColor.a);\n #include \n #include \n #include \n #include \n}\n",meshbasic_vert:"#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n #include \n #include \n #include \n #ifdef USE_ENVMAP\n #include \n #include \n #include \n #include \n #endif\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n}\n",meshlambert_frag:"uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n varying vec3 vLightBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n vec4 diffuseColor = vec4(diffuse, opacity);\n ReflectedLight reflectedLight = ReflectedLight(vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));\n vec3 totalEmissiveRadiance = emissive;\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n \n reflectedLight.indirectDiffuse = getAmbientLightIrradiance(ambientLightColor);\n #include \n reflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert(diffuseColor.rgb);\n #ifdef DOUBLE_SIDED\n reflectedLight.directDiffuse = (gl_FrontFacing) ? vLightFront : vLightBack;\n #else\n reflectedLight.directDiffuse = vLightFront;\n #endif\n reflectedLight.directDiffuse *= BRDF_Diffuse_Lambert(diffuseColor.rgb) * getShadowMask();\n \n #include \n vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n #include \n gl_FragColor = vec4(outgoingLight, diffuseColor.a);\n #include \n #include \n #include \n #include \n #include \n}\n",meshlambert_vert:"#define LAMBERT\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n varying vec3 vLightBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n}\n",meshmatcap_frag:"#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n varying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n vec4 diffuseColor = vec4(diffuse, opacity);\n #include \n #include \n #include \n #include \n #include \n #include \n vec3 viewDir = normalize(vViewPosition);\n vec3 x = normalize(vec3(viewDir.z, 0.0, - viewDir.x));\n vec3 y = cross(viewDir, x);\n vec2 uv = vec2(dot(x, normal), dot(y, normal)) * 0.495 + 0.5; \n vec4 matcapColor = texture2D(matcap, uv);\n matcapColor = matcapTexelToLinear(matcapColor);\n vec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n gl_FragColor = vec4(outgoingLight, diffuseColor.a);\n #include \n #include \n #include \n #include \n}\n",meshmatcap_vert:"#define MATCAP\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n varying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n #include \n #include \n #include