(function (factory) {
    typeof define === 'function' && define.amd ? define(factory) :
    factory();
}(function () { 'use strict';

    /**
     * @license
     * Copyright (c) 2017 The Polymer Project Authors. All rights reserved.
     * This code may only be used under the BSD style license found at
     * http://polymer.github.io/LICENSE.txt
     * The complete set of authors may be found at
     * http://polymer.github.io/AUTHORS.txt
     * The complete set of contributors may be found at
     * http://polymer.github.io/CONTRIBUTORS.txt
     * Code distributed by Google as part of the polymer project is also
     * subject to an additional IP rights grant found at
     * http://polymer.github.io/PATENTS.txt
     */
    const directives = new WeakMap();
    const isDirective = (o) => {
        return typeof o === 'function' && directives.has(o);
    };

    /**
     * @license
     * Copyright (c) 2017 The Polymer Project Authors. All rights reserved.
     * This code may only be used under the BSD style license found at
     * http://polymer.github.io/LICENSE.txt
     * The complete set of authors may be found at
     * http://polymer.github.io/AUTHORS.txt
     * The complete set of contributors may be found at
     * http://polymer.github.io/CONTRIBUTORS.txt
     * Code distributed by Google as part of the polymer project is also
     * subject to an additional IP rights grant found at
     * http://polymer.github.io/PATENTS.txt
     */
    /**
     * True if the custom elements polyfill is in use.
     */
    const isCEPolyfill = typeof window !== 'undefined' &&
        window.customElements != null &&
        window.customElements.polyfillWrapFlushCallback !==
            undefined;
    /**
     * Removes nodes, starting from `start` (inclusive) to `end` (exclusive), from
     * `container`.
     */
    const removeNodes = (container, start, end = null) => {
        while (start !== end) {
            const n = start.nextSibling;
            container.removeChild(start);
            start = n;
        }
    };

    /**
     * @license
     * Copyright (c) 2018 The Polymer Project Authors. All rights reserved.
     * This code may only be used under the BSD style license found at
     * http://polymer.github.io/LICENSE.txt
     * The complete set of authors may be found at
     * http://polymer.github.io/AUTHORS.txt
     * The complete set of contributors may be found at
     * http://polymer.github.io/CONTRIBUTORS.txt
     * Code distributed by Google as part of the polymer project is also
     * subject to an additional IP rights grant found at
     * http://polymer.github.io/PATENTS.txt
     */
    /**
     * A sentinel value that signals that a value was handled by a directive and
     * should not be written to the DOM.
     */
    const noChange = {};
    /**
     * A sentinel value that signals a NodePart to fully clear its content.
     */
    const nothing = {};

    /**
     * @license
     * Copyright (c) 2017 The Polymer Project Authors. All rights reserved.
     * This code may only be used under the BSD style license found at
     * http://polymer.github.io/LICENSE.txt
     * The complete set of authors may be found at
     * http://polymer.github.io/AUTHORS.txt
     * The complete set of contributors may be found at
     * http://polymer.github.io/CONTRIBUTORS.txt
     * Code distributed by Google as part of the polymer project is also
     * subject to an additional IP rights grant found at
     * http://polymer.github.io/PATENTS.txt
     */
    /**
     * An expression marker with embedded unique key to avoid collision with
     * possible text in templates.
     */
    const marker = `{{lit-${String(Math.random()).slice(2)}}}`;
    /**
     * An expression marker used text-positions, multi-binding attributes, and
     * attributes with markup-like text values.
     */
    const nodeMarker = `<!--${marker}-->`;
    const markerRegex = new RegExp(`${marker}|${nodeMarker}`);
    /**
     * Suffix appended to all bound attribute names.
     */
    const boundAttributeSuffix = '$lit$';
    /**
     * An updatable Template that tracks the location of dynamic parts.
     */
    class Template {
        constructor(result, element) {
            this.parts = [];
            this.element = element;
            const nodesToRemove = [];
            const stack = [];
            // Edge needs all 4 parameters present; IE11 needs 3rd parameter to be null
            const walker = document.createTreeWalker(element.content, 133 /* NodeFilter.SHOW_{ELEMENT|COMMENT|TEXT} */, null, false);
            // Keeps track of the last index associated with a part. We try to delete
            // unnecessary nodes, but we never want to associate two different parts
            // to the same index. They must have a constant node between.
            let lastPartIndex = 0;
            let index = -1;
            let partIndex = 0;
            const { strings, values: { length } } = result;
            while (partIndex < length) {
                const node = walker.nextNode();
                if (node === null) {
                    // We've exhausted the content inside a nested template element.
                    // Because we still have parts (the outer for-loop), we know:
                    // - There is a template in the stack
                    // - The walker will find a nextNode outside the template
                    walker.currentNode = stack.pop();
                    continue;
                }
                index++;
                if (node.nodeType === 1 /* Node.ELEMENT_NODE */) {
                    if (node.hasAttributes()) {
                        const attributes = node.attributes;
                        const { length } = attributes;
                        // Per
                        // https://developer.mozilla.org/en-US/docs/Web/API/NamedNodeMap,
                        // attributes are not guaranteed to be returned in document order.
                        // In particular, Edge/IE can return them out of order, so we cannot
                        // assume a correspondence between part index and attribute index.
                        let count = 0;
                        for (let i = 0; i < length; i++) {
                            if (endsWith(attributes[i].name, boundAttributeSuffix)) {
                                count++;
                            }
                        }
                        while (count-- > 0) {
                            // Get the template literal section leading up to the first
                            // expression in this attribute
                            const stringForPart = strings[partIndex];
                            // Find the attribute name
                            const name = lastAttributeNameRegex.exec(stringForPart)[2];
                            // Find the corresponding attribute
                            // All bound attributes have had a suffix added in
                            // TemplateResult#getHTML to opt out of special attribute
                            // handling. To look up the attribute value we also need to add
                            // the suffix.
                            const attributeLookupName = name.toLowerCase() + boundAttributeSuffix;
                            const attributeValue = node.getAttribute(attributeLookupName);
                            node.removeAttribute(attributeLookupName);
                            const statics = attributeValue.split(markerRegex);
                            this.parts.push({ type: 'attribute', index, name, strings: statics });
                            partIndex += statics.length - 1;
                        }
                    }
                    if (node.tagName === 'TEMPLATE') {
                        stack.push(node);
                        walker.currentNode = node.content;
                    }
                }
                else if (node.nodeType === 3 /* Node.TEXT_NODE */) {
                    const data = node.data;
                    if (data.indexOf(marker) >= 0) {
                        const parent = node.parentNode;
                        const strings = data.split(markerRegex);
                        const lastIndex = strings.length - 1;
                        // Generate a new text node for each literal section
                        // These nodes are also used as the markers for node parts
                        for (let i = 0; i < lastIndex; i++) {
                            let insert;
                            let s = strings[i];
                            if (s === '') {
                                insert = createMarker();
                            }
                            else {
                                const match = lastAttributeNameRegex.exec(s);
                                if (match !== null && endsWith(match[2], boundAttributeSuffix)) {
                                    s = s.slice(0, match.index) + match[1] +
                                        match[2].slice(0, -boundAttributeSuffix.length) + match[3];
                                }
                                insert = document.createTextNode(s);
                            }
                            parent.insertBefore(insert, node);
                            this.parts.push({ type: 'node', index: ++index });
                        }
                        // If there's no text, we must insert a comment to mark our place.
                        // Else, we can trust it will stick around after cloning.
                        if (strings[lastIndex] === '') {
                            parent.insertBefore(createMarker(), node);
                            nodesToRemove.push(node);
                        }
                        else {
                            node.data = strings[lastIndex];
                        }
                        // We have a part for each match found
                        partIndex += lastIndex;
                    }
                }
                else if (node.nodeType === 8 /* Node.COMMENT_NODE */) {
                    if (node.data === marker) {
                        const parent = node.parentNode;
                        // Add a new marker node to be the startNode of the Part if any of
                        // the following are true:
                        //  * We don't have a previousSibling
                        //  * The previousSibling is already the start of a previous part
                        if (node.previousSibling === null || index === lastPartIndex) {
                            index++;
                            parent.insertBefore(createMarker(), node);
                        }
                        lastPartIndex = index;
                        this.parts.push({ type: 'node', index });
                        // If we don't have a nextSibling, keep this node so we have an end.
                        // Else, we can remove it to save future costs.
                        if (node.nextSibling === null) {
                            node.data = '';
                        }
                        else {
                            nodesToRemove.push(node);
                            index--;
                        }
                        partIndex++;
                    }
                    else {
                        let i = -1;
                        while ((i = node.data.indexOf(marker, i + 1)) !== -1) {
                            // Comment node has a binding marker inside, make an inactive part
                            // The binding won't work, but subsequent bindings will
                            // TODO (justinfagnani): consider whether it's even worth it to
                            // make bindings in comments work
                            this.parts.push({ type: 'node', index: -1 });
                            partIndex++;
                        }
                    }
                }
            }
            // Remove text binding nodes after the walk to not disturb the TreeWalker
            for (const n of nodesToRemove) {
                n.parentNode.removeChild(n);
            }
        }
    }
    const endsWith = (str, suffix) => {
        const index = str.length - suffix.length;
        return index >= 0 && str.slice(index) === suffix;
    };
    const isTemplatePartActive = (part) => part.index !== -1;
    // Allows `document.createComment('')` to be renamed for a
    // small manual size-savings.
    const createMarker = () => document.createComment('');
    /**
     * This regex extracts the attribute name preceding an attribute-position
     * expression. It does this by matching the syntax allowed for attributes
     * against the string literal directly preceding the expression, assuming that
     * the expression is in an attribute-value position.
     *
     * See attributes in the HTML spec:
     * https://www.w3.org/TR/html5/syntax.html#elements-attributes
     *
     * " \x09\x0a\x0c\x0d" are HTML space characters:
     * https://www.w3.org/TR/html5/infrastructure.html#space-characters
     *
     * "\0-\x1F\x7F-\x9F" are Unicode control characters, which includes every
     * space character except " ".
     *
     * So an attribute is:
     *  * The name: any character except a control character, space character, ('),
     *    ("), ">", "=", or "/"
     *  * Followed by zero or more space characters
     *  * Followed by "="
     *  * Followed by zero or more space characters
     *  * Followed by:
     *    * Any character except space, ('), ("), "<", ">", "=", (`), or
     *    * (") then any non-("), or
     *    * (') then any non-(')
     */
    const lastAttributeNameRegex = 
    // eslint-disable-next-line no-control-regex
    /([ \x09\x0a\x0c\x0d])([^\0-\x1F\x7F-\x9F "'>=/]+)([ \x09\x0a\x0c\x0d]*=[ \x09\x0a\x0c\x0d]*(?:[^ \x09\x0a\x0c\x0d"'`<>=]*|"[^"]*|'[^']*))$/;

    /**
     * @license
     * Copyright (c) 2017 The Polymer Project Authors. All rights reserved.
     * This code may only be used under the BSD style license found at
     * http://polymer.github.io/LICENSE.txt
     * The complete set of authors may be found at
     * http://polymer.github.io/AUTHORS.txt
     * The complete set of contributors may be found at
     * http://polymer.github.io/CONTRIBUTORS.txt
     * Code distributed by Google as part of the polymer project is also
     * subject to an additional IP rights grant found at
     * http://polymer.github.io/PATENTS.txt
     */
    /**
     * An instance of a `Template` that can be attached to the DOM and updated
     * with new values.
     */
    class TemplateInstance {
        constructor(template, processor, options) {
            this.__parts = [];
            this.template = template;
            this.processor = processor;
            this.options = options;
        }
        update(values) {
            let i = 0;
            for (const part of this.__parts) {
                if (part !== undefined) {
                    part.setValue(values[i]);
                }
                i++;
            }
            for (const part of this.__parts) {
                if (part !== undefined) {
                    part.commit();
                }
            }
        }
        _clone() {
            // There are a number of steps in the lifecycle of a template instance's
            // DOM fragment:
            //  1. Clone - create the instance fragment
            //  2. Adopt - adopt into the main document
            //  3. Process - find part markers and create parts
            //  4. Upgrade - upgrade custom elements
            //  5. Update - set node, attribute, property, etc., values
            //  6. Connect - connect to the document. Optional and outside of this
            //     method.
            //
            // We have a few constraints on the ordering of these steps:
            //  * We need to upgrade before updating, so that property values will pass
            //    through any property setters.
            //  * We would like to process before upgrading so that we're sure that the
            //    cloned fragment is inert and not disturbed by self-modifying DOM.
            //  * We want custom elements to upgrade even in disconnected fragments.
            //
            // Given these constraints, with full custom elements support we would
            // prefer the order: Clone, Process, Adopt, Upgrade, Update, Connect
            //
            // But Safari does not implement CustomElementRegistry#upgrade, so we
            // can not implement that order and still have upgrade-before-update and
            // upgrade disconnected fragments. So we instead sacrifice the
            // process-before-upgrade constraint, since in Custom Elements v1 elements
            // must not modify their light DOM in the constructor. We still have issues
            // when co-existing with CEv0 elements like Polymer 1, and with polyfills
            // that don't strictly adhere to the no-modification rule because shadow
            // DOM, which may be created in the constructor, is emulated by being placed
            // in the light DOM.
            //
            // The resulting order is on native is: Clone, Adopt, Upgrade, Process,
            // Update, Connect. document.importNode() performs Clone, Adopt, and Upgrade
            // in one step.
            //
            // The Custom Elements v1 polyfill supports upgrade(), so the order when
            // polyfilled is the more ideal: Clone, Process, Adopt, Upgrade, Update,
            // Connect.
            const fragment = isCEPolyfill ?
                this.template.element.content.cloneNode(true) :
                document.importNode(this.template.element.content, true);
            const stack = [];
            const parts = this.template.parts;
            // Edge needs all 4 parameters present; IE11 needs 3rd parameter to be null
            const walker = document.createTreeWalker(fragment, 133 /* NodeFilter.SHOW_{ELEMENT|COMMENT|TEXT} */, null, false);
            let partIndex = 0;
            let nodeIndex = 0;
            let part;
            let node = walker.nextNode();
            // Loop through all the nodes and parts of a template
            while (partIndex < parts.length) {
                part = parts[partIndex];
                if (!isTemplatePartActive(part)) {
                    this.__parts.push(undefined);
                    partIndex++;
                    continue;
                }
                // Progress the tree walker until we find our next part's node.
                // Note that multiple parts may share the same node (attribute parts
                // on a single element), so this loop may not run at all.
                while (nodeIndex < part.index) {
                    nodeIndex++;
                    if (node.nodeName === 'TEMPLATE') {
                        stack.push(node);
                        walker.currentNode = node.content;
                    }
                    if ((node = walker.nextNode()) === null) {
                        // We've exhausted the content inside a nested template element.
                        // Because we still have parts (the outer for-loop), we know:
                        // - There is a template in the stack
                        // - The walker will find a nextNode outside the template
                        walker.currentNode = stack.pop();
                        node = walker.nextNode();
                    }
                }
                // We've arrived at our part's node.
                if (part.type === 'node') {
                    const part = this.processor.handleTextExpression(this.options);
                    part.insertAfterNode(node.previousSibling);
                    this.__parts.push(part);
                }
                else {
                    this.__parts.push(...this.processor.handleAttributeExpressions(node, part.name, part.strings, this.options));
                }
                partIndex++;
            }
            if (isCEPolyfill) {
                document.adoptNode(fragment);
                customElements.upgrade(fragment);
            }
            return fragment;
        }
    }

    /**
     * @license
     * Copyright (c) 2017 The Polymer Project Authors. All rights reserved.
     * This code may only be used under the BSD style license found at
     * http://polymer.github.io/LICENSE.txt
     * The complete set of authors may be found at
     * http://polymer.github.io/AUTHORS.txt
     * The complete set of contributors may be found at
     * http://polymer.github.io/CONTRIBUTORS.txt
     * Code distributed by Google as part of the polymer project is also
     * subject to an additional IP rights grant found at
     * http://polymer.github.io/PATENTS.txt
     */
    /**
     * Our TrustedTypePolicy for HTML which is declared using the html template
     * tag function.
     *
     * That HTML is a developer-authored constant, and is parsed with innerHTML
     * before any untrusted expressions have been mixed in. Therefor it is
     * considered safe by construction.
     */
    const policy = window.trustedTypes &&
        trustedTypes.createPolicy('lit-html', { createHTML: (s) => s });
    const commentMarker = ` ${marker} `;
    /**
     * The return type of `html`, which holds a Template and the values from
     * interpolated expressions.
     */
    class TemplateResult {
        constructor(strings, values, type, processor) {
            this.strings = strings;
            this.values = values;
            this.type = type;
            this.processor = processor;
        }
        /**
         * Returns a string of HTML used to create a `<template>` element.
         */
        getHTML() {
            const l = this.strings.length - 1;
            let html = '';
            let isCommentBinding = false;
            for (let i = 0; i < l; i++) {
                const s = this.strings[i];
                // For each binding we want to determine the kind of marker to insert
                // into the template source before it's parsed by the browser's HTML
                // parser. The marker type is based on whether the expression is in an
                // attribute, text, or comment position.
                //   * For node-position bindings we insert a comment with the marker
                //     sentinel as its text content, like <!--{{lit-guid}}-->.
                //   * For attribute bindings we insert just the marker sentinel for the
                //     first binding, so that we support unquoted attribute bindings.
                //     Subsequent bindings can use a comment marker because multi-binding
                //     attributes must be quoted.
                //   * For comment bindings we insert just the marker sentinel so we don't
                //     close the comment.
                //
                // The following code scans the template source, but is *not* an HTML
                // parser. We don't need to track the tree structure of the HTML, only
                // whether a binding is inside a comment, and if not, if it appears to be
                // the first binding in an attribute.
                const commentOpen = s.lastIndexOf('<!--');
                // We're in comment position if we have a comment open with no following
                // comment close. Because <-- can appear in an attribute value there can
                // be false positives.
                isCommentBinding = (commentOpen > -1 || isCommentBinding) &&
                    s.indexOf('-->', commentOpen + 1) === -1;
                // Check to see if we have an attribute-like sequence preceding the
                // expression. This can match "name=value" like structures in text,
                // comments, and attribute values, so there can be false-positives.
                const attributeMatch = lastAttributeNameRegex.exec(s);
                if (attributeMatch === null) {
                    // We're only in this branch if we don't have a attribute-like
                    // preceding sequence. For comments, this guards against unusual
                    // attribute values like <div foo="<!--${'bar'}">. Cases like
                    // <!-- foo=${'bar'}--> are handled correctly in the attribute branch
                    // below.
                    html += s + (isCommentBinding ? commentMarker : nodeMarker);
                }
                else {
                    // For attributes we use just a marker sentinel, and also append a
                    // $lit$ suffix to the name to opt-out of attribute-specific parsing
                    // that IE and Edge do for style and certain SVG attributes.
                    html += s.substr(0, attributeMatch.index) + attributeMatch[1] +
                        attributeMatch[2] + boundAttributeSuffix + attributeMatch[3] +
                        marker;
                }
            }
            html += this.strings[l];
            return html;
        }
        getTemplateElement() {
            const template = document.createElement('template');
            let value = this.getHTML();
            if (policy !== undefined) {
                // this is secure because `this.strings` is a TemplateStringsArray.
                // TODO: validate this when
                // https://github.com/tc39/proposal-array-is-template-object is
                // implemented.
                value = policy.createHTML(value);
            }
            template.innerHTML = value;
            return template;
        }
    }

    /**
     * @license
     * Copyright (c) 2017 The Polymer Project Authors. All rights reserved.
     * This code may only be used under the BSD style license found at
     * http://polymer.github.io/LICENSE.txt
     * The complete set of authors may be found at
     * http://polymer.github.io/AUTHORS.txt
     * The complete set of contributors may be found at
     * http://polymer.github.io/CONTRIBUTORS.txt
     * Code distributed by Google as part of the polymer project is also
     * subject to an additional IP rights grant found at
     * http://polymer.github.io/PATENTS.txt
     */
    const isPrimitive = (value) => {
        return (value === null ||
            !(typeof value === 'object' || typeof value === 'function'));
    };
    const isIterable = (value) => {
        return Array.isArray(value) ||
            // eslint-disable-next-line @typescript-eslint/no-explicit-any
            !!(value && value[Symbol.iterator]);
    };
    /**
     * Writes attribute values to the DOM for a group of AttributeParts bound to a
     * single attribute. The value is only set once even if there are multiple parts
     * for an attribute.
     */
    class AttributeCommitter {
        constructor(element, name, strings) {
            this.dirty = true;
            this.element = element;
            this.name = name;
            this.strings = strings;
            this.parts = [];
            for (let i = 0; i < strings.length - 1; i++) {
                this.parts[i] = this._createPart();
            }
        }
        /**
         * Creates a single part. Override this to create a differnt type of part.
         */
        _createPart() {
            return new AttributePart(this);
        }
        _getValue() {
            const strings = this.strings;
            const l = strings.length - 1;
            const parts = this.parts;
            // If we're assigning an attribute via syntax like:
            //    attr="${foo}"  or  attr=${foo}
            // but not
            //    attr="${foo} ${bar}" or attr="${foo} baz"
            // then we don't want to coerce the attribute value into one long
            // string. Instead we want to just return the value itself directly,
            // so that sanitizeDOMValue can get the actual value rather than
            // String(value)
            // The exception is if v is an array, in which case we do want to smash
            // it together into a string without calling String() on the array.
            //
            // This also allows trusted values (when using TrustedTypes) being
            // assigned to DOM sinks without being stringified in the process.
            if (l === 1 && strings[0] === '' && strings[1] === '') {
                const v = parts[0].value;
                if (typeof v === 'symbol') {
                    return String(v);
                }
                if (typeof v === 'string' || !isIterable(v)) {
                    return v;
                }
            }
            let text = '';
            for (let i = 0; i < l; i++) {
                text += strings[i];
                const part = parts[i];
                if (part !== undefined) {
                    const v = part.value;
                    if (isPrimitive(v) || !isIterable(v)) {
                        text += typeof v === 'string' ? v : String(v);
                    }
                    else {
                        for (const t of v) {
                            text += typeof t === 'string' ? t : String(t);
                        }
                    }
                }
            }
            text += strings[l];
            return text;
        }
        commit() {
            if (this.dirty) {
                this.dirty = false;
                this.element.setAttribute(this.name, this._getValue());
            }
        }
    }
    /**
     * A Part that controls all or part of an attribute value.
     */
    class AttributePart {
        constructor(committer) {
            this.value = undefined;
            this.committer = committer;
        }
        setValue(value) {
            if (value !== noChange && (!isPrimitive(value) || value !== this.value)) {
                this.value = value;
                // If the value is a not a directive, dirty the committer so that it'll
                // call setAttribute. If the value is a directive, it'll dirty the
                // committer if it calls setValue().
                if (!isDirective(value)) {
                    this.committer.dirty = true;
                }
            }
        }
        commit() {
            while (isDirective(this.value)) {
                const directive = this.value;
                this.value = noChange;
                directive(this);
            }
            if (this.value === noChange) {
                return;
            }
            this.committer.commit();
        }
    }
    /**
     * A Part that controls a location within a Node tree. Like a Range, NodePart
     * has start and end locations and can set and update the Nodes between those
     * locations.
     *
     * NodeParts support several value types: primitives, Nodes, TemplateResults,
     * as well as arrays and iterables of those types.
     */
    class NodePart {
        constructor(options) {
            this.value = undefined;
            this.__pendingValue = undefined;
            this.options = options;
        }
        /**
         * Appends this part into a container.
         *
         * This part must be empty, as its contents are not automatically moved.
         */
        appendInto(container) {
            this.startNode = container.appendChild(createMarker());
            this.endNode = container.appendChild(createMarker());
        }
        /**
         * Inserts this part after the `ref` node (between `ref` and `ref`'s next
         * sibling). Both `ref` and its next sibling must be static, unchanging nodes
         * such as those that appear in a literal section of a template.
         *
         * This part must be empty, as its contents are not automatically moved.
         */
        insertAfterNode(ref) {
            this.startNode = ref;
            this.endNode = ref.nextSibling;
        }
        /**
         * Appends this part into a parent part.
         *
         * This part must be empty, as its contents are not automatically moved.
         */
        appendIntoPart(part) {
            part.__insert(this.startNode = createMarker());
            part.__insert(this.endNode = createMarker());
        }
        /**
         * Inserts this part after the `ref` part.
         *
         * This part must be empty, as its contents are not automatically moved.
         */
        insertAfterPart(ref) {
            ref.__insert(this.startNode = createMarker());
            this.endNode = ref.endNode;
            ref.endNode = this.startNode;
        }
        setValue(value) {
            this.__pendingValue = value;
        }
        commit() {
            if (this.startNode.parentNode === null) {
                return;
            }
            while (isDirective(this.__pendingValue)) {
                const directive = this.__pendingValue;
                this.__pendingValue = noChange;
                directive(this);
            }
            const value = this.__pendingValue;
            if (value === noChange) {
                return;
            }
            if (isPrimitive(value)) {
                if (value !== this.value) {
                    this.__commitText(value);
                }
            }
            else if (value instanceof TemplateResult) {
                this.__commitTemplateResult(value);
            }
            else if (value instanceof Node) {
                this.__commitNode(value);
            }
            else if (isIterable(value)) {
                this.__commitIterable(value);
            }
            else if (value === nothing) {
                this.value = nothing;
                this.clear();
            }
            else {
                // Fallback, will render the string representation
                this.__commitText(value);
            }
        }
        __insert(node) {
            this.endNode.parentNode.insertBefore(node, this.endNode);
        }
        __commitNode(value) {
            if (this.value === value) {
                return;
            }
            this.clear();
            this.__insert(value);
            this.value = value;
        }
        __commitText(value) {
            const node = this.startNode.nextSibling;
            value = value == null ? '' : value;
            // If `value` isn't already a string, we explicitly convert it here in case
            // it can't be implicitly converted - i.e. it's a symbol.
            const valueAsString = typeof value === 'string' ? value : String(value);
            if (node === this.endNode.previousSibling &&
                node.nodeType === 3 /* Node.TEXT_NODE */) {
                // If we only have a single text node between the markers, we can just
                // set its value, rather than replacing it.
                // TODO(justinfagnani): Can we just check if this.value is primitive?
                node.data = valueAsString;
            }
            else {
                this.__commitNode(document.createTextNode(valueAsString));
            }
            this.value = value;
        }
        __commitTemplateResult(value) {
            const template = this.options.templateFactory(value);
            if (this.value instanceof TemplateInstance &&
                this.value.template === template) {
                this.value.update(value.values);
            }
            else {
                // Make sure we propagate the template processor from the TemplateResult
                // so that we use its syntax extension, etc. The template factory comes
                // from the render function options so that it can control template
                // caching and preprocessing.
                const instance = new TemplateInstance(template, value.processor, this.options);
                const fragment = instance._clone();
                instance.update(value.values);
                this.__commitNode(fragment);
                this.value = instance;
            }
        }
        __commitIterable(value) {
            // For an Iterable, we create a new InstancePart per item, then set its
            // value to the item. This is a little bit of overhead for every item in
            // an Iterable, but it lets us recurse easily and efficiently update Arrays
            // of TemplateResults that will be commonly returned from expressions like:
            // array.map((i) => html`${i}`), by reusing existing TemplateInstances.
            // If _value is an array, then the previous render was of an
            // iterable and _value will contain the NodeParts from the previous
            // render. If _value is not an array, clear this part and make a new
            // array for NodeParts.
            if (!Array.isArray(this.value)) {
                this.value = [];
                this.clear();
            }
            // Lets us keep track of how many items we stamped so we can clear leftover
            // items from a previous render
            const itemParts = this.value;
            let partIndex = 0;
            let itemPart;
            for (const item of value) {
                // Try to reuse an existing part
                itemPart = itemParts[partIndex];
                // If no existing part, create a new one
                if (itemPart === undefined) {
                    itemPart = new NodePart(this.options);
                    itemParts.push(itemPart);
                    if (partIndex === 0) {
                        itemPart.appendIntoPart(this);
                    }
                    else {
                        itemPart.insertAfterPart(itemParts[partIndex - 1]);
                    }
                }
                itemPart.setValue(item);
                itemPart.commit();
                partIndex++;
            }
            if (partIndex < itemParts.length) {
                // Truncate the parts array so _value reflects the current state
                itemParts.length = partIndex;
                this.clear(itemPart && itemPart.endNode);
            }
        }
        clear(startNode = this.startNode) {
            removeNodes(this.startNode.parentNode, startNode.nextSibling, this.endNode);
        }
    }
    /**
     * Implements a boolean attribute, roughly as defined in the HTML
     * specification.
     *
     * If the value is truthy, then the attribute is present with a value of
     * ''. If the value is falsey, the attribute is removed.
     */
    class BooleanAttributePart {
        constructor(element, name, strings) {
            this.value = undefined;
            this.__pendingValue = undefined;
            if (strings.length !== 2 || strings[0] !== '' || strings[1] !== '') {
                throw new Error('Boolean attributes can only contain a single expression');
            }
            this.element = element;
            this.name = name;
            this.strings = strings;
        }
        setValue(value) {
            this.__pendingValue = value;
        }
        commit() {
            while (isDirective(this.__pendingValue)) {
                const directive = this.__pendingValue;
                this.__pendingValue = noChange;
                directive(this);
            }
            if (this.__pendingValue === noChange) {
                return;
            }
            const value = !!this.__pendingValue;
            if (this.value !== value) {
                if (value) {
                    this.element.setAttribute(this.name, '');
                }
                else {
                    this.element.removeAttribute(this.name);
                }
                this.value = value;
            }
            this.__pendingValue = noChange;
        }
    }
    /**
     * Sets attribute values for PropertyParts, so that the value is only set once
     * even if there are multiple parts for a property.
     *
     * If an expression controls the whole property value, then the value is simply
     * assigned to the property under control. If there are string literals or
     * multiple expressions, then the strings are expressions are interpolated into
     * a string first.
     */
    class PropertyCommitter extends AttributeCommitter {
        constructor(element, name, strings) {
            super(element, name, strings);
            this.single =
                (strings.length === 2 && strings[0] === '' && strings[1] === '');
        }
        _createPart() {
            return new PropertyPart(this);
        }
        _getValue() {
            if (this.single) {
                return this.parts[0].value;
            }
            return super._getValue();
        }
        commit() {
            if (this.dirty) {
                this.dirty = false;
                // eslint-disable-next-line @typescript-eslint/no-explicit-any
                this.element[this.name] = this._getValue();
            }
        }
    }
    class PropertyPart extends AttributePart {
    }
    // Detect event listener options support. If the `capture` property is read
    // from the options object, then options are supported. If not, then the third
    // argument to add/removeEventListener is interpreted as the boolean capture
    // value so we should only pass the `capture` property.
    let eventOptionsSupported = false;
    // Wrap into an IIFE because MS Edge <= v41 does not support having try/catch
    // blocks right into the body of a module
    (() => {
        try {
            const options = {
                get capture() {
                    eventOptionsSupported = true;
                    return false;
                }
            };
            // eslint-disable-next-line @typescript-eslint/no-explicit-any
            window.addEventListener('test', options, options);
            // eslint-disable-next-line @typescript-eslint/no-explicit-any
            window.removeEventListener('test', options, options);
        }
        catch (_e) {
            // event options not supported
        }
    })();
    class EventPart {
        constructor(element, eventName, eventContext) {
            this.value = undefined;
            this.__pendingValue = undefined;
            this.element = element;
            this.eventName = eventName;
            this.eventContext = eventContext;
            this.__boundHandleEvent = (e) => this.handleEvent(e);
        }
        setValue(value) {
            this.__pendingValue = value;
        }
        commit() {
            while (isDirective(this.__pendingValue)) {
                const directive = this.__pendingValue;
                this.__pendingValue = noChange;
                directive(this);
            }
            if (this.__pendingValue === noChange) {
                return;
            }
            const newListener = this.__pendingValue;
            const oldListener = this.value;
            const shouldRemoveListener = newListener == null ||
                oldListener != null &&
                    (newListener.capture !== oldListener.capture ||
                        newListener.once !== oldListener.once ||
                        newListener.passive !== oldListener.passive);
            const shouldAddListener = newListener != null && (oldListener == null || shouldRemoveListener);
            if (shouldRemoveListener) {
                this.element.removeEventListener(this.eventName, this.__boundHandleEvent, this.__options);
            }
            if (shouldAddListener) {
                this.__options = getOptions(newListener);
                this.element.addEventListener(this.eventName, this.__boundHandleEvent, this.__options);
            }
            this.value = newListener;
            this.__pendingValue = noChange;
        }
        handleEvent(event) {
            if (typeof this.value === 'function') {
                this.value.call(this.eventContext || this.element, event);
            }
            else {
                this.value.handleEvent(event);
            }
        }
    }
    // We copy options because of the inconsistent behavior of browsers when reading
    // the third argument of add/removeEventListener. IE11 doesn't support options
    // at all. Chrome 41 only reads `capture` if the argument is an object.
    const getOptions = (o) => o &&
        (eventOptionsSupported ?
            { capture: o.capture, passive: o.passive, once: o.once } :
            o.capture);

    /**
     * @license
     * Copyright (c) 2017 The Polymer Project Authors. All rights reserved.
     * This code may only be used under the BSD style license found at
     * http://polymer.github.io/LICENSE.txt
     * The complete set of authors may be found at
     * http://polymer.github.io/AUTHORS.txt
     * The complete set of contributors may be found at
     * http://polymer.github.io/CONTRIBUTORS.txt
     * Code distributed by Google as part of the polymer project is also
     * subject to an additional IP rights grant found at
     * http://polymer.github.io/PATENTS.txt
     */
    /**
     * Creates Parts when a template is instantiated.
     */
    class DefaultTemplateProcessor {
        /**
         * Create parts for an attribute-position binding, given the event, attribute
         * name, and string literals.
         *
         * @param element The element containing the binding
         * @param name  The attribute name
         * @param strings The string literals. There are always at least two strings,
         *   event for fully-controlled bindings with a single expression.
         */
        handleAttributeExpressions(element, name, strings, options) {
            const prefix = name[0];
            if (prefix === '.') {
                const committer = new PropertyCommitter(element, name.slice(1), strings);
                return committer.parts;
            }
            if (prefix === '@') {
                return [new EventPart(element, name.slice(1), options.eventContext)];
            }
            if (prefix === '?') {
                return [new BooleanAttributePart(element, name.slice(1), strings)];
            }
            const committer = new AttributeCommitter(element, name, strings);
            return committer.parts;
        }
        /**
         * Create parts for a text-position binding.
         * @param templateFactory
         */
        handleTextExpression(options) {
            return new NodePart(options);
        }
    }
    const defaultTemplateProcessor = new DefaultTemplateProcessor();

    /**
     * @license
     * Copyright (c) 2017 The Polymer Project Authors. All rights reserved.
     * This code may only be used under the BSD style license found at
     * http://polymer.github.io/LICENSE.txt
     * The complete set of authors may be found at
     * http://polymer.github.io/AUTHORS.txt
     * The complete set of contributors may be found at
     * http://polymer.github.io/CONTRIBUTORS.txt
     * Code distributed by Google as part of the polymer project is also
     * subject to an additional IP rights grant found at
     * http://polymer.github.io/PATENTS.txt
     */
    /**
     * The default TemplateFactory which caches Templates keyed on
     * result.type and result.strings.
     */
    function templateFactory(result) {
        let templateCache = templateCaches.get(result.type);
        if (templateCache === undefined) {
            templateCache = {
                stringsArray: new WeakMap(),
                keyString: new Map()
            };
            templateCaches.set(result.type, templateCache);
        }
        let template = templateCache.stringsArray.get(result.strings);
        if (template !== undefined) {
            return template;
        }
        // If the TemplateStringsArray is new, generate a key from the strings
        // This key is shared between all templates with identical content
        const key = result.strings.join(marker);
        // Check if we already have a Template for this key
        template = templateCache.keyString.get(key);
        if (template === undefined) {
            // If we have not seen this key before, create a new Template
            template = new Template(result, result.getTemplateElement());
            // Cache the Template for this key
            templateCache.keyString.set(key, template);
        }
        // Cache all future queries for this TemplateStringsArray
        templateCache.stringsArray.set(result.strings, template);
        return template;
    }
    const templateCaches = new Map();

    /**
     * @license
     * Copyright (c) 2017 The Polymer Project Authors. All rights reserved.
     * This code may only be used under the BSD style license found at
     * http://polymer.github.io/LICENSE.txt
     * The complete set of authors may be found at
     * http://polymer.github.io/AUTHORS.txt
     * The complete set of contributors may be found at
     * http://polymer.github.io/CONTRIBUTORS.txt
     * Code distributed by Google as part of the polymer project is also
     * subject to an additional IP rights grant found at
     * http://polymer.github.io/PATENTS.txt
     */
    const parts = new WeakMap();
    /**
     * Renders a template result or other value to a container.
     *
     * To update a container with new values, reevaluate the template literal and
     * call `render` with the new result.
     *
     * @param result Any value renderable by NodePart - typically a TemplateResult
     *     created by evaluating a template tag like `html` or `svg`.
     * @param container A DOM parent to render to. The entire contents are either
     *     replaced, or efficiently updated if the same result type was previous
     *     rendered there.
     * @param options RenderOptions for the entire render tree rendered to this
     *     container. Render options must *not* change between renders to the same
     *     container, as those changes will not effect previously rendered DOM.
     */
    const render = (result, container, options) => {
        let part = parts.get(container);
        if (part === undefined) {
            removeNodes(container, container.firstChild);
            parts.set(container, part = new NodePart(Object.assign({ templateFactory }, options)));
            part.appendInto(container);
        }
        part.setValue(result);
        part.commit();
    };

    /**
     * @license
     * Copyright (c) 2017 The Polymer Project Authors. All rights reserved.
     * This code may only be used under the BSD style license found at
     * http://polymer.github.io/LICENSE.txt
     * The complete set of authors may be found at
     * http://polymer.github.io/AUTHORS.txt
     * The complete set of contributors may be found at
     * http://polymer.github.io/CONTRIBUTORS.txt
     * Code distributed by Google as part of the polymer project is also
     * subject to an additional IP rights grant found at
     * http://polymer.github.io/PATENTS.txt
     */
    // IMPORTANT: do not change the property name or the assignment expression.
    // This line will be used in regexes to search for lit-html usage.
    // TODO(justinfagnani): inject version number at build time
    if (typeof window !== 'undefined') {
        (window['litHtmlVersions'] || (window['litHtmlVersions'] = [])).push('1.3.0');
    }
    /**
     * Interprets a template literal as an HTML template that can efficiently
     * render to and update a container.
     */
    const html = (strings, ...values) => new TemplateResult(strings, values, 'html', defaultTemplateProcessor);

    /**
     * @license
     * Copyright (c) 2017 The Polymer Project Authors. All rights reserved.
     * This code may only be used under the BSD style license found at
     * http://polymer.github.io/LICENSE.txt
     * The complete set of authors may be found at
     * http://polymer.github.io/AUTHORS.txt
     * The complete set of contributors may be found at
     * http://polymer.github.io/CONTRIBUTORS.txt
     * Code distributed by Google as part of the polymer project is also
     * subject to an additional IP rights grant found at
     * http://polymer.github.io/PATENTS.txt
     */
    const walkerNodeFilter = 133 /* NodeFilter.SHOW_{ELEMENT|COMMENT|TEXT} */;
    /**
     * Removes the list of nodes from a Template safely. In addition to removing
     * nodes from the Template, the Template part indices are updated to match
     * the mutated Template DOM.
     *
     * As the template is walked the removal state is tracked and
     * part indices are adjusted as needed.
     *
     * div
     *   div#1 (remove) <-- start removing (removing node is div#1)
     *     div
     *       div#2 (remove)  <-- continue removing (removing node is still div#1)
     *         div
     * div <-- stop removing since previous sibling is the removing node (div#1,
     * removed 4 nodes)
     */
    function removeNodesFromTemplate(template, nodesToRemove) {
        const { element: { content }, parts } = template;
        const walker = document.createTreeWalker(content, walkerNodeFilter, null, false);
        let partIndex = nextActiveIndexInTemplateParts(parts);
        let part = parts[partIndex];
        let nodeIndex = -1;
        let removeCount = 0;
        const nodesToRemoveInTemplate = [];
        let currentRemovingNode = null;
        while (walker.nextNode()) {
            nodeIndex++;
            const node = walker.currentNode;
            // End removal if stepped past the removing node
            if (node.previousSibling === currentRemovingNode) {
                currentRemovingNode = null;
            }
            // A node to remove was found in the template
            if (nodesToRemove.has(node)) {
                nodesToRemoveInTemplate.push(node);
                // Track node we're removing
                if (currentRemovingNode === null) {
                    currentRemovingNode = node;
                }
            }
            // When removing, increment count by which to adjust subsequent part indices
            if (currentRemovingNode !== null) {
                removeCount++;
            }
            while (part !== undefined && part.index === nodeIndex) {
                // If part is in a removed node deactivate it by setting index to -1 or
                // adjust the index as needed.
                part.index = currentRemovingNode !== null ? -1 : part.index - removeCount;
                // go to the next active part.
                partIndex = nextActiveIndexInTemplateParts(parts, partIndex);
                part = parts[partIndex];
            }
        }
        nodesToRemoveInTemplate.forEach((n) => n.parentNode.removeChild(n));
    }
    const countNodes = (node) => {
        let count = (node.nodeType === 11 /* Node.DOCUMENT_FRAGMENT_NODE */) ? 0 : 1;
        const walker = document.createTreeWalker(node, walkerNodeFilter, null, false);
        while (walker.nextNode()) {
            count++;
        }
        return count;
    };
    const nextActiveIndexInTemplateParts = (parts, startIndex = -1) => {
        for (let i = startIndex + 1; i < parts.length; i++) {
            const part = parts[i];
            if (isTemplatePartActive(part)) {
                return i;
            }
        }
        return -1;
    };
    /**
     * Inserts the given node into the Template, optionally before the given
     * refNode. In addition to inserting the node into the Template, the Template
     * part indices are updated to match the mutated Template DOM.
     */
    function insertNodeIntoTemplate(template, node, refNode = null) {
        const { element: { content }, parts } = template;
        // If there's no refNode, then put node at end of template.
        // No part indices need to be shifted in this case.
        if (refNode === null || refNode === undefined) {
            content.appendChild(node);
            return;
        }
        const walker = document.createTreeWalker(content, walkerNodeFilter, null, false);
        let partIndex = nextActiveIndexInTemplateParts(parts);
        let insertCount = 0;
        let walkerIndex = -1;
        while (walker.nextNode()) {
            walkerIndex++;
            const walkerNode = walker.currentNode;
            if (walkerNode === refNode) {
                insertCount = countNodes(node);
                refNode.parentNode.insertBefore(node, refNode);
            }
            while (partIndex !== -1 && parts[partIndex].index === walkerIndex) {
                // If we've inserted the node, simply adjust all subsequent parts
                if (insertCount > 0) {
                    while (partIndex !== -1) {
                        parts[partIndex].index += insertCount;
                        partIndex = nextActiveIndexInTemplateParts(parts, partIndex);
                    }
                    return;
                }
                partIndex = nextActiveIndexInTemplateParts(parts, partIndex);
            }
        }
    }

    /**
     * @license
     * Copyright (c) 2017 The Polymer Project Authors. All rights reserved.
     * This code may only be used under the BSD style license found at
     * http://polymer.github.io/LICENSE.txt
     * The complete set of authors may be found at
     * http://polymer.github.io/AUTHORS.txt
     * The complete set of contributors may be found at
     * http://polymer.github.io/CONTRIBUTORS.txt
     * Code distributed by Google as part of the polymer project is also
     * subject to an additional IP rights grant found at
     * http://polymer.github.io/PATENTS.txt
     */
    // Get a key to lookup in `templateCaches`.
    const getTemplateCacheKey = (type, scopeName) => `${type}--${scopeName}`;
    let compatibleShadyCSSVersion = true;
    if (typeof window.ShadyCSS === 'undefined') {
        compatibleShadyCSSVersion = false;
    }
    else if (typeof window.ShadyCSS.prepareTemplateDom === 'undefined') {
        console.warn(`Incompatible ShadyCSS version detected. ` +
            `Please update to at least @webcomponents/webcomponentsjs@2.0.2 and ` +
            `@webcomponents/shadycss@1.3.1.`);
        compatibleShadyCSSVersion = false;
    }
    /**
     * Template factory which scopes template DOM using ShadyCSS.
     * @param scopeName {string}
     */
    const shadyTemplateFactory = (scopeName) => (result) => {
        const cacheKey = getTemplateCacheKey(result.type, scopeName);
        let templateCache = templateCaches.get(cacheKey);
        if (templateCache === undefined) {
            templateCache = {
                stringsArray: new WeakMap(),
                keyString: new Map()
            };
            templateCaches.set(cacheKey, templateCache);
        }
        let template = templateCache.stringsArray.get(result.strings);
        if (template !== undefined) {
            return template;
        }
        const key = result.strings.join(marker);
        template = templateCache.keyString.get(key);
        if (template === undefined) {
            const element = result.getTemplateElement();
            if (compatibleShadyCSSVersion) {
                window.ShadyCSS.prepareTemplateDom(element, scopeName);
            }
            template = new Template(result, element);
            templateCache.keyString.set(key, template);
        }
        templateCache.stringsArray.set(result.strings, template);
        return template;
    };
    const TEMPLATE_TYPES = ['html', 'svg'];
    /**
     * Removes all style elements from Templates for the given scopeName.
     */
    const removeStylesFromLitTemplates = (scopeName) => {
        TEMPLATE_TYPES.forEach((type) => {
            const templates = templateCaches.get(getTemplateCacheKey(type, scopeName));
            if (templates !== undefined) {
                templates.keyString.forEach((template) => {
                    const { element: { content } } = template;
                    // IE 11 doesn't support the iterable param Set constructor
                    const styles = new Set();
                    Array.from(content.querySelectorAll('style')).forEach((s) => {
                        styles.add(s);
                    });
                    removeNodesFromTemplate(template, styles);
                });
            }
        });
    };
    const shadyRenderSet = new Set();
    /**
     * For the given scope name, ensures that ShadyCSS style scoping is performed.
     * This is done just once per scope name so the fragment and template cannot
     * be modified.
     * (1) extracts styles from the rendered fragment and hands them to ShadyCSS
     * to be scoped and appended to the document
     * (2) removes style elements from all lit-html Templates for this scope name.
     *
     * Note, <style> elements can only be placed into templates for the
     * initial rendering of the scope. If <style> elements are included in templates
     * dynamically rendered to the scope (after the first scope render), they will
     * not be scoped and the <style> will be left in the template and rendered
     * output.
     */
    const prepareTemplateStyles = (scopeName, renderedDOM, template) => {
        shadyRenderSet.add(scopeName);
        // If `renderedDOM` is stamped from a Template, then we need to edit that
        // Template's underlying template element. Otherwise, we create one here
        // to give to ShadyCSS, which still requires one while scoping.
        const templateElement = !!template ? template.element : document.createElement('template');
        // Move styles out of rendered DOM and store.
        const styles = renderedDOM.querySelectorAll('style');
        const { length } = styles;
        // If there are no styles, skip unnecessary work
        if (length === 0) {
            // Ensure prepareTemplateStyles is called to support adding
            // styles via `prepareAdoptedCssText` since that requires that
            // `prepareTemplateStyles` is called.
            //
            // ShadyCSS will only update styles containing @apply in the template
            // given to `prepareTemplateStyles`. If no lit Template was given,
            // ShadyCSS will not be able to update uses of @apply in any relevant
            // template. However, this is not a problem because we only create the
            // template for the purpose of supporting `prepareAdoptedCssText`,
            // which doesn't support @apply at all.
            window.ShadyCSS.prepareTemplateStyles(templateElement, scopeName);
            return;
        }
        const condensedStyle = document.createElement('style');
        // Collect styles into a single style. This helps us make sure ShadyCSS
        // manipulations will not prevent us from being able to fix up template
        // part indices.
        // NOTE: collecting styles is inefficient for browsers but ShadyCSS
        // currently does this anyway. When it does not, this should be changed.
        for (let i = 0; i < length; i++) {
            const style = styles[i];
            style.parentNode.removeChild(style);
            condensedStyle.textContent += style.textContent;
        }
        // Remove styles from nested templates in this scope.
        removeStylesFromLitTemplates(scopeName);
        // And then put the condensed style into the "root" template passed in as
        // `template`.
        const content = templateElement.content;
        if (!!template) {
            insertNodeIntoTemplate(template, condensedStyle, content.firstChild);
        }
        else {
            content.insertBefore(condensedStyle, content.firstChild);
        }
        // Note, it's important that ShadyCSS gets the template that `lit-html`
        // will actually render so that it can update the style inside when
        // needed (e.g. @apply native Shadow DOM case).
        window.ShadyCSS.prepareTemplateStyles(templateElement, scopeName);
        const style = content.querySelector('style');
        if (window.ShadyCSS.nativeShadow && style !== null) {
            // When in native Shadow DOM, ensure the style created by ShadyCSS is
            // included in initially rendered output (`renderedDOM`).
            renderedDOM.insertBefore(style.cloneNode(true), renderedDOM.firstChild);
        }
        else if (!!template) {
            // When no style is left in the template, parts will be broken as a
            // result. To fix this, we put back the style node ShadyCSS removed
            // and then tell lit to remove that node from the template.
            // There can be no style in the template in 2 cases (1) when Shady DOM
            // is in use, ShadyCSS removes all styles, (2) when native Shadow DOM
            // is in use ShadyCSS removes the style if it contains no content.
            // NOTE, ShadyCSS creates its own style so we can safely add/remove
            // `condensedStyle` here.
            content.insertBefore(condensedStyle, content.firstChild);
            const removes = new Set();
            removes.add(condensedStyle);
            removeNodesFromTemplate(template, removes);
        }
    };
    /**
     * Extension to the standard `render` method which supports rendering
     * to ShadowRoots when the ShadyDOM (https://github.com/webcomponents/shadydom)
     * and ShadyCSS (https://github.com/webcomponents/shadycss) polyfills are used
     * or when the webcomponentsjs
     * (https://github.com/webcomponents/webcomponentsjs) polyfill is used.
     *
     * Adds a `scopeName` option which is used to scope element DOM and stylesheets
     * when native ShadowDOM is unavailable. The `scopeName` will be added to
     * the class attribute of all rendered DOM. In addition, any style elements will
     * be automatically re-written with this `scopeName` selector and moved out
     * of the rendered DOM and into the document `<head>`.
     *
     * It is common to use this render method in conjunction with a custom element
     * which renders a shadowRoot. When this is done, typically the element's
     * `localName` should be used as the `scopeName`.
     *
     * In addition to DOM scoping, ShadyCSS also supports a basic shim for css
     * custom properties (needed only on older browsers like IE11) and a shim for
     * a deprecated feature called `@apply` that supports applying a set of css
     * custom properties to a given location.
     *
     * Usage considerations:
     *
     * * Part values in `<style>` elements are only applied the first time a given
     * `scopeName` renders. Subsequent changes to parts in style elements will have
     * no effect. Because of this, parts in style elements should only be used for
     * values that will never change, for example parts that set scope-wide theme
     * values or parts which render shared style elements.
     *
     * * Note, due to a limitation of the ShadyDOM polyfill, rendering in a
     * custom element's `constructor` is not supported. Instead rendering should
     * either done asynchronously, for example at microtask timing (for example
     * `Promise.resolve()`), or be deferred until the first time the element's
     * `connectedCallback` runs.
     *
     * Usage considerations when using shimmed custom properties or `@apply`:
     *
     * * Whenever any dynamic changes are made which affect
     * css custom properties, `ShadyCSS.styleElement(element)` must be called
     * to update the element. There are two cases when this is needed:
     * (1) the element is connected to a new parent, (2) a class is added to the
     * element that causes it to match different custom properties.
     * To address the first case when rendering a custom element, `styleElement`
     * should be called in the element's `connectedCallback`.
     *
     * * Shimmed custom properties may only be defined either for an entire
     * shadowRoot (for example, in a `:host` rule) or via a rule that directly
     * matches an element with a shadowRoot. In other words, instead of flowing from
     * parent to child as do native css custom properties, shimmed custom properties
     * flow only from shadowRoots to nested shadowRoots.
     *
     * * When using `@apply` mixing css shorthand property names with
     * non-shorthand names (for example `border` and `border-width`) is not
     * supported.
     */
    const render$1 = (result, container, options) => {
        if (!options || typeof options !== 'object' || !options.scopeName) {
            throw new Error('The `scopeName` option is required.');
        }
        const scopeName = options.scopeName;
        const hasRendered = parts.has(container);
        const needsScoping = compatibleShadyCSSVersion &&
            container.nodeType === 11 /* Node.DOCUMENT_FRAGMENT_NODE */ &&
            !!container.host;
        // Handle first render to a scope specially...
        const firstScopeRender = needsScoping && !shadyRenderSet.has(scopeName);
        // On first scope render, render into a fragment; this cannot be a single
        // fragment that is reused since nested renders can occur synchronously.
        const renderContainer = firstScopeRender ? document.createDocumentFragment() : container;
        render(result, renderContainer, Object.assign({ templateFactory: shadyTemplateFactory(scopeName) }, options));
        // When performing first scope render,
        // (1) We've rendered into a fragment so that there's a chance to
        // `prepareTemplateStyles` before sub-elements hit the DOM
        // (which might cause them to render based on a common pattern of
        // rendering in a custom element's `connectedCallback`);
        // (2) Scope the template with ShadyCSS one time only for this scope.
        // (3) Render the fragment into the container and make sure the
        // container knows its `part` is the one we just rendered. This ensures
        // DOM will be re-used on subsequent renders.
        if (firstScopeRender) {
            const part = parts.get(renderContainer);
            parts.delete(renderContainer);
            // ShadyCSS might have style sheets (e.g. from `prepareAdoptedCssText`)
            // that should apply to `renderContainer` even if the rendered value is
            // not a TemplateInstance. However, it will only insert scoped styles
            // into the document if `prepareTemplateStyles` has already been called
            // for the given scope name.
            const template = part.value instanceof TemplateInstance ?
                part.value.template :
                undefined;
            prepareTemplateStyles(scopeName, renderContainer, template);
            removeNodes(container, container.firstChild);
            container.appendChild(renderContainer);
            parts.set(container, part);
        }
        // After elements have hit the DOM, update styling if this is the
        // initial render to this container.
        // This is needed whenever dynamic changes are made so it would be
        // safest to do every render; however, this would regress performance
        // so we leave it up to the user to call `ShadyCSS.styleElement`
        // for dynamic changes.
        if (!hasRendered && needsScoping) {
            window.ShadyCSS.styleElement(container.host);
        }
    };

    /**
     * @license
     * Copyright (c) 2017 The Polymer Project Authors. All rights reserved.
     * This code may only be used under the BSD style license found at
     * http://polymer.github.io/LICENSE.txt
     * The complete set of authors may be found at
     * http://polymer.github.io/AUTHORS.txt
     * The complete set of contributors may be found at
     * http://polymer.github.io/CONTRIBUTORS.txt
     * Code distributed by Google as part of the polymer project is also
     * subject to an additional IP rights grant found at
     * http://polymer.github.io/PATENTS.txt
     */
    /**
     * When using Closure Compiler, JSCompiler_renameProperty(property, object) is
     * replaced at compile time by the munged name for object[property]. We cannot
     * alias this function, so we have to use a small shim that has the same
     * behavior when not compiling.
     */
    const JSCompiler_renameProperty = (prop, _obj) => prop;
    /**
     * Returns the property descriptor for a property on this prototype by walking
     * up the prototype chain. Note that we stop just before Object.prototype, which
     * also avoids issues with Symbol polyfills (core-js, get-own-property-symbols),
     * which create accessors for the symbols on Object.prototype.
     */
    const descriptorFromPrototype = (name, proto) => {
        if (name in proto) {
            while (proto !== Object.prototype) {
                if (proto.hasOwnProperty(name)) {
                    return Object.getOwnPropertyDescriptor(proto, name);
                }
                proto = Object.getPrototypeOf(proto);
            }
        }
        return undefined;
    };
    const defaultConverter = {
        toAttribute(value, type) {
            switch (type) {
                case Boolean:
                    return value ? '' : null;
                case Object:
                case Array:
                    // if the value is `null` or `undefined` pass this through
                    // to allow removing/no change behavior.
                    return value == null ? value : JSON.stringify(value);
            }
            return value;
        },
        fromAttribute(value, type) {
            switch (type) {
                case Boolean:
                    return value !== null;
                case Number:
                    return value === null ? null : Number(value);
                case Object:
                case Array:
                    return JSON.parse(value);
            }
            return value;
        }
    };
    /**
     * Change function that returns true if `value` is different from `oldValue`.
     * This method is used as the default for a property's `hasChanged` function.
     */
    const notEqual = (value, old) => {
        // This ensures (old==NaN, value==NaN) always returns false
        return old !== value && (old === old || value === value);
    };
    const defaultPropertyDeclaration = {
        attribute: true,
        type: String,
        converter: defaultConverter,
        reflect: false,
        hasChanged: notEqual
    };
    const microtaskPromise = Promise.resolve(true);
    const STATE_HAS_UPDATED = 1;
    const STATE_UPDATE_REQUESTED = 1 << 2;
    const STATE_IS_REFLECTING_TO_ATTRIBUTE = 1 << 3;
    const STATE_IS_REFLECTING_TO_PROPERTY = 1 << 4;
    const STATE_HAS_CONNECTED = 1 << 5;
    /**
     * Base element class which manages element properties and attributes. When
     * properties change, the `update` method is asynchronously called. This method
     * should be supplied by subclassers to render updates as desired.
     */
    class UpdatingElement extends HTMLElement {
        constructor() {
            super();
            this._updateState = 0;
            this._instanceProperties = undefined;
            this._updatePromise = microtaskPromise;
            this._hasConnectedResolver = undefined;
            /**
             * Map with keys for any properties that have changed since the last
             * update cycle with previous values.
             */
            this._changedProperties = new Map();
            /**
             * Map with keys of properties that should be reflected when updated.
             */
            this._reflectingProperties = undefined;
            this.initialize();
        }
        /**
         * Returns a list of attributes corresponding to the registered properties.
         * @nocollapse
         */
        static get observedAttributes() {
            // note: piggy backing on this to ensure we're _finalized.
            this._finalize();
            const attributes = [];
            for (const [p, v] of this._classProperties) {
                const attr = this._attributeNameForProperty(p, v);
                if (attr !== undefined) {
                    this._attributeToPropertyMap.set(attr, p);
                    attributes.push(attr);
                }
            }
            return attributes;
        }
        /**
         * Ensures the private `_classProperties` property metadata is created.
         * In addition to `_finalize` this is also called in `createProperty` to
         * ensure the `@property` decorator can add property metadata.
         */
        /** @nocollapse */
        static _ensureClassProperties() {
            // ensure private storage for property declarations.
            if (!this.hasOwnProperty(JSCompiler_renameProperty('_classProperties'))) {
                this._classProperties = new Map();
                // NOTE: Workaround IE11 not supporting Map constructor argument.
                const superProperties = Object.getPrototypeOf(this)._classProperties;
                if (superProperties !== undefined) {
                    superProperties.forEach((v, k) => this._classProperties.set(k, v));
                }
            }
        }
        /**
         * Creates a property accessor on the element prototype if one does not exist.
         * The property setter calls the property's `hasChanged` property option
         * or uses a strict identity check to determine whether or not to request
         * an update.
         * @nocollapse
         */
        static createProperty(name, options = defaultPropertyDeclaration) {
            // Note, since this can be called by the `@property` decorator which
            // is called before `_finalize`, we ensure storage exists for property
            // metadata.
            this._ensureClassProperties();
            this._classProperties.set(name, options);
            if (!options.noAccessor) {
                const superDesc = descriptorFromPrototype(name, this.prototype);
                let desc;
                // If there is a super accessor, capture it and "super" to it
                if (superDesc !== undefined && (superDesc.set && superDesc.get)) {
                    const { set, get } = superDesc;
                    desc = {
                        get() { return get.call(this); },
                        set(value) {
                            const oldValue = this[name];
                            set.call(this, value);
                            this.requestUpdate(name, oldValue);
                        },
                        configurable: true,
                        enumerable: true
                    };
                }
                else {
                    const key = typeof name === 'symbol' ? Symbol() : `__${name}`;
                    desc = {
                        get() { return this[key]; },
                        set(value) {
                            const oldValue = this[name];
                            this[key] = value;
                            this.requestUpdate(name, oldValue);
                        },
                        configurable: true,
                        enumerable: true
                    };
                }
                Object.defineProperty(this.prototype, name, desc);
            }
        }
        /**
         * Creates property accessors for registered properties and ensures
         * any superclasses are also finalized.
         * @nocollapse
         */
        static _finalize() {
            if (this.hasOwnProperty(JSCompiler_renameProperty('finalized')) &&
                this.finalized) {
                return;
            }
            // finalize any superclasses
            const superCtor = Object.getPrototypeOf(this);
            if (typeof superCtor._finalize === 'function') {
                superCtor._finalize();
            }
            this.finalized = true;
            this._ensureClassProperties();
            // initialize Map populated in observedAttributes
            this._attributeToPropertyMap = new Map();
            // make any properties
            // Note, only process "own" properties since this element will inherit
            // any properties defined on the superClass, and finalization ensures
            // the entire prototype chain is finalized.
            if (this.hasOwnProperty(JSCompiler_renameProperty('properties'))) {
                const props = this.properties;
                // support symbols in properties (IE11 does not support this)
                const propKeys = [
                    ...Object.getOwnPropertyNames(props),
                    ...(typeof Object.getOwnPropertySymbols === 'function')
                        ? Object.getOwnPropertySymbols(props)
                        : []
                ];
                for (const p of propKeys) {
                    // note, use of `any` is due to TypeSript lack of support for symbol in
                    // index types
                    this.createProperty(p, props[p]);
                }
            }
        }
        /**
         * Returns the property name for the given attribute `name`.
         * @nocollapse
         */
        static _attributeNameForProperty(name, options) {
            const attribute = options.attribute;
            return attribute === false
                ? undefined
                : (typeof attribute === 'string'
                    ? attribute
                    : (typeof name === 'string' ? name.toLowerCase()
                        : undefined));
        }
        /**
         * Returns true if a property should request an update.
         * Called when a property value is set and uses the `hasChanged`
         * option for the property if present or a strict identity check.
         * @nocollapse
         */
        static _valueHasChanged(value, old, hasChanged = notEqual) {
            return hasChanged(value, old);
        }
        /**
         * Returns the property value for the given attribute value.
         * Called via the `attributeChangedCallback` and uses the property's
         * `converter` or `converter.fromAttribute` property option.
         * @nocollapse
         */
        static _propertyValueFromAttribute(value, options) {
            const type = options.type;
            const converter = options.converter || defaultConverter;
            const fromAttribute = (typeof converter === 'function' ? converter : converter.fromAttribute);
            return fromAttribute ? fromAttribute(value, type) : value;
        }
        /**
         * Returns the attribute value for the given property value. If this
         * returns undefined, the property will *not* be reflected to an attribute.
         * If this returns null, the attribute will be removed, otherwise the
         * attribute will be set to the value.
         * This uses the property's `reflect` and `type.toAttribute` property options.
         * @nocollapse
         */
        static _propertyValueToAttribute(value, options) {
            if (options.reflect === undefined) {
                return;
            }
            const type = options.type;
            const converter = options.converter;
            const toAttribute = converter && converter.toAttribute ||
                defaultConverter.toAttribute;
            return toAttribute(value, type);
        }
        /**
         * Performs element initialization. By default captures any pre-set values for
         * registered properties.
         */
        initialize() { this._saveInstanceProperties(); }
        /**
         * Fixes any properties set on the instance before upgrade time.
         * Otherwise these would shadow the accessor and break these properties.
         * The properties are stored in a Map which is played back after the
         * constructor runs. Note, on very old versions of Safari (<=9) or Chrome
         * (<=41), properties created for native platform properties like (`id` or
         * `name`) may not have default values set in the element constructor. On
         * these browsers native properties appear on instances and therefore their
         * default value will overwrite any element default (e.g. if the element sets
         * this.id = 'id' in the constructor, the 'id' will become '' since this is
         * the native platform default).
         */
        _saveInstanceProperties() {
            for (const [p] of this.constructor
                ._classProperties) {
                if (this.hasOwnProperty(p)) {
                    const value = this[p];
                    delete this[p];
                    if (!this._instanceProperties) {
                        this._instanceProperties = new Map();
                    }
                    this._instanceProperties.set(p, value);
                }
            }
        }
        /**
         * Applies previously saved instance properties.
         */
        _applyInstanceProperties() {
            for (const [p, v] of this._instanceProperties) {
                this[p] = v;
            }
            this._instanceProperties = undefined;
        }
        connectedCallback() {
            this._updateState = this._updateState | STATE_HAS_CONNECTED;
            // Ensure connection triggers an update. Updates cannot complete before
            // connection and if one is pending connection the `_hasConnectionResolver`
            // will exist. If so, resolve it to complete the update, otherwise
            // requestUpdate.
            if (this._hasConnectedResolver) {
                this._hasConnectedResolver();
                this._hasConnectedResolver = undefined;
            }
            else {
                this.requestUpdate();
            }
        }
        /**
         * Allows for `super.disconnectedCallback()` in extensions while
         * reserving the possibility of making non-breaking feature additions
         * when disconnecting at some point in the future.
         */
        disconnectedCallback() { }
        /**
         * Synchronizes property values when attributes change.
         */
        attributeChangedCallback(name, old, value) {
            if (old !== value) {
                this._attributeToProperty(name, value);
            }
        }
        _propertyToAttribute(name, value, options = defaultPropertyDeclaration) {
            const ctor = this.constructor;
            const attr = ctor._attributeNameForProperty(name, options);
            if (attr !== undefined) {
                const attrValue = ctor._propertyValueToAttribute(value, options);
                // an undefined value does not change the attribute.
                if (attrValue === undefined) {
                    return;
                }
                // Track if the property is being reflected to avoid
                // setting the property again via `attributeChangedCallback`. Note:
                // 1. this takes advantage of the fact that the callback is synchronous.
                // 2. will behave incorrectly if multiple attributes are in the reaction
                // stack at time of calling. However, since we process attributes
                // in `update` this should not be possible (or an extreme corner case
                // that we'd like to discover).
                // mark state reflecting
                this._updateState = this._updateState | STATE_IS_REFLECTING_TO_ATTRIBUTE;
                if (attrValue == null) {
                    this.removeAttribute(attr);
                }
                else {
                    this.setAttribute(attr, attrValue);
                }
                // mark state not reflecting
                this._updateState = this._updateState & ~STATE_IS_REFLECTING_TO_ATTRIBUTE;
            }
        }
        _attributeToProperty(name, value) {
            // Use tracking info to avoid deserializing attribute value if it was
            // just set from a property setter.
            if (this._updateState & STATE_IS_REFLECTING_TO_ATTRIBUTE) {
                return;
            }
            const ctor = this.constructor;
            const propName = ctor._attributeToPropertyMap.get(name);
            if (propName !== undefined) {
                const options = ctor._classProperties.get(propName) || defaultPropertyDeclaration;
                // mark state reflecting
                this._updateState = this._updateState | STATE_IS_REFLECTING_TO_PROPERTY;
                this[propName] =
                    ctor._propertyValueFromAttribute(value, options);
                // mark state not reflecting
                this._updateState = this._updateState & ~STATE_IS_REFLECTING_TO_PROPERTY;
            }
        }
        /**
         * Requests an update which is processed asynchronously. This should
         * be called when an element should update based on some state not triggered
         * by setting a property. In this case, pass no arguments. It should also be
         * called when manually implementing a property setter. In this case, pass the
         * property `name` and `oldValue` to ensure that any configured property
         * options are honored. Returns the `updateComplete` Promise which is resolved
         * when the update completes.
         *
         * @param name {PropertyKey} (optional) name of requesting property
         * @param oldValue {any} (optional) old value of requesting property
         * @returns {Promise} A Promise that is resolved when the update completes.
         */
        requestUpdate(name, oldValue) {
            let shouldRequestUpdate = true;
            // if we have a property key, perform property update steps.
            if (name !== undefined && !this._changedProperties.has(name)) {
                const ctor = this.constructor;
                const options = ctor._classProperties.get(name) || defaultPropertyDeclaration;
                if (ctor._valueHasChanged(this[name], oldValue, options.hasChanged)) {
                    // track old value when changing.
                    this._changedProperties.set(name, oldValue);
                    // add to reflecting properties set
                    if (options.reflect === true &&
                        !(this._updateState & STATE_IS_REFLECTING_TO_PROPERTY)) {
                        if (this._reflectingProperties === undefined) {
                            this._reflectingProperties = new Map();
                        }
                        this._reflectingProperties.set(name, options);
                    }
                    // abort the request if the property should not be considered changed.
                }
                else {
                    shouldRequestUpdate = false;
                }
            }
            if (!this._hasRequestedUpdate && shouldRequestUpdate) {
                this._enqueueUpdate();
            }
            return this.updateComplete;
        }
        /**
         * Sets up the element to asynchronously update.
         */
        async _enqueueUpdate() {
            // Mark state updating...
            this._updateState = this._updateState | STATE_UPDATE_REQUESTED;
            let resolve;
            const previousUpdatePromise = this._updatePromise;
            this._updatePromise = new Promise((res) => resolve = res);
            // Ensure any previous update has resolved before updating.
            // This `await` also ensures that property changes are batched.
            await previousUpdatePromise;
            // Make sure the element has connected before updating.
            if (!this._hasConnected) {
                await new Promise((res) => this._hasConnectedResolver = res);
            }
            // Allow `performUpdate` to be asynchronous to enable scheduling of updates.
            const result = this.performUpdate();
            // Note, this is to avoid delaying an additional microtask unless we need
            // to.
            if (result != null &&
                typeof result.then === 'function') {
                await result;
            }
            resolve(!this._hasRequestedUpdate);
        }
        get _hasConnected() {
            return (this._updateState & STATE_HAS_CONNECTED);
        }
        get _hasRequestedUpdate() {
            return (this._updateState & STATE_UPDATE_REQUESTED);
        }
        get hasUpdated() { return (this._updateState & STATE_HAS_UPDATED); }
        /**
         * Performs an element update.
         *
         * You can override this method to change the timing of updates. For instance,
         * to schedule updates to occur just before the next frame:
         *
         * ```
         * protected async performUpdate(): Promise<unknown> {
         *   await new Promise((resolve) => requestAnimationFrame(() => resolve()));
         *   super.performUpdate();
         * }
         * ```
         */
        performUpdate() {
            // Mixin instance properties once, if they exist.
            if (this._instanceProperties) {
                this._applyInstanceProperties();
            }
            if (this.shouldUpdate(this._changedProperties)) {
                const changedProperties = this._changedProperties;
                this.update(changedProperties);
                this._markUpdated();
                if (!(this._updateState & STATE_HAS_UPDATED)) {
                    this._updateState = this._updateState | STATE_HAS_UPDATED;
                    this.firstUpdated(changedProperties);
                }
                this.updated(changedProperties);
            }
            else {
                this._markUpdated();
            }
        }
        _markUpdated() {
            this._changedProperties = new Map();
            this._updateState = this._updateState & ~STATE_UPDATE_REQUESTED;
        }
        /**
         * Returns a Promise that resolves when the element has completed updating.
         * The Promise value is a boolean that is `true` if the element completed the
         * update without triggering another update. The Promise result is `false` if
         * a property was set inside `updated()`. This getter can be implemented to
         * await additional state. For example, it is sometimes useful to await a
         * rendered element before fulfilling this Promise. To do this, first await
         * `super.updateComplete` then any subsequent state.
         *
         * @returns {Promise} The Promise returns a boolean that indicates if the
         * update resolved without triggering another update.
         */
        get updateComplete() { return this._updatePromise; }
        /**
         * Controls whether or not `update` should be called when the element requests
         * an update. By default, this method always returns `true`, but this can be
         * customized to control when to update.
         *
         * * @param _changedProperties Map of changed properties with old values
         */
        shouldUpdate(_changedProperties) {
            return true;
        }
        /**
         * Updates the element. This method reflects property values to attributes.
         * It can be overridden to render and keep updated element DOM.
         * Setting properties inside this method will *not* trigger
         * another update.
         *
         * * @param _changedProperties Map of changed properties with old values
         */
        update(_changedProperties) {
            if (this._reflectingProperties !== undefined &&
                this._reflectingProperties.size > 0) {
                for (const [k, v] of this._reflectingProperties) {
                    this._propertyToAttribute(k, this[k], v);
                }
                this._reflectingProperties = undefined;
            }
        }
        /**
         * Invoked whenever the element is updated. Implement to perform
         * post-updating tasks via DOM APIs, for example, focusing an element.
         *
         * Setting properties inside this method will trigger the element to update
         * again after this update cycle completes.
         *
         * * @param _changedProperties Map of changed properties with old values
         */
        updated(_changedProperties) { }
        /**
         * Invoked when the element is first updated. Implement to perform one time
         * work on the element after update.
         *
         * Setting properties inside this method will trigger the element to update
         * again after this update cycle completes.
         *
         * * @param _changedProperties Map of changed properties with old values
         */
        firstUpdated(_changedProperties) { }
    }
    /**
     * Marks class as having finished creating properties.
     */
    UpdatingElement.finalized = true;

    /**
     * @license
     * Copyright (c) 2017 The Polymer Project Authors. All rights reserved.
     * This code may only be used under the BSD style license found at
     * http://polymer.github.io/LICENSE.txt
     * The complete set of authors may be found at
     * http://polymer.github.io/AUTHORS.txt
     * The complete set of contributors may be found at
     * http://polymer.github.io/CONTRIBUTORS.txt
     * Code distributed by Google as part of the polymer project is also
     * subject to an additional IP rights grant found at
     * http://polymer.github.io/PATENTS.txt
     */

    /**
    @license
    Copyright (c) 2019 The Polymer Project Authors. All rights reserved.
    This code may only be used under the BSD style license found at
    http://polymer.github.io/LICENSE.txt The complete set of authors may be found at
    http://polymer.github.io/AUTHORS.txt The complete set of contributors may be
    found at http://polymer.github.io/CONTRIBUTORS.txt Code distributed by Google as
    part of the polymer project is also subject to an additional IP rights grant
    found at http://polymer.github.io/PATENTS.txt
    */
    const supportsAdoptingStyleSheets = ('adoptedStyleSheets' in Document.prototype);

    /**
     * @license
     * Copyright (c) 2017 The Polymer Project Authors. All rights reserved.
     * This code may only be used under the BSD style license found at
     * http://polymer.github.io/LICENSE.txt
     * The complete set of authors may be found at
     * http://polymer.github.io/AUTHORS.txt
     * The complete set of contributors may be found at
     * http://polymer.github.io/CONTRIBUTORS.txt
     * Code distributed by Google as part of the polymer project is also
     * subject to an additional IP rights grant found at
     * http://polymer.github.io/PATENTS.txt
     */
    class LitElement extends UpdatingElement {
        /**
         * Array of styles to apply to the element. The styles should be defined
         * using the `css` tag function.
         */
        static get styles() { return []; }
        static get _uniqueStyles() {
            if (this._styles === undefined) {
                const styles = this.styles;
                // As a performance optimization to avoid duplicated styling that can
                // occur especially when composing via subclassing, de-duplicate styles
                // preserving the last item in the list. The last item is kept to
                // try to preserve cascade order with the assumption that it's most
                // important that last added styles override previous styles.
                const styleSet = styles.reduceRight((set, s) => {
                    set.add(s);
                    // on IE set.add does not return the set.
                    return set;
                }, new Set());
                // Array.form does not work on Set in IE
                this._styles = [];
                styleSet.forEach((v) => this._styles.unshift(v));
            }
            return this._styles;
        }
        /**
         * Performs element initialization. By default this calls `createRenderRoot`
         * to create the element `renderRoot` node and captures any pre-set values for
         * registered properties.
         */
        initialize() {
            super.initialize();
            this.renderRoot = this.createRenderRoot();
            // Note, if renderRoot is not a shadowRoot, styles would/could apply to the
            // element's getRootNode(). While this could be done, we're choosing not to
            // support this now since it would require different logic around de-duping.
            if (window.ShadowRoot && this.renderRoot instanceof window.ShadowRoot) {
                this.adoptStyles();
            }
        }
        /**
         * Returns the node into which the element should render and by default
         * creates and returns an open shadowRoot. Implement to customize where the
         * element's DOM is rendered. For example, to render into the element's
         * childNodes, return `this`.
         * @returns {Element|DocumentFragment} Returns a node into which to render.
         */
        createRenderRoot() {
            return this.attachShadow({ mode: 'open' });
        }
        /**
         * Applies styling to the element shadowRoot using the `static get styles`
         * property. Styling will apply using `shadowRoot.adoptedStyleSheets` where
         * available and will fallback otherwise. When Shadow DOM is polyfilled,
         * ShadyCSS scopes styles and adds them to the document. When Shadow DOM
         * is available but `adoptedStyleSheets` is not, styles are appended to the
         * end of the `shadowRoot` to [mimic spec
         * behavior](https://wicg.github.io/construct-stylesheets/#using-constructed-stylesheets).
         */
        adoptStyles() {
            const styles = this.constructor._uniqueStyles;
            if (styles.length === 0) {
                return;
            }
            // There are three separate cases here based on Shadow DOM support.
            // (1) shadowRoot polyfilled: use ShadyCSS
            // (2) shadowRoot.adoptedStyleSheets available: use it.
            // (3) shadowRoot.adoptedStyleSheets polyfilled: append styles after
            // rendering
            if (window.ShadyCSS !== undefined && !window.ShadyCSS.nativeShadow) {
                window.ShadyCSS.ScopingShim.prepareAdoptedCssText(styles.map((s) => s.cssText), this.localName);
            }
            else if (supportsAdoptingStyleSheets) {
                this.renderRoot.adoptedStyleSheets =
                    styles.map((s) => s.styleSheet);
            }
            else {
                // This must be done after rendering so the actual style insertion is done
                // in `update`.
                this._needsShimAdoptedStyleSheets = true;
            }
        }
        connectedCallback() {
            super.connectedCallback();
            // Note, first update/render handles styleElement so we only call this if
            // connected after first update.
            if (this.hasUpdated && window.ShadyCSS !== undefined) {
                window.ShadyCSS.styleElement(this);
            }
        }
        /**
         * Updates the element. This method reflects property values to attributes
         * and calls `render` to render DOM via lit-html. Setting properties inside
         * this method will *not* trigger another update.
         * * @param _changedProperties Map of changed properties with old values
         */
        update(changedProperties) {
            super.update(changedProperties);
            const templateResult = this.render();
            if (templateResult instanceof TemplateResult) {
                this.constructor
                    .render(templateResult, this.renderRoot, { scopeName: this.localName, eventContext: this });
            }
            // When native Shadow DOM is used but adoptedStyles are not supported,
            // insert styling after rendering to ensure adoptedStyles have highest
            // priority.
            if (this._needsShimAdoptedStyleSheets) {
                this._needsShimAdoptedStyleSheets = false;
                this.constructor._uniqueStyles.forEach((s) => {
                    const style = document.createElement('style');
                    style.textContent = s.cssText;
                    this.renderRoot.appendChild(style);
                });
            }
        }
        /**
         * Invoked on each update to perform rendering tasks. This method must return
         * a lit-html TemplateResult. Setting properties inside this method will *not*
         * trigger the element to update.
         */
        render() { }
    }
    /**
     * Ensure this class is marked as `finalized` as an optimization ensuring
     * it will not needlessly try to `finalize`.
     */
    LitElement.finalized = true;
    /**
     * Render method used to render the lit-html TemplateResult to the element's
     * DOM.
     * @param {TemplateResult} Template to render.
     * @param {Element|DocumentFragment} Node into which to render.
     * @param {String} Element name.
     * @nocollapse
     */
    LitElement.render = render$1;

    // Polyfills

    if ( Number.EPSILON === undefined ) {

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

    }

    if ( Number.isInteger === undefined ) {

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

    	Number.isInteger = function ( value ) {

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

    	};

    }

    //

    if ( Math.sign === undefined ) {

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

    	Math.sign = function ( x ) {

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

    	};

    }

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

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

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

    		get: function () {

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

    		}

    	} );

    }

    if ( Object.assign === undefined ) {

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

    	Object.assign = function ( target ) {

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

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

    		}

    		var output = Object( target );

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

    			var source = arguments[ index ];

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

    				for ( var nextKey in source ) {

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

    						output[ nextKey ] = source[ nextKey ];

    					}

    				}

    			}

    		}

    		return output;

    	};

    }

    var REVISION = '115';
    var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
    var CullFaceNone = 0;
    var CullFaceBack = 1;
    var CullFaceFront = 2;
    var PCFShadowMap = 1;
    var PCFSoftShadowMap = 2;
    var VSMShadowMap = 3;
    var FrontSide = 0;
    var BackSide = 1;
    var DoubleSide = 2;
    var FlatShading = 1;
    var NoBlending = 0;
    var NormalBlending = 1;
    var AdditiveBlending = 2;
    var SubtractiveBlending = 3;
    var MultiplyBlending = 4;
    var CustomBlending = 5;
    var AddEquation = 100;
    var SubtractEquation = 101;
    var ReverseSubtractEquation = 102;
    var MinEquation = 103;
    var MaxEquation = 104;
    var ZeroFactor = 200;
    var OneFactor = 201;
    var SrcColorFactor = 202;
    var OneMinusSrcColorFactor = 203;
    var SrcAlphaFactor = 204;
    var OneMinusSrcAlphaFactor = 205;
    var DstAlphaFactor = 206;
    var OneMinusDstAlphaFactor = 207;
    var DstColorFactor = 208;
    var OneMinusDstColorFactor = 209;
    var SrcAlphaSaturateFactor = 210;
    var NeverDepth = 0;
    var AlwaysDepth = 1;
    var LessDepth = 2;
    var LessEqualDepth = 3;
    var EqualDepth = 4;
    var GreaterEqualDepth = 5;
    var GreaterDepth = 6;
    var NotEqualDepth = 7;
    var MultiplyOperation = 0;
    var MixOperation = 1;
    var AddOperation = 2;
    var NoToneMapping = 0;
    var LinearToneMapping = 1;
    var ReinhardToneMapping = 2;
    var Uncharted2ToneMapping = 3;
    var CineonToneMapping = 4;
    var ACESFilmicToneMapping = 5;

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

    var RGB_S3TC_DXT1_Format = 33776;
    var RGBA_S3TC_DXT1_Format = 33777;
    var RGBA_S3TC_DXT3_Format = 33778;
    var RGBA_S3TC_DXT5_Format = 33779;
    var RGB_PVRTC_4BPPV1_Format = 35840;
    var RGB_PVRTC_2BPPV1_Format = 35841;
    var RGBA_PVRTC_4BPPV1_Format = 35842;
    var RGBA_PVRTC_2BPPV1_Format = 35843;
    var RGB_ETC1_Format = 36196;
    var RGB_ETC2_Format = 37492;
    var RGBA_ETC2_EAC_Format = 37496;
    var RGBA_ASTC_4x4_Format = 37808;
    var RGBA_ASTC_5x4_Format = 37809;
    var RGBA_ASTC_5x5_Format = 37810;
    var RGBA_ASTC_6x5_Format = 37811;
    var RGBA_ASTC_6x6_Format = 37812;
    var RGBA_ASTC_8x5_Format = 37813;
    var RGBA_ASTC_8x6_Format = 37814;
    var RGBA_ASTC_8x8_Format = 37815;
    var RGBA_ASTC_10x5_Format = 37816;
    var RGBA_ASTC_10x6_Format = 37817;
    var RGBA_ASTC_10x8_Format = 37818;
    var RGBA_ASTC_10x10_Format = 37819;
    var RGBA_ASTC_12x10_Format = 37820;
    var RGBA_ASTC_12x12_Format = 37821;
    var RGBA_BPTC_Format = 36492;
    var SRGB8_ALPHA8_ASTC_4x4_Format = 37840;
    var SRGB8_ALPHA8_ASTC_5x4_Format = 37841;
    var SRGB8_ALPHA8_ASTC_5x5_Format = 37842;
    var SRGB8_ALPHA8_ASTC_6x5_Format = 37843;
    var SRGB8_ALPHA8_ASTC_6x6_Format = 37844;
    var SRGB8_ALPHA8_ASTC_8x5_Format = 37845;
    var SRGB8_ALPHA8_ASTC_8x6_Format = 37846;
    var SRGB8_ALPHA8_ASTC_8x8_Format = 37847;
    var SRGB8_ALPHA8_ASTC_10x5_Format = 37848;
    var SRGB8_ALPHA8_ASTC_10x6_Format = 37849;
    var SRGB8_ALPHA8_ASTC_10x8_Format = 37850;
    var SRGB8_ALPHA8_ASTC_10x10_Format = 37851;
    var SRGB8_ALPHA8_ASTC_12x10_Format = 37852;
    var SRGB8_ALPHA8_ASTC_12x12_Format = 37853;
    var LoopOnce = 2200;
    var LoopRepeat = 2201;
    var LoopPingPong = 2202;
    var InterpolateDiscrete = 2300;
    var InterpolateLinear = 2301;
    var InterpolateSmooth = 2302;
    var ZeroCurvatureEnding = 2400;
    var ZeroSlopeEnding = 2401;
    var WrapAroundEnding = 2402;
    var TrianglesDrawMode = 0;
    var TriangleStripDrawMode = 1;
    var TriangleFanDrawMode = 2;
    var LinearEncoding = 3000;
    var sRGBEncoding = 3001;
    var GammaEncoding = 3007;
    var RGBEEncoding = 3002;
    var LogLuvEncoding = 3003;
    var RGBM7Encoding = 3004;
    var RGBM16Encoding = 3005;
    var RGBDEncoding = 3006;
    var BasicDepthPacking = 3200;
    var RGBADepthPacking = 3201;
    var TangentSpaceNormalMap = 0;
    var ObjectSpaceNormalMap = 1;
    var KeepStencilOp = 7680;
    var AlwaysStencilFunc = 519;

    var StaticDrawUsage = 35044;
    var DynamicDrawUsage = 35048;

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

    function EventDispatcher() {}

    Object.assign( EventDispatcher.prototype, {

    	addEventListener: function ( type, listener ) {

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

    		var listeners = this._listeners;

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

    			listeners[ type ] = [];

    		}

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

    			listeners[ type ].push( listener );

    		}

    	},

    	hasEventListener: function ( type, listener ) {

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

    		var listeners = this._listeners;

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

    	},

    	removeEventListener: function ( type, listener ) {

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

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

    		if ( listenerArray !== undefined ) {

    			var index = listenerArray.indexOf( listener );

    			if ( index !== - 1 ) {

    				listenerArray.splice( index, 1 );

    			}

    		}

    	},

    	dispatchEvent: function ( event ) {

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

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

    		if ( listenerArray !== undefined ) {

    			event.target = this;

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

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

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

    			}

    		}

    	}

    } );

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

    var _lut = [];

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

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

    }

    var MathUtils = {

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

    	generateUUID: function () {

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

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

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

    	},

    	clamp: function ( value, min, max ) {

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

    	},

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

    	euclideanModulo: function ( n, m ) {

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

    	},

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

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

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

    	},

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

    	lerp: function ( x, y, t ) {

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

    	},

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

    	smoothstep: function ( x, min, max ) {

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

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

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

    	},

    	smootherstep: function ( x, min, max ) {

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

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

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

    	},

    	// Random integer from <low, high> interval

    	randInt: function ( low, high ) {

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

    	},

    	// Random float from <low, high> interval

    	randFloat: function ( low, high ) {

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

    	},

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

    	randFloatSpread: function ( range ) {

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

    	},

    	degToRad: function ( degrees ) {

    		return degrees * MathUtils.DEG2RAD;

    	},

    	radToDeg: function ( radians ) {

    		return radians * MathUtils.RAD2DEG;

    	},

    	isPowerOfTwo: function ( value ) {

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

    	},

    	ceilPowerOfTwo: function ( value ) {

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

    	},

    	floorPowerOfTwo: function ( value ) {

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

    	},

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

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

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

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

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

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

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

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

    		if ( order === 'XYX' ) {

    			q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );

    		} else if ( order === 'YZY' ) {

    			q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );

    		} else if ( order === 'ZXZ' ) {

    			q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );

    		} else if ( order === 'XZX' ) {

    			q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );

    		} else if ( order === 'YXY' ) {

    			q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );

    		} else if ( order === 'ZYZ' ) {

    			q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );

    		} else {

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

    		}

    	}

    };

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

    function Vector2( x, y ) {

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

    }

    Object.defineProperties( Vector2.prototype, {

    	"width": {

    		get: function () {

    			return this.x;

    		},

    		set: function ( value ) {

    			this.x = value;

    		}

    	},

    	"height": {

    		get: function () {

    			return this.y;

    		},

    		set: function ( value ) {

    			this.y = value;

    		}

    	}

    } );

    Object.assign( Vector2.prototype, {

    	isVector2: true,

    	set: function ( x, y ) {

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

    		return this;

    	},

    	setScalar: function ( scalar ) {

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

    		return this;

    	},

    	setX: function ( x ) {

    		this.x = x;

    		return this;

    	},

    	setY: function ( y ) {

    		this.y = y;

    		return this;

    	},

    	setComponent: function ( index, value ) {

    		switch ( index ) {

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

    		}

    		return this;

    	},

    	getComponent: function ( index ) {

    		switch ( index ) {

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

    		}

    	},

    	clone: function () {

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

    	},

    	copy: function ( v ) {

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

    		return this;

    	},

    	add: function ( v, w ) {

    		if ( w !== undefined ) {

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

    		}

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

    		return this;

    	},

    	addScalar: function ( s ) {

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

    		return this;

    	},

    	addVectors: function ( a, b ) {

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

    		return this;

    	},

    	addScaledVector: function ( v, s ) {

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

    		return this;

    	},

    	sub: function ( v, w ) {

    		if ( w !== undefined ) {

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

    		}

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

    		return this;

    	},

    	subScalar: function ( s ) {

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

    		return this;

    	},

    	subVectors: function ( a, b ) {

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

    		return this;

    	},

    	multiply: function ( v ) {

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

    		return this;

    	},

    	multiplyScalar: function ( scalar ) {

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

    		return this;

    	},

    	divide: function ( v ) {

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

    		return this;

    	},

    	divideScalar: function ( scalar ) {

    		return this.multiplyScalar( 1 / scalar );

    	},

    	applyMatrix3: function ( m ) {

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

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

    		return this;

    	},

    	min: function ( v ) {

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

    		return this;

    	},

    	max: function ( v ) {

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

    		return this;

    	},

    	clamp: function ( min, max ) {

    		// assumes min < max, componentwise

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

    		return this;

    	},

    	clampScalar: function ( minVal, maxVal ) {

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

    		return this;

    	},

    	clampLength: function ( min, max ) {

    		var length = this.length();

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

    	},

    	floor: function () {

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

    		return this;

    	},

    	ceil: function () {

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

    		return this;

    	},

    	round: function () {

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

    		return this;

    	},

    	roundToZero: function () {

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

    		return this;

    	},

    	negate: function () {

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

    		return this;

    	},

    	dot: function ( v ) {

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

    	},

    	cross: function ( v ) {

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

    	},

    	lengthSq: function () {

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

    	},

    	length: function () {

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

    	},

    	manhattanLength: function () {

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

    	},

    	normalize: function () {

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

    	},

    	angle: function () {

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

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

    		return angle;

    	},

    	distanceTo: function ( v ) {

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

    	},

    	distanceToSquared: function ( v ) {

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

    	},

    	manhattanDistanceTo: function ( v ) {

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

    	},

    	setLength: function ( length ) {

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

    	},

    	lerp: function ( v, alpha ) {

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

    		return this;

    	},

    	lerpVectors: function ( v1, v2, alpha ) {

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

    	},

    	equals: function ( v ) {

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

    	},

    	fromArray: function ( array, offset ) {

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

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

    		return this;

    	},

    	toArray: function ( array, offset ) {

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

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

    		return array;

    	},

    	fromBufferAttribute: function ( attribute, index, offset ) {

    		if ( offset !== undefined ) {

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

    		}

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

    		return this;

    	},

    	rotateAround: function ( center, angle ) {

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

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

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

    		return this;

    	}

    } );

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

    function Matrix3() {

    	this.elements = [

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

    	];

    	if ( arguments.length > 0 ) {

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

    	}

    }

    Object.assign( Matrix3.prototype, {

    	isMatrix3: true,

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

    		var te = this.elements;

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

    		return this;

    	},

    	identity: function () {

    		this.set(

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

    		);

    		return this;

    	},

    	clone: function () {

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

    	},

    	copy: function ( m ) {

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

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

    		return this;

    	},

    	extractBasis: function ( xAxis, yAxis, zAxis ) {

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

    		return this;

    	},

    	setFromMatrix4: function ( m ) {

    		var me = m.elements;

    		this.set(

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

    		);

    		return this;

    	},

    	multiply: function ( m ) {

    		return this.multiplyMatrices( this, m );

    	},

    	premultiply: function ( m ) {

    		return this.multiplyMatrices( m, this );

    	},

    	multiplyMatrices: function ( a, b ) {

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

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

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

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

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

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

    		return this;

    	},

    	multiplyScalar: function ( s ) {

    		var te = this.elements;

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

    		return this;

    	},

    	determinant: function () {

    		var te = this.elements;

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

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

    	},

    	getInverse: function ( matrix, throwOnDegenerate ) {

    		if ( throwOnDegenerate !== undefined ) {

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

    		}

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

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

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

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

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

    		var detInv = 1 / det;

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

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

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

    		return this;

    	},

    	transpose: function () {

    		var tmp, m = this.elements;

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

    		return this;

    	},

    	getNormalMatrix: function ( matrix4 ) {

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

    	},

    	transposeIntoArray: function ( r ) {

    		var m = this.elements;

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

    		return this;

    	},

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

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

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

    	},

    	scale: function ( sx, sy ) {

    		var te = this.elements;

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

    		return this;

    	},

    	rotate: function ( theta ) {

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

    		var te = this.elements;

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

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

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

    		return this;

    	},

    	translate: function ( tx, ty ) {

    		var te = this.elements;

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

    		return this;

    	},

    	equals: function ( matrix ) {

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

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

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

    		}

    		return true;

    	},

    	fromArray: function ( array, offset ) {

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

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

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

    		}

    		return this;

    	},

    	toArray: function ( array, offset ) {

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

    		var te = this.elements;

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

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

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

    		return array;

    	}

    } );

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

    var _canvas;

    var ImageUtils = {

    	getDataURL: function ( image ) {

    		var canvas;

    		if ( typeof HTMLCanvasElement == 'undefined' ) {

    			return image.src;

    		} else if ( image instanceof HTMLCanvasElement ) {

    			canvas = image;

    		} else {

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

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

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

    			if ( image instanceof ImageData ) {

    				context.putImageData( image, 0, 0 );

    			} else {

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

    			}

    			canvas = _canvas;

    		}

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

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

    		} else {

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

    		}

    	}

    };

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

    var textureId = 0;

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

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

    	this.uuid = MathUtils.generateUUID();

    	this.name = '';

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

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

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

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

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

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

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

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

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

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

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

    }

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

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

    	constructor: Texture,

    	isTexture: true,

    	updateMatrix: function () {

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

    	},

    	clone: function () {

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

    	},

    	copy: function ( source ) {

    		this.name = source.name;

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

    		this.mapping = source.mapping;

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

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

    		this.anisotropy = source.anisotropy;

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

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

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

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

    		return this;

    	},

    	toJSON: function ( meta ) {

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

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

    			return meta.textures[ this.uuid ];

    		}

    		var output = {

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

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

    			mapping: this.mapping,

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

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

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

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

    			flipY: this.flipY,

    			premultiplyAlpha: this.premultiplyAlpha,
    			unpackAlignment: this.unpackAlignment

    		};

    		if ( this.image !== undefined ) {

    			// TODO: Move to THREE.Image

    			var image = this.image;

    			if ( image.uuid === undefined ) {

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

    			}

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

    				var url;

    				if ( Array.isArray( image ) ) {

    					// process array of images e.g. CubeTexture

    					url = [];

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

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

    					}

    				} else {

    					// process single image

    					url = ImageUtils.getDataURL( image );

    				}

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

    			}

    			output.image = image.uuid;

    		}

    		if ( ! isRootObject ) {

    			meta.textures[ this.uuid ] = output;

    		}

    		return output;

    	},

    	dispose: function () {

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

    	},

    	transformUv: function ( uv ) {

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

    		uv.applyMatrix3( this.matrix );

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

    			switch ( this.wrapS ) {

    				case RepeatWrapping:

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

    				case ClampToEdgeWrapping:

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

    				case MirroredRepeatWrapping:

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

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

    					} else {

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

    					}
    					break;

    			}

    		}

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

    			switch ( this.wrapT ) {

    				case RepeatWrapping:

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

    				case ClampToEdgeWrapping:

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

    				case MirroredRepeatWrapping:

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

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

    					} else {

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

    					}
    					break;

    			}

    		}

    		if ( this.flipY ) {

    			uv.y = 1 - uv.y;

    		}

    		return uv;

    	}

    } );

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

    	set: function ( value ) {

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

    	}

    } );

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

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

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

    }

    Object.defineProperties( Vector4.prototype, {

    	"width": {

    		get: function () {

    			return this.z;

    		},

    		set: function ( value ) {

    			this.z = value;

    		}

    	},

    	"height": {

    		get: function () {

    			return this.w;

    		},

    		set: function ( value ) {

    			this.w = value;

    		}

    	}

    } );

    Object.assign( Vector4.prototype, {

    	isVector4: true,

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

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

    		return this;

    	},

    	setScalar: function ( scalar ) {

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

    		return this;

    	},

    	setX: function ( x ) {

    		this.x = x;

    		return this;

    	},

    	setY: function ( y ) {

    		this.y = y;

    		return this;

    	},

    	setZ: function ( z ) {

    		this.z = z;

    		return this;

    	},

    	setW: function ( w ) {

    		this.w = w;

    		return this;

    	},

    	setComponent: function ( index, value ) {

    		switch ( index ) {

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

    		}

    		return this;

    	},

    	getComponent: function ( index ) {

    		switch ( index ) {

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

    		}

    	},

    	clone: function () {

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

    	},

    	copy: function ( v ) {

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

    		return this;

    	},

    	add: function ( v, w ) {

    		if ( w !== undefined ) {

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

    		}

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

    		return this;

    	},

    	addScalar: function ( s ) {

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

    		return this;

    	},

    	addVectors: function ( a, b ) {

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

    		return this;

    	},

    	addScaledVector: function ( v, s ) {

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

    		return this;

    	},

    	sub: function ( v, w ) {

    		if ( w !== undefined ) {

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

    		}

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

    		return this;

    	},

    	subScalar: function ( s ) {

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

    		return this;

    	},

    	subVectors: function ( a, b ) {

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

    		return this;

    	},

    	multiplyScalar: function ( scalar ) {

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

    		return this;

    	},

    	applyMatrix4: function ( m ) {

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

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

    		return this;

    	},

    	divideScalar: function ( scalar ) {

    		return this.multiplyScalar( 1 / scalar );

    	},

    	setAxisAngleFromQuaternion: function ( q ) {

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

    		// q is assumed to be normalized

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

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

    		if ( s < 0.0001 ) {

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

    		} else {

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

    		}

    		return this;

    	},

    	setAxisAngleFromRotationMatrix: function ( m ) {

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

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

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

    			te = m.elements,

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

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

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

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

    				// this singularity is identity matrix so angle = 0

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

    				return this; // zero angle, arbitrary axis

    			}

    			// otherwise this singularity is angle = 180

    			angle = Math.PI;

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

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

    				// m11 is the largest diagonal term

    				if ( xx < epsilon ) {

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

    				} else {

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

    				}

    			} else if ( yy > zz ) {

    				// m22 is the largest diagonal term

    				if ( yy < epsilon ) {

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

    				} else {

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

    				}

    			} else {

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

    				if ( zz < epsilon ) {

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

    				} else {

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

    				}

    			}

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

    			return this; // return 180 deg rotation

    		}

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

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

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

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

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

    		return this;

    	},

    	min: function ( v ) {

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

    		return this;

    	},

    	max: function ( v ) {

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

    		return this;

    	},

    	clamp: function ( min, max ) {

    		// assumes min < max, componentwise

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

    		return this;

    	},

    	clampScalar: function ( minVal, maxVal ) {

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

    		return this;

    	},

    	clampLength: function ( min, max ) {

    		var length = this.length();

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

    	},

    	floor: function () {

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

    		return this;

    	},

    	ceil: function () {

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

    		return this;

    	},

    	round: function () {

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

    		return this;

    	},

    	roundToZero: function () {

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

    		return this;

    	},

    	negate: function () {

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

    		return this;

    	},

    	dot: function ( v ) {

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

    	},

    	lengthSq: function () {

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

    	},

    	length: function () {

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

    	},

    	manhattanLength: function () {

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

    	},

    	normalize: function () {

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

    	},

    	setLength: function ( length ) {

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

    	},

    	lerp: function ( v, alpha ) {

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

    		return this;

    	},

    	lerpVectors: function ( v1, v2, alpha ) {

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

    	},

    	equals: function ( v ) {

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

    	},

    	fromArray: function ( array, offset ) {

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

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

    		return this;

    	},

    	toArray: function ( array, offset ) {

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

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

    		return array;

    	},

    	fromBufferAttribute: function ( attribute, index, offset ) {

    		if ( offset !== undefined ) {

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

    		}

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

    		return this;

    	}

    } );

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

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

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

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

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

    	options = options || {};

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

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

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

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

    }

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

    	constructor: WebGLRenderTarget,

    	isWebGLRenderTarget: true,

    	setSize: function ( width, height ) {

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

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

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

    			this.dispose();

    		}

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

    	},

    	clone: function () {

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

    	},

    	copy: function ( source ) {

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

    		this.viewport.copy( source.viewport );

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

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

    		return this;

    	},

    	dispose: function () {

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

    	}

    } );

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

    function WebGLMultisampleRenderTarget( width, height, options ) {

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

    	this.samples = 4;

    }

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

    	constructor: WebGLMultisampleRenderTarget,

    	isWebGLMultisampleRenderTarget: true,

    	copy: function ( source ) {

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

    		this.samples = source.samples;

    		return this;

    	}

    } );

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

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

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

    }

    Object.assign( Quaternion, {

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

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

    	},

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

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

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

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

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

    			var s = 1 - t,

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

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

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

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

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

    			}

    			var tDir = t * dir;

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

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

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

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

    			}

    		}

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

    	}

    } );

    Object.defineProperties( Quaternion.prototype, {

    	x: {

    		get: function () {

    			return this._x;

    		},

    		set: function ( value ) {

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

    		}

    	},

    	y: {

    		get: function () {

    			return this._y;

    		},

    		set: function ( value ) {

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

    		}

    	},

    	z: {

    		get: function () {

    			return this._z;

    		},

    		set: function ( value ) {

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

    		}

    	},

    	w: {

    		get: function () {

    			return this._w;

    		},

    		set: function ( value ) {

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

    		}

    	}

    } );

    Object.assign( Quaternion.prototype, {

    	isQuaternion: true,

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

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

    		this._onChangeCallback();

    		return this;

    	},

    	clone: function () {

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

    	},

    	copy: function ( quaternion ) {

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

    		this._onChangeCallback();

    		return this;

    	},

    	setFromEuler: function ( euler, update ) {

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

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

    		}

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

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

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

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

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

    		if ( order === 'XYZ' ) {

    			this._x = s1 * c2 * c3 + c1 * s2 * s3;
    			this._y = c1 * s2 * c3 - s1 * c2 * s3;
    			this._z = c1 * c2 * s3 + s1 * s2 * c3;
    			this._w = c1 * c2 * c3 - s1 * s2 * s3;

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

    			this._x = s1 * c2 * c3 + c1 * s2 * s3;
    			this._y = c1 * s2 * c3 - s1 * c2 * s3;
    			this._z = c1 * c2 * s3 - s1 * s2 * c3;
    			this._w = c1 * c2 * c3 + s1 * s2 * s3;

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

    			this._x = s1 * c2 * c3 - c1 * s2 * s3;
    			this._y = c1 * s2 * c3 + s1 * c2 * s3;
    			this._z = c1 * c2 * s3 + s1 * s2 * c3;
    			this._w = c1 * c2 * c3 - s1 * s2 * s3;

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

    			this._x = s1 * c2 * c3 - c1 * s2 * s3;
    			this._y = c1 * s2 * c3 + s1 * c2 * s3;
    			this._z = c1 * c2 * s3 - s1 * s2 * c3;
    			this._w = c1 * c2 * c3 + s1 * s2 * s3;

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

    			this._x = s1 * c2 * c3 + c1 * s2 * s3;
    			this._y = c1 * s2 * c3 + s1 * c2 * s3;
    			this._z = c1 * c2 * s3 - s1 * s2 * c3;
    			this._w = c1 * c2 * c3 - s1 * s2 * s3;

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

    			this._x = s1 * c2 * c3 - c1 * s2 * s3;
    			this._y = c1 * s2 * c3 - s1 * c2 * s3;
    			this._z = c1 * c2 * s3 + s1 * s2 * c3;
    			this._w = c1 * c2 * c3 + s1 * s2 * s3;

    		}

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

    		return this;

    	},

    	setFromAxisAngle: function ( axis, angle ) {

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

    		// assumes axis is normalized

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

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

    		this._onChangeCallback();

    		return this;

    	},

    	setFromRotationMatrix: function ( m ) {

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

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

    		var te = m.elements,

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

    			trace = m11 + m22 + m33,
    			s;

    		if ( trace > 0 ) {

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

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

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

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

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

    		} else if ( m22 > m33 ) {

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

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

    		} else {

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

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

    		}

    		this._onChangeCallback();

    		return this;

    	},

    	setFromUnitVectors: function ( vFrom, vTo ) {

    		// assumes direction vectors vFrom and vTo are normalized

    		var EPS = 0.000001;

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

    		if ( r < EPS ) {

    			r = 0;

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

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

    			} else {

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

    			}

    		} else {

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

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

    		}

    		return this.normalize();

    	},

    	angleTo: function ( q ) {

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

    	},

    	rotateTowards: function ( q, step ) {

    		var angle = this.angleTo( q );

    		if ( angle === 0 ) return this;

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

    		this.slerp( q, t );

    		return this;

    	},

    	inverse: function () {

    		// quaternion is assumed to have unit length

    		return this.conjugate();

    	},

    	conjugate: function () {

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

    		this._onChangeCallback();

    		return this;

    	},

    	dot: function ( v ) {

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

    	},

    	lengthSq: function () {

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

    	},

    	length: function () {

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

    	},

    	normalize: function () {

    		var l = this.length();

    		if ( l === 0 ) {

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

    		} else {

    			l = 1 / l;

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

    		}

    		this._onChangeCallback();

    		return this;

    	},

    	multiply: function ( q, p ) {

    		if ( p !== undefined ) {

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

    		}

    		return this.multiplyQuaternions( this, q );

    	},

    	premultiply: function ( q ) {

    		return this.multiplyQuaternions( q, this );

    	},

    	multiplyQuaternions: function ( a, b ) {

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

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

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

    		this._onChangeCallback();

    		return this;

    	},

    	slerp: function ( qb, t ) {

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

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

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

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

    		if ( cosHalfTheta < 0 ) {

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

    			cosHalfTheta = - cosHalfTheta;

    		} else {

    			this.copy( qb );

    		}

    		if ( cosHalfTheta >= 1.0 ) {

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

    			return this;

    		}

    		var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;

    		if ( sqrSinHalfTheta <= Number.EPSILON ) {

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

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

    			return this;

    		}

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

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

    		this._onChangeCallback();

    		return this;

    	},

    	equals: function ( quaternion ) {

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

    	},

    	fromArray: function ( array, offset ) {

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

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

    		this._onChangeCallback();

    		return this;

    	},

    	toArray: function ( array, offset ) {

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

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

    		return array;

    	},

    	fromBufferAttribute: function ( attribute, index ) {

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

    		return this;

    	},

    	_onChange: function ( callback ) {

    		this._onChangeCallback = callback;

    		return this;

    	},

    	_onChangeCallback: function () {}

    } );

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

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

    function Vector3( x, y, z ) {

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

    }

    Object.assign( Vector3.prototype, {

    	isVector3: true,

    	set: function ( x, y, z ) {

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

    		return this;

    	},

    	setScalar: function ( scalar ) {

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

    		return this;

    	},

    	setX: function ( x ) {

    		this.x = x;

    		return this;

    	},

    	setY: function ( y ) {

    		this.y = y;

    		return this;

    	},

    	setZ: function ( z ) {

    		this.z = z;

    		return this;

    	},

    	setComponent: function ( index, value ) {

    		switch ( index ) {

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

    		}

    		return this;

    	},

    	getComponent: function ( index ) {

    		switch ( index ) {

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

    		}

    	},

    	clone: function () {

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

    	},

    	copy: function ( v ) {

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

    		return this;

    	},

    	add: function ( v, w ) {

    		if ( w !== undefined ) {

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

    		}

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

    		return this;

    	},

    	addScalar: function ( s ) {

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

    		return this;

    	},

    	addVectors: function ( a, b ) {

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

    		return this;

    	},

    	addScaledVector: function ( v, s ) {

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

    		return this;

    	},

    	sub: function ( v, w ) {

    		if ( w !== undefined ) {

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

    		}

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

    		return this;

    	},

    	subScalar: function ( s ) {

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

    		return this;

    	},

    	subVectors: function ( a, b ) {

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

    		return this;

    	},

    	multiply: function ( v, w ) {

    		if ( w !== undefined ) {

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

    		}

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

    		return this;

    	},

    	multiplyScalar: function ( scalar ) {

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

    		return this;

    	},

    	multiplyVectors: function ( a, b ) {

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

    		return this;

    	},

    	applyEuler: function ( euler ) {

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

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

    		}

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

    	},

    	applyAxisAngle: function ( axis, angle ) {

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

    	},

    	applyMatrix3: function ( m ) {

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

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

    		return this;

    	},

    	applyNormalMatrix: function ( m ) {

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

    	},

    	applyMatrix4: function ( m ) {

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

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

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

    		return this;

    	},

    	applyQuaternion: function ( q ) {

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

    		// calculate quat * vector

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

    		// calculate result * inverse quat

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

    		return this;

    	},

    	project: function ( camera ) {

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

    	},

    	unproject: function ( camera ) {

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

    	},

    	transformDirection: function ( m ) {

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

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

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

    		return this.normalize();

    	},

    	divide: function ( v ) {

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

    		return this;

    	},

    	divideScalar: function ( scalar ) {

    		return this.multiplyScalar( 1 / scalar );

    	},

    	min: function ( v ) {

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

    		return this;

    	},

    	max: function ( v ) {

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

    		return this;

    	},

    	clamp: function ( min, max ) {

    		// assumes min < max, componentwise

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

    		return this;

    	},

    	clampScalar: function ( minVal, maxVal ) {

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

    		return this;

    	},

    	clampLength: function ( min, max ) {

    		var length = this.length();

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

    	},

    	floor: function () {

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

    		return this;

    	},

    	ceil: function () {

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

    		return this;

    	},

    	round: function () {

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

    		return this;

    	},

    	roundToZero: function () {

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

    		return this;

    	},

    	negate: function () {

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

    		return this;

    	},

    	dot: function ( v ) {

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

    	},

    	// TODO lengthSquared?

    	lengthSq: function () {

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

    	},

    	length: function () {

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

    	},

    	manhattanLength: function () {

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

    	},

    	normalize: function () {

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

    	},

    	setLength: function ( length ) {

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

    	},

    	lerp: function ( v, alpha ) {

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

    		return this;

    	},

    	lerpVectors: function ( v1, v2, alpha ) {

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

    	},

    	cross: function ( v, w ) {

    		if ( w !== undefined ) {

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

    		}

    		return this.crossVectors( this, v );

    	},

    	crossVectors: function ( a, b ) {

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

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

    		return this;

    	},

    	projectOnVector: function ( v ) {

    		var denominator = v.lengthSq();

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

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

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

    	},

    	projectOnPlane: function ( planeNormal ) {

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

    		return this.sub( _vector );

    	},

    	reflect: function ( normal ) {

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

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

    	},

    	angleTo: function ( v ) {

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

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

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

    		// clamp, to handle numerical problems

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

    	},

    	distanceTo: function ( v ) {

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

    	},

    	distanceToSquared: function ( v ) {

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

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

    	},

    	manhattanDistanceTo: function ( v ) {

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

    	},

    	setFromSpherical: function ( s ) {

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

    	},

    	setFromSphericalCoords: function ( radius, phi, theta ) {

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

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

    		return this;

    	},

    	setFromCylindrical: function ( c ) {

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

    	},

    	setFromCylindricalCoords: function ( radius, theta, y ) {

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

    		return this;

    	},

    	setFromMatrixPosition: function ( m ) {

    		var e = m.elements;

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

    		return this;

    	},

    	setFromMatrixScale: function ( m ) {

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

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

    		return this;

    	},

    	setFromMatrixColumn: function ( m, index ) {

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

    	},

    	setFromMatrix3Column: function ( m, index ) {

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

    	},

    	equals: function ( v ) {

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

    	},

    	fromArray: function ( array, offset ) {

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

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

    		return this;

    	},

    	toArray: function ( array, offset ) {

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

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

    		return array;

    	},

    	fromBufferAttribute: function ( attribute, index, offset ) {

    		if ( offset !== undefined ) {

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

    		}

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

    		return this;

    	}

    } );

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

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

    function Matrix4() {

    	this.elements = [

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

    	];

    	if ( arguments.length > 0 ) {

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

    	}

    }

    Object.assign( Matrix4.prototype, {

    	isMatrix4: true,

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

    		var te = this.elements;

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

    		return this;

    	},

    	identity: function () {

    		this.set(

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

    		);

    		return this;

    	},

    	clone: function () {

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

    	},

    	copy: function ( m ) {

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

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

    		return this;

    	},

    	copyPosition: function ( m ) {

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

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

    		return this;

    	},

    	extractBasis: function ( xAxis, yAxis, zAxis ) {

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

    		return this;

    	},

    	makeBasis: function ( xAxis, yAxis, zAxis ) {

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

    		return this;

    	},

    	extractRotation: function ( m ) {

    		// this method does not support reflection matrices

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

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

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

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

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

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

    		return this;

    	},

    	makeRotationFromEuler: function ( euler ) {

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

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

    		}

    		var te = this.elements;

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    		}

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

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

    		return this;

    	},

    	makeRotationFromQuaternion: function ( q ) {

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

    	},

    	lookAt: function ( eye, target, up ) {

    		var te = this.elements;

    		_z.subVectors( eye, target );

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

    			// eye and target are in the same position

    			_z.z = 1;

    		}

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

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

    			// up and z are parallel

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

    				_z.x += 0.0001;

    			} else {

    				_z.z += 0.0001;

    			}

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

    		}

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

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

    		return this;

    	},

    	multiply: function ( m, n ) {

    		if ( n !== undefined ) {

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

    		}

    		return this.multiplyMatrices( this, m );

    	},

    	premultiply: function ( m ) {

    		return this.multiplyMatrices( m, this );

    	},

    	multiplyMatrices: function ( a, b ) {

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

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

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

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

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

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

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

    		return this;

    	},

    	multiplyScalar: function ( s ) {

    		var te = this.elements;

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

    		return this;

    	},

    	determinant: function () {

    		var te = this.elements;

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

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

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

    		);

    	},

    	transpose: function () {

    		var te = this.elements;
    		var tmp;

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

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

    		return this;

    	},

    	setPosition: function ( x, y, z ) {

    		var te = this.elements;

    		if ( x.isVector3 ) {

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

    		} else {

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

    		}

    		return this;

    	},

    	getInverse: function ( m, throwOnDegenerate ) {

    		if ( throwOnDegenerate !== undefined ) {

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

    		}

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

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

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

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

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

    		var detInv = 1 / det;

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

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

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

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

    		return this;

    	},

    	scale: function ( v ) {

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

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

    		return this;

    	},

    	getMaxScaleOnAxis: function () {

    		var te = this.elements;

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

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

    	},

    	makeTranslation: function ( x, y, z ) {

    		this.set(

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

    		);

    		return this;

    	},

    	makeRotationX: function ( theta ) {

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

    		this.set(

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

    		);

    		return this;

    	},

    	makeRotationY: function ( theta ) {

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

    		this.set(

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

    		);

    		return this;

    	},

    	makeRotationZ: function ( theta ) {

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

    		this.set(

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

    		);

    		return this;

    	},

    	makeRotationAxis: function ( axis, angle ) {

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

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

    		this.set(

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

    		);

    		 return this;

    	},

    	makeScale: function ( x, y, z ) {

    		this.set(

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

    		);

    		return this;

    	},

    	makeShear: function ( x, y, z ) {

    		this.set(

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

    		);

    		return this;

    	},

    	compose: function ( position, quaternion, scale ) {

    		var te = this.elements;

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

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

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

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

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

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

    		return this;

    	},

    	decompose: function ( position, quaternion, scale ) {

    		var te = this.elements;

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

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

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

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

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

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

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

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

    		quaternion.setFromRotationMatrix( _m1 );

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

    		return this;

    	},

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

    		if ( far === undefined ) {

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

    		}

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

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

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

    		return this;

    	},

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

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

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

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

    		return this;

    	},

    	equals: function ( matrix ) {

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

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

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

    		}

    		return true;

    	},

    	fromArray: function ( array, offset ) {

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

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

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

    		}

    		return this;

    	},

    	toArray: function ( array, offset ) {

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

    		var te = this.elements;

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

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

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

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

    		return array;

    	}

    } );

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

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

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

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

    }

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

    Euler.DefaultOrder = 'XYZ';

    Object.defineProperties( Euler.prototype, {

    	x: {

    		get: function () {

    			return this._x;

    		},

    		set: function ( value ) {

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

    		}

    	},

    	y: {

    		get: function () {

    			return this._y;

    		},

    		set: function ( value ) {

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

    		}

    	},

    	z: {

    		get: function () {

    			return this._z;

    		},

    		set: function ( value ) {

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

    		}

    	},

    	order: {

    		get: function () {

    			return this._order;

    		},

    		set: function ( value ) {

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

    		}

    	}

    } );

    Object.assign( Euler.prototype, {

    	isEuler: true,

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

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

    		this._onChangeCallback();

    		return this;

    	},

    	clone: function () {

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

    	},

    	copy: function ( euler ) {

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

    		this._onChangeCallback();

    		return this;

    	},

    	setFromRotationMatrix: function ( m, order, update ) {

    		var clamp = MathUtils.clamp;

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

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

    		order = order || this._order;

    		if ( order === 'XYZ' ) {

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

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

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

    			} else {

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

    			}

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

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

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

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

    			} else {

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

    			}

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

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

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

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

    			} else {

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

    			}

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

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

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

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

    			} else {

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

    			}

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

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

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

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

    			} else {

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

    			}

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

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

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

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

    			} else {

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

    			}

    		} else {

    			console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order );

    		}

    		this._order = order;

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

    		return this;

    	},

    	setFromQuaternion: function ( q, order, update ) {

    		_matrix.makeRotationFromQuaternion( q );

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

    	},

    	setFromVector3: function ( v, order ) {

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

    	},

    	reorder: function ( newOrder ) {

    		// WARNING: this discards revolution information -bhouston

    		_quaternion$1.setFromEuler( this );

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

    	},

    	equals: function ( euler ) {

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

    	},

    	fromArray: function ( array ) {

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

    		this._onChangeCallback();

    		return this;

    	},

    	toArray: function ( array, offset ) {

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

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

    		return array;

    	},

    	toVector3: function ( optionalResult ) {

    		if ( optionalResult ) {

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

    		} else {

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

    		}

    	},

    	_onChange: function ( callback ) {

    		this._onChangeCallback = callback;

    		return this;

    	},

    	_onChangeCallback: function () {}

    } );

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

    function Layers() {

    	this.mask = 1 | 0;

    }

    Object.assign( Layers.prototype, {

    	set: function ( channel ) {

    		this.mask = 1 << channel | 0;

    	},

    	enable: function ( channel ) {

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

    	},

    	enableAll: function () {

    		this.mask = 0xffffffff | 0;

    	},

    	toggle: function ( channel ) {

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

    	},

    	disable: function ( channel ) {

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

    	},

    	disableAll: function () {

    		this.mask = 0;

    	},

    	test: function ( layers ) {

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

    	}

    } );

    var _object3DId = 0;

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

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

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

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

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

    function Object3D() {

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

    	this.uuid = MathUtils.generateUUID();

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

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

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

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

    	function onRotationChange() {

    		quaternion.setFromEuler( rotation, false );

    	}

    	function onQuaternionChange() {

    		rotation.setFromQuaternion( quaternion, undefined, false );

    	}

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

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

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

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

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

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

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

    	this.userData = {};

    }

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

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

    	constructor: Object3D,

    	isObject3D: true,

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

    	applyMatrix4: function ( matrix ) {

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

    		this.matrix.premultiply( matrix );

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

    	},

    	applyQuaternion: function ( q ) {

    		this.quaternion.premultiply( q );

    		return this;

    	},

    	setRotationFromAxisAngle: function ( axis, angle ) {

    		// assumes axis is normalized

    		this.quaternion.setFromAxisAngle( axis, angle );

    	},

    	setRotationFromEuler: function ( euler ) {

    		this.quaternion.setFromEuler( euler, true );

    	},

    	setRotationFromMatrix: function ( m ) {

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

    		this.quaternion.setFromRotationMatrix( m );

    	},

    	setRotationFromQuaternion: function ( q ) {

    		// assumes q is normalized

    		this.quaternion.copy( q );

    	},

    	rotateOnAxis: function ( axis, angle ) {

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

    		_q1.setFromAxisAngle( axis, angle );

    		this.quaternion.multiply( _q1 );

    		return this;

    	},

    	rotateOnWorldAxis: function ( axis, angle ) {

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

    		_q1.setFromAxisAngle( axis, angle );

    		this.quaternion.premultiply( _q1 );

    		return this;

    	},

    	rotateX: function ( angle ) {

    		return this.rotateOnAxis( _xAxis, angle );

    	},

    	rotateY: function ( angle ) {

    		return this.rotateOnAxis( _yAxis, angle );

    	},

    	rotateZ: function ( angle ) {

    		return this.rotateOnAxis( _zAxis, angle );

    	},

    	translateOnAxis: function ( axis, distance ) {

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

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

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

    		return this;

    	},

    	translateX: function ( distance ) {

    		return this.translateOnAxis( _xAxis, distance );

    	},

    	translateY: function ( distance ) {

    		return this.translateOnAxis( _yAxis, distance );

    	},

    	translateZ: function ( distance ) {

    		return this.translateOnAxis( _zAxis, distance );

    	},

    	localToWorld: function ( vector ) {

    		return vector.applyMatrix4( this.matrixWorld );

    	},

    	worldToLocal: function ( vector ) {

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

    	},

    	lookAt: function ( x, y, z ) {

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

    		if ( x.isVector3 ) {

    			_target.copy( x );

    		} else {

    			_target.set( x, y, z );

    		}

    		var parent = this.parent;

    		this.updateWorldMatrix( true, false );

    		_position.setFromMatrixPosition( this.matrixWorld );

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

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

    		} else {

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

    		}

    		this.quaternion.setFromRotationMatrix( _m1$1 );

    		if ( parent ) {

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

    		}

    	},

    	add: function ( object ) {

    		if ( arguments.length > 1 ) {

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

    				this.add( arguments[ i ] );

    			}

    			return this;

    		}

    		if ( object === this ) {

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

    		}

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

    			if ( object.parent !== null ) {

    				object.parent.remove( object );

    			}

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

    			object.dispatchEvent( _addedEvent );

    		} else {

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

    		}

    		return this;

    	},

    	remove: function ( object ) {

    		if ( arguments.length > 1 ) {

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

    				this.remove( arguments[ i ] );

    			}

    			return this;

    		}

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

    		if ( index !== - 1 ) {

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

    			object.dispatchEvent( _removedEvent );

    		}

    		return this;

    	},

    	attach: function ( object ) {

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

    		this.updateWorldMatrix( true, false );

    		_m1$1.getInverse( this.matrixWorld );

    		if ( object.parent !== null ) {

    			object.parent.updateWorldMatrix( true, false );

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

    		}

    		object.applyMatrix4( _m1$1 );

    		object.updateWorldMatrix( false, false );

    		this.add( object );

    		return this;

    	},

    	getObjectById: function ( id ) {

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

    	},

    	getObjectByName: function ( name ) {

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

    	},

    	getObjectByProperty: function ( name, value ) {

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

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

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

    			if ( object !== undefined ) {

    				return object;

    			}

    		}

    		return undefined;

    	},

    	getWorldPosition: function ( target ) {

    		if ( target === undefined ) {

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

    		}

    		this.updateMatrixWorld( true );

    		return target.setFromMatrixPosition( this.matrixWorld );

    	},

    	getWorldQuaternion: function ( target ) {

    		if ( target === undefined ) {

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

    		}

    		this.updateMatrixWorld( true );

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

    		return target;

    	},

    	getWorldScale: function ( target ) {

    		if ( target === undefined ) {

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

    		}

    		this.updateMatrixWorld( true );

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

    		return target;

    	},

    	getWorldDirection: function ( target ) {

    		if ( target === undefined ) {

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

    		}

    		this.updateMatrixWorld( true );

    		var e = this.matrixWorld.elements;

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

    	},

    	raycast: function () {},

    	traverse: function ( callback ) {

    		callback( this );

    		var children = this.children;

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

    			children[ i ].traverse( callback );

    		}

    	},

    	traverseVisible: function ( callback ) {

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

    		callback( this );

    		var children = this.children;

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

    			children[ i ].traverseVisible( callback );

    		}

    	},

    	traverseAncestors: function ( callback ) {

    		var parent = this.parent;

    		if ( parent !== null ) {

    			callback( parent );

    			parent.traverseAncestors( callback );

    		}

    	},

    	updateMatrix: function () {

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

    		this.matrixWorldNeedsUpdate = true;

    	},

    	updateMatrixWorld: function ( force ) {

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

    		if ( this.matrixWorldNeedsUpdate || force ) {

    			if ( this.parent === null ) {

    				this.matrixWorld.copy( this.matrix );

    			} else {

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

    			}

    			this.matrixWorldNeedsUpdate = false;

    			force = true;

    		}

    		// update children

    		var children = this.children;

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

    			children[ i ].updateMatrixWorld( force );

    		}

    	},

    	updateWorldMatrix: function ( updateParents, updateChildren ) {

    		var parent = this.parent;

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

    			parent.updateWorldMatrix( true, false );

    		}

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

    		if ( this.parent === null ) {

    			this.matrixWorld.copy( this.matrix );

    		} else {

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

    		}

    		// update children

    		if ( updateChildren === true ) {

    			var children = this.children;

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

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

    			}

    		}

    	},

    	toJSON: function ( meta ) {

    		// meta is a string when called from JSON.stringify
    		var isRootObject = ( meta === undefined || typeof meta === 'string' );

    		var output = {};

    		// meta is a hash used to collect geometries, materials.
    		// not providing it implies that this is the root object
    		// being serialized.
    		if ( isRootObject ) {

    			// initialize meta obj
    			meta = {
    				geometries: {},
    				materials: {},
    				textures: {},
    				images: {},
    				shapes: {}
    			};

    			output.metadata = {
    				version: 4.5,
    				type: 'Object',
    				generator: 'Object3D.toJSON'
    			};

    		}

    		// standard Object3D serialization

    		var object = {};

    		object.uuid = this.uuid;
    		object.type = this.type;

    		if ( this.name !== '' ) object.name = this.name;
    		if ( this.castShadow === true ) object.castShadow = true;
    		if ( this.receiveShadow === true ) object.receiveShadow = true;
    		if ( this.visible === false ) object.visible = false;
    		if ( this.frustumCulled === false ) object.frustumCulled = false;
    		if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;
    		if ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData;

    		object.layers = this.layers.mask;
    		object.matrix = this.matrix.toArray();

    		if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;

    		// object specific properties

    		if ( this.isInstancedMesh ) {

    			object.type = 'InstancedMesh';
    			object.count = this.count;
    			object.instanceMatrix = this.instanceMatrix.toJSON();

    		}

    		//

    		function serialize( library, element ) {

    			if ( library[ element.uuid ] === undefined ) {

    				library[ element.uuid ] = element.toJSON( meta );

    			}

    			return element.uuid;

    		}

    		if ( this.isMesh || this.isLine || this.isPoints ) {

    			object.geometry = serialize( meta.geometries, this.geometry );

    			var parameters = this.geometry.parameters;

    			if ( parameters !== undefined && parameters.shapes !== undefined ) {

    				var shapes = parameters.shapes;

    				if ( Array.isArray( shapes ) ) {

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

    						var shape = shapes[ i ];

    						serialize( meta.shapes, shape );

    					}

    				} else {

    					serialize( meta.shapes, shapes );

    				}

    			}

    		}

    		if ( this.material !== undefined ) {

    			if ( Array.isArray( this.material ) ) {

    				var uuids = [];

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

    					uuids.push( serialize( meta.materials, this.material[ i ] ) );

    				}

    				object.material = uuids;

    			} else {

    				object.material = serialize( meta.materials, this.material );

    			}

    		}

    		//

    		if ( this.children.length > 0 ) {

    			object.children = [];

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

    				object.children.push( this.children[ i ].toJSON( meta ).object );

    			}

    		}

    		if ( isRootObject ) {

    			var geometries = extractFromCache( meta.geometries );
    			var materials = extractFromCache( meta.materials );
    			var textures = extractFromCache( meta.textures );
    			var images = extractFromCache( meta.images );
    			var shapes = extractFromCache( meta.shapes );

    			if ( geometries.length > 0 ) output.geometries = geometries;
    			if ( materials.length > 0 ) output.materials = materials;
    			if ( textures.length > 0 ) output.textures = textures;
    			if ( images.length > 0 ) output.images = images;
    			if ( shapes.length > 0 ) output.shapes = shapes;

    		}

    		output.object = object;

    		return output;

    		// extract data from the cache hash
    		// remove metadata on each item
    		// and return as array
    		function extractFromCache( cache ) {

    			var values = [];
    			for ( var key in cache ) {

    				var data = cache[ key ];
    				delete data.metadata;
    				values.push( data );

    			}
    			return values;

    		}

    	},

    	clone: function ( recursive ) {

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

    	},

    	copy: function ( source, recursive ) {

    		if ( recursive === undefined ) recursive = true;

    		this.name = source.name;

    		this.up.copy( source.up );

    		this.position.copy( source.position );
    		this.quaternion.copy( source.quaternion );
    		this.scale.copy( source.scale );

    		this.matrix.copy( source.matrix );
    		this.matrixWorld.copy( source.matrixWorld );

    		this.matrixAutoUpdate = source.matrixAutoUpdate;
    		this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;

    		this.layers.mask = source.layers.mask;
    		this.visible = source.visible;

    		this.castShadow = source.castShadow;
    		this.receiveShadow = source.receiveShadow;

    		this.frustumCulled = source.frustumCulled;
    		this.renderOrder = source.renderOrder;

    		this.userData = JSON.parse( JSON.stringify( source.userData ) );

    		if ( recursive === true ) {

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

    				var child = source.children[ i ];
    				this.add( child.clone() );

    			}

    		}

    		return this;

    	}

    } );

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

    function Scene() {

    	Object3D.call( this );

    	this.type = 'Scene';

    	this.background = null;
    	this.environment = null;
    	this.fog = null;

    	this.overrideMaterial = null;

    	this.autoUpdate = true; // checked by the renderer

    	if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {

    		__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef

    	}

    }

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

    	constructor: Scene,

    	isScene: true,

    	copy: function ( source, recursive ) {

    		Object3D.prototype.copy.call( this, source, recursive );

    		if ( source.background !== null ) this.background = source.background.clone();
    		if ( source.environment !== null ) this.environment = source.environment.clone();
    		if ( source.fog !== null ) this.fog = source.fog.clone();

    		if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();

    		this.autoUpdate = source.autoUpdate;
    		this.matrixAutoUpdate = source.matrixAutoUpdate;

    		return this;

    	},

    	toJSON: function ( meta ) {

    		var data = Object3D.prototype.toJSON.call( this, meta );

    		if ( this.background !== null ) data.object.background = this.background.toJSON( meta );
    		if ( this.environment !== null ) data.object.environment = this.environment.toJSON( meta );
    		if ( this.fog !== null ) data.object.fog = this.fog.toJSON();

    		return data;

    	},

    	dispose: function () {

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

    	}

    } );

    var _points = [
    	new Vector3(),
    	new Vector3(),
    	new Vector3(),
    	new Vector3(),
    	new Vector3(),
    	new Vector3(),
    	new Vector3(),
    	new Vector3()
    ];

    var _vector$1 = new Vector3();

    var _box = new Box3();

    // triangle centered vertices

    var _v0 = new Vector3();
    var _v1$2 = new Vector3();
    var _v2 = new Vector3();

    // triangle edge vectors

    var _f0 = new Vector3();
    var _f1 = new Vector3();
    var _f2 = new Vector3();

    var _center = new Vector3();
    var _extents = new Vector3();
    var _triangleNormal = new Vector3();
    var _testAxis = new Vector3();

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

    function Box3( min, max ) {

    	this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
    	this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );

    }


    Object.assign( Box3.prototype, {

    	isBox3: true,

    	set: function ( min, max ) {

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

    		return this;

    	},

    	setFromArray: function ( array ) {

    		var minX = + Infinity;
    		var minY = + Infinity;
    		var minZ = + Infinity;

    		var maxX = - Infinity;
    		var maxY = - Infinity;
    		var maxZ = - Infinity;

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

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

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

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

    		}

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

    		return this;

    	},

    	setFromBufferAttribute: function ( attribute ) {

    		var minX = + Infinity;
    		var minY = + Infinity;
    		var minZ = + Infinity;

    		var maxX = - Infinity;
    		var maxY = - Infinity;
    		var maxZ = - Infinity;

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

    			var x = attribute.getX( i );
    			var y = attribute.getY( i );
    			var z = attribute.getZ( i );

    			if ( x < minX ) minX = x;
    			if ( y < minY ) minY = y;
    			if ( z < minZ ) minZ = z;

    			if ( x > maxX ) maxX = x;
    			if ( y > maxY ) maxY = y;
    			if ( z > maxZ ) maxZ = z;

    		}

    		this.min.set( minX, minY, minZ );
    		this.max.set( maxX, maxY, maxZ );

    		return this;

    	},

    	setFromPoints: function ( points ) {

    		this.makeEmpty();

    		for ( var i = 0, il = points.length; i < il; i ++ ) {

    			this.expandByPoint( points[ i ] );

    		}

    		return this;

    	},

    	setFromCenterAndSize: function ( center, size ) {

    		var halfSize = _vector$1.copy( size ).multiplyScalar( 0.5 );

    		this.min.copy( center ).sub( halfSize );
    		this.max.copy( center ).add( halfSize );

    		return this;

    	},

    	setFromObject: function ( object ) {

    		this.makeEmpty();

    		return this.expandByObject( object );

    	},

    	clone: function () {

    		return new this.constructor().copy( this );

    	},

    	copy: function ( box ) {

    		this.min.copy( box.min );
    		this.max.copy( box.max );

    		return this;

    	},

    	makeEmpty: function () {

    		this.min.x = this.min.y = this.min.z = + Infinity;
    		this.max.x = this.max.y = this.max.z = - Infinity;

    		return this;

    	},

    	isEmpty: function () {

    		// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes

    		return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );

    	},

    	getCenter: function ( target ) {

    		if ( target === undefined ) {

    			console.warn( 'THREE.Box3: .getCenter() target is now required' );
    			target = new Vector3();

    		}

    		return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );

    	},

    	getSize: function ( target ) {

    		if ( target === undefined ) {

    			console.warn( 'THREE.Box3: .getSize() target is now required' );
    			target = new Vector3();

    		}

    		return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );

    	},

    	expandByPoint: function ( point ) {

    		this.min.min( point );
    		this.max.max( point );

    		return this;

    	},

    	expandByVector: function ( vector ) {

    		this.min.sub( vector );
    		this.max.add( vector );

    		return this;

    	},

    	expandByScalar: function ( scalar ) {

    		this.min.addScalar( - scalar );
    		this.max.addScalar( scalar );

    		return this;

    	},

    	expandByObject: function ( object ) {

    		// Computes the world-axis-aligned bounding box of an object (including its children),
    		// accounting for both the object's, and children's, world transforms

    		object.updateWorldMatrix( false, false );

    		var geometry = object.geometry;

    		if ( geometry !== undefined ) {

    			if ( geometry.boundingBox === null ) {

    				geometry.computeBoundingBox();

    			}

    			_box.copy( geometry.boundingBox );
    			_box.applyMatrix4( object.matrixWorld );

    			this.union( _box );

    		}

    		var children = object.children;

    		for ( var i = 0, l = children.length; i < l; i ++ ) {

    			this.expandByObject( children[ i ] );

    		}

    		return this;

    	},

    	containsPoint: function ( point ) {

    		return point.x < this.min.x || point.x > this.max.x ||
    			point.y < this.min.y || point.y > this.max.y ||
    			point.z < this.min.z || point.z > this.max.z ? false : true;

    	},

    	containsBox: function ( box ) {

    		return this.min.x <= box.min.x && box.max.x <= this.max.x &&
    			this.min.y <= box.min.y && box.max.y <= this.max.y &&
    			this.min.z <= box.min.z && box.max.z <= this.max.z;

    	},

    	getParameter: function ( point, target ) {

    		// This can potentially have a divide by zero if the box
    		// has a size dimension of 0.

    		if ( target === undefined ) {

    			console.warn( 'THREE.Box3: .getParameter() target is now required' );
    			target = new Vector3();

    		}

    		return target.set(
    			( point.x - this.min.x ) / ( this.max.x - this.min.x ),
    			( point.y - this.min.y ) / ( this.max.y - this.min.y ),
    			( point.z - this.min.z ) / ( this.max.z - this.min.z )
    		);

    	},

    	intersectsBox: function ( box ) {

    		// using 6 splitting planes to rule out intersections.
    		return box.max.x < this.min.x || box.min.x > this.max.x ||
    			box.max.y < this.min.y || box.min.y > this.max.y ||
    			box.max.z < this.min.z || box.min.z > this.max.z ? false : true;

    	},

    	intersectsSphere: function ( sphere ) {

    		// Find the point on the AABB closest to the sphere center.
    		this.clampPoint( sphere.center, _vector$1 );

    		// If that point is inside the sphere, the AABB and sphere intersect.
    		return _vector$1.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );

    	},

    	intersectsPlane: function ( plane ) {

    		// We compute the minimum and maximum dot product values. If those values
    		// are on the same side (back or front) of the plane, then there is no intersection.

    		var min, max;

    		if ( plane.normal.x > 0 ) {

    			min = plane.normal.x * this.min.x;
    			max = plane.normal.x * this.max.x;

    		} else {

    			min = plane.normal.x * this.max.x;
    			max = plane.normal.x * this.min.x;

    		}

    		if ( plane.normal.y > 0 ) {

    			min += plane.normal.y * this.min.y;
    			max += plane.normal.y * this.max.y;

    		} else {

    			min += plane.normal.y * this.max.y;
    			max += plane.normal.y * this.min.y;

    		}

    		if ( plane.normal.z > 0 ) {

    			min += plane.normal.z * this.min.z;
    			max += plane.normal.z * this.max.z;

    		} else {

    			min += plane.normal.z * this.max.z;
    			max += plane.normal.z * this.min.z;

    		}

    		return ( min <= - plane.constant && max >= - plane.constant );

    	},

    	intersectsTriangle: function ( triangle ) {

    		if ( this.isEmpty() ) {

    			return false;

    		}

    		// compute box center and extents
    		this.getCenter( _center );
    		_extents.subVectors( this.max, _center );

    		// translate triangle to aabb origin
    		_v0.subVectors( triangle.a, _center );
    		_v1$2.subVectors( triangle.b, _center );
    		_v2.subVectors( triangle.c, _center );

    		// compute edge vectors for triangle
    		_f0.subVectors( _v1$2, _v0 );
    		_f1.subVectors( _v2, _v1$2 );
    		_f2.subVectors( _v0, _v2 );

    		// test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
    		// make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation
    		// axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
    		var axes = [
    			0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
    			_f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
    			- _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
    		];
    		if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {

    			return false;

    		}

    		// test 3 face normals from the aabb
    		axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
    		if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {

    			return false;

    		}

    		// finally testing the face normal of the triangle
    		// use already existing triangle edge vectors here
    		_triangleNormal.crossVectors( _f0, _f1 );
    		axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];

    		return satForAxes( axes, _v0, _v1$2, _v2, _extents );

    	},

    	clampPoint: function ( point, target ) {

    		if ( target === undefined ) {

    			console.warn( 'THREE.Box3: .clampPoint() target is now required' );
    			target = new Vector3();

    		}

    		return target.copy( point ).clamp( this.min, this.max );

    	},

    	distanceToPoint: function ( point ) {

    		var clampedPoint = _vector$1.copy( point ).clamp( this.min, this.max );

    		return clampedPoint.sub( point ).length();

    	},

    	getBoundingSphere: function ( target ) {

    		if ( target === undefined ) {

    			console.error( 'THREE.Box3: .getBoundingSphere() target is now required' );
    			//target = new Sphere(); // removed to avoid cyclic dependency

    		}

    		this.getCenter( target.center );

    		target.radius = this.getSize( _vector$1 ).length() * 0.5;

    		return target;

    	},

    	intersect: function ( box ) {

    		this.min.max( box.min );
    		this.max.min( box.max );

    		// ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values.
    		if ( this.isEmpty() ) this.makeEmpty();

    		return this;

    	},

    	union: function ( box ) {

    		this.min.min( box.min );
    		this.max.max( box.max );

    		return this;

    	},

    	applyMatrix4: function ( matrix ) {

    		// transform of empty box is an empty box.
    		if ( this.isEmpty() ) return this;

    		// NOTE: I am using a binary pattern to specify all 2^3 combinations below
    		_points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
    		_points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
    		_points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
    		_points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
    		_points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
    		_points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
    		_points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
    		_points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111

    		this.setFromPoints( _points );

    		return this;

    	},

    	translate: function ( offset ) {

    		this.min.add( offset );
    		this.max.add( offset );

    		return this;

    	},

    	equals: function ( box ) {

    		return box.min.equals( this.min ) && box.max.equals( this.max );

    	}

    } );

    function satForAxes( axes, v0, v1, v2, extents ) {

    	var i, j;

    	for ( i = 0, j = axes.length - 3; i <= j; i += 3 ) {

    		_testAxis.fromArray( axes, i );
    		// project the aabb onto the seperating axis
    		var r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
    		// project all 3 vertices of the triangle onto the seperating axis
    		var p0 = v0.dot( _testAxis );
    		var p1 = v1.dot( _testAxis );
    		var p2 = v2.dot( _testAxis );
    		// actual test, basically see if either of the most extreme of the triangle points intersects r
    		if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {

    			// points of the projected triangle are outside the projected half-length of the aabb
    			// the axis is seperating and we can exit
    			return false;

    		}

    	}

    	return true;

    }

    var _box$1 = new Box3();

    /**
     * @author bhouston / http://clara.io
     * @author mrdoob / http://mrdoob.com/
     */

    function Sphere( center, radius ) {

    	this.center = ( center !== undefined ) ? center : new Vector3();
    	this.radius = ( radius !== undefined ) ? radius : 0;

    }

    Object.assign( Sphere.prototype, {

    	set: function ( center, radius ) {

    		this.center.copy( center );
    		this.radius = radius;

    		return this;

    	},

    	setFromPoints: function ( points, optionalCenter ) {

    		var center = this.center;

    		if ( optionalCenter !== undefined ) {

    			center.copy( optionalCenter );

    		} else {

    			_box$1.setFromPoints( points ).getCenter( center );

    		}

    		var maxRadiusSq = 0;

    		for ( var i = 0, il = points.length; i < il; i ++ ) {

    			maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );

    		}

    		this.radius = Math.sqrt( maxRadiusSq );

    		return this;

    	},

    	clone: function () {

    		return new this.constructor().copy( this );

    	},

    	copy: function ( sphere ) {

    		this.center.copy( sphere.center );
    		this.radius = sphere.radius;

    		return this;

    	},

    	empty: function () {

    		return ( this.radius <= 0 );

    	},

    	containsPoint: function ( point ) {

    		return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );

    	},

    	distanceToPoint: function ( point ) {

    		return ( point.distanceTo( this.center ) - this.radius );

    	},

    	intersectsSphere: function ( sphere ) {

    		var radiusSum = this.radius + sphere.radius;

    		return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );

    	},

    	intersectsBox: function ( box ) {

    		return box.intersectsSphere( this );

    	},

    	intersectsPlane: function ( plane ) {

    		return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;

    	},

    	clampPoint: function ( point, target ) {

    		var deltaLengthSq = this.center.distanceToSquared( point );

    		if ( target === undefined ) {

    			console.warn( 'THREE.Sphere: .clampPoint() target is now required' );
    			target = new Vector3();

    		}

    		target.copy( point );

    		if ( deltaLengthSq > ( this.radius * this.radius ) ) {

    			target.sub( this.center ).normalize();
    			target.multiplyScalar( this.radius ).add( this.center );

    		}

    		return target;

    	},

    	getBoundingBox: function ( target ) {

    		if ( target === undefined ) {

    			console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );
    			target = new Box3();

    		}

    		target.set( this.center, this.center );
    		target.expandByScalar( this.radius );

    		return target;

    	},

    	applyMatrix4: function ( matrix ) {

    		this.center.applyMatrix4( matrix );
    		this.radius = this.radius * matrix.getMaxScaleOnAxis();

    		return this;

    	},

    	translate: function ( offset ) {

    		this.center.add( offset );

    		return this;

    	},

    	equals: function ( sphere ) {

    		return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );

    	}

    } );

    var _vector$2 = new Vector3();
    var _segCenter = new Vector3();
    var _segDir = new Vector3();
    var _diff = new Vector3();

    var _edge1 = new Vector3();
    var _edge2 = new Vector3();
    var _normal = new Vector3();

    /**
     * @author bhouston / http://clara.io
     */

    function Ray( origin, direction ) {

    	this.origin = ( origin !== undefined ) ? origin : new Vector3();
    	this.direction = ( direction !== undefined ) ? direction : new Vector3( 0, 0, - 1 );

    }

    Object.assign( Ray.prototype, {

    	set: function ( origin, direction ) {

    		this.origin.copy( origin );
    		this.direction.copy( direction );

    		return this;

    	},

    	clone: function () {

    		return new this.constructor().copy( this );

    	},

    	copy: function ( ray ) {

    		this.origin.copy( ray.origin );
    		this.direction.copy( ray.direction );

    		return this;

    	},

    	at: function ( t, target ) {

    		if ( target === undefined ) {

    			console.warn( 'THREE.Ray: .at() target is now required' );
    			target = new Vector3();

    		}

    		return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );

    	},

    	lookAt: function ( v ) {

    		this.direction.copy( v ).sub( this.origin ).normalize();

    		return this;

    	},

    	recast: function ( t ) {

    		this.origin.copy( this.at( t, _vector$2 ) );

    		return this;

    	},

    	closestPointToPoint: function ( point, target ) {

    		if ( target === undefined ) {

    			console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );
    			target = new Vector3();

    		}

    		target.subVectors( point, this.origin );

    		var directionDistance = target.dot( this.direction );

    		if ( directionDistance < 0 ) {

    			return target.copy( this.origin );

    		}

    		return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );

    	},

    	distanceToPoint: function ( point ) {

    		return Math.sqrt( this.distanceSqToPoint( point ) );

    	},

    	distanceSqToPoint: function ( point ) {

    		var directionDistance = _vector$2.subVectors( point, this.origin ).dot( this.direction );

    		// point behind the ray

    		if ( directionDistance < 0 ) {

    			return this.origin.distanceToSquared( point );

    		}

    		_vector$2.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );

    		return _vector$2.distanceToSquared( point );

    	},

    	distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {

    		// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
    		// It returns the min distance between the ray and the segment
    		// defined by v0 and v1
    		// It can also set two optional targets :
    		// - The closest point on the ray
    		// - The closest point on the segment

    		_segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
    		_segDir.copy( v1 ).sub( v0 ).normalize();
    		_diff.copy( this.origin ).sub( _segCenter );

    		var segExtent = v0.distanceTo( v1 ) * 0.5;
    		var a01 = - this.direction.dot( _segDir );
    		var b0 = _diff.dot( this.direction );
    		var b1 = - _diff.dot( _segDir );
    		var c = _diff.lengthSq();
    		var det = Math.abs( 1 - a01 * a01 );
    		var s0, s1, sqrDist, extDet;

    		if ( det > 0 ) {

    			// The ray and segment are not parallel.

    			s0 = a01 * b1 - b0;
    			s1 = a01 * b0 - b1;
    			extDet = segExtent * det;

    			if ( s0 >= 0 ) {

    				if ( s1 >= - extDet ) {

    					if ( s1 <= extDet ) {

    						// region 0
    						// Minimum at interior points of ray and segment.

    						var invDet = 1 / det;
    						s0 *= invDet;
    						s1 *= invDet;
    						sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;

    					} else {

    						// region 1

    						s1 = segExtent;
    						s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
    						sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;

    					}

    				} else {

    					// region 5

    					s1 = - segExtent;
    					s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
    					sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;

    				}

    			} else {

    				if ( s1 <= - extDet ) {

    					// region 4

    					s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
    					s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
    					sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;

    				} else if ( s1 <= extDet ) {

    					// region 3

    					s0 = 0;
    					s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
    					sqrDist = s1 * ( s1 + 2 * b1 ) + c;

    				} else {

    					// region 2

    					s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
    					s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
    					sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;

    				}

    			}

    		} else {

    			// Ray and segment are parallel.

    			s1 = ( a01 > 0 ) ? - segExtent : segExtent;
    			s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
    			sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;

    		}

    		if ( optionalPointOnRay ) {

    			optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );

    		}

    		if ( optionalPointOnSegment ) {

    			optionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );

    		}

    		return sqrDist;

    	},

    	intersectSphere: function ( sphere, target ) {

    		_vector$2.subVectors( sphere.center, this.origin );
    		var tca = _vector$2.dot( this.direction );
    		var d2 = _vector$2.dot( _vector$2 ) - tca * tca;
    		var radius2 = sphere.radius * sphere.radius;

    		if ( d2 > radius2 ) return null;

    		var thc = Math.sqrt( radius2 - d2 );

    		// t0 = first intersect point - entrance on front of sphere
    		var t0 = tca - thc;

    		// t1 = second intersect point - exit point on back of sphere
    		var t1 = tca + thc;

    		// test to see if both t0 and t1 are behind the ray - if so, return null
    		if ( t0 < 0 && t1 < 0 ) return null;

    		// test to see if t0 is behind the ray:
    		// if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
    		// in order to always return an intersect point that is in front of the ray.
    		if ( t0 < 0 ) return this.at( t1, target );

    		// else t0 is in front of the ray, so return the first collision point scaled by t0
    		return this.at( t0, target );

    	},

    	intersectsSphere: function ( sphere ) {

    		return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );

    	},

    	distanceToPlane: function ( plane ) {

    		var denominator = plane.normal.dot( this.direction );

    		if ( denominator === 0 ) {

    			// line is coplanar, return origin
    			if ( plane.distanceToPoint( this.origin ) === 0 ) {

    				return 0;

    			}

    			// Null is preferable to undefined since undefined means.... it is undefined

    			return null;

    		}

    		var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;

    		// Return if the ray never intersects the plane

    		return t >= 0 ? t : null;

    	},

    	intersectPlane: function ( plane, target ) {

    		var t = this.distanceToPlane( plane );

    		if ( t === null ) {

    			return null;

    		}

    		return this.at( t, target );

    	},

    	intersectsPlane: function ( plane ) {

    		// check if the ray lies on the plane first

    		var distToPoint = plane.distanceToPoint( this.origin );

    		if ( distToPoint === 0 ) {

    			return true;

    		}

    		var denominator = plane.normal.dot( this.direction );

    		if ( denominator * distToPoint < 0 ) {

    			return true;

    		}

    		// ray origin is behind the plane (and is pointing behind it)

    		return false;

    	},

    	intersectBox: function ( box, target ) {

    		var tmin, tmax, tymin, tymax, tzmin, tzmax;

    		var invdirx = 1 / this.direction.x,
    			invdiry = 1 / this.direction.y,
    			invdirz = 1 / this.direction.z;

    		var origin = this.origin;

    		if ( invdirx >= 0 ) {

    			tmin = ( box.min.x - origin.x ) * invdirx;
    			tmax = ( box.max.x - origin.x ) * invdirx;

    		} else {

    			tmin = ( box.max.x - origin.x ) * invdirx;
    			tmax = ( box.min.x - origin.x ) * invdirx;

    		}

    		if ( invdiry >= 0 ) {

    			tymin = ( box.min.y - origin.y ) * invdiry;
    			tymax = ( box.max.y - origin.y ) * invdiry;

    		} else {

    			tymin = ( box.max.y - origin.y ) * invdiry;
    			tymax = ( box.min.y - origin.y ) * invdiry;

    		}

    		if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;

    		// These lines also handle the case where tmin or tmax is NaN
    		// (result of 0 * Infinity). x !== x returns true if x is NaN

    		if ( tymin > tmin || tmin !== tmin ) tmin = tymin;

    		if ( tymax < tmax || tmax !== tmax ) tmax = tymax;

    		if ( invdirz >= 0 ) {

    			tzmin = ( box.min.z - origin.z ) * invdirz;
    			tzmax = ( box.max.z - origin.z ) * invdirz;

    		} else {

    			tzmin = ( box.max.z - origin.z ) * invdirz;
    			tzmax = ( box.min.z - origin.z ) * invdirz;

    		}

    		if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;

    		if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;

    		if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;

    		//return point closest to the ray (positive side)

    		if ( tmax < 0 ) return null;

    		return this.at( tmin >= 0 ? tmin : tmax, target );

    	},

    	intersectsBox: function ( box ) {

    		return this.intersectBox( box, _vector$2 ) !== null;

    	},

    	intersectTriangle: function ( a, b, c, backfaceCulling, target ) {

    		// Compute the offset origin, edges, and normal.

    		// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h

    		_edge1.subVectors( b, a );
    		_edge2.subVectors( c, a );
    		_normal.crossVectors( _edge1, _edge2 );

    		// Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
    		// E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
    		//   |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
    		//   |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
    		//   |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
    		var DdN = this.direction.dot( _normal );
    		var sign;

    		if ( DdN > 0 ) {

    			if ( backfaceCulling ) return null;
    			sign = 1;

    		} else if ( DdN < 0 ) {

    			sign = - 1;
    			DdN = - DdN;

    		} else {

    			return null;

    		}

    		_diff.subVectors( this.origin, a );
    		var DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );

    		// b1 < 0, no intersection
    		if ( DdQxE2 < 0 ) {

    			return null;

    		}

    		var DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );

    		// b2 < 0, no intersection
    		if ( DdE1xQ < 0 ) {

    			return null;

    		}

    		// b1+b2 > 1, no intersection
    		if ( DdQxE2 + DdE1xQ > DdN ) {

    			return null;

    		}

    		// Line intersects triangle, check if ray does.
    		var QdN = - sign * _diff.dot( _normal );

    		// t < 0, no intersection
    		if ( QdN < 0 ) {

    			return null;

    		}

    		// Ray intersects triangle.
    		return this.at( QdN / DdN, target );

    	},

    	applyMatrix4: function ( matrix4 ) {

    		this.origin.applyMatrix4( matrix4 );
    		this.direction.transformDirection( matrix4 );

    		return this;

    	},

    	equals: function ( ray ) {

    		return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );

    	}

    } );

    /**
     * @author bhouston / http://clara.io
     */

    var _vector1 = new Vector3();
    var _vector2 = new Vector3();
    var _normalMatrix = new Matrix3();

    function Plane( normal, constant ) {

    	// normal is assumed to be normalized

    	this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
    	this.constant = ( constant !== undefined ) ? constant : 0;

    }

    Object.assign( Plane.prototype, {

    	isPlane: true,

    	set: function ( normal, constant ) {

    		this.normal.copy( normal );
    		this.constant = constant;

    		return this;

    	},

    	setComponents: function ( x, y, z, w ) {

    		this.normal.set( x, y, z );
    		this.constant = w;

    		return this;

    	},

    	setFromNormalAndCoplanarPoint: function ( normal, point ) {

    		this.normal.copy( normal );
    		this.constant = - point.dot( this.normal );

    		return this;

    	},

    	setFromCoplanarPoints: function ( a, b, c ) {

    		var normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();

    		// Q: should an error be thrown if normal is zero (e.g. degenerate plane)?

    		this.setFromNormalAndCoplanarPoint( normal, a );

    		return this;

    	},

    	clone: function () {

    		return new this.constructor().copy( this );

    	},

    	copy: function ( plane ) {

    		this.normal.copy( plane.normal );
    		this.constant = plane.constant;

    		return this;

    	},

    	normalize: function () {

    		// Note: will lead to a divide by zero if the plane is invalid.

    		var inverseNormalLength = 1.0 / this.normal.length();
    		this.normal.multiplyScalar( inverseNormalLength );
    		this.constant *= inverseNormalLength;

    		return this;

    	},

    	negate: function () {

    		this.constant *= - 1;
    		this.normal.negate();

    		return this;

    	},

    	distanceToPoint: function ( point ) {

    		return this.normal.dot( point ) + this.constant;

    	},

    	distanceToSphere: function ( sphere ) {

    		return this.distanceToPoint( sphere.center ) - sphere.radius;

    	},

    	projectPoint: function ( point, target ) {

    		if ( target === undefined ) {

    			console.warn( 'THREE.Plane: .projectPoint() target is now required' );
    			target = new Vector3();

    		}

    		return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );

    	},

    	intersectLine: function ( line, target ) {

    		if ( target === undefined ) {

    			console.warn( 'THREE.Plane: .intersectLine() target is now required' );
    			target = new Vector3();

    		}

    		var direction = line.delta( _vector1 );

    		var denominator = this.normal.dot( direction );

    		if ( denominator === 0 ) {

    			// line is coplanar, return origin
    			if ( this.distanceToPoint( line.start ) === 0 ) {

    				return target.copy( line.start );

    			}

    			// Unsure if this is the correct method to handle this case.
    			return undefined;

    		}

    		var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;

    		if ( t < 0 || t > 1 ) {

    			return undefined;

    		}

    		return target.copy( direction ).multiplyScalar( t ).add( line.start );

    	},

    	intersectsLine: function ( line ) {

    		// Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.

    		var startSign = this.distanceToPoint( line.start );
    		var endSign = this.distanceToPoint( line.end );

    		return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );

    	},

    	intersectsBox: function ( box ) {

    		return box.intersectsPlane( this );

    	},

    	intersectsSphere: function ( sphere ) {

    		return sphere.intersectsPlane( this );

    	},

    	coplanarPoint: function ( target ) {

    		if ( target === undefined ) {

    			console.warn( 'THREE.Plane: .coplanarPoint() target is now required' );
    			target = new Vector3();

    		}

    		return target.copy( this.normal ).multiplyScalar( - this.constant );

    	},

    	applyMatrix4: function ( matrix, optionalNormalMatrix ) {

    		var normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );

    		var referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );

    		var normal = this.normal.applyMatrix3( normalMatrix ).normalize();

    		this.constant = - referencePoint.dot( normal );

    		return this;

    	},

    	translate: function ( offset ) {

    		this.constant -= offset.dot( this.normal );

    		return this;

    	},

    	equals: function ( plane ) {

    		return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );

    	}

    } );

    /**
     * @author bhouston / http://clara.io
     * @author mrdoob / http://mrdoob.com/
     */

    var _v0$1 = new Vector3();
    var _v1$3 = new Vector3();
    var _v2$1 = new Vector3();
    var _v3 = new Vector3();

    var _vab = new Vector3();
    var _vac = new Vector3();
    var _vbc = new Vector3();
    var _vap = new Vector3();
    var _vbp = new Vector3();
    var _vcp = new Vector3();

    function Triangle( a, b, c ) {

    	this.a = ( a !== undefined ) ? a : new Vector3();
    	this.b = ( b !== undefined ) ? b : new Vector3();
    	this.c = ( c !== undefined ) ? c : new Vector3();

    }

    Object.assign( Triangle, {

    	getNormal: function ( a, b, c, target ) {

    		if ( target === undefined ) {

    			console.warn( 'THREE.Triangle: .getNormal() target is now required' );
    			target = new Vector3();

    		}

    		target.subVectors( c, b );
    		_v0$1.subVectors( a, b );
    		target.cross( _v0$1 );

    		var targetLengthSq = target.lengthSq();
    		if ( targetLengthSq > 0 ) {

    			return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );

    		}

    		return target.set( 0, 0, 0 );

    	},

    	// static/instance method to calculate barycentric coordinates
    	// based on: http://www.blackpawn.com/texts/pointinpoly/default.html
    	getBarycoord: function ( point, a, b, c, target ) {

    		_v0$1.subVectors( c, a );
    		_v1$3.subVectors( b, a );
    		_v2$1.subVectors( point, a );

    		var dot00 = _v0$1.dot( _v0$1 );
    		var dot01 = _v0$1.dot( _v1$3 );
    		var dot02 = _v0$1.dot( _v2$1 );
    		var dot11 = _v1$3.dot( _v1$3 );
    		var dot12 = _v1$3.dot( _v2$1 );

    		var denom = ( dot00 * dot11 - dot01 * dot01 );

    		if ( target === undefined ) {

    			console.warn( 'THREE.Triangle: .getBarycoord() target is now required' );
    			target = new Vector3();

    		}

    		// collinear or singular triangle
    		if ( denom === 0 ) {

    			// arbitrary location outside of triangle?
    			// not sure if this is the best idea, maybe should be returning undefined
    			return target.set( - 2, - 1, - 1 );

    		}

    		var invDenom = 1 / denom;
    		var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
    		var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;

    		// barycentric coordinates must always sum to 1
    		return target.set( 1 - u - v, v, u );

    	},

    	containsPoint: function ( point, a, b, c ) {

    		Triangle.getBarycoord( point, a, b, c, _v3 );

    		return ( _v3.x >= 0 ) && ( _v3.y >= 0 ) && ( ( _v3.x + _v3.y ) <= 1 );

    	},

    	getUV: function ( point, p1, p2, p3, uv1, uv2, uv3, target ) {

    		this.getBarycoord( point, p1, p2, p3, _v3 );

    		target.set( 0, 0 );
    		target.addScaledVector( uv1, _v3.x );
    		target.addScaledVector( uv2, _v3.y );
    		target.addScaledVector( uv3, _v3.z );

    		return target;

    	},

    	isFrontFacing: function ( a, b, c, direction ) {

    		_v0$1.subVectors( c, b );
    		_v1$3.subVectors( a, b );

    		// strictly front facing
    		return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;

    	}

    } );

    Object.assign( Triangle.prototype, {

    	set: function ( a, b, c ) {

    		this.a.copy( a );
    		this.b.copy( b );
    		this.c.copy( c );

    		return this;

    	},

    	setFromPointsAndIndices: function ( points, i0, i1, i2 ) {

    		this.a.copy( points[ i0 ] );
    		this.b.copy( points[ i1 ] );
    		this.c.copy( points[ i2 ] );

    		return this;

    	},

    	clone: function () {

    		return new this.constructor().copy( this );

    	},

    	copy: function ( triangle ) {

    		this.a.copy( triangle.a );
    		this.b.copy( triangle.b );
    		this.c.copy( triangle.c );

    		return this;

    	},

    	getArea: function () {

    		_v0$1.subVectors( this.c, this.b );
    		_v1$3.subVectors( this.a, this.b );

    		return _v0$1.cross( _v1$3 ).length() * 0.5;

    	},

    	getMidpoint: function ( target ) {

    		if ( target === undefined ) {

    			console.warn( 'THREE.Triangle: .getMidpoint() target is now required' );
    			target = new Vector3();

    		}

    		return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );

    	},

    	getNormal: function ( target ) {

    		return Triangle.getNormal( this.a, this.b, this.c, target );

    	},

    	getPlane: function ( target ) {

    		if ( target === undefined ) {

    			console.warn( 'THREE.Triangle: .getPlane() target is now required' );
    			target = new Plane();

    		}

    		return target.setFromCoplanarPoints( this.a, this.b, this.c );

    	},

    	getBarycoord: function ( point, target ) {

    		return Triangle.getBarycoord( point, this.a, this.b, this.c, target );

    	},

    	getUV: function ( point, uv1, uv2, uv3, target ) {

    		return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );

    	},

    	containsPoint: function ( point ) {

    		return Triangle.containsPoint( point, this.a, this.b, this.c );

    	},

    	isFrontFacing: function ( direction ) {

    		return Triangle.isFrontFacing( this.a, this.b, this.c, direction );

    	},

    	intersectsBox: function ( box ) {

    		return box.intersectsTriangle( this );

    	},

    	closestPointToPoint: function ( p, target ) {

    		if ( target === undefined ) {

    			console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );
    			target = new Vector3();

    		}

    		var a = this.a, b = this.b, c = this.c;
    		var v, w;

    		// algorithm thanks to Real-Time Collision Detection by Christer Ericson,
    		// published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
    		// under the accompanying license; see chapter 5.1.5 for detailed explanation.
    		// basically, we're distinguishing which of the voronoi regions of the triangle
    		// the point lies in with the minimum amount of redundant computation.

    		_vab.subVectors( b, a );
    		_vac.subVectors( c, a );
    		_vap.subVectors( p, a );
    		var d1 = _vab.dot( _vap );
    		var d2 = _vac.dot( _vap );
    		if ( d1 <= 0 && d2 <= 0 ) {

    			// vertex region of A; barycentric coords (1, 0, 0)
    			return target.copy( a );

    		}

    		_vbp.subVectors( p, b );
    		var d3 = _vab.dot( _vbp );
    		var d4 = _vac.dot( _vbp );
    		if ( d3 >= 0 && d4 <= d3 ) {

    			// vertex region of B; barycentric coords (0, 1, 0)
    			return target.copy( b );

    		}

    		var vc = d1 * d4 - d3 * d2;
    		if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {

    			v = d1 / ( d1 - d3 );
    			// edge region of AB; barycentric coords (1-v, v, 0)
    			return target.copy( a ).addScaledVector( _vab, v );

    		}

    		_vcp.subVectors( p, c );
    		var d5 = _vab.dot( _vcp );
    		var d6 = _vac.dot( _vcp );
    		if ( d6 >= 0 && d5 <= d6 ) {

    			// vertex region of C; barycentric coords (0, 0, 1)
    			return target.copy( c );

    		}

    		var vb = d5 * d2 - d1 * d6;
    		if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {

    			w = d2 / ( d2 - d6 );
    			// edge region of AC; barycentric coords (1-w, 0, w)
    			return target.copy( a ).addScaledVector( _vac, w );

    		}

    		var va = d3 * d6 - d5 * d4;
    		if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {

    			_vbc.subVectors( c, b );
    			w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
    			// edge region of BC; barycentric coords (0, 1-w, w)
    			return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC

    		}

    		// face region
    		var denom = 1 / ( va + vb + vc );
    		// u = va * denom
    		v = vb * denom;
    		w = vc * denom;

    		return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );

    	},

    	equals: function ( triangle ) {

    		return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );

    	}

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    var _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
    	'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
    	'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
    	'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
    	'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
    	'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
    	'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
    	'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
    	'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
    	'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
    	'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
    	'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
    	'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
    	'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
    	'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
    	'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
    	'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
    	'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
    	'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
    	'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
    	'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
    	'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
    	'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
    	'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };

    var _hslA = { h: 0, s: 0, l: 0 };
    var _hslB = { h: 0, s: 0, l: 0 };

    function Color( r, g, b ) {

    	if ( g === undefined && b === undefined ) {

    		// r is THREE.Color, hex or string
    		return this.set( r );

    	}

    	return this.setRGB( r, g, b );

    }

    function hue2rgb( p, q, t ) {

    	if ( t < 0 ) t += 1;
    	if ( t > 1 ) t -= 1;
    	if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
    	if ( t < 1 / 2 ) return q;
    	if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
    	return p;

    }

    function SRGBToLinear( c ) {

    	return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );

    }

    function LinearToSRGB( c ) {

    	return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;

    }

    Object.assign( Color.prototype, {

    	isColor: true,

    	r: 1, g: 1, b: 1,

    	set: function ( value ) {

    		if ( value && value.isColor ) {

    			this.copy( value );

    		} else if ( typeof value === 'number' ) {

    			this.setHex( value );

    		} else if ( typeof value === 'string' ) {

    			this.setStyle( value );

    		}

    		return this;

    	},

    	setScalar: function ( scalar ) {

    		this.r = scalar;
    		this.g = scalar;
    		this.b = scalar;

    		return this;

    	},

    	setHex: function ( hex ) {

    		hex = Math.floor( hex );

    		this.r = ( hex >> 16 & 255 ) / 255;
    		this.g = ( hex >> 8 & 255 ) / 255;
    		this.b = ( hex & 255 ) / 255;

    		return this;

    	},

    	setRGB: function ( r, g, b ) {

    		this.r = r;
    		this.g = g;
    		this.b = b;

    		return this;

    	},

    	setHSL: function ( h, s, l ) {

    		// h,s,l ranges are in 0.0 - 1.0
    		h = MathUtils.euclideanModulo( h, 1 );
    		s = MathUtils.clamp( s, 0, 1 );
    		l = MathUtils.clamp( l, 0, 1 );

    		if ( s === 0 ) {

    			this.r = this.g = this.b = l;

    		} else {

    			var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
    			var q = ( 2 * l ) - p;

    			this.r = hue2rgb( q, p, h + 1 / 3 );
    			this.g = hue2rgb( q, p, h );
    			this.b = hue2rgb( q, p, h - 1 / 3 );

    		}

    		return this;

    	},

    	setStyle: function ( style ) {

    		function handleAlpha( string ) {

    			if ( string === undefined ) return;

    			if ( parseFloat( string ) < 1 ) {

    				console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );

    			}

    		}


    		var m;

    		if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {

    			// rgb / hsl

    			var color;
    			var name = m[ 1 ];
    			var components = m[ 2 ];

    			switch ( name ) {

    				case 'rgb':
    				case 'rgba':

    					if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {

    						// rgb(255,0,0) rgba(255,0,0,0.5)
    						this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
    						this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
    						this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;

    						handleAlpha( color[ 5 ] );

    						return this;

    					}

    					if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {

    						// rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
    						this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
    						this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
    						this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;

    						handleAlpha( color[ 5 ] );

    						return this;

    					}

    					break;

    				case 'hsl':
    				case 'hsla':

    					if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {

    						// hsl(120,50%,50%) hsla(120,50%,50%,0.5)
    						var h = parseFloat( color[ 1 ] ) / 360;
    						var s = parseInt( color[ 2 ], 10 ) / 100;
    						var l = parseInt( color[ 3 ], 10 ) / 100;

    						handleAlpha( color[ 5 ] );

    						return this.setHSL( h, s, l );

    					}

    					break;

    			}

    		} else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {

    			// hex color

    			var hex = m[ 1 ];
    			var size = hex.length;

    			if ( size === 3 ) {

    				// #ff0
    				this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
    				this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
    				this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;

    				return this;

    			} else if ( size === 6 ) {

    				// #ff0000
    				this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
    				this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
    				this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;

    				return this;

    			}

    		}

    		if ( style && style.length > 0 ) {

    			return this.setColorName( style );

    		}

    		return this;

    	},

    	setColorName: function ( style ) {

    		// color keywords
    		var hex = _colorKeywords[ style ];

    		if ( hex !== undefined ) {

    			// red
    			this.setHex( hex );

    		} else {

    			// unknown color
    			console.warn( 'THREE.Color: Unknown color ' + style );

    		}

    		return this;

    	},

    	clone: function () {

    		return new this.constructor( this.r, this.g, this.b );

    	},

    	copy: function ( color ) {

    		this.r = color.r;
    		this.g = color.g;
    		this.b = color.b;

    		return this;

    	},

    	copyGammaToLinear: function ( color, gammaFactor ) {

    		if ( gammaFactor === undefined ) gammaFactor = 2.0;

    		this.r = Math.pow( color.r, gammaFactor );
    		this.g = Math.pow( color.g, gammaFactor );
    		this.b = Math.pow( color.b, gammaFactor );

    		return this;

    	},

    	copyLinearToGamma: function ( color, gammaFactor ) {

    		if ( gammaFactor === undefined ) gammaFactor = 2.0;

    		var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;

    		this.r = Math.pow( color.r, safeInverse );
    		this.g = Math.pow( color.g, safeInverse );
    		this.b = Math.pow( color.b, safeInverse );

    		return this;

    	},

    	convertGammaToLinear: function ( gammaFactor ) {

    		this.copyGammaToLinear( this, gammaFactor );

    		return this;

    	},

    	convertLinearToGamma: function ( gammaFactor ) {

    		this.copyLinearToGamma( this, gammaFactor );

    		return this;

    	},

    	copySRGBToLinear: function ( color ) {

    		this.r = SRGBToLinear( color.r );
    		this.g = SRGBToLinear( color.g );
    		this.b = SRGBToLinear( color.b );

    		return this;

    	},

    	copyLinearToSRGB: function ( color ) {

    		this.r = LinearToSRGB( color.r );
    		this.g = LinearToSRGB( color.g );
    		this.b = LinearToSRGB( color.b );

    		return this;

    	},

    	convertSRGBToLinear: function () {

    		this.copySRGBToLinear( this );

    		return this;

    	},

    	convertLinearToSRGB: function () {

    		this.copyLinearToSRGB( this );

    		return this;

    	},

    	getHex: function () {

    		return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;

    	},

    	getHexString: function () {

    		return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );

    	},

    	getHSL: function ( target ) {

    		// h,s,l ranges are in 0.0 - 1.0

    		if ( target === undefined ) {

    			console.warn( 'THREE.Color: .getHSL() target is now required' );
    			target = { h: 0, s: 0, l: 0 };

    		}

    		var r = this.r, g = this.g, b = this.b;

    		var max = Math.max( r, g, b );
    		var min = Math.min( r, g, b );

    		var hue, saturation;
    		var lightness = ( min + max ) / 2.0;

    		if ( min === max ) {

    			hue = 0;
    			saturation = 0;

    		} else {

    			var delta = max - min;

    			saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );

    			switch ( max ) {

    				case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
    				case g: hue = ( b - r ) / delta + 2; break;
    				case b: hue = ( r - g ) / delta + 4; break;

    			}

    			hue /= 6;

    		}

    		target.h = hue;
    		target.s = saturation;
    		target.l = lightness;

    		return target;

    	},

    	getStyle: function () {

    		return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';

    	},

    	offsetHSL: function ( h, s, l ) {

    		this.getHSL( _hslA );

    		_hslA.h += h; _hslA.s += s; _hslA.l += l;

    		this.setHSL( _hslA.h, _hslA.s, _hslA.l );

    		return this;

    	},

    	add: function ( color ) {

    		this.r += color.r;
    		this.g += color.g;
    		this.b += color.b;

    		return this;

    	},

    	addColors: function ( color1, color2 ) {

    		this.r = color1.r + color2.r;
    		this.g = color1.g + color2.g;
    		this.b = color1.b + color2.b;

    		return this;

    	},

    	addScalar: function ( s ) {

    		this.r += s;
    		this.g += s;
    		this.b += s;

    		return this;

    	},

    	sub: function ( color ) {

    		this.r = Math.max( 0, this.r - color.r );
    		this.g = Math.max( 0, this.g - color.g );
    		this.b = Math.max( 0, this.b - color.b );

    		return this;

    	},

    	multiply: function ( color ) {

    		this.r *= color.r;
    		this.g *= color.g;
    		this.b *= color.b;

    		return this;

    	},

    	multiplyScalar: function ( s ) {

    		this.r *= s;
    		this.g *= s;
    		this.b *= s;

    		return this;

    	},

    	lerp: function ( color, alpha ) {

    		this.r += ( color.r - this.r ) * alpha;
    		this.g += ( color.g - this.g ) * alpha;
    		this.b += ( color.b - this.b ) * alpha;

    		return this;

    	},

    	lerpHSL: function ( color, alpha ) {

    		this.getHSL( _hslA );
    		color.getHSL( _hslB );

    		var h = MathUtils.lerp( _hslA.h, _hslB.h, alpha );
    		var s = MathUtils.lerp( _hslA.s, _hslB.s, alpha );
    		var l = MathUtils.lerp( _hslA.l, _hslB.l, alpha );

    		this.setHSL( h, s, l );

    		return this;

    	},

    	equals: function ( c ) {

    		return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );

    	},

    	fromArray: function ( array, offset ) {

    		if ( offset === undefined ) offset = 0;

    		this.r = array[ offset ];
    		this.g = array[ offset + 1 ];
    		this.b = array[ offset + 2 ];

    		return this;

    	},

    	toArray: function ( array, offset ) {

    		if ( array === undefined ) array = [];
    		if ( offset === undefined ) offset = 0;

    		array[ offset ] = this.r;
    		array[ offset + 1 ] = this.g;
    		array[ offset + 2 ] = this.b;

    		return array;

    	},

    	toJSON: function () {

    		return this.getHex();

    	}

    } );

    Color.NAMES = _colorKeywords;

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author alteredq / http://alteredqualia.com/
     */

    function Face3( a, b, c, normal, color, materialIndex ) {

    	this.a = a;
    	this.b = b;
    	this.c = c;

    	this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();
    	this.vertexNormals = Array.isArray( normal ) ? normal : [];

    	this.color = ( color && color.isColor ) ? color : new Color();
    	this.vertexColors = Array.isArray( color ) ? color : [];

    	this.materialIndex = materialIndex !== undefined ? materialIndex : 0;

    }

    Object.assign( Face3.prototype, {

    	clone: function () {

    		return new this.constructor().copy( this );

    	},

    	copy: function ( source ) {

    		this.a = source.a;
    		this.b = source.b;
    		this.c = source.c;

    		this.normal.copy( source.normal );
    		this.color.copy( source.color );

    		this.materialIndex = source.materialIndex;

    		for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {

    			this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();

    		}

    		for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) {

    			this.vertexColors[ i ] = source.vertexColors[ i ].clone();

    		}

    		return this;

    	}

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author alteredq / http://alteredqualia.com/
     */

    var materialId = 0;

    function Material() {

    	Object.defineProperty( this, 'id', { value: materialId ++ } );

    	this.uuid = MathUtils.generateUUID();

    	this.name = '';
    	this.type = 'Material';

    	this.fog = true;

    	this.blending = NormalBlending;
    	this.side = FrontSide;
    	this.flatShading = false;
    	this.vertexColors = false;

    	this.opacity = 1;
    	this.transparent = false;

    	this.blendSrc = SrcAlphaFactor;
    	this.blendDst = OneMinusSrcAlphaFactor;
    	this.blendEquation = AddEquation;
    	this.blendSrcAlpha = null;
    	this.blendDstAlpha = null;
    	this.blendEquationAlpha = null;

    	this.depthFunc = LessEqualDepth;
    	this.depthTest = true;
    	this.depthWrite = true;

    	this.stencilWriteMask = 0xff;
    	this.stencilFunc = AlwaysStencilFunc;
    	this.stencilRef = 0;
    	this.stencilFuncMask = 0xff;
    	this.stencilFail = KeepStencilOp;
    	this.stencilZFail = KeepStencilOp;
    	this.stencilZPass = KeepStencilOp;
    	this.stencilWrite = false;

    	this.clippingPlanes = null;
    	this.clipIntersection = false;
    	this.clipShadows = false;

    	this.shadowSide = null;

    	this.colorWrite = true;

    	this.precision = null; // override the renderer's default precision for this material

    	this.polygonOffset = false;
    	this.polygonOffsetFactor = 0;
    	this.polygonOffsetUnits = 0;

    	this.dithering = false;

    	this.alphaTest = 0;
    	this.premultipliedAlpha = false;

    	this.visible = true;

    	this.toneMapped = true;

    	this.userData = {};

    	this.version = 0;

    }

    Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {

    	constructor: Material,

    	isMaterial: true,

    	onBeforeCompile: function () {},

    	setValues: function ( values ) {

    		if ( values === undefined ) return;

    		for ( var key in values ) {

    			var newValue = values[ key ];

    			if ( newValue === undefined ) {

    				console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
    				continue;

    			}

    			// for backward compatability if shading is set in the constructor
    			if ( key === 'shading' ) {

    				console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
    				this.flatShading = ( newValue === FlatShading ) ? true : false;
    				continue;

    			}

    			var currentValue = this[ key ];

    			if ( currentValue === undefined ) {

    				console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
    				continue;

    			}

    			if ( currentValue && currentValue.isColor ) {

    				currentValue.set( newValue );

    			} else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {

    				currentValue.copy( newValue );

    			} else {

    				this[ key ] = newValue;

    			}

    		}

    	},

    	toJSON: function ( meta ) {

    		var isRoot = ( meta === undefined || typeof meta === 'string' );

    		if ( isRoot ) {

    			meta = {
    				textures: {},
    				images: {}
    			};

    		}

    		var data = {
    			metadata: {
    				version: 4.5,
    				type: 'Material',
    				generator: 'Material.toJSON'
    			}
    		};

    		// standard Material serialization
    		data.uuid = this.uuid;
    		data.type = this.type;

    		if ( this.name !== '' ) data.name = this.name;

    		if ( this.color && this.color.isColor ) data.color = this.color.getHex();

    		if ( this.roughness !== undefined ) data.roughness = this.roughness;
    		if ( this.metalness !== undefined ) data.metalness = this.metalness;

    		if ( this.sheen && this.sheen.isColor ) data.sheen = this.sheen.getHex();
    		if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
    		if ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;

    		if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
    		if ( this.shininess !== undefined ) data.shininess = this.shininess;
    		if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;
    		if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;

    		if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {

    			data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;

    		}

    		if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {

    			data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;

    		}

    		if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {

    			data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
    			data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();

    		}

    		if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
    		if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;
    		if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
    		if ( this.lightMap && this.lightMap.isTexture ) data.lightMap = this.lightMap.toJSON( meta ).uuid;

    		if ( this.aoMap && this.aoMap.isTexture ) {

    			data.aoMap = this.aoMap.toJSON( meta ).uuid;
    			data.aoMapIntensity = this.aoMapIntensity;

    		}

    		if ( this.bumpMap && this.bumpMap.isTexture ) {

    			data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
    			data.bumpScale = this.bumpScale;

    		}

    		if ( this.normalMap && this.normalMap.isTexture ) {

    			data.normalMap = this.normalMap.toJSON( meta ).uuid;
    			data.normalMapType = this.normalMapType;
    			data.normalScale = this.normalScale.toArray();

    		}

    		if ( this.displacementMap && this.displacementMap.isTexture ) {

    			data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
    			data.displacementScale = this.displacementScale;
    			data.displacementBias = this.displacementBias;

    		}

    		if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
    		if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;

    		if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
    		if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;

    		if ( this.envMap && this.envMap.isTexture ) {

    			data.envMap = this.envMap.toJSON( meta ).uuid;
    			data.reflectivity = this.reflectivity; // Scale behind envMap
    			data.refractionRatio = this.refractionRatio;

    			if ( this.combine !== undefined ) data.combine = this.combine;
    			if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;

    		}

    		if ( this.gradientMap && this.gradientMap.isTexture ) {

    			data.gradientMap = this.gradientMap.toJSON( meta ).uuid;

    		}

    		if ( this.size !== undefined ) data.size = this.size;
    		if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;

    		if ( this.blending !== NormalBlending ) data.blending = this.blending;
    		if ( this.flatShading === true ) data.flatShading = this.flatShading;
    		if ( this.side !== FrontSide ) data.side = this.side;
    		if ( this.vertexColors ) data.vertexColors = true;

    		if ( this.opacity < 1 ) data.opacity = this.opacity;
    		if ( this.transparent === true ) data.transparent = this.transparent;

    		data.depthFunc = this.depthFunc;
    		data.depthTest = this.depthTest;
    		data.depthWrite = this.depthWrite;

    		data.stencilWrite = this.stencilWrite;
    		data.stencilWriteMask = this.stencilWriteMask;
    		data.stencilFunc = this.stencilFunc;
    		data.stencilRef = this.stencilRef;
    		data.stencilFuncMask = this.stencilFuncMask;
    		data.stencilFail = this.stencilFail;
    		data.stencilZFail = this.stencilZFail;
    		data.stencilZPass = this.stencilZPass;

    		// rotation (SpriteMaterial)
    		if ( this.rotation && this.rotation !== 0 ) data.rotation = this.rotation;

    		if ( this.polygonOffset === true ) data.polygonOffset = true;
    		if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;
    		if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;

    		if ( this.linewidth && this.linewidth !== 1 ) data.linewidth = this.linewidth;
    		if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
    		if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
    		if ( this.scale !== undefined ) data.scale = this.scale;

    		if ( this.dithering === true ) data.dithering = true;

    		if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
    		if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha;

    		if ( this.wireframe === true ) data.wireframe = this.wireframe;
    		if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
    		if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
    		if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;

    		if ( this.morphTargets === true ) data.morphTargets = true;
    		if ( this.morphNormals === true ) data.morphNormals = true;
    		if ( this.skinning === true ) data.skinning = true;

    		if ( this.visible === false ) data.visible = false;

    		if ( this.toneMapped === false ) data.toneMapped = false;

    		if ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData;

    		// TODO: Copied from Object3D.toJSON

    		function extractFromCache( cache ) {

    			var values = [];

    			for ( var key in cache ) {

    				var data = cache[ key ];
    				delete data.metadata;
    				values.push( data );

    			}

    			return values;

    		}

    		if ( isRoot ) {

    			var textures = extractFromCache( meta.textures );
    			var images = extractFromCache( meta.images );

    			if ( textures.length > 0 ) data.textures = textures;
    			if ( images.length > 0 ) data.images = images;

    		}

    		return data;

    	},

    	clone: function () {

    		return new this.constructor().copy( this );

    	},

    	copy: function ( source ) {

    		this.name = source.name;

    		this.fog = source.fog;

    		this.blending = source.blending;
    		this.side = source.side;
    		this.flatShading = source.flatShading;
    		this.vertexColors = source.vertexColors;

    		this.opacity = source.opacity;
    		this.transparent = source.transparent;

    		this.blendSrc = source.blendSrc;
    		this.blendDst = source.blendDst;
    		this.blendEquation = source.blendEquation;
    		this.blendSrcAlpha = source.blendSrcAlpha;
    		this.blendDstAlpha = source.blendDstAlpha;
    		this.blendEquationAlpha = source.blendEquationAlpha;

    		this.depthFunc = source.depthFunc;
    		this.depthTest = source.depthTest;
    		this.depthWrite = source.depthWrite;

    		this.stencilWriteMask = source.stencilWriteMask;
    		this.stencilFunc = source.stencilFunc;
    		this.stencilRef = source.stencilRef;
    		this.stencilFuncMask = source.stencilFuncMask;
    		this.stencilFail = source.stencilFail;
    		this.stencilZFail = source.stencilZFail;
    		this.stencilZPass = source.stencilZPass;
    		this.stencilWrite = source.stencilWrite;

    		var srcPlanes = source.clippingPlanes,
    			dstPlanes = null;

    		if ( srcPlanes !== null ) {

    			var n = srcPlanes.length;
    			dstPlanes = new Array( n );

    			for ( var i = 0; i !== n; ++ i )
    				dstPlanes[ i ] = srcPlanes[ i ].clone();

    		}

    		this.clippingPlanes = dstPlanes;
    		this.clipIntersection = source.clipIntersection;
    		this.clipShadows = source.clipShadows;

    		this.shadowSide = source.shadowSide;

    		this.colorWrite = source.colorWrite;

    		this.precision = source.precision;

    		this.polygonOffset = source.polygonOffset;
    		this.polygonOffsetFactor = source.polygonOffsetFactor;
    		this.polygonOffsetUnits = source.polygonOffsetUnits;

    		this.dithering = source.dithering;

    		this.alphaTest = source.alphaTest;
    		this.premultipliedAlpha = source.premultipliedAlpha;

    		this.visible = source.visible;

    		this.toneMapped = source.toneMapped;

    		this.userData = JSON.parse( JSON.stringify( source.userData ) );

    		return this;

    	},

    	dispose: function () {

    		this.dispatchEvent( { type: 'dispose' } );

    	}

    } );

    Object.defineProperty( Material.prototype, 'needsUpdate', {

    	set: function ( value ) {

    		if ( value === true ) this.version ++;

    	}

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author alteredq / http://alteredqualia.com/
     *
     * parameters = {
     *  color: <hex>,
     *  opacity: <float>,
     *  map: new THREE.Texture( <Image> ),
     *
     *  lightMap: new THREE.Texture( <Image> ),
     *  lightMapIntensity: <float>
     *
     *  aoMap: new THREE.Texture( <Image> ),
     *  aoMapIntensity: <float>
     *
     *  specularMap: new THREE.Texture( <Image> ),
     *
     *  alphaMap: new THREE.Texture( <Image> ),
     *
     *  envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
     *  combine: THREE.Multiply,
     *  reflectivity: <float>,
     *  refractionRatio: <float>,
     *
     *  depthTest: <bool>,
     *  depthWrite: <bool>,
     *
     *  wireframe: <boolean>,
     *  wireframeLinewidth: <float>,
     *
     *  skinning: <bool>,
     *  morphTargets: <bool>
     * }
     */

    function MeshBasicMaterial( parameters ) {

    	Material.call( this );

    	this.type = 'MeshBasicMaterial';

    	this.color = new Color( 0xffffff ); // emissive

    	this.map = null;

    	this.lightMap = null;
    	this.lightMapIntensity = 1.0;

    	this.aoMap = null;
    	this.aoMapIntensity = 1.0;

    	this.specularMap = null;

    	this.alphaMap = null;

    	this.envMap = null;
    	this.combine = MultiplyOperation;
    	this.reflectivity = 1;
    	this.refractionRatio = 0.98;

    	this.wireframe = false;
    	this.wireframeLinewidth = 1;
    	this.wireframeLinecap = 'round';
    	this.wireframeLinejoin = 'round';

    	this.skinning = false;
    	this.morphTargets = false;

    	this.setValues( parameters );

    }

    MeshBasicMaterial.prototype = Object.create( Material.prototype );
    MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;

    MeshBasicMaterial.prototype.isMeshBasicMaterial = true;

    MeshBasicMaterial.prototype.copy = function ( source ) {

    	Material.prototype.copy.call( this, source );

    	this.color.copy( source.color );

    	this.map = source.map;

    	this.lightMap = source.lightMap;
    	this.lightMapIntensity = source.lightMapIntensity;

    	this.aoMap = source.aoMap;
    	this.aoMapIntensity = source.aoMapIntensity;

    	this.specularMap = source.specularMap;

    	this.alphaMap = source.alphaMap;

    	this.envMap = source.envMap;
    	this.combine = source.combine;
    	this.reflectivity = source.reflectivity;
    	this.refractionRatio = source.refractionRatio;

    	this.wireframe = source.wireframe;
    	this.wireframeLinewidth = source.wireframeLinewidth;
    	this.wireframeLinecap = source.wireframeLinecap;
    	this.wireframeLinejoin = source.wireframeLinejoin;

    	this.skinning = source.skinning;
    	this.morphTargets = source.morphTargets;

    	return this;

    };

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    var _vector$3 = new Vector3();

    function BufferAttribute( array, itemSize, normalized ) {

    	if ( Array.isArray( array ) ) {

    		throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );

    	}

    	this.name = '';

    	this.array = array;
    	this.itemSize = itemSize;
    	this.count = array !== undefined ? array.length / itemSize : 0;
    	this.normalized = normalized === true;

    	this.usage = StaticDrawUsage;
    	this.updateRange = { offset: 0, count: - 1 };

    	this.version = 0;

    }

    Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {

    	set: function ( value ) {

    		if ( value === true ) this.version ++;

    	}

    } );

    Object.assign( BufferAttribute.prototype, {

    	isBufferAttribute: true,

    	onUploadCallback: function () {},

    	setUsage: function ( value ) {

    		this.usage = value;

    		return this;

    	},

    	copy: function ( source ) {

    		this.name = source.name;
    		this.array = new source.array.constructor( source.array );
    		this.itemSize = source.itemSize;
    		this.count = source.count;
    		this.normalized = source.normalized;

    		this.usage = source.usage;

    		return this;

    	},

    	copyAt: function ( index1, attribute, index2 ) {

    		index1 *= this.itemSize;
    		index2 *= attribute.itemSize;

    		for ( var i = 0, l = this.itemSize; i < l; i ++ ) {

    			this.array[ index1 + i ] = attribute.array[ index2 + i ];

    		}

    		return this;

    	},

    	copyArray: function ( array ) {

    		this.array.set( array );

    		return this;

    	},

    	copyColorsArray: function ( colors ) {

    		var array = this.array, offset = 0;

    		for ( var i = 0, l = colors.length; i < l; i ++ ) {

    			var color = colors[ i ];

    			if ( color === undefined ) {

    				console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
    				color = new Color();

    			}

    			array[ offset ++ ] = color.r;
    			array[ offset ++ ] = color.g;
    			array[ offset ++ ] = color.b;

    		}

    		return this;

    	},

    	copyVector2sArray: function ( vectors ) {

    		var array = this.array, offset = 0;

    		for ( var i = 0, l = vectors.length; i < l; i ++ ) {

    			var vector = vectors[ i ];

    			if ( vector === undefined ) {

    				console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
    				vector = new Vector2();

    			}

    			array[ offset ++ ] = vector.x;
    			array[ offset ++ ] = vector.y;

    		}

    		return this;

    	},

    	copyVector3sArray: function ( vectors ) {

    		var array = this.array, offset = 0;

    		for ( var i = 0, l = vectors.length; i < l; i ++ ) {

    			var vector = vectors[ i ];

    			if ( vector === undefined ) {

    				console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
    				vector = new Vector3();

    			}

    			array[ offset ++ ] = vector.x;
    			array[ offset ++ ] = vector.y;
    			array[ offset ++ ] = vector.z;

    		}

    		return this;

    	},

    	copyVector4sArray: function ( vectors ) {

    		var array = this.array, offset = 0;

    		for ( var i = 0, l = vectors.length; i < l; i ++ ) {

    			var vector = vectors[ i ];

    			if ( vector === undefined ) {

    				console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
    				vector = new Vector4();

    			}

    			array[ offset ++ ] = vector.x;
    			array[ offset ++ ] = vector.y;
    			array[ offset ++ ] = vector.z;
    			array[ offset ++ ] = vector.w;

    		}

    		return this;

    	},

    	applyMatrix3: function ( m ) {

    		for ( var i = 0, l = this.count; i < l; i ++ ) {

    			_vector$3.x = this.getX( i );
    			_vector$3.y = this.getY( i );
    			_vector$3.z = this.getZ( i );

    			_vector$3.applyMatrix3( m );

    			this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );

    		}

    		return this;

    	},

    	applyMatrix4: function ( m ) {

    		for ( var i = 0, l = this.count; i < l; i ++ ) {

    			_vector$3.x = this.getX( i );
    			_vector$3.y = this.getY( i );
    			_vector$3.z = this.getZ( i );

    			_vector$3.applyMatrix4( m );

    			this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );

    		}

    		return this;

    	},

    	applyNormalMatrix: function ( m ) {

    		for ( var i = 0, l = this.count; i < l; i ++ ) {

    			_vector$3.x = this.getX( i );
    			_vector$3.y = this.getY( i );
    			_vector$3.z = this.getZ( i );

    			_vector$3.applyNormalMatrix( m );

    			this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );

    		}

    		return this;

    	},

    	transformDirection: function ( m ) {

    		for ( var i = 0, l = this.count; i < l; i ++ ) {

    			_vector$3.x = this.getX( i );
    			_vector$3.y = this.getY( i );
    			_vector$3.z = this.getZ( i );

    			_vector$3.transformDirection( m );

    			this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );

    		}

    		return this;

    	},

    	set: function ( value, offset ) {

    		if ( offset === undefined ) offset = 0;

    		this.array.set( value, offset );

    		return this;

    	},

    	getX: function ( index ) {

    		return this.array[ index * this.itemSize ];

    	},

    	setX: function ( index, x ) {

    		this.array[ index * this.itemSize ] = x;

    		return this;

    	},

    	getY: function ( index ) {

    		return this.array[ index * this.itemSize + 1 ];

    	},

    	setY: function ( index, y ) {

    		this.array[ index * this.itemSize + 1 ] = y;

    		return this;

    	},

    	getZ: function ( index ) {

    		return this.array[ index * this.itemSize + 2 ];

    	},

    	setZ: function ( index, z ) {

    		this.array[ index * this.itemSize + 2 ] = z;

    		return this;

    	},

    	getW: function ( index ) {

    		return this.array[ index * this.itemSize + 3 ];

    	},

    	setW: function ( index, w ) {

    		this.array[ index * this.itemSize + 3 ] = w;

    		return this;

    	},

    	setXY: function ( index, x, y ) {

    		index *= this.itemSize;

    		this.array[ index + 0 ] = x;
    		this.array[ index + 1 ] = y;

    		return this;

    	},

    	setXYZ: function ( index, x, y, z ) {

    		index *= this.itemSize;

    		this.array[ index + 0 ] = x;
    		this.array[ index + 1 ] = y;
    		this.array[ index + 2 ] = z;

    		return this;

    	},

    	setXYZW: function ( index, x, y, z, w ) {

    		index *= this.itemSize;

    		this.array[ index + 0 ] = x;
    		this.array[ index + 1 ] = y;
    		this.array[ index + 2 ] = z;
    		this.array[ index + 3 ] = w;

    		return this;

    	},

    	onUpload: function ( callback ) {

    		this.onUploadCallback = callback;

    		return this;

    	},

    	clone: function () {

    		return new this.constructor( this.array, this.itemSize ).copy( this );

    	},

    	toJSON: function () {

    		return {
    			itemSize: this.itemSize,
    			type: this.array.constructor.name,
    			array: Array.prototype.slice.call( this.array ),
    			normalized: this.normalized
    		};

    	}

    } );

    //

    function Int8BufferAttribute( array, itemSize, normalized ) {

    	BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );

    }

    Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
    Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;


    function Uint8BufferAttribute( array, itemSize, normalized ) {

    	BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );

    }

    Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
    Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;


    function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {

    	BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );

    }

    Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
    Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;


    function Int16BufferAttribute( array, itemSize, normalized ) {

    	BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );

    }

    Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
    Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;


    function Uint16BufferAttribute( array, itemSize, normalized ) {

    	BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );

    }

    Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
    Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;


    function Int32BufferAttribute( array, itemSize, normalized ) {

    	BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );

    }

    Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
    Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;


    function Uint32BufferAttribute( array, itemSize, normalized ) {

    	BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );

    }

    Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
    Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;


    function Float32BufferAttribute( array, itemSize, normalized ) {

    	BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );

    }

    Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
    Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;


    function Float64BufferAttribute( array, itemSize, normalized ) {

    	BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );

    }

    Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
    Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function DirectGeometry() {

    	this.vertices = [];
    	this.normals = [];
    	this.colors = [];
    	this.uvs = [];
    	this.uvs2 = [];

    	this.groups = [];

    	this.morphTargets = {};

    	this.skinWeights = [];
    	this.skinIndices = [];

    	// this.lineDistances = [];

    	this.boundingBox = null;
    	this.boundingSphere = null;

    	// update flags

    	this.verticesNeedUpdate = false;
    	this.normalsNeedUpdate = false;
    	this.colorsNeedUpdate = false;
    	this.uvsNeedUpdate = false;
    	this.groupsNeedUpdate = false;

    }

    Object.assign( DirectGeometry.prototype, {

    	computeGroups: function ( geometry ) {

    		var group;
    		var groups = [];
    		var materialIndex = undefined;

    		var faces = geometry.faces;

    		for ( var i = 0; i < faces.length; i ++ ) {

    			var face = faces[ i ];

    			// materials

    			if ( face.materialIndex !== materialIndex ) {

    				materialIndex = face.materialIndex;

    				if ( group !== undefined ) {

    					group.count = ( i * 3 ) - group.start;
    					groups.push( group );

    				}

    				group = {
    					start: i * 3,
    					materialIndex: materialIndex
    				};

    			}

    		}

    		if ( group !== undefined ) {

    			group.count = ( i * 3 ) - group.start;
    			groups.push( group );

    		}

    		this.groups = groups;

    	},

    	fromGeometry: function ( geometry ) {

    		var faces = geometry.faces;
    		var vertices = geometry.vertices;
    		var faceVertexUvs = geometry.faceVertexUvs;

    		var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
    		var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;

    		// morphs

    		var morphTargets = geometry.morphTargets;
    		var morphTargetsLength = morphTargets.length;

    		var morphTargetsPosition;

    		if ( morphTargetsLength > 0 ) {

    			morphTargetsPosition = [];

    			for ( var i = 0; i < morphTargetsLength; i ++ ) {

    				morphTargetsPosition[ i ] = {
    					name: morphTargets[ i ].name,
    				 	data: []
    				};

    			}

    			this.morphTargets.position = morphTargetsPosition;

    		}

    		var morphNormals = geometry.morphNormals;
    		var morphNormalsLength = morphNormals.length;

    		var morphTargetsNormal;

    		if ( morphNormalsLength > 0 ) {

    			morphTargetsNormal = [];

    			for ( var i = 0; i < morphNormalsLength; i ++ ) {

    				morphTargetsNormal[ i ] = {
    					name: morphNormals[ i ].name,
    				 	data: []
    				};

    			}

    			this.morphTargets.normal = morphTargetsNormal;

    		}

    		// skins

    		var skinIndices = geometry.skinIndices;
    		var skinWeights = geometry.skinWeights;

    		var hasSkinIndices = skinIndices.length === vertices.length;
    		var hasSkinWeights = skinWeights.length === vertices.length;

    		//

    		if ( vertices.length > 0 && faces.length === 0 ) {

    			console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );

    		}

    		for ( var i = 0; i < faces.length; i ++ ) {

    			var face = faces[ i ];

    			this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );

    			var vertexNormals = face.vertexNormals;

    			if ( vertexNormals.length === 3 ) {

    				this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );

    			} else {

    				var normal = face.normal;

    				this.normals.push( normal, normal, normal );

    			}

    			var vertexColors = face.vertexColors;

    			if ( vertexColors.length === 3 ) {

    				this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );

    			} else {

    				var color = face.color;

    				this.colors.push( color, color, color );

    			}

    			if ( hasFaceVertexUv === true ) {

    				var vertexUvs = faceVertexUvs[ 0 ][ i ];

    				if ( vertexUvs !== undefined ) {

    					this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );

    				} else {

    					console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );

    					this.uvs.push( new Vector2(), new Vector2(), new Vector2() );

    				}

    			}

    			if ( hasFaceVertexUv2 === true ) {

    				var vertexUvs = faceVertexUvs[ 1 ][ i ];

    				if ( vertexUvs !== undefined ) {

    					this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );

    				} else {

    					console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );

    					this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );

    				}

    			}

    			// morphs

    			for ( var j = 0; j < morphTargetsLength; j ++ ) {

    				var morphTarget = morphTargets[ j ].vertices;

    				morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );

    			}

    			for ( var j = 0; j < morphNormalsLength; j ++ ) {

    				var morphNormal = morphNormals[ j ].vertexNormals[ i ];

    				morphTargetsNormal[ j ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );

    			}

    			// skins

    			if ( hasSkinIndices ) {

    				this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );

    			}

    			if ( hasSkinWeights ) {

    				this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );

    			}

    		}

    		this.computeGroups( geometry );

    		this.verticesNeedUpdate = geometry.verticesNeedUpdate;
    		this.normalsNeedUpdate = geometry.normalsNeedUpdate;
    		this.colorsNeedUpdate = geometry.colorsNeedUpdate;
    		this.uvsNeedUpdate = geometry.uvsNeedUpdate;
    		this.groupsNeedUpdate = geometry.groupsNeedUpdate;

    		if ( geometry.boundingSphere !== null ) {

    			this.boundingSphere = geometry.boundingSphere.clone();

    		}

    		if ( geometry.boundingBox !== null ) {

    			this.boundingBox = geometry.boundingBox.clone();

    		}

    		return this;

    	}

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function arrayMax( array ) {

    	if ( array.length === 0 ) return - Infinity;

    	var max = array[ 0 ];

    	for ( var i = 1, l = array.length; i < l; ++ i ) {

    		if ( array[ i ] > max ) max = array[ i ];

    	}

    	return max;

    }

    /**
     * @author alteredq / http://alteredqualia.com/
     * @author mrdoob / http://mrdoob.com/
     */

    var _bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id

    var _m1$2 = new Matrix4();
    var _obj = new Object3D();
    var _offset = new Vector3();
    var _box$2 = new Box3();
    var _boxMorphTargets = new Box3();
    var _vector$4 = new Vector3();

    function BufferGeometry() {

    	Object.defineProperty( this, 'id', { value: _bufferGeometryId += 2 } );

    	this.uuid = MathUtils.generateUUID();

    	this.name = '';
    	this.type = 'BufferGeometry';

    	this.index = null;
    	this.attributes = {};

    	this.morphAttributes = {};
    	this.morphTargetsRelative = false;

    	this.groups = [];

    	this.boundingBox = null;
    	this.boundingSphere = null;

    	this.drawRange = { start: 0, count: Infinity };

    	this.userData = {};

    }

    BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {

    	constructor: BufferGeometry,

    	isBufferGeometry: true,

    	getIndex: function () {

    		return this.index;

    	},

    	setIndex: function ( index ) {

    		if ( Array.isArray( index ) ) {

    			this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );

    		} else {

    			this.index = index;

    		}

    	},

    	getAttribute: function ( name ) {

    		return this.attributes[ name ];

    	},

    	setAttribute: function ( name, attribute ) {

    		this.attributes[ name ] = attribute;

    		return this;

    	},

    	deleteAttribute: function ( name ) {

    		delete this.attributes[ name ];

    		return this;

    	},

    	addGroup: function ( start, count, materialIndex ) {

    		this.groups.push( {

    			start: start,
    			count: count,
    			materialIndex: materialIndex !== undefined ? materialIndex : 0

    		} );

    	},

    	clearGroups: function () {

    		this.groups = [];

    	},

    	setDrawRange: function ( start, count ) {

    		this.drawRange.start = start;
    		this.drawRange.count = count;

    	},

    	applyMatrix4: function ( matrix ) {

    		var position = this.attributes.position;

    		if ( position !== undefined ) {

    			position.applyMatrix4( matrix );

    			position.needsUpdate = true;

    		}

    		var normal = this.attributes.normal;

    		if ( normal !== undefined ) {

    			var normalMatrix = new Matrix3().getNormalMatrix( matrix );

    			normal.applyNormalMatrix( normalMatrix );

    			normal.needsUpdate = true;

    		}

    		var tangent = this.attributes.tangent;

    		if ( tangent !== undefined ) {

    			tangent.transformDirection( matrix );

    			tangent.needsUpdate = true;

    		}

    		if ( this.boundingBox !== null ) {

    			this.computeBoundingBox();

    		}

    		if ( this.boundingSphere !== null ) {

    			this.computeBoundingSphere();

    		}

    		return this;

    	},

    	rotateX: function ( angle ) {

    		// rotate geometry around world x-axis

    		_m1$2.makeRotationX( angle );

    		this.applyMatrix4( _m1$2 );

    		return this;

    	},

    	rotateY: function ( angle ) {

    		// rotate geometry around world y-axis

    		_m1$2.makeRotationY( angle );

    		this.applyMatrix4( _m1$2 );

    		return this;

    	},

    	rotateZ: function ( angle ) {

    		// rotate geometry around world z-axis

    		_m1$2.makeRotationZ( angle );

    		this.applyMatrix4( _m1$2 );

    		return this;

    	},

    	translate: function ( x, y, z ) {

    		// translate geometry

    		_m1$2.makeTranslation( x, y, z );

    		this.applyMatrix4( _m1$2 );

    		return this;

    	},

    	scale: function ( x, y, z ) {

    		// scale geometry

    		_m1$2.makeScale( x, y, z );

    		this.applyMatrix4( _m1$2 );

    		return this;

    	},

    	lookAt: function ( vector ) {

    		_obj.lookAt( vector );

    		_obj.updateMatrix();

    		this.applyMatrix4( _obj.matrix );

    		return this;

    	},

    	center: function () {

    		this.computeBoundingBox();

    		this.boundingBox.getCenter( _offset ).negate();

    		this.translate( _offset.x, _offset.y, _offset.z );

    		return this;

    	},

    	setFromObject: function ( object ) {

    		// console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );

    		var geometry = object.geometry;

    		if ( object.isPoints || object.isLine ) {

    			var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
    			var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );

    			this.setAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
    			this.setAttribute( 'color', colors.copyColorsArray( geometry.colors ) );

    			if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {

    				var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );

    				this.setAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );

    			}

    			if ( geometry.boundingSphere !== null ) {

    				this.boundingSphere = geometry.boundingSphere.clone();

    			}

    			if ( geometry.boundingBox !== null ) {

    				this.boundingBox = geometry.boundingBox.clone();

    			}

    		} else if ( object.isMesh ) {

    			if ( geometry && geometry.isGeometry ) {

    				this.fromGeometry( geometry );

    			}

    		}

    		return this;

    	},

    	setFromPoints: function ( points ) {

    		var position = [];

    		for ( var i = 0, l = points.length; i < l; i ++ ) {

    			var point = points[ i ];
    			position.push( point.x, point.y, point.z || 0 );

    		}

    		this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );

    		return this;

    	},

    	updateFromObject: function ( object ) {

    		var geometry = object.geometry;

    		if ( object.isMesh ) {

    			var direct = geometry.__directGeometry;

    			if ( geometry.elementsNeedUpdate === true ) {

    				direct = undefined;
    				geometry.elementsNeedUpdate = false;

    			}

    			if ( direct === undefined ) {

    				return this.fromGeometry( geometry );

    			}

    			direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
    			direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
    			direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
    			direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
    			direct.groupsNeedUpdate = geometry.groupsNeedUpdate;

    			geometry.verticesNeedUpdate = false;
    			geometry.normalsNeedUpdate = false;
    			geometry.colorsNeedUpdate = false;
    			geometry.uvsNeedUpdate = false;
    			geometry.groupsNeedUpdate = false;

    			geometry = direct;

    		}

    		var attribute;

    		if ( geometry.verticesNeedUpdate === true ) {

    			attribute = this.attributes.position;

    			if ( attribute !== undefined ) {

    				attribute.copyVector3sArray( geometry.vertices );
    				attribute.needsUpdate = true;

    			}

    			geometry.verticesNeedUpdate = false;

    		}

    		if ( geometry.normalsNeedUpdate === true ) {

    			attribute = this.attributes.normal;

    			if ( attribute !== undefined ) {

    				attribute.copyVector3sArray( geometry.normals );
    				attribute.needsUpdate = true;

    			}

    			geometry.normalsNeedUpdate = false;

    		}

    		if ( geometry.colorsNeedUpdate === true ) {

    			attribute = this.attributes.color;

    			if ( attribute !== undefined ) {

    				attribute.copyColorsArray( geometry.colors );
    				attribute.needsUpdate = true;

    			}

    			geometry.colorsNeedUpdate = false;

    		}

    		if ( geometry.uvsNeedUpdate ) {

    			attribute = this.attributes.uv;

    			if ( attribute !== undefined ) {

    				attribute.copyVector2sArray( geometry.uvs );
    				attribute.needsUpdate = true;

    			}

    			geometry.uvsNeedUpdate = false;

    		}

    		if ( geometry.lineDistancesNeedUpdate ) {

    			attribute = this.attributes.lineDistance;

    			if ( attribute !== undefined ) {

    				attribute.copyArray( geometry.lineDistances );
    				attribute.needsUpdate = true;

    			}

    			geometry.lineDistancesNeedUpdate = false;

    		}

    		if ( geometry.groupsNeedUpdate ) {

    			geometry.computeGroups( object.geometry );
    			this.groups = geometry.groups;

    			geometry.groupsNeedUpdate = false;

    		}

    		return this;

    	},

    	fromGeometry: function ( geometry ) {

    		geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );

    		return this.fromDirectGeometry( geometry.__directGeometry );

    	},

    	fromDirectGeometry: function ( geometry ) {

    		var positions = new Float32Array( geometry.vertices.length * 3 );
    		this.setAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );

    		if ( geometry.normals.length > 0 ) {

    			var normals = new Float32Array( geometry.normals.length * 3 );
    			this.setAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );

    		}

    		if ( geometry.colors.length > 0 ) {

    			var colors = new Float32Array( geometry.colors.length * 3 );
    			this.setAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );

    		}

    		if ( geometry.uvs.length > 0 ) {

    			var uvs = new Float32Array( geometry.uvs.length * 2 );
    			this.setAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );

    		}

    		if ( geometry.uvs2.length > 0 ) {

    			var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
    			this.setAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );

    		}

    		// groups

    		this.groups = geometry.groups;

    		// morphs

    		for ( var name in geometry.morphTargets ) {

    			var array = [];
    			var morphTargets = geometry.morphTargets[ name ];

    			for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {

    				var morphTarget = morphTargets[ i ];

    				var attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );
    				attribute.name = morphTarget.name;

    				array.push( attribute.copyVector3sArray( morphTarget.data ) );

    			}

    			this.morphAttributes[ name ] = array;

    		}

    		// skinning

    		if ( geometry.skinIndices.length > 0 ) {

    			var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
    			this.setAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );

    		}

    		if ( geometry.skinWeights.length > 0 ) {

    			var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
    			this.setAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );

    		}

    		//

    		if ( geometry.boundingSphere !== null ) {

    			this.boundingSphere = geometry.boundingSphere.clone();

    		}

    		if ( geometry.boundingBox !== null ) {

    			this.boundingBox = geometry.boundingBox.clone();

    		}

    		return this;

    	},

    	computeBoundingBox: function () {

    		if ( this.boundingBox === null ) {

    			this.boundingBox = new Box3();

    		}

    		var position = this.attributes.position;
    		var morphAttributesPosition = this.morphAttributes.position;

    		if ( position !== undefined ) {

    			this.boundingBox.setFromBufferAttribute( position );

    			// process morph attributes if present

    			if ( morphAttributesPosition ) {

    				for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {

    					var morphAttribute = morphAttributesPosition[ i ];
    					_box$2.setFromBufferAttribute( morphAttribute );

    					if ( this.morphTargetsRelative ) {

    						_vector$4.addVectors( this.boundingBox.min, _box$2.min );
    						this.boundingBox.expandByPoint( _vector$4 );

    						_vector$4.addVectors( this.boundingBox.max, _box$2.max );
    						this.boundingBox.expandByPoint( _vector$4 );

    					} else {

    						this.boundingBox.expandByPoint( _box$2.min );
    						this.boundingBox.expandByPoint( _box$2.max );

    					}

    				}

    			}

    		} else {

    			this.boundingBox.makeEmpty();

    		}

    		if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {

    			console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );

    		}

    	},

    	computeBoundingSphere: function () {

    		if ( this.boundingSphere === null ) {

    			this.boundingSphere = new Sphere();

    		}

    		var position = this.attributes.position;
    		var morphAttributesPosition = this.morphAttributes.position;

    		if ( position ) {

    			// first, find the center of the bounding sphere

    			var center = this.boundingSphere.center;

    			_box$2.setFromBufferAttribute( position );

    			// process morph attributes if present

    			if ( morphAttributesPosition ) {

    				for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {

    					var morphAttribute = morphAttributesPosition[ i ];
    					_boxMorphTargets.setFromBufferAttribute( morphAttribute );

    					if ( this.morphTargetsRelative ) {

    						_vector$4.addVectors( _box$2.min, _boxMorphTargets.min );
    						_box$2.expandByPoint( _vector$4 );

    						_vector$4.addVectors( _box$2.max, _boxMorphTargets.max );
    						_box$2.expandByPoint( _vector$4 );

    					} else {

    						_box$2.expandByPoint( _boxMorphTargets.min );
    						_box$2.expandByPoint( _boxMorphTargets.max );

    					}

    				}

    			}

    			_box$2.getCenter( center );

    			// second, try to find a boundingSphere with a radius smaller than the
    			// boundingSphere of the boundingBox: sqrt(3) smaller in the best case

    			var maxRadiusSq = 0;

    			for ( var i = 0, il = position.count; i < il; i ++ ) {

    				_vector$4.fromBufferAttribute( position, i );

    				maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );

    			}

    			// process morph attributes if present

    			if ( morphAttributesPosition ) {

    				for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {

    					var morphAttribute = morphAttributesPosition[ i ];
    					var morphTargetsRelative = this.morphTargetsRelative;

    					for ( var j = 0, jl = morphAttribute.count; j < jl; j ++ ) {

    						_vector$4.fromBufferAttribute( morphAttribute, j );

    						if ( morphTargetsRelative ) {

    							_offset.fromBufferAttribute( position, j );
    							_vector$4.add( _offset );

    						}

    						maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );

    					}

    				}

    			}

    			this.boundingSphere.radius = Math.sqrt( maxRadiusSq );

    			if ( isNaN( this.boundingSphere.radius ) ) {

    				console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );

    			}

    		}

    	},

    	computeFaceNormals: function () {

    		// backwards compatibility

    	},

    	computeVertexNormals: function () {

    		var index = this.index;
    		var attributes = this.attributes;

    		if ( attributes.position ) {

    			var positions = attributes.position.array;

    			if ( attributes.normal === undefined ) {

    				this.setAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) );

    			} else {

    				// reset existing normals to zero

    				var array = attributes.normal.array;

    				for ( var i = 0, il = array.length; i < il; i ++ ) {

    					array[ i ] = 0;

    				}

    			}

    			var normals = attributes.normal.array;

    			var vA, vB, vC;
    			var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
    			var cb = new Vector3(), ab = new Vector3();

    			// indexed elements

    			if ( index ) {

    				var indices = index.array;

    				for ( var i = 0, il = index.count; i < il; i += 3 ) {

    					vA = indices[ i + 0 ] * 3;
    					vB = indices[ i + 1 ] * 3;
    					vC = indices[ i + 2 ] * 3;

    					pA.fromArray( positions, vA );
    					pB.fromArray( positions, vB );
    					pC.fromArray( positions, vC );

    					cb.subVectors( pC, pB );
    					ab.subVectors( pA, pB );
    					cb.cross( ab );

    					normals[ vA ] += cb.x;
    					normals[ vA + 1 ] += cb.y;
    					normals[ vA + 2 ] += cb.z;

    					normals[ vB ] += cb.x;
    					normals[ vB + 1 ] += cb.y;
    					normals[ vB + 2 ] += cb.z;

    					normals[ vC ] += cb.x;
    					normals[ vC + 1 ] += cb.y;
    					normals[ vC + 2 ] += cb.z;

    				}

    			} else {

    				// non-indexed elements (unconnected triangle soup)

    				for ( var i = 0, il = positions.length; i < il; i += 9 ) {

    					pA.fromArray( positions, i );
    					pB.fromArray( positions, i + 3 );
    					pC.fromArray( positions, i + 6 );

    					cb.subVectors( pC, pB );
    					ab.subVectors( pA, pB );
    					cb.cross( ab );

    					normals[ i ] = cb.x;
    					normals[ i + 1 ] = cb.y;
    					normals[ i + 2 ] = cb.z;

    					normals[ i + 3 ] = cb.x;
    					normals[ i + 4 ] = cb.y;
    					normals[ i + 5 ] = cb.z;

    					normals[ i + 6 ] = cb.x;
    					normals[ i + 7 ] = cb.y;
    					normals[ i + 8 ] = cb.z;

    				}

    			}

    			this.normalizeNormals();

    			attributes.normal.needsUpdate = true;

    		}

    	},

    	merge: function ( geometry, offset ) {

    		if ( ! ( geometry && geometry.isBufferGeometry ) ) {

    			console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
    			return;

    		}

    		if ( offset === undefined ) {

    			offset = 0;

    			console.warn(
    				'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
    				+ 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
    			);

    		}

    		var attributes = this.attributes;

    		for ( var key in attributes ) {

    			if ( geometry.attributes[ key ] === undefined ) continue;

    			var attribute1 = attributes[ key ];
    			var attributeArray1 = attribute1.array;

    			var attribute2 = geometry.attributes[ key ];
    			var attributeArray2 = attribute2.array;

    			var attributeOffset = attribute2.itemSize * offset;
    			var length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );

    			for ( var i = 0, j = attributeOffset; i < length; i ++, j ++ ) {

    				attributeArray1[ j ] = attributeArray2[ i ];

    			}

    		}

    		return this;

    	},

    	normalizeNormals: function () {

    		var normals = this.attributes.normal;

    		for ( var i = 0, il = normals.count; i < il; i ++ ) {

    			_vector$4.x = normals.getX( i );
    			_vector$4.y = normals.getY( i );
    			_vector$4.z = normals.getZ( i );

    			_vector$4.normalize();

    			normals.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );

    		}

    	},

    	toNonIndexed: function () {

    		function convertBufferAttribute( attribute, indices ) {

    			var array = attribute.array;
    			var itemSize = attribute.itemSize;

    			var array2 = new array.constructor( indices.length * itemSize );

    			var index = 0, index2 = 0;

    			for ( var i = 0, l = indices.length; i < l; i ++ ) {

    				index = indices[ i ] * itemSize;

    				for ( var j = 0; j < itemSize; j ++ ) {

    					array2[ index2 ++ ] = array[ index ++ ];

    				}

    			}

    			return new BufferAttribute( array2, itemSize );

    		}

    		//

    		if ( this.index === null ) {

    			console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
    			return this;

    		}

    		var geometry2 = new BufferGeometry();

    		var indices = this.index.array;
    		var attributes = this.attributes;

    		// attributes

    		for ( var name in attributes ) {

    			var attribute = attributes[ name ];

    			var newAttribute = convertBufferAttribute( attribute, indices );

    			geometry2.setAttribute( name, newAttribute );

    		}

    		// morph attributes

    		var morphAttributes = this.morphAttributes;

    		for ( name in morphAttributes ) {

    			var morphArray = [];
    			var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes

    			for ( var i = 0, il = morphAttribute.length; i < il; i ++ ) {

    				var attribute = morphAttribute[ i ];

    				var newAttribute = convertBufferAttribute( attribute, indices );

    				morphArray.push( newAttribute );

    			}

    			geometry2.morphAttributes[ name ] = morphArray;

    		}

    		geometry2.morphTargetsRelative = this.morphTargetsRelative;

    		// groups

    		var groups = this.groups;

    		for ( var i = 0, l = groups.length; i < l; i ++ ) {

    			var group = groups[ i ];
    			geometry2.addGroup( group.start, group.count, group.materialIndex );

    		}

    		return geometry2;

    	},

    	toJSON: function () {

    		var data = {
    			metadata: {
    				version: 4.5,
    				type: 'BufferGeometry',
    				generator: 'BufferGeometry.toJSON'
    			}
    		};

    		// standard BufferGeometry serialization

    		data.uuid = this.uuid;
    		data.type = this.type;
    		if ( this.name !== '' ) data.name = this.name;
    		if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;

    		if ( this.parameters !== undefined ) {

    			var parameters = this.parameters;

    			for ( var key in parameters ) {

    				if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];

    			}

    			return data;

    		}

    		data.data = { attributes: {} };

    		var index = this.index;

    		if ( index !== null ) {

    			data.data.index = {
    				type: index.array.constructor.name,
    				array: Array.prototype.slice.call( index.array )
    			};

    		}

    		var attributes = this.attributes;

    		for ( var key in attributes ) {

    			var attribute = attributes[ key ];

    			var attributeData = attribute.toJSON();

    			if ( attribute.name !== '' ) attributeData.name = attribute.name;

    			data.data.attributes[ key ] = attributeData;

    		}

    		var morphAttributes = {};
    		var hasMorphAttributes = false;

    		for ( var key in this.morphAttributes ) {

    			var attributeArray = this.morphAttributes[ key ];

    			var array = [];

    			for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {

    				var attribute = attributeArray[ i ];

    				var attributeData = attribute.toJSON();

    				if ( attribute.name !== '' ) attributeData.name = attribute.name;

    				array.push( attributeData );

    			}

    			if ( array.length > 0 ) {

    				morphAttributes[ key ] = array;

    				hasMorphAttributes = true;

    			}

    		}

    		if ( hasMorphAttributes ) {

    			data.data.morphAttributes = morphAttributes;
    			data.data.morphTargetsRelative = this.morphTargetsRelative;

    		}

    		var groups = this.groups;

    		if ( groups.length > 0 ) {

    			data.data.groups = JSON.parse( JSON.stringify( groups ) );

    		}

    		var boundingSphere = this.boundingSphere;

    		if ( boundingSphere !== null ) {

    			data.data.boundingSphere = {
    				center: boundingSphere.center.toArray(),
    				radius: boundingSphere.radius
    			};

    		}

    		return data;

    	},

    	clone: function () {

    		/*
    		 // Handle primitives

    		 var parameters = this.parameters;

    		 if ( parameters !== undefined ) {

    		 var values = [];

    		 for ( var key in parameters ) {

    		 values.push( parameters[ key ] );

    		 }

    		 var geometry = Object.create( this.constructor.prototype );
    		 this.constructor.apply( geometry, values );
    		 return geometry;

    		 }

    		 return new this.constructor().copy( this );
    		 */

    		return new BufferGeometry().copy( this );

    	},

    	copy: function ( source ) {

    		var name, i, l;

    		// reset

    		this.index = null;
    		this.attributes = {};
    		this.morphAttributes = {};
    		this.groups = [];
    		this.boundingBox = null;
    		this.boundingSphere = null;

    		// name

    		this.name = source.name;

    		// index

    		var index = source.index;

    		if ( index !== null ) {

    			this.setIndex( index.clone() );

    		}

    		// attributes

    		var attributes = source.attributes;

    		for ( name in attributes ) {

    			var attribute = attributes[ name ];
    			this.setAttribute( name, attribute.clone() );

    		}

    		// morph attributes

    		var morphAttributes = source.morphAttributes;

    		for ( name in morphAttributes ) {

    			var array = [];
    			var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes

    			for ( i = 0, l = morphAttribute.length; i < l; i ++ ) {

    				array.push( morphAttribute[ i ].clone() );

    			}

    			this.morphAttributes[ name ] = array;

    		}

    		this.morphTargetsRelative = source.morphTargetsRelative;

    		// groups

    		var groups = source.groups;

    		for ( i = 0, l = groups.length; i < l; i ++ ) {

    			var group = groups[ i ];
    			this.addGroup( group.start, group.count, group.materialIndex );

    		}

    		// bounding box

    		var boundingBox = source.boundingBox;

    		if ( boundingBox !== null ) {

    			this.boundingBox = boundingBox.clone();

    		}

    		// bounding sphere

    		var boundingSphere = source.boundingSphere;

    		if ( boundingSphere !== null ) {

    			this.boundingSphere = boundingSphere.clone();

    		}

    		// draw range

    		this.drawRange.start = source.drawRange.start;
    		this.drawRange.count = source.drawRange.count;

    		// user data

    		this.userData = source.userData;

    		return this;

    	},

    	dispose: function () {

    		this.dispatchEvent( { type: 'dispose' } );

    	}

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author alteredq / http://alteredqualia.com/
     * @author mikael emtinger / http://gomo.se/
     * @author jonobr1 / http://jonobr1.com/
     */

    var _inverseMatrix = new Matrix4();
    var _ray = new Ray();
    var _sphere = new Sphere();

    var _vA = new Vector3();
    var _vB = new Vector3();
    var _vC = new Vector3();

    var _tempA = new Vector3();
    var _tempB = new Vector3();
    var _tempC = new Vector3();

    var _morphA = new Vector3();
    var _morphB = new Vector3();
    var _morphC = new Vector3();

    var _uvA = new Vector2();
    var _uvB = new Vector2();
    var _uvC = new Vector2();

    var _intersectionPoint = new Vector3();
    var _intersectionPointWorld = new Vector3();

    function Mesh( geometry, material ) {

    	Object3D.call( this );

    	this.type = 'Mesh';

    	this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
    	this.material = material !== undefined ? material : new MeshBasicMaterial();

    	this.updateMorphTargets();

    }

    Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {

    	constructor: Mesh,

    	isMesh: true,

    	copy: function ( source ) {

    		Object3D.prototype.copy.call( this, source );

    		if ( source.morphTargetInfluences !== undefined ) {

    			this.morphTargetInfluences = source.morphTargetInfluences.slice();

    		}

    		if ( source.morphTargetDictionary !== undefined ) {

    			this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );

    		}

    		return this;

    	},

    	updateMorphTargets: function () {

    		var geometry = this.geometry;
    		var m, ml, name;

    		if ( geometry.isBufferGeometry ) {

    			var morphAttributes = geometry.morphAttributes;
    			var keys = Object.keys( morphAttributes );

    			if ( keys.length > 0 ) {

    				var morphAttribute = morphAttributes[ keys[ 0 ] ];

    				if ( morphAttribute !== undefined ) {

    					this.morphTargetInfluences = [];
    					this.morphTargetDictionary = {};

    					for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {

    						name = morphAttribute[ m ].name || String( m );

    						this.morphTargetInfluences.push( 0 );
    						this.morphTargetDictionary[ name ] = m;

    					}

    				}

    			}

    		} else {

    			var morphTargets = geometry.morphTargets;

    			if ( morphTargets !== undefined && morphTargets.length > 0 ) {

    				console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );

    			}

    		}

    	},

    	raycast: function ( raycaster, intersects ) {

    		var geometry = this.geometry;
    		var material = this.material;
    		var matrixWorld = this.matrixWorld;

    		if ( material === undefined ) return;

    		// Checking boundingSphere distance to ray

    		if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();

    		_sphere.copy( geometry.boundingSphere );
    		_sphere.applyMatrix4( matrixWorld );

    		if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;

    		//

    		_inverseMatrix.getInverse( matrixWorld );
    		_ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );

    		// Check boundingBox before continuing

    		if ( geometry.boundingBox !== null ) {

    			if ( _ray.intersectsBox( geometry.boundingBox ) === false ) return;

    		}

    		var intersection;

    		if ( geometry.isBufferGeometry ) {

    			var a, b, c;
    			var index = geometry.index;
    			var position = geometry.attributes.position;
    			var morphPosition = geometry.morphAttributes.position;
    			var morphTargetsRelative = geometry.morphTargetsRelative;
    			var uv = geometry.attributes.uv;
    			var uv2 = geometry.attributes.uv2;
    			var groups = geometry.groups;
    			var drawRange = geometry.drawRange;
    			var i, j, il, jl;
    			var group, groupMaterial;
    			var start, end;

    			if ( index !== null ) {

    				// indexed buffer geometry

    				if ( Array.isArray( material ) ) {

    					for ( i = 0, il = groups.length; i < il; i ++ ) {

    						group = groups[ i ];
    						groupMaterial = material[ group.materialIndex ];

    						start = Math.max( group.start, drawRange.start );
    						end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );

    						for ( j = start, jl = end; j < jl; j += 3 ) {

    							a = index.getX( j );
    							b = index.getX( j + 1 );
    							c = index.getX( j + 2 );

    							intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );

    							if ( intersection ) {

    								intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
    								intersection.face.materialIndex = group.materialIndex;
    								intersects.push( intersection );

    							}

    						}

    					}

    				} else {

    					start = Math.max( 0, drawRange.start );
    					end = Math.min( index.count, ( drawRange.start + drawRange.count ) );

    					for ( i = start, il = end; i < il; i += 3 ) {

    						a = index.getX( i );
    						b = index.getX( i + 1 );
    						c = index.getX( i + 2 );

    						intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );

    						if ( intersection ) {

    							intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
    							intersects.push( intersection );

    						}

    					}

    				}

    			} else if ( position !== undefined ) {

    				// non-indexed buffer geometry

    				if ( Array.isArray( material ) ) {

    					for ( i = 0, il = groups.length; i < il; i ++ ) {

    						group = groups[ i ];
    						groupMaterial = material[ group.materialIndex ];

    						start = Math.max( group.start, drawRange.start );
    						end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );

    						for ( j = start, jl = end; j < jl; j += 3 ) {

    							a = j;
    							b = j + 1;
    							c = j + 2;

    							intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );

    							if ( intersection ) {

    								intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
    								intersection.face.materialIndex = group.materialIndex;
    								intersects.push( intersection );

    							}

    						}

    					}

    				} else {

    					start = Math.max( 0, drawRange.start );
    					end = Math.min( position.count, ( drawRange.start + drawRange.count ) );

    					for ( i = start, il = end; i < il; i += 3 ) {

    						a = i;
    						b = i + 1;
    						c = i + 2;

    						intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );

    						if ( intersection ) {

    							intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
    							intersects.push( intersection );

    						}

    					}

    				}

    			}

    		} else if ( geometry.isGeometry ) {

    			var fvA, fvB, fvC;
    			var isMultiMaterial = Array.isArray( material );

    			var vertices = geometry.vertices;
    			var faces = geometry.faces;
    			var uvs;

    			var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
    			if ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs;

    			for ( var f = 0, fl = faces.length; f < fl; f ++ ) {

    				var face = faces[ f ];
    				var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;

    				if ( faceMaterial === undefined ) continue;

    				fvA = vertices[ face.a ];
    				fvB = vertices[ face.b ];
    				fvC = vertices[ face.c ];

    				intersection = checkIntersection( this, faceMaterial, raycaster, _ray, fvA, fvB, fvC, _intersectionPoint );

    				if ( intersection ) {

    					if ( uvs && uvs[ f ] ) {

    						var uvs_f = uvs[ f ];
    						_uvA.copy( uvs_f[ 0 ] );
    						_uvB.copy( uvs_f[ 1 ] );
    						_uvC.copy( uvs_f[ 2 ] );

    						intersection.uv = Triangle.getUV( _intersectionPoint, fvA, fvB, fvC, _uvA, _uvB, _uvC, new Vector2() );

    					}

    					intersection.face = face;
    					intersection.faceIndex = f;
    					intersects.push( intersection );

    				}

    			}

    		}

    	},

    	clone: function () {

    		return new this.constructor( this.geometry, this.material ).copy( this );

    	}

    } );

    function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {

    	var intersect;

    	if ( material.side === BackSide ) {

    		intersect = ray.intersectTriangle( pC, pB, pA, true, point );

    	} else {

    		intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );

    	}

    	if ( intersect === null ) return null;

    	_intersectionPointWorld.copy( point );
    	_intersectionPointWorld.applyMatrix4( object.matrixWorld );

    	var distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );

    	if ( distance < raycaster.near || distance > raycaster.far ) return null;

    	return {
    		distance: distance,
    		point: _intersectionPointWorld.clone(),
    		object: object
    	};

    }

    function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ) {

    	_vA.fromBufferAttribute( position, a );
    	_vB.fromBufferAttribute( position, b );
    	_vC.fromBufferAttribute( position, c );

    	var morphInfluences = object.morphTargetInfluences;

    	if ( material.morphTargets && morphPosition && morphInfluences ) {

    		_morphA.set( 0, 0, 0 );
    		_morphB.set( 0, 0, 0 );
    		_morphC.set( 0, 0, 0 );

    		for ( var i = 0, il = morphPosition.length; i < il; i ++ ) {

    			var influence = morphInfluences[ i ];
    			var morphAttribute = morphPosition[ i ];

    			if ( influence === 0 ) continue;

    			_tempA.fromBufferAttribute( morphAttribute, a );
    			_tempB.fromBufferAttribute( morphAttribute, b );
    			_tempC.fromBufferAttribute( morphAttribute, c );

    			if ( morphTargetsRelative ) {

    				_morphA.addScaledVector( _tempA, influence );
    				_morphB.addScaledVector( _tempB, influence );
    				_morphC.addScaledVector( _tempC, influence );

    			} else {

    				_morphA.addScaledVector( _tempA.sub( _vA ), influence );
    				_morphB.addScaledVector( _tempB.sub( _vB ), influence );
    				_morphC.addScaledVector( _tempC.sub( _vC ), influence );

    			}

    		}

    		_vA.add( _morphA );
    		_vB.add( _morphB );
    		_vC.add( _morphC );

    	}

    	var intersection = checkIntersection( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );

    	if ( intersection ) {

    		if ( uv ) {

    			_uvA.fromBufferAttribute( uv, a );
    			_uvB.fromBufferAttribute( uv, b );
    			_uvC.fromBufferAttribute( uv, c );

    			intersection.uv = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );

    		}

    		if ( uv2 ) {

    			_uvA.fromBufferAttribute( uv2, a );
    			_uvB.fromBufferAttribute( uv2, b );
    			_uvC.fromBufferAttribute( uv2, c );

    			intersection.uv2 = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );

    		}

    		var face = new Face3( a, b, c );
    		Triangle.getNormal( _vA, _vB, _vC, face.normal );

    		intersection.face = face;

    	}

    	return intersection;

    }

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author kile / http://kile.stravaganza.org/
     * @author alteredq / http://alteredqualia.com/
     * @author mikael emtinger / http://gomo.se/
     * @author zz85 / http://www.lab4games.net/zz85/blog
     * @author bhouston / http://clara.io
     */

    var _geometryId = 0; // Geometry uses even numbers as Id
    var _m1$3 = new Matrix4();
    var _obj$1 = new Object3D();
    var _offset$1 = new Vector3();

    function Geometry() {

    	Object.defineProperty( this, 'id', { value: _geometryId += 2 } );

    	this.uuid = MathUtils.generateUUID();

    	this.name = '';
    	this.type = 'Geometry';

    	this.vertices = [];
    	this.colors = [];
    	this.faces = [];
    	this.faceVertexUvs = [[]];

    	this.morphTargets = [];
    	this.morphNormals = [];

    	this.skinWeights = [];
    	this.skinIndices = [];

    	this.lineDistances = [];

    	this.boundingBox = null;
    	this.boundingSphere = null;

    	// update flags

    	this.elementsNeedUpdate = false;
    	this.verticesNeedUpdate = false;
    	this.uvsNeedUpdate = false;
    	this.normalsNeedUpdate = false;
    	this.colorsNeedUpdate = false;
    	this.lineDistancesNeedUpdate = false;
    	this.groupsNeedUpdate = false;

    }

    Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {

    	constructor: Geometry,

    	isGeometry: true,

    	applyMatrix4: function ( matrix ) {

    		var normalMatrix = new Matrix3().getNormalMatrix( matrix );

    		for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {

    			var vertex = this.vertices[ i ];
    			vertex.applyMatrix4( matrix );

    		}

    		for ( var i = 0, il = this.faces.length; i < il; i ++ ) {

    			var face = this.faces[ i ];
    			face.normal.applyMatrix3( normalMatrix ).normalize();

    			for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {

    				face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();

    			}

    		}

    		if ( this.boundingBox !== null ) {

    			this.computeBoundingBox();

    		}

    		if ( this.boundingSphere !== null ) {

    			this.computeBoundingSphere();

    		}

    		this.verticesNeedUpdate = true;
    		this.normalsNeedUpdate = true;

    		return this;

    	},

    	rotateX: function ( angle ) {

    		// rotate geometry around world x-axis

    		_m1$3.makeRotationX( angle );

    		this.applyMatrix4( _m1$3 );

    		return this;

    	},

    	rotateY: function ( angle ) {

    		// rotate geometry around world y-axis

    		_m1$3.makeRotationY( angle );

    		this.applyMatrix4( _m1$3 );

    		return this;

    	},

    	rotateZ: function ( angle ) {

    		// rotate geometry around world z-axis

    		_m1$3.makeRotationZ( angle );

    		this.applyMatrix4( _m1$3 );

    		return this;

    	},

    	translate: function ( x, y, z ) {

    		// translate geometry

    		_m1$3.makeTranslation( x, y, z );

    		this.applyMatrix4( _m1$3 );

    		return this;

    	},

    	scale: function ( x, y, z ) {

    		// scale geometry

    		_m1$3.makeScale( x, y, z );

    		this.applyMatrix4( _m1$3 );

    		return this;

    	},

    	lookAt: function ( vector ) {

    		_obj$1.lookAt( vector );

    		_obj$1.updateMatrix();

    		this.applyMatrix4( _obj$1.matrix );

    		return this;

    	},

    	fromBufferGeometry: function ( geometry ) {

    		var scope = this;

    		var indices = geometry.index !== null ? geometry.index.array : undefined;
    		var attributes = geometry.attributes;

    		if ( attributes.position === undefined ) {

    			console.error( 'THREE.Geometry.fromBufferGeometry(): Position attribute required for conversion.' );
    			return this;

    		}

    		var positions = attributes.position.array;
    		var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
    		var colors = attributes.color !== undefined ? attributes.color.array : undefined;
    		var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
    		var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined;

    		if ( uvs2 !== undefined ) this.faceVertexUvs[ 1 ] = [];

    		for ( var i = 0; i < positions.length; i += 3 ) {

    			scope.vertices.push( new Vector3().fromArray( positions, i ) );

    			if ( colors !== undefined ) {

    				scope.colors.push( new Color().fromArray( colors, i ) );

    			}

    		}

    		function addFace( a, b, c, materialIndex ) {

    			var vertexColors = ( colors === undefined ) ? [] : [
    				scope.colors[ a ].clone(),
    				scope.colors[ b ].clone(),
    				scope.colors[ c ].clone() ];

    			var vertexNormals = ( normals === undefined ) ? [] : [
    				new Vector3().fromArray( normals, a * 3 ),
    				new Vector3().fromArray( normals, b * 3 ),
    				new Vector3().fromArray( normals, c * 3 )
    			];

    			var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );

    			scope.faces.push( face );

    			if ( uvs !== undefined ) {

    				scope.faceVertexUvs[ 0 ].push( [
    					new Vector2().fromArray( uvs, a * 2 ),
    					new Vector2().fromArray( uvs, b * 2 ),
    					new Vector2().fromArray( uvs, c * 2 )
    				] );

    			}

    			if ( uvs2 !== undefined ) {

    				scope.faceVertexUvs[ 1 ].push( [
    					new Vector2().fromArray( uvs2, a * 2 ),
    					new Vector2().fromArray( uvs2, b * 2 ),
    					new Vector2().fromArray( uvs2, c * 2 )
    				] );

    			}

    		}

    		var groups = geometry.groups;

    		if ( groups.length > 0 ) {

    			for ( var i = 0; i < groups.length; i ++ ) {

    				var group = groups[ i ];

    				var start = group.start;
    				var count = group.count;

    				for ( var j = start, jl = start + count; j < jl; j += 3 ) {

    					if ( indices !== undefined ) {

    						addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex );

    					} else {

    						addFace( j, j + 1, j + 2, group.materialIndex );

    					}

    				}

    			}

    		} else {

    			if ( indices !== undefined ) {

    				for ( var i = 0; i < indices.length; i += 3 ) {

    					addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );

    				}

    			} else {

    				for ( var i = 0; i < positions.length / 3; i += 3 ) {

    					addFace( i, i + 1, i + 2 );

    				}

    			}

    		}

    		this.computeFaceNormals();

    		if ( geometry.boundingBox !== null ) {

    			this.boundingBox = geometry.boundingBox.clone();

    		}

    		if ( geometry.boundingSphere !== null ) {

    			this.boundingSphere = geometry.boundingSphere.clone();

    		}

    		return this;

    	},

    	center: function () {

    		this.computeBoundingBox();

    		this.boundingBox.getCenter( _offset$1 ).negate();

    		this.translate( _offset$1.x, _offset$1.y, _offset$1.z );

    		return this;

    	},

    	normalize: function () {

    		this.computeBoundingSphere();

    		var center = this.boundingSphere.center;
    		var radius = this.boundingSphere.radius;

    		var s = radius === 0 ? 1 : 1.0 / radius;

    		var matrix = new Matrix4();
    		matrix.set(
    			s, 0, 0, - s * center.x,
    			0, s, 0, - s * center.y,
    			0, 0, s, - s * center.z,
    			0, 0, 0, 1
    		);

    		this.applyMatrix4( matrix );

    		return this;

    	},

    	computeFaceNormals: function () {

    		var cb = new Vector3(), ab = new Vector3();

    		for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {

    			var face = this.faces[ f ];

    			var vA = this.vertices[ face.a ];
    			var vB = this.vertices[ face.b ];
    			var vC = this.vertices[ face.c ];

    			cb.subVectors( vC, vB );
    			ab.subVectors( vA, vB );
    			cb.cross( ab );

    			cb.normalize();

    			face.normal.copy( cb );

    		}

    	},

    	computeVertexNormals: function ( areaWeighted ) {

    		if ( areaWeighted === undefined ) areaWeighted = true;

    		var v, vl, f, fl, face, vertices;

    		vertices = new Array( this.vertices.length );

    		for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {

    			vertices[ v ] = new Vector3();

    		}

    		if ( areaWeighted ) {

    			// vertex normals weighted by triangle areas
    			// http://www.iquilezles.org/www/articles/normals/normals.htm

    			var vA, vB, vC;
    			var cb = new Vector3(), ab = new Vector3();

    			for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

    				face = this.faces[ f ];

    				vA = this.vertices[ face.a ];
    				vB = this.vertices[ face.b ];
    				vC = this.vertices[ face.c ];

    				cb.subVectors( vC, vB );
    				ab.subVectors( vA, vB );
    				cb.cross( ab );

    				vertices[ face.a ].add( cb );
    				vertices[ face.b ].add( cb );
    				vertices[ face.c ].add( cb );

    			}

    		} else {

    			this.computeFaceNormals();

    			for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

    				face = this.faces[ f ];

    				vertices[ face.a ].add( face.normal );
    				vertices[ face.b ].add( face.normal );
    				vertices[ face.c ].add( face.normal );

    			}

    		}

    		for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {

    			vertices[ v ].normalize();

    		}

    		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

    			face = this.faces[ f ];

    			var vertexNormals = face.vertexNormals;

    			if ( vertexNormals.length === 3 ) {

    				vertexNormals[ 0 ].copy( vertices[ face.a ] );
    				vertexNormals[ 1 ].copy( vertices[ face.b ] );
    				vertexNormals[ 2 ].copy( vertices[ face.c ] );

    			} else {

    				vertexNormals[ 0 ] = vertices[ face.a ].clone();
    				vertexNormals[ 1 ] = vertices[ face.b ].clone();
    				vertexNormals[ 2 ] = vertices[ face.c ].clone();

    			}

    		}

    		if ( this.faces.length > 0 ) {

    			this.normalsNeedUpdate = true;

    		}

    	},

    	computeFlatVertexNormals: function () {

    		var f, fl, face;

    		this.computeFaceNormals();

    		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

    			face = this.faces[ f ];

    			var vertexNormals = face.vertexNormals;

    			if ( vertexNormals.length === 3 ) {

    				vertexNormals[ 0 ].copy( face.normal );
    				vertexNormals[ 1 ].copy( face.normal );
    				vertexNormals[ 2 ].copy( face.normal );

    			} else {

    				vertexNormals[ 0 ] = face.normal.clone();
    				vertexNormals[ 1 ] = face.normal.clone();
    				vertexNormals[ 2 ] = face.normal.clone();

    			}

    		}

    		if ( this.faces.length > 0 ) {

    			this.normalsNeedUpdate = true;

    		}

    	},

    	computeMorphNormals: function () {

    		var i, il, f, fl, face;

    		// save original normals
    		// - create temp variables on first access
    		//   otherwise just copy (for faster repeated calls)

    		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

    			face = this.faces[ f ];

    			if ( ! face.__originalFaceNormal ) {

    				face.__originalFaceNormal = face.normal.clone();

    			} else {

    				face.__originalFaceNormal.copy( face.normal );

    			}

    			if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];

    			for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {

    				if ( ! face.__originalVertexNormals[ i ] ) {

    					face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();

    				} else {

    					face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );

    				}

    			}

    		}

    		// use temp geometry to compute face and vertex normals for each morph

    		var tmpGeo = new Geometry();
    		tmpGeo.faces = this.faces;

    		for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {

    			// create on first access

    			if ( ! this.morphNormals[ i ] ) {

    				this.morphNormals[ i ] = {};
    				this.morphNormals[ i ].faceNormals = [];
    				this.morphNormals[ i ].vertexNormals = [];

    				var dstNormalsFace = this.morphNormals[ i ].faceNormals;
    				var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;

    				var faceNormal, vertexNormals;

    				for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

    					faceNormal = new Vector3();
    					vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };

    					dstNormalsFace.push( faceNormal );
    					dstNormalsVertex.push( vertexNormals );

    				}

    			}

    			var morphNormals = this.morphNormals[ i ];

    			// set vertices to morph target

    			tmpGeo.vertices = this.morphTargets[ i ].vertices;

    			// compute morph normals

    			tmpGeo.computeFaceNormals();
    			tmpGeo.computeVertexNormals();

    			// store morph normals

    			var faceNormal, vertexNormals;

    			for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

    				face = this.faces[ f ];

    				faceNormal = morphNormals.faceNormals[ f ];
    				vertexNormals = morphNormals.vertexNormals[ f ];

    				faceNormal.copy( face.normal );

    				vertexNormals.a.copy( face.vertexNormals[ 0 ] );
    				vertexNormals.b.copy( face.vertexNormals[ 1 ] );
    				vertexNormals.c.copy( face.vertexNormals[ 2 ] );

    			}

    		}

    		// restore original normals

    		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

    			face = this.faces[ f ];

    			face.normal = face.__originalFaceNormal;
    			face.vertexNormals = face.__originalVertexNormals;

    		}

    	},

    	computeBoundingBox: function () {

    		if ( this.boundingBox === null ) {

    			this.boundingBox = new Box3();

    		}

    		this.boundingBox.setFromPoints( this.vertices );

    	},

    	computeBoundingSphere: function () {

    		if ( this.boundingSphere === null ) {

    			this.boundingSphere = new Sphere();

    		}

    		this.boundingSphere.setFromPoints( this.vertices );

    	},

    	merge: function ( geometry, matrix, materialIndexOffset ) {

    		if ( ! ( geometry && geometry.isGeometry ) ) {

    			console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
    			return;

    		}

    		var normalMatrix,
    			vertexOffset = this.vertices.length,
    			vertices1 = this.vertices,
    			vertices2 = geometry.vertices,
    			faces1 = this.faces,
    			faces2 = geometry.faces,
    			colors1 = this.colors,
    			colors2 = geometry.colors;

    		if ( materialIndexOffset === undefined ) materialIndexOffset = 0;

    		if ( matrix !== undefined ) {

    			normalMatrix = new Matrix3().getNormalMatrix( matrix );

    		}

    		// vertices

    		for ( var i = 0, il = vertices2.length; i < il; i ++ ) {

    			var vertex = vertices2[ i ];

    			var vertexCopy = vertex.clone();

    			if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix );

    			vertices1.push( vertexCopy );

    		}

    		// colors

    		for ( var i = 0, il = colors2.length; i < il; i ++ ) {

    			colors1.push( colors2[ i ].clone() );

    		}

    		// faces

    		for ( i = 0, il = faces2.length; i < il; i ++ ) {

    			var face = faces2[ i ], faceCopy, normal, color,
    				faceVertexNormals = face.vertexNormals,
    				faceVertexColors = face.vertexColors;

    			faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
    			faceCopy.normal.copy( face.normal );

    			if ( normalMatrix !== undefined ) {

    				faceCopy.normal.applyMatrix3( normalMatrix ).normalize();

    			}

    			for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {

    				normal = faceVertexNormals[ j ].clone();

    				if ( normalMatrix !== undefined ) {

    					normal.applyMatrix3( normalMatrix ).normalize();

    				}

    				faceCopy.vertexNormals.push( normal );

    			}

    			faceCopy.color.copy( face.color );

    			for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {

    				color = faceVertexColors[ j ];
    				faceCopy.vertexColors.push( color.clone() );

    			}

    			faceCopy.materialIndex = face.materialIndex + materialIndexOffset;

    			faces1.push( faceCopy );

    		}

    		// uvs

    		for ( var i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {

    			var faceVertexUvs2 = geometry.faceVertexUvs[ i ];

    			if ( this.faceVertexUvs[ i ] === undefined ) this.faceVertexUvs[ i ] = [];

    			for ( var j = 0, jl = faceVertexUvs2.length; j < jl; j ++ ) {

    				var uvs2 = faceVertexUvs2[ j ], uvsCopy = [];

    				for ( var k = 0, kl = uvs2.length; k < kl; k ++ ) {

    					uvsCopy.push( uvs2[ k ].clone() );

    				}

    				this.faceVertexUvs[ i ].push( uvsCopy );

    			}

    		}

    	},

    	mergeMesh: function ( mesh ) {

    		if ( ! ( mesh && mesh.isMesh ) ) {

    			console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
    			return;

    		}

    		if ( mesh.matrixAutoUpdate ) mesh.updateMatrix();

    		this.merge( mesh.geometry, mesh.matrix );

    	},

    	/*
    	 * Checks for duplicate vertices with hashmap.
    	 * Duplicated vertices are removed
    	 * and faces' vertices are updated.
    	 */

    	mergeVertices: function () {

    		var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
    		var unique = [], changes = [];

    		var v, key;
    		var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
    		var precision = Math.pow( 10, precisionPoints );
    		var i, il, face;
    		var indices, j, jl;

    		for ( i = 0, il = this.vertices.length; i < il; i ++ ) {

    			v = this.vertices[ i ];
    			key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );

    			if ( verticesMap[ key ] === undefined ) {

    				verticesMap[ key ] = i;
    				unique.push( this.vertices[ i ] );
    				changes[ i ] = unique.length - 1;

    			} else {

    				//console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
    				changes[ i ] = changes[ verticesMap[ key ] ];

    			}

    		}


    		// if faces are completely degenerate after merging vertices, we
    		// have to remove them from the geometry.
    		var faceIndicesToRemove = [];

    		for ( i = 0, il = this.faces.length; i < il; i ++ ) {

    			face = this.faces[ i ];

    			face.a = changes[ face.a ];
    			face.b = changes[ face.b ];
    			face.c = changes[ face.c ];

    			indices = [ face.a, face.b, face.c ];

    			// if any duplicate vertices are found in a Face3
    			// we have to remove the face as nothing can be saved
    			for ( var n = 0; n < 3; n ++ ) {

    				if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {

    					faceIndicesToRemove.push( i );
    					break;

    				}

    			}

    		}

    		for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {

    			var idx = faceIndicesToRemove[ i ];

    			this.faces.splice( idx, 1 );

    			for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {

    				this.faceVertexUvs[ j ].splice( idx, 1 );

    			}

    		}

    		// Use unique set of vertices

    		var diff = this.vertices.length - unique.length;
    		this.vertices = unique;
    		return diff;

    	},

    	setFromPoints: function ( points ) {

    		this.vertices = [];

    		for ( var i = 0, l = points.length; i < l; i ++ ) {

    			var point = points[ i ];
    			this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );

    		}

    		return this;

    	},

    	sortFacesByMaterialIndex: function () {

    		var faces = this.faces;
    		var length = faces.length;

    		// tag faces

    		for ( var i = 0; i < length; i ++ ) {

    			faces[ i ]._id = i;

    		}

    		// sort faces

    		function materialIndexSort( a, b ) {

    			return a.materialIndex - b.materialIndex;

    		}

    		faces.sort( materialIndexSort );

    		// sort uvs

    		var uvs1 = this.faceVertexUvs[ 0 ];
    		var uvs2 = this.faceVertexUvs[ 1 ];

    		var newUvs1, newUvs2;

    		if ( uvs1 && uvs1.length === length ) newUvs1 = [];
    		if ( uvs2 && uvs2.length === length ) newUvs2 = [];

    		for ( var i = 0; i < length; i ++ ) {

    			var id = faces[ i ]._id;

    			if ( newUvs1 ) newUvs1.push( uvs1[ id ] );
    			if ( newUvs2 ) newUvs2.push( uvs2[ id ] );

    		}

    		if ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1;
    		if ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2;

    	},

    	toJSON: function () {

    		var data = {
    			metadata: {
    				version: 4.5,
    				type: 'Geometry',
    				generator: 'Geometry.toJSON'
    			}
    		};

    		// standard Geometry serialization

    		data.uuid = this.uuid;
    		data.type = this.type;
    		if ( this.name !== '' ) data.name = this.name;

    		if ( this.parameters !== undefined ) {

    			var parameters = this.parameters;

    			for ( var key in parameters ) {

    				if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];

    			}

    			return data;

    		}

    		var vertices = [];

    		for ( var i = 0; i < this.vertices.length; i ++ ) {

    			var vertex = this.vertices[ i ];
    			vertices.push( vertex.x, vertex.y, vertex.z );

    		}

    		var faces = [];
    		var normals = [];
    		var normalsHash = {};
    		var colors = [];
    		var colorsHash = {};
    		var uvs = [];
    		var uvsHash = {};

    		for ( var i = 0; i < this.faces.length; i ++ ) {

    			var face = this.faces[ i ];

    			var hasMaterial = true;
    			var hasFaceUv = false; // deprecated
    			var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
    			var hasFaceNormal = face.normal.length() > 0;
    			var hasFaceVertexNormal = face.vertexNormals.length > 0;
    			var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
    			var hasFaceVertexColor = face.vertexColors.length > 0;

    			var faceType = 0;

    			faceType = setBit( faceType, 0, 0 ); // isQuad
    			faceType = setBit( faceType, 1, hasMaterial );
    			faceType = setBit( faceType, 2, hasFaceUv );
    			faceType = setBit( faceType, 3, hasFaceVertexUv );
    			faceType = setBit( faceType, 4, hasFaceNormal );
    			faceType = setBit( faceType, 5, hasFaceVertexNormal );
    			faceType = setBit( faceType, 6, hasFaceColor );
    			faceType = setBit( faceType, 7, hasFaceVertexColor );

    			faces.push( faceType );
    			faces.push( face.a, face.b, face.c );
    			faces.push( face.materialIndex );

    			if ( hasFaceVertexUv ) {

    				var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];

    				faces.push(
    					getUvIndex( faceVertexUvs[ 0 ] ),
    					getUvIndex( faceVertexUvs[ 1 ] ),
    					getUvIndex( faceVertexUvs[ 2 ] )
    				);

    			}

    			if ( hasFaceNormal ) {

    				faces.push( getNormalIndex( face.normal ) );

    			}

    			if ( hasFaceVertexNormal ) {

    				var vertexNormals = face.vertexNormals;

    				faces.push(
    					getNormalIndex( vertexNormals[ 0 ] ),
    					getNormalIndex( vertexNormals[ 1 ] ),
    					getNormalIndex( vertexNormals[ 2 ] )
    				);

    			}

    			if ( hasFaceColor ) {

    				faces.push( getColorIndex( face.color ) );

    			}

    			if ( hasFaceVertexColor ) {

    				var vertexColors = face.vertexColors;

    				faces.push(
    					getColorIndex( vertexColors[ 0 ] ),
    					getColorIndex( vertexColors[ 1 ] ),
    					getColorIndex( vertexColors[ 2 ] )
    				);

    			}

    		}

    		function setBit( value, position, enabled ) {

    			return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );

    		}

    		function getNormalIndex( normal ) {

    			var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();

    			if ( normalsHash[ hash ] !== undefined ) {

    				return normalsHash[ hash ];

    			}

    			normalsHash[ hash ] = normals.length / 3;
    			normals.push( normal.x, normal.y, normal.z );

    			return normalsHash[ hash ];

    		}

    		function getColorIndex( color ) {

    			var hash = color.r.toString() + color.g.toString() + color.b.toString();

    			if ( colorsHash[ hash ] !== undefined ) {

    				return colorsHash[ hash ];

    			}

    			colorsHash[ hash ] = colors.length;
    			colors.push( color.getHex() );

    			return colorsHash[ hash ];

    		}

    		function getUvIndex( uv ) {

    			var hash = uv.x.toString() + uv.y.toString();

    			if ( uvsHash[ hash ] !== undefined ) {

    				return uvsHash[ hash ];

    			}

    			uvsHash[ hash ] = uvs.length / 2;
    			uvs.push( uv.x, uv.y );

    			return uvsHash[ hash ];

    		}

    		data.data = {};

    		data.data.vertices = vertices;
    		data.data.normals = normals;
    		if ( colors.length > 0 ) data.data.colors = colors;
    		if ( uvs.length > 0 ) data.data.uvs = [ uvs ]; // temporal backward compatibility
    		data.data.faces = faces;

    		return data;

    	},

    	clone: function () {

    		/*
    		 // Handle primitives

    		 var parameters = this.parameters;

    		 if ( parameters !== undefined ) {

    		 var values = [];

    		 for ( var key in parameters ) {

    		 values.push( parameters[ key ] );

    		 }

    		 var geometry = Object.create( this.constructor.prototype );
    		 this.constructor.apply( geometry, values );
    		 return geometry;

    		 }

    		 return new this.constructor().copy( this );
    		 */

    		return new Geometry().copy( this );

    	},

    	copy: function ( source ) {

    		var i, il, j, jl, k, kl;

    		// reset

    		this.vertices = [];
    		this.colors = [];
    		this.faces = [];
    		this.faceVertexUvs = [[]];
    		this.morphTargets = [];
    		this.morphNormals = [];
    		this.skinWeights = [];
    		this.skinIndices = [];
    		this.lineDistances = [];
    		this.boundingBox = null;
    		this.boundingSphere = null;

    		// name

    		this.name = source.name;

    		// vertices

    		var vertices = source.vertices;

    		for ( i = 0, il = vertices.length; i < il; i ++ ) {

    			this.vertices.push( vertices[ i ].clone() );

    		}

    		// colors

    		var colors = source.colors;

    		for ( i = 0, il = colors.length; i < il; i ++ ) {

    			this.colors.push( colors[ i ].clone() );

    		}

    		// faces

    		var faces = source.faces;

    		for ( i = 0, il = faces.length; i < il; i ++ ) {

    			this.faces.push( faces[ i ].clone() );

    		}

    		// face vertex uvs

    		for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {

    			var faceVertexUvs = source.faceVertexUvs[ i ];

    			if ( this.faceVertexUvs[ i ] === undefined ) {

    				this.faceVertexUvs[ i ] = [];

    			}

    			for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {

    				var uvs = faceVertexUvs[ j ], uvsCopy = [];

    				for ( k = 0, kl = uvs.length; k < kl; k ++ ) {

    					var uv = uvs[ k ];

    					uvsCopy.push( uv.clone() );

    				}

    				this.faceVertexUvs[ i ].push( uvsCopy );

    			}

    		}

    		// morph targets

    		var morphTargets = source.morphTargets;

    		for ( i = 0, il = morphTargets.length; i < il; i ++ ) {

    			var morphTarget = {};
    			morphTarget.name = morphTargets[ i ].name;

    			// vertices

    			if ( morphTargets[ i ].vertices !== undefined ) {

    				morphTarget.vertices = [];

    				for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {

    					morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );

    				}

    			}

    			// normals

    			if ( morphTargets[ i ].normals !== undefined ) {

    				morphTarget.normals = [];

    				for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {

    					morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );

    				}

    			}

    			this.morphTargets.push( morphTarget );

    		}

    		// morph normals

    		var morphNormals = source.morphNormals;

    		for ( i = 0, il = morphNormals.length; i < il; i ++ ) {

    			var morphNormal = {};

    			// vertex normals

    			if ( morphNormals[ i ].vertexNormals !== undefined ) {

    				morphNormal.vertexNormals = [];

    				for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {

    					var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];
    					var destVertexNormal = {};

    					destVertexNormal.a = srcVertexNormal.a.clone();
    					destVertexNormal.b = srcVertexNormal.b.clone();
    					destVertexNormal.c = srcVertexNormal.c.clone();

    					morphNormal.vertexNormals.push( destVertexNormal );

    				}

    			}

    			// face normals

    			if ( morphNormals[ i ].faceNormals !== undefined ) {

    				morphNormal.faceNormals = [];

    				for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {

    					morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );

    				}

    			}

    			this.morphNormals.push( morphNormal );

    		}

    		// skin weights

    		var skinWeights = source.skinWeights;

    		for ( i = 0, il = skinWeights.length; i < il; i ++ ) {

    			this.skinWeights.push( skinWeights[ i ].clone() );

    		}

    		// skin indices

    		var skinIndices = source.skinIndices;

    		for ( i = 0, il = skinIndices.length; i < il; i ++ ) {

    			this.skinIndices.push( skinIndices[ i ].clone() );

    		}

    		// line distances

    		var lineDistances = source.lineDistances;

    		for ( i = 0, il = lineDistances.length; i < il; i ++ ) {

    			this.lineDistances.push( lineDistances[ i ] );

    		}

    		// bounding box

    		var boundingBox = source.boundingBox;

    		if ( boundingBox !== null ) {

    			this.boundingBox = boundingBox.clone();

    		}

    		// bounding sphere

    		var boundingSphere = source.boundingSphere;

    		if ( boundingSphere !== null ) {

    			this.boundingSphere = boundingSphere.clone();

    		}

    		// update flags

    		this.elementsNeedUpdate = source.elementsNeedUpdate;
    		this.verticesNeedUpdate = source.verticesNeedUpdate;
    		this.uvsNeedUpdate = source.uvsNeedUpdate;
    		this.normalsNeedUpdate = source.normalsNeedUpdate;
    		this.colorsNeedUpdate = source.colorsNeedUpdate;
    		this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
    		this.groupsNeedUpdate = source.groupsNeedUpdate;

    		return this;

    	},

    	dispose: function () {

    		this.dispatchEvent( { type: 'dispose' } );

    	}

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author Mugen87 / https://github.com/Mugen87
     */

    // BoxGeometry

    class BoxGeometry extends Geometry {

    	constructor( width, height, depth, widthSegments, heightSegments, depthSegments ) {

    		super();

    		this.type = 'BoxGeometry';

    		this.parameters = {
    			width: width,
    			height: height,
    			depth: depth,
    			widthSegments: widthSegments,
    			heightSegments: heightSegments,
    			depthSegments: depthSegments
    		};

    		this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
    		this.mergeVertices();

    	}

    }

    // BoxBufferGeometry

    class BoxBufferGeometry extends BufferGeometry {

    	constructor( width, height, depth, widthSegments, heightSegments, depthSegments ) {

    		super();

    		this.type = 'BoxBufferGeometry';

    		this.parameters = {
    			width: width,
    			height: height,
    			depth: depth,
    			widthSegments: widthSegments,
    			heightSegments: heightSegments,
    			depthSegments: depthSegments
    		};

    		var scope = this;

    		width = width || 1;
    		height = height || 1;
    		depth = depth || 1;

    		// segments

    		widthSegments = Math.floor( widthSegments ) || 1;
    		heightSegments = Math.floor( heightSegments ) || 1;
    		depthSegments = Math.floor( depthSegments ) || 1;

    		// buffers

    		var indices = [];
    		var vertices = [];
    		var normals = [];
    		var uvs = [];

    		// helper variables

    		var numberOfVertices = 0;
    		var groupStart = 0;

    		// build each side of the box geometry

    		buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
    		buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
    		buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
    		buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
    		buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
    		buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz

    		// build geometry

    		this.setIndex( indices );
    		this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
    		this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
    		this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

    		function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {

    			var segmentWidth = width / gridX;
    			var segmentHeight = height / gridY;

    			var widthHalf = width / 2;
    			var heightHalf = height / 2;
    			var depthHalf = depth / 2;

    			var gridX1 = gridX + 1;
    			var gridY1 = gridY + 1;

    			var vertexCounter = 0;
    			var groupCount = 0;

    			var ix, iy;

    			var vector = new Vector3();

    			// generate vertices, normals and uvs

    			for ( iy = 0; iy < gridY1; iy ++ ) {

    				var y = iy * segmentHeight - heightHalf;

    				for ( ix = 0; ix < gridX1; ix ++ ) {

    					var x = ix * segmentWidth - widthHalf;

    					// set values to correct vector component

    					vector[ u ] = x * udir;
    					vector[ v ] = y * vdir;
    					vector[ w ] = depthHalf;

    					// now apply vector to vertex buffer

    					vertices.push( vector.x, vector.y, vector.z );

    					// set values to correct vector component

    					vector[ u ] = 0;
    					vector[ v ] = 0;
    					vector[ w ] = depth > 0 ? 1 : - 1;

    					// now apply vector to normal buffer

    					normals.push( vector.x, vector.y, vector.z );

    					// uvs

    					uvs.push( ix / gridX );
    					uvs.push( 1 - ( iy / gridY ) );

    					// counters

    					vertexCounter += 1;

    				}

    			}

    			// indices

    			// 1. you need three indices to draw a single face
    			// 2. a single segment consists of two faces
    			// 3. so we need to generate six (2*3) indices per segment

    			for ( iy = 0; iy < gridY; iy ++ ) {

    				for ( ix = 0; ix < gridX; ix ++ ) {

    					var a = numberOfVertices + ix + gridX1 * iy;
    					var b = numberOfVertices + ix + gridX1 * ( iy + 1 );
    					var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
    					var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;

    					// faces

    					indices.push( a, b, d );
    					indices.push( b, c, d );

    					// increase counter

    					groupCount += 6;

    				}

    			}

    			// add a group to the geometry. this will ensure multi material support

    			scope.addGroup( groupStart, groupCount, materialIndex );

    			// calculate new start value for groups

    			groupStart += groupCount;

    			// update total number of vertices

    			numberOfVertices += vertexCounter;

    		}

    	}

    }

    /**
     * Uniform Utilities
     */

    function cloneUniforms( src ) {

    	var dst = {};

    	for ( var u in src ) {

    		dst[ u ] = {};

    		for ( var p in src[ u ] ) {

    			var property = src[ u ][ p ];

    			if ( property && ( property.isColor ||
    				property.isMatrix3 || property.isMatrix4 ||
    				property.isVector2 || property.isVector3 || property.isVector4 ||
    				property.isTexture ) ) {

    				dst[ u ][ p ] = property.clone();

    			} else if ( Array.isArray( property ) ) {

    				dst[ u ][ p ] = property.slice();

    			} else {

    				dst[ u ][ p ] = property;

    			}

    		}

    	}

    	return dst;

    }

    function mergeUniforms( uniforms ) {

    	var merged = {};

    	for ( var u = 0; u < uniforms.length; u ++ ) {

    		var tmp = cloneUniforms( uniforms[ u ] );

    		for ( var p in tmp ) {

    			merged[ p ] = tmp[ p ];

    		}

    	}

    	return merged;

    }

    // Legacy

    var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };

    var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";

    var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";

    /**
     * @author alteredq / http://alteredqualia.com/
     *
     * parameters = {
     *  defines: { "label" : "value" },
     *  uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
     *
     *  fragmentShader: <string>,
     *  vertexShader: <string>,
     *
     *  wireframe: <boolean>,
     *  wireframeLinewidth: <float>,
     *
     *  lights: <bool>,
     *
     *  skinning: <bool>,
     *  morphTargets: <bool>,
     *  morphNormals: <bool>
     * }
     */

    function ShaderMaterial( parameters ) {

    	Material.call( this );

    	this.type = 'ShaderMaterial';

    	this.defines = {};
    	this.uniforms = {};

    	this.vertexShader = default_vertex;
    	this.fragmentShader = default_fragment;

    	this.linewidth = 1;

    	this.wireframe = false;
    	this.wireframeLinewidth = 1;

    	this.fog = false; // set to use scene fog
    	this.lights = false; // set to use scene lights
    	this.clipping = false; // set to use user-defined clipping planes

    	this.skinning = false; // set to use skinning attribute streams
    	this.morphTargets = false; // set to use morph targets
    	this.morphNormals = false; // set to use morph normals

    	this.extensions = {
    		derivatives: false, // set to use derivatives
    		fragDepth: false, // set to use fragment depth values
    		drawBuffers: false, // set to use draw buffers
    		shaderTextureLOD: false // set to use shader texture LOD
    	};

    	// When rendered geometry doesn't include these attributes but the material does,
    	// use these default values in WebGL. This avoids errors when buffer data is missing.
    	this.defaultAttributeValues = {
    		'color': [ 1, 1, 1 ],
    		'uv': [ 0, 0 ],
    		'uv2': [ 0, 0 ]
    	};

    	this.index0AttributeName = undefined;
    	this.uniformsNeedUpdate = false;

    	if ( parameters !== undefined ) {

    		if ( parameters.attributes !== undefined ) {

    			console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );

    		}

    		this.setValues( parameters );

    	}

    }

    ShaderMaterial.prototype = Object.create( Material.prototype );
    ShaderMaterial.prototype.constructor = ShaderMaterial;

    ShaderMaterial.prototype.isShaderMaterial = true;

    ShaderMaterial.prototype.copy = function ( source ) {

    	Material.prototype.copy.call( this, source );

    	this.fragmentShader = source.fragmentShader;
    	this.vertexShader = source.vertexShader;

    	this.uniforms = cloneUniforms( source.uniforms );

    	this.defines = Object.assign( {}, source.defines );

    	this.wireframe = source.wireframe;
    	this.wireframeLinewidth = source.wireframeLinewidth;

    	this.lights = source.lights;
    	this.clipping = source.clipping;

    	this.skinning = source.skinning;

    	this.morphTargets = source.morphTargets;
    	this.morphNormals = source.morphNormals;

    	this.extensions = source.extensions;

    	return this;

    };

    ShaderMaterial.prototype.toJSON = function ( meta ) {

    	var data = Material.prototype.toJSON.call( this, meta );

    	data.uniforms = {};

    	for ( var name in this.uniforms ) {

    		var uniform = this.uniforms[ name ];
    		var value = uniform.value;

    		if ( value && value.isTexture ) {

    			data.uniforms[ name ] = {
    				type: 't',
    				value: value.toJSON( meta ).uuid
    			};

    		} else if ( value && value.isColor ) {

    			data.uniforms[ name ] = {
    				type: 'c',
    				value: value.getHex()
    			};

    		} else if ( value && value.isVector2 ) {

    			data.uniforms[ name ] = {
    				type: 'v2',
    				value: value.toArray()
    			};

    		} else if ( value && value.isVector3 ) {

    			data.uniforms[ name ] = {
    				type: 'v3',
    				value: value.toArray()
    			};

    		} else if ( value && value.isVector4 ) {

    			data.uniforms[ name ] = {
    				type: 'v4',
    				value: value.toArray()
    			};

    		} else if ( value && value.isMatrix3 ) {

    			data.uniforms[ name ] = {
    				type: 'm3',
    				value: value.toArray()
    			};

    		} else if ( value && value.isMatrix4 ) {

    			data.uniforms[ name ] = {
    				type: 'm4',
    				value: value.toArray()
    			};

    		} else {

    			data.uniforms[ name ] = {
    				value: value
    			};

    			// note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far

    		}

    	}

    	if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;

    	data.vertexShader = this.vertexShader;
    	data.fragmentShader = this.fragmentShader;

    	var extensions = {};

    	for ( var key in this.extensions ) {

    		if ( this.extensions[ key ] === true ) extensions[ key ] = true;

    	}

    	if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;

    	return data;

    };

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author mikael emtinger / http://gomo.se/
     * @author WestLangley / http://github.com/WestLangley
    */

    function Camera() {

    	Object3D.call( this );

    	this.type = 'Camera';

    	this.matrixWorldInverse = new Matrix4();

    	this.projectionMatrix = new Matrix4();
    	this.projectionMatrixInverse = new Matrix4();

    }

    Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {

    	constructor: Camera,

    	isCamera: true,

    	copy: function ( source, recursive ) {

    		Object3D.prototype.copy.call( this, source, recursive );

    		this.matrixWorldInverse.copy( source.matrixWorldInverse );

    		this.projectionMatrix.copy( source.projectionMatrix );
    		this.projectionMatrixInverse.copy( source.projectionMatrixInverse );

    		return this;

    	},

    	getWorldDirection: function ( target ) {

    		if ( target === undefined ) {

    			console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
    			target = new Vector3();

    		}

    		this.updateMatrixWorld( true );

    		var e = this.matrixWorld.elements;

    		return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();

    	},

    	updateMatrixWorld: function ( force ) {

    		Object3D.prototype.updateMatrixWorld.call( this, force );

    		this.matrixWorldInverse.getInverse( this.matrixWorld );

    	},

    	updateWorldMatrix: function ( updateParents, updateChildren ) {

    		Object3D.prototype.updateWorldMatrix.call( this, updateParents, updateChildren );

    		this.matrixWorldInverse.getInverse( this.matrixWorld );

    	},

    	clone: function () {

    		return new this.constructor().copy( this );

    	}

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author greggman / http://games.greggman.com/
     * @author zz85 / http://www.lab4games.net/zz85/blog
     * @author tschw
     */

    function PerspectiveCamera( fov, aspect, near, far ) {

    	Camera.call( this );

    	this.type = 'PerspectiveCamera';

    	this.fov = fov !== undefined ? fov : 50;
    	this.zoom = 1;

    	this.near = near !== undefined ? near : 0.1;
    	this.far = far !== undefined ? far : 2000;
    	this.focus = 10;

    	this.aspect = aspect !== undefined ? aspect : 1;
    	this.view = null;

    	this.filmGauge = 35;	// width of the film (default in millimeters)
    	this.filmOffset = 0;	// horizontal film offset (same unit as gauge)

    	this.updateProjectionMatrix();

    }

    PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {

    	constructor: PerspectiveCamera,

    	isPerspectiveCamera: true,

    	copy: function ( source, recursive ) {

    		Camera.prototype.copy.call( this, source, recursive );

    		this.fov = source.fov;
    		this.zoom = source.zoom;

    		this.near = source.near;
    		this.far = source.far;
    		this.focus = source.focus;

    		this.aspect = source.aspect;
    		this.view = source.view === null ? null : Object.assign( {}, source.view );

    		this.filmGauge = source.filmGauge;
    		this.filmOffset = source.filmOffset;

    		return this;

    	},

    	/**
    	 * Sets the FOV by focal length in respect to the current .filmGauge.
    	 *
    	 * The default film gauge is 35, so that the focal length can be specified for
    	 * a 35mm (full frame) camera.
    	 *
    	 * Values for focal length and film gauge must have the same unit.
    	 */
    	setFocalLength: function ( focalLength ) {

    		// see http://www.bobatkins.com/photography/technical/field_of_view.html
    		var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;

    		this.fov = MathUtils.RAD2DEG * 2 * Math.atan( vExtentSlope );
    		this.updateProjectionMatrix();

    	},

    	/**
    	 * Calculates the focal length from the current .fov and .filmGauge.
    	 */
    	getFocalLength: function () {

    		var vExtentSlope = Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov );

    		return 0.5 * this.getFilmHeight() / vExtentSlope;

    	},

    	getEffectiveFOV: function () {

    		return MathUtils.RAD2DEG * 2 * Math.atan(
    			Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom );

    	},

    	getFilmWidth: function () {

    		// film not completely covered in portrait format (aspect < 1)
    		return this.filmGauge * Math.min( this.aspect, 1 );

    	},

    	getFilmHeight: function () {

    		// film not completely covered in landscape format (aspect > 1)
    		return this.filmGauge / Math.max( this.aspect, 1 );

    	},

    	/**
    	 * Sets an offset in a larger frustum. This is useful for multi-window or
    	 * multi-monitor/multi-machine setups.
    	 *
    	 * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
    	 * the monitors are in grid like this
    	 *
    	 *   +---+---+---+
    	 *   | A | B | C |
    	 *   +---+---+---+
    	 *   | D | E | F |
    	 *   +---+---+---+
    	 *
    	 * then for each monitor you would call it like this
    	 *
    	 *   var w = 1920;
    	 *   var h = 1080;
    	 *   var fullWidth = w * 3;
    	 *   var fullHeight = h * 2;
    	 *
    	 *   --A--
    	 *   camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
    	 *   --B--
    	 *   camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
    	 *   --C--
    	 *   camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
    	 *   --D--
    	 *   camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
    	 *   --E--
    	 *   camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
    	 *   --F--
    	 *   camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
    	 *
    	 *   Note there is no reason monitors have to be the same size or in a grid.
    	 */
    	setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {

    		this.aspect = fullWidth / fullHeight;

    		if ( this.view === null ) {

    			this.view = {
    				enabled: true,
    				fullWidth: 1,
    				fullHeight: 1,
    				offsetX: 0,
    				offsetY: 0,
    				width: 1,
    				height: 1
    			};

    		}

    		this.view.enabled = true;
    		this.view.fullWidth = fullWidth;
    		this.view.fullHeight = fullHeight;
    		this.view.offsetX = x;
    		this.view.offsetY = y;
    		this.view.width = width;
    		this.view.height = height;

    		this.updateProjectionMatrix();

    	},

    	clearViewOffset: function () {

    		if ( this.view !== null ) {

    			this.view.enabled = false;

    		}

    		this.updateProjectionMatrix();

    	},

    	updateProjectionMatrix: function () {

    		var near = this.near,
    			top = near * Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom,
    			height = 2 * top,
    			width = this.aspect * height,
    			left = - 0.5 * width,
    			view = this.view;

    		if ( this.view !== null && this.view.enabled ) {

    			var fullWidth = view.fullWidth,
    				fullHeight = view.fullHeight;

    			left += view.offsetX * width / fullWidth;
    			top -= view.offsetY * height / fullHeight;
    			width *= view.width / fullWidth;
    			height *= view.height / fullHeight;

    		}

    		var skew = this.filmOffset;
    		if ( skew !== 0 ) left += near * skew / this.getFilmWidth();

    		this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );

    		this.projectionMatrixInverse.getInverse( this.projectionMatrix );

    	},

    	toJSON: function ( meta ) {

    		var data = Object3D.prototype.toJSON.call( this, meta );

    		data.object.fov = this.fov;
    		data.object.zoom = this.zoom;

    		data.object.near = this.near;
    		data.object.far = this.far;
    		data.object.focus = this.focus;

    		data.object.aspect = this.aspect;

    		if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );

    		data.object.filmGauge = this.filmGauge;
    		data.object.filmOffset = this.filmOffset;

    		return data;

    	}

    } );

    /**
     * Camera for rendering cube maps
     *	- renders scene into axis-aligned cube
     *
     * @author alteredq / http://alteredqualia.com/
     */

    var fov = 90, aspect = 1;

    function CubeCamera( near, far, cubeResolution, options ) {

    	Object3D.call( this );

    	this.type = 'CubeCamera';

    	var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
    	cameraPX.up.set( 0, - 1, 0 );
    	cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
    	this.add( cameraPX );

    	var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
    	cameraNX.up.set( 0, - 1, 0 );
    	cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
    	this.add( cameraNX );

    	var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
    	cameraPY.up.set( 0, 0, 1 );
    	cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
    	this.add( cameraPY );

    	var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
    	cameraNY.up.set( 0, 0, - 1 );
    	cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
    	this.add( cameraNY );

    	var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
    	cameraPZ.up.set( 0, - 1, 0 );
    	cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
    	this.add( cameraPZ );

    	var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
    	cameraNZ.up.set( 0, - 1, 0 );
    	cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
    	this.add( cameraNZ );

    	options = options || { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };

    	this.renderTarget = new WebGLCubeRenderTarget( cubeResolution, options );
    	this.renderTarget.texture.name = "CubeCamera";

    	this.update = function ( renderer, scene ) {

    		if ( this.parent === null ) this.updateMatrixWorld();

    		var currentRenderTarget = renderer.getRenderTarget();

    		var renderTarget = this.renderTarget;
    		var generateMipmaps = renderTarget.texture.generateMipmaps;

    		renderTarget.texture.generateMipmaps = false;

    		renderer.setRenderTarget( renderTarget, 0 );
    		renderer.render( scene, cameraPX );

    		renderer.setRenderTarget( renderTarget, 1 );
    		renderer.render( scene, cameraNX );

    		renderer.setRenderTarget( renderTarget, 2 );
    		renderer.render( scene, cameraPY );

    		renderer.setRenderTarget( renderTarget, 3 );
    		renderer.render( scene, cameraNY );

    		renderer.setRenderTarget( renderTarget, 4 );
    		renderer.render( scene, cameraPZ );

    		renderTarget.texture.generateMipmaps = generateMipmaps;

    		renderer.setRenderTarget( renderTarget, 5 );
    		renderer.render( scene, cameraNZ );

    		renderer.setRenderTarget( currentRenderTarget );

    	};

    	this.clear = function ( renderer, color, depth, stencil ) {

    		var currentRenderTarget = renderer.getRenderTarget();

    		var renderTarget = this.renderTarget;

    		for ( var i = 0; i < 6; i ++ ) {

    			renderer.setRenderTarget( renderTarget, i );

    			renderer.clear( color, depth, stencil );

    		}

    		renderer.setRenderTarget( currentRenderTarget );

    	};

    }

    CubeCamera.prototype = Object.create( Object3D.prototype );
    CubeCamera.prototype.constructor = CubeCamera;

    /**
     * @author alteredq / http://alteredqualia.com
     * @author WestLangley / http://github.com/WestLangley
     */

    function WebGLCubeRenderTarget( size, options, dummy ) {

    	if ( Number.isInteger( options ) ) {

    		console.warn( 'THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )' );

    		options = dummy;

    	}

    	WebGLRenderTarget.call( this, size, size, options );

    }

    WebGLCubeRenderTarget.prototype = Object.create( WebGLRenderTarget.prototype );
    WebGLCubeRenderTarget.prototype.constructor = WebGLCubeRenderTarget;

    WebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true;

    WebGLCubeRenderTarget.prototype.fromEquirectangularTexture = function ( renderer, texture ) {

    	this.texture.type = texture.type;
    	this.texture.format = texture.format;
    	this.texture.encoding = texture.encoding;

    	var scene = new Scene();

    	var shader = {

    		uniforms: {
    			tEquirect: { value: null },
    		},

    		vertexShader: [

    			"varying vec3 vWorldDirection;",

    			"vec3 transformDirection( in vec3 dir, in mat4 matrix ) {",

    			"	return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );",

    			"}",

    			"void main() {",

    			"	vWorldDirection = transformDirection( position, modelMatrix );",

    			"	#include <begin_vertex>",
    			"	#include <project_vertex>",

    			"}"

    		].join( '\n' ),

    		fragmentShader: [

    			"uniform sampler2D tEquirect;",

    			"varying vec3 vWorldDirection;",

    			"#define RECIPROCAL_PI 0.31830988618",
    			"#define RECIPROCAL_PI2 0.15915494",

    			"void main() {",

    			"	vec3 direction = normalize( vWorldDirection );",

    			"	vec2 sampleUV;",

    			"	sampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;",

    			"	sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;",

    			"	gl_FragColor = texture2D( tEquirect, sampleUV );",

    			"}"

    		].join( '\n' ),
    	};

    	var material = new ShaderMaterial( {

    		type: 'CubemapFromEquirect',

    		uniforms: cloneUniforms( shader.uniforms ),
    		vertexShader: shader.vertexShader,
    		fragmentShader: shader.fragmentShader,
    		side: BackSide,
    		blending: NoBlending

    	} );

    	material.uniforms.tEquirect.value = texture;

    	var mesh = new Mesh( new BoxBufferGeometry( 5, 5, 5 ), material );

    	scene.add( mesh );

    	var camera = new CubeCamera( 1, 10, 1 );

    	camera.renderTarget = this;
    	camera.renderTarget.texture.name = 'CubeCameraTexture';

    	camera.update( renderer, scene );

    	mesh.geometry.dispose();
    	mesh.material.dispose();

    	return this;

    };

    /**
     * @author alteredq / http://alteredqualia.com/
     */

    function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {

    	Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );

    	this.image = { data: data || null, width: width || 1, height: height || 1 };

    	this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
    	this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;

    	this.generateMipmaps = false;
    	this.flipY = false;
    	this.unpackAlignment = 1;

    	this.needsUpdate = true;

    }

    DataTexture.prototype = Object.create( Texture.prototype );
    DataTexture.prototype.constructor = DataTexture;

    DataTexture.prototype.isDataTexture = true;

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author alteredq / http://alteredqualia.com/
     * @author bhouston / http://clara.io
     */

    var _sphere$1 = new Sphere();
    var _vector$5 = new Vector3();

    function Frustum( p0, p1, p2, p3, p4, p5 ) {

    	this.planes = [

    		( p0 !== undefined ) ? p0 : new Plane(),
    		( p1 !== undefined ) ? p1 : new Plane(),
    		( p2 !== undefined ) ? p2 : new Plane(),
    		( p3 !== undefined ) ? p3 : new Plane(),
    		( p4 !== undefined ) ? p4 : new Plane(),
    		( p5 !== undefined ) ? p5 : new Plane()

    	];

    }

    Object.assign( Frustum.prototype, {

    	set: function ( p0, p1, p2, p3, p4, p5 ) {

    		var planes = this.planes;

    		planes[ 0 ].copy( p0 );
    		planes[ 1 ].copy( p1 );
    		planes[ 2 ].copy( p2 );
    		planes[ 3 ].copy( p3 );
    		planes[ 4 ].copy( p4 );
    		planes[ 5 ].copy( p5 );

    		return this;

    	},

    	clone: function () {

    		return new this.constructor().copy( this );

    	},

    	copy: function ( frustum ) {

    		var planes = this.planes;

    		for ( var i = 0; i < 6; i ++ ) {

    			planes[ i ].copy( frustum.planes[ i ] );

    		}

    		return this;

    	},

    	setFromProjectionMatrix: function ( m ) {

    		var planes = this.planes;
    		var me = m.elements;
    		var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
    		var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
    		var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
    		var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];

    		planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
    		planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
    		planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
    		planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
    		planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
    		planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();

    		return this;

    	},

    	intersectsObject: function ( object ) {

    		var geometry = object.geometry;

    		if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();

    		_sphere$1.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );

    		return this.intersectsSphere( _sphere$1 );

    	},

    	intersectsSprite: function ( sprite ) {

    		_sphere$1.center.set( 0, 0, 0 );
    		_sphere$1.radius = 0.7071067811865476;
    		_sphere$1.applyMatrix4( sprite.matrixWorld );

    		return this.intersectsSphere( _sphere$1 );

    	},

    	intersectsSphere: function ( sphere ) {

    		var planes = this.planes;
    		var center = sphere.center;
    		var negRadius = - sphere.radius;

    		for ( var i = 0; i < 6; i ++ ) {

    			var distance = planes[ i ].distanceToPoint( center );

    			if ( distance < negRadius ) {

    				return false;

    			}

    		}

    		return true;

    	},

    	intersectsBox: function ( box ) {

    		var planes = this.planes;

    		for ( var i = 0; i < 6; i ++ ) {

    			var plane = planes[ i ];

    			// corner at max distance

    			_vector$5.x = plane.normal.x > 0 ? box.max.x : box.min.x;
    			_vector$5.y = plane.normal.y > 0 ? box.max.y : box.min.y;
    			_vector$5.z = plane.normal.z > 0 ? box.max.z : box.min.z;

    			if ( plane.distanceToPoint( _vector$5 ) < 0 ) {

    				return false;

    			}

    		}

    		return true;

    	},

    	containsPoint: function ( point ) {

    		var planes = this.planes;

    		for ( var i = 0; i < 6; i ++ ) {

    			if ( planes[ i ].distanceToPoint( point ) < 0 ) {

    				return false;

    			}

    		}

    		return true;

    	}

    } );

    /**
     * Uniforms library for shared webgl shaders
     */

    var UniformsLib = {

    	common: {

    		diffuse: { value: new Color( 0xeeeeee ) },
    		opacity: { value: 1.0 },

    		map: { value: null },
    		uvTransform: { value: new Matrix3() },
    		uv2Transform: { value: new Matrix3() },

    		alphaMap: { value: null },

    	},

    	specularmap: {

    		specularMap: { value: null },

    	},

    	envmap: {

    		envMap: { value: null },
    		flipEnvMap: { value: - 1 },
    		reflectivity: { value: 1.0 },
    		refractionRatio: { value: 0.98 },
    		maxMipLevel: { value: 0 }

    	},

    	aomap: {

    		aoMap: { value: null },
    		aoMapIntensity: { value: 1 }

    	},

    	lightmap: {

    		lightMap: { value: null },
    		lightMapIntensity: { value: 1 }

    	},

    	emissivemap: {

    		emissiveMap: { value: null }

    	},

    	bumpmap: {

    		bumpMap: { value: null },
    		bumpScale: { value: 1 }

    	},

    	normalmap: {

    		normalMap: { value: null },
    		normalScale: { value: new Vector2( 1, 1 ) }

    	},

    	displacementmap: {

    		displacementMap: { value: null },
    		displacementScale: { value: 1 },
    		displacementBias: { value: 0 }

    	},

    	roughnessmap: {

    		roughnessMap: { value: null }

    	},

    	metalnessmap: {

    		metalnessMap: { value: null }

    	},

    	gradientmap: {

    		gradientMap: { value: null }

    	},

    	fog: {

    		fogDensity: { value: 0.00025 },
    		fogNear: { value: 1 },
    		fogFar: { value: 2000 },
    		fogColor: { value: new Color( 0xffffff ) }

    	},

    	lights: {

    		ambientLightColor: { value: [] },

    		lightProbe: { value: [] },

    		directionalLights: { value: [], properties: {
    			direction: {},
    			color: {}
    		} },

    		directionalLightShadows: { value: [], properties: {
    			shadowBias: {},
    			shadowRadius: {},
    			shadowMapSize: {}
    		} },

    		directionalShadowMap: { value: [] },
    		directionalShadowMatrix: { value: [] },

    		spotLights: { value: [], properties: {
    			color: {},
    			position: {},
    			direction: {},
    			distance: {},
    			coneCos: {},
    			penumbraCos: {},
    			decay: {}
    		} },

    		spotLightShadows: { value: [], properties: {
    			shadowBias: {},
    			shadowRadius: {},
    			shadowMapSize: {}
    		} },

    		spotShadowMap: { value: [] },
    		spotShadowMatrix: { value: [] },

    		pointLights: { value: [], properties: {
    			color: {},
    			position: {},
    			decay: {},
    			distance: {}
    		} },

    		pointLightShadows: { value: [], properties: {
    			shadowBias: {},
    			shadowRadius: {},
    			shadowMapSize: {},
    			shadowCameraNear: {},
    			shadowCameraFar: {}
    		} },

    		pointShadowMap: { value: [] },
    		pointShadowMatrix: { value: [] },

    		hemisphereLights: { value: [], properties: {
    			direction: {},
    			skyColor: {},
    			groundColor: {}
    		} },

    		// TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
    		rectAreaLights: { value: [], properties: {
    			color: {},
    			position: {},
    			width: {},
    			height: {}
    		} }

    	},

    	points: {

    		diffuse: { value: new Color( 0xeeeeee ) },
    		opacity: { value: 1.0 },
    		size: { value: 1.0 },
    		scale: { value: 1.0 },
    		map: { value: null },
    		alphaMap: { value: null },
    		uvTransform: { value: new Matrix3() }

    	},

    	sprite: {

    		diffuse: { value: new Color( 0xeeeeee ) },
    		opacity: { value: 1.0 },
    		center: { value: new Vector2( 0.5, 0.5 ) },
    		rotation: { value: 0.0 },
    		map: { value: null },
    		alphaMap: { value: null },
    		uvTransform: { value: new Matrix3() }

    	}

    };

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function WebGLAnimation() {

    	var context = null;
    	var isAnimating = false;
    	var animationLoop = null;

    	function onAnimationFrame( time, frame ) {

    		if ( isAnimating === false ) return;

    		animationLoop( time, frame );

    		context.requestAnimationFrame( onAnimationFrame );

    	}

    	return {

    		start: function () {

    			if ( isAnimating === true ) return;
    			if ( animationLoop === null ) return;

    			context.requestAnimationFrame( onAnimationFrame );

    			isAnimating = true;

    		},

    		stop: function () {

    			isAnimating = false;

    		},

    		setAnimationLoop: function ( callback ) {

    			animationLoop = callback;

    		},

    		setContext: function ( value ) {

    			context = value;

    		}

    	};

    }

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function WebGLAttributes( gl, capabilities ) {

    	var isWebGL2 = capabilities.isWebGL2;

    	var buffers = new WeakMap();

    	function createBuffer( attribute, bufferType ) {

    		var array = attribute.array;
    		var usage = attribute.usage;

    		var buffer = gl.createBuffer();

    		gl.bindBuffer( bufferType, buffer );
    		gl.bufferData( bufferType, array, usage );

    		attribute.onUploadCallback();

    		var type = 5126;

    		if ( array instanceof Float32Array ) {

    			type = 5126;

    		} else if ( array instanceof Float64Array ) {

    			console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );

    		} else if ( array instanceof Uint16Array ) {

    			type = 5123;

    		} else if ( array instanceof Int16Array ) {

    			type = 5122;

    		} else if ( array instanceof Uint32Array ) {

    			type = 5125;

    		} else if ( array instanceof Int32Array ) {

    			type = 5124;

    		} else if ( array instanceof Int8Array ) {

    			type = 5120;

    		} else if ( array instanceof Uint8Array ) {

    			type = 5121;

    		}

    		return {
    			buffer: buffer,
    			type: type,
    			bytesPerElement: array.BYTES_PER_ELEMENT,
    			version: attribute.version
    		};

    	}

    	function updateBuffer( buffer, attribute, bufferType ) {

    		var array = attribute.array;
    		var updateRange = attribute.updateRange;

    		gl.bindBuffer( bufferType, buffer );

    		if ( updateRange.count === - 1 ) {

    			// Not using update ranges

    			gl.bufferSubData( bufferType, 0, array );

    		} else {

    			if ( isWebGL2 ) {

    				gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
    					array, updateRange.offset, updateRange.count );

    			} else {

    				gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
    					array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );

    			}

    			updateRange.count = - 1; // reset range

    		}

    	}

    	//

    	function get( attribute ) {

    		if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;

    		return buffers.get( attribute );

    	}

    	function remove( attribute ) {

    		if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;

    		var data = buffers.get( attribute );

    		if ( data ) {

    			gl.deleteBuffer( data.buffer );

    			buffers.delete( attribute );

    		}

    	}

    	function update( attribute, bufferType ) {

    		if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;

    		var data = buffers.get( attribute );

    		if ( data === undefined ) {

    			buffers.set( attribute, createBuffer( attribute, bufferType ) );

    		} else if ( data.version < attribute.version ) {

    			updateBuffer( data.buffer, attribute, bufferType );

    			data.version = attribute.version;

    		}

    	}

    	return {

    		get: get,
    		remove: remove,
    		update: update

    	};

    }

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author Mugen87 / https://github.com/Mugen87
     */

    // PlaneGeometry

    function PlaneGeometry( width, height, widthSegments, heightSegments ) {

    	Geometry.call( this );

    	this.type = 'PlaneGeometry';

    	this.parameters = {
    		width: width,
    		height: height,
    		widthSegments: widthSegments,
    		heightSegments: heightSegments
    	};

    	this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
    	this.mergeVertices();

    }

    PlaneGeometry.prototype = Object.create( Geometry.prototype );
    PlaneGeometry.prototype.constructor = PlaneGeometry;

    // PlaneBufferGeometry

    function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {

    	BufferGeometry.call( this );

    	this.type = 'PlaneBufferGeometry';

    	this.parameters = {
    		width: width,
    		height: height,
    		widthSegments: widthSegments,
    		heightSegments: heightSegments
    	};

    	width = width || 1;
    	height = height || 1;

    	var width_half = width / 2;
    	var height_half = height / 2;

    	var gridX = Math.floor( widthSegments ) || 1;
    	var gridY = Math.floor( heightSegments ) || 1;

    	var gridX1 = gridX + 1;
    	var gridY1 = gridY + 1;

    	var segment_width = width / gridX;
    	var segment_height = height / gridY;

    	var ix, iy;

    	// buffers

    	var indices = [];
    	var vertices = [];
    	var normals = [];
    	var uvs = [];

    	// generate vertices, normals and uvs

    	for ( iy = 0; iy < gridY1; iy ++ ) {

    		var y = iy * segment_height - height_half;

    		for ( ix = 0; ix < gridX1; ix ++ ) {

    			var x = ix * segment_width - width_half;

    			vertices.push( x, - y, 0 );

    			normals.push( 0, 0, 1 );

    			uvs.push( ix / gridX );
    			uvs.push( 1 - ( iy / gridY ) );

    		}

    	}

    	// indices

    	for ( iy = 0; iy < gridY; iy ++ ) {

    		for ( ix = 0; ix < gridX; ix ++ ) {

    			var a = ix + gridX1 * iy;
    			var b = ix + gridX1 * ( iy + 1 );
    			var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
    			var d = ( ix + 1 ) + gridX1 * iy;

    			// faces

    			indices.push( a, b, d );
    			indices.push( b, c, d );

    		}

    	}

    	// build geometry

    	this.setIndex( indices );
    	this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
    	this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
    	this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

    }

    PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
    PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;

    var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";

    var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";

    var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";

    var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif";

    var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";

    var begin_vertex = "vec3 transformed = vec3( position );";

    var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";

    var bsdfs = "vec2 integrateSpecularBRDF( const in float dotNV, const in float roughness ) {\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\treturn vec2( -1.04, 1.04 ) * a004 + r.zw;\n}\nfloat punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\tif( cutoffDistance > 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\n#else\n\tif( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t}\n\treturn 1.0;\n#endif\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nvec3 F_Schlick_RoughnessDependent( const in vec3 F0, const in float dotNV, const in float roughness ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotNV - 6.98316 ) * dotNV );\n\tvec3 Fr = max( vec3( 1.0 - roughness ), F0 ) - F0;\n\treturn Fr * fresnel + F0;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + viewDir );\n\tfloat dotNL = saturate( dot( normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE  = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS  = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\nvec3 BRDF_Specular_GGX_Environment( const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\treturn specularColor * brdf.x + brdf.y;\n}\nvoid BRDF_Specular_Multiscattering_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tvec3 F = F_Schlick_RoughnessDependent( specularColor, dotNV, roughness );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\tvec3 FssEss = F * brdf.x + brdf.y;\n\tfloat Ess = brdf.x + brdf.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie(float roughness, float NoH) {\n\tfloat invAlpha  = 1.0 / roughness;\n\tfloat cos2h = NoH * NoH;\n\tfloat sin2h = max(1.0 - cos2h, 0.0078125);\treturn (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * PI);\n}\nfloat V_Neubelt(float NoV, float NoL) {\n\treturn saturate(1.0 / (4.0 * (NoL + NoV - NoL * NoV)));\n}\nvec3 BRDF_Specular_Sheen( const in float roughness, const in vec3 L, const in GeometricContext geometry, vec3 specularColor ) {\n\tvec3 N = geometry.normal;\n\tvec3 V = geometry.viewDir;\n\tvec3 H = normalize( V + L );\n\tfloat dotNH = saturate( dot( N, H ) );\n\treturn specularColor * D_Charlie( roughness, dotNH ) * V_Neubelt( dot(N, V), dot(N, L) );\n}\n#endif";

    var bumpmap_pars_fragment = "#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\t\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\n\t\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 );\n\t\tfDet *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif";

    var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#pragma unroll_loop_end\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\tif ( clipped ) discard;\n\t#endif\n#endif";

    var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";

    var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif";

    var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif";

    var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";

    var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";

    var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";

    var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";

    var common = "#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n  return m[ 2 ][ 3 ] == - 1.0;\n}";

    var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_maxMipLevel 8.0\n#define cubeUV_minMipLevel 4.0\n#define cubeUV_maxTileSize 256.0\n#define cubeUV_minTileSize 16.0\nfloat getFace(vec3 direction) {\n    vec3 absDirection = abs(direction);\n    float face = -1.0;\n    if (absDirection.x > absDirection.z) {\n      if (absDirection.x > absDirection.y)\n        face = direction.x > 0.0 ? 0.0 : 3.0;\n      else\n        face = direction.y > 0.0 ? 1.0 : 4.0;\n    } else {\n      if (absDirection.z > absDirection.y)\n        face = direction.z > 0.0 ? 2.0 : 5.0;\n      else\n        face = direction.y > 0.0 ? 1.0 : 4.0;\n    }\n    return face;\n}\nvec2 getUV(vec3 direction, float face) {\n    vec2 uv;\n    if (face == 0.0) {\n      uv = vec2(-direction.z, direction.y) / abs(direction.x);\n    } else if (face == 1.0) {\n      uv = vec2(direction.x, -direction.z) / abs(direction.y);\n    } else if (face == 2.0) {\n      uv = direction.xy / abs(direction.z);\n    } else if (face == 3.0) {\n      uv = vec2(direction.z, direction.y) / abs(direction.x);\n    } else if (face == 4.0) {\n      uv = direction.xz / abs(direction.y);\n    } else {\n      uv = vec2(-direction.x, direction.y) / abs(direction.z);\n    }\n    return 0.5 * (uv + 1.0);\n}\nvec3 bilinearCubeUV(sampler2D envMap, vec3 direction, float mipInt) {\n  float face = getFace(direction);\n  float filterInt = max(cubeUV_minMipLevel - mipInt, 0.0);\n  mipInt = max(mipInt, cubeUV_minMipLevel);\n  float faceSize = exp2(mipInt);\n  float texelSize = 1.0 / (3.0 * cubeUV_maxTileSize);\n  vec2 uv = getUV(direction, face) * (faceSize - 1.0);\n  vec2 f = fract(uv);\n  uv += 0.5 - f;\n  if (face > 2.0) {\n    uv.y += faceSize;\n    face -= 3.0;\n  }\n  uv.x += face * faceSize;\n  if(mipInt < cubeUV_maxMipLevel){\n    uv.y += 2.0 * cubeUV_maxTileSize;\n  }\n  uv.y += filterInt * 2.0 * cubeUV_minTileSize;\n  uv.x += 3.0 * max(0.0, cubeUV_maxTileSize - 2.0 * faceSize);\n  uv *= texelSize;\n  vec3 tl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n  uv.x += texelSize;\n  vec3 tr = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n  uv.y += texelSize;\n  vec3 br = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n  uv.x -= texelSize;\n  vec3 bl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n  vec3 tm = mix(tl, tr, f.x);\n  vec3 bm = mix(bl, br, f.x);\n  return mix(tm, bm, f.y);\n}\n#define r0 1.0\n#define v0 0.339\n#define m0 -2.0\n#define r1 0.8\n#define v1 0.276\n#define m1 -1.0\n#define r4 0.4\n#define v4 0.046\n#define m4 2.0\n#define r5 0.305\n#define v5 0.016\n#define m5 3.0\n#define r6 0.21\n#define v6 0.0038\n#define m6 4.0\nfloat roughnessToMip(float roughness) {\n  float mip = 0.0;\n  if (roughness >= r1) {\n    mip = (r0 - roughness) * (m1 - m0) / (r0 - r1) + m0;\n  } else if (roughness >= r4) {\n    mip = (r1 - roughness) * (m4 - m1) / (r1 - r4) + m1;\n  } else if (roughness >= r5) {\n    mip = (r4 - roughness) * (m5 - m4) / (r4 - r5) + m4;\n  } else if (roughness >= r6) {\n    mip = (r5 - roughness) * (m6 - m5) / (r5 - r6) + m5;\n  } else {\n    mip = -2.0 * log2(1.16 * roughness);  }\n  return mip;\n}\nvec4 textureCubeUV(sampler2D envMap, vec3 sampleDir, float roughness) {\n  float mip = clamp(roughnessToMip(roughness), m0, cubeUV_maxMipLevel);\n  float mipF = fract(mip);\n  float mipInt = floor(mip);\n  vec3 color0 = bilinearCubeUV(envMap, sampleDir, mipInt);\n  if (mipF == 0.0) {\n    return vec4(color0, 1.0);\n  } else {\n    vec3 color1 = bilinearCubeUV(envMap, sampleDir, mipInt + 1.0);\n    return vec4(mix(color0, color1, mipF), 1.0);\n  }\n}\n#endif";

    var defaultnormal_vertex = "vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\tmat3 m = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\n\ttransformedNormal = m * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif";

    var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";

    var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif";

    var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";

    var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";

    var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";

    var encodings_pars_fragment = "\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = clamp( floor( D ) / 255.0, 0.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value )  {\n\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\n\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract( Le );\n\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\n\treturn vec4( max( vRGB, 0.0 ), 1.0 );\n}";

    var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\t\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t}  else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\treflectVec = normalize( reflectVec );\n\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifndef ENVMAP_TYPE_CUBE_UV\n\t\tenvColor = envMapTexelToLinear( envColor );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif";

    var envmap_common_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\tuniform int maxMipLevel;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\t\n#endif";

    var envmap_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif";

    var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\t\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif";

    var envmap_vertex = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) { \n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif";

    var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif";

    var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";

    var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * fogDepth * fogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif";

    var fog_pars_fragment = "#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float fogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif";

    var gradientmap_pars_fragment = "#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn texture2D( gradientMap, coord ).rgb;\n\t#else\n\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t#endif\n}";

    var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n#endif";

    var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";

    var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif";

    var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\n\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight  ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif";

    var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t  vec3 reflectVec = reflect( -viewDir, normal );\n\t\t  reflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t#else\n\t\t  vec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif";

    var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";

    var lights_toon_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct ToonMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon\n#define Material_LightProbeLOD( material )\t(0)";

    var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";

    var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)";

    var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.specularRoughness = max( roughnessFactor, 0.0525 );material.specularRoughness += geometryRoughness;\nmaterial.specularRoughness = min( material.specularRoughness, 1.0 );\n#ifdef REFLECTIVITY\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#endif\n#ifdef CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheen;\n#endif";

    var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n#ifdef CLEARCOAT\n\tfloat clearcoat;\n\tfloat clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tvec3 sheenColor;\n#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearcoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3(    0, 1,    0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNL = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = ccDotNL * directLight.color;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tccIrradiance *= PI;\n\t\t#endif\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t\treflectedLight.directSpecular += ccIrradiance * material.clearcoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_Sheen(\n\t\t\tmaterial.specularRoughness,\n\t\t\tdirectLight.direction,\n\t\t\tgeometry,\n\t\t\tmaterial.sheenColor\n\t\t);\n\t#else\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness);\n\t#endif\n\treflectedLight.directDiffuse += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNV = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular += clearcoatRadiance * material.clearcoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t\tfloat ccDotNL = ccDotNV;\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\tfloat clearcoatInv = 1.0 - clearcoatDHR;\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\n\treflectedLight.indirectSpecular += clearcoatInv * radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}";

    var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n#ifdef CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif";

    var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\n\t#ifdef CLEARCOAT\n\t\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\n\t#endif\n#endif";

    var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\n#endif";

    var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";

    var logdepthbuf_pars_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif";

    var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t\tvarying float vIsPerspective;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif";

    var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n\t#else\n\t\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\n\t\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\t\tgl_Position.z *= gl_Position.w;\n\t\t}\n\t#endif\n#endif";

    var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";

    var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";

    var map_particle_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n#endif\n#ifdef USE_MAP\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif";

    var map_particle_pars_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tuniform mat3 uvTransform;\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";

    var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";

    var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";

    var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n#endif";

    var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif";

    var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t#endif\n#endif";

    var normal_fragment_begin = "#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t\tbitangent = bitangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;";

    var normal_fragment_maps = "#ifdef OBJECTSPACE_NORMALMAP\n\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( TANGENTSPACE_NORMALMAP )\n\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\t#ifdef USE_TANGENT\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( -vViewPosition, normal, mapN );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif";

    var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN ) {\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\n\t\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\n\t\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\n\t\tvec3 N = normalize( surf_norm );\n\t\tmat3 tsn = mat3( S, T, N );\n\t\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif";

    var clearcoat_normal_fragment_begin = "#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";

    var clearcoat_normal_fragment_maps = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\t#ifdef USE_TANGENT\n\t\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN );\n\t#endif\n#endif";

    var clearcoat_pars_fragment = "#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif";

    var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256.,  256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nvec4 pack2HalfToRGBA( vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ));\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w);\n}\nvec2 unpackRGBATo2Half( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}";

    var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";

    var project_vertex = "vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;";

    var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";

    var dithering_pars_fragment = "#ifdef DITHERING\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif";

    var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";

    var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";

    var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t\t  texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t  f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \n\t\t\t\t\t\t  texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t  f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif";

    var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif";

    var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n#endif";

    var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}";

    var skinbase_vertex = "#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif";

    var skinning_pars_vertex = "#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform highp sampler2D boneTexture;\n\t\tuniform int boneTextureSize;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\t\tfloat dy = 1.0 / float( boneTextureSize );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif";

    var skinning_vertex = "#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif";

    var skinnormal_vertex = "#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix  = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif";

    var specularmap_fragment = "float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif";

    var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";

    var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";

    var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( ( color * ( 2.51 * color + 0.03 ) ) / ( color * ( 2.43 * color + 0.59 ) + 0.14 ) );\n}";

    var uv_pars_fragment = "#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif";

    var uv_pars_vertex = "#ifdef USE_UV\n\t#ifdef UVS_VERTEX_ONLY\n\t\tvec2 vUv;\n\t#else\n\t\tvarying vec2 vUv;\n\t#endif\n\tuniform mat3 uvTransform;\n#endif";

    var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";

    var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";

    var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\tuniform mat3 uv2Transform;\n#endif";

    var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif";

    var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif";

    var background_frag = "uniform sampler2D t2D;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";

    var background_vert = "varying vec2 vUv;\nuniform mat3 uvTransform;\nvoid main() {\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\tgl_Position = vec4( position.xy, 1.0, 1.0 );\n}";

    var cube_frag = "#include <envmap_common_pars_fragment>\nuniform float opacity;\nvarying vec3 vWorldDirection;\n#include <cube_uv_reflection_fragment>\nvoid main() {\n\tvec3 vReflect = vWorldDirection;\n\t#include <envmap_fragment>\n\tgl_FragColor = envColor;\n\tgl_FragColor.a *= opacity;\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";

    var cube_vert = "varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\tgl_Position.z = gl_Position.w;\n}";

    var depth_frag = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <logdepthbuf_fragment>\n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#endif\n}";

    var depth_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvHighPrecisionZW = gl_Position.zw;\n}";

    var distanceRGBA_frag = "#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main () {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}";

    var distanceRGBA_vert = "#define DISTANCE\nvarying vec3 vWorldPosition;\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\tvWorldPosition = worldPosition.xyz;\n}";

    var equirect_frag = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV;\n\tsampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";

    var equirect_vert = "varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n}";

    var linedashed_frag = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <color_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";

    var linedashed_vert = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\tvLineDistance = scale * lineDistance;\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";

    var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";

    var meshbasic_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_ENVMAP\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <envmap_vertex>\n\t#include <fog_vertex>\n}";

    var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <emissivemap_fragment>\n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\t#else\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\t#endif\n\t#include <lightmap_fragment>\n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";

    var meshlambert_vert = "#define LAMBERT\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <lights_lambert_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";

    var meshmatcap_frag = "#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t\tmatcapColor = matcapTexelToLinear( matcapColor );\n\t#else\n\t\tvec4 matcapColor = vec4( 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";

    var meshmatcap_vert = "#define MATCAP\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <color_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#ifndef FLAT_SHADED\n\t\tvNormal = normalize( transformedNormal );\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n\tvViewPosition = - mvPosition.xyz;\n}";

    var meshtoon_frag = "#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_toon_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_toon_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";

    var meshtoon_vert = "#define TOON\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";

    var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";

    var meshphong_vert = "#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";

    var meshphysical_frag = "#define STANDARD\n#ifdef PHYSICAL\n\t#define REFLECTIVITY\n\t#define CLEARCOAT\n\t#define TRANSPARENCY\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef TRANSPARENCY\n\tuniform float transparency;\n#endif\n#ifdef REFLECTIVITY\n\tuniform float reflectivity;\n#endif\n#ifdef CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheen;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <lights_physical_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <clearcoat_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <clearcoat_normal_fragment_begin>\n\t#include <clearcoat_normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#ifdef TRANSPARENCY\n\t\tdiffuseColor.a *= saturate( 1. - transparency + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) );\n\t#endif\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";

    var meshphysical_vert = "#define STANDARD\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";

    var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <packing>\n#include <uv_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\t#include <logdepthbuf_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}";

    var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}";

    var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";

    var points_vert = "uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <fog_vertex>\n}";

    var shadow_frag = "uniform vec3 color;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";

    var shadow_vert = "#include <fog_pars_vertex>\n#include <shadowmap_pars_vertex>\nvoid main() {\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";

    var sprite_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";

    var sprite_vert = "uniform float rotation;\nuniform vec2 center;\n#include <common>\n#include <uv_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";

    var ShaderChunk = {
    	alphamap_fragment: alphamap_fragment,
    	alphamap_pars_fragment: alphamap_pars_fragment,
    	alphatest_fragment: alphatest_fragment,
    	aomap_fragment: aomap_fragment,
    	aomap_pars_fragment: aomap_pars_fragment,
    	begin_vertex: begin_vertex,
    	beginnormal_vertex: beginnormal_vertex,
    	bsdfs: bsdfs,
    	bumpmap_pars_fragment: bumpmap_pars_fragment,
    	clipping_planes_fragment: clipping_planes_fragment,
    	clipping_planes_pars_fragment: clipping_planes_pars_fragment,
    	clipping_planes_pars_vertex: clipping_planes_pars_vertex,
    	clipping_planes_vertex: clipping_planes_vertex,
    	color_fragment: color_fragment,
    	color_pars_fragment: color_pars_fragment,
    	color_pars_vertex: color_pars_vertex,
    	color_vertex: color_vertex,
    	common: common,
    	cube_uv_reflection_fragment: cube_uv_reflection_fragment,
    	defaultnormal_vertex: defaultnormal_vertex,
    	displacementmap_pars_vertex: displacementmap_pars_vertex,
    	displacementmap_vertex: displacementmap_vertex,
    	emissivemap_fragment: emissivemap_fragment,
    	emissivemap_pars_fragment: emissivemap_pars_fragment,
    	encodings_fragment: encodings_fragment,
    	encodings_pars_fragment: encodings_pars_fragment,
    	envmap_fragment: envmap_fragment,
    	envmap_common_pars_fragment: envmap_common_pars_fragment,
    	envmap_pars_fragment: envmap_pars_fragment,
    	envmap_pars_vertex: envmap_pars_vertex,
    	envmap_physical_pars_fragment: envmap_physical_pars_fragment,
    	envmap_vertex: envmap_vertex,
    	fog_vertex: fog_vertex,
    	fog_pars_vertex: fog_pars_vertex,
    	fog_fragment: fog_fragment,
    	fog_pars_fragment: fog_pars_fragment,
    	gradientmap_pars_fragment: gradientmap_pars_fragment,
    	lightmap_fragment: lightmap_fragment,
    	lightmap_pars_fragment: lightmap_pars_fragment,
    	lights_lambert_vertex: lights_lambert_vertex,
    	lights_pars_begin: lights_pars_begin,
    	lights_toon_fragment: lights_toon_fragment,
    	lights_toon_pars_fragment: lights_toon_pars_fragment,
    	lights_phong_fragment: lights_phong_fragment,
    	lights_phong_pars_fragment: lights_phong_pars_fragment,
    	lights_physical_fragment: lights_physical_fragment,
    	lights_physical_pars_fragment: lights_physical_pars_fragment,
    	lights_fragment_begin: lights_fragment_begin,
    	lights_fragment_maps: lights_fragment_maps,
    	lights_fragment_end: lights_fragment_end,
    	logdepthbuf_fragment: logdepthbuf_fragment,
    	logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
    	logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
    	logdepthbuf_vertex: logdepthbuf_vertex,
    	map_fragment: map_fragment,
    	map_pars_fragment: map_pars_fragment,
    	map_particle_fragment: map_particle_fragment,
    	map_particle_pars_fragment: map_particle_pars_fragment,
    	metalnessmap_fragment: metalnessmap_fragment,
    	metalnessmap_pars_fragment: metalnessmap_pars_fragment,
    	morphnormal_vertex: morphnormal_vertex,
    	morphtarget_pars_vertex: morphtarget_pars_vertex,
    	morphtarget_vertex: morphtarget_vertex,
    	normal_fragment_begin: normal_fragment_begin,
    	normal_fragment_maps: normal_fragment_maps,
    	normalmap_pars_fragment: normalmap_pars_fragment,
    	clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
    	clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
    	clearcoat_pars_fragment: clearcoat_pars_fragment,
    	packing: packing,
    	premultiplied_alpha_fragment: premultiplied_alpha_fragment,
    	project_vertex: project_vertex,
    	dithering_fragment: dithering_fragment,
    	dithering_pars_fragment: dithering_pars_fragment,
    	roughnessmap_fragment: roughnessmap_fragment,
    	roughnessmap_pars_fragment: roughnessmap_pars_fragment,
    	shadowmap_pars_fragment: shadowmap_pars_fragment,
    	shadowmap_pars_vertex: shadowmap_pars_vertex,
    	shadowmap_vertex: shadowmap_vertex,
    	shadowmask_pars_fragment: shadowmask_pars_fragment,
    	skinbase_vertex: skinbase_vertex,
    	skinning_pars_vertex: skinning_pars_vertex,
    	skinning_vertex: skinning_vertex,
    	skinnormal_vertex: skinnormal_vertex,
    	specularmap_fragment: specularmap_fragment,
    	specularmap_pars_fragment: specularmap_pars_fragment,
    	tonemapping_fragment: tonemapping_fragment,
    	tonemapping_pars_fragment: tonemapping_pars_fragment,
    	uv_pars_fragment: uv_pars_fragment,
    	uv_pars_vertex: uv_pars_vertex,
    	uv_vertex: uv_vertex,
    	uv2_pars_fragment: uv2_pars_fragment,
    	uv2_pars_vertex: uv2_pars_vertex,
    	uv2_vertex: uv2_vertex,
    	worldpos_vertex: worldpos_vertex,

    	background_frag: background_frag,
    	background_vert: background_vert,
    	cube_frag: cube_frag,
    	cube_vert: cube_vert,
    	depth_frag: depth_frag,
    	depth_vert: depth_vert,
    	distanceRGBA_frag: distanceRGBA_frag,
    	distanceRGBA_vert: distanceRGBA_vert,
    	equirect_frag: equirect_frag,
    	equirect_vert: equirect_vert,
    	linedashed_frag: linedashed_frag,
    	linedashed_vert: linedashed_vert,
    	meshbasic_frag: meshbasic_frag,
    	meshbasic_vert: meshbasic_vert,
    	meshlambert_frag: meshlambert_frag,
    	meshlambert_vert: meshlambert_vert,
    	meshmatcap_frag: meshmatcap_frag,
    	meshmatcap_vert: meshmatcap_vert,
    	meshtoon_frag: meshtoon_frag,
    	meshtoon_vert: meshtoon_vert,
    	meshphong_frag: meshphong_frag,
    	meshphong_vert: meshphong_vert,
    	meshphysical_frag: meshphysical_frag,
    	meshphysical_vert: meshphysical_vert,
    	normal_frag: normal_frag,
    	normal_vert: normal_vert,
    	points_frag: points_frag,
    	points_vert: points_vert,
    	shadow_frag: shadow_frag,
    	shadow_vert: shadow_vert,
    	sprite_frag: sprite_frag,
    	sprite_vert: sprite_vert
    };

    /**
     * @author alteredq / http://alteredqualia.com/
     * @author mrdoob / http://mrdoob.com/
     * @author mikael emtinger / http://gomo.se/
     */

    var ShaderLib = {

    	basic: {

    		uniforms: mergeUniforms( [
    			UniformsLib.common,
    			UniformsLib.specularmap,
    			UniformsLib.envmap,
    			UniformsLib.aomap,
    			UniformsLib.lightmap,
    			UniformsLib.fog
    		] ),

    		vertexShader: ShaderChunk.meshbasic_vert,
    		fragmentShader: ShaderChunk.meshbasic_frag

    	},

    	lambert: {

    		uniforms: mergeUniforms( [
    			UniformsLib.common,
    			UniformsLib.specularmap,
    			UniformsLib.envmap,
    			UniformsLib.aomap,
    			UniformsLib.lightmap,
    			UniformsLib.emissivemap,
    			UniformsLib.fog,
    			UniformsLib.lights,
    			{
    				emissive: { value: new Color( 0x000000 ) }
    			}
    		] ),

    		vertexShader: ShaderChunk.meshlambert_vert,
    		fragmentShader: ShaderChunk.meshlambert_frag

    	},

    	phong: {

    		uniforms: mergeUniforms( [
    			UniformsLib.common,
    			UniformsLib.specularmap,
    			UniformsLib.envmap,
    			UniformsLib.aomap,
    			UniformsLib.lightmap,
    			UniformsLib.emissivemap,
    			UniformsLib.bumpmap,
    			UniformsLib.normalmap,
    			UniformsLib.displacementmap,
    			UniformsLib.fog,
    			UniformsLib.lights,
    			{
    				emissive: { value: new Color( 0x000000 ) },
    				specular: { value: new Color( 0x111111 ) },
    				shininess: { value: 30 }
    			}
    		] ),

    		vertexShader: ShaderChunk.meshphong_vert,
    		fragmentShader: ShaderChunk.meshphong_frag

    	},

    	standard: {

    		uniforms: mergeUniforms( [
    			UniformsLib.common,
    			UniformsLib.envmap,
    			UniformsLib.aomap,
    			UniformsLib.lightmap,
    			UniformsLib.emissivemap,
    			UniformsLib.bumpmap,
    			UniformsLib.normalmap,
    			UniformsLib.displacementmap,
    			UniformsLib.roughnessmap,
    			UniformsLib.metalnessmap,
    			UniformsLib.fog,
    			UniformsLib.lights,
    			{
    				emissive: { value: new Color( 0x000000 ) },
    				roughness: { value: 0.5 },
    				metalness: { value: 0.5 },
    				envMapIntensity: { value: 1 } // temporary
    			}
    		] ),

    		vertexShader: ShaderChunk.meshphysical_vert,
    		fragmentShader: ShaderChunk.meshphysical_frag

    	},

    	toon: {

    		uniforms: mergeUniforms( [
    			UniformsLib.common,
    			UniformsLib.specularmap,
    			UniformsLib.aomap,
    			UniformsLib.lightmap,
    			UniformsLib.emissivemap,
    			UniformsLib.bumpmap,
    			UniformsLib.normalmap,
    			UniformsLib.displacementmap,
    			UniformsLib.gradientmap,
    			UniformsLib.fog,
    			UniformsLib.lights,
    			{
    				emissive: { value: new Color( 0x000000 ) },
    				specular: { value: new Color( 0x111111 ) },
    				shininess: { value: 30 }
    			}
    		] ),

    		vertexShader: ShaderChunk.meshtoon_vert,
    		fragmentShader: ShaderChunk.meshtoon_frag

    	},

    	matcap: {

    		uniforms: mergeUniforms( [
    			UniformsLib.common,
    			UniformsLib.bumpmap,
    			UniformsLib.normalmap,
    			UniformsLib.displacementmap,
    			UniformsLib.fog,
    			{
    				matcap: { value: null }
    			}
    		] ),

    		vertexShader: ShaderChunk.meshmatcap_vert,
    		fragmentShader: ShaderChunk.meshmatcap_frag

    	},

    	points: {

    		uniforms: mergeUniforms( [
    			UniformsLib.points,
    			UniformsLib.fog
    		] ),

    		vertexShader: ShaderChunk.points_vert,
    		fragmentShader: ShaderChunk.points_frag

    	},

    	dashed: {

    		uniforms: mergeUniforms( [
    			UniformsLib.common,
    			UniformsLib.fog,
    			{
    				scale: { value: 1 },
    				dashSize: { value: 1 },
    				totalSize: { value: 2 }
    			}
    		] ),

    		vertexShader: ShaderChunk.linedashed_vert,
    		fragmentShader: ShaderChunk.linedashed_frag

    	},

    	depth: {

    		uniforms: mergeUniforms( [
    			UniformsLib.common,
    			UniformsLib.displacementmap
    		] ),

    		vertexShader: ShaderChunk.depth_vert,
    		fragmentShader: ShaderChunk.depth_frag

    	},

    	normal: {

    		uniforms: mergeUniforms( [
    			UniformsLib.common,
    			UniformsLib.bumpmap,
    			UniformsLib.normalmap,
    			UniformsLib.displacementmap,
    			{
    				opacity: { value: 1.0 }
    			}
    		] ),

    		vertexShader: ShaderChunk.normal_vert,
    		fragmentShader: ShaderChunk.normal_frag

    	},

    	sprite: {

    		uniforms: mergeUniforms( [
    			UniformsLib.sprite,
    			UniformsLib.fog
    		] ),

    		vertexShader: ShaderChunk.sprite_vert,
    		fragmentShader: ShaderChunk.sprite_frag

    	},

    	background: {

    		uniforms: {
    			uvTransform: { value: new Matrix3() },
    			t2D: { value: null },
    		},

    		vertexShader: ShaderChunk.background_vert,
    		fragmentShader: ShaderChunk.background_frag

    	},
    	/* -------------------------------------------------------------------------
    	//	Cube map shader
    	 ------------------------------------------------------------------------- */

    	cube: {

    		uniforms: mergeUniforms( [
    			UniformsLib.envmap,
    			{
    				opacity: { value: 1.0 }
    			}
    		] ),

    		vertexShader: ShaderChunk.cube_vert,
    		fragmentShader: ShaderChunk.cube_frag

    	},

    	equirect: {

    		uniforms: {
    			tEquirect: { value: null },
    		},

    		vertexShader: ShaderChunk.equirect_vert,
    		fragmentShader: ShaderChunk.equirect_frag

    	},

    	distanceRGBA: {

    		uniforms: mergeUniforms( [
    			UniformsLib.common,
    			UniformsLib.displacementmap,
    			{
    				referencePosition: { value: new Vector3() },
    				nearDistance: { value: 1 },
    				farDistance: { value: 1000 }
    			}
    		] ),

    		vertexShader: ShaderChunk.distanceRGBA_vert,
    		fragmentShader: ShaderChunk.distanceRGBA_frag

    	},

    	shadow: {

    		uniforms: mergeUniforms( [
    			UniformsLib.lights,
    			UniformsLib.fog,
    			{
    				color: { value: new Color( 0x00000 ) },
    				opacity: { value: 1.0 }
    			},
    		] ),

    		vertexShader: ShaderChunk.shadow_vert,
    		fragmentShader: ShaderChunk.shadow_frag

    	}

    };

    ShaderLib.physical = {

    	uniforms: mergeUniforms( [
    		ShaderLib.standard.uniforms,
    		{
    			clearcoat: { value: 0 },
    			clearcoatMap: { value: null },
    			clearcoatRoughness: { value: 0 },
    			clearcoatRoughnessMap: { value: null },
    			clearcoatNormalScale: { value: new Vector2( 1, 1 ) },
    			clearcoatNormalMap: { value: null },
    			sheen: { value: new Color( 0x000000 ) },
    			transparency: { value: 0 },
    		}
    	] ),

    	vertexShader: ShaderChunk.meshphysical_vert,
    	fragmentShader: ShaderChunk.meshphysical_frag

    };

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {

    	var clearColor = new Color( 0x000000 );
    	var clearAlpha = 0;

    	var planeMesh;
    	var boxMesh;

    	var currentBackground = null;
    	var currentBackgroundVersion = 0;
    	var currentTonemapping = null;

    	function render( renderList, scene, camera, forceClear ) {

    		var background = scene.background;

    		// Ignore background in AR
    		// TODO: Reconsider this.

    		var xr = renderer.xr;
    		var session = xr.getSession && xr.getSession();

    		if ( session && session.environmentBlendMode === 'additive' ) {

    			background = null;

    		}

    		if ( background === null ) {

    			setClear( clearColor, clearAlpha );

    		} else if ( background && background.isColor ) {

    			setClear( background, 1 );
    			forceClear = true;

    		}

    		if ( renderer.autoClear || forceClear ) {

    			renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );

    		}

    		if ( background && ( background.isCubeTexture || background.isWebGLCubeRenderTarget || background.mapping === CubeUVReflectionMapping ) ) {

    			if ( boxMesh === undefined ) {

    				boxMesh = new Mesh(
    					new BoxBufferGeometry( 1, 1, 1 ),
    					new ShaderMaterial( {
    						type: 'BackgroundCubeMaterial',
    						uniforms: cloneUniforms( ShaderLib.cube.uniforms ),
    						vertexShader: ShaderLib.cube.vertexShader,
    						fragmentShader: ShaderLib.cube.fragmentShader,
    						side: BackSide,
    						depthTest: false,
    						depthWrite: false,
    						fog: false
    					} )
    				);

    				boxMesh.geometry.deleteAttribute( 'normal' );
    				boxMesh.geometry.deleteAttribute( 'uv' );

    				boxMesh.onBeforeRender = function ( renderer, scene, camera ) {

    					this.matrixWorld.copyPosition( camera.matrixWorld );

    				};

    				// enable code injection for non-built-in material
    				Object.defineProperty( boxMesh.material, 'envMap', {

    					get: function () {

    						return this.uniforms.envMap.value;

    					}

    				} );

    				objects.update( boxMesh );

    			}

    			var texture = background.isWebGLCubeRenderTarget ? background.texture : background;

    			boxMesh.material.uniforms.envMap.value = texture;
    			boxMesh.material.uniforms.flipEnvMap.value = texture.isCubeTexture ? - 1 : 1;

    			if ( currentBackground !== background ||
    				currentBackgroundVersion !== texture.version ||
    				currentTonemapping !== renderer.toneMapping ) {

    				boxMesh.material.needsUpdate = true;

    				currentBackground = background;
    				currentBackgroundVersion = texture.version;
    				currentTonemapping = renderer.toneMapping;

    			}

    			// push to the pre-sorted opaque render list
    			renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );

    		} else if ( background && background.isTexture ) {

    			if ( planeMesh === undefined ) {

    				planeMesh = new Mesh(
    					new PlaneBufferGeometry( 2, 2 ),
    					new ShaderMaterial( {
    						type: 'BackgroundMaterial',
    						uniforms: cloneUniforms( ShaderLib.background.uniforms ),
    						vertexShader: ShaderLib.background.vertexShader,
    						fragmentShader: ShaderLib.background.fragmentShader,
    						side: FrontSide,
    						depthTest: false,
    						depthWrite: false,
    						fog: false
    					} )
    				);

    				planeMesh.geometry.deleteAttribute( 'normal' );

    				// enable code injection for non-built-in material
    				Object.defineProperty( planeMesh.material, 'map', {

    					get: function () {

    						return this.uniforms.t2D.value;

    					}

    				} );

    				objects.update( planeMesh );

    			}

    			planeMesh.material.uniforms.t2D.value = background;

    			if ( background.matrixAutoUpdate === true ) {

    				background.updateMatrix();

    			}

    			planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );

    			if ( currentBackground !== background ||
    				currentBackgroundVersion !== background.version ||
    				currentTonemapping !== renderer.toneMapping ) {

    				planeMesh.material.needsUpdate = true;

    				currentBackground = background;
    				currentBackgroundVersion = background.version;
    				currentTonemapping = renderer.toneMapping;

    			}


    			// push to the pre-sorted opaque render list
    			renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );

    		}

    	}

    	function setClear( color, alpha ) {

    		state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );

    	}

    	return {

    		getClearColor: function () {

    			return clearColor;

    		},
    		setClearColor: function ( color, alpha ) {

    			clearColor.set( color );
    			clearAlpha = alpha !== undefined ? alpha : 1;
    			setClear( clearColor, clearAlpha );

    		},
    		getClearAlpha: function () {

    			return clearAlpha;

    		},
    		setClearAlpha: function ( alpha ) {

    			clearAlpha = alpha;
    			setClear( clearColor, clearAlpha );

    		},
    		render: render

    	};

    }

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function WebGLBufferRenderer( gl, extensions, info, capabilities ) {

    	var isWebGL2 = capabilities.isWebGL2;

    	var mode;

    	function setMode( value ) {

    		mode = value;

    	}

    	function render( start, count ) {

    		gl.drawArrays( mode, start, count );

    		info.update( count, mode );

    	}

    	function renderInstances( geometry, start, count, primcount ) {

    		if ( primcount === 0 ) return;

    		var extension, methodName;

    		if ( isWebGL2 ) {

    			extension = gl;
    			methodName = 'drawArraysInstanced';

    		} else {

    			extension = extensions.get( 'ANGLE_instanced_arrays' );
    			methodName = 'drawArraysInstancedANGLE';

    			if ( extension === null ) {

    				console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
    				return;

    			}

    		}

    		extension[ methodName ]( mode, start, count, primcount );

    		info.update( count, mode, primcount );

    	}

    	//

    	this.setMode = setMode;
    	this.render = render;
    	this.renderInstances = renderInstances;

    }

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function WebGLCapabilities( gl, extensions, parameters ) {

    	var maxAnisotropy;

    	function getMaxAnisotropy() {

    		if ( maxAnisotropy !== undefined ) return maxAnisotropy;

    		var extension = extensions.get( 'EXT_texture_filter_anisotropic' );

    		if ( extension !== null ) {

    			maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );

    		} else {

    			maxAnisotropy = 0;

    		}

    		return maxAnisotropy;

    	}

    	function getMaxPrecision( precision ) {

    		if ( precision === 'highp' ) {

    			if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&
    				gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {

    				return 'highp';

    			}

    			precision = 'mediump';

    		}

    		if ( precision === 'mediump' ) {

    			if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&
    				gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {

    				return 'mediump';

    			}

    		}

    		return 'lowp';

    	}

    	/* eslint-disable no-undef */
    	var isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext ) ||
    		( typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext );
    	/* eslint-enable no-undef */

    	var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
    	var maxPrecision = getMaxPrecision( precision );

    	if ( maxPrecision !== precision ) {

    		console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
    		precision = maxPrecision;

    	}

    	var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;

    	var maxTextures = gl.getParameter( 34930 );
    	var maxVertexTextures = gl.getParameter( 35660 );
    	var maxTextureSize = gl.getParameter( 3379 );
    	var maxCubemapSize = gl.getParameter( 34076 );

    	var maxAttributes = gl.getParameter( 34921 );
    	var maxVertexUniforms = gl.getParameter( 36347 );
    	var maxVaryings = gl.getParameter( 36348 );
    	var maxFragmentUniforms = gl.getParameter( 36349 );

    	var vertexTextures = maxVertexTextures > 0;
    	var floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );
    	var floatVertexTextures = vertexTextures && floatFragmentTextures;

    	var maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;

    	return {

    		isWebGL2: isWebGL2,

    		getMaxAnisotropy: getMaxAnisotropy,
    		getMaxPrecision: getMaxPrecision,

    		precision: precision,
    		logarithmicDepthBuffer: logarithmicDepthBuffer,

    		maxTextures: maxTextures,
    		maxVertexTextures: maxVertexTextures,
    		maxTextureSize: maxTextureSize,
    		maxCubemapSize: maxCubemapSize,

    		maxAttributes: maxAttributes,
    		maxVertexUniforms: maxVertexUniforms,
    		maxVaryings: maxVaryings,
    		maxFragmentUniforms: maxFragmentUniforms,

    		vertexTextures: vertexTextures,
    		floatFragmentTextures: floatFragmentTextures,
    		floatVertexTextures: floatVertexTextures,

    		maxSamples: maxSamples

    	};

    }

    /**
     * @author tschw
     */

    function WebGLClipping() {

    	var scope = this,

    		globalState = null,
    		numGlobalPlanes = 0,
    		localClippingEnabled = false,
    		renderingShadows = false,

    		plane = new Plane(),
    		viewNormalMatrix = new Matrix3(),

    		uniform = { value: null, needsUpdate: false };

    	this.uniform = uniform;
    	this.numPlanes = 0;
    	this.numIntersection = 0;

    	this.init = function ( planes, enableLocalClipping, camera ) {

    		var enabled =
    			planes.length !== 0 ||
    			enableLocalClipping ||
    			// enable state of previous frame - the clipping code has to
    			// run another frame in order to reset the state:
    			numGlobalPlanes !== 0 ||
    			localClippingEnabled;

    		localClippingEnabled = enableLocalClipping;

    		globalState = projectPlanes( planes, camera, 0 );
    		numGlobalPlanes = planes.length;

    		return enabled;

    	};

    	this.beginShadows = function () {

    		renderingShadows = true;
    		projectPlanes( null );

    	};

    	this.endShadows = function () {

    		renderingShadows = false;
    		resetGlobalState();

    	};

    	this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {

    		if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {

    			// there's no local clipping

    			if ( renderingShadows ) {

    				// there's no global clipping

    				projectPlanes( null );

    			} else {

    				resetGlobalState();

    			}

    		} else {

    			var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
    				lGlobal = nGlobal * 4,

    				dstArray = cache.clippingState || null;

    			uniform.value = dstArray; // ensure unique state

    			dstArray = projectPlanes( planes, camera, lGlobal, fromCache );

    			for ( var i = 0; i !== lGlobal; ++ i ) {

    				dstArray[ i ] = globalState[ i ];

    			}

    			cache.clippingState = dstArray;
    			this.numIntersection = clipIntersection ? this.numPlanes : 0;
    			this.numPlanes += nGlobal;

    		}


    	};

    	function resetGlobalState() {

    		if ( uniform.value !== globalState ) {

    			uniform.value = globalState;
    			uniform.needsUpdate = numGlobalPlanes > 0;

    		}

    		scope.numPlanes = numGlobalPlanes;
    		scope.numIntersection = 0;

    	}

    	function projectPlanes( planes, camera, dstOffset, skipTransform ) {

    		var nPlanes = planes !== null ? planes.length : 0,
    			dstArray = null;

    		if ( nPlanes !== 0 ) {

    			dstArray = uniform.value;

    			if ( skipTransform !== true || dstArray === null ) {

    				var flatSize = dstOffset + nPlanes * 4,
    					viewMatrix = camera.matrixWorldInverse;

    				viewNormalMatrix.getNormalMatrix( viewMatrix );

    				if ( dstArray === null || dstArray.length < flatSize ) {

    					dstArray = new Float32Array( flatSize );

    				}

    				for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {

    					plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );

    					plane.normal.toArray( dstArray, i4 );
    					dstArray[ i4 + 3 ] = plane.constant;

    				}

    			}

    			uniform.value = dstArray;
    			uniform.needsUpdate = true;

    		}

    		scope.numPlanes = nPlanes;
    		scope.numIntersection = 0;

    		return dstArray;

    	}

    }

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function WebGLExtensions( gl ) {

    	var extensions = {};

    	return {

    		get: function ( name ) {

    			if ( extensions[ name ] !== undefined ) {

    				return extensions[ name ];

    			}

    			var extension;

    			switch ( name ) {

    				case 'WEBGL_depth_texture':
    					extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
    					break;

    				case 'EXT_texture_filter_anisotropic':
    					extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
    					break;

    				case 'WEBGL_compressed_texture_s3tc':
    					extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
    					break;

    				case 'WEBGL_compressed_texture_pvrtc':
    					extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
    					break;

    				default:
    					extension = gl.getExtension( name );

    			}

    			if ( extension === null ) {

    				console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );

    			}

    			extensions[ name ] = extension;

    			return extension;

    		}

    	};

    }

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function WebGLGeometries( gl, attributes, info ) {

    	var geometries = new WeakMap();
    	var wireframeAttributes = new WeakMap();

    	function onGeometryDispose( event ) {

    		var geometry = event.target;
    		var buffergeometry = geometries.get( geometry );

    		if ( buffergeometry.index !== null ) {

    			attributes.remove( buffergeometry.index );

    		}

    		for ( var name in buffergeometry.attributes ) {

    			attributes.remove( buffergeometry.attributes[ name ] );

    		}

    		geometry.removeEventListener( 'dispose', onGeometryDispose );

    		geometries.delete( geometry );

    		var attribute = wireframeAttributes.get( buffergeometry );

    		if ( attribute ) {

    			attributes.remove( attribute );
    			wireframeAttributes.delete( buffergeometry );

    		}

    		//

    		info.memory.geometries --;

    	}

    	function get( object, geometry ) {

    		var buffergeometry = geometries.get( geometry );

    		if ( buffergeometry ) return buffergeometry;

    		geometry.addEventListener( 'dispose', onGeometryDispose );

    		if ( geometry.isBufferGeometry ) {

    			buffergeometry = geometry;

    		} else if ( geometry.isGeometry ) {

    			if ( geometry._bufferGeometry === undefined ) {

    				geometry._bufferGeometry = new BufferGeometry().setFromObject( object );

    			}

    			buffergeometry = geometry._bufferGeometry;

    		}

    		geometries.set( geometry, buffergeometry );

    		info.memory.geometries ++;

    		return buffergeometry;

    	}

    	function update( geometry ) {

    		var index = geometry.index;
    		var geometryAttributes = geometry.attributes;

    		if ( index !== null ) {

    			attributes.update( index, 34963 );

    		}

    		for ( var name in geometryAttributes ) {

    			attributes.update( geometryAttributes[ name ], 34962 );

    		}

    		// morph targets

    		var morphAttributes = geometry.morphAttributes;

    		for ( var name in morphAttributes ) {

    			var array = morphAttributes[ name ];

    			for ( var i = 0, l = array.length; i < l; i ++ ) {

    				attributes.update( array[ i ], 34962 );

    			}

    		}

    	}

    	function updateWireframeAttribute( geometry ) {

    		var indices = [];

    		var geometryIndex = geometry.index;
    		var geometryPosition = geometry.attributes.position;
    		var version = 0;

    		if ( geometryIndex !== null ) {

    			var array = geometryIndex.array;
    			version = geometryIndex.version;

    			for ( var i = 0, l = array.length; i < l; i += 3 ) {

    				var a = array[ i + 0 ];
    				var b = array[ i + 1 ];
    				var c = array[ i + 2 ];

    				indices.push( a, b, b, c, c, a );

    			}

    		} else {

    			var array = geometryPosition.array;
    			version = geometryPosition.version;

    			for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {

    				var a = i + 0;
    				var b = i + 1;
    				var c = i + 2;

    				indices.push( a, b, b, c, c, a );

    			}

    		}

    		var attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
    		attribute.version = version;

    		attributes.update( attribute, 34963 );

    		//

    		var previousAttribute = wireframeAttributes.get( geometry );

    		if ( previousAttribute ) attributes.remove( previousAttribute );

    		//

    		wireframeAttributes.set( geometry, attribute );

    	}

    	function getWireframeAttribute( geometry ) {

    		var currentAttribute = wireframeAttributes.get( geometry );

    		if ( currentAttribute ) {

    			var geometryIndex = geometry.index;

    			if ( geometryIndex !== null ) {

    				// if the attribute is obsolete, create a new one

    				if ( currentAttribute.version < geometryIndex.version ) {

    					updateWireframeAttribute( geometry );

    				}

    			}

    		} else {

    			updateWireframeAttribute( geometry );

    		}

    		return wireframeAttributes.get( geometry );

    	}

    	return {

    		get: get,
    		update: update,

    		getWireframeAttribute: getWireframeAttribute

    	};

    }

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {

    	var isWebGL2 = capabilities.isWebGL2;

    	var mode;

    	function setMode( value ) {

    		mode = value;

    	}

    	var type, bytesPerElement;

    	function setIndex( value ) {

    		type = value.type;
    		bytesPerElement = value.bytesPerElement;

    	}

    	function render( start, count ) {

    		gl.drawElements( mode, count, type, start * bytesPerElement );

    		info.update( count, mode );

    	}

    	function renderInstances( geometry, start, count, primcount ) {

    		if ( primcount === 0 ) return;

    		var extension, methodName;

    		if ( isWebGL2 ) {

    			extension = gl;
    			methodName = 'drawElementsInstanced';

    		} else {

    			extension = extensions.get( 'ANGLE_instanced_arrays' );
    			methodName = 'drawElementsInstancedANGLE';

    			if ( extension === null ) {

    				console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
    				return;

    			}

    		}

    		extension[ methodName ]( mode, count, type, start * bytesPerElement, primcount );

    		info.update( count, mode, primcount );

    	}

    	//

    	this.setMode = setMode;
    	this.setIndex = setIndex;
    	this.render = render;
    	this.renderInstances = renderInstances;

    }

    /**
     * @author Mugen87 / https://github.com/Mugen87
     */

    function WebGLInfo( gl ) {

    	var memory = {
    		geometries: 0,
    		textures: 0
    	};

    	var render = {
    		frame: 0,
    		calls: 0,
    		triangles: 0,
    		points: 0,
    		lines: 0
    	};

    	function update( count, mode, instanceCount ) {

    		instanceCount = instanceCount || 1;

    		render.calls ++;

    		switch ( mode ) {

    			case 4:
    				render.triangles += instanceCount * ( count / 3 );
    				break;

    			case 1:
    				render.lines += instanceCount * ( count / 2 );
    				break;

    			case 3:
    				render.lines += instanceCount * ( count - 1 );
    				break;

    			case 2:
    				render.lines += instanceCount * count;
    				break;

    			case 0:
    				render.points += instanceCount * count;
    				break;

    			default:
    				console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
    				break;

    		}

    	}

    	function reset() {

    		render.frame ++;
    		render.calls = 0;
    		render.triangles = 0;
    		render.points = 0;
    		render.lines = 0;

    	}

    	return {
    		memory: memory,
    		render: render,
    		programs: null,
    		autoReset: true,
    		reset: reset,
    		update: update
    	};

    }

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function absNumericalSort( a, b ) {

    	return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );

    }

    function WebGLMorphtargets( gl ) {

    	var influencesList = {};
    	var morphInfluences = new Float32Array( 8 );

    	function update( object, geometry, material, program ) {

    		var objectInfluences = object.morphTargetInfluences;

    		// When object doesn't have morph target influences defined, we treat it as a 0-length array
    		// This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences

    		var length = objectInfluences === undefined ? 0 : objectInfluences.length;

    		var influences = influencesList[ geometry.id ];

    		if ( influences === undefined ) {

    			// initialise list

    			influences = [];

    			for ( var i = 0; i < length; i ++ ) {

    				influences[ i ] = [ i, 0 ];

    			}

    			influencesList[ geometry.id ] = influences;

    		}

    		var morphTargets = material.morphTargets && geometry.morphAttributes.position;
    		var morphNormals = material.morphNormals && geometry.morphAttributes.normal;

    		// Remove current morphAttributes

    		for ( var i = 0; i < length; i ++ ) {

    			var influence = influences[ i ];

    			if ( influence[ 1 ] !== 0 ) {

    				if ( morphTargets ) geometry.deleteAttribute( 'morphTarget' + i );
    				if ( morphNormals ) geometry.deleteAttribute( 'morphNormal' + i );

    			}

    		}

    		// Collect influences

    		for ( var i = 0; i < length; i ++ ) {

    			var influence = influences[ i ];

    			influence[ 0 ] = i;
    			influence[ 1 ] = objectInfluences[ i ];

    		}

    		influences.sort( absNumericalSort );

    		// Add morphAttributes

    		var morphInfluencesSum = 0;

    		for ( var i = 0; i < 8; i ++ ) {

    			var influence = influences[ i ];

    			if ( influence ) {

    				var index = influence[ 0 ];
    				var value = influence[ 1 ];

    				if ( value ) {

    					if ( morphTargets ) geometry.setAttribute( 'morphTarget' + i, morphTargets[ index ] );
    					if ( morphNormals ) geometry.setAttribute( 'morphNormal' + i, morphNormals[ index ] );

    					morphInfluences[ i ] = value;
    					morphInfluencesSum += value;
    					continue;

    				}

    			}

    			morphInfluences[ i ] = 0;

    		}

    		// GLSL shader uses formula baseinfluence * base + sum(target * influence)
    		// This allows us to switch between absolute morphs and relative morphs without changing shader code
    		// When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)
    		var morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;

    		program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );
    		program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );

    	}

    	return {

    		update: update

    	};

    }

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function WebGLObjects( gl, geometries, attributes, info ) {

    	var updateMap = new WeakMap();

    	function update( object ) {

    		var frame = info.render.frame;

    		var geometry = object.geometry;
    		var buffergeometry = geometries.get( object, geometry );

    		// Update once per frame

    		if ( updateMap.get( buffergeometry ) !== frame ) {

    			if ( geometry.isGeometry ) {

    				buffergeometry.updateFromObject( object );

    			}

    			geometries.update( buffergeometry );

    			updateMap.set( buffergeometry, frame );

    		}

    		if ( object.isInstancedMesh ) {

    			attributes.update( object.instanceMatrix, 34962 );

    		}

    		return buffergeometry;

    	}

    	function dispose() {

    		updateMap = new WeakMap();

    	}

    	return {

    		update: update,
    		dispose: dispose

    	};

    }

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {

    	images = images !== undefined ? images : [];
    	mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
    	format = format !== undefined ? format : RGBFormat;

    	Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );

    	this.flipY = false;

    }

    CubeTexture.prototype = Object.create( Texture.prototype );
    CubeTexture.prototype.constructor = CubeTexture;

    CubeTexture.prototype.isCubeTexture = true;

    Object.defineProperty( CubeTexture.prototype, 'images', {

    	get: function () {

    		return this.image;

    	},

    	set: function ( value ) {

    		this.image = value;

    	}

    } );

    /**
     * @author Takahiro https://github.com/takahirox
     */

    function DataTexture2DArray( data, width, height, depth ) {

    	Texture.call( this, null );

    	this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };

    	this.magFilter = NearestFilter;
    	this.minFilter = NearestFilter;

    	this.wrapR = ClampToEdgeWrapping;

    	this.generateMipmaps = false;
    	this.flipY = false;

    	this.needsUpdate = true;

    }

    DataTexture2DArray.prototype = Object.create( Texture.prototype );
    DataTexture2DArray.prototype.constructor = DataTexture2DArray;
    DataTexture2DArray.prototype.isDataTexture2DArray = true;

    /**
     * @author Artur Trzesiok
     */

    function DataTexture3D( data, width, height, depth ) {

    	// We're going to add .setXXX() methods for setting properties later.
    	// Users can still set in DataTexture3D directly.
    	//
    	//	var texture = new THREE.DataTexture3D( data, width, height, depth );
    	// 	texture.anisotropy = 16;
    	//
    	// See #14839

    	Texture.call( this, null );

    	this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };

    	this.magFilter = NearestFilter;
    	this.minFilter = NearestFilter;

    	this.wrapR = ClampToEdgeWrapping;

    	this.generateMipmaps = false;
    	this.flipY = false;

    	this.needsUpdate = true;


    }

    DataTexture3D.prototype = Object.create( Texture.prototype );
    DataTexture3D.prototype.constructor = DataTexture3D;
    DataTexture3D.prototype.isDataTexture3D = true;

    /**
     * @author tschw
     * @author Mugen87 / https://github.com/Mugen87
     * @author mrdoob / http://mrdoob.com/
     *
     * Uniforms of a program.
     * Those form a tree structure with a special top-level container for the root,
     * which you get by calling 'new WebGLUniforms( gl, program )'.
     *
     *
     * Properties of inner nodes including the top-level container:
     *
     * .seq - array of nested uniforms
     * .map - nested uniforms by name
     *
     *
     * Methods of all nodes except the top-level container:
     *
     * .setValue( gl, value, [textures] )
     *
     * 		uploads a uniform value(s)
     *  	the 'textures' parameter is needed for sampler uniforms
     *
     *
     * Static methods of the top-level container (textures factorizations):
     *
     * .upload( gl, seq, values, textures )
     *
     * 		sets uniforms in 'seq' to 'values[id].value'
     *
     * .seqWithValue( seq, values ) : filteredSeq
     *
     * 		filters 'seq' entries with corresponding entry in values
     *
     *
     * Methods of the top-level container (textures factorizations):
     *
     * .setValue( gl, name, value, textures )
     *
     * 		sets uniform with  name 'name' to 'value'
     *
     * .setOptional( gl, obj, prop )
     *
     * 		like .set for an optional property of the object
     *
     */

    var emptyTexture = new Texture();
    var emptyTexture2dArray = new DataTexture2DArray();
    var emptyTexture3d = new DataTexture3D();
    var emptyCubeTexture = new CubeTexture();

    // --- Utilities ---

    // Array Caches (provide typed arrays for temporary by size)

    var arrayCacheF32 = [];
    var arrayCacheI32 = [];

    // Float32Array caches used for uploading Matrix uniforms

    var mat4array = new Float32Array( 16 );
    var mat3array = new Float32Array( 9 );
    var mat2array = new Float32Array( 4 );

    // Flattening for arrays of vectors and matrices

    function flatten( array, nBlocks, blockSize ) {

    	var firstElem = array[ 0 ];

    	if ( firstElem <= 0 || firstElem > 0 ) return array;
    	// unoptimized: ! isNaN( firstElem )
    	// see http://jacksondunstan.com/articles/983

    	var n = nBlocks * blockSize,
    		r = arrayCacheF32[ n ];

    	if ( r === undefined ) {

    		r = new Float32Array( n );
    		arrayCacheF32[ n ] = r;

    	}

    	if ( nBlocks !== 0 ) {

    		firstElem.toArray( r, 0 );

    		for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {

    			offset += blockSize;
    			array[ i ].toArray( r, offset );

    		}

    	}

    	return r;

    }

    function arraysEqual( a, b ) {

    	if ( a.length !== b.length ) return false;

    	for ( var i = 0, l = a.length; i < l; i ++ ) {

    		if ( a[ i ] !== b[ i ] ) return false;

    	}

    	return true;

    }

    function copyArray( a, b ) {

    	for ( var i = 0, l = b.length; i < l; i ++ ) {

    		a[ i ] = b[ i ];

    	}

    }

    // Texture unit allocation

    function allocTexUnits( textures, n ) {

    	var r = arrayCacheI32[ n ];

    	if ( r === undefined ) {

    		r = new Int32Array( n );
    		arrayCacheI32[ n ] = r;

    	}

    	for ( var i = 0; i !== n; ++ i )
    		r[ i ] = textures.allocateTextureUnit();

    	return r;

    }

    // --- Setters ---

    // Note: Defining these methods externally, because they come in a bunch
    // and this way their names minify.

    // Single scalar

    function setValueV1f( gl, v ) {

    	var cache = this.cache;

    	if ( cache[ 0 ] === v ) return;

    	gl.uniform1f( this.addr, v );

    	cache[ 0 ] = v;

    }

    // Single float vector (from flat array or THREE.VectorN)

    function setValueV2f( gl, v ) {

    	var cache = this.cache;

    	if ( v.x !== undefined ) {

    		if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {

    			gl.uniform2f( this.addr, v.x, v.y );

    			cache[ 0 ] = v.x;
    			cache[ 1 ] = v.y;

    		}

    	} else {

    		if ( arraysEqual( cache, v ) ) return;

    		gl.uniform2fv( this.addr, v );

    		copyArray( cache, v );

    	}

    }

    function setValueV3f( gl, v ) {

    	var cache = this.cache;

    	if ( v.x !== undefined ) {

    		if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {

    			gl.uniform3f( this.addr, v.x, v.y, v.z );

    			cache[ 0 ] = v.x;
    			cache[ 1 ] = v.y;
    			cache[ 2 ] = v.z;

    		}

    	} else if ( v.r !== undefined ) {

    		if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {

    			gl.uniform3f( this.addr, v.r, v.g, v.b );

    			cache[ 0 ] = v.r;
    			cache[ 1 ] = v.g;
    			cache[ 2 ] = v.b;

    		}

    	} else {

    		if ( arraysEqual( cache, v ) ) return;

    		gl.uniform3fv( this.addr, v );

    		copyArray( cache, v );

    	}

    }

    function setValueV4f( gl, v ) {

    	var cache = this.cache;

    	if ( v.x !== undefined ) {

    		if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {

    			gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );

    			cache[ 0 ] = v.x;
    			cache[ 1 ] = v.y;
    			cache[ 2 ] = v.z;
    			cache[ 3 ] = v.w;

    		}

    	} else {

    		if ( arraysEqual( cache, v ) ) return;

    		gl.uniform4fv( this.addr, v );

    		copyArray( cache, v );

    	}

    }

    // Single matrix (from flat array or MatrixN)

    function setValueM2( gl, v ) {

    	var cache = this.cache;
    	var elements = v.elements;

    	if ( elements === undefined ) {

    		if ( arraysEqual( cache, v ) ) return;

    		gl.uniformMatrix2fv( this.addr, false, v );

    		copyArray( cache, v );

    	} else {

    		if ( arraysEqual( cache, elements ) ) return;

    		mat2array.set( elements );

    		gl.uniformMatrix2fv( this.addr, false, mat2array );

    		copyArray( cache, elements );

    	}

    }

    function setValueM3( gl, v ) {

    	var cache = this.cache;
    	var elements = v.elements;

    	if ( elements === undefined ) {

    		if ( arraysEqual( cache, v ) ) return;

    		gl.uniformMatrix3fv( this.addr, false, v );

    		copyArray( cache, v );

    	} else {

    		if ( arraysEqual( cache, elements ) ) return;

    		mat3array.set( elements );

    		gl.uniformMatrix3fv( this.addr, false, mat3array );

    		copyArray( cache, elements );

    	}

    }

    function setValueM4( gl, v ) {

    	var cache = this.cache;
    	var elements = v.elements;

    	if ( elements === undefined ) {

    		if ( arraysEqual( cache, v ) ) return;

    		gl.uniformMatrix4fv( this.addr, false, v );

    		copyArray( cache, v );

    	} else {

    		if ( arraysEqual( cache, elements ) ) return;

    		mat4array.set( elements );

    		gl.uniformMatrix4fv( this.addr, false, mat4array );

    		copyArray( cache, elements );

    	}

    }

    // Single texture (2D / Cube)

    function setValueT1( gl, v, textures ) {

    	var cache = this.cache;
    	var unit = textures.allocateTextureUnit();

    	if ( cache[ 0 ] !== unit ) {

    		gl.uniform1i( this.addr, unit );
    		cache[ 0 ] = unit;

    	}

    	textures.safeSetTexture2D( v || emptyTexture, unit );

    }

    function setValueT2DArray1( gl, v, textures ) {

    	var cache = this.cache;
    	var unit = textures.allocateTextureUnit();

    	if ( cache[ 0 ] !== unit ) {

    		gl.uniform1i( this.addr, unit );
    		cache[ 0 ] = unit;

    	}

    	textures.setTexture2DArray( v || emptyTexture2dArray, unit );

    }

    function setValueT3D1( gl, v, textures ) {

    	var cache = this.cache;
    	var unit = textures.allocateTextureUnit();

    	if ( cache[ 0 ] !== unit ) {

    		gl.uniform1i( this.addr, unit );
    		cache[ 0 ] = unit;

    	}

    	textures.setTexture3D( v || emptyTexture3d, unit );

    }

    function setValueT6( gl, v, textures ) {

    	var cache = this.cache;
    	var unit = textures.allocateTextureUnit();

    	if ( cache[ 0 ] !== unit ) {

    		gl.uniform1i( this.addr, unit );
    		cache[ 0 ] = unit;

    	}

    	textures.safeSetTextureCube( v || emptyCubeTexture, unit );

    }

    // Integer / Boolean vectors or arrays thereof (always flat arrays)

    function setValueV1i( gl, v ) {

    	var cache = this.cache;

    	if ( cache[ 0 ] === v ) return;

    	gl.uniform1i( this.addr, v );

    	cache[ 0 ] = v;

    }

    function setValueV2i( gl, v ) {

    	var cache = this.cache;

    	if ( arraysEqual( cache, v ) ) return;

    	gl.uniform2iv( this.addr, v );

    	copyArray( cache, v );

    }

    function setValueV3i( gl, v ) {

    	var cache = this.cache;

    	if ( arraysEqual( cache, v ) ) return;

    	gl.uniform3iv( this.addr, v );

    	copyArray( cache, v );

    }

    function setValueV4i( gl, v ) {

    	var cache = this.cache;

    	if ( arraysEqual( cache, v ) ) return;

    	gl.uniform4iv( this.addr, v );

    	copyArray( cache, v );

    }

    // uint

    function setValueV1ui( gl, v ) {

    	var cache = this.cache;

    	if ( cache[ 0 ] === v ) return;

    	gl.uniform1ui( this.addr, v );

    	cache[ 0 ] = v;

    }

    // Helper to pick the right setter for the singular case

    function getSingularSetter( type ) {

    	switch ( type ) {

    		case 0x1406: return setValueV1f; // FLOAT
    		case 0x8b50: return setValueV2f; // _VEC2
    		case 0x8b51: return setValueV3f; // _VEC3
    		case 0x8b52: return setValueV4f; // _VEC4

    		case 0x8b5a: return setValueM2; // _MAT2
    		case 0x8b5b: return setValueM3; // _MAT3
    		case 0x8b5c: return setValueM4; // _MAT4

    		case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL
    		case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2
    		case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3
    		case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4

    		case 0x1405: return setValueV1ui; // UINT

    		case 0x8b5e: // SAMPLER_2D
    		case 0x8d66: // SAMPLER_EXTERNAL_OES
    		case 0x8dca: // INT_SAMPLER_2D
    		case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
    		case 0x8b62: // SAMPLER_2D_SHADOW
    			return setValueT1;

    		case 0x8b5f: // SAMPLER_3D
    		case 0x8dcb: // INT_SAMPLER_3D
    		case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D
    			return setValueT3D1;

    		case 0x8b60: // SAMPLER_CUBE
    		case 0x8dcc: // INT_SAMPLER_CUBE
    		case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
    		case 0x8dc5: // SAMPLER_CUBE_SHADOW
    			return setValueT6;

    		case 0x8dc1: // SAMPLER_2D_ARRAY
    		case 0x8dcf: // INT_SAMPLER_2D_ARRAY
    		case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY
    		case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW
    			return setValueT2DArray1;

    	}

    }

    // Array of scalars
    function setValueV1fArray( gl, v ) {

    	gl.uniform1fv( this.addr, v );

    }

    // Integer / Boolean vectors or arrays thereof (always flat arrays)
    function setValueV1iArray( gl, v ) {

    	gl.uniform1iv( this.addr, v );

    }

    function setValueV2iArray( gl, v ) {

    	gl.uniform2iv( this.addr, v );

    }

    function setValueV3iArray( gl, v ) {

    	gl.uniform3iv( this.addr, v );

    }

    function setValueV4iArray( gl, v ) {

    	gl.uniform4iv( this.addr, v );

    }


    // Array of vectors (flat or from THREE classes)

    function setValueV2fArray( gl, v ) {

    	var data = flatten( v, this.size, 2 );

    	gl.uniform2fv( this.addr, data );

    }

    function setValueV3fArray( gl, v ) {

    	var data = flatten( v, this.size, 3 );

    	gl.uniform3fv( this.addr, data );

    }

    function setValueV4fArray( gl, v ) {

    	var data = flatten( v, this.size, 4 );

    	gl.uniform4fv( this.addr, data );

    }

    // Array of matrices (flat or from THREE clases)

    function setValueM2Array( gl, v ) {

    	var data = flatten( v, this.size, 4 );

    	gl.uniformMatrix2fv( this.addr, false, data );

    }

    function setValueM3Array( gl, v ) {

    	var data = flatten( v, this.size, 9 );

    	gl.uniformMatrix3fv( this.addr, false, data );

    }

    function setValueM4Array( gl, v ) {

    	var data = flatten( v, this.size, 16 );

    	gl.uniformMatrix4fv( this.addr, false, data );

    }

    // Array of textures (2D / Cube)

    function setValueT1Array( gl, v, textures ) {

    	var n = v.length;

    	var units = allocTexUnits( textures, n );

    	gl.uniform1iv( this.addr, units );

    	for ( var i = 0; i !== n; ++ i ) {

    		textures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );

    	}

    }

    function setValueT6Array( gl, v, textures ) {

    	var n = v.length;

    	var units = allocTexUnits( textures, n );

    	gl.uniform1iv( this.addr, units );

    	for ( var i = 0; i !== n; ++ i ) {

    		textures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );

    	}

    }

    // Helper to pick the right setter for a pure (bottom-level) array

    function getPureArraySetter( type ) {

    	switch ( type ) {

    		case 0x1406: return setValueV1fArray; // FLOAT
    		case 0x8b50: return setValueV2fArray; // _VEC2
    		case 0x8b51: return setValueV3fArray; // _VEC3
    		case 0x8b52: return setValueV4fArray; // _VEC4

    		case 0x8b5a: return setValueM2Array; // _MAT2
    		case 0x8b5b: return setValueM3Array; // _MAT3
    		case 0x8b5c: return setValueM4Array; // _MAT4

    		case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL
    		case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2
    		case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3
    		case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4

    		case 0x8b5e: // SAMPLER_2D
    		case 0x8d66: // SAMPLER_EXTERNAL_OES
    		case 0x8dca: // INT_SAMPLER_2D
    		case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
    		case 0x8b62: // SAMPLER_2D_SHADOW
    			return setValueT1Array;

    		case 0x8b60: // SAMPLER_CUBE
    		case 0x8dcc: // INT_SAMPLER_CUBE
    		case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
    		case 0x8dc5: // SAMPLER_CUBE_SHADOW
    			return setValueT6Array;

    	}

    }

    // --- Uniform Classes ---

    function SingleUniform( id, activeInfo, addr ) {

    	this.id = id;
    	this.addr = addr;
    	this.cache = [];
    	this.setValue = getSingularSetter( activeInfo.type );

    	// this.path = activeInfo.name; // DEBUG

    }

    function PureArrayUniform( id, activeInfo, addr ) {

    	this.id = id;
    	this.addr = addr;
    	this.cache = [];
    	this.size = activeInfo.size;
    	this.setValue = getPureArraySetter( activeInfo.type );

    	// this.path = activeInfo.name; // DEBUG

    }

    PureArrayUniform.prototype.updateCache = function ( data ) {

    	var cache = this.cache;

    	if ( data instanceof Float32Array && cache.length !== data.length ) {

    		this.cache = new Float32Array( data.length );

    	}

    	copyArray( cache, data );

    };

    function StructuredUniform( id ) {

    	this.id = id;

    	this.seq = [];
    	this.map = {};

    }

    StructuredUniform.prototype.setValue = function ( gl, value, textures ) {

    	var seq = this.seq;

    	for ( var i = 0, n = seq.length; i !== n; ++ i ) {

    		var u = seq[ i ];
    		u.setValue( gl, value[ u.id ], textures );

    	}

    };

    // --- Top-level ---

    // Parser - builds up the property tree from the path strings

    var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;

    // extracts
    // 	- the identifier (member name or array index)
    //  - followed by an optional right bracket (found when array index)
    //  - followed by an optional left bracket or dot (type of subscript)
    //
    // Note: These portions can be read in a non-overlapping fashion and
    // allow straightforward parsing of the hierarchy that WebGL encodes
    // in the uniform names.

    function addUniform( container, uniformObject ) {

    	container.seq.push( uniformObject );
    	container.map[ uniformObject.id ] = uniformObject;

    }

    function parseUniform( activeInfo, addr, container ) {

    	var path = activeInfo.name,
    		pathLength = path.length;

    	// reset RegExp object, because of the early exit of a previous run
    	RePathPart.lastIndex = 0;

    	while ( true ) {

    		var match = RePathPart.exec( path ),
    			matchEnd = RePathPart.lastIndex,

    			id = match[ 1 ],
    			idIsIndex = match[ 2 ] === ']',
    			subscript = match[ 3 ];

    		if ( idIsIndex ) id = id | 0; // convert to integer

    		if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {

    			// bare name or "pure" bottom-level array "[0]" suffix

    			addUniform( container, subscript === undefined ?
    				new SingleUniform( id, activeInfo, addr ) :
    				new PureArrayUniform( id, activeInfo, addr ) );

    			break;

    		} else {

    			// step into inner node / create it in case it doesn't exist

    			var map = container.map, next = map[ id ];

    			if ( next === undefined ) {

    				next = new StructuredUniform( id );
    				addUniform( container, next );

    			}

    			container = next;

    		}

    	}

    }

    // Root Container

    function WebGLUniforms( gl, program ) {

    	this.seq = [];
    	this.map = {};

    	var n = gl.getProgramParameter( program, 35718 );

    	for ( var i = 0; i < n; ++ i ) {

    		var info = gl.getActiveUniform( program, i ),
    			addr = gl.getUniformLocation( program, info.name );

    		parseUniform( info, addr, this );

    	}

    }

    WebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {

    	var u = this.map[ name ];

    	if ( u !== undefined ) u.setValue( gl, value, textures );

    };

    WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {

    	var v = object[ name ];

    	if ( v !== undefined ) this.setValue( gl, name, v );

    };


    // Static interface

    WebGLUniforms.upload = function ( gl, seq, values, textures ) {

    	for ( var i = 0, n = seq.length; i !== n; ++ i ) {

    		var u = seq[ i ],
    			v = values[ u.id ];

    		if ( v.needsUpdate !== false ) {

    			// note: always updating when .needsUpdate is undefined
    			u.setValue( gl, v.value, textures );

    		}

    	}

    };

    WebGLUniforms.seqWithValue = function ( seq, values ) {

    	var r = [];

    	for ( var i = 0, n = seq.length; i !== n; ++ i ) {

    		var u = seq[ i ];
    		if ( u.id in values ) r.push( u );

    	}

    	return r;

    };

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function WebGLShader( gl, type, string ) {

    	var shader = gl.createShader( type );

    	gl.shaderSource( shader, string );
    	gl.compileShader( shader );

    	return shader;

    }

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    var programIdCount = 0;

    function addLineNumbers( string ) {

    	var lines = string.split( '\n' );

    	for ( var i = 0; i < lines.length; i ++ ) {

    		lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];

    	}

    	return lines.join( '\n' );

    }

    function getEncodingComponents( encoding ) {

    	switch ( encoding ) {

    		case LinearEncoding:
    			return [ 'Linear', '( value )' ];
    		case sRGBEncoding:
    			return [ 'sRGB', '( value )' ];
    		case RGBEEncoding:
    			return [ 'RGBE', '( value )' ];
    		case RGBM7Encoding:
    			return [ 'RGBM', '( value, 7.0 )' ];
    		case RGBM16Encoding:
    			return [ 'RGBM', '( value, 16.0 )' ];
    		case RGBDEncoding:
    			return [ 'RGBD', '( value, 256.0 )' ];
    		case GammaEncoding:
    			return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
    		case LogLuvEncoding:
    			return [ 'LogLuv', '( value )' ];
    		default:
    			throw new Error( 'unsupported encoding: ' + encoding );

    	}

    }

    function getShaderErrors( gl, shader, type ) {

    	var status = gl.getShaderParameter( shader, 35713 );
    	var log = gl.getShaderInfoLog( shader ).trim();

    	if ( status && log === '' ) return '';

    	// --enable-privileged-webgl-extension
    	// console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );

    	var source = gl.getShaderSource( shader );

    	return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source );

    }

    function getTexelDecodingFunction( functionName, encoding ) {

    	var components = getEncodingComponents( encoding );
    	return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';

    }

    function getTexelEncodingFunction( functionName, encoding ) {

    	var components = getEncodingComponents( encoding );
    	return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';

    }

    function getToneMappingFunction( functionName, toneMapping ) {

    	var toneMappingName;

    	switch ( toneMapping ) {

    		case LinearToneMapping:
    			toneMappingName = 'Linear';
    			break;

    		case ReinhardToneMapping:
    			toneMappingName = 'Reinhard';
    			break;

    		case Uncharted2ToneMapping:
    			toneMappingName = 'Uncharted2';
    			break;

    		case CineonToneMapping:
    			toneMappingName = 'OptimizedCineon';
    			break;

    		case ACESFilmicToneMapping:
    			toneMappingName = 'ACESFilmic';
    			break;

    		default:
    			throw new Error( 'unsupported toneMapping: ' + toneMapping );

    	}

    	return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';

    }

    function generateExtensions( parameters ) {

    	var chunks = [
    		( parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '',
    		( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '',
    		( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '',
    		( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''
    	];

    	return chunks.filter( filterEmptyLine ).join( '\n' );

    }

    function generateDefines( defines ) {

    	var chunks = [];

    	for ( var name in defines ) {

    		var value = defines[ name ];

    		if ( value === false ) continue;

    		chunks.push( '#define ' + name + ' ' + value );

    	}

    	return chunks.join( '\n' );

    }

    function fetchAttributeLocations( gl, program ) {

    	var attributes = {};

    	var n = gl.getProgramParameter( program, 35721 );

    	for ( var i = 0; i < n; i ++ ) {

    		var info = gl.getActiveAttrib( program, i );
    		var name = info.name;

    		// console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );

    		attributes[ name ] = gl.getAttribLocation( program, name );

    	}

    	return attributes;

    }

    function filterEmptyLine( string ) {

    	return string !== '';

    }

    function replaceLightNums( string, parameters ) {

    	return string
    		.replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
    		.replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
    		.replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
    		.replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
    		.replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
    		.replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
    		.replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
    		.replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );

    }

    function replaceClippingPlaneNums( string, parameters ) {

    	return string
    		.replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
    		.replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );

    }

    // Resolve Includes

    var includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;

    function resolveIncludes( string ) {

    	return string.replace( includePattern, includeReplacer );

    }

    function includeReplacer( match, include ) {

    	var string = ShaderChunk[ include ];

    	if ( string === undefined ) {

    		throw new Error( 'Can not resolve #include <' + include + '>' );

    	}

    	return resolveIncludes( string );

    }

    // Unroll Loops

    var deprecatedUnrollLoopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
    var unrollLoopPattern = /#pragma unroll_loop_start[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}[\s]+?#pragma unroll_loop_end/g;

    function unrollLoops( string ) {

    	return string
    		.replace( unrollLoopPattern, loopReplacer )
    		.replace( deprecatedUnrollLoopPattern, deprecatedLoopReplacer );

    }

    function deprecatedLoopReplacer( match, start, end, snippet ) {

    	console.warn( 'WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.' );
    	return loopReplacer( match, start, end, snippet );

    }

    function loopReplacer( match, start, end, snippet ) {

    	var string = '';

    	for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {

    		string += snippet
    			.replace( /\[ i \]/g, '[ ' + i + ' ]' )
    			.replace( /UNROLLED_LOOP_INDEX/g, i );

    	}

    	return string;

    }

    //

    function generatePrecision( parameters ) {

    	var precisionstring = "precision " + parameters.precision + " float;\nprecision " + parameters.precision + " int;";

    	if ( parameters.precision === "highp" ) {

    		precisionstring += "\n#define HIGH_PRECISION";

    	} else if ( parameters.precision === "mediump" ) {

    		precisionstring += "\n#define MEDIUM_PRECISION";

    	} else if ( parameters.precision === "lowp" ) {

    		precisionstring += "\n#define LOW_PRECISION";

    	}

    	return precisionstring;

    }

    function generateShadowMapTypeDefine( parameters ) {

    	var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';

    	if ( parameters.shadowMapType === PCFShadowMap ) {

    		shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';

    	} else if ( parameters.shadowMapType === PCFSoftShadowMap ) {

    		shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';

    	} else if ( parameters.shadowMapType === VSMShadowMap ) {

    		shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';

    	}

    	return shadowMapTypeDefine;

    }

    function generateEnvMapTypeDefine( parameters ) {

    	var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';

    	if ( parameters.envMap ) {

    		switch ( parameters.envMapMode ) {

    			case CubeReflectionMapping:
    			case CubeRefractionMapping:
    				envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
    				break;

    			case CubeUVReflectionMapping:
    			case CubeUVRefractionMapping:
    				envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
    				break;

    			case EquirectangularReflectionMapping:
    			case EquirectangularRefractionMapping:
    				envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
    				break;

    			case SphericalReflectionMapping:
    				envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
    				break;

    		}

    	}

    	return envMapTypeDefine;

    }

    function generateEnvMapModeDefine( parameters ) {

    	var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';

    	if ( parameters.envMap ) {

    		switch ( parameters.envMapMode ) {

    			case CubeRefractionMapping:
    			case EquirectangularRefractionMapping:
    				envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
    				break;

    		}

    	}

    	return envMapModeDefine;

    }

    function generateEnvMapBlendingDefine( parameters ) {

    	var envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';

    	if ( parameters.envMap ) {

    		switch ( parameters.combine ) {

    			case MultiplyOperation:
    				envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
    				break;

    			case MixOperation:
    				envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
    				break;

    			case AddOperation:
    				envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
    				break;

    		}

    	}

    	return envMapBlendingDefine;

    }

    function WebGLProgram( renderer, cacheKey, parameters ) {

    	var gl = renderer.getContext();

    	var defines = parameters.defines;

    	var vertexShader = parameters.vertexShader;
    	var fragmentShader = parameters.fragmentShader;
    	var shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );
    	var envMapTypeDefine = generateEnvMapTypeDefine( parameters );
    	var envMapModeDefine = generateEnvMapModeDefine( parameters );
    	var envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );


    	var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;

    	var customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters );

    	var customDefines = generateDefines( defines );

    	var program = gl.createProgram();

    	var prefixVertex, prefixFragment;

    	if ( parameters.isRawShaderMaterial ) {

    		prefixVertex = [

    			customDefines

    		].filter( filterEmptyLine ).join( '\n' );

    		if ( prefixVertex.length > 0 ) {

    			prefixVertex += '\n';

    		}

    		prefixFragment = [

    			customExtensions,
    			customDefines

    		].filter( filterEmptyLine ).join( '\n' );

    		if ( prefixFragment.length > 0 ) {

    			prefixFragment += '\n';

    		}

    	} else {

    		prefixVertex = [

    			generatePrecision( parameters ),

    			'#define SHADER_NAME ' + parameters.shaderName,

    			customDefines,

    			parameters.instancing ? '#define USE_INSTANCING' : '',
    			parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',

    			'#define GAMMA_FACTOR ' + gammaFactorDefine,

    			'#define MAX_BONES ' + parameters.maxBones,
    			( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
    			( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',

    			parameters.map ? '#define USE_MAP' : '',
    			parameters.envMap ? '#define USE_ENVMAP' : '',
    			parameters.envMap ? '#define ' + envMapModeDefine : '',
    			parameters.lightMap ? '#define USE_LIGHTMAP' : '',
    			parameters.aoMap ? '#define USE_AOMAP' : '',
    			parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
    			parameters.bumpMap ? '#define USE_BUMPMAP' : '',
    			parameters.normalMap ? '#define USE_NORMALMAP' : '',
    			( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
    			( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',

    			parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
    			parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
    			parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
    			parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
    			parameters.specularMap ? '#define USE_SPECULARMAP' : '',
    			parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
    			parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
    			parameters.alphaMap ? '#define USE_ALPHAMAP' : '',

    			parameters.vertexTangents ? '#define USE_TANGENT' : '',
    			parameters.vertexColors ? '#define USE_COLOR' : '',
    			parameters.vertexUvs ? '#define USE_UV' : '',
    			parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',

    			parameters.flatShading ? '#define FLAT_SHADED' : '',

    			parameters.skinning ? '#define USE_SKINNING' : '',
    			parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',

    			parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
    			parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
    			parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
    			parameters.flipSided ? '#define FLIP_SIDED' : '',

    			parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
    			parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',

    			parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',

    			parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
    			( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',

    			'uniform mat4 modelMatrix;',
    			'uniform mat4 modelViewMatrix;',
    			'uniform mat4 projectionMatrix;',
    			'uniform mat4 viewMatrix;',
    			'uniform mat3 normalMatrix;',
    			'uniform vec3 cameraPosition;',
    			'uniform bool isOrthographic;',

    			'#ifdef USE_INSTANCING',

    			' attribute mat4 instanceMatrix;',

    			'#endif',

    			'attribute vec3 position;',
    			'attribute vec3 normal;',
    			'attribute vec2 uv;',

    			'#ifdef USE_TANGENT',

    			'	attribute vec4 tangent;',

    			'#endif',

    			'#ifdef USE_COLOR',

    			'	attribute vec3 color;',

    			'#endif',

    			'#ifdef USE_MORPHTARGETS',

    			'	attribute vec3 morphTarget0;',
    			'	attribute vec3 morphTarget1;',
    			'	attribute vec3 morphTarget2;',
    			'	attribute vec3 morphTarget3;',

    			'	#ifdef USE_MORPHNORMALS',

    			'		attribute vec3 morphNormal0;',
    			'		attribute vec3 morphNormal1;',
    			'		attribute vec3 morphNormal2;',
    			'		attribute vec3 morphNormal3;',

    			'	#else',

    			'		attribute vec3 morphTarget4;',
    			'		attribute vec3 morphTarget5;',
    			'		attribute vec3 morphTarget6;',
    			'		attribute vec3 morphTarget7;',

    			'	#endif',

    			'#endif',

    			'#ifdef USE_SKINNING',

    			'	attribute vec4 skinIndex;',
    			'	attribute vec4 skinWeight;',

    			'#endif',

    			'\n'

    		].filter( filterEmptyLine ).join( '\n' );

    		prefixFragment = [

    			customExtensions,

    			generatePrecision( parameters ),

    			'#define SHADER_NAME ' + parameters.shaderName,

    			customDefines,

    			parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer

    			'#define GAMMA_FACTOR ' + gammaFactorDefine,

    			( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
    			( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',

    			parameters.map ? '#define USE_MAP' : '',
    			parameters.matcap ? '#define USE_MATCAP' : '',
    			parameters.envMap ? '#define USE_ENVMAP' : '',
    			parameters.envMap ? '#define ' + envMapTypeDefine : '',
    			parameters.envMap ? '#define ' + envMapModeDefine : '',
    			parameters.envMap ? '#define ' + envMapBlendingDefine : '',
    			parameters.lightMap ? '#define USE_LIGHTMAP' : '',
    			parameters.aoMap ? '#define USE_AOMAP' : '',
    			parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
    			parameters.bumpMap ? '#define USE_BUMPMAP' : '',
    			parameters.normalMap ? '#define USE_NORMALMAP' : '',
    			( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
    			( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
    			parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
    			parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
    			parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
    			parameters.specularMap ? '#define USE_SPECULARMAP' : '',
    			parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
    			parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
    			parameters.alphaMap ? '#define USE_ALPHAMAP' : '',

    			parameters.sheen ? '#define USE_SHEEN' : '',

    			parameters.vertexTangents ? '#define USE_TANGENT' : '',
    			parameters.vertexColors ? '#define USE_COLOR' : '',
    			parameters.vertexUvs ? '#define USE_UV' : '',
    			parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',

    			parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',

    			parameters.flatShading ? '#define FLAT_SHADED' : '',

    			parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
    			parameters.flipSided ? '#define FLIP_SIDED' : '',

    			parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
    			parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',

    			parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',

    			parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',

    			parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
    			( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',

    			( ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ) ? '#define TEXTURE_LOD_EXT' : '',

    			'uniform mat4 viewMatrix;',
    			'uniform vec3 cameraPosition;',
    			'uniform bool isOrthographic;',

    			( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
    			( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
    			( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',

    			parameters.dithering ? '#define DITHERING' : '',

    			( parameters.outputEncoding || parameters.mapEncoding || parameters.matcapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding || parameters.lightMapEncoding ) ?
    				ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
    			parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
    			parameters.matcapEncoding ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
    			parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
    			parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
    			parameters.lightMapEncoding ? getTexelDecodingFunction( 'lightMapTexelToLinear', parameters.lightMapEncoding ) : '',
    			parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '',

    			parameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',

    			'\n'

    		].filter( filterEmptyLine ).join( '\n' );

    	}

    	vertexShader = resolveIncludes( vertexShader );
    	vertexShader = replaceLightNums( vertexShader, parameters );
    	vertexShader = replaceClippingPlaneNums( vertexShader, parameters );

    	fragmentShader = resolveIncludes( fragmentShader );
    	fragmentShader = replaceLightNums( fragmentShader, parameters );
    	fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );

    	vertexShader = unrollLoops( vertexShader );
    	fragmentShader = unrollLoops( fragmentShader );

    	if ( parameters.isWebGL2 && ! parameters.isRawShaderMaterial ) {

    		var isGLSL3ShaderMaterial = false;

    		var versionRegex = /^\s*#version\s+300\s+es\s*\n/;

    		if ( parameters.isShaderMaterial &&
    			vertexShader.match( versionRegex ) !== null &&
    			fragmentShader.match( versionRegex ) !== null ) {

    			isGLSL3ShaderMaterial = true;

    			vertexShader = vertexShader.replace( versionRegex, '' );
    			fragmentShader = fragmentShader.replace( versionRegex, '' );

    		}

    		// GLSL 3.0 conversion

    		prefixVertex = [
    			'#version 300 es\n',
    			'#define attribute in',
    			'#define varying out',
    			'#define texture2D texture'
    		].join( '\n' ) + '\n' + prefixVertex;

    		prefixFragment = [
    			'#version 300 es\n',
    			'#define varying in',
    			isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',
    			isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',
    			'#define gl_FragDepthEXT gl_FragDepth',
    			'#define texture2D texture',
    			'#define textureCube texture',
    			'#define texture2DProj textureProj',
    			'#define texture2DLodEXT textureLod',
    			'#define texture2DProjLodEXT textureProjLod',
    			'#define textureCubeLodEXT textureLod',
    			'#define texture2DGradEXT textureGrad',
    			'#define texture2DProjGradEXT textureProjGrad',
    			'#define textureCubeGradEXT textureGrad'
    		].join( '\n' ) + '\n' + prefixFragment;

    	}

    	var vertexGlsl = prefixVertex + vertexShader;
    	var fragmentGlsl = prefixFragment + fragmentShader;

    	// console.log( '*VERTEX*', vertexGlsl );
    	// console.log( '*FRAGMENT*', fragmentGlsl );

    	var glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
    	var glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );

    	gl.attachShader( program, glVertexShader );
    	gl.attachShader( program, glFragmentShader );

    	// Force a particular attribute to index 0.

    	if ( parameters.index0AttributeName !== undefined ) {

    		gl.bindAttribLocation( program, 0, parameters.index0AttributeName );

    	} else if ( parameters.morphTargets === true ) {

    		// programs with morphTargets displace position out of attribute 0
    		gl.bindAttribLocation( program, 0, 'position' );

    	}

    	gl.linkProgram( program );

    	// check for link errors
    	if ( renderer.debug.checkShaderErrors ) {

    		var programLog = gl.getProgramInfoLog( program ).trim();
    		var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
    		var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();

    		var runnable = true;
    		var haveDiagnostics = true;

    		if ( gl.getProgramParameter( program, 35714 ) === false ) {

    			runnable = false;

    			var vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
    			var fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );

    			console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );

    		} else if ( programLog !== '' ) {

    			console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );

    		} else if ( vertexLog === '' || fragmentLog === '' ) {

    			haveDiagnostics = false;

    		}

    		if ( haveDiagnostics ) {

    			this.diagnostics = {

    				runnable: runnable,

    				programLog: programLog,

    				vertexShader: {

    					log: vertexLog,
    					prefix: prefixVertex

    				},

    				fragmentShader: {

    					log: fragmentLog,
    					prefix: prefixFragment

    				}

    			};

    		}

    	}

    	// clean up

    	gl.detachShader( program, glVertexShader );
    	gl.detachShader( program, glFragmentShader );

    	gl.deleteShader( glVertexShader );
    	gl.deleteShader( glFragmentShader );

    	// set up caching for uniform locations

    	var cachedUniforms;

    	this.getUniforms = function () {

    		if ( cachedUniforms === undefined ) {

    			cachedUniforms = new WebGLUniforms( gl, program );

    		}

    		return cachedUniforms;

    	};

    	// set up caching for attribute locations

    	var cachedAttributes;

    	this.getAttributes = function () {

    		if ( cachedAttributes === undefined ) {

    			cachedAttributes = fetchAttributeLocations( gl, program );

    		}

    		return cachedAttributes;

    	};

    	// free resource

    	this.destroy = function () {

    		gl.deleteProgram( program );
    		this.program = undefined;

    	};

    	//

    	this.name = parameters.shaderName;
    	this.id = programIdCount ++;
    	this.cacheKey = cacheKey;
    	this.usedTimes = 1;
    	this.program = program;
    	this.vertexShader = glVertexShader;
    	this.fragmentShader = glFragmentShader;

    	return this;

    }

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function WebGLPrograms( renderer, extensions, capabilities ) {

    	var programs = [];

    	var isWebGL2 = capabilities.isWebGL2;
    	var logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;
    	var floatVertexTextures = capabilities.floatVertexTextures;
    	var precision = capabilities.precision;
    	var maxVertexUniforms = capabilities.maxVertexUniforms;
    	var vertexTextures = capabilities.vertexTextures;

    	var shaderIDs = {
    		MeshDepthMaterial: 'depth',
    		MeshDistanceMaterial: 'distanceRGBA',
    		MeshNormalMaterial: 'normal',
    		MeshBasicMaterial: 'basic',
    		MeshLambertMaterial: 'lambert',
    		MeshPhongMaterial: 'phong',
    		MeshToonMaterial: 'toon',
    		MeshStandardMaterial: 'physical',
    		MeshPhysicalMaterial: 'physical',
    		MeshMatcapMaterial: 'matcap',
    		LineBasicMaterial: 'basic',
    		LineDashedMaterial: 'dashed',
    		PointsMaterial: 'points',
    		ShadowMaterial: 'shadow',
    		SpriteMaterial: 'sprite'
    	};

    	var parameterNames = [
    		"precision", "isWebGL2", "supportsVertexTextures", "outputEncoding", "instancing",
    		"map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding", "envMapCubeUV",
    		"lightMap", "lightMapEncoding", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "tangentSpaceNormalMap", "clearcoatMap", "clearcoatRoughnessMap", "clearcoatNormalMap", "displacementMap", "specularMap",
    		"roughnessMap", "metalnessMap", "gradientMap",
    		"alphaMap", "combine", "vertexColors", "vertexTangents", "vertexUvs", "uvsVertexOnly", "fog", "useFog", "fogExp2",
    		"flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
    		"maxBones", "useVertexTexture", "morphTargets", "morphNormals",
    		"maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
    		"numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
    		"numDirLightShadows", "numPointLightShadows", "numSpotLightShadows",
    		"shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
    		"alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering",
    		"sheen"
    	];

    	function getShaderObject( material, shaderID ) {

    		var shaderobject;

    		if ( shaderID ) {

    			var shader = ShaderLib[ shaderID ];

    			shaderobject = {
    				name: material.type,
    				uniforms: UniformsUtils.clone( shader.uniforms ),
    				vertexShader: shader.vertexShader,
    				fragmentShader: shader.fragmentShader
    			};

    		} else {

    			shaderobject = {
    				name: material.type,
    				uniforms: material.uniforms,
    				vertexShader: material.vertexShader,
    				fragmentShader: material.fragmentShader
    			};

    		}

    		return shaderobject;

    	}

    	function allocateBones( object ) {

    		var skeleton = object.skeleton;
    		var bones = skeleton.bones;

    		if ( floatVertexTextures ) {

    			return 1024;

    		} else {

    			// default for when object is not specified
    			// ( for example when prebuilding shader to be used with multiple objects )
    			//
    			//  - leave some extra space for other uniforms
    			//  - limit here is ANGLE's 254 max uniform vectors
    			//    (up to 54 should be safe)

    			var nVertexUniforms = maxVertexUniforms;
    			var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );

    			var maxBones = Math.min( nVertexMatrices, bones.length );

    			if ( maxBones < bones.length ) {

    				console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
    				return 0;

    			}

    			return maxBones;

    		}

    	}

    	function getTextureEncodingFromMap( map ) {

    		var encoding;

    		if ( ! map ) {

    			encoding = LinearEncoding;

    		} else if ( map.isTexture ) {

    			encoding = map.encoding;

    		} else if ( map.isWebGLRenderTarget ) {

    			console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
    			encoding = map.texture.encoding;

    		}

    		return encoding;

    	}

    	this.getParameters = function ( material, lights, shadows, scene, nClipPlanes, nClipIntersection, object ) {

    		var fog = scene.fog;
    		var environment = material.isMeshStandardMaterial ? scene.environment : null;

    		var envMap = material.envMap || environment;

    		var shaderID = shaderIDs[ material.type ];

    		// heuristics to create shader parameters according to lights in the scene
    		// (not to blow over maxLights budget)

    		var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;

    		if ( material.precision !== null ) {

    			precision = capabilities.getMaxPrecision( material.precision );

    			if ( precision !== material.precision ) {

    				console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );

    			}

    		}

    		var shaderobject = getShaderObject( material, shaderID );
    		material.onBeforeCompile( shaderobject, renderer );

    		var currentRenderTarget = renderer.getRenderTarget();

    		var parameters = {

    			isWebGL2: isWebGL2,

    			shaderID: shaderID,
    			shaderName: shaderobject.name,

    			uniforms: shaderobject.uniforms,
    			vertexShader: shaderobject.vertexShader,
    			fragmentShader: shaderobject.fragmentShader,
    			defines: material.defines,

    			isRawShaderMaterial: material.isRawShaderMaterial,
    			isShaderMaterial: material.isShaderMaterial,

    			precision: precision,

    			instancing: object.isInstancedMesh === true,

    			supportsVertexTextures: vertexTextures,
    			outputEncoding: ( currentRenderTarget !== null ) ? getTextureEncodingFromMap( currentRenderTarget.texture ) : renderer.outputEncoding,
    			map: !! material.map,
    			mapEncoding: getTextureEncodingFromMap( material.map ),
    			matcap: !! material.matcap,
    			matcapEncoding: getTextureEncodingFromMap( material.matcap ),
    			envMap: !! envMap,
    			envMapMode: envMap && envMap.mapping,
    			envMapEncoding: getTextureEncodingFromMap( envMap ),
    			envMapCubeUV: ( !! envMap ) && ( ( envMap.mapping === CubeUVReflectionMapping ) || ( envMap.mapping === CubeUVRefractionMapping ) ),
    			lightMap: !! material.lightMap,
    			lightMapEncoding: getTextureEncodingFromMap( material.lightMap ),
    			aoMap: !! material.aoMap,
    			emissiveMap: !! material.emissiveMap,
    			emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap ),
    			bumpMap: !! material.bumpMap,
    			normalMap: !! material.normalMap,
    			objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
    			tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
    			clearcoatMap: !! material.clearcoatMap,
    			clearcoatRoughnessMap: !! material.clearcoatRoughnessMap,
    			clearcoatNormalMap: !! material.clearcoatNormalMap,
    			displacementMap: !! material.displacementMap,
    			roughnessMap: !! material.roughnessMap,
    			metalnessMap: !! material.metalnessMap,
    			specularMap: !! material.specularMap,
    			alphaMap: !! material.alphaMap,

    			gradientMap: !! material.gradientMap,

    			sheen: !! material.sheen,

    			combine: material.combine,

    			vertexTangents: ( material.normalMap && material.vertexTangents ),
    			vertexColors: material.vertexColors,
    			vertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatMap || !! material.clearcoatRoughnessMap || !! material.clearcoatNormalMap || !! material.displacementMap,
    			uvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap ) && !! material.displacementMap,

    			fog: !! fog,
    			useFog: material.fog,
    			fogExp2: ( fog && fog.isFogExp2 ),

    			flatShading: material.flatShading,

    			sizeAttenuation: material.sizeAttenuation,
    			logarithmicDepthBuffer: logarithmicDepthBuffer,

    			skinning: material.skinning && maxBones > 0,
    			maxBones: maxBones,
    			useVertexTexture: floatVertexTextures,

    			morphTargets: material.morphTargets,
    			morphNormals: material.morphNormals,
    			maxMorphTargets: renderer.maxMorphTargets,
    			maxMorphNormals: renderer.maxMorphNormals,

    			numDirLights: lights.directional.length,
    			numPointLights: lights.point.length,
    			numSpotLights: lights.spot.length,
    			numRectAreaLights: lights.rectArea.length,
    			numHemiLights: lights.hemi.length,

    			numDirLightShadows: lights.directionalShadowMap.length,
    			numPointLightShadows: lights.pointShadowMap.length,
    			numSpotLightShadows: lights.spotShadowMap.length,

    			numClippingPlanes: nClipPlanes,
    			numClipIntersection: nClipIntersection,

    			dithering: material.dithering,

    			shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
    			shadowMapType: renderer.shadowMap.type,

    			toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
    			physicallyCorrectLights: renderer.physicallyCorrectLights,

    			premultipliedAlpha: material.premultipliedAlpha,

    			alphaTest: material.alphaTest,
    			doubleSided: material.side === DoubleSide,
    			flipSided: material.side === BackSide,

    			depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false,

    			index0AttributeName: material.index0AttributeName,

    			extensionDerivatives: material.extensions && material.extensions.derivatives,
    			extensionFragDepth: material.extensions && material.extensions.fragDepth,
    			extensionDrawBuffers: material.extensions && material.extensions.drawBuffers,
    			extensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,

    			rendererExtensionFragDepth: isWebGL2 || extensions.get( 'EXT_frag_depth' ) !== null,
    			rendererExtensionDrawBuffers: isWebGL2 || extensions.get( 'WEBGL_draw_buffers' ) !== null,
    			rendererExtensionShaderTextureLod: isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) !== null,

    			onBeforeCompile: material.onBeforeCompile

    		};

    		return parameters;

    	};

    	this.getProgramCacheKey = function ( parameters ) {

    		var array = [];

    		if ( parameters.shaderID ) {

    			array.push( parameters.shaderID );

    		} else {

    			array.push( parameters.fragmentShader );
    			array.push( parameters.vertexShader );

    		}

    		if ( parameters.defines !== undefined ) {

    			for ( var name in parameters.defines ) {

    				array.push( name );
    				array.push( parameters.defines[ name ] );

    			}

    		}

    		if ( parameters.isRawShaderMaterial === undefined ) {

    			for ( var i = 0; i < parameterNames.length; i ++ ) {

    				array.push( parameters[ parameterNames[ i ] ] );

    			}

    			array.push( renderer.outputEncoding );
    			array.push( renderer.gammaFactor );

    		}

    		array.push( parameters.onBeforeCompile.toString() );

    		return array.join();

    	};

    	this.acquireProgram = function ( parameters, cacheKey ) {

    		var program;

    		// Check if code has been already compiled
    		for ( var p = 0, pl = programs.length; p < pl; p ++ ) {

    			var preexistingProgram = programs[ p ];

    			if ( preexistingProgram.cacheKey === cacheKey ) {

    				program = preexistingProgram;
    				++ program.usedTimes;

    				break;

    			}

    		}

    		if ( program === undefined ) {

    			program = new WebGLProgram( renderer, cacheKey, parameters );
    			programs.push( program );

    		}

    		return program;

    	};

    	this.releaseProgram = function ( program ) {

    		if ( -- program.usedTimes === 0 ) {

    			// Remove from unordered set
    			var i = programs.indexOf( program );
    			programs[ i ] = programs[ programs.length - 1 ];
    			programs.pop();

    			// Free WebGL resources
    			program.destroy();

    		}

    	};

    	// Exposed for resource monitoring & error feedback via renderer.info:
    	this.programs = programs;

    }

    /**
     * @author fordacious / fordacious.github.io
     */

    function WebGLProperties() {

    	var properties = new WeakMap();

    	function get( object ) {

    		var map = properties.get( object );

    		if ( map === undefined ) {

    			map = {};
    			properties.set( object, map );

    		}

    		return map;

    	}

    	function remove( object ) {

    		properties.delete( object );

    	}

    	function update( object, key, value ) {

    		properties.get( object )[ key ] = value;

    	}

    	function dispose() {

    		properties = new WeakMap();

    	}

    	return {
    		get: get,
    		remove: remove,
    		update: update,
    		dispose: dispose
    	};

    }

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function painterSortStable( a, b ) {

    	if ( a.groupOrder !== b.groupOrder ) {

    		return a.groupOrder - b.groupOrder;

    	} else if ( a.renderOrder !== b.renderOrder ) {

    		return a.renderOrder - b.renderOrder;

    	} else if ( a.program !== b.program ) {

    		return a.program.id - b.program.id;

    	} else if ( a.material.id !== b.material.id ) {

    		return a.material.id - b.material.id;

    	} else if ( a.z !== b.z ) {

    		return a.z - b.z;

    	} else {

    		return a.id - b.id;

    	}

    }

    function reversePainterSortStable( a, b ) {

    	if ( a.groupOrder !== b.groupOrder ) {

    		return a.groupOrder - b.groupOrder;

    	} else if ( a.renderOrder !== b.renderOrder ) {

    		return a.renderOrder - b.renderOrder;

    	} else if ( a.z !== b.z ) {

    		return b.z - a.z;

    	} else {

    		return a.id - b.id;

    	}

    }


    function WebGLRenderList() {

    	var renderItems = [];
    	var renderItemsIndex = 0;

    	var opaque = [];
    	var transparent = [];

    	var defaultProgram = { id: - 1 };

    	function init() {

    		renderItemsIndex = 0;

    		opaque.length = 0;
    		transparent.length = 0;

    	}

    	function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {

    		var renderItem = renderItems[ renderItemsIndex ];

    		if ( renderItem === undefined ) {

    			renderItem = {
    				id: object.id,
    				object: object,
    				geometry: geometry,
    				material: material,
    				program: material.program || defaultProgram,
    				groupOrder: groupOrder,
    				renderOrder: object.renderOrder,
    				z: z,
    				group: group
    			};

    			renderItems[ renderItemsIndex ] = renderItem;

    		} else {

    			renderItem.id = object.id;
    			renderItem.object = object;
    			renderItem.geometry = geometry;
    			renderItem.material = material;
    			renderItem.program = material.program || defaultProgram;
    			renderItem.groupOrder = groupOrder;
    			renderItem.renderOrder = object.renderOrder;
    			renderItem.z = z;
    			renderItem.group = group;

    		}

    		renderItemsIndex ++;

    		return renderItem;

    	}

    	function push( object, geometry, material, groupOrder, z, group ) {

    		var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );

    		( material.transparent === true ? transparent : opaque ).push( renderItem );

    	}

    	function unshift( object, geometry, material, groupOrder, z, group ) {

    		var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );

    		( material.transparent === true ? transparent : opaque ).unshift( renderItem );

    	}

    	function sort( customOpaqueSort, customTransparentSort ) {

    		if ( opaque.length > 1 ) opaque.sort( customOpaqueSort || painterSortStable );
    		if ( transparent.length > 1 ) transparent.sort( customTransparentSort || reversePainterSortStable );

    	}

    	function finish() {

    		// Clear references from inactive renderItems in the list

    		for ( var i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) {

    			var renderItem = renderItems[ i ];

    			if ( renderItem.id === null ) break;

    			renderItem.id = null;
    			renderItem.object = null;
    			renderItem.geometry = null;
    			renderItem.material = null;
    			renderItem.program = null;
    			renderItem.group = null;

    		}

    	}

    	return {
    		opaque: opaque,
    		transparent: transparent,

    		init: init,
    		push: push,
    		unshift: unshift,
    		finish: finish,

    		sort: sort
    	};

    }

    function WebGLRenderLists() {

    	var lists = new WeakMap();

    	function onSceneDispose( event ) {

    		var scene = event.target;

    		scene.removeEventListener( 'dispose', onSceneDispose );

    		lists.delete( scene );

    	}

    	function get( scene, camera ) {

    		var cameras = lists.get( scene );
    		var list;
    		if ( cameras === undefined ) {

    			list = new WebGLRenderList();
    			lists.set( scene, new WeakMap() );
    			lists.get( scene ).set( camera, list );

    			scene.addEventListener( 'dispose', onSceneDispose );

    		} else {

    			list = cameras.get( camera );
    			if ( list === undefined ) {

    				list = new WebGLRenderList();
    				cameras.set( camera, list );

    			}

    		}

    		return list;

    	}

    	function dispose() {

    		lists = new WeakMap();

    	}

    	return {
    		get: get,
    		dispose: dispose
    	};

    }

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function UniformsCache() {

    	var lights = {};

    	return {

    		get: function ( light ) {

    			if ( lights[ light.id ] !== undefined ) {

    				return lights[ light.id ];

    			}

    			var uniforms;

    			switch ( light.type ) {

    				case 'DirectionalLight':
    					uniforms = {
    						direction: new Vector3(),
    						color: new Color()
    					};
    					break;

    				case 'SpotLight':
    					uniforms = {
    						position: new Vector3(),
    						direction: new Vector3(),
    						color: new Color(),
    						distance: 0,
    						coneCos: 0,
    						penumbraCos: 0,
    						decay: 0
    					};
    					break;

    				case 'PointLight':
    					uniforms = {
    						position: new Vector3(),
    						color: new Color(),
    						distance: 0,
    						decay: 0
    					};
    					break;

    				case 'HemisphereLight':
    					uniforms = {
    						direction: new Vector3(),
    						skyColor: new Color(),
    						groundColor: new Color()
    					};
    					break;

    				case 'RectAreaLight':
    					uniforms = {
    						color: new Color(),
    						position: new Vector3(),
    						halfWidth: new Vector3(),
    						halfHeight: new Vector3()
    					};
    					break;

    			}

    			lights[ light.id ] = uniforms;

    			return uniforms;

    		}

    	};

    }

    function ShadowUniformsCache() {

    	var lights = {};

    	return {

    		get: function ( light ) {

    			if ( lights[ light.id ] !== undefined ) {

    				return lights[ light.id ];

    			}

    			var uniforms;

    			switch ( light.type ) {

    				case 'DirectionalLight':
    					uniforms = {
    						shadowBias: 0,
    						shadowRadius: 1,
    						shadowMapSize: new Vector2()
    					};
    					break;

    				case 'SpotLight':
    					uniforms = {
    						shadowBias: 0,
    						shadowRadius: 1,
    						shadowMapSize: new Vector2()
    					};
    					break;

    				case 'PointLight':
    					uniforms = {
    						shadowBias: 0,
    						shadowRadius: 1,
    						shadowMapSize: new Vector2(),
    						shadowCameraNear: 1,
    						shadowCameraFar: 1000
    					};
    					break;

    				// TODO (abelnation): set RectAreaLight shadow uniforms

    			}

    			lights[ light.id ] = uniforms;

    			return uniforms;

    		}

    	};

    }



    var nextVersion = 0;

    function shadowCastingLightsFirst( lightA, lightB ) {

    	return ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );

    }

    function WebGLLights() {

    	var cache = new UniformsCache();

    	var shadowCache = ShadowUniformsCache();

    	var state = {

    		version: 0,

    		hash: {
    			directionalLength: - 1,
    			pointLength: - 1,
    			spotLength: - 1,
    			rectAreaLength: - 1,
    			hemiLength: - 1,

    			numDirectionalShadows: - 1,
    			numPointShadows: - 1,
    			numSpotShadows: - 1
    		},

    		ambient: [ 0, 0, 0 ],
    		probe: [],
    		directional: [],
    		directionalShadow: [],
    		directionalShadowMap: [],
    		directionalShadowMatrix: [],
    		spot: [],
    		spotShadow: [],
    		spotShadowMap: [],
    		spotShadowMatrix: [],
    		rectArea: [],
    		point: [],
    		pointShadow: [],
    		pointShadowMap: [],
    		pointShadowMatrix: [],
    		hemi: []

    	};

    	for ( var i = 0; i < 9; i ++ ) state.probe.push( new Vector3() );

    	var vector3 = new Vector3();
    	var matrix4 = new Matrix4();
    	var matrix42 = new Matrix4();

    	function setup( lights, shadows, camera ) {

    		var r = 0, g = 0, b = 0;

    		for ( var i = 0; i < 9; i ++ ) state.probe[ i ].set( 0, 0, 0 );

    		var directionalLength = 0;
    		var pointLength = 0;
    		var spotLength = 0;
    		var rectAreaLength = 0;
    		var hemiLength = 0;

    		var numDirectionalShadows = 0;
    		var numPointShadows = 0;
    		var numSpotShadows = 0;

    		var viewMatrix = camera.matrixWorldInverse;

    		lights.sort( shadowCastingLightsFirst );

    		for ( var i = 0, l = lights.length; i < l; i ++ ) {

    			var light = lights[ i ];

    			var color = light.color;
    			var intensity = light.intensity;
    			var distance = light.distance;

    			var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;

    			if ( light.isAmbientLight ) {

    				r += color.r * intensity;
    				g += color.g * intensity;
    				b += color.b * intensity;

    			} else if ( light.isLightProbe ) {

    				for ( var j = 0; j < 9; j ++ ) {

    					state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );

    				}

    			} else if ( light.isDirectionalLight ) {

    				var uniforms = cache.get( light );

    				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
    				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
    				vector3.setFromMatrixPosition( light.target.matrixWorld );
    				uniforms.direction.sub( vector3 );
    				uniforms.direction.transformDirection( viewMatrix );

    				if ( light.castShadow ) {

    					var shadow = light.shadow;

    					var shadowUniforms = shadowCache.get( light );

    					shadowUniforms.shadowBias = shadow.bias;
    					shadowUniforms.shadowRadius = shadow.radius;
    					shadowUniforms.shadowMapSize = shadow.mapSize;

    					state.directionalShadow[ directionalLength ] = shadowUniforms;
    					state.directionalShadowMap[ directionalLength ] = shadowMap;
    					state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;

    					numDirectionalShadows ++;

    				}

    				state.directional[ directionalLength ] = uniforms;

    				directionalLength ++;

    			} else if ( light.isSpotLight ) {

    				var uniforms = cache.get( light );

    				uniforms.position.setFromMatrixPosition( light.matrixWorld );
    				uniforms.position.applyMatrix4( viewMatrix );

    				uniforms.color.copy( color ).multiplyScalar( intensity );
    				uniforms.distance = distance;

    				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
    				vector3.setFromMatrixPosition( light.target.matrixWorld );
    				uniforms.direction.sub( vector3 );
    				uniforms.direction.transformDirection( viewMatrix );

    				uniforms.coneCos = Math.cos( light.angle );
    				uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
    				uniforms.decay = light.decay;

    				if ( light.castShadow ) {

    					var shadow = light.shadow;

    					var shadowUniforms = shadowCache.get( light );

    					shadowUniforms.shadowBias = shadow.bias;
    					shadowUniforms.shadowRadius = shadow.radius;
    					shadowUniforms.shadowMapSize = shadow.mapSize;

    					state.spotShadow[ spotLength ] = shadowUniforms;
    					state.spotShadowMap[ spotLength ] = shadowMap;
    					state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;

    					numSpotShadows ++;

    				}

    				state.spot[ spotLength ] = uniforms;

    				spotLength ++;

    			} else if ( light.isRectAreaLight ) {

    				var uniforms = cache.get( light );

    				// (a) intensity is the total visible light emitted
    				//uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );

    				// (b) intensity is the brightness of the light
    				uniforms.color.copy( color ).multiplyScalar( intensity );

    				uniforms.position.setFromMatrixPosition( light.matrixWorld );
    				uniforms.position.applyMatrix4( viewMatrix );

    				// extract local rotation of light to derive width/height half vectors
    				matrix42.identity();
    				matrix4.copy( light.matrixWorld );
    				matrix4.premultiply( viewMatrix );
    				matrix42.extractRotation( matrix4 );

    				uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
    				uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );

    				uniforms.halfWidth.applyMatrix4( matrix42 );
    				uniforms.halfHeight.applyMatrix4( matrix42 );

    				// TODO (abelnation): RectAreaLight distance?
    				// uniforms.distance = distance;

    				state.rectArea[ rectAreaLength ] = uniforms;

    				rectAreaLength ++;

    			} else if ( light.isPointLight ) {

    				var uniforms = cache.get( light );

    				uniforms.position.setFromMatrixPosition( light.matrixWorld );
    				uniforms.position.applyMatrix4( viewMatrix );

    				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
    				uniforms.distance = light.distance;
    				uniforms.decay = light.decay;

    				if ( light.castShadow ) {

    					var shadow = light.shadow;

    					var shadowUniforms = shadowCache.get( light );

    					shadowUniforms.shadowBias = shadow.bias;
    					shadowUniforms.shadowRadius = shadow.radius;
    					shadowUniforms.shadowMapSize = shadow.mapSize;
    					shadowUniforms.shadowCameraNear = shadow.camera.near;
    					shadowUniforms.shadowCameraFar = shadow.camera.far;

    					state.pointShadow[ pointLength ] = shadowUniforms;
    					state.pointShadowMap[ pointLength ] = shadowMap;
    					state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;

    					numPointShadows ++;

    				}

    				state.point[ pointLength ] = uniforms;

    				pointLength ++;

    			} else if ( light.isHemisphereLight ) {

    				var uniforms = cache.get( light );

    				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
    				uniforms.direction.transformDirection( viewMatrix );
    				uniforms.direction.normalize();

    				uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
    				uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );

    				state.hemi[ hemiLength ] = uniforms;

    				hemiLength ++;

    			}

    		}

    		state.ambient[ 0 ] = r;
    		state.ambient[ 1 ] = g;
    		state.ambient[ 2 ] = b;

    		var hash = state.hash;

    		if ( hash.directionalLength !== directionalLength ||
    			hash.pointLength !== pointLength ||
    			hash.spotLength !== spotLength ||
    			hash.rectAreaLength !== rectAreaLength ||
    			hash.hemiLength !== hemiLength ||
    			hash.numDirectionalShadows !== numDirectionalShadows ||
    			hash.numPointShadows !== numPointShadows ||
    			hash.numSpotShadows !== numSpotShadows ) {

    			state.directional.length = directionalLength;
    			state.spot.length = spotLength;
    			state.rectArea.length = rectAreaLength;
    			state.point.length = pointLength;
    			state.hemi.length = hemiLength;

    			state.directionalShadow.length = numDirectionalShadows;
    			state.directionalShadowMap.length = numDirectionalShadows;
    			state.pointShadow.length = numPointShadows;
    			state.pointShadowMap.length = numPointShadows;
    			state.spotShadow.length = numSpotShadows;
    			state.spotShadowMap.length = numSpotShadows;
    			state.directionalShadowMatrix.length = numDirectionalShadows;
    			state.pointShadowMatrix.length = numPointShadows;
    			state.spotShadowMatrix.length = numSpotShadows;

    			hash.directionalLength = directionalLength;
    			hash.pointLength = pointLength;
    			hash.spotLength = spotLength;
    			hash.rectAreaLength = rectAreaLength;
    			hash.hemiLength = hemiLength;

    			hash.numDirectionalShadows = numDirectionalShadows;
    			hash.numPointShadows = numPointShadows;
    			hash.numSpotShadows = numSpotShadows;

    			state.version = nextVersion ++;

    		}

    	}

    	return {
    		setup: setup,
    		state: state
    	};

    }

    /**
     * @author Mugen87 / https://github.com/Mugen87
     */

    function WebGLRenderState() {

    	var lights = new WebGLLights();

    	var lightsArray = [];
    	var shadowsArray = [];

    	function init() {

    		lightsArray.length = 0;
    		shadowsArray.length = 0;

    	}

    	function pushLight( light ) {

    		lightsArray.push( light );

    	}

    	function pushShadow( shadowLight ) {

    		shadowsArray.push( shadowLight );

    	}

    	function setupLights( camera ) {

    		lights.setup( lightsArray, shadowsArray, camera );

    	}

    	var state = {
    		lightsArray: lightsArray,
    		shadowsArray: shadowsArray,

    		lights: lights
    	};

    	return {
    		init: init,
    		state: state,
    		setupLights: setupLights,

    		pushLight: pushLight,
    		pushShadow: pushShadow
    	};

    }

    function WebGLRenderStates() {

    	var renderStates = new WeakMap();

    	function onSceneDispose( event ) {

    		var scene = event.target;

    		scene.removeEventListener( 'dispose', onSceneDispose );

    		renderStates.delete( scene );

    	}

    	function get( scene, camera ) {

    		var renderState;

    		if ( renderStates.has( scene ) === false ) {

    			renderState = new WebGLRenderState();
    			renderStates.set( scene, new WeakMap() );
    			renderStates.get( scene ).set( camera, renderState );

    			scene.addEventListener( 'dispose', onSceneDispose );

    		} else {

    			if ( renderStates.get( scene ).has( camera ) === false ) {

    				renderState = new WebGLRenderState();
    				renderStates.get( scene ).set( camera, renderState );

    			} else {

    				renderState = renderStates.get( scene ).get( camera );

    			}

    		}

    		return renderState;

    	}

    	function dispose() {

    		renderStates = new WeakMap();

    	}

    	return {
    		get: get,
    		dispose: dispose
    	};

    }

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author alteredq / http://alteredqualia.com/
     * @author bhouston / https://clara.io
     * @author WestLangley / http://github.com/WestLangley
     *
     * parameters = {
     *
     *  opacity: <float>,
     *
     *  map: new THREE.Texture( <Image> ),
     *
     *  alphaMap: new THREE.Texture( <Image> ),
     *
     *  displacementMap: new THREE.Texture( <Image> ),
     *  displacementScale: <float>,
     *  displacementBias: <float>,
     *
     *  wireframe: <boolean>,
     *  wireframeLinewidth: <float>
     * }
     */

    function MeshDepthMaterial( parameters ) {

    	Material.call( this );

    	this.type = 'MeshDepthMaterial';

    	this.depthPacking = BasicDepthPacking;

    	this.skinning = false;
    	this.morphTargets = false;

    	this.map = null;

    	this.alphaMap = null;

    	this.displacementMap = null;
    	this.displacementScale = 1;
    	this.displacementBias = 0;

    	this.wireframe = false;
    	this.wireframeLinewidth = 1;

    	this.fog = false;

    	this.setValues( parameters );

    }

    MeshDepthMaterial.prototype = Object.create( Material.prototype );
    MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;

    MeshDepthMaterial.prototype.isMeshDepthMaterial = true;

    MeshDepthMaterial.prototype.copy = function ( source ) {

    	Material.prototype.copy.call( this, source );

    	this.depthPacking = source.depthPacking;

    	this.skinning = source.skinning;
    	this.morphTargets = source.morphTargets;

    	this.map = source.map;

    	this.alphaMap = source.alphaMap;

    	this.displacementMap = source.displacementMap;
    	this.displacementScale = source.displacementScale;
    	this.displacementBias = source.displacementBias;

    	this.wireframe = source.wireframe;
    	this.wireframeLinewidth = source.wireframeLinewidth;

    	return this;

    };

    /**
     * @author WestLangley / http://github.com/WestLangley
     *
     * parameters = {
     *
     *  referencePosition: <float>,
     *  nearDistance: <float>,
     *  farDistance: <float>,
     *
     *  skinning: <bool>,
     *  morphTargets: <bool>,
     *
     *  map: new THREE.Texture( <Image> ),
     *
     *  alphaMap: new THREE.Texture( <Image> ),
     *
     *  displacementMap: new THREE.Texture( <Image> ),
     *  displacementScale: <float>,
     *  displacementBias: <float>
     *
     * }
     */

    function MeshDistanceMaterial( parameters ) {

    	Material.call( this );

    	this.type = 'MeshDistanceMaterial';

    	this.referencePosition = new Vector3();
    	this.nearDistance = 1;
    	this.farDistance = 1000;

    	this.skinning = false;
    	this.morphTargets = false;

    	this.map = null;

    	this.alphaMap = null;

    	this.displacementMap = null;
    	this.displacementScale = 1;
    	this.displacementBias = 0;

    	this.fog = false;

    	this.setValues( parameters );

    }

    MeshDistanceMaterial.prototype = Object.create( Material.prototype );
    MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;

    MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;

    MeshDistanceMaterial.prototype.copy = function ( source ) {

    	Material.prototype.copy.call( this, source );

    	this.referencePosition.copy( source.referencePosition );
    	this.nearDistance = source.nearDistance;
    	this.farDistance = source.farDistance;

    	this.skinning = source.skinning;
    	this.morphTargets = source.morphTargets;

    	this.map = source.map;

    	this.alphaMap = source.alphaMap;

    	this.displacementMap = source.displacementMap;
    	this.displacementScale = source.displacementScale;
    	this.displacementBias = source.displacementBias;

    	return this;

    };

    var vsm_frag = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include <packing>\nvoid main() {\n  float mean = 0.0;\n  float squared_mean = 0.0;\n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy  ) / resolution ) );\n  for ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n    #ifdef HORIZONAL_PASS\n      vec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n      mean += distribution.x;\n      squared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n    #else\n      float depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0,  i )  * radius ) / resolution ) );\n      mean += depth;\n      squared_mean += depth * depth;\n    #endif\n  }\n  mean = mean * HALF_SAMPLE_RATE;\n  squared_mean = squared_mean * HALF_SAMPLE_RATE;\n  float std_dev = sqrt( squared_mean - mean * mean );\n  gl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}";

    var vsm_vert = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";

    /**
     * @author alteredq / http://alteredqualia.com/
     * @author mrdoob / http://mrdoob.com/
     */

    function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {

    	var _frustum = new Frustum(),

    		_shadowMapSize = new Vector2(),
    		_viewportSize = new Vector2(),

    		_viewport = new Vector4(),

    		_depthMaterials = [],
    		_distanceMaterials = [],

    		_materialCache = {};

    	var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };

    	var shadowMaterialVertical = new ShaderMaterial( {

    		defines: {
    			SAMPLE_RATE: 2.0 / 8.0,
    			HALF_SAMPLE_RATE: 1.0 / 8.0
    		},

    		uniforms: {
    			shadow_pass: { value: null },
    			resolution: { value: new Vector2() },
    			radius: { value: 4.0 }
    		},

    		vertexShader: vsm_vert,

    		fragmentShader: vsm_frag

    	} );

    	var shadowMaterialHorizonal = shadowMaterialVertical.clone();
    	shadowMaterialHorizonal.defines.HORIZONAL_PASS = 1;

    	var fullScreenTri = new BufferGeometry();
    	fullScreenTri.setAttribute(
    		"position",
    		new BufferAttribute(
    			new Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),
    			3
    		)
    	);

    	var fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );

    	var scope = this;

    	this.enabled = false;

    	this.autoUpdate = true;
    	this.needsUpdate = false;

    	this.type = PCFShadowMap;

    	this.render = function ( lights, scene, camera ) {

    		if ( scope.enabled === false ) return;
    		if ( scope.autoUpdate === false && scope.needsUpdate === false ) return;

    		if ( lights.length === 0 ) return;

    		var currentRenderTarget = _renderer.getRenderTarget();
    		var activeCubeFace = _renderer.getActiveCubeFace();
    		var activeMipmapLevel = _renderer.getActiveMipmapLevel();

    		var _state = _renderer.state;

    		// Set GL state for depth map.
    		_state.setBlending( NoBlending );
    		_state.buffers.color.setClear( 1, 1, 1, 1 );
    		_state.buffers.depth.setTest( true );
    		_state.setScissorTest( false );

    		// render depth map

    		for ( var i = 0, il = lights.length; i < il; i ++ ) {

    			var light = lights[ i ];
    			var shadow = light.shadow;

    			if ( shadow === undefined ) {

    				console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
    				continue;

    			}

    			_shadowMapSize.copy( shadow.mapSize );

    			var shadowFrameExtents = shadow.getFrameExtents();

    			_shadowMapSize.multiply( shadowFrameExtents );

    			_viewportSize.copy( shadow.mapSize );

    			if ( _shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize ) {

    				console.warn( 'THREE.WebGLShadowMap:', light, 'has shadow exceeding max texture size, reducing' );

    				if ( _shadowMapSize.x > maxTextureSize ) {

    					_viewportSize.x = Math.floor( maxTextureSize / shadowFrameExtents.x );
    					_shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;
    					shadow.mapSize.x = _viewportSize.x;

    				}

    				if ( _shadowMapSize.y > maxTextureSize ) {

    					_viewportSize.y = Math.floor( maxTextureSize / shadowFrameExtents.y );
    					_shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;
    					shadow.mapSize.y = _viewportSize.y;

    				}

    			}

    			if ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {

    				var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };

    				shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
    				shadow.map.texture.name = light.name + ".shadowMap";

    				shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );

    				shadow.camera.updateProjectionMatrix();

    			}

    			if ( shadow.map === null ) {

    				var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };

    				shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
    				shadow.map.texture.name = light.name + ".shadowMap";

    				shadow.camera.updateProjectionMatrix();

    			}

    			_renderer.setRenderTarget( shadow.map );
    			_renderer.clear();

    			var viewportCount = shadow.getViewportCount();

    			for ( var vp = 0; vp < viewportCount; vp ++ ) {

    				var viewport = shadow.getViewport( vp );

    				_viewport.set(
    					_viewportSize.x * viewport.x,
    					_viewportSize.y * viewport.y,
    					_viewportSize.x * viewport.z,
    					_viewportSize.y * viewport.w
    				);

    				_state.viewport( _viewport );

    				shadow.updateMatrices( light, vp );

    				_frustum = shadow.getFrustum();

    				renderObject( scene, camera, shadow.camera, light, this.type );

    			}

    			// do blur pass for VSM

    			if ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {

    				VSMPass( shadow, camera );

    			}

    		}

    		scope.needsUpdate = false;

    		_renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );

    	};

    	function VSMPass( shadow, camera ) {

    		var geometry = _objects.update( fullScreenMesh );

    		// vertical pass

    		shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
    		shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
    		shadowMaterialVertical.uniforms.radius.value = shadow.radius;
    		_renderer.setRenderTarget( shadow.mapPass );
    		_renderer.clear();
    		_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );

    		// horizonal pass

    		shadowMaterialHorizonal.uniforms.shadow_pass.value = shadow.mapPass.texture;
    		shadowMaterialHorizonal.uniforms.resolution.value = shadow.mapSize;
    		shadowMaterialHorizonal.uniforms.radius.value = shadow.radius;
    		_renderer.setRenderTarget( shadow.map );
    		_renderer.clear();
    		_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizonal, fullScreenMesh, null );

    	}

    	function getDepthMaterialVariant( useMorphing, useSkinning, useInstancing ) {

    		var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;

    		var material = _depthMaterials[ index ];

    		if ( material === undefined ) {

    			material = new MeshDepthMaterial( {

    				depthPacking: RGBADepthPacking,

    				morphTargets: useMorphing,
    				skinning: useSkinning

    			} );

    			_depthMaterials[ index ] = material;

    		}

    		return material;

    	}

    	function getDistanceMaterialVariant( useMorphing, useSkinning, useInstancing ) {

    		var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;

    		var material = _distanceMaterials[ index ];

    		if ( material === undefined ) {

    			material = new MeshDistanceMaterial( {

    				morphTargets: useMorphing,
    				skinning: useSkinning

    			} );

    			_distanceMaterials[ index ] = material;

    		}

    		return material;

    	}

    	function getDepthMaterial( object, material, light, shadowCameraNear, shadowCameraFar, type ) {

    		var geometry = object.geometry;

    		var result = null;

    		var getMaterialVariant = getDepthMaterialVariant;
    		var customMaterial = object.customDepthMaterial;

    		if ( light.isPointLight === true ) {

    			getMaterialVariant = getDistanceMaterialVariant;
    			customMaterial = object.customDistanceMaterial;

    		}

    		if ( customMaterial === undefined ) {

    			var useMorphing = false;

    			if ( material.morphTargets === true ) {

    				if ( geometry.isBufferGeometry === true ) {

    					useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;

    				} else if ( geometry.isGeometry === true ) {

    					useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0;

    				}

    			}

    			var useSkinning = false;

    			if ( object.isSkinnedMesh === true ) {

    				if ( material.skinning === true ) {

    					useSkinning = true;

    				} else {

    					console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );

    				}

    			}

    			var useInstancing = object.isInstancedMesh === true;

    			result = getMaterialVariant( useMorphing, useSkinning, useInstancing );

    		} else {

    			result = customMaterial;

    		}

    		if ( _renderer.localClippingEnabled &&
    				material.clipShadows === true &&
    				material.clippingPlanes.length !== 0 ) {

    			// in this case we need a unique material instance reflecting the
    			// appropriate state

    			var keyA = result.uuid, keyB = material.uuid;

    			var materialsForVariant = _materialCache[ keyA ];

    			if ( materialsForVariant === undefined ) {

    				materialsForVariant = {};
    				_materialCache[ keyA ] = materialsForVariant;

    			}

    			var cachedMaterial = materialsForVariant[ keyB ];

    			if ( cachedMaterial === undefined ) {

    				cachedMaterial = result.clone();
    				materialsForVariant[ keyB ] = cachedMaterial;

    			}

    			result = cachedMaterial;

    		}

    		result.visible = material.visible;
    		result.wireframe = material.wireframe;

    		if ( type === VSMShadowMap ) {

    			result.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;

    		} else {

    			result.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];

    		}

    		result.clipShadows = material.clipShadows;
    		result.clippingPlanes = material.clippingPlanes;
    		result.clipIntersection = material.clipIntersection;

    		result.wireframeLinewidth = material.wireframeLinewidth;
    		result.linewidth = material.linewidth;

    		if ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {

    			result.referencePosition.setFromMatrixPosition( light.matrixWorld );
    			result.nearDistance = shadowCameraNear;
    			result.farDistance = shadowCameraFar;

    		}

    		return result;

    	}

    	function renderObject( object, camera, shadowCamera, light, type ) {

    		if ( object.visible === false ) return;

    		var visible = object.layers.test( camera.layers );

    		if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {

    			if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {

    				object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );

    				var geometry = _objects.update( object );
    				var material = object.material;

    				if ( Array.isArray( material ) ) {

    					var groups = geometry.groups;

    					for ( var k = 0, kl = groups.length; k < kl; k ++ ) {

    						var group = groups[ k ];
    						var groupMaterial = material[ group.materialIndex ];

    						if ( groupMaterial && groupMaterial.visible ) {

    							var depthMaterial = getDepthMaterial( object, groupMaterial, light, shadowCamera.near, shadowCamera.far, type );

    							_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );

    						}

    					}

    				} else if ( material.visible ) {

    					var depthMaterial = getDepthMaterial( object, material, light, shadowCamera.near, shadowCamera.far, type );

    					_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );

    				}

    			}

    		}

    		var children = object.children;

    		for ( var i = 0, l = children.length; i < l; i ++ ) {

    			renderObject( children[ i ], camera, shadowCamera, light, type );

    		}

    	}

    }

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function WebGLState( gl, extensions, capabilities ) {

    	var isWebGL2 = capabilities.isWebGL2;

    	function ColorBuffer() {

    		var locked = false;

    		var color = new Vector4();
    		var currentColorMask = null;
    		var currentColorClear = new Vector4( 0, 0, 0, 0 );

    		return {

    			setMask: function ( colorMask ) {

    				if ( currentColorMask !== colorMask && ! locked ) {

    					gl.colorMask( colorMask, colorMask, colorMask, colorMask );
    					currentColorMask = colorMask;

    				}

    			},

    			setLocked: function ( lock ) {

    				locked = lock;

    			},

    			setClear: function ( r, g, b, a, premultipliedAlpha ) {

    				if ( premultipliedAlpha === true ) {

    					r *= a; g *= a; b *= a;

    				}

    				color.set( r, g, b, a );

    				if ( currentColorClear.equals( color ) === false ) {

    					gl.clearColor( r, g, b, a );
    					currentColorClear.copy( color );

    				}

    			},

    			reset: function () {

    				locked = false;

    				currentColorMask = null;
    				currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state

    			}

    		};

    	}

    	function DepthBuffer() {

    		var locked = false;

    		var currentDepthMask = null;
    		var currentDepthFunc = null;
    		var currentDepthClear = null;

    		return {

    			setTest: function ( depthTest ) {

    				if ( depthTest ) {

    					enable( 2929 );

    				} else {

    					disable( 2929 );

    				}

    			},

    			setMask: function ( depthMask ) {

    				if ( currentDepthMask !== depthMask && ! locked ) {

    					gl.depthMask( depthMask );
    					currentDepthMask = depthMask;

    				}

    			},

    			setFunc: function ( depthFunc ) {

    				if ( currentDepthFunc !== depthFunc ) {

    					if ( depthFunc ) {

    						switch ( depthFunc ) {

    							case NeverDepth:

    								gl.depthFunc( 512 );
    								break;

    							case AlwaysDepth:

    								gl.depthFunc( 519 );
    								break;

    							case LessDepth:

    								gl.depthFunc( 513 );
    								break;

    							case LessEqualDepth:

    								gl.depthFunc( 515 );
    								break;

    							case EqualDepth:

    								gl.depthFunc( 514 );
    								break;

    							case GreaterEqualDepth:

    								gl.depthFunc( 518 );
    								break;

    							case GreaterDepth:

    								gl.depthFunc( 516 );
    								break;

    							case NotEqualDepth:

    								gl.depthFunc( 517 );
    								break;

    							default:

    								gl.depthFunc( 515 );

    						}

    					} else {

    						gl.depthFunc( 515 );

    					}

    					currentDepthFunc = depthFunc;

    				}

    			},

    			setLocked: function ( lock ) {

    				locked = lock;

    			},

    			setClear: function ( depth ) {

    				if ( currentDepthClear !== depth ) {

    					gl.clearDepth( depth );
    					currentDepthClear = depth;

    				}

    			},

    			reset: function () {

    				locked = false;

    				currentDepthMask = null;
    				currentDepthFunc = null;
    				currentDepthClear = null;

    			}

    		};

    	}

    	function StencilBuffer() {

    		var locked = false;

    		var currentStencilMask = null;
    		var currentStencilFunc = null;
    		var currentStencilRef = null;
    		var currentStencilFuncMask = null;
    		var currentStencilFail = null;
    		var currentStencilZFail = null;
    		var currentStencilZPass = null;
    		var currentStencilClear = null;

    		return {

    			setTest: function ( stencilTest ) {

    				if ( ! locked ) {

    					if ( stencilTest ) {

    						enable( 2960 );

    					} else {

    						disable( 2960 );

    					}

    				}

    			},

    			setMask: function ( stencilMask ) {

    				if ( currentStencilMask !== stencilMask && ! locked ) {

    					gl.stencilMask( stencilMask );
    					currentStencilMask = stencilMask;

    				}

    			},

    			setFunc: function ( stencilFunc, stencilRef, stencilMask ) {

    				if ( currentStencilFunc !== stencilFunc ||
    				     currentStencilRef 	!== stencilRef 	||
    				     currentStencilFuncMask !== stencilMask ) {

    					gl.stencilFunc( stencilFunc, stencilRef, stencilMask );

    					currentStencilFunc = stencilFunc;
    					currentStencilRef = stencilRef;
    					currentStencilFuncMask = stencilMask;

    				}

    			},

    			setOp: function ( stencilFail, stencilZFail, stencilZPass ) {

    				if ( currentStencilFail	 !== stencilFail 	||
    				     currentStencilZFail !== stencilZFail ||
    				     currentStencilZPass !== stencilZPass ) {

    					gl.stencilOp( stencilFail, stencilZFail, stencilZPass );

    					currentStencilFail = stencilFail;
    					currentStencilZFail = stencilZFail;
    					currentStencilZPass = stencilZPass;

    				}

    			},

    			setLocked: function ( lock ) {

    				locked = lock;

    			},

    			setClear: function ( stencil ) {

    				if ( currentStencilClear !== stencil ) {

    					gl.clearStencil( stencil );
    					currentStencilClear = stencil;

    				}

    			},

    			reset: function () {

    				locked = false;

    				currentStencilMask = null;
    				currentStencilFunc = null;
    				currentStencilRef = null;
    				currentStencilFuncMask = null;
    				currentStencilFail = null;
    				currentStencilZFail = null;
    				currentStencilZPass = null;
    				currentStencilClear = null;

    			}

    		};

    	}

    	//

    	var colorBuffer = new ColorBuffer();
    	var depthBuffer = new DepthBuffer();
    	var stencilBuffer = new StencilBuffer();

    	var maxVertexAttributes = gl.getParameter( 34921 );
    	var newAttributes = new Uint8Array( maxVertexAttributes );
    	var enabledAttributes = new Uint8Array( maxVertexAttributes );
    	var attributeDivisors = new Uint8Array( maxVertexAttributes );

    	var enabledCapabilities = {};

    	var currentProgram = null;

    	var currentBlendingEnabled = null;
    	var currentBlending = null;
    	var currentBlendEquation = null;
    	var currentBlendSrc = null;
    	var currentBlendDst = null;
    	var currentBlendEquationAlpha = null;
    	var currentBlendSrcAlpha = null;
    	var currentBlendDstAlpha = null;
    	var currentPremultipledAlpha = false;

    	var currentFlipSided = null;
    	var currentCullFace = null;

    	var currentLineWidth = null;

    	var currentPolygonOffsetFactor = null;
    	var currentPolygonOffsetUnits = null;

    	var maxTextures = gl.getParameter( 35661 );

    	var lineWidthAvailable = false;
    	var version = 0;
    	var glVersion = gl.getParameter( 7938 );

    	if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {

    		version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] );
    		lineWidthAvailable = ( version >= 1.0 );

    	} else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {

    		version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] );
    		lineWidthAvailable = ( version >= 2.0 );

    	}

    	var currentTextureSlot = null;
    	var currentBoundTextures = {};

    	var currentScissor = new Vector4();
    	var currentViewport = new Vector4();

    	function createTexture( type, target, count ) {

    		var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
    		var texture = gl.createTexture();

    		gl.bindTexture( type, texture );
    		gl.texParameteri( type, 10241, 9728 );
    		gl.texParameteri( type, 10240, 9728 );

    		for ( var i = 0; i < count; i ++ ) {

    			gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );

    		}

    		return texture;

    	}

    	var emptyTextures = {};
    	emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );
    	emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );

    	// init

    	colorBuffer.setClear( 0, 0, 0, 1 );
    	depthBuffer.setClear( 1 );
    	stencilBuffer.setClear( 0 );

    	enable( 2929 );
    	depthBuffer.setFunc( LessEqualDepth );

    	setFlipSided( false );
    	setCullFace( CullFaceBack );
    	enable( 2884 );

    	setBlending( NoBlending );

    	//

    	function initAttributes() {

    		for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {

    			newAttributes[ i ] = 0;

    		}

    	}

    	function enableAttribute( attribute ) {

    		enableAttributeAndDivisor( attribute, 0 );

    	}

    	function enableAttributeAndDivisor( attribute, meshPerAttribute ) {

    		newAttributes[ attribute ] = 1;

    		if ( enabledAttributes[ attribute ] === 0 ) {

    			gl.enableVertexAttribArray( attribute );
    			enabledAttributes[ attribute ] = 1;

    		}

    		if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {

    			var extension = isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );

    			extension[ isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
    			attributeDivisors[ attribute ] = meshPerAttribute;

    		}

    	}

    	function disableUnusedAttributes() {

    		for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {

    			if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {

    				gl.disableVertexAttribArray( i );
    				enabledAttributes[ i ] = 0;

    			}

    		}

    	}

    	function enable( id ) {

    		if ( enabledCapabilities[ id ] !== true ) {

    			gl.enable( id );
    			enabledCapabilities[ id ] = true;

    		}

    	}

    	function disable( id ) {

    		if ( enabledCapabilities[ id ] !== false ) {

    			gl.disable( id );
    			enabledCapabilities[ id ] = false;

    		}

    	}

    	function useProgram( program ) {

    		if ( currentProgram !== program ) {

    			gl.useProgram( program );

    			currentProgram = program;

    			return true;

    		}

    		return false;

    	}

    	var equationToGL = {
    		[ AddEquation ]: 32774,
    		[ SubtractEquation ]: 32778,
    		[ ReverseSubtractEquation ]: 32779
    	};

    	if ( isWebGL2 ) {

    		equationToGL[ MinEquation ] = 32775;
    		equationToGL[ MaxEquation ] = 32776;

    	} else {

    		var extension = extensions.get( 'EXT_blend_minmax' );

    		if ( extension !== null ) {

    			equationToGL[ MinEquation ] = extension.MIN_EXT;
    			equationToGL[ MaxEquation ] = extension.MAX_EXT;

    		}

    	}

    	var factorToGL = {
    		[ ZeroFactor ]: 0,
    		[ OneFactor ]: 1,
    		[ SrcColorFactor ]: 768,
    		[ SrcAlphaFactor ]: 770,
    		[ SrcAlphaSaturateFactor ]: 776,
    		[ DstColorFactor ]: 774,
    		[ DstAlphaFactor ]: 772,
    		[ OneMinusSrcColorFactor ]: 769,
    		[ OneMinusSrcAlphaFactor ]: 771,
    		[ OneMinusDstColorFactor ]: 775,
    		[ OneMinusDstAlphaFactor ]: 773
    	};

    	function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {

    		if ( blending === NoBlending ) {

    			if ( currentBlendingEnabled ) {

    				disable( 3042 );
    				currentBlendingEnabled = false;

    			}

    			return;

    		}

    		if ( ! currentBlendingEnabled ) {

    			enable( 3042 );
    			currentBlendingEnabled = true;

    		}

    		if ( blending !== CustomBlending ) {

    			if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {

    				if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {

    					gl.blendEquation( 32774 );

    					currentBlendEquation = AddEquation;
    					currentBlendEquationAlpha = AddEquation;

    				}

    				if ( premultipliedAlpha ) {

    					switch ( blending ) {

    						case NormalBlending:
    							gl.blendFuncSeparate( 1, 771, 1, 771 );
    							break;

    						case AdditiveBlending:
    							gl.blendFunc( 1, 1 );
    							break;

    						case SubtractiveBlending:
    							gl.blendFuncSeparate( 0, 0, 769, 771 );
    							break;

    						case MultiplyBlending:
    							gl.blendFuncSeparate( 0, 768, 0, 770 );
    							break;

    						default:
    							console.error( 'THREE.WebGLState: Invalid blending: ', blending );
    							break;

    					}

    				} else {

    					switch ( blending ) {

    						case NormalBlending:
    							gl.blendFuncSeparate( 770, 771, 1, 771 );
    							break;

    						case AdditiveBlending:
    							gl.blendFunc( 770, 1 );
    							break;

    						case SubtractiveBlending:
    							gl.blendFunc( 0, 769 );
    							break;

    						case MultiplyBlending:
    							gl.blendFunc( 0, 768 );
    							break;

    						default:
    							console.error( 'THREE.WebGLState: Invalid blending: ', blending );
    							break;

    					}

    				}

    				currentBlendSrc = null;
    				currentBlendDst = null;
    				currentBlendSrcAlpha = null;
    				currentBlendDstAlpha = null;

    				currentBlending = blending;
    				currentPremultipledAlpha = premultipliedAlpha;

    			}

    			return;

    		}

    		// custom blending

    		blendEquationAlpha = blendEquationAlpha || blendEquation;
    		blendSrcAlpha = blendSrcAlpha || blendSrc;
    		blendDstAlpha = blendDstAlpha || blendDst;

    		if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {

    			gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );

    			currentBlendEquation = blendEquation;
    			currentBlendEquationAlpha = blendEquationAlpha;

    		}

    		if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {

    			gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );

    			currentBlendSrc = blendSrc;
    			currentBlendDst = blendDst;
    			currentBlendSrcAlpha = blendSrcAlpha;
    			currentBlendDstAlpha = blendDstAlpha;

    		}

    		currentBlending = blending;
    		currentPremultipledAlpha = null;

    	}

    	function setMaterial( material, frontFaceCW ) {

    		material.side === DoubleSide
    			? disable( 2884 )
    			: enable( 2884 );

    		var flipSided = ( material.side === BackSide );
    		if ( frontFaceCW ) flipSided = ! flipSided;

    		setFlipSided( flipSided );

    		( material.blending === NormalBlending && material.transparent === false )
    			? setBlending( NoBlending )
    			: setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );

    		depthBuffer.setFunc( material.depthFunc );
    		depthBuffer.setTest( material.depthTest );
    		depthBuffer.setMask( material.depthWrite );
    		colorBuffer.setMask( material.colorWrite );

    		var stencilWrite = material.stencilWrite;
    		stencilBuffer.setTest( stencilWrite );
    		if ( stencilWrite ) {

    			stencilBuffer.setMask( material.stencilWriteMask );
    			stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );
    			stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );

    		}

    		setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );

    	}

    	//

    	function setFlipSided( flipSided ) {

    		if ( currentFlipSided !== flipSided ) {

    			if ( flipSided ) {

    				gl.frontFace( 2304 );

    			} else {

    				gl.frontFace( 2305 );

    			}

    			currentFlipSided = flipSided;

    		}

    	}

    	function setCullFace( cullFace ) {

    		if ( cullFace !== CullFaceNone ) {

    			enable( 2884 );

    			if ( cullFace !== currentCullFace ) {

    				if ( cullFace === CullFaceBack ) {

    					gl.cullFace( 1029 );

    				} else if ( cullFace === CullFaceFront ) {

    					gl.cullFace( 1028 );

    				} else {

    					gl.cullFace( 1032 );

    				}

    			}

    		} else {

    			disable( 2884 );

    		}

    		currentCullFace = cullFace;

    	}

    	function setLineWidth( width ) {

    		if ( width !== currentLineWidth ) {

    			if ( lineWidthAvailable ) gl.lineWidth( width );

    			currentLineWidth = width;

    		}

    	}

    	function setPolygonOffset( polygonOffset, factor, units ) {

    		if ( polygonOffset ) {

    			enable( 32823 );

    			if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {

    				gl.polygonOffset( factor, units );

    				currentPolygonOffsetFactor = factor;
    				currentPolygonOffsetUnits = units;

    			}

    		} else {

    			disable( 32823 );

    		}

    	}

    	function setScissorTest( scissorTest ) {

    		if ( scissorTest ) {

    			enable( 3089 );

    		} else {

    			disable( 3089 );

    		}

    	}

    	// texture

    	function activeTexture( webglSlot ) {

    		if ( webglSlot === undefined ) webglSlot = 33984 + maxTextures - 1;

    		if ( currentTextureSlot !== webglSlot ) {

    			gl.activeTexture( webglSlot );
    			currentTextureSlot = webglSlot;

    		}

    	}

    	function bindTexture( webglType, webglTexture ) {

    		if ( currentTextureSlot === null ) {

    			activeTexture();

    		}

    		var boundTexture = currentBoundTextures[ currentTextureSlot ];

    		if ( boundTexture === undefined ) {

    			boundTexture = { type: undefined, texture: undefined };
    			currentBoundTextures[ currentTextureSlot ] = boundTexture;

    		}

    		if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {

    			gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );

    			boundTexture.type = webglType;
    			boundTexture.texture = webglTexture;

    		}

    	}

    	function unbindTexture() {

    		var boundTexture = currentBoundTextures[ currentTextureSlot ];

    		if ( boundTexture !== undefined && boundTexture.type !== undefined ) {

    			gl.bindTexture( boundTexture.type, null );

    			boundTexture.type = undefined;
    			boundTexture.texture = undefined;

    		}

    	}

    	function compressedTexImage2D() {

    		try {

    			gl.compressedTexImage2D.apply( gl, arguments );

    		} catch ( error ) {

    			console.error( 'THREE.WebGLState:', error );

    		}

    	}

    	function texImage2D() {

    		try {

    			gl.texImage2D.apply( gl, arguments );

    		} catch ( error ) {

    			console.error( 'THREE.WebGLState:', error );

    		}

    	}

    	function texImage3D() {

    		try {

    			gl.texImage3D.apply( gl, arguments );

    		} catch ( error ) {

    			console.error( 'THREE.WebGLState:', error );

    		}

    	}

    	//

    	function scissor( scissor ) {

    		if ( currentScissor.equals( scissor ) === false ) {

    			gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
    			currentScissor.copy( scissor );

    		}

    	}

    	function viewport( viewport ) {

    		if ( currentViewport.equals( viewport ) === false ) {

    			gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
    			currentViewport.copy( viewport );

    		}

    	}

    	//

    	function reset() {

    		for ( var i = 0; i < enabledAttributes.length; i ++ ) {

    			if ( enabledAttributes[ i ] === 1 ) {

    				gl.disableVertexAttribArray( i );
    				enabledAttributes[ i ] = 0;

    			}

    		}

    		enabledCapabilities = {};

    		currentTextureSlot = null;
    		currentBoundTextures = {};

    		currentProgram = null;

    		currentBlending = null;

    		currentFlipSided = null;
    		currentCullFace = null;

    		colorBuffer.reset();
    		depthBuffer.reset();
    		stencilBuffer.reset();

    	}

    	return {

    		buffers: {
    			color: colorBuffer,
    			depth: depthBuffer,
    			stencil: stencilBuffer
    		},

    		initAttributes: initAttributes,
    		enableAttribute: enableAttribute,
    		enableAttributeAndDivisor: enableAttributeAndDivisor,
    		disableUnusedAttributes: disableUnusedAttributes,
    		enable: enable,
    		disable: disable,

    		useProgram: useProgram,

    		setBlending: setBlending,
    		setMaterial: setMaterial,

    		setFlipSided: setFlipSided,
    		setCullFace: setCullFace,

    		setLineWidth: setLineWidth,
    		setPolygonOffset: setPolygonOffset,

    		setScissorTest: setScissorTest,

    		activeTexture: activeTexture,
    		bindTexture: bindTexture,
    		unbindTexture: unbindTexture,
    		compressedTexImage2D: compressedTexImage2D,
    		texImage2D: texImage2D,
    		texImage3D: texImage3D,

    		scissor: scissor,
    		viewport: viewport,

    		reset: reset

    	};

    }

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {

    	var isWebGL2 = capabilities.isWebGL2;
    	var maxTextures = capabilities.maxTextures;
    	var maxCubemapSize = capabilities.maxCubemapSize;
    	var maxTextureSize = capabilities.maxTextureSize;
    	var maxSamples = capabilities.maxSamples;

    	var _videoTextures = new WeakMap();
    	var _canvas;

    	// cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
    	// also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
    	// Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).

    	var useOffscreenCanvas = false;

    	try {

    		useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'
    			&& ( new OffscreenCanvas( 1, 1 ).getContext( "2d" ) ) !== null;

    	} catch ( err ) {

    		// Ignore any errors

    	}

    	function createCanvas( width, height ) {

    		// Use OffscreenCanvas when available. Specially needed in web workers

    		return useOffscreenCanvas ?
    			new OffscreenCanvas( width, height ) :
    			document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );

    	}

    	function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {

    		var scale = 1;

    		// handle case if texture exceeds max size

    		if ( image.width > maxSize || image.height > maxSize ) {

    			scale = maxSize / Math.max( image.width, image.height );

    		}

    		// only perform resize if necessary

    		if ( scale < 1 || needsPowerOfTwo === true ) {

    			// only perform resize for certain image types

    			if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
    				( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
    				( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {

    				var floor = needsPowerOfTwo ? MathUtils.floorPowerOfTwo : Math.floor;

    				var width = floor( scale * image.width );
    				var height = floor( scale * image.height );

    				if ( _canvas === undefined ) _canvas = createCanvas( width, height );

    				// cube textures can't reuse the same canvas

    				var canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;

    				canvas.width = width;
    				canvas.height = height;

    				var context = canvas.getContext( '2d' );
    				context.drawImage( image, 0, 0, width, height );

    				console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );

    				return canvas;

    			} else {

    				if ( 'data' in image ) {

    					console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );

    				}

    				return image;

    			}

    		}

    		return image;

    	}

    	function isPowerOfTwo( image ) {

    		return MathUtils.isPowerOfTwo( image.width ) && MathUtils.isPowerOfTwo( image.height );

    	}

    	function textureNeedsPowerOfTwo( texture ) {

    		if ( isWebGL2 ) return false;

    		return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
    			( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );

    	}

    	function textureNeedsGenerateMipmaps( texture, supportsMips ) {

    		return texture.generateMipmaps && supportsMips &&
    			texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;

    	}

    	function generateMipmap( target, texture, width, height ) {

    		_gl.generateMipmap( target );

    		var textureProperties = properties.get( texture );

    		// Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
    		textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;

    	}

    	function getInternalFormat( internalFormatName, glFormat, glType ) {

    		if ( isWebGL2 === false ) return glFormat;

    		if ( internalFormatName !== null ) {

    			if ( _gl[ internalFormatName ] !== undefined ) return _gl[ internalFormatName ];

    			console.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' );

    		}

    		var internalFormat = glFormat;

    		if ( glFormat === 6403 ) {

    			if ( glType === 5126 ) internalFormat = 33326;
    			if ( glType === 5131 ) internalFormat = 33325;
    			if ( glType === 5121 ) internalFormat = 33321;

    		}

    		if ( glFormat === 6407 ) {

    			if ( glType === 5126 ) internalFormat = 34837;
    			if ( glType === 5131 ) internalFormat = 34843;
    			if ( glType === 5121 ) internalFormat = 32849;

    		}

    		if ( glFormat === 6408 ) {

    			if ( glType === 5126 ) internalFormat = 34836;
    			if ( glType === 5131 ) internalFormat = 34842;
    			if ( glType === 5121 ) internalFormat = 32856;

    		}

    		if ( internalFormat === 33325 || internalFormat === 33326 ||
    			internalFormat === 34842 || internalFormat === 34836 ) {

    			extensions.get( 'EXT_color_buffer_float' );

    		}

    		return internalFormat;

    	}

    	// Fallback filters for non-power-of-2 textures

    	function filterFallback( f ) {

    		if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {

    			return 9728;

    		}

    		return 9729;

    	}

    	//

    	function onTextureDispose( event ) {

    		var texture = event.target;

    		texture.removeEventListener( 'dispose', onTextureDispose );

    		deallocateTexture( texture );

    		if ( texture.isVideoTexture ) {

    			_videoTextures.delete( texture );

    		}

    		info.memory.textures --;

    	}

    	function onRenderTargetDispose( event ) {

    		var renderTarget = event.target;

    		renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );

    		deallocateRenderTarget( renderTarget );

    		info.memory.textures --;

    	}

    	//

    	function deallocateTexture( texture ) {

    		var textureProperties = properties.get( texture );

    		if ( textureProperties.__webglInit === undefined ) return;

    		_gl.deleteTexture( textureProperties.__webglTexture );

    		properties.remove( texture );

    	}

    	function deallocateRenderTarget( renderTarget ) {

    		var renderTargetProperties = properties.get( renderTarget );
    		var textureProperties = properties.get( renderTarget.texture );

    		if ( ! renderTarget ) return;

    		if ( textureProperties.__webglTexture !== undefined ) {

    			_gl.deleteTexture( textureProperties.__webglTexture );

    		}

    		if ( renderTarget.depthTexture ) {

    			renderTarget.depthTexture.dispose();

    		}

    		if ( renderTarget.isWebGLCubeRenderTarget ) {

    			for ( var i = 0; i < 6; i ++ ) {

    				_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
    				if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );

    			}

    		} else {

    			_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
    			if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );
    			if ( renderTargetProperties.__webglMultisampledFramebuffer ) _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer );
    			if ( renderTargetProperties.__webglColorRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer );
    			if ( renderTargetProperties.__webglDepthRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer );

    		}

    		properties.remove( renderTarget.texture );
    		properties.remove( renderTarget );

    	}

    	//

    	var textureUnits = 0;

    	function resetTextureUnits() {

    		textureUnits = 0;

    	}

    	function allocateTextureUnit() {

    		var textureUnit = textureUnits;

    		if ( textureUnit >= maxTextures ) {

    			console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );

    		}

    		textureUnits += 1;

    		return textureUnit;

    	}

    	//

    	function setTexture2D( texture, slot ) {

    		var textureProperties = properties.get( texture );

    		if ( texture.isVideoTexture ) updateVideoTexture( texture );

    		if ( texture.version > 0 && textureProperties.__version !== texture.version ) {

    			var image = texture.image;

    			if ( image === undefined ) {

    				console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );

    			} else if ( image.complete === false ) {

    				console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );

    			} else {

    				uploadTexture( textureProperties, texture, slot );
    				return;

    			}

    		}

    		state.activeTexture( 33984 + slot );
    		state.bindTexture( 3553, textureProperties.__webglTexture );

    	}

    	function setTexture2DArray( texture, slot ) {

    		var textureProperties = properties.get( texture );

    		if ( texture.version > 0 && textureProperties.__version !== texture.version ) {

    			uploadTexture( textureProperties, texture, slot );
    			return;

    		}

    		state.activeTexture( 33984 + slot );
    		state.bindTexture( 35866, textureProperties.__webglTexture );

    	}

    	function setTexture3D( texture, slot ) {

    		var textureProperties = properties.get( texture );

    		if ( texture.version > 0 && textureProperties.__version !== texture.version ) {

    			uploadTexture( textureProperties, texture, slot );
    			return;

    		}

    		state.activeTexture( 33984 + slot );
    		state.bindTexture( 32879, textureProperties.__webglTexture );

    	}

    	function setTextureCube( texture, slot ) {

    		if ( texture.image.length !== 6 ) return;

    		var textureProperties = properties.get( texture );

    		if ( texture.version > 0 && textureProperties.__version !== texture.version ) {

    			initTexture( textureProperties, texture );

    			state.activeTexture( 33984 + slot );
    			state.bindTexture( 34067, textureProperties.__webglTexture );

    			_gl.pixelStorei( 37440, texture.flipY );

    			var isCompressed = ( texture && ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ) );
    			var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );

    			var cubeImage = [];

    			for ( var i = 0; i < 6; i ++ ) {

    				if ( ! isCompressed && ! isDataTexture ) {

    					cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );

    				} else {

    					cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];

    				}

    			}

    			var image = cubeImage[ 0 ],
    				supportsMips = isPowerOfTwo( image ) || isWebGL2,
    				glFormat = utils.convert( texture.format ),
    				glType = utils.convert( texture.type ),
    				glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );

    			setTextureParameters( 34067, texture, supportsMips );

    			var mipmaps;

    			if ( isCompressed ) {

    				for ( var i = 0; i < 6; i ++ ) {

    					mipmaps = cubeImage[ i ].mipmaps;

    					for ( var j = 0; j < mipmaps.length; j ++ ) {

    						var mipmap = mipmaps[ j ];

    						if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {

    							if ( glFormat !== null ) {

    								state.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );

    							} else {

    								console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );

    							}

    						} else {

    							state.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );

    						}

    					}

    				}

    				textureProperties.__maxMipLevel = mipmaps.length - 1;

    			} else {

    				mipmaps = texture.mipmaps;

    				for ( var i = 0; i < 6; i ++ ) {

    					if ( isDataTexture ) {

    						state.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );

    						for ( var j = 0; j < mipmaps.length; j ++ ) {

    							var mipmap = mipmaps[ j ];
    							var mipmapImage = mipmap.image[ i ].image;

    							state.texImage2D( 34069 + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );

    						}

    					} else {

    						state.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );

    						for ( var j = 0; j < mipmaps.length; j ++ ) {

    							var mipmap = mipmaps[ j ];

    							state.texImage2D( 34069 + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );

    						}

    					}

    				}

    				textureProperties.__maxMipLevel = mipmaps.length;

    			}

    			if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {

    				// We assume images for cube map have the same size.
    				generateMipmap( 34067, texture, image.width, image.height );

    			}

    			textureProperties.__version = texture.version;

    			if ( texture.onUpdate ) texture.onUpdate( texture );

    		} else {

    			state.activeTexture( 33984 + slot );
    			state.bindTexture( 34067, textureProperties.__webglTexture );

    		}

    	}

    	function setTextureCubeDynamic( texture, slot ) {

    		state.activeTexture( 33984 + slot );
    		state.bindTexture( 34067, properties.get( texture ).__webglTexture );

    	}

    	var wrappingToGL = {
    		[ RepeatWrapping ]: 10497,
    		[ ClampToEdgeWrapping ]: 33071,
    		[ MirroredRepeatWrapping ]: 33648
    	};

    	var filterToGL = {
    		[ NearestFilter ]: 9728,
    		[ NearestMipmapNearestFilter ]: 9984,
    		[ NearestMipmapLinearFilter ]: 9986,

    		[ LinearFilter ]: 9729,
    		[ LinearMipmapNearestFilter ]: 9985,
    		[ LinearMipmapLinearFilter ]: 9987
    	};

    	function setTextureParameters( textureType, texture, supportsMips ) {

    		if ( supportsMips ) {

    			_gl.texParameteri( textureType, 10242, wrappingToGL[ texture.wrapS ] );
    			_gl.texParameteri( textureType, 10243, wrappingToGL[ texture.wrapT ] );

    			if ( textureType === 32879 || textureType === 35866 ) {

    				_gl.texParameteri( textureType, 32882, wrappingToGL[ texture.wrapR ] );

    			}

    			_gl.texParameteri( textureType, 10240, filterToGL[ texture.magFilter ] );
    			_gl.texParameteri( textureType, 10241, filterToGL[ texture.minFilter ] );

    		} else {

    			_gl.texParameteri( textureType, 10242, 33071 );
    			_gl.texParameteri( textureType, 10243, 33071 );

    			if ( textureType === 32879 || textureType === 35866 ) {

    				_gl.texParameteri( textureType, 32882, 33071 );

    			}

    			if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {

    				console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );

    			}

    			_gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );
    			_gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );

    			if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {

    				console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );

    			}

    		}

    		var extension = extensions.get( 'EXT_texture_filter_anisotropic' );

    		if ( extension ) {

    			if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return;
    			if ( texture.type === HalfFloatType && ( isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) return;

    			if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {

    				_gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
    				properties.get( texture ).__currentAnisotropy = texture.anisotropy;

    			}

    		}

    	}

    	function initTexture( textureProperties, texture ) {

    		if ( textureProperties.__webglInit === undefined ) {

    			textureProperties.__webglInit = true;

    			texture.addEventListener( 'dispose', onTextureDispose );

    			textureProperties.__webglTexture = _gl.createTexture();

    			info.memory.textures ++;

    		}

    	}

    	function uploadTexture( textureProperties, texture, slot ) {

    		var textureType = 3553;

    		if ( texture.isDataTexture2DArray ) textureType = 35866;
    		if ( texture.isDataTexture3D ) textureType = 32879;

    		initTexture( textureProperties, texture );

    		state.activeTexture( 33984 + slot );
    		state.bindTexture( textureType, textureProperties.__webglTexture );

    		_gl.pixelStorei( 37440, texture.flipY );
    		_gl.pixelStorei( 37441, texture.premultiplyAlpha );
    		_gl.pixelStorei( 3317, texture.unpackAlignment );

    		var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
    		var image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );

    		var supportsMips = isPowerOfTwo( image ) || isWebGL2,
    			glFormat = utils.convert( texture.format ),
    			glType = utils.convert( texture.type ),
    			glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );

    		setTextureParameters( textureType, texture, supportsMips );

    		var mipmap, mipmaps = texture.mipmaps;

    		if ( texture.isDepthTexture ) {

    			// populate depth texture with dummy data

    			glInternalFormat = 6402;

    			if ( isWebGL2 ) {

    				if ( texture.type === FloatType ) {

    					glInternalFormat = 36012;

    				} else if ( texture.type === UnsignedIntType ) {

    					glInternalFormat = 33190;

    				} else if ( texture.type === UnsignedInt248Type ) {

    					glInternalFormat = 35056;

    				} else {

    					glInternalFormat = 33189; // WebGL2 requires sized internalformat for glTexImage2D

    				}

    			} else {

    				if ( texture.type === FloatType ) {

    					console.error( 'WebGLRenderer: Floating point depth texture requires WebGL2.' );

    				}

    			}

    			// validation checks for WebGL 1

    			if ( texture.format === DepthFormat && glInternalFormat === 6402 ) {

    				// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
    				// DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
    				// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
    				if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {

    					console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );

    					texture.type = UnsignedShortType;
    					glType = utils.convert( texture.type );

    				}

    			}

    			if ( texture.format === DepthStencilFormat && glInternalFormat === 6402 ) {

    				// Depth stencil textures need the DEPTH_STENCIL internal format
    				// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
    				glInternalFormat = 34041;

    				// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
    				// DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
    				// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
    				if ( texture.type !== UnsignedInt248Type ) {

    					console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );

    					texture.type = UnsignedInt248Type;
    					glType = utils.convert( texture.type );

    				}

    			}

    			//

    			state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );

    		} else if ( texture.isDataTexture ) {

    			// use manually created mipmaps if available
    			// if there are no manual mipmaps
    			// set 0 level mipmap and then use GL to generate other mipmap levels

    			if ( mipmaps.length > 0 && supportsMips ) {

    				for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {

    					mipmap = mipmaps[ i ];
    					state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );

    				}

    				texture.generateMipmaps = false;
    				textureProperties.__maxMipLevel = mipmaps.length - 1;

    			} else {

    				state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
    				textureProperties.__maxMipLevel = 0;

    			}

    		} else if ( texture.isCompressedTexture ) {

    			for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {

    				mipmap = mipmaps[ i ];

    				if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {

    					if ( glFormat !== null ) {

    						state.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );

    					} else {

    						console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );

    					}

    				} else {

    					state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );

    				}

    			}

    			textureProperties.__maxMipLevel = mipmaps.length - 1;

    		} else if ( texture.isDataTexture2DArray ) {

    			state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
    			textureProperties.__maxMipLevel = 0;

    		} else if ( texture.isDataTexture3D ) {

    			state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
    			textureProperties.__maxMipLevel = 0;

    		} else {

    			// regular Texture (image, video, canvas)

    			// use manually created mipmaps if available
    			// if there are no manual mipmaps
    			// set 0 level mipmap and then use GL to generate other mipmap levels

    			if ( mipmaps.length > 0 && supportsMips ) {

    				for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {

    					mipmap = mipmaps[ i ];
    					state.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );

    				}

    				texture.generateMipmaps = false;
    				textureProperties.__maxMipLevel = mipmaps.length - 1;

    			} else {

    				state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );
    				textureProperties.__maxMipLevel = 0;

    			}

    		}

    		if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {

    			generateMipmap( textureType, texture, image.width, image.height );

    		}

    		textureProperties.__version = texture.version;

    		if ( texture.onUpdate ) texture.onUpdate( texture );

    	}

    	// Render targets

    	// Setup storage for target texture and bind it to correct framebuffer
    	function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {

    		var glFormat = utils.convert( renderTarget.texture.format );
    		var glType = utils.convert( renderTarget.texture.type );
    		var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
    		state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
    		_gl.bindFramebuffer( 36160, framebuffer );
    		_gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
    		_gl.bindFramebuffer( 36160, null );

    	}

    	// Setup storage for internal depth/stencil buffers and bind to correct framebuffer
    	function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {

    		_gl.bindRenderbuffer( 36161, renderbuffer );

    		if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {

    			var glInternalFormat = 33189;

    			if ( isMultisample ) {

    				var depthTexture = renderTarget.depthTexture;

    				if ( depthTexture && depthTexture.isDepthTexture ) {

    					if ( depthTexture.type === FloatType ) {

    						glInternalFormat = 36012;

    					} else if ( depthTexture.type === UnsignedIntType ) {

    						glInternalFormat = 33190;

    					}

    				}

    				var samples = getRenderTargetSamples( renderTarget );

    				_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );

    			} else {

    				_gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );

    			}

    			_gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );

    		} else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {

    			if ( isMultisample ) {

    				var samples = getRenderTargetSamples( renderTarget );

    				_gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height );

    			} else {

    				_gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );

    			}


    			_gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );

    		} else {

    			var glFormat = utils.convert( renderTarget.texture.format );
    			var glType = utils.convert( renderTarget.texture.type );
    			var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );

    			if ( isMultisample ) {

    				var samples = getRenderTargetSamples( renderTarget );

    				_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );

    			} else {

    				_gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );

    			}

    		}

    		_gl.bindRenderbuffer( 36161, null );

    	}

    	// Setup resources for a Depth Texture for a FBO (needs an extension)
    	function setupDepthTexture( framebuffer, renderTarget ) {

    		var isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget );
    		if ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );

    		_gl.bindFramebuffer( 36160, framebuffer );

    		if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {

    			throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );

    		}

    		// upload an empty depth texture with framebuffer size
    		if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
    				renderTarget.depthTexture.image.width !== renderTarget.width ||
    				renderTarget.depthTexture.image.height !== renderTarget.height ) {

    			renderTarget.depthTexture.image.width = renderTarget.width;
    			renderTarget.depthTexture.image.height = renderTarget.height;
    			renderTarget.depthTexture.needsUpdate = true;

    		}

    		setTexture2D( renderTarget.depthTexture, 0 );

    		var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;

    		if ( renderTarget.depthTexture.format === DepthFormat ) {

    			_gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );

    		} else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {

    			_gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );

    		} else {

    			throw new Error( 'Unknown depthTexture format' );

    		}

    	}

    	// Setup GL resources for a non-texture depth buffer
    	function setupDepthRenderbuffer( renderTarget ) {

    		var renderTargetProperties = properties.get( renderTarget );

    		var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );

    		if ( renderTarget.depthTexture ) {

    			if ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );

    			setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );

    		} else {

    			if ( isCube ) {

    				renderTargetProperties.__webglDepthbuffer = [];

    				for ( var i = 0; i < 6; i ++ ) {

    					_gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
    					renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
    					setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false );

    				}

    			} else {

    				_gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
    				renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
    				setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false );

    			}

    		}

    		_gl.bindFramebuffer( 36160, null );

    	}

    	// Set up GL resources for the render target
    	function setupRenderTarget( renderTarget ) {

    		var renderTargetProperties = properties.get( renderTarget );
    		var textureProperties = properties.get( renderTarget.texture );

    		renderTarget.addEventListener( 'dispose', onRenderTargetDispose );

    		textureProperties.__webglTexture = _gl.createTexture();

    		info.memory.textures ++;

    		var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
    		var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
    		var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;

    		// Handles WebGL2 RGBFormat fallback - #18858

    		if ( isWebGL2 && renderTarget.texture.format === RGBFormat && ( renderTarget.texture.type === FloatType || renderTarget.texture.type === HalfFloatType ) ) {

    			renderTarget.texture.format = RGBAFormat;

    			console.warn( 'THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.' );

    		}

    		// Setup framebuffer

    		if ( isCube ) {

    			renderTargetProperties.__webglFramebuffer = [];

    			for ( var i = 0; i < 6; i ++ ) {

    				renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();

    			}

    		} else {

    			renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();

    			if ( isMultisample ) {

    				if ( isWebGL2 ) {

    					renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
    					renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();

    					_gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );

    					var glFormat = utils.convert( renderTarget.texture.format );
    					var glType = utils.convert( renderTarget.texture.type );
    					var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
    					var samples = getRenderTargetSamples( renderTarget );
    					_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );

    					_gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
    					_gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
    					_gl.bindRenderbuffer( 36161, null );

    					if ( renderTarget.depthBuffer ) {

    						renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
    						setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );

    					}

    					_gl.bindFramebuffer( 36160, null );


    				} else {

    					console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );

    				}

    			}

    		}

    		// Setup color buffer

    		if ( isCube ) {

    			state.bindTexture( 34067, textureProperties.__webglTexture );
    			setTextureParameters( 34067, renderTarget.texture, supportsMips );

    			for ( var i = 0; i < 6; i ++ ) {

    				setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i );

    			}

    			if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {

    				generateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );

    			}

    			state.bindTexture( 34067, null );

    		} else {

    			state.bindTexture( 3553, textureProperties.__webglTexture );
    			setTextureParameters( 3553, renderTarget.texture, supportsMips );
    			setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );

    			if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {

    				generateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );

    			}

    			state.bindTexture( 3553, null );

    		}

    		// Setup depth and stencil buffers

    		if ( renderTarget.depthBuffer ) {

    			setupDepthRenderbuffer( renderTarget );

    		}

    	}

    	function updateRenderTargetMipmap( renderTarget ) {

    		var texture = renderTarget.texture;
    		var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;

    		if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {

    			var target = renderTarget.isWebGLCubeRenderTarget ? 34067 : 3553;
    			var webglTexture = properties.get( texture ).__webglTexture;

    			state.bindTexture( target, webglTexture );
    			generateMipmap( target, texture, renderTarget.width, renderTarget.height );
    			state.bindTexture( target, null );

    		}

    	}

    	function updateMultisampleRenderTarget( renderTarget ) {

    		if ( renderTarget.isWebGLMultisampleRenderTarget ) {

    			if ( isWebGL2 ) {

    				var renderTargetProperties = properties.get( renderTarget );

    				_gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );
    				_gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );

    				var width = renderTarget.width;
    				var height = renderTarget.height;
    				var mask = 16384;

    				if ( renderTarget.depthBuffer ) mask |= 256;
    				if ( renderTarget.stencilBuffer ) mask |= 1024;

    				_gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );

    				_gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer ); // see #18905

    			} else {

    				console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );

    			}

    		}

    	}

    	function getRenderTargetSamples( renderTarget ) {

    		return ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
    			Math.min( maxSamples, renderTarget.samples ) : 0;

    	}

    	function updateVideoTexture( texture ) {

    		var frame = info.render.frame;

    		// Check the last frame we updated the VideoTexture

    		if ( _videoTextures.get( texture ) !== frame ) {

    			_videoTextures.set( texture, frame );
    			texture.update();

    		}

    	}

    	// backwards compatibility

    	var warnedTexture2D = false;
    	var warnedTextureCube = false;

    	function safeSetTexture2D( texture, slot ) {

    		if ( texture && texture.isWebGLRenderTarget ) {

    			if ( warnedTexture2D === false ) {

    				console.warn( "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead." );
    				warnedTexture2D = true;

    			}

    			texture = texture.texture;

    		}

    		setTexture2D( texture, slot );

    	}

    	function safeSetTextureCube( texture, slot ) {

    		if ( texture && texture.isWebGLCubeRenderTarget ) {

    			if ( warnedTextureCube === false ) {

    				console.warn( "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
    				warnedTextureCube = true;

    			}

    			texture = texture.texture;

    		}

    		// currently relying on the fact that WebGLCubeRenderTarget.texture is a Texture and NOT a CubeTexture
    		// TODO: unify these code paths
    		if ( ( texture && texture.isCubeTexture ) ||
    			( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {

    			// CompressedTexture can have Array in image :/

    			// this function alone should take care of cube textures
    			setTextureCube( texture, slot );

    		} else {

    			// assumed: texture property of THREE.WebGLCubeRenderTarget
    			setTextureCubeDynamic( texture, slot );

    		}

    	}

    	//

    	this.allocateTextureUnit = allocateTextureUnit;
    	this.resetTextureUnits = resetTextureUnits;

    	this.setTexture2D = setTexture2D;
    	this.setTexture2DArray = setTexture2DArray;
    	this.setTexture3D = setTexture3D;
    	this.setTextureCube = setTextureCube;
    	this.setTextureCubeDynamic = setTextureCubeDynamic;
    	this.setupRenderTarget = setupRenderTarget;
    	this.updateRenderTargetMipmap = updateRenderTargetMipmap;
    	this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;

    	this.safeSetTexture2D = safeSetTexture2D;
    	this.safeSetTextureCube = safeSetTextureCube;

    }

    /**
     * @author thespite / http://www.twitter.com/thespite
     */

    function WebGLUtils( gl, extensions, capabilities ) {

    	var isWebGL2 = capabilities.isWebGL2;

    	function convert( p ) {

    		var extension;

    		if ( p === UnsignedByteType ) return 5121;
    		if ( p === UnsignedShort4444Type ) return 32819;
    		if ( p === UnsignedShort5551Type ) return 32820;
    		if ( p === UnsignedShort565Type ) return 33635;

    		if ( p === ByteType ) return 5120;
    		if ( p === ShortType ) return 5122;
    		if ( p === UnsignedShortType ) return 5123;
    		if ( p === IntType ) return 5124;
    		if ( p === UnsignedIntType ) return 5125;
    		if ( p === FloatType ) return 5126;

    		if ( p === HalfFloatType ) {

    			if ( isWebGL2 ) return 5131;

    			extension = extensions.get( 'OES_texture_half_float' );

    			if ( extension !== null ) {

    				return extension.HALF_FLOAT_OES;

    			} else {

    				return null;

    			}

    		}

    		if ( p === AlphaFormat ) return 6406;
    		if ( p === RGBFormat ) return 6407;
    		if ( p === RGBAFormat ) return 6408;
    		if ( p === LuminanceFormat ) return 6409;
    		if ( p === LuminanceAlphaFormat ) return 6410;
    		if ( p === DepthFormat ) return 6402;
    		if ( p === DepthStencilFormat ) return 34041;
    		if ( p === RedFormat ) return 6403;

    		// WebGL2 formats.

    		if ( p === RedIntegerFormat ) return 36244;
    		if ( p === RGFormat ) return 33319;
    		if ( p === RGIntegerFormat ) return 33320;
    		if ( p === RGBIntegerFormat ) return 36248;
    		if ( p === RGBAIntegerFormat ) return 36249;

    		if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
    			p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {

    			extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );

    			if ( extension !== null ) {

    				if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
    				if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
    				if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
    				if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;

    			} else {

    				return null;

    			}

    		}

    		if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
    			p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {

    			extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );

    			if ( extension !== null ) {

    				if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
    				if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
    				if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
    				if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;

    			} else {

    				return null;

    			}

    		}

    		if ( p === RGB_ETC1_Format ) {

    			extension = extensions.get( 'WEBGL_compressed_texture_etc1' );

    			if ( extension !== null ) {

    				return extension.COMPRESSED_RGB_ETC1_WEBGL;

    			} else {

    				return null;

    			}

    		}

    		if ( p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) {

    			extension = extensions.get( 'WEBGL_compressed_texture_etc' );

    			if ( extension !== null ) {

    				if ( p === RGB_ETC2_Format ) return extension.COMPRESSED_RGB8_ETC2;
    				if ( p === RGBA_ETC2_EAC_Format ) return extension.COMPRESSED_RGBA8_ETC2_EAC;

    			}

    		}

    		if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
    			p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
    			p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
    			p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
    			p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ||
    			p === SRGB8_ALPHA8_ASTC_4x4_Format || p === SRGB8_ALPHA8_ASTC_5x4_Format || p === SRGB8_ALPHA8_ASTC_5x5_Format ||
    			p === SRGB8_ALPHA8_ASTC_6x5_Format || p === SRGB8_ALPHA8_ASTC_6x6_Format || p === SRGB8_ALPHA8_ASTC_8x5_Format ||
    			p === SRGB8_ALPHA8_ASTC_8x6_Format || p === SRGB8_ALPHA8_ASTC_8x8_Format || p === SRGB8_ALPHA8_ASTC_10x5_Format ||
    			p === SRGB8_ALPHA8_ASTC_10x6_Format || p === SRGB8_ALPHA8_ASTC_10x8_Format || p === SRGB8_ALPHA8_ASTC_10x10_Format ||
    			p === SRGB8_ALPHA8_ASTC_12x10_Format || p === SRGB8_ALPHA8_ASTC_12x12_Format ) {

    			extension = extensions.get( 'WEBGL_compressed_texture_astc' );

    			if ( extension !== null ) {

    				// TODO Complete?

    				return p;

    			} else {

    				return null;

    			}

    		}

    		if ( p === RGBA_BPTC_Format ) {

    			extension = extensions.get( 'EXT_texture_compression_bptc' );

    			if ( extension !== null ) {

    				// TODO Complete?

    				return p;

    			} else {

    				return null;

    			}

    		}

    		if ( p === UnsignedInt248Type ) {

    			if ( isWebGL2 ) return 34042;

    			extension = extensions.get( 'WEBGL_depth_texture' );

    			if ( extension !== null ) {

    				return extension.UNSIGNED_INT_24_8_WEBGL;

    			} else {

    				return null;

    			}

    		}

    	}

    	return { convert: convert };

    }

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function ArrayCamera( array ) {

    	PerspectiveCamera.call( this );

    	this.cameras = array || [];

    }

    ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {

    	constructor: ArrayCamera,

    	isArrayCamera: true

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function Group() {

    	Object3D.call( this );

    	this.type = 'Group';

    }

    Group.prototype = Object.assign( Object.create( Object3D.prototype ), {

    	constructor: Group,

    	isGroup: true

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function WebXRManager( renderer, gl ) {

    	var scope = this;

    	var session = null;

    	var framebufferScaleFactor = 1.0;

    	var referenceSpace = null;
    	var referenceSpaceType = 'local-floor';

    	var pose = null;

    	var controllers = [];
    	var inputSourcesMap = new Map();

    	//

    	var cameraL = new PerspectiveCamera();
    	cameraL.layers.enable( 1 );
    	cameraL.viewport = new Vector4();

    	var cameraR = new PerspectiveCamera();
    	cameraR.layers.enable( 2 );
    	cameraR.viewport = new Vector4();

    	var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
    	cameraVR.layers.enable( 1 );
    	cameraVR.layers.enable( 2 );

    	var _currentDepthNear = null;
    	var _currentDepthFar = null;

    	//

    	this.enabled = false;

    	this.isPresenting = false;

    	this.getController = function ( id ) {

    		var controller = controllers[ id ];

    		if ( controller === undefined ) {

    			controller = {};
    			controllers[ id ] = controller;

    		}

    		if ( controller.targetRay === undefined ) {

    			controller.targetRay = new Group();
    			controller.targetRay.matrixAutoUpdate = false;
    			controller.targetRay.visible = false;

    		}

    		return controller.targetRay;

    	};

    	this.getControllerGrip = function ( id ) {

    		var controller = controllers[ id ];

    		if ( controller === undefined ) {

    			controller = {};
    			controllers[ id ] = controller;

    		}

    		if ( controller.grip === undefined ) {

    			controller.grip = new Group();
    			controller.grip.matrixAutoUpdate = false;
    			controller.grip.visible = false;

    		}

    		return controller.grip;

    	};

    	//

    	function onSessionEvent( event ) {

    		var controller = inputSourcesMap.get( event.inputSource );

    		if ( controller ) {

    			if ( controller.targetRay ) {

    				controller.targetRay.dispatchEvent( { type: event.type } );

    			}

    			if ( controller.grip ) {

    				controller.grip.dispatchEvent( { type: event.type } );

    			}

    		}

    	}

    	function onSessionEnd() {

    		inputSourcesMap.forEach( function ( controller, inputSource ) {

    			if ( controller.targetRay ) {

    				controller.targetRay.dispatchEvent( { type: 'disconnected', data: inputSource } );
    				controller.targetRay.visible = false;

    			}

    			if ( controller.grip ) {

    				controller.grip.dispatchEvent( { type: 'disconnected', data: inputSource } );
    				controller.grip.visible = false;

    			}

    		} );

    		inputSourcesMap.clear();

    		//

    		renderer.setFramebuffer( null );
    		renderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830
    		animation.stop();

    		scope.isPresenting = false;

    		scope.dispatchEvent( { type: 'sessionend' } );

    	}

    	function onRequestReferenceSpace( value ) {

    		referenceSpace = value;

    		animation.setContext( session );
    		animation.start();

    		scope.isPresenting = true;

    		scope.dispatchEvent( { type: 'sessionstart' } );

    	}

    	this.setFramebufferScaleFactor = function ( value ) {

    		framebufferScaleFactor = value;

    		// Warn if function is used while presenting
    		if ( scope.isPresenting == true ) {

    			console.warn( "WebXRManager: Cannot change framebuffer scale while presenting VR content" );

    		}

    	};

    	this.setReferenceSpaceType = function ( value ) {

    		referenceSpaceType = value;

    	};

    	this.getReferenceSpace = function () {

    		return referenceSpace;

    	};

    	this.getSession = function () {

    		return session;

    	};

    	this.setSession = function ( value ) {

    		session = value;

    		if ( session !== null ) {

    			session.addEventListener( 'select', onSessionEvent );
    			session.addEventListener( 'selectstart', onSessionEvent );
    			session.addEventListener( 'selectend', onSessionEvent );
    			session.addEventListener( 'squeeze', onSessionEvent );
    			session.addEventListener( 'squeezestart', onSessionEvent );
    			session.addEventListener( 'squeezeend', onSessionEvent );
    			session.addEventListener( 'end', onSessionEnd );

    			var attributes = gl.getContextAttributes();

    			var layerInit = {
    				antialias: attributes.antialias,
    				alpha: attributes.alpha,
    				depth: attributes.depth,
    				stencil: attributes.stencil,
    				framebufferScaleFactor: framebufferScaleFactor
    			};

    			// eslint-disable-next-line no-undef
    			var baseLayer = new XRWebGLLayer( session, gl, layerInit );

    			session.updateRenderState( { baseLayer: baseLayer } );

    			session.requestReferenceSpace( referenceSpaceType ).then( onRequestReferenceSpace );

    			//

    			session.addEventListener( 'inputsourceschange', updateInputSources );

    		}

    	};

    	function updateInputSources( event ) {

    		var inputSources = session.inputSources;

    		// Assign inputSources to available controllers

    		for ( var i = 0; i < controllers.length; i ++ ) {

    			inputSourcesMap.set( inputSources[ i ], controllers[ i ] );

    		}

    		// Notify disconnected

    		for ( var i = 0; i < event.removed.length; i ++ ) {

    			var inputSource = event.removed[ i ];
    			var controller = inputSourcesMap.get( inputSource );

    			if ( controller ) {

    				if ( controller.targetRay ) {

    					controller.targetRay.dispatchEvent( { type: 'disconnected', data: inputSource } );

    				}

    				if ( controller.grip ) {

    					controller.grip.dispatchEvent( { type: 'disconnected', data: inputSource } );

    				}

    				inputSourcesMap.delete( inputSource );

    			}

    		}

    		// Notify connected

    		for ( var i = 0; i < event.added.length; i ++ ) {

    			var inputSource = event.added[ i ];
    			var controller = inputSourcesMap.get( inputSource );

    			if ( controller ) {

    				if ( controller.targetRay ) {

    					controller.targetRay.dispatchEvent( { type: 'connected', data: inputSource } );

    				}

    				if ( controller.grip ) {

    					controller.grip.dispatchEvent( { type: 'connected', data: inputSource } );

    				}

    			}

    		}

    	}

    	//

    	var cameraLPos = new Vector3();
    	var cameraRPos = new Vector3();

    	/**
    	 * @author jsantell / https://www.jsantell.com/
    	 *
    	 * Assumes 2 cameras that are parallel and share an X-axis, and that
    	 * the cameras' projection and world matrices have already been set.
    	 * And that near and far planes are identical for both cameras.
    	 * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
    	 */
    	function setProjectionFromUnion( camera, cameraL, cameraR ) {

    		cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
    		cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );

    		var ipd = cameraLPos.distanceTo( cameraRPos );

    		var projL = cameraL.projectionMatrix.elements;
    		var projR = cameraR.projectionMatrix.elements;

    		// VR systems will have identical far and near planes, and
    		// most likely identical top and bottom frustum extents.
    		// Use the left camera for these values.
    		var near = projL[ 14 ] / ( projL[ 10 ] - 1 );
    		var far = projL[ 14 ] / ( projL[ 10 ] + 1 );
    		var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
    		var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];

    		var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
    		var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
    		var left = near * leftFov;
    		var right = near * rightFov;

    		// Calculate the new camera's position offset from the
    		// left camera. xOffset should be roughly half `ipd`.
    		var zOffset = ipd / ( - leftFov + rightFov );
    		var xOffset = zOffset * - leftFov;

    		// TODO: Better way to apply this offset?
    		cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
    		camera.translateX( xOffset );
    		camera.translateZ( zOffset );
    		camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
    		camera.matrixWorldInverse.getInverse( camera.matrixWorld );

    		// Find the union of the frustum values of the cameras and scale
    		// the values so that the near plane's position does not change in world space,
    		// although must now be relative to the new union camera.
    		var near2 = near + zOffset;
    		var far2 = far + zOffset;
    		var left2 = left - xOffset;
    		var right2 = right + ( ipd - xOffset );
    		var top2 = topFov * far / far2 * near2;
    		var bottom2 = bottomFov * far / far2 * near2;

    		camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );

    	}

    	function updateCamera( camera, parent ) {

    		if ( parent === null ) {

    			camera.matrixWorld.copy( camera.matrix );

    		} else {

    			camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );

    		}

    		camera.matrixWorldInverse.getInverse( camera.matrixWorld );

    	}

    	this.getCamera = function ( camera ) {

    		cameraVR.near = cameraR.near = cameraL.near = camera.near;
    		cameraVR.far = cameraR.far = cameraL.far = camera.far;

    		if ( _currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far ) {

    			// Note that the new renderState won't apply until the next frame. See #18320

    			session.updateRenderState( {
    				depthNear: cameraVR.near,
    				depthFar: cameraVR.far
    			} );

    			_currentDepthNear = cameraVR.near;
    			_currentDepthFar = cameraVR.far;

    		}

    		var parent = camera.parent;
    		var cameras = cameraVR.cameras;

    		updateCamera( cameraVR, parent );

    		for ( var i = 0; i < cameras.length; i ++ ) {

    			updateCamera( cameras[ i ], parent );

    		}

    		// update camera and its children

    		camera.matrixWorld.copy( cameraVR.matrixWorld );

    		var children = camera.children;

    		for ( var i = 0, l = children.length; i < l; i ++ ) {

    			children[ i ].updateMatrixWorld( true );

    		}

    		setProjectionFromUnion( cameraVR, cameraL, cameraR );

    		return cameraVR;

    	};

    	// Animation Loop

    	var onAnimationFrameCallback = null;

    	function onAnimationFrame( time, frame ) {

    		pose = frame.getViewerPose( referenceSpace );

    		if ( pose !== null ) {

    			var views = pose.views;
    			var baseLayer = session.renderState.baseLayer;

    			renderer.setFramebuffer( baseLayer.framebuffer );

    			for ( var i = 0; i < views.length; i ++ ) {

    				var view = views[ i ];
    				var viewport = baseLayer.getViewport( view );

    				var camera = cameraVR.cameras[ i ];
    				camera.matrix.fromArray( view.transform.matrix );
    				camera.projectionMatrix.fromArray( view.projectionMatrix );
    				camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );

    				if ( i === 0 ) {

    					cameraVR.matrix.copy( camera.matrix );

    				}

    			}

    		}

    		//

    		var inputSources = session.inputSources;

    		for ( var i = 0; i < controllers.length; i ++ ) {

    			var controller = controllers[ i ];

    			var inputSource = inputSources[ i ];

    			var inputPose = null;
    			var gripPose = null;

    			if ( inputSource ) {

    				if ( controller.targetRay ) {

    					inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );

    					if ( inputPose !== null ) {

    						controller.targetRay.matrix.fromArray( inputPose.transform.matrix );
    						controller.targetRay.matrix.decompose( controller.targetRay.position, controller.targetRay.rotation, controller.targetRay.scale );

    					}

    				}

    				if ( controller.grip && inputSource.gripSpace ) {

    					gripPose = frame.getPose( inputSource.gripSpace, referenceSpace );

    					if ( gripPose !== null ) {

    						controller.grip.matrix.fromArray( gripPose.transform.matrix );
    						controller.grip.matrix.decompose( controller.grip.position, controller.grip.rotation, controller.grip.scale );

    					}

    				}

    			}

    			if ( controller.targetRay ) {

    				controller.targetRay.visible = inputPose !== null;

    			}

    			if ( controller.grip ) {

    				controller.grip.visible = gripPose !== null;

    			}

    		}

    		if ( onAnimationFrameCallback ) onAnimationFrameCallback( time, frame );

    	}

    	var animation = new WebGLAnimation();
    	animation.setAnimationLoop( onAnimationFrame );

    	this.setAnimationLoop = function ( callback ) {

    		onAnimationFrameCallback = callback;

    	};

    	this.dispose = function () {};

    }

    Object.assign( WebXRManager.prototype, EventDispatcher.prototype );

    /**
     * @author supereggbert / http://www.paulbrunt.co.uk/
     * @author mrdoob / http://mrdoob.com/
     * @author alteredq / http://alteredqualia.com/
     * @author szimek / https://github.com/szimek/
     * @author tschw
     */

    function WebGLRenderer( parameters ) {

    	parameters = parameters || {};

    	var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
    		_context = parameters.context !== undefined ? parameters.context : null,

    		_alpha = parameters.alpha !== undefined ? parameters.alpha : false,
    		_depth = parameters.depth !== undefined ? parameters.depth : true,
    		_stencil = parameters.stencil !== undefined ? parameters.stencil : true,
    		_antialias = parameters.antialias !== undefined ? parameters.antialias : false,
    		_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
    		_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
    		_powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
    		_failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;

    	var currentRenderList = null;
    	var currentRenderState = null;

    	// public properties

    	this.domElement = _canvas;

    	// Debug configuration container
    	this.debug = {

    		/**
    		 * Enables error checking and reporting when shader programs are being compiled
    		 * @type {boolean}
    		 */
    		checkShaderErrors: true
    	};

    	// clearing

    	this.autoClear = true;
    	this.autoClearColor = true;
    	this.autoClearDepth = true;
    	this.autoClearStencil = true;

    	// scene graph

    	this.sortObjects = true;

    	// user-defined clipping

    	this.clippingPlanes = [];
    	this.localClippingEnabled = false;

    	// physically based shading

    	this.gammaFactor = 2.0;	// for backwards compatibility
    	this.outputEncoding = LinearEncoding;

    	// physical lights

    	this.physicallyCorrectLights = false;

    	// tone mapping

    	this.toneMapping = LinearToneMapping;
    	this.toneMappingExposure = 1.0;
    	this.toneMappingWhitePoint = 1.0;

    	// morphs

    	this.maxMorphTargets = 8;
    	this.maxMorphNormals = 4;

    	// internal properties

    	var _this = this,

    		_isContextLost = false,

    		// internal state cache

    		_framebuffer = null,

    		_currentActiveCubeFace = 0,
    		_currentActiveMipmapLevel = 0,
    		_currentRenderTarget = null,
    		_currentFramebuffer = null,
    		_currentMaterialId = - 1,

    		// geometry and program caching

    		_currentGeometryProgram = {
    			geometry: null,
    			program: null,
    			wireframe: false
    		},

    		_currentCamera = null,
    		_currentArrayCamera = null,

    		_currentViewport = new Vector4(),
    		_currentScissor = new Vector4(),
    		_currentScissorTest = null,

    		//

    		_width = _canvas.width,
    		_height = _canvas.height,

    		_pixelRatio = 1,
    		_opaqueSort = null,
    		_transparentSort = null,

    		_viewport = new Vector4( 0, 0, _width, _height ),
    		_scissor = new Vector4( 0, 0, _width, _height ),
    		_scissorTest = false,

    		// frustum

    		_frustum = new Frustum(),

    		// clipping

    		_clipping = new WebGLClipping(),
    		_clippingEnabled = false,
    		_localClippingEnabled = false,

    		// camera matrices cache

    		_projScreenMatrix = new Matrix4(),

    		_vector3 = new Vector3();

    	function getTargetPixelRatio() {

    		return _currentRenderTarget === null ? _pixelRatio : 1;

    	}

    	// initialize

    	var _gl;

    	try {

    		var contextAttributes = {
    			alpha: _alpha,
    			depth: _depth,
    			stencil: _stencil,
    			antialias: _antialias,
    			premultipliedAlpha: _premultipliedAlpha,
    			preserveDrawingBuffer: _preserveDrawingBuffer,
    			powerPreference: _powerPreference,
    			failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat,
    			xrCompatible: true
    		};

    		// event listeners must be registered before WebGL context is created, see #12753

    		_canvas.addEventListener( 'webglcontextlost', onContextLost, false );
    		_canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );

    		_gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );

    		if ( _gl === null ) {

    			if ( _canvas.getContext( 'webgl' ) !== null ) {

    				throw new Error( 'Error creating WebGL context with your selected attributes.' );

    			} else {

    				throw new Error( 'Error creating WebGL context.' );

    			}

    		}

    		// Some experimental-webgl implementations do not have getShaderPrecisionFormat

    		if ( _gl.getShaderPrecisionFormat === undefined ) {

    			_gl.getShaderPrecisionFormat = function () {

    				return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };

    			};

    		}

    	} catch ( error ) {

    		console.error( 'THREE.WebGLRenderer: ' + error.message );
    		throw error;

    	}

    	var extensions, capabilities, state, info;
    	var properties, textures, attributes, geometries, objects;
    	var programCache, renderLists, renderStates;

    	var background, morphtargets, bufferRenderer, indexedBufferRenderer;

    	var utils;

    	function initGLContext() {

    		extensions = new WebGLExtensions( _gl );

    		capabilities = new WebGLCapabilities( _gl, extensions, parameters );

    		if ( capabilities.isWebGL2 === false ) {

    			extensions.get( 'WEBGL_depth_texture' );
    			extensions.get( 'OES_texture_float' );
    			extensions.get( 'OES_texture_half_float' );
    			extensions.get( 'OES_texture_half_float_linear' );
    			extensions.get( 'OES_standard_derivatives' );
    			extensions.get( 'OES_element_index_uint' );
    			extensions.get( 'ANGLE_instanced_arrays' );

    		}

    		extensions.get( 'OES_texture_float_linear' );

    		utils = new WebGLUtils( _gl, extensions, capabilities );

    		state = new WebGLState( _gl, extensions, capabilities );
    		state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
    		state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );

    		info = new WebGLInfo( _gl );
    		properties = new WebGLProperties();
    		textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
    		attributes = new WebGLAttributes( _gl, capabilities );
    		geometries = new WebGLGeometries( _gl, attributes, info );
    		objects = new WebGLObjects( _gl, geometries, attributes, info );
    		morphtargets = new WebGLMorphtargets( _gl );
    		programCache = new WebGLPrograms( _this, extensions, capabilities );
    		renderLists = new WebGLRenderLists();
    		renderStates = new WebGLRenderStates();

    		background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );

    		bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
    		indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );

    		info.programs = programCache.programs;

    		_this.capabilities = capabilities;
    		_this.extensions = extensions;
    		_this.properties = properties;
    		_this.renderLists = renderLists;
    		_this.state = state;
    		_this.info = info;

    	}

    	initGLContext();

    	// xr

    	var xr = new WebXRManager( _this, _gl );

    	this.xr = xr;

    	// shadow map

    	var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );

    	this.shadowMap = shadowMap;

    	// API

    	this.getContext = function () {

    		return _gl;

    	};

    	this.getContextAttributes = function () {

    		return _gl.getContextAttributes();

    	};

    	this.forceContextLoss = function () {

    		var extension = extensions.get( 'WEBGL_lose_context' );
    		if ( extension ) extension.loseContext();

    	};

    	this.forceContextRestore = function () {

    		var extension = extensions.get( 'WEBGL_lose_context' );
    		if ( extension ) extension.restoreContext();

    	};

    	this.getPixelRatio = function () {

    		return _pixelRatio;

    	};

    	this.setPixelRatio = function ( value ) {

    		if ( value === undefined ) return;

    		_pixelRatio = value;

    		this.setSize( _width, _height, false );

    	};

    	this.getSize = function ( target ) {

    		if ( target === undefined ) {

    			console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );

    			target = new Vector2();

    		}

    		return target.set( _width, _height );

    	};

    	this.setSize = function ( width, height, updateStyle ) {

    		if ( xr.isPresenting ) {

    			console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
    			return;

    		}

    		_width = width;
    		_height = height;

    		_canvas.width = Math.floor( width * _pixelRatio );
    		_canvas.height = Math.floor( height * _pixelRatio );

    		if ( updateStyle !== false ) {

    			_canvas.style.width = width + 'px';
    			_canvas.style.height = height + 'px';

    		}

    		this.setViewport( 0, 0, width, height );

    	};

    	this.getDrawingBufferSize = function ( target ) {

    		if ( target === undefined ) {

    			console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );

    			target = new Vector2();

    		}

    		return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();

    	};

    	this.setDrawingBufferSize = function ( width, height, pixelRatio ) {

    		_width = width;
    		_height = height;

    		_pixelRatio = pixelRatio;

    		_canvas.width = Math.floor( width * pixelRatio );
    		_canvas.height = Math.floor( height * pixelRatio );

    		this.setViewport( 0, 0, width, height );

    	};

    	this.getCurrentViewport = function ( target ) {

    		if ( target === undefined ) {

    			console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );

    			target = new Vector4();

    		}

    		return target.copy( _currentViewport );

    	};

    	this.getViewport = function ( target ) {

    		return target.copy( _viewport );

    	};

    	this.setViewport = function ( x, y, width, height ) {

    		if ( x.isVector4 ) {

    			_viewport.set( x.x, x.y, x.z, x.w );

    		} else {

    			_viewport.set( x, y, width, height );

    		}

    		state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );

    	};

    	this.getScissor = function ( target ) {

    		return target.copy( _scissor );

    	};

    	this.setScissor = function ( x, y, width, height ) {

    		if ( x.isVector4 ) {

    			_scissor.set( x.x, x.y, x.z, x.w );

    		} else {

    			_scissor.set( x, y, width, height );

    		}

    		state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );

    	};

    	this.getScissorTest = function () {

    		return _scissorTest;

    	};

    	this.setScissorTest = function ( boolean ) {

    		state.setScissorTest( _scissorTest = boolean );

    	};

    	this.setOpaqueSort = function ( method ) {

    		_opaqueSort = method;

    	};

    	this.setTransparentSort = function ( method ) {

    		_transparentSort = method;

    	};

    	// Clearing

    	this.getClearColor = function () {

    		return background.getClearColor();

    	};

    	this.setClearColor = function () {

    		background.setClearColor.apply( background, arguments );

    	};

    	this.getClearAlpha = function () {

    		return background.getClearAlpha();

    	};

    	this.setClearAlpha = function () {

    		background.setClearAlpha.apply( background, arguments );

    	};

    	this.clear = function ( color, depth, stencil ) {

    		var bits = 0;

    		if ( color === undefined || color ) bits |= 16384;
    		if ( depth === undefined || depth ) bits |= 256;
    		if ( stencil === undefined || stencil ) bits |= 1024;

    		_gl.clear( bits );

    	};

    	this.clearColor = function () {

    		this.clear( true, false, false );

    	};

    	this.clearDepth = function () {

    		this.clear( false, true, false );

    	};

    	this.clearStencil = function () {

    		this.clear( false, false, true );

    	};

    	//

    	this.dispose = function () {

    		_canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
    		_canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );

    		renderLists.dispose();
    		renderStates.dispose();
    		properties.dispose();
    		objects.dispose();

    		xr.dispose();

    		animation.stop();

    		this.forceContextLoss();

    	};

    	// Events

    	function onContextLost( event ) {

    		event.preventDefault();

    		console.log( 'THREE.WebGLRenderer: Context Lost.' );

    		_isContextLost = true;

    	}

    	function onContextRestore( /* event */ ) {

    		console.log( 'THREE.WebGLRenderer: Context Restored.' );

    		_isContextLost = false;

    		initGLContext();

    	}

    	function onMaterialDispose( event ) {

    		var material = event.target;

    		material.removeEventListener( 'dispose', onMaterialDispose );

    		deallocateMaterial( material );

    	}

    	// Buffer deallocation

    	function deallocateMaterial( material ) {

    		releaseMaterialProgramReference( material );

    		properties.remove( material );

    	}


    	function releaseMaterialProgramReference( material ) {

    		var programInfo = properties.get( material ).program;

    		material.program = undefined;

    		if ( programInfo !== undefined ) {

    			programCache.releaseProgram( programInfo );

    		}

    	}

    	// Buffer rendering

    	function renderObjectImmediate( object, program ) {

    		object.render( function ( object ) {

    			_this.renderBufferImmediate( object, program );

    		} );

    	}

    	this.renderBufferImmediate = function ( object, program ) {

    		state.initAttributes();

    		var buffers = properties.get( object );

    		if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
    		if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
    		if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
    		if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();

    		var programAttributes = program.getAttributes();

    		if ( object.hasPositions ) {

    			_gl.bindBuffer( 34962, buffers.position );
    			_gl.bufferData( 34962, object.positionArray, 35048 );

    			state.enableAttribute( programAttributes.position );
    			_gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );

    		}

    		if ( object.hasNormals ) {

    			_gl.bindBuffer( 34962, buffers.normal );
    			_gl.bufferData( 34962, object.normalArray, 35048 );

    			state.enableAttribute( programAttributes.normal );
    			_gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );

    		}

    		if ( object.hasUvs ) {

    			_gl.bindBuffer( 34962, buffers.uv );
    			_gl.bufferData( 34962, object.uvArray, 35048 );

    			state.enableAttribute( programAttributes.uv );
    			_gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );

    		}

    		if ( object.hasColors ) {

    			_gl.bindBuffer( 34962, buffers.color );
    			_gl.bufferData( 34962, object.colorArray, 35048 );

    			state.enableAttribute( programAttributes.color );
    			_gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );

    		}

    		state.disableUnusedAttributes();

    		_gl.drawArrays( 4, 0, object.count );

    		object.count = 0;

    	};

    	var tempScene = new Scene();

    	this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {

    		if ( scene === null ) scene = tempScene; // renderBufferDirect second parameter used to be fog (could be null)

    		var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );

    		var program = setProgram( camera, scene, material, object );

    		state.setMaterial( material, frontFaceCW );

    		var updateBuffers = false;

    		if ( _currentGeometryProgram.geometry !== geometry.id ||
    			_currentGeometryProgram.program !== program.id ||
    			_currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {

    			_currentGeometryProgram.geometry = geometry.id;
    			_currentGeometryProgram.program = program.id;
    			_currentGeometryProgram.wireframe = material.wireframe === true;
    			updateBuffers = true;

    		}

    		if ( material.morphTargets || material.morphNormals ) {

    			morphtargets.update( object, geometry, material, program );

    			updateBuffers = true;

    		}

    		//

    		var index = geometry.index;
    		var position = geometry.attributes.position;

    		//

    		if ( index === null ) {

    			if ( position === undefined || position.count === 0 ) return;

    		} else if ( index.count === 0 ) {

    			return;

    		}

    		//

    		var rangeFactor = 1;

    		if ( material.wireframe === true ) {

    			index = geometries.getWireframeAttribute( geometry );
    			rangeFactor = 2;

    		}

    		var attribute;
    		var renderer = bufferRenderer;

    		if ( index !== null ) {

    			attribute = attributes.get( index );

    			renderer = indexedBufferRenderer;
    			renderer.setIndex( attribute );

    		}

    		if ( updateBuffers ) {

    			setupVertexAttributes( object, geometry, material, program );

    			if ( index !== null ) {

    				_gl.bindBuffer( 34963, attribute.buffer );

    			}

    		}

    		//

    		var dataCount = ( index !== null ) ? index.count : position.count;

    		var rangeStart = geometry.drawRange.start * rangeFactor;
    		var rangeCount = geometry.drawRange.count * rangeFactor;

    		var groupStart = group !== null ? group.start * rangeFactor : 0;
    		var groupCount = group !== null ? group.count * rangeFactor : Infinity;

    		var drawStart = Math.max( rangeStart, groupStart );
    		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;

    		var drawCount = Math.max( 0, drawEnd - drawStart + 1 );

    		if ( drawCount === 0 ) return;

    		//

    		if ( object.isMesh ) {

    			if ( material.wireframe === true ) {

    				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
    				renderer.setMode( 1 );

    			} else {

    				renderer.setMode( 4 );

    			}

    		} else if ( object.isLine ) {

    			var lineWidth = material.linewidth;

    			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material

    			state.setLineWidth( lineWidth * getTargetPixelRatio() );

    			if ( object.isLineSegments ) {

    				renderer.setMode( 1 );

    			} else if ( object.isLineLoop ) {

    				renderer.setMode( 2 );

    			} else {

    				renderer.setMode( 3 );

    			}

    		} else if ( object.isPoints ) {

    			renderer.setMode( 0 );

    		} else if ( object.isSprite ) {

    			renderer.setMode( 4 );

    		}

    		if ( object.isInstancedMesh ) {

    			renderer.renderInstances( geometry, drawStart, drawCount, object.count );

    		} else if ( geometry.isInstancedBufferGeometry ) {

    			renderer.renderInstances( geometry, drawStart, drawCount, geometry.maxInstancedCount );

    		} else {

    			renderer.render( drawStart, drawCount );

    		}

    	};

    	function setupVertexAttributes( object, geometry, material, program ) {

    		if ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {

    			if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) return;

    		}

    		state.initAttributes();

    		var geometryAttributes = geometry.attributes;

    		var programAttributes = program.getAttributes();

    		var materialDefaultAttributeValues = material.defaultAttributeValues;

    		for ( var name in programAttributes ) {

    			var programAttribute = programAttributes[ name ];

    			if ( programAttribute >= 0 ) {

    				var geometryAttribute = geometryAttributes[ name ];

    				if ( geometryAttribute !== undefined ) {

    					var normalized = geometryAttribute.normalized;
    					var size = geometryAttribute.itemSize;

    					var attribute = attributes.get( geometryAttribute );

    					// TODO Attribute may not be available on context restore

    					if ( attribute === undefined ) continue;

    					var buffer = attribute.buffer;
    					var type = attribute.type;
    					var bytesPerElement = attribute.bytesPerElement;

    					if ( geometryAttribute.isInterleavedBufferAttribute ) {

    						var data = geometryAttribute.data;
    						var stride = data.stride;
    						var offset = geometryAttribute.offset;

    						if ( data && data.isInstancedInterleavedBuffer ) {

    							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );

    							if ( geometry.maxInstancedCount === undefined ) {

    								geometry.maxInstancedCount = data.meshPerAttribute * data.count;

    							}

    						} else {

    							state.enableAttribute( programAttribute );

    						}

    						_gl.bindBuffer( 34962, buffer );
    						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );

    					} else {

    						if ( geometryAttribute.isInstancedBufferAttribute ) {

    							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );

    							if ( geometry.maxInstancedCount === undefined ) {

    								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;

    							}

    						} else {

    							state.enableAttribute( programAttribute );

    						}

    						_gl.bindBuffer( 34962, buffer );
    						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );

    					}

    				} else if ( name === 'instanceMatrix' ) {

    					var attribute = attributes.get( object.instanceMatrix );

    					// TODO Attribute may not be available on context restore

    					if ( attribute === undefined ) continue;

    					var buffer = attribute.buffer;
    					var type = attribute.type;

    					state.enableAttributeAndDivisor( programAttribute + 0, 1 );
    					state.enableAttributeAndDivisor( programAttribute + 1, 1 );
    					state.enableAttributeAndDivisor( programAttribute + 2, 1 );
    					state.enableAttributeAndDivisor( programAttribute + 3, 1 );

    					_gl.bindBuffer( 34962, buffer );

    					_gl.vertexAttribPointer( programAttribute + 0, 4, type, false, 64, 0 );
    					_gl.vertexAttribPointer( programAttribute + 1, 4, type, false, 64, 16 );
    					_gl.vertexAttribPointer( programAttribute + 2, 4, type, false, 64, 32 );
    					_gl.vertexAttribPointer( programAttribute + 3, 4, type, false, 64, 48 );

    				} else if ( materialDefaultAttributeValues !== undefined ) {

    					var value = materialDefaultAttributeValues[ name ];

    					if ( value !== undefined ) {

    						switch ( value.length ) {

    							case 2:
    								_gl.vertexAttrib2fv( programAttribute, value );
    								break;

    							case 3:
    								_gl.vertexAttrib3fv( programAttribute, value );
    								break;

    							case 4:
    								_gl.vertexAttrib4fv( programAttribute, value );
    								break;

    							default:
    								_gl.vertexAttrib1fv( programAttribute, value );

    						}

    					}

    				}

    			}

    		}

    		state.disableUnusedAttributes();

    	}

    	// Compile

    	this.compile = function ( scene, camera ) {

    		currentRenderState = renderStates.get( scene, camera );
    		currentRenderState.init();

    		scene.traverse( function ( object ) {

    			if ( object.isLight ) {

    				currentRenderState.pushLight( object );

    				if ( object.castShadow ) {

    					currentRenderState.pushShadow( object );

    				}

    			}

    		} );

    		currentRenderState.setupLights( camera );

    		var compiled = {};

    		scene.traverse( function ( object ) {

    			if ( object.material ) {

    				if ( Array.isArray( object.material ) ) {

    					for ( var i = 0; i < object.material.length; i ++ ) {

    						if ( object.material[ i ].uuid in compiled === false ) {

    							initMaterial( object.material[ i ], scene, object );
    							compiled[ object.material[ i ].uuid ] = true;

    						}

    					}

    				} else if ( object.material.uuid in compiled === false ) {

    					initMaterial( object.material, scene, object );
    					compiled[ object.material.uuid ] = true;

    				}

    			}

    		} );

    	};

    	// Animation Loop

    	var onAnimationFrameCallback = null;

    	function onAnimationFrame( time ) {

    		if ( xr.isPresenting ) return;
    		if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );

    	}

    	var animation = new WebGLAnimation();
    	animation.setAnimationLoop( onAnimationFrame );

    	if ( typeof window !== 'undefined' ) animation.setContext( window );

    	this.setAnimationLoop = function ( callback ) {

    		onAnimationFrameCallback = callback;
    		xr.setAnimationLoop( callback );

    		animation.start();

    	};

    	// Rendering

    	this.render = function ( scene, camera ) {

    		var renderTarget, forceClear;

    		if ( arguments[ 2 ] !== undefined ) {

    			console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
    			renderTarget = arguments[ 2 ];

    		}

    		if ( arguments[ 3 ] !== undefined ) {

    			console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
    			forceClear = arguments[ 3 ];

    		}

    		if ( ! ( camera && camera.isCamera ) ) {

    			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
    			return;

    		}

    		if ( _isContextLost ) return;

    		// reset caching for this frame

    		_currentGeometryProgram.geometry = null;
    		_currentGeometryProgram.program = null;
    		_currentGeometryProgram.wireframe = false;
    		_currentMaterialId = - 1;
    		_currentCamera = null;

    		// update scene graph

    		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();

    		// update camera matrices and frustum

    		if ( camera.parent === null ) camera.updateMatrixWorld();

    		if ( xr.enabled && xr.isPresenting ) {

    			camera = xr.getCamera( camera );

    		}

    		//

    		currentRenderState = renderStates.get( scene, camera );
    		currentRenderState.init();

    		scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );

    		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
    		_frustum.setFromProjectionMatrix( _projScreenMatrix );

    		_localClippingEnabled = this.localClippingEnabled;
    		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );

    		currentRenderList = renderLists.get( scene, camera );
    		currentRenderList.init();

    		projectObject( scene, camera, 0, _this.sortObjects );

    		currentRenderList.finish();

    		if ( _this.sortObjects === true ) {

    			currentRenderList.sort( _opaqueSort, _transparentSort );

    		}

    		//

    		if ( _clippingEnabled ) _clipping.beginShadows();

    		var shadowsArray = currentRenderState.state.shadowsArray;

    		shadowMap.render( shadowsArray, scene, camera );

    		currentRenderState.setupLights( camera );

    		if ( _clippingEnabled ) _clipping.endShadows();

    		//

    		if ( this.info.autoReset ) this.info.reset();

    		if ( renderTarget !== undefined ) {

    			this.setRenderTarget( renderTarget );

    		}

    		//

    		background.render( currentRenderList, scene, camera, forceClear );

    		// render scene

    		var opaqueObjects = currentRenderList.opaque;
    		var transparentObjects = currentRenderList.transparent;

    		if ( scene.overrideMaterial ) {

    			var overrideMaterial = scene.overrideMaterial;

    			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
    			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );

    		} else {

    			// opaque pass (front-to-back order)

    			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );

    			// transparent pass (back-to-front order)

    			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );

    		}

    		//

    		scene.onAfterRender( _this, scene, camera );

    		//

    		if ( _currentRenderTarget !== null ) {

    			// Generate mipmap if we're using any kind of mipmap filtering

    			textures.updateRenderTargetMipmap( _currentRenderTarget );

    			// resolve multisample renderbuffers to a single-sample texture if necessary

    			textures.updateMultisampleRenderTarget( _currentRenderTarget );

    		}

    		// Ensure depth buffer writing is enabled so it can be cleared on next render

    		state.buffers.depth.setTest( true );
    		state.buffers.depth.setMask( true );
    		state.buffers.color.setMask( true );

    		state.setPolygonOffset( false );

    		// _gl.finish();

    		currentRenderList = null;
    		currentRenderState = null;

    	};

    	function projectObject( object, camera, groupOrder, sortObjects ) {

    		if ( object.visible === false ) return;

    		var visible = object.layers.test( camera.layers );

    		if ( visible ) {

    			if ( object.isGroup ) {

    				groupOrder = object.renderOrder;

    			} else if ( object.isLOD ) {

    				if ( object.autoUpdate === true ) object.update( camera );

    			} else if ( object.isLight ) {

    				currentRenderState.pushLight( object );

    				if ( object.castShadow ) {

    					currentRenderState.pushShadow( object );

    				}

    			} else if ( object.isSprite ) {

    				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {

    					if ( sortObjects ) {

    						_vector3.setFromMatrixPosition( object.matrixWorld )
    							.applyMatrix4( _projScreenMatrix );

    					}

    					var geometry = objects.update( object );
    					var material = object.material;

    					if ( material.visible ) {

    						currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );

    					}

    				}

    			} else if ( object.isImmediateRenderObject ) {

    				if ( sortObjects ) {

    					_vector3.setFromMatrixPosition( object.matrixWorld )
    						.applyMatrix4( _projScreenMatrix );

    				}

    				currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );

    			} else if ( object.isMesh || object.isLine || object.isPoints ) {

    				if ( object.isSkinnedMesh ) {

    					// update skeleton only once in a frame

    					if ( object.skeleton.frame !== info.render.frame ) {

    						object.skeleton.update();
    						object.skeleton.frame = info.render.frame;

    					}

    				}

    				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {

    					if ( sortObjects ) {

    						_vector3.setFromMatrixPosition( object.matrixWorld )
    							.applyMatrix4( _projScreenMatrix );

    					}

    					var geometry = objects.update( object );
    					var material = object.material;

    					if ( Array.isArray( material ) ) {

    						var groups = geometry.groups;

    						for ( var i = 0, l = groups.length; i < l; i ++ ) {

    							var group = groups[ i ];
    							var groupMaterial = material[ group.materialIndex ];

    							if ( groupMaterial && groupMaterial.visible ) {

    								currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );

    							}

    						}

    					} else if ( material.visible ) {

    						currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );

    					}

    				}

    			}

    		}

    		var children = object.children;

    		for ( var i = 0, l = children.length; i < l; i ++ ) {

    			projectObject( children[ i ], camera, groupOrder, sortObjects );

    		}

    	}

    	function renderObjects( renderList, scene, camera, overrideMaterial ) {

    		for ( var i = 0, l = renderList.length; i < l; i ++ ) {

    			var renderItem = renderList[ i ];

    			var object = renderItem.object;
    			var geometry = renderItem.geometry;
    			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
    			var group = renderItem.group;

    			if ( camera.isArrayCamera ) {

    				_currentArrayCamera = camera;

    				var cameras = camera.cameras;

    				for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {

    					var camera2 = cameras[ j ];

    					if ( object.layers.test( camera2.layers ) ) {

    						state.viewport( _currentViewport.copy( camera2.viewport ) );

    						currentRenderState.setupLights( camera2 );

    						renderObject( object, scene, camera2, geometry, material, group );

    					}

    				}

    			} else {

    				_currentArrayCamera = null;

    				renderObject( object, scene, camera, geometry, material, group );

    			}

    		}

    	}

    	function renderObject( object, scene, camera, geometry, material, group ) {

    		object.onBeforeRender( _this, scene, camera, geometry, material, group );
    		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );

    		object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
    		object.normalMatrix.getNormalMatrix( object.modelViewMatrix );

    		if ( object.isImmediateRenderObject ) {

    			var program = setProgram( camera, scene, material, object );

    			state.setMaterial( material );

    			_currentGeometryProgram.geometry = null;
    			_currentGeometryProgram.program = null;
    			_currentGeometryProgram.wireframe = false;

    			renderObjectImmediate( object, program );

    		} else {

    			_this.renderBufferDirect( camera, scene, geometry, material, object, group );

    		}

    		object.onAfterRender( _this, scene, camera, geometry, material, group );
    		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );

    	}

    	function initMaterial( material, scene, object ) {

    		var materialProperties = properties.get( material );

    		var lights = currentRenderState.state.lights;
    		var shadowsArray = currentRenderState.state.shadowsArray;

    		var lightsStateVersion = lights.state.version;

    		var parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, _clipping.numPlanes, _clipping.numIntersection, object );
    		var programCacheKey = programCache.getProgramCacheKey( parameters );

    		var program = materialProperties.program;
    		var programChange = true;

    		if ( program === undefined ) {

    			// new material
    			material.addEventListener( 'dispose', onMaterialDispose );

    		} else if ( program.cacheKey !== programCacheKey ) {

    			// changed glsl or parameters
    			releaseMaterialProgramReference( material );

    		} else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {

    			materialProperties.lightsStateVersion = lightsStateVersion;

    			programChange = false;

    		} else if ( parameters.shaderID !== undefined ) {

    			// same glsl and uniform list
    			return;

    		} else {

    			// only rebuild uniform list
    			programChange = false;

    		}

    		if ( programChange ) {

    			program = programCache.acquireProgram( parameters, programCacheKey );

    			materialProperties.program = program;
    			materialProperties.uniforms = parameters.uniforms;
    			materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
    			materialProperties.outputEncoding = _this.outputEncoding;
    			material.program = program;

    		}

    		var programAttributes = program.getAttributes();

    		if ( material.morphTargets ) {

    			material.numSupportedMorphTargets = 0;

    			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {

    				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {

    					material.numSupportedMorphTargets ++;

    				}

    			}

    		}

    		if ( material.morphNormals ) {

    			material.numSupportedMorphNormals = 0;

    			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {

    				if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {

    					material.numSupportedMorphNormals ++;

    				}

    			}

    		}

    		var uniforms = materialProperties.uniforms;

    		if ( ! material.isShaderMaterial &&
    			! material.isRawShaderMaterial ||
    			material.clipping === true ) {

    			materialProperties.numClippingPlanes = _clipping.numPlanes;
    			materialProperties.numIntersection = _clipping.numIntersection;
    			uniforms.clippingPlanes = _clipping.uniform;

    		}

    		materialProperties.fog = scene.fog;

    		// store the light setup it was created for

    		materialProperties.needsLights = materialNeedsLights( material );
    		materialProperties.lightsStateVersion = lightsStateVersion;

    		if ( materialProperties.needsLights ) {

    			// wire up the material to this renderer's lighting state

    			uniforms.ambientLightColor.value = lights.state.ambient;
    			uniforms.lightProbe.value = lights.state.probe;
    			uniforms.directionalLights.value = lights.state.directional;
    			uniforms.directionalLightShadows.value = lights.state.directionalShadow;
    			uniforms.spotLights.value = lights.state.spot;
    			uniforms.spotLightShadows.value = lights.state.spotShadow;
    			uniforms.rectAreaLights.value = lights.state.rectArea;
    			uniforms.pointLights.value = lights.state.point;
    			uniforms.pointLightShadows.value = lights.state.pointShadow;
    			uniforms.hemisphereLights.value = lights.state.hemi;

    			uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
    			uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
    			uniforms.spotShadowMap.value = lights.state.spotShadowMap;
    			uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
    			uniforms.pointShadowMap.value = lights.state.pointShadowMap;
    			uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
    			// TODO (abelnation): add area lights shadow info to uniforms

    		}

    		var progUniforms = materialProperties.program.getUniforms(),
    			uniformsList =
    				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );

    		materialProperties.uniformsList = uniformsList;

    	}

    	function setProgram( camera, scene, material, object ) {

    		textures.resetTextureUnits();

    		var fog = scene.fog;
    		var environment = material.isMeshStandardMaterial ? scene.environment : null;

    		var materialProperties = properties.get( material );
    		var lights = currentRenderState.state.lights;

    		if ( _clippingEnabled ) {

    			if ( _localClippingEnabled || camera !== _currentCamera ) {

    				var useCache =
    					camera === _currentCamera &&
    					material.id === _currentMaterialId;

    				// we might want to call this function with some ClippingGroup
    				// object instead of the material, once it becomes feasible
    				// (#8465, #8379)
    				_clipping.setState(
    					material.clippingPlanes, material.clipIntersection, material.clipShadows,
    					camera, materialProperties, useCache );

    			}

    		}

    		if ( material.version === materialProperties.__version ) {

    			if ( materialProperties.program === undefined ) {

    				initMaterial( material, scene, object );

    			} else if ( material.fog && materialProperties.fog !== fog ) {

    				initMaterial( material, scene, object );

    			} else if ( materialProperties.environment !== environment ) {

    				initMaterial( material, scene, object );

    			} else if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {

    				initMaterial( material, scene, object );

    			} else if ( materialProperties.numClippingPlanes !== undefined &&
    				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
    				materialProperties.numIntersection !== _clipping.numIntersection ) ) {

    				initMaterial( material, scene, object );

    			} else if ( materialProperties.outputEncoding !== _this.outputEncoding ) {

    				initMaterial( material, scene, object );

    			}

    		} else {

    			initMaterial( material, scene, object );
    			materialProperties.__version = material.version;

    		}

    		var refreshProgram = false;
    		var refreshMaterial = false;
    		var refreshLights = false;

    		var program = materialProperties.program,
    			p_uniforms = program.getUniforms(),
    			m_uniforms = materialProperties.uniforms;

    		if ( state.useProgram( program.program ) ) {

    			refreshProgram = true;
    			refreshMaterial = true;
    			refreshLights = true;

    		}

    		if ( material.id !== _currentMaterialId ) {

    			_currentMaterialId = material.id;

    			refreshMaterial = true;

    		}

    		if ( refreshProgram || _currentCamera !== camera ) {

    			p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );

    			if ( capabilities.logarithmicDepthBuffer ) {

    				p_uniforms.setValue( _gl, 'logDepthBufFC',
    					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );

    			}

    			if ( _currentCamera !== camera ) {

    				_currentCamera = camera;

    				// lighting uniforms depend on the camera so enforce an update
    				// now, in case this material supports lights - or later, when
    				// the next material that does gets activated:

    				refreshMaterial = true;		// set to true on material change
    				refreshLights = true;		// remains set until update done

    			}

    			// load material specific uniforms
    			// (shader material also gets them for the sake of genericity)

    			if ( material.isShaderMaterial ||
    				material.isMeshPhongMaterial ||
    				material.isMeshToonMaterial ||
    				material.isMeshStandardMaterial ||
    				material.envMap ) {

    				var uCamPos = p_uniforms.map.cameraPosition;

    				if ( uCamPos !== undefined ) {

    					uCamPos.setValue( _gl,
    						_vector3.setFromMatrixPosition( camera.matrixWorld ) );

    				}

    			}

    			if ( material.isMeshPhongMaterial ||
    				material.isMeshToonMaterial ||
    				material.isMeshLambertMaterial ||
    				material.isMeshBasicMaterial ||
    				material.isMeshStandardMaterial ||
    				material.isShaderMaterial ) {

    				p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );

    			}

    			if ( material.isMeshPhongMaterial ||
    				material.isMeshToonMaterial ||
    				material.isMeshLambertMaterial ||
    				material.isMeshBasicMaterial ||
    				material.isMeshStandardMaterial ||
    				material.isShaderMaterial ||
    				material.skinning ) {

    				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );

    			}

    		}

    		// skinning uniforms must be set even if material didn't change
    		// auto-setting of texture unit for bone texture must go before other textures
    		// otherwise textures used for skinning can take over texture units reserved for other material textures

    		if ( material.skinning ) {

    			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
    			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );

    			var skeleton = object.skeleton;

    			if ( skeleton ) {

    				var bones = skeleton.bones;

    				if ( capabilities.floatVertexTextures ) {

    					if ( skeleton.boneTexture === undefined ) {

    						// layout (1 matrix = 4 pixels)
    						//      RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
    						//  with  8x8  pixel texture max   16 bones * 4 pixels =  (8 * 8)
    						//       16x16 pixel texture max   64 bones * 4 pixels = (16 * 16)
    						//       32x32 pixel texture max  256 bones * 4 pixels = (32 * 32)
    						//       64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)


    						var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
    						size = MathUtils.ceilPowerOfTwo( size );
    						size = Math.max( size, 4 );

    						var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
    						boneMatrices.set( skeleton.boneMatrices ); // copy current values

    						var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );

    						skeleton.boneMatrices = boneMatrices;
    						skeleton.boneTexture = boneTexture;
    						skeleton.boneTextureSize = size;

    					}

    					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
    					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );

    				} else {

    					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );

    				}

    			}

    		}

    		if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {

    			materialProperties.receiveShadow = object.receiveShadow;
    			p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );

    		}

    		if ( refreshMaterial ) {

    			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
    			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );

    			if ( materialProperties.needsLights ) {

    				// the current material requires lighting info

    				// note: all lighting uniforms are always set correctly
    				// they simply reference the renderer's state for their
    				// values
    				//
    				// use the current material's .needsUpdate flags to set
    				// the GL state when required

    				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );

    			}

    			// refresh uniforms common to several materials

    			if ( fog && material.fog ) {

    				refreshUniformsFog( m_uniforms, fog );

    			}

    			if ( material.isMeshBasicMaterial ) {

    				refreshUniformsCommon( m_uniforms, material );

    			} else if ( material.isMeshLambertMaterial ) {

    				refreshUniformsCommon( m_uniforms, material );
    				refreshUniformsLambert( m_uniforms, material );

    			} else if ( material.isMeshToonMaterial ) {

    				refreshUniformsCommon( m_uniforms, material );
    				refreshUniformsToon( m_uniforms, material );

    			} else if ( material.isMeshPhongMaterial ) {

    				refreshUniformsCommon( m_uniforms, material );
    				refreshUniformsPhong( m_uniforms, material );

    			} else if ( material.isMeshStandardMaterial ) {

    				refreshUniformsCommon( m_uniforms, material, environment );

    				if ( material.isMeshPhysicalMaterial ) {

    					refreshUniformsPhysical( m_uniforms, material, environment );

    				} else {

    					refreshUniformsStandard( m_uniforms, material, environment );

    				}

    			} else if ( material.isMeshMatcapMaterial ) {

    				refreshUniformsCommon( m_uniforms, material );
    				refreshUniformsMatcap( m_uniforms, material );

    			} else if ( material.isMeshDepthMaterial ) {

    				refreshUniformsCommon( m_uniforms, material );
    				refreshUniformsDepth( m_uniforms, material );

    			} else if ( material.isMeshDistanceMaterial ) {

    				refreshUniformsCommon( m_uniforms, material );
    				refreshUniformsDistance( m_uniforms, material );

    			} else if ( material.isMeshNormalMaterial ) {

    				refreshUniformsCommon( m_uniforms, material );
    				refreshUniformsNormal( m_uniforms, material );

    			} else if ( material.isLineBasicMaterial ) {

    				refreshUniformsLine( m_uniforms, material );

    				if ( material.isLineDashedMaterial ) {

    					refreshUniformsDash( m_uniforms, material );

    				}

    			} else if ( material.isPointsMaterial ) {

    				refreshUniformsPoints( m_uniforms, material );

    			} else if ( material.isSpriteMaterial ) {

    				refreshUniformsSprites( m_uniforms, material );

    			} else if ( material.isShadowMaterial ) {

    				m_uniforms.color.value.copy( material.color );
    				m_uniforms.opacity.value = material.opacity;

    			}

    			// RectAreaLight Texture
    			// TODO (mrdoob): Find a nicer implementation

    			if ( m_uniforms.ltc_1 !== undefined ) m_uniforms.ltc_1.value = UniformsLib.LTC_1;
    			if ( m_uniforms.ltc_2 !== undefined ) m_uniforms.ltc_2.value = UniformsLib.LTC_2;

    			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );

    			if ( material.isShaderMaterial ) {

    				material.uniformsNeedUpdate = false; // #15581

    			}

    		}

    		if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {

    			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
    			material.uniformsNeedUpdate = false;

    		}

    		if ( material.isSpriteMaterial ) {

    			p_uniforms.setValue( _gl, 'center', object.center );

    		}

    		// common matrices

    		p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
    		p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
    		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );

    		return program;

    	}

    	// Uniforms (refresh uniforms objects)

    	function refreshUniformsCommon( uniforms, material, environment ) {

    		uniforms.opacity.value = material.opacity;

    		if ( material.color ) {

    			uniforms.diffuse.value.copy( material.color );

    		}

    		if ( material.emissive ) {

    			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );

    		}

    		if ( material.map ) {

    			uniforms.map.value = material.map;

    		}

    		if ( material.alphaMap ) {

    			uniforms.alphaMap.value = material.alphaMap;

    		}

    		if ( material.specularMap ) {

    			uniforms.specularMap.value = material.specularMap;

    		}

    		var envMap = material.envMap || environment;

    		if ( envMap ) {

    			uniforms.envMap.value = envMap;

    			uniforms.flipEnvMap.value = envMap.isCubeTexture ? - 1 : 1;

    			uniforms.reflectivity.value = material.reflectivity;
    			uniforms.refractionRatio.value = material.refractionRatio;

    			uniforms.maxMipLevel.value = properties.get( envMap ).__maxMipLevel;

    		}

    		if ( material.lightMap ) {

    			uniforms.lightMap.value = material.lightMap;
    			uniforms.lightMapIntensity.value = material.lightMapIntensity;

    		}

    		if ( material.aoMap ) {

    			uniforms.aoMap.value = material.aoMap;
    			uniforms.aoMapIntensity.value = material.aoMapIntensity;

    		}

    		// uv repeat and offset setting priorities
    		// 1. color map
    		// 2. specular map
    		// 3. normal map
    		// 4. bump map
    		// 5. alpha map
    		// 6. emissive map

    		var uvScaleMap;

    		if ( material.map ) {

    			uvScaleMap = material.map;

    		} else if ( material.specularMap ) {

    			uvScaleMap = material.specularMap;

    		} else if ( material.displacementMap ) {

    			uvScaleMap = material.displacementMap;

    		} else if ( material.normalMap ) {

    			uvScaleMap = material.normalMap;

    		} else if ( material.bumpMap ) {

    			uvScaleMap = material.bumpMap;

    		} else if ( material.roughnessMap ) {

    			uvScaleMap = material.roughnessMap;

    		} else if ( material.metalnessMap ) {

    			uvScaleMap = material.metalnessMap;

    		} else if ( material.alphaMap ) {

    			uvScaleMap = material.alphaMap;

    		} else if ( material.emissiveMap ) {

    			uvScaleMap = material.emissiveMap;

    		}

    		if ( uvScaleMap !== undefined ) {

    			// backwards compatibility
    			if ( uvScaleMap.isWebGLRenderTarget ) {

    				uvScaleMap = uvScaleMap.texture;

    			}

    			if ( uvScaleMap.matrixAutoUpdate === true ) {

    				uvScaleMap.updateMatrix();

    			}

    			uniforms.uvTransform.value.copy( uvScaleMap.matrix );

    		}

    		// uv repeat and offset setting priorities for uv2
    		// 1. ao map
    		// 2. light map

    		var uv2ScaleMap;

    		if ( material.aoMap ) {

    			uv2ScaleMap = material.aoMap;

    		} else if ( material.lightMap ) {

    			uv2ScaleMap = material.lightMap;

    		}

    		if ( uv2ScaleMap !== undefined ) {

    			// backwards compatibility
    			if ( uv2ScaleMap.isWebGLRenderTarget ) {

    				uv2ScaleMap = uv2ScaleMap.texture;

    			}

    			if ( uv2ScaleMap.matrixAutoUpdate === true ) {

    				uv2ScaleMap.updateMatrix();

    			}

    			uniforms.uv2Transform.value.copy( uv2ScaleMap.matrix );

    		}

    	}

    	function refreshUniformsLine( uniforms, material ) {

    		uniforms.diffuse.value.copy( material.color );
    		uniforms.opacity.value = material.opacity;

    	}

    	function refreshUniformsDash( uniforms, material ) {

    		uniforms.dashSize.value = material.dashSize;
    		uniforms.totalSize.value = material.dashSize + material.gapSize;
    		uniforms.scale.value = material.scale;

    	}

    	function refreshUniformsPoints( uniforms, material ) {

    		uniforms.diffuse.value.copy( material.color );
    		uniforms.opacity.value = material.opacity;
    		uniforms.size.value = material.size * _pixelRatio;
    		uniforms.scale.value = _height * 0.5;

    		if ( material.map ) {

    			uniforms.map.value = material.map;

    		}

    		if ( material.alphaMap ) {

    			uniforms.alphaMap.value = material.alphaMap;

    		}

    		// uv repeat and offset setting priorities
    		// 1. color map
    		// 2. alpha map

    		var uvScaleMap;

    		if ( material.map ) {

    			uvScaleMap = material.map;

    		} else if ( material.alphaMap ) {

    			uvScaleMap = material.alphaMap;

    		}

    		if ( uvScaleMap !== undefined ) {

    			if ( uvScaleMap.matrixAutoUpdate === true ) {

    				uvScaleMap.updateMatrix();

    			}

    			uniforms.uvTransform.value.copy( uvScaleMap.matrix );

    		}

    	}

    	function refreshUniformsSprites( uniforms, material ) {

    		uniforms.diffuse.value.copy( material.color );
    		uniforms.opacity.value = material.opacity;
    		uniforms.rotation.value = material.rotation;

    		if ( material.map ) {

    			uniforms.map.value = material.map;

    		}

    		if ( material.alphaMap ) {

    			uniforms.alphaMap.value = material.alphaMap;

    		}

    		// uv repeat and offset setting priorities
    		// 1. color map
    		// 2. alpha map

    		var uvScaleMap;

    		if ( material.map ) {

    			uvScaleMap = material.map;

    		} else if ( material.alphaMap ) {

    			uvScaleMap = material.alphaMap;

    		}

    		if ( uvScaleMap !== undefined ) {

    			if ( uvScaleMap.matrixAutoUpdate === true ) {

    				uvScaleMap.updateMatrix();

    			}

    			uniforms.uvTransform.value.copy( uvScaleMap.matrix );

    		}

    	}

    	function refreshUniformsFog( uniforms, fog ) {

    		uniforms.fogColor.value.copy( fog.color );

    		if ( fog.isFog ) {

    			uniforms.fogNear.value = fog.near;
    			uniforms.fogFar.value = fog.far;

    		} else if ( fog.isFogExp2 ) {

    			uniforms.fogDensity.value = fog.density;

    		}

    	}

    	function refreshUniformsLambert( uniforms, material ) {

    		if ( material.emissiveMap ) {

    			uniforms.emissiveMap.value = material.emissiveMap;

    		}

    	}

    	function refreshUniformsPhong( uniforms, material ) {

    		uniforms.specular.value.copy( material.specular );
    		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )

    		if ( material.emissiveMap ) {

    			uniforms.emissiveMap.value = material.emissiveMap;

    		}

    		if ( material.bumpMap ) {

    			uniforms.bumpMap.value = material.bumpMap;
    			uniforms.bumpScale.value = material.bumpScale;
    			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;

    		}

    		if ( material.normalMap ) {

    			uniforms.normalMap.value = material.normalMap;
    			uniforms.normalScale.value.copy( material.normalScale );
    			if ( material.side === BackSide ) uniforms.normalScale.value.negate();

    		}

    		if ( material.displacementMap ) {

    			uniforms.displacementMap.value = material.displacementMap;
    			uniforms.displacementScale.value = material.displacementScale;
    			uniforms.displacementBias.value = material.displacementBias;

    		}

    	}

    	function refreshUniformsToon( uniforms, material ) {

    		uniforms.specular.value.copy( material.specular );
    		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )

    		if ( material.gradientMap ) {

    			uniforms.gradientMap.value = material.gradientMap;

    		}

    		if ( material.emissiveMap ) {

    			uniforms.emissiveMap.value = material.emissiveMap;

    		}

    		if ( material.bumpMap ) {

    			uniforms.bumpMap.value = material.bumpMap;
    			uniforms.bumpScale.value = material.bumpScale;
    			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;

    		}

    		if ( material.normalMap ) {

    			uniforms.normalMap.value = material.normalMap;
    			uniforms.normalScale.value.copy( material.normalScale );
    			if ( material.side === BackSide ) uniforms.normalScale.value.negate();

    		}

    		if ( material.displacementMap ) {

    			uniforms.displacementMap.value = material.displacementMap;
    			uniforms.displacementScale.value = material.displacementScale;
    			uniforms.displacementBias.value = material.displacementBias;

    		}

    	}

    	function refreshUniformsStandard( uniforms, material, environment ) {

    		uniforms.roughness.value = material.roughness;
    		uniforms.metalness.value = material.metalness;

    		if ( material.roughnessMap ) {

    			uniforms.roughnessMap.value = material.roughnessMap;

    		}

    		if ( material.metalnessMap ) {

    			uniforms.metalnessMap.value = material.metalnessMap;

    		}

    		if ( material.emissiveMap ) {

    			uniforms.emissiveMap.value = material.emissiveMap;

    		}

    		if ( material.bumpMap ) {

    			uniforms.bumpMap.value = material.bumpMap;
    			uniforms.bumpScale.value = material.bumpScale;
    			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;

    		}

    		if ( material.normalMap ) {

    			uniforms.normalMap.value = material.normalMap;
    			uniforms.normalScale.value.copy( material.normalScale );
    			if ( material.side === BackSide ) uniforms.normalScale.value.negate();

    		}

    		if ( material.displacementMap ) {

    			uniforms.displacementMap.value = material.displacementMap;
    			uniforms.displacementScale.value = material.displacementScale;
    			uniforms.displacementBias.value = material.displacementBias;

    		}

    		if ( material.envMap || environment ) {

    			//uniforms.envMap.value = material.envMap; // part of uniforms common
    			uniforms.envMapIntensity.value = material.envMapIntensity;

    		}

    	}

    	function refreshUniformsPhysical( uniforms, material, environment ) {

    		refreshUniformsStandard( uniforms, material, environment );

    		uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common

    		uniforms.clearcoat.value = material.clearcoat;
    		uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
    		if ( material.sheen ) uniforms.sheen.value.copy( material.sheen );

    		if ( material.clearcoatMap ) {

    			uniforms.clearcoatMap.value = material.clearcoatMap;

    		}

    		if ( material.clearcoatRoughnessMap ) {

    			uniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;

    		}

    		if ( material.clearcoatNormalMap ) {

    			uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );
    			uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;

    			if ( material.side === BackSide ) {

    				uniforms.clearcoatNormalScale.value.negate();

    			}

    		}

    		uniforms.transparency.value = material.transparency;

    	}

    	function refreshUniformsMatcap( uniforms, material ) {

    		if ( material.matcap ) {

    			uniforms.matcap.value = material.matcap;

    		}

    		if ( material.bumpMap ) {

    			uniforms.bumpMap.value = material.bumpMap;
    			uniforms.bumpScale.value = material.bumpScale;
    			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;

    		}

    		if ( material.normalMap ) {

    			uniforms.normalMap.value = material.normalMap;
    			uniforms.normalScale.value.copy( material.normalScale );
    			if ( material.side === BackSide ) uniforms.normalScale.value.negate();

    		}

    		if ( material.displacementMap ) {

    			uniforms.displacementMap.value = material.displacementMap;
    			uniforms.displacementScale.value = material.displacementScale;
    			uniforms.displacementBias.value = material.displacementBias;

    		}

    	}

    	function refreshUniformsDepth( uniforms, material ) {

    		if ( material.displacementMap ) {

    			uniforms.displacementMap.value = material.displacementMap;
    			uniforms.displacementScale.value = material.displacementScale;
    			uniforms.displacementBias.value = material.displacementBias;

    		}

    	}

    	function refreshUniformsDistance( uniforms, material ) {

    		if ( material.displacementMap ) {

    			uniforms.displacementMap.value = material.displacementMap;
    			uniforms.displacementScale.value = material.displacementScale;
    			uniforms.displacementBias.value = material.displacementBias;

    		}

    		uniforms.referencePosition.value.copy( material.referencePosition );
    		uniforms.nearDistance.value = material.nearDistance;
    		uniforms.farDistance.value = material.farDistance;

    	}

    	function refreshUniformsNormal( uniforms, material ) {

    		if ( material.bumpMap ) {

    			uniforms.bumpMap.value = material.bumpMap;
    			uniforms.bumpScale.value = material.bumpScale;
    			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;

    		}

    		if ( material.normalMap ) {

    			uniforms.normalMap.value = material.normalMap;
    			uniforms.normalScale.value.copy( material.normalScale );
    			if ( material.side === BackSide ) uniforms.normalScale.value.negate();

    		}

    		if ( material.displacementMap ) {

    			uniforms.displacementMap.value = material.displacementMap;
    			uniforms.displacementScale.value = material.displacementScale;
    			uniforms.displacementBias.value = material.displacementBias;

    		}

    	}

    	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

    	function markUniformsLightsNeedsUpdate( uniforms, value ) {

    		uniforms.ambientLightColor.needsUpdate = value;
    		uniforms.lightProbe.needsUpdate = value;

    		uniforms.directionalLights.needsUpdate = value;
    		uniforms.directionalLightShadows.needsUpdate = value;
    		uniforms.pointLights.needsUpdate = value;
    		uniforms.pointLightShadows.needsUpdate = value;
    		uniforms.spotLights.needsUpdate = value;
    		uniforms.spotLightShadows.needsUpdate = value;
    		uniforms.rectAreaLights.needsUpdate = value;
    		uniforms.hemisphereLights.needsUpdate = value;

    	}

    	function materialNeedsLights( material ) {

    		return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
    			material.isMeshStandardMaterial || material.isShadowMaterial ||
    			( material.isShaderMaterial && material.lights === true );

    	}

    	//
    	this.setFramebuffer = function ( value ) {

    		if ( _framebuffer !== value && _currentRenderTarget === null ) _gl.bindFramebuffer( 36160, value );

    		_framebuffer = value;

    	};

    	this.getActiveCubeFace = function () {

    		return _currentActiveCubeFace;

    	};

    	this.getActiveMipmapLevel = function () {

    		return _currentActiveMipmapLevel;

    	};

    	this.getRenderTarget = function () {

    		return _currentRenderTarget;

    	};

    	this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) {

    		_currentRenderTarget = renderTarget;
    		_currentActiveCubeFace = activeCubeFace;
    		_currentActiveMipmapLevel = activeMipmapLevel;

    		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {

    			textures.setupRenderTarget( renderTarget );

    		}

    		var framebuffer = _framebuffer;
    		var isCube = false;

    		if ( renderTarget ) {

    			var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;

    			if ( renderTarget.isWebGLCubeRenderTarget ) {

    				framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
    				isCube = true;

    			} else if ( renderTarget.isWebGLMultisampleRenderTarget ) {

    				framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;

    			} else {

    				framebuffer = __webglFramebuffer;

    			}

    			_currentViewport.copy( renderTarget.viewport );
    			_currentScissor.copy( renderTarget.scissor );
    			_currentScissorTest = renderTarget.scissorTest;

    		} else {

    			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
    			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
    			_currentScissorTest = _scissorTest;

    		}

    		if ( _currentFramebuffer !== framebuffer ) {

    			_gl.bindFramebuffer( 36160, framebuffer );
    			_currentFramebuffer = framebuffer;

    		}

    		state.viewport( _currentViewport );
    		state.scissor( _currentScissor );
    		state.setScissorTest( _currentScissorTest );

    		if ( isCube ) {

    			var textureProperties = properties.get( renderTarget.texture );
    			_gl.framebufferTexture2D( 36160, 36064, 34069 + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipmapLevel || 0 );

    		}

    	};

    	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {

    		if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {

    			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
    			return;

    		}

    		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;

    		if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {

    			framebuffer = framebuffer[ activeCubeFaceIndex ];

    		}

    		if ( framebuffer ) {

    			var restore = false;

    			if ( framebuffer !== _currentFramebuffer ) {

    				_gl.bindFramebuffer( 36160, framebuffer );

    				restore = true;

    			}

    			try {

    				var texture = renderTarget.texture;
    				var textureFormat = texture.format;
    				var textureType = texture.type;

    				if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {

    					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
    					return;

    				}

    				if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)
    					! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
    					! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {

    					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
    					return;

    				}

    				if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {

    					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

    					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {

    						_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );

    					}

    				} else {

    					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

    				}

    			} finally {

    				if ( restore ) {

    					_gl.bindFramebuffer( 36160, _currentFramebuffer );

    				}

    			}

    		}

    	};

    	this.copyFramebufferToTexture = function ( position, texture, level ) {

    		if ( level === undefined ) level = 0;

    		var levelScale = Math.pow( 2, - level );
    		var width = Math.floor( texture.image.width * levelScale );
    		var height = Math.floor( texture.image.height * levelScale );
    		var glFormat = utils.convert( texture.format );

    		textures.setTexture2D( texture, 0 );

    		_gl.copyTexImage2D( 3553, level, glFormat, position.x, position.y, width, height, 0 );

    		state.unbindTexture();

    	};

    	this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {

    		var width = srcTexture.image.width;
    		var height = srcTexture.image.height;
    		var glFormat = utils.convert( dstTexture.format );
    		var glType = utils.convert( dstTexture.type );

    		textures.setTexture2D( dstTexture, 0 );

    		if ( srcTexture.isDataTexture ) {

    			_gl.texSubImage2D( 3553, level || 0, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );

    		} else {

    			_gl.texSubImage2D( 3553, level || 0, position.x, position.y, glFormat, glType, srcTexture.image );

    		}

    		state.unbindTexture();

    	};

    	this.initTexture = function ( texture ) {

    		textures.setTexture2D( texture, 0 );

    		state.unbindTexture();

    	};

    	if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {

    		__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef

    	}

    }

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author alteredq / http://alteredqualia.com/
     */

    function FogExp2( color, density ) {

    	this.name = '';

    	this.color = new Color( color );
    	this.density = ( density !== undefined ) ? density : 0.00025;

    }

    Object.assign( FogExp2.prototype, {

    	isFogExp2: true,

    	clone: function () {

    		return new FogExp2( this.color, this.density );

    	},

    	toJSON: function ( /* meta */ ) {

    		return {
    			type: 'FogExp2',
    			color: this.color.getHex(),
    			density: this.density
    		};

    	}

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author alteredq / http://alteredqualia.com/
     */

    function Fog( color, near, far ) {

    	this.name = '';

    	this.color = new Color( color );

    	this.near = ( near !== undefined ) ? near : 1;
    	this.far = ( far !== undefined ) ? far : 1000;

    }

    Object.assign( Fog.prototype, {

    	isFog: true,

    	clone: function () {

    		return new Fog( this.color, this.near, this.far );

    	},

    	toJSON: function ( /* meta */ ) {

    		return {
    			type: 'Fog',
    			color: this.color.getHex(),
    			near: this.near,
    			far: this.far
    		};

    	}

    } );

    /**
     * @author benaadams / https://twitter.com/ben_a_adams
     */

    function InterleavedBuffer( array, stride ) {

    	this.array = array;
    	this.stride = stride;
    	this.count = array !== undefined ? array.length / stride : 0;

    	this.usage = StaticDrawUsage;
    	this.updateRange = { offset: 0, count: - 1 };

    	this.version = 0;

    }

    Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {

    	set: function ( value ) {

    		if ( value === true ) this.version ++;

    	}

    } );

    Object.assign( InterleavedBuffer.prototype, {

    	isInterleavedBuffer: true,

    	onUploadCallback: function () {},

    	setUsage: function ( value ) {

    		this.usage = value;

    		return this;

    	},

    	copy: function ( source ) {

    		this.array = new source.array.constructor( source.array );
    		this.count = source.count;
    		this.stride = source.stride;
    		this.usage = source.usage;

    		return this;

    	},

    	copyAt: function ( index1, attribute, index2 ) {

    		index1 *= this.stride;
    		index2 *= attribute.stride;

    		for ( var i = 0, l = this.stride; i < l; i ++ ) {

    			this.array[ index1 + i ] = attribute.array[ index2 + i ];

    		}

    		return this;

    	},

    	set: function ( value, offset ) {

    		if ( offset === undefined ) offset = 0;

    		this.array.set( value, offset );

    		return this;

    	},

    	clone: function () {

    		return new this.constructor().copy( this );

    	},

    	onUpload: function ( callback ) {

    		this.onUploadCallback = callback;

    		return this;

    	}

    } );

    /**
     * @author benaadams / https://twitter.com/ben_a_adams
     */

    var _vector$6 = new Vector3();

    function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {

    	this.data = interleavedBuffer;
    	this.itemSize = itemSize;
    	this.offset = offset;

    	this.normalized = normalized === true;

    }

    Object.defineProperties( InterleavedBufferAttribute.prototype, {

    	count: {

    		get: function () {

    			return this.data.count;

    		}

    	},

    	array: {

    		get: function () {

    			return this.data.array;

    		}

    	}

    } );

    Object.assign( InterleavedBufferAttribute.prototype, {

    	isInterleavedBufferAttribute: true,

    	applyMatrix4: function ( m ) {

    		for ( var i = 0, l = this.data.count; i < l; i ++ ) {

    			_vector$6.x = this.getX( i );
    			_vector$6.y = this.getY( i );
    			_vector$6.z = this.getZ( i );

    			_vector$6.applyMatrix4( m );

    			this.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );

    		}

    		return this;

    	},

    	setX: function ( index, x ) {

    		this.data.array[ index * this.data.stride + this.offset ] = x;

    		return this;

    	},

    	setY: function ( index, y ) {

    		this.data.array[ index * this.data.stride + this.offset + 1 ] = y;

    		return this;

    	},

    	setZ: function ( index, z ) {

    		this.data.array[ index * this.data.stride + this.offset + 2 ] = z;

    		return this;

    	},

    	setW: function ( index, w ) {

    		this.data.array[ index * this.data.stride + this.offset + 3 ] = w;

    		return this;

    	},

    	getX: function ( index ) {

    		return this.data.array[ index * this.data.stride + this.offset ];

    	},

    	getY: function ( index ) {

    		return this.data.array[ index * this.data.stride + this.offset + 1 ];

    	},

    	getZ: function ( index ) {

    		return this.data.array[ index * this.data.stride + this.offset + 2 ];

    	},

    	getW: function ( index ) {

    		return this.data.array[ index * this.data.stride + this.offset + 3 ];

    	},

    	setXY: function ( index, x, y ) {

    		index = index * this.data.stride + this.offset;

    		this.data.array[ index + 0 ] = x;
    		this.data.array[ index + 1 ] = y;

    		return this;

    	},

    	setXYZ: function ( index, x, y, z ) {

    		index = index * this.data.stride + this.offset;

    		this.data.array[ index + 0 ] = x;
    		this.data.array[ index + 1 ] = y;
    		this.data.array[ index + 2 ] = z;

    		return this;

    	},

    	setXYZW: function ( index, x, y, z, w ) {

    		index = index * this.data.stride + this.offset;

    		this.data.array[ index + 0 ] = x;
    		this.data.array[ index + 1 ] = y;
    		this.data.array[ index + 2 ] = z;
    		this.data.array[ index + 3 ] = w;

    		return this;

    	}

    } );

    /**
     * @author alteredq / http://alteredqualia.com/
     *
     * parameters = {
     *  color: <hex>,
     *  map: new THREE.Texture( <Image> ),
     *  alphaMap: new THREE.Texture( <Image> ),
     *  rotation: <float>,
     *  sizeAttenuation: <bool>
     * }
     */

    function SpriteMaterial( parameters ) {

    	Material.call( this );

    	this.type = 'SpriteMaterial';

    	this.color = new Color( 0xffffff );

    	this.map = null;

    	this.alphaMap = null;

    	this.rotation = 0;

    	this.sizeAttenuation = true;

    	this.transparent = true;

    	this.setValues( parameters );

    }

    SpriteMaterial.prototype = Object.create( Material.prototype );
    SpriteMaterial.prototype.constructor = SpriteMaterial;
    SpriteMaterial.prototype.isSpriteMaterial = true;

    SpriteMaterial.prototype.copy = function ( source ) {

    	Material.prototype.copy.call( this, source );

    	this.color.copy( source.color );

    	this.map = source.map;

    	this.alphaMap = source.alphaMap;

    	this.rotation = source.rotation;

    	this.sizeAttenuation = source.sizeAttenuation;

    	return this;

    };

    /**
     * @author mikael emtinger / http://gomo.se/
     * @author alteredq / http://alteredqualia.com/
     */

    var _geometry;

    var _intersectPoint = new Vector3();
    var _worldScale = new Vector3();
    var _mvPosition = new Vector3();

    var _alignedPosition = new Vector2();
    var _rotatedPosition = new Vector2();
    var _viewWorldMatrix = new Matrix4();

    var _vA$1 = new Vector3();
    var _vB$1 = new Vector3();
    var _vC$1 = new Vector3();

    var _uvA$1 = new Vector2();
    var _uvB$1 = new Vector2();
    var _uvC$1 = new Vector2();

    function Sprite( material ) {

    	Object3D.call( this );

    	this.type = 'Sprite';

    	if ( _geometry === undefined ) {

    		_geometry = new BufferGeometry();

    		var float32Array = new Float32Array( [
    			- 0.5, - 0.5, 0, 0, 0,
    			0.5, - 0.5, 0, 1, 0,
    			0.5, 0.5, 0, 1, 1,
    			- 0.5, 0.5, 0, 0, 1
    		] );

    		var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );

    		_geometry.setIndex( [ 0, 1, 2,	0, 2, 3 ] );
    		_geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
    		_geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );

    	}

    	this.geometry = _geometry;
    	this.material = ( material !== undefined ) ? material : new SpriteMaterial();

    	this.center = new Vector2( 0.5, 0.5 );

    }

    Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {

    	constructor: Sprite,

    	isSprite: true,

    	raycast: function ( raycaster, intersects ) {

    		if ( raycaster.camera === null ) {

    			console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );

    		}

    		_worldScale.setFromMatrixScale( this.matrixWorld );

    		_viewWorldMatrix.copy( raycaster.camera.matrixWorld );
    		this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );

    		_mvPosition.setFromMatrixPosition( this.modelViewMatrix );

    		if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {

    			_worldScale.multiplyScalar( - _mvPosition.z );

    		}

    		var rotation = this.material.rotation;
    		var sin, cos;
    		if ( rotation !== 0 ) {

    			cos = Math.cos( rotation );
    			sin = Math.sin( rotation );

    		}

    		var center = this.center;

    		transformVertex( _vA$1.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
    		transformVertex( _vB$1.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
    		transformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );

    		_uvA$1.set( 0, 0 );
    		_uvB$1.set( 1, 0 );
    		_uvC$1.set( 1, 1 );

    		// check first triangle
    		var intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );

    		if ( intersect === null ) {

    			// check second triangle
    			transformVertex( _vB$1.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
    			_uvB$1.set( 0, 1 );

    			intersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );
    			if ( intersect === null ) {

    				return;

    			}

    		}

    		var distance = raycaster.ray.origin.distanceTo( _intersectPoint );

    		if ( distance < raycaster.near || distance > raycaster.far ) return;

    		intersects.push( {

    			distance: distance,
    			point: _intersectPoint.clone(),
    			uv: Triangle.getUV( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ),
    			face: null,
    			object: this

    		} );

    	},

    	clone: function () {

    		return new this.constructor( this.material ).copy( this );

    	},

    	copy: function ( source ) {

    		Object3D.prototype.copy.call( this, source );

    		if ( source.center !== undefined ) this.center.copy( source.center );

    		return this;

    	}


    } );

    function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {

    	// compute position in camera space
    	_alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );

    	// to check if rotation is not zero
    	if ( sin !== undefined ) {

    		_rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
    		_rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );

    	} else {

    		_rotatedPosition.copy( _alignedPosition );

    	}


    	vertexPosition.copy( mvPosition );
    	vertexPosition.x += _rotatedPosition.x;
    	vertexPosition.y += _rotatedPosition.y;

    	// transform to world space
    	vertexPosition.applyMatrix4( _viewWorldMatrix );

    }

    /**
     * @author mikael emtinger / http://gomo.se/
     * @author alteredq / http://alteredqualia.com/
     * @author mrdoob / http://mrdoob.com/
     */

    var _v1$4 = new Vector3();
    var _v2$2 = new Vector3();

    function LOD() {

    	Object3D.call( this );

    	this._currentLevel = 0;

    	this.type = 'LOD';

    	Object.defineProperties( this, {
    		levels: {
    			enumerable: true,
    			value: []
    		}
    	} );

    	this.autoUpdate = true;

    }

    LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {

    	constructor: LOD,

    	isLOD: true,

    	copy: function ( source ) {

    		Object3D.prototype.copy.call( this, source, false );

    		var levels = source.levels;

    		for ( var i = 0, l = levels.length; i < l; i ++ ) {

    			var level = levels[ i ];

    			this.addLevel( level.object.clone(), level.distance );

    		}

    		this.autoUpdate = source.autoUpdate;

    		return this;

    	},

    	addLevel: function ( object, distance ) {

    		if ( distance === undefined ) distance = 0;

    		distance = Math.abs( distance );

    		var levels = this.levels;

    		for ( var l = 0; l < levels.length; l ++ ) {

    			if ( distance < levels[ l ].distance ) {

    				break;

    			}

    		}

    		levels.splice( l, 0, { distance: distance, object: object } );

    		this.add( object );

    		return this;

    	},

    	getCurrentLevel: function () {

    		return this._currentLevel;

    	},

    	getObjectForDistance: function ( distance ) {

    		var levels = this.levels;

    		if ( levels.length > 0 ) {

    			for ( var i = 1, l = levels.length; i < l; i ++ ) {

    				if ( distance < levels[ i ].distance ) {

    					break;

    				}

    			}

    			return levels[ i - 1 ].object;

    		}

    		return null;

    	},

    	raycast: function ( raycaster, intersects ) {

    		var levels = this.levels;

    		if ( levels.length > 0 ) {

    			_v1$4.setFromMatrixPosition( this.matrixWorld );

    			var distance = raycaster.ray.origin.distanceTo( _v1$4 );

    			this.getObjectForDistance( distance ).raycast( raycaster, intersects );

    		}

    	},

    	update: function ( camera ) {

    		var levels = this.levels;

    		if ( levels.length > 1 ) {

    			_v1$4.setFromMatrixPosition( camera.matrixWorld );
    			_v2$2.setFromMatrixPosition( this.matrixWorld );

    			var distance = _v1$4.distanceTo( _v2$2 ) / camera.zoom;

    			levels[ 0 ].object.visible = true;

    			for ( var i = 1, l = levels.length; i < l; i ++ ) {

    				if ( distance >= levels[ i ].distance ) {

    					levels[ i - 1 ].object.visible = false;
    					levels[ i ].object.visible = true;

    				} else {

    					break;

    				}

    			}

    			this._currentLevel = i - 1;

    			for ( ; i < l; i ++ ) {

    				levels[ i ].object.visible = false;

    			}

    		}

    	},

    	toJSON: function ( meta ) {

    		var data = Object3D.prototype.toJSON.call( this, meta );

    		if ( this.autoUpdate === false ) data.object.autoUpdate = false;

    		data.object.levels = [];

    		var levels = this.levels;

    		for ( var i = 0, l = levels.length; i < l; i ++ ) {

    			var level = levels[ i ];

    			data.object.levels.push( {
    				object: level.object.uuid,
    				distance: level.distance
    			} );

    		}

    		return data;

    	}

    } );

    /**
     * @author mikael emtinger / http://gomo.se/
     * @author alteredq / http://alteredqualia.com/
     * @author ikerr / http://verold.com
     */

    function SkinnedMesh( geometry, material ) {

    	if ( geometry && geometry.isGeometry ) {

    		console.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );

    	}

    	Mesh.call( this, geometry, material );

    	this.type = 'SkinnedMesh';

    	this.bindMode = 'attached';
    	this.bindMatrix = new Matrix4();
    	this.bindMatrixInverse = new Matrix4();

    }

    SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {

    	constructor: SkinnedMesh,

    	isSkinnedMesh: true,

    	bind: function ( skeleton, bindMatrix ) {

    		this.skeleton = skeleton;

    		if ( bindMatrix === undefined ) {

    			this.updateMatrixWorld( true );

    			this.skeleton.calculateInverses();

    			bindMatrix = this.matrixWorld;

    		}

    		this.bindMatrix.copy( bindMatrix );
    		this.bindMatrixInverse.getInverse( bindMatrix );

    	},

    	pose: function () {

    		this.skeleton.pose();

    	},

    	normalizeSkinWeights: function () {

    		var vector = new Vector4();

    		var skinWeight = this.geometry.attributes.skinWeight;

    		for ( var i = 0, l = skinWeight.count; i < l; i ++ ) {

    			vector.x = skinWeight.getX( i );
    			vector.y = skinWeight.getY( i );
    			vector.z = skinWeight.getZ( i );
    			vector.w = skinWeight.getW( i );

    			var scale = 1.0 / vector.manhattanLength();

    			if ( scale !== Infinity ) {

    				vector.multiplyScalar( scale );

    			} else {

    				vector.set( 1, 0, 0, 0 ); // do something reasonable

    			}

    			skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );

    		}

    	},

    	updateMatrixWorld: function ( force ) {

    		Mesh.prototype.updateMatrixWorld.call( this, force );

    		if ( this.bindMode === 'attached' ) {

    			this.bindMatrixInverse.getInverse( this.matrixWorld );

    		} else if ( this.bindMode === 'detached' ) {

    			this.bindMatrixInverse.getInverse( this.bindMatrix );

    		} else {

    			console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );

    		}

    	},

    	clone: function () {

    		return new this.constructor( this.geometry, this.material ).copy( this );

    	}

    } );

    /**
     * @author mikael emtinger / http://gomo.se/
     * @author alteredq / http://alteredqualia.com/
     * @author michael guerrero / http://realitymeltdown.com
     * @author ikerr / http://verold.com
     */

    var _offsetMatrix = new Matrix4();
    var _identityMatrix = new Matrix4();

    function Skeleton( bones, boneInverses ) {

    	// copy the bone array

    	bones = bones || [];

    	this.bones = bones.slice( 0 );
    	this.boneMatrices = new Float32Array( this.bones.length * 16 );

    	this.frame = - 1;

    	// use the supplied bone inverses or calculate the inverses

    	if ( boneInverses === undefined ) {

    		this.calculateInverses();

    	} else {

    		if ( this.bones.length === boneInverses.length ) {

    			this.boneInverses = boneInverses.slice( 0 );

    		} else {

    			console.warn( 'THREE.Skeleton boneInverses is the wrong length.' );

    			this.boneInverses = [];

    			for ( var i = 0, il = this.bones.length; i < il; i ++ ) {

    				this.boneInverses.push( new Matrix4() );

    			}

    		}

    	}

    }

    Object.assign( Skeleton.prototype, {

    	calculateInverses: function () {

    		this.boneInverses = [];

    		for ( var i = 0, il = this.bones.length; i < il; i ++ ) {

    			var inverse = new Matrix4();

    			if ( this.bones[ i ] ) {

    				inverse.getInverse( this.bones[ i ].matrixWorld );

    			}

    			this.boneInverses.push( inverse );

    		}

    	},

    	pose: function () {

    		var bone, i, il;

    		// recover the bind-time world matrices

    		for ( i = 0, il = this.bones.length; i < il; i ++ ) {

    			bone = this.bones[ i ];

    			if ( bone ) {

    				bone.matrixWorld.getInverse( this.boneInverses[ i ] );

    			}

    		}

    		// compute the local matrices, positions, rotations and scales

    		for ( i = 0, il = this.bones.length; i < il; i ++ ) {

    			bone = this.bones[ i ];

    			if ( bone ) {

    				if ( bone.parent && bone.parent.isBone ) {

    					bone.matrix.getInverse( bone.parent.matrixWorld );
    					bone.matrix.multiply( bone.matrixWorld );

    				} else {

    					bone.matrix.copy( bone.matrixWorld );

    				}

    				bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );

    			}

    		}

    	},

    	update: function () {

    		var bones = this.bones;
    		var boneInverses = this.boneInverses;
    		var boneMatrices = this.boneMatrices;
    		var boneTexture = this.boneTexture;

    		// flatten bone matrices to array

    		for ( var i = 0, il = bones.length; i < il; i ++ ) {

    			// compute the offset between the current and the original transform

    			var matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;

    			_offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
    			_offsetMatrix.toArray( boneMatrices, i * 16 );

    		}

    		if ( boneTexture !== undefined ) {

    			boneTexture.needsUpdate = true;

    		}

    	},

    	clone: function () {

    		return new Skeleton( this.bones, this.boneInverses );

    	},

    	getBoneByName: function ( name ) {

    		for ( var i = 0, il = this.bones.length; i < il; i ++ ) {

    			var bone = this.bones[ i ];

    			if ( bone.name === name ) {

    				return bone;

    			}

    		}

    		return undefined;

    	},

    	dispose: function ( ) {

    		if ( this.boneTexture ) {

    			this.boneTexture.dispose();

    			this.boneTexture = undefined;

    		}

    	}

    } );

    /**
     * @author mikael emtinger / http://gomo.se/
     * @author alteredq / http://alteredqualia.com/
     * @author ikerr / http://verold.com
     */

    function Bone() {

    	Object3D.call( this );

    	this.type = 'Bone';

    }

    Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {

    	constructor: Bone,

    	isBone: true

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    var _instanceLocalMatrix = new Matrix4();
    var _instanceWorldMatrix = new Matrix4();

    var _instanceIntersects = [];

    var _mesh = new Mesh();

    function InstancedMesh( geometry, material, count ) {

    	Mesh.call( this, geometry, material );

    	this.instanceMatrix = new BufferAttribute( new Float32Array( count * 16 ), 16 );

    	this.count = count;

    	this.frustumCulled = false;

    }

    InstancedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {

    	constructor: InstancedMesh,

    	isInstancedMesh: true,

    	getMatrixAt: function ( index, matrix ) {

    		matrix.fromArray( this.instanceMatrix.array, index * 16 );

    	},

    	raycast: function ( raycaster, intersects ) {

    		var matrixWorld = this.matrixWorld;
    		var raycastTimes = this.count;

    		_mesh.geometry = this.geometry;
    		_mesh.material = this.material;

    		if ( _mesh.material === undefined ) return;

    		for ( var instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {

    			// calculate the world matrix for each instance

    			this.getMatrixAt( instanceId, _instanceLocalMatrix );

    			_instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );

    			// the mesh represents this single instance

    			_mesh.matrixWorld = _instanceWorldMatrix;

    			_mesh.raycast( raycaster, _instanceIntersects );

    			// process the result of raycast

    			if ( _instanceIntersects.length > 0 ) {

    				_instanceIntersects[ 0 ].instanceId = instanceId;
    				_instanceIntersects[ 0 ].object = this;

    				intersects.push( _instanceIntersects[ 0 ] );

    				_instanceIntersects.length = 0;

    			}

    		}

    	},

    	setMatrixAt: function ( index, matrix ) {

    		matrix.toArray( this.instanceMatrix.array, index * 16 );

    	},

    	updateMorphTargets: function () {

    	}

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author alteredq / http://alteredqualia.com/
     *
     * parameters = {
     *  color: <hex>,
     *  opacity: <float>,
     *
     *  linewidth: <float>,
     *  linecap: "round",
     *  linejoin: "round"
     * }
     */

    function LineBasicMaterial( parameters ) {

    	Material.call( this );

    	this.type = 'LineBasicMaterial';

    	this.color = new Color( 0xffffff );

    	this.linewidth = 1;
    	this.linecap = 'round';
    	this.linejoin = 'round';

    	this.setValues( parameters );

    }

    LineBasicMaterial.prototype = Object.create( Material.prototype );
    LineBasicMaterial.prototype.constructor = LineBasicMaterial;

    LineBasicMaterial.prototype.isLineBasicMaterial = true;

    LineBasicMaterial.prototype.copy = function ( source ) {

    	Material.prototype.copy.call( this, source );

    	this.color.copy( source.color );

    	this.linewidth = source.linewidth;
    	this.linecap = source.linecap;
    	this.linejoin = source.linejoin;

    	return this;

    };

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    var _start = new Vector3();
    var _end = new Vector3();
    var _inverseMatrix$1 = new Matrix4();
    var _ray$1 = new Ray();
    var _sphere$2 = new Sphere();

    function Line( geometry, material, mode ) {

    	if ( mode === 1 ) {

    		console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );

    	}

    	Object3D.call( this );

    	this.type = 'Line';

    	this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
    	this.material = material !== undefined ? material : new LineBasicMaterial();

    }

    Line.prototype = Object.assign( Object.create( Object3D.prototype ), {

    	constructor: Line,

    	isLine: true,

    	computeLineDistances: function () {

    		var geometry = this.geometry;

    		if ( geometry.isBufferGeometry ) {

    			// we assume non-indexed geometry

    			if ( geometry.index === null ) {

    				var positionAttribute = geometry.attributes.position;
    				var lineDistances = [ 0 ];

    				for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {

    					_start.fromBufferAttribute( positionAttribute, i - 1 );
    					_end.fromBufferAttribute( positionAttribute, i );

    					lineDistances[ i ] = lineDistances[ i - 1 ];
    					lineDistances[ i ] += _start.distanceTo( _end );

    				}

    				geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );

    			} else {

    				console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );

    			}

    		} else if ( geometry.isGeometry ) {

    			var vertices = geometry.vertices;
    			var lineDistances = geometry.lineDistances;

    			lineDistances[ 0 ] = 0;

    			for ( var i = 1, l = vertices.length; i < l; i ++ ) {

    				lineDistances[ i ] = lineDistances[ i - 1 ];
    				lineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] );

    			}

    		}

    		return this;

    	},

    	raycast: function ( raycaster, intersects ) {

    		var geometry = this.geometry;
    		var matrixWorld = this.matrixWorld;
    		var threshold = raycaster.params.Line.threshold;

    		// Checking boundingSphere distance to ray

    		if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();

    		_sphere$2.copy( geometry.boundingSphere );
    		_sphere$2.applyMatrix4( matrixWorld );
    		_sphere$2.radius += threshold;

    		if ( raycaster.ray.intersectsSphere( _sphere$2 ) === false ) return;

    		//

    		_inverseMatrix$1.getInverse( matrixWorld );
    		_ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );

    		var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
    		var localThresholdSq = localThreshold * localThreshold;

    		var vStart = new Vector3();
    		var vEnd = new Vector3();
    		var interSegment = new Vector3();
    		var interRay = new Vector3();
    		var step = ( this && this.isLineSegments ) ? 2 : 1;

    		if ( geometry.isBufferGeometry ) {

    			var index = geometry.index;
    			var attributes = geometry.attributes;
    			var positions = attributes.position.array;

    			if ( index !== null ) {

    				var indices = index.array;

    				for ( var i = 0, l = indices.length - 1; i < l; i += step ) {

    					var a = indices[ i ];
    					var b = indices[ i + 1 ];

    					vStart.fromArray( positions, a * 3 );
    					vEnd.fromArray( positions, b * 3 );

    					var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );

    					if ( distSq > localThresholdSq ) continue;

    					interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation

    					var distance = raycaster.ray.origin.distanceTo( interRay );

    					if ( distance < raycaster.near || distance > raycaster.far ) continue;

    					intersects.push( {

    						distance: distance,
    						// What do we want? intersection point on the ray or on the segment??
    						// point: raycaster.ray.at( distance ),
    						point: interSegment.clone().applyMatrix4( this.matrixWorld ),
    						index: i,
    						face: null,
    						faceIndex: null,
    						object: this

    					} );

    				}

    			} else {

    				for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {

    					vStart.fromArray( positions, 3 * i );
    					vEnd.fromArray( positions, 3 * i + 3 );

    					var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );

    					if ( distSq > localThresholdSq ) continue;

    					interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation

    					var distance = raycaster.ray.origin.distanceTo( interRay );

    					if ( distance < raycaster.near || distance > raycaster.far ) continue;

    					intersects.push( {

    						distance: distance,
    						// What do we want? intersection point on the ray or on the segment??
    						// point: raycaster.ray.at( distance ),
    						point: interSegment.clone().applyMatrix4( this.matrixWorld ),
    						index: i,
    						face: null,
    						faceIndex: null,
    						object: this

    					} );

    				}

    			}

    		} else if ( geometry.isGeometry ) {

    			var vertices = geometry.vertices;
    			var nbVertices = vertices.length;

    			for ( var i = 0; i < nbVertices - 1; i += step ) {

    				var distSq = _ray$1.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );

    				if ( distSq > localThresholdSq ) continue;

    				interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation

    				var distance = raycaster.ray.origin.distanceTo( interRay );

    				if ( distance < raycaster.near || distance > raycaster.far ) continue;

    				intersects.push( {

    					distance: distance,
    					// What do we want? intersection point on the ray or on the segment??
    					// point: raycaster.ray.at( distance ),
    					point: interSegment.clone().applyMatrix4( this.matrixWorld ),
    					index: i,
    					face: null,
    					faceIndex: null,
    					object: this

    				} );

    			}

    		}

    	},

    	clone: function () {

    		return new this.constructor( this.geometry, this.material ).copy( this );

    	}

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    var _start$1 = new Vector3();
    var _end$1 = new Vector3();

    function LineSegments( geometry, material ) {

    	Line.call( this, geometry, material );

    	this.type = 'LineSegments';

    }

    LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {

    	constructor: LineSegments,

    	isLineSegments: true,

    	computeLineDistances: function () {

    		var geometry = this.geometry;

    		if ( geometry.isBufferGeometry ) {

    			// we assume non-indexed geometry

    			if ( geometry.index === null ) {

    				var positionAttribute = geometry.attributes.position;
    				var lineDistances = [];

    				for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) {

    					_start$1.fromBufferAttribute( positionAttribute, i );
    					_end$1.fromBufferAttribute( positionAttribute, i + 1 );

    					lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
    					lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );

    				}

    				geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );

    			} else {

    				console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );

    			}

    		} else if ( geometry.isGeometry ) {

    			var vertices = geometry.vertices;
    			var lineDistances = geometry.lineDistances;

    			for ( var i = 0, l = vertices.length; i < l; i += 2 ) {

    				_start$1.copy( vertices[ i ] );
    				_end$1.copy( vertices[ i + 1 ] );

    				lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
    				lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );

    			}

    		}

    		return this;

    	}

    } );

    /**
     * @author mgreter / http://github.com/mgreter
     */

    function LineLoop( geometry, material ) {

    	Line.call( this, geometry, material );

    	this.type = 'LineLoop';

    }

    LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {

    	constructor: LineLoop,

    	isLineLoop: true,

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author alteredq / http://alteredqualia.com/
     *
     * parameters = {
     *  color: <hex>,
     *  opacity: <float>,
     *  map: new THREE.Texture( <Image> ),
     *  alphaMap: new THREE.Texture( <Image> ),
     *
     *  size: <float>,
     *  sizeAttenuation: <bool>
     *
     *  morphTargets: <bool>
     * }
     */

    function PointsMaterial( parameters ) {

    	Material.call( this );

    	this.type = 'PointsMaterial';

    	this.color = new Color( 0xffffff );

    	this.map = null;

    	this.alphaMap = null;

    	this.size = 1;
    	this.sizeAttenuation = true;

    	this.morphTargets = false;

    	this.setValues( parameters );

    }

    PointsMaterial.prototype = Object.create( Material.prototype );
    PointsMaterial.prototype.constructor = PointsMaterial;

    PointsMaterial.prototype.isPointsMaterial = true;

    PointsMaterial.prototype.copy = function ( source ) {

    	Material.prototype.copy.call( this, source );

    	this.color.copy( source.color );

    	this.map = source.map;

    	this.alphaMap = source.alphaMap;

    	this.size = source.size;
    	this.sizeAttenuation = source.sizeAttenuation;

    	this.morphTargets = source.morphTargets;

    	return this;

    };

    /**
     * @author alteredq / http://alteredqualia.com/
     */

    var _inverseMatrix$2 = new Matrix4();
    var _ray$2 = new Ray();
    var _sphere$3 = new Sphere();
    var _position$1 = new Vector3();

    function Points( geometry, material ) {

    	Object3D.call( this );

    	this.type = 'Points';

    	this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
    	this.material = material !== undefined ? material : new PointsMaterial();

    	this.updateMorphTargets();

    }

    Points.prototype = Object.assign( Object.create( Object3D.prototype ), {

    	constructor: Points,

    	isPoints: true,

    	raycast: function ( raycaster, intersects ) {

    		var geometry = this.geometry;
    		var matrixWorld = this.matrixWorld;
    		var threshold = raycaster.params.Points.threshold;

    		// Checking boundingSphere distance to ray

    		if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();

    		_sphere$3.copy( geometry.boundingSphere );
    		_sphere$3.applyMatrix4( matrixWorld );
    		_sphere$3.radius += threshold;

    		if ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) return;

    		//

    		_inverseMatrix$2.getInverse( matrixWorld );
    		_ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );

    		var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
    		var localThresholdSq = localThreshold * localThreshold;

    		if ( geometry.isBufferGeometry ) {

    			var index = geometry.index;
    			var attributes = geometry.attributes;
    			var positions = attributes.position.array;

    			if ( index !== null ) {

    				var indices = index.array;

    				for ( var i = 0, il = indices.length; i < il; i ++ ) {

    					var a = indices[ i ];

    					_position$1.fromArray( positions, a * 3 );

    					testPoint( _position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this );

    				}

    			} else {

    				for ( var i = 0, l = positions.length / 3; i < l; i ++ ) {

    					_position$1.fromArray( positions, i * 3 );

    					testPoint( _position$1, i, localThresholdSq, matrixWorld, raycaster, intersects, this );

    				}

    			}

    		} else {

    			var vertices = geometry.vertices;

    			for ( var i = 0, l = vertices.length; i < l; i ++ ) {

    				testPoint( vertices[ i ], i, localThresholdSq, matrixWorld, raycaster, intersects, this );

    			}

    		}

    	},

    	updateMorphTargets: function () {

    		var geometry = this.geometry;
    		var m, ml, name;

    		if ( geometry.isBufferGeometry ) {

    			var morphAttributes = geometry.morphAttributes;
    			var keys = Object.keys( morphAttributes );

    			if ( keys.length > 0 ) {

    				var morphAttribute = morphAttributes[ keys[ 0 ] ];

    				if ( morphAttribute !== undefined ) {

    					this.morphTargetInfluences = [];
    					this.morphTargetDictionary = {};

    					for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {

    						name = morphAttribute[ m ].name || String( m );

    						this.morphTargetInfluences.push( 0 );
    						this.morphTargetDictionary[ name ] = m;

    					}

    				}

    			}

    		} else {

    			var morphTargets = geometry.morphTargets;

    			if ( morphTargets !== undefined && morphTargets.length > 0 ) {

    				console.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );

    			}

    		}

    	},

    	clone: function () {

    		return new this.constructor( this.geometry, this.material ).copy( this );

    	}

    } );

    function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {

    	var rayPointDistanceSq = _ray$2.distanceSqToPoint( point );

    	if ( rayPointDistanceSq < localThresholdSq ) {

    		var intersectPoint = new Vector3();

    		_ray$2.closestPointToPoint( point, intersectPoint );
    		intersectPoint.applyMatrix4( matrixWorld );

    		var distance = raycaster.ray.origin.distanceTo( intersectPoint );

    		if ( distance < raycaster.near || distance > raycaster.far ) return;

    		intersects.push( {

    			distance: distance,
    			distanceToRay: Math.sqrt( rayPointDistanceSq ),
    			point: intersectPoint,
    			index: index,
    			face: null,
    			object: object

    		} );

    	}

    }

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {

    	Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );

    	this.format = format !== undefined ? format : RGBFormat;

    	this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
    	this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;

    	this.generateMipmaps = false;

    }

    VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {

    	constructor: VideoTexture,

    	isVideoTexture: true,

    	update: function () {

    		var video = this.image;

    		if ( video.readyState >= video.HAVE_CURRENT_DATA ) {

    			this.needsUpdate = true;

    		}

    	}

    } );

    /**
     * @author alteredq / http://alteredqualia.com/
     */

    function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {

    	Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );

    	this.image = { width: width, height: height };
    	this.mipmaps = mipmaps;

    	// no flipping for cube textures
    	// (also flipping doesn't work for compressed textures )

    	this.flipY = false;

    	// can't generate mipmaps for compressed textures
    	// mips must be embedded in DDS files

    	this.generateMipmaps = false;

    }

    CompressedTexture.prototype = Object.create( Texture.prototype );
    CompressedTexture.prototype.constructor = CompressedTexture;

    CompressedTexture.prototype.isCompressedTexture = true;

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {

    	Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );

    	this.needsUpdate = true;

    }

    CanvasTexture.prototype = Object.create( Texture.prototype );
    CanvasTexture.prototype.constructor = CanvasTexture;
    CanvasTexture.prototype.isCanvasTexture = true;

    /**
     * @author Matt DesLauriers / @mattdesl
     * @author atix / arthursilber.de
     */

    function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {

    	format = format !== undefined ? format : DepthFormat;

    	if ( format !== DepthFormat && format !== DepthStencilFormat ) {

    		throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );

    	}

    	if ( type === undefined && format === DepthFormat ) type = UnsignedShortType;
    	if ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;

    	Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );

    	this.image = { width: width, height: height };

    	this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
    	this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;

    	this.flipY = false;
    	this.generateMipmaps	= false;

    }

    DepthTexture.prototype = Object.create( Texture.prototype );
    DepthTexture.prototype.constructor = DepthTexture;
    DepthTexture.prototype.isDepthTexture = true;

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author Mugen87 / https://github.com/Mugen87
     */

    function WireframeGeometry( geometry ) {

    	BufferGeometry.call( this );

    	this.type = 'WireframeGeometry';

    	// buffer

    	var vertices = [];

    	// helper variables

    	var i, j, l, o, ol;
    	var edge = [ 0, 0 ], edges = {}, e, edge1, edge2;
    	var key, keys = [ 'a', 'b', 'c' ];
    	var vertex;

    	// different logic for Geometry and BufferGeometry

    	if ( geometry && geometry.isGeometry ) {

    		// create a data structure that contains all edges without duplicates

    		var faces = geometry.faces;

    		for ( i = 0, l = faces.length; i < l; i ++ ) {

    			var face = faces[ i ];

    			for ( j = 0; j < 3; j ++ ) {

    				edge1 = face[ keys[ j ] ];
    				edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
    				edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
    				edge[ 1 ] = Math.max( edge1, edge2 );

    				key = edge[ 0 ] + ',' + edge[ 1 ];

    				if ( edges[ key ] === undefined ) {

    					edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };

    				}

    			}

    		}

    		// generate vertices

    		for ( key in edges ) {

    			e = edges[ key ];

    			vertex = geometry.vertices[ e.index1 ];
    			vertices.push( vertex.x, vertex.y, vertex.z );

    			vertex = geometry.vertices[ e.index2 ];
    			vertices.push( vertex.x, vertex.y, vertex.z );

    		}

    	} else if ( geometry && geometry.isBufferGeometry ) {

    		var position, indices, groups;
    		var group, start, count;
    		var index1, index2;

    		vertex = new Vector3();

    		if ( geometry.index !== null ) {

    			// indexed BufferGeometry

    			position = geometry.attributes.position;
    			indices = geometry.index;
    			groups = geometry.groups;

    			if ( groups.length === 0 ) {

    				groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];

    			}

    			// create a data structure that contains all eges without duplicates

    			for ( o = 0, ol = groups.length; o < ol; ++ o ) {

    				group = groups[ o ];

    				start = group.start;
    				count = group.count;

    				for ( i = start, l = ( start + count ); i < l; i += 3 ) {

    					for ( j = 0; j < 3; j ++ ) {

    						edge1 = indices.getX( i + j );
    						edge2 = indices.getX( i + ( j + 1 ) % 3 );
    						edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
    						edge[ 1 ] = Math.max( edge1, edge2 );

    						key = edge[ 0 ] + ',' + edge[ 1 ];

    						if ( edges[ key ] === undefined ) {

    							edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };

    						}

    					}

    				}

    			}

    			// generate vertices

    			for ( key in edges ) {

    				e = edges[ key ];

    				vertex.fromBufferAttribute( position, e.index1 );
    				vertices.push( vertex.x, vertex.y, vertex.z );

    				vertex.fromBufferAttribute( position, e.index2 );
    				vertices.push( vertex.x, vertex.y, vertex.z );

    			}

    		} else {

    			// non-indexed BufferGeometry

    			position = geometry.attributes.position;

    			for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) {

    				for ( j = 0; j < 3; j ++ ) {

    					// three edges per triangle, an edge is represented as (index1, index2)
    					// e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)

    					index1 = 3 * i + j;
    					vertex.fromBufferAttribute( position, index1 );
    					vertices.push( vertex.x, vertex.y, vertex.z );

    					index2 = 3 * i + ( ( j + 1 ) % 3 );
    					vertex.fromBufferAttribute( position, index2 );
    					vertices.push( vertex.x, vertex.y, vertex.z );

    				}

    			}

    		}

    	}

    	// build geometry

    	this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );

    }

    WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
    WireframeGeometry.prototype.constructor = WireframeGeometry;

    /**
     * @author zz85 / https://github.com/zz85
     * @author Mugen87 / https://github.com/Mugen87
     *
     * Parametric Surfaces Geometry
     * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html
     */

    // ParametricGeometry

    function ParametricGeometry( func, slices, stacks ) {

    	Geometry.call( this );

    	this.type = 'ParametricGeometry';

    	this.parameters = {
    		func: func,
    		slices: slices,
    		stacks: stacks
    	};

    	this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
    	this.mergeVertices();

    }

    ParametricGeometry.prototype = Object.create( Geometry.prototype );
    ParametricGeometry.prototype.constructor = ParametricGeometry;

    // ParametricBufferGeometry

    function ParametricBufferGeometry( func, slices, stacks ) {

    	BufferGeometry.call( this );

    	this.type = 'ParametricBufferGeometry';

    	this.parameters = {
    		func: func,
    		slices: slices,
    		stacks: stacks
    	};

    	// buffers

    	var indices = [];
    	var vertices = [];
    	var normals = [];
    	var uvs = [];

    	var EPS = 0.00001;

    	var normal = new Vector3();

    	var p0 = new Vector3(), p1 = new Vector3();
    	var pu = new Vector3(), pv = new Vector3();

    	var i, j;

    	if ( func.length < 3 ) {

    		console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );

    	}

    	// generate vertices, normals and uvs

    	var sliceCount = slices + 1;

    	for ( i = 0; i <= stacks; i ++ ) {

    		var v = i / stacks;

    		for ( j = 0; j <= slices; j ++ ) {

    			var u = j / slices;

    			// vertex

    			func( u, v, p0 );
    			vertices.push( p0.x, p0.y, p0.z );

    			// normal

    			// approximate tangent vectors via finite differences

    			if ( u - EPS >= 0 ) {

    				func( u - EPS, v, p1 );
    				pu.subVectors( p0, p1 );

    			} else {

    				func( u + EPS, v, p1 );
    				pu.subVectors( p1, p0 );

    			}

    			if ( v - EPS >= 0 ) {

    				func( u, v - EPS, p1 );
    				pv.subVectors( p0, p1 );

    			} else {

    				func( u, v + EPS, p1 );
    				pv.subVectors( p1, p0 );

    			}

    			// cross product of tangent vectors returns surface normal

    			normal.crossVectors( pu, pv ).normalize();
    			normals.push( normal.x, normal.y, normal.z );

    			// uv

    			uvs.push( u, v );

    		}

    	}

    	// generate indices

    	for ( i = 0; i < stacks; i ++ ) {

    		for ( j = 0; j < slices; j ++ ) {

    			var a = i * sliceCount + j;
    			var b = i * sliceCount + j + 1;
    			var c = ( i + 1 ) * sliceCount + j + 1;
    			var d = ( i + 1 ) * sliceCount + j;

    			// faces one and two

    			indices.push( a, b, d );
    			indices.push( b, c, d );

    		}

    	}

    	// build geometry

    	this.setIndex( indices );
    	this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
    	this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
    	this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

    }

    ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
    ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;

    /**
     * @author clockworkgeek / https://github.com/clockworkgeek
     * @author timothypratley / https://github.com/timothypratley
     * @author WestLangley / http://github.com/WestLangley
     * @author Mugen87 / https://github.com/Mugen87
     */

    // PolyhedronGeometry

    function PolyhedronGeometry( vertices, indices, radius, detail ) {

    	Geometry.call( this );

    	this.type = 'PolyhedronGeometry';

    	this.parameters = {
    		vertices: vertices,
    		indices: indices,
    		radius: radius,
    		detail: detail
    	};

    	this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
    	this.mergeVertices();

    }

    PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
    PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;

    // PolyhedronBufferGeometry

    function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {

    	BufferGeometry.call( this );

    	this.type = 'PolyhedronBufferGeometry';

    	this.parameters = {
    		vertices: vertices,
    		indices: indices,
    		radius: radius,
    		detail: detail
    	};

    	radius = radius || 1;
    	detail = detail || 0;

    	// default buffer data

    	var vertexBuffer = [];
    	var uvBuffer = [];

    	// the subdivision creates the vertex buffer data

    	subdivide( detail );

    	// all vertices should lie on a conceptual sphere with a given radius

    	applyRadius( radius );

    	// finally, create the uv data

    	generateUVs();

    	// build non-indexed geometry

    	this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
    	this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
    	this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );

    	if ( detail === 0 ) {

    		this.computeVertexNormals(); // flat normals

    	} else {

    		this.normalizeNormals(); // smooth normals

    	}

    	// helper functions

    	function subdivide( detail ) {

    		var a = new Vector3();
    		var b = new Vector3();
    		var c = new Vector3();

    		// iterate over all faces and apply a subdivison with the given detail value

    		for ( var i = 0; i < indices.length; i += 3 ) {

    			// get the vertices of the face

    			getVertexByIndex( indices[ i + 0 ], a );
    			getVertexByIndex( indices[ i + 1 ], b );
    			getVertexByIndex( indices[ i + 2 ], c );

    			// perform subdivision

    			subdivideFace( a, b, c, detail );

    		}

    	}

    	function subdivideFace( a, b, c, detail ) {

    		var cols = Math.pow( 2, detail );

    		// we use this multidimensional array as a data structure for creating the subdivision

    		var v = [];

    		var i, j;

    		// construct all of the vertices for this subdivision

    		for ( i = 0; i <= cols; i ++ ) {

    			v[ i ] = [];

    			var aj = a.clone().lerp( c, i / cols );
    			var bj = b.clone().lerp( c, i / cols );

    			var rows = cols - i;

    			for ( j = 0; j <= rows; j ++ ) {

    				if ( j === 0 && i === cols ) {

    					v[ i ][ j ] = aj;

    				} else {

    					v[ i ][ j ] = aj.clone().lerp( bj, j / rows );

    				}

    			}

    		}

    		// construct all of the faces

    		for ( i = 0; i < cols; i ++ ) {

    			for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {

    				var k = Math.floor( j / 2 );

    				if ( j % 2 === 0 ) {

    					pushVertex( v[ i ][ k + 1 ] );
    					pushVertex( v[ i + 1 ][ k ] );
    					pushVertex( v[ i ][ k ] );

    				} else {

    					pushVertex( v[ i ][ k + 1 ] );
    					pushVertex( v[ i + 1 ][ k + 1 ] );
    					pushVertex( v[ i + 1 ][ k ] );

    				}

    			}

    		}

    	}

    	function applyRadius( radius ) {

    		var vertex = new Vector3();

    		// iterate over the entire buffer and apply the radius to each vertex

    		for ( var i = 0; i < vertexBuffer.length; i += 3 ) {

    			vertex.x = vertexBuffer[ i + 0 ];
    			vertex.y = vertexBuffer[ i + 1 ];
    			vertex.z = vertexBuffer[ i + 2 ];

    			vertex.normalize().multiplyScalar( radius );

    			vertexBuffer[ i + 0 ] = vertex.x;
    			vertexBuffer[ i + 1 ] = vertex.y;
    			vertexBuffer[ i + 2 ] = vertex.z;

    		}

    	}

    	function generateUVs() {

    		var vertex = new Vector3();

    		for ( var i = 0; i < vertexBuffer.length; i += 3 ) {

    			vertex.x = vertexBuffer[ i + 0 ];
    			vertex.y = vertexBuffer[ i + 1 ];
    			vertex.z = vertexBuffer[ i + 2 ];

    			var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
    			var v = inclination( vertex ) / Math.PI + 0.5;
    			uvBuffer.push( u, 1 - v );

    		}

    		correctUVs();

    		correctSeam();

    	}

    	function correctSeam() {

    		// handle case when face straddles the seam, see #3269

    		for ( var i = 0; i < uvBuffer.length; i += 6 ) {

    			// uv data of a single face

    			var x0 = uvBuffer[ i + 0 ];
    			var x1 = uvBuffer[ i + 2 ];
    			var x2 = uvBuffer[ i + 4 ];

    			var max = Math.max( x0, x1, x2 );
    			var min = Math.min( x0, x1, x2 );

    			// 0.9 is somewhat arbitrary

    			if ( max > 0.9 && min < 0.1 ) {

    				if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
    				if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
    				if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;

    			}

    		}

    	}

    	function pushVertex( vertex ) {

    		vertexBuffer.push( vertex.x, vertex.y, vertex.z );

    	}

    	function getVertexByIndex( index, vertex ) {

    		var stride = index * 3;

    		vertex.x = vertices[ stride + 0 ];
    		vertex.y = vertices[ stride + 1 ];
    		vertex.z = vertices[ stride + 2 ];

    	}

    	function correctUVs() {

    		var a = new Vector3();
    		var b = new Vector3();
    		var c = new Vector3();

    		var centroid = new Vector3();

    		var uvA = new Vector2();
    		var uvB = new Vector2();
    		var uvC = new Vector2();

    		for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {

    			a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
    			b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
    			c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );

    			uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
    			uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
    			uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );

    			centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );

    			var azi = azimuth( centroid );

    			correctUV( uvA, j + 0, a, azi );
    			correctUV( uvB, j + 2, b, azi );
    			correctUV( uvC, j + 4, c, azi );

    		}

    	}

    	function correctUV( uv, stride, vector, azimuth ) {

    		if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {

    			uvBuffer[ stride ] = uv.x - 1;

    		}

    		if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {

    			uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;

    		}

    	}

    	// Angle around the Y axis, counter-clockwise when looking from above.

    	function azimuth( vector ) {

    		return Math.atan2( vector.z, - vector.x );

    	}


    	// Angle above the XZ plane.

    	function inclination( vector ) {

    		return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );

    	}

    }

    PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
    PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;

    /**
     * @author timothypratley / https://github.com/timothypratley
     * @author Mugen87 / https://github.com/Mugen87
     */

    // TetrahedronGeometry

    function TetrahedronGeometry( radius, detail ) {

    	Geometry.call( this );

    	this.type = 'TetrahedronGeometry';

    	this.parameters = {
    		radius: radius,
    		detail: detail
    	};

    	this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
    	this.mergeVertices();

    }

    TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
    TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;

    // TetrahedronBufferGeometry

    function TetrahedronBufferGeometry( radius, detail ) {

    	var vertices = [
    		1, 1, 1, 	- 1, - 1, 1, 	- 1, 1, - 1, 	1, - 1, - 1
    	];

    	var indices = [
    		2, 1, 0, 	0, 3, 2,	1, 3, 0,	2, 3, 1
    	];

    	PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );

    	this.type = 'TetrahedronBufferGeometry';

    	this.parameters = {
    		radius: radius,
    		detail: detail
    	};

    }

    TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
    TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;

    /**
     * @author timothypratley / https://github.com/timothypratley
     * @author Mugen87 / https://github.com/Mugen87
     */

    // OctahedronGeometry

    function OctahedronGeometry( radius, detail ) {

    	Geometry.call( this );

    	this.type = 'OctahedronGeometry';

    	this.parameters = {
    		radius: radius,
    		detail: detail
    	};

    	this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
    	this.mergeVertices();

    }

    OctahedronGeometry.prototype = Object.create( Geometry.prototype );
    OctahedronGeometry.prototype.constructor = OctahedronGeometry;

    // OctahedronBufferGeometry

    function OctahedronBufferGeometry( radius, detail ) {

    	var vertices = [
    		1, 0, 0, 	- 1, 0, 0,	0, 1, 0,
    		0, - 1, 0, 	0, 0, 1,	0, 0, - 1
    	];

    	var indices = [
    		0, 2, 4,	0, 4, 3,	0, 3, 5,
    		0, 5, 2,	1, 2, 5,	1, 5, 3,
    		1, 3, 4,	1, 4, 2
    	];

    	PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );

    	this.type = 'OctahedronBufferGeometry';

    	this.parameters = {
    		radius: radius,
    		detail: detail
    	};

    }

    OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
    OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;

    /**
     * @author timothypratley / https://github.com/timothypratley
     * @author Mugen87 / https://github.com/Mugen87
     */

    // IcosahedronGeometry

    function IcosahedronGeometry( radius, detail ) {

    	Geometry.call( this );

    	this.type = 'IcosahedronGeometry';

    	this.parameters = {
    		radius: radius,
    		detail: detail
    	};

    	this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
    	this.mergeVertices();

    }

    IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
    IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;

    // IcosahedronBufferGeometry

    function IcosahedronBufferGeometry( radius, detail ) {

    	var t = ( 1 + Math.sqrt( 5 ) ) / 2;

    	var vertices = [
    		- 1, t, 0, 	1, t, 0, 	- 1, - t, 0, 	1, - t, 0,
    		 0, - 1, t, 	0, 1, t,	0, - 1, - t, 	0, 1, - t,
    		 t, 0, - 1, 	t, 0, 1, 	- t, 0, - 1, 	- t, 0, 1
    	];

    	var indices = [
    		 0, 11, 5, 	0, 5, 1, 	0, 1, 7, 	0, 7, 10, 	0, 10, 11,
    		 1, 5, 9, 	5, 11, 4,	11, 10, 2,	10, 7, 6,	7, 1, 8,
    		 3, 9, 4, 	3, 4, 2,	3, 2, 6,	3, 6, 8,	3, 8, 9,
    		 4, 9, 5, 	2, 4, 11,	6, 2, 10,	8, 6, 7,	9, 8, 1
    	];

    	PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );

    	this.type = 'IcosahedronBufferGeometry';

    	this.parameters = {
    		radius: radius,
    		detail: detail
    	};

    }

    IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
    IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;

    /**
     * @author Abe Pazos / https://hamoid.com
     * @author Mugen87 / https://github.com/Mugen87
     */

    // DodecahedronGeometry

    function DodecahedronGeometry( radius, detail ) {

    	Geometry.call( this );

    	this.type = 'DodecahedronGeometry';

    	this.parameters = {
    		radius: radius,
    		detail: detail
    	};

    	this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
    	this.mergeVertices();

    }

    DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
    DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;

    // DodecahedronBufferGeometry

    function DodecahedronBufferGeometry( radius, detail ) {

    	var t = ( 1 + Math.sqrt( 5 ) ) / 2;
    	var r = 1 / t;

    	var vertices = [

    		// (±1, ±1, ±1)
    		- 1, - 1, - 1,	- 1, - 1, 1,
    		- 1, 1, - 1, - 1, 1, 1,
    		1, - 1, - 1, 1, - 1, 1,
    		1, 1, - 1, 1, 1, 1,

    		// (0, ±1/φ, ±φ)
    		 0, - r, - t, 0, - r, t,
    		 0, r, - t, 0, r, t,

    		// (±1/φ, ±φ, 0)
    		- r, - t, 0, - r, t, 0,
    		 r, - t, 0, r, t, 0,

    		// (±φ, 0, ±1/φ)
    		- t, 0, - r, t, 0, - r,
    		- t, 0, r, t, 0, r
    	];

    	var indices = [
    		3, 11, 7, 	3, 7, 15, 	3, 15, 13,
    		7, 19, 17, 	7, 17, 6, 	7, 6, 15,
    		17, 4, 8, 	17, 8, 10, 	17, 10, 6,
    		8, 0, 16, 	8, 16, 2, 	8, 2, 10,
    		0, 12, 1, 	0, 1, 18, 	0, 18, 16,
    		6, 10, 2, 	6, 2, 13, 	6, 13, 15,
    		2, 16, 18, 	2, 18, 3, 	2, 3, 13,
    		18, 1, 9, 	18, 9, 11, 	18, 11, 3,
    		4, 14, 12, 	4, 12, 0, 	4, 0, 8,
    		11, 9, 5, 	11, 5, 19, 	11, 19, 7,
    		19, 5, 14, 	19, 14, 4, 	19, 4, 17,
    		1, 12, 14, 	1, 14, 5, 	1, 5, 9
    	];

    	PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );

    	this.type = 'DodecahedronBufferGeometry';

    	this.parameters = {
    		radius: radius,
    		detail: detail
    	};

    }

    DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
    DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;

    /**
     * @author oosmoxiecode / https://github.com/oosmoxiecode
     * @author WestLangley / https://github.com/WestLangley
     * @author zz85 / https://github.com/zz85
     * @author miningold / https://github.com/miningold
     * @author jonobr1 / https://github.com/jonobr1
     * @author Mugen87 / https://github.com/Mugen87
     *
     */

    // TubeGeometry

    function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {

    	Geometry.call( this );

    	this.type = 'TubeGeometry';

    	this.parameters = {
    		path: path,
    		tubularSegments: tubularSegments,
    		radius: radius,
    		radialSegments: radialSegments,
    		closed: closed
    	};

    	if ( taper !== undefined ) console.warn( 'THREE.TubeGeometry: taper has been removed.' );

    	var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );

    	// expose internals

    	this.tangents = bufferGeometry.tangents;
    	this.normals = bufferGeometry.normals;
    	this.binormals = bufferGeometry.binormals;

    	// create geometry

    	this.fromBufferGeometry( bufferGeometry );
    	this.mergeVertices();

    }

    TubeGeometry.prototype = Object.create( Geometry.prototype );
    TubeGeometry.prototype.constructor = TubeGeometry;

    // TubeBufferGeometry

    function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {

    	BufferGeometry.call( this );

    	this.type = 'TubeBufferGeometry';

    	this.parameters = {
    		path: path,
    		tubularSegments: tubularSegments,
    		radius: radius,
    		radialSegments: radialSegments,
    		closed: closed
    	};

    	tubularSegments = tubularSegments || 64;
    	radius = radius || 1;
    	radialSegments = radialSegments || 8;
    	closed = closed || false;

    	var frames = path.computeFrenetFrames( tubularSegments, closed );

    	// expose internals

    	this.tangents = frames.tangents;
    	this.normals = frames.normals;
    	this.binormals = frames.binormals;

    	// helper variables

    	var vertex = new Vector3();
    	var normal = new Vector3();
    	var uv = new Vector2();
    	var P = new Vector3();

    	var i, j;

    	// buffer

    	var vertices = [];
    	var normals = [];
    	var uvs = [];
    	var indices = [];

    	// create buffer data

    	generateBufferData();

    	// build geometry

    	this.setIndex( indices );
    	this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
    	this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
    	this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

    	// functions

    	function generateBufferData() {

    		for ( i = 0; i < tubularSegments; i ++ ) {

    			generateSegment( i );

    		}

    		// if the geometry is not closed, generate the last row of vertices and normals
    		// at the regular position on the given path
    		//
    		// if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)

    		generateSegment( ( closed === false ) ? tubularSegments : 0 );

    		// uvs are generated in a separate function.
    		// this makes it easy compute correct values for closed geometries

    		generateUVs();

    		// finally create faces

    		generateIndices();

    	}

    	function generateSegment( i ) {

    		// we use getPointAt to sample evenly distributed points from the given path

    		P = path.getPointAt( i / tubularSegments, P );

    		// retrieve corresponding normal and binormal

    		var N = frames.normals[ i ];
    		var B = frames.binormals[ i ];

    		// generate normals and vertices for the current segment

    		for ( j = 0; j <= radialSegments; j ++ ) {

    			var v = j / radialSegments * Math.PI * 2;

    			var sin = Math.sin( v );
    			var cos = - Math.cos( v );

    			// normal

    			normal.x = ( cos * N.x + sin * B.x );
    			normal.y = ( cos * N.y + sin * B.y );
    			normal.z = ( cos * N.z + sin * B.z );
    			normal.normalize();

    			normals.push( normal.x, normal.y, normal.z );

    			// vertex

    			vertex.x = P.x + radius * normal.x;
    			vertex.y = P.y + radius * normal.y;
    			vertex.z = P.z + radius * normal.z;

    			vertices.push( vertex.x, vertex.y, vertex.z );

    		}

    	}

    	function generateIndices() {

    		for ( j = 1; j <= tubularSegments; j ++ ) {

    			for ( i = 1; i <= radialSegments; i ++ ) {

    				var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
    				var b = ( radialSegments + 1 ) * j + ( i - 1 );
    				var c = ( radialSegments + 1 ) * j + i;
    				var d = ( radialSegments + 1 ) * ( j - 1 ) + i;

    				// faces

    				indices.push( a, b, d );
    				indices.push( b, c, d );

    			}

    		}

    	}

    	function generateUVs() {

    		for ( i = 0; i <= tubularSegments; i ++ ) {

    			for ( j = 0; j <= radialSegments; j ++ ) {

    				uv.x = i / tubularSegments;
    				uv.y = j / radialSegments;

    				uvs.push( uv.x, uv.y );

    			}

    		}

    	}

    }

    TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
    TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;

    TubeBufferGeometry.prototype.toJSON = function () {

    	var data = BufferGeometry.prototype.toJSON.call( this );

    	data.path = this.parameters.path.toJSON();

    	return data;

    };

    /**
     * @author oosmoxiecode
     * @author Mugen87 / https://github.com/Mugen87
     *
     * based on http://www.blackpawn.com/texts/pqtorus/
     */

    // TorusKnotGeometry

    function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {

    	Geometry.call( this );

    	this.type = 'TorusKnotGeometry';

    	this.parameters = {
    		radius: radius,
    		tube: tube,
    		tubularSegments: tubularSegments,
    		radialSegments: radialSegments,
    		p: p,
    		q: q
    	};

    	if ( heightScale !== undefined ) console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' );

    	this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
    	this.mergeVertices();

    }

    TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
    TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;

    // TorusKnotBufferGeometry

    function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {

    	BufferGeometry.call( this );

    	this.type = 'TorusKnotBufferGeometry';

    	this.parameters = {
    		radius: radius,
    		tube: tube,
    		tubularSegments: tubularSegments,
    		radialSegments: radialSegments,
    		p: p,
    		q: q
    	};

    	radius = radius || 1;
    	tube = tube || 0.4;
    	tubularSegments = Math.floor( tubularSegments ) || 64;
    	radialSegments = Math.floor( radialSegments ) || 8;
    	p = p || 2;
    	q = q || 3;

    	// buffers

    	var indices = [];
    	var vertices = [];
    	var normals = [];
    	var uvs = [];

    	// helper variables

    	var i, j;

    	var vertex = new Vector3();
    	var normal = new Vector3();

    	var P1 = new Vector3();
    	var P2 = new Vector3();

    	var B = new Vector3();
    	var T = new Vector3();
    	var N = new Vector3();

    	// generate vertices, normals and uvs

    	for ( i = 0; i <= tubularSegments; ++ i ) {

    		// the radian "u" is used to calculate the position on the torus curve of the current tubular segement

    		var u = i / tubularSegments * p * Math.PI * 2;

    		// now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
    		// these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions

    		calculatePositionOnCurve( u, p, q, radius, P1 );
    		calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );

    		// calculate orthonormal basis

    		T.subVectors( P2, P1 );
    		N.addVectors( P2, P1 );
    		B.crossVectors( T, N );
    		N.crossVectors( B, T );

    		// normalize B, N. T can be ignored, we don't use it

    		B.normalize();
    		N.normalize();

    		for ( j = 0; j <= radialSegments; ++ j ) {

    			// now calculate the vertices. they are nothing more than an extrusion of the torus curve.
    			// because we extrude a shape in the xy-plane, there is no need to calculate a z-value.

    			var v = j / radialSegments * Math.PI * 2;
    			var cx = - tube * Math.cos( v );
    			var cy = tube * Math.sin( v );

    			// now calculate the final vertex position.
    			// first we orient the extrusion with our basis vectos, then we add it to the current position on the curve

    			vertex.x = P1.x + ( cx * N.x + cy * B.x );
    			vertex.y = P1.y + ( cx * N.y + cy * B.y );
    			vertex.z = P1.z + ( cx * N.z + cy * B.z );

    			vertices.push( vertex.x, vertex.y, vertex.z );

    			// normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)

    			normal.subVectors( vertex, P1 ).normalize();

    			normals.push( normal.x, normal.y, normal.z );

    			// uv

    			uvs.push( i / tubularSegments );
    			uvs.push( j / radialSegments );

    		}

    	}

    	// generate indices

    	for ( j = 1; j <= tubularSegments; j ++ ) {

    		for ( i = 1; i <= radialSegments; i ++ ) {

    			// indices

    			var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
    			var b = ( radialSegments + 1 ) * j + ( i - 1 );
    			var c = ( radialSegments + 1 ) * j + i;
    			var d = ( radialSegments + 1 ) * ( j - 1 ) + i;

    			// faces

    			indices.push( a, b, d );
    			indices.push( b, c, d );

    		}

    	}

    	// build geometry

    	this.setIndex( indices );
    	this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
    	this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
    	this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

    	// this function calculates the current position on the torus curve

    	function calculatePositionOnCurve( u, p, q, radius, position ) {

    		var cu = Math.cos( u );
    		var su = Math.sin( u );
    		var quOverP = q / p * u;
    		var cs = Math.cos( quOverP );

    		position.x = radius * ( 2 + cs ) * 0.5 * cu;
    		position.y = radius * ( 2 + cs ) * su * 0.5;
    		position.z = radius * Math.sin( quOverP ) * 0.5;

    	}

    }

    TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
    TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;

    /**
     * @author oosmoxiecode
     * @author mrdoob / http://mrdoob.com/
     * @author Mugen87 / https://github.com/Mugen87
     */

    // TorusGeometry

    function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {

    	Geometry.call( this );

    	this.type = 'TorusGeometry';

    	this.parameters = {
    		radius: radius,
    		tube: tube,
    		radialSegments: radialSegments,
    		tubularSegments: tubularSegments,
    		arc: arc
    	};

    	this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
    	this.mergeVertices();

    }

    TorusGeometry.prototype = Object.create( Geometry.prototype );
    TorusGeometry.prototype.constructor = TorusGeometry;

    // TorusBufferGeometry

    function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {

    	BufferGeometry.call( this );

    	this.type = 'TorusBufferGeometry';

    	this.parameters = {
    		radius: radius,
    		tube: tube,
    		radialSegments: radialSegments,
    		tubularSegments: tubularSegments,
    		arc: arc
    	};

    	radius = radius || 1;
    	tube = tube || 0.4;
    	radialSegments = Math.floor( radialSegments ) || 8;
    	tubularSegments = Math.floor( tubularSegments ) || 6;
    	arc = arc || Math.PI * 2;

    	// buffers

    	var indices = [];
    	var vertices = [];
    	var normals = [];
    	var uvs = [];

    	// helper variables

    	var center = new Vector3();
    	var vertex = new Vector3();
    	var normal = new Vector3();

    	var j, i;

    	// generate vertices, normals and uvs

    	for ( j = 0; j <= radialSegments; j ++ ) {

    		for ( i = 0; i <= tubularSegments; i ++ ) {

    			var u = i / tubularSegments * arc;
    			var v = j / radialSegments * Math.PI * 2;

    			// vertex

    			vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
    			vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
    			vertex.z = tube * Math.sin( v );

    			vertices.push( vertex.x, vertex.y, vertex.z );

    			// normal

    			center.x = radius * Math.cos( u );
    			center.y = radius * Math.sin( u );
    			normal.subVectors( vertex, center ).normalize();

    			normals.push( normal.x, normal.y, normal.z );

    			// uv

    			uvs.push( i / tubularSegments );
    			uvs.push( j / radialSegments );

    		}

    	}

    	// generate indices

    	for ( j = 1; j <= radialSegments; j ++ ) {

    		for ( i = 1; i <= tubularSegments; i ++ ) {

    			// indices

    			var a = ( tubularSegments + 1 ) * j + i - 1;
    			var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
    			var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
    			var d = ( tubularSegments + 1 ) * j + i;

    			// faces

    			indices.push( a, b, d );
    			indices.push( b, c, d );

    		}

    	}

    	// build geometry

    	this.setIndex( indices );
    	this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
    	this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
    	this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

    }

    TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
    TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;

    /**
     * @author Mugen87 / https://github.com/Mugen87
     * Port from https://github.com/mapbox/earcut (v2.1.5)
     */

    var Earcut = {

    	triangulate: function ( data, holeIndices, dim ) {

    		dim = dim || 2;

    		var hasHoles = holeIndices && holeIndices.length,
    			outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length,
    			outerNode = linkedList( data, 0, outerLen, dim, true ),
    			triangles = [];

    		if ( ! outerNode || outerNode.next === outerNode.prev ) return triangles;

    		var minX, minY, maxX, maxY, x, y, invSize;

    		if ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim );

    		// if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
    		if ( data.length > 80 * dim ) {

    			minX = maxX = data[ 0 ];
    			minY = maxY = data[ 1 ];

    			for ( var i = dim; i < outerLen; i += dim ) {

    				x = data[ i ];
    				y = data[ i + 1 ];
    				if ( x < minX ) minX = x;
    				if ( y < minY ) minY = y;
    				if ( x > maxX ) maxX = x;
    				if ( y > maxY ) maxY = y;

    			}

    			// minX, minY and invSize are later used to transform coords into integers for z-order calculation
    			invSize = Math.max( maxX - minX, maxY - minY );
    			invSize = invSize !== 0 ? 1 / invSize : 0;

    		}

    		earcutLinked( outerNode, triangles, dim, minX, minY, invSize );

    		return triangles;

    	}

    };

    // create a circular doubly linked list from polygon points in the specified winding order
    function linkedList( data, start, end, dim, clockwise ) {

    	var i, last;

    	if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {

    		for ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );

    	} else {

    		for ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );

    	}

    	if ( last && equals( last, last.next ) ) {

    		removeNode( last );
    		last = last.next;

    	}

    	return last;

    }

    // eliminate colinear or duplicate points
    function filterPoints( start, end ) {

    	if ( ! start ) return start;
    	if ( ! end ) end = start;

    	var p = start,
    		again;
    	do {

    		again = false;

    		if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {

    			removeNode( p );
    			p = end = p.prev;
    			if ( p === p.next ) break;
    			again = true;

    		} else {

    			p = p.next;

    		}

    	} while ( again || p !== end );

    	return end;

    }

    // main ear slicing loop which triangulates a polygon (given as a linked list)
    function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {

    	if ( ! ear ) return;

    	// interlink polygon nodes in z-order
    	if ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize );

    	var stop = ear,
    		prev, next;

    	// iterate through ears, slicing them one by one
    	while ( ear.prev !== ear.next ) {

    		prev = ear.prev;
    		next = ear.next;

    		if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {

    			// cut off the triangle
    			triangles.push( prev.i / dim );
    			triangles.push( ear.i / dim );
    			triangles.push( next.i / dim );

    			removeNode( ear );

    			// skipping the next vertex leads to less sliver triangles
    			ear = next.next;
    			stop = next.next;

    			continue;

    		}

    		ear = next;

    		// if we looped through the whole remaining polygon and can't find any more ears
    		if ( ear === stop ) {

    			// try filtering points and slicing again
    			if ( ! pass ) {

    				earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );

    				// if this didn't work, try curing all small self-intersections locally

    			} else if ( pass === 1 ) {

    				ear = cureLocalIntersections( ear, triangles, dim );
    				earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );

    				// as a last resort, try splitting the remaining polygon into two

    			} else if ( pass === 2 ) {

    				splitEarcut( ear, triangles, dim, minX, minY, invSize );

    			}

    			break;

    		}

    	}

    }

    // check whether a polygon node forms a valid ear with adjacent nodes
    function isEar( ear ) {

    	var a = ear.prev,
    		b = ear,
    		c = ear.next;

    	if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear

    	// now make sure we don't have other points inside the potential ear
    	var p = ear.next.next;

    	while ( p !== ear.prev ) {

    		if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
    			area( p.prev, p, p.next ) >= 0 ) return false;
    		p = p.next;

    	}

    	return true;

    }

    function isEarHashed( ear, minX, minY, invSize ) {

    	var a = ear.prev,
    		b = ear,
    		c = ear.next;

    	if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear

    	// triangle bbox; min & max are calculated like this for speed
    	var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
    		minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
    		maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
    		maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );

    	// z-order range for the current triangle bbox;
    	var minZ = zOrder( minTX, minTY, minX, minY, invSize ),
    		maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );

    	var p = ear.prevZ,
    		n = ear.nextZ;

    	// look for points inside the triangle in both directions
    	while ( p && p.z >= minZ && n && n.z <= maxZ ) {

    		if ( p !== ear.prev && p !== ear.next &&
    			pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
    			area( p.prev, p, p.next ) >= 0 ) return false;
    		p = p.prevZ;

    		if ( n !== ear.prev && n !== ear.next &&
    			pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
    			area( n.prev, n, n.next ) >= 0 ) return false;
    		n = n.nextZ;

    	}

    	// look for remaining points in decreasing z-order
    	while ( p && p.z >= minZ ) {

    		if ( p !== ear.prev && p !== ear.next &&
    			pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
    			area( p.prev, p, p.next ) >= 0 ) return false;
    		p = p.prevZ;

    	}

    	// look for remaining points in increasing z-order
    	while ( n && n.z <= maxZ ) {

    		if ( n !== ear.prev && n !== ear.next &&
    			pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
    			area( n.prev, n, n.next ) >= 0 ) return false;
    		n = n.nextZ;

    	}

    	return true;

    }

    // go through all polygon nodes and cure small local self-intersections
    function cureLocalIntersections( start, triangles, dim ) {

    	var p = start;
    	do {

    		var a = p.prev,
    			b = p.next.next;

    		if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {

    			triangles.push( a.i / dim );
    			triangles.push( p.i / dim );
    			triangles.push( b.i / dim );

    			// remove two nodes involved
    			removeNode( p );
    			removeNode( p.next );

    			p = start = b;

    		}

    		p = p.next;

    	} while ( p !== start );

    	return p;

    }

    // try splitting polygon into two and triangulate them independently
    function splitEarcut( start, triangles, dim, minX, minY, invSize ) {

    	// look for a valid diagonal that divides the polygon into two
    	var a = start;
    	do {

    		var b = a.next.next;
    		while ( b !== a.prev ) {

    			if ( a.i !== b.i && isValidDiagonal( a, b ) ) {

    				// split the polygon in two by the diagonal
    				var c = splitPolygon( a, b );

    				// filter colinear points around the cuts
    				a = filterPoints( a, a.next );
    				c = filterPoints( c, c.next );

    				// run earcut on each half
    				earcutLinked( a, triangles, dim, minX, minY, invSize );
    				earcutLinked( c, triangles, dim, minX, minY, invSize );
    				return;

    			}

    			b = b.next;

    		}

    		a = a.next;

    	} while ( a !== start );

    }

    // link every hole into the outer loop, producing a single-ring polygon without holes
    function eliminateHoles( data, holeIndices, outerNode, dim ) {

    	var queue = [],
    		i, len, start, end, list;

    	for ( i = 0, len = holeIndices.length; i < len; i ++ ) {

    		start = holeIndices[ i ] * dim;
    		end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
    		list = linkedList( data, start, end, dim, false );
    		if ( list === list.next ) list.steiner = true;
    		queue.push( getLeftmost( list ) );

    	}

    	queue.sort( compareX );

    	// process holes from left to right
    	for ( i = 0; i < queue.length; i ++ ) {

    		eliminateHole( queue[ i ], outerNode );
    		outerNode = filterPoints( outerNode, outerNode.next );

    	}

    	return outerNode;

    }

    function compareX( a, b ) {

    	return a.x - b.x;

    }

    // find a bridge between vertices that connects hole with an outer ring and and link it
    function eliminateHole( hole, outerNode ) {

    	outerNode = findHoleBridge( hole, outerNode );
    	if ( outerNode ) {

    		var b = splitPolygon( outerNode, hole );
    		filterPoints( b, b.next );

    	}

    }

    // David Eberly's algorithm for finding a bridge between hole and outer polygon
    function findHoleBridge( hole, outerNode ) {

    	var p = outerNode,
    		hx = hole.x,
    		hy = hole.y,
    		qx = - Infinity,
    		m;

    	// find a segment intersected by a ray from the hole's leftmost point to the left;
    	// segment's endpoint with lesser x will be potential connection point
    	do {

    		if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {

    			var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
    			if ( x <= hx && x > qx ) {

    				qx = x;
    				if ( x === hx ) {

    					if ( hy === p.y ) return p;
    					if ( hy === p.next.y ) return p.next;

    				}

    				m = p.x < p.next.x ? p : p.next;

    			}

    		}

    		p = p.next;

    	} while ( p !== outerNode );

    	if ( ! m ) return null;

    	if ( hx === qx ) return m.prev; // hole touches outer segment; pick lower endpoint

    	// look for points inside the triangle of hole point, segment intersection and endpoint;
    	// if there are no points found, we have a valid connection;
    	// otherwise choose the point of the minimum angle with the ray as connection point

    	var stop = m,
    		mx = m.x,
    		my = m.y,
    		tanMin = Infinity,
    		tan;

    	p = m.next;

    	while ( p !== stop ) {

    		if ( hx >= p.x && p.x >= mx && hx !== p.x &&
    				pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {

    			tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential

    			if ( ( tan < tanMin || ( tan === tanMin && p.x > m.x ) ) && locallyInside( p, hole ) ) {

    				m = p;
    				tanMin = tan;

    			}

    		}

    		p = p.next;

    	}

    	return m;

    }

    // interlink polygon nodes in z-order
    function indexCurve( start, minX, minY, invSize ) {

    	var p = start;
    	do {

    		if ( p.z === null ) p.z = zOrder( p.x, p.y, minX, minY, invSize );
    		p.prevZ = p.prev;
    		p.nextZ = p.next;
    		p = p.next;

    	} while ( p !== start );

    	p.prevZ.nextZ = null;
    	p.prevZ = null;

    	sortLinked( p );

    }

    // Simon Tatham's linked list merge sort algorithm
    // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
    function sortLinked( list ) {

    	var i, p, q, e, tail, numMerges, pSize, qSize,
    		inSize = 1;

    	do {

    		p = list;
    		list = null;
    		tail = null;
    		numMerges = 0;

    		while ( p ) {

    			numMerges ++;
    			q = p;
    			pSize = 0;
    			for ( i = 0; i < inSize; i ++ ) {

    				pSize ++;
    				q = q.nextZ;
    				if ( ! q ) break;

    			}

    			qSize = inSize;

    			while ( pSize > 0 || ( qSize > 0 && q ) ) {

    				if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {

    					e = p;
    					p = p.nextZ;
    					pSize --;

    				} else {

    					e = q;
    					q = q.nextZ;
    					qSize --;

    				}

    				if ( tail ) tail.nextZ = e;
    				else list = e;

    				e.prevZ = tail;
    				tail = e;

    			}

    			p = q;

    		}

    		tail.nextZ = null;
    		inSize *= 2;

    	} while ( numMerges > 1 );

    	return list;

    }

    // z-order of a point given coords and inverse of the longer side of data bbox
    function zOrder( x, y, minX, minY, invSize ) {

    	// coords are transformed into non-negative 15-bit integer range
    	x = 32767 * ( x - minX ) * invSize;
    	y = 32767 * ( y - minY ) * invSize;

    	x = ( x | ( x << 8 ) ) & 0x00FF00FF;
    	x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
    	x = ( x | ( x << 2 ) ) & 0x33333333;
    	x = ( x | ( x << 1 ) ) & 0x55555555;

    	y = ( y | ( y << 8 ) ) & 0x00FF00FF;
    	y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
    	y = ( y | ( y << 2 ) ) & 0x33333333;
    	y = ( y | ( y << 1 ) ) & 0x55555555;

    	return x | ( y << 1 );

    }

    // find the leftmost node of a polygon ring
    function getLeftmost( start ) {

    	var p = start,
    		leftmost = start;
    	do {

    		if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) leftmost = p;
    		p = p.next;

    	} while ( p !== start );

    	return leftmost;

    }

    // check if a point lies within a convex triangle
    function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {

    	return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
    		   ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
    		   ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;

    }

    // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
    function isValidDiagonal( a, b ) {

    	return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) &&
    		   locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b );

    }

    // signed area of a triangle
    function area( p, q, r ) {

    	return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );

    }

    // check if two points are equal
    function equals( p1, p2 ) {

    	return p1.x === p2.x && p1.y === p2.y;

    }

    // check if two segments intersect
    function intersects( p1, q1, p2, q2 ) {

    	if ( ( equals( p1, p2 ) && equals( q1, q2 ) ) ||
    		( equals( p1, q2 ) && equals( p2, q1 ) ) ) return true;
    	return area( p1, q1, p2 ) > 0 !== area( p1, q1, q2 ) > 0 &&
    		   area( p2, q2, p1 ) > 0 !== area( p2, q2, q1 ) > 0;

    }

    // check if a polygon diagonal intersects any polygon segments
    function intersectsPolygon( a, b ) {

    	var p = a;
    	do {

    		if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
    				intersects( p, p.next, a, b ) ) return true;
    		p = p.next;

    	} while ( p !== a );

    	return false;

    }

    // check if a polygon diagonal is locally inside the polygon
    function locallyInside( a, b ) {

    	return area( a.prev, a, a.next ) < 0 ?
    		area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
    		area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;

    }

    // check if the middle point of a polygon diagonal is inside the polygon
    function middleInside( a, b ) {

    	var p = a,
    		inside = false,
    		px = ( a.x + b.x ) / 2,
    		py = ( a.y + b.y ) / 2;
    	do {

    		if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
    				( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )
    			inside = ! inside;
    		p = p.next;

    	} while ( p !== a );

    	return inside;

    }

    // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
    // if one belongs to the outer ring and another to a hole, it merges it into a single ring
    function splitPolygon( a, b ) {

    	var a2 = new Node$1( a.i, a.x, a.y ),
    		b2 = new Node$1( b.i, b.x, b.y ),
    		an = a.next,
    		bp = b.prev;

    	a.next = b;
    	b.prev = a;

    	a2.next = an;
    	an.prev = a2;

    	b2.next = a2;
    	a2.prev = b2;

    	bp.next = b2;
    	b2.prev = bp;

    	return b2;

    }

    // create a node and optionally link it with previous one (in a circular doubly linked list)
    function insertNode( i, x, y, last ) {

    	var p = new Node$1( i, x, y );

    	if ( ! last ) {

    		p.prev = p;
    		p.next = p;

    	} else {

    		p.next = last.next;
    		p.prev = last;
    		last.next.prev = p;
    		last.next = p;

    	}

    	return p;

    }

    function removeNode( p ) {

    	p.next.prev = p.prev;
    	p.prev.next = p.next;

    	if ( p.prevZ ) p.prevZ.nextZ = p.nextZ;
    	if ( p.nextZ ) p.nextZ.prevZ = p.prevZ;

    }

    function Node$1( i, x, y ) {

    	// vertex index in coordinates array
    	this.i = i;

    	// vertex coordinates
    	this.x = x;
    	this.y = y;

    	// previous and next vertex nodes in a polygon ring
    	this.prev = null;
    	this.next = null;

    	// z-order curve value
    	this.z = null;

    	// previous and next nodes in z-order
    	this.prevZ = null;
    	this.nextZ = null;

    	// indicates whether this is a steiner point
    	this.steiner = false;

    }

    function signedArea( data, start, end, dim ) {

    	var sum = 0;
    	for ( var i = start, j = end - dim; i < end; i += dim ) {

    		sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
    		j = i;

    	}

    	return sum;

    }

    /**
     * @author zz85 / http://www.lab4games.net/zz85/blog
     */

    var ShapeUtils = {

    	// calculate area of the contour polygon

    	area: function ( contour ) {

    		var n = contour.length;
    		var a = 0.0;

    		for ( var p = n - 1, q = 0; q < n; p = q ++ ) {

    			a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;

    		}

    		return a * 0.5;

    	},

    	isClockWise: function ( pts ) {

    		return ShapeUtils.area( pts ) < 0;

    	},

    	triangulateShape: function ( contour, holes ) {

    		var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
    		var holeIndices = []; // array of hole indices
    		var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]

    		removeDupEndPts( contour );
    		addContour( vertices, contour );

    		//

    		var holeIndex = contour.length;

    		holes.forEach( removeDupEndPts );

    		for ( var i = 0; i < holes.length; i ++ ) {

    			holeIndices.push( holeIndex );
    			holeIndex += holes[ i ].length;
    			addContour( vertices, holes[ i ] );

    		}

    		//

    		var triangles = Earcut.triangulate( vertices, holeIndices );

    		//

    		for ( var i = 0; i < triangles.length; i += 3 ) {

    			faces.push( triangles.slice( i, i + 3 ) );

    		}

    		return faces;

    	}

    };

    function removeDupEndPts( points ) {

    	var l = points.length;

    	if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {

    		points.pop();

    	}

    }

    function addContour( vertices, contour ) {

    	for ( var i = 0; i < contour.length; i ++ ) {

    		vertices.push( contour[ i ].x );
    		vertices.push( contour[ i ].y );

    	}

    }

    /**
     * @author zz85 / http://www.lab4games.net/zz85/blog
     *
     * Creates extruded geometry from a path shape.
     *
     * parameters = {
     *
     *  curveSegments: <int>, // number of points on the curves
     *  steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
     *  depth: <float>, // Depth to extrude the shape
     *
     *  bevelEnabled: <bool>, // turn on bevel
     *  bevelThickness: <float>, // how deep into the original shape bevel goes
     *  bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
     *  bevelOffset: <float>, // how far from shape outline does bevel start
     *  bevelSegments: <int>, // number of bevel layers
     *
     *  extrudePath: <THREE.Curve> // curve to extrude shape along
     *
     *  UVGenerator: <Object> // object that provides UV generator functions
     *
     * }
     */

    // ExtrudeGeometry

    function ExtrudeGeometry( shapes, options ) {

    	Geometry.call( this );

    	this.type = 'ExtrudeGeometry';

    	this.parameters = {
    		shapes: shapes,
    		options: options
    	};

    	this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
    	this.mergeVertices();

    }

    ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
    ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;

    ExtrudeGeometry.prototype.toJSON = function () {

    	var data = Geometry.prototype.toJSON.call( this );

    	var shapes = this.parameters.shapes;
    	var options = this.parameters.options;

    	return toJSON( shapes, options, data );

    };

    // ExtrudeBufferGeometry

    function ExtrudeBufferGeometry( shapes, options ) {

    	BufferGeometry.call( this );

    	this.type = 'ExtrudeBufferGeometry';

    	this.parameters = {
    		shapes: shapes,
    		options: options
    	};

    	shapes = Array.isArray( shapes ) ? shapes : [ shapes ];

    	var scope = this;

    	var verticesArray = [];
    	var uvArray = [];

    	for ( var i = 0, l = shapes.length; i < l; i ++ ) {

    		var shape = shapes[ i ];
    		addShape( shape );

    	}

    	// build geometry

    	this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
    	this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );

    	this.computeVertexNormals();

    	// functions

    	function addShape( shape ) {

    		var placeholder = [];

    		// options

    		var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
    		var steps = options.steps !== undefined ? options.steps : 1;
    		var depth = options.depth !== undefined ? options.depth : 100;

    		var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
    		var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
    		var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
    		var bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
    		var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;

    		var extrudePath = options.extrudePath;

    		var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;

    		// deprecated options

    		if ( options.amount !== undefined ) {

    			console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
    			depth = options.amount;

    		}

    		//

    		var extrudePts, extrudeByPath = false;
    		var splineTube, binormal, normal, position2;

    		if ( extrudePath ) {

    			extrudePts = extrudePath.getSpacedPoints( steps );

    			extrudeByPath = true;
    			bevelEnabled = false; // bevels not supported for path extrusion

    			// SETUP TNB variables

    			// TODO1 - have a .isClosed in spline?

    			splineTube = extrudePath.computeFrenetFrames( steps, false );

    			// console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);

    			binormal = new Vector3();
    			normal = new Vector3();
    			position2 = new Vector3();

    		}

    		// Safeguards if bevels are not enabled

    		if ( ! bevelEnabled ) {

    			bevelSegments = 0;
    			bevelThickness = 0;
    			bevelSize = 0;
    			bevelOffset = 0;

    		}

    		// Variables initialization

    		var ahole, h, hl; // looping of holes

    		var shapePoints = shape.extractPoints( curveSegments );

    		var vertices = shapePoints.shape;
    		var holes = shapePoints.holes;

    		var reverse = ! ShapeUtils.isClockWise( vertices );

    		if ( reverse ) {

    			vertices = vertices.reverse();

    			// Maybe we should also check if holes are in the opposite direction, just to be safe ...

    			for ( h = 0, hl = holes.length; h < hl; h ++ ) {

    				ahole = holes[ h ];

    				if ( ShapeUtils.isClockWise( ahole ) ) {

    					holes[ h ] = ahole.reverse();

    				}

    			}

    		}


    		var faces = ShapeUtils.triangulateShape( vertices, holes );

    		/* Vertices */

    		var contour = vertices; // vertices has all points but contour has only points of circumference

    		for ( h = 0, hl = holes.length; h < hl; h ++ ) {

    			ahole = holes[ h ];

    			vertices = vertices.concat( ahole );

    		}


    		function scalePt2( pt, vec, size ) {

    			if ( ! vec ) console.error( "THREE.ExtrudeGeometry: vec does not exist" );

    			return vec.clone().multiplyScalar( size ).add( pt );

    		}

    		var b, bs, t, z,
    			vert, vlen = vertices.length,
    			face, flen = faces.length;


    		// Find directions for point movement


    		function getBevelVec( inPt, inPrev, inNext ) {

    			// computes for inPt the corresponding point inPt' on a new contour
    			//   shifted by 1 unit (length of normalized vector) to the left
    			// if we walk along contour clockwise, this new contour is outside the old one
    			//
    			// inPt' is the intersection of the two lines parallel to the two
    			//  adjacent edges of inPt at a distance of 1 unit on the left side.

    			var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt

    			// good reading for geometry algorithms (here: line-line intersection)
    			// http://geomalgorithms.com/a05-_intersect-1.html

    			var v_prev_x = inPt.x - inPrev.x,
    				v_prev_y = inPt.y - inPrev.y;
    			var v_next_x = inNext.x - inPt.x,
    				v_next_y = inNext.y - inPt.y;

    			var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );

    			// check for collinear edges
    			var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );

    			if ( Math.abs( collinear0 ) > Number.EPSILON ) {

    				// not collinear

    				// length of vectors for normalizing

    				var v_prev_len = Math.sqrt( v_prev_lensq );
    				var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );

    				// shift adjacent points by unit vectors to the left

    				var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
    				var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );

    				var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
    				var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );

    				// scaling factor for v_prev to intersection point

    				var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
    						( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
    					( v_prev_x * v_next_y - v_prev_y * v_next_x );

    				// vector from inPt to intersection point

    				v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
    				v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );

    				// Don't normalize!, otherwise sharp corners become ugly
    				//  but prevent crazy spikes
    				var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
    				if ( v_trans_lensq <= 2 ) {

    					return new Vector2( v_trans_x, v_trans_y );

    				} else {

    					shrink_by = Math.sqrt( v_trans_lensq / 2 );

    				}

    			} else {

    				// handle special case of collinear edges

    				var direction_eq = false; // assumes: opposite
    				if ( v_prev_x > Number.EPSILON ) {

    					if ( v_next_x > Number.EPSILON ) {

    						direction_eq = true;

    					}

    				} else {

    					if ( v_prev_x < - Number.EPSILON ) {

    						if ( v_next_x < - Number.EPSILON ) {

    							direction_eq = true;

    						}

    					} else {

    						if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {

    							direction_eq = true;

    						}

    					}

    				}

    				if ( direction_eq ) {

    					// console.log("Warning: lines are a straight sequence");
    					v_trans_x = - v_prev_y;
    					v_trans_y = v_prev_x;
    					shrink_by = Math.sqrt( v_prev_lensq );

    				} else {

    					// console.log("Warning: lines are a straight spike");
    					v_trans_x = v_prev_x;
    					v_trans_y = v_prev_y;
    					shrink_by = Math.sqrt( v_prev_lensq / 2 );

    				}

    			}

    			return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );

    		}


    		var contourMovements = [];

    		for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {

    			if ( j === il ) j = 0;
    			if ( k === il ) k = 0;

    			//  (j)---(i)---(k)
    			// console.log('i,j,k', i, j , k)

    			contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );

    		}

    		var holesMovements = [],
    			oneHoleMovements, verticesMovements = contourMovements.concat();

    		for ( h = 0, hl = holes.length; h < hl; h ++ ) {

    			ahole = holes[ h ];

    			oneHoleMovements = [];

    			for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {

    				if ( j === il ) j = 0;
    				if ( k === il ) k = 0;

    				//  (j)---(i)---(k)
    				oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );

    			}

    			holesMovements.push( oneHoleMovements );
    			verticesMovements = verticesMovements.concat( oneHoleMovements );

    		}


    		// Loop bevelSegments, 1 for the front, 1 for the back

    		for ( b = 0; b < bevelSegments; b ++ ) {

    			//for ( b = bevelSegments; b > 0; b -- ) {

    			t = b / bevelSegments;
    			z = bevelThickness * Math.cos( t * Math.PI / 2 );
    			bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;

    			// contract shape

    			for ( i = 0, il = contour.length; i < il; i ++ ) {

    				vert = scalePt2( contour[ i ], contourMovements[ i ], bs );

    				v( vert.x, vert.y, - z );

    			}

    			// expand holes

    			for ( h = 0, hl = holes.length; h < hl; h ++ ) {

    				ahole = holes[ h ];
    				oneHoleMovements = holesMovements[ h ];

    				for ( i = 0, il = ahole.length; i < il; i ++ ) {

    					vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );

    					v( vert.x, vert.y, - z );

    				}

    			}

    		}

    		bs = bevelSize + bevelOffset;

    		// Back facing vertices

    		for ( i = 0; i < vlen; i ++ ) {

    			vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];

    			if ( ! extrudeByPath ) {

    				v( vert.x, vert.y, 0 );

    			} else {

    				// v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );

    				normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
    				binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );

    				position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );

    				v( position2.x, position2.y, position2.z );

    			}

    		}

    		// Add stepped vertices...
    		// Including front facing vertices

    		var s;

    		for ( s = 1; s <= steps; s ++ ) {

    			for ( i = 0; i < vlen; i ++ ) {

    				vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];

    				if ( ! extrudeByPath ) {

    					v( vert.x, vert.y, depth / steps * s );

    				} else {

    					// v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );

    					normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
    					binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );

    					position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );

    					v( position2.x, position2.y, position2.z );

    				}

    			}

    		}


    		// Add bevel segments planes

    		//for ( b = 1; b <= bevelSegments; b ++ ) {
    		for ( b = bevelSegments - 1; b >= 0; b -- ) {

    			t = b / bevelSegments;
    			z = bevelThickness * Math.cos( t * Math.PI / 2 );
    			bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;

    			// contract shape

    			for ( i = 0, il = contour.length; i < il; i ++ ) {

    				vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
    				v( vert.x, vert.y, depth + z );

    			}

    			// expand holes

    			for ( h = 0, hl = holes.length; h < hl; h ++ ) {

    				ahole = holes[ h ];
    				oneHoleMovements = holesMovements[ h ];

    				for ( i = 0, il = ahole.length; i < il; i ++ ) {

    					vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );

    					if ( ! extrudeByPath ) {

    						v( vert.x, vert.y, depth + z );

    					} else {

    						v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );

    					}

    				}

    			}

    		}

    		/* Faces */

    		// Top and bottom faces

    		buildLidFaces();

    		// Sides faces

    		buildSideFaces();


    		/////  Internal functions

    		function buildLidFaces() {

    			var start = verticesArray.length / 3;

    			if ( bevelEnabled ) {

    				var layer = 0; // steps + 1
    				var offset = vlen * layer;

    				// Bottom faces

    				for ( i = 0; i < flen; i ++ ) {

    					face = faces[ i ];
    					f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );

    				}

    				layer = steps + bevelSegments * 2;
    				offset = vlen * layer;

    				// Top faces

    				for ( i = 0; i < flen; i ++ ) {

    					face = faces[ i ];
    					f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );

    				}

    			} else {

    				// Bottom faces

    				for ( i = 0; i < flen; i ++ ) {

    					face = faces[ i ];
    					f3( face[ 2 ], face[ 1 ], face[ 0 ] );

    				}

    				// Top faces

    				for ( i = 0; i < flen; i ++ ) {

    					face = faces[ i ];
    					f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );

    				}

    			}

    			scope.addGroup( start, verticesArray.length / 3 - start, 0 );

    		}

    		// Create faces for the z-sides of the shape

    		function buildSideFaces() {

    			var start = verticesArray.length / 3;
    			var layeroffset = 0;
    			sidewalls( contour, layeroffset );
    			layeroffset += contour.length;

    			for ( h = 0, hl = holes.length; h < hl; h ++ ) {

    				ahole = holes[ h ];
    				sidewalls( ahole, layeroffset );

    				//, true
    				layeroffset += ahole.length;

    			}


    			scope.addGroup( start, verticesArray.length / 3 - start, 1 );


    		}

    		function sidewalls( contour, layeroffset ) {

    			var j, k;
    			i = contour.length;

    			while ( -- i >= 0 ) {

    				j = i;
    				k = i - 1;
    				if ( k < 0 ) k = contour.length - 1;

    				//console.log('b', i,j, i-1, k,vertices.length);

    				var s = 0,
    					sl = steps + bevelSegments * 2;

    				for ( s = 0; s < sl; s ++ ) {

    					var slen1 = vlen * s;
    					var slen2 = vlen * ( s + 1 );

    					var a = layeroffset + j + slen1,
    						b = layeroffset + k + slen1,
    						c = layeroffset + k + slen2,
    						d = layeroffset + j + slen2;

    					f4( a, b, c, d );

    				}

    			}

    		}

    		function v( x, y, z ) {

    			placeholder.push( x );
    			placeholder.push( y );
    			placeholder.push( z );

    		}


    		function f3( a, b, c ) {

    			addVertex( a );
    			addVertex( b );
    			addVertex( c );

    			var nextIndex = verticesArray.length / 3;
    			var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );

    			addUV( uvs[ 0 ] );
    			addUV( uvs[ 1 ] );
    			addUV( uvs[ 2 ] );

    		}

    		function f4( a, b, c, d ) {

    			addVertex( a );
    			addVertex( b );
    			addVertex( d );

    			addVertex( b );
    			addVertex( c );
    			addVertex( d );


    			var nextIndex = verticesArray.length / 3;
    			var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );

    			addUV( uvs[ 0 ] );
    			addUV( uvs[ 1 ] );
    			addUV( uvs[ 3 ] );

    			addUV( uvs[ 1 ] );
    			addUV( uvs[ 2 ] );
    			addUV( uvs[ 3 ] );

    		}

    		function addVertex( index ) {

    			verticesArray.push( placeholder[ index * 3 + 0 ] );
    			verticesArray.push( placeholder[ index * 3 + 1 ] );
    			verticesArray.push( placeholder[ index * 3 + 2 ] );

    		}


    		function addUV( vector2 ) {

    			uvArray.push( vector2.x );
    			uvArray.push( vector2.y );

    		}

    	}

    }

    ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
    ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;

    ExtrudeBufferGeometry.prototype.toJSON = function () {

    	var data = BufferGeometry.prototype.toJSON.call( this );

    	var shapes = this.parameters.shapes;
    	var options = this.parameters.options;

    	return toJSON( shapes, options, data );

    };

    //

    var WorldUVGenerator = {

    	generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {

    		var a_x = vertices[ indexA * 3 ];
    		var a_y = vertices[ indexA * 3 + 1 ];
    		var b_x = vertices[ indexB * 3 ];
    		var b_y = vertices[ indexB * 3 + 1 ];
    		var c_x = vertices[ indexC * 3 ];
    		var c_y = vertices[ indexC * 3 + 1 ];

    		return [
    			new Vector2( a_x, a_y ),
    			new Vector2( b_x, b_y ),
    			new Vector2( c_x, c_y )
    		];

    	},

    	generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {

    		var a_x = vertices[ indexA * 3 ];
    		var a_y = vertices[ indexA * 3 + 1 ];
    		var a_z = vertices[ indexA * 3 + 2 ];
    		var b_x = vertices[ indexB * 3 ];
    		var b_y = vertices[ indexB * 3 + 1 ];
    		var b_z = vertices[ indexB * 3 + 2 ];
    		var c_x = vertices[ indexC * 3 ];
    		var c_y = vertices[ indexC * 3 + 1 ];
    		var c_z = vertices[ indexC * 3 + 2 ];
    		var d_x = vertices[ indexD * 3 ];
    		var d_y = vertices[ indexD * 3 + 1 ];
    		var d_z = vertices[ indexD * 3 + 2 ];

    		if ( Math.abs( a_y - b_y ) < 0.01 ) {

    			return [
    				new Vector2( a_x, 1 - a_z ),
    				new Vector2( b_x, 1 - b_z ),
    				new Vector2( c_x, 1 - c_z ),
    				new Vector2( d_x, 1 - d_z )
    			];

    		} else {

    			return [
    				new Vector2( a_y, 1 - a_z ),
    				new Vector2( b_y, 1 - b_z ),
    				new Vector2( c_y, 1 - c_z ),
    				new Vector2( d_y, 1 - d_z )
    			];

    		}

    	}
    };

    function toJSON( shapes, options, data ) {

    	//

    	data.shapes = [];

    	if ( Array.isArray( shapes ) ) {

    		for ( var i = 0, l = shapes.length; i < l; i ++ ) {

    			var shape = shapes[ i ];

    			data.shapes.push( shape.uuid );

    		}

    	} else {

    		data.shapes.push( shapes.uuid );

    	}

    	//

    	if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();

    	return data;

    }

    /**
     * @author zz85 / http://www.lab4games.net/zz85/blog
     * @author alteredq / http://alteredqualia.com/
     *
     * Text = 3D Text
     *
     * parameters = {
     *  font: <THREE.Font>, // font
     *
     *  size: <float>, // size of the text
     *  height: <float>, // thickness to extrude text
     *  curveSegments: <int>, // number of points on the curves
     *
     *  bevelEnabled: <bool>, // turn on bevel
     *  bevelThickness: <float>, // how deep into text bevel goes
     *  bevelSize: <float>, // how far from text outline (including bevelOffset) is bevel
     *  bevelOffset: <float> // how far from text outline does bevel start
     * }
     */

    // TextGeometry

    function TextGeometry( text, parameters ) {

    	Geometry.call( this );

    	this.type = 'TextGeometry';

    	this.parameters = {
    		text: text,
    		parameters: parameters
    	};

    	this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
    	this.mergeVertices();

    }

    TextGeometry.prototype = Object.create( Geometry.prototype );
    TextGeometry.prototype.constructor = TextGeometry;

    // TextBufferGeometry

    function TextBufferGeometry( text, parameters ) {

    	parameters = parameters || {};

    	var font = parameters.font;

    	if ( ! ( font && font.isFont ) ) {

    		console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
    		return new Geometry();

    	}

    	var shapes = font.generateShapes( text, parameters.size );

    	// translate parameters to ExtrudeGeometry API

    	parameters.depth = parameters.height !== undefined ? parameters.height : 50;

    	// defaults

    	if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
    	if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
    	if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;

    	ExtrudeBufferGeometry.call( this, shapes, parameters );

    	this.type = 'TextBufferGeometry';

    }

    TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
    TextBufferGeometry.prototype.constructor = TextBufferGeometry;

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author benaadams / https://twitter.com/ben_a_adams
     * @author Mugen87 / https://github.com/Mugen87
     */

    // SphereGeometry

    function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {

    	Geometry.call( this );

    	this.type = 'SphereGeometry';

    	this.parameters = {
    		radius: radius,
    		widthSegments: widthSegments,
    		heightSegments: heightSegments,
    		phiStart: phiStart,
    		phiLength: phiLength,
    		thetaStart: thetaStart,
    		thetaLength: thetaLength
    	};

    	this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
    	this.mergeVertices();

    }

    SphereGeometry.prototype = Object.create( Geometry.prototype );
    SphereGeometry.prototype.constructor = SphereGeometry;

    // SphereBufferGeometry

    function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {

    	BufferGeometry.call( this );

    	this.type = 'SphereBufferGeometry';

    	this.parameters = {
    		radius: radius,
    		widthSegments: widthSegments,
    		heightSegments: heightSegments,
    		phiStart: phiStart,
    		phiLength: phiLength,
    		thetaStart: thetaStart,
    		thetaLength: thetaLength
    	};

    	radius = radius || 1;

    	widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
    	heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );

    	phiStart = phiStart !== undefined ? phiStart : 0;
    	phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;

    	thetaStart = thetaStart !== undefined ? thetaStart : 0;
    	thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;

    	var thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );

    	var ix, iy;

    	var index = 0;
    	var grid = [];

    	var vertex = new Vector3();
    	var normal = new Vector3();

    	// buffers

    	var indices = [];
    	var vertices = [];
    	var normals = [];
    	var uvs = [];

    	// generate vertices, normals and uvs

    	for ( iy = 0; iy <= heightSegments; iy ++ ) {

    		var verticesRow = [];

    		var v = iy / heightSegments;

    		// special case for the poles

    		var uOffset = 0;

    		if ( iy == 0 && thetaStart == 0 ) {

    			uOffset = 0.5 / widthSegments;

    		} else if ( iy == heightSegments && thetaEnd == Math.PI ) {

    			uOffset = - 0.5 / widthSegments;

    		}

    		for ( ix = 0; ix <= widthSegments; ix ++ ) {

    			var u = ix / widthSegments;

    			// vertex

    			vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
    			vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
    			vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );

    			vertices.push( vertex.x, vertex.y, vertex.z );

    			// normal

    			normal.copy( vertex ).normalize();
    			normals.push( normal.x, normal.y, normal.z );

    			// uv

    			uvs.push( u + uOffset, 1 - v );

    			verticesRow.push( index ++ );

    		}

    		grid.push( verticesRow );

    	}

    	// indices

    	for ( iy = 0; iy < heightSegments; iy ++ ) {

    		for ( ix = 0; ix < widthSegments; ix ++ ) {

    			var a = grid[ iy ][ ix + 1 ];
    			var b = grid[ iy ][ ix ];
    			var c = grid[ iy + 1 ][ ix ];
    			var d = grid[ iy + 1 ][ ix + 1 ];

    			if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
    			if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );

    		}

    	}

    	// build geometry

    	this.setIndex( indices );
    	this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
    	this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
    	this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

    }

    SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
    SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;

    /**
     * @author Kaleb Murphy
     * @author Mugen87 / https://github.com/Mugen87
     */

    // RingGeometry

    function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {

    	Geometry.call( this );

    	this.type = 'RingGeometry';

    	this.parameters = {
    		innerRadius: innerRadius,
    		outerRadius: outerRadius,
    		thetaSegments: thetaSegments,
    		phiSegments: phiSegments,
    		thetaStart: thetaStart,
    		thetaLength: thetaLength
    	};

    	this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
    	this.mergeVertices();

    }

    RingGeometry.prototype = Object.create( Geometry.prototype );
    RingGeometry.prototype.constructor = RingGeometry;

    // RingBufferGeometry

    function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {

    	BufferGeometry.call( this );

    	this.type = 'RingBufferGeometry';

    	this.parameters = {
    		innerRadius: innerRadius,
    		outerRadius: outerRadius,
    		thetaSegments: thetaSegments,
    		phiSegments: phiSegments,
    		thetaStart: thetaStart,
    		thetaLength: thetaLength
    	};

    	innerRadius = innerRadius || 0.5;
    	outerRadius = outerRadius || 1;

    	thetaStart = thetaStart !== undefined ? thetaStart : 0;
    	thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;

    	thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
    	phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;

    	// buffers

    	var indices = [];
    	var vertices = [];
    	var normals = [];
    	var uvs = [];

    	// some helper variables

    	var segment;
    	var radius = innerRadius;
    	var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
    	var vertex = new Vector3();
    	var uv = new Vector2();
    	var j, i;

    	// generate vertices, normals and uvs

    	for ( j = 0; j <= phiSegments; j ++ ) {

    		for ( i = 0; i <= thetaSegments; i ++ ) {

    			// values are generate from the inside of the ring to the outside

    			segment = thetaStart + i / thetaSegments * thetaLength;

    			// vertex

    			vertex.x = radius * Math.cos( segment );
    			vertex.y = radius * Math.sin( segment );

    			vertices.push( vertex.x, vertex.y, vertex.z );

    			// normal

    			normals.push( 0, 0, 1 );

    			// uv

    			uv.x = ( vertex.x / outerRadius + 1 ) / 2;
    			uv.y = ( vertex.y / outerRadius + 1 ) / 2;

    			uvs.push( uv.x, uv.y );

    		}

    		// increase the radius for next row of vertices

    		radius += radiusStep;

    	}

    	// indices

    	for ( j = 0; j < phiSegments; j ++ ) {

    		var thetaSegmentLevel = j * ( thetaSegments + 1 );

    		for ( i = 0; i < thetaSegments; i ++ ) {

    			segment = i + thetaSegmentLevel;

    			var a = segment;
    			var b = segment + thetaSegments + 1;
    			var c = segment + thetaSegments + 2;
    			var d = segment + 1;

    			// faces

    			indices.push( a, b, d );
    			indices.push( b, c, d );

    		}

    	}

    	// build geometry

    	this.setIndex( indices );
    	this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
    	this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
    	this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

    }

    RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
    RingBufferGeometry.prototype.constructor = RingBufferGeometry;

    /**
     * @author zz85 / https://github.com/zz85
     * @author bhouston / http://clara.io
     * @author Mugen87 / https://github.com/Mugen87
     */

    // LatheGeometry

    function LatheGeometry( points, segments, phiStart, phiLength ) {

    	Geometry.call( this );

    	this.type = 'LatheGeometry';

    	this.parameters = {
    		points: points,
    		segments: segments,
    		phiStart: phiStart,
    		phiLength: phiLength
    	};

    	this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
    	this.mergeVertices();

    }

    LatheGeometry.prototype = Object.create( Geometry.prototype );
    LatheGeometry.prototype.constructor = LatheGeometry;

    // LatheBufferGeometry

    function LatheBufferGeometry( points, segments, phiStart, phiLength ) {

    	BufferGeometry.call( this );

    	this.type = 'LatheBufferGeometry';

    	this.parameters = {
    		points: points,
    		segments: segments,
    		phiStart: phiStart,
    		phiLength: phiLength
    	};

    	segments = Math.floor( segments ) || 12;
    	phiStart = phiStart || 0;
    	phiLength = phiLength || Math.PI * 2;

    	// clamp phiLength so it's in range of [ 0, 2PI ]

    	phiLength = MathUtils.clamp( phiLength, 0, Math.PI * 2 );


    	// buffers

    	var indices = [];
    	var vertices = [];
    	var uvs = [];

    	// helper variables

    	var base;
    	var inverseSegments = 1.0 / segments;
    	var vertex = new Vector3();
    	var uv = new Vector2();
    	var i, j;

    	// generate vertices and uvs

    	for ( i = 0; i <= segments; i ++ ) {

    		var phi = phiStart + i * inverseSegments * phiLength;

    		var sin = Math.sin( phi );
    		var cos = Math.cos( phi );

    		for ( j = 0; j <= ( points.length - 1 ); j ++ ) {

    			// vertex

    			vertex.x = points[ j ].x * sin;
    			vertex.y = points[ j ].y;
    			vertex.z = points[ j ].x * cos;

    			vertices.push( vertex.x, vertex.y, vertex.z );

    			// uv

    			uv.x = i / segments;
    			uv.y = j / ( points.length - 1 );

    			uvs.push( uv.x, uv.y );


    		}

    	}

    	// indices

    	for ( i = 0; i < segments; i ++ ) {

    		for ( j = 0; j < ( points.length - 1 ); j ++ ) {

    			base = j + i * points.length;

    			var a = base;
    			var b = base + points.length;
    			var c = base + points.length + 1;
    			var d = base + 1;

    			// faces

    			indices.push( a, b, d );
    			indices.push( b, c, d );

    		}

    	}

    	// build geometry

    	this.setIndex( indices );
    	this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
    	this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

    	// generate normals

    	this.computeVertexNormals();

    	// if the geometry is closed, we need to average the normals along the seam.
    	// because the corresponding vertices are identical (but still have different UVs).

    	if ( phiLength === Math.PI * 2 ) {

    		var normals = this.attributes.normal.array;
    		var n1 = new Vector3();
    		var n2 = new Vector3();
    		var n = new Vector3();

    		// this is the buffer offset for the last line of vertices

    		base = segments * points.length * 3;

    		for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) {

    			// select the normal of the vertex in the first line

    			n1.x = normals[ j + 0 ];
    			n1.y = normals[ j + 1 ];
    			n1.z = normals[ j + 2 ];

    			// select the normal of the vertex in the last line

    			n2.x = normals[ base + j + 0 ];
    			n2.y = normals[ base + j + 1 ];
    			n2.z = normals[ base + j + 2 ];

    			// average normals

    			n.addVectors( n1, n2 ).normalize();

    			// assign the new values to both normals

    			normals[ j + 0 ] = normals[ base + j + 0 ] = n.x;
    			normals[ j + 1 ] = normals[ base + j + 1 ] = n.y;
    			normals[ j + 2 ] = normals[ base + j + 2 ] = n.z;

    		}

    	}

    }

    LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
    LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;

    /**
     * @author jonobr1 / http://jonobr1.com
     * @author Mugen87 / https://github.com/Mugen87
     */

    // ShapeGeometry

    function ShapeGeometry( shapes, curveSegments ) {

    	Geometry.call( this );

    	this.type = 'ShapeGeometry';

    	if ( typeof curveSegments === 'object' ) {

    		console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );

    		curveSegments = curveSegments.curveSegments;

    	}

    	this.parameters = {
    		shapes: shapes,
    		curveSegments: curveSegments
    	};

    	this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
    	this.mergeVertices();

    }

    ShapeGeometry.prototype = Object.create( Geometry.prototype );
    ShapeGeometry.prototype.constructor = ShapeGeometry;

    ShapeGeometry.prototype.toJSON = function () {

    	var data = Geometry.prototype.toJSON.call( this );

    	var shapes = this.parameters.shapes;

    	return toJSON$1( shapes, data );

    };

    // ShapeBufferGeometry

    function ShapeBufferGeometry( shapes, curveSegments ) {

    	BufferGeometry.call( this );

    	this.type = 'ShapeBufferGeometry';

    	this.parameters = {
    		shapes: shapes,
    		curveSegments: curveSegments
    	};

    	curveSegments = curveSegments || 12;

    	// buffers

    	var indices = [];
    	var vertices = [];
    	var normals = [];
    	var uvs = [];

    	// helper variables

    	var groupStart = 0;
    	var groupCount = 0;

    	// allow single and array values for "shapes" parameter

    	if ( Array.isArray( shapes ) === false ) {

    		addShape( shapes );

    	} else {

    		for ( var i = 0; i < shapes.length; i ++ ) {

    			addShape( shapes[ i ] );

    			this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support

    			groupStart += groupCount;
    			groupCount = 0;

    		}

    	}

    	// build geometry

    	this.setIndex( indices );
    	this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
    	this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
    	this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );


    	// helper functions

    	function addShape( shape ) {

    		var i, l, shapeHole;

    		var indexOffset = vertices.length / 3;
    		var points = shape.extractPoints( curveSegments );

    		var shapeVertices = points.shape;
    		var shapeHoles = points.holes;

    		// check direction of vertices

    		if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {

    			shapeVertices = shapeVertices.reverse();

    		}

    		for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {

    			shapeHole = shapeHoles[ i ];

    			if ( ShapeUtils.isClockWise( shapeHole ) === true ) {

    				shapeHoles[ i ] = shapeHole.reverse();

    			}

    		}

    		var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );

    		// join vertices of inner and outer paths to a single array

    		for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {

    			shapeHole = shapeHoles[ i ];
    			shapeVertices = shapeVertices.concat( shapeHole );

    		}

    		// vertices, normals, uvs

    		for ( i = 0, l = shapeVertices.length; i < l; i ++ ) {

    			var vertex = shapeVertices[ i ];

    			vertices.push( vertex.x, vertex.y, 0 );
    			normals.push( 0, 0, 1 );
    			uvs.push( vertex.x, vertex.y ); // world uvs

    		}

    		// incides

    		for ( i = 0, l = faces.length; i < l; i ++ ) {

    			var face = faces[ i ];

    			var a = face[ 0 ] + indexOffset;
    			var b = face[ 1 ] + indexOffset;
    			var c = face[ 2 ] + indexOffset;

    			indices.push( a, b, c );
    			groupCount += 3;

    		}

    	}

    }

    ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
    ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;

    ShapeBufferGeometry.prototype.toJSON = function () {

    	var data = BufferGeometry.prototype.toJSON.call( this );

    	var shapes = this.parameters.shapes;

    	return toJSON$1( shapes, data );

    };

    //

    function toJSON$1( shapes, data ) {

    	data.shapes = [];

    	if ( Array.isArray( shapes ) ) {

    		for ( var i = 0, l = shapes.length; i < l; i ++ ) {

    			var shape = shapes[ i ];

    			data.shapes.push( shape.uuid );

    		}

    	} else {

    		data.shapes.push( shapes.uuid );

    	}

    	return data;

    }

    /**
     * @author WestLangley / http://github.com/WestLangley
     * @author Mugen87 / https://github.com/Mugen87
     */

    function EdgesGeometry( geometry, thresholdAngle ) {

    	BufferGeometry.call( this );

    	this.type = 'EdgesGeometry';

    	this.parameters = {
    		thresholdAngle: thresholdAngle
    	};

    	thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;

    	// buffer

    	var vertices = [];

    	// helper variables

    	var thresholdDot = Math.cos( MathUtils.DEG2RAD * thresholdAngle );
    	var edge = [ 0, 0 ], edges = {}, edge1, edge2;
    	var key, keys = [ 'a', 'b', 'c' ];

    	// prepare source geometry

    	var geometry2;

    	if ( geometry.isBufferGeometry ) {

    		geometry2 = new Geometry();
    		geometry2.fromBufferGeometry( geometry );

    	} else {

    		geometry2 = geometry.clone();

    	}

    	geometry2.mergeVertices();
    	geometry2.computeFaceNormals();

    	var sourceVertices = geometry2.vertices;
    	var faces = geometry2.faces;

    	// now create a data structure where each entry represents an edge with its adjoining faces

    	for ( var i = 0, l = faces.length; i < l; i ++ ) {

    		var face = faces[ i ];

    		for ( var j = 0; j < 3; j ++ ) {

    			edge1 = face[ keys[ j ] ];
    			edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
    			edge[ 0 ] = Math.min( edge1, edge2 );
    			edge[ 1 ] = Math.max( edge1, edge2 );

    			key = edge[ 0 ] + ',' + edge[ 1 ];

    			if ( edges[ key ] === undefined ) {

    				edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };

    			} else {

    				edges[ key ].face2 = i;

    			}

    		}

    	}

    	// generate vertices

    	for ( key in edges ) {

    		var e = edges[ key ];

    		// an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.

    		if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {

    			var vertex = sourceVertices[ e.index1 ];
    			vertices.push( vertex.x, vertex.y, vertex.z );

    			vertex = sourceVertices[ e.index2 ];
    			vertices.push( vertex.x, vertex.y, vertex.z );

    		}

    	}

    	// build geometry

    	this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );

    }

    EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
    EdgesGeometry.prototype.constructor = EdgesGeometry;

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author Mugen87 / https://github.com/Mugen87
     */

    // CylinderGeometry

    function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {

    	Geometry.call( this );

    	this.type = 'CylinderGeometry';

    	this.parameters = {
    		radiusTop: radiusTop,
    		radiusBottom: radiusBottom,
    		height: height,
    		radialSegments: radialSegments,
    		heightSegments: heightSegments,
    		openEnded: openEnded,
    		thetaStart: thetaStart,
    		thetaLength: thetaLength
    	};

    	this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
    	this.mergeVertices();

    }

    CylinderGeometry.prototype = Object.create( Geometry.prototype );
    CylinderGeometry.prototype.constructor = CylinderGeometry;

    // CylinderBufferGeometry

    function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {

    	BufferGeometry.call( this );

    	this.type = 'CylinderBufferGeometry';

    	this.parameters = {
    		radiusTop: radiusTop,
    		radiusBottom: radiusBottom,
    		height: height,
    		radialSegments: radialSegments,
    		heightSegments: heightSegments,
    		openEnded: openEnded,
    		thetaStart: thetaStart,
    		thetaLength: thetaLength
    	};

    	var scope = this;

    	radiusTop = radiusTop !== undefined ? radiusTop : 1;
    	radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;
    	height = height || 1;

    	radialSegments = Math.floor( radialSegments ) || 8;
    	heightSegments = Math.floor( heightSegments ) || 1;

    	openEnded = openEnded !== undefined ? openEnded : false;
    	thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
    	thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;

    	// buffers

    	var indices = [];
    	var vertices = [];
    	var normals = [];
    	var uvs = [];

    	// helper variables

    	var index = 0;
    	var indexArray = [];
    	var halfHeight = height / 2;
    	var groupStart = 0;

    	// generate geometry

    	generateTorso();

    	if ( openEnded === false ) {

    		if ( radiusTop > 0 ) generateCap( true );
    		if ( radiusBottom > 0 ) generateCap( false );

    	}

    	// build geometry

    	this.setIndex( indices );
    	this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
    	this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
    	this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

    	function generateTorso() {

    		var x, y;
    		var normal = new Vector3();
    		var vertex = new Vector3();

    		var groupCount = 0;

    		// this will be used to calculate the normal
    		var slope = ( radiusBottom - radiusTop ) / height;

    		// generate vertices, normals and uvs

    		for ( y = 0; y <= heightSegments; y ++ ) {

    			var indexRow = [];

    			var v = y / heightSegments;

    			// calculate the radius of the current row

    			var radius = v * ( radiusBottom - radiusTop ) + radiusTop;

    			for ( x = 0; x <= radialSegments; x ++ ) {

    				var u = x / radialSegments;

    				var theta = u * thetaLength + thetaStart;

    				var sinTheta = Math.sin( theta );
    				var cosTheta = Math.cos( theta );

    				// vertex

    				vertex.x = radius * sinTheta;
    				vertex.y = - v * height + halfHeight;
    				vertex.z = radius * cosTheta;
    				vertices.push( vertex.x, vertex.y, vertex.z );

    				// normal

    				normal.set( sinTheta, slope, cosTheta ).normalize();
    				normals.push( normal.x, normal.y, normal.z );

    				// uv

    				uvs.push( u, 1 - v );

    				// save index of vertex in respective row

    				indexRow.push( index ++ );

    			}

    			// now save vertices of the row in our index array

    			indexArray.push( indexRow );

    		}

    		// generate indices

    		for ( x = 0; x < radialSegments; x ++ ) {

    			for ( y = 0; y < heightSegments; y ++ ) {

    				// we use the index array to access the correct indices

    				var a = indexArray[ y ][ x ];
    				var b = indexArray[ y + 1 ][ x ];
    				var c = indexArray[ y + 1 ][ x + 1 ];
    				var d = indexArray[ y ][ x + 1 ];

    				// faces

    				indices.push( a, b, d );
    				indices.push( b, c, d );

    				// update group counter

    				groupCount += 6;

    			}

    		}

    		// add a group to the geometry. this will ensure multi material support

    		scope.addGroup( groupStart, groupCount, 0 );

    		// calculate new start value for groups

    		groupStart += groupCount;

    	}

    	function generateCap( top ) {

    		var x, centerIndexStart, centerIndexEnd;

    		var uv = new Vector2();
    		var vertex = new Vector3();

    		var groupCount = 0;

    		var radius = ( top === true ) ? radiusTop : radiusBottom;
    		var sign = ( top === true ) ? 1 : - 1;

    		// save the index of the first center vertex
    		centerIndexStart = index;

    		// first we generate the center vertex data of the cap.
    		// because the geometry needs one set of uvs per face,
    		// we must generate a center vertex per face/segment

    		for ( x = 1; x <= radialSegments; x ++ ) {

    			// vertex

    			vertices.push( 0, halfHeight * sign, 0 );

    			// normal

    			normals.push( 0, sign, 0 );

    			// uv

    			uvs.push( 0.5, 0.5 );

    			// increase index

    			index ++;

    		}

    		// save the index of the last center vertex

    		centerIndexEnd = index;

    		// now we generate the surrounding vertices, normals and uvs

    		for ( x = 0; x <= radialSegments; x ++ ) {

    			var u = x / radialSegments;
    			var theta = u * thetaLength + thetaStart;

    			var cosTheta = Math.cos( theta );
    			var sinTheta = Math.sin( theta );

    			// vertex

    			vertex.x = radius * sinTheta;
    			vertex.y = halfHeight * sign;
    			vertex.z = radius * cosTheta;
    			vertices.push( vertex.x, vertex.y, vertex.z );

    			// normal

    			normals.push( 0, sign, 0 );

    			// uv

    			uv.x = ( cosTheta * 0.5 ) + 0.5;
    			uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
    			uvs.push( uv.x, uv.y );

    			// increase index

    			index ++;

    		}

    		// generate indices

    		for ( x = 0; x < radialSegments; x ++ ) {

    			var c = centerIndexStart + x;
    			var i = centerIndexEnd + x;

    			if ( top === true ) {

    				// face top

    				indices.push( i, i + 1, c );

    			} else {

    				// face bottom

    				indices.push( i + 1, i, c );

    			}

    			groupCount += 3;

    		}

    		// add a group to the geometry. this will ensure multi material support

    		scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );

    		// calculate new start value for groups

    		groupStart += groupCount;

    	}

    }

    CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
    CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;

    /**
     * @author abelnation / http://github.com/abelnation
     */

    // ConeGeometry

    function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {

    	CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );

    	this.type = 'ConeGeometry';

    	this.parameters = {
    		radius: radius,
    		height: height,
    		radialSegments: radialSegments,
    		heightSegments: heightSegments,
    		openEnded: openEnded,
    		thetaStart: thetaStart,
    		thetaLength: thetaLength
    	};

    }

    ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
    ConeGeometry.prototype.constructor = ConeGeometry;

    // ConeBufferGeometry

    function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {

    	CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );

    	this.type = 'ConeBufferGeometry';

    	this.parameters = {
    		radius: radius,
    		height: height,
    		radialSegments: radialSegments,
    		heightSegments: heightSegments,
    		openEnded: openEnded,
    		thetaStart: thetaStart,
    		thetaLength: thetaLength
    	};

    }

    ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
    ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;

    /**
     * @author benaadams / https://twitter.com/ben_a_adams
     * @author Mugen87 / https://github.com/Mugen87
     * @author hughes
     */

    // CircleGeometry

    function CircleGeometry( radius, segments, thetaStart, thetaLength ) {

    	Geometry.call( this );

    	this.type = 'CircleGeometry';

    	this.parameters = {
    		radius: radius,
    		segments: segments,
    		thetaStart: thetaStart,
    		thetaLength: thetaLength
    	};

    	this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
    	this.mergeVertices();

    }

    CircleGeometry.prototype = Object.create( Geometry.prototype );
    CircleGeometry.prototype.constructor = CircleGeometry;

    // CircleBufferGeometry

    function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {

    	BufferGeometry.call( this );

    	this.type = 'CircleBufferGeometry';

    	this.parameters = {
    		radius: radius,
    		segments: segments,
    		thetaStart: thetaStart,
    		thetaLength: thetaLength
    	};

    	radius = radius || 1;
    	segments = segments !== undefined ? Math.max( 3, segments ) : 8;

    	thetaStart = thetaStart !== undefined ? thetaStart : 0;
    	thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;

    	// buffers

    	var indices = [];
    	var vertices = [];
    	var normals = [];
    	var uvs = [];

    	// helper variables

    	var i, s;
    	var vertex = new Vector3();
    	var uv = new Vector2();

    	// center point

    	vertices.push( 0, 0, 0 );
    	normals.push( 0, 0, 1 );
    	uvs.push( 0.5, 0.5 );

    	for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) {

    		var segment = thetaStart + s / segments * thetaLength;

    		// vertex

    		vertex.x = radius * Math.cos( segment );
    		vertex.y = radius * Math.sin( segment );

    		vertices.push( vertex.x, vertex.y, vertex.z );

    		// normal

    		normals.push( 0, 0, 1 );

    		// uvs

    		uv.x = ( vertices[ i ] / radius + 1 ) / 2;
    		uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;

    		uvs.push( uv.x, uv.y );

    	}

    	// indices

    	for ( i = 1; i <= segments; i ++ ) {

    		indices.push( i, i + 1, 0 );

    	}

    	// build geometry

    	this.setIndex( indices );
    	this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
    	this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
    	this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

    }

    CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
    CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;



    var Geometries = /*#__PURE__*/Object.freeze({
    	__proto__: null,
    	WireframeGeometry: WireframeGeometry,
    	ParametricGeometry: ParametricGeometry,
    	ParametricBufferGeometry: ParametricBufferGeometry,
    	TetrahedronGeometry: TetrahedronGeometry,
    	TetrahedronBufferGeometry: TetrahedronBufferGeometry,
    	OctahedronGeometry: OctahedronGeometry,
    	OctahedronBufferGeometry: OctahedronBufferGeometry,
    	IcosahedronGeometry: IcosahedronGeometry,
    	IcosahedronBufferGeometry: IcosahedronBufferGeometry,
    	DodecahedronGeometry: DodecahedronGeometry,
    	DodecahedronBufferGeometry: DodecahedronBufferGeometry,
    	PolyhedronGeometry: PolyhedronGeometry,
    	PolyhedronBufferGeometry: PolyhedronBufferGeometry,
    	TubeGeometry: TubeGeometry,
    	TubeBufferGeometry: TubeBufferGeometry,
    	TorusKnotGeometry: TorusKnotGeometry,
    	TorusKnotBufferGeometry: TorusKnotBufferGeometry,
    	TorusGeometry: TorusGeometry,
    	TorusBufferGeometry: TorusBufferGeometry,
    	TextGeometry: TextGeometry,
    	TextBufferGeometry: TextBufferGeometry,
    	SphereGeometry: SphereGeometry,
    	SphereBufferGeometry: SphereBufferGeometry,
    	RingGeometry: RingGeometry,
    	RingBufferGeometry: RingBufferGeometry,
    	PlaneGeometry: PlaneGeometry,
    	PlaneBufferGeometry: PlaneBufferGeometry,
    	LatheGeometry: LatheGeometry,
    	LatheBufferGeometry: LatheBufferGeometry,
    	ShapeGeometry: ShapeGeometry,
    	ShapeBufferGeometry: ShapeBufferGeometry,
    	ExtrudeGeometry: ExtrudeGeometry,
    	ExtrudeBufferGeometry: ExtrudeBufferGeometry,
    	EdgesGeometry: EdgesGeometry,
    	ConeGeometry: ConeGeometry,
    	ConeBufferGeometry: ConeBufferGeometry,
    	CylinderGeometry: CylinderGeometry,
    	CylinderBufferGeometry: CylinderBufferGeometry,
    	CircleGeometry: CircleGeometry,
    	CircleBufferGeometry: CircleBufferGeometry,
    	BoxGeometry: BoxGeometry,
    	BoxBufferGeometry: BoxBufferGeometry
    });

    /**
     * @author mrdoob / http://mrdoob.com/
     *
     * parameters = {
     *  color: <THREE.Color>
     * }
     */

    function ShadowMaterial( parameters ) {

    	Material.call( this );

    	this.type = 'ShadowMaterial';

    	this.color = new Color( 0x000000 );
    	this.transparent = true;

    	this.setValues( parameters );

    }

    ShadowMaterial.prototype = Object.create( Material.prototype );
    ShadowMaterial.prototype.constructor = ShadowMaterial;

    ShadowMaterial.prototype.isShadowMaterial = true;

    ShadowMaterial.prototype.copy = function ( source ) {

    	Material.prototype.copy.call( this, source );

    	this.color.copy( source.color );

    	return this;

    };

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function RawShaderMaterial( parameters ) {

    	ShaderMaterial.call( this, parameters );

    	this.type = 'RawShaderMaterial';

    }

    RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
    RawShaderMaterial.prototype.constructor = RawShaderMaterial;

    RawShaderMaterial.prototype.isRawShaderMaterial = true;

    /**
     * @author WestLangley / http://github.com/WestLangley
     *
     * parameters = {
     *  color: <hex>,
     *  roughness: <float>,
     *  metalness: <float>,
     *  opacity: <float>,
     *
     *  map: new THREE.Texture( <Image> ),
     *
     *  lightMap: new THREE.Texture( <Image> ),
     *  lightMapIntensity: <float>
     *
     *  aoMap: new THREE.Texture( <Image> ),
     *  aoMapIntensity: <float>
     *
     *  emissive: <hex>,
     *  emissiveIntensity: <float>
     *  emissiveMap: new THREE.Texture( <Image> ),
     *
     *  bumpMap: new THREE.Texture( <Image> ),
     *  bumpScale: <float>,
     *
     *  normalMap: new THREE.Texture( <Image> ),
     *  normalMapType: THREE.TangentSpaceNormalMap,
     *  normalScale: <Vector2>,
     *
     *  displacementMap: new THREE.Texture( <Image> ),
     *  displacementScale: <float>,
     *  displacementBias: <float>,
     *
     *  roughnessMap: new THREE.Texture( <Image> ),
     *
     *  metalnessMap: new THREE.Texture( <Image> ),
     *
     *  alphaMap: new THREE.Texture( <Image> ),
     *
     *  envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
     *  envMapIntensity: <float>
     *
     *  refractionRatio: <float>,
     *
     *  wireframe: <boolean>,
     *  wireframeLinewidth: <float>,
     *
     *  skinning: <bool>,
     *  morphTargets: <bool>,
     *  morphNormals: <bool>
     * }
     */

    function MeshStandardMaterial( parameters ) {

    	Material.call( this );

    	this.defines = { 'STANDARD': '' };

    	this.type = 'MeshStandardMaterial';

    	this.color = new Color( 0xffffff ); // diffuse
    	this.roughness = 1.0;
    	this.metalness = 0.0;

    	this.map = null;

    	this.lightMap = null;
    	this.lightMapIntensity = 1.0;

    	this.aoMap = null;
    	this.aoMapIntensity = 1.0;

    	this.emissive = new Color( 0x000000 );
    	this.emissiveIntensity = 1.0;
    	this.emissiveMap = null;

    	this.bumpMap = null;
    	this.bumpScale = 1;

    	this.normalMap = null;
    	this.normalMapType = TangentSpaceNormalMap;
    	this.normalScale = new Vector2( 1, 1 );

    	this.displacementMap = null;
    	this.displacementScale = 1;
    	this.displacementBias = 0;

    	this.roughnessMap = null;

    	this.metalnessMap = null;

    	this.alphaMap = null;

    	this.envMap = null;
    	this.envMapIntensity = 1.0;

    	this.refractionRatio = 0.98;

    	this.wireframe = false;
    	this.wireframeLinewidth = 1;
    	this.wireframeLinecap = 'round';
    	this.wireframeLinejoin = 'round';

    	this.skinning = false;
    	this.morphTargets = false;
    	this.morphNormals = false;

    	this.vertexTangents = false;

    	this.setValues( parameters );

    }

    MeshStandardMaterial.prototype = Object.create( Material.prototype );
    MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;

    MeshStandardMaterial.prototype.isMeshStandardMaterial = true;

    MeshStandardMaterial.prototype.copy = function ( source ) {

    	Material.prototype.copy.call( this, source );

    	this.defines = { 'STANDARD': '' };

    	this.color.copy( source.color );
    	this.roughness = source.roughness;
    	this.metalness = source.metalness;

    	this.map = source.map;

    	this.lightMap = source.lightMap;
    	this.lightMapIntensity = source.lightMapIntensity;

    	this.aoMap = source.aoMap;
    	this.aoMapIntensity = source.aoMapIntensity;

    	this.emissive.copy( source.emissive );
    	this.emissiveMap = source.emissiveMap;
    	this.emissiveIntensity = source.emissiveIntensity;

    	this.bumpMap = source.bumpMap;
    	this.bumpScale = source.bumpScale;

    	this.normalMap = source.normalMap;
    	this.normalMapType = source.normalMapType;
    	this.normalScale.copy( source.normalScale );

    	this.displacementMap = source.displacementMap;
    	this.displacementScale = source.displacementScale;
    	this.displacementBias = source.displacementBias;

    	this.roughnessMap = source.roughnessMap;

    	this.metalnessMap = source.metalnessMap;

    	this.alphaMap = source.alphaMap;

    	this.envMap = source.envMap;
    	this.envMapIntensity = source.envMapIntensity;

    	this.refractionRatio = source.refractionRatio;

    	this.wireframe = source.wireframe;
    	this.wireframeLinewidth = source.wireframeLinewidth;
    	this.wireframeLinecap = source.wireframeLinecap;
    	this.wireframeLinejoin = source.wireframeLinejoin;

    	this.skinning = source.skinning;
    	this.morphTargets = source.morphTargets;
    	this.morphNormals = source.morphNormals;

    	this.vertexTangents = source.vertexTangents;

    	return this;

    };

    /**
     * @author WestLangley / http://github.com/WestLangley
     *
     * parameters = {
     *  clearcoat: <float>,
     *  clearcoatMap: new THREE.Texture( <Image> ),
     *  clearcoatRoughness: <float>,
     *  clearcoatRoughnessMap: new THREE.Texture( <Image> ),
     *  clearcoatNormalScale: <Vector2>,
     *  clearcoatNormalMap: new THREE.Texture( <Image> ),
     *
     *  reflectivity: <float>,
     *
     *  sheen: <Color>,
     *
     *  transparency: <float>
     * }
     */

    function MeshPhysicalMaterial( parameters ) {

    	MeshStandardMaterial.call( this );

    	this.defines = {

    		'STANDARD': '',
    		'PHYSICAL': ''

    	};

    	this.type = 'MeshPhysicalMaterial';

    	this.clearcoat = 0.0;
    	this.clearcoatMap = null;
    	this.clearcoatRoughness = 0.0;
    	this.clearcoatRoughnessMap = null;
    	this.clearcoatNormalScale = new Vector2( 1, 1 );
    	this.clearcoatNormalMap = null;

    	this.reflectivity = 0.5; // maps to F0 = 0.04

    	this.sheen = null; // null will disable sheen bsdf

    	this.transparency = 0.0;

    	this.setValues( parameters );

    }

    MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
    MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;

    MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;

    MeshPhysicalMaterial.prototype.copy = function ( source ) {

    	MeshStandardMaterial.prototype.copy.call( this, source );

    	this.defines = {

    		'STANDARD': '',
    		'PHYSICAL': ''

    	};

    	this.clearcoat = source.clearcoat;
    	this.clearcoatMap = source.clearcoatMap;
    	this.clearcoatRoughness = source.clearcoatRoughness;
    	this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
    	this.clearcoatNormalMap = source.clearcoatNormalMap;
    	this.clearcoatNormalScale.copy( source.clearcoatNormalScale );

    	this.reflectivity = source.reflectivity;

    	if ( source.sheen ) {

    		this.sheen = ( this.sheen || new Color() ).copy( source.sheen );

    	} else {

    		this.sheen = null;

    	}

    	this.transparency = source.transparency;

    	return this;

    };

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author alteredq / http://alteredqualia.com/
     *
     * parameters = {
     *  color: <hex>,
     *  specular: <hex>,
     *  shininess: <float>,
     *  opacity: <float>,
     *
     *  map: new THREE.Texture( <Image> ),
     *
     *  lightMap: new THREE.Texture( <Image> ),
     *  lightMapIntensity: <float>
     *
     *  aoMap: new THREE.Texture( <Image> ),
     *  aoMapIntensity: <float>
     *
     *  emissive: <hex>,
     *  emissiveIntensity: <float>
     *  emissiveMap: new THREE.Texture( <Image> ),
     *
     *  bumpMap: new THREE.Texture( <Image> ),
     *  bumpScale: <float>,
     *
     *  normalMap: new THREE.Texture( <Image> ),
     *  normalMapType: THREE.TangentSpaceNormalMap,
     *  normalScale: <Vector2>,
     *
     *  displacementMap: new THREE.Texture( <Image> ),
     *  displacementScale: <float>,
     *  displacementBias: <float>,
     *
     *  specularMap: new THREE.Texture( <Image> ),
     *
     *  alphaMap: new THREE.Texture( <Image> ),
     *
     *  envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
     *  combine: THREE.MultiplyOperation,
     *  reflectivity: <float>,
     *  refractionRatio: <float>,
     *
     *  wireframe: <boolean>,
     *  wireframeLinewidth: <float>,
     *
     *  skinning: <bool>,
     *  morphTargets: <bool>,
     *  morphNormals: <bool>
     * }
     */

    function MeshPhongMaterial( parameters ) {

    	Material.call( this );

    	this.type = 'MeshPhongMaterial';

    	this.color = new Color( 0xffffff ); // diffuse
    	this.specular = new Color( 0x111111 );
    	this.shininess = 30;

    	this.map = null;

    	this.lightMap = null;
    	this.lightMapIntensity = 1.0;

    	this.aoMap = null;
    	this.aoMapIntensity = 1.0;

    	this.emissive = new Color( 0x000000 );
    	this.emissiveIntensity = 1.0;
    	this.emissiveMap = null;

    	this.bumpMap = null;
    	this.bumpScale = 1;

    	this.normalMap = null;
    	this.normalMapType = TangentSpaceNormalMap;
    	this.normalScale = new Vector2( 1, 1 );

    	this.displacementMap = null;
    	this.displacementScale = 1;
    	this.displacementBias = 0;

    	this.specularMap = null;

    	this.alphaMap = null;

    	this.envMap = null;
    	this.combine = MultiplyOperation;
    	this.reflectivity = 1;
    	this.refractionRatio = 0.98;

    	this.wireframe = false;
    	this.wireframeLinewidth = 1;
    	this.wireframeLinecap = 'round';
    	this.wireframeLinejoin = 'round';

    	this.skinning = false;
    	this.morphTargets = false;
    	this.morphNormals = false;

    	this.setValues( parameters );

    }

    MeshPhongMaterial.prototype = Object.create( Material.prototype );
    MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;

    MeshPhongMaterial.prototype.isMeshPhongMaterial = true;

    MeshPhongMaterial.prototype.copy = function ( source ) {

    	Material.prototype.copy.call( this, source );

    	this.color.copy( source.color );
    	this.specular.copy( source.specular );
    	this.shininess = source.shininess;

    	this.map = source.map;

    	this.lightMap = source.lightMap;
    	this.lightMapIntensity = source.lightMapIntensity;

    	this.aoMap = source.aoMap;
    	this.aoMapIntensity = source.aoMapIntensity;

    	this.emissive.copy( source.emissive );
    	this.emissiveMap = source.emissiveMap;
    	this.emissiveIntensity = source.emissiveIntensity;

    	this.bumpMap = source.bumpMap;
    	this.bumpScale = source.bumpScale;

    	this.normalMap = source.normalMap;
    	this.normalMapType = source.normalMapType;
    	this.normalScale.copy( source.normalScale );

    	this.displacementMap = source.displacementMap;
    	this.displacementScale = source.displacementScale;
    	this.displacementBias = source.displacementBias;

    	this.specularMap = source.specularMap;

    	this.alphaMap = source.alphaMap;

    	this.envMap = source.envMap;
    	this.combine = source.combine;
    	this.reflectivity = source.reflectivity;
    	this.refractionRatio = source.refractionRatio;

    	this.wireframe = source.wireframe;
    	this.wireframeLinewidth = source.wireframeLinewidth;
    	this.wireframeLinecap = source.wireframeLinecap;
    	this.wireframeLinejoin = source.wireframeLinejoin;

    	this.skinning = source.skinning;
    	this.morphTargets = source.morphTargets;
    	this.morphNormals = source.morphNormals;

    	return this;

    };

    /**
     * @author takahirox / http://github.com/takahirox
     *
     * parameters = {
     *  color: <hex>,
     *  specular: <hex>,
     *  shininess: <float>,
     *
     *  map: new THREE.Texture( <Image> ),
     *  gradientMap: new THREE.Texture( <Image> ),
     *
     *  lightMap: new THREE.Texture( <Image> ),
     *  lightMapIntensity: <float>
     *
     *  aoMap: new THREE.Texture( <Image> ),
     *  aoMapIntensity: <float>
     *
     *  emissive: <hex>,
     *  emissiveIntensity: <float>
     *  emissiveMap: new THREE.Texture( <Image> ),
     *
     *  bumpMap: new THREE.Texture( <Image> ),
     *  bumpScale: <float>,
     *
     *  normalMap: new THREE.Texture( <Image> ),
     *  normalMapType: THREE.TangentSpaceNormalMap,
     *  normalScale: <Vector2>,
     *
     *  displacementMap: new THREE.Texture( <Image> ),
     *  displacementScale: <float>,
     *  displacementBias: <float>,
     *
     *  specularMap: new THREE.Texture( <Image> ),
     *
     *  alphaMap: new THREE.Texture( <Image> ),
     *
     *  wireframe: <boolean>,
     *  wireframeLinewidth: <float>,
     *
     *  skinning: <bool>,
     *  morphTargets: <bool>,
     *  morphNormals: <bool>
     * }
     */

    function MeshToonMaterial( parameters ) {

    	Material.call( this );

    	this.defines = { 'TOON': '' };

    	this.type = 'MeshToonMaterial';

    	this.color = new Color( 0xffffff );
    	this.specular = new Color( 0x111111 );
    	this.shininess = 30;

    	this.map = null;
    	this.gradientMap = null;

    	this.lightMap = null;
    	this.lightMapIntensity = 1.0;

    	this.aoMap = null;
    	this.aoMapIntensity = 1.0;

    	this.emissive = new Color( 0x000000 );
    	this.emissiveIntensity = 1.0;
    	this.emissiveMap = null;

    	this.bumpMap = null;
    	this.bumpScale = 1;

    	this.normalMap = null;
    	this.normalMapType = TangentSpaceNormalMap;
    	this.normalScale = new Vector2( 1, 1 );

    	this.displacementMap = null;
    	this.displacementScale = 1;
    	this.displacementBias = 0;

    	this.specularMap = null;

    	this.alphaMap = null;

    	this.wireframe = false;
    	this.wireframeLinewidth = 1;
    	this.wireframeLinecap = 'round';
    	this.wireframeLinejoin = 'round';

    	this.skinning = false;
    	this.morphTargets = false;
    	this.morphNormals = false;

    	this.setValues( parameters );

    }

    MeshToonMaterial.prototype = Object.create( Material.prototype );
    MeshToonMaterial.prototype.constructor = MeshToonMaterial;

    MeshToonMaterial.prototype.isMeshToonMaterial = true;

    MeshToonMaterial.prototype.copy = function ( source ) {

    	Material.prototype.copy.call( this, source );

    	this.color.copy( source.color );
    	this.specular.copy( source.specular );
    	this.shininess = source.shininess;

    	this.map = source.map;
    	this.gradientMap = source.gradientMap;

    	this.lightMap = source.lightMap;
    	this.lightMapIntensity = source.lightMapIntensity;

    	this.aoMap = source.aoMap;
    	this.aoMapIntensity = source.aoMapIntensity;

    	this.emissive.copy( source.emissive );
    	this.emissiveMap = source.emissiveMap;
    	this.emissiveIntensity = source.emissiveIntensity;

    	this.bumpMap = source.bumpMap;
    	this.bumpScale = source.bumpScale;

    	this.normalMap = source.normalMap;
    	this.normalMapType = source.normalMapType;
    	this.normalScale.copy( source.normalScale );

    	this.displacementMap = source.displacementMap;
    	this.displacementScale = source.displacementScale;
    	this.displacementBias = source.displacementBias;

    	this.specularMap = source.specularMap;

    	this.alphaMap = source.alphaMap;

    	this.wireframe = source.wireframe;
    	this.wireframeLinewidth = source.wireframeLinewidth;
    	this.wireframeLinecap = source.wireframeLinecap;
    	this.wireframeLinejoin = source.wireframeLinejoin;

    	this.skinning = source.skinning;
    	this.morphTargets = source.morphTargets;
    	this.morphNormals = source.morphNormals;

    	return this;

    };

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author WestLangley / http://github.com/WestLangley
     *
     * parameters = {
     *  opacity: <float>,
     *
     *  bumpMap: new THREE.Texture( <Image> ),
     *  bumpScale: <float>,
     *
     *  normalMap: new THREE.Texture( <Image> ),
     *  normalMapType: THREE.TangentSpaceNormalMap,
     *  normalScale: <Vector2>,
     *
     *  displacementMap: new THREE.Texture( <Image> ),
     *  displacementScale: <float>,
     *  displacementBias: <float>,
     *
     *  wireframe: <boolean>,
     *  wireframeLinewidth: <float>
     *
     *  skinning: <bool>,
     *  morphTargets: <bool>,
     *  morphNormals: <bool>
     * }
     */

    function MeshNormalMaterial( parameters ) {

    	Material.call( this );

    	this.type = 'MeshNormalMaterial';

    	this.bumpMap = null;
    	this.bumpScale = 1;

    	this.normalMap = null;
    	this.normalMapType = TangentSpaceNormalMap;
    	this.normalScale = new Vector2( 1, 1 );

    	this.displacementMap = null;
    	this.displacementScale = 1;
    	this.displacementBias = 0;

    	this.wireframe = false;
    	this.wireframeLinewidth = 1;

    	this.fog = false;

    	this.skinning = false;
    	this.morphTargets = false;
    	this.morphNormals = false;

    	this.setValues( parameters );

    }

    MeshNormalMaterial.prototype = Object.create( Material.prototype );
    MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;

    MeshNormalMaterial.prototype.isMeshNormalMaterial = true;

    MeshNormalMaterial.prototype.copy = function ( source ) {

    	Material.prototype.copy.call( this, source );

    	this.bumpMap = source.bumpMap;
    	this.bumpScale = source.bumpScale;

    	this.normalMap = source.normalMap;
    	this.normalMapType = source.normalMapType;
    	this.normalScale.copy( source.normalScale );

    	this.displacementMap = source.displacementMap;
    	this.displacementScale = source.displacementScale;
    	this.displacementBias = source.displacementBias;

    	this.wireframe = source.wireframe;
    	this.wireframeLinewidth = source.wireframeLinewidth;

    	this.skinning = source.skinning;
    	this.morphTargets = source.morphTargets;
    	this.morphNormals = source.morphNormals;

    	return this;

    };

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author alteredq / http://alteredqualia.com/
     *
     * parameters = {
     *  color: <hex>,
     *  opacity: <float>,
     *
     *  map: new THREE.Texture( <Image> ),
     *
     *  lightMap: new THREE.Texture( <Image> ),
     *  lightMapIntensity: <float>
     *
     *  aoMap: new THREE.Texture( <Image> ),
     *  aoMapIntensity: <float>
     *
     *  emissive: <hex>,
     *  emissiveIntensity: <float>
     *  emissiveMap: new THREE.Texture( <Image> ),
     *
     *  specularMap: new THREE.Texture( <Image> ),
     *
     *  alphaMap: new THREE.Texture( <Image> ),
     *
     *  envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
     *  combine: THREE.Multiply,
     *  reflectivity: <float>,
     *  refractionRatio: <float>,
     *
     *  wireframe: <boolean>,
     *  wireframeLinewidth: <float>,
     *
     *  skinning: <bool>,
     *  morphTargets: <bool>,
     *  morphNormals: <bool>
     * }
     */

    function MeshLambertMaterial( parameters ) {

    	Material.call( this );

    	this.type = 'MeshLambertMaterial';

    	this.color = new Color( 0xffffff ); // diffuse

    	this.map = null;

    	this.lightMap = null;
    	this.lightMapIntensity = 1.0;

    	this.aoMap = null;
    	this.aoMapIntensity = 1.0;

    	this.emissive = new Color( 0x000000 );
    	this.emissiveIntensity = 1.0;
    	this.emissiveMap = null;

    	this.specularMap = null;

    	this.alphaMap = null;

    	this.envMap = null;
    	this.combine = MultiplyOperation;
    	this.reflectivity = 1;
    	this.refractionRatio = 0.98;

    	this.wireframe = false;
    	this.wireframeLinewidth = 1;
    	this.wireframeLinecap = 'round';
    	this.wireframeLinejoin = 'round';

    	this.skinning = false;
    	this.morphTargets = false;
    	this.morphNormals = false;

    	this.setValues( parameters );

    }

    MeshLambertMaterial.prototype = Object.create( Material.prototype );
    MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;

    MeshLambertMaterial.prototype.isMeshLambertMaterial = true;

    MeshLambertMaterial.prototype.copy = function ( source ) {

    	Material.prototype.copy.call( this, source );

    	this.color.copy( source.color );

    	this.map = source.map;

    	this.lightMap = source.lightMap;
    	this.lightMapIntensity = source.lightMapIntensity;

    	this.aoMap = source.aoMap;
    	this.aoMapIntensity = source.aoMapIntensity;

    	this.emissive.copy( source.emissive );
    	this.emissiveMap = source.emissiveMap;
    	this.emissiveIntensity = source.emissiveIntensity;

    	this.specularMap = source.specularMap;

    	this.alphaMap = source.alphaMap;

    	this.envMap = source.envMap;
    	this.combine = source.combine;
    	this.reflectivity = source.reflectivity;
    	this.refractionRatio = source.refractionRatio;

    	this.wireframe = source.wireframe;
    	this.wireframeLinewidth = source.wireframeLinewidth;
    	this.wireframeLinecap = source.wireframeLinecap;
    	this.wireframeLinejoin = source.wireframeLinejoin;

    	this.skinning = source.skinning;
    	this.morphTargets = source.morphTargets;
    	this.morphNormals = source.morphNormals;

    	return this;

    };

    /**
     * @author WestLangley / http://github.com/WestLangley
     *
     * parameters = {
     *  color: <hex>,
     *  opacity: <float>,
     *
     *  matcap: new THREE.Texture( <Image> ),
     *
     *  map: new THREE.Texture( <Image> ),
     *
     *  bumpMap: new THREE.Texture( <Image> ),
     *  bumpScale: <float>,
     *
     *  normalMap: new THREE.Texture( <Image> ),
     *  normalMapType: THREE.TangentSpaceNormalMap,
     *  normalScale: <Vector2>,
     *
     *  displacementMap: new THREE.Texture( <Image> ),
     *  displacementScale: <float>,
     *  displacementBias: <float>,
     *
     *  alphaMap: new THREE.Texture( <Image> ),
     *
     *  skinning: <bool>,
     *  morphTargets: <bool>,
     *  morphNormals: <bool>
     * }
     */

    function MeshMatcapMaterial( parameters ) {

    	Material.call( this );

    	this.defines = { 'MATCAP': '' };

    	this.type = 'MeshMatcapMaterial';

    	this.color = new Color( 0xffffff ); // diffuse

    	this.matcap = null;

    	this.map = null;

    	this.bumpMap = null;
    	this.bumpScale = 1;

    	this.normalMap = null;
    	this.normalMapType = TangentSpaceNormalMap;
    	this.normalScale = new Vector2( 1, 1 );

    	this.displacementMap = null;
    	this.displacementScale = 1;
    	this.displacementBias = 0;

    	this.alphaMap = null;

    	this.skinning = false;
    	this.morphTargets = false;
    	this.morphNormals = false;

    	this.setValues( parameters );

    }

    MeshMatcapMaterial.prototype = Object.create( Material.prototype );
    MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;

    MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;

    MeshMatcapMaterial.prototype.copy = function ( source ) {

    	Material.prototype.copy.call( this, source );

    	this.defines = { 'MATCAP': '' };

    	this.color.copy( source.color );

    	this.matcap = source.matcap;

    	this.map = source.map;

    	this.bumpMap = source.bumpMap;
    	this.bumpScale = source.bumpScale;

    	this.normalMap = source.normalMap;
    	this.normalMapType = source.normalMapType;
    	this.normalScale.copy( source.normalScale );

    	this.displacementMap = source.displacementMap;
    	this.displacementScale = source.displacementScale;
    	this.displacementBias = source.displacementBias;

    	this.alphaMap = source.alphaMap;

    	this.skinning = source.skinning;
    	this.morphTargets = source.morphTargets;
    	this.morphNormals = source.morphNormals;

    	return this;

    };

    /**
     * @author alteredq / http://alteredqualia.com/
     *
     * parameters = {
     *  color: <hex>,
     *  opacity: <float>,
     *
     *  linewidth: <float>,
     *
     *  scale: <float>,
     *  dashSize: <float>,
     *  gapSize: <float>
     * }
     */

    function LineDashedMaterial( parameters ) {

    	LineBasicMaterial.call( this );

    	this.type = 'LineDashedMaterial';

    	this.scale = 1;
    	this.dashSize = 3;
    	this.gapSize = 1;

    	this.setValues( parameters );

    }

    LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );
    LineDashedMaterial.prototype.constructor = LineDashedMaterial;

    LineDashedMaterial.prototype.isLineDashedMaterial = true;

    LineDashedMaterial.prototype.copy = function ( source ) {

    	LineBasicMaterial.prototype.copy.call( this, source );

    	this.scale = source.scale;
    	this.dashSize = source.dashSize;
    	this.gapSize = source.gapSize;

    	return this;

    };



    var Materials = /*#__PURE__*/Object.freeze({
    	__proto__: null,
    	ShadowMaterial: ShadowMaterial,
    	SpriteMaterial: SpriteMaterial,
    	RawShaderMaterial: RawShaderMaterial,
    	ShaderMaterial: ShaderMaterial,
    	PointsMaterial: PointsMaterial,
    	MeshPhysicalMaterial: MeshPhysicalMaterial,
    	MeshStandardMaterial: MeshStandardMaterial,
    	MeshPhongMaterial: MeshPhongMaterial,
    	MeshToonMaterial: MeshToonMaterial,
    	MeshNormalMaterial: MeshNormalMaterial,
    	MeshLambertMaterial: MeshLambertMaterial,
    	MeshDepthMaterial: MeshDepthMaterial,
    	MeshDistanceMaterial: MeshDistanceMaterial,
    	MeshBasicMaterial: MeshBasicMaterial,
    	MeshMatcapMaterial: MeshMatcapMaterial,
    	LineDashedMaterial: LineDashedMaterial,
    	LineBasicMaterial: LineBasicMaterial,
    	Material: Material
    });

    /**
     * @author tschw
     * @author Ben Houston / http://clara.io/
     * @author David Sarno / http://lighthaus.us/
     */

    var AnimationUtils = {

    	// same as Array.prototype.slice, but also works on typed arrays
    	arraySlice: function ( array, from, to ) {

    		if ( AnimationUtils.isTypedArray( array ) ) {

    			// in ios9 array.subarray(from, undefined) will return empty array
    			// but array.subarray(from) or array.subarray(from, len) is correct
    			return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );

    		}

    		return array.slice( from, to );

    	},

    	// converts an array to a specific type
    	convertArray: function ( array, type, forceClone ) {

    		if ( ! array || // let 'undefined' and 'null' pass
    			! forceClone && array.constructor === type ) return array;

    		if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {

    			return new type( array ); // create typed array

    		}

    		return Array.prototype.slice.call( array ); // create Array

    	},

    	isTypedArray: function ( object ) {

    		return ArrayBuffer.isView( object ) &&
    			! ( object instanceof DataView );

    	},

    	// returns an array by which times and values can be sorted
    	getKeyframeOrder: function ( times ) {

    		function compareTime( i, j ) {

    			return times[ i ] - times[ j ];

    		}

    		var n = times.length;
    		var result = new Array( n );
    		for ( var i = 0; i !== n; ++ i ) result[ i ] = i;

    		result.sort( compareTime );

    		return result;

    	},

    	// uses the array previously returned by 'getKeyframeOrder' to sort data
    	sortedArray: function ( values, stride, order ) {

    		var nValues = values.length;
    		var result = new values.constructor( nValues );

    		for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {

    			var srcOffset = order[ i ] * stride;

    			for ( var j = 0; j !== stride; ++ j ) {

    				result[ dstOffset ++ ] = values[ srcOffset + j ];

    			}

    		}

    		return result;

    	},

    	// function for parsing AOS keyframe formats
    	flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {

    		var i = 1, key = jsonKeys[ 0 ];

    		while ( key !== undefined && key[ valuePropertyName ] === undefined ) {

    			key = jsonKeys[ i ++ ];

    		}

    		if ( key === undefined ) return; // no data

    		var value = key[ valuePropertyName ];
    		if ( value === undefined ) return; // no data

    		if ( Array.isArray( value ) ) {

    			do {

    				value = key[ valuePropertyName ];

    				if ( value !== undefined ) {

    					times.push( key.time );
    					values.push.apply( values, value ); // push all elements

    				}

    				key = jsonKeys[ i ++ ];

    			} while ( key !== undefined );

    		} else if ( value.toArray !== undefined ) {

    			// ...assume THREE.Math-ish

    			do {

    				value = key[ valuePropertyName ];

    				if ( value !== undefined ) {

    					times.push( key.time );
    					value.toArray( values, values.length );

    				}

    				key = jsonKeys[ i ++ ];

    			} while ( key !== undefined );

    		} else {

    			// otherwise push as-is

    			do {

    				value = key[ valuePropertyName ];

    				if ( value !== undefined ) {

    					times.push( key.time );
    					values.push( value );

    				}

    				key = jsonKeys[ i ++ ];

    			} while ( key !== undefined );

    		}

    	},

    	subclip: function ( sourceClip, name, startFrame, endFrame, fps ) {

    		fps = fps || 30;

    		var clip = sourceClip.clone();

    		clip.name = name;

    		var tracks = [];

    		for ( var i = 0; i < clip.tracks.length; ++ i ) {

    			var track = clip.tracks[ i ];
    			var valueSize = track.getValueSize();

    			var times = [];
    			var values = [];

    			for ( var j = 0; j < track.times.length; ++ j ) {

    				var frame = track.times[ j ] * fps;

    				if ( frame < startFrame || frame >= endFrame ) continue;

    				times.push( track.times[ j ] );

    				for ( var k = 0; k < valueSize; ++ k ) {

    					values.push( track.values[ j * valueSize + k ] );

    				}

    			}

    			if ( times.length === 0 ) continue;

    			track.times = AnimationUtils.convertArray( times, track.times.constructor );
    			track.values = AnimationUtils.convertArray( values, track.values.constructor );

    			tracks.push( track );

    		}

    		clip.tracks = tracks;

    		// find minimum .times value across all tracks in the trimmed clip

    		var minStartTime = Infinity;

    		for ( var i = 0; i < clip.tracks.length; ++ i ) {

    			if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {

    				minStartTime = clip.tracks[ i ].times[ 0 ];

    			}

    		}

    		// shift all tracks such that clip begins at t=0

    		for ( var i = 0; i < clip.tracks.length; ++ i ) {

    			clip.tracks[ i ].shift( - 1 * minStartTime );

    		}

    		clip.resetDuration();

    		return clip;

    	}

    };

    /**
     * Abstract base class of interpolants over parametric samples.
     *
     * The parameter domain is one dimensional, typically the time or a path
     * along a curve defined by the data.
     *
     * The sample values can have any dimensionality and derived classes may
     * apply special interpretations to the data.
     *
     * This class provides the interval seek in a Template Method, deferring
     * the actual interpolation to derived classes.
     *
     * Time complexity is O(1) for linear access crossing at most two points
     * and O(log N) for random access, where N is the number of positions.
     *
     * References:
     *
     * 		http://www.oodesign.com/template-method-pattern.html
     *
     * @author tschw
     */

    function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {

    	this.parameterPositions = parameterPositions;
    	this._cachedIndex = 0;

    	this.resultBuffer = resultBuffer !== undefined ?
    		resultBuffer : new sampleValues.constructor( sampleSize );
    	this.sampleValues = sampleValues;
    	this.valueSize = sampleSize;

    }

    Object.assign( Interpolant.prototype, {

    	evaluate: function ( t ) {

    		var pp = this.parameterPositions,
    			i1 = this._cachedIndex,

    			t1 = pp[ i1 ],
    			t0 = pp[ i1 - 1 ];

    		validate_interval: {

    			seek: {

    				var right;

    				linear_scan: {

    					//- See http://jsperf.com/comparison-to-undefined/3
    					//- slower code:
    					//-
    					//- 				if ( t >= t1 || t1 === undefined ) {
    					forward_scan: if ( ! ( t < t1 ) ) {

    						for ( var giveUpAt = i1 + 2; ; ) {

    							if ( t1 === undefined ) {

    								if ( t < t0 ) break forward_scan;

    								// after end

    								i1 = pp.length;
    								this._cachedIndex = i1;
    								return this.afterEnd_( i1 - 1, t, t0 );

    							}

    							if ( i1 === giveUpAt ) break; // this loop

    							t0 = t1;
    							t1 = pp[ ++ i1 ];

    							if ( t < t1 ) {

    								// we have arrived at the sought interval
    								break seek;

    							}

    						}

    						// prepare binary search on the right side of the index
    						right = pp.length;
    						break linear_scan;

    					}

    					//- slower code:
    					//-					if ( t < t0 || t0 === undefined ) {
    					if ( ! ( t >= t0 ) ) {

    						// looping?

    						var t1global = pp[ 1 ];

    						if ( t < t1global ) {

    							i1 = 2; // + 1, using the scan for the details
    							t0 = t1global;

    						}

    						// linear reverse scan

    						for ( var giveUpAt = i1 - 2; ; ) {

    							if ( t0 === undefined ) {

    								// before start

    								this._cachedIndex = 0;
    								return this.beforeStart_( 0, t, t1 );

    							}

    							if ( i1 === giveUpAt ) break; // this loop

    							t1 = t0;
    							t0 = pp[ -- i1 - 1 ];

    							if ( t >= t0 ) {

    								// we have arrived at the sought interval
    								break seek;

    							}

    						}

    						// prepare binary search on the left side of the index
    						right = i1;
    						i1 = 0;
    						break linear_scan;

    					}

    					// the interval is valid

    					break validate_interval;

    				} // linear scan

    				// binary search

    				while ( i1 < right ) {

    					var mid = ( i1 + right ) >>> 1;

    					if ( t < pp[ mid ] ) {

    						right = mid;

    					} else {

    						i1 = mid + 1;

    					}

    				}

    				t1 = pp[ i1 ];
    				t0 = pp[ i1 - 1 ];

    				// check boundary cases, again

    				if ( t0 === undefined ) {

    					this._cachedIndex = 0;
    					return this.beforeStart_( 0, t, t1 );

    				}

    				if ( t1 === undefined ) {

    					i1 = pp.length;
    					this._cachedIndex = i1;
    					return this.afterEnd_( i1 - 1, t0, t );

    				}

    			} // seek

    			this._cachedIndex = i1;

    			this.intervalChanged_( i1, t0, t1 );

    		} // validate_interval

    		return this.interpolate_( i1, t0, t, t1 );

    	},

    	settings: null, // optional, subclass-specific settings structure
    	// Note: The indirection allows central control of many interpolants.

    	// --- Protected interface

    	DefaultSettings_: {},

    	getSettings_: function () {

    		return this.settings || this.DefaultSettings_;

    	},

    	copySampleValue_: function ( index ) {

    		// copies a sample value to the result buffer

    		var result = this.resultBuffer,
    			values = this.sampleValues,
    			stride = this.valueSize,
    			offset = index * stride;

    		for ( var i = 0; i !== stride; ++ i ) {

    			result[ i ] = values[ offset + i ];

    		}

    		return result;

    	},

    	// Template methods for derived classes:

    	interpolate_: function ( /* i1, t0, t, t1 */ ) {

    		throw new Error( 'call to abstract method' );
    		// implementations shall return this.resultBuffer

    	},

    	intervalChanged_: function ( /* i1, t0, t1 */ ) {

    		// empty

    	}

    } );

    // DECLARE ALIAS AFTER assign prototype
    Object.assign( Interpolant.prototype, {

    	//( 0, t, t0 ), returns this.resultBuffer
    	beforeStart_: Interpolant.prototype.copySampleValue_,

    	//( N-1, tN-1, t ), returns this.resultBuffer
    	afterEnd_: Interpolant.prototype.copySampleValue_,

    } );

    /**
     * Fast and simple cubic spline interpolant.
     *
     * It was derived from a Hermitian construction setting the first derivative
     * at each sample position to the linear slope between neighboring positions
     * over their parameter interval.
     *
     * @author tschw
     */

    function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {

    	Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );

    	this._weightPrev = - 0;
    	this._offsetPrev = - 0;
    	this._weightNext = - 0;
    	this._offsetNext = - 0;

    }

    CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {

    	constructor: CubicInterpolant,

    	DefaultSettings_: {

    		endingStart: ZeroCurvatureEnding,
    		endingEnd: ZeroCurvatureEnding

    	},

    	intervalChanged_: function ( i1, t0, t1 ) {

    		var pp = this.parameterPositions,
    			iPrev = i1 - 2,
    			iNext = i1 + 1,

    			tPrev = pp[ iPrev ],
    			tNext = pp[ iNext ];

    		if ( tPrev === undefined ) {

    			switch ( this.getSettings_().endingStart ) {

    				case ZeroSlopeEnding:

    					// f'(t0) = 0
    					iPrev = i1;
    					tPrev = 2 * t0 - t1;

    					break;

    				case WrapAroundEnding:

    					// use the other end of the curve
    					iPrev = pp.length - 2;
    					tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];

    					break;

    				default: // ZeroCurvatureEnding

    					// f''(t0) = 0 a.k.a. Natural Spline
    					iPrev = i1;
    					tPrev = t1;

    			}

    		}

    		if ( tNext === undefined ) {

    			switch ( this.getSettings_().endingEnd ) {

    				case ZeroSlopeEnding:

    					// f'(tN) = 0
    					iNext = i1;
    					tNext = 2 * t1 - t0;

    					break;

    				case WrapAroundEnding:

    					// use the other end of the curve
    					iNext = 1;
    					tNext = t1 + pp[ 1 ] - pp[ 0 ];

    					break;

    				default: // ZeroCurvatureEnding

    					// f''(tN) = 0, a.k.a. Natural Spline
    					iNext = i1 - 1;
    					tNext = t0;

    			}

    		}

    		var halfDt = ( t1 - t0 ) * 0.5,
    			stride = this.valueSize;

    		this._weightPrev = halfDt / ( t0 - tPrev );
    		this._weightNext = halfDt / ( tNext - t1 );
    		this._offsetPrev = iPrev * stride;
    		this._offsetNext = iNext * stride;

    	},

    	interpolate_: function ( i1, t0, t, t1 ) {

    		var result = this.resultBuffer,
    			values = this.sampleValues,
    			stride = this.valueSize,

    			o1 = i1 * stride,		o0 = o1 - stride,
    			oP = this._offsetPrev, 	oN = this._offsetNext,
    			wP = this._weightPrev,	wN = this._weightNext,

    			p = ( t - t0 ) / ( t1 - t0 ),
    			pp = p * p,
    			ppp = pp * p;

    		// evaluate polynomials

    		var sP = - wP * ppp + 2 * wP * pp - wP * p;
    		var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
    		var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
    		var sN = wN * ppp - wN * pp;

    		// combine data linearly

    		for ( var i = 0; i !== stride; ++ i ) {

    			result[ i ] =
    					sP * values[ oP + i ] +
    					s0 * values[ o0 + i ] +
    					s1 * values[ o1 + i ] +
    					sN * values[ oN + i ];

    		}

    		return result;

    	}

    } );

    /**
     * @author tschw
     */

    function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {

    	Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );

    }

    LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {

    	constructor: LinearInterpolant,

    	interpolate_: function ( i1, t0, t, t1 ) {

    		var result = this.resultBuffer,
    			values = this.sampleValues,
    			stride = this.valueSize,

    			offset1 = i1 * stride,
    			offset0 = offset1 - stride,

    			weight1 = ( t - t0 ) / ( t1 - t0 ),
    			weight0 = 1 - weight1;

    		for ( var i = 0; i !== stride; ++ i ) {

    			result[ i ] =
    					values[ offset0 + i ] * weight0 +
    					values[ offset1 + i ] * weight1;

    		}

    		return result;

    	}

    } );

    /**
     *
     * Interpolant that evaluates to the sample value at the position preceeding
     * the parameter.
     *
     * @author tschw
     */

    function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {

    	Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );

    }

    DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {

    	constructor: DiscreteInterpolant,

    	interpolate_: function ( i1 /*, t0, t, t1 */ ) {

    		return this.copySampleValue_( i1 - 1 );

    	}

    } );

    /**
     *
     * A timed sequence of keyframes for a specific property.
     *
     *
     * @author Ben Houston / http://clara.io/
     * @author David Sarno / http://lighthaus.us/
     * @author tschw
     */

    function KeyframeTrack( name, times, values, interpolation ) {

    	if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );
    	if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );

    	this.name = name;

    	this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
    	this.values = AnimationUtils.convertArray( values, this.ValueBufferType );

    	this.setInterpolation( interpolation || this.DefaultInterpolation );

    }

    // Static methods

    Object.assign( KeyframeTrack, {

    	// Serialization (in static context, because of constructor invocation
    	// and automatic invocation of .toJSON):

    	toJSON: function ( track ) {

    		var trackType = track.constructor;

    		var json;

    		// derived classes can define a static toJSON method
    		if ( trackType.toJSON !== undefined ) {

    			json = trackType.toJSON( track );

    		} else {

    			// by default, we assume the data can be serialized as-is
    			json = {

    				'name': track.name,
    				'times': AnimationUtils.convertArray( track.times, Array ),
    				'values': AnimationUtils.convertArray( track.values, Array )

    			};

    			var interpolation = track.getInterpolation();

    			if ( interpolation !== track.DefaultInterpolation ) {

    				json.interpolation = interpolation;

    			}

    		}

    		json.type = track.ValueTypeName; // mandatory

    		return json;

    	}

    } );

    Object.assign( KeyframeTrack.prototype, {

    	constructor: KeyframeTrack,

    	TimeBufferType: Float32Array,

    	ValueBufferType: Float32Array,

    	DefaultInterpolation: InterpolateLinear,

    	InterpolantFactoryMethodDiscrete: function ( result ) {

    		return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );

    	},

    	InterpolantFactoryMethodLinear: function ( result ) {

    		return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );

    	},

    	InterpolantFactoryMethodSmooth: function ( result ) {

    		return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );

    	},

    	setInterpolation: function ( interpolation ) {

    		var factoryMethod;

    		switch ( interpolation ) {

    			case InterpolateDiscrete:

    				factoryMethod = this.InterpolantFactoryMethodDiscrete;

    				break;

    			case InterpolateLinear:

    				factoryMethod = this.InterpolantFactoryMethodLinear;

    				break;

    			case InterpolateSmooth:

    				factoryMethod = this.InterpolantFactoryMethodSmooth;

    				break;

    		}

    		if ( factoryMethod === undefined ) {

    			var message = "unsupported interpolation for " +
    				this.ValueTypeName + " keyframe track named " + this.name;

    			if ( this.createInterpolant === undefined ) {

    				// fall back to default, unless the default itself is messed up
    				if ( interpolation !== this.DefaultInterpolation ) {

    					this.setInterpolation( this.DefaultInterpolation );

    				} else {

    					throw new Error( message ); // fatal, in this case

    				}

    			}

    			console.warn( 'THREE.KeyframeTrack:', message );
    			return this;

    		}

    		this.createInterpolant = factoryMethod;

    		return this;

    	},

    	getInterpolation: function () {

    		switch ( this.createInterpolant ) {

    			case this.InterpolantFactoryMethodDiscrete:

    				return InterpolateDiscrete;

    			case this.InterpolantFactoryMethodLinear:

    				return InterpolateLinear;

    			case this.InterpolantFactoryMethodSmooth:

    				return InterpolateSmooth;

    		}

    	},

    	getValueSize: function () {

    		return this.values.length / this.times.length;

    	},

    	// move all keyframes either forwards or backwards in time
    	shift: function ( timeOffset ) {

    		if ( timeOffset !== 0.0 ) {

    			var times = this.times;

    			for ( var i = 0, n = times.length; i !== n; ++ i ) {

    				times[ i ] += timeOffset;

    			}

    		}

    		return this;

    	},

    	// scale all keyframe times by a factor (useful for frame <-> seconds conversions)
    	scale: function ( timeScale ) {

    		if ( timeScale !== 1.0 ) {

    			var times = this.times;

    			for ( var i = 0, n = times.length; i !== n; ++ i ) {

    				times[ i ] *= timeScale;

    			}

    		}

    		return this;

    	},

    	// removes keyframes before and after animation without changing any values within the range [startTime, endTime].
    	// IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
    	trim: function ( startTime, endTime ) {

    		var times = this.times,
    			nKeys = times.length,
    			from = 0,
    			to = nKeys - 1;

    		while ( from !== nKeys && times[ from ] < startTime ) {

    			++ from;

    		}

    		while ( to !== - 1 && times[ to ] > endTime ) {

    			-- to;

    		}

    		++ to; // inclusive -> exclusive bound

    		if ( from !== 0 || to !== nKeys ) {

    			// empty tracks are forbidden, so keep at least one keyframe
    			if ( from >= to ) {

    				to = Math.max( to, 1 );
    				from = to - 1;

    			}

    			var stride = this.getValueSize();
    			this.times = AnimationUtils.arraySlice( times, from, to );
    			this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );

    		}

    		return this;

    	},

    	// ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
    	validate: function () {

    		var valid = true;

    		var valueSize = this.getValueSize();
    		if ( valueSize - Math.floor( valueSize ) !== 0 ) {

    			console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
    			valid = false;

    		}

    		var times = this.times,
    			values = this.values,

    			nKeys = times.length;

    		if ( nKeys === 0 ) {

    			console.error( 'THREE.KeyframeTrack: Track is empty.', this );
    			valid = false;

    		}

    		var prevTime = null;

    		for ( var i = 0; i !== nKeys; i ++ ) {

    			var currTime = times[ i ];

    			if ( typeof currTime === 'number' && isNaN( currTime ) ) {

    				console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
    				valid = false;
    				break;

    			}

    			if ( prevTime !== null && prevTime > currTime ) {

    				console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
    				valid = false;
    				break;

    			}

    			prevTime = currTime;

    		}

    		if ( values !== undefined ) {

    			if ( AnimationUtils.isTypedArray( values ) ) {

    				for ( var i = 0, n = values.length; i !== n; ++ i ) {

    					var value = values[ i ];

    					if ( isNaN( value ) ) {

    						console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );
    						valid = false;
    						break;

    					}

    				}

    			}

    		}

    		return valid;

    	},

    	// removes equivalent sequential keys as common in morph target sequences
    	// (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
    	optimize: function () {

    		// times or values may be shared with other tracks, so overwriting is unsafe
    		var times = AnimationUtils.arraySlice( this.times ),
    			values = AnimationUtils.arraySlice( this.values ),
    			stride = this.getValueSize(),

    			smoothInterpolation = this.getInterpolation() === InterpolateSmooth,

    			writeIndex = 1,
    			lastIndex = times.length - 1;

    		for ( var i = 1; i < lastIndex; ++ i ) {

    			var keep = false;

    			var time = times[ i ];
    			var timeNext = times[ i + 1 ];

    			// remove adjacent keyframes scheduled at the same time

    			if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {

    				if ( ! smoothInterpolation ) {

    					// remove unnecessary keyframes same as their neighbors

    					var offset = i * stride,
    						offsetP = offset - stride,
    						offsetN = offset + stride;

    					for ( var j = 0; j !== stride; ++ j ) {

    						var value = values[ offset + j ];

    						if ( value !== values[ offsetP + j ] ||
    							value !== values[ offsetN + j ] ) {

    							keep = true;
    							break;

    						}

    					}

    				} else {

    					keep = true;

    				}

    			}

    			// in-place compaction

    			if ( keep ) {

    				if ( i !== writeIndex ) {

    					times[ writeIndex ] = times[ i ];

    					var readOffset = i * stride,
    						writeOffset = writeIndex * stride;

    					for ( var j = 0; j !== stride; ++ j ) {

    						values[ writeOffset + j ] = values[ readOffset + j ];

    					}

    				}

    				++ writeIndex;

    			}

    		}

    		// flush last keyframe (compaction looks ahead)

    		if ( lastIndex > 0 ) {

    			times[ writeIndex ] = times[ lastIndex ];

    			for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {

    				values[ writeOffset + j ] = values[ readOffset + j ];

    			}

    			++ writeIndex;

    		}

    		if ( writeIndex !== times.length ) {

    			this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
    			this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );

    		} else {

    			this.times = times;
    			this.values = values;

    		}

    		return this;

    	},

    	clone: function () {

    		var times = AnimationUtils.arraySlice( this.times, 0 );
    		var values = AnimationUtils.arraySlice( this.values, 0 );

    		var TypedKeyframeTrack = this.constructor;
    		var track = new TypedKeyframeTrack( this.name, times, values );

    		// Interpolant argument to constructor is not saved, so copy the factory method directly.
    		track.createInterpolant = this.createInterpolant;

    		return track;

    	}

    } );

    /**
     *
     * A Track of Boolean keyframe values.
     *
     *
     * @author Ben Houston / http://clara.io/
     * @author David Sarno / http://lighthaus.us/
     * @author tschw
     */

    function BooleanKeyframeTrack( name, times, values ) {

    	KeyframeTrack.call( this, name, times, values );

    }

    BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {

    	constructor: BooleanKeyframeTrack,

    	ValueTypeName: 'bool',
    	ValueBufferType: Array,

    	DefaultInterpolation: InterpolateDiscrete,

    	InterpolantFactoryMethodLinear: undefined,
    	InterpolantFactoryMethodSmooth: undefined

    	// Note: Actually this track could have a optimized / compressed
    	// representation of a single value and a custom interpolant that
    	// computes "firstValue ^ isOdd( index )".

    } );

    /**
     *
     * A Track of keyframe values that represent color.
     *
     *
     * @author Ben Houston / http://clara.io/
     * @author David Sarno / http://lighthaus.us/
     * @author tschw
     */

    function ColorKeyframeTrack( name, times, values, interpolation ) {

    	KeyframeTrack.call( this, name, times, values, interpolation );

    }

    ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {

    	constructor: ColorKeyframeTrack,

    	ValueTypeName: 'color'

    	// ValueBufferType is inherited

    	// DefaultInterpolation is inherited

    	// Note: Very basic implementation and nothing special yet.
    	// However, this is the place for color space parameterization.

    } );

    /**
     *
     * A Track of numeric keyframe values.
     *
     * @author Ben Houston / http://clara.io/
     * @author David Sarno / http://lighthaus.us/
     * @author tschw
     */

    function NumberKeyframeTrack( name, times, values, interpolation ) {

    	KeyframeTrack.call( this, name, times, values, interpolation );

    }

    NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {

    	constructor: NumberKeyframeTrack,

    	ValueTypeName: 'number'

    	// ValueBufferType is inherited

    	// DefaultInterpolation is inherited

    } );

    /**
     * Spherical linear unit quaternion interpolant.
     *
     * @author tschw
     */

    function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {

    	Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );

    }

    QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {

    	constructor: QuaternionLinearInterpolant,

    	interpolate_: function ( i1, t0, t, t1 ) {

    		var result = this.resultBuffer,
    			values = this.sampleValues,
    			stride = this.valueSize,

    			offset = i1 * stride,

    			alpha = ( t - t0 ) / ( t1 - t0 );

    		for ( var end = offset + stride; offset !== end; offset += 4 ) {

    			Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );

    		}

    		return result;

    	}

    } );

    /**
     *
     * A Track of quaternion keyframe values.
     *
     * @author Ben Houston / http://clara.io/
     * @author David Sarno / http://lighthaus.us/
     * @author tschw
     */

    function QuaternionKeyframeTrack( name, times, values, interpolation ) {

    	KeyframeTrack.call( this, name, times, values, interpolation );

    }

    QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {

    	constructor: QuaternionKeyframeTrack,

    	ValueTypeName: 'quaternion',

    	// ValueBufferType is inherited

    	DefaultInterpolation: InterpolateLinear,

    	InterpolantFactoryMethodLinear: function ( result ) {

    		return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );

    	},

    	InterpolantFactoryMethodSmooth: undefined // not yet implemented

    } );

    /**
     *
     * A Track that interpolates Strings
     *
     *
     * @author Ben Houston / http://clara.io/
     * @author David Sarno / http://lighthaus.us/
     * @author tschw
     */

    function StringKeyframeTrack( name, times, values, interpolation ) {

    	KeyframeTrack.call( this, name, times, values, interpolation );

    }

    StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {

    	constructor: StringKeyframeTrack,

    	ValueTypeName: 'string',
    	ValueBufferType: Array,

    	DefaultInterpolation: InterpolateDiscrete,

    	InterpolantFactoryMethodLinear: undefined,

    	InterpolantFactoryMethodSmooth: undefined

    } );

    /**
     *
     * A Track of vectored keyframe values.
     *
     *
     * @author Ben Houston / http://clara.io/
     * @author David Sarno / http://lighthaus.us/
     * @author tschw
     */

    function VectorKeyframeTrack( name, times, values, interpolation ) {

    	KeyframeTrack.call( this, name, times, values, interpolation );

    }

    VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {

    	constructor: VectorKeyframeTrack,

    	ValueTypeName: 'vector'

    	// ValueBufferType is inherited

    	// DefaultInterpolation is inherited

    } );

    /**
     *
     * Reusable set of Tracks that represent an animation.
     *
     * @author Ben Houston / http://clara.io/
     * @author David Sarno / http://lighthaus.us/
     */

    function AnimationClip( name, duration, tracks ) {

    	this.name = name;
    	this.tracks = tracks;
    	this.duration = ( duration !== undefined ) ? duration : - 1;

    	this.uuid = MathUtils.generateUUID();

    	// this means it should figure out its duration by scanning the tracks
    	if ( this.duration < 0 ) {

    		this.resetDuration();

    	}

    }

    function getTrackTypeForValueTypeName( typeName ) {

    	switch ( typeName.toLowerCase() ) {

    		case 'scalar':
    		case 'double':
    		case 'float':
    		case 'number':
    		case 'integer':

    			return NumberKeyframeTrack;

    		case 'vector':
    		case 'vector2':
    		case 'vector3':
    		case 'vector4':

    			return VectorKeyframeTrack;

    		case 'color':

    			return ColorKeyframeTrack;

    		case 'quaternion':

    			return QuaternionKeyframeTrack;

    		case 'bool':
    		case 'boolean':

    			return BooleanKeyframeTrack;

    		case 'string':

    			return StringKeyframeTrack;

    	}

    	throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );

    }

    function parseKeyframeTrack( json ) {

    	if ( json.type === undefined ) {

    		throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );

    	}

    	var trackType = getTrackTypeForValueTypeName( json.type );

    	if ( json.times === undefined ) {

    		var times = [], values = [];

    		AnimationUtils.flattenJSON( json.keys, times, values, 'value' );

    		json.times = times;
    		json.values = values;

    	}

    	// derived classes can define a static parse method
    	if ( trackType.parse !== undefined ) {

    		return trackType.parse( json );

    	} else {

    		// by default, we assume a constructor compatible with the base
    		return new trackType( json.name, json.times, json.values, json.interpolation );

    	}

    }

    Object.assign( AnimationClip, {

    	parse: function ( json ) {

    		var tracks = [],
    			jsonTracks = json.tracks,
    			frameTime = 1.0 / ( json.fps || 1.0 );

    		for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {

    			tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );

    		}

    		return new AnimationClip( json.name, json.duration, tracks );

    	},

    	toJSON: function ( clip ) {

    		var tracks = [],
    			clipTracks = clip.tracks;

    		var json = {

    			'name': clip.name,
    			'duration': clip.duration,
    			'tracks': tracks,
    			'uuid': clip.uuid

    		};

    		for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {

    			tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );

    		}

    		return json;

    	},

    	CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {

    		var numMorphTargets = morphTargetSequence.length;
    		var tracks = [];

    		for ( var i = 0; i < numMorphTargets; i ++ ) {

    			var times = [];
    			var values = [];

    			times.push(
    				( i + numMorphTargets - 1 ) % numMorphTargets,
    				i,
    				( i + 1 ) % numMorphTargets );

    			values.push( 0, 1, 0 );

    			var order = AnimationUtils.getKeyframeOrder( times );
    			times = AnimationUtils.sortedArray( times, 1, order );
    			values = AnimationUtils.sortedArray( values, 1, order );

    			// if there is a key at the first frame, duplicate it as the
    			// last frame as well for perfect loop.
    			if ( ! noLoop && times[ 0 ] === 0 ) {

    				times.push( numMorphTargets );
    				values.push( values[ 0 ] );

    			}

    			tracks.push(
    				new NumberKeyframeTrack(
    					'.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
    					times, values
    				).scale( 1.0 / fps ) );

    		}

    		return new AnimationClip( name, - 1, tracks );

    	},

    	findByName: function ( objectOrClipArray, name ) {

    		var clipArray = objectOrClipArray;

    		if ( ! Array.isArray( objectOrClipArray ) ) {

    			var o = objectOrClipArray;
    			clipArray = o.geometry && o.geometry.animations || o.animations;

    		}

    		for ( var i = 0; i < clipArray.length; i ++ ) {

    			if ( clipArray[ i ].name === name ) {

    				return clipArray[ i ];

    			}

    		}

    		return null;

    	},

    	CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {

    		var animationToMorphTargets = {};

    		// tested with https://regex101.com/ on trick sequences
    		// such flamingo_flyA_003, flamingo_run1_003, crdeath0059
    		var pattern = /^([\w-]*?)([\d]+)$/;

    		// sort morph target names into animation groups based
    		// patterns like Walk_001, Walk_002, Run_001, Run_002
    		for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {

    			var morphTarget = morphTargets[ i ];
    			var parts = morphTarget.name.match( pattern );

    			if ( parts && parts.length > 1 ) {

    				var name = parts[ 1 ];

    				var animationMorphTargets = animationToMorphTargets[ name ];
    				if ( ! animationMorphTargets ) {

    					animationToMorphTargets[ name ] = animationMorphTargets = [];

    				}

    				animationMorphTargets.push( morphTarget );

    			}

    		}

    		var clips = [];

    		for ( var name in animationToMorphTargets ) {

    			clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );

    		}

    		return clips;

    	},

    	// parse the animation.hierarchy format
    	parseAnimation: function ( animation, bones ) {

    		if ( ! animation ) {

    			console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
    			return null;

    		}

    		var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {

    			// only return track if there are actually keys.
    			if ( animationKeys.length !== 0 ) {

    				var times = [];
    				var values = [];

    				AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );

    				// empty keys are filtered out, so check again
    				if ( times.length !== 0 ) {

    					destTracks.push( new trackType( trackName, times, values ) );

    				}

    			}

    		};

    		var tracks = [];

    		var clipName = animation.name || 'default';
    		// automatic length determination in AnimationClip.
    		var duration = animation.length || - 1;
    		var fps = animation.fps || 30;

    		var hierarchyTracks = animation.hierarchy || [];

    		for ( var h = 0; h < hierarchyTracks.length; h ++ ) {

    			var animationKeys = hierarchyTracks[ h ].keys;

    			// skip empty tracks
    			if ( ! animationKeys || animationKeys.length === 0 ) continue;

    			// process morph targets
    			if ( animationKeys[ 0 ].morphTargets ) {

    				// figure out all morph targets used in this track
    				var morphTargetNames = {};

    				for ( var k = 0; k < animationKeys.length; k ++ ) {

    					if ( animationKeys[ k ].morphTargets ) {

    						for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {

    							morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;

    						}

    					}

    				}

    				// create a track for each morph target with all zero
    				// morphTargetInfluences except for the keys in which
    				// the morphTarget is named.
    				for ( var morphTargetName in morphTargetNames ) {

    					var times = [];
    					var values = [];

    					for ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {

    						var animationKey = animationKeys[ k ];

    						times.push( animationKey.time );
    						values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );

    					}

    					tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );

    				}

    				duration = morphTargetNames.length * ( fps || 1.0 );

    			} else {

    				// ...assume skeletal animation

    				var boneName = '.bones[' + bones[ h ].name + ']';

    				addNonemptyTrack(
    					VectorKeyframeTrack, boneName + '.position',
    					animationKeys, 'pos', tracks );

    				addNonemptyTrack(
    					QuaternionKeyframeTrack, boneName + '.quaternion',
    					animationKeys, 'rot', tracks );

    				addNonemptyTrack(
    					VectorKeyframeTrack, boneName + '.scale',
    					animationKeys, 'scl', tracks );

    			}

    		}

    		if ( tracks.length === 0 ) {

    			return null;

    		}

    		var clip = new AnimationClip( clipName, duration, tracks );

    		return clip;

    	}

    } );

    Object.assign( AnimationClip.prototype, {

    	resetDuration: function () {

    		var tracks = this.tracks, duration = 0;

    		for ( var i = 0, n = tracks.length; i !== n; ++ i ) {

    			var track = this.tracks[ i ];

    			duration = Math.max( duration, track.times[ track.times.length - 1 ] );

    		}

    		this.duration = duration;

    		return this;

    	},

    	trim: function () {

    		for ( var i = 0; i < this.tracks.length; i ++ ) {

    			this.tracks[ i ].trim( 0, this.duration );

    		}

    		return this;

    	},

    	validate: function () {

    		var valid = true;

    		for ( var i = 0; i < this.tracks.length; i ++ ) {

    			valid = valid && this.tracks[ i ].validate();

    		}

    		return valid;

    	},

    	optimize: function () {

    		for ( var i = 0; i < this.tracks.length; i ++ ) {

    			this.tracks[ i ].optimize();

    		}

    		return this;

    	},

    	clone: function () {

    		var tracks = [];

    		for ( var i = 0; i < this.tracks.length; i ++ ) {

    			tracks.push( this.tracks[ i ].clone() );

    		}

    		return new AnimationClip( this.name, this.duration, tracks );

    	}

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    var Cache = {

    	enabled: false,

    	files: {},

    	add: function ( key, file ) {

    		if ( this.enabled === false ) return;

    		// console.log( 'THREE.Cache', 'Adding key:', key );

    		this.files[ key ] = file;

    	},

    	get: function ( key ) {

    		if ( this.enabled === false ) return;

    		// console.log( 'THREE.Cache', 'Checking key:', key );

    		return this.files[ key ];

    	},

    	remove: function ( key ) {

    		delete this.files[ key ];

    	},

    	clear: function () {

    		this.files = {};

    	}

    };

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function LoadingManager( onLoad, onProgress, onError ) {

    	var scope = this;

    	var isLoading = false;
    	var itemsLoaded = 0;
    	var itemsTotal = 0;
    	var urlModifier = undefined;
    	var handlers = [];

    	// Refer to #5689 for the reason why we don't set .onStart
    	// in the constructor

    	this.onStart = undefined;
    	this.onLoad = onLoad;
    	this.onProgress = onProgress;
    	this.onError = onError;

    	this.itemStart = function ( url ) {

    		itemsTotal ++;

    		if ( isLoading === false ) {

    			if ( scope.onStart !== undefined ) {

    				scope.onStart( url, itemsLoaded, itemsTotal );

    			}

    		}

    		isLoading = true;

    	};

    	this.itemEnd = function ( url ) {

    		itemsLoaded ++;

    		if ( scope.onProgress !== undefined ) {

    			scope.onProgress( url, itemsLoaded, itemsTotal );

    		}

    		if ( itemsLoaded === itemsTotal ) {

    			isLoading = false;

    			if ( scope.onLoad !== undefined ) {

    				scope.onLoad();

    			}

    		}

    	};

    	this.itemError = function ( url ) {

    		if ( scope.onError !== undefined ) {

    			scope.onError( url );

    		}

    	};

    	this.resolveURL = function ( url ) {

    		if ( urlModifier ) {

    			return urlModifier( url );

    		}

    		return url;

    	};

    	this.setURLModifier = function ( transform ) {

    		urlModifier = transform;

    		return this;

    	};

    	this.addHandler = function ( regex, loader ) {

    		handlers.push( regex, loader );

    		return this;

    	};

    	this.removeHandler = function ( regex ) {

    		var index = handlers.indexOf( regex );

    		if ( index !== - 1 ) {

    			handlers.splice( index, 2 );

    		}

    		return this;

    	};

    	this.getHandler = function ( file ) {

    		for ( var i = 0, l = handlers.length; i < l; i += 2 ) {

    			var regex = handlers[ i ];
    			var loader = handlers[ i + 1 ];

    			if ( regex.global ) regex.lastIndex = 0; // see #17920

    			if ( regex.test( file ) ) {

    				return loader;

    			}

    		}

    		return null;

    	};

    }

    var DefaultLoadingManager = new LoadingManager();

    /**
     * @author alteredq / http://alteredqualia.com/
     */

    function Loader( manager ) {

    	this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;

    	this.crossOrigin = 'anonymous';
    	this.path = '';
    	this.resourcePath = '';

    }

    Object.assign( Loader.prototype, {

    	load: function ( /* url, onLoad, onProgress, onError */ ) {},

    	parse: function ( /* data */ ) {},

    	setCrossOrigin: function ( crossOrigin ) {

    		this.crossOrigin = crossOrigin;
    		return this;

    	},

    	setPath: function ( path ) {

    		this.path = path;
    		return this;

    	},

    	setResourcePath: function ( resourcePath ) {

    		this.resourcePath = resourcePath;
    		return this;

    	}

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    var loading = {};

    function FileLoader( manager ) {

    	Loader.call( this, manager );

    }

    FileLoader.prototype = Object.assign( Object.create( Loader.prototype ), {

    	constructor: FileLoader,

    	load: function ( url, onLoad, onProgress, onError ) {

    		if ( url === undefined ) url = '';

    		if ( this.path !== undefined ) url = this.path + url;

    		url = this.manager.resolveURL( url );

    		var scope = this;

    		var cached = Cache.get( url );

    		if ( cached !== undefined ) {

    			scope.manager.itemStart( url );

    			setTimeout( function () {

    				if ( onLoad ) onLoad( cached );

    				scope.manager.itemEnd( url );

    			}, 0 );

    			return cached;

    		}

    		// Check if request is duplicate

    		if ( loading[ url ] !== undefined ) {

    			loading[ url ].push( {

    				onLoad: onLoad,
    				onProgress: onProgress,
    				onError: onError

    			} );

    			return;

    		}

    		// Check for data: URI
    		var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
    		var dataUriRegexResult = url.match( dataUriRegex );

    		// Safari can not handle Data URIs through XMLHttpRequest so process manually
    		if ( dataUriRegexResult ) {

    			var mimeType = dataUriRegexResult[ 1 ];
    			var isBase64 = !! dataUriRegexResult[ 2 ];
    			var data = dataUriRegexResult[ 3 ];

    			data = decodeURIComponent( data );

    			if ( isBase64 ) data = atob( data );

    			try {

    				var response;
    				var responseType = ( this.responseType || '' ).toLowerCase();

    				switch ( responseType ) {

    					case 'arraybuffer':
    					case 'blob':

    						var view = new Uint8Array( data.length );

    						for ( var i = 0; i < data.length; i ++ ) {

    							view[ i ] = data.charCodeAt( i );

    						}

    						if ( responseType === 'blob' ) {

    							response = new Blob( [ view.buffer ], { type: mimeType } );

    						} else {

    							response = view.buffer;

    						}

    						break;

    					case 'document':

    						var parser = new DOMParser();
    						response = parser.parseFromString( data, mimeType );

    						break;

    					case 'json':

    						response = JSON.parse( data );

    						break;

    					default: // 'text' or other

    						response = data;

    						break;

    				}

    				// Wait for next browser tick like standard XMLHttpRequest event dispatching does
    				setTimeout( function () {

    					if ( onLoad ) onLoad( response );

    					scope.manager.itemEnd( url );

    				}, 0 );

    			} catch ( error ) {

    				// Wait for next browser tick like standard XMLHttpRequest event dispatching does
    				setTimeout( function () {

    					if ( onError ) onError( error );

    					scope.manager.itemError( url );
    					scope.manager.itemEnd( url );

    				}, 0 );

    			}

    		} else {

    			// Initialise array for duplicate requests

    			loading[ url ] = [];

    			loading[ url ].push( {

    				onLoad: onLoad,
    				onProgress: onProgress,
    				onError: onError

    			} );

    			var request = new XMLHttpRequest();

    			request.open( 'GET', url, true );

    			request.addEventListener( 'load', function ( event ) {

    				var response = this.response;

    				var callbacks = loading[ url ];

    				delete loading[ url ];

    				if ( this.status === 200 || this.status === 0 ) {

    					// Some browsers return HTTP Status 0 when using non-http protocol
    					// e.g. 'file://' or 'data://'. Handle as success.

    					if ( this.status === 0 ) console.warn( 'THREE.FileLoader: HTTP Status 0 received.' );

    					// Add to cache only on HTTP success, so that we do not cache
    					// error response bodies as proper responses to requests.
    					Cache.add( url, response );

    					for ( var i = 0, il = callbacks.length; i < il; i ++ ) {

    						var callback = callbacks[ i ];
    						if ( callback.onLoad ) callback.onLoad( response );

    					}

    					scope.manager.itemEnd( url );

    				} else {

    					for ( var i = 0, il = callbacks.length; i < il; i ++ ) {

    						var callback = callbacks[ i ];
    						if ( callback.onError ) callback.onError( event );

    					}

    					scope.manager.itemError( url );
    					scope.manager.itemEnd( url );

    				}

    			}, false );

    			request.addEventListener( 'progress', function ( event ) {

    				var callbacks = loading[ url ];

    				for ( var i = 0, il = callbacks.length; i < il; i ++ ) {

    					var callback = callbacks[ i ];
    					if ( callback.onProgress ) callback.onProgress( event );

    				}

    			}, false );

    			request.addEventListener( 'error', function ( event ) {

    				var callbacks = loading[ url ];

    				delete loading[ url ];

    				for ( var i = 0, il = callbacks.length; i < il; i ++ ) {

    					var callback = callbacks[ i ];
    					if ( callback.onError ) callback.onError( event );

    				}

    				scope.manager.itemError( url );
    				scope.manager.itemEnd( url );

    			}, false );

    			request.addEventListener( 'abort', function ( event ) {

    				var callbacks = loading[ url ];

    				delete loading[ url ];

    				for ( var i = 0, il = callbacks.length; i < il; i ++ ) {

    					var callback = callbacks[ i ];
    					if ( callback.onError ) callback.onError( event );

    				}

    				scope.manager.itemError( url );
    				scope.manager.itemEnd( url );

    			}, false );

    			if ( this.responseType !== undefined ) request.responseType = this.responseType;
    			if ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials;

    			if ( request.overrideMimeType ) request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' );

    			for ( var header in this.requestHeader ) {

    				request.setRequestHeader( header, this.requestHeader[ header ] );

    			}

    			request.send( null );

    		}

    		scope.manager.itemStart( url );

    		return request;

    	},

    	setResponseType: function ( value ) {

    		this.responseType = value;
    		return this;

    	},

    	setWithCredentials: function ( value ) {

    		this.withCredentials = value;
    		return this;

    	},

    	setMimeType: function ( value ) {

    		this.mimeType = value;
    		return this;

    	},

    	setRequestHeader: function ( value ) {

    		this.requestHeader = value;
    		return this;

    	}

    } );

    /**
     * @author bhouston / http://clara.io/
     */

    function AnimationLoader( manager ) {

    	Loader.call( this, manager );

    }

    AnimationLoader.prototype = Object.assign( Object.create( Loader.prototype ), {

    	constructor: AnimationLoader,

    	load: function ( url, onLoad, onProgress, onError ) {

    		var scope = this;

    		var loader = new FileLoader( scope.manager );
    		loader.setPath( scope.path );
    		loader.load( url, function ( text ) {

    			onLoad( scope.parse( JSON.parse( text ) ) );

    		}, onProgress, onError );

    	},

    	parse: function ( json ) {

    		var animations = [];

    		for ( var i = 0; i < json.length; i ++ ) {

    			var clip = AnimationClip.parse( json[ i ] );

    			animations.push( clip );

    		}

    		return animations;

    	}

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     *
     * Abstract Base class to block based textures loader (dds, pvr, ...)
     *
     * Sub classes have to implement the parse() method which will be used in load().
     */

    function CompressedTextureLoader( manager ) {

    	Loader.call( this, manager );

    }

    CompressedTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {

    	constructor: CompressedTextureLoader,

    	load: function ( url, onLoad, onProgress, onError ) {

    		var scope = this;

    		var images = [];

    		var texture = new CompressedTexture();
    		texture.image = images;

    		var loader = new FileLoader( this.manager );
    		loader.setPath( this.path );
    		loader.setResponseType( 'arraybuffer' );

    		function loadTexture( i ) {

    			loader.load( url[ i ], function ( buffer ) {

    				var texDatas = scope.parse( buffer, true );

    				images[ i ] = {
    					width: texDatas.width,
    					height: texDatas.height,
    					format: texDatas.format,
    					mipmaps: texDatas.mipmaps
    				};

    				loaded += 1;

    				if ( loaded === 6 ) {

    					if ( texDatas.mipmapCount === 1 )
    						texture.minFilter = LinearFilter;

    					texture.format = texDatas.format;
    					texture.needsUpdate = true;

    					if ( onLoad ) onLoad( texture );

    				}

    			}, onProgress, onError );

    		}

    		if ( Array.isArray( url ) ) {

    			var loaded = 0;

    			for ( var i = 0, il = url.length; i < il; ++ i ) {

    				loadTexture( i );

    			}

    		} else {

    			// compressed cubemap texture stored in a single DDS file

    			loader.load( url, function ( buffer ) {

    				var texDatas = scope.parse( buffer, true );

    				if ( texDatas.isCubemap ) {

    					var faces = texDatas.mipmaps.length / texDatas.mipmapCount;

    					for ( var f = 0; f < faces; f ++ ) {

    						images[ f ] = { mipmaps: [] };

    						for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {

    							images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
    							images[ f ].format = texDatas.format;
    							images[ f ].width = texDatas.width;
    							images[ f ].height = texDatas.height;

    						}

    					}

    				} else {

    					texture.image.width = texDatas.width;
    					texture.image.height = texDatas.height;
    					texture.mipmaps = texDatas.mipmaps;

    				}

    				if ( texDatas.mipmapCount === 1 ) {

    					texture.minFilter = LinearFilter;

    				}

    				texture.format = texDatas.format;
    				texture.needsUpdate = true;

    				if ( onLoad ) onLoad( texture );

    			}, onProgress, onError );

    		}

    		return texture;

    	}

    } );

    /**
     * @author Nikos M. / https://github.com/foo123/
     *
     * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
     *
     * Sub classes have to implement the parse() method which will be used in load().
     */

    function DataTextureLoader( manager ) {

    	Loader.call( this, manager );

    }

    DataTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {

    	constructor: DataTextureLoader,

    	load: function ( url, onLoad, onProgress, onError ) {

    		var scope = this;

    		var texture = new DataTexture();

    		var loader = new FileLoader( this.manager );
    		loader.setResponseType( 'arraybuffer' );
    		loader.setPath( this.path );
    		loader.load( url, function ( buffer ) {

    			var texData = scope.parse( buffer );

    			if ( ! texData ) return;

    			if ( texData.image !== undefined ) {

    				texture.image = texData.image;

    			} else if ( texData.data !== undefined ) {

    				texture.image.width = texData.width;
    				texture.image.height = texData.height;
    				texture.image.data = texData.data;

    			}

    			texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
    			texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;

    			texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
    			texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;

    			texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;

    			if ( texData.format !== undefined ) {

    				texture.format = texData.format;

    			}
    			if ( texData.type !== undefined ) {

    				texture.type = texData.type;

    			}

    			if ( texData.mipmaps !== undefined ) {

    				texture.mipmaps = texData.mipmaps;
    				texture.minFilter = LinearMipmapLinearFilter; // presumably...

    			}

    			if ( texData.mipmapCount === 1 ) {

    				texture.minFilter = LinearFilter;

    			}

    			texture.needsUpdate = true;

    			if ( onLoad ) onLoad( texture, texData );

    		}, onProgress, onError );


    		return texture;

    	}

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function ImageLoader( manager ) {

    	Loader.call( this, manager );

    }

    ImageLoader.prototype = Object.assign( Object.create( Loader.prototype ), {

    	constructor: ImageLoader,

    	load: function ( url, onLoad, onProgress, onError ) {

    		if ( this.path !== undefined ) url = this.path + url;

    		url = this.manager.resolveURL( url );

    		var scope = this;

    		var cached = Cache.get( url );

    		if ( cached !== undefined ) {

    			scope.manager.itemStart( url );

    			setTimeout( function () {

    				if ( onLoad ) onLoad( cached );

    				scope.manager.itemEnd( url );

    			}, 0 );

    			return cached;

    		}

    		var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );

    		function onImageLoad() {

    			image.removeEventListener( 'load', onImageLoad, false );
    			image.removeEventListener( 'error', onImageError, false );

    			Cache.add( url, this );

    			if ( onLoad ) onLoad( this );

    			scope.manager.itemEnd( url );

    		}

    		function onImageError( event ) {

    			image.removeEventListener( 'load', onImageLoad, false );
    			image.removeEventListener( 'error', onImageError, false );

    			if ( onError ) onError( event );

    			scope.manager.itemError( url );
    			scope.manager.itemEnd( url );

    		}

    		image.addEventListener( 'load', onImageLoad, false );
    		image.addEventListener( 'error', onImageError, false );

    		if ( url.substr( 0, 5 ) !== 'data:' ) {

    			if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;

    		}

    		scope.manager.itemStart( url );

    		image.src = url;

    		return image;

    	}

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */


    function CubeTextureLoader( manager ) {

    	Loader.call( this, manager );

    }

    CubeTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {

    	constructor: CubeTextureLoader,

    	load: function ( urls, onLoad, onProgress, onError ) {

    		var texture = new CubeTexture();

    		var loader = new ImageLoader( this.manager );
    		loader.setCrossOrigin( this.crossOrigin );
    		loader.setPath( this.path );

    		var loaded = 0;

    		function loadTexture( i ) {

    			loader.load( urls[ i ], function ( image ) {

    				texture.images[ i ] = image;

    				loaded ++;

    				if ( loaded === 6 ) {

    					texture.needsUpdate = true;

    					if ( onLoad ) onLoad( texture );

    				}

    			}, undefined, onError );

    		}

    		for ( var i = 0; i < urls.length; ++ i ) {

    			loadTexture( i );

    		}

    		return texture;

    	}

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function TextureLoader( manager ) {

    	Loader.call( this, manager );

    }

    TextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {

    	constructor: TextureLoader,

    	load: function ( url, onLoad, onProgress, onError ) {

    		var texture = new Texture();

    		var loader = new ImageLoader( this.manager );
    		loader.setCrossOrigin( this.crossOrigin );
    		loader.setPath( this.path );

    		loader.load( url, function ( image ) {

    			texture.image = image;

    			// JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
    			var isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;

    			texture.format = isJPEG ? RGBFormat : RGBAFormat;
    			texture.needsUpdate = true;

    			if ( onLoad !== undefined ) {

    				onLoad( texture );

    			}

    		}, onProgress, onError );

    		return texture;

    	}

    } );

    /**
     * @author zz85 / http://www.lab4games.net/zz85/blog
     * Extensible curve object
     *
     * Some common of curve methods:
     * .getPoint( t, optionalTarget ), .getTangent( t )
     * .getPointAt( u, optionalTarget ), .getTangentAt( u )
     * .getPoints(), .getSpacedPoints()
     * .getLength()
     * .updateArcLengths()
     *
     * This following curves inherit from THREE.Curve:
     *
     * -- 2D curves --
     * THREE.ArcCurve
     * THREE.CubicBezierCurve
     * THREE.EllipseCurve
     * THREE.LineCurve
     * THREE.QuadraticBezierCurve
     * THREE.SplineCurve
     *
     * -- 3D curves --
     * THREE.CatmullRomCurve3
     * THREE.CubicBezierCurve3
     * THREE.LineCurve3
     * THREE.QuadraticBezierCurve3
     *
     * A series of curves can be represented as a THREE.CurvePath.
     *
     **/

    /**************************************************************
     *	Abstract Curve base class
     **************************************************************/

    function Curve() {

    	this.type = 'Curve';

    	this.arcLengthDivisions = 200;

    }

    Object.assign( Curve.prototype, {

    	// Virtual base class method to overwrite and implement in subclasses
    	//	- t [0 .. 1]

    	getPoint: function ( /* t, optionalTarget */ ) {

    		console.warn( 'THREE.Curve: .getPoint() not implemented.' );
    		return null;

    	},

    	// Get point at relative position in curve according to arc length
    	// - u [0 .. 1]

    	getPointAt: function ( u, optionalTarget ) {

    		var t = this.getUtoTmapping( u );
    		return this.getPoint( t, optionalTarget );

    	},

    	// Get sequence of points using getPoint( t )

    	getPoints: function ( divisions ) {

    		if ( divisions === undefined ) divisions = 5;

    		var points = [];

    		for ( var d = 0; d <= divisions; d ++ ) {

    			points.push( this.getPoint( d / divisions ) );

    		}

    		return points;

    	},

    	// Get sequence of points using getPointAt( u )

    	getSpacedPoints: function ( divisions ) {

    		if ( divisions === undefined ) divisions = 5;

    		var points = [];

    		for ( var d = 0; d <= divisions; d ++ ) {

    			points.push( this.getPointAt( d / divisions ) );

    		}

    		return points;

    	},

    	// Get total curve arc length

    	getLength: function () {

    		var lengths = this.getLengths();
    		return lengths[ lengths.length - 1 ];

    	},

    	// Get list of cumulative segment lengths

    	getLengths: function ( divisions ) {

    		if ( divisions === undefined ) divisions = this.arcLengthDivisions;

    		if ( this.cacheArcLengths &&
    			( this.cacheArcLengths.length === divisions + 1 ) &&
    			! this.needsUpdate ) {

    			return this.cacheArcLengths;

    		}

    		this.needsUpdate = false;

    		var cache = [];
    		var current, last = this.getPoint( 0 );
    		var p, sum = 0;

    		cache.push( 0 );

    		for ( p = 1; p <= divisions; p ++ ) {

    			current = this.getPoint( p / divisions );
    			sum += current.distanceTo( last );
    			cache.push( sum );
    			last = current;

    		}

    		this.cacheArcLengths = cache;

    		return cache; // { sums: cache, sum: sum }; Sum is in the last element.

    	},

    	updateArcLengths: function () {

    		this.needsUpdate = true;
    		this.getLengths();

    	},

    	// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant

    	getUtoTmapping: function ( u, distance ) {

    		var arcLengths = this.getLengths();

    		var i = 0, il = arcLengths.length;

    		var targetArcLength; // The targeted u distance value to get

    		if ( distance ) {

    			targetArcLength = distance;

    		} else {

    			targetArcLength = u * arcLengths[ il - 1 ];

    		}

    		// binary search for the index with largest value smaller than target u distance

    		var low = 0, high = il - 1, comparison;

    		while ( low <= high ) {

    			i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats

    			comparison = arcLengths[ i ] - targetArcLength;

    			if ( comparison < 0 ) {

    				low = i + 1;

    			} else if ( comparison > 0 ) {

    				high = i - 1;

    			} else {

    				high = i;
    				break;

    				// DONE

    			}

    		}

    		i = high;

    		if ( arcLengths[ i ] === targetArcLength ) {

    			return i / ( il - 1 );

    		}

    		// we could get finer grain at lengths, or use simple interpolation between two points

    		var lengthBefore = arcLengths[ i ];
    		var lengthAfter = arcLengths[ i + 1 ];

    		var segmentLength = lengthAfter - lengthBefore;

    		// determine where we are between the 'before' and 'after' points

    		var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;

    		// add that fractional amount to t

    		var t = ( i + segmentFraction ) / ( il - 1 );

    		return t;

    	},

    	// Returns a unit vector tangent at t
    	// In case any sub curve does not implement its tangent derivation,
    	// 2 points a small delta apart will be used to find its gradient
    	// which seems to give a reasonable approximation

    	getTangent: function ( t ) {

    		var delta = 0.0001;
    		var t1 = t - delta;
    		var t2 = t + delta;

    		// Capping in case of danger

    		if ( t1 < 0 ) t1 = 0;
    		if ( t2 > 1 ) t2 = 1;

    		var pt1 = this.getPoint( t1 );
    		var pt2 = this.getPoint( t2 );

    		var vec = pt2.clone().sub( pt1 );
    		return vec.normalize();

    	},

    	getTangentAt: function ( u ) {

    		var t = this.getUtoTmapping( u );
    		return this.getTangent( t );

    	},

    	computeFrenetFrames: function ( segments, closed ) {

    		// see http://www.cs.indiana.edu/pub/techreports/TR425.pdf

    		var normal = new Vector3();

    		var tangents = [];
    		var normals = [];
    		var binormals = [];

    		var vec = new Vector3();
    		var mat = new Matrix4();

    		var i, u, theta;

    		// compute the tangent vectors for each segment on the curve

    		for ( i = 0; i <= segments; i ++ ) {

    			u = i / segments;

    			tangents[ i ] = this.getTangentAt( u );
    			tangents[ i ].normalize();

    		}

    		// select an initial normal vector perpendicular to the first tangent vector,
    		// and in the direction of the minimum tangent xyz component

    		normals[ 0 ] = new Vector3();
    		binormals[ 0 ] = new Vector3();
    		var min = Number.MAX_VALUE;
    		var tx = Math.abs( tangents[ 0 ].x );
    		var ty = Math.abs( tangents[ 0 ].y );
    		var tz = Math.abs( tangents[ 0 ].z );

    		if ( tx <= min ) {

    			min = tx;
    			normal.set( 1, 0, 0 );

    		}

    		if ( ty <= min ) {

    			min = ty;
    			normal.set( 0, 1, 0 );

    		}

    		if ( tz <= min ) {

    			normal.set( 0, 0, 1 );

    		}

    		vec.crossVectors( tangents[ 0 ], normal ).normalize();

    		normals[ 0 ].crossVectors( tangents[ 0 ], vec );
    		binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );


    		// compute the slowly-varying normal and binormal vectors for each segment on the curve

    		for ( i = 1; i <= segments; i ++ ) {

    			normals[ i ] = normals[ i - 1 ].clone();

    			binormals[ i ] = binormals[ i - 1 ].clone();

    			vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );

    			if ( vec.length() > Number.EPSILON ) {

    				vec.normalize();

    				theta = Math.acos( MathUtils.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors

    				normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );

    			}

    			binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );

    		}

    		// if the curve is closed, postprocess the vectors so the first and last normal vectors are the same

    		if ( closed === true ) {

    			theta = Math.acos( MathUtils.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
    			theta /= segments;

    			if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {

    				theta = - theta;

    			}

    			for ( i = 1; i <= segments; i ++ ) {

    				// twist a little...
    				normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
    				binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );

    			}

    		}

    		return {
    			tangents: tangents,
    			normals: normals,
    			binormals: binormals
    		};

    	},

    	clone: function () {

    		return new this.constructor().copy( this );

    	},

    	copy: function ( source ) {

    		this.arcLengthDivisions = source.arcLengthDivisions;

    		return this;

    	},

    	toJSON: function () {

    		var data = {
    			metadata: {
    				version: 4.5,
    				type: 'Curve',
    				generator: 'Curve.toJSON'
    			}
    		};

    		data.arcLengthDivisions = this.arcLengthDivisions;
    		data.type = this.type;

    		return data;

    	},

    	fromJSON: function ( json ) {

    		this.arcLengthDivisions = json.arcLengthDivisions;

    		return this;

    	}

    } );

    function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {

    	Curve.call( this );

    	this.type = 'EllipseCurve';

    	this.aX = aX || 0;
    	this.aY = aY || 0;

    	this.xRadius = xRadius || 1;
    	this.yRadius = yRadius || 1;

    	this.aStartAngle = aStartAngle || 0;
    	this.aEndAngle = aEndAngle || 2 * Math.PI;

    	this.aClockwise = aClockwise || false;

    	this.aRotation = aRotation || 0;

    }

    EllipseCurve.prototype = Object.create( Curve.prototype );
    EllipseCurve.prototype.constructor = EllipseCurve;

    EllipseCurve.prototype.isEllipseCurve = true;

    EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {

    	var point = optionalTarget || new Vector2();

    	var twoPi = Math.PI * 2;
    	var deltaAngle = this.aEndAngle - this.aStartAngle;
    	var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;

    	// ensures that deltaAngle is 0 .. 2 PI
    	while ( deltaAngle < 0 ) deltaAngle += twoPi;
    	while ( deltaAngle > twoPi ) deltaAngle -= twoPi;

    	if ( deltaAngle < Number.EPSILON ) {

    		if ( samePoints ) {

    			deltaAngle = 0;

    		} else {

    			deltaAngle = twoPi;

    		}

    	}

    	if ( this.aClockwise === true && ! samePoints ) {

    		if ( deltaAngle === twoPi ) {

    			deltaAngle = - twoPi;

    		} else {

    			deltaAngle = deltaAngle - twoPi;

    		}

    	}

    	var angle = this.aStartAngle + t * deltaAngle;
    	var x = this.aX + this.xRadius * Math.cos( angle );
    	var y = this.aY + this.yRadius * Math.sin( angle );

    	if ( this.aRotation !== 0 ) {

    		var cos = Math.cos( this.aRotation );
    		var sin = Math.sin( this.aRotation );

    		var tx = x - this.aX;
    		var ty = y - this.aY;

    		// Rotate the point about the center of the ellipse.
    		x = tx * cos - ty * sin + this.aX;
    		y = tx * sin + ty * cos + this.aY;

    	}

    	return point.set( x, y );

    };

    EllipseCurve.prototype.copy = function ( source ) {

    	Curve.prototype.copy.call( this, source );

    	this.aX = source.aX;
    	this.aY = source.aY;

    	this.xRadius = source.xRadius;
    	this.yRadius = source.yRadius;

    	this.aStartAngle = source.aStartAngle;
    	this.aEndAngle = source.aEndAngle;

    	this.aClockwise = source.aClockwise;

    	this.aRotation = source.aRotation;

    	return this;

    };


    EllipseCurve.prototype.toJSON = function () {

    	var data = Curve.prototype.toJSON.call( this );

    	data.aX = this.aX;
    	data.aY = this.aY;

    	data.xRadius = this.xRadius;
    	data.yRadius = this.yRadius;

    	data.aStartAngle = this.aStartAngle;
    	data.aEndAngle = this.aEndAngle;

    	data.aClockwise = this.aClockwise;

    	data.aRotation = this.aRotation;

    	return data;

    };

    EllipseCurve.prototype.fromJSON = function ( json ) {

    	Curve.prototype.fromJSON.call( this, json );

    	this.aX = json.aX;
    	this.aY = json.aY;

    	this.xRadius = json.xRadius;
    	this.yRadius = json.yRadius;

    	this.aStartAngle = json.aStartAngle;
    	this.aEndAngle = json.aEndAngle;

    	this.aClockwise = json.aClockwise;

    	this.aRotation = json.aRotation;

    	return this;

    };

    function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {

    	EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );

    	this.type = 'ArcCurve';

    }

    ArcCurve.prototype = Object.create( EllipseCurve.prototype );
    ArcCurve.prototype.constructor = ArcCurve;

    ArcCurve.prototype.isArcCurve = true;

    /**
     * @author zz85 https://github.com/zz85
     *
     * Centripetal CatmullRom Curve - which is useful for avoiding
     * cusps and self-intersections in non-uniform catmull rom curves.
     * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
     *
     * curve.type accepts centripetal(default), chordal and catmullrom
     * curve.tension is used for catmullrom which defaults to 0.5
     */


    /*
    Based on an optimized c++ solution in
     - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
     - http://ideone.com/NoEbVM

    This CubicPoly class could be used for reusing some variables and calculations,
    but for three.js curve use, it could be possible inlined and flatten into a single function call
    which can be placed in CurveUtils.
    */

    function CubicPoly() {

    	var c0 = 0, c1 = 0, c2 = 0, c3 = 0;

    	/*
    	 * Compute coefficients for a cubic polynomial
    	 *   p(s) = c0 + c1*s + c2*s^2 + c3*s^3
    	 * such that
    	 *   p(0) = x0, p(1) = x1
    	 *  and
    	 *   p'(0) = t0, p'(1) = t1.
    	 */
    	function init( x0, x1, t0, t1 ) {

    		c0 = x0;
    		c1 = t0;
    		c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
    		c3 = 2 * x0 - 2 * x1 + t0 + t1;

    	}

    	return {

    		initCatmullRom: function ( x0, x1, x2, x3, tension ) {

    			init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );

    		},

    		initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {

    			// compute tangents when parameterized in [t1,t2]
    			var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
    			var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;

    			// rescale tangents for parametrization in [0,1]
    			t1 *= dt1;
    			t2 *= dt1;

    			init( x1, x2, t1, t2 );

    		},

    		calc: function ( t ) {

    			var t2 = t * t;
    			var t3 = t2 * t;
    			return c0 + c1 * t + c2 * t2 + c3 * t3;

    		}

    	};

    }

    //

    var tmp = new Vector3();
    var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();

    function CatmullRomCurve3( points, closed, curveType, tension ) {

    	Curve.call( this );

    	this.type = 'CatmullRomCurve3';

    	this.points = points || [];
    	this.closed = closed || false;
    	this.curveType = curveType || 'centripetal';
    	this.tension = tension || 0.5;

    }

    CatmullRomCurve3.prototype = Object.create( Curve.prototype );
    CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;

    CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;

    CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {

    	var point = optionalTarget || new Vector3();

    	var points = this.points;
    	var l = points.length;

    	var p = ( l - ( this.closed ? 0 : 1 ) ) * t;
    	var intPoint = Math.floor( p );
    	var weight = p - intPoint;

    	if ( this.closed ) {

    		intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;

    	} else if ( weight === 0 && intPoint === l - 1 ) {

    		intPoint = l - 2;
    		weight = 1;

    	}

    	var p0, p1, p2, p3; // 4 points

    	if ( this.closed || intPoint > 0 ) {

    		p0 = points[ ( intPoint - 1 ) % l ];

    	} else {

    		// extrapolate first point
    		tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
    		p0 = tmp;

    	}

    	p1 = points[ intPoint % l ];
    	p2 = points[ ( intPoint + 1 ) % l ];

    	if ( this.closed || intPoint + 2 < l ) {

    		p3 = points[ ( intPoint + 2 ) % l ];

    	} else {

    		// extrapolate last point
    		tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
    		p3 = tmp;

    	}

    	if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {

    		// init Centripetal / Chordal Catmull-Rom
    		var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
    		var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
    		var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
    		var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );

    		// safety check for repeated points
    		if ( dt1 < 1e-4 ) dt1 = 1.0;
    		if ( dt0 < 1e-4 ) dt0 = dt1;
    		if ( dt2 < 1e-4 ) dt2 = dt1;

    		px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
    		py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
    		pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );

    	} else if ( this.curveType === 'catmullrom' ) {

    		px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
    		py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
    		pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );

    	}

    	point.set(
    		px.calc( weight ),
    		py.calc( weight ),
    		pz.calc( weight )
    	);

    	return point;

    };

    CatmullRomCurve3.prototype.copy = function ( source ) {

    	Curve.prototype.copy.call( this, source );

    	this.points = [];

    	for ( var i = 0, l = source.points.length; i < l; i ++ ) {

    		var point = source.points[ i ];

    		this.points.push( point.clone() );

    	}

    	this.closed = source.closed;
    	this.curveType = source.curveType;
    	this.tension = source.tension;

    	return this;

    };

    CatmullRomCurve3.prototype.toJSON = function () {

    	var data = Curve.prototype.toJSON.call( this );

    	data.points = [];

    	for ( var i = 0, l = this.points.length; i < l; i ++ ) {

    		var point = this.points[ i ];
    		data.points.push( point.toArray() );

    	}

    	data.closed = this.closed;
    	data.curveType = this.curveType;
    	data.tension = this.tension;

    	return data;

    };

    CatmullRomCurve3.prototype.fromJSON = function ( json ) {

    	Curve.prototype.fromJSON.call( this, json );

    	this.points = [];

    	for ( var i = 0, l = json.points.length; i < l; i ++ ) {

    		var point = json.points[ i ];
    		this.points.push( new Vector3().fromArray( point ) );

    	}

    	this.closed = json.closed;
    	this.curveType = json.curveType;
    	this.tension = json.tension;

    	return this;

    };

    /**
     * @author zz85 / http://www.lab4games.net/zz85/blog
     *
     * Bezier Curves formulas obtained from
     * http://en.wikipedia.org/wiki/Bézier_curve
     */

    function CatmullRom( t, p0, p1, p2, p3 ) {

    	var v0 = ( p2 - p0 ) * 0.5;
    	var v1 = ( p3 - p1 ) * 0.5;
    	var t2 = t * t;
    	var t3 = t * t2;
    	return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;

    }

    //

    function QuadraticBezierP0( t, p ) {

    	var k = 1 - t;
    	return k * k * p;

    }

    function QuadraticBezierP1( t, p ) {

    	return 2 * ( 1 - t ) * t * p;

    }

    function QuadraticBezierP2( t, p ) {

    	return t * t * p;

    }

    function QuadraticBezier( t, p0, p1, p2 ) {

    	return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
    		QuadraticBezierP2( t, p2 );

    }

    //

    function CubicBezierP0( t, p ) {

    	var k = 1 - t;
    	return k * k * k * p;

    }

    function CubicBezierP1( t, p ) {

    	var k = 1 - t;
    	return 3 * k * k * t * p;

    }

    function CubicBezierP2( t, p ) {

    	return 3 * ( 1 - t ) * t * t * p;

    }

    function CubicBezierP3( t, p ) {

    	return t * t * t * p;

    }

    function CubicBezier( t, p0, p1, p2, p3 ) {

    	return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
    		CubicBezierP3( t, p3 );

    }

    function CubicBezierCurve( v0, v1, v2, v3 ) {

    	Curve.call( this );

    	this.type = 'CubicBezierCurve';

    	this.v0 = v0 || new Vector2();
    	this.v1 = v1 || new Vector2();
    	this.v2 = v2 || new Vector2();
    	this.v3 = v3 || new Vector2();

    }

    CubicBezierCurve.prototype = Object.create( Curve.prototype );
    CubicBezierCurve.prototype.constructor = CubicBezierCurve;

    CubicBezierCurve.prototype.isCubicBezierCurve = true;

    CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {

    	var point = optionalTarget || new Vector2();

    	var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;

    	point.set(
    		CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
    		CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
    	);

    	return point;

    };

    CubicBezierCurve.prototype.copy = function ( source ) {

    	Curve.prototype.copy.call( this, source );

    	this.v0.copy( source.v0 );
    	this.v1.copy( source.v1 );
    	this.v2.copy( source.v2 );
    	this.v3.copy( source.v3 );

    	return this;

    };

    CubicBezierCurve.prototype.toJSON = function () {

    	var data = Curve.prototype.toJSON.call( this );

    	data.v0 = this.v0.toArray();
    	data.v1 = this.v1.toArray();
    	data.v2 = this.v2.toArray();
    	data.v3 = this.v3.toArray();

    	return data;

    };

    CubicBezierCurve.prototype.fromJSON = function ( json ) {

    	Curve.prototype.fromJSON.call( this, json );

    	this.v0.fromArray( json.v0 );
    	this.v1.fromArray( json.v1 );
    	this.v2.fromArray( json.v2 );
    	this.v3.fromArray( json.v3 );

    	return this;

    };

    function CubicBezierCurve3( v0, v1, v2, v3 ) {

    	Curve.call( this );

    	this.type = 'CubicBezierCurve3';

    	this.v0 = v0 || new Vector3();
    	this.v1 = v1 || new Vector3();
    	this.v2 = v2 || new Vector3();
    	this.v3 = v3 || new Vector3();

    }

    CubicBezierCurve3.prototype = Object.create( Curve.prototype );
    CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;

    CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;

    CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {

    	var point = optionalTarget || new Vector3();

    	var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;

    	point.set(
    		CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
    		CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
    		CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
    	);

    	return point;

    };

    CubicBezierCurve3.prototype.copy = function ( source ) {

    	Curve.prototype.copy.call( this, source );

    	this.v0.copy( source.v0 );
    	this.v1.copy( source.v1 );
    	this.v2.copy( source.v2 );
    	this.v3.copy( source.v3 );

    	return this;

    };

    CubicBezierCurve3.prototype.toJSON = function () {

    	var data = Curve.prototype.toJSON.call( this );

    	data.v0 = this.v0.toArray();
    	data.v1 = this.v1.toArray();
    	data.v2 = this.v2.toArray();
    	data.v3 = this.v3.toArray();

    	return data;

    };

    CubicBezierCurve3.prototype.fromJSON = function ( json ) {

    	Curve.prototype.fromJSON.call( this, json );

    	this.v0.fromArray( json.v0 );
    	this.v1.fromArray( json.v1 );
    	this.v2.fromArray( json.v2 );
    	this.v3.fromArray( json.v3 );

    	return this;

    };

    function LineCurve( v1, v2 ) {

    	Curve.call( this );

    	this.type = 'LineCurve';

    	this.v1 = v1 || new Vector2();
    	this.v2 = v2 || new Vector2();

    }

    LineCurve.prototype = Object.create( Curve.prototype );
    LineCurve.prototype.constructor = LineCurve;

    LineCurve.prototype.isLineCurve = true;

    LineCurve.prototype.getPoint = function ( t, optionalTarget ) {

    	var point = optionalTarget || new Vector2();

    	if ( t === 1 ) {

    		point.copy( this.v2 );

    	} else {

    		point.copy( this.v2 ).sub( this.v1 );
    		point.multiplyScalar( t ).add( this.v1 );

    	}

    	return point;

    };

    // Line curve is linear, so we can overwrite default getPointAt

    LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {

    	return this.getPoint( u, optionalTarget );

    };

    LineCurve.prototype.getTangent = function ( /* t */ ) {

    	var tangent = this.v2.clone().sub( this.v1 );

    	return tangent.normalize();

    };

    LineCurve.prototype.copy = function ( source ) {

    	Curve.prototype.copy.call( this, source );

    	this.v1.copy( source.v1 );
    	this.v2.copy( source.v2 );

    	return this;

    };

    LineCurve.prototype.toJSON = function () {

    	var data = Curve.prototype.toJSON.call( this );

    	data.v1 = this.v1.toArray();
    	data.v2 = this.v2.toArray();

    	return data;

    };

    LineCurve.prototype.fromJSON = function ( json ) {

    	Curve.prototype.fromJSON.call( this, json );

    	this.v1.fromArray( json.v1 );
    	this.v2.fromArray( json.v2 );

    	return this;

    };

    function LineCurve3( v1, v2 ) {

    	Curve.call( this );

    	this.type = 'LineCurve3';

    	this.v1 = v1 || new Vector3();
    	this.v2 = v2 || new Vector3();

    }

    LineCurve3.prototype = Object.create( Curve.prototype );
    LineCurve3.prototype.constructor = LineCurve3;

    LineCurve3.prototype.isLineCurve3 = true;

    LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {

    	var point = optionalTarget || new Vector3();

    	if ( t === 1 ) {

    		point.copy( this.v2 );

    	} else {

    		point.copy( this.v2 ).sub( this.v1 );
    		point.multiplyScalar( t ).add( this.v1 );

    	}

    	return point;

    };

    // Line curve is linear, so we can overwrite default getPointAt

    LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {

    	return this.getPoint( u, optionalTarget );

    };

    LineCurve3.prototype.copy = function ( source ) {

    	Curve.prototype.copy.call( this, source );

    	this.v1.copy( source.v1 );
    	this.v2.copy( source.v2 );

    	return this;

    };

    LineCurve3.prototype.toJSON = function () {

    	var data = Curve.prototype.toJSON.call( this );

    	data.v1 = this.v1.toArray();
    	data.v2 = this.v2.toArray();

    	return data;

    };

    LineCurve3.prototype.fromJSON = function ( json ) {

    	Curve.prototype.fromJSON.call( this, json );

    	this.v1.fromArray( json.v1 );
    	this.v2.fromArray( json.v2 );

    	return this;

    };

    function QuadraticBezierCurve( v0, v1, v2 ) {

    	Curve.call( this );

    	this.type = 'QuadraticBezierCurve';

    	this.v0 = v0 || new Vector2();
    	this.v1 = v1 || new Vector2();
    	this.v2 = v2 || new Vector2();

    }

    QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
    QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;

    QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;

    QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {

    	var point = optionalTarget || new Vector2();

    	var v0 = this.v0, v1 = this.v1, v2 = this.v2;

    	point.set(
    		QuadraticBezier( t, v0.x, v1.x, v2.x ),
    		QuadraticBezier( t, v0.y, v1.y, v2.y )
    	);

    	return point;

    };

    QuadraticBezierCurve.prototype.copy = function ( source ) {

    	Curve.prototype.copy.call( this, source );

    	this.v0.copy( source.v0 );
    	this.v1.copy( source.v1 );
    	this.v2.copy( source.v2 );

    	return this;

    };

    QuadraticBezierCurve.prototype.toJSON = function () {

    	var data = Curve.prototype.toJSON.call( this );

    	data.v0 = this.v0.toArray();
    	data.v1 = this.v1.toArray();
    	data.v2 = this.v2.toArray();

    	return data;

    };

    QuadraticBezierCurve.prototype.fromJSON = function ( json ) {

    	Curve.prototype.fromJSON.call( this, json );

    	this.v0.fromArray( json.v0 );
    	this.v1.fromArray( json.v1 );
    	this.v2.fromArray( json.v2 );

    	return this;

    };

    function QuadraticBezierCurve3( v0, v1, v2 ) {

    	Curve.call( this );

    	this.type = 'QuadraticBezierCurve3';

    	this.v0 = v0 || new Vector3();
    	this.v1 = v1 || new Vector3();
    	this.v2 = v2 || new Vector3();

    }

    QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
    QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;

    QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;

    QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {

    	var point = optionalTarget || new Vector3();

    	var v0 = this.v0, v1 = this.v1, v2 = this.v2;

    	point.set(
    		QuadraticBezier( t, v0.x, v1.x, v2.x ),
    		QuadraticBezier( t, v0.y, v1.y, v2.y ),
    		QuadraticBezier( t, v0.z, v1.z, v2.z )
    	);

    	return point;

    };

    QuadraticBezierCurve3.prototype.copy = function ( source ) {

    	Curve.prototype.copy.call( this, source );

    	this.v0.copy( source.v0 );
    	this.v1.copy( source.v1 );
    	this.v2.copy( source.v2 );

    	return this;

    };

    QuadraticBezierCurve3.prototype.toJSON = function () {

    	var data = Curve.prototype.toJSON.call( this );

    	data.v0 = this.v0.toArray();
    	data.v1 = this.v1.toArray();
    	data.v2 = this.v2.toArray();

    	return data;

    };

    QuadraticBezierCurve3.prototype.fromJSON = function ( json ) {

    	Curve.prototype.fromJSON.call( this, json );

    	this.v0.fromArray( json.v0 );
    	this.v1.fromArray( json.v1 );
    	this.v2.fromArray( json.v2 );

    	return this;

    };

    function SplineCurve( points /* array of Vector2 */ ) {

    	Curve.call( this );

    	this.type = 'SplineCurve';

    	this.points = points || [];

    }

    SplineCurve.prototype = Object.create( Curve.prototype );
    SplineCurve.prototype.constructor = SplineCurve;

    SplineCurve.prototype.isSplineCurve = true;

    SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {

    	var point = optionalTarget || new Vector2();

    	var points = this.points;
    	var p = ( points.length - 1 ) * t;

    	var intPoint = Math.floor( p );
    	var weight = p - intPoint;

    	var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
    	var p1 = points[ intPoint ];
    	var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
    	var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];

    	point.set(
    		CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
    		CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
    	);

    	return point;

    };

    SplineCurve.prototype.copy = function ( source ) {

    	Curve.prototype.copy.call( this, source );

    	this.points = [];

    	for ( var i = 0, l = source.points.length; i < l; i ++ ) {

    		var point = source.points[ i ];

    		this.points.push( point.clone() );

    	}

    	return this;

    };

    SplineCurve.prototype.toJSON = function () {

    	var data = Curve.prototype.toJSON.call( this );

    	data.points = [];

    	for ( var i = 0, l = this.points.length; i < l; i ++ ) {

    		var point = this.points[ i ];
    		data.points.push( point.toArray() );

    	}

    	return data;

    };

    SplineCurve.prototype.fromJSON = function ( json ) {

    	Curve.prototype.fromJSON.call( this, json );

    	this.points = [];

    	for ( var i = 0, l = json.points.length; i < l; i ++ ) {

    		var point = json.points[ i ];
    		this.points.push( new Vector2().fromArray( point ) );

    	}

    	return this;

    };



    var Curves = /*#__PURE__*/Object.freeze({
    	__proto__: null,
    	ArcCurve: ArcCurve,
    	CatmullRomCurve3: CatmullRomCurve3,
    	CubicBezierCurve: CubicBezierCurve,
    	CubicBezierCurve3: CubicBezierCurve3,
    	EllipseCurve: EllipseCurve,
    	LineCurve: LineCurve,
    	LineCurve3: LineCurve3,
    	QuadraticBezierCurve: QuadraticBezierCurve,
    	QuadraticBezierCurve3: QuadraticBezierCurve3,
    	SplineCurve: SplineCurve
    });

    /**
     * @author zz85 / http://www.lab4games.net/zz85/blog
     *
     **/

    /**************************************************************
     *	Curved Path - a curve path is simply a array of connected
     *  curves, but retains the api of a curve
     **************************************************************/

    function CurvePath() {

    	Curve.call( this );

    	this.type = 'CurvePath';

    	this.curves = [];
    	this.autoClose = false; // Automatically closes the path

    }

    CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {

    	constructor: CurvePath,

    	add: function ( curve ) {

    		this.curves.push( curve );

    	},

    	closePath: function () {

    		// Add a line curve if start and end of lines are not connected
    		var startPoint = this.curves[ 0 ].getPoint( 0 );
    		var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );

    		if ( ! startPoint.equals( endPoint ) ) {

    			this.curves.push( new LineCurve( endPoint, startPoint ) );

    		}

    	},

    	// To get accurate point with reference to
    	// entire path distance at time t,
    	// following has to be done:

    	// 1. Length of each sub path have to be known
    	// 2. Locate and identify type of curve
    	// 3. Get t for the curve
    	// 4. Return curve.getPointAt(t')

    	getPoint: function ( t ) {

    		var d = t * this.getLength();
    		var curveLengths = this.getCurveLengths();
    		var i = 0;

    		// To think about boundaries points.

    		while ( i < curveLengths.length ) {

    			if ( curveLengths[ i ] >= d ) {

    				var diff = curveLengths[ i ] - d;
    				var curve = this.curves[ i ];

    				var segmentLength = curve.getLength();
    				var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;

    				return curve.getPointAt( u );

    			}

    			i ++;

    		}

    		return null;

    		// loop where sum != 0, sum > d , sum+1 <d

    	},

    	// We cannot use the default THREE.Curve getPoint() with getLength() because in
    	// THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
    	// getPoint() depends on getLength

    	getLength: function () {

    		var lens = this.getCurveLengths();
    		return lens[ lens.length - 1 ];

    	},

    	// cacheLengths must be recalculated.
    	updateArcLengths: function () {

    		this.needsUpdate = true;
    		this.cacheLengths = null;
    		this.getCurveLengths();

    	},

    	// Compute lengths and cache them
    	// We cannot overwrite getLengths() because UtoT mapping uses it.

    	getCurveLengths: function () {

    		// We use cache values if curves and cache array are same length

    		if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {

    			return this.cacheLengths;

    		}

    		// Get length of sub-curve
    		// Push sums into cached array

    		var lengths = [], sums = 0;

    		for ( var i = 0, l = this.curves.length; i < l; i ++ ) {

    			sums += this.curves[ i ].getLength();
    			lengths.push( sums );

    		}

    		this.cacheLengths = lengths;

    		return lengths;

    	},

    	getSpacedPoints: function ( divisions ) {

    		if ( divisions === undefined ) divisions = 40;

    		var points = [];

    		for ( var i = 0; i <= divisions; i ++ ) {

    			points.push( this.getPoint( i / divisions ) );

    		}

    		if ( this.autoClose ) {

    			points.push( points[ 0 ] );

    		}

    		return points;

    	},

    	getPoints: function ( divisions ) {

    		divisions = divisions || 12;

    		var points = [], last;

    		for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {

    			var curve = curves[ i ];
    			var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
    				: ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1
    					: ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
    						: divisions;

    			var pts = curve.getPoints( resolution );

    			for ( var j = 0; j < pts.length; j ++ ) {

    				var point = pts[ j ];

    				if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates

    				points.push( point );
    				last = point;

    			}

    		}

    		if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {

    			points.push( points[ 0 ] );

    		}

    		return points;

    	},

    	copy: function ( source ) {

    		Curve.prototype.copy.call( this, source );

    		this.curves = [];

    		for ( var i = 0, l = source.curves.length; i < l; i ++ ) {

    			var curve = source.curves[ i ];

    			this.curves.push( curve.clone() );

    		}

    		this.autoClose = source.autoClose;

    		return this;

    	},

    	toJSON: function () {

    		var data = Curve.prototype.toJSON.call( this );

    		data.autoClose = this.autoClose;
    		data.curves = [];

    		for ( var i = 0, l = this.curves.length; i < l; i ++ ) {

    			var curve = this.curves[ i ];
    			data.curves.push( curve.toJSON() );

    		}

    		return data;

    	},

    	fromJSON: function ( json ) {

    		Curve.prototype.fromJSON.call( this, json );

    		this.autoClose = json.autoClose;
    		this.curves = [];

    		for ( var i = 0, l = json.curves.length; i < l; i ++ ) {

    			var curve = json.curves[ i ];
    			this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );

    		}

    		return this;

    	}

    } );

    /**
     * @author zz85 / http://www.lab4games.net/zz85/blog
     * Creates free form 2d path using series of points, lines or curves.
     **/

    function Path( points ) {

    	CurvePath.call( this );

    	this.type = 'Path';

    	this.currentPoint = new Vector2();

    	if ( points ) {

    		this.setFromPoints( points );

    	}

    }

    Path.prototype = Object.assign( Object.create( CurvePath.prototype ), {

    	constructor: Path,

    	setFromPoints: function ( points ) {

    		this.moveTo( points[ 0 ].x, points[ 0 ].y );

    		for ( var i = 1, l = points.length; i < l; i ++ ) {

    			this.lineTo( points[ i ].x, points[ i ].y );

    		}

    		return this;

    	},

    	moveTo: function ( x, y ) {

    		this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?

    		return this;

    	},

    	lineTo: function ( x, y ) {

    		var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
    		this.curves.push( curve );

    		this.currentPoint.set( x, y );

    		return this;

    	},

    	quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {

    		var curve = new QuadraticBezierCurve(
    			this.currentPoint.clone(),
    			new Vector2( aCPx, aCPy ),
    			new Vector2( aX, aY )
    		);

    		this.curves.push( curve );

    		this.currentPoint.set( aX, aY );

    		return this;

    	},

    	bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {

    		var curve = new CubicBezierCurve(
    			this.currentPoint.clone(),
    			new Vector2( aCP1x, aCP1y ),
    			new Vector2( aCP2x, aCP2y ),
    			new Vector2( aX, aY )
    		);

    		this.curves.push( curve );

    		this.currentPoint.set( aX, aY );

    		return this;

    	},

    	splineThru: function ( pts /*Array of Vector*/ ) {

    		var npts = [ this.currentPoint.clone() ].concat( pts );

    		var curve = new SplineCurve( npts );
    		this.curves.push( curve );

    		this.currentPoint.copy( pts[ pts.length - 1 ] );

    		return this;

    	},

    	arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {

    		var x0 = this.currentPoint.x;
    		var y0 = this.currentPoint.y;

    		this.absarc( aX + x0, aY + y0, aRadius,
    			aStartAngle, aEndAngle, aClockwise );

    		return this;

    	},

    	absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {

    		this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );

    		return this;

    	},

    	ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {

    		var x0 = this.currentPoint.x;
    		var y0 = this.currentPoint.y;

    		this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );

    		return this;

    	},

    	absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {

    		var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );

    		if ( this.curves.length > 0 ) {

    			// if a previous curve is present, attempt to join
    			var firstPoint = curve.getPoint( 0 );

    			if ( ! firstPoint.equals( this.currentPoint ) ) {

    				this.lineTo( firstPoint.x, firstPoint.y );

    			}

    		}

    		this.curves.push( curve );

    		var lastPoint = curve.getPoint( 1 );
    		this.currentPoint.copy( lastPoint );

    		return this;

    	},

    	copy: function ( source ) {

    		CurvePath.prototype.copy.call( this, source );

    		this.currentPoint.copy( source.currentPoint );

    		return this;

    	},

    	toJSON: function () {

    		var data = CurvePath.prototype.toJSON.call( this );

    		data.currentPoint = this.currentPoint.toArray();

    		return data;

    	},

    	fromJSON: function ( json ) {

    		CurvePath.prototype.fromJSON.call( this, json );

    		this.currentPoint.fromArray( json.currentPoint );

    		return this;

    	}

    } );

    /**
     * @author zz85 / http://www.lab4games.net/zz85/blog
     * Defines a 2d shape plane using paths.
     **/

    // STEP 1 Create a path.
    // STEP 2 Turn path into shape.
    // STEP 3 ExtrudeGeometry takes in Shape/Shapes
    // STEP 3a - Extract points from each shape, turn to vertices
    // STEP 3b - Triangulate each shape, add faces.

    function Shape( points ) {

    	Path.call( this, points );

    	this.uuid = MathUtils.generateUUID();

    	this.type = 'Shape';

    	this.holes = [];

    }

    Shape.prototype = Object.assign( Object.create( Path.prototype ), {

    	constructor: Shape,

    	getPointsHoles: function ( divisions ) {

    		var holesPts = [];

    		for ( var i = 0, l = this.holes.length; i < l; i ++ ) {

    			holesPts[ i ] = this.holes[ i ].getPoints( divisions );

    		}

    		return holesPts;

    	},

    	// get points of shape and holes (keypoints based on segments parameter)

    	extractPoints: function ( divisions ) {

    		return {

    			shape: this.getPoints( divisions ),
    			holes: this.getPointsHoles( divisions )

    		};

    	},

    	copy: function ( source ) {

    		Path.prototype.copy.call( this, source );

    		this.holes = [];

    		for ( var i = 0, l = source.holes.length; i < l; i ++ ) {

    			var hole = source.holes[ i ];

    			this.holes.push( hole.clone() );

    		}

    		return this;

    	},

    	toJSON: function () {

    		var data = Path.prototype.toJSON.call( this );

    		data.uuid = this.uuid;
    		data.holes = [];

    		for ( var i = 0, l = this.holes.length; i < l; i ++ ) {

    			var hole = this.holes[ i ];
    			data.holes.push( hole.toJSON() );

    		}

    		return data;

    	},

    	fromJSON: function ( json ) {

    		Path.prototype.fromJSON.call( this, json );

    		this.uuid = json.uuid;
    		this.holes = [];

    		for ( var i = 0, l = json.holes.length; i < l; i ++ ) {

    			var hole = json.holes[ i ];
    			this.holes.push( new Path().fromJSON( hole ) );

    		}

    		return this;

    	}

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author alteredq / http://alteredqualia.com/
     */

    function Light( color, intensity ) {

    	Object3D.call( this );

    	this.type = 'Light';

    	this.color = new Color( color );
    	this.intensity = intensity !== undefined ? intensity : 1;

    	this.receiveShadow = undefined;

    }

    Light.prototype = Object.assign( Object.create( Object3D.prototype ), {

    	constructor: Light,

    	isLight: true,

    	copy: function ( source ) {

    		Object3D.prototype.copy.call( this, source );

    		this.color.copy( source.color );
    		this.intensity = source.intensity;

    		return this;

    	},

    	toJSON: function ( meta ) {

    		var data = Object3D.prototype.toJSON.call( this, meta );

    		data.object.color = this.color.getHex();
    		data.object.intensity = this.intensity;

    		if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();

    		if ( this.distance !== undefined ) data.object.distance = this.distance;
    		if ( this.angle !== undefined ) data.object.angle = this.angle;
    		if ( this.decay !== undefined ) data.object.decay = this.decay;
    		if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;

    		if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();

    		return data;

    	}

    } );

    /**
     * @author alteredq / http://alteredqualia.com/
     */

    function HemisphereLight( skyColor, groundColor, intensity ) {

    	Light.call( this, skyColor, intensity );

    	this.type = 'HemisphereLight';

    	this.castShadow = undefined;

    	this.position.copy( Object3D.DefaultUp );
    	this.updateMatrix();

    	this.groundColor = new Color( groundColor );

    }

    HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {

    	constructor: HemisphereLight,

    	isHemisphereLight: true,

    	copy: function ( source ) {

    		Light.prototype.copy.call( this, source );

    		this.groundColor.copy( source.groundColor );

    		return this;

    	}

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function LightShadow( camera ) {

    	this.camera = camera;

    	this.bias = 0;
    	this.radius = 1;

    	this.mapSize = new Vector2( 512, 512 );

    	this.map = null;
    	this.mapPass = null;
    	this.matrix = new Matrix4();

    	this._frustum = new Frustum();
    	this._frameExtents = new Vector2( 1, 1 );

    	this._viewportCount = 1;

    	this._viewports = [

    		new Vector4( 0, 0, 1, 1 )

    	];

    }

    Object.assign( LightShadow.prototype, {

    	_projScreenMatrix: new Matrix4(),

    	_lightPositionWorld: new Vector3(),

    	_lookTarget: new Vector3(),

    	getViewportCount: function () {

    		return this._viewportCount;

    	},

    	getFrustum: function () {

    		return this._frustum;

    	},

    	updateMatrices: function ( light ) {

    		var shadowCamera = this.camera,
    			shadowMatrix = this.matrix,
    			projScreenMatrix = this._projScreenMatrix,
    			lookTarget = this._lookTarget,
    			lightPositionWorld = this._lightPositionWorld;

    		lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
    		shadowCamera.position.copy( lightPositionWorld );

    		lookTarget.setFromMatrixPosition( light.target.matrixWorld );
    		shadowCamera.lookAt( lookTarget );
    		shadowCamera.updateMatrixWorld();

    		projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
    		this._frustum.setFromProjectionMatrix( projScreenMatrix );

    		shadowMatrix.set(
    			0.5, 0.0, 0.0, 0.5,
    			0.0, 0.5, 0.0, 0.5,
    			0.0, 0.0, 0.5, 0.5,
    			0.0, 0.0, 0.0, 1.0
    		);

    		shadowMatrix.multiply( shadowCamera.projectionMatrix );
    		shadowMatrix.multiply( shadowCamera.matrixWorldInverse );

    	},

    	getViewport: function ( viewportIndex ) {

    		return this._viewports[ viewportIndex ];

    	},

    	getFrameExtents: function () {

    		return this._frameExtents;

    	},

    	copy: function ( source ) {

    		this.camera = source.camera.clone();

    		this.bias = source.bias;
    		this.radius = source.radius;

    		this.mapSize.copy( source.mapSize );

    		return this;

    	},

    	clone: function () {

    		return new this.constructor().copy( this );

    	},

    	toJSON: function () {

    		var object = {};

    		if ( this.bias !== 0 ) object.bias = this.bias;
    		if ( this.radius !== 1 ) object.radius = this.radius;
    		if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();

    		object.camera = this.camera.toJSON( false ).object;
    		delete object.camera.matrix;

    		return object;

    	}

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function SpotLightShadow() {

    	LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );

    }

    SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {

    	constructor: SpotLightShadow,

    	isSpotLightShadow: true,

    	updateMatrices: function ( light ) {

    		var camera = this.camera;

    		var fov = MathUtils.RAD2DEG * 2 * light.angle;
    		var aspect = this.mapSize.width / this.mapSize.height;
    		var far = light.distance || camera.far;

    		if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {

    			camera.fov = fov;
    			camera.aspect = aspect;
    			camera.far = far;
    			camera.updateProjectionMatrix();

    		}

    		LightShadow.prototype.updateMatrices.call( this, light );

    	}

    } );

    /**
     * @author alteredq / http://alteredqualia.com/
     */

    function SpotLight( color, intensity, distance, angle, penumbra, decay ) {

    	Light.call( this, color, intensity );

    	this.type = 'SpotLight';

    	this.position.copy( Object3D.DefaultUp );
    	this.updateMatrix();

    	this.target = new Object3D();

    	Object.defineProperty( this, 'power', {
    		get: function () {

    			// intensity = power per solid angle.
    			// ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
    			return this.intensity * Math.PI;

    		},
    		set: function ( power ) {

    			// intensity = power per solid angle.
    			// ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
    			this.intensity = power / Math.PI;

    		}
    	} );

    	this.distance = ( distance !== undefined ) ? distance : 0;
    	this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
    	this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
    	this.decay = ( decay !== undefined ) ? decay : 1;	// for physically correct lights, should be 2.

    	this.shadow = new SpotLightShadow();

    }

    SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {

    	constructor: SpotLight,

    	isSpotLight: true,

    	copy: function ( source ) {

    		Light.prototype.copy.call( this, source );

    		this.distance = source.distance;
    		this.angle = source.angle;
    		this.penumbra = source.penumbra;
    		this.decay = source.decay;

    		this.target = source.target.clone();

    		this.shadow = source.shadow.clone();

    		return this;

    	}

    } );

    function PointLightShadow() {

    	LightShadow.call( this, new PerspectiveCamera( 90, 1, 0.5, 500 ) );

    	this._frameExtents = new Vector2( 4, 2 );

    	this._viewportCount = 6;

    	this._viewports = [
    		// These viewports map a cube-map onto a 2D texture with the
    		// following orientation:
    		//
    		//  xzXZ
    		//   y Y
    		//
    		// X - Positive x direction
    		// x - Negative x direction
    		// Y - Positive y direction
    		// y - Negative y direction
    		// Z - Positive z direction
    		// z - Negative z direction

    		// positive X
    		new Vector4( 2, 1, 1, 1 ),
    		// negative X
    		new Vector4( 0, 1, 1, 1 ),
    		// positive Z
    		new Vector4( 3, 1, 1, 1 ),
    		// negative Z
    		new Vector4( 1, 1, 1, 1 ),
    		// positive Y
    		new Vector4( 3, 0, 1, 1 ),
    		// negative Y
    		new Vector4( 1, 0, 1, 1 )
    	];

    	this._cubeDirections = [
    		new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
    		new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
    	];

    	this._cubeUps = [
    		new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
    		new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ),	new Vector3( 0, 0, - 1 )
    	];

    }

    PointLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {

    	constructor: PointLightShadow,

    	isPointLightShadow: true,

    	updateMatrices: function ( light, viewportIndex ) {

    		if ( viewportIndex === undefined ) viewportIndex = 0;

    		var camera = this.camera,
    			shadowMatrix = this.matrix,
    			lightPositionWorld = this._lightPositionWorld,
    			lookTarget = this._lookTarget,
    			projScreenMatrix = this._projScreenMatrix;

    		lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
    		camera.position.copy( lightPositionWorld );

    		lookTarget.copy( camera.position );
    		lookTarget.add( this._cubeDirections[ viewportIndex ] );
    		camera.up.copy( this._cubeUps[ viewportIndex ] );
    		camera.lookAt( lookTarget );
    		camera.updateMatrixWorld();

    		shadowMatrix.makeTranslation( - lightPositionWorld.x, - lightPositionWorld.y, - lightPositionWorld.z );

    		projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
    		this._frustum.setFromProjectionMatrix( projScreenMatrix );

    	}

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */


    function PointLight( color, intensity, distance, decay ) {

    	Light.call( this, color, intensity );

    	this.type = 'PointLight';

    	Object.defineProperty( this, 'power', {
    		get: function () {

    			// intensity = power per solid angle.
    			// ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
    			return this.intensity * 4 * Math.PI;

    		},
    		set: function ( power ) {

    			// intensity = power per solid angle.
    			// ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
    			this.intensity = power / ( 4 * Math.PI );

    		}
    	} );

    	this.distance = ( distance !== undefined ) ? distance : 0;
    	this.decay = ( decay !== undefined ) ? decay : 1;	// for physically correct lights, should be 2.

    	this.shadow = new PointLightShadow();

    }

    PointLight.prototype = Object.assign( Object.create( Light.prototype ), {

    	constructor: PointLight,

    	isPointLight: true,

    	copy: function ( source ) {

    		Light.prototype.copy.call( this, source );

    		this.distance = source.distance;
    		this.decay = source.decay;

    		this.shadow = source.shadow.clone();

    		return this;

    	}

    } );

    /**
     * @author alteredq / http://alteredqualia.com/
     * @author arose / http://github.com/arose
     */

    function OrthographicCamera( left, right, top, bottom, near, far ) {

    	Camera.call( this );

    	this.type = 'OrthographicCamera';

    	this.zoom = 1;
    	this.view = null;

    	this.left = ( left !== undefined ) ? left : - 1;
    	this.right = ( right !== undefined ) ? right : 1;
    	this.top = ( top !== undefined ) ? top : 1;
    	this.bottom = ( bottom !== undefined ) ? bottom : - 1;

    	this.near = ( near !== undefined ) ? near : 0.1;
    	this.far = ( far !== undefined ) ? far : 2000;

    	this.updateProjectionMatrix();

    }

    OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {

    	constructor: OrthographicCamera,

    	isOrthographicCamera: true,

    	copy: function ( source, recursive ) {

    		Camera.prototype.copy.call( this, source, recursive );

    		this.left = source.left;
    		this.right = source.right;
    		this.top = source.top;
    		this.bottom = source.bottom;
    		this.near = source.near;
    		this.far = source.far;

    		this.zoom = source.zoom;
    		this.view = source.view === null ? null : Object.assign( {}, source.view );

    		return this;

    	},

    	setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {

    		if ( this.view === null ) {

    			this.view = {
    				enabled: true,
    				fullWidth: 1,
    				fullHeight: 1,
    				offsetX: 0,
    				offsetY: 0,
    				width: 1,
    				height: 1
    			};

    		}

    		this.view.enabled = true;
    		this.view.fullWidth = fullWidth;
    		this.view.fullHeight = fullHeight;
    		this.view.offsetX = x;
    		this.view.offsetY = y;
    		this.view.width = width;
    		this.view.height = height;

    		this.updateProjectionMatrix();

    	},

    	clearViewOffset: function () {

    		if ( this.view !== null ) {

    			this.view.enabled = false;

    		}

    		this.updateProjectionMatrix();

    	},

    	updateProjectionMatrix: function () {

    		var dx = ( this.right - this.left ) / ( 2 * this.zoom );
    		var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
    		var cx = ( this.right + this.left ) / 2;
    		var cy = ( this.top + this.bottom ) / 2;

    		var left = cx - dx;
    		var right = cx + dx;
    		var top = cy + dy;
    		var bottom = cy - dy;

    		if ( this.view !== null && this.view.enabled ) {

    			var scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
    			var scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;

    			left += scaleW * this.view.offsetX;
    			right = left + scaleW * this.view.width;
    			top -= scaleH * this.view.offsetY;
    			bottom = top - scaleH * this.view.height;

    		}

    		this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );

    		this.projectionMatrixInverse.getInverse( this.projectionMatrix );

    	},

    	toJSON: function ( meta ) {

    		var data = Object3D.prototype.toJSON.call( this, meta );

    		data.object.zoom = this.zoom;
    		data.object.left = this.left;
    		data.object.right = this.right;
    		data.object.top = this.top;
    		data.object.bottom = this.bottom;
    		data.object.near = this.near;
    		data.object.far = this.far;

    		if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );

    		return data;

    	}

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function DirectionalLightShadow() {

    	LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );

    }

    DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {

    	constructor: DirectionalLightShadow,

    	isDirectionalLightShadow: true,

    	updateMatrices: function ( light ) {

    		LightShadow.prototype.updateMatrices.call( this, light );

    	}

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author alteredq / http://alteredqualia.com/
     */

    function DirectionalLight( color, intensity ) {

    	Light.call( this, color, intensity );

    	this.type = 'DirectionalLight';

    	this.position.copy( Object3D.DefaultUp );
    	this.updateMatrix();

    	this.target = new Object3D();

    	this.shadow = new DirectionalLightShadow();

    }

    DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {

    	constructor: DirectionalLight,

    	isDirectionalLight: true,

    	copy: function ( source ) {

    		Light.prototype.copy.call( this, source );

    		this.target = source.target.clone();

    		this.shadow = source.shadow.clone();

    		return this;

    	}

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function AmbientLight( color, intensity ) {

    	Light.call( this, color, intensity );

    	this.type = 'AmbientLight';

    	this.castShadow = undefined;

    }

    AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {

    	constructor: AmbientLight,

    	isAmbientLight: true

    } );

    /**
     * @author abelnation / http://github.com/abelnation
     */

    function RectAreaLight( color, intensity, width, height ) {

    	Light.call( this, color, intensity );

    	this.type = 'RectAreaLight';

    	this.width = ( width !== undefined ) ? width : 10;
    	this.height = ( height !== undefined ) ? height : 10;

    }

    RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {

    	constructor: RectAreaLight,

    	isRectAreaLight: true,

    	copy: function ( source ) {

    		Light.prototype.copy.call( this, source );

    		this.width = source.width;
    		this.height = source.height;

    		return this;

    	},

    	toJSON: function ( meta ) {

    		var data = Light.prototype.toJSON.call( this, meta );

    		data.object.width = this.width;
    		data.object.height = this.height;

    		return data;

    	}

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function MaterialLoader( manager ) {

    	Loader.call( this, manager );

    	this.textures = {};

    }

    MaterialLoader.prototype = Object.assign( Object.create( Loader.prototype ), {

    	constructor: MaterialLoader,

    	load: function ( url, onLoad, onProgress, onError ) {

    		var scope = this;

    		var loader = new FileLoader( scope.manager );
    		loader.setPath( scope.path );
    		loader.load( url, function ( text ) {

    			onLoad( scope.parse( JSON.parse( text ) ) );

    		}, onProgress, onError );

    	},

    	parse: function ( json ) {

    		var textures = this.textures;

    		function getTexture( name ) {

    			if ( textures[ name ] === undefined ) {

    				console.warn( 'THREE.MaterialLoader: Undefined texture', name );

    			}

    			return textures[ name ];

    		}

    		var material = new Materials[ json.type ]();

    		if ( json.uuid !== undefined ) material.uuid = json.uuid;
    		if ( json.name !== undefined ) material.name = json.name;
    		if ( json.color !== undefined ) material.color.setHex( json.color );
    		if ( json.roughness !== undefined ) material.roughness = json.roughness;
    		if ( json.metalness !== undefined ) material.metalness = json.metalness;
    		if ( json.sheen !== undefined ) material.sheen = new Color().setHex( json.sheen );
    		if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive );
    		if ( json.specular !== undefined ) material.specular.setHex( json.specular );
    		if ( json.shininess !== undefined ) material.shininess = json.shininess;
    		if ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat;
    		if ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness;
    		if ( json.fog !== undefined ) material.fog = json.fog;
    		if ( json.flatShading !== undefined ) material.flatShading = json.flatShading;
    		if ( json.blending !== undefined ) material.blending = json.blending;
    		if ( json.combine !== undefined ) material.combine = json.combine;
    		if ( json.side !== undefined ) material.side = json.side;
    		if ( json.opacity !== undefined ) material.opacity = json.opacity;
    		if ( json.transparent !== undefined ) material.transparent = json.transparent;
    		if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
    		if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
    		if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
    		if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;

    		if ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite;
    		if ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask;
    		if ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc;
    		if ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef;
    		if ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask;
    		if ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail;
    		if ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail;
    		if ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass;

    		if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
    		if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
    		if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;
    		if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;

    		if ( json.rotation !== undefined ) material.rotation = json.rotation;

    		if ( json.linewidth !== 1 ) material.linewidth = json.linewidth;
    		if ( json.dashSize !== undefined ) material.dashSize = json.dashSize;
    		if ( json.gapSize !== undefined ) material.gapSize = json.gapSize;
    		if ( json.scale !== undefined ) material.scale = json.scale;

    		if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;
    		if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;
    		if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;

    		if ( json.skinning !== undefined ) material.skinning = json.skinning;
    		if ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets;
    		if ( json.morphNormals !== undefined ) material.morphNormals = json.morphNormals;
    		if ( json.dithering !== undefined ) material.dithering = json.dithering;

    		if ( json.vertexTangents !== undefined ) material.vertexTangents = json.vertexTangents;

    		if ( json.visible !== undefined ) material.visible = json.visible;

    		if ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped;

    		if ( json.userData !== undefined ) material.userData = json.userData;

    		if ( json.vertexColors !== undefined ) {

    			if ( typeof json.vertexColors === 'number' ) {

    				material.vertexColors = ( json.vertexColors > 0 ) ? true : false;

    			} else {

    				material.vertexColors = json.vertexColors;

    			}

    		}

    		// Shader Material

    		if ( json.uniforms !== undefined ) {

    			for ( var name in json.uniforms ) {

    				var uniform = json.uniforms[ name ];

    				material.uniforms[ name ] = {};

    				switch ( uniform.type ) {

    					case 't':
    						material.uniforms[ name ].value = getTexture( uniform.value );
    						break;

    					case 'c':
    						material.uniforms[ name ].value = new Color().setHex( uniform.value );
    						break;

    					case 'v2':
    						material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
    						break;

    					case 'v3':
    						material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
    						break;

    					case 'v4':
    						material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
    						break;

    					case 'm3':
    						material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );

    					case 'm4':
    						material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
    						break;

    					default:
    						material.uniforms[ name ].value = uniform.value;

    				}

    			}

    		}

    		if ( json.defines !== undefined ) material.defines = json.defines;
    		if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
    		if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;

    		if ( json.extensions !== undefined ) {

    			for ( var key in json.extensions ) {

    				material.extensions[ key ] = json.extensions[ key ];

    			}

    		}

    		// Deprecated

    		if ( json.shading !== undefined ) material.flatShading = json.shading === 1; // THREE.FlatShading

    		// for PointsMaterial

    		if ( json.size !== undefined ) material.size = json.size;
    		if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;

    		// maps

    		if ( json.map !== undefined ) material.map = getTexture( json.map );
    		if ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );

    		if ( json.alphaMap !== undefined ) material.alphaMap = getTexture( json.alphaMap );

    		if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );
    		if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;

    		if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );
    		if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;
    		if ( json.normalScale !== undefined ) {

    			var normalScale = json.normalScale;

    			if ( Array.isArray( normalScale ) === false ) {

    				// Blender exporter used to export a scalar. See #7459

    				normalScale = [ normalScale, normalScale ];

    			}

    			material.normalScale = new Vector2().fromArray( normalScale );

    		}

    		if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );
    		if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
    		if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;

    		if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );
    		if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );

    		if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );
    		if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;

    		if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );

    		if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );
    		if ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;

    		if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;
    		if ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio;

    		if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );
    		if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;

    		if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );
    		if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;

    		if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );

    		if ( json.clearcoatMap !== undefined ) material.clearcoatMap = getTexture( json.clearcoatMap );
    		if ( json.clearcoatRoughnessMap !== undefined ) material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap );
    		if ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap );
    		if ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale );

    		return material;

    	},

    	setTextures: function ( value ) {

    		this.textures = value;
    		return this;

    	}

    } );

    /**
     * @author Don McCurdy / https://www.donmccurdy.com
     */

    var LoaderUtils = {

    	decodeText: function ( array ) {

    		if ( typeof TextDecoder !== 'undefined' ) {

    			return new TextDecoder().decode( array );

    		}

    		// Avoid the String.fromCharCode.apply(null, array) shortcut, which
    		// throws a "maximum call stack size exceeded" error for large arrays.

    		var s = '';

    		for ( var i = 0, il = array.length; i < il; i ++ ) {

    			// Implicitly assumes little-endian.
    			s += String.fromCharCode( array[ i ] );

    		}

    		try {

    			// merges multi-byte utf-8 characters.

    			return decodeURIComponent( escape( s ) );

    		} catch ( e ) { // see #16358

    			return s;

    		}

    	},

    	extractUrlBase: function ( url ) {

    		var index = url.lastIndexOf( '/' );

    		if ( index === - 1 ) return './';

    		return url.substr( 0, index + 1 );

    	}

    };

    /**
     * @author benaadams / https://twitter.com/ben_a_adams
     */

    function InstancedBufferGeometry() {

    	BufferGeometry.call( this );

    	this.type = 'InstancedBufferGeometry';
    	this.maxInstancedCount = undefined;

    }

    InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {

    	constructor: InstancedBufferGeometry,

    	isInstancedBufferGeometry: true,

    	copy: function ( source ) {

    		BufferGeometry.prototype.copy.call( this, source );

    		this.maxInstancedCount = source.maxInstancedCount;

    		return this;

    	},

    	clone: function () {

    		return new this.constructor().copy( this );

    	},

    	toJSON: function () {

    		var data = BufferGeometry.prototype.toJSON.call( this );

    		data.maxInstancedCount = this.maxInstancedCount;

    		data.isInstancedBufferGeometry = true;

    		return data;

    	}

    } );

    /**
     * @author benaadams / https://twitter.com/ben_a_adams
     */

    function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {

    	if ( typeof ( normalized ) === 'number' ) {

    		meshPerAttribute = normalized;

    		normalized = false;

    		console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );

    	}

    	BufferAttribute.call( this, array, itemSize, normalized );

    	this.meshPerAttribute = meshPerAttribute || 1;

    }

    InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {

    	constructor: InstancedBufferAttribute,

    	isInstancedBufferAttribute: true,

    	copy: function ( source ) {

    		BufferAttribute.prototype.copy.call( this, source );

    		this.meshPerAttribute = source.meshPerAttribute;

    		return this;

    	},

    	toJSON: function ()	{

    		var data = BufferAttribute.prototype.toJSON.call( this );

    		data.meshPerAttribute = this.meshPerAttribute;

    		data.isInstancedBufferAttribute = true;

    		return data;

    	}

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function BufferGeometryLoader( manager ) {

    	Loader.call( this, manager );

    }

    BufferGeometryLoader.prototype = Object.assign( Object.create( Loader.prototype ), {

    	constructor: BufferGeometryLoader,

    	load: function ( url, onLoad, onProgress, onError ) {

    		var scope = this;

    		var loader = new FileLoader( scope.manager );
    		loader.setPath( scope.path );
    		loader.load( url, function ( text ) {

    			onLoad( scope.parse( JSON.parse( text ) ) );

    		}, onProgress, onError );

    	},

    	parse: function ( json ) {

    		var geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();

    		var index = json.data.index;

    		if ( index !== undefined ) {

    			var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
    			geometry.setIndex( new BufferAttribute( typedArray, 1 ) );

    		}

    		var attributes = json.data.attributes;

    		for ( var key in attributes ) {

    			var attribute = attributes[ key ];
    			var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
    			var bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
    			var bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
    			if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
    			geometry.setAttribute( key, bufferAttribute );

    		}

    		var morphAttributes = json.data.morphAttributes;

    		if ( morphAttributes ) {

    			for ( var key in morphAttributes ) {

    				var attributeArray = morphAttributes[ key ];

    				var array = [];

    				for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {

    					var attribute = attributeArray[ i ];
    					var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );

    					var bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
    					if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
    					array.push( bufferAttribute );

    				}

    				geometry.morphAttributes[ key ] = array;

    			}

    		}

    		var morphTargetsRelative = json.data.morphTargetsRelative;

    		if ( morphTargetsRelative ) {

    			geometry.morphTargetsRelative = true;

    		}

    		var groups = json.data.groups || json.data.drawcalls || json.data.offsets;

    		if ( groups !== undefined ) {

    			for ( var i = 0, n = groups.length; i !== n; ++ i ) {

    				var group = groups[ i ];

    				geometry.addGroup( group.start, group.count, group.materialIndex );

    			}

    		}

    		var boundingSphere = json.data.boundingSphere;

    		if ( boundingSphere !== undefined ) {

    			var center = new Vector3();

    			if ( boundingSphere.center !== undefined ) {

    				center.fromArray( boundingSphere.center );

    			}

    			geometry.boundingSphere = new Sphere( center, boundingSphere.radius );

    		}

    		if ( json.name ) geometry.name = json.name;
    		if ( json.userData ) geometry.userData = json.userData;

    		return geometry;

    	}

    } );

    var TYPED_ARRAYS = {
    	Int8Array: Int8Array,
    	Uint8Array: Uint8Array,
    	// Workaround for IE11 pre KB2929437. See #11440
    	Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
    	Int16Array: Int16Array,
    	Uint16Array: Uint16Array,
    	Int32Array: Int32Array,
    	Uint32Array: Uint32Array,
    	Float32Array: Float32Array,
    	Float64Array: Float64Array
    };

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function ObjectLoader( manager ) {

    	Loader.call( this, manager );

    }

    ObjectLoader.prototype = Object.assign( Object.create( Loader.prototype ), {

    	constructor: ObjectLoader,

    	load: function ( url, onLoad, onProgress, onError ) {

    		var scope = this;

    		var path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
    		this.resourcePath = this.resourcePath || path;

    		var loader = new FileLoader( scope.manager );
    		loader.setPath( this.path );
    		loader.load( url, function ( text ) {

    			var json = null;

    			try {

    				json = JSON.parse( text );

    			} catch ( error ) {

    				if ( onError !== undefined ) onError( error );

    				console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );

    				return;

    			}

    			var metadata = json.metadata;

    			if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {

    				console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
    				return;

    			}

    			scope.parse( json, onLoad );

    		}, onProgress, onError );

    	},

    	parse: function ( json, onLoad ) {

    		var shapes = this.parseShape( json.shapes );
    		var geometries = this.parseGeometries( json.geometries, shapes );

    		var images = this.parseImages( json.images, function () {

    			if ( onLoad !== undefined ) onLoad( object );

    		} );

    		var textures = this.parseTextures( json.textures, images );
    		var materials = this.parseMaterials( json.materials, textures );

    		var object = this.parseObject( json.object, geometries, materials );

    		if ( json.animations ) {

    			object.animations = this.parseAnimations( json.animations );

    		}

    		if ( json.images === undefined || json.images.length === 0 ) {

    			if ( onLoad !== undefined ) onLoad( object );

    		}

    		return object;

    	},

    	parseShape: function ( json ) {

    		var shapes = {};

    		if ( json !== undefined ) {

    			for ( var i = 0, l = json.length; i < l; i ++ ) {

    				var shape = new Shape().fromJSON( json[ i ] );

    				shapes[ shape.uuid ] = shape;

    			}

    		}

    		return shapes;

    	},

    	parseGeometries: function ( json, shapes ) {

    		var geometries = {};

    		if ( json !== undefined ) {

    			var bufferGeometryLoader = new BufferGeometryLoader();

    			for ( var i = 0, l = json.length; i < l; i ++ ) {

    				var geometry;
    				var data = json[ i ];

    				switch ( data.type ) {

    					case 'PlaneGeometry':
    					case 'PlaneBufferGeometry':

    						geometry = new Geometries[ data.type ](
    							data.width,
    							data.height,
    							data.widthSegments,
    							data.heightSegments
    						);

    						break;

    					case 'BoxGeometry':
    					case 'BoxBufferGeometry':
    					case 'CubeGeometry': // backwards compatible

    						geometry = new Geometries[ data.type ](
    							data.width,
    							data.height,
    							data.depth,
    							data.widthSegments,
    							data.heightSegments,
    							data.depthSegments
    						);

    						break;

    					case 'CircleGeometry':
    					case 'CircleBufferGeometry':

    						geometry = new Geometries[ data.type ](
    							data.radius,
    							data.segments,
    							data.thetaStart,
    							data.thetaLength
    						);

    						break;

    					case 'CylinderGeometry':
    					case 'CylinderBufferGeometry':

    						geometry = new Geometries[ data.type ](
    							data.radiusTop,
    							data.radiusBottom,
    							data.height,
    							data.radialSegments,
    							data.heightSegments,
    							data.openEnded,
    							data.thetaStart,
    							data.thetaLength
    						);

    						break;

    					case 'ConeGeometry':
    					case 'ConeBufferGeometry':

    						geometry = new Geometries[ data.type ](
    							data.radius,
    							data.height,
    							data.radialSegments,
    							data.heightSegments,
    							data.openEnded,
    							data.thetaStart,
    							data.thetaLength
    						);

    						break;

    					case 'SphereGeometry':
    					case 'SphereBufferGeometry':

    						geometry = new Geometries[ data.type ](
    							data.radius,
    							data.widthSegments,
    							data.heightSegments,
    							data.phiStart,
    							data.phiLength,
    							data.thetaStart,
    							data.thetaLength
    						);

    						break;

    					case 'DodecahedronGeometry':
    					case 'DodecahedronBufferGeometry':
    					case 'IcosahedronGeometry':
    					case 'IcosahedronBufferGeometry':
    					case 'OctahedronGeometry':
    					case 'OctahedronBufferGeometry':
    					case 'TetrahedronGeometry':
    					case 'TetrahedronBufferGeometry':

    						geometry = new Geometries[ data.type ](
    							data.radius,
    							data.detail
    						);

    						break;

    					case 'RingGeometry':
    					case 'RingBufferGeometry':

    						geometry = new Geometries[ data.type ](
    							data.innerRadius,
    							data.outerRadius,
    							data.thetaSegments,
    							data.phiSegments,
    							data.thetaStart,
    							data.thetaLength
    						);

    						break;

    					case 'TorusGeometry':
    					case 'TorusBufferGeometry':

    						geometry = new Geometries[ data.type ](
    							data.radius,
    							data.tube,
    							data.radialSegments,
    							data.tubularSegments,
    							data.arc
    						);

    						break;

    					case 'TorusKnotGeometry':
    					case 'TorusKnotBufferGeometry':

    						geometry = new Geometries[ data.type ](
    							data.radius,
    							data.tube,
    							data.tubularSegments,
    							data.radialSegments,
    							data.p,
    							data.q
    						);

    						break;

    					case 'TubeGeometry':
    					case 'TubeBufferGeometry':

    						// This only works for built-in curves (e.g. CatmullRomCurve3).
    						// User defined curves or instances of CurvePath will not be deserialized.
    						geometry = new Geometries[ data.type ](
    							new Curves[ data.path.type ]().fromJSON( data.path ),
    							data.tubularSegments,
    							data.radius,
    							data.radialSegments,
    							data.closed
    						);

    						break;

    					case 'LatheGeometry':
    					case 'LatheBufferGeometry':

    						geometry = new Geometries[ data.type ](
    							data.points,
    							data.segments,
    							data.phiStart,
    							data.phiLength
    						);

    						break;

    					case 'PolyhedronGeometry':
    					case 'PolyhedronBufferGeometry':

    						geometry = new Geometries[ data.type ](
    							data.vertices,
    							data.indices,
    							data.radius,
    							data.details
    						);

    						break;

    					case 'ShapeGeometry':
    					case 'ShapeBufferGeometry':

    						var geometryShapes = [];

    						for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {

    							var shape = shapes[ data.shapes[ j ] ];

    							geometryShapes.push( shape );

    						}

    						geometry = new Geometries[ data.type ](
    							geometryShapes,
    							data.curveSegments
    						);

    						break;


    					case 'ExtrudeGeometry':
    					case 'ExtrudeBufferGeometry':

    						var geometryShapes = [];

    						for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {

    							var shape = shapes[ data.shapes[ j ] ];

    							geometryShapes.push( shape );

    						}

    						var extrudePath = data.options.extrudePath;

    						if ( extrudePath !== undefined ) {

    							data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );

    						}

    						geometry = new Geometries[ data.type ](
    							geometryShapes,
    							data.options
    						);

    						break;

    					case 'BufferGeometry':
    					case 'InstancedBufferGeometry':

    						geometry = bufferGeometryLoader.parse( data );

    						break;

    					case 'Geometry':

    						console.error( 'THREE.ObjectLoader: Loading "Geometry" is not supported anymore.' );

    						break;

    					default:

    						console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );

    						continue;

    				}

    				geometry.uuid = data.uuid;

    				if ( data.name !== undefined ) geometry.name = data.name;
    				if ( geometry.isBufferGeometry === true && data.userData !== undefined ) geometry.userData = data.userData;

    				geometries[ data.uuid ] = geometry;

    			}

    		}

    		return geometries;

    	},

    	parseMaterials: function ( json, textures ) {

    		var cache = {}; // MultiMaterial
    		var materials = {};

    		if ( json !== undefined ) {

    			var loader = new MaterialLoader();
    			loader.setTextures( textures );

    			for ( var i = 0, l = json.length; i < l; i ++ ) {

    				var data = json[ i ];

    				if ( data.type === 'MultiMaterial' ) {

    					// Deprecated

    					var array = [];

    					for ( var j = 0; j < data.materials.length; j ++ ) {

    						var material = data.materials[ j ];

    						if ( cache[ material.uuid ] === undefined ) {

    							cache[ material.uuid ] = loader.parse( material );

    						}

    						array.push( cache[ material.uuid ] );

    					}

    					materials[ data.uuid ] = array;

    				} else {

    					if ( cache[ data.uuid ] === undefined ) {

    						cache[ data.uuid ] = loader.parse( data );

    					}

    					materials[ data.uuid ] = cache[ data.uuid ];

    				}

    			}

    		}

    		return materials;

    	},

    	parseAnimations: function ( json ) {

    		var animations = [];

    		for ( var i = 0; i < json.length; i ++ ) {

    			var data = json[ i ];

    			var clip = AnimationClip.parse( data );

    			if ( data.uuid !== undefined ) clip.uuid = data.uuid;

    			animations.push( clip );

    		}

    		return animations;

    	},

    	parseImages: function ( json, onLoad ) {

    		var scope = this;
    		var images = {};

    		function loadImage( url ) {

    			scope.manager.itemStart( url );

    			return loader.load( url, function () {

    				scope.manager.itemEnd( url );

    			}, undefined, function () {

    				scope.manager.itemError( url );
    				scope.manager.itemEnd( url );

    			} );

    		}

    		if ( json !== undefined && json.length > 0 ) {

    			var manager = new LoadingManager( onLoad );

    			var loader = new ImageLoader( manager );
    			loader.setCrossOrigin( this.crossOrigin );

    			for ( var i = 0, il = json.length; i < il; i ++ ) {

    				var image = json[ i ];
    				var url = image.url;

    				if ( Array.isArray( url ) ) {

    					// load array of images e.g CubeTexture

    					images[ image.uuid ] = [];

    					for ( var j = 0, jl = url.length; j < jl; j ++ ) {

    						var currentUrl = url[ j ];

    						var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl;

    						images[ image.uuid ].push( loadImage( path ) );

    					}

    				} else {

    					// load single image

    					var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url;

    					images[ image.uuid ] = loadImage( path );

    				}

    			}

    		}

    		return images;

    	},

    	parseTextures: function ( json, images ) {

    		function parseConstant( value, type ) {

    			if ( typeof value === 'number' ) return value;

    			console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );

    			return type[ value ];

    		}

    		var textures = {};

    		if ( json !== undefined ) {

    			for ( var i = 0, l = json.length; i < l; i ++ ) {

    				var data = json[ i ];

    				if ( data.image === undefined ) {

    					console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );

    				}

    				if ( images[ data.image ] === undefined ) {

    					console.warn( 'THREE.ObjectLoader: Undefined image', data.image );

    				}

    				var texture;

    				if ( Array.isArray( images[ data.image ] ) ) {

    					texture = new CubeTexture( images[ data.image ] );

    				} else {

    					texture = new Texture( images[ data.image ] );

    				}

    				texture.needsUpdate = true;

    				texture.uuid = data.uuid;

    				if ( data.name !== undefined ) texture.name = data.name;

    				if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );

    				if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
    				if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
    				if ( data.center !== undefined ) texture.center.fromArray( data.center );
    				if ( data.rotation !== undefined ) texture.rotation = data.rotation;

    				if ( data.wrap !== undefined ) {

    					texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
    					texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );

    				}

    				if ( data.format !== undefined ) texture.format = data.format;
    				if ( data.type !== undefined ) texture.type = data.type;
    				if ( data.encoding !== undefined ) texture.encoding = data.encoding;

    				if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );
    				if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );
    				if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;

    				if ( data.flipY !== undefined ) texture.flipY = data.flipY;

    				if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;
    				if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;

    				textures[ data.uuid ] = texture;

    			}

    		}

    		return textures;

    	},

    	parseObject: function ( data, geometries, materials ) {

    		var object;

    		function getGeometry( name ) {

    			if ( geometries[ name ] === undefined ) {

    				console.warn( 'THREE.ObjectLoader: Undefined geometry', name );

    			}

    			return geometries[ name ];

    		}

    		function getMaterial( name ) {

    			if ( name === undefined ) return undefined;

    			if ( Array.isArray( name ) ) {

    				var array = [];

    				for ( var i = 0, l = name.length; i < l; i ++ ) {

    					var uuid = name[ i ];

    					if ( materials[ uuid ] === undefined ) {

    						console.warn( 'THREE.ObjectLoader: Undefined material', uuid );

    					}

    					array.push( materials[ uuid ] );

    				}

    				return array;

    			}

    			if ( materials[ name ] === undefined ) {

    				console.warn( 'THREE.ObjectLoader: Undefined material', name );

    			}

    			return materials[ name ];

    		}

    		switch ( data.type ) {

    			case 'Scene':

    				object = new Scene();

    				if ( data.background !== undefined ) {

    					if ( Number.isInteger( data.background ) ) {

    						object.background = new Color( data.background );

    					}

    				}

    				if ( data.fog !== undefined ) {

    					if ( data.fog.type === 'Fog' ) {

    						object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );

    					} else if ( data.fog.type === 'FogExp2' ) {

    						object.fog = new FogExp2( data.fog.color, data.fog.density );

    					}

    				}

    				break;

    			case 'PerspectiveCamera':

    				object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );

    				if ( data.focus !== undefined ) object.focus = data.focus;
    				if ( data.zoom !== undefined ) object.zoom = data.zoom;
    				if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
    				if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
    				if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );

    				break;

    			case 'OrthographicCamera':

    				object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );

    				if ( data.zoom !== undefined ) object.zoom = data.zoom;
    				if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );

    				break;

    			case 'AmbientLight':

    				object = new AmbientLight( data.color, data.intensity );

    				break;

    			case 'DirectionalLight':

    				object = new DirectionalLight( data.color, data.intensity );

    				break;

    			case 'PointLight':

    				object = new PointLight( data.color, data.intensity, data.distance, data.decay );

    				break;

    			case 'RectAreaLight':

    				object = new RectAreaLight( data.color, data.intensity, data.width, data.height );

    				break;

    			case 'SpotLight':

    				object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );

    				break;

    			case 'HemisphereLight':

    				object = new HemisphereLight( data.color, data.groundColor, data.intensity );

    				break;

    			case 'SkinnedMesh':

    				console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );

    			case 'Mesh':

    				var geometry = getGeometry( data.geometry );
    				var material = getMaterial( data.material );

    				object = new Mesh( geometry, material );

    				break;

    			case 'InstancedMesh':

    				var geometry = getGeometry( data.geometry );
    				var material = getMaterial( data.material );
    				var count = data.count;
    				var instanceMatrix = data.instanceMatrix;

    				object = new InstancedMesh( geometry, material, count );
    				object.instanceMatrix = new BufferAttribute( new Float32Array( instanceMatrix.array ), 16 );

    				break;

    			case 'LOD':

    				object = new LOD();

    				break;

    			case 'Line':

    				object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );

    				break;

    			case 'LineLoop':

    				object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );

    				break;

    			case 'LineSegments':

    				object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );

    				break;

    			case 'PointCloud':
    			case 'Points':

    				object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );

    				break;

    			case 'Sprite':

    				object = new Sprite( getMaterial( data.material ) );

    				break;

    			case 'Group':

    				object = new Group();

    				break;

    			default:

    				object = new Object3D();

    		}

    		object.uuid = data.uuid;

    		if ( data.name !== undefined ) object.name = data.name;

    		if ( data.matrix !== undefined ) {

    			object.matrix.fromArray( data.matrix );

    			if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;
    			if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );

    		} else {

    			if ( data.position !== undefined ) object.position.fromArray( data.position );
    			if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
    			if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
    			if ( data.scale !== undefined ) object.scale.fromArray( data.scale );

    		}

    		if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
    		if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;

    		if ( data.shadow ) {

    			if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
    			if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
    			if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
    			if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );

    		}

    		if ( data.visible !== undefined ) object.visible = data.visible;
    		if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;
    		if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;
    		if ( data.userData !== undefined ) object.userData = data.userData;
    		if ( data.layers !== undefined ) object.layers.mask = data.layers;

    		if ( data.children !== undefined ) {

    			var children = data.children;

    			for ( var i = 0; i < children.length; i ++ ) {

    				object.add( this.parseObject( children[ i ], geometries, materials ) );

    			}

    		}

    		if ( data.type === 'LOD' ) {

    			if ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate;

    			var levels = data.levels;

    			for ( var l = 0; l < levels.length; l ++ ) {

    				var level = levels[ l ];
    				var child = object.getObjectByProperty( 'uuid', level.object );

    				if ( child !== undefined ) {

    					object.addLevel( child, level.distance );

    				}

    			}

    		}

    		return object;

    	}

    } );

    var TEXTURE_MAPPING = {
    	UVMapping: UVMapping,
    	CubeReflectionMapping: CubeReflectionMapping,
    	CubeRefractionMapping: CubeRefractionMapping,
    	EquirectangularReflectionMapping: EquirectangularReflectionMapping,
    	EquirectangularRefractionMapping: EquirectangularRefractionMapping,
    	SphericalReflectionMapping: SphericalReflectionMapping,
    	CubeUVReflectionMapping: CubeUVReflectionMapping,
    	CubeUVRefractionMapping: CubeUVRefractionMapping
    };

    var TEXTURE_WRAPPING = {
    	RepeatWrapping: RepeatWrapping,
    	ClampToEdgeWrapping: ClampToEdgeWrapping,
    	MirroredRepeatWrapping: MirroredRepeatWrapping
    };

    var TEXTURE_FILTER = {
    	NearestFilter: NearestFilter,
    	NearestMipmapNearestFilter: NearestMipmapNearestFilter,
    	NearestMipmapLinearFilter: NearestMipmapLinearFilter,
    	LinearFilter: LinearFilter,
    	LinearMipmapNearestFilter: LinearMipmapNearestFilter,
    	LinearMipmapLinearFilter: LinearMipmapLinearFilter
    };

    /**
     * @author thespite / http://clicktorelease.com/
     */


    function ImageBitmapLoader( manager ) {

    	if ( typeof createImageBitmap === 'undefined' ) {

    		console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );

    	}

    	if ( typeof fetch === 'undefined' ) {

    		console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );

    	}

    	Loader.call( this, manager );

    	this.options = undefined;

    }

    ImageBitmapLoader.prototype = Object.assign( Object.create( Loader.prototype ), {

    	constructor: ImageBitmapLoader,

    	setOptions: function setOptions( options ) {

    		this.options = options;

    		return this;

    	},

    	load: function ( url, onLoad, onProgress, onError ) {

    		if ( url === undefined ) url = '';

    		if ( this.path !== undefined ) url = this.path + url;

    		url = this.manager.resolveURL( url );

    		var scope = this;

    		var cached = Cache.get( url );

    		if ( cached !== undefined ) {

    			scope.manager.itemStart( url );

    			setTimeout( function () {

    				if ( onLoad ) onLoad( cached );

    				scope.manager.itemEnd( url );

    			}, 0 );

    			return cached;

    		}

    		fetch( url ).then( function ( res ) {

    			return res.blob();

    		} ).then( function ( blob ) {

    			if ( scope.options === undefined ) {

    				// Workaround for FireFox. It causes an error if you pass options.
    				return createImageBitmap( blob );

    			} else {

    				return createImageBitmap( blob, scope.options );

    			}

    		} ).then( function ( imageBitmap ) {

    			Cache.add( url, imageBitmap );

    			if ( onLoad ) onLoad( imageBitmap );

    			scope.manager.itemEnd( url );

    		} ).catch( function ( e ) {

    			if ( onError ) onError( e );

    			scope.manager.itemError( url );
    			scope.manager.itemEnd( url );

    		} );

    		scope.manager.itemStart( url );

    	}

    } );

    /**
     * @author zz85 / http://www.lab4games.net/zz85/blog
     * minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
     **/

    function ShapePath() {

    	this.type = 'ShapePath';

    	this.color = new Color();

    	this.subPaths = [];
    	this.currentPath = null;

    }

    Object.assign( ShapePath.prototype, {

    	moveTo: function ( x, y ) {

    		this.currentPath = new Path();
    		this.subPaths.push( this.currentPath );
    		this.currentPath.moveTo( x, y );

    		return this;

    	},

    	lineTo: function ( x, y ) {

    		this.currentPath.lineTo( x, y );

    		return this;

    	},

    	quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {

    		this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );

    		return this;

    	},

    	bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {

    		this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );

    		return this;

    	},

    	splineThru: function ( pts ) {

    		this.currentPath.splineThru( pts );

    		return this;

    	},

    	toShapes: function ( isCCW, noHoles ) {

    		function toShapesNoHoles( inSubpaths ) {

    			var shapes = [];

    			for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {

    				var tmpPath = inSubpaths[ i ];

    				var tmpShape = new Shape();
    				tmpShape.curves = tmpPath.curves;

    				shapes.push( tmpShape );

    			}

    			return shapes;

    		}

    		function isPointInsidePolygon( inPt, inPolygon ) {

    			var polyLen = inPolygon.length;

    			// inPt on polygon contour => immediate success    or
    			// toggling of inside/outside at every single! intersection point of an edge
    			//  with the horizontal line through inPt, left of inPt
    			//  not counting lowerY endpoints of edges and whole edges on that line
    			var inside = false;
    			for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {

    				var edgeLowPt = inPolygon[ p ];
    				var edgeHighPt = inPolygon[ q ];

    				var edgeDx = edgeHighPt.x - edgeLowPt.x;
    				var edgeDy = edgeHighPt.y - edgeLowPt.y;

    				if ( Math.abs( edgeDy ) > Number.EPSILON ) {

    					// not parallel
    					if ( edgeDy < 0 ) {

    						edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
    						edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;

    					}
    					if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) 		continue;

    					if ( inPt.y === edgeLowPt.y ) {

    						if ( inPt.x === edgeLowPt.x )		return	true;		// inPt is on contour ?
    						// continue;				// no intersection or edgeLowPt => doesn't count !!!

    					} else {

    						var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
    						if ( perpEdge === 0 )				return	true;		// inPt is on contour ?
    						if ( perpEdge < 0 ) 				continue;
    						inside = ! inside;		// true intersection left of inPt

    					}

    				} else {

    					// parallel or collinear
    					if ( inPt.y !== edgeLowPt.y ) 		continue;			// parallel
    					// edge lies on the same horizontal line as inPt
    					if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
    						 ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) )		return	true;	// inPt: Point on contour !
    					// continue;

    				}

    			}

    			return	inside;

    		}

    		var isClockWise = ShapeUtils.isClockWise;

    		var subPaths = this.subPaths;
    		if ( subPaths.length === 0 ) return [];

    		if ( noHoles === true )	return	toShapesNoHoles( subPaths );


    		var solid, tmpPath, tmpShape, shapes = [];

    		if ( subPaths.length === 1 ) {

    			tmpPath = subPaths[ 0 ];
    			tmpShape = new Shape();
    			tmpShape.curves = tmpPath.curves;
    			shapes.push( tmpShape );
    			return shapes;

    		}

    		var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
    		holesFirst = isCCW ? ! holesFirst : holesFirst;

    		// console.log("Holes first", holesFirst);

    		var betterShapeHoles = [];
    		var newShapes = [];
    		var newShapeHoles = [];
    		var mainIdx = 0;
    		var tmpPoints;

    		newShapes[ mainIdx ] = undefined;
    		newShapeHoles[ mainIdx ] = [];

    		for ( var i = 0, l = subPaths.length; i < l; i ++ ) {

    			tmpPath = subPaths[ i ];
    			tmpPoints = tmpPath.getPoints();
    			solid = isClockWise( tmpPoints );
    			solid = isCCW ? ! solid : solid;

    			if ( solid ) {

    				if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) )	mainIdx ++;

    				newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
    				newShapes[ mainIdx ].s.curves = tmpPath.curves;

    				if ( holesFirst )	mainIdx ++;
    				newShapeHoles[ mainIdx ] = [];

    				//console.log('cw', i);

    			} else {

    				newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );

    				//console.log('ccw', i);

    			}

    		}

    		// only Holes? -> probably all Shapes with wrong orientation
    		if ( ! newShapes[ 0 ] )	return	toShapesNoHoles( subPaths );


    		if ( newShapes.length > 1 ) {

    			var ambiguous = false;
    			var toChange = [];

    			for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {

    				betterShapeHoles[ sIdx ] = [];

    			}

    			for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {

    				var sho = newShapeHoles[ sIdx ];

    				for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {

    					var ho = sho[ hIdx ];
    					var hole_unassigned = true;

    					for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {

    						if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {

    							if ( sIdx !== s2Idx )	toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );
    							if ( hole_unassigned ) {

    								hole_unassigned = false;
    								betterShapeHoles[ s2Idx ].push( ho );

    							} else {

    								ambiguous = true;

    							}

    						}

    					}
    					if ( hole_unassigned ) {

    						betterShapeHoles[ sIdx ].push( ho );

    					}

    				}

    			}
    			// console.log("ambiguous: ", ambiguous);
    			if ( toChange.length > 0 ) {

    				// console.log("to change: ", toChange);
    				if ( ! ambiguous )	newShapeHoles = betterShapeHoles;

    			}

    		}

    		var tmpHoles;

    		for ( var i = 0, il = newShapes.length; i < il; i ++ ) {

    			tmpShape = newShapes[ i ].s;
    			shapes.push( tmpShape );
    			tmpHoles = newShapeHoles[ i ];

    			for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {

    				tmpShape.holes.push( tmpHoles[ j ].h );

    			}

    		}

    		//console.log("shape", shapes);

    		return shapes;

    	}

    } );

    /**
     * @author zz85 / http://www.lab4games.net/zz85/blog
     * @author mrdoob / http://mrdoob.com/
     */


    function Font( data ) {

    	this.type = 'Font';

    	this.data = data;

    }

    Object.assign( Font.prototype, {

    	isFont: true,

    	generateShapes: function ( text, size ) {

    		if ( size === undefined ) size = 100;

    		var shapes = [];
    		var paths = createPaths( text, size, this.data );

    		for ( var p = 0, pl = paths.length; p < pl; p ++ ) {

    			Array.prototype.push.apply( shapes, paths[ p ].toShapes() );

    		}

    		return shapes;

    	}

    } );

    function createPaths( text, size, data ) {

    	var chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // workaround for IE11, see #13988
    	var scale = size / data.resolution;
    	var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;

    	var paths = [];

    	var offsetX = 0, offsetY = 0;

    	for ( var i = 0; i < chars.length; i ++ ) {

    		var char = chars[ i ];

    		if ( char === '\n' ) {

    			offsetX = 0;
    			offsetY -= line_height;

    		} else {

    			var ret = createPath( char, scale, offsetX, offsetY, data );
    			offsetX += ret.offsetX;
    			paths.push( ret.path );

    		}

    	}

    	return paths;

    }

    function createPath( char, scale, offsetX, offsetY, data ) {

    	var glyph = data.glyphs[ char ] || data.glyphs[ '?' ];

    	if ( ! glyph ) {

    		console.error( 'THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.' );

    		return;

    	}

    	var path = new ShapePath();

    	var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;

    	if ( glyph.o ) {

    		var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );

    		for ( var i = 0, l = outline.length; i < l; ) {

    			var action = outline[ i ++ ];

    			switch ( action ) {

    				case 'm': // moveTo

    					x = outline[ i ++ ] * scale + offsetX;
    					y = outline[ i ++ ] * scale + offsetY;

    					path.moveTo( x, y );

    					break;

    				case 'l': // lineTo

    					x = outline[ i ++ ] * scale + offsetX;
    					y = outline[ i ++ ] * scale + offsetY;

    					path.lineTo( x, y );

    					break;

    				case 'q': // quadraticCurveTo

    					cpx = outline[ i ++ ] * scale + offsetX;
    					cpy = outline[ i ++ ] * scale + offsetY;
    					cpx1 = outline[ i ++ ] * scale + offsetX;
    					cpy1 = outline[ i ++ ] * scale + offsetY;

    					path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );

    					break;

    				case 'b': // bezierCurveTo

    					cpx = outline[ i ++ ] * scale + offsetX;
    					cpy = outline[ i ++ ] * scale + offsetY;
    					cpx1 = outline[ i ++ ] * scale + offsetX;
    					cpy1 = outline[ i ++ ] * scale + offsetY;
    					cpx2 = outline[ i ++ ] * scale + offsetX;
    					cpy2 = outline[ i ++ ] * scale + offsetY;

    					path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );

    					break;

    			}

    		}

    	}

    	return { offsetX: glyph.ha * scale, path: path };

    }

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function FontLoader( manager ) {

    	Loader.call( this, manager );

    }

    FontLoader.prototype = Object.assign( Object.create( Loader.prototype ), {

    	constructor: FontLoader,

    	load: function ( url, onLoad, onProgress, onError ) {

    		var scope = this;

    		var loader = new FileLoader( this.manager );
    		loader.setPath( this.path );
    		loader.load( url, function ( text ) {

    			var json;

    			try {

    				json = JSON.parse( text );

    			} catch ( e ) {

    				console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
    				json = JSON.parse( text.substring( 65, text.length - 2 ) );

    			}

    			var font = scope.parse( json );

    			if ( onLoad ) onLoad( font );

    		}, onProgress, onError );

    	},

    	parse: function ( json ) {

    		return new Font( json );

    	}

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    var _context;

    var AudioContext = {

    	getContext: function () {

    		if ( _context === undefined ) {

    			_context = new ( window.AudioContext || window.webkitAudioContext )();

    		}

    		return _context;

    	},

    	setContext: function ( value ) {

    		_context = value;

    	}

    };

    /**
     * @author Reece Aaron Lecrivain / http://reecenotes.com/
     */

    function AudioLoader( manager ) {

    	Loader.call( this, manager );

    }

    AudioLoader.prototype = Object.assign( Object.create( Loader.prototype ), {

    	constructor: AudioLoader,

    	load: function ( url, onLoad, onProgress, onError ) {

    		var loader = new FileLoader( this.manager );
    		loader.setResponseType( 'arraybuffer' );
    		loader.setPath( this.path );
    		loader.load( url, function ( buffer ) {

    			// Create a copy of the buffer. The `decodeAudioData` method
    			// detaches the buffer when complete, preventing reuse.
    			var bufferCopy = buffer.slice( 0 );

    			var context = AudioContext.getContext();
    			context.decodeAudioData( bufferCopy, function ( audioBuffer ) {

    				onLoad( audioBuffer );

    			} );

    		}, onProgress, onError );

    	}

    } );

    /**
     * @author bhouston / http://clara.io
     * @author WestLangley / http://github.com/WestLangley
     *
     * Primary reference:
     *   https://graphics.stanford.edu/papers/envmap/envmap.pdf
     *
     * Secondary reference:
     *   https://www.ppsloan.org/publications/StupidSH36.pdf
     */

    // 3-band SH defined by 9 coefficients

    function SphericalHarmonics3() {

    	this.coefficients = [];

    	for ( var i = 0; i < 9; i ++ ) {

    		this.coefficients.push( new Vector3() );

    	}

    }

    Object.assign( SphericalHarmonics3.prototype, {

    	isSphericalHarmonics3: true,

    	set: function ( coefficients ) {

    		for ( var i = 0; i < 9; i ++ ) {

    			this.coefficients[ i ].copy( coefficients[ i ] );

    		}

    		return this;

    	},

    	zero: function () {

    		for ( var i = 0; i < 9; i ++ ) {

    			this.coefficients[ i ].set( 0, 0, 0 );

    		}

    		return this;

    	},

    	// get the radiance in the direction of the normal
    	// target is a Vector3
    	getAt: function ( normal, target ) {

    		// normal is assumed to be unit length

    		var x = normal.x, y = normal.y, z = normal.z;

    		var coeff = this.coefficients;

    		// band 0
    		target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );

    		// band 1
    		target.addScaledVector( coeff[ 1 ], 0.488603 * y );
    		target.addScaledVector( coeff[ 2 ], 0.488603 * z );
    		target.addScaledVector( coeff[ 3 ], 0.488603 * x );

    		// band 2
    		target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );
    		target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );
    		target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
    		target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );
    		target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );

    		return target;

    	},

    	// get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
    	// target is a Vector3
    	// https://graphics.stanford.edu/papers/envmap/envmap.pdf
    	getIrradianceAt: function ( normal, target ) {

    		// normal is assumed to be unit length

    		var x = normal.x, y = normal.y, z = normal.z;

    		var coeff = this.coefficients;

    		// band 0
    		target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095

    		// band 1
    		target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
    		target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );
    		target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );

    		// band 2
    		target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
    		target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );
    		target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
    		target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );
    		target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274

    		return target;

    	},

    	add: function ( sh ) {

    		for ( var i = 0; i < 9; i ++ ) {

    			this.coefficients[ i ].add( sh.coefficients[ i ] );

    		}

    		return this;

    	},

    	addScaledSH: function ( sh, s ) {

    		for ( var i = 0; i < 9; i ++ ) {

    			this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );

    		}

    		return this;

    	},

    	scale: function ( s ) {

    		for ( var i = 0; i < 9; i ++ ) {

    			this.coefficients[ i ].multiplyScalar( s );

    		}

    		return this;

    	},

    	lerp: function ( sh, alpha ) {

    		for ( var i = 0; i < 9; i ++ ) {

    			this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );

    		}

    		return this;

    	},

    	equals: function ( sh ) {

    		for ( var i = 0; i < 9; i ++ ) {

    			if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {

    				return false;

    			}

    		}

    		return true;

    	},

    	copy: function ( sh ) {

    		return this.set( sh.coefficients );

    	},

    	clone: function () {

    		return new this.constructor().copy( this );

    	},

    	fromArray: function ( array, offset ) {

    		if ( offset === undefined ) offset = 0;

    		var coefficients = this.coefficients;

    		for ( var i = 0; i < 9; i ++ ) {

    			coefficients[ i ].fromArray( array, offset + ( i * 3 ) );

    		}

    		return this;

    	},

    	toArray: function ( array, offset ) {

    		if ( array === undefined ) array = [];
    		if ( offset === undefined ) offset = 0;

    		var coefficients = this.coefficients;

    		for ( var i = 0; i < 9; i ++ ) {

    			coefficients[ i ].toArray( array, offset + ( i * 3 ) );

    		}

    		return array;

    	}

    } );

    Object.assign( SphericalHarmonics3, {

    	// evaluate the basis functions
    	// shBasis is an Array[ 9 ]
    	getBasisAt: function ( normal, shBasis ) {

    		// normal is assumed to be unit length

    		var x = normal.x, y = normal.y, z = normal.z;

    		// band 0
    		shBasis[ 0 ] = 0.282095;

    		// band 1
    		shBasis[ 1 ] = 0.488603 * y;
    		shBasis[ 2 ] = 0.488603 * z;
    		shBasis[ 3 ] = 0.488603 * x;

    		// band 2
    		shBasis[ 4 ] = 1.092548 * x * y;
    		shBasis[ 5 ] = 1.092548 * y * z;
    		shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
    		shBasis[ 7 ] = 1.092548 * x * z;
    		shBasis[ 8 ] = 0.546274 * ( x * x - y * y );

    	}

    } );

    /**
     * @author WestLangley / http://github.com/WestLangley
     *
     * A LightProbe is a source of indirect-diffuse light
     */

    function LightProbe( sh, intensity ) {

    	Light.call( this, undefined, intensity );

    	this.sh = ( sh !== undefined ) ? sh : new SphericalHarmonics3();

    }

    LightProbe.prototype = Object.assign( Object.create( Light.prototype ), {

    	constructor: LightProbe,

    	isLightProbe: true,

    	copy: function ( source ) {

    		Light.prototype.copy.call( this, source );

    		this.sh.copy( source.sh );
    		this.intensity = source.intensity;

    		return this;

    	},

    	toJSON: function ( meta ) {

    		var data = Light.prototype.toJSON.call( this, meta );

    		// data.sh = this.sh.toArray(); // todo

    		return data;

    	}

    } );

    /**
     * @author WestLangley / http://github.com/WestLangley
     */

    function HemisphereLightProbe( skyColor, groundColor, intensity ) {

    	LightProbe.call( this, undefined, intensity );

    	var color1 = new Color().set( skyColor );
    	var color2 = new Color().set( groundColor );

    	var sky = new Vector3( color1.r, color1.g, color1.b );
    	var ground = new Vector3( color2.r, color2.g, color2.b );

    	// without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
    	var c0 = Math.sqrt( Math.PI );
    	var c1 = c0 * Math.sqrt( 0.75 );

    	this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );
    	this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );

    }

    HemisphereLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {

    	constructor: HemisphereLightProbe,

    	isHemisphereLightProbe: true,

    	copy: function ( source ) { // modifying colors not currently supported

    		LightProbe.prototype.copy.call( this, source );

    		return this;

    	},

    	toJSON: function ( meta ) {

    		var data = LightProbe.prototype.toJSON.call( this, meta );

    		// data.sh = this.sh.toArray(); // todo

    		return data;

    	}

    } );

    /**
     * @author WestLangley / http://github.com/WestLangley
     */

    function AmbientLightProbe( color, intensity ) {

    	LightProbe.call( this, undefined, intensity );

    	var color1 = new Color().set( color );

    	// without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
    	this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );

    }

    AmbientLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {

    	constructor: AmbientLightProbe,

    	isAmbientLightProbe: true,

    	copy: function ( source ) { // modifying color not currently supported

    		LightProbe.prototype.copy.call( this, source );

    		return this;

    	},

    	toJSON: function ( meta ) {

    		var data = LightProbe.prototype.toJSON.call( this, meta );

    		// data.sh = this.sh.toArray(); // todo

    		return data;

    	}

    } );

    var _eyeRight = new Matrix4();
    var _eyeLeft = new Matrix4();

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function StereoCamera() {

    	this.type = 'StereoCamera';

    	this.aspect = 1;

    	this.eyeSep = 0.064;

    	this.cameraL = new PerspectiveCamera();
    	this.cameraL.layers.enable( 1 );
    	this.cameraL.matrixAutoUpdate = false;

    	this.cameraR = new PerspectiveCamera();
    	this.cameraR.layers.enable( 2 );
    	this.cameraR.matrixAutoUpdate = false;

    	this._cache = {
    		focus: null,
    		fov: null,
    		aspect: null,
    		near: null,
    		far: null,
    		zoom: null,
    		eyeSep: null
    	};

    }

    Object.assign( StereoCamera.prototype, {

    	update: function ( camera ) {

    		var cache = this._cache;

    		var needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
    			cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
    			cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;

    		if ( needsUpdate ) {

    			cache.focus = camera.focus;
    			cache.fov = camera.fov;
    			cache.aspect = camera.aspect * this.aspect;
    			cache.near = camera.near;
    			cache.far = camera.far;
    			cache.zoom = camera.zoom;
    			cache.eyeSep = this.eyeSep;

    			// Off-axis stereoscopic effect based on
    			// http://paulbourke.net/stereographics/stereorender/

    			var projectionMatrix = camera.projectionMatrix.clone();
    			var eyeSepHalf = cache.eyeSep / 2;
    			var eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
    			var ymax = ( cache.near * Math.tan( MathUtils.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
    			var xmin, xmax;

    			// translate xOffset

    			_eyeLeft.elements[ 12 ] = - eyeSepHalf;
    			_eyeRight.elements[ 12 ] = eyeSepHalf;

    			// for left eye

    			xmin = - ymax * cache.aspect + eyeSepOnProjection;
    			xmax = ymax * cache.aspect + eyeSepOnProjection;

    			projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
    			projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );

    			this.cameraL.projectionMatrix.copy( projectionMatrix );

    			// for right eye

    			xmin = - ymax * cache.aspect - eyeSepOnProjection;
    			xmax = ymax * cache.aspect - eyeSepOnProjection;

    			projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
    			projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );

    			this.cameraR.projectionMatrix.copy( projectionMatrix );

    		}

    		this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
    		this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );

    	}

    } );

    /**
     * @author alteredq / http://alteredqualia.com/
     */

    function Clock( autoStart ) {

    	this.autoStart = ( autoStart !== undefined ) ? autoStart : true;

    	this.startTime = 0;
    	this.oldTime = 0;
    	this.elapsedTime = 0;

    	this.running = false;

    }

    Object.assign( Clock.prototype, {

    	start: function () {

    		this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732

    		this.oldTime = this.startTime;
    		this.elapsedTime = 0;
    		this.running = true;

    	},

    	stop: function () {

    		this.getElapsedTime();
    		this.running = false;
    		this.autoStart = false;

    	},

    	getElapsedTime: function () {

    		this.getDelta();
    		return this.elapsedTime;

    	},

    	getDelta: function () {

    		var diff = 0;

    		if ( this.autoStart && ! this.running ) {

    			this.start();
    			return 0;

    		}

    		if ( this.running ) {

    			var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();

    			diff = ( newTime - this.oldTime ) / 1000;
    			this.oldTime = newTime;

    			this.elapsedTime += diff;

    		}

    		return diff;

    	}

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    var _position$2 = new Vector3();
    var _quaternion$3 = new Quaternion();
    var _scale$1 = new Vector3();
    var _orientation = new Vector3();

    function AudioListener() {

    	Object3D.call( this );

    	this.type = 'AudioListener';

    	this.context = AudioContext.getContext();

    	this.gain = this.context.createGain();
    	this.gain.connect( this.context.destination );

    	this.filter = null;

    	this.timeDelta = 0;

    	// private

    	this._clock = new Clock();

    }

    AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {

    	constructor: AudioListener,

    	getInput: function () {

    		return this.gain;

    	},

    	removeFilter: function ( ) {

    		if ( this.filter !== null ) {

    			this.gain.disconnect( this.filter );
    			this.filter.disconnect( this.context.destination );
    			this.gain.connect( this.context.destination );
    			this.filter = null;

    		}

    		return this;

    	},

    	getFilter: function () {

    		return this.filter;

    	},

    	setFilter: function ( value ) {

    		if ( this.filter !== null ) {

    			this.gain.disconnect( this.filter );
    			this.filter.disconnect( this.context.destination );

    		} else {

    			this.gain.disconnect( this.context.destination );

    		}

    		this.filter = value;
    		this.gain.connect( this.filter );
    		this.filter.connect( this.context.destination );

    		return this;

    	},

    	getMasterVolume: function () {

    		return this.gain.gain.value;

    	},

    	setMasterVolume: function ( value ) {

    		this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );

    		return this;

    	},

    	updateMatrixWorld: function ( force ) {

    		Object3D.prototype.updateMatrixWorld.call( this, force );

    		var listener = this.context.listener;
    		var up = this.up;

    		this.timeDelta = this._clock.getDelta();

    		this.matrixWorld.decompose( _position$2, _quaternion$3, _scale$1 );

    		_orientation.set( 0, 0, - 1 ).applyQuaternion( _quaternion$3 );

    		if ( listener.positionX ) {

    			// code path for Chrome (see #14393)

    			var endTime = this.context.currentTime + this.timeDelta;

    			listener.positionX.linearRampToValueAtTime( _position$2.x, endTime );
    			listener.positionY.linearRampToValueAtTime( _position$2.y, endTime );
    			listener.positionZ.linearRampToValueAtTime( _position$2.z, endTime );
    			listener.forwardX.linearRampToValueAtTime( _orientation.x, endTime );
    			listener.forwardY.linearRampToValueAtTime( _orientation.y, endTime );
    			listener.forwardZ.linearRampToValueAtTime( _orientation.z, endTime );
    			listener.upX.linearRampToValueAtTime( up.x, endTime );
    			listener.upY.linearRampToValueAtTime( up.y, endTime );
    			listener.upZ.linearRampToValueAtTime( up.z, endTime );

    		} else {

    			listener.setPosition( _position$2.x, _position$2.y, _position$2.z );
    			listener.setOrientation( _orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z );

    		}

    	}

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author Reece Aaron Lecrivain / http://reecenotes.com/
     */

    function Audio( listener ) {

    	Object3D.call( this );

    	this.type = 'Audio';

    	this.listener = listener;
    	this.context = listener.context;

    	this.gain = this.context.createGain();
    	this.gain.connect( listener.getInput() );

    	this.autoplay = false;

    	this.buffer = null;
    	this.detune = 0;
    	this.loop = false;
    	this.loopStart = 0;
    	this.loopEnd = 0;
    	this.offset = 0;
    	this.duration = undefined;
    	this.playbackRate = 1;
    	this.isPlaying = false;
    	this.hasPlaybackControl = true;
    	this.sourceType = 'empty';

    	this._startedAt = 0;
    	this._pausedAt = 0;

    	this.filters = [];

    }

    Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {

    	constructor: Audio,

    	getOutput: function () {

    		return this.gain;

    	},

    	setNodeSource: function ( audioNode ) {

    		this.hasPlaybackControl = false;
    		this.sourceType = 'audioNode';
    		this.source = audioNode;
    		this.connect();

    		return this;

    	},

    	setMediaElementSource: function ( mediaElement ) {

    		this.hasPlaybackControl = false;
    		this.sourceType = 'mediaNode';
    		this.source = this.context.createMediaElementSource( mediaElement );
    		this.connect();

    		return this;

    	},

    	setMediaStreamSource: function ( mediaStream ) {

    		this.hasPlaybackControl = false;
    		this.sourceType = 'mediaStreamNode';
    		this.source = this.context.createMediaStreamSource( mediaStream );
    		this.connect();

    		return this;

    	},

    	setBuffer: function ( audioBuffer ) {

    		this.buffer = audioBuffer;
    		this.sourceType = 'buffer';

    		if ( this.autoplay ) this.play();

    		return this;

    	},

    	play: function ( delay ) {

    		if ( delay === undefined ) delay = 0;

    		if ( this.isPlaying === true ) {

    			console.warn( 'THREE.Audio: Audio is already playing.' );
    			return;

    		}

    		if ( this.hasPlaybackControl === false ) {

    			console.warn( 'THREE.Audio: this Audio has no playback control.' );
    			return;

    		}

    		this._startedAt = this.context.currentTime + delay;

    		var source = this.context.createBufferSource();
    		source.buffer = this.buffer;
    		source.loop = this.loop;
    		source.loopStart = this.loopStart;
    		source.loopEnd = this.loopEnd;
    		source.onended = this.onEnded.bind( this );
    		source.start( this._startedAt, this._pausedAt + this.offset, this.duration );

    		this.isPlaying = true;

    		this.source = source;

    		this.setDetune( this.detune );
    		this.setPlaybackRate( this.playbackRate );

    		return this.connect();

    	},

    	pause: function () {

    		if ( this.hasPlaybackControl === false ) {

    			console.warn( 'THREE.Audio: this Audio has no playback control.' );
    			return;

    		}

    		if ( this.isPlaying === true ) {

    			this._pausedAt += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;

    			this.source.stop();
    			this.source.onended = null;

    			this.isPlaying = false;

    		}

    		return this;

    	},

    	stop: function () {

    		if ( this.hasPlaybackControl === false ) {

    			console.warn( 'THREE.Audio: this Audio has no playback control.' );
    			return;

    		}

    		this._pausedAt = 0;

    		this.source.stop();
    		this.source.onended = null;
    		this.isPlaying = false;

    		return this;

    	},

    	connect: function () {

    		if ( this.filters.length > 0 ) {

    			this.source.connect( this.filters[ 0 ] );

    			for ( var i = 1, l = this.filters.length; i < l; i ++ ) {

    				this.filters[ i - 1 ].connect( this.filters[ i ] );

    			}

    			this.filters[ this.filters.length - 1 ].connect( this.getOutput() );

    		} else {

    			this.source.connect( this.getOutput() );

    		}

    		return this;

    	},

    	disconnect: function () {

    		if ( this.filters.length > 0 ) {

    			this.source.disconnect( this.filters[ 0 ] );

    			for ( var i = 1, l = this.filters.length; i < l; i ++ ) {

    				this.filters[ i - 1 ].disconnect( this.filters[ i ] );

    			}

    			this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );

    		} else {

    			this.source.disconnect( this.getOutput() );

    		}

    		return this;

    	},

    	getFilters: function () {

    		return this.filters;

    	},

    	setFilters: function ( value ) {

    		if ( ! value ) value = [];

    		if ( this.isPlaying === true ) {

    			this.disconnect();
    			this.filters = value;
    			this.connect();

    		} else {

    			this.filters = value;

    		}

    		return this;

    	},

    	setDetune: function ( value ) {

    		this.detune = value;

    		if ( this.source.detune === undefined ) return; // only set detune when available

    		if ( this.isPlaying === true ) {

    			this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );

    		}

    		return this;

    	},

    	getDetune: function () {

    		return this.detune;

    	},

    	getFilter: function () {

    		return this.getFilters()[ 0 ];

    	},

    	setFilter: function ( filter ) {

    		return this.setFilters( filter ? [ filter ] : [] );

    	},

    	setPlaybackRate: function ( value ) {

    		if ( this.hasPlaybackControl === false ) {

    			console.warn( 'THREE.Audio: this Audio has no playback control.' );
    			return;

    		}

    		this.playbackRate = value;

    		if ( this.isPlaying === true ) {

    			this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );

    		}

    		return this;

    	},

    	getPlaybackRate: function () {

    		return this.playbackRate;

    	},

    	onEnded: function () {

    		this.isPlaying = false;

    	},

    	getLoop: function () {

    		if ( this.hasPlaybackControl === false ) {

    			console.warn( 'THREE.Audio: this Audio has no playback control.' );
    			return false;

    		}

    		return this.loop;

    	},

    	setLoop: function ( value ) {

    		if ( this.hasPlaybackControl === false ) {

    			console.warn( 'THREE.Audio: this Audio has no playback control.' );
    			return;

    		}

    		this.loop = value;

    		if ( this.isPlaying === true ) {

    			this.source.loop = this.loop;

    		}

    		return this;

    	},

    	setLoopStart: function ( value ) {

    		this.loopStart = value;

    		return this;

    	},

    	setLoopEnd: function ( value ) {

    		this.loopEnd = value;

    		return this;

    	},

    	getVolume: function () {

    		return this.gain.gain.value;

    	},

    	setVolume: function ( value ) {

    		this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );

    		return this;

    	}

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    var _position$3 = new Vector3();
    var _quaternion$4 = new Quaternion();
    var _scale$2 = new Vector3();
    var _orientation$1 = new Vector3();

    function PositionalAudio( listener ) {

    	Audio.call( this, listener );

    	this.panner = this.context.createPanner();
    	this.panner.panningModel = 'HRTF';
    	this.panner.connect( this.gain );

    }

    PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {

    	constructor: PositionalAudio,

    	getOutput: function () {

    		return this.panner;

    	},

    	getRefDistance: function () {

    		return this.panner.refDistance;

    	},

    	setRefDistance: function ( value ) {

    		this.panner.refDistance = value;

    		return this;

    	},

    	getRolloffFactor: function () {

    		return this.panner.rolloffFactor;

    	},

    	setRolloffFactor: function ( value ) {

    		this.panner.rolloffFactor = value;

    		return this;

    	},

    	getDistanceModel: function () {

    		return this.panner.distanceModel;

    	},

    	setDistanceModel: function ( value ) {

    		this.panner.distanceModel = value;

    		return this;

    	},

    	getMaxDistance: function () {

    		return this.panner.maxDistance;

    	},

    	setMaxDistance: function ( value ) {

    		this.panner.maxDistance = value;

    		return this;

    	},

    	setDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) {

    		this.panner.coneInnerAngle = coneInnerAngle;
    		this.panner.coneOuterAngle = coneOuterAngle;
    		this.panner.coneOuterGain = coneOuterGain;

    		return this;

    	},

    	updateMatrixWorld: function ( force ) {

    		Object3D.prototype.updateMatrixWorld.call( this, force );

    		if ( this.hasPlaybackControl === true && this.isPlaying === false ) return;

    		this.matrixWorld.decompose( _position$3, _quaternion$4, _scale$2 );

    		_orientation$1.set( 0, 0, 1 ).applyQuaternion( _quaternion$4 );

    		var panner = this.panner;

    		if ( panner.positionX ) {

    			// code path for Chrome and Firefox (see #14393)

    			var endTime = this.context.currentTime + this.listener.timeDelta;

    			panner.positionX.linearRampToValueAtTime( _position$3.x, endTime );
    			panner.positionY.linearRampToValueAtTime( _position$3.y, endTime );
    			panner.positionZ.linearRampToValueAtTime( _position$3.z, endTime );
    			panner.orientationX.linearRampToValueAtTime( _orientation$1.x, endTime );
    			panner.orientationY.linearRampToValueAtTime( _orientation$1.y, endTime );
    			panner.orientationZ.linearRampToValueAtTime( _orientation$1.z, endTime );

    		} else {

    			panner.setPosition( _position$3.x, _position$3.y, _position$3.z );
    			panner.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z );

    		}

    	}

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function AudioAnalyser( audio, fftSize ) {

    	this.analyser = audio.context.createAnalyser();
    	this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;

    	this.data = new Uint8Array( this.analyser.frequencyBinCount );

    	audio.getOutput().connect( this.analyser );

    }

    Object.assign( AudioAnalyser.prototype, {

    	getFrequencyData: function () {

    		this.analyser.getByteFrequencyData( this.data );

    		return this.data;

    	},

    	getAverageFrequency: function () {

    		var value = 0, data = this.getFrequencyData();

    		for ( var i = 0; i < data.length; i ++ ) {

    			value += data[ i ];

    		}

    		return value / data.length;

    	}

    } );

    /**
     *
     * Buffered scene graph property that allows weighted accumulation.
     *
     *
     * @author Ben Houston / http://clara.io/
     * @author David Sarno / http://lighthaus.us/
     * @author tschw
     */

    function PropertyMixer( binding, typeName, valueSize ) {

    	this.binding = binding;
    	this.valueSize = valueSize;

    	var bufferType = Float64Array,
    		mixFunction;

    	switch ( typeName ) {

    		case 'quaternion':
    			mixFunction = this._slerp;
    			break;

    		case 'string':
    		case 'bool':
    			bufferType = Array;
    			mixFunction = this._select;
    			break;

    		default:
    			mixFunction = this._lerp;

    	}

    	this.buffer = new bufferType( valueSize * 4 );
    	// layout: [ incoming | accu0 | accu1 | orig ]
    	//
    	// interpolators can use .buffer as their .result
    	// the data then goes to 'incoming'
    	//
    	// 'accu0' and 'accu1' are used frame-interleaved for
    	// the cumulative result and are compared to detect
    	// changes
    	//
    	// 'orig' stores the original state of the property

    	this._mixBufferRegion = mixFunction;

    	this.cumulativeWeight = 0;

    	this.useCount = 0;
    	this.referenceCount = 0;

    }

    Object.assign( PropertyMixer.prototype, {

    	// accumulate data in the 'incoming' region into 'accu<i>'
    	accumulate: function ( accuIndex, weight ) {

    		// note: happily accumulating nothing when weight = 0, the caller knows
    		// the weight and shouldn't have made the call in the first place

    		var buffer = this.buffer,
    			stride = this.valueSize,
    			offset = accuIndex * stride + stride,

    			currentWeight = this.cumulativeWeight;

    		if ( currentWeight === 0 ) {

    			// accuN := incoming * weight

    			for ( var i = 0; i !== stride; ++ i ) {

    				buffer[ offset + i ] = buffer[ i ];

    			}

    			currentWeight = weight;

    		} else {

    			// accuN := accuN + incoming * weight

    			currentWeight += weight;
    			var mix = weight / currentWeight;
    			this._mixBufferRegion( buffer, offset, 0, mix, stride );

    		}

    		this.cumulativeWeight = currentWeight;

    	},

    	// apply the state of 'accu<i>' to the binding when accus differ
    	apply: function ( accuIndex ) {

    		var stride = this.valueSize,
    			buffer = this.buffer,
    			offset = accuIndex * stride + stride,

    			weight = this.cumulativeWeight,

    			binding = this.binding;

    		this.cumulativeWeight = 0;

    		if ( weight < 1 ) {

    			// accuN := accuN + original * ( 1 - cumulativeWeight )

    			var originalValueOffset = stride * 3;

    			this._mixBufferRegion(
    				buffer, offset, originalValueOffset, 1 - weight, stride );

    		}

    		for ( var i = stride, e = stride + stride; i !== e; ++ i ) {

    			if ( buffer[ i ] !== buffer[ i + stride ] ) {

    				// value has changed -> update scene graph

    				binding.setValue( buffer, offset );
    				break;

    			}

    		}

    	},

    	// remember the state of the bound property and copy it to both accus
    	saveOriginalState: function () {

    		var binding = this.binding;

    		var buffer = this.buffer,
    			stride = this.valueSize,

    			originalValueOffset = stride * 3;

    		binding.getValue( buffer, originalValueOffset );

    		// accu[0..1] := orig -- initially detect changes against the original
    		for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {

    			buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];

    		}

    		this.cumulativeWeight = 0;

    	},

    	// apply the state previously taken via 'saveOriginalState' to the binding
    	restoreOriginalState: function () {

    		var originalValueOffset = this.valueSize * 3;
    		this.binding.setValue( this.buffer, originalValueOffset );

    	},


    	// mix functions

    	_select: function ( buffer, dstOffset, srcOffset, t, stride ) {

    		if ( t >= 0.5 ) {

    			for ( var i = 0; i !== stride; ++ i ) {

    				buffer[ dstOffset + i ] = buffer[ srcOffset + i ];

    			}

    		}

    	},

    	_slerp: function ( buffer, dstOffset, srcOffset, t ) {

    		Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );

    	},

    	_lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {

    		var s = 1 - t;

    		for ( var i = 0; i !== stride; ++ i ) {

    			var j = dstOffset + i;

    			buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;

    		}

    	}

    } );

    /**
     *
     * A reference to a real property in the scene graph.
     *
     *
     * @author Ben Houston / http://clara.io/
     * @author David Sarno / http://lighthaus.us/
     * @author tschw
     */

    // Characters [].:/ are reserved for track binding syntax.
    var _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
    var _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );

    // Attempts to allow node names from any language. ES5's `\w` regexp matches
    // only latin characters, and the unicode \p{L} is not yet supported. So
    // instead, we exclude reserved characters and match everything else.
    var _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
    var _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';

    // Parent directories, delimited by '/' or ':'. Currently unused, but must
    // be matched to parse the rest of the track name.
    var _directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );

    // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
    var _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );

    // Object on target node, and accessor. May not contain reserved
    // characters. Accessor may contain any character except closing bracket.
    var _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );

    // Property and accessor. May not contain reserved characters. Accessor may
    // contain any non-bracket characters.
    var _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );

    var _trackRe = new RegExp( ''
    	+ '^'
    	+ _directoryRe
    	+ _nodeRe
    	+ _objectRe
    	+ _propertyRe
    	+ '$'
    );

    var _supportedObjectNames = [ 'material', 'materials', 'bones' ];

    function Composite( targetGroup, path, optionalParsedPath ) {

    	var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );

    	this._targetGroup = targetGroup;
    	this._bindings = targetGroup.subscribe_( path, parsedPath );

    }

    Object.assign( Composite.prototype, {

    	getValue: function ( array, offset ) {

    		this.bind(); // bind all binding

    		var firstValidIndex = this._targetGroup.nCachedObjects_,
    			binding = this._bindings[ firstValidIndex ];

    		// and only call .getValue on the first
    		if ( binding !== undefined ) binding.getValue( array, offset );

    	},

    	setValue: function ( array, offset ) {

    		var bindings = this._bindings;

    		for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {

    			bindings[ i ].setValue( array, offset );

    		}

    	},

    	bind: function () {

    		var bindings = this._bindings;

    		for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {

    			bindings[ i ].bind();

    		}

    	},

    	unbind: function () {

    		var bindings = this._bindings;

    		for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {

    			bindings[ i ].unbind();

    		}

    	}

    } );


    function PropertyBinding( rootNode, path, parsedPath ) {

    	this.path = path;
    	this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );

    	this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;

    	this.rootNode = rootNode;

    }

    Object.assign( PropertyBinding, {

    	Composite: Composite,

    	create: function ( root, path, parsedPath ) {

    		if ( ! ( root && root.isAnimationObjectGroup ) ) {

    			return new PropertyBinding( root, path, parsedPath );

    		} else {

    			return new PropertyBinding.Composite( root, path, parsedPath );

    		}

    	},

    	/**
    	 * Replaces spaces with underscores and removes unsupported characters from
    	 * node names, to ensure compatibility with parseTrackName().
    	 *
    	 * @param {string} name Node name to be sanitized.
    	 * @return {string}
    	 */
    	sanitizeNodeName: function ( name ) {

    		return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );

    	},

    	parseTrackName: function ( trackName ) {

    		var matches = _trackRe.exec( trackName );

    		if ( ! matches ) {

    			throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );

    		}

    		var results = {
    			// directoryName: matches[ 1 ], // (tschw) currently unused
    			nodeName: matches[ 2 ],
    			objectName: matches[ 3 ],
    			objectIndex: matches[ 4 ],
    			propertyName: matches[ 5 ], // required
    			propertyIndex: matches[ 6 ]
    		};

    		var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );

    		if ( lastDot !== undefined && lastDot !== - 1 ) {

    			var objectName = results.nodeName.substring( lastDot + 1 );

    			// Object names must be checked against a whitelist. Otherwise, there
    			// is no way to parse 'foo.bar.baz': 'baz' must be a property, but
    			// 'bar' could be the objectName, or part of a nodeName (which can
    			// include '.' characters).
    			if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {

    				results.nodeName = results.nodeName.substring( 0, lastDot );
    				results.objectName = objectName;

    			}

    		}

    		if ( results.propertyName === null || results.propertyName.length === 0 ) {

    			throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );

    		}

    		return results;

    	},

    	findNode: function ( root, nodeName ) {

    		if ( ! nodeName || nodeName === "" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {

    			return root;

    		}

    		// search into skeleton bones.
    		if ( root.skeleton ) {

    			var bone = root.skeleton.getBoneByName( nodeName );

    			if ( bone !== undefined ) {

    				return bone;

    			}

    		}

    		// search into node subtree.
    		if ( root.children ) {

    			var searchNodeSubtree = function ( children ) {

    				for ( var i = 0; i < children.length; i ++ ) {

    					var childNode = children[ i ];

    					if ( childNode.name === nodeName || childNode.uuid === nodeName ) {

    						return childNode;

    					}

    					var result = searchNodeSubtree( childNode.children );

    					if ( result ) return result;

    				}

    				return null;

    			};

    			var subTreeNode = searchNodeSubtree( root.children );

    			if ( subTreeNode ) {

    				return subTreeNode;

    			}

    		}

    		return null;

    	}

    } );

    Object.assign( PropertyBinding.prototype, { // prototype, continued

    	// these are used to "bind" a nonexistent property
    	_getValue_unavailable: function () {},
    	_setValue_unavailable: function () {},

    	BindingType: {
    		Direct: 0,
    		EntireArray: 1,
    		ArrayElement: 2,
    		HasFromToArray: 3
    	},

    	Versioning: {
    		None: 0,
    		NeedsUpdate: 1,
    		MatrixWorldNeedsUpdate: 2
    	},

    	GetterByBindingType: [

    		function getValue_direct( buffer, offset ) {

    			buffer[ offset ] = this.node[ this.propertyName ];

    		},

    		function getValue_array( buffer, offset ) {

    			var source = this.resolvedProperty;

    			for ( var i = 0, n = source.length; i !== n; ++ i ) {

    				buffer[ offset ++ ] = source[ i ];

    			}

    		},

    		function getValue_arrayElement( buffer, offset ) {

    			buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];

    		},

    		function getValue_toArray( buffer, offset ) {

    			this.resolvedProperty.toArray( buffer, offset );

    		}

    	],

    	SetterByBindingTypeAndVersioning: [

    		[
    			// Direct

    			function setValue_direct( buffer, offset ) {

    				this.targetObject[ this.propertyName ] = buffer[ offset ];

    			},

    			function setValue_direct_setNeedsUpdate( buffer, offset ) {

    				this.targetObject[ this.propertyName ] = buffer[ offset ];
    				this.targetObject.needsUpdate = true;

    			},

    			function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {

    				this.targetObject[ this.propertyName ] = buffer[ offset ];
    				this.targetObject.matrixWorldNeedsUpdate = true;

    			}

    		], [

    			// EntireArray

    			function setValue_array( buffer, offset ) {

    				var dest = this.resolvedProperty;

    				for ( var i = 0, n = dest.length; i !== n; ++ i ) {

    					dest[ i ] = buffer[ offset ++ ];

    				}

    			},

    			function setValue_array_setNeedsUpdate( buffer, offset ) {

    				var dest = this.resolvedProperty;

    				for ( var i = 0, n = dest.length; i !== n; ++ i ) {

    					dest[ i ] = buffer[ offset ++ ];

    				}

    				this.targetObject.needsUpdate = true;

    			},

    			function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {

    				var dest = this.resolvedProperty;

    				for ( var i = 0, n = dest.length; i !== n; ++ i ) {

    					dest[ i ] = buffer[ offset ++ ];

    				}

    				this.targetObject.matrixWorldNeedsUpdate = true;

    			}

    		], [

    			// ArrayElement

    			function setValue_arrayElement( buffer, offset ) {

    				this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];

    			},

    			function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {

    				this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
    				this.targetObject.needsUpdate = true;

    			},

    			function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {

    				this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
    				this.targetObject.matrixWorldNeedsUpdate = true;

    			}

    		], [

    			// HasToFromArray

    			function setValue_fromArray( buffer, offset ) {

    				this.resolvedProperty.fromArray( buffer, offset );

    			},

    			function setValue_fromArray_setNeedsUpdate( buffer, offset ) {

    				this.resolvedProperty.fromArray( buffer, offset );
    				this.targetObject.needsUpdate = true;

    			},

    			function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {

    				this.resolvedProperty.fromArray( buffer, offset );
    				this.targetObject.matrixWorldNeedsUpdate = true;

    			}

    		]

    	],

    	getValue: function getValue_unbound( targetArray, offset ) {

    		this.bind();
    		this.getValue( targetArray, offset );

    		// Note: This class uses a State pattern on a per-method basis:
    		// 'bind' sets 'this.getValue' / 'setValue' and shadows the
    		// prototype version of these methods with one that represents
    		// the bound state. When the property is not found, the methods
    		// become no-ops.

    	},

    	setValue: function getValue_unbound( sourceArray, offset ) {

    		this.bind();
    		this.setValue( sourceArray, offset );

    	},

    	// create getter / setter pair for a property in the scene graph
    	bind: function () {

    		var targetObject = this.node,
    			parsedPath = this.parsedPath,

    			objectName = parsedPath.objectName,
    			propertyName = parsedPath.propertyName,
    			propertyIndex = parsedPath.propertyIndex;

    		if ( ! targetObject ) {

    			targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;

    			this.node = targetObject;

    		}

    		// set fail state so we can just 'return' on error
    		this.getValue = this._getValue_unavailable;
    		this.setValue = this._setValue_unavailable;

    		// ensure there is a value node
    		if ( ! targetObject ) {

    			console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
    			return;

    		}

    		if ( objectName ) {

    			var objectIndex = parsedPath.objectIndex;

    			// special cases were we need to reach deeper into the hierarchy to get the face materials....
    			switch ( objectName ) {

    				case 'materials':

    					if ( ! targetObject.material ) {

    						console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
    						return;

    					}

    					if ( ! targetObject.material.materials ) {

    						console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
    						return;

    					}

    					targetObject = targetObject.material.materials;

    					break;

    				case 'bones':

    					if ( ! targetObject.skeleton ) {

    						console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
    						return;

    					}

    					// potential future optimization: skip this if propertyIndex is already an integer
    					// and convert the integer string to a true integer.

    					targetObject = targetObject.skeleton.bones;

    					// support resolving morphTarget names into indices.
    					for ( var i = 0; i < targetObject.length; i ++ ) {

    						if ( targetObject[ i ].name === objectIndex ) {

    							objectIndex = i;
    							break;

    						}

    					}

    					break;

    				default:

    					if ( targetObject[ objectName ] === undefined ) {

    						console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
    						return;

    					}

    					targetObject = targetObject[ objectName ];

    			}


    			if ( objectIndex !== undefined ) {

    				if ( targetObject[ objectIndex ] === undefined ) {

    					console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
    					return;

    				}

    				targetObject = targetObject[ objectIndex ];

    			}

    		}

    		// resolve property
    		var nodeProperty = targetObject[ propertyName ];

    		if ( nodeProperty === undefined ) {

    			var nodeName = parsedPath.nodeName;

    			console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
    				'.' + propertyName + ' but it wasn\'t found.', targetObject );
    			return;

    		}

    		// determine versioning scheme
    		var versioning = this.Versioning.None;

    		this.targetObject = targetObject;

    		if ( targetObject.needsUpdate !== undefined ) { // material

    			versioning = this.Versioning.NeedsUpdate;

    		} else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform

    			versioning = this.Versioning.MatrixWorldNeedsUpdate;

    		}

    		// determine how the property gets bound
    		var bindingType = this.BindingType.Direct;

    		if ( propertyIndex !== undefined ) {

    			// access a sub element of the property array (only primitives are supported right now)

    			if ( propertyName === "morphTargetInfluences" ) {

    				// potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.

    				// support resolving morphTarget names into indices.
    				if ( ! targetObject.geometry ) {

    					console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
    					return;

    				}

    				if ( targetObject.geometry.isBufferGeometry ) {

    					if ( ! targetObject.geometry.morphAttributes ) {

    						console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
    						return;

    					}

    					for ( var i = 0; i < this.node.geometry.morphAttributes.position.length; i ++ ) {

    						if ( targetObject.geometry.morphAttributes.position[ i ].name === propertyIndex ) {

    							propertyIndex = i;
    							break;

    						}

    					}


    				} else {

    					if ( ! targetObject.geometry.morphTargets ) {

    						console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.', this );
    						return;

    					}

    					for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) {

    						if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) {

    							propertyIndex = i;
    							break;

    						}

    					}

    				}

    			}

    			bindingType = this.BindingType.ArrayElement;

    			this.resolvedProperty = nodeProperty;
    			this.propertyIndex = propertyIndex;

    		} else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {

    			// must use copy for Object3D.Euler/Quaternion

    			bindingType = this.BindingType.HasFromToArray;

    			this.resolvedProperty = nodeProperty;

    		} else if ( Array.isArray( nodeProperty ) ) {

    			bindingType = this.BindingType.EntireArray;

    			this.resolvedProperty = nodeProperty;

    		} else {

    			this.propertyName = propertyName;

    		}

    		// select getter / setter
    		this.getValue = this.GetterByBindingType[ bindingType ];
    		this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];

    	},

    	unbind: function () {

    		this.node = null;

    		// back to the prototype version of getValue / setValue
    		// note: avoiding to mutate the shape of 'this' via 'delete'
    		this.getValue = this._getValue_unbound;
    		this.setValue = this._setValue_unbound;

    	}

    } );

    // DECLARE ALIAS AFTER assign prototype
    Object.assign( PropertyBinding.prototype, {

    	// initial state of these methods that calls 'bind'
    	_getValue_unbound: PropertyBinding.prototype.getValue,
    	_setValue_unbound: PropertyBinding.prototype.setValue,

    } );

    /**
     *
     * A group of objects that receives a shared animation state.
     *
     * Usage:
     *
     *  - Add objects you would otherwise pass as 'root' to the
     *    constructor or the .clipAction method of AnimationMixer.
     *
     *  - Instead pass this object as 'root'.
     *
     *  - You can also add and remove objects later when the mixer
     *    is running.
     *
     * Note:
     *
     *    Objects of this class appear as one object to the mixer,
     *    so cache control of the individual objects must be done
     *    on the group.
     *
     * Limitation:
     *
     *  - The animated properties must be compatible among the
     *    all objects in the group.
     *
     *  - A single property can either be controlled through a
     *    target group or directly, but not both.
     *
     * @author tschw
     */

    function AnimationObjectGroup() {

    	this.uuid = MathUtils.generateUUID();

    	// cached objects followed by the active ones
    	this._objects = Array.prototype.slice.call( arguments );

    	this.nCachedObjects_ = 0; // threshold
    	// note: read by PropertyBinding.Composite

    	var indices = {};
    	this._indicesByUUID = indices; // for bookkeeping

    	for ( var i = 0, n = arguments.length; i !== n; ++ i ) {

    		indices[ arguments[ i ].uuid ] = i;

    	}

    	this._paths = []; // inside: string
    	this._parsedPaths = []; // inside: { we don't care, here }
    	this._bindings = []; // inside: Array< PropertyBinding >
    	this._bindingsIndicesByPath = {}; // inside: indices in these arrays

    	var scope = this;

    	this.stats = {

    		objects: {
    			get total() {

    				return scope._objects.length;

    			},
    			get inUse() {

    				return this.total - scope.nCachedObjects_;

    			}
    		},
    		get bindingsPerObject() {

    			return scope._bindings.length;

    		}

    	};

    }

    Object.assign( AnimationObjectGroup.prototype, {

    	isAnimationObjectGroup: true,

    	add: function () {

    		var objects = this._objects,
    			nObjects = objects.length,
    			nCachedObjects = this.nCachedObjects_,
    			indicesByUUID = this._indicesByUUID,
    			paths = this._paths,
    			parsedPaths = this._parsedPaths,
    			bindings = this._bindings,
    			nBindings = bindings.length,
    			knownObject = undefined;

    		for ( var i = 0, n = arguments.length; i !== n; ++ i ) {

    			var object = arguments[ i ],
    				uuid = object.uuid,
    				index = indicesByUUID[ uuid ];

    			if ( index === undefined ) {

    				// unknown object -> add it to the ACTIVE region

    				index = nObjects ++;
    				indicesByUUID[ uuid ] = index;
    				objects.push( object );

    				// accounting is done, now do the same for all bindings

    				for ( var j = 0, m = nBindings; j !== m; ++ j ) {

    					bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );

    				}

    			} else if ( index < nCachedObjects ) {

    				knownObject = objects[ index ];

    				// move existing object to the ACTIVE region

    				var firstActiveIndex = -- nCachedObjects,
    					lastCachedObject = objects[ firstActiveIndex ];

    				indicesByUUID[ lastCachedObject.uuid ] = index;
    				objects[ index ] = lastCachedObject;

    				indicesByUUID[ uuid ] = firstActiveIndex;
    				objects[ firstActiveIndex ] = object;

    				// accounting is done, now do the same for all bindings

    				for ( var j = 0, m = nBindings; j !== m; ++ j ) {

    					var bindingsForPath = bindings[ j ],
    						lastCached = bindingsForPath[ firstActiveIndex ],
    						binding = bindingsForPath[ index ];

    					bindingsForPath[ index ] = lastCached;

    					if ( binding === undefined ) {

    						// since we do not bother to create new bindings
    						// for objects that are cached, the binding may
    						// or may not exist

    						binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );

    					}

    					bindingsForPath[ firstActiveIndex ] = binding;

    				}

    			} else if ( objects[ index ] !== knownObject ) {

    				console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
    					'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );

    			} // else the object is already where we want it to be

    		} // for arguments

    		this.nCachedObjects_ = nCachedObjects;

    	},

    	remove: function () {

    		var objects = this._objects,
    			nCachedObjects = this.nCachedObjects_,
    			indicesByUUID = this._indicesByUUID,
    			bindings = this._bindings,
    			nBindings = bindings.length;

    		for ( var i = 0, n = arguments.length; i !== n; ++ i ) {

    			var object = arguments[ i ],
    				uuid = object.uuid,
    				index = indicesByUUID[ uuid ];

    			if ( index !== undefined && index >= nCachedObjects ) {

    				// move existing object into the CACHED region

    				var lastCachedIndex = nCachedObjects ++,
    					firstActiveObject = objects[ lastCachedIndex ];

    				indicesByUUID[ firstActiveObject.uuid ] = index;
    				objects[ index ] = firstActiveObject;

    				indicesByUUID[ uuid ] = lastCachedIndex;
    				objects[ lastCachedIndex ] = object;

    				// accounting is done, now do the same for all bindings

    				for ( var j = 0, m = nBindings; j !== m; ++ j ) {

    					var bindingsForPath = bindings[ j ],
    						firstActive = bindingsForPath[ lastCachedIndex ],
    						binding = bindingsForPath[ index ];

    					bindingsForPath[ index ] = firstActive;
    					bindingsForPath[ lastCachedIndex ] = binding;

    				}

    			}

    		} // for arguments

    		this.nCachedObjects_ = nCachedObjects;

    	},

    	// remove & forget
    	uncache: function () {

    		var objects = this._objects,
    			nObjects = objects.length,
    			nCachedObjects = this.nCachedObjects_,
    			indicesByUUID = this._indicesByUUID,
    			bindings = this._bindings,
    			nBindings = bindings.length;

    		for ( var i = 0, n = arguments.length; i !== n; ++ i ) {

    			var object = arguments[ i ],
    				uuid = object.uuid,
    				index = indicesByUUID[ uuid ];

    			if ( index !== undefined ) {

    				delete indicesByUUID[ uuid ];

    				if ( index < nCachedObjects ) {

    					// object is cached, shrink the CACHED region

    					var firstActiveIndex = -- nCachedObjects,
    						lastCachedObject = objects[ firstActiveIndex ],
    						lastIndex = -- nObjects,
    						lastObject = objects[ lastIndex ];

    					// last cached object takes this object's place
    					indicesByUUID[ lastCachedObject.uuid ] = index;
    					objects[ index ] = lastCachedObject;

    					// last object goes to the activated slot and pop
    					indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
    					objects[ firstActiveIndex ] = lastObject;
    					objects.pop();

    					// accounting is done, now do the same for all bindings

    					for ( var j = 0, m = nBindings; j !== m; ++ j ) {

    						var bindingsForPath = bindings[ j ],
    							lastCached = bindingsForPath[ firstActiveIndex ],
    							last = bindingsForPath[ lastIndex ];

    						bindingsForPath[ index ] = lastCached;
    						bindingsForPath[ firstActiveIndex ] = last;
    						bindingsForPath.pop();

    					}

    				} else {

    					// object is active, just swap with the last and pop

    					var lastIndex = -- nObjects,
    						lastObject = objects[ lastIndex ];

    					indicesByUUID[ lastObject.uuid ] = index;
    					objects[ index ] = lastObject;
    					objects.pop();

    					// accounting is done, now do the same for all bindings

    					for ( var j = 0, m = nBindings; j !== m; ++ j ) {

    						var bindingsForPath = bindings[ j ];

    						bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
    						bindingsForPath.pop();

    					}

    				} // cached or active

    			} // if object is known

    		} // for arguments

    		this.nCachedObjects_ = nCachedObjects;

    	},

    	// Internal interface used by befriended PropertyBinding.Composite:

    	subscribe_: function ( path, parsedPath ) {

    		// returns an array of bindings for the given path that is changed
    		// according to the contained objects in the group

    		var indicesByPath = this._bindingsIndicesByPath,
    			index = indicesByPath[ path ],
    			bindings = this._bindings;

    		if ( index !== undefined ) return bindings[ index ];

    		var paths = this._paths,
    			parsedPaths = this._parsedPaths,
    			objects = this._objects,
    			nObjects = objects.length,
    			nCachedObjects = this.nCachedObjects_,
    			bindingsForPath = new Array( nObjects );

    		index = bindings.length;

    		indicesByPath[ path ] = index;

    		paths.push( path );
    		parsedPaths.push( parsedPath );
    		bindings.push( bindingsForPath );

    		for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {

    			var object = objects[ i ];
    			bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );

    		}

    		return bindingsForPath;

    	},

    	unsubscribe_: function ( path ) {

    		// tells the group to forget about a property path and no longer
    		// update the array previously obtained with 'subscribe_'

    		var indicesByPath = this._bindingsIndicesByPath,
    			index = indicesByPath[ path ];

    		if ( index !== undefined ) {

    			var paths = this._paths,
    				parsedPaths = this._parsedPaths,
    				bindings = this._bindings,
    				lastBindingsIndex = bindings.length - 1,
    				lastBindings = bindings[ lastBindingsIndex ],
    				lastBindingsPath = path[ lastBindingsIndex ];

    			indicesByPath[ lastBindingsPath ] = index;

    			bindings[ index ] = lastBindings;
    			bindings.pop();

    			parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
    			parsedPaths.pop();

    			paths[ index ] = paths[ lastBindingsIndex ];
    			paths.pop();

    		}

    	}

    } );

    /**
     *
     * Action provided by AnimationMixer for scheduling clip playback on specific
     * objects.
     *
     * @author Ben Houston / http://clara.io/
     * @author David Sarno / http://lighthaus.us/
     * @author tschw
     *
     */

    function AnimationAction( mixer, clip, localRoot ) {

    	this._mixer = mixer;
    	this._clip = clip;
    	this._localRoot = localRoot || null;

    	var tracks = clip.tracks,
    		nTracks = tracks.length,
    		interpolants = new Array( nTracks );

    	var interpolantSettings = {
    		endingStart: ZeroCurvatureEnding,
    		endingEnd: ZeroCurvatureEnding
    	};

    	for ( var i = 0; i !== nTracks; ++ i ) {

    		var interpolant = tracks[ i ].createInterpolant( null );
    		interpolants[ i ] = interpolant;
    		interpolant.settings = interpolantSettings;

    	}

    	this._interpolantSettings = interpolantSettings;

    	this._interpolants = interpolants; // bound by the mixer

    	// inside: PropertyMixer (managed by the mixer)
    	this._propertyBindings = new Array( nTracks );

    	this._cacheIndex = null; // for the memory manager
    	this._byClipCacheIndex = null; // for the memory manager

    	this._timeScaleInterpolant = null;
    	this._weightInterpolant = null;

    	this.loop = LoopRepeat;
    	this._loopCount = - 1;

    	// global mixer time when the action is to be started
    	// it's set back to 'null' upon start of the action
    	this._startTime = null;

    	// scaled local time of the action
    	// gets clamped or wrapped to 0..clip.duration according to loop
    	this.time = 0;

    	this.timeScale = 1;
    	this._effectiveTimeScale = 1;

    	this.weight = 1;
    	this._effectiveWeight = 1;

    	this.repetitions = Infinity; // no. of repetitions when looping

    	this.paused = false; // true -> zero effective time scale
    	this.enabled = true; // false -> zero effective weight

    	this.clampWhenFinished = false;// keep feeding the last frame?

    	this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
    	this.zeroSlopeAtEnd = true;// clips for start, loop and end

    }

    Object.assign( AnimationAction.prototype, {

    	// State & Scheduling

    	play: function () {

    		this._mixer._activateAction( this );

    		return this;

    	},

    	stop: function () {

    		this._mixer._deactivateAction( this );

    		return this.reset();

    	},

    	reset: function () {

    		this.paused = false;
    		this.enabled = true;

    		this.time = 0; // restart clip
    		this._loopCount = - 1;// forget previous loops
    		this._startTime = null;// forget scheduling

    		return this.stopFading().stopWarping();

    	},

    	isRunning: function () {

    		return this.enabled && ! this.paused && this.timeScale !== 0 &&
    			this._startTime === null && this._mixer._isActiveAction( this );

    	},

    	// return true when play has been called
    	isScheduled: function () {

    		return this._mixer._isActiveAction( this );

    	},

    	startAt: function ( time ) {

    		this._startTime = time;

    		return this;

    	},

    	setLoop: function ( mode, repetitions ) {

    		this.loop = mode;
    		this.repetitions = repetitions;

    		return this;

    	},

    	// Weight

    	// set the weight stopping any scheduled fading
    	// although .enabled = false yields an effective weight of zero, this
    	// method does *not* change .enabled, because it would be confusing
    	setEffectiveWeight: function ( weight ) {

    		this.weight = weight;

    		// note: same logic as when updated at runtime
    		this._effectiveWeight = this.enabled ? weight : 0;

    		return this.stopFading();

    	},

    	// return the weight considering fading and .enabled
    	getEffectiveWeight: function () {

    		return this._effectiveWeight;

    	},

    	fadeIn: function ( duration ) {

    		return this._scheduleFading( duration, 0, 1 );

    	},

    	fadeOut: function ( duration ) {

    		return this._scheduleFading( duration, 1, 0 );

    	},

    	crossFadeFrom: function ( fadeOutAction, duration, warp ) {

    		fadeOutAction.fadeOut( duration );
    		this.fadeIn( duration );

    		if ( warp ) {

    			var fadeInDuration = this._clip.duration,
    				fadeOutDuration = fadeOutAction._clip.duration,

    				startEndRatio = fadeOutDuration / fadeInDuration,
    				endStartRatio = fadeInDuration / fadeOutDuration;

    			fadeOutAction.warp( 1.0, startEndRatio, duration );
    			this.warp( endStartRatio, 1.0, duration );

    		}

    		return this;

    	},

    	crossFadeTo: function ( fadeInAction, duration, warp ) {

    		return fadeInAction.crossFadeFrom( this, duration, warp );

    	},

    	stopFading: function () {

    		var weightInterpolant = this._weightInterpolant;

    		if ( weightInterpolant !== null ) {

    			this._weightInterpolant = null;
    			this._mixer._takeBackControlInterpolant( weightInterpolant );

    		}

    		return this;

    	},

    	// Time Scale Control

    	// set the time scale stopping any scheduled warping
    	// although .paused = true yields an effective time scale of zero, this
    	// method does *not* change .paused, because it would be confusing
    	setEffectiveTimeScale: function ( timeScale ) {

    		this.timeScale = timeScale;
    		this._effectiveTimeScale = this.paused ? 0 : timeScale;

    		return this.stopWarping();

    	},

    	// return the time scale considering warping and .paused
    	getEffectiveTimeScale: function () {

    		return this._effectiveTimeScale;

    	},

    	setDuration: function ( duration ) {

    		this.timeScale = this._clip.duration / duration;

    		return this.stopWarping();

    	},

    	syncWith: function ( action ) {

    		this.time = action.time;
    		this.timeScale = action.timeScale;

    		return this.stopWarping();

    	},

    	halt: function ( duration ) {

    		return this.warp( this._effectiveTimeScale, 0, duration );

    	},

    	warp: function ( startTimeScale, endTimeScale, duration ) {

    		var mixer = this._mixer, now = mixer.time,
    			interpolant = this._timeScaleInterpolant,

    			timeScale = this.timeScale;

    		if ( interpolant === null ) {

    			interpolant = mixer._lendControlInterpolant();
    			this._timeScaleInterpolant = interpolant;

    		}

    		var times = interpolant.parameterPositions,
    			values = interpolant.sampleValues;

    		times[ 0 ] = now;
    		times[ 1 ] = now + duration;

    		values[ 0 ] = startTimeScale / timeScale;
    		values[ 1 ] = endTimeScale / timeScale;

    		return this;

    	},

    	stopWarping: function () {

    		var timeScaleInterpolant = this._timeScaleInterpolant;

    		if ( timeScaleInterpolant !== null ) {

    			this._timeScaleInterpolant = null;
    			this._mixer._takeBackControlInterpolant( timeScaleInterpolant );

    		}

    		return this;

    	},

    	// Object Accessors

    	getMixer: function () {

    		return this._mixer;

    	},

    	getClip: function () {

    		return this._clip;

    	},

    	getRoot: function () {

    		return this._localRoot || this._mixer._root;

    	},

    	// Interna

    	_update: function ( time, deltaTime, timeDirection, accuIndex ) {

    		// called by the mixer

    		if ( ! this.enabled ) {

    			// call ._updateWeight() to update ._effectiveWeight

    			this._updateWeight( time );
    			return;

    		}

    		var startTime = this._startTime;

    		if ( startTime !== null ) {

    			// check for scheduled start of action

    			var timeRunning = ( time - startTime ) * timeDirection;
    			if ( timeRunning < 0 || timeDirection === 0 ) {

    				return; // yet to come / don't decide when delta = 0

    			}

    			// start

    			this._startTime = null; // unschedule
    			deltaTime = timeDirection * timeRunning;

    		}

    		// apply time scale and advance time

    		deltaTime *= this._updateTimeScale( time );
    		var clipTime = this._updateTime( deltaTime );

    		// note: _updateTime may disable the action resulting in
    		// an effective weight of 0

    		var weight = this._updateWeight( time );

    		if ( weight > 0 ) {

    			var interpolants = this._interpolants;
    			var propertyMixers = this._propertyBindings;

    			for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {

    				interpolants[ j ].evaluate( clipTime );
    				propertyMixers[ j ].accumulate( accuIndex, weight );

    			}

    		}

    	},

    	_updateWeight: function ( time ) {

    		var weight = 0;

    		if ( this.enabled ) {

    			weight = this.weight;
    			var interpolant = this._weightInterpolant;

    			if ( interpolant !== null ) {

    				var interpolantValue = interpolant.evaluate( time )[ 0 ];

    				weight *= interpolantValue;

    				if ( time > interpolant.parameterPositions[ 1 ] ) {

    					this.stopFading();

    					if ( interpolantValue === 0 ) {

    						// faded out, disable
    						this.enabled = false;

    					}

    				}

    			}

    		}

    		this._effectiveWeight = weight;
    		return weight;

    	},

    	_updateTimeScale: function ( time ) {

    		var timeScale = 0;

    		if ( ! this.paused ) {

    			timeScale = this.timeScale;

    			var interpolant = this._timeScaleInterpolant;

    			if ( interpolant !== null ) {

    				var interpolantValue = interpolant.evaluate( time )[ 0 ];

    				timeScale *= interpolantValue;

    				if ( time > interpolant.parameterPositions[ 1 ] ) {

    					this.stopWarping();

    					if ( timeScale === 0 ) {

    						// motion has halted, pause
    						this.paused = true;

    					} else {

    						// warp done - apply final time scale
    						this.timeScale = timeScale;

    					}

    				}

    			}

    		}

    		this._effectiveTimeScale = timeScale;
    		return timeScale;

    	},

    	_updateTime: function ( deltaTime ) {

    		var time = this.time + deltaTime;
    		var duration = this._clip.duration;
    		var loop = this.loop;
    		var loopCount = this._loopCount;

    		var pingPong = ( loop === LoopPingPong );

    		if ( deltaTime === 0 ) {

    			if ( loopCount === - 1 ) return time;

    			return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;

    		}

    		if ( loop === LoopOnce ) {

    			if ( loopCount === - 1 ) {

    				// just started

    				this._loopCount = 0;
    				this._setEndings( true, true, false );

    			}

    			handle_stop: {

    				if ( time >= duration ) {

    					time = duration;

    				} else if ( time < 0 ) {

    					time = 0;

    				} else {

    					this.time = time;

    					break handle_stop;

    				}

    				if ( this.clampWhenFinished ) this.paused = true;
    				else this.enabled = false;

    				this.time = time;

    				this._mixer.dispatchEvent( {
    					type: 'finished', action: this,
    					direction: deltaTime < 0 ? - 1 : 1
    				} );

    			}

    		} else { // repetitive Repeat or PingPong

    			if ( loopCount === - 1 ) {

    				// just started

    				if ( deltaTime >= 0 ) {

    					loopCount = 0;

    					this._setEndings( true, this.repetitions === 0, pingPong );

    				} else {

    					// when looping in reverse direction, the initial
    					// transition through zero counts as a repetition,
    					// so leave loopCount at -1

    					this._setEndings( this.repetitions === 0, true, pingPong );

    				}

    			}

    			if ( time >= duration || time < 0 ) {

    				// wrap around

    				var loopDelta = Math.floor( time / duration ); // signed
    				time -= duration * loopDelta;

    				loopCount += Math.abs( loopDelta );

    				var pending = this.repetitions - loopCount;

    				if ( pending <= 0 ) {

    					// have to stop (switch state, clamp time, fire event)

    					if ( this.clampWhenFinished ) this.paused = true;
    					else this.enabled = false;

    					time = deltaTime > 0 ? duration : 0;

    					this.time = time;

    					this._mixer.dispatchEvent( {
    						type: 'finished', action: this,
    						direction: deltaTime > 0 ? 1 : - 1
    					} );

    				} else {

    					// keep running

    					if ( pending === 1 ) {

    						// entering the last round

    						var atStart = deltaTime < 0;
    						this._setEndings( atStart, ! atStart, pingPong );

    					} else {

    						this._setEndings( false, false, pingPong );

    					}

    					this._loopCount = loopCount;

    					this.time = time;

    					this._mixer.dispatchEvent( {
    						type: 'loop', action: this, loopDelta: loopDelta
    					} );

    				}

    			} else {

    				this.time = time;

    			}

    			if ( pingPong && ( loopCount & 1 ) === 1 ) {

    				// invert time for the "pong round"

    				return duration - time;

    			}

    		}

    		return time;

    	},

    	_setEndings: function ( atStart, atEnd, pingPong ) {

    		var settings = this._interpolantSettings;

    		if ( pingPong ) {

    			settings.endingStart = ZeroSlopeEnding;
    			settings.endingEnd = ZeroSlopeEnding;

    		} else {

    			// assuming for LoopOnce atStart == atEnd == true

    			if ( atStart ) {

    				settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;

    			} else {

    				settings.endingStart = WrapAroundEnding;

    			}

    			if ( atEnd ) {

    				settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;

    			} else {

    				settings.endingEnd 	 = WrapAroundEnding;

    			}

    		}

    	},

    	_scheduleFading: function ( duration, weightNow, weightThen ) {

    		var mixer = this._mixer, now = mixer.time,
    			interpolant = this._weightInterpolant;

    		if ( interpolant === null ) {

    			interpolant = mixer._lendControlInterpolant();
    			this._weightInterpolant = interpolant;

    		}

    		var times = interpolant.parameterPositions,
    			values = interpolant.sampleValues;

    		times[ 0 ] = now;
    		values[ 0 ] = weightNow;
    		times[ 1 ] = now + duration;
    		values[ 1 ] = weightThen;

    		return this;

    	}

    } );

    /**
     *
     * Player for AnimationClips.
     *
     *
     * @author Ben Houston / http://clara.io/
     * @author David Sarno / http://lighthaus.us/
     * @author tschw
     */

    function AnimationMixer( root ) {

    	this._root = root;
    	this._initMemoryManager();
    	this._accuIndex = 0;

    	this.time = 0;

    	this.timeScale = 1.0;

    }

    AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {

    	constructor: AnimationMixer,

    	_bindAction: function ( action, prototypeAction ) {

    		var root = action._localRoot || this._root,
    			tracks = action._clip.tracks,
    			nTracks = tracks.length,
    			bindings = action._propertyBindings,
    			interpolants = action._interpolants,
    			rootUuid = root.uuid,
    			bindingsByRoot = this._bindingsByRootAndName,
    			bindingsByName = bindingsByRoot[ rootUuid ];

    		if ( bindingsByName === undefined ) {

    			bindingsByName = {};
    			bindingsByRoot[ rootUuid ] = bindingsByName;

    		}

    		for ( var i = 0; i !== nTracks; ++ i ) {

    			var track = tracks[ i ],
    				trackName = track.name,
    				binding = bindingsByName[ trackName ];

    			if ( binding !== undefined ) {

    				bindings[ i ] = binding;

    			} else {

    				binding = bindings[ i ];

    				if ( binding !== undefined ) {

    					// existing binding, make sure the cache knows

    					if ( binding._cacheIndex === null ) {

    						++ binding.referenceCount;
    						this._addInactiveBinding( binding, rootUuid, trackName );

    					}

    					continue;

    				}

    				var path = prototypeAction && prototypeAction.
    					_propertyBindings[ i ].binding.parsedPath;

    				binding = new PropertyMixer(
    					PropertyBinding.create( root, trackName, path ),
    					track.ValueTypeName, track.getValueSize() );

    				++ binding.referenceCount;
    				this._addInactiveBinding( binding, rootUuid, trackName );

    				bindings[ i ] = binding;

    			}

    			interpolants[ i ].resultBuffer = binding.buffer;

    		}

    	},

    	_activateAction: function ( action ) {

    		if ( ! this._isActiveAction( action ) ) {

    			if ( action._cacheIndex === null ) {

    				// this action has been forgotten by the cache, but the user
    				// appears to be still using it -> rebind

    				var rootUuid = ( action._localRoot || this._root ).uuid,
    					clipUuid = action._clip.uuid,
    					actionsForClip = this._actionsByClip[ clipUuid ];

    				this._bindAction( action,
    					actionsForClip && actionsForClip.knownActions[ 0 ] );

    				this._addInactiveAction( action, clipUuid, rootUuid );

    			}

    			var bindings = action._propertyBindings;

    			// increment reference counts / sort out state
    			for ( var i = 0, n = bindings.length; i !== n; ++ i ) {

    				var binding = bindings[ i ];

    				if ( binding.useCount ++ === 0 ) {

    					this._lendBinding( binding );
    					binding.saveOriginalState();

    				}

    			}

    			this._lendAction( action );

    		}

    	},

    	_deactivateAction: function ( action ) {

    		if ( this._isActiveAction( action ) ) {

    			var bindings = action._propertyBindings;

    			// decrement reference counts / sort out state
    			for ( var i = 0, n = bindings.length; i !== n; ++ i ) {

    				var binding = bindings[ i ];

    				if ( -- binding.useCount === 0 ) {

    					binding.restoreOriginalState();
    					this._takeBackBinding( binding );

    				}

    			}

    			this._takeBackAction( action );

    		}

    	},

    	// Memory manager

    	_initMemoryManager: function () {

    		this._actions = []; // 'nActiveActions' followed by inactive ones
    		this._nActiveActions = 0;

    		this._actionsByClip = {};
    		// inside:
    		// {
    		// 	knownActions: Array< AnimationAction > - used as prototypes
    		// 	actionByRoot: AnimationAction - lookup
    		// }


    		this._bindings = []; // 'nActiveBindings' followed by inactive ones
    		this._nActiveBindings = 0;

    		this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >


    		this._controlInterpolants = []; // same game as above
    		this._nActiveControlInterpolants = 0;

    		var scope = this;

    		this.stats = {

    			actions: {
    				get total() {

    					return scope._actions.length;

    				},
    				get inUse() {

    					return scope._nActiveActions;

    				}
    			},
    			bindings: {
    				get total() {

    					return scope._bindings.length;

    				},
    				get inUse() {

    					return scope._nActiveBindings;

    				}
    			},
    			controlInterpolants: {
    				get total() {

    					return scope._controlInterpolants.length;

    				},
    				get inUse() {

    					return scope._nActiveControlInterpolants;

    				}
    			}

    		};

    	},

    	// Memory management for AnimationAction objects

    	_isActiveAction: function ( action ) {

    		var index = action._cacheIndex;
    		return index !== null && index < this._nActiveActions;

    	},

    	_addInactiveAction: function ( action, clipUuid, rootUuid ) {

    		var actions = this._actions,
    			actionsByClip = this._actionsByClip,
    			actionsForClip = actionsByClip[ clipUuid ];

    		if ( actionsForClip === undefined ) {

    			actionsForClip = {

    				knownActions: [ action ],
    				actionByRoot: {}

    			};

    			action._byClipCacheIndex = 0;

    			actionsByClip[ clipUuid ] = actionsForClip;

    		} else {

    			var knownActions = actionsForClip.knownActions;

    			action._byClipCacheIndex = knownActions.length;
    			knownActions.push( action );

    		}

    		action._cacheIndex = actions.length;
    		actions.push( action );

    		actionsForClip.actionByRoot[ rootUuid ] = action;

    	},

    	_removeInactiveAction: function ( action ) {

    		var actions = this._actions,
    			lastInactiveAction = actions[ actions.length - 1 ],
    			cacheIndex = action._cacheIndex;

    		lastInactiveAction._cacheIndex = cacheIndex;
    		actions[ cacheIndex ] = lastInactiveAction;
    		actions.pop();

    		action._cacheIndex = null;


    		var clipUuid = action._clip.uuid,
    			actionsByClip = this._actionsByClip,
    			actionsForClip = actionsByClip[ clipUuid ],
    			knownActionsForClip = actionsForClip.knownActions,

    			lastKnownAction =
    				knownActionsForClip[ knownActionsForClip.length - 1 ],

    			byClipCacheIndex = action._byClipCacheIndex;

    		lastKnownAction._byClipCacheIndex = byClipCacheIndex;
    		knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
    		knownActionsForClip.pop();

    		action._byClipCacheIndex = null;


    		var actionByRoot = actionsForClip.actionByRoot,
    			rootUuid = ( action._localRoot || this._root ).uuid;

    		delete actionByRoot[ rootUuid ];

    		if ( knownActionsForClip.length === 0 ) {

    			delete actionsByClip[ clipUuid ];

    		}

    		this._removeInactiveBindingsForAction( action );

    	},

    	_removeInactiveBindingsForAction: function ( action ) {

    		var bindings = action._propertyBindings;
    		for ( var i = 0, n = bindings.length; i !== n; ++ i ) {

    			var binding = bindings[ i ];

    			if ( -- binding.referenceCount === 0 ) {

    				this._removeInactiveBinding( binding );

    			}

    		}

    	},

    	_lendAction: function ( action ) {

    		// [ active actions |  inactive actions  ]
    		// [  active actions >| inactive actions ]
    		//                 s        a
    		//                  <-swap->
    		//                 a        s

    		var actions = this._actions,
    			prevIndex = action._cacheIndex,

    			lastActiveIndex = this._nActiveActions ++,

    			firstInactiveAction = actions[ lastActiveIndex ];

    		action._cacheIndex = lastActiveIndex;
    		actions[ lastActiveIndex ] = action;

    		firstInactiveAction._cacheIndex = prevIndex;
    		actions[ prevIndex ] = firstInactiveAction;

    	},

    	_takeBackAction: function ( action ) {

    		// [  active actions  | inactive actions ]
    		// [ active actions |< inactive actions  ]
    		//        a        s
    		//         <-swap->
    		//        s        a

    		var actions = this._actions,
    			prevIndex = action._cacheIndex,

    			firstInactiveIndex = -- this._nActiveActions,

    			lastActiveAction = actions[ firstInactiveIndex ];

    		action._cacheIndex = firstInactiveIndex;
    		actions[ firstInactiveIndex ] = action;

    		lastActiveAction._cacheIndex = prevIndex;
    		actions[ prevIndex ] = lastActiveAction;

    	},

    	// Memory management for PropertyMixer objects

    	_addInactiveBinding: function ( binding, rootUuid, trackName ) {

    		var bindingsByRoot = this._bindingsByRootAndName,
    			bindingByName = bindingsByRoot[ rootUuid ],

    			bindings = this._bindings;

    		if ( bindingByName === undefined ) {

    			bindingByName = {};
    			bindingsByRoot[ rootUuid ] = bindingByName;

    		}

    		bindingByName[ trackName ] = binding;

    		binding._cacheIndex = bindings.length;
    		bindings.push( binding );

    	},

    	_removeInactiveBinding: function ( binding ) {

    		var bindings = this._bindings,
    			propBinding = binding.binding,
    			rootUuid = propBinding.rootNode.uuid,
    			trackName = propBinding.path,
    			bindingsByRoot = this._bindingsByRootAndName,
    			bindingByName = bindingsByRoot[ rootUuid ],

    			lastInactiveBinding = bindings[ bindings.length - 1 ],
    			cacheIndex = binding._cacheIndex;

    		lastInactiveBinding._cacheIndex = cacheIndex;
    		bindings[ cacheIndex ] = lastInactiveBinding;
    		bindings.pop();

    		delete bindingByName[ trackName ];

    		if ( Object.keys( bindingByName ).length === 0 ) {

    			delete bindingsByRoot[ rootUuid ];

    		}

    	},

    	_lendBinding: function ( binding ) {

    		var bindings = this._bindings,
    			prevIndex = binding._cacheIndex,

    			lastActiveIndex = this._nActiveBindings ++,

    			firstInactiveBinding = bindings[ lastActiveIndex ];

    		binding._cacheIndex = lastActiveIndex;
    		bindings[ lastActiveIndex ] = binding;

    		firstInactiveBinding._cacheIndex = prevIndex;
    		bindings[ prevIndex ] = firstInactiveBinding;

    	},

    	_takeBackBinding: function ( binding ) {

    		var bindings = this._bindings,
    			prevIndex = binding._cacheIndex,

    			firstInactiveIndex = -- this._nActiveBindings,

    			lastActiveBinding = bindings[ firstInactiveIndex ];

    		binding._cacheIndex = firstInactiveIndex;
    		bindings[ firstInactiveIndex ] = binding;

    		lastActiveBinding._cacheIndex = prevIndex;
    		bindings[ prevIndex ] = lastActiveBinding;

    	},


    	// Memory management of Interpolants for weight and time scale

    	_lendControlInterpolant: function () {

    		var interpolants = this._controlInterpolants,
    			lastActiveIndex = this._nActiveControlInterpolants ++,
    			interpolant = interpolants[ lastActiveIndex ];

    		if ( interpolant === undefined ) {

    			interpolant = new LinearInterpolant(
    				new Float32Array( 2 ), new Float32Array( 2 ),
    				1, this._controlInterpolantsResultBuffer );

    			interpolant.__cacheIndex = lastActiveIndex;
    			interpolants[ lastActiveIndex ] = interpolant;

    		}

    		return interpolant;

    	},

    	_takeBackControlInterpolant: function ( interpolant ) {

    		var interpolants = this._controlInterpolants,
    			prevIndex = interpolant.__cacheIndex,

    			firstInactiveIndex = -- this._nActiveControlInterpolants,

    			lastActiveInterpolant = interpolants[ firstInactiveIndex ];

    		interpolant.__cacheIndex = firstInactiveIndex;
    		interpolants[ firstInactiveIndex ] = interpolant;

    		lastActiveInterpolant.__cacheIndex = prevIndex;
    		interpolants[ prevIndex ] = lastActiveInterpolant;

    	},

    	_controlInterpolantsResultBuffer: new Float32Array( 1 ),

    	// return an action for a clip optionally using a custom root target
    	// object (this method allocates a lot of dynamic memory in case a
    	// previously unknown clip/root combination is specified)
    	clipAction: function ( clip, optionalRoot ) {

    		var root = optionalRoot || this._root,
    			rootUuid = root.uuid,

    			clipObject = typeof clip === 'string' ?
    				AnimationClip.findByName( root, clip ) : clip,

    			clipUuid = clipObject !== null ? clipObject.uuid : clip,

    			actionsForClip = this._actionsByClip[ clipUuid ],
    			prototypeAction = null;

    		if ( actionsForClip !== undefined ) {

    			var existingAction =
    					actionsForClip.actionByRoot[ rootUuid ];

    			if ( existingAction !== undefined ) {

    				return existingAction;

    			}

    			// we know the clip, so we don't have to parse all
    			// the bindings again but can just copy
    			prototypeAction = actionsForClip.knownActions[ 0 ];

    			// also, take the clip from the prototype action
    			if ( clipObject === null )
    				clipObject = prototypeAction._clip;

    		}

    		// clip must be known when specified via string
    		if ( clipObject === null ) return null;

    		// allocate all resources required to run it
    		var newAction = new AnimationAction( this, clipObject, optionalRoot );

    		this._bindAction( newAction, prototypeAction );

    		// and make the action known to the memory manager
    		this._addInactiveAction( newAction, clipUuid, rootUuid );

    		return newAction;

    	},

    	// get an existing action
    	existingAction: function ( clip, optionalRoot ) {

    		var root = optionalRoot || this._root,
    			rootUuid = root.uuid,

    			clipObject = typeof clip === 'string' ?
    				AnimationClip.findByName( root, clip ) : clip,

    			clipUuid = clipObject ? clipObject.uuid : clip,

    			actionsForClip = this._actionsByClip[ clipUuid ];

    		if ( actionsForClip !== undefined ) {

    			return actionsForClip.actionByRoot[ rootUuid ] || null;

    		}

    		return null;

    	},

    	// deactivates all previously scheduled actions
    	stopAllAction: function () {

    		var actions = this._actions,
    			nActions = this._nActiveActions,
    			bindings = this._bindings,
    			nBindings = this._nActiveBindings;

    		this._nActiveActions = 0;
    		this._nActiveBindings = 0;

    		for ( var i = 0; i !== nActions; ++ i ) {

    			actions[ i ].reset();

    		}

    		for ( var i = 0; i !== nBindings; ++ i ) {

    			bindings[ i ].useCount = 0;

    		}

    		return this;

    	},

    	// advance the time and update apply the animation
    	update: function ( deltaTime ) {

    		deltaTime *= this.timeScale;

    		var actions = this._actions,
    			nActions = this._nActiveActions,

    			time = this.time += deltaTime,
    			timeDirection = Math.sign( deltaTime ),

    			accuIndex = this._accuIndex ^= 1;

    		// run active actions

    		for ( var i = 0; i !== nActions; ++ i ) {

    			var action = actions[ i ];

    			action._update( time, deltaTime, timeDirection, accuIndex );

    		}

    		// update scene graph

    		var bindings = this._bindings,
    			nBindings = this._nActiveBindings;

    		for ( var i = 0; i !== nBindings; ++ i ) {

    			bindings[ i ].apply( accuIndex );

    		}

    		return this;

    	},

    	// Allows you to seek to a specific time in an animation.
    	setTime: function ( timeInSeconds ) {

    		this.time = 0; // Zero out time attribute for AnimationMixer object;
    		for ( var i = 0; i < this._actions.length; i ++ ) {

    			this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.

    		}

    		return this.update( timeInSeconds ); // Update used to set exact time. Returns "this" AnimationMixer object.

    	},

    	// return this mixer's root target object
    	getRoot: function () {

    		return this._root;

    	},

    	// free all resources specific to a particular clip
    	uncacheClip: function ( clip ) {

    		var actions = this._actions,
    			clipUuid = clip.uuid,
    			actionsByClip = this._actionsByClip,
    			actionsForClip = actionsByClip[ clipUuid ];

    		if ( actionsForClip !== undefined ) {

    			// note: just calling _removeInactiveAction would mess up the
    			// iteration state and also require updating the state we can
    			// just throw away

    			var actionsToRemove = actionsForClip.knownActions;

    			for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {

    				var action = actionsToRemove[ i ];

    				this._deactivateAction( action );

    				var cacheIndex = action._cacheIndex,
    					lastInactiveAction = actions[ actions.length - 1 ];

    				action._cacheIndex = null;
    				action._byClipCacheIndex = null;

    				lastInactiveAction._cacheIndex = cacheIndex;
    				actions[ cacheIndex ] = lastInactiveAction;
    				actions.pop();

    				this._removeInactiveBindingsForAction( action );

    			}

    			delete actionsByClip[ clipUuid ];

    		}

    	},

    	// free all resources specific to a particular root target object
    	uncacheRoot: function ( root ) {

    		var rootUuid = root.uuid,
    			actionsByClip = this._actionsByClip;

    		for ( var clipUuid in actionsByClip ) {

    			var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
    				action = actionByRoot[ rootUuid ];

    			if ( action !== undefined ) {

    				this._deactivateAction( action );
    				this._removeInactiveAction( action );

    			}

    		}

    		var bindingsByRoot = this._bindingsByRootAndName,
    			bindingByName = bindingsByRoot[ rootUuid ];

    		if ( bindingByName !== undefined ) {

    			for ( var trackName in bindingByName ) {

    				var binding = bindingByName[ trackName ];
    				binding.restoreOriginalState();
    				this._removeInactiveBinding( binding );

    			}

    		}

    	},

    	// remove a targeted clip from the cache
    	uncacheAction: function ( clip, optionalRoot ) {

    		var action = this.existingAction( clip, optionalRoot );

    		if ( action !== null ) {

    			this._deactivateAction( action );
    			this._removeInactiveAction( action );

    		}

    	}

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function Uniform( value ) {

    	if ( typeof value === 'string' ) {

    		console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
    		value = arguments[ 1 ];

    	}

    	this.value = value;

    }

    Uniform.prototype.clone = function () {

    	return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );

    };

    /**
     * @author benaadams / https://twitter.com/ben_a_adams
     */

    function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {

    	InterleavedBuffer.call( this, array, stride );

    	this.meshPerAttribute = meshPerAttribute || 1;

    }

    InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {

    	constructor: InstancedInterleavedBuffer,

    	isInstancedInterleavedBuffer: true,

    	copy: function ( source ) {

    		InterleavedBuffer.prototype.copy.call( this, source );

    		this.meshPerAttribute = source.meshPerAttribute;

    		return this;

    	}

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author bhouston / http://clara.io/
     * @author stephomi / http://stephaneginier.com/
     */

    function Raycaster( origin, direction, near, far ) {

    	this.ray = new Ray( origin, direction );
    	// direction is assumed to be normalized (for accurate distance calculations)

    	this.near = near || 0;
    	this.far = far || Infinity;
    	this.camera = null;
    	this.layers = new Layers();

    	this.params = {
    		Mesh: {},
    		Line: { threshold: 1 },
    		LOD: {},
    		Points: { threshold: 1 },
    		Sprite: {}
    	};

    	Object.defineProperties( this.params, {
    		PointCloud: {
    			get: function () {

    				console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
    				return this.Points;

    			}
    		}
    	} );

    }

    function ascSort( a, b ) {

    	return a.distance - b.distance;

    }

    function intersectObject( object, raycaster, intersects, recursive ) {

    	if ( object.layers.test( raycaster.layers ) ) {

    		object.raycast( raycaster, intersects );

    	}

    	if ( recursive === true ) {

    		var children = object.children;

    		for ( var i = 0, l = children.length; i < l; i ++ ) {

    			intersectObject( children[ i ], raycaster, intersects, true );

    		}

    	}

    }

    Object.assign( Raycaster.prototype, {

    	set: function ( origin, direction ) {

    		// direction is assumed to be normalized (for accurate distance calculations)

    		this.ray.set( origin, direction );

    	},

    	setFromCamera: function ( coords, camera ) {

    		if ( ( camera && camera.isPerspectiveCamera ) ) {

    			this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
    			this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
    			this.camera = camera;

    		} else if ( ( camera && camera.isOrthographicCamera ) ) {

    			this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
    			this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
    			this.camera = camera;

    		} else {

    			console.error( 'THREE.Raycaster: Unsupported camera type.' );

    		}

    	},

    	intersectObject: function ( object, recursive, optionalTarget ) {

    		var intersects = optionalTarget || [];

    		intersectObject( object, this, intersects, recursive );

    		intersects.sort( ascSort );

    		return intersects;

    	},

    	intersectObjects: function ( objects, recursive, optionalTarget ) {

    		var intersects = optionalTarget || [];

    		if ( Array.isArray( objects ) === false ) {

    			console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
    			return intersects;

    		}

    		for ( var i = 0, l = objects.length; i < l; i ++ ) {

    			intersectObject( objects[ i ], this, intersects, recursive );

    		}

    		intersects.sort( ascSort );

    		return intersects;

    	}

    } );

    /**
     * @author bhouston / http://clara.io
     * @author WestLangley / http://github.com/WestLangley
     *
     * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
     *
     * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
     * The azimuthal angle (theta) is measured from the positive z-axis.
     */

    function Spherical( radius, phi, theta ) {

    	this.radius = ( radius !== undefined ) ? radius : 1.0;
    	this.phi = ( phi !== undefined ) ? phi : 0; // polar angle
    	this.theta = ( theta !== undefined ) ? theta : 0; // azimuthal angle

    	return this;

    }

    Object.assign( Spherical.prototype, {

    	set: function ( radius, phi, theta ) {

    		this.radius = radius;
    		this.phi = phi;
    		this.theta = theta;

    		return this;

    	},

    	clone: function () {

    		return new this.constructor().copy( this );

    	},

    	copy: function ( other ) {

    		this.radius = other.radius;
    		this.phi = other.phi;
    		this.theta = other.theta;

    		return this;

    	},

    	// restrict phi to be betwee EPS and PI-EPS
    	makeSafe: function () {

    		var EPS = 0.000001;
    		this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );

    		return this;

    	},

    	setFromVector3: function ( v ) {

    		return this.setFromCartesianCoords( v.x, v.y, v.z );

    	},

    	setFromCartesianCoords: function ( x, y, z ) {

    		this.radius = Math.sqrt( x * x + y * y + z * z );

    		if ( this.radius === 0 ) {

    			this.theta = 0;
    			this.phi = 0;

    		} else {

    			this.theta = Math.atan2( x, z );
    			this.phi = Math.acos( MathUtils.clamp( y / this.radius, - 1, 1 ) );

    		}

    		return this;

    	}

    } );

    /**
     * @author Mugen87 / https://github.com/Mugen87
     *
     * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
     *
     */

    function Cylindrical( radius, theta, y ) {

    	this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
    	this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
    	this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane

    	return this;

    }

    Object.assign( Cylindrical.prototype, {

    	set: function ( radius, theta, y ) {

    		this.radius = radius;
    		this.theta = theta;
    		this.y = y;

    		return this;

    	},

    	clone: function () {

    		return new this.constructor().copy( this );

    	},

    	copy: function ( other ) {

    		this.radius = other.radius;
    		this.theta = other.theta;
    		this.y = other.y;

    		return this;

    	},

    	setFromVector3: function ( v ) {

    		return this.setFromCartesianCoords( v.x, v.y, v.z );

    	},

    	setFromCartesianCoords: function ( x, y, z ) {

    		this.radius = Math.sqrt( x * x + z * z );
    		this.theta = Math.atan2( x, z );
    		this.y = y;

    		return this;

    	}

    } );

    /**
     * @author bhouston / http://clara.io
     */

    var _vector$7 = new Vector2();

    function Box2( min, max ) {

    	this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
    	this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );

    }

    Object.assign( Box2.prototype, {

    	set: function ( min, max ) {

    		this.min.copy( min );
    		this.max.copy( max );

    		return this;

    	},

    	setFromPoints: function ( points ) {

    		this.makeEmpty();

    		for ( var i = 0, il = points.length; i < il; i ++ ) {

    			this.expandByPoint( points[ i ] );

    		}

    		return this;

    	},

    	setFromCenterAndSize: function ( center, size ) {

    		var halfSize = _vector$7.copy( size ).multiplyScalar( 0.5 );
    		this.min.copy( center ).sub( halfSize );
    		this.max.copy( center ).add( halfSize );

    		return this;

    	},

    	clone: function () {

    		return new this.constructor().copy( this );

    	},

    	copy: function ( box ) {

    		this.min.copy( box.min );
    		this.max.copy( box.max );

    		return this;

    	},

    	makeEmpty: function () {

    		this.min.x = this.min.y = + Infinity;
    		this.max.x = this.max.y = - Infinity;

    		return this;

    	},

    	isEmpty: function () {

    		// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes

    		return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );

    	},

    	getCenter: function ( target ) {

    		if ( target === undefined ) {

    			console.warn( 'THREE.Box2: .getCenter() target is now required' );
    			target = new Vector2();

    		}

    		return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );

    	},

    	getSize: function ( target ) {

    		if ( target === undefined ) {

    			console.warn( 'THREE.Box2: .getSize() target is now required' );
    			target = new Vector2();

    		}

    		return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );

    	},

    	expandByPoint: function ( point ) {

    		this.min.min( point );
    		this.max.max( point );

    		return this;

    	},

    	expandByVector: function ( vector ) {

    		this.min.sub( vector );
    		this.max.add( vector );

    		return this;

    	},

    	expandByScalar: function ( scalar ) {

    		this.min.addScalar( - scalar );
    		this.max.addScalar( scalar );

    		return this;

    	},

    	containsPoint: function ( point ) {

    		return point.x < this.min.x || point.x > this.max.x ||
    			point.y < this.min.y || point.y > this.max.y ? false : true;

    	},

    	containsBox: function ( box ) {

    		return this.min.x <= box.min.x && box.max.x <= this.max.x &&
    			this.min.y <= box.min.y && box.max.y <= this.max.y;

    	},

    	getParameter: function ( point, target ) {

    		// This can potentially have a divide by zero if the box
    		// has a size dimension of 0.

    		if ( target === undefined ) {

    			console.warn( 'THREE.Box2: .getParameter() target is now required' );
    			target = new Vector2();

    		}

    		return target.set(
    			( point.x - this.min.x ) / ( this.max.x - this.min.x ),
    			( point.y - this.min.y ) / ( this.max.y - this.min.y )
    		);

    	},

    	intersectsBox: function ( box ) {

    		// using 4 splitting planes to rule out intersections

    		return box.max.x < this.min.x || box.min.x > this.max.x ||
    			box.max.y < this.min.y || box.min.y > this.max.y ? false : true;

    	},

    	clampPoint: function ( point, target ) {

    		if ( target === undefined ) {

    			console.warn( 'THREE.Box2: .clampPoint() target is now required' );
    			target = new Vector2();

    		}

    		return target.copy( point ).clamp( this.min, this.max );

    	},

    	distanceToPoint: function ( point ) {

    		var clampedPoint = _vector$7.copy( point ).clamp( this.min, this.max );
    		return clampedPoint.sub( point ).length();

    	},

    	intersect: function ( box ) {

    		this.min.max( box.min );
    		this.max.min( box.max );

    		return this;

    	},

    	union: function ( box ) {

    		this.min.min( box.min );
    		this.max.max( box.max );

    		return this;

    	},

    	translate: function ( offset ) {

    		this.min.add( offset );
    		this.max.add( offset );

    		return this;

    	},

    	equals: function ( box ) {

    		return box.min.equals( this.min ) && box.max.equals( this.max );

    	}

    } );

    /**
     * @author bhouston / http://clara.io
     */

    var _startP = new Vector3();
    var _startEnd = new Vector3();

    function Line3( start, end ) {

    	this.start = ( start !== undefined ) ? start : new Vector3();
    	this.end = ( end !== undefined ) ? end : new Vector3();

    }

    Object.assign( Line3.prototype, {

    	set: function ( start, end ) {

    		this.start.copy( start );
    		this.end.copy( end );

    		return this;

    	},

    	clone: function () {

    		return new this.constructor().copy( this );

    	},

    	copy: function ( line ) {

    		this.start.copy( line.start );
    		this.end.copy( line.end );

    		return this;

    	},

    	getCenter: function ( target ) {

    		if ( target === undefined ) {

    			console.warn( 'THREE.Line3: .getCenter() target is now required' );
    			target = new Vector3();

    		}

    		return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );

    	},

    	delta: function ( target ) {

    		if ( target === undefined ) {

    			console.warn( 'THREE.Line3: .delta() target is now required' );
    			target = new Vector3();

    		}

    		return target.subVectors( this.end, this.start );

    	},

    	distanceSq: function () {

    		return this.start.distanceToSquared( this.end );

    	},

    	distance: function () {

    		return this.start.distanceTo( this.end );

    	},

    	at: function ( t, target ) {

    		if ( target === undefined ) {

    			console.warn( 'THREE.Line3: .at() target is now required' );
    			target = new Vector3();

    		}

    		return this.delta( target ).multiplyScalar( t ).add( this.start );

    	},

    	closestPointToPointParameter: function ( point, clampToLine ) {

    		_startP.subVectors( point, this.start );
    		_startEnd.subVectors( this.end, this.start );

    		var startEnd2 = _startEnd.dot( _startEnd );
    		var startEnd_startP = _startEnd.dot( _startP );

    		var t = startEnd_startP / startEnd2;

    		if ( clampToLine ) {

    			t = MathUtils.clamp( t, 0, 1 );

    		}

    		return t;

    	},

    	closestPointToPoint: function ( point, clampToLine, target ) {

    		var t = this.closestPointToPointParameter( point, clampToLine );

    		if ( target === undefined ) {

    			console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );
    			target = new Vector3();

    		}

    		return this.delta( target ).multiplyScalar( t ).add( this.start );

    	},

    	applyMatrix4: function ( matrix ) {

    		this.start.applyMatrix4( matrix );
    		this.end.applyMatrix4( matrix );

    		return this;

    	},

    	equals: function ( line ) {

    		return line.start.equals( this.start ) && line.end.equals( this.end );

    	}

    } );

    /**
     * @author alteredq / http://alteredqualia.com/
     */

    function ImmediateRenderObject( material ) {

    	Object3D.call( this );

    	this.material = material;
    	this.render = function ( /* renderCallback */ ) {};

    }

    ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
    ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;

    ImmediateRenderObject.prototype.isImmediateRenderObject = true;

    /**
     * @author alteredq / http://alteredqualia.com/
     * @author mrdoob / http://mrdoob.com/
     * @author WestLangley / http://github.com/WestLangley
     */

    var _vector$8 = new Vector3();

    function SpotLightHelper( light, color ) {

    	Object3D.call( this );

    	this.light = light;
    	this.light.updateMatrixWorld();

    	this.matrix = light.matrixWorld;
    	this.matrixAutoUpdate = false;

    	this.color = color;

    	var geometry = new BufferGeometry();

    	var positions = [
    		0, 0, 0, 	0, 0, 1,
    		0, 0, 0, 	1, 0, 1,
    		0, 0, 0,	- 1, 0, 1,
    		0, 0, 0, 	0, 1, 1,
    		0, 0, 0, 	0, - 1, 1
    	];

    	for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {

    		var p1 = ( i / l ) * Math.PI * 2;
    		var p2 = ( j / l ) * Math.PI * 2;

    		positions.push(
    			Math.cos( p1 ), Math.sin( p1 ), 1,
    			Math.cos( p2 ), Math.sin( p2 ), 1
    		);

    	}

    	geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );

    	var material = new LineBasicMaterial( { fog: false, toneMapped: false } );

    	this.cone = new LineSegments( geometry, material );
    	this.add( this.cone );

    	this.update();

    }

    SpotLightHelper.prototype = Object.create( Object3D.prototype );
    SpotLightHelper.prototype.constructor = SpotLightHelper;

    SpotLightHelper.prototype.dispose = function () {

    	this.cone.geometry.dispose();
    	this.cone.material.dispose();

    };

    SpotLightHelper.prototype.update = function () {

    	this.light.updateMatrixWorld();

    	var coneLength = this.light.distance ? this.light.distance : 1000;
    	var coneWidth = coneLength * Math.tan( this.light.angle );

    	this.cone.scale.set( coneWidth, coneWidth, coneLength );

    	_vector$8.setFromMatrixPosition( this.light.target.matrixWorld );

    	this.cone.lookAt( _vector$8 );

    	if ( this.color !== undefined ) {

    		this.cone.material.color.set( this.color );

    	} else {

    		this.cone.material.color.copy( this.light.color );

    	}

    };

    /**
     * @author Sean Griffin / http://twitter.com/sgrif
     * @author Michael Guerrero / http://realitymeltdown.com
     * @author mrdoob / http://mrdoob.com/
     * @author ikerr / http://verold.com
     * @author Mugen87 / https://github.com/Mugen87
     */

    var _vector$9 = new Vector3();
    var _boneMatrix = new Matrix4();
    var _matrixWorldInv = new Matrix4();

    function getBoneList( object ) {

    	var boneList = [];

    	if ( object && object.isBone ) {

    		boneList.push( object );

    	}

    	for ( var i = 0; i < object.children.length; i ++ ) {

    		boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );

    	}

    	return boneList;

    }

    function SkeletonHelper( object ) {

    	var bones = getBoneList( object );

    	var geometry = new BufferGeometry();

    	var vertices = [];
    	var colors = [];

    	var color1 = new Color( 0, 0, 1 );
    	var color2 = new Color( 0, 1, 0 );

    	for ( var i = 0; i < bones.length; i ++ ) {

    		var bone = bones[ i ];

    		if ( bone.parent && bone.parent.isBone ) {

    			vertices.push( 0, 0, 0 );
    			vertices.push( 0, 0, 0 );
    			colors.push( color1.r, color1.g, color1.b );
    			colors.push( color2.r, color2.g, color2.b );

    		}

    	}

    	geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
    	geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );

    	var material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );

    	LineSegments.call( this, geometry, material );

    	this.root = object;
    	this.bones = bones;

    	this.matrix = object.matrixWorld;
    	this.matrixAutoUpdate = false;

    }

    SkeletonHelper.prototype = Object.create( LineSegments.prototype );
    SkeletonHelper.prototype.constructor = SkeletonHelper;

    SkeletonHelper.prototype.isSkeletonHelper = true;

    SkeletonHelper.prototype.updateMatrixWorld = function ( force ) {

    	var bones = this.bones;

    	var geometry = this.geometry;
    	var position = geometry.getAttribute( 'position' );

    	_matrixWorldInv.getInverse( this.root.matrixWorld );

    	for ( var i = 0, j = 0; i < bones.length; i ++ ) {

    		var bone = bones[ i ];

    		if ( bone.parent && bone.parent.isBone ) {

    			_boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
    			_vector$9.setFromMatrixPosition( _boneMatrix );
    			position.setXYZ( j, _vector$9.x, _vector$9.y, _vector$9.z );

    			_boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
    			_vector$9.setFromMatrixPosition( _boneMatrix );
    			position.setXYZ( j + 1, _vector$9.x, _vector$9.y, _vector$9.z );

    			j += 2;

    		}

    	}

    	geometry.getAttribute( 'position' ).needsUpdate = true;

    	Object3D.prototype.updateMatrixWorld.call( this, force );

    };

    /**
     * @author alteredq / http://alteredqualia.com/
     * @author mrdoob / http://mrdoob.com/
     */

    function PointLightHelper( light, sphereSize, color ) {

    	this.light = light;
    	this.light.updateMatrixWorld();

    	this.color = color;

    	var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
    	var material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );

    	Mesh.call( this, geometry, material );

    	this.matrix = this.light.matrixWorld;
    	this.matrixAutoUpdate = false;

    	this.update();


    	/*
    	var distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
    	var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );

    	this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
    	this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );

    	var d = light.distance;

    	if ( d === 0.0 ) {

    		this.lightDistance.visible = false;

    	} else {

    		this.lightDistance.scale.set( d, d, d );

    	}

    	this.add( this.lightDistance );
    	*/

    }

    PointLightHelper.prototype = Object.create( Mesh.prototype );
    PointLightHelper.prototype.constructor = PointLightHelper;

    PointLightHelper.prototype.dispose = function () {

    	this.geometry.dispose();
    	this.material.dispose();

    };

    PointLightHelper.prototype.update = function () {

    	if ( this.color !== undefined ) {

    		this.material.color.set( this.color );

    	} else {

    		this.material.color.copy( this.light.color );

    	}

    	/*
    	var d = this.light.distance;

    	if ( d === 0.0 ) {

    		this.lightDistance.visible = false;

    	} else {

    		this.lightDistance.visible = true;
    		this.lightDistance.scale.set( d, d, d );

    	}
    	*/

    };

    /**
     * @author alteredq / http://alteredqualia.com/
     * @author mrdoob / http://mrdoob.com/
     * @author Mugen87 / https://github.com/Mugen87
     */

    var _vector$a = new Vector3();
    var _color1 = new Color();
    var _color2 = new Color();

    function HemisphereLightHelper( light, size, color ) {

    	Object3D.call( this );

    	this.light = light;
    	this.light.updateMatrixWorld();

    	this.matrix = light.matrixWorld;
    	this.matrixAutoUpdate = false;

    	this.color = color;

    	var geometry = new OctahedronBufferGeometry( size );
    	geometry.rotateY( Math.PI * 0.5 );

    	this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
    	if ( this.color === undefined ) this.material.vertexColors = true;

    	var position = geometry.getAttribute( 'position' );
    	var colors = new Float32Array( position.count * 3 );

    	geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );

    	this.add( new Mesh( geometry, this.material ) );

    	this.update();

    }

    HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
    HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;

    HemisphereLightHelper.prototype.dispose = function () {

    	this.children[ 0 ].geometry.dispose();
    	this.children[ 0 ].material.dispose();

    };

    HemisphereLightHelper.prototype.update = function () {

    	var mesh = this.children[ 0 ];

    	if ( this.color !== undefined ) {

    		this.material.color.set( this.color );

    	} else {

    		var colors = mesh.geometry.getAttribute( 'color' );

    		_color1.copy( this.light.color );
    		_color2.copy( this.light.groundColor );

    		for ( var i = 0, l = colors.count; i < l; i ++ ) {

    			var color = ( i < ( l / 2 ) ) ? _color1 : _color2;

    			colors.setXYZ( i, color.r, color.g, color.b );

    		}

    		colors.needsUpdate = true;

    	}

    	mesh.lookAt( _vector$a.setFromMatrixPosition( this.light.matrixWorld ).negate() );

    };

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function GridHelper( size, divisions, color1, color2 ) {

    	size = size || 10;
    	divisions = divisions || 10;
    	color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
    	color2 = new Color( color2 !== undefined ? color2 : 0x888888 );

    	var center = divisions / 2;
    	var step = size / divisions;
    	var halfSize = size / 2;

    	var vertices = [], colors = [];

    	for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {

    		vertices.push( - halfSize, 0, k, halfSize, 0, k );
    		vertices.push( k, 0, - halfSize, k, 0, halfSize );

    		var color = i === center ? color1 : color2;

    		color.toArray( colors, j ); j += 3;
    		color.toArray( colors, j ); j += 3;
    		color.toArray( colors, j ); j += 3;
    		color.toArray( colors, j ); j += 3;

    	}

    	var geometry = new BufferGeometry();
    	geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
    	geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );

    	var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );

    	LineSegments.call( this, geometry, material );

    }

    GridHelper.prototype = Object.assign( Object.create( LineSegments.prototype ), {

    	constructor: GridHelper,

    	copy: function ( source ) {

    		LineSegments.prototype.copy.call( this, source );

    		this.geometry.copy( source.geometry );
    		this.material.copy( source.material );

    		return this;

    	},

    	clone: function () {

    		return new this.constructor().copy( this );

    	}

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author Mugen87 / http://github.com/Mugen87
     * @author Hectate / http://www.github.com/Hectate
     */

    function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {

    	radius = radius || 10;
    	radials = radials || 16;
    	circles = circles || 8;
    	divisions = divisions || 64;
    	color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
    	color2 = new Color( color2 !== undefined ? color2 : 0x888888 );

    	var vertices = [];
    	var colors = [];

    	var x, z;
    	var v, i, j, r, color;

    	// create the radials

    	for ( i = 0; i <= radials; i ++ ) {

    		v = ( i / radials ) * ( Math.PI * 2 );

    		x = Math.sin( v ) * radius;
    		z = Math.cos( v ) * radius;

    		vertices.push( 0, 0, 0 );
    		vertices.push( x, 0, z );

    		color = ( i & 1 ) ? color1 : color2;

    		colors.push( color.r, color.g, color.b );
    		colors.push( color.r, color.g, color.b );

    	}

    	// create the circles

    	for ( i = 0; i <= circles; i ++ ) {

    		color = ( i & 1 ) ? color1 : color2;

    		r = radius - ( radius / circles * i );

    		for ( j = 0; j < divisions; j ++ ) {

    			// first vertex

    			v = ( j / divisions ) * ( Math.PI * 2 );

    			x = Math.sin( v ) * r;
    			z = Math.cos( v ) * r;

    			vertices.push( x, 0, z );
    			colors.push( color.r, color.g, color.b );

    			// second vertex

    			v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );

    			x = Math.sin( v ) * r;
    			z = Math.cos( v ) * r;

    			vertices.push( x, 0, z );
    			colors.push( color.r, color.g, color.b );

    		}

    	}

    	var geometry = new BufferGeometry();
    	geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
    	geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );

    	var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );

    	LineSegments.call( this, geometry, material );

    }

    PolarGridHelper.prototype = Object.create( LineSegments.prototype );
    PolarGridHelper.prototype.constructor = PolarGridHelper;

    /**
     * @author alteredq / http://alteredqualia.com/
     * @author mrdoob / http://mrdoob.com/
     * @author WestLangley / http://github.com/WestLangley
     */

    var _v1$5 = new Vector3();
    var _v2$3 = new Vector3();
    var _v3$1 = new Vector3();

    function DirectionalLightHelper( light, size, color ) {

    	Object3D.call( this );

    	this.light = light;
    	this.light.updateMatrixWorld();

    	this.matrix = light.matrixWorld;
    	this.matrixAutoUpdate = false;

    	this.color = color;

    	if ( size === undefined ) size = 1;

    	var geometry = new BufferGeometry();
    	geometry.setAttribute( 'position', new Float32BufferAttribute( [
    		- size, size, 0,
    		size, size, 0,
    		size, - size, 0,
    		- size, - size, 0,
    		- size, size, 0
    	], 3 ) );

    	var material = new LineBasicMaterial( { fog: false, toneMapped: false } );

    	this.lightPlane = new Line( geometry, material );
    	this.add( this.lightPlane );

    	geometry = new BufferGeometry();
    	geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );

    	this.targetLine = new Line( geometry, material );
    	this.add( this.targetLine );

    	this.update();

    }

    DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
    DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;

    DirectionalLightHelper.prototype.dispose = function () {

    	this.lightPlane.geometry.dispose();
    	this.lightPlane.material.dispose();
    	this.targetLine.geometry.dispose();
    	this.targetLine.material.dispose();

    };

    DirectionalLightHelper.prototype.update = function () {

    	_v1$5.setFromMatrixPosition( this.light.matrixWorld );
    	_v2$3.setFromMatrixPosition( this.light.target.matrixWorld );
    	_v3$1.subVectors( _v2$3, _v1$5 );

    	this.lightPlane.lookAt( _v2$3 );

    	if ( this.color !== undefined ) {

    		this.lightPlane.material.color.set( this.color );
    		this.targetLine.material.color.set( this.color );

    	} else {

    		this.lightPlane.material.color.copy( this.light.color );
    		this.targetLine.material.color.copy( this.light.color );

    	}

    	this.targetLine.lookAt( _v2$3 );
    	this.targetLine.scale.z = _v3$1.length();

    };

    /**
     * @author alteredq / http://alteredqualia.com/
     * @author Mugen87 / https://github.com/Mugen87
     *
     *	- shows frustum, line of sight and up of the camera
     *	- suitable for fast updates
     * 	- based on frustum visualization in lightgl.js shadowmap example
     *		http://evanw.github.com/lightgl.js/tests/shadowmap.html
     */

    var _vector$b = new Vector3();
    var _camera = new Camera();

    function CameraHelper( camera ) {

    	var geometry = new BufferGeometry();
    	var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );

    	var vertices = [];
    	var colors = [];

    	var pointMap = {};

    	// colors

    	var colorFrustum = new Color( 0xffaa00 );
    	var colorCone = new Color( 0xff0000 );
    	var colorUp = new Color( 0x00aaff );
    	var colorTarget = new Color( 0xffffff );
    	var colorCross = new Color( 0x333333 );

    	// near

    	addLine( 'n1', 'n2', colorFrustum );
    	addLine( 'n2', 'n4', colorFrustum );
    	addLine( 'n4', 'n3', colorFrustum );
    	addLine( 'n3', 'n1', colorFrustum );

    	// far

    	addLine( 'f1', 'f2', colorFrustum );
    	addLine( 'f2', 'f4', colorFrustum );
    	addLine( 'f4', 'f3', colorFrustum );
    	addLine( 'f3', 'f1', colorFrustum );

    	// sides

    	addLine( 'n1', 'f1', colorFrustum );
    	addLine( 'n2', 'f2', colorFrustum );
    	addLine( 'n3', 'f3', colorFrustum );
    	addLine( 'n4', 'f4', colorFrustum );

    	// cone

    	addLine( 'p', 'n1', colorCone );
    	addLine( 'p', 'n2', colorCone );
    	addLine( 'p', 'n3', colorCone );
    	addLine( 'p', 'n4', colorCone );

    	// up

    	addLine( 'u1', 'u2', colorUp );
    	addLine( 'u2', 'u3', colorUp );
    	addLine( 'u3', 'u1', colorUp );

    	// target

    	addLine( 'c', 't', colorTarget );
    	addLine( 'p', 'c', colorCross );

    	// cross

    	addLine( 'cn1', 'cn2', colorCross );
    	addLine( 'cn3', 'cn4', colorCross );

    	addLine( 'cf1', 'cf2', colorCross );
    	addLine( 'cf3', 'cf4', colorCross );

    	function addLine( a, b, color ) {

    		addPoint( a, color );
    		addPoint( b, color );

    	}

    	function addPoint( id, color ) {

    		vertices.push( 0, 0, 0 );
    		colors.push( color.r, color.g, color.b );

    		if ( pointMap[ id ] === undefined ) {

    			pointMap[ id ] = [];

    		}

    		pointMap[ id ].push( ( vertices.length / 3 ) - 1 );

    	}

    	geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
    	geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );

    	LineSegments.call( this, geometry, material );

    	this.camera = camera;
    	if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();

    	this.matrix = camera.matrixWorld;
    	this.matrixAutoUpdate = false;

    	this.pointMap = pointMap;

    	this.update();

    }

    CameraHelper.prototype = Object.create( LineSegments.prototype );
    CameraHelper.prototype.constructor = CameraHelper;

    CameraHelper.prototype.update = function () {

    	var geometry = this.geometry;
    	var pointMap = this.pointMap;

    	var w = 1, h = 1;

    	// we need just camera projection matrix inverse
    	// world matrix must be identity

    	_camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );

    	// center / target

    	setPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );
    	setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );

    	// near

    	setPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );
    	setPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );
    	setPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );
    	setPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );

    	// far

    	setPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );
    	setPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );
    	setPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );
    	setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );

    	// up

    	setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );
    	setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );
    	setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );

    	// cross

    	setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );
    	setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );
    	setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );
    	setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );

    	setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );
    	setPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );
    	setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );
    	setPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );

    	geometry.getAttribute( 'position' ).needsUpdate = true;

    };

    function setPoint( point, pointMap, geometry, camera, x, y, z ) {

    	_vector$b.set( x, y, z ).unproject( camera );

    	var points = pointMap[ point ];

    	if ( points !== undefined ) {

    		var position = geometry.getAttribute( 'position' );

    		for ( var i = 0, l = points.length; i < l; i ++ ) {

    			position.setXYZ( points[ i ], _vector$b.x, _vector$b.y, _vector$b.z );

    		}

    	}

    }

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author Mugen87 / http://github.com/Mugen87
     */

    var _box$3 = new Box3();

    function BoxHelper( object, color ) {

    	this.object = object;

    	if ( color === undefined ) color = 0xffff00;

    	var indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );
    	var positions = new Float32Array( 8 * 3 );

    	var geometry = new BufferGeometry();
    	geometry.setIndex( new BufferAttribute( indices, 1 ) );
    	geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );

    	LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );

    	this.matrixAutoUpdate = false;

    	this.update();

    }

    BoxHelper.prototype = Object.create( LineSegments.prototype );
    BoxHelper.prototype.constructor = BoxHelper;

    BoxHelper.prototype.update = function ( object ) {

    	if ( object !== undefined ) {

    		console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );

    	}

    	if ( this.object !== undefined ) {

    		_box$3.setFromObject( this.object );

    	}

    	if ( _box$3.isEmpty() ) return;

    	var min = _box$3.min;
    	var max = _box$3.max;

    	/*
    	  5____4
    	1/___0/|
    	| 6__|_7
    	2/___3/

    	0: max.x, max.y, max.z
    	1: min.x, max.y, max.z
    	2: min.x, min.y, max.z
    	3: max.x, min.y, max.z
    	4: max.x, max.y, min.z
    	5: min.x, max.y, min.z
    	6: min.x, min.y, min.z
    	7: max.x, min.y, min.z
    	*/

    	var position = this.geometry.attributes.position;
    	var array = position.array;

    	array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
    	array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
    	array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
    	array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
    	array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
    	array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
    	array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
    	array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;

    	position.needsUpdate = true;

    	this.geometry.computeBoundingSphere();


    };

    BoxHelper.prototype.setFromObject = function ( object ) {

    	this.object = object;
    	this.update();

    	return this;

    };

    BoxHelper.prototype.copy = function ( source ) {

    	LineSegments.prototype.copy.call( this, source );

    	this.object = source.object;

    	return this;

    };

    BoxHelper.prototype.clone = function () {

    	return new this.constructor().copy( this );

    };

    /**
     * @author WestLangley / http://github.com/WestLangley
     */

    function Box3Helper( box, color ) {

    	this.type = 'Box3Helper';

    	this.box = box;

    	color = color || 0xffff00;

    	var indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );

    	var positions = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, - 1, - 1, 1, - 1, - 1, - 1, - 1, 1, - 1, - 1 ];

    	var geometry = new BufferGeometry();

    	geometry.setIndex( new BufferAttribute( indices, 1 ) );

    	geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );

    	LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );

    	this.geometry.computeBoundingSphere();

    }

    Box3Helper.prototype = Object.create( LineSegments.prototype );
    Box3Helper.prototype.constructor = Box3Helper;

    Box3Helper.prototype.updateMatrixWorld = function ( force ) {

    	var box = this.box;

    	if ( box.isEmpty() ) return;

    	box.getCenter( this.position );

    	box.getSize( this.scale );

    	this.scale.multiplyScalar( 0.5 );

    	Object3D.prototype.updateMatrixWorld.call( this, force );

    };

    /**
     * @author WestLangley / http://github.com/WestLangley
     */

    function PlaneHelper( plane, size, hex ) {

    	this.type = 'PlaneHelper';

    	this.plane = plane;

    	this.size = ( size === undefined ) ? 1 : size;

    	var color = ( hex !== undefined ) ? hex : 0xffff00;

    	var positions = [ 1, - 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0 ];

    	var geometry = new BufferGeometry();
    	geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
    	geometry.computeBoundingSphere();

    	Line.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );

    	//

    	var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];

    	var geometry2 = new BufferGeometry();
    	geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
    	geometry2.computeBoundingSphere();

    	this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );

    }

    PlaneHelper.prototype = Object.create( Line.prototype );
    PlaneHelper.prototype.constructor = PlaneHelper;

    PlaneHelper.prototype.updateMatrixWorld = function ( force ) {

    	var scale = - this.plane.constant;

    	if ( Math.abs( scale ) < 1e-8 ) scale = 1e-8; // sign does not matter

    	this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );

    	this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here

    	this.lookAt( this.plane.normal );

    	Object3D.prototype.updateMatrixWorld.call( this, force );

    };

    /**
     * @author WestLangley / http://github.com/WestLangley
     * @author zz85 / http://github.com/zz85
     * @author bhouston / http://clara.io
     *
     * Creates an arrow for visualizing directions
     *
     * Parameters:
     *  dir - Vector3
     *  origin - Vector3
     *  length - Number
     *  color - color in hex value
     *  headLength - Number
     *  headWidth - Number
     */

    var _axis = new Vector3();
    var _lineGeometry, _coneGeometry;

    function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {

    	// dir is assumed to be normalized

    	Object3D.call( this );

    	if ( dir === undefined ) dir = new Vector3( 0, 0, 1 );
    	if ( origin === undefined ) origin = new Vector3( 0, 0, 0 );
    	if ( length === undefined ) length = 1;
    	if ( color === undefined ) color = 0xffff00;
    	if ( headLength === undefined ) headLength = 0.2 * length;
    	if ( headWidth === undefined ) headWidth = 0.2 * headLength;

    	if ( _lineGeometry === undefined ) {

    		_lineGeometry = new BufferGeometry();
    		_lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );

    		_coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
    		_coneGeometry.translate( 0, - 0.5, 0 );

    	}

    	this.position.copy( origin );

    	this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
    	this.line.matrixAutoUpdate = false;
    	this.add( this.line );

    	this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );
    	this.cone.matrixAutoUpdate = false;
    	this.add( this.cone );

    	this.setDirection( dir );
    	this.setLength( length, headLength, headWidth );

    }

    ArrowHelper.prototype = Object.create( Object3D.prototype );
    ArrowHelper.prototype.constructor = ArrowHelper;

    ArrowHelper.prototype.setDirection = function ( dir ) {

    	// dir is assumed to be normalized

    	if ( dir.y > 0.99999 ) {

    		this.quaternion.set( 0, 0, 0, 1 );

    	} else if ( dir.y < - 0.99999 ) {

    		this.quaternion.set( 1, 0, 0, 0 );

    	} else {

    		_axis.set( dir.z, 0, - dir.x ).normalize();

    		var radians = Math.acos( dir.y );

    		this.quaternion.setFromAxisAngle( _axis, radians );

    	}

    };

    ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {

    	if ( headLength === undefined ) headLength = 0.2 * length;
    	if ( headWidth === undefined ) headWidth = 0.2 * headLength;

    	this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
    	this.line.updateMatrix();

    	this.cone.scale.set( headWidth, headLength, headWidth );
    	this.cone.position.y = length;
    	this.cone.updateMatrix();

    };

    ArrowHelper.prototype.setColor = function ( color ) {

    	this.line.material.color.set( color );
    	this.cone.material.color.set( color );

    };

    ArrowHelper.prototype.copy = function ( source ) {

    	Object3D.prototype.copy.call( this, source, false );

    	this.line.copy( source.line );
    	this.cone.copy( source.cone );

    	return this;

    };

    ArrowHelper.prototype.clone = function () {

    	return new this.constructor().copy( this );

    };

    /**
     * @author sroucheray / http://sroucheray.org/
     * @author mrdoob / http://mrdoob.com/
     */

    function AxesHelper( size ) {

    	size = size || 1;

    	var vertices = [
    		0, 0, 0,	size, 0, 0,
    		0, 0, 0,	0, size, 0,
    		0, 0, 0,	0, 0, size
    	];

    	var colors = [
    		1, 0, 0,	1, 0.6, 0,
    		0, 1, 0,	0.6, 1, 0,
    		0, 0, 1,	0, 0.6, 1
    	];

    	var geometry = new BufferGeometry();
    	geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
    	geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );

    	var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );

    	LineSegments.call( this, geometry, material );

    }

    AxesHelper.prototype = Object.create( LineSegments.prototype );
    AxesHelper.prototype.constructor = AxesHelper;

    /**
     * @author Emmett Lalish / elalish
     *
     * This class generates a Prefiltered, Mipmapped Radiance Environment Map
     * (PMREM) from a cubeMap environment texture. This allows different levels of
     * blur to be quickly accessed based on material roughness. It is packed into a
     * special CubeUV format that allows us to perform custom interpolation so that
     * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
     * chain, it only goes down to the LOD_MIN level (above), and then creates extra
     * even more filtered 'mips' at the same LOD_MIN resolution, associated with
     * higher roughness levels. In this way we maintain resolution to smoothly
     * interpolate diffuse lighting while limiting sampling computation.
     */

    var LOD_MIN = 4;
    var LOD_MAX = 8;
    var SIZE_MAX = Math.pow( 2, LOD_MAX );
    // The standard deviations (radians) associated with the extra mips. These are
    // chosen to approximate a Trowbridge-Reitz distribution function times the
    // geometric shadowing function. These sigma values squared must match the
    // variance #defines in cube_uv_reflection_fragment.glsl.js.
    var EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];
    var TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;
    // The maximum length of the blur for loop. Smaller sigmas will use fewer
    // samples and exit early, but not recompile the shader.
    var MAX_SAMPLES = 20;
    var ENCODINGS = {
    	[ LinearEncoding ]: 0,
    	[ sRGBEncoding ]: 1,
    	[ RGBEEncoding ]: 2,
    	[ RGBM7Encoding ]: 3,
    	[ RGBM16Encoding ]: 4,
    	[ RGBDEncoding ]: 5,
    	[ GammaEncoding ]: 6
    };

    var _flatCamera = new OrthographicCamera();
    var _blurMaterial = _getBlurShader( MAX_SAMPLES );
    var _equirectShader = null;
    var _cubemapShader = null;

    var { _lodPlanes, _sizeLods, _sigmas } = _createPlanes();
    var _pingPongRenderTarget = null;
    var _renderer = null;

    var _oldTarget = null;

    // Golden Ratio
    var PHI = ( 1 + Math.sqrt( 5 ) ) / 2;
    var INV_PHI = 1 / PHI;
    // Vertices of a dodecahedron (except the opposites, which represent the
    // same axis), used as axis directions evenly spread on a sphere.
    var _axisDirections = [
    	new Vector3( 1, 1, 1 ),
    	new Vector3( - 1, 1, 1 ),
    	new Vector3( 1, 1, - 1 ),
    	new Vector3( - 1, 1, - 1 ),
    	new Vector3( 0, PHI, INV_PHI ),
    	new Vector3( 0, PHI, - INV_PHI ),
    	new Vector3( INV_PHI, 0, PHI ),
    	new Vector3( - INV_PHI, 0, PHI ),
    	new Vector3( PHI, INV_PHI, 0 ),
    	new Vector3( - PHI, INV_PHI, 0 ) ];

    function PMREMGenerator( renderer ) {

    	_renderer = renderer;
    	_compileMaterial( _blurMaterial );

    }

    PMREMGenerator.prototype = {

    	constructor: PMREMGenerator,

    	/**
    	 * Generates a PMREM from a supplied Scene, which can be faster than using an
    	 * image if networking bandwidth is low. Optional sigma specifies a blur radius
    	 * in radians to be applied to the scene before PMREM generation. Optional near
    	 * and far planes ensure the scene is rendered in its entirety (the cubeCamera
    	 * is placed at the origin).
    	 */
    	fromScene: function ( scene, sigma = 0, near = 0.1, far = 100 ) {

    		_oldTarget = _renderer.getRenderTarget();
    		var cubeUVRenderTarget = _allocateTargets();
    		_sceneToCubeUV( scene, near, far, cubeUVRenderTarget );
    		if ( sigma > 0 ) {

    			_blur( cubeUVRenderTarget, 0, 0, sigma );

    		}
    		_applyPMREM( cubeUVRenderTarget );
    		_cleanup( cubeUVRenderTarget );

    		return cubeUVRenderTarget;

    	},

    	/**
    	 * Generates a PMREM from an equirectangular texture, which can be either LDR
    	 * (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512),
    	 * as this matches best with the 256 x 256 cubemap output.
    	 */
    	fromEquirectangular: function ( equirectangular ) {

    		equirectangular.magFilter = NearestFilter;
    		equirectangular.minFilter = NearestFilter;
    		equirectangular.generateMipmaps = false;

    		return this.fromCubemap( equirectangular );

    	},

    	/**
    	 * Generates a PMREM from an cubemap texture, which can be either LDR
    	 * (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256,
    	 * as this matches best with the 256 x 256 cubemap output.
    	 */
    	fromCubemap: function ( cubemap ) {

    		_oldTarget = _renderer.getRenderTarget();
    		var cubeUVRenderTarget = _allocateTargets( cubemap );
    		_textureToCubeUV( cubemap, cubeUVRenderTarget );
    		_applyPMREM( cubeUVRenderTarget );
    		_cleanup( cubeUVRenderTarget );

    		return cubeUVRenderTarget;

    	},

    	/**
    	 * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
    	 * your texture's network fetch for increased concurrency.
    	 */
    	compileCubemapShader: function () {

    		if ( _cubemapShader == null ) {

    			_cubemapShader = _getCubemapShader();
    			_compileMaterial( _cubemapShader );

    		}

    	},

    	/**
    	 * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
    	 * your texture's network fetch for increased concurrency.
    	 */
    	compileEquirectangularShader: function () {

    		if ( _equirectShader == null ) {

    			_equirectShader = _getEquirectShader();
    			_compileMaterial( _equirectShader );

    		}

    	},

    	/**
    	 * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
    	 * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
    	 * one of them will cause any others to also become unusable.
    	 */
    	dispose: function () {

    		_blurMaterial.dispose();

    		if ( _cubemapShader != null ) _cubemapShader.dispose();
    		if ( _equirectShader != null ) _equirectShader.dispose();

    		for ( var i = 0; i < _lodPlanes.length; i ++ ) {

    			_lodPlanes[ i ].dispose();

    		}

    	},

    };

    function _createPlanes() {

    	var _lodPlanes = [];
    	var _sizeLods = [];
    	var _sigmas = [];

    	var lod = LOD_MAX;
    	for ( var i = 0; i < TOTAL_LODS; i ++ ) {

    		var sizeLod = Math.pow( 2, lod );
    		_sizeLods.push( sizeLod );
    		var sigma = 1.0 / sizeLod;
    		if ( i > LOD_MAX - LOD_MIN ) {

    			sigma = EXTRA_LOD_SIGMA[ i - LOD_MAX + LOD_MIN - 1 ];

    		} else if ( i == 0 ) {

    			sigma = 0;

    		}
    		_sigmas.push( sigma );

    		var texelSize = 1.0 / ( sizeLod - 1 );
    		var min = - texelSize / 2;
    		var max = 1 + texelSize / 2;
    		var uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];

    		var cubeFaces = 6;
    		var vertices = 6;
    		var positionSize = 3;
    		var uvSize = 2;
    		var faceIndexSize = 1;

    		var position = new Float32Array( positionSize * vertices * cubeFaces );
    		var uv = new Float32Array( uvSize * vertices * cubeFaces );
    		var faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );

    		for ( var face = 0; face < cubeFaces; face ++ ) {

    			var x = ( face % 3 ) * 2 / 3 - 1;
    			var y = face > 2 ? 0 : - 1;
    			var coordinates = [
    				x, y, 0,
    				x + 2 / 3, y, 0,
    				x + 2 / 3, y + 1, 0,
    				x, y, 0,
    				x + 2 / 3, y + 1, 0,
    				x, y + 1, 0
    			];
    			position.set( coordinates, positionSize * vertices * face );
    			uv.set( uv1, uvSize * vertices * face );
    			var fill = [ face, face, face, face, face, face ];
    			faceIndex.set( fill, faceIndexSize * vertices * face );

    		}
    		var planes = new BufferGeometry();
    		planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );
    		planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );
    		planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );
    		_lodPlanes.push( planes );

    		if ( lod > LOD_MIN ) {

    			lod --;

    		}

    	}
    	return { _lodPlanes, _sizeLods, _sigmas };

    }

    function _allocateTargets( equirectangular ) {

    	var params = {
    		magFilter: NearestFilter,
    		minFilter: NearestFilter,
    		generateMipmaps: false,
    		type: equirectangular ? equirectangular.type : UnsignedByteType,
    		format: equirectangular ? equirectangular.format : RGBEFormat,
    		encoding: equirectangular ? equirectangular.encoding : RGBEEncoding,
    		depthBuffer: false,
    		stencilBuffer: false
    	};
    	var cubeUVRenderTarget = _createRenderTarget( params );
    	cubeUVRenderTarget.depthBuffer = equirectangular ? false : true;
    	_pingPongRenderTarget = _createRenderTarget( params );
    	return cubeUVRenderTarget;

    }

    function _cleanup( outputTarget ) {

    	_pingPongRenderTarget.dispose();
    	_renderer.setRenderTarget( _oldTarget );
    	outputTarget.scissorTest = false;
    	// reset viewport and scissor
    	outputTarget.setSize( outputTarget.width, outputTarget.height );

    }

    function _sceneToCubeUV( scene, near, far, cubeUVRenderTarget ) {

    	var fov = 90;
    	var aspect = 1;
    	var cubeCamera = new PerspectiveCamera( fov, aspect, near, far );
    	var upSign = [ 1, 1, 1, 1, - 1, 1 ];
    	var forwardSign = [ 1, 1, - 1, - 1, - 1, 1 ];

    	var outputEncoding = _renderer.outputEncoding;
    	var toneMapping = _renderer.toneMapping;
    	var toneMappingExposure = _renderer.toneMappingExposure;
    	var clearColor = _renderer.getClearColor();
    	var clearAlpha = _renderer.getClearAlpha();

    	_renderer.toneMapping = LinearToneMapping;
    	_renderer.toneMappingExposure = 1.0;
    	_renderer.outputEncoding = LinearEncoding;
    	scene.scale.z *= - 1;

    	var background = scene.background;
    	if ( background && background.isColor ) {

    		background.convertSRGBToLinear();
    		// Convert linear to RGBE
    		var maxComponent = Math.max( background.r, background.g, background.b );
    		var fExp = Math.min( Math.max( Math.ceil( Math.log2( maxComponent ) ), - 128.0 ), 127.0 );
    		background = background.multiplyScalar( Math.pow( 2.0, - fExp ) );
    		var alpha = ( fExp + 128.0 ) / 255.0;
    		_renderer.setClearColor( background, alpha );
    		scene.background = null;

    	}

    	for ( var i = 0; i < 6; i ++ ) {

    		var col = i % 3;
    		if ( col == 0 ) {

    			cubeCamera.up.set( 0, upSign[ i ], 0 );
    			cubeCamera.lookAt( forwardSign[ i ], 0, 0 );

    		} else if ( col == 1 ) {

    			cubeCamera.up.set( 0, 0, upSign[ i ] );
    			cubeCamera.lookAt( 0, forwardSign[ i ], 0 );

    		} else {

    			cubeCamera.up.set( 0, upSign[ i ], 0 );
    			cubeCamera.lookAt( 0, 0, forwardSign[ i ] );

    		}
    		_setViewport( cubeUVRenderTarget,
    			col * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX );
    		_renderer.setRenderTarget( cubeUVRenderTarget );
    		_renderer.render( scene, cubeCamera );

    	}

    	_renderer.toneMapping = toneMapping;
    	_renderer.toneMappingExposure = toneMappingExposure;
    	_renderer.outputEncoding = outputEncoding;
    	_renderer.setClearColor( clearColor, clearAlpha );
    	scene.scale.z *= - 1;

    }

    function _textureToCubeUV( texture, cubeUVRenderTarget ) {

    	var scene = new Scene();
    	if ( texture.isCubeTexture ) {

    		if ( _cubemapShader == null ) {

    			_cubemapShader = _getCubemapShader();

    		}

    	} else {

    		if ( _equirectShader == null ) {

    			_equirectShader = _getEquirectShader();

    		}

    	}
    	var material = texture.isCubeTexture ? _cubemapShader : _equirectShader;
    	scene.add( new Mesh( _lodPlanes[ 0 ], material ) );
    	var uniforms = material.uniforms;

    	uniforms[ 'envMap' ].value = texture;
    	if ( ! texture.isCubeTexture ) {

    		uniforms[ 'texelSize' ].value.set( 1.0 / texture.image.width, 1.0 / texture.image.height );

    	}
    	uniforms[ 'inputEncoding' ].value = ENCODINGS[ texture.encoding ];
    	uniforms[ 'outputEncoding' ].value = ENCODINGS[ texture.encoding ];

    	_setViewport( cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX );
    	_renderer.setRenderTarget( cubeUVRenderTarget );
    	_renderer.render( scene, _flatCamera );

    }

    function _compileMaterial( material ) {

    	var tmpScene = new Scene();
    	tmpScene.add( new Mesh( _lodPlanes[ 0 ], material ) );
    	_renderer.compile( tmpScene, _flatCamera );

    }

    function _createRenderTarget( params ) {

    	var cubeUVRenderTarget = new WebGLRenderTarget( 3 * SIZE_MAX, 3 * SIZE_MAX, params );
    	cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
    	cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
    	cubeUVRenderTarget.scissorTest = true;
    	return cubeUVRenderTarget;

    }

    function _setViewport( target, x, y, width, height ) {

    	target.viewport.set( x, y, width, height );
    	target.scissor.set( x, y, width, height );

    }

    function _applyPMREM( cubeUVRenderTarget ) {

    	var autoClear = _renderer.autoClear;
    	_renderer.autoClear = false;

    	for ( var i = 1; i < TOTAL_LODS; i ++ ) {

    		var sigma = Math.sqrt(
    			_sigmas[ i ] * _sigmas[ i ] -
    		_sigmas[ i - 1 ] * _sigmas[ i - 1 ] );
    		var poleAxis =
    		_axisDirections[ ( i - 1 ) % _axisDirections.length ];
    		_blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );

    	}

    	_renderer.autoClear = autoClear;

    }

    /**
     * This is a two-pass Gaussian blur for a cubemap. Normally this is done
     * vertically and horizontally, but this breaks down on a cube. Here we apply
     * the blur latitudinally (around the poles), and then longitudinally (towards
     * the poles) to approximate the orthogonally-separable blur. It is least
     * accurate at the poles, but still does a decent job.
     */
    function _blur( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {

    	_halfBlur(
    		cubeUVRenderTarget,
    		_pingPongRenderTarget,
    		lodIn,
    		lodOut,
    		sigma,
    		'latitudinal',
    		poleAxis );

    	_halfBlur(
    		_pingPongRenderTarget,
    		cubeUVRenderTarget,
    		lodOut,
    		lodOut,
    		sigma,
    		'longitudinal',
    		poleAxis );

    }

    function _halfBlur( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {

    	if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {

    		console.error(
    			'blur direction must be either latitudinal or longitudinal!' );

    	}

    	// Number of standard deviations at which to cut off the discrete approximation.
    	var STANDARD_DEVIATIONS = 3;

    	var blurScene = new Scene();
    	blurScene.add( new Mesh( _lodPlanes[ lodOut ], _blurMaterial ) );
    	var blurUniforms = _blurMaterial.uniforms;

    	var pixels = _sizeLods[ lodIn ] - 1;
    	var radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );
    	var sigmaPixels = sigmaRadians / radiansPerPixel;
    	var samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;

    	if ( samples > MAX_SAMPLES ) {

    		console.warn( `sigmaRadians, ${
			sigmaRadians}, is too large and will clip, as it requested ${
			samples} samples when the maximum is set to ${MAX_SAMPLES}` );

    	}

    	var weights = [];
    	var sum = 0;

    	for ( var i = 0; i < MAX_SAMPLES; ++ i ) {

    		var x = i / sigmaPixels;
    		var weight = Math.exp( - x * x / 2 );
    		weights.push( weight );

    		if ( i == 0 ) {

    			sum += weight;

    		} else if ( i < samples ) {

    			sum += 2 * weight;

    		}

    	}

    	for ( var i = 0; i < weights.length; i ++ ) {

    		weights[ i ] = weights[ i ] / sum;

    	}

    	blurUniforms[ 'envMap' ].value = targetIn.texture;
    	blurUniforms[ 'samples' ].value = samples;
    	blurUniforms[ 'weights' ].value = weights;
    	blurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';
    	if ( poleAxis ) {

    		blurUniforms[ 'poleAxis' ].value = poleAxis;

    	}
    	blurUniforms[ 'dTheta' ].value = radiansPerPixel;
    	blurUniforms[ 'mipInt' ].value = LOD_MAX - lodIn;
    	blurUniforms[ 'inputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
    	blurUniforms[ 'outputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];

    	var outputSize = _sizeLods[ lodOut ];
    	var x = 3 * Math.max( 0, SIZE_MAX - 2 * outputSize );
    	var y = ( lodOut === 0 ? 0 : 2 * SIZE_MAX ) +
    	2 * outputSize *
    		( lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0 );

    	_setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );
    	_renderer.setRenderTarget( targetOut );
    	_renderer.render( blurScene, _flatCamera );

    }

    function _getBlurShader( maxSamples ) {

    	var weights = new Float32Array( maxSamples );
    	var poleAxis = new Vector3( 0, 1, 0 );
    	var shaderMaterial = new RawShaderMaterial( {

    		defines: { 'n': maxSamples },

    		uniforms: {
    			'envMap': { value: null },
    			'samples': { value: 1 },
    			'weights': { value: weights },
    			'latitudinal': { value: false },
    			'dTheta': { value: 0 },
    			'mipInt': { value: 0 },
    			'poleAxis': { value: poleAxis },
    			'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
    			'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
    		},

    		vertexShader: _getCommonVertexShader(),

    		fragmentShader: `
precision mediump float;
precision mediump int;
varying vec3 vOutputDirection;
uniform sampler2D envMap;
uniform int samples;
uniform float weights[n];
uniform bool latitudinal;
uniform float dTheta;
uniform float mipInt;
uniform vec3 poleAxis;

${_getEncodings()}

#define ENVMAP_TYPE_CUBE_UV
#include <cube_uv_reflection_fragment>

vec3 getSample(float theta, vec3 axis) {
	float cosTheta = cos(theta);
	// Rodrigues' axis-angle rotation
	vec3 sampleDirection = vOutputDirection * cosTheta
		+ cross(axis, vOutputDirection) * sin(theta)
		+ axis * dot(axis, vOutputDirection) * (1.0 - cosTheta);
	return bilinearCubeUV(envMap, sampleDirection, mipInt);
}

void main() {
	vec3 axis = latitudinal ? poleAxis : cross(poleAxis, vOutputDirection);
	if (all(equal(axis, vec3(0.0))))
		axis = vec3(vOutputDirection.z, 0.0, - vOutputDirection.x);
	axis = normalize(axis);
	gl_FragColor = vec4(0.0);
	gl_FragColor.rgb += weights[0] * getSample(0.0, axis);
	for (int i = 1; i < n; i++) {
		if (i >= samples)
			break;
		float theta = dTheta * float(i);
		gl_FragColor.rgb += weights[i] * getSample(-1.0 * theta, axis);
		gl_FragColor.rgb += weights[i] * getSample(theta, axis);
	}
	gl_FragColor = linearToOutputTexel(gl_FragColor);
}
		`,

    		blending: NoBlending,
    		depthTest: false,
    		depthWrite: false

    	} );

    	shaderMaterial.type = 'SphericalGaussianBlur';

    	return shaderMaterial;

    }

    function _getEquirectShader() {

    	var texelSize = new Vector2( 1, 1 );
    	var shaderMaterial = new RawShaderMaterial( {

    		uniforms: {
    			'envMap': { value: null },
    			'texelSize': { value: texelSize },
    			'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
    			'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
    		},

    		vertexShader: _getCommonVertexShader(),

    		fragmentShader: `
precision mediump float;
precision mediump int;
varying vec3 vOutputDirection;
uniform sampler2D envMap;
uniform vec2 texelSize;

${_getEncodings()}

#define RECIPROCAL_PI 0.31830988618
#define RECIPROCAL_PI2 0.15915494

void main() {
	gl_FragColor = vec4(0.0);
	vec3 outputDirection = normalize(vOutputDirection);
	vec2 uv;
	uv.y = asin(clamp(outputDirection.y, -1.0, 1.0)) * RECIPROCAL_PI + 0.5;
	uv.x = atan(outputDirection.z, outputDirection.x) * RECIPROCAL_PI2 + 0.5;
	vec2 f = fract(uv / texelSize - 0.5);
	uv -= f * texelSize;
	vec3 tl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;
	uv.x += texelSize.x;
	vec3 tr = envMapTexelToLinear(texture2D(envMap, uv)).rgb;
	uv.y += texelSize.y;
	vec3 br = envMapTexelToLinear(texture2D(envMap, uv)).rgb;
	uv.x -= texelSize.x;
	vec3 bl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;
	vec3 tm = mix(tl, tr, f.x);
	vec3 bm = mix(bl, br, f.x);
	gl_FragColor.rgb = mix(tm, bm, f.y);
	gl_FragColor = linearToOutputTexel(gl_FragColor);
}
		`,

    		blending: NoBlending,
    		depthTest: false,
    		depthWrite: false

    	} );

    	shaderMaterial.type = 'EquirectangularToCubeUV';

    	return shaderMaterial;

    }

    function _getCubemapShader() {

    	var shaderMaterial = new RawShaderMaterial( {

    		uniforms: {
    			'envMap': { value: null },
    			'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
    			'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
    		},

    		vertexShader: _getCommonVertexShader(),

    		fragmentShader: `
precision mediump float;
precision mediump int;
varying vec3 vOutputDirection;
uniform samplerCube envMap;

${_getEncodings()}

void main() {
	gl_FragColor = vec4(0.0);
	gl_FragColor.rgb = envMapTexelToLinear(textureCube(envMap, vec3( - vOutputDirection.x, vOutputDirection.yz ))).rgb;
	gl_FragColor = linearToOutputTexel(gl_FragColor);
}
		`,

    		blending: NoBlending,
    		depthTest: false,
    		depthWrite: false

    	} );

    	shaderMaterial.type = 'CubemapToCubeUV';

    	return shaderMaterial;

    }

    function _getCommonVertexShader() {

    	return `
precision mediump float;
precision mediump int;
attribute vec3 position;
attribute vec2 uv;
attribute float faceIndex;
varying vec3 vOutputDirection;
vec3 getDirection(vec2 uv, float face) {
	uv = 2.0 * uv - 1.0;
	vec3 direction = vec3(uv, 1.0);
	if (face == 0.0) {
		direction = direction.zyx;
		direction.z *= -1.0;
	} else if (face == 1.0) {
		direction = direction.xzy;
		direction.z *= -1.0;
	} else if (face == 3.0) {
		direction = direction.zyx;
		direction.x *= -1.0;
	} else if (face == 4.0) {
		direction = direction.xzy;
		direction.y *= -1.0;
	} else if (face == 5.0) {
		direction.xz *= -1.0;
	}
	return direction;
}
void main() {
	vOutputDirection = getDirection(uv, faceIndex);
	gl_Position = vec4( position, 1.0 );
}
	`;

    }

    function _getEncodings() {

    	return `
uniform int inputEncoding;
uniform int outputEncoding;

#include <encodings_pars_fragment>

vec4 inputTexelToLinear(vec4 value){
	if(inputEncoding == 0){
		return value;
	}else if(inputEncoding == 1){
		return sRGBToLinear(value);
	}else if(inputEncoding == 2){
		return RGBEToLinear(value);
	}else if(inputEncoding == 3){
		return RGBMToLinear(value, 7.0);
	}else if(inputEncoding == 4){
		return RGBMToLinear(value, 16.0);
	}else if(inputEncoding == 5){
		return RGBDToLinear(value, 256.0);
	}else{
		return GammaToLinear(value, 2.2);
	}
}

vec4 linearToOutputTexel(vec4 value){
	if(outputEncoding == 0){
		return value;
	}else if(outputEncoding == 1){
		return LinearTosRGB(value);
	}else if(outputEncoding == 2){
		return LinearToRGBE(value);
	}else if(outputEncoding == 3){
		return LinearToRGBM(value, 7.0);
	}else if(outputEncoding == 4){
		return LinearToRGBM(value, 16.0);
	}else if(outputEncoding == 5){
		return LinearToRGBD(value, 256.0);
	}else{
		return LinearToGamma(value, 2.2);
	}
}

vec4 envMapTexelToLinear(vec4 color) {
	return inputTexelToLinear(color);
}
	`;

    }

    //

    Curve.create = function ( construct, getPoint ) {

    	console.log( 'THREE.Curve.create() has been deprecated' );

    	construct.prototype = Object.create( Curve.prototype );
    	construct.prototype.constructor = construct;
    	construct.prototype.getPoint = getPoint;

    	return construct;

    };

    //

    Object.assign( CurvePath.prototype, {

    	createPointsGeometry: function ( divisions ) {

    		console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );

    		// generate geometry from path points (for Line or Points objects)

    		var pts = this.getPoints( divisions );
    		return this.createGeometry( pts );

    	},

    	createSpacedPointsGeometry: function ( divisions ) {

    		console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );

    		// generate geometry from equidistant sampling along the path

    		var pts = this.getSpacedPoints( divisions );
    		return this.createGeometry( pts );

    	},

    	createGeometry: function ( points ) {

    		console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );

    		var geometry = new Geometry();

    		for ( var i = 0, l = points.length; i < l; i ++ ) {

    			var point = points[ i ];
    			geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );

    		}

    		return geometry;

    	}

    } );

    //

    Object.assign( Path.prototype, {

    	fromPoints: function ( points ) {

    		console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
    		return this.setFromPoints( points );

    	}

    } );

    //

    function Spline( points ) {

    	console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );

    	CatmullRomCurve3.call( this, points );
    	this.type = 'catmullrom';

    }

    Spline.prototype = Object.create( CatmullRomCurve3.prototype );

    Object.assign( Spline.prototype, {

    	initFromArray: function ( /* a */ ) {

    		console.error( 'THREE.Spline: .initFromArray() has been removed.' );

    	},
    	getControlPointsArray: function ( /* optionalTarget */ ) {

    		console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );

    	},
    	reparametrizeByArcLength: function ( /* samplingCoef */ ) {

    		console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );

    	}

    } );

    GridHelper.prototype.setColors = function () {

    	console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );

    };

    SkeletonHelper.prototype.update = function () {

    	console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );

    };

    //

    Object.assign( Loader.prototype, {

    	extractUrlBase: function ( url ) {

    		console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
    		return LoaderUtils.extractUrlBase( url );

    	}

    } );

    Loader.Handlers = {

    	add: function ( /* regex, loader */ ) {

    		console.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' );

    	},

    	get: function ( /* file */ ) {

    		console.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' );

    	}

    };

    Object.assign( ObjectLoader.prototype, {

    	setTexturePath: function ( value ) {

    		console.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );
    		return this.setResourcePath( value );

    	}

    } );

    //

    Object.assign( Box2.prototype, {

    	center: function ( optionalTarget ) {

    		console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
    		return this.getCenter( optionalTarget );

    	},
    	empty: function () {

    		console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
    		return this.isEmpty();

    	},
    	isIntersectionBox: function ( box ) {

    		console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
    		return this.intersectsBox( box );

    	},
    	size: function ( optionalTarget ) {

    		console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
    		return this.getSize( optionalTarget );

    	}
    } );

    Object.assign( Box3.prototype, {

    	center: function ( optionalTarget ) {

    		console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
    		return this.getCenter( optionalTarget );

    	},
    	empty: function () {

    		console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
    		return this.isEmpty();

    	},
    	isIntersectionBox: function ( box ) {

    		console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
    		return this.intersectsBox( box );

    	},
    	isIntersectionSphere: function ( sphere ) {

    		console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
    		return this.intersectsSphere( sphere );

    	},
    	size: function ( optionalTarget ) {

    		console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
    		return this.getSize( optionalTarget );

    	}
    } );

    Frustum.prototype.setFromMatrix = function ( m ) {

    	console.warn( 'THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().' );
    	return this.setFromProjectionMatrix( m );

    };

    Line3.prototype.center = function ( optionalTarget ) {

    	console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
    	return this.getCenter( optionalTarget );

    };

    Object.assign( MathUtils, {

    	random16: function () {

    		console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );
    		return Math.random();

    	},

    	nearestPowerOfTwo: function ( value ) {

    		console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );
    		return MathUtils.floorPowerOfTwo( value );

    	},

    	nextPowerOfTwo: function ( value ) {

    		console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );
    		return MathUtils.ceilPowerOfTwo( value );

    	}

    } );

    Object.assign( Matrix3.prototype, {

    	flattenToArrayOffset: function ( array, offset ) {

    		console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
    		return this.toArray( array, offset );

    	},
    	multiplyVector3: function ( vector ) {

    		console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
    		return vector.applyMatrix3( this );

    	},
    	multiplyVector3Array: function ( /* a */ ) {

    		console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );

    	},
    	applyToBufferAttribute: function ( attribute ) {

    		console.warn( 'THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.' );
    		return attribute.applyMatrix3( this );

    	},
    	applyToVector3Array: function ( /* array, offset, length */ ) {

    		console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );

    	}

    } );

    Object.assign( Matrix4.prototype, {

    	extractPosition: function ( m ) {

    		console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
    		return this.copyPosition( m );

    	},
    	flattenToArrayOffset: function ( array, offset ) {

    		console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
    		return this.toArray( array, offset );

    	},
    	getPosition: function () {

    		console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
    		return new Vector3().setFromMatrixColumn( this, 3 );

    	},
    	setRotationFromQuaternion: function ( q ) {

    		console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
    		return this.makeRotationFromQuaternion( q );

    	},
    	multiplyToArray: function () {

    		console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );

    	},
    	multiplyVector3: function ( vector ) {

    		console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
    		return vector.applyMatrix4( this );

    	},
    	multiplyVector4: function ( vector ) {

    		console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
    		return vector.applyMatrix4( this );

    	},
    	multiplyVector3Array: function ( /* a */ ) {

    		console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );

    	},
    	rotateAxis: function ( v ) {

    		console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
    		v.transformDirection( this );

    	},
    	crossVector: function ( vector ) {

    		console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
    		return vector.applyMatrix4( this );

    	},
    	translate: function () {

    		console.error( 'THREE.Matrix4: .translate() has been removed.' );

    	},
    	rotateX: function () {

    		console.error( 'THREE.Matrix4: .rotateX() has been removed.' );

    	},
    	rotateY: function () {

    		console.error( 'THREE.Matrix4: .rotateY() has been removed.' );

    	},
    	rotateZ: function () {

    		console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );

    	},
    	rotateByAxis: function () {

    		console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );

    	},
    	applyToBufferAttribute: function ( attribute ) {

    		console.warn( 'THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.' );
    		return attribute.applyMatrix4( this );

    	},
    	applyToVector3Array: function ( /* array, offset, length */ ) {

    		console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );

    	},
    	makeFrustum: function ( left, right, bottom, top, near, far ) {

    		console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
    		return this.makePerspective( left, right, top, bottom, near, far );

    	}

    } );

    Plane.prototype.isIntersectionLine = function ( line ) {

    	console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
    	return this.intersectsLine( line );

    };

    Quaternion.prototype.multiplyVector3 = function ( vector ) {

    	console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
    	return vector.applyQuaternion( this );

    };

    Object.assign( Ray.prototype, {

    	isIntersectionBox: function ( box ) {

    		console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
    		return this.intersectsBox( box );

    	},
    	isIntersectionPlane: function ( plane ) {

    		console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
    		return this.intersectsPlane( plane );

    	},
    	isIntersectionSphere: function ( sphere ) {

    		console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
    		return this.intersectsSphere( sphere );

    	}

    } );

    Object.assign( Triangle.prototype, {

    	area: function () {

    		console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
    		return this.getArea();

    	},
    	barycoordFromPoint: function ( point, target ) {

    		console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
    		return this.getBarycoord( point, target );

    	},
    	midpoint: function ( target ) {

    		console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
    		return this.getMidpoint( target );

    	},
    	normal: function ( target ) {

    		console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
    		return this.getNormal( target );

    	},
    	plane: function ( target ) {

    		console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
    		return this.getPlane( target );

    	}

    } );

    Object.assign( Triangle, {

    	barycoordFromPoint: function ( point, a, b, c, target ) {

    		console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
    		return Triangle.getBarycoord( point, a, b, c, target );

    	},
    	normal: function ( a, b, c, target ) {

    		console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
    		return Triangle.getNormal( a, b, c, target );

    	}

    } );

    Object.assign( Shape.prototype, {

    	extractAllPoints: function ( divisions ) {

    		console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
    		return this.extractPoints( divisions );

    	},
    	extrude: function ( options ) {

    		console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
    		return new ExtrudeGeometry( this, options );

    	},
    	makeGeometry: function ( options ) {

    		console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
    		return new ShapeGeometry( this, options );

    	}

    } );

    Object.assign( Vector2.prototype, {

    	fromAttribute: function ( attribute, index, offset ) {

    		console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
    		return this.fromBufferAttribute( attribute, index, offset );

    	},
    	distanceToManhattan: function ( v ) {

    		console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
    		return this.manhattanDistanceTo( v );

    	},
    	lengthManhattan: function () {

    		console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
    		return this.manhattanLength();

    	}

    } );

    Object.assign( Vector3.prototype, {

    	setEulerFromRotationMatrix: function () {

    		console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );

    	},
    	setEulerFromQuaternion: function () {

    		console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );

    	},
    	getPositionFromMatrix: function ( m ) {

    		console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
    		return this.setFromMatrixPosition( m );

    	},
    	getScaleFromMatrix: function ( m ) {

    		console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
    		return this.setFromMatrixScale( m );

    	},
    	getColumnFromMatrix: function ( index, matrix ) {

    		console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
    		return this.setFromMatrixColumn( matrix, index );

    	},
    	applyProjection: function ( m ) {

    		console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
    		return this.applyMatrix4( m );

    	},
    	fromAttribute: function ( attribute, index, offset ) {

    		console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
    		return this.fromBufferAttribute( attribute, index, offset );

    	},
    	distanceToManhattan: function ( v ) {

    		console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
    		return this.manhattanDistanceTo( v );

    	},
    	lengthManhattan: function () {

    		console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
    		return this.manhattanLength();

    	}

    } );

    Object.assign( Vector4.prototype, {

    	fromAttribute: function ( attribute, index, offset ) {

    		console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
    		return this.fromBufferAttribute( attribute, index, offset );

    	},
    	lengthManhattan: function () {

    		console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
    		return this.manhattanLength();

    	}

    } );

    //

    Object.assign( Geometry.prototype, {

    	computeTangents: function () {

    		console.error( 'THREE.Geometry: .computeTangents() has been removed.' );

    	},
    	computeLineDistances: function () {

    		console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );

    	},
    	applyMatrix: function ( matrix ) {

    		console.warn( 'THREE.Geometry: .applyMatrix() has been renamed to .applyMatrix4().' );
    		return this.applyMatrix4( matrix );

    	}

    } );

    Object.assign( Object3D.prototype, {

    	getChildByName: function ( name ) {

    		console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
    		return this.getObjectByName( name );

    	},
    	renderDepth: function () {

    		console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );

    	},
    	translate: function ( distance, axis ) {

    		console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
    		return this.translateOnAxis( axis, distance );

    	},
    	getWorldRotation: function () {

    		console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );

    	},
    	applyMatrix: function ( matrix ) {

    		console.warn( 'THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().' );
    		return this.applyMatrix4( matrix );

    	}

    } );

    Object.defineProperties( Object3D.prototype, {

    	eulerOrder: {
    		get: function () {

    			console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
    			return this.rotation.order;

    		},
    		set: function ( value ) {

    			console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
    			this.rotation.order = value;

    		}
    	},
    	useQuaternion: {
    		get: function () {

    			console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );

    		},
    		set: function () {

    			console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );

    		}
    	}

    } );

    Object.assign( Mesh.prototype, {

    	setDrawMode: function () {

    		console.error( 'THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );

    	},

    } );

    Object.defineProperties( Mesh.prototype, {

    	drawMode: {
    		get: function () {

    			console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.' );
    			return TrianglesDrawMode;

    		},
    		set: function () {

    			console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );

    		}
    	}

    } );

    Object.defineProperties( LOD.prototype, {

    	objects: {
    		get: function () {

    			console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
    			return this.levels;

    		}
    	}

    } );

    Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {

    	get: function () {

    		console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );

    	},
    	set: function () {

    		console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );

    	}

    } );

    SkinnedMesh.prototype.initBones = function () {

    	console.error( 'THREE.SkinnedMesh: initBones() has been removed.' );

    };

    Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {

    	get: function () {

    		console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
    		return this.arcLengthDivisions;

    	},
    	set: function ( value ) {

    		console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
    		this.arcLengthDivisions = value;

    	}

    } );

    //

    PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {

    	console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
    			"Use .setFocalLength and .filmGauge for a photographic setup." );

    	if ( filmGauge !== undefined ) this.filmGauge = filmGauge;
    	this.setFocalLength( focalLength );

    };

    //

    Object.defineProperties( Light.prototype, {
    	onlyShadow: {
    		set: function () {

    			console.warn( 'THREE.Light: .onlyShadow has been removed.' );

    		}
    	},
    	shadowCameraFov: {
    		set: function ( value ) {

    			console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
    			this.shadow.camera.fov = value;

    		}
    	},
    	shadowCameraLeft: {
    		set: function ( value ) {

    			console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
    			this.shadow.camera.left = value;

    		}
    	},
    	shadowCameraRight: {
    		set: function ( value ) {

    			console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
    			this.shadow.camera.right = value;

    		}
    	},
    	shadowCameraTop: {
    		set: function ( value ) {

    			console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
    			this.shadow.camera.top = value;

    		}
    	},
    	shadowCameraBottom: {
    		set: function ( value ) {

    			console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
    			this.shadow.camera.bottom = value;

    		}
    	},
    	shadowCameraNear: {
    		set: function ( value ) {

    			console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
    			this.shadow.camera.near = value;

    		}
    	},
    	shadowCameraFar: {
    		set: function ( value ) {

    			console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
    			this.shadow.camera.far = value;

    		}
    	},
    	shadowCameraVisible: {
    		set: function () {

    			console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );

    		}
    	},
    	shadowBias: {
    		set: function ( value ) {

    			console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
    			this.shadow.bias = value;

    		}
    	},
    	shadowDarkness: {
    		set: function () {

    			console.warn( 'THREE.Light: .shadowDarkness has been removed.' );

    		}
    	},
    	shadowMapWidth: {
    		set: function ( value ) {

    			console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
    			this.shadow.mapSize.width = value;

    		}
    	},
    	shadowMapHeight: {
    		set: function ( value ) {

    			console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
    			this.shadow.mapSize.height = value;

    		}
    	}
    } );

    //

    Object.defineProperties( BufferAttribute.prototype, {

    	length: {
    		get: function () {

    			console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
    			return this.array.length;

    		}
    	},
    	dynamic: {
    		get: function () {

    			console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
    			return this.usage === DynamicDrawUsage;

    		},
    		set: function ( /* value */ ) {

    			console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
    			this.setUsage( DynamicDrawUsage );

    		}
    	}

    } );

    Object.assign( BufferAttribute.prototype, {
    	setDynamic: function ( value ) {

    		console.warn( 'THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.' );
    		this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
    		return this;

    	},
    	copyIndicesArray: function ( /* indices */ ) {

    		console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );

    	},
    	setArray: function ( /* array */ ) {

    		console.error( 'THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );

    	}
    } );

    Object.assign( BufferGeometry.prototype, {

    	addIndex: function ( index ) {

    		console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
    		this.setIndex( index );

    	},
    	addAttribute: function ( name, attribute ) {

    		console.warn( 'THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().' );

    		if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {

    			console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );

    			return this.setAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );

    		}

    		if ( name === 'index' ) {

    			console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
    			this.setIndex( attribute );

    			return this;

    		}

    		return this.setAttribute( name, attribute );

    	},
    	addDrawCall: function ( start, count, indexOffset ) {

    		if ( indexOffset !== undefined ) {

    			console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );

    		}
    		console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
    		this.addGroup( start, count );

    	},
    	clearDrawCalls: function () {

    		console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
    		this.clearGroups();

    	},
    	computeTangents: function () {

    		console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );

    	},
    	computeOffsets: function () {

    		console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );

    	},
    	removeAttribute: function ( name ) {

    		console.warn( 'THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().' );

    		return this.deleteAttribute( name );

    	},
    	applyMatrix: function ( matrix ) {

    		console.warn( 'THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().' );
    		return this.applyMatrix4( matrix );

    	}

    } );

    Object.defineProperties( BufferGeometry.prototype, {

    	drawcalls: {
    		get: function () {

    			console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
    			return this.groups;

    		}
    	},
    	offsets: {
    		get: function () {

    			console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
    			return this.groups;

    		}
    	}

    } );

    Object.defineProperties( Raycaster.prototype, {

    	linePrecision: {
    		get: function () {

    			console.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );
    			return this.params.Line.threshold;

    		},
    		set: function ( value ) {

    			console.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );
    			this.params.Line.threshold = value;

    		}
    	}

    } );

    Object.defineProperties( InterleavedBuffer.prototype, {

    	dynamic: {
    		get: function () {

    			console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
    			return this.usage === DynamicDrawUsage;

    		},
    		set: function ( value ) {

    			console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
    			this.setUsage( value );

    		}
    	}

    } );

    Object.assign( InterleavedBuffer.prototype, {
    	setDynamic: function ( value ) {

    		console.warn( 'THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.' );
    		this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
    		return this;

    	},
    	setArray: function ( /* array */ ) {

    		console.error( 'THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );

    	}
    } );

    //

    Object.assign( ExtrudeBufferGeometry.prototype, {

    	getArrays: function () {

    		console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );

    	},

    	addShapeList: function () {

    		console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );

    	},

    	addShape: function () {

    		console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );

    	}

    } );

    //

    Object.defineProperties( Uniform.prototype, {

    	dynamic: {
    		set: function () {

    			console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );

    		}
    	},
    	onUpdate: {
    		value: function () {

    			console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
    			return this;

    		}
    	}

    } );

    //

    Object.defineProperties( Material.prototype, {

    	wrapAround: {
    		get: function () {

    			console.warn( 'THREE.Material: .wrapAround has been removed.' );

    		},
    		set: function () {

    			console.warn( 'THREE.Material: .wrapAround has been removed.' );

    		}
    	},

    	overdraw: {
    		get: function () {

    			console.warn( 'THREE.Material: .overdraw has been removed.' );

    		},
    		set: function () {

    			console.warn( 'THREE.Material: .overdraw has been removed.' );

    		}
    	},

    	wrapRGB: {
    		get: function () {

    			console.warn( 'THREE.Material: .wrapRGB has been removed.' );
    			return new Color();

    		}
    	},

    	shading: {
    		get: function () {

    			console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );

    		},
    		set: function ( value ) {

    			console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
    			this.flatShading = ( value === FlatShading );

    		}
    	},

    	stencilMask: {
    		get: function () {

    			console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
    			return this.stencilFuncMask;

    		},
    		set: function ( value ) {

    			console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
    			this.stencilFuncMask = value;

    		}
    	}

    } );

    Object.defineProperties( MeshPhongMaterial.prototype, {

    	metal: {
    		get: function () {

    			console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
    			return false;

    		},
    		set: function () {

    			console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );

    		}
    	}

    } );

    Object.defineProperties( ShaderMaterial.prototype, {

    	derivatives: {
    		get: function () {

    			console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
    			return this.extensions.derivatives;

    		},
    		set: function ( value ) {

    			console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
    			this.extensions.derivatives = value;

    		}
    	}

    } );

    //

    Object.assign( WebGLRenderer.prototype, {

    	clearTarget: function ( renderTarget, color, depth, stencil ) {

    		console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );
    		this.setRenderTarget( renderTarget );
    		this.clear( color, depth, stencil );

    	},
    	animate: function ( callback ) {

    		console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
    		this.setAnimationLoop( callback );

    	},
    	getCurrentRenderTarget: function () {

    		console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
    		return this.getRenderTarget();

    	},
    	getMaxAnisotropy: function () {

    		console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
    		return this.capabilities.getMaxAnisotropy();

    	},
    	getPrecision: function () {

    		console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
    		return this.capabilities.precision;

    	},
    	resetGLState: function () {

    		console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
    		return this.state.reset();

    	},
    	supportsFloatTextures: function () {

    		console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
    		return this.extensions.get( 'OES_texture_float' );

    	},
    	supportsHalfFloatTextures: function () {

    		console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
    		return this.extensions.get( 'OES_texture_half_float' );

    	},
    	supportsStandardDerivatives: function () {

    		console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
    		return this.extensions.get( 'OES_standard_derivatives' );

    	},
    	supportsCompressedTextureS3TC: function () {

    		console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
    		return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );

    	},
    	supportsCompressedTexturePVRTC: function () {

    		console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
    		return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );

    	},
    	supportsBlendMinMax: function () {

    		console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
    		return this.extensions.get( 'EXT_blend_minmax' );

    	},
    	supportsVertexTextures: function () {

    		console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
    		return this.capabilities.vertexTextures;

    	},
    	supportsInstancedArrays: function () {

    		console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
    		return this.extensions.get( 'ANGLE_instanced_arrays' );

    	},
    	enableScissorTest: function ( boolean ) {

    		console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
    		this.setScissorTest( boolean );

    	},
    	initMaterial: function () {

    		console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );

    	},
    	addPrePlugin: function () {

    		console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );

    	},
    	addPostPlugin: function () {

    		console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );

    	},
    	updateShadowMap: function () {

    		console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );

    	},
    	setFaceCulling: function () {

    		console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );

    	},
    	allocTextureUnit: function () {

    		console.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );

    	},
    	setTexture: function () {

    		console.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );

    	},
    	setTexture2D: function () {

    		console.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );

    	},
    	setTextureCube: function () {

    		console.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );

    	},
    	getActiveMipMapLevel: function () {

    		console.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );
    		return this.getActiveMipmapLevel();

    	}

    } );

    Object.defineProperties( WebGLRenderer.prototype, {

    	shadowMapEnabled: {
    		get: function () {

    			return this.shadowMap.enabled;

    		},
    		set: function ( value ) {

    			console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
    			this.shadowMap.enabled = value;

    		}
    	},
    	shadowMapType: {
    		get: function () {

    			return this.shadowMap.type;

    		},
    		set: function ( value ) {

    			console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
    			this.shadowMap.type = value;

    		}
    	},
    	shadowMapCullFace: {
    		get: function () {

    			console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
    			return undefined;

    		},
    		set: function ( /* value */ ) {

    			console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );

    		}
    	},
    	context: {
    		get: function () {

    			console.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );
    			return this.getContext();

    		}
    	},
    	vr: {
    		get: function () {

    			console.warn( 'THREE.WebGLRenderer: .vr has been renamed to .xr' );
    			return this.xr;

    		}
    	},
    	gammaInput: {
    		get: function () {

    			console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
    			return false;

    		},
    		set: function () {

    			console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );

    		}
    	},
    	gammaOutput: {
    		get: function () {

    			console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
    			return false;

    		},
    		set: function ( value ) {

    			console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
    			this.outputEncoding = ( value === true ) ? sRGBEncoding : LinearEncoding;

    		}
    	}

    } );

    Object.defineProperties( WebGLShadowMap.prototype, {

    	cullFace: {
    		get: function () {

    			console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
    			return undefined;

    		},
    		set: function ( /* cullFace */ ) {

    			console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );

    		}
    	},
    	renderReverseSided: {
    		get: function () {

    			console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
    			return undefined;

    		},
    		set: function () {

    			console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );

    		}
    	},
    	renderSingleSided: {
    		get: function () {

    			console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
    			return undefined;

    		},
    		set: function () {

    			console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );

    		}
    	}

    } );

    //

    Object.defineProperties( WebGLRenderTarget.prototype, {

    	wrapS: {
    		get: function () {

    			console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
    			return this.texture.wrapS;

    		},
    		set: function ( value ) {

    			console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
    			this.texture.wrapS = value;

    		}
    	},
    	wrapT: {
    		get: function () {

    			console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
    			return this.texture.wrapT;

    		},
    		set: function ( value ) {

    			console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
    			this.texture.wrapT = value;

    		}
    	},
    	magFilter: {
    		get: function () {

    			console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
    			return this.texture.magFilter;

    		},
    		set: function ( value ) {

    			console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
    			this.texture.magFilter = value;

    		}
    	},
    	minFilter: {
    		get: function () {

    			console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
    			return this.texture.minFilter;

    		},
    		set: function ( value ) {

    			console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
    			this.texture.minFilter = value;

    		}
    	},
    	anisotropy: {
    		get: function () {

    			console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
    			return this.texture.anisotropy;

    		},
    		set: function ( value ) {

    			console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
    			this.texture.anisotropy = value;

    		}
    	},
    	offset: {
    		get: function () {

    			console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
    			return this.texture.offset;

    		},
    		set: function ( value ) {

    			console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
    			this.texture.offset = value;

    		}
    	},
    	repeat: {
    		get: function () {

    			console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
    			return this.texture.repeat;

    		},
    		set: function ( value ) {

    			console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
    			this.texture.repeat = value;

    		}
    	},
    	format: {
    		get: function () {

    			console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
    			return this.texture.format;

    		},
    		set: function ( value ) {

    			console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
    			this.texture.format = value;

    		}
    	},
    	type: {
    		get: function () {

    			console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
    			return this.texture.type;

    		},
    		set: function ( value ) {

    			console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
    			this.texture.type = value;

    		}
    	},
    	generateMipmaps: {
    		get: function () {

    			console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
    			return this.texture.generateMipmaps;

    		},
    		set: function ( value ) {

    			console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
    			this.texture.generateMipmaps = value;

    		}
    	}

    } );

    //

    Object.defineProperties( Audio.prototype, {

    	load: {
    		value: function ( file ) {

    			console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
    			var scope = this;
    			var audioLoader = new AudioLoader();
    			audioLoader.load( file, function ( buffer ) {

    				scope.setBuffer( buffer );

    			} );
    			return this;

    		}
    	},
    	startTime: {
    		set: function () {

    			console.warn( 'THREE.Audio: .startTime is now .play( delay ).' );

    		}
    	}

    } );

    AudioAnalyser.prototype.getData = function () {

    	console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
    	return this.getFrequencyData();

    };

    //

    CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {

    	console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
    	return this.update( renderer, scene );

    };

    ImageUtils.crossOrigin = undefined;

    ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {

    	console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );

    	var loader = new TextureLoader();
    	loader.setCrossOrigin( this.crossOrigin );

    	var texture = loader.load( url, onLoad, undefined, onError );

    	if ( mapping ) texture.mapping = mapping;

    	return texture;

    };

    ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {

    	console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );

    	var loader = new CubeTextureLoader();
    	loader.setCrossOrigin( this.crossOrigin );

    	var texture = loader.load( urls, onLoad, undefined, onError );

    	if ( mapping ) texture.mapping = mapping;

    	return texture;

    };

    ImageUtils.loadCompressedTexture = function () {

    	console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );

    };

    ImageUtils.loadCompressedTextureCube = function () {

    	console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );

    };

    if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {

    	/* eslint-disable no-undef */
    	__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
    		revision: REVISION,
    	} } ) );
    	/* eslint-enable no-undef */

    }

    /**
     * @author Eberhard Graether / http://egraether.com/
     * @author Mark Lundin  / http://mark-lundin.com
     * @author Simone Manini / http://daron1337.github.io
     * @author Luca Antiga  / http://lantiga.github.io
     *
     * Modified by Julian Stirling to work without animation.
     */

    var TrackballControls = function (object, domElement) {
      if (domElement === undefined) console.warn('THREE.TrackballControls: The second parameter "domElement" is now mandatory.');
      if (domElement === document) console.error('THREE.TrackballControls: "document" should not be used as the target "domElement". Please use "renderer.domElement" instead.');

      var _this = this;
      var STATE = { NONE: -1, ROTATE: 0, ZOOM: 1, PAN: 2, TOUCH_ROTATE: 3, TOUCH_ZOOM_PAN: 4 };

      this.object = object;
      this.domElement = domElement;

      // API

      this.enabled = true;

      this.screen = { left: 0, top: 0, width: 0, height: 0 };

      this.rotateSpeed = 1.0;
      this.zoomSpeed = 1.2;
      this.panSpeed = 0.3;

      this.noRotate = false;
      this.noZoom = false;
      this.noPan = false;

      this.staticMoving = true;
      this.dynamicDampingFactor = 0.2;

      this.minDistance = 0;
      this.maxDistance = Infinity;

      this.keys = [65 /* A */, 83 /* S */, 68];

      this.mouseButtons = { LEFT: MOUSE.ROTATE, MIDDLE: MOUSE.ZOOM, RIGHT: MOUSE.PAN };

      // internals

      this.target = new Vector3();

      var EPS = 0.000001;

      var lastPosition = new Vector3();
      var lastZoom = 1;

      var _state = STATE.NONE;
      var _keyState = STATE.NONE;

      var _eye = new Vector3();

      var _movePrev = new Vector2();
      var _moveCurr = new Vector2();

      var _lastAxis = new Vector3();
      var _lastAngle = 0;

      var _zoomStart = new Vector2();
      var _zoomEnd = new Vector2();

      var _touchZoomDistanceStart = 0;
      var _touchZoomDistanceEnd = 0;

      var _panStart = new Vector2();
      var _panEnd = new Vector2();

      // for reset

      this.target0 = this.target.clone();
      this.position0 = this.object.position.clone();
      this.up0 = this.object.up.clone();
      this.zoom0 = this.object.zoom;

      // events

      var changeEvent = { type: 'change' };
      var startEvent = { type: 'start' };
      var endEvent = { type: 'end' };

      // methods

      this.handleResize = function () {
        var box = this.domElement.getBoundingClientRect();
        // adjustments come from similar code in the jquery offset() function
        var d = this.domElement.ownerDocument.documentElement;
        this.screen.left = box.left + window.pageXOffset - d.clientLeft;
        this.screen.top = box.top + window.pageYOffset - d.clientTop;
        this.screen.width = box.width;
        this.screen.height = box.height;
      };

      var getMouseOnScreen = (function () {
        var vector = new Vector2();

        return function getMouseOnScreen (pageX, pageY) {
          vector.set(
            (pageX - _this.screen.left) / _this.screen.width,
            (pageY - _this.screen.top) / _this.screen.height
          );

          return vector
        }
      }());

      var getMouseOnCircle = (function () {
        var vector = new Vector2();

        return function getMouseOnCircle (pageX, pageY) {
          vector.set(
            ((pageX - _this.screen.width * 0.5 - _this.screen.left) / (_this.screen.width * 0.5)),
            ((_this.screen.height + 2 * (_this.screen.top - pageY)) / _this.screen.width) // screen.width intentional
          );

          return vector
        }
      }());

      this.rotateCamera = (function () {
        var axis = new Vector3();
        var quaternion = new Quaternion();
        var eyeDirection = new Vector3();
        var objectUpDirection = new Vector3();
        var objectSidewaysDirection = new Vector3();
        var moveDirection = new Vector3();
        var angle;

        return function rotateCamera () {
          moveDirection.set(_moveCurr.x - _movePrev.x, _moveCurr.y - _movePrev.y, 0);
          angle = moveDirection.length();

          if (angle) {
            _eye.copy(_this.object.position).sub(_this.target);

            eyeDirection.copy(_eye).normalize();
            objectUpDirection.copy(_this.object.up).normalize();
            objectSidewaysDirection.crossVectors(objectUpDirection, eyeDirection).normalize();

            objectUpDirection.setLength(_moveCurr.y - _movePrev.y);
            objectSidewaysDirection.setLength(_moveCurr.x - _movePrev.x);

            moveDirection.copy(objectUpDirection.add(objectSidewaysDirection));

            axis.crossVectors(moveDirection, _eye).normalize();

            angle *= _this.rotateSpeed;
            quaternion.setFromAxisAngle(axis, angle);

            _eye.applyQuaternion(quaternion);
            _this.object.up.applyQuaternion(quaternion);

            _lastAxis.copy(axis);
            _lastAngle = angle;
          } else if (!_this.staticMoving && _lastAngle) {
            _lastAngle *= Math.sqrt(1.0 - _this.dynamicDampingFactor);
            _eye.copy(_this.object.position).sub(_this.target);
            quaternion.setFromAxisAngle(_lastAxis, _lastAngle);
            _eye.applyQuaternion(quaternion);
            _this.object.up.applyQuaternion(quaternion);
          }

          _movePrev.copy(_moveCurr);
        }
      }());

      this.zoomCamera = function () {
        var factor;

        if (_state === STATE.TOUCH_ZOOM_PAN) {
          factor = _touchZoomDistanceStart / _touchZoomDistanceEnd;
          _touchZoomDistanceStart = _touchZoomDistanceEnd;

          if (_this.object.isPerspectiveCamera) {
            _eye.multiplyScalar(factor);
          } else if (_this.object.isOrthographicCamera) {
            _this.object.zoom *= factor;
            _this.object.updateProjectionMatrix();
          } else {
            console.warn('THREE.TrackballControls: Unsupported camera type');
          }
        } else {
          factor = 1.0 + (_zoomEnd.y - _zoomStart.y) * _this.zoomSpeed;

          if (factor !== 1.0 && factor > 0.0) {
            if (_this.object.isPerspectiveCamera) {
              _eye.multiplyScalar(factor);
            } else if (_this.object.isOrthographicCamera) {
              _this.object.zoom /= factor;
              _this.object.updateProjectionMatrix();
            } else {
              console.warn('THREE.TrackballControls: Unsupported camera type');
            }
          }

          if (_this.staticMoving) {
            _zoomStart.copy(_zoomEnd);
          } else {
            _zoomStart.y += (_zoomEnd.y - _zoomStart.y) * this.dynamicDampingFactor;
          }
        }
      };

      this.panCamera = (function () {
        var mouseChange = new Vector2();
        var objectUp = new Vector3();
        var pan = new Vector3();

        return function panCamera () {
          mouseChange.copy(_panEnd).sub(_panStart);

          if (mouseChange.lengthSq()) {
            if (_this.object.isOrthographicCamera) {
              var scaleX = (_this.object.right - _this.object.left) / _this.object.zoom / _this.domElement.clientWidth;
              var scaleY = (_this.object.top - _this.object.bottom) / _this.object.zoom / _this.domElement.clientWidth;

              mouseChange.x *= scaleX;
              mouseChange.y *= scaleY;
            }

            mouseChange.multiplyScalar(_eye.length() * _this.panSpeed);

            pan.copy(_eye).cross(_this.object.up).setLength(mouseChange.x);
            pan.add(objectUp.copy(_this.object.up).setLength(mouseChange.y));

            _this.object.position.add(pan);
            _this.target.add(pan);

            if (_this.staticMoving) {
              _panStart.copy(_panEnd);
            } else {
              _panStart.add(mouseChange.subVectors(_panEnd, _panStart).multiplyScalar(_this.dynamicDampingFactor));
            }
          }
        }
      }());

      this.checkDistances = function () {
        if (!_this.noZoom || !_this.noPan) {
          if (_eye.lengthSq() > _this.maxDistance * _this.maxDistance) {
            _this.object.position.addVectors(_this.target, _eye.setLength(_this.maxDistance));
            _zoomStart.copy(_zoomEnd);
          }

          if (_eye.lengthSq() < _this.minDistance * _this.minDistance) {
            _this.object.position.addVectors(_this.target, _eye.setLength(_this.minDistance));
            _zoomStart.copy(_zoomEnd);
          }
        }
      };

      this.update = function () {
        _eye.subVectors(_this.object.position, _this.target);

        if (!_this.noRotate) {
          _this.rotateCamera();
        }

        if (!_this.noZoom) {
          _this.zoomCamera();
        }

        if (!_this.noPan) {
          _this.panCamera();
        }

        _this.object.position.addVectors(_this.target, _eye);

        if (_this.object.isPerspectiveCamera) {
          _this.checkDistances();

          _this.object.lookAt(_this.target);

          if (lastPosition.distanceToSquared(_this.object.position) > EPS) {
            _this.dispatchEvent(changeEvent);

            lastPosition.copy(_this.object.position);
          }
        } else if (_this.object.isOrthographicCamera) {
          _this.object.lookAt(_this.target);

          if (lastPosition.distanceToSquared(_this.object.position) > EPS || lastZoom !== _this.object.zoom) {
            _this.dispatchEvent(changeEvent);
            lastPosition.copy(_this.object.position);
            lastZoom = _this.object.zoom;
          }
        } else {
          console.warn('THREE.TrackballControls: Unsupported camera type');
        }
      };

      this.reset = function () {
        _state = STATE.NONE;
        _keyState = STATE.NONE;

        _this.target.copy(_this.target0);
        _this.object.position.copy(_this.position0);
        _this.object.up.copy(_this.up0);
        _this.object.zoom = _this.zoom0;

        _this.object.updateProjectionMatrix();

        _eye.subVectors(_this.object.position, _this.target);

        _this.object.lookAt(_this.target);

        _this.dispatchEvent(changeEvent);
        _this.update();
        lastPosition.copy(_this.object.position);
        lastZoom = _this.object.zoom;
      };

      // listeners

      function keydown (event) {
        if (_this.enabled === false) return

        window.removeEventListener('keydown', keydown);

        if (_keyState !== STATE.NONE) ; else if (event.keyCode === _this.keys[STATE.ROTATE] && !_this.noRotate) {
          _keyState = STATE.ROTATE;
        } else if (event.keyCode === _this.keys[STATE.ZOOM] && !_this.noZoom) {
          _keyState = STATE.ZOOM;
        } else if (event.keyCode === _this.keys[STATE.PAN] && !_this.noPan) {
          _keyState = STATE.PAN;
        }
      }

      function keyup () {
        if (_this.enabled === false) return

        _keyState = STATE.NONE;

        window.addEventListener('keydown', keydown, false);
      }

      function mousedown (event) {
        if (_this.enabled === false) return

        event.preventDefault();
        event.stopPropagation();

        if (_state === STATE.NONE) {
          switch (event.button) {
            case _this.mouseButtons.LEFT:
              _state = STATE.ROTATE;
              break

            case _this.mouseButtons.MIDDLE:
              _state = STATE.ZOOM;
              break

            case _this.mouseButtons.RIGHT:
              _state = STATE.PAN;
              break

            default:
              _state = STATE.NONE;
          }
        }

        var state = (_keyState !== STATE.NONE) ? _keyState : _state;

        if (state === STATE.ROTATE && !_this.noRotate) {
          _moveCurr.copy(getMouseOnCircle(event.pageX, event.pageY));
          _movePrev.copy(_moveCurr);
        } else if (state === STATE.ZOOM && !_this.noZoom) {
          _zoomStart.copy(getMouseOnScreen(event.pageX, event.pageY));
          _zoomEnd.copy(_zoomStart);
        } else if (state === STATE.PAN && !_this.noPan) {
          _panStart.copy(getMouseOnScreen(event.pageX, event.pageY));
          _panEnd.copy(_panStart);
        }

        document.addEventListener('mousemove', mousemove, false);
        document.addEventListener('mouseup', mouseup, false);

        _this.dispatchEvent(startEvent);
      }

      function mousemove (event) {
        if (_this.enabled === false) return

        event.preventDefault();
        event.stopPropagation();

        var state = (_keyState !== STATE.NONE) ? _keyState : _state;

        if (state === STATE.ROTATE && !_this.noRotate) {
          _movePrev.copy(_moveCurr);
          _moveCurr.copy(getMouseOnCircle(event.pageX, event.pageY));
          _this.update();
        } else if (state === STATE.ZOOM && !_this.noZoom) {
          _zoomEnd.copy(getMouseOnScreen(event.pageX, event.pageY));
          _this.update();
        } else if (state === STATE.PAN && !_this.noPan) {
          _panEnd.copy(getMouseOnScreen(event.pageX, event.pageY));
          _this.update();
        }
      }

      function mouseup (event) {
        if (_this.enabled === false) return

        event.preventDefault();
        event.stopPropagation();

        _state = STATE.NONE;

        document.removeEventListener('mousemove', mousemove);
        document.removeEventListener('mouseup', mouseup);
        _this.dispatchEvent(endEvent);
      }

      function mousewheel (event) {
        if (_this.enabled === false) return

        if (_this.noZoom === true) return

        event.preventDefault();
        event.stopPropagation();

        switch (event.deltaMode) {
          case 2:
            // Zoom in pages
            _zoomStart.y -= event.deltaY * 0.025;
            _this.update();
            break

          case 1:
            // Zoom in lines
            _zoomStart.y -= event.deltaY * 0.01;
            _this.update();
            break

          default:
            // undefined, 0, assume pixels
            _zoomStart.y -= event.deltaY * 0.00025;
            _this.update();
            break
        }

        _this.dispatchEvent(startEvent);
        _this.dispatchEvent(endEvent);
      }

      function touchstart (event) {
        if (_this.enabled === false) return

        event.preventDefault();

        switch (event.touches.length) {
          case 1:
            _state = STATE.TOUCH_ROTATE;
            _moveCurr.copy(getMouseOnCircle(event.touches[0].pageX, event.touches[0].pageY));
            _movePrev.copy(_moveCurr);
            break

          default: // 2 or more
            _state = STATE.TOUCH_ZOOM_PAN;
            var dx = event.touches[0].pageX - event.touches[1].pageX;
            var dy = event.touches[0].pageY - event.touches[1].pageY;
            _touchZoomDistanceEnd = _touchZoomDistanceStart = Math.sqrt(dx * dx + dy * dy);

            var x = (event.touches[0].pageX + event.touches[1].pageX) / 2;
            var y = (event.touches[0].pageY + event.touches[1].pageY) / 2;
            _panStart.copy(getMouseOnScreen(x, y));
            _panEnd.copy(_panStart);
            break
        }

        _this.dispatchEvent(startEvent);
      }

      function touchmove (event) {
        if (_this.enabled === false) return

        event.preventDefault();
        event.stopPropagation();

        switch (event.touches.length) {
          case 1:
            _movePrev.copy(_moveCurr);
            _moveCurr.copy(getMouseOnCircle(event.touches[0].pageX, event.touches[0].pageY));
            _this.update();
            break

          default: // 2 or more
            var dx = event.touches[0].pageX - event.touches[1].pageX;
            var dy = event.touches[0].pageY - event.touches[1].pageY;
            _touchZoomDistanceEnd = Math.sqrt(dx * dx + dy * dy);

            var x = (event.touches[0].pageX + event.touches[1].pageX) / 2;
            var y = (event.touches[0].pageY + event.touches[1].pageY) / 2;
            _panEnd.copy(getMouseOnScreen(x, y));
            _this.update();
            break
        }
      }

      function touchend (event) {
        if (_this.enabled === false) return

        switch (event.touches.length) {
          case 0:
            _state = STATE.NONE;
            break

          case 1:
            _state = STATE.TOUCH_ROTATE;
            _moveCurr.copy(getMouseOnCircle(event.touches[0].pageX, event.touches[0].pageY));
            _movePrev.copy(_moveCurr);
            break
        }

        _this.dispatchEvent(endEvent);
      }

      function contextmenu (event) {
        if (_this.enabled === false) return

        event.preventDefault();
      }

      this.dispose = function () {
        this.domElement.removeEventListener('contextmenu', contextmenu, false);
        this.domElement.removeEventListener('mousedown', mousedown, false);
        this.domElement.removeEventListener('wheel', mousewheel, false);

        this.domElement.removeEventListener('touchstart', touchstart, false);
        this.domElement.removeEventListener('touchend', touchend, false);
        this.domElement.removeEventListener('touchmove', touchmove, false);

        document.removeEventListener('mousemove', mousemove, false);
        document.removeEventListener('mouseup', mouseup, false);

        window.removeEventListener('keydown', keydown, false);
        window.removeEventListener('keyup', keyup, false);
      };

      this.domElement.addEventListener('contextmenu', contextmenu, false);
      this.domElement.addEventListener('mousedown', mousedown, false);
      this.domElement.addEventListener('wheel', mousewheel, false);

      this.domElement.addEventListener('touchstart', touchstart, false);
      this.domElement.addEventListener('touchend', touchend, false);
      this.domElement.addEventListener('touchmove', touchmove, false);

      window.addEventListener('keydown', keydown, false);
      window.addEventListener('keyup', keyup, false);

      this.handleResize();

      // force an update at start
      this.update();
    };

    TrackballControls.prototype = Object.create(EventDispatcher.prototype);
    TrackballControls.prototype.constructor = TrackballControls;

    /*! chevrotain - v4.6.0 */
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t(e,n)})))},e.isBranchingProd=function(t){return t instanceof a.Alternation},e.getProductionDslName=function(t){if(t instanceof a.NonTerminal)return "SUBRULE";if(t instanceof a.Option)return "OPTION";if(t instanceof a.Alternation)return "OR";if(t instanceof a.RepetitionMandatory)return "AT_LEAST_ONE";if(t instanceof a.RepetitionMandatoryWithSeparator)return "AT_LEAST_ONE_SEP";if(t instanceof a.RepetitionWithSeparator)return "MANY_SEP";if(t instanceof a.Repetition)return "MANY";if(t instanceof a.Terminal)return "CONSUME";throw Error("non exhaustive match")};var c=function(t){function e(){var e=null!==t&&t.apply(this,arguments)||this;return e.separator="-",e.dslMethods={option:[],alternation:[],repetition:[],repetitionWithSeparator:[],repetitionMandatory:[],repetitionMandatoryWithSeparator:[]},e}return i(e,t),e.prototype.visitTerminal=function(t){var e=u.tokenName(t.terminalType)+this.separator+"Terminal";o.has(this.dslMethods,e)||(this.dslMethods[e]=[]),this.dslMethods[e].push(t);},e.prototype.visitNonTerminal=function(t){var e=t.nonTerminalName+this.separator+"Terminal";o.has(this.dslMethods,e)||(this.dslMethods[e]=[]),this.dslMethods[e].push(t);},e.prototype.visitOption=function(t){this.dslMethods.option.push(t);},e.prototype.visitRepetitionWithSeparator=function(t){this.dslMethods.repetitionWithSeparator.push(t);},e.prototype.visitRepetitionMandatory=function(t){this.dslMethods.repetitionMandatory.push(t);},e.prototype.visitRepetitionMandatoryWithSeparator=function(t){this.dslMethods.repetitionMandatoryWithSeparator.push(t);},e.prototype.visitRepetition=function(t){this.dslMethods.repetition.push(t);},e.prototype.visitAlternation=function(t){this.dslMethods.alternation.push(t);},e}(s.GAstVisitor);e.DslMethodsCollectorVisitor=c;},function(t,e,n){function r(t,e,n){return 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e=t.firstRedundant;t.ruleName;return "Redundant input, expecting EOF but found: "+e.image},buildNoViableAltMessage:function(t){var e=t.expectedPathsPerAlt,n=t.actual,i=(t.previous,t.customUserDescription),a=(t.ruleName,"\nbut found: '"+o.first(n).image+"'");if(i)return "Expecting: "+i+a;var s=o.reduce(e,function(t,e){return t.concat(e)},[]),u=o.map(s,function(t){return "["+o.map(t,function(t){return r.tokenLabel(t)}).join(", ")+"]"});return "Expecting: "+("one of these possible Token sequences:\n"+o.map(u,function(t,e){return "  "+(e+1)+". 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This issue can be ignored (if you know what you are doing...), see https://sap.github.io/chevrotain/documentation/"+a+"/interfaces/iparserconfig.html#ignoredissues for more details\n"},buildEmptyRepetitionError:function(t){var e=s.getProductionDslName(t.repetition);return 0!==t.repetition.idx&&(e+=t.repetition.idx),"The repetition <"+e+"> within Rule <"+t.topLevelRule.name+"> can never consume any tokens.\nThis could lead to an infinite loop."},buildTokenNameError:function(t){return "Invalid Grammar Token name: ->"+r.tokenName(t.tokenType)+"<- it must match the pattern: ->"+t.expectedPattern.toString()+"<-"},buildEmptyAlternationError:function(t){return "Ambiguous empty alternative: <"+(t.emptyChoiceIdx+1)+"> in <OR"+t.alternation.idx+"> inside <"+t.topLevelRule.name+"> Rule.\nOnly the last alternative may be an empty alternative."},buildTooManyAlternativesError:function(t){return "An Alternation cannot have more than 256 alternatives:\n<OR"+t.alternation.idx+"> inside <"+t.topLevelRule.name+"> Rule.\n has "+(t.alternation.definition.length+1)+" alternatives."},buildLeftRecursionError:function(t){var e=t.topLevelRule.name;return "Left Recursion found in grammar.\nrule: <"+e+"> can be invoked from itself (directly or indirectly)\nwithout consuming any Tokens. 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n.name.match(e.validNestedRuleName)||(i=r.buildInvalidNestedRuleNameError(t,n),o.push({message:i,type:s.ParserDefinitionErrorType.INVALID_NESTED_RULE_NAME,ruleName:t.name})),o}function g(t,n){var r=[];return c.tokenName(t).match(e.validTermsPattern)||r.push({message:n.buildTokenNameError({tokenType:t,expectedPattern:e.validTermsPattern}),type:s.ParserDefinitionErrorType.INVALID_TOKEN_NAME}),r}function _(t,e,n,r){var i=[];if(a.reduce(e,function(e,n){return n.name===t.name?e+1:e},0)>1){var o=r.buildDuplicateRuleNameError({topLevelRule:t,grammarName:n});i.push({message:o,type:s.ParserDefinitionErrorType.DUPLICATE_RULE_NAME,ruleName:t.name});}return i}function R(t,e,n,r){void 0===r&&(r=[]);var i=[],a=A(e.definition);if(o.isEmpty(a))return [];var u=t.name;o.contains(a,t)&&i.push({message:n.buildLeftRecursionError({topLevelRule:t,leftRecursionPath:r}),type:s.ParserDefinitionErrorType.LEFT_RECURSION,ruleName:u});var c=o.difference(a,r.concat([t])),p=o.map(c,function(e){var i=o.cloneArr(r);return i.push(e),R(t,e,n,i)});return i.concat(o.flatten(p))}function A(t){var e=[];if(o.isEmpty(t))return e;var n=o.first(t);if(n instanceof f.NonTerminal)e.push(n.referencedRule);else if(n instanceof f.Flat||n instanceof f.Option||n instanceof f.RepetitionMandatory||n instanceof f.RepetitionMandatoryWithSeparator||n instanceof f.RepetitionWithSeparator||n instanceof f.Repetition)e=e.concat(A(n.definition));else if(n instanceof f.Alternation)e=o.flatten(o.map(n.definition,function(t){return A(t.definition)}));else if(!(n instanceof f.Terminal))throw Error("non exhaustive match");var r=u.isOptionalProd(n),i=t.length>1;if(r&&i){var a=o.drop(t);return e.concat(A(a))}return e}e.OccurrenceValidationCollector=y,e.validTermsPattern=/^[a-zA-Z_]\w*$/,e.validNestedRuleName=new RegExp(e.validTermsPattern.source.replace("^","^\\$")),e.validateRuleName=T,e.validateNestedRuleName=v,e.validateTokenName=g,e.validateRuleDoesNotAlreadyExist=_,e.validateRuleIsOverridden=function(t,e,n){var r,i=[];return o.contains(e,t)||(r="Invalid rule override, rule: ->"+t+"<- cannot be overridden in the grammar: ->"+n+"<-as it is not defined in any of the super grammars ",i.push({message:r,type:s.ParserDefinitionErrorType.INVALID_RULE_OVERRIDE,ruleName:t})),i},e.validateNoLeftRecursion=R,e.getFirstNoneTerminal=A;var N=function(t){function e(){var e=null!==t&&t.apply(this,arguments)||this;return e.alternations=[],e}return i(e,t),e.prototype.visitAlternation=function(t){this.alternations.push(t);},e}(d.GAstVisitor);function O(t,e){var n=new N;t.accept(n);var r=n.alternations;return o.reduce(r,function(n,r){var i=o.dropRight(r.definition),a=o.map(i,function(n,i){var a=h.nextPossibleTokensAfter([n],[],null,1);return o.isEmpty(a)?{message:e.buildEmptyAlternationError({topLevelRule:t,alternation:r,emptyChoiceIdx:i}),type:s.ParserDefinitionErrorType.NONE_LAST_EMPTY_ALT,ruleName:t.name,occurrence:r.idx,alternative:i+1}:null});return n.concat(o.compact(a))},[])}function S(t,e,n,r){var i=new N;t.accept(i);var c=i.alternations,l=n[t.name];return l&&(c=a.reject(c,function(t){return l[u.getProductionDslName(t)+(0===t.idx?"":t.idx)]})),o.reduce(c,function(n,i){var u=i.idx,c=p.getLookaheadPathsForOr(u,t,e),l=function(t,e,n,r){var i=[],u=a.reduce(t,function(e,n,r){return a.forEach(n,function(n){var o=[r];a.forEach(t,function(t,e){r!==e&&p.containsPath(t,n)&&o.push(e);}),o.length>1&&!p.containsPath(i,n)&&(i.push(n),e.push({alts:o,path:n}));}),e},[]);return o.map(u,function(t){var i=a.map(t.alts,function(t){return t+1}),o=r.buildAlternationAmbiguityError({topLevelRule:n,alternation:e,ambiguityIndices:i,prefixPath:t.path});return {message:o,type:s.ParserDefinitionErrorType.AMBIGUOUS_ALTS,ruleName:n.name,occurrence:e.idx,alternatives:[t.alts]}})}(c,i,t,r),h=P(c,i,t,r);return n.concat(l,h)},[])}e.validateEmptyOrAlternative=O,e.validateAmbiguousAlternationAlternatives=S;var I=function(t){function e(){var e=null!==t&&t.apply(this,arguments)||this;return e.allProductions=[],e}return i(e,t),e.prototype.visitRepetitionWithSeparator=function(t){this.allProductions.push(t);},e.prototype.visitRepetitionMandatory=function(t){this.allProductions.push(t);},e.prototype.visitRepetitionMandatoryWithSeparator=function(t){this.allProductions.push(t);},e.prototype.visitRepetition=function(t){this.allProductions.push(t);},e}(d.GAstVisitor);function L(t,e){var n=new N;t.accept(n);var r=n.alternations;return o.reduce(r,function(n,r){return r.definition.length>255&&n.push({message:e.buildTooManyAlternativesError({topLevelRule:t,alternation:r}),type:s.ParserDefinitionErrorType.TOO_MANY_ALTS,ruleName:t.name,occurrence:r.idx}),n},[])}function k(t,e,n){var r=[];return a.forEach(t,function(t){var i=new I;t.accept(i);var o=i.allProductions;a.forEach(o,function(i){var o=p.getProdType(i),u=i.idx,c=p.getLookaheadPathsForOptionalProd(u,t,o,e)[0];if(a.isEmpty(a.flatten(c))){var l=n.buildEmptyRepetitionError({topLevelRule:t,repetition:i});r.push({message:l,type:s.ParserDefinitionErrorType.NO_NON_EMPTY_LOOKAHEAD,ruleName:t.name});}});}),r}function P(t,e,n,r){var i=[],o=a.reduce(t,function(t,e,n){var r=a.map(e,function(t){return {idx:n,path:t}});return t.concat(r)},[]);return a.forEach(o,function(t){var u=t.idx,c=t.path,l=a.findAll(o,function(t){return t.idx<u&&p.isStrictPrefixOfPath(t.path,c)}),h=a.map(l,function(t){var i=[t.idx+1,u+1],o=0===e.idx?"":e.idx;return 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o,a=n(0),s=n(13),u=n(14),c=n(7),p=n(1),l=n(5);!function(t){t[t.OPTION=0]="OPTION",t[t.REPETITION=1]="REPETITION",t[t.REPETITION_MANDATORY=2]="REPETITION_MANDATORY",t[t.REPETITION_MANDATORY_WITH_SEPARATOR=3]="REPETITION_MANDATORY_WITH_SEPARATOR",t[t.REPETITION_WITH_SEPARATOR=4]="REPETITION_WITH_SEPARATOR",t[t.ALTERNATION=5]="ALTERNATION";}(o=e.PROD_TYPE||(e.PROD_TYPE={})),e.getProdType=function(t){if(t instanceof p.Option)return o.OPTION;if(t instanceof p.Repetition)return o.REPETITION;if(t instanceof p.RepetitionMandatory)return o.REPETITION_MANDATORY;if(t instanceof p.RepetitionMandatoryWithSeparator)return o.REPETITION_MANDATORY_WITH_SEPARATOR;if(t instanceof p.RepetitionWithSeparator)return o.REPETITION_WITH_SEPARATOR;if(t instanceof p.Alternation)return o.ALTERNATION;throw Error("non exhaustive match")},e.buildLookaheadFuncForOr=function(t,e,n,r,i,o){var a=E(t,e,n);return 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r=t[e],o=r.length;t:for(var a=0;a<o;a++){for(var s=r[a],u=s.length,c=0;c<u;c++){var p=this.LA(c+1);if(!1===n(p,s[c]))continue t}return e}}}},e.buildSingleAlternativeLookaheadFunction=function(t,e,n){var r=a.every(t,function(t){return 1===t.length}),i=t.length;if(r&&!n){var o=a.flatten(t);if(1===o.length&&a.isEmpty(o[0].categoryMatches)){var s=o[0].tokenTypeIdx;return function(){return this.LA(1).tokenTypeIdx===s}}var u=a.reduce(o,function(t,e,n){return t[e.tokenTypeIdx]=!0,a.forEach(e.categoryMatches,function(e){t[e]=!0;}),t},[]);return function(){var t=this.LA(1);return !0===u[t.tokenTypeIdx]}}return function(){t:for(var n=0;n<i;n++){for(var r=t[n],o=r.length,a=0;a<o;a++){var s=this.LA(a+1);if(!1===e(s,r[a]))continue t}return !0}return !1}};var h=function(t){function e(e,n,r){var i=t.call(this)||this;return i.topProd=e,i.targetOccurrence=n,i.targetProdType=r,i}return i(e,t),e.prototype.startWalking=function(){return this.walk(this.topProd),this.restDef},e.prototype.checkIsTarget=function(t,e,n,r){return t.idx===this.targetOccurrence&&this.targetProdType===e&&(this.restDef=n.concat(r),!0)},e.prototype.walkOption=function(e,n,r){this.checkIsTarget(e,o.OPTION,n,r)||t.prototype.walkOption.call(this,e,n,r);},e.prototype.walkAtLeastOne=function(e,n,r){this.checkIsTarget(e,o.REPETITION_MANDATORY,n,r)||t.prototype.walkOption.call(this,e,n,r);},e.prototype.walkAtLeastOneSep=function(e,n,r){this.checkIsTarget(e,o.REPETITION_MANDATORY_WITH_SEPARATOR,n,r)||t.prototype.walkOption.call(this,e,n,r);},e.prototype.walkMany=function(e,n,r){this.checkIsTarget(e,o.REPETITION,n,r)||t.prototype.walkOption.call(this,e,n,r);},e.prototype.walkManySep=function(e,n,r){this.checkIsTarget(e,o.REPETITION_WITH_SEPARATOR,n,r)||t.prototype.walkOption.call(this,e,n,r);},e}(u.RestWalker),f=function(t){function e(e,n){var r=t.call(this)||this;return r.targetOccurrence=e,r.targetProdType=n,r.result=[],r}return 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a.every(t,function(t){return a.every(t,function(t){return a.every(t,function(t){return a.isEmpty(t.categoryMatches)})})})}e.lookAheadSequenceFromAlternatives=d,e.getLookaheadPathsForOr=E,e.getLookaheadPathsForOptionalProd=m,e.containsPath=y,e.isStrictPrefixOfPath=function(t,e){return t.length<e.length&&a.every(t,function(t,n){var r=e[n];return t===r||r.categoryMatchesMap[t.tokenTypeIdx]})},e.areTokenCategoriesNotUsed=T;},function(t,e,n){var r,i=this&&this.__extends||(r=function(t,e){return (r=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(t,e){t.__proto__=e;}||function(t,e){for(var n in e)e.hasOwnProperty(n)&&(t[n]=e[n]);})(t,e)},function(t,e){function n(){this.constructor=t;}r(t,e),t.prototype=null===e?Object.create(e):(n.prototype=e.prototype,new n);});Object.defineProperty(e,"__esModule",{value:!0});var o=n(14),a=n(0),s=n(2),u=n(21),c=n(1),p=function(t){function e(e,n){var r=t.call(this)||this;return r.topProd=e,r.path=n,r.possibleTokTypes=[],r.nextProductionName="",r.nextProductionOccurrence=0,r.found=!1,r.isAtEndOfPath=!1,r}return i(e,t),e.prototype.startWalking=function(){if(this.found=!1,this.path.ruleStack[0]!==this.topProd.name)throw Error("The path does not start with the walker's top Rule!");return this.ruleStack=a.cloneArr(this.path.ruleStack).reverse(),this.occurrenceStack=a.cloneArr(this.path.occurrenceStack).reverse(),this.ruleStack.pop(),this.occurrenceStack.pop(),this.updateExpectedNext(),this.walk(this.topProd),this.possibleTokTypes},e.prototype.walk=function(e,n){void 0===n&&(n=[]),this.found||t.prototype.walk.call(this,e,n);},e.prototype.walkProdRef=function(t,e,n){if(t.referencedRule.name===this.nextProductionName&&t.idx===this.nextProductionOccurrence){var r=e.concat(n);this.updateExpectedNext(),this.walk(t.referencedRule,r);}},e.prototype.updateExpectedNext=function(){a.isEmpty(this.ruleStack)?(this.nextProductionName="",this.nextProductionOccurrence=0,this.isAtEndOfPath=!0):(this.nextProductionName=this.ruleStack.pop(),this.nextProductionOccurrence=this.occurrenceStack.pop());},e}(o.RestWalker);e.AbstractNextPossibleTokensWalker=p;var l=function(t){function e(e,n){var r=t.call(this,e,n)||this;return r.path=n,r.nextTerminalName="",r.nextTerminalOccurrence=0,r.nextTerminalName=s.tokenName(r.path.lastTok),r.nextTerminalOccurrence=r.path.lastTokOccurrence,r}return i(e,t),e.prototype.walkTerminal=function(t,e,n){if(this.isAtEndOfPath&&s.tokenName(t.terminalType)===this.nextTerminalName&&t.idx===this.nextTerminalOccurrence&&!this.found){var r=e.concat(n),i=new c.Flat({definition:r});this.possibleTokTypes=u.first(i),this.found=!0;}},e}(p);e.NextAfterTokenWalker=l;var h=function(t){function e(e,n){var r=t.call(this)||this;return r.topRule=e,r.occurrence=n,r.result={token:void 0,occurrence:void 0,isEndOfRule:void 0},r}return i(e,t),e.prototype.startWalking=function(){return this.walk(this.topRule),this.result},e}(o.RestWalker);e.AbstractNextTerminalAfterProductionWalker=h;var f=function(t){function e(){return null!==t&&t.apply(this,arguments)||this}return i(e,t),e.prototype.walkMany=function(e,n,r){if(e.idx===this.occurrence){var i=a.first(n.concat(r));this.result.isEndOfRule=void 0===i,i instanceof c.Terminal&&(this.result.token=i.terminalType,this.result.occurrence=i.idx);}else t.prototype.walkMany.call(this,e,n,r);},e}(h);e.NextTerminalAfterManyWalker=f;var d=function(t){function e(){return null!==t&&t.apply(this,arguments)||this}return i(e,t),e.prototype.walkManySep=function(e,n,r){if(e.idx===this.occurrence){var i=a.first(n.concat(r));this.result.isEndOfRule=void 0===i,i instanceof c.Terminal&&(this.result.token=i.terminalType,this.result.occurrence=i.idx);}else t.prototype.walkManySep.call(this,e,n,r);},e}(h);e.NextTerminalAfterManySepWalker=d;var E=function(t){function e(){return null!==t&&t.apply(this,arguments)||this}return i(e,t),e.prototype.walkAtLeastOne=function(e,n,r){if(e.idx===this.occurrence){var i=a.first(n.concat(r));this.result.isEndOfRule=void 0===i,i instanceof c.Terminal&&(this.result.token=i.terminalType,this.result.occurrence=i.idx);}else t.prototype.walkAtLeastOne.call(this,e,n,r);},e}(h);e.NextTerminalAfterAtLeastOneWalker=E;var m=function(t){function e(){return null!==t&&t.apply(this,arguments)||this}return i(e,t),e.prototype.walkAtLeastOneSep=function(e,n,r){if(e.idx===this.occurrence){var i=a.first(n.concat(r));this.result.isEndOfRule=void 0===i,i instanceof c.Terminal&&(this.result.token=i.terminalType,this.result.occurrence=i.idx);}else t.prototype.walkAtLeastOneSep.call(this,e,n,r);},e}(h);function y(t,e,n,r){var i=a.cloneArr(n);i.push(t.name);var o=a.cloneArr(r);return o.push(1),{idx:e,def:t.definition,ruleStack:i,occurrenceStack:o}}e.NextTerminalAfterAtLeastOneSepWalker=m,e.possiblePathsFrom=function t(e,n,r){void 0===r&&(r=[]),r=a.cloneArr(r);var i=[],o=0;function s(s){var u=t(s.concat(a.drop(e,o+1)),n,r);return i.concat(u)}for(;r.length<n&&o<e.length;){var u=e[o];if(u instanceof c.Flat)return s(u.definition);if(u instanceof c.NonTerminal)return s(u.definition);if(u instanceof c.Option)i=s(u.definition);else{if(u instanceof c.RepetitionMandatory)return s(p=u.definition.concat([new c.Repetition({definition:u.definition})]));if(u instanceof c.RepetitionMandatoryWithSeparator)return s(p=[new c.Flat({definition:u.definition}),new c.Repetition({definition:[new c.Terminal({terminalType:u.separator})].concat(u.definition)})]);if(u instanceof c.RepetitionWithSeparator){var p=u.definition.concat([new c.Repetition({definition:[new c.Terminal({terminalType:u.separator})].concat(u.definition)})]);i=s(p);}else if(u instanceof c.Repetition)p=u.definition.concat([new c.Repetition({definition:u.definition})]),i=s(p);else{if(u instanceof c.Alternation)return a.forEach(u.definition,function(t){i=s(t.definition);}),i;if(!(u instanceof c.Terminal))throw Error("non exhaustive match");r.push(u.terminalType);}}o++;}return i.push({partialPath:r,suffixDef:a.drop(e,o)}),i},e.nextPossibleTokensAfter=function(t,e,n,r){var i=["EXIT_NONE_TERMINAL"],o=!1,s=e.length,u=s-r-1,p=[],l=[];for(l.push({idx:-1,def:t,ruleStack:[],occurrenceStack:[]});!a.isEmpty(l);){var h=l.pop();if("EXIT_ALTERNATIVE"!==h){var f=h.def,d=h.idx,E=h.ruleStack,m=h.occurrenceStack;if(!a.isEmpty(f)){var T=f[0];if("EXIT_NONE_TERMINAL"===T){var v={idx:d,def:a.drop(f),ruleStack:a.dropRight(E),occurrenceStack:a.dropRight(m)};l.push(v);}else if(T instanceof c.Terminal)if(d<s-1){var g=d+1;n(e[g],T.terminalType)&&(v={idx:g,def:a.drop(f),ruleStack:E,occurrenceStack:m},l.push(v));}else{if(d!==s-1)throw Error("non exhaustive 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instanceof c.RepetitionWithSeparator){A={idx:d,def:a.drop(f),ruleStack:E,occurrenceStack:m},l.push(A),l.push("EXIT_ALTERNATIVE"),S=new c.Terminal({terminalType:T.separator});var I=new c.Repetition({definition:[S].concat(T.definition),idx:T.idx});N={idx:d,def:T.definition.concat([I],a.drop(f)),ruleStack:E,occurrenceStack:m},l.push(N);}else if(T instanceof c.Repetition)A={idx:d,def:a.drop(f),ruleStack:E,occurrenceStack:m},l.push(A),l.push("EXIT_ALTERNATIVE"),I=new c.Repetition({definition:T.definition,idx:T.idx}),N={idx:d,def:T.definition.concat([I],a.drop(f)),ruleStack:E,occurrenceStack:m},l.push(N);else if(T instanceof c.Alternation)for(var L=T.definition.length-1;L>=0;L--){var k={idx:d,def:T.definition[L].definition.concat(a.drop(f)),ruleStack:E,occurrenceStack:m};l.push(k),l.push("EXIT_ALTERNATIVE");}else if(T instanceof c.Flat)l.push({idx:d,def:T.definition.concat(a.drop(f)),ruleStack:E,occurrenceStack:m});else{if(!(T instanceof c.Rule))throw Error("non exhaustive match");l.push(y(T,d,E,m));}}}else o&&a.last(l).idx<=u&&l.pop();}return p};},function(t,e,n){Object.defineProperty(e,"__esModule",{value:!0});var r=n(0),i=n(1),o=function(){function t(){}return t.prototype.walk=function(t,e){var n=this;void 0===e&&(e=[]),r.forEach(t.definition,function(o,a){var s=r.drop(t.definition,a+1);if(o instanceof i.NonTerminal)n.walkProdRef(o,s,e);else if(o instanceof i.Terminal)n.walkTerminal(o,s,e);else if(o instanceof i.Flat)n.walkFlat(o,s,e);else if(o instanceof i.Option)n.walkOption(o,s,e);else if(o instanceof i.RepetitionMandatory)n.walkAtLeastOne(o,s,e);else if(o instanceof i.RepetitionMandatoryWithSeparator)n.walkAtLeastOneSep(o,s,e);else if(o instanceof i.RepetitionWithSeparator)n.walkManySep(o,s,e);else if(o instanceof i.Repetition)n.walkMany(o,s,e);else{if(!(o instanceof i.Alternation))throw Error("non exhaustive match");n.walkOr(o,s,e);}});},t.prototype.walkTerminal=function(t,e,n){},t.prototype.walkProdRef=function(t,e,n){},t.prototype.walkFlat=function(t,e,n){var r=e.concat(n);this.walk(t,r);},t.prototype.walkOption=function(t,e,n){var r=e.concat(n);this.walk(t,r);},t.prototype.walkAtLeastOne=function(t,e,n){var r=[new i.Option({definition:t.definition})].concat(e,n);this.walk(t,r);},t.prototype.walkAtLeastOneSep=function(t,e,n){var r=a(t,e,n);this.walk(t,r);},t.prototype.walkMany=function(t,e,n){var r=[new i.Option({definition:t.definition})].concat(e,n);this.walk(t,r);},t.prototype.walkManySep=function(t,e,n){var r=a(t,e,n);this.walk(t,r);},t.prototype.walkOr=function(t,e,n){var o=this,a=e.concat(n);r.forEach(t.definition,function(t){var e=new i.Flat({definition:[t]});o.walk(e,a);});},t}();function a(t,e,n){return [new i.Option({definition:[new i.Terminal({terminalType:t.separator})].concat(t.definition)})].concat(e,n)}e.RestWalker=o;},function(t,e,n){Object.defineProperty(e,"__esModule",{value:!0});var r=n(27),i=n(0),o=n(7),a=n(20);!function(t){t[t.MISSING_PATTERN=0]="MISSING_PATTERN",t[t.INVALID_PATTERN=1]="INVALID_PATTERN",t[t.EOI_ANCHOR_FOUND=2]="EOI_ANCHOR_FOUND",t[t.UNSUPPORTED_FLAGS_FOUND=3]="UNSUPPORTED_FLAGS_FOUND",t[t.DUPLICATE_PATTERNS_FOUND=4]="DUPLICATE_PATTERNS_FOUND",t[t.INVALID_GROUP_TYPE_FOUND=5]="INVALID_GROUP_TYPE_FOUND",t[t.PUSH_MODE_DOES_NOT_EXIST=6]="PUSH_MODE_DOES_NOT_EXIST",t[t.MULTI_MODE_LEXER_WITHOUT_DEFAULT_MODE=7]="MULTI_MODE_LEXER_WITHOUT_DEFAULT_MODE",t[t.MULTI_MODE_LEXER_WITHOUT_MODES_PROPERTY=8]="MULTI_MODE_LEXER_WITHOUT_MODES_PROPERTY",t[t.MULTI_MODE_LEXER_DEFAULT_MODE_VALUE_DOES_NOT_EXIST=9]="MULTI_MODE_LEXER_DEFAULT_MODE_VALUE_DOES_NOT_EXIST",t[t.LEXER_DEFINITION_CANNOT_CONTAIN_UNDEFINED=10]="LEXER_DEFINITION_CANNOT_CONTAIN_UNDEFINED",t[t.SOI_ANCHOR_FOUND=11]="SOI_ANCHOR_FOUND",t[t.EMPTY_MATCH_PATTERN=12]="EMPTY_MATCH_PATTERN",t[t.NO_LINE_BREAKS_FLAGS=13]="NO_LINE_BREAKS_FLAGS",t[t.UNREACHABLE_PATTERN=14]="UNREACHABLE_PATTERN",t[t.IDENTIFY_TERMINATOR=15]="IDENTIFY_TERMINATOR",t[t.CUSTOM_LINE_BREAK=16]="CUSTOM_LINE_BREAK";}(e.LexerDefinitionErrorType||(e.LexerDefinitionErrorType={}));var s={deferDefinitionErrorsHandling:!1,positionTracking:"full",lineTerminatorsPattern:/\n|\r\n?/g,lineTerminatorCharacters:["\n","\r"],ensureOptimizations:!1,safeMode:!1,errorMessageProvider:a.defaultLexerErrorProvider};Object.freeze(s);var u=function(){function t(t,e){var n=this;if(void 0===e&&(e=s),this.lexerDefinition=t,this.lexerDefinitionErrors=[],this.lexerDefinitionWarning=[],this.patternIdxToConfig={},this.charCodeToPatternIdxToConfig={},this.modes=[],this.emptyGroups={},this.config=void 0,this.trackStartLines=!0,this.trackEndLines=!0,this.hasCustom=!1,this.canModeBeOptimized={},"boolean"==typeof e)throw Error("The second argument to the Lexer constructor is now an ILexerConfig Object.\na boolean 2nd argument is no longer supported");if(this.config=i.merge(s,e),this.config.lineTerminatorsPattern===s.lineTerminatorsPattern)this.config.lineTerminatorsPattern=r.LineTerminatorOptimizedTester;else if(this.config.lineTerminatorCharacters===s.lineTerminatorCharacters)throw Error("Error: Missing <lineTerminatorCharacters> property on the Lexer config.\n\tFor details See: https://sap.github.io/chevrotain/docs/guide/resolving_lexer_errors.html#MISSING_LINE_TERM_CHARS");if(e.safeMode&&e.ensureOptimizations)throw Error('"safeMode" and "ensureOptimizations" flags are mutually exclusive.');this.trackStartLines=/full|onlyStart/i.test(this.config.positionTracking),this.trackEndLines=/full/i.test(this.config.positionTracking);var a,u=!0;i.isArray(t)?((a={modes:{}}).modes[r.DEFAULT_MODE]=i.cloneArr(t),a[r.DEFAULT_MODE]=r.DEFAULT_MODE):(u=!1,a=i.cloneObj(t)),this.lexerDefinitionErrors=this.lexerDefinitionErrors.concat(r.performRuntimeChecks(a,this.trackStartLines,this.config.lineTerminatorCharacters)),this.lexerDefinitionWarning=this.lexerDefinitionWarning.concat(r.performWarningRuntimeChecks(a,this.trackStartLines,this.config.lineTerminatorCharacters)),a.modes=a.modes?a.modes:{},i.forEach(a.modes,function(t,e){a.modes[e]=i.reject(t,function(t){return i.isUndefined(t)});});var c=i.keys(a.modes);if(i.forEach(a.modes,function(t,a){if(n.modes.push(a),n.lexerDefinitionErrors=n.lexerDefinitionErrors.concat(r.validatePatterns(t,c)),i.isEmpty(n.lexerDefinitionErrors)){o.augmentTokenTypes(t);var s=r.analyzeTokenTypes(t,{lineTerminatorCharacters:n.config.lineTerminatorCharacters,positionTracking:e.positionTracking,ensureOptimizations:e.ensureOptimizations,safeMode:e.safeMode});n.patternIdxToConfig[a]=s.patternIdxToConfig,n.charCodeToPatternIdxToConfig[a]=s.charCodeToPatternIdxToConfig,n.emptyGroups=i.merge(n.emptyGroups,s.emptyGroups),n.hasCustom=s.hasCustom||n.hasCustom,n.canModeBeOptimized[a]=s.canBeOptimized;}}),this.defaultMode=a.defaultMode,!i.isEmpty(this.lexerDefinitionErrors)&&!this.config.deferDefinitionErrorsHandling){var p=i.map(this.lexerDefinitionErrors,function(t){return t.message}).join("-----------------------\n");throw new Error("Errors detected in definition of Lexer:\n"+p)}if(i.forEach(this.lexerDefinitionWarning,function(t){i.PRINT_WARNING(t.message);}),r.SUPPORT_STICKY?(this.chopInput=i.IDENTITY,this.match=this.matchWithTest):(this.updateLastIndex=i.NOOP,this.match=this.matchWithExec),u&&(this.handleModes=i.NOOP),!1===this.trackStartLines&&(this.computeNewColumn=i.IDENTITY),!1===this.trackEndLines&&(this.updateTokenEndLineColumnLocation=i.NOOP),/full/i.test(this.config.positionTracking))this.createTokenInstance=this.createFullToken;else if(/onlyStart/i.test(this.config.positionTracking))this.createTokenInstance=this.createStartOnlyToken;else{if(!/onlyOffset/i.test(this.config.positionTracking))throw Error('Invalid <positionTracking> config option: "'+this.config.positionTracking+'"');this.createTokenInstance=this.createOffsetOnlyToken;}this.hasCustom?this.addToken=this.addTokenUsingPush:this.addToken=this.addTokenUsingMemberAccess;var l=i.reduce(this.canModeBeOptimized,function(t,e,n){return !1===e&&t.push(n),t},[]);if(e.ensureOptimizations&&!i.isEmpty(l))throw Error("Lexer Modes: < "+l.join(", ")+' > cannot be optimized.\n\t Disable the "ensureOptimizations" lexer config flag to silently ignore this and run the lexer in an un-optimized mode.\n\t Or inspect the console log for details on how to resolve these issues.')}return t.prototype.tokenize=function(t,e){if(void 0===e&&(e=this.defaultMode),!i.isEmpty(this.lexerDefinitionErrors)){var n=i.map(this.lexerDefinitionErrors,function(t){return t.message}).join("-----------------------\n");throw new Error("Unable to Tokenize because Errors detected in definition of Lexer:\n"+n)}return this.tokenizeInternal(t,e)},t.prototype.tokenizeInternal=function(t,e){var n,o,a,s,u,c,p,l,h,f,d,E,m=this,y=t,T=y.length,v=0,g=0,_=this.hasCustom?0:Math.floor(t.length/10),R=new Array(_),A=[],N=this.trackStartLines?1:void 0,O=this.trackStartLines?1:void 0,S=r.cloneEmptyGroups(this.emptyGroups),I=this.trackStartLines,L=this.config.lineTerminatorsPattern,k=0,P=[],x=[],C=[],M=[];Object.freeze(M);var F,b=void 0,D=function(t){if(1===C.length&&void 0===t.tokenType.PUSH_MODE){var e=m.config.errorMessageProvider.buildUnableToPopLexerModeMessage(t);A.push({offset:t.startOffset,line:void 0!==t.startLine?t.startLine:void 0,column:void 0!==t.startColumn?t.startColumn:void 0,length:t.image.length,message:e});}else{C.pop();var n=i.last(C);P=m.patternIdxToConfig[n],x=m.charCodeToPatternIdxToConfig[n],k=P.length;var r=m.canModeBeOptimized[n]&&!1===m.config.safeMode;b=x&&r?function(t){var e=x[t];return void 0===e?M:e}:function(){return P};}};function w(t){C.push(t),x=this.charCodeToPatternIdxToConfig[t],P=this.patternIdxToConfig[t],k=P.length,k=P.length;var e=this.canModeBeOptimized[t]&&!1===this.config.safeMode;b=x&&e?function(t){var e=x[t];return void 0===e?M:e}:function(){return P};}for(w.call(this,e);v<T;){u=null;var U=y.charCodeAt(v),G=b(U),B=G.length;for(n=0;n<B;n++){var K=(F=G[n]).pattern;if(!1!==(Z=F.short)?U===Z&&(u=K):!0===F.isCustom?u=null!==(E=K.exec(y,v,R,S))?E[0]:E:(this.updateLastIndex(K,v),u=this.match(K,t,v)),null!==u){if(void 0!==(s=F.longerAlt)){var W=P[s],j=W.pattern;!0===W.isCustom?a=null!==(E=j.exec(y,v,R,S))?E[0]:E:(this.updateLastIndex(j,v),a=this.match(j,t,v)),a&&a.length>u.length&&(u=a,F=W);}break}}if(null!==u){if(c=u.length,void 0!==(p=F.group)&&(l=F.tokenTypeIdx,h=this.createTokenInstance(u,v,l,F.tokenType,N,O,c),!1===p?g=this.addToken(R,g,h):S[p].push(h)),t=this.chopInput(t,c),v+=c,O=this.computeNewColumn(O,c),!0===I&&!0===F.canLineTerminator){var V=0,Y=void 0,H=void 0;L.lastIndex=0;do{!0===(Y=L.test(u))&&(H=L.lastIndex-1,V++);}while(Y);0!==V&&(N+=V,O=c-H,this.updateTokenEndLineColumnLocation(h,p,H,V,N,O,c));}this.handleModes(F,D,w,h);}else{for(var X=v,z=N,q=O,$=!1;!$&&v<T;)for(y.charCodeAt(v),t=this.chopInput(t,1),v++,o=0;o<k;o++){var Z,Q=P[o];K=Q.pattern;if(!1!==(Z=Q.short)?y.charCodeAt(v)===Z&&($=!0):!0===Q.isCustom?$=null!==K.exec(y,v,R,S):(this.updateLastIndex(K,v),$=null!==K.exec(t)),!0===$)break}f=v-X,d=this.config.errorMessageProvider.buildUnexpectedCharactersMessage(y,X,f,z,q),A.push({offset:X,line:z,column:q,length:f,message:d});}}return this.hasCustom||(R.length=g),{tokens:R,groups:S,errors:A}},t.prototype.handleModes=function(t,e,n,r){if(!0===t.pop){var i=t.push;e(r),void 0!==i&&n.call(this,i);}else void 0!==t.push&&n.call(this,t.push);},t.prototype.chopInput=function(t,e){return t.substring(e)},t.prototype.updateLastIndex=function(t,e){t.lastIndex=e;},t.prototype.updateTokenEndLineColumnLocation=function(t,e,n,r,i,o,a){var s,u;void 0!==e&&(u=(s=n===a-1)?-1:0,1===r&&!0===s||(t.endLine=i+u,t.endColumn=o-1-u));},t.prototype.computeNewColumn=function(t,e){return t+e},t.prototype.createTokenInstance=function(){for(var t=[],e=0;e<arguments.length;e++)t[e]=arguments[e];return null},t.prototype.createOffsetOnlyToken=function(t,e,n,r){return {image:t,startOffset:e,tokenTypeIdx:n,tokenType:r}},t.prototype.createStartOnlyToken=function(t,e,n,r,i,o){return {image:t,startOffset:e,startLine:i,startColumn:o,tokenTypeIdx:n,tokenType:r}},t.prototype.createFullToken=function(t,e,n,r,i,o,a){return {image:t,startOffset:e,endOffset:e+a-1,startLine:i,endLine:i,startColumn:o,endColumn:o+a-1,tokenTypeIdx:n,tokenType:r}},t.prototype.addToken=function(t,e,n){return 666},t.prototype.addTokenUsingPush=function(t,e,n){return t.push(n),e},t.prototype.addTokenUsingMemberAccess=function(t,e,n){return t[e]=n,++e},t.prototype.match=function(t,e,n){return null},t.prototype.matchWithTest=function(t,e,n){return !0===t.test(e)?e.substring(n,t.lastIndex):null},t.prototype.matchWithExec=function(t,e){var n=t.exec(e);return null!==n?n[0]:n},t.SKIPPED="This marks a skipped Token pattern, this means each token identified by it willbe consumed and then thrown into oblivion, this can be used to for example to completely ignore whitespace.",t.NA=/NOT_APPLICABLE/,t}();e.Lexer=u;},function(t,e,n){var r,i=this&&this.__extends||(r=function(t,e){return (r=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(t,e){t.__proto__=e;}||function(t,e){for(var n in e)e.hasOwnProperty(n)&&(t[n]=e[n]);})(t,e)},function(t,e){function n(){this.constructor=t;}r(t,e),t.prototype=null===e?Object.create(e):(n.prototype=e.prototype,new n);});Object.defineProperty(e,"__esModule",{value:!0});var o=n(0),a=n(4),s=n(9),u=n(1),c=n(5);e.addTerminalToCst=function(t,e,n){void 0===t.children[n]?t.children[n]=[e]:t.children[n].push(e);},e.addNoneTerminalToCst=function(t,e,n){void 0===t.children[e]?t.children[e]=[n]:t.children[e].push(n);};var p=function(t){function e(e){var n=t.call(this)||this;return n.result=[],n.ruleIdx=e,n}return i(e,t),e.prototype.collectNamedDSLMethod=function(t,e,n){if(!o.isUndefined(t.name)){var r=void 0;if(t instanceof u.Option||t instanceof u.Repetition||t instanceof u.RepetitionMandatory||t instanceof u.Alternation)r=new e({definition:t.definition,idx:t.idx});else{if(!(t instanceof u.RepetitionMandatoryWithSeparator||t instanceof u.RepetitionWithSeparator))throw Error("non exhaustive match");r=new e({definition:t.definition,idx:t.idx,separator:t.separator});}var i=[r],a=s.getKeyForAutomaticLookahead(this.ruleIdx,n,t.idx);this.result.push({def:i,key:a,name:t.name,orgProd:t});}},e.prototype.visitOption=function(t){this.collectNamedDSLMethod(t,u.Option,s.OPTION_IDX);},e.prototype.visitRepetition=function(t){this.collectNamedDSLMethod(t,u.Repetition,s.MANY_IDX);},e.prototype.visitRepetitionMandatory=function(t){this.collectNamedDSLMethod(t,u.RepetitionMandatory,s.AT_LEAST_ONE_IDX);},e.prototype.visitRepetitionMandatoryWithSeparator=function(t){this.collectNamedDSLMethod(t,u.RepetitionMandatoryWithSeparator,s.AT_LEAST_ONE_SEP_IDX);},e.prototype.visitRepetitionWithSeparator=function(t){this.collectNamedDSLMethod(t,u.RepetitionWithSeparator,s.MANY_SEP_IDX);},e.prototype.visitAlternation=function(t){var e=this;this.collectNamedDSLMethod(t,u.Alternation,s.OR_IDX);var n=t.definition.length>1;o.forEach(t.definition,function(r,i){if(!o.isUndefined(r.name)){var a=r.definition;a=n?[new u.Option({definition:r.definition})]:r.definition;var c=s.getKeyForAltIndex(e.ruleIdx,s.OR_IDX,t.idx,i);e.result.push({def:a,key:c,name:r.name,orgProd:r});}});},e}(c.GAstVisitor);e.NamedDSLMethodsCollectorVisitor=p,e.analyzeCst=function(t,e){var n={dictDef:new a.HashTable,allRuleNames:[]};return o.forEach(t,function(t){var r=e.get(t.name);n.allRuleNames.push(t.name);var i=new p(r);t.accept(i),o.forEach(i.result,function(e){e.def,e.key;var r=e.name;n.allRuleNames.push(t.name+r);});}),n};},function(t,e,n){Object.defineProperty(e,"__esModule",{value:!0}),e.VERSION="4.6.0";},function(t,e,n){Object.defineProperty(e,"__esModule",{value:!0});var r=n(3),i=n(15),o=n(2),a=n(6),s=n(17),u=n(10),c=n(39),p=n(5),l=n(1),h=n(24),f=n(40),d=n(20),E={};E.VERSION=s.VERSION,E.Parser=r.Parser,E.CstParser=r.CstParser,E.EmbeddedActionsParser=r.EmbeddedActionsParser;E.ParserDefinitionErrorType=r.ParserDefinitionErrorType,E.Lexer=i.Lexer,E.LexerDefinitionErrorType=i.LexerDefinitionErrorType,E.EOF=o.EOF,E.tokenName=o.tokenName,E.tokenLabel=o.tokenLabel,E.tokenMatcher=o.tokenMatcher,E.createToken=o.createToken,E.createTokenInstance=o.createTokenInstance,E.EMPTY_ALT=r.EMPTY_ALT,E.defaultParserErrorProvider=u.defaultParserErrorProvider,E.isRecognitionException=a.isRecognitionException,E.EarlyExitException=a.EarlyExitException,E.MismatchedTokenException=a.MismatchedTokenException,E.NotAllInputParsedException=a.NotAllInputParsedException,E.NoViableAltException=a.NoViableAltException,E.defaultLexerErrorProvider=d.defaultLexerErrorProvider,E.Flat=l.Flat,E.Repetition=l.Repetition,E.RepetitionWithSeparator=l.RepetitionWithSeparator,E.RepetitionMandatory=l.RepetitionMandatory,E.RepetitionMandatoryWithSeparator=l.RepetitionMandatoryWithSeparator,E.Option=l.Option,E.Alternation=l.Alternation,E.NonTerminal=l.NonTerminal,E.Terminal=l.Terminal,E.Rule=l.Rule,E.GAstVisitor=p.GAstVisitor,E.serializeGrammar=l.serializeGrammar,E.serializeProduction=l.serializeProduction,E.resolveGrammar=h.resolveGrammar,E.defaultGrammarResolverErrorProvider=u.defaultGrammarResolverErrorProvider,E.validateGrammar=h.validateGrammar,E.defaultGrammarValidatorErrorProvider=u.defaultGrammarValidatorErrorProvider,E.assignOccurrenceIndices=h.assignOccurrenceIndices,E.clearCache=function(){console.warn("The clearCache function was 'soft' removed from the Chevrotain API.\n\t It performs no action other than printing this message.\n\t Please avoid using it as it will be completely removed in the future");},E.createSyntaxDiagramsCode=c.createSyntaxDiagramsCode,E.generateParserFactory=f.generateParserFactory,E.generateParserModule=f.generateParserModule,t.exports=E;},function(t,e,n){var r,i,o;i=[],void 0===(o="function"==typeof(r=function(){function t(){}t.prototype.saveState=function(){return {idx:this.idx,input:this.input,groupIdx:this.groupIdx}},t.prototype.restoreState=function(t){this.idx=t.idx,this.input=t.input,this.groupIdx=t.groupIdx;},t.prototype.pattern=function(t){this.idx=0,this.input=t,this.groupIdx=0,this.consumeChar("/");var e=this.disjunction();this.consumeChar("/");for(var n={type:"Flags",global:!1,ignoreCase:!1,multiLine:!1,unicode:!1,sticky:!1};this.isRegExpFlag();)switch(this.popChar()){case"g":s(n,"global");break;case"i":s(n,"ignoreCase");break;case"m":s(n,"multiLine");break;case"u":s(n,"unicode");break;case"y":s(n,"sticky");}if(this.idx!==this.input.length)throw Error("Redundant input: "+this.input.substring(this.idx));return {type:"Pattern",flags:n,value:e}},t.prototype.disjunction=function(){var t=[];for(t.push(this.alternative());"|"===this.peekChar();)this.consumeChar("|"),t.push(this.alternative());return {type:"Disjunction",value:t}},t.prototype.alternative=function(){for(var t=[];this.isTerm();)t.push(this.term());return {type:"Alternative",value:t}},t.prototype.term=function(){return this.isAssertion()?this.assertion():this.atom()},t.prototype.assertion=function(){switch(this.popChar()){case"^":return {type:"StartAnchor"};case"$":return {type:"EndAnchor"};case"\\":switch(this.popChar()){case"b":return {type:"WordBoundary"};case"B":return {type:"NonWordBoundary"}}throw Error("Invalid Assertion Escape");case"(":var t;switch(this.consumeChar("?"),this.popChar()){case"=":t="Lookahead";break;case"!":t="NegativeLookahead";}u(t);var e=this.disjunction();return this.consumeChar(")"),{type:t,value:e}}!function(){throw Error("Internal Error - Should never get here!")}();},t.prototype.quantifier=function(t){var e;switch(this.popChar()){case"*":e={atLeast:0,atMost:1/0};break;case"+":e={atLeast:1,atMost:1/0};break;case"?":e={atLeast:0,atMost:1};break;case"{":var n=this.integerIncludingZero();switch(this.popChar()){case"}":e={atLeast:n,atMost:n};break;case",":var r;this.isDigit()?(r=this.integerIncludingZero(),e={atLeast:n,atMost:r}):e={atLeast:n,atMost:1/0},this.consumeChar("}");}if(!0===t&&void 0===e)return;u(e);}if(!0!==t||void 0!==e)return u(e),"?"===this.peekChar(0)?(this.consumeChar("?"),e.greedy=!1):e.greedy=!0,e.type="Quantifier",e},t.prototype.atom=function(){var 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t=r.defaults(t,{errMsgProvider:s.defaultGrammarValidatorErrorProvider,ignoredIssues:{}}),a.validateGrammar(t.rules,t.maxLookahead,t.tokenTypes,t.ignoredIssues,t.errMsgProvider,t.grammarName)},e.assignOccurrenceIndices=function(t){r.forEach(t.rules,function(t){var e=new u.DslMethodsCollectorVisitor;t.accept(e),r.forEach(e.dslMethods,function(t){r.forEach(t,function(t,e){t.idx=e+1;});});});};},function(t,e,n){Object.defineProperty(e,"__esModule",{value:!0});var r=n(2),i=n(0),o=n(6),a=n(22),s=n(4),u=n(3);function c(t){this.name=e.IN_RULE_RECOVERY_EXCEPTION,this.message=t;}e.EOF_FOLLOW_KEY={},e.IN_RULE_RECOVERY_EXCEPTION="InRuleRecoveryException",e.InRuleRecoveryException=c,c.prototype=Error.prototype;var p=function(){function t(){}return t.prototype.initRecoverable=function(t){this.firstAfterRepMap=new s.HashTable,this.resyncFollows=new s.HashTable,this.recoveryEnabled=i.has(t,"recoveryEnabled")?t.recoveryEnabled:u.DEFAULT_PARSER_CONFIG.recoveryEnabled,this.recoveryEnabled&&(this.attemptInRepetitionRecovery=l);},t.prototype.getTokenToInsert=function(t){var e=r.createTokenInstance(t,"",NaN,NaN,NaN,NaN,NaN,NaN);return e.isInsertedInRecovery=!0,e},t.prototype.canTokenTypeBeInsertedInRecovery=function(t){return !0},t.prototype.tryInRepetitionRecovery=function(t,e,n,r){for(var a=this,s=this.findReSyncTokenType(),u=this.exportLexerState(),c=[],p=!1,l=this.LA(1),h=this.LA(1),f=function(){var t=a.LA(0),e=a.errorMessageProvider.buildMismatchTokenMessage({expected:r,actual:l,previous:t,ruleName:a.getCurrRuleFullName()}),n=new o.MismatchedTokenException(e,l,a.LA(0));n.resyncedTokens=i.dropRight(c),a.SAVE_ERROR(n);};!p;){if(this.tokenMatcher(h,r))return void f();if(n.call(this))return f(),void t.apply(this,e);this.tokenMatcher(h,s)?p=!0:(h=this.SKIP_TOKEN(),this.addToResyncTokens(h,c));}this.importLexerState(u);},t.prototype.shouldInRepetitionRecoveryBeTried=function(t,e){return void 0!==t&&void 0!==e&&(!this.tokenMatcher(this.LA(1),t)&&(!this.isBackTracking()&&!this.canPerformInRuleRecovery(t,this.getFollowsForInRuleRecovery(t,e))))},t.prototype.getFollowsForInRuleRecovery=function(t,e){var n=this.getCurrentGrammarPath(t,e);return this.getNextPossibleTokenTypes(n)},t.prototype.tryInRuleRecovery=function(t,e){if(this.canRecoverWithSingleTokenInsertion(t,e))return this.getTokenToInsert(t);if(this.canRecoverWithSingleTokenDeletion(t)){var n=this.SKIP_TOKEN();return this.consumeToken(),n}throw new c("sad sad panda")},t.prototype.canPerformInRuleRecovery=function(t,e){return this.canRecoverWithSingleTokenInsertion(t,e)||this.canRecoverWithSingleTokenDeletion(t)},t.prototype.canRecoverWithSingleTokenInsertion=function(t,e){var n=this;if(!this.canTokenTypeBeInsertedInRecovery(t))return !1;if(i.isEmpty(e))return !1;var r=this.LA(1);return void 0!==i.find(e,function(t){return n.tokenMatcher(r,t)})},t.prototype.canRecoverWithSingleTokenDeletion=function(t){return this.tokenMatcher(this.LA(2),t)},t.prototype.isInCurrentRuleReSyncSet=function(t){var e=this.getCurrFollowKey(),n=this.getFollowSetFromFollowKey(e);return i.contains(n,t)},t.prototype.findReSyncTokenType=function(){for(var t=this.flattenFollowSet(),e=this.LA(1),n=2;;){var r=e.tokenType;if(i.contains(t,r))return r;e=this.LA(n),n++;}},t.prototype.getCurrFollowKey=function(){if(1===this.RULE_STACK.length)return e.EOF_FOLLOW_KEY;var t=this.getLastExplicitRuleShortName(),n=this.getLastExplicitRuleOccurrenceIndex(),r=this.getPreviousExplicitRuleShortName();return {ruleName:this.shortRuleNameToFullName(t),idxInCallingRule:n,inRule:this.shortRuleNameToFullName(r)}},t.prototype.buildFullFollowKeyStack=function(){var t=this,n=this.RULE_STACK,r=this.RULE_OCCURRENCE_STACK;return i.isEmpty(this.LAST_EXPLICIT_RULE_STACK)||(n=i.map(this.LAST_EXPLICIT_RULE_STACK,function(e){return t.RULE_STACK[e]}),r=i.map(this.LAST_EXPLICIT_RULE_STACK,function(e){return t.RULE_OCCURRENCE_STACK[e]})),i.map(n,function(i,o){return 0===o?e.EOF_FOLLOW_KEY:{ruleName:t.shortRuleNameToFullName(i),idxInCallingRule:r[o],inRule:t.shortRuleNameToFullName(n[o-1])}})},t.prototype.flattenFollowSet=function(){var t=this,e=i.map(this.buildFullFollowKeyStack(),function(e){return t.getFollowSetFromFollowKey(e)});return i.flatten(e)},t.prototype.getFollowSetFromFollowKey=function(t){if(t===e.EOF_FOLLOW_KEY)return [r.EOF];var n=t.ruleName+t.idxInCallingRule+a.IN+t.inRule;return this.resyncFollows.get(n)},t.prototype.addToResyncTokens=function(t,e){return this.tokenMatcher(t,r.EOF)||e.push(t),e},t.prototype.reSyncTo=function(t){for(var e=[],n=this.LA(1);!1===this.tokenMatcher(n,t);)n=this.SKIP_TOKEN(),this.addToResyncTokens(n,e);return i.dropRight(e)},t.prototype.attemptInRepetitionRecovery=function(t,e,n,r,i,o){},t.prototype.getCurrentGrammarPath=function(t,e){return {ruleStack:this.getHumanReadableRuleStack(),occurrenceStack:i.cloneArr(this.RULE_OCCURRENCE_STACK),lastTok:t,lastTokOccurrence:e}},t.prototype.getHumanReadableRuleStack=function(){var t=this;return i.isEmpty(this.LAST_EXPLICIT_RULE_STACK)?i.map(this.RULE_STACK,function(e){return t.shortRuleNameToFullName(e)}):i.map(this.LAST_EXPLICIT_RULE_STACK,function(e){return t.shortRuleNameToFullName(t.RULE_STACK[e])})},t}();function l(t,e,n,i,o,a){var s=this.getKeyForAutomaticLookahead(i,o),u=this.firstAfterRepMap.get(s);if(void 0===u){var c=this.getCurrRuleFullName();u=new a(this.getGAstProductions().get(c),o).startWalking(),this.firstAfterRepMap.put(s,u);}var p=u.token,l=u.occurrence,h=u.isEndOfRule;1===this.RULE_STACK.length&&h&&void 0===p&&(p=r.EOF,l=1),this.shouldInRepetitionRecoveryBeTried(p,l)&&this.tryInRepetitionRecovery(t,e,n,p);}e.Recoverable=p,e.attemptInRepetitionRecovery=l;},function(t,e,n){var r,i=this&&this.__extends||(r=function(t,e){return (r=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(t,e){t.__proto__=e;}||function(t,e){for(var n in e)e.hasOwnProperty(n)&&(t[n]=e[n]);})(t,e)},function(t,e){function n(){this.constructor=t;}r(t,e),t.prototype=null===e?Object.create(e):(n.prototype=e.prototype,new n);});Object.defineProperty(e,"__esModule",{value:!0});var o=n(14),a=n(4),s=n(21),u=n(0),c=n(22),p=n(2),l=n(1),h=function(t){function e(e){var n=t.call(this)||this;return n.topProd=e,n.follows=new a.HashTable,n}return i(e,t),e.prototype.startWalking=function(){return this.walk(this.topProd),this.follows},e.prototype.walkTerminal=function(t,e,n){},e.prototype.walkProdRef=function(t,e,n){var r=f(t.referencedRule,t.idx)+this.topProd.name,i=e.concat(n),o=new l.Flat({definition:i}),a=s.first(o);this.follows.put(r,a);},e}(o.RestWalker);function f(t,e){return t.name+e+c.IN}e.ResyncFollowsWalker=h,e.computeAllProdsFollows=function(t){var e=new a.HashTable;return u.forEach(t,function(t){var n=new h(t).startWalking();e.putAll(n);}),e},e.buildBetweenProdsFollowPrefix=f,e.buildInProdFollowPrefix=function(t){return p.tokenName(t.terminalType)+t.idx+c.IN};},function(t,e,n){var r,i=this&&this.__extends||(r=function(t,e){return (r=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(t,e){t.__proto__=e;}||function(t,e){for(var n in e)e.hasOwnProperty(n)&&(t[n]=e[n]);})(t,e)},function(t,e){function n(){this.constructor=t;}r(t,e),t.prototype=null===e?Object.create(e):(n.prototype=e.prototype,new n);});Object.defineProperty(e,"__esModule",{value:!0});var o=n(19),a=n(2),s=n(15),u=n(0),c=n(28),p=new o.RegExpParser,l="PATTERN";function h(t){var e=u.filter(t,function(t){return !u.has(t,l)});return {errors:u.map(e,function(t){return {message:"Token Type: ->"+a.tokenName(t)+"<- missing static 'PATTERN' property",type:s.LexerDefinitionErrorType.MISSING_PATTERN,tokenTypes:[t]}}),valid:u.difference(t,e)}}function f(t){var e=u.filter(t,function(t){var e=t[l];return !(u.isRegExp(e)||u.isFunction(e)||u.has(e,"exec")||u.isString(e))});return {errors:u.map(e,function(t){return {message:"Token Type: ->"+a.tokenName(t)+"<- static 'PATTERN' can only be a RegExp, a Function matching the {CustomPatternMatcherFunc} type or an Object matching the {ICustomPattern} interface.",type:s.LexerDefinitionErrorType.INVALID_PATTERN,tokenTypes:[t]}}),valid:u.difference(t,e)}}e.DEFAULT_MODE="defaultMode",e.MODES="modes",e.SUPPORT_STICKY="boolean"==typeof new RegExp("(?:)").sticky,e.disableSticky=function(){e.SUPPORT_STICKY=!1;},e.enableSticky=function(){e.SUPPORT_STICKY=!0;},e.analyzeTokenTypes=function(t,n){n=u.defaults(n,{useSticky:e.SUPPORT_STICKY,debug:!1,safeMode:!1,positionTracking:"full",lineTerminatorCharacters:["\r","\n"]});var r=u.reject(t,function(t){return t[l]===s.Lexer.NA}),i=!1,o=u.map(r,function(t){var e=t[l];if(u.isRegExp(e)){var r=e.source;return 1===r.length&&"^"!==r&&"$"!==r&&"."!==r?r:2!==r.length||"\\"!==r[0]||u.contains(["d","D","s","S","t","r","n","t","0","c","b","B","f","v","w","W"],r[1])?n.useSticky?O(e):N(e):r[1]}if(u.isFunction(e))return i=!0,{exec:e};if(u.has(e,"exec"))return i=!0,e;if("string"==typeof e){if(1===e.length)return e;var o=e.replace(/[\\^$.*+?()[\]{}|]/g,"\\$&"),a=new RegExp(o);return n.useSticky?O(a):N(a)}throw Error("non exhaustive match")}),p=u.map(r,function(t){return t.tokenTypeIdx}),h=u.map(r,function(t){var e=t.GROUP;if(e!==s.Lexer.SKIPPED){if(u.isString(e))return e;if(u.isUndefined(e))return !1;throw Error("non exhaustive match")}}),f=u.map(r,function(t){var e=t.LONGER_ALT;if(e)return u.indexOf(r,e)}),d=u.map(r,function(t){return t.PUSH_MODE}),E=u.map(r,function(t){return u.has(t,"POP_MODE")}),m=P(n.lineTerminatorCharacters),y=u.map(r,function(t){return !1});"onlyOffset"!==n.positionTracking&&(y=u.map(r,function(t){return u.has(t,"LINE_BREAKS")?t.LINE_BREAKS:!1===L(t,m)?c.canMatchCharCode(m,t.PATTERN):void 0}));var T=u.map(r,S),v=u.map(o,I),g=u.reduce(r,function(t,e){var n=e.GROUP;return u.isString(n)&&n!==s.Lexer.SKIPPED&&(t[n]=[]),t},{}),_=u.map(o,function(t,e){return {pattern:o[e],longerAlt:f[e],canLineTerminator:y[e],isCustom:T[e],short:v[e],group:h[e],push:d[e],pop:E[e],tokenTypeIdx:p[e],tokenType:r[e]}});function R(t,e,n){void 0===t[e]&&(t[e]=[]),t[e].push(n);}var A=!0,k=[];return n.safeMode||(k=u.reduce(r,function(t,e,r){if("string"==typeof e.PATTERN){var i=e.PATTERN.charCodeAt(0);R(t,i,_[r]);}else if(u.isArray(e.START_CHARS_HINT))u.forEach(e.START_CHARS_HINT,function(e){var n="string"==typeof e?e.charCodeAt(0):e;R(t,n,_[r]);});else if(u.isRegExp(e.PATTERN))if(e.PATTERN.unicode)A=!1,n.ensureOptimizations&&u.PRINT_ERROR(c.failedOptimizationPrefixMsg+"\tUnable to analyze < "+e.PATTERN.toString()+" > pattern.\n\tThe regexp unicode flag is not currently supported by the regexp-to-ast library.\n\tThis will disable the lexer's first char optimizations.\n\tFor details See: https://sap.github.io/chevrotain/docs/guide/resolving_lexer_errors.html#UNICODE_OPTIMIZE");else{var o=c.getStartCodes(e.PATTERN,n.ensureOptimizations);u.isEmpty(o)&&(A=!1),u.forEach(o,function(e){R(t,e,_[r]);});}else n.ensureOptimizations&&u.PRINT_ERROR(c.failedOptimizationPrefixMsg+"\tTokenType: <"+a.tokenName(e)+"> is using a custom token pattern without providing <start_chars_hint> parameter.\n\tThis will disable the lexer's first char optimizations.\n\tFor details See: https://sap.github.io/chevrotain/docs/guide/resolving_lexer_errors.html#CUSTOM_OPTIMIZE"),A=!1;return t},[])),A&&k.length<65536&&(k=u.packArray(k)),{emptyGroups:g,patternIdxToConfig:_,charCodeToPatternIdxToConfig:k,hasCustom:i,canBeOptimized:A}},e.validatePatterns=function(t,e){var n=[],r=h(t);n=n.concat(r.errors);var i=f(r.valid),o=i.valid;return n=(n=(n=(n=(n=n.concat(i.errors)).concat(function(t){var e=[],n=u.filter(t,function(t){return u.isRegExp(t[l])});return e=(e=(e=(e=(e=e.concat(E(n))).concat(T(n))).concat(v(n))).concat(g(n))).concat(m(n))}(o))).concat(_(o))).concat(R(o,e))).concat(A(o))},e.findMissingPatterns=h,e.findInvalidPatterns=f;var d=/[^\\][\$]/;function E(t){var e=function(t){function e(){var e=null!==t&&t.apply(this,arguments)||this;return e.found=!1,e}return i(e,t),e.prototype.visitEndAnchor=function(t){this.found=!0;},e}(o.BaseRegExpVisitor),n=u.filter(t,function(t){var n=t[l];try{var r=p.pattern(n.toString()),i=new e;return i.visit(r),i.found}catch(t){return d.test(n.source)}});return u.map(n,function(t){return {message:"Unexpected RegExp Anchor Error:\n\tToken Type: ->"+a.tokenName(t)+"<- static 'PATTERN' cannot contain end of input anchor '$'\n\tSee sap.github.io/chevrotain/docs/guide/resolving_lexer_errors.html#ANCHORS\tfor details.",type:s.LexerDefinitionErrorType.EOI_ANCHOR_FOUND,tokenTypes:[t]}})}function m(t){var e=u.filter(t,function(t){return t[l].test("")});return u.map(e,function(t){return {message:"Token Type: ->"+a.tokenName(t)+"<- static 'PATTERN' must not match an empty string",type:s.LexerDefinitionErrorType.EMPTY_MATCH_PATTERN,tokenTypes:[t]}})}e.findEndOfInputAnchor=E,e.findEmptyMatchRegExps=m;var y=/[^\\[][\^]|^\^/;function T(t){var e=function(t){function e(){var e=null!==t&&t.apply(this,arguments)||this;return e.found=!1,e}return i(e,t),e.prototype.visitStartAnchor=function(t){this.found=!0;},e}(o.BaseRegExpVisitor),n=u.filter(t,function(t){var n=t[l];try{var r=p.pattern(n.toString()),i=new e;return i.visit(r),i.found}catch(t){return y.test(n.source)}});return u.map(n,function(t){return {message:"Unexpected RegExp Anchor Error:\n\tToken Type: ->"+a.tokenName(t)+"<- static 'PATTERN' cannot contain start of input anchor '^'\n\tSee https://sap.github.io/chevrotain/docs/guide/resolving_lexer_errors.html#ANCHORS\tfor details.",type:s.LexerDefinitionErrorType.SOI_ANCHOR_FOUND,tokenTypes:[t]}})}function v(t){var e=u.filter(t,function(t){var e=t[l];return e instanceof RegExp&&(e.multiline||e.global)});return u.map(e,function(t){return {message:"Token Type: ->"+a.tokenName(t)+"<- static 'PATTERN' may NOT contain global('g') or multiline('m')",type:s.LexerDefinitionErrorType.UNSUPPORTED_FLAGS_FOUND,tokenTypes:[t]}})}function g(t){var e=[],n=u.map(t,function(n){return u.reduce(t,function(t,r){return n.PATTERN.source!==r.PATTERN.source||u.contains(e,r)||r.PATTERN===s.Lexer.NA?t:(e.push(r),t.push(r),t)},[])});n=u.compact(n);var r=u.filter(n,function(t){return t.length>1});return u.map(r,function(t){var e=u.map(t,function(t){return a.tokenName(t)});return {message:"The same RegExp pattern ->"+u.first(t).PATTERN+"<-has been used in all of the following Token Types: "+e.join(", ")+" <-",type:s.LexerDefinitionErrorType.DUPLICATE_PATTERNS_FOUND,tokenTypes:t}})}function _(t){var e=u.filter(t,function(t){if(!u.has(t,"GROUP"))return !1;var e=t.GROUP;return e!==s.Lexer.SKIPPED&&e!==s.Lexer.NA&&!u.isString(e)});return u.map(e,function(t){return {message:"Token Type: ->"+a.tokenName(t)+"<- static 'GROUP' can only be Lexer.SKIPPED/Lexer.NA/A String",type:s.LexerDefinitionErrorType.INVALID_GROUP_TYPE_FOUND,tokenTypes:[t]}})}function R(t,e){var n=u.filter(t,function(t){return void 0!==t.PUSH_MODE&&!u.contains(e,t.PUSH_MODE)});return u.map(n,function(t){return {message:"Token Type: ->"+a.tokenName(t)+"<- static 'PUSH_MODE' value cannot refer to a Lexer Mode ->"+t.PUSH_MODE+"<-which does not exist",type:s.LexerDefinitionErrorType.PUSH_MODE_DOES_NOT_EXIST,tokenTypes:[t]}})}function A(t){var e=[],n=u.reduce(t,function(t,e,n){var r,i=e.PATTERN;return i===s.Lexer.NA?t:(u.isString(i)?t.push({str:i,idx:n,tokenType:e}):u.isRegExp(i)&&(r=i,void 0===u.find([".","\\","[","]","|","^","$","(",")","?","*","+","{"],function(t){return -1!==r.source.indexOf(t)}))&&t.push({str:i.source,idx:n,tokenType:e}),t)},[]);return u.forEach(t,function(t,r){u.forEach(n,function(n){var i=n.str,o=n.idx,c=n.tokenType;if(r<o&&function(t,e){if(u.isRegExp(e)){var n=e.exec(t);return null!==n&&0===n.index}if(u.isFunction(e))return e(t,0,[],{});if(u.has(e,"exec"))return e.exec(t,0,[],{});if("string"==typeof e)return e===t;throw Error("non exhaustive match")}(i,t.PATTERN)){var p="Token: ->"+a.tokenName(c)+"<- can never be matched.\nBecause it appears AFTER the Token Type ->"+a.tokenName(t)+"<-in the lexer's definition.\nSee https://sap.github.io/chevrotain/docs/guide/resolving_lexer_errors.html#UNREACHABLE";e.push({message:p,type:s.LexerDefinitionErrorType.UNREACHABLE_PATTERN,tokenTypes:[t,c]});}});}),e}function N(t){var e=t.ignoreCase?"i":"";return new RegExp("^(?:"+t.source+")",e)}function O(t){var e=t.ignoreCase?"iy":"y";return new RegExp(""+t.source,e)}function S(t){var e=t.PATTERN;if(u.isRegExp(e))return !1;if(u.isFunction(e))return !0;if(u.has(e,"exec"))return !0;if(u.isString(e))return !1;throw Error("non exhaustive match")}function I(t){return !(!u.isString(t)||1!==t.length)&&t.charCodeAt(0)}function L(t,e){if(u.has(t,"LINE_BREAKS"))return !1;if(u.isRegExp(t.PATTERN)){try{c.canMatchCharCode(e,t.PATTERN);}catch(t){return {issue:s.LexerDefinitionErrorType.IDENTIFY_TERMINATOR,errMsg:t.message}}return !1}if(u.isString(t.PATTERN))return !1;if(S(t))return {issue:s.LexerDefinitionErrorType.CUSTOM_LINE_BREAK};throw Error("non exhaustive match")}function k(t,e){if(e.issue===s.LexerDefinitionErrorType.IDENTIFY_TERMINATOR)return "Warning: unable to identify line terminator usage in pattern.\n\tThe problem is in the <"+t.name+"> Token Type\n\t Root cause: "+e.errMsg+".\n\tFor details See: https://sap.github.io/chevrotain/docs/guide/resolving_lexer_errors.html#IDENTIFY_TERMINATOR";if(e.issue===s.LexerDefinitionErrorType.CUSTOM_LINE_BREAK)return "Warning: A Custom Token Pattern should specify the <line_breaks> option.\n\tThe problem is in the <"+t.name+"> Token Type\n\tFor details See: https://sap.github.io/chevrotain/docs/guide/resolving_lexer_errors.html#CUSTOM_LINE_BREAK";throw Error("non exhaustive match")}function P(t){return u.map(t,function(t){return u.isString(t)&&t.length>0?t.charCodeAt(0):t})}e.findStartOfInputAnchor=T,e.findUnsupportedFlags=v,e.findDuplicatePatterns=g,e.findInvalidGroupType=_,e.findModesThatDoNotExist=R,e.findUnreachablePatterns=A,e.addStartOfInput=N,e.addStickyFlag=O,e.performRuntimeChecks=function(t,n,r){var i=[];return u.has(t,e.DEFAULT_MODE)||i.push({message:"A MultiMode Lexer cannot be initialized without a <"+e.DEFAULT_MODE+"> property in its 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t.prototype.initLexerAdapter=function(){this.tokVector=[],this.tokVectorLength=0,this.currIdx=-1;},Object.defineProperty(t.prototype,"input",{get:function(){return this.tokVector},set:function(t){this.reset(),this.tokVector=t,this.tokVectorLength=t.length;},enumerable:!0,configurable:!0}),t.prototype.SKIP_TOKEN=function(){return this.currIdx<=this.tokVector.length-2?(this.consumeToken(),this.LA(1)):r.END_OF_FILE},t.prototype.LA=function(t){return this.currIdx+t<0||this.tokVectorLength<=this.currIdx+t?r.END_OF_FILE:this.tokVector[this.currIdx+t]},t.prototype.consumeToken=function(){this.currIdx++;},t.prototype.exportLexerState=function(){return this.currIdx},t.prototype.importLexerState=function(t){this.currIdx=t;},t.prototype.resetLexerState=function(){this.currIdx=-1;},t.prototype.moveToTerminatedState=function(){this.currIdx=this.tokVector.length-1;},t.prototype.getLexerPosition=function(){return this.exportLexerState()},t}();e.LexerAdapter=i;},function(t,e,n){Object.defineProperty(e,"__esModule",{value:!0});var r=n(0),i=n(6),o=n(3),a=n(10),s=n(23),u=n(11),c=n(1),p=function(){function t(){}return t.prototype.CONSUME=function(t,e){return this.consumeInternal(t,0,e)},t.prototype.CONSUME1=function(t,e){return this.consumeInternal(t,1,e)},t.prototype.CONSUME2=function(t,e){return this.consumeInternal(t,2,e)},t.prototype.CONSUME3=function(t,e){return this.consumeInternal(t,3,e)},t.prototype.CONSUME4=function(t,e){return this.consumeInternal(t,4,e)},t.prototype.CONSUME5=function(t,e){return this.consumeInternal(t,5,e)},t.prototype.CONSUME6=function(t,e){return this.consumeInternal(t,6,e)},t.prototype.CONSUME7=function(t,e){return this.consumeInternal(t,7,e)},t.prototype.CONSUME8=function(t,e){return this.consumeInternal(t,8,e)},t.prototype.CONSUME9=function(t,e){return this.consumeInternal(t,9,e)},t.prototype.SUBRULE=function(t,e){return this.subruleInternal(t,0,e)},t.prototype.SUBRULE1=function(t,e){return this.subruleInternal(t,1,e)},t.prototype.SUBRULE2=function(t,e){return this.subruleInternal(t,2,e)},t.prototype.SUBRULE3=function(t,e){return this.subruleInternal(t,3,e)},t.prototype.SUBRULE4=function(t,e){return this.subruleInternal(t,4,e)},t.prototype.SUBRULE5=function(t,e){return this.subruleInternal(t,5,e)},t.prototype.SUBRULE6=function(t,e){return this.subruleInternal(t,6,e)},t.prototype.SUBRULE7=function(t,e){return this.subruleInternal(t,7,e)},t.prototype.SUBRULE8=function(t,e){return this.subruleInternal(t,8,e)},t.prototype.SUBRULE9=function(t,e){return this.subruleInternal(t,9,e)},t.prototype.OPTION=function(t){return this.optionInternal(t,0)},t.prototype.OPTION1=function(t){return this.optionInternal(t,1)},t.prototype.OPTION2=function(t){return this.optionInternal(t,2)},t.prototype.OPTION3=function(t){return this.optionInternal(t,3)},t.prototype.OPTION4=function(t){return this.optionInternal(t,4)},t.prototype.OPTION5=function(t){return this.optionInternal(t,5)},t.prototype.OPTION6=function(t){return this.optionInternal(t,6)},t.prototype.OPTION7=function(t){return this.optionInternal(t,7)},t.prototype.OPTION8=function(t){return this.optionInternal(t,8)},t.prototype.OPTION9=function(t){return this.optionInternal(t,9)},t.prototype.OR=function(t){return this.orInternal(t,0)},t.prototype.OR1=function(t){return this.orInternal(t,1)},t.prototype.OR2=function(t){return this.orInternal(t,2)},t.prototype.OR3=function(t){return this.orInternal(t,3)},t.prototype.OR4=function(t){return this.orInternal(t,4)},t.prototype.OR5=function(t){return this.orInternal(t,5)},t.prototype.OR6=function(t){return this.orInternal(t,6)},t.prototype.OR7=function(t){return this.orInternal(t,7)},t.prototype.OR8=function(t){return this.orInternal(t,8)},t.prototype.OR9=function(t){return this.orInternal(t,9)},t.prototype.MANY=function(t){this.manyInternal(0,t);},t.prototype.MANY1=function(t){this.manyInternal(1,t);},t.prototype.MANY2=function(t){this.manyInternal(2,t);},t.prototype.MANY3=function(t){this.manyInternal(3,t);},t.prototype.MANY4=function(t){this.manyInternal(4,t);},t.prototype.MANY5=function(t){this.manyInternal(5,t);},t.prototype.MANY6=function(t){this.manyInternal(6,t);},t.prototype.MANY7=function(t){this.manyInternal(7,t);},t.prototype.MANY8=function(t){this.manyInternal(8,t);},t.prototype.MANY9=function(t){this.manyInternal(9,t);},t.prototype.MANY_SEP=function(t){this.manySepFirstInternal(0,t);},t.prototype.MANY_SEP1=function(t){this.manySepFirstInternal(1,t);},t.prototype.MANY_SEP2=function(t){this.manySepFirstInternal(2,t);},t.prototype.MANY_SEP3=function(t){this.manySepFirstInternal(3,t);},t.prototype.MANY_SEP4=function(t){this.manySepFirstInternal(4,t);},t.prototype.MANY_SEP5=function(t){this.manySepFirstInternal(5,t);},t.prototype.MANY_SEP6=function(t){this.manySepFirstInternal(6,t);},t.prototype.MANY_SEP7=function(t){this.manySepFirstInternal(7,t);},t.prototype.MANY_SEP8=function(t){this.manySepFirstInternal(8,t);},t.prototype.MANY_SEP9=function(t){this.manySepFirstInternal(9,t);},t.prototype.AT_LEAST_ONE=function(t){this.atLeastOneInternal(0,t);},t.prototype.AT_LEAST_ONE1=function(t){return this.atLeastOneInternal(1,t)},t.prototype.AT_LEAST_ONE2=function(t){this.atLeastOneInternal(2,t);},t.prototype.AT_LEAST_ONE3=function(t){this.atLeastOneInternal(3,t);},t.prototype.AT_LEAST_ONE4=function(t){this.atLeastOneInternal(4,t);},t.prototype.AT_LEAST_ONE5=function(t){this.atLeastOneInternal(5,t);},t.prototype.AT_LEAST_ONE6=function(t){this.atLeastOneInternal(6,t);},t.prototype.AT_LEAST_ONE7=function(t){this.atLeastOneInternal(7,t);},t.prototype.AT_LEAST_ONE8=function(t){this.atLeastOneInternal(8,t);},t.prototype.AT_LEAST_ONE9=function(t){this.atLeastOneInternal(9,t);},t.prototype.AT_LEAST_ONE_SEP=function(t){this.atLeastOneSepFirstInternal(0,t);},t.prototype.AT_LEAST_ONE_SEP1=function(t){this.atLeastOneSepFirstInternal(1,t);},t.prototype.AT_LEAST_ONE_SEP2=function(t){this.atLeastOneSepFirstInternal(2,t);},t.prototype.AT_LEAST_ONE_SEP3=function(t){this.atLeastOneSepFirstInternal(3,t);},t.prototype.AT_LEAST_ONE_SEP4=function(t){this.atLeastOneSepFirstInternal(4,t);},t.prototype.AT_LEAST_ONE_SEP5=function(t){this.atLeastOneSepFirstInternal(5,t);},t.prototype.AT_LEAST_ONE_SEP6=function(t){this.atLeastOneSepFirstInternal(6,t);},t.prototype.AT_LEAST_ONE_SEP7=function(t){this.atLeastOneSepFirstInternal(7,t);},t.prototype.AT_LEAST_ONE_SEP8=function(t){this.atLeastOneSepFirstInternal(8,t);},t.prototype.AT_LEAST_ONE_SEP9=function(t){this.atLeastOneSepFirstInternal(9,t);},t.prototype.RULE=function(t,e,n){if(void 0===n&&(n=o.DEFAULT_RULE_CONFIG),r.contains(this.definedRulesNames,t)){var i={message:a.defaultGrammarValidatorErrorProvider.buildDuplicateRuleNameError({topLevelRule:t,grammarName:this.className}),type:o.ParserDefinitionErrorType.DUPLICATE_RULE_NAME,ruleName:t};this.definitionErrors.push(i);}if(this.definedRulesNames.push(t),!this.gastProductionsCache.containsKey(t)&&!this.serializedGrammar){var u=s.buildTopProduction(e.toString(),t,this.tokensMap);this.gastProductionsCache.put(t,u);}var c=this.defineRule(t,e,n);return this[t]=c,c},t.prototype.OVERRIDE_RULE=function(t,e,n){void 0===n&&(n=o.DEFAULT_RULE_CONFIG);var r=[];if(r=r.concat(u.validateRuleIsOverridden(t,this.definedRulesNames,this.className)),this.definitionErrors.push.apply(this.definitionErrors,r),!this.serializedGrammar){var i=s.buildTopProduction(e.toString(),t,this.tokensMap);this.gastProductionsCache.put(t,i);}var a=this.defineRule(t,e,n);return this[t]=a,a},t.prototype.BACKTRACK=function(t,e){return function(){this.isBackTrackingStack.push(1);var n=this.saveRecogState();try{return t.apply(this,e),!0}catch(t){if(i.isRecognitionException(t))return !1;throw t}finally{this.reloadRecogState(n),this.isBackTrackingStack.pop();}}},t.prototype.getGAstProductions=function(){return this.gastProductionsCache},t.prototype.getSerializedGastProductions=function(){return c.serializeGrammar(this.gastProductionsCache.values())},t}();e.RecognizerApi=p;},function(t,e,n){Object.defineProperty(e,"__esModule",{value:!0});var r=n(0),i=n(9),o=n(6),a=n(12),s=n(13),u=n(3),c=n(25),p=n(2),l=n(7),h=n(4),f=function(){function t(){}return t.prototype.initRecognizerEngine=function(t,e){if(this.className=h.classNameFromInstance(this),this.shortRuleNameToFull=new h.HashTable,this.fullRuleNameToShort=new h.HashTable,this.ruleShortNameIdx=256,this.tokenMatcher=l.tokenStructuredMatcherNoCategories,this.definedRulesNames=[],this.tokensMap={},this.allRuleNames=[],this.isBackTrackingStack=[],this.RULE_STACK=[],this.RULE_OCCURRENCE_STACK=[],this.gastProductionsCache=new h.HashTable,this.serializedGrammar=r.has(e,"serializedGrammar")?e.serializedGrammar:u.DEFAULT_PARSER_CONFIG.serializedGrammar,r.isArray(t)){if(r.isEmpty(t))throw Error("A Token Vocabulary cannot be empty.\n\tNote that the first argument for the parser constructor\n\tis no longer a Token vector (since v4.0).");if("number"==typeof t[0].startOffset)throw Error("The Parser constructor no longer accepts a token vector as the first argument.\n\tSee: https://sap.github.io/chevrotain/docs/changes/BREAKING_CHANGES.html#_4-0-0\n\tFor Further details.")}if(r.isArray(t))this.tokensMap=r.reduce(t,function(t,e){return t[p.tokenName(e)]=e,t},{});else if(r.has(t,"modes")&&r.every(r.flatten(r.values(t.modes)),l.isTokenType)){var n=r.flatten(r.values(t.modes)),i=r.uniq(n);this.tokensMap=r.reduce(i,function(t,e){return t[p.tokenName(e)]=e,t},{});}else{if(!r.isObject(t))throw new Error("<tokensDictionary> argument must be An Array of Token constructors, A dictionary of Token constructors or an IMultiModeLexerDefinition");this.tokensMap=r.cloneObj(t);}this.tokensMap.EOF=p.EOF;var o=r.every(r.values(t),function(t){return r.isEmpty(t.categoryMatches)});this.tokenMatcher=o?l.tokenStructuredMatcherNoCategories:l.tokenStructuredMatcher,l.augmentTokenTypes(r.values(this.tokensMap));},t.prototype.defineRule=function(t,e,n){if(this.selfAnalysisDone)throw Error("Grammar rule <"+t+"> may not be defined after the 'performSelfAnalysis' method has been called'\nMake sure that all grammar rule definitions are done before 'performSelfAnalysis' is called.");var a,s=r.has(n,"resyncEnabled")?n.resyncEnabled:u.DEFAULT_RULE_CONFIG.resyncEnabled,c=r.has(n,"recoveryValueFunc")?n.recoveryValueFunc:u.DEFAULT_RULE_CONFIG.recoveryValueFunc,p=this.ruleShortNameIdx<<i.BITS_FOR_METHOD_IDX+i.BITS_FOR_OCCURRENCE_IDX;this.ruleShortNameIdx++,this.shortRuleNameToFull.put(p,t),this.fullRuleNameToShort.put(t,p);return (a=function(n,r){return void 0===n&&(n=0),this.ruleInvocationStateUpdate(p,t,n),function(t){try{return !0===this.outputCst?(e.apply(this,t),this.CST_STACK[this.CST_STACK.length-1]):e.apply(this,t)}catch(t){var n=1===this.RULE_STACK.length,r=s&&!this.isBackTracking()&&this.recoveryEnabled;if(o.isRecognitionException(t)){if(r){var i,a=this.findReSyncTokenType();if(this.isInCurrentRuleReSyncSet(a))return t.resyncedTokens=this.reSyncTo(a),this.outputCst?((i=this.CST_STACK[this.CST_STACK.length-1]).recoveredNode=!0,i):c();throw this.outputCst&&((i=this.CST_STACK[this.CST_STACK.length-1]).recoveredNode=!0,t.partialCstResult=i),t}if(n)return this.moveToTerminatedState(),c();throw t}throw t}finally{this.ruleFinallyStateUpdate();}}.call(this,r)}).ruleName=t,a},t.prototype.optionInternal=function(t,e){var n=this.getKeyForAutomaticLookahead(i.OPTION_IDX,e),r=this.nestedRuleBeforeClause(t,n);try{return this.optionInternalLogic(t,e,n)}finally{void 0!==r&&this.nestedRuleFinallyClause(n,r);}},t.prototype.optionInternalNoCst=function(t,e){var n=this.getKeyForAutomaticLookahead(i.OPTION_IDX,e);return this.optionInternalLogic(t,e,n)},t.prototype.optionInternalLogic=function(t,e,n){var r,i,o=this,a=this.getLookaheadFuncForOption(n,e);if(void 0!==t.DEF){if(r=t.DEF,void 0!==(i=t.GATE)){var s=a;a=function(){return i.call(o)&&s.call(o)};}}else r=t;if(!0===a.call(this))return r.call(this)},t.prototype.atLeastOneInternal=function(t,e){var n=this.getKeyForAutomaticLookahead(i.AT_LEAST_ONE_IDX,t),r=this.nestedRuleBeforeClause(e,n);try{return this.atLeastOneInternalLogic(t,e,n)}finally{void 0!==r&&this.nestedRuleFinallyClause(n,r);}},t.prototype.atLeastOneInternalNoCst=function(t,e){var n=this.getKeyForAutomaticLookahead(i.AT_LEAST_ONE_IDX,t);this.atLeastOneInternalLogic(t,e,n);},t.prototype.atLeastOneInternalLogic=function(t,e,n){var r,o,u=this,c=this.getLookaheadFuncForAtLeastOne(n,t);if(void 0!==e.DEF){if(r=e.DEF,void 0!==(o=e.GATE)){var p=c;c=function(){return o.call(u)&&p.call(u)};}}else r=e;if(!0!==c.call(this))throw this.raiseEarlyExitException(t,a.PROD_TYPE.REPETITION_MANDATORY,e.ERR_MSG);for(var l=this.doSingleRepetition(r);!0===c.call(this)&&!0===l;)l=this.doSingleRepetition(r);this.attemptInRepetitionRecovery(this.atLeastOneInternal,[t,e],c,i.AT_LEAST_ONE_IDX,t,s.NextTerminalAfterAtLeastOneWalker);},t.prototype.atLeastOneSepFirstInternal=function(t,e){var n=this.getKeyForAutomaticLookahead(i.AT_LEAST_ONE_SEP_IDX,t),r=this.nestedRuleBeforeClause(e,n);try{this.atLeastOneSepFirstInternalLogic(t,e,n);}finally{void 0!==r&&this.nestedRuleFinallyClause(n,r);}},t.prototype.atLeastOneSepFirstInternalNoCst=function(t,e){var n=this.getKeyForAutomaticLookahead(i.AT_LEAST_ONE_SEP_IDX,t);this.atLeastOneSepFirstInternalLogic(t,e,n);},t.prototype.atLeastOneSepFirstInternalLogic=function(t,e,n){var r=this,o=e.DEF,u=e.SEP;if(!0!==this.getLookaheadFuncForAtLeastOneSep(n,t).call(this))throw this.raiseEarlyExitException(t,a.PROD_TYPE.REPETITION_MANDATORY_WITH_SEPARATOR,e.ERR_MSG);o.call(this);for(var c=function(){return r.tokenMatcher(r.LA(1),u)};!0===this.tokenMatcher(this.LA(1),u);)this.CONSUME(u),o.call(this);this.attemptInRepetitionRecovery(this.repetitionSepSecondInternal,[t,u,c,o,s.NextTerminalAfterAtLeastOneSepWalker],c,i.AT_LEAST_ONE_SEP_IDX,t,s.NextTerminalAfterAtLeastOneSepWalker);},t.prototype.manyInternal=function(t,e){var n=this.getKeyForAutomaticLookahead(i.MANY_IDX,t),r=this.nestedRuleBeforeClause(e,n);try{return this.manyInternalLogic(t,e,n)}finally{void 0!==r&&this.nestedRuleFinallyClause(n,r);}},t.prototype.manyInternalNoCst=function(t,e){var n=this.getKeyForAutomaticLookahead(i.MANY_IDX,t);return this.manyInternalLogic(t,e,n)},t.prototype.manyInternalLogic=function(t,e,n){var r,o,a=this,u=this.getLookaheadFuncForMany(n,t);if(void 0!==e.DEF){if(r=e.DEF,void 0!==(o=e.GATE)){var c=u;u=function(){return o.call(a)&&c.call(a)};}}else r=e;for(var p=!0;!0===u.call(this)&&!0===p;)p=this.doSingleRepetition(r);this.attemptInRepetitionRecovery(this.manyInternal,[t,e],u,i.MANY_IDX,t,s.NextTerminalAfterManyWalker);},t.prototype.manySepFirstInternal=function(t,e){var n=this.getKeyForAutomaticLookahead(i.MANY_SEP_IDX,t),r=this.nestedRuleBeforeClause(e,n);try{this.manySepFirstInternalLogic(t,e,n);}finally{void 0!==r&&this.nestedRuleFinallyClause(n,r);}},t.prototype.manySepFirstInternalNoCst=function(t,e){var n=this.getKeyForAutomaticLookahead(i.MANY_SEP_IDX,t);this.manySepFirstInternalLogic(t,e,n);},t.prototype.manySepFirstInternalLogic=function(t,e,n){var r=this,o=e.DEF,a=e.SEP;if(!0===this.getLookaheadFuncForManySep(n,t).call(this)){o.call(this);for(var u=function(){return r.tokenMatcher(r.LA(1),a)};!0===this.tokenMatcher(this.LA(1),a);)this.CONSUME(a),o.call(this);this.attemptInRepetitionRecovery(this.repetitionSepSecondInternal,[t,a,u,o,s.NextTerminalAfterManySepWalker],u,i.MANY_SEP_IDX,t,s.NextTerminalAfterManySepWalker);}},t.prototype.repetitionSepSecondInternal=function(t,e,n,r,o){for(;n();)this.CONSUME(e),r.call(this);this.attemptInRepetitionRecovery(this.repetitionSepSecondInternal,[t,e,n,r,o],n,i.AT_LEAST_ONE_SEP_IDX,t,o);},t.prototype.doSingleRepetition=function(t){var e=this.getLexerPosition();return t.call(this),this.getLexerPosition()>e},t.prototype.orInternalNoCst=function(t,e){var n=r.isArray(t)?t:t.DEF,i=this.getLookaheadFuncForOr(e,n).call(this,n);if(void 0!==i)return n[i].ALT.call(this);this.raiseNoAltException(e,t.ERR_MSG);},t.prototype.orInternal=function(t,e){var n=this.getKeyForAutomaticLookahead(i.OR_IDX,e),o=this.nestedRuleBeforeClause(t,n);try{var a=r.isArray(t)?t:t.DEF,s=this.getLookaheadFuncForOr(e,a).call(this,a);if(void 0!==s){var u=a[s],c=this.nestedAltBeforeClause(u,e,i.OR_IDX,s);try{return u.ALT.call(this)}finally{void 0!==c&&this.nestedRuleFinallyClause(c.shortName,c.nestedName);}}this.raiseNoAltException(e,t.ERR_MSG);}finally{void 0!==o&&this.nestedRuleFinallyClause(n,o);}},t.prototype.ruleFinallyStateUpdate=function(){if(this.RULE_STACK.pop(),this.RULE_OCCURRENCE_STACK.pop(),this.cstFinallyStateUpdate(),0===this.RULE_STACK.length&&!this.isAtEndOfInput()){var t=this.LA(1),e=this.errorMessageProvider.buildNotAllInputParsedMessage({firstRedundant:t,ruleName:this.getCurrRuleFullName()});this.SAVE_ERROR(new o.NotAllInputParsedException(e,t));}},t.prototype.subruleInternal=function(t,e,n){var r;try{var i=void 0!==n?n.ARGS:void 0;return r=t.call(this,e,i),this.cstPostNonTerminal(r,void 0!==n&&void 0!==n.LABEL?n.LABEL:t.ruleName),r}catch(e){throw o.isRecognitionException(e)&&void 0!==e.partialCstResult&&(this.cstPostNonTerminal(e.partialCstResult,void 0!==n&&void 0!==n.LABEL?n.LABEL:t.ruleName),delete e.partialCstResult),e}},t.prototype.consumeInternal=function(t,e,n){var r;try{var i=this.LA(1);if(!0!==this.tokenMatcher(i,t)){var a=void 0,s=this.LA(0);throw a=void 0!==n&&n.ERR_MSG?n.ERR_MSG:this.errorMessageProvider.buildMismatchTokenMessage({expected:t,actual:i,previous:s,ruleName:this.getCurrRuleFullName()}),this.SAVE_ERROR(new o.MismatchedTokenException(a,i,s))}this.consumeToken(),r=i;}catch(n){if(!this.recoveryEnabled||"MismatchedTokenException"!==n.name||this.isBackTracking())throw n;var u=this.getFollowsForInRuleRecovery(t,e);try{r=this.tryInRuleRecovery(t,u);}catch(t){throw t.name===c.IN_RULE_RECOVERY_EXCEPTION?n:t}}return this.cstPostTerminal(void 0!==n&&void 0!==n.LABEL?n.LABEL:t.tokenName,r),r},t.prototype.saveRecogState=function(){var t=this.errors,e=r.cloneArr(this.RULE_STACK);return {errors:t,lexerState:this.exportLexerState(),RULE_STACK:e,CST_STACK:this.CST_STACK,LAST_EXPLICIT_RULE_STACK:this.LAST_EXPLICIT_RULE_STACK}},t.prototype.reloadRecogState=function(t){this.errors=t.errors,this.importLexerState(t.lexerState),this.RULE_STACK=t.RULE_STACK;},t.prototype.ruleInvocationStateUpdate=function(t,e,n){this.RULE_OCCURRENCE_STACK.push(n),this.RULE_STACK.push(t),this.cstInvocationStateUpdate(e,t);},t.prototype.isBackTracking=function(){return !r.isEmpty(this.isBackTrackingStack)},t.prototype.getCurrRuleFullName=function(){var t=this.getLastExplicitRuleShortName();return this.shortRuleNameToFull.get(t)},t.prototype.shortRuleNameToFullName=function(t){return this.shortRuleNameToFull.get(t)},t.prototype.isAtEndOfInput=function(){return this.tokenMatcher(this.LA(1),p.EOF)},t.prototype.reset=function(){this.resetLexerState(),this.isBackTrackingStack=[],this.errors=[],this.RULE_STACK=[],this.LAST_EXPLICIT_RULE_STACK=[],this.CST_STACK=[],this.RULE_OCCURRENCE_STACK=[];},t}();e.RecognizerEngine=f;},function(t,e,n){Object.defineProperty(e,"__esModule",{value:!0});var r=n(6),i=n(0),o=n(12),a=n(3),s=function(){function t(){}return t.prototype.initErrorHandler=function(t){this._errors=[],this.errorMessageProvider=i.defaults(t.errorMessageProvider,a.DEFAULT_PARSER_CONFIG.errorMessageProvider);},t.prototype.SAVE_ERROR=function(t){if(r.isRecognitionException(t))return t.context={ruleStack:this.getHumanReadableRuleStack(),ruleOccurrenceStack:i.cloneArr(this.RULE_OCCURRENCE_STACK)},this._errors.push(t),t;throw Error("Trying to save an Error which is not a RecognitionException")},Object.defineProperty(t.prototype,"errors",{get:function(){return i.cloneArr(this._errors)},set:function(t){this._errors=t;},enumerable:!0,configurable:!0}),t.prototype.raiseEarlyExitException=function(t,e,n){for(var i=this.getCurrRuleFullName(),a=this.getGAstProductions().get(i),s=o.getLookaheadPathsForOptionalProd(t,a,e,this.maxLookahead)[0],u=[],c=1;c<this.maxLookahead;c++)u.push(this.LA(c));var p=this.errorMessageProvider.buildEarlyExitMessage({expectedIterationPaths:s,actual:u,previous:this.LA(0),customUserDescription:n,ruleName:i});throw this.SAVE_ERROR(new r.EarlyExitException(p,this.LA(1),this.LA(0)))},t.prototype.raiseNoAltException=function(t,e){for(var n=this.getCurrRuleFullName(),i=this.getGAstProductions().get(n),a=o.getLookaheadPathsForOr(t,i,this.maxLookahead),s=[],u=1;u<=this.maxLookahead;u++)s.push(this.LA(u));var c=this.LA(0),p=this.errorMessageProvider.buildNoViableAltMessage({expectedPathsPerAlt:a,actual:s,previous:c,customUserDescription:e,ruleName:this.getCurrRuleFullName()});throw this.SAVE_ERROR(new r.NoViableAltException(p,this.LA(1),c))},t}();e.ErrorHandler=s;},function(t,e,n){Object.defineProperty(e,"__esModule",{value:!0});var r=n(13),i=n(0),o=function(){function t(){}return t.prototype.initContentAssist=function(){},t.prototype.computeContentAssist=function(t,e){var n=this.gastProductionsCache.get(t);if(i.isUndefined(n))throw Error("Rule ->"+t+"<- does not exist in this grammar.");return r.nextPossibleTokensAfter([n],e,this.tokenMatcher,this.maxLookahead)},t.prototype.getNextPossibleTokenTypes=function(t){var e=i.first(t.ruleStack),n=this.getGAstProductions().get(e);return new r.NextAfterTokenWalker(n,t).startWalking()},t}();e.ContentAssist=o;},function(t,e,n){Object.defineProperty(e,"__esModule",{value:!0});var r=n(17);e.createSyntaxDiagramsCode=function(t,e){var n=void 0===e?{}:e,i=n.resourceBase,o=void 0===i?"https://unpkg.com/chevrotain@"+r.VERSION+"/diagrams/":i,a=n.css;return "\n\x3c!-- This is a generated file --\x3e\n<!DOCTYPE html>\n<meta charset=\"utf-8\">\n<style>\n  body {\n    background-color: hsl(30, 20%, 95%)\n  }\n</style>\n\n\n<link rel='stylesheet' href='"+(void 0===a?"https://unpkg.com/chevrotain@"+r.VERSION+"/diagrams/diagrams.css":a)+"'>\n\n<script src='"+o+"vendor/railroad-diagrams.js'><\/script>\n<script src='"+o+"src/diagrams_builder.js'><\/script>\n<script src='"+o+"src/diagrams_behavior.js'><\/script>\n<script src='"+o+'src/main.js\'><\/script>\n\n<div id="diagrams" align="center"></div>    \n\n<script>\n    window.serializedGrammar = '+JSON.stringify(t,null,"  ")+';\n<\/script>\n\n<script>\n    var diagramsDiv = document.getElementById("diagrams");\n    main.drawDiagramsFromSerializedGrammar(serializedGrammar, diagramsDiv);\n<\/script>\n'};},function(t,e,n){Object.defineProperty(e,"__esModule",{value:!0});var r=n(41);e.generateParserFactory=function(t){var e=r.genWrapperFunction({name:t.name,rules:t.rules}),i=new Function("tokenVocabulary","config","chevrotain",e);return function(e){return i(t.tokenVocabulary,e,n(18))}},e.generateParserModule=function(t){return r.genUmdModule({name:t.name,rules:t.rules})};},function(t,e,n){Object.defineProperty(e,"__esModule",{value:!0});var r=n(0),i=n(2),o=n(1),a="\n";function s(t){return "\nfunction "+t.name+"(tokenVocabulary, config) {\n    // invoke super constructor\n    // No support for embedded actions currently, so we can 'hardcode'\n    // The use of CstParser.\n    chevrotain.CstParser.call(this, tokenVocabulary, config)\n\n    const $ = this\n\n    "+u(t.rules)+"\n\n    // very important to call this after all the rules have been defined.\n    // otherwise the parser may not work correctly as it will lack information\n    // derived during the self analysis phase.\n    this.performSelfAnalysis(this)\n}\n\n// inheritance as implemented in javascript in the previous decade... :(\n"+t.name+".prototype = Object.create(chevrotain.CstParser.prototype)\n"+t.name+".prototype.constructor = "+t.name+"    \n    "}function u(t){return r.map(t,function(t){return c(t,1)}).join("\n")}function c(t,e){var n=y(e,'$.RULE("'+t.name+'", function() {')+a;return n+=m(t.definition,e+1),n+=y(e+1,"})")+a}function p(t,e){var n=i.tokenName(t.terminalType);return y(e,"$.CONSUME"+t.idx+"(this.tokensMap."+n+")"+a)}function l(t,e){return y(e,"$.SUBRULE"+t.idx+"($."+t.nonTerminalName+")"+a)}function h(t,e){var n=y(e,"$.OR"+t.idx+"([")+a;return n+=r.map(t.definition,function(t){return f(t,e+1)}).join(","+a),n+=a+y(e,"])"+a)}function f(t,e){var n=y(e,"{")+a;return t.name&&(n+=y(e+1,'NAME: "'+t.name+'",')+a),n+=y(e+1,"ALT: function() {")+a,n+=m(t.definition,e+1),n+=y(e+1,"}")+a,n+=y(e,"}")}function d(t,e,n){var r=y(n,"$."+(t+e.idx)+"(");return e.name||e.separator?(r+="{"+a,e.name&&(r+=y(n+1,'NAME: "'+e.name+'"')+","+a),e.separator&&(r+=y(n+1,"SEP: this.tokensMap."+i.tokenName(e.separator))+","+a),r+="DEF: "+E(e.definition,n+2)+a,r+=y(n,"}")+a):r+=E(e.definition,n+1),r+=y(n,")")+a}function E(t,e){var n="function() {"+a;return n+=m(t,e),n+=y(e,"}")+a}function m(t,e){var n="";return r.forEach(t,function(t){n+=function(t,e){if(t instanceof o.NonTerminal)return l(t,e);if(t instanceof o.Option)return d("OPTION",t,e);if(t instanceof o.RepetitionMandatory)return d("AT_LEAST_ONE",t,e);if(t instanceof o.RepetitionMandatoryWithSeparator)return d("AT_LEAST_ONE_SEP",t,e);if(t instanceof o.RepetitionWithSeparator)return d("MANY_SEP",t,e);if(t instanceof o.Repetition)return d("MANY",t,e);if(t instanceof o.Alternation)return h(t,e);if(t instanceof o.Terminal)return p(t,e);if(t instanceof o.Flat)return m(t.definition,e);throw Error("non exhaustive match")}(t,e+1);}),n}function y(t,e){return Array(4*t+1).join(" ")+e}e.genUmdModule=function(t){return "\n(function (root, factory) {\n    if (typeof define === 'function' && define.amd) {\n        // AMD. Register as an anonymous module.\n        define(['chevrotain'], factory);\n    } else if (typeof module === 'object' && module.exports) {\n        // Node. Does not work with strict CommonJS, but\n        // only CommonJS-like environments that support module.exports,\n        // like Node.\n        module.exports = factory(require('chevrotain'));\n    } else {\n        // Browser globals (root is window)\n        root.returnExports = factory(root.b);\n    }\n}(typeof self !== 'undefined' ? self : this, function (chevrotain) {\n\n"+s(t)+"\n    \nreturn {\n    "+t.name+": "+t.name+" \n}\n}));\n"},e.genWrapperFunction=function(t){return "    \n"+s(t)+"\nreturn new "+t.name+"(tokenVocabulary, config)    \n"},e.genClass=s,e.genAllRules=u,e.genRule=c,e.genTerminal=p,e.genNonTerminal=l,e.genAlternation=h,e.genSingleAlt=f;}])});
    var chevrotain = window.chevrotain;

    /**
     * @author Mugen87 / https://github.com/Mugen87
     */

    /* global chevrotain */

    var VRMLLoader = ( function () {

    	// dependency check

    	if ( typeof chevrotain === 'undefined' ) {

    		throw Error( 'THREE.VRMLLoader: External library chevrotain.min.js required.' );

    	}

    	// class definitions

    	function VRMLLoader( manager ) {

    		Loader.call( this, manager );

    	}

    	VRMLLoader.prototype = Object.assign( Object.create( Loader.prototype ), {

    		constructor: VRMLLoader,

    		load: function ( url, onLoad, onProgress, onError ) {

    			var scope = this;

    			var path = ( scope.path === '' ) ? LoaderUtils.extractUrlBase( url ) : scope.path;

    			var loader = new FileLoader( this.manager );
    			loader.setPath( scope.path );
    			loader.load( url, function ( text ) {

    				onLoad( scope.parse( text, path ) );

    			}, onProgress, onError );

    		},

    		parse: function ( data, path ) {

    			var nodeMap = {};

    			function generateVRMLTree( data ) {

    				// create lexer, parser and visitor

    				var tokenData = createTokens();

    				var lexer = new VRMLLexer( tokenData.tokens );
    				var parser = new VRMLParser( tokenData.tokenVocabulary );
    				var visitor = createVisitor( parser.getBaseCstVisitorConstructor() );

    				// lexing

    				var lexingResult = lexer.lex( data );
    				parser.input = lexingResult.tokens;

    				// parsing

    				var cstOutput = parser.vrml();

    				if ( parser.errors.length > 0 ) {

    					console.error( parser.errors );

    					throw Error( 'THREE.VRMLLoader: Parsing errors detected.' );

    				}

    				// actions

    				var ast = visitor.visit( cstOutput );

    				return ast;

    			}

    			function createTokens() {

    				var createToken = chevrotain.createToken;

    				// from http://gun.teipir.gr/VRML-amgem/spec/part1/concepts.html#SyntaxBasics

    				var RouteIdentifier = createToken( { name: 'RouteIdentifier', pattern: /[^\x30-\x39\0-\x20\x22\x27\x23\x2b\x2c\x2d\x2e\x5b\x5d\x5c\x7b\x7d][^\0-\x20\x22\x27\x23\x2b\x2c\x2d\x2e\x5b\x5d\x5c\x7b\x7d]*[\.][^\x30-\x39\0-\x20\x22\x27\x23\x2b\x2c\x2d\x2e\x5b\x5d\x5c\x7b\x7d][^\0-\x20\x22\x27\x23\x2b\x2c\x2d\x2e\x5b\x5d\x5c\x7b\x7d]*/ } );
    				var Identifier = createToken( { name: 'Identifier', pattern: /[^\x30-\x39\0-\x20\x22\x27\x23\x2b\x2c\x2d\x2e\x5b\x5d\x5c\x7b\x7d][^\0-\x20\x22\x27\x23\x2b\x2c\x2d\x2e\x5b\x5d\x5c\x7b\x7d]*/, longer_alt: RouteIdentifier } );

    				// from http://gun.teipir.gr/VRML-amgem/spec/part1/nodesRef.html

    				var nodeTypes = [
    					'Anchor', 'Billboard', 'Collision', 'Group', 'Transform', // grouping nodes
    					'Inline', 'LOD', 'Switch', // special groups
    					'AudioClip', 'DirectionalLight', 'PointLight', 'Script', 'Shape', 'Sound', 'SpotLight', 'WorldInfo', // common nodes
    					'CylinderSensor', 'PlaneSensor', 'ProximitySensor', 'SphereSensor', 'TimeSensor', 'TouchSensor', 'VisibilitySensor', // sensors
    					'Box', 'Cone', 'Cylinder', 'ElevationGrid', 'Extrusion', 'IndexedFaceSet', 'IndexedLineSet', 'PointSet', 'Sphere', // geometries
    					'Color', 'Coordinate', 'Normal', 'TextureCoordinate', // geometric properties
    					'Appearance', 'FontStyle', 'ImageTexture', 'Material', 'MovieTexture', 'PixelTexture', 'TextureTransform', // appearance
    					'ColorInterpolator', 'CoordinateInterpolator', 'NormalInterpolator', 'OrientationInterpolator', 'PositionInterpolator', 'ScalarInterpolator', // interpolators
    					'Background', 'Fog', 'NavigationInfo', 'Viewpoint', // bindable nodes
    					'Text' // Text must be placed at the end of the regex so there are no matches for TextureTransform and TextureCoordinate
    				];

    				//

    				var Version = createToken( {
    					name: 'Version',
    					pattern: /#VRML.*/,
    					longer_alt: Identifier
    				} );

    				var NodeName = createToken( {
    					name: 'NodeName',
    					pattern: new RegExp( nodeTypes.join( '|' ) ),
    					longer_alt: Identifier
    				} );

    				var DEF = createToken( {
    					name: 'DEF',
    					pattern: /DEF/,
    					longer_alt: Identifier
    				} );

    				var USE = createToken( {
    					name: 'USE',
    					pattern: /USE/,
    					longer_alt: Identifier
    				} );

    				var ROUTE = createToken( {
    					name: 'ROUTE',
    					pattern: /ROUTE/,
    					longer_alt: Identifier
    				} );

    				var TO = createToken( {
    					name: 'TO',
    					pattern: /TO/,
    					longer_alt: Identifier
    				} );

    				//

    				var StringLiteral = createToken( { name: "StringLiteral", pattern: /"(:?[^\\"\n\r]+|\\(:?[bfnrtv"\\/]|u[0-9a-fA-F]{4}))*"/ } );
    				var HexLiteral = createToken( { name: 'HexLiteral', pattern: /0[xX][0-9a-fA-F]+/ } );
    				var NumberLiteral = createToken( { name: 'NumberLiteral', pattern: /[-+]?[0-9]*\.?[0-9]+([eE][-+]?[0-9]+)?/ } );
    				var TrueLiteral = createToken( { name: 'TrueLiteral', pattern: /TRUE/ } );
    				var FalseLiteral = createToken( { name: 'FalseLiteral', pattern: /FALSE/ } );
    				var NullLiteral = createToken( { name: 'NullLiteral', pattern: /NULL/ } );
    				var LSquare = createToken( { name: 'LSquare', pattern: /\[/ } );
    				var RSquare = createToken( { name: 'RSquare', pattern: /]/ } );
    				var LCurly = createToken( { name: 'LCurly', pattern: /{/ } );
    				var RCurly = createToken( { name: 'RCurly', pattern: /}/ } );
    				var Comment = createToken( {
    					name: 'Comment',
    					pattern: /#.*/,
    					group: chevrotain.Lexer.SKIPPED
    				} );

    				// commas, blanks, tabs, newlines and carriage returns are whitespace characters wherever they appear outside of string fields

    				var WhiteSpace = createToken( {
    					name: 'WhiteSpace',
    					pattern: /[ ,\s]/,
    					group: chevrotain.Lexer.SKIPPED
    				} );

    				var tokens = [
    					WhiteSpace,
    					// keywords appear before the Identifier
    					NodeName,
    					DEF,
    					USE,
    					ROUTE,
    					TO,
    					TrueLiteral,
    					FalseLiteral,
    					NullLiteral,
    					// the Identifier must appear after the keywords because all keywords are valid identifiers
    					Version,
    					Identifier,
    					RouteIdentifier,
    					StringLiteral,
    					HexLiteral,
    					NumberLiteral,
    					LSquare,
    					RSquare,
    					LCurly,
    					RCurly,
    					Comment
    				];

    				var tokenVocabulary = {};

    				for ( var i = 0, l = tokens.length; i < l; i ++ ) {

    					var token = tokens[ i ];

    					tokenVocabulary[ token.name ] = token;

    				}

    				return { tokens: tokens, tokenVocabulary: tokenVocabulary };

    			}


    			function createVisitor( BaseVRMLVisitor ) {

    				// the visitor is created dynmaically based on the given base class

    				function VRMLToASTVisitor() {

    					BaseVRMLVisitor.call( this );

    					this.validateVisitor();

    				}

    				VRMLToASTVisitor.prototype = Object.assign( Object.create( BaseVRMLVisitor.prototype ), {

    					constructor: VRMLToASTVisitor,

    					vrml: function ( ctx ) {

    						var data = {
    							version: this.visit( ctx.version ),
    							nodes: [],
    							routes: []
    						};

    						for ( var i = 0, l = ctx.node.length; i < l; i ++ ) {

    							var node = ctx.node[ i ];

    							data.nodes.push( this.visit( node ) );

    						}

    						if ( ctx.route ) {

    							for ( var i = 0, l = ctx.route.length; i < l; i ++ ) {

    								var route = ctx.route[ i ];

    								data.routes.push( this.visit( route ) );

    							}

    						}

    						return data;

    					},

    					version: function ( ctx ) {

    						return ctx.Version[ 0 ].image;

    					},

    					node: function ( ctx ) {

    						var data = {
    							name: ctx.NodeName[ 0 ].image,
    							fields: []
    						};

    						if ( ctx.field ) {

    							for ( var i = 0, l = ctx.field.length; i < l; i ++ ) {

    								var field = ctx.field[ i ];

    								data.fields.push( this.visit( field ) );

    							}

    						}

    						// DEF

    						if ( ctx.def ) {

    							data.DEF = this.visit( ctx.def[ 0 ] );

    						}

    						return data;

    					},

    					field: function ( ctx ) {

    						var data = {
    							name: ctx.Identifier[ 0 ].image,
    							type: null,
    							values: null
    						};

    						var result;

    						// SFValue

    						if ( ctx.singleFieldValue ) {

    							result = this.visit( ctx.singleFieldValue[ 0 ] );

    						}

    						// MFValue

    						if ( ctx.multiFieldValue ) {

    							result = this.visit( ctx.multiFieldValue[ 0 ] );

    						}

    						data.type = result.type;
    						data.values = result.values;

    						return data;

    					},

    					def: function ( ctx ) {

    						return ctx.Identifier[ 0 ].image;

    					},

    					use: function ( ctx ) {

    						return { USE: ctx.Identifier[ 0 ].image };

    					},

    					singleFieldValue: function ( ctx ) {

    						return processField( this, ctx );

    					},

    					multiFieldValue: function ( ctx ) {

    						return processField( this, ctx );

    					},

    					route: function ( ctx ) {

    						var data = {
    							FROM: ctx.RouteIdentifier[ 0 ].image,
    							TO: ctx.RouteIdentifier[ 1 ].image
    						};

    						return data;

    					}

    				} );

    				function processField( scope, ctx ) {

    					var field = {
    						type: null,
    						values: []
    					};

    					if ( ctx.node ) {

    						field.type = 'node';

    						for ( var i = 0, l = ctx.node.length; i < l; i ++ ) {

    							var node = ctx.node[ i ];

    							field.values.push( scope.visit( node ) );

    						}

    					}

    					if ( ctx.use ) {

    						field.type = 'use';

    						for ( var i = 0, l = ctx.use.length; i < l; i ++ ) {

    							var use = ctx.use[ i ];

    							field.values.push( scope.visit( use ) );

    						}

    					}

    					if ( ctx.StringLiteral ) {

    						field.type = 'string';

    						for ( var i = 0, l = ctx.StringLiteral.length; i < l; i ++ ) {

    							var stringLiteral = ctx.StringLiteral[ i ];

    							field.values.push( stringLiteral.image.replace( /'|"/g, '' ) );

    						}

    					}

    					if ( ctx.NumberLiteral ) {

    						field.type = 'number';

    						for ( var i = 0, l = ctx.NumberLiteral.length; i < l; i ++ ) {

    							var numberLiteral = ctx.NumberLiteral[ i ];

    							field.values.push( parseFloat( numberLiteral.image ) );

    						}

    					}

    					if ( ctx.HexLiteral ) {

    						field.type = 'hex';

    						for ( var i = 0, l = ctx.HexLiteral.length; i < l; i ++ ) {

    							var hexLiteral = ctx.HexLiteral[ i ];

    							field.values.push( hexLiteral.image );

    						}

    					}

    					if ( ctx.TrueLiteral ) {

    						field.type = 'boolean';

    						for ( var i = 0, l = ctx.TrueLiteral.length; i < l; i ++ ) {

    							var trueLiteral = ctx.TrueLiteral[ i ];

    							if ( trueLiteral.image === 'TRUE' ) field.values.push( true );

    						}

    					}

    					if ( ctx.FalseLiteral ) {

    						field.type = 'boolean';

    						for ( var i = 0, l = ctx.FalseLiteral.length; i < l; i ++ ) {

    							var falseLiteral = ctx.FalseLiteral[ i ];

    							if ( falseLiteral.image === 'FALSE' ) field.values.push( false );

    						}

    					}

    					if ( ctx.NullLiteral ) {

    						field.type = 'null';

    						ctx.NullLiteral.forEach( function () {

    							field.values.push( null );

    						} );

    					}

    					return field;

    				}

    				return new VRMLToASTVisitor();

    			}

    			function parseTree( tree ) {

    				// console.log( JSON.stringify( tree, null, 2 ) );

    				var nodes = tree.nodes;
    				var scene = new Scene();

    				// first iteration: build nodemap based on DEF statements

    				for ( var i = 0, l = nodes.length; i < l; i ++ ) {

    					var node = nodes[ i ];

    					buildNodeMap( node );

    				}

    				// second iteration: build nodes

    				for ( var i = 0, l = nodes.length; i < l; i ++ ) {

    					var node = nodes[ i ];
    					var object = getNode( node );

    					if ( object instanceof Object3D ) scene.add( object );

    				}

    				return scene;

    			}

    			function buildNodeMap( node ) {

    				if ( node.DEF ) {

    					nodeMap[ node.DEF ] = node;

    				}

    				var fields = node.fields;

    				for ( var i = 0, l = fields.length; i < l; i ++ ) {

    					var field = fields[ i ];

    					if ( field.type === 'node' ) {

    						var fieldValues = field.values;

    						for ( var j = 0, jl = fieldValues.length; j < jl; j ++ ) {

    							buildNodeMap( fieldValues[ j ] );

    						}

    					}


    				}

    			}


    			function getNode( node ) {

    				// handle case where a node refers to a different one

    				if ( node.USE ) {

    					return resolveUSE( node.USE );

    				}

    				if ( node.build !== undefined ) return node.build;

    				node.build = buildNode( node );

    				return node.build;

    			}

    			// node builder

    			function buildNode( node ) {

    				var nodeName = node.name;
    				var build;

    				switch ( nodeName ) {

    					case 'Group':
    					case 'Transform':
    						build = buildGroupingNode( node );
    						break;

    					case 'Background':
    						build = buildBackgroundNode( node );
    						break;

    					case 'Shape':
    						build = buildShapeNode( node );
    						break;

    					case 'Appearance':
    						build = buildAppearanceNode( node );
    						break;

    					case 'Material':
    						build = buildMaterialNode( node );
    						break;

    					case 'ImageTexture':
    						build = buildImageTextureNode( node );
    						break;

    					case 'PixelTexture':
    						build = buildPixelTextureNode( node );
    						break;

    					case 'TextureTransform':
    						build = buildTextureTransformNode( node );
    						break;

    					case 'IndexedFaceSet':
    						build = buildIndexedFaceSetNode( node );
    						break;

    					case 'IndexedLineSet':
    						build = buildIndexedLineSetNode( node );
    						break;

    					case 'PointSet':
    						build = buildPointSetNode( node );
    						break;

    					case 'Box':
    						build = buildBoxNode( node );
    						break;

    					case 'Cone':
    						build = buildConeNode( node );
    						break;

    					case 'Cylinder':
    						build = buildCylinderNode( node );
    						break;

    					case 'Sphere':
    						build = buildSphereNode( node );
    						break;

    					case 'Color':
    					case 'Coordinate':
    					case 'Normal':
    					case 'TextureCoordinate':
    						build = buildGeometricNode( node );
    						break;

    					case 'Anchor':
    					case 'Billboard':
    					case 'Collision':

    					case 'Inline':
    					case 'LOD':
    					case 'Switch':

    					case 'AudioClip':
    					case 'DirectionalLight':
    					case 'PointLight':
    					case 'Script':
    					case 'Sound':
    					case 'SpotLight':
    					case 'WorldInfo':

    					case 'CylinderSensor':
    					case 'PlaneSensor':
    					case 'ProximitySensor':
    					case 'SphereSensor':
    					case 'TimeSensor':
    					case 'TouchSensor':
    					case 'VisibilitySensor':

    					case 'ElevationGrid':
    					case 'Extrusion':
    					case 'Text':

    					case 'FontStyle':
    					case 'MovieTexture':

    					case 'ColorInterpolator':
    					case 'CoordinateInterpolator':
    					case 'NormalInterpolator':
    					case 'OrientationInterpolator':
    					case 'PositionInterpolator':
    					case 'ScalarInterpolator':

    					case 'Fog':
    					case 'NavigationInfo':
    					case 'Viewpoint':
    						// node not supported yet
    						break;

    					default:
    						console.warn( 'THREE.VRMLLoader: Unknown node:', nodeName );
    						break;

    				}

    				return build;

    			}

    			function buildGroupingNode( node ) {

    				var object = new Group();

    				//

    				var fields = node.fields;

    				for ( var i = 0, l = fields.length; i < l; i ++ ) {

    					var field = fields[ i ];
    					var fieldName = field.name;
    					var fieldValues = field.values;

    					switch ( fieldName ) {

    						case 'center':
    							// field not supported
    							break;

    						case 'children':
    							parseFieldChildren( fieldValues, object );
    							break;

    						case 'rotation':
    							var axis = new Vector3( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ] );
    							var angle = fieldValues[ 3 ];
    							object.quaternion.setFromAxisAngle( axis, angle );
    							break;

    						case 'scale':
    							object.scale.set( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ] );
    							break;

    						case 'scaleOrientation':
    							// field not supported
    							break;

    						case 'translation':
    							object.position.set( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ] );
    							break;

    						case 'bboxCenter':
    							// field not supported
    							break;

    						case 'bboxSize':
    							// field not supported
    							break;

    						default:
    							console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
    							break;

    					}

    				}

    				return object;

    			}

    			function buildBackgroundNode( node ) {

    				var group = new Group();

    				var groundAngle, groundColor;
    				var skyAngle, skyColor;

    				var fields = node.fields;

    				for ( var i = 0, l = fields.length; i < l; i ++ ) {

    					var field = fields[ i ];
    					var fieldName = field.name;
    					var fieldValues = field.values;

    					switch ( fieldName ) {

    						case 'groundAngle':
    							groundAngle = fieldValues;
    							break;

    						case 'groundColor':
    							groundColor = fieldValues;
    							break;

    						case 'backUrl':
    							// field not supported
    							break;

    						case 'bottomUrl':
    							// field not supported
    							break;

    						case 'frontUrl':
    							// field not supported
    							break;

    						case 'leftUrl':
    							// field not supported
    							break;

    						case 'rightUrl':
    							// field not supported
    							break;

    						case 'topUrl':
    							// field not supported
    							break;

    						case 'skyAngle':
    							skyAngle = fieldValues;
    							break;

    						case 'skyColor':
    							skyColor = fieldValues;
    							break;

    						default:
    							console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
    							break;

    					}

    				}

    				var radius = 10000;

    				// sky

    				if ( skyColor ) {

    					var skyGeometry = new SphereBufferGeometry( radius, 32, 16 );
    					var skyMaterial = new MeshBasicMaterial( { fog: false, side: BackSide, depthWrite: false, depthTest: false } );

    					if ( skyColor.length > 3 ) {

    						paintFaces( skyGeometry, radius, skyAngle, toColorArray( skyColor ), true );
    						skyMaterial.vertexColors = true;

    					} else {

    						skyMaterial.color.setRGB( skyColor[ 0 ], skyColor[ 1 ], skyColor[ 2 ] );

    					}

    					var sky = new Mesh( skyGeometry, skyMaterial );
    					group.add( sky );

    				}

    				// ground

    				if ( groundColor ) {

    					if ( groundColor.length > 0 ) {

    						var groundGeometry = new SphereBufferGeometry( radius, 32, 16, 0, 2 * Math.PI, 0.5 * Math.PI, 1.5 * Math.PI );
    						var groundMaterial = new MeshBasicMaterial( { fog: false, side: BackSide, vertexColors: true, depthWrite: false, depthTest: false } );

    						paintFaces( groundGeometry, radius, groundAngle, toColorArray( groundColor ), false );

    						var ground = new Mesh( groundGeometry, groundMaterial );
    						group.add( ground );

    					}

    				}

    				// render background group first

    				group.renderOrder = - Infinity;

    				return group;

    			}

    			function buildShapeNode( node ) {

    				var fields = node.fields;

    				// if the appearance field is NULL or unspecified, lighting is off and the unlit object color is (0, 0, 0)

    				var material = new MeshBasicMaterial( { color: 0x000000 } );
    				var geometry;

    				for ( var i = 0, l = fields.length; i < l; i ++ ) {

    					var field = fields[ i ];
    					var fieldName = field.name;
    					var fieldValues = field.values;

    					switch ( fieldName ) {

    						case 'appearance':
    							if ( fieldValues[ 0 ] !== null ) {

    								material = getNode( fieldValues[ 0 ] );

    							}
    							break;

    						case 'geometry':
    							if ( fieldValues[ 0 ] !== null ) {

    								geometry = getNode( fieldValues[ 0 ] );

    							}
    							break;

    						default:
    							console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
    							break;

    					}

    				}

    				// build 3D object

    				var object;

    				if ( geometry && geometry.attributes.position ) {

    					var type = geometry._type;

    					if ( type === 'points' ) { // points

    						var pointsMaterial = new PointsMaterial( { color: 0xffffff } );

    						if ( geometry.attributes.color !== undefined ) {

    							pointsMaterial.vertexColors = true;

    						} else {

    							// if the color field is NULL and there is a material defined for the appearance affecting this PointSet, then use the emissiveColor of the material to draw the points

    							if ( material.isMeshPhongMaterial ) {

    								pointsMaterial.color.copy( material.emissive );

    							}

    						}

    						object = new Points( geometry, pointsMaterial );

    					} else if ( type === 'line' ) { // lines

    						var lineMaterial = new LineBasicMaterial( { color: 0xffffff } );

    						if ( geometry.attributes.color !== undefined ) {

    							lineMaterial.vertexColors = true;

    						} else {

    							// if the color field is NULL and there is a material defined for the appearance affecting this IndexedLineSet, then use the emissiveColor of the material to draw the lines

    							if ( material.isMeshPhongMaterial ) {

    								lineMaterial.color.copy( material.emissive );

    							}

    						}

    						object = new LineSegments( geometry, lineMaterial );

    					} else { // consider meshes

    						// check "solid" hint (it's placed in the geometry but affects the material)

    						if ( geometry._solid !== undefined ) {

    							material.side = ( geometry._solid ) ? FrontSide : DoubleSide;

    						}

    						// check for vertex colors

    						if ( geometry.attributes.color !== undefined ) {

    							material.vertexColors = true;

    						}

    						object = new Mesh( geometry, material );

    					}

    				} else {

    					object = new Object3D();

    					// if the geometry field is NULL or no vertices are defined the object is not drawn

    					object.visible = false;

    				}

    				return object;

    			}

    			function buildAppearanceNode( node ) {

    				var material = new MeshPhongMaterial();
    				var transformData;

    				var fields = node.fields;

    				for ( var i = 0, l = fields.length; i < l; i ++ ) {

    					var field = fields[ i ];
    					var fieldName = field.name;
    					var fieldValues = field.values;

    					switch ( fieldName ) {

    						case 'material':
    							if ( fieldValues[ 0 ] !== null ) {

    								var materialData = getNode( fieldValues[ 0 ] );

    								if ( materialData.diffuseColor ) material.color.copy( materialData.diffuseColor );
    								if ( materialData.emissiveColor ) material.emissive.copy( materialData.emissiveColor );
    								if ( materialData.shininess ) material.shininess = materialData.shininess;
    								if ( materialData.specularColor ) material.specular.copy( materialData.specularColor );
    								if ( materialData.transparency ) material.opacity = 1 - materialData.transparency;
    								if ( materialData.transparency > 0 ) material.transparent = true;

    							} else {

    								// if the material field is NULL or unspecified, lighting is off and the unlit object color is (0, 0, 0)

    								material = new MeshBasicMaterial( { color: 0x000000 } );

    							}
    							break;

    						case 'texture':
    							var textureNode = fieldValues[ 0 ];
    							if ( textureNode !== null ) {

    								if ( textureNode.name === 'ImageTexture' || textureNode.name === 'PixelTexture' ) {

    									material.map = getNode( textureNode );

    								}

    							}
    							break;

    						case 'textureTransform':
    							if ( fieldValues[ 0 ] !== null ) {

    								transformData = getNode( fieldValues[ 0 ] );

    							}
    							break;

    						default:
    							console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
    							break;

    					}

    				}

    				// only apply texture transform data if a texture was defined

    				if ( material.map ) {

    					// respect VRML lighting model

    					if ( material.map.__type ) {

    						switch ( material.map.__type ) {

    							case TEXTURE_TYPE.INTENSITY_ALPHA:
    								material.opacity = 1; // ignore transparency
    								break;

    							case TEXTURE_TYPE.RGB:
    								material.color.set( 0xffffff ); // ignore material color
    								break;

    							case TEXTURE_TYPE.RGBA:
    								material.color.set( 0xffffff ); // ignore material color
    								material.opacity = 1; // ignore transparency
    								break;

    							default:

    						}

    						delete material.map.__type;

    					}

    					// apply texture transform

    					if ( transformData ) {

    						material.map.center.copy( transformData.center );
    						material.map.rotation = transformData.rotation;
    						material.map.repeat.copy( transformData.scale );
    						material.map.offset.copy( transformData.translation );

    					}

    				}

    				return material;

    			}

    			function buildMaterialNode( node ) {

    				var materialData = {};

    				var fields = node.fields;

    				for ( var i = 0, l = fields.length; i < l; i ++ ) {

    					var field = fields[ i ];
    					var fieldName = field.name;
    					var fieldValues = field.values;

    					switch ( fieldName ) {

    						case 'ambientIntensity':
    							// field not supported
    							break;

    						case 'diffuseColor':
    							materialData.diffuseColor = new Color( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ] );
    							break;

    						case 'emissiveColor':
    							materialData.emissiveColor = new Color( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ] );
    							break;

    						case 'shininess':
    							materialData.shininess = fieldValues[ 0 ];
    							break;

    						case 'specularColor':
    							materialData.emissiveColor = new Color( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ] );
    							break;

    						case 'transparency':
    							materialData.transparency = fieldValues[ 0 ];
    							break;

    						default:
    							console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
    							break;

    					}

    				}

    				return materialData;

    			}

    			function parseHexColor( hex, textureType, color ) {

    				switch ( textureType ) {

    					case TEXTURE_TYPE.INTENSITY:
    						// Intensity texture: A one-component image specifies one-byte hexadecimal or integer values representing the intensity of the image
    						var value = parseInt( hex );
    						color.r = value;
    						color.g = value;
    						color.b = value;
    						break;

    					case TEXTURE_TYPE.INTENSITY_ALPHA:
    						// Intensity+Alpha texture: A two-component image specifies the intensity in the first (high) byte and the alpha opacity in the second (low) byte.
    						var value = parseInt( "0x" + hex.substring( 2, 4 ) );
    						color.r = value;
    						color.g = value;
    						color.b = value;
    						color.a = parseInt( "0x" + hex.substring( 4, 6 ) );
    						break;

    					case TEXTURE_TYPE.RGB:
    						// RGB texture: Pixels in a three-component image specify the red component in the first (high) byte, followed by the green and blue components
    						color.r = parseInt( "0x" + hex.substring( 2, 4 ) );
    						color.g = parseInt( "0x" + hex.substring( 4, 6 ) );
    						color.b = parseInt( "0x" + hex.substring( 6, 8 ) );
    						break;

    					case TEXTURE_TYPE.RGBA:
    						// RGBA texture: Four-component images specify the alpha opacity byte after red/green/blue
    						color.r = parseInt( "0x" + hex.substring( 2, 4 ) );
    						color.g = parseInt( "0x" + hex.substring( 4, 6 ) );
    						color.b = parseInt( "0x" + hex.substring( 6, 8 ) );
    						color.a = parseInt( "0x" + hex.substring( 8, 10 ) );
    						break;

    					default:

    				}

    			}

    			function getTextureType( num_components ) {

    				var type;

    				switch ( num_components ) {

    					case 1:
    						type = TEXTURE_TYPE.INTENSITY;
    						break;

    					case 2:
    						type = TEXTURE_TYPE.INTENSITY_ALPHA;
    						break;

    					case 3:
    						type = TEXTURE_TYPE.RGB;
    						break;

    					case 4:
    						type = TEXTURE_TYPE.RGBA;
    						break;

    					default:

    				}

    				return type;

    			}

    			function buildPixelTextureNode( node ) {

    				var texture;
    				var wrapS = RepeatWrapping;
    				var wrapT = RepeatWrapping;

    				var fields = node.fields;

    				for ( var i = 0, l = fields.length; i < l; i ++ ) {

    					var field = fields[ i ];
    					var fieldName = field.name;
    					var fieldValues = field.values;

    					switch ( fieldName ) {

    						case 'image':
    							var width = fieldValues[ 0 ];
    							var height = fieldValues[ 1 ];
    							var num_components = fieldValues[ 2 ];

    							var useAlpha = ( num_components === 2 || num_components === 4 );
    							var textureType = getTextureType( num_components );

    							var size = ( ( useAlpha === true ) ? 4 : 3 ) * ( width * height );
    							var data = new Uint8Array( size );

    							var color = { r: 0, g: 0, b: 0, a: 0 };

    							for ( var j = 3, k = 0, jl = fieldValues.length; j < jl; j ++, k ++ ) {

    								parseHexColor( fieldValues[ j ], textureType, color );

    								if ( useAlpha === true ) {

    									var stride = k * 4;

    									data[ stride + 0 ] = color.r;
    									data[ stride + 1 ] = color.g;
    									data[ stride + 2 ] = color.b;
    									data[ stride + 3 ] = color.a;

    								} else {

    									var stride = k * 3;

    									data[ stride + 0 ] = color.r;
    									data[ stride + 1 ] = color.g;
    									data[ stride + 2 ] = color.b;

    								}

    							}

    							texture = new DataTexture( data, width, height, ( useAlpha === true ) ? RGBAFormat : RGBFormat );
    							texture.__type = textureType; // needed for material modifications
    							break;

    						case 'repeatS':
    							if ( fieldValues[ 0 ] === false ) wrapS = ClampToEdgeWrapping;
    							break;

    						case 'repeatT':
    							if ( fieldValues[ 0 ] === false ) wrapT = ClampToEdgeWrapping;
    							break;

    						default:
    							console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
    							break;

    					}

    				}

    				if ( texture ) {

    					texture.wrapS = wrapS;
    					texture.wrapT = wrapT;

    				}

    				return texture;

    			}

    			function buildImageTextureNode( node ) {

    				var texture;
    				var wrapS = RepeatWrapping;
    				var wrapT = RepeatWrapping;

    				var fields = node.fields;

    				for ( var i = 0, l = fields.length; i < l; i ++ ) {

    					var field = fields[ i ];
    					var fieldName = field.name;
    					var fieldValues = field.values;

    					switch ( fieldName ) {

    						case 'url':
    							var url = fieldValues[ 0 ];
    							if ( url ) texture = textureLoader.load( url );
    							break;

    						case 'repeatS':
    							if ( fieldValues[ 0 ] === false ) wrapS = ClampToEdgeWrapping;
    							break;

    						case 'repeatT':
    							if ( fieldValues[ 0 ] === false ) wrapT = ClampToEdgeWrapping;
    							break;

    						default:
    							console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
    							break;

    					}

    				}

    				if ( texture ) {

    					texture.wrapS = wrapS;
    					texture.wrapT = wrapT;

    				}

    				return texture;

    			}

    			function buildTextureTransformNode( node ) {

    				var transformData = {
    					center: new Vector2(),
    					rotation: new Vector2(),
    					scale: new Vector2(),
    					translation: new Vector2()
    				};

    				var fields = node.fields;

    				for ( var i = 0, l = fields.length; i < l; i ++ ) {

    					var field = fields[ i ];
    					var fieldName = field.name;
    					var fieldValues = field.values;

    					switch ( fieldName ) {

    						case 'center':
    							transformData.center.set( fieldValues[ 0 ], fieldValues[ 1 ] );
    							break;

    						case 'rotation':
    							transformData.rotation = fieldValues[ 0 ];
    							break;

    						case 'scale':
    							transformData.scale.set( fieldValues[ 0 ], fieldValues[ 1 ] );
    							break;

    						case 'translation':
    							transformData.translation.set( fieldValues[ 0 ], fieldValues[ 1 ] );
    							break;

    						default:
    							console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
    							break;

    					}

    				}

    				return transformData;

    			}

    			function buildGeometricNode( node ) {

    				return node.fields[ 0 ].values;

    			}

    			function buildIndexedFaceSetNode( node ) {

    				var color, coord, normal, texCoord;
    				var ccw = true, solid = true, creaseAngle = 0;
    				var colorIndex, coordIndex, normalIndex, texCoordIndex;
    				var colorPerVertex = true, normalPerVertex = true;

    				var fields = node.fields;

    				for ( var i = 0, l = fields.length; i < l; i ++ ) {

    					var field = fields[ i ];
    					var fieldName = field.name;
    					var fieldValues = field.values;

    					switch ( fieldName ) {

    						case 'color':
    							var colorNode = fieldValues[ 0 ];

    							if ( colorNode !== null ) {

    								color = getNode( colorNode );

    							}
    							break;

    						case 'coord':
    							var coordNode = fieldValues[ 0 ];

    							if ( coordNode !== null ) {

    								coord = getNode( coordNode );

    							}
    							break;

    						case 'normal':
    							var normalNode = fieldValues[ 0 ];

    							if ( normalNode !== null ) {

    								normal = getNode( normalNode );

    							}
    							break;

    						case 'texCoord':
    							var texCoordNode = fieldValues[ 0 ];

    							if ( texCoordNode !== null ) {

    								texCoord = getNode( texCoordNode );

    							}
    							break;

    						case 'ccw':
    							ccw = fieldValues[ 0 ];
    							break;

    						case 'colorIndex':
    							colorIndex = fieldValues;
    							break;

    						case 'colorPerVertex':
    							colorPerVertex = fieldValues[ 0 ];
    							break;

    						case 'convex':
    							// field not supported
    							break;

    						case 'coordIndex':
    							coordIndex = fieldValues;
    							break;

    						case 'creaseAngle':
    							creaseAngle = fieldValues[ 0 ];
    							break;

    						case 'normalIndex':
    							normalIndex = fieldValues;
    							break;

    						case 'normalPerVertex':
    							normalPerVertex = fieldValues[ 0 ];
    							break;

    						case 'solid':
    							solid = fieldValues[ 0 ];
    							break;

    						case 'texCoordIndex':
    							texCoordIndex = fieldValues;
    							break;

    						default:
    							console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
    							break;

    					}

    				}

    				if ( coordIndex === undefined ) {

    					console.warn( 'THREE.VRMLLoader: Missing coordIndex.' );

    					return new BufferGeometry(); // handle VRML files with incomplete geometry definition

    				}

    				var triangulatedCoordIndex = triangulateFaceIndex( coordIndex, ccw );

    				var positionAttribute;
    				var colorAttribute;
    				var normalAttribute;
    				var uvAttribute;

    				if ( color ) {

    					if ( colorPerVertex === true ) {

    						if ( colorIndex && colorIndex.length > 0 ) {

    							// if the colorIndex field is not empty, then it is used to choose colors for each vertex of the IndexedFaceSet.

    							var triangulatedColorIndex = triangulateFaceIndex( colorIndex, ccw );
    							colorAttribute = computeAttributeFromIndexedData( triangulatedCoordIndex, triangulatedColorIndex, color, 3 );

    						} else {

    							// if the colorIndex field is empty, then the coordIndex field is used to choose colors from the Color node

    							colorAttribute = toNonIndexedAttribute( triangulatedCoordIndex, new Float32BufferAttribute( color, 3 ) );

    						}

    					} else {

    						if ( colorIndex && colorIndex.length > 0 ) {

    							// if the colorIndex field is not empty, then they are used to choose one color for each face of the IndexedFaceSet

    							var flattenFaceColors = flattenData( color, colorIndex );
    							var triangulatedFaceColors = triangulateFaceData( flattenFaceColors, coordIndex );
    							colorAttribute = computeAttributeFromFaceData( triangulatedCoordIndex, triangulatedFaceColors );

    						} else {

    							// if the colorIndex field is empty, then the color are applied to each face of the IndexedFaceSet in order

    							var triangulatedFaceColors = triangulateFaceData( color, coordIndex );
    							colorAttribute = computeAttributeFromFaceData( triangulatedCoordIndex, triangulatedFaceColors );


    						}

    					}

    				}

    				if ( normal ) {

    					if ( normalPerVertex === true ) {

    						// consider vertex normals

    						if ( normalIndex && normalIndex.length > 0 ) {

    							// if the normalIndex field is not empty, then it is used to choose normals for each vertex of the IndexedFaceSet.

    							var triangulatedNormalIndex = triangulateFaceIndex( normalIndex, ccw );
    							normalAttribute = computeAttributeFromIndexedData( triangulatedCoordIndex, triangulatedNormalIndex, normal, 3 );

    						} else {

    							// if the normalIndex field is empty, then the coordIndex field is used to choose normals from the Normal node

    							normalAttribute = toNonIndexedAttribute( triangulatedCoordIndex, new Float32BufferAttribute( normal, 3 ) );

    						}

    					} else {

    						// consider face normals

    						if ( normalIndex && normalIndex.length > 0 ) {

    							// if the normalIndex field is not empty, then they are used to choose one normal for each face of the IndexedFaceSet

    							var flattenFaceNormals = flattenData( normal, normalIndex );
    							var triangulatedFaceNormals = triangulateFaceData( flattenFaceNormals, coordIndex );
    							normalAttribute = computeAttributeFromFaceData( triangulatedCoordIndex, triangulatedFaceNormals );

    						} else {

    							// if the normalIndex field is empty, then the normals are applied to each face of the IndexedFaceSet in order

    							var triangulatedFaceNormals = triangulateFaceData( normal, coordIndex );
    							normalAttribute = computeAttributeFromFaceData( triangulatedCoordIndex, triangulatedFaceNormals );

    						}

    					}

    				} else {

    					// if the normal field is NULL, then the loader should automatically generate normals, using creaseAngle to determine if and how normals are smoothed across shared vertices

    					normalAttribute = computeNormalAttribute( triangulatedCoordIndex, coord, creaseAngle );

    				}

    				if ( texCoord ) {

    					// texture coordinates are always defined on vertex level

    					if ( texCoordIndex && texCoordIndex.length > 0 ) {

    						// if the texCoordIndex field is not empty, then it is used to choose texture coordinates for each vertex of the IndexedFaceSet.

    						var triangulatedTexCoordIndex = triangulateFaceIndex( texCoordIndex, ccw );
    						uvAttribute = computeAttributeFromIndexedData( triangulatedCoordIndex, triangulatedTexCoordIndex, texCoord, 2 );


    					} else {

    						// if the texCoordIndex field is empty, then the coordIndex array is used to choose texture coordinates from the TextureCoordinate node

    						uvAttribute = toNonIndexedAttribute( triangulatedCoordIndex, new Float32BufferAttribute( texCoord, 2 ) );

    					}

    				}

    				var geometry = new BufferGeometry();
    				positionAttribute = toNonIndexedAttribute( triangulatedCoordIndex, new Float32BufferAttribute( coord, 3 ) );

    				geometry.setAttribute( 'position', positionAttribute );
    				geometry.setAttribute( 'normal', normalAttribute );

    				// optional attributes

    				if ( colorAttribute ) geometry.setAttribute( 'color', colorAttribute );
    				if ( uvAttribute ) geometry.setAttribute( 'uv', uvAttribute );

    				// "solid" influences the material so let's store it for later use

    				geometry._solid = solid;
    				geometry._type = 'mesh';

    				return geometry;

    			}

    			function buildIndexedLineSetNode( node ) {

    				var color, coord;
    				var colorIndex, coordIndex;
    				var colorPerVertex = true;

    				var fields = node.fields;

    				for ( var i = 0, l = fields.length; i < l; i ++ ) {

    					var field = fields[ i ];
    					var fieldName = field.name;
    					var fieldValues = field.values;

    					switch ( fieldName ) {

    						case 'color':
    							var colorNode = fieldValues[ 0 ];

    							if ( colorNode !== null ) {

    								color = getNode( colorNode );

    							}
    							break;

    						case 'coord':
    							var coordNode = fieldValues[ 0 ];

    							if ( coordNode !== null ) {

    								coord = getNode( coordNode );

    							}
    							break;

    						case 'colorIndex':
    							colorIndex = fieldValues;
    							break;

    						case 'colorPerVertex':
    							colorPerVertex = fieldValues[ 0 ];
    							break;

    						case 'coordIndex':
    							coordIndex = fieldValues;
    							break;

    						default:
    							console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
    							break;

    					}

    				}

    				// build lines

    				var colorAttribute;

    				var expandedLineIndex = expandLineIndex( coordIndex ); // create an index for three.js's linesegment primitive

    				if ( color ) {

    					if ( colorPerVertex === true ) {

    						if ( colorIndex.length > 0 ) {

    							// if the colorIndex field is not empty, then one color is used for each polyline of the IndexedLineSet.

    							var expandedColorIndex = expandLineIndex( colorIndex ); // compute colors for each line segment (rendering primitve)
    							colorAttribute = computeAttributeFromIndexedData( expandedLineIndex, expandedColorIndex, color, 3 ); // compute data on vertex level

    						} else {

    							// if the colorIndex field is empty, then the colors are applied to each polyline of the IndexedLineSet in order.

    							colorAttribute = toNonIndexedAttribute( expandedLineIndex, new Float32BufferAttribute( color, 3 ) );

    						}

    					} else {

    						if ( colorIndex.length > 0 ) {

    							// if the colorIndex field is not empty, then colors are applied to each vertex of the IndexedLineSet

    							var flattenLineColors = flattenData( color, colorIndex ); // compute colors for each VRML primitve
    							var expandedLineColors = expandLineData( flattenLineColors, coordIndex ); // compute colors for each line segment (rendering primitve)
    							colorAttribute = computeAttributeFromLineData( expandedLineIndex, expandedLineColors ); // compute data on vertex level


    						} else {

    							// if the colorIndex field is empty, then the coordIndex field is used to choose colors from the Color node

    							var expandedLineColors = expandLineData( color, coordIndex ); // compute colors for each line segment (rendering primitve)
    							colorAttribute = computeAttributeFromLineData( expandedLineIndex, expandedLineColors ); // compute data on vertex level

    						}

    					}

    				}

    				//

    				var geometry = new BufferGeometry();

    				var positionAttribute = toNonIndexedAttribute( expandedLineIndex, new Float32BufferAttribute( coord, 3 ) );
    				geometry.setAttribute( 'position', positionAttribute );

    				if ( colorAttribute ) geometry.setAttribute( 'color', colorAttribute );

    				geometry._type = 'line';

    				return geometry;

    			}

    			function buildPointSetNode( node ) {

    				var geometry;
    				var color, coord;

    				var fields = node.fields;

    				for ( var i = 0, l = fields.length; i < l; i ++ ) {

    					var field = fields[ i ];
    					var fieldName = field.name;
    					var fieldValues = field.values;

    					switch ( fieldName ) {

    						case 'color':
    							var colorNode = fieldValues[ 0 ];

    							if ( colorNode !== null ) {

    								color = getNode( colorNode );

    							}
    							break;

    						case 'coord':
    							var coordNode = fieldValues[ 0 ];

    							if ( coordNode !== null ) {

    								coord = getNode( coordNode );

    							}
    							break;


    						default:
    							console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
    							break;

    					}

    				}

    				var geometry = new BufferGeometry();

    				geometry.setAttribute( 'position', new Float32BufferAttribute( coord, 3 ) );
    				if ( color ) geometry.setAttribute( 'color', new Float32BufferAttribute( color, 3 ) );

    				geometry._type = 'points';

    				return geometry;

    			}

    			function buildBoxNode( node ) {

    				var size = new Vector3( 2, 2, 2 );

    				var fields = node.fields;

    				for ( var i = 0, l = fields.length; i < l; i ++ ) {

    					var field = fields[ i ];
    					var fieldName = field.name;
    					var fieldValues = field.values;

    					switch ( fieldName ) {

    						case 'size':
    							size.x = fieldValues[ 0 ];
    							size.y = fieldValues[ 1 ];
    							size.z = fieldValues[ 2 ];
    							break;

    						default:
    							console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
    							break;

    					}

    				}

    				var geometry = new BoxBufferGeometry( size.x, size.y, size.z );

    				return geometry;

    			}

    			function buildConeNode( node ) {

    				var radius = 1, height = 2, openEnded = false;

    				var fields = node.fields;

    				for ( var i = 0, l = fields.length; i < l; i ++ ) {

    					var field = fields[ i ];
    					var fieldName = field.name;
    					var fieldValues = field.values;

    					switch ( fieldName ) {

    						case 'bottom':
    							openEnded = ! fieldValues[ 0 ];
    							break;

    						case 'bottomRadius':
    							radius = fieldValues[ 0 ];
    							break;

    						case 'height':
    							height = fieldValues[ 0 ];
    							break;

    						case 'side':
    							// field not supported
    							break;

    						default:
    							console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
    							break;

    					}

    				}

    				var geometry = new ConeBufferGeometry( radius, height, 16, 1, openEnded );

    				return geometry;

    			}

    			function buildCylinderNode( node ) {

    				var radius = 1, height = 2;

    				var fields = node.fields;

    				for ( var i = 0, l = fields.length; i < l; i ++ ) {

    					var field = fields[ i ];
    					var fieldName = field.name;
    					var fieldValues = field.values;

    					switch ( fieldName ) {

    						case 'bottom':
    							// field not supported
    							break;

    						case 'radius':
    							radius = fieldValues[ 0 ];
    							break;

    						case 'height':
    							height = fieldValues[ 0 ];
    							break;

    						case 'side':
    							// field not supported
    							break;

    						case 'top':
    							// field not supported
    							break;

    						default:
    							console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
    							break;

    					}

    				}

    				var geometry = new CylinderBufferGeometry( radius, radius, height, 16, 1 );

    				return geometry;

    			}

    			function buildSphereNode( node ) {

    				var radius = 1;

    				var fields = node.fields;

    				for ( var i = 0, l = fields.length; i < l; i ++ ) {

    					var field = fields[ i ];
    					var fieldName = field.name;
    					var fieldValues = field.values;

    					switch ( fieldName ) {

    						case 'radius':
    							radius = fieldValues[ 0 ];
    							break;

    						default:
    							console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );
    							break;

    					}

    				}

    				var geometry = new SphereBufferGeometry( radius, 16, 16 );

    				return geometry;

    			}

    			// helper functions

    			function resolveUSE( identifier ) {

    				var node = nodeMap[ identifier ];
    				var build = getNode( node );

    				// because the same 3D objects can have different transformations, it's necessary to clone them.
    				// materials can be influenced by the geometry (e.g. vertex normals). cloning is necessary to avoid
    				// any side effects

    				return ( build.isObject3D || build.isMaterial ) ? build.clone() : build;

    			}

    			function parseFieldChildren( children, owner ) {

    				for ( var i = 0, l = children.length; i < l; i ++ ) {

    					var object = getNode( children[ i ] );

    					if ( object instanceof Object3D ) owner.add( object );

    				}

    			}

    			function triangulateFaceIndex( index, ccw ) {

    				var indices = [];

    				// since face defintions can have more than three vertices, it's necessary to
    				// perform a simple triangulation

    				var start = 0;

    				for ( var i = 0, l = index.length; i < l; i ++ ) {

    					var i1 = index[ start ];
    					var i2 = index[ i + ( ccw ? 1 : 2 ) ];
    					var i3 = index[ i + ( ccw ? 2 : 1 ) ];

    					indices.push( i1, i2, i3 );

    					// an index of -1 indicates that the current face has ended and the next one begins

    					if ( index[ i + 3 ] === - 1 || i + 3 >= l ) {

    						i += 3;
    						start = i + 1;

    					}

    				}

    				return indices;

    			}

    			function triangulateFaceData( data, index ) {

    				var triangulatedData = [];

    				var start = 0;

    				for ( var i = 0, l = index.length; i < l; i ++ ) {

    					var stride = start * 3;

    					var x = data[ stride ];
    					var y = data[ stride + 1 ];
    					var z = data[ stride + 2 ];

    					triangulatedData.push( x, y, z );

    					// an index of -1 indicates that the current face has ended and the next one begins

    					if ( index[ i + 3 ] === - 1 || i + 3 >= l ) {

    						i += 3;
    						start ++;

    					}

    				}

    				return triangulatedData;

    			}

    			function flattenData( data, index ) {

    				var flattenData = [];

    				for ( var i = 0, l = index.length; i < l; i ++ ) {

    					var i1 = index[ i ];

    					var stride = i1 * 3;

    					var x = data[ stride ];
    					var y = data[ stride + 1 ];
    					var z = data[ stride + 2 ];

    					flattenData.push( x, y, z );

    				}

    				return flattenData;

    			}

    			function expandLineIndex( index ) {

    				var indices = [];

    				for ( var i = 0, l = index.length; i < l; i ++ ) {

    					var i1 = index[ i ];
    					var i2 = index[ i + 1 ];

    					indices.push( i1, i2 );

    					// an index of -1 indicates that the current line has ended and the next one begins

    					if ( index[ i + 2 ] === - 1 || i + 2 >= l ) {

    						i += 2;

    					}

    				}

    				return indices;

    			}

    			function expandLineData( data, index ) {

    				var triangulatedData = [];

    				var start = 0;

    				for ( var i = 0, l = index.length; i < l; i ++ ) {

    					var stride = start * 3;

    					var x = data[ stride ];
    					var y = data[ stride + 1 ];
    					var z = data[ stride + 2 ];

    					triangulatedData.push( x, y, z );

    					// an index of -1 indicates that the current line has ended and the next one begins

    					if ( index[ i + 2 ] === - 1 || i + 2 >= l ) {

    						i += 2;
    						start ++;

    					}

    				}

    				return triangulatedData;

    			}

    			var vA = new Vector3();
    			var vB = new Vector3();
    			var vC = new Vector3();

    			var uvA = new Vector2();
    			var uvB = new Vector2();
    			var uvC = new Vector2();

    			function computeAttributeFromIndexedData( coordIndex, index, data, itemSize ) {

    				var array = [];

    				// we use the coordIndex.length as delimiter since normalIndex must contain at least as many indices

    				for ( var i = 0, l = coordIndex.length; i < l; i += 3 ) {

    					var a = index[ i ];
    					var b = index[ i + 1 ];
    					var c = index[ i + 2 ];

    					if ( itemSize === 2 ) {

    						uvA.fromArray( data, a * itemSize );
    						uvB.fromArray( data, b * itemSize );
    						uvC.fromArray( data, c * itemSize );

    						array.push( uvA.x, uvA.y );
    						array.push( uvB.x, uvB.y );
    						array.push( uvC.x, uvC.y );

    					} else {

    						vA.fromArray( data, a * itemSize );
    						vB.fromArray( data, b * itemSize );
    						vC.fromArray( data, c * itemSize );

    						array.push( vA.x, vA.y, vA.z );
    						array.push( vB.x, vB.y, vB.z );
    						array.push( vC.x, vC.y, vC.z );

    					}

    				}

    				return new Float32BufferAttribute( array, itemSize );

    			}

    			function computeAttributeFromFaceData( index, faceData ) {

    				var array = [];

    				for ( var i = 0, j = 0, l = index.length; i < l; i += 3, j ++ ) {

    					vA.fromArray( faceData, j * 3 );

    					array.push( vA.x, vA.y, vA.z );
    					array.push( vA.x, vA.y, vA.z );
    					array.push( vA.x, vA.y, vA.z );

    				}

    				return new Float32BufferAttribute( array, 3 );

    			}

    			function computeAttributeFromLineData( index, lineData ) {

    				var array = [];

    				for ( var i = 0, j = 0, l = index.length; i < l; i += 2, j ++ ) {

    					vA.fromArray( lineData, j * 3 );

    					array.push( vA.x, vA.y, vA.z );
    					array.push( vA.x, vA.y, vA.z );

    				}

    				return new Float32BufferAttribute( array, 3 );

    			}

    			function toNonIndexedAttribute( indices, attribute ) {

    				var array = attribute.array;
    				var itemSize = attribute.itemSize;

    				var array2 = new array.constructor( indices.length * itemSize );

    				var index = 0, index2 = 0;

    				for ( var i = 0, l = indices.length; i < l; i ++ ) {

    					index = indices[ i ] * itemSize;

    					for ( var j = 0; j < itemSize; j ++ ) {

    						array2[ index2 ++ ] = array[ index ++ ];

    					}

    				}

    				return new Float32BufferAttribute( array2, itemSize );

    			}

    			var ab = new Vector3();
    			var cb = new Vector3();

    			function computeNormalAttribute( index, coord, creaseAngle ) {

    				var faces = [];
    				var vertexNormals = {};

    				// prepare face and raw vertex normals

    				for ( var i = 0, l = index.length; i < l; i += 3 ) {

    					var a = index[ i ];
    					var b = index[ i + 1 ];
    					var c = index[ i + 2 ];

    					var face = new Face( a, b, c );

    					vA.fromArray( coord, a * 3 );
    					vB.fromArray( coord, b * 3 );
    					vC.fromArray( coord, c * 3 );

    					cb.subVectors( vC, vB );
    					ab.subVectors( vA, vB );
    					cb.cross( ab );

    					cb.normalize();

    					face.normal.copy( cb );

    					if ( vertexNormals[ a ] === undefined ) vertexNormals[ a ] = [];
    					if ( vertexNormals[ b ] === undefined ) vertexNormals[ b ] = [];
    					if ( vertexNormals[ c ] === undefined ) vertexNormals[ c ] = [];

    					vertexNormals[ a ].push( face.normal );
    					vertexNormals[ b ].push( face.normal );
    					vertexNormals[ c ].push( face.normal );

    					faces.push( face );

    				}

    				// compute vertex normals and build final geometry

    				var normals = [];

    				for ( var i = 0, l = faces.length; i < l; i ++ ) {

    					var face = faces[ i ];

    					var nA = weightedNormal( vertexNormals[ face.a ], face.normal, creaseAngle );
    					var nB = weightedNormal( vertexNormals[ face.b ], face.normal, creaseAngle );
    					var nC = weightedNormal( vertexNormals[ face.c ], face.normal, creaseAngle );

    					vA.fromArray( coord, face.a * 3 );
    					vB.fromArray( coord, face.b * 3 );
    					vC.fromArray( coord, face.c * 3 );

    					normals.push( nA.x, nA.y, nA.z );
    					normals.push( nB.x, nB.y, nB.z );
    					normals.push( nC.x, nC.y, nC.z );

    				}

    				return new Float32BufferAttribute( normals, 3 );

    			}

    			function weightedNormal( normals, vector, creaseAngle ) {

    				var normal = new Vector3();

    				if ( creaseAngle === 0 ) {

    					normal.copy( vector );

    				} else {

    					for ( var i = 0, l = normals.length; i < l; i ++ ) {

    						if ( normals[ i ].angleTo( vector ) < creaseAngle ) {

    							normal.add( normals[ i ] );

    						}

    					}

    				}

    				return normal.normalize();

    			}

    			function toColorArray( colors ) {

    				var array = [];

    				for ( var i = 0, l = colors.length; i < l; i += 3 ) {

    					array.push( new Color( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] ) );

    				}

    				return array;

    			}

    			/**
    			 * Vertically paints the faces interpolating between the
    			 * specified colors at the specified angels. This is used for the Background
    			 * node, but could be applied to other nodes with multiple faces as well.
    			 *
    			 * When used with the Background node, default is directionIsDown is true if
    			 * interpolating the skyColor down from the Zenith. When interpolationg up from
    			 * the Nadir i.e. interpolating the groundColor, the directionIsDown is false.
    			 *
    			 * The first angle is never specified, it is the Zenith (0 rad). Angles are specified
    			 * in radians. The geometry is thought a sphere, but could be anything. The color interpolation
    			 * is linear along the Y axis in any case.
    			 *
    			 * You must specify one more color than you have angles at the beginning of the colors array.
    			 * This is the color of the Zenith (the top of the shape).
    			 *
    			 * @param {BufferGeometry} geometry
    			 * @param {number} radius
    			 * @param {array} angles
    			 * @param {array} colors
    			 * @param {boolean} topDown - Whether to work top down or bottom up.
    			 */
    			function paintFaces( geometry, radius, angles, colors, topDown ) {

    				// compute threshold values

    				var thresholds = [];
    				var startAngle = ( topDown === true ) ? 0 : Math.PI;

    				for ( var i = 0, l = colors.length; i < l; i ++ ) {

    					var angle = ( i === 0 ) ? 0 : angles[ i - 1 ];
    					angle = ( topDown === true ) ? angle : ( startAngle - angle );

    					var point = new Vector3();
    					point.setFromSphericalCoords( radius, angle, 0 );

    					thresholds.push( point );

    				}

    				// generate vertex colors

    				var indices = geometry.index;
    				var positionAttribute = geometry.attributes.position;
    				var colorAttribute = new BufferAttribute( new Float32Array( geometry.attributes.position.count * 3 ), 3 );

    				var position = new Vector3();
    				var color = new Color();

    				for ( var i = 0; i < indices.count; i ++ ) {

    					var index = indices.getX( i );
    					position.fromBufferAttribute( positionAttribute, index );

    					var thresholdIndexA, thresholdIndexB;
    					var t = 1;

    					for ( var j = 1; j < thresholds.length; j ++ ) {

    						thresholdIndexA = j - 1;
    						thresholdIndexB = j;

    						var thresholdA = thresholds[ thresholdIndexA ];
    						var thresholdB = thresholds[ thresholdIndexB ];

    						if ( topDown === true ) {

    							// interpolation for sky color

    							if ( position.y <= thresholdA.y && position.y > thresholdB.y ) {

    								t = Math.abs( thresholdA.y - position.y ) / Math.abs( thresholdA.y - thresholdB.y );

    								break;

    							}

    						} else {

    							// interpolation for ground color

    							if ( position.y >= thresholdA.y && position.y < thresholdB.y ) {

    								t = Math.abs( thresholdA.y - position.y ) / Math.abs( thresholdA.y - thresholdB.y );

    								break;

    							}

    						}

    					}

    					var colorA = colors[ thresholdIndexA ];
    					var colorB = colors[ thresholdIndexB ];

    					color.copy( colorA ).lerp( colorB, t );

    					colorAttribute.setXYZ( index, color.r, color.g, color.b );

    				}

    				geometry.setAttribute( 'color', colorAttribute );

    			}

    			//

    			var textureLoader = new TextureLoader( this.manager );
    			textureLoader.setPath( this.resourcePath || path ).setCrossOrigin( this.crossOrigin );

    			// create JSON representing the tree structure of the VRML asset

    			var tree = generateVRMLTree( data );

    			// check version (only 2.0 is supported)

    			if ( tree.version.indexOf( 'V2.0' ) === - 1 ) {

    				throw Error( 'THREE.VRMLLexer: Version of VRML asset not supported.' );

    			}

    			// parse the tree structure to a three.js scene

    			var scene = parseTree( tree );

    			return scene;

    		}

    	} );

    	function VRMLLexer( tokens ) {

    		this.lexer = new chevrotain.Lexer( tokens );

    	}

    	VRMLLexer.prototype = {

    		constructor: VRMLLexer,

    		lex: function ( inputText ) {

    			var lexingResult = this.lexer.tokenize( inputText );

    			if ( lexingResult.errors.length > 0 ) {

    				console.error( lexingResult.errors );

    				throw Error( 'THREE.VRMLLexer: Lexing errors detected.' );

    			}

    			return lexingResult;

    		}

    	};

    	function VRMLParser( tokenVocabulary ) {

    		chevrotain.Parser.call( this, tokenVocabulary );

    		var $ = this;

    		var Version = tokenVocabulary[ 'Version' ];
    		var LCurly = tokenVocabulary[ 'LCurly' ];
    		var RCurly = tokenVocabulary[ 'RCurly' ];
    		var LSquare = tokenVocabulary[ 'LSquare' ];
    		var RSquare = tokenVocabulary[ 'RSquare' ];
    		var Identifier = tokenVocabulary[ 'Identifier' ];
    		var RouteIdentifier = tokenVocabulary[ 'RouteIdentifier' ];
    		var StringLiteral = tokenVocabulary[ 'StringLiteral' ];
    		var HexLiteral = tokenVocabulary[ 'HexLiteral' ];
    		var NumberLiteral = tokenVocabulary[ 'NumberLiteral' ];
    		var TrueLiteral = tokenVocabulary[ 'TrueLiteral' ];
    		var FalseLiteral = tokenVocabulary[ 'FalseLiteral' ];
    		var NullLiteral = tokenVocabulary[ 'NullLiteral' ];
    		var DEF = tokenVocabulary[ 'DEF' ];
    		var USE = tokenVocabulary[ 'USE' ];
    		var ROUTE = tokenVocabulary[ 'ROUTE' ];
    		var TO = tokenVocabulary[ 'TO' ];
    		var NodeName = tokenVocabulary[ 'NodeName' ];

    		$.RULE( 'vrml', function () {

    			$.SUBRULE( $.version );
    			$.AT_LEAST_ONE( function () {

    				$.SUBRULE( $.node );

    			} );
    			$.MANY( function () {

    				$.SUBRULE( $.route );

    			} );

    		} );

    		$.RULE( 'version', function () {

    			$.CONSUME( Version );

    		} );

    		$.RULE( 'node', function () {

    			$.OPTION( function () {

    				$.SUBRULE( $.def );

    			} );

    			$.CONSUME( NodeName );
    			$.CONSUME( LCurly );
    			$.MANY( function () {

    				$.SUBRULE( $.field );

    			} );
    			$.CONSUME( RCurly );

    		} );

    		$.RULE( 'field', function () {

    			$.CONSUME( Identifier );

    			$.OR2( [
    				{ ALT: function () {

    					$.SUBRULE( $.singleFieldValue );

    				} },
    				{ ALT: function () {

    					$.SUBRULE( $.multiFieldValue );

    				} }
    			] );

    		} );

    		$.RULE( 'def', function () {

    			$.CONSUME( DEF );
    			$.CONSUME( Identifier );

    		} );

    		$.RULE( 'use', function () {

    			$.CONSUME( USE );
    			$.CONSUME( Identifier );

    		} );

    		$.RULE( 'singleFieldValue', function () {

    			$.AT_LEAST_ONE( function () {

    				$.OR( [
    					{ ALT: function () {

    						$.SUBRULE( $.node );

    					} },
    					{ ALT: function () {

    						$.SUBRULE( $.use );

    					} },
    					{ ALT: function () {

    						$.CONSUME( StringLiteral );

    					} },
    					{ ALT: function () {

    						$.CONSUME( HexLiteral );

    					} },
    					{ ALT: function () {

    						$.CONSUME( NumberLiteral );

    					} },
    					{ ALT: function () {

    						$.CONSUME( TrueLiteral );

    					} },
    					{ ALT: function () {

    						$.CONSUME( FalseLiteral );

    					} },
    					{ ALT: function () {

    						$.CONSUME( NullLiteral );

    					} }
    				] );


    			} );

    		} );

    		$.RULE( 'multiFieldValue', function () {

    			$.CONSUME( LSquare );
    			$.MANY( function () {

    				$.OR( [
    					{ ALT: function () {

    						$.SUBRULE( $.node );

    					} },
    					{ ALT: function () {

    						$.SUBRULE( $.use );

    					} },
    					{ ALT: function () {

    						$.CONSUME( StringLiteral );

    					} },
    					{ ALT: function () {

    						$.CONSUME( HexLiteral );

    					} },
    					{ ALT: function () {

    						$.CONSUME( NumberLiteral );

    					} },
    					{ ALT: function () {

    						$.CONSUME( NullLiteral );

    					} }
    				] );

    			} );
    			$.CONSUME( RSquare );

    		} );

    		$.RULE( 'route', function () {

    			$.CONSUME( ROUTE );
    			$.CONSUME( RouteIdentifier );
    			$.CONSUME( TO );
    			$.CONSUME2( RouteIdentifier );

    		} );

    		this.performSelfAnalysis();

    	}

    	VRMLParser.prototype = Object.create( chevrotain.Parser.prototype );
    	VRMLParser.prototype.constructor = VRMLParser;

    	function Face( a, b, c ) {

    		this.a = a;
    		this.b = b;
    		this.c = c;
    		this.normal = new Vector3();

    	}

    	var TEXTURE_TYPE = {
    		INTENSITY: 1,
    		INTENSITY_ALPHA: 2,
    		RGB: 3,
    		RGBA: 4
    	};

    	return VRMLLoader;

    } )();

    /**
     * @author aleeper / http://adamleeper.com/
     * @author mrdoob / http://mrdoob.com/
     * @author gero3 / https://github.com/gero3
     * @author Mugen87 / https://github.com/Mugen87
     * @author neverhood311 / https://github.com/neverhood311
     *
     * Description: A THREE loader for STL ASCII files, as created by Solidworks and other CAD programs.
     *
     * Supports both binary and ASCII encoded files, with automatic detection of type.
     *
     * The loader returns a non-indexed buffer geometry.
     *
     * Limitations:
     *  Binary decoding supports "Magics" color format (http://en.wikipedia.org/wiki/STL_(file_format)#Color_in_binary_STL).
     *  There is perhaps some question as to how valid it is to always assume little-endian-ness.
     *  ASCII decoding assumes file is UTF-8.
     *
     * Usage:
     *  var loader = new STLLoader();
     *  loader.load( './models/stl/slotted_disk.stl', function ( geometry ) {
     *    scene.add( new THREE.Mesh( geometry ) );
     *  });
     *
     * For binary STLs geometry might contain colors for vertices. To use it:
     *  // use the same code to load STL as above
     *  if (geometry.hasColors) {
     *    material = new THREE.MeshPhongMaterial({ opacity: geometry.alpha, vertexColors: true });
     *  } else { .... }
     *  var mesh = new THREE.Mesh( geometry, material );
     *
     * For ASCII STLs containing multiple solids, each solid is assigned to a different group.
     * Groups can be used to assign a different color by defining an array of materials with the same length of
     * geometry.groups and passing it to the Mesh constructor:
     *
     * var mesh = new THREE.Mesh( geometry, material );
     *
     * For example:
     *
     *  var materials = [];
     *  var nGeometryGroups = geometry.groups.length;
     *
     *  var colorMap = ...; // Some logic to index colors.
     *
     *  for (var i = 0; i < nGeometryGroups; i++) {
     *
     *		var material = new THREE.MeshPhongMaterial({
     *			color: colorMap[i],
     *			wireframe: false
     *		});
     *
     *  }
     *
     *  materials.push(material);
     *  var mesh = new THREE.Mesh(geometry, materials);
     */


    var STLLoader = function ( manager ) {

    	Loader.call( this, manager );

    };

    STLLoader.prototype = Object.assign( Object.create( Loader.prototype ), {

    	constructor: STLLoader,

    	load: function ( url, onLoad, onProgress, onError ) {

    		var scope = this;

    		var loader = new FileLoader( scope.manager );
    		loader.setPath( scope.path );
    		loader.setResponseType( 'arraybuffer' );
    		loader.load( url, function ( text ) {

    			try {

    				onLoad( scope.parse( text ) );

    			} catch ( exception ) {

    				if ( onError ) {

    					onError( exception );

    				}

    			}

    		}, onProgress, onError );

    	},

    	parse: function ( data ) {

    		function isBinary( data ) {

    			var expect, face_size, n_faces, reader;
    			reader = new DataView( data );
    			face_size = ( 32 / 8 * 3 ) + ( ( 32 / 8 * 3 ) * 3 ) + ( 16 / 8 );
    			n_faces = reader.getUint32( 80, true );
    			expect = 80 + ( 32 / 8 ) + ( n_faces * face_size );

    			if ( expect === reader.byteLength ) {

    				return true;

    			}

    			// An ASCII STL data must begin with 'solid ' as the first six bytes.
    			// However, ASCII STLs lacking the SPACE after the 'd' are known to be
    			// plentiful.  So, check the first 5 bytes for 'solid'.

    			// Several encodings, such as UTF-8, precede the text with up to 5 bytes:
    			// https://en.wikipedia.org/wiki/Byte_order_mark#Byte_order_marks_by_encoding
    			// Search for "solid" to start anywhere after those prefixes.

    			// US-ASCII ordinal values for 's', 'o', 'l', 'i', 'd'

    			var solid = [ 115, 111, 108, 105, 100 ];

    			for ( var off = 0; off < 5; off ++ ) {

    				// If "solid" text is matched to the current offset, declare it to be an ASCII STL.

    				if ( matchDataViewAt( solid, reader, off ) ) return false;

    			}

    			// Couldn't find "solid" text at the beginning; it is binary STL.

    			return true;

    		}

    		function matchDataViewAt( query, reader, offset ) {

    			// Check if each byte in query matches the corresponding byte from the current offset

    			for ( var i = 0, il = query.length; i < il; i ++ ) {

    				if ( query[ i ] !== reader.getUint8( offset + i, false ) ) return false;

    			}

    			return true;

    		}

    		function parseBinary( data ) {

    			var reader = new DataView( data );
    			var faces = reader.getUint32( 80, true );

    			var r, g, b, hasColors = false, colors;
    			var defaultR, defaultG, defaultB, alpha;

    			// process STL header
    			// check for default color in header ("COLOR=rgba" sequence).

    			for ( var index = 0; index < 80 - 10; index ++ ) {

    				if ( ( reader.getUint32( index, false ) == 0x434F4C4F /*COLO*/ ) &&
    					( reader.getUint8( index + 4 ) == 0x52 /*'R'*/ ) &&
    					( reader.getUint8( index + 5 ) == 0x3D /*'='*/ ) ) {

    					hasColors = true;
    					colors = new Float32Array( faces * 3 * 3 );

    					defaultR = reader.getUint8( index + 6 ) / 255;
    					defaultG = reader.getUint8( index + 7 ) / 255;
    					defaultB = reader.getUint8( index + 8 ) / 255;
    					alpha = reader.getUint8( index + 9 ) / 255;

    				}

    			}

    			var dataOffset = 84;
    			var faceLength = 12 * 4 + 2;

    			var geometry = new BufferGeometry();

    			var vertices = new Float32Array( faces * 3 * 3 );
    			var normals = new Float32Array( faces * 3 * 3 );

    			for ( var face = 0; face < faces; face ++ ) {

    				var start = dataOffset + face * faceLength;
    				var normalX = reader.getFloat32( start, true );
    				var normalY = reader.getFloat32( start + 4, true );
    				var normalZ = reader.getFloat32( start + 8, true );

    				if ( hasColors ) {

    					var packedColor = reader.getUint16( start + 48, true );

    					if ( ( packedColor & 0x8000 ) === 0 ) {

    						// facet has its own unique color

    						r = ( packedColor & 0x1F ) / 31;
    						g = ( ( packedColor >> 5 ) & 0x1F ) / 31;
    						b = ( ( packedColor >> 10 ) & 0x1F ) / 31;

    					} else {

    						r = defaultR;
    						g = defaultG;
    						b = defaultB;

    					}

    				}

    				for ( var i = 1; i <= 3; i ++ ) {

    					var vertexstart = start + i * 12;
    					var componentIdx = ( face * 3 * 3 ) + ( ( i - 1 ) * 3 );

    					vertices[ componentIdx ] = reader.getFloat32( vertexstart, true );
    					vertices[ componentIdx + 1 ] = reader.getFloat32( vertexstart + 4, true );
    					vertices[ componentIdx + 2 ] = reader.getFloat32( vertexstart + 8, true );

    					normals[ componentIdx ] = normalX;
    					normals[ componentIdx + 1 ] = normalY;
    					normals[ componentIdx + 2 ] = normalZ;

    					if ( hasColors ) {

    						colors[ componentIdx ] = r;
    						colors[ componentIdx + 1 ] = g;
    						colors[ componentIdx + 2 ] = b;

    					}

    				}

    			}

    			geometry.setAttribute( 'position', new BufferAttribute( vertices, 3 ) );
    			geometry.setAttribute( 'normal', new BufferAttribute( normals, 3 ) );

    			if ( hasColors ) {

    				geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
    				geometry.hasColors = true;
    				geometry.alpha = alpha;

    			}

    			return geometry;

    		}

    		function parseASCII( data ) {

    			var geometry = new BufferGeometry();
    			var patternSolid = /solid([\s\S]*?)endsolid/g;
    			var patternFace = /facet([\s\S]*?)endfacet/g;
    			var faceCounter = 0;

    			var patternFloat = /[\s]+([+-]?(?:\d*)(?:\.\d*)?(?:[eE][+-]?\d+)?)/.source;
    			var patternVertex = new RegExp( 'vertex' + patternFloat + patternFloat + patternFloat, 'g' );
    			var patternNormal = new RegExp( 'normal' + patternFloat + patternFloat + patternFloat, 'g' );

    			var vertices = [];
    			var normals = [];

    			var normal = new Vector3();

    			var result;

    			var groupCount = 0;
    			var startVertex = 0;
    			var endVertex = 0;

    			while ( ( result = patternSolid.exec( data ) ) !== null ) {

    				startVertex = endVertex;

    				var solid = result[ 0 ];

    				while ( ( result = patternFace.exec( solid ) ) !== null ) {

    					var vertexCountPerFace = 0;
    					var normalCountPerFace = 0;

    					var text = result[ 0 ];

    					while ( ( result = patternNormal.exec( text ) ) !== null ) {

    						normal.x = parseFloat( result[ 1 ] );
    						normal.y = parseFloat( result[ 2 ] );
    						normal.z = parseFloat( result[ 3 ] );
    						normalCountPerFace ++;

    					}

    					while ( ( result = patternVertex.exec( text ) ) !== null ) {

    						vertices.push( parseFloat( result[ 1 ] ), parseFloat( result[ 2 ] ), parseFloat( result[ 3 ] ) );
    						normals.push( normal.x, normal.y, normal.z );
    						vertexCountPerFace ++;
    						endVertex ++;

    					}

    					// every face have to own ONE valid normal

    					if ( normalCountPerFace !== 1 ) {

    						console.error( 'THREE.STLLoader: Something isn\'t right with the normal of face number ' + faceCounter );

    					}

    					// each face have to own THREE valid vertices

    					if ( vertexCountPerFace !== 3 ) {

    						console.error( 'THREE.STLLoader: Something isn\'t right with the vertices of face number ' + faceCounter );

    					}

    					faceCounter ++;

    				}

    				var start = startVertex;
    				var count = endVertex - startVertex;

    				geometry.addGroup( start, count, groupCount );
    				groupCount ++;

    			}

    			geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
    			geometry.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );

    			return geometry;

    		}

    		function ensureString( buffer ) {

    			if ( typeof buffer !== 'string' ) {

    				return LoaderUtils.decodeText( new Uint8Array( buffer ) );

    			}

    			return buffer;

    		}

    		function ensureBinary( buffer ) {

    			if ( typeof buffer === 'string' ) {

    				var array_buffer = new Uint8Array( buffer.length );
    				for ( var i = 0; i < buffer.length; i ++ ) {

    					array_buffer[ i ] = buffer.charCodeAt( i ) & 0xff; // implicitly assumes little-endian

    				}

    				return array_buffer.buffer || array_buffer;

    			} else {

    				return buffer;

    			}

    		}

    		// start

    		var binData = ensureBinary( data );

    		return isBinary( binData ) ? parseBinary( binData ) : parseASCII( ensureString( data ) );

    	}

    } );

    /**
     * @author Rich Tibbett / https://github.com/richtr
     * @author mrdoob / http://mrdoob.com/
     * @author Tony Parisi / http://www.tonyparisi.com/
     * @author Takahiro / https://github.com/takahirox
     * @author Don McCurdy / https://www.donmccurdy.com
     */

    var GLTFLoader = ( function () {

    	function GLTFLoader( manager ) {

    		Loader.call( this, manager );

    		this.dracoLoader = null;
    		this.ddsLoader = null;

    	}

    	GLTFLoader.prototype = Object.assign( Object.create( Loader.prototype ), {

    		constructor: GLTFLoader,

    		load: function ( url, onLoad, onProgress, onError ) {

    			var scope = this;

    			var resourcePath;

    			if ( this.resourcePath !== '' ) {

    				resourcePath = this.resourcePath;

    			} else if ( this.path !== '' ) {

    				resourcePath = this.path;

    			} else {

    				resourcePath = LoaderUtils.extractUrlBase( url );

    			}

    			// Tells the LoadingManager to track an extra item, which resolves after
    			// the model is fully loaded. This means the count of items loaded will
    			// be incorrect, but ensures manager.onLoad() does not fire early.
    			scope.manager.itemStart( url );

    			var _onError = function ( e ) {

    				if ( onError ) {

    					onError( e );

    				} else {

    					console.error( e );

    				}

    				scope.manager.itemError( url );
    				scope.manager.itemEnd( url );

    			};

    			var loader = new FileLoader( scope.manager );

    			loader.setPath( this.path );
    			loader.setResponseType( 'arraybuffer' );

    			if ( scope.crossOrigin === 'use-credentials' ) {

    				loader.setWithCredentials( true );

    			}

    			loader.load( url, function ( data ) {

    				try {

    					scope.parse( data, resourcePath, function ( gltf ) {

    						onLoad( gltf );

    						scope.manager.itemEnd( url );

    					}, _onError );

    				} catch ( e ) {

    					_onError( e );

    				}

    			}, onProgress, _onError );

    		},

    		setDRACOLoader: function ( dracoLoader ) {

    			this.dracoLoader = dracoLoader;
    			return this;

    		},

    		setDDSLoader: function ( ddsLoader ) {

    			this.ddsLoader = ddsLoader;
    			return this;

    		},

    		parse: function ( data, path, onLoad, onError ) {

    			var content;
    			var extensions = {};

    			if ( typeof data === 'string' ) {

    				content = data;

    			} else {

    				var magic = LoaderUtils.decodeText( new Uint8Array( data, 0, 4 ) );

    				if ( magic === BINARY_EXTENSION_HEADER_MAGIC ) {

    					try {

    						extensions[ EXTENSIONS.KHR_BINARY_GLTF ] = new GLTFBinaryExtension( data );

    					} catch ( error ) {

    						if ( onError ) onError( error );
    						return;

    					}

    					content = extensions[ EXTENSIONS.KHR_BINARY_GLTF ].content;

    				} else {

    					content = LoaderUtils.decodeText( new Uint8Array( data ) );

    				}

    			}

    			var json = JSON.parse( content );

    			if ( json.asset === undefined || json.asset.version[ 0 ] < 2 ) {

    				if ( onError ) onError( new Error( 'THREE.GLTFLoader: Unsupported asset. glTF versions >=2.0 are supported.' ) );
    				return;

    			}

    			if ( json.extensionsUsed ) {

    				for ( var i = 0; i < json.extensionsUsed.length; ++ i ) {

    					var extensionName = json.extensionsUsed[ i ];
    					var extensionsRequired = json.extensionsRequired || [];

    					switch ( extensionName ) {

    						case EXTENSIONS.KHR_LIGHTS_PUNCTUAL:
    							extensions[ extensionName ] = new GLTFLightsExtension( json );
    							break;

    						case EXTENSIONS.KHR_MATERIALS_CLEARCOAT:
    							extensions[ extensionName ] = new GLTFMaterialsClearcoatExtension();
    							break;

    						case EXTENSIONS.KHR_MATERIALS_UNLIT:
    							extensions[ extensionName ] = new GLTFMaterialsUnlitExtension();
    							break;

    						case EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS:
    							extensions[ extensionName ] = new GLTFMaterialsPbrSpecularGlossinessExtension();
    							break;

    						case EXTENSIONS.KHR_DRACO_MESH_COMPRESSION:
    							extensions[ extensionName ] = new GLTFDracoMeshCompressionExtension( json, this.dracoLoader );
    							break;

    						case EXTENSIONS.MSFT_TEXTURE_DDS:
    							extensions[ extensionName ] = new GLTFTextureDDSExtension( this.ddsLoader );
    							break;

    						case EXTENSIONS.KHR_TEXTURE_TRANSFORM:
    							extensions[ extensionName ] = new GLTFTextureTransformExtension();
    							break;

    						case EXTENSIONS.KHR_MESH_QUANTIZATION:
    							extensions[ extensionName ] = new GLTFMeshQuantizationExtension();
    							break;

    						default:

    							if ( extensionsRequired.indexOf( extensionName ) >= 0 ) {

    								console.warn( 'THREE.GLTFLoader: Unknown extension "' + extensionName + '".' );

    							}

    					}

    				}

    			}

    			var parser = new GLTFParser( json, extensions, {

    				path: path || this.resourcePath || '',
    				crossOrigin: this.crossOrigin,
    				manager: this.manager

    			} );

    			parser.parse( onLoad, onError );

    		}

    	} );

    	/* GLTFREGISTRY */

    	function GLTFRegistry() {

    		var objects = {};

    		return	{

    			get: function ( key ) {

    				return objects[ key ];

    			},

    			add: function ( key, object ) {

    				objects[ key ] = object;

    			},

    			remove: function ( key ) {

    				delete objects[ key ];

    			},

    			removeAll: function () {

    				objects = {};

    			}

    		};

    	}

    	/*********************************/
    	/********** EXTENSIONS ***********/
    	/*********************************/

    	var EXTENSIONS = {
    		KHR_BINARY_GLTF: 'KHR_binary_glTF',
    		KHR_DRACO_MESH_COMPRESSION: 'KHR_draco_mesh_compression',
    		KHR_LIGHTS_PUNCTUAL: 'KHR_lights_punctual',
    		KHR_MATERIALS_CLEARCOAT: 'KHR_materials_clearcoat',
    		KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS: 'KHR_materials_pbrSpecularGlossiness',
    		KHR_MATERIALS_UNLIT: 'KHR_materials_unlit',
    		KHR_TEXTURE_TRANSFORM: 'KHR_texture_transform',
    		KHR_MESH_QUANTIZATION: 'KHR_mesh_quantization',
    		MSFT_TEXTURE_DDS: 'MSFT_texture_dds'
    	};

    	/**
    	 * DDS Texture Extension
    	 *
    	 * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/MSFT_texture_dds
    	 *
    	 */
    	function GLTFTextureDDSExtension( ddsLoader ) {

    		if ( ! ddsLoader ) {

    			throw new Error( 'THREE.GLTFLoader: Attempting to load .dds texture without importing DDSLoader' );

    		}

    		this.name = EXTENSIONS.MSFT_TEXTURE_DDS;
    		this.ddsLoader = ddsLoader;

    	}

    	/**
    	 * Punctual Lights Extension
    	 *
    	 * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_lights_punctual
    	 */
    	function GLTFLightsExtension( json ) {

    		this.name = EXTENSIONS.KHR_LIGHTS_PUNCTUAL;

    		var extension = ( json.extensions && json.extensions[ EXTENSIONS.KHR_LIGHTS_PUNCTUAL ] ) || {};
    		this.lightDefs = extension.lights || [];

    	}

    	GLTFLightsExtension.prototype.loadLight = function ( lightIndex ) {

    		var lightDef = this.lightDefs[ lightIndex ];
    		var lightNode;

    		var color = new Color( 0xffffff );
    		if ( lightDef.color !== undefined ) color.fromArray( lightDef.color );

    		var range = lightDef.range !== undefined ? lightDef.range : 0;

    		switch ( lightDef.type ) {

    			case 'directional':
    				lightNode = new DirectionalLight( color );
    				lightNode.target.position.set( 0, 0, - 1 );
    				lightNode.add( lightNode.target );
    				break;

    			case 'point':
    				lightNode = new PointLight( color );
    				lightNode.distance = range;
    				break;

    			case 'spot':
    				lightNode = new SpotLight( color );
    				lightNode.distance = range;
    				// Handle spotlight properties.
    				lightDef.spot = lightDef.spot || {};
    				lightDef.spot.innerConeAngle = lightDef.spot.innerConeAngle !== undefined ? lightDef.spot.innerConeAngle : 0;
    				lightDef.spot.outerConeAngle = lightDef.spot.outerConeAngle !== undefined ? lightDef.spot.outerConeAngle : Math.PI / 4.0;
    				lightNode.angle = lightDef.spot.outerConeAngle;
    				lightNode.penumbra = 1.0 - lightDef.spot.innerConeAngle / lightDef.spot.outerConeAngle;
    				lightNode.target.position.set( 0, 0, - 1 );
    				lightNode.add( lightNode.target );
    				break;

    			default:
    				throw new Error( 'THREE.GLTFLoader: Unexpected light type, "' + lightDef.type + '".' );

    		}

    		// Some lights (e.g. spot) default to a position other than the origin. Reset the position
    		// here, because node-level parsing will only override position if explicitly specified.
    		lightNode.position.set( 0, 0, 0 );

    		lightNode.decay = 2;

    		if ( lightDef.intensity !== undefined ) lightNode.intensity = lightDef.intensity;

    		lightNode.name = lightDef.name || ( 'light_' + lightIndex );

    		return Promise.resolve( lightNode );

    	};

    	/**
    	 * Unlit Materials Extension
    	 *
    	 * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_unlit
    	 */
    	function GLTFMaterialsUnlitExtension() {

    		this.name = EXTENSIONS.KHR_MATERIALS_UNLIT;

    	}

    	GLTFMaterialsUnlitExtension.prototype.getMaterialType = function () {

    		return MeshBasicMaterial;

    	};

    	GLTFMaterialsUnlitExtension.prototype.extendParams = function ( materialParams, materialDef, parser ) {

    		var pending = [];

    		materialParams.color = new Color( 1.0, 1.0, 1.0 );
    		materialParams.opacity = 1.0;

    		var metallicRoughness = materialDef.pbrMetallicRoughness;

    		if ( metallicRoughness ) {

    			if ( Array.isArray( metallicRoughness.baseColorFactor ) ) {

    				var array = metallicRoughness.baseColorFactor;

    				materialParams.color.fromArray( array );
    				materialParams.opacity = array[ 3 ];

    			}

    			if ( metallicRoughness.baseColorTexture !== undefined ) {

    				pending.push( parser.assignTexture( materialParams, 'map', metallicRoughness.baseColorTexture ) );

    			}

    		}

    		return Promise.all( pending );

    	};

    	/**
    	 * Clearcoat Materials Extension
    	 *
    	 * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_clearcoat
    	 */
    	function GLTFMaterialsClearcoatExtension() {

    		this.name = EXTENSIONS.KHR_MATERIALS_CLEARCOAT;

    	}

    	GLTFMaterialsClearcoatExtension.prototype.getMaterialType = function () {

    		return MeshPhysicalMaterial;

    	};

    	GLTFMaterialsClearcoatExtension.prototype.extendParams = function ( materialParams, materialDef, parser ) {

    		var pending = [];

    		var extension = materialDef.extensions[ this.name ];

    		if ( extension.clearcoatFactor !== undefined ) {

    			materialParams.clearcoat = extension.clearcoatFactor;

    		}

    		if ( extension.clearcoatTexture !== undefined ) {

    			pending.push( parser.assignTexture( materialParams, 'clearcoatMap', extension.clearcoatTexture ) );

    		}

    		if ( extension.clearcoatRoughnessFactor !== undefined ) {

    			materialParams.clearcoatRoughness = extension.clearcoatRoughnessFactor;

    		}

    		if ( extension.clearcoatRoughnessTexture !== undefined ) {

    			pending.push( parser.assignTexture( materialParams, 'clearcoatRoughnessMap', extension.clearcoatRoughnessTexture ) );

    		}

    		if ( extension.clearcoatNormalTexture !== undefined ) {

    			pending.push( parser.assignTexture( materialParams, 'clearcoatNormalMap', extension.clearcoatNormalTexture ) );

    			if ( extension.clearcoatNormalTexture.scale !== undefined ) {

    				var scale = extension.clearcoatNormalTexture.scale;

    				materialParams.clearcoatNormalScale = new Vector2( scale, scale );

    			}

    		}

    		return Promise.all( pending );

    	};

    	/* BINARY EXTENSION */
    	var BINARY_EXTENSION_HEADER_MAGIC = 'glTF';
    	var BINARY_EXTENSION_HEADER_LENGTH = 12;
    	var BINARY_EXTENSION_CHUNK_TYPES = { JSON: 0x4E4F534A, BIN: 0x004E4942 };

    	function GLTFBinaryExtension( data ) {

    		this.name = EXTENSIONS.KHR_BINARY_GLTF;
    		this.content = null;
    		this.body = null;

    		var headerView = new DataView( data, 0, BINARY_EXTENSION_HEADER_LENGTH );

    		this.header = {
    			magic: LoaderUtils.decodeText( new Uint8Array( data.slice( 0, 4 ) ) ),
    			version: headerView.getUint32( 4, true ),
    			length: headerView.getUint32( 8, true )
    		};

    		if ( this.header.magic !== BINARY_EXTENSION_HEADER_MAGIC ) {

    			throw new Error( 'THREE.GLTFLoader: Unsupported glTF-Binary header.' );

    		} else if ( this.header.version < 2.0 ) {

    			throw new Error( 'THREE.GLTFLoader: Legacy binary file detected.' );

    		}

    		var chunkView = new DataView( data, BINARY_EXTENSION_HEADER_LENGTH );
    		var chunkIndex = 0;

    		while ( chunkIndex < chunkView.byteLength ) {

    			var chunkLength = chunkView.getUint32( chunkIndex, true );
    			chunkIndex += 4;

    			var chunkType = chunkView.getUint32( chunkIndex, true );
    			chunkIndex += 4;

    			if ( chunkType === BINARY_EXTENSION_CHUNK_TYPES.JSON ) {

    				var contentArray = new Uint8Array( data, BINARY_EXTENSION_HEADER_LENGTH + chunkIndex, chunkLength );
    				this.content = LoaderUtils.decodeText( contentArray );

    			} else if ( chunkType === BINARY_EXTENSION_CHUNK_TYPES.BIN ) {

    				var byteOffset = BINARY_EXTENSION_HEADER_LENGTH + chunkIndex;
    				this.body = data.slice( byteOffset, byteOffset + chunkLength );

    			}

    			// Clients must ignore chunks with unknown types.

    			chunkIndex += chunkLength;

    		}

    		if ( this.content === null ) {

    			throw new Error( 'THREE.GLTFLoader: JSON content not found.' );

    		}

    	}

    	/**
    	 * DRACO Mesh Compression Extension
    	 *
    	 * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_draco_mesh_compression
    	 */
    	function GLTFDracoMeshCompressionExtension( json, dracoLoader ) {

    		if ( ! dracoLoader ) {

    			throw new Error( 'THREE.GLTFLoader: No DRACOLoader instance provided.' );

    		}

    		this.name = EXTENSIONS.KHR_DRACO_MESH_COMPRESSION;
    		this.json = json;
    		this.dracoLoader = dracoLoader;
    		this.dracoLoader.preload();

    	}

    	GLTFDracoMeshCompressionExtension.prototype.decodePrimitive = function ( primitive, parser ) {

    		var json = this.json;
    		var dracoLoader = this.dracoLoader;
    		var bufferViewIndex = primitive.extensions[ this.name ].bufferView;
    		var gltfAttributeMap = primitive.extensions[ this.name ].attributes;
    		var threeAttributeMap = {};
    		var attributeNormalizedMap = {};
    		var attributeTypeMap = {};

    		for ( var attributeName in gltfAttributeMap ) {

    			var threeAttributeName = ATTRIBUTES[ attributeName ] || attributeName.toLowerCase();

    			threeAttributeMap[ threeAttributeName ] = gltfAttributeMap[ attributeName ];

    		}

    		for ( attributeName in primitive.attributes ) {

    			var threeAttributeName = ATTRIBUTES[ attributeName ] || attributeName.toLowerCase();

    			if ( gltfAttributeMap[ attributeName ] !== undefined ) {

    				var accessorDef = json.accessors[ primitive.attributes[ attributeName ] ];
    				var componentType = WEBGL_COMPONENT_TYPES[ accessorDef.componentType ];

    				attributeTypeMap[ threeAttributeName ] = componentType;
    				attributeNormalizedMap[ threeAttributeName ] = accessorDef.normalized === true;

    			}

    		}

    		return parser.getDependency( 'bufferView', bufferViewIndex ).then( function ( bufferView ) {

    			return new Promise( function ( resolve ) {

    				dracoLoader.decodeDracoFile( bufferView, function ( geometry ) {

    					for ( var attributeName in geometry.attributes ) {

    						var attribute = geometry.attributes[ attributeName ];
    						var normalized = attributeNormalizedMap[ attributeName ];

    						if ( normalized !== undefined ) attribute.normalized = normalized;

    					}

    					resolve( geometry );

    				}, threeAttributeMap, attributeTypeMap );

    			} );

    		} );

    	};

    	/**
    	 * Texture Transform Extension
    	 *
    	 * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_texture_transform
    	 */
    	function GLTFTextureTransformExtension() {

    		this.name = EXTENSIONS.KHR_TEXTURE_TRANSFORM;

    	}

    	GLTFTextureTransformExtension.prototype.extendTexture = function ( texture, transform ) {

    		texture = texture.clone();

    		if ( transform.offset !== undefined ) {

    			texture.offset.fromArray( transform.offset );

    		}

    		if ( transform.rotation !== undefined ) {

    			texture.rotation = transform.rotation;

    		}

    		if ( transform.scale !== undefined ) {

    			texture.repeat.fromArray( transform.scale );

    		}

    		if ( transform.texCoord !== undefined ) {

    			console.warn( 'THREE.GLTFLoader: Custom UV sets in "' + this.name + '" extension not yet supported.' );

    		}

    		texture.needsUpdate = true;

    		return texture;

    	};

    	/**
    	 * Specular-Glossiness Extension
    	 *
    	 * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_pbrSpecularGlossiness
    	 */

    	/**
    	 * A sub class of StandardMaterial with some of the functionality
    	 * changed via the `onBeforeCompile` callback
    	 * @pailhead
    	 */

    	function GLTFMeshStandardSGMaterial( params ) {

    		MeshStandardMaterial.call( this );

    		this.isGLTFSpecularGlossinessMaterial = true;

    		//various chunks that need replacing
    		var specularMapParsFragmentChunk = [
    			'#ifdef USE_SPECULARMAP',
    			'	uniform sampler2D specularMap;',
    			'#endif'
    		].join( '\n' );

    		var glossinessMapParsFragmentChunk = [
    			'#ifdef USE_GLOSSINESSMAP',
    			'	uniform sampler2D glossinessMap;',
    			'#endif'
    		].join( '\n' );

    		var specularMapFragmentChunk = [
    			'vec3 specularFactor = specular;',
    			'#ifdef USE_SPECULARMAP',
    			'	vec4 texelSpecular = texture2D( specularMap, vUv );',
    			'	texelSpecular = sRGBToLinear( texelSpecular );',
    			'	// reads channel RGB, compatible with a glTF Specular-Glossiness (RGBA) texture',
    			'	specularFactor *= texelSpecular.rgb;',
    			'#endif'
    		].join( '\n' );

    		var glossinessMapFragmentChunk = [
    			'float glossinessFactor = glossiness;',
    			'#ifdef USE_GLOSSINESSMAP',
    			'	vec4 texelGlossiness = texture2D( glossinessMap, vUv );',
    			'	// reads channel A, compatible with a glTF Specular-Glossiness (RGBA) texture',
    			'	glossinessFactor *= texelGlossiness.a;',
    			'#endif'
    		].join( '\n' );

    		var lightPhysicalFragmentChunk = [
    			'PhysicalMaterial material;',
    			'material.diffuseColor = diffuseColor.rgb;',
    			'vec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );',
    			'float geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );',
    			'material.specularRoughness = max( 1.0 - glossinessFactor, 0.0525 );// 0.0525 corresponds to the base mip of a 256 cubemap.',
    			'material.specularRoughness += geometryRoughness;',
    			'material.specularRoughness = min( material.specularRoughness, 1.0 );',
    			'material.specularColor = specularFactor.rgb;',
    		].join( '\n' );

    		var uniforms = {
    			specular: { value: new Color().setHex( 0xffffff ) },
    			glossiness: { value: 1 },
    			specularMap: { value: null },
    			glossinessMap: { value: null }
    		};

    		this._extraUniforms = uniforms;

    		// please see #14031 or #13198 for an alternate approach
    		this.onBeforeCompile = function ( shader ) {

    			for ( var uniformName in uniforms ) {

    				shader.uniforms[ uniformName ] = uniforms[ uniformName ];

    			}

    			shader.fragmentShader = shader.fragmentShader.replace( 'uniform float roughness;', 'uniform vec3 specular;' );
    			shader.fragmentShader = shader.fragmentShader.replace( 'uniform float metalness;', 'uniform float glossiness;' );
    			shader.fragmentShader = shader.fragmentShader.replace( '#include <roughnessmap_pars_fragment>', specularMapParsFragmentChunk );
    			shader.fragmentShader = shader.fragmentShader.replace( '#include <metalnessmap_pars_fragment>', glossinessMapParsFragmentChunk );
    			shader.fragmentShader = shader.fragmentShader.replace( '#include <roughnessmap_fragment>', specularMapFragmentChunk );
    			shader.fragmentShader = shader.fragmentShader.replace( '#include <metalnessmap_fragment>', glossinessMapFragmentChunk );
    			shader.fragmentShader = shader.fragmentShader.replace( '#include <lights_physical_fragment>', lightPhysicalFragmentChunk );

    		};

    		/*eslint-disable*/
    		Object.defineProperties(
    			this,
    			{
    				specular: {
    					get: function () { return uniforms.specular.value; },
    					set: function ( v ) { uniforms.specular.value = v; }
    				},
    				specularMap: {
    					get: function () { return uniforms.specularMap.value; },
    					set: function ( v ) { uniforms.specularMap.value = v; }
    				},
    				glossiness: {
    					get: function () { return uniforms.glossiness.value; },
    					set: function ( v ) { uniforms.glossiness.value = v; }
    				},
    				glossinessMap: {
    					get: function () { return uniforms.glossinessMap.value; },
    					set: function ( v ) {

    						uniforms.glossinessMap.value = v;
    						//how about something like this - @pailhead
    						if ( v ) {

    							this.defines.USE_GLOSSINESSMAP = '';
    							// set USE_ROUGHNESSMAP to enable vUv
    							this.defines.USE_ROUGHNESSMAP = '';

    						} else {

    							delete this.defines.USE_ROUGHNESSMAP;
    							delete this.defines.USE_GLOSSINESSMAP;

    						}

    					}
    				}
    			}
    		);

    		/*eslint-enable*/
    		delete this.metalness;
    		delete this.roughness;
    		delete this.metalnessMap;
    		delete this.roughnessMap;

    		this.setValues( params );

    	}

    	GLTFMeshStandardSGMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
    	GLTFMeshStandardSGMaterial.prototype.constructor = GLTFMeshStandardSGMaterial;

    	GLTFMeshStandardSGMaterial.prototype.copy = function ( source ) {

    		MeshStandardMaterial.prototype.copy.call( this, source );
    		this.specularMap = source.specularMap;
    		this.specular.copy( source.specular );
    		this.glossinessMap = source.glossinessMap;
    		this.glossiness = source.glossiness;
    		delete this.metalness;
    		delete this.roughness;
    		delete this.metalnessMap;
    		delete this.roughnessMap;
    		return this;

    	};

    	function GLTFMaterialsPbrSpecularGlossinessExtension() {

    		return {

    			name: EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS,

    			specularGlossinessParams: [
    				'color',
    				'map',
    				'lightMap',
    				'lightMapIntensity',
    				'aoMap',
    				'aoMapIntensity',
    				'emissive',
    				'emissiveIntensity',
    				'emissiveMap',
    				'bumpMap',
    				'bumpScale',
    				'normalMap',
    				'normalMapType',
    				'displacementMap',
    				'displacementScale',
    				'displacementBias',
    				'specularMap',
    				'specular',
    				'glossinessMap',
    				'glossiness',
    				'alphaMap',
    				'envMap',
    				'envMapIntensity',
    				'refractionRatio',
    			],

    			getMaterialType: function () {

    				return GLTFMeshStandardSGMaterial;

    			},

    			extendParams: function ( materialParams, materialDef, parser ) {

    				var pbrSpecularGlossiness = materialDef.extensions[ this.name ];

    				materialParams.color = new Color( 1.0, 1.0, 1.0 );
    				materialParams.opacity = 1.0;

    				var pending = [];

    				if ( Array.isArray( pbrSpecularGlossiness.diffuseFactor ) ) {

    					var array = pbrSpecularGlossiness.diffuseFactor;

    					materialParams.color.fromArray( array );
    					materialParams.opacity = array[ 3 ];

    				}

    				if ( pbrSpecularGlossiness.diffuseTexture !== undefined ) {

    					pending.push( parser.assignTexture( materialParams, 'map', pbrSpecularGlossiness.diffuseTexture ) );

    				}

    				materialParams.emissive = new Color( 0.0, 0.0, 0.0 );
    				materialParams.glossiness = pbrSpecularGlossiness.glossinessFactor !== undefined ? pbrSpecularGlossiness.glossinessFactor : 1.0;
    				materialParams.specular = new Color( 1.0, 1.0, 1.0 );

    				if ( Array.isArray( pbrSpecularGlossiness.specularFactor ) ) {

    					materialParams.specular.fromArray( pbrSpecularGlossiness.specularFactor );

    				}

    				if ( pbrSpecularGlossiness.specularGlossinessTexture !== undefined ) {

    					var specGlossMapDef = pbrSpecularGlossiness.specularGlossinessTexture;
    					pending.push( parser.assignTexture( materialParams, 'glossinessMap', specGlossMapDef ) );
    					pending.push( parser.assignTexture( materialParams, 'specularMap', specGlossMapDef ) );

    				}

    				return Promise.all( pending );

    			},

    			createMaterial: function ( materialParams ) {

    				var material = new GLTFMeshStandardSGMaterial( materialParams );
    				material.fog = true;

    				material.color = materialParams.color;

    				material.map = materialParams.map === undefined ? null : materialParams.map;

    				material.lightMap = null;
    				material.lightMapIntensity = 1.0;

    				material.aoMap = materialParams.aoMap === undefined ? null : materialParams.aoMap;
    				material.aoMapIntensity = 1.0;

    				material.emissive = materialParams.emissive;
    				material.emissiveIntensity = 1.0;
    				material.emissiveMap = materialParams.emissiveMap === undefined ? null : materialParams.emissiveMap;

    				material.bumpMap = materialParams.bumpMap === undefined ? null : materialParams.bumpMap;
    				material.bumpScale = 1;

    				material.normalMap = materialParams.normalMap === undefined ? null : materialParams.normalMap;
    				material.normalMapType = TangentSpaceNormalMap;

    				if ( materialParams.normalScale ) material.normalScale = materialParams.normalScale;

    				material.displacementMap = null;
    				material.displacementScale = 1;
    				material.displacementBias = 0;

    				material.specularMap = materialParams.specularMap === undefined ? null : materialParams.specularMap;
    				material.specular = materialParams.specular;

    				material.glossinessMap = materialParams.glossinessMap === undefined ? null : materialParams.glossinessMap;
    				material.glossiness = materialParams.glossiness;

    				material.alphaMap = null;

    				material.envMap = materialParams.envMap === undefined ? null : materialParams.envMap;
    				material.envMapIntensity = 1.0;

    				material.refractionRatio = 0.98;

    				return material;

    			},

    		};

    	}

    	/**
    	 * Mesh Quantization Extension
    	 *
    	 * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_mesh_quantization
    	 */
    	function GLTFMeshQuantizationExtension() {

    		this.name = EXTENSIONS.KHR_MESH_QUANTIZATION;

    	}

    	/*********************************/
    	/********** INTERPOLATION ********/
    	/*********************************/

    	// Spline Interpolation
    	// Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#appendix-c-spline-interpolation
    	function GLTFCubicSplineInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {

    		Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );

    	}

    	GLTFCubicSplineInterpolant.prototype = Object.create( Interpolant.prototype );
    	GLTFCubicSplineInterpolant.prototype.constructor = GLTFCubicSplineInterpolant;

    	GLTFCubicSplineInterpolant.prototype.copySampleValue_ = function ( index ) {

    		// Copies a sample value to the result buffer. See description of glTF
    		// CUBICSPLINE values layout in interpolate_() function below.

    		var result = this.resultBuffer,
    			values = this.sampleValues,
    			valueSize = this.valueSize,
    			offset = index * valueSize * 3 + valueSize;

    		for ( var i = 0; i !== valueSize; i ++ ) {

    			result[ i ] = values[ offset + i ];

    		}

    		return result;

    	};

    	GLTFCubicSplineInterpolant.prototype.beforeStart_ = GLTFCubicSplineInterpolant.prototype.copySampleValue_;

    	GLTFCubicSplineInterpolant.prototype.afterEnd_ = GLTFCubicSplineInterpolant.prototype.copySampleValue_;

    	GLTFCubicSplineInterpolant.prototype.interpolate_ = function ( i1, t0, t, t1 ) {

    		var result = this.resultBuffer;
    		var values = this.sampleValues;
    		var stride = this.valueSize;

    		var stride2 = stride * 2;
    		var stride3 = stride * 3;

    		var td = t1 - t0;

    		var p = ( t - t0 ) / td;
    		var pp = p * p;
    		var ppp = pp * p;

    		var offset1 = i1 * stride3;
    		var offset0 = offset1 - stride3;

    		var s2 = - 2 * ppp + 3 * pp;
    		var s3 = ppp - pp;
    		var s0 = 1 - s2;
    		var s1 = s3 - pp + p;

    		// Layout of keyframe output values for CUBICSPLINE animations:
    		//   [ inTangent_1, splineVertex_1, outTangent_1, inTangent_2, splineVertex_2, ... ]
    		for ( var i = 0; i !== stride; i ++ ) {

    			var p0 = values[ offset0 + i + stride ]; // splineVertex_k
    			var m0 = values[ offset0 + i + stride2 ] * td; // outTangent_k * (t_k+1 - t_k)
    			var p1 = values[ offset1 + i + stride ]; // splineVertex_k+1
    			var m1 = values[ offset1 + i ] * td; // inTangent_k+1 * (t_k+1 - t_k)

    			result[ i ] = s0 * p0 + s1 * m0 + s2 * p1 + s3 * m1;

    		}

    		return result;

    	};

    	/*********************************/
    	/********** INTERNALS ************/
    	/*********************************/

    	/* CONSTANTS */

    	var WEBGL_CONSTANTS = {
    		FLOAT: 5126,
    		//FLOAT_MAT2: 35674,
    		FLOAT_MAT3: 35675,
    		FLOAT_MAT4: 35676,
    		FLOAT_VEC2: 35664,
    		FLOAT_VEC3: 35665,
    		FLOAT_VEC4: 35666,
    		LINEAR: 9729,
    		REPEAT: 10497,
    		SAMPLER_2D: 35678,
    		POINTS: 0,
    		LINES: 1,
    		LINE_LOOP: 2,
    		LINE_STRIP: 3,
    		TRIANGLES: 4,
    		TRIANGLE_STRIP: 5,
    		TRIANGLE_FAN: 6,
    		UNSIGNED_BYTE: 5121,
    		UNSIGNED_SHORT: 5123
    	};

    	var WEBGL_COMPONENT_TYPES = {
    		5120: Int8Array,
    		5121: Uint8Array,
    		5122: Int16Array,
    		5123: Uint16Array,
    		5125: Uint32Array,
    		5126: Float32Array
    	};

    	var WEBGL_FILTERS = {
    		9728: NearestFilter,
    		9729: LinearFilter,
    		9984: NearestMipmapNearestFilter,
    		9985: LinearMipmapNearestFilter,
    		9986: NearestMipmapLinearFilter,
    		9987: LinearMipmapLinearFilter
    	};

    	var WEBGL_WRAPPINGS = {
    		33071: ClampToEdgeWrapping,
    		33648: MirroredRepeatWrapping,
    		10497: RepeatWrapping
    	};

    	var WEBGL_TYPE_SIZES = {
    		'SCALAR': 1,
    		'VEC2': 2,
    		'VEC3': 3,
    		'VEC4': 4,
    		'MAT2': 4,
    		'MAT3': 9,
    		'MAT4': 16
    	};

    	var ATTRIBUTES = {
    		POSITION: 'position',
    		NORMAL: 'normal',
    		TANGENT: 'tangent',
    		TEXCOORD_0: 'uv',
    		TEXCOORD_1: 'uv2',
    		COLOR_0: 'color',
    		WEIGHTS_0: 'skinWeight',
    		JOINTS_0: 'skinIndex',
    	};

    	var PATH_PROPERTIES = {
    		scale: 'scale',
    		translation: 'position',
    		rotation: 'quaternion',
    		weights: 'morphTargetInfluences'
    	};

    	var INTERPOLATION = {
    		CUBICSPLINE: undefined, // We use a custom interpolant (GLTFCubicSplineInterpolation) for CUBICSPLINE tracks. Each
    		                        // keyframe track will be initialized with a default interpolation type, then modified.
    		LINEAR: InterpolateLinear,
    		STEP: InterpolateDiscrete
    	};

    	var ALPHA_MODES = {
    		OPAQUE: 'OPAQUE',
    		MASK: 'MASK',
    		BLEND: 'BLEND'
    	};

    	var MIME_TYPE_FORMATS = {
    		'image/png': RGBAFormat,
    		'image/jpeg': RGBFormat
    	};

    	/* UTILITY FUNCTIONS */

    	function resolveURL( url, path ) {

    		// Invalid URL
    		if ( typeof url !== 'string' || url === '' ) return '';

    		// Host Relative URL
    		if ( /^https?:\/\//i.test( path ) && /^\//.test( url ) ) {

    			path = path.replace( /(^https?:\/\/[^\/]+).*/i, '$1' );

    		}

    		// Absolute URL http://,https://,//
    		if ( /^(https?:)?\/\//i.test( url ) ) return url;

    		// Data URI
    		if ( /^data:.*,.*$/i.test( url ) ) return url;

    		// Blob URL
    		if ( /^blob:.*$/i.test( url ) ) return url;

    		// Relative URL
    		return path + url;

    	}

    	/**
    	 * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#default-material
    	 */
    	function createDefaultMaterial( cache ) {

    		if ( cache[ 'DefaultMaterial' ] === undefined ) {

    			cache[ 'DefaultMaterial' ] = new MeshStandardMaterial( {
    				color: 0xFFFFFF,
    				emissive: 0x000000,
    				metalness: 1,
    				roughness: 1,
    				transparent: false,
    				depthTest: true,
    				side: FrontSide
    			} );

    		}

    		return cache[ 'DefaultMaterial' ];

    	}

    	function addUnknownExtensionsToUserData( knownExtensions, object, objectDef ) {

    		// Add unknown glTF extensions to an object's userData.

    		for ( var name in objectDef.extensions ) {

    			if ( knownExtensions[ name ] === undefined ) {

    				object.userData.gltfExtensions = object.userData.gltfExtensions || {};
    				object.userData.gltfExtensions[ name ] = objectDef.extensions[ name ];

    			}

    		}

    	}

    	/**
    	 * @param {Object3D|Material|BufferGeometry} object
    	 * @param {GLTF.definition} gltfDef
    	 */
    	function assignExtrasToUserData( object, gltfDef ) {

    		if ( gltfDef.extras !== undefined ) {

    			if ( typeof gltfDef.extras === 'object' ) {

    				Object.assign( object.userData, gltfDef.extras );

    			} else {

    				console.warn( 'THREE.GLTFLoader: Ignoring primitive type .extras, ' + gltfDef.extras );

    			}

    		}

    	}

    	/**
    	 * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#morph-targets
    	 *
    	 * @param {BufferGeometry} geometry
    	 * @param {Array<GLTF.Target>} targets
    	 * @param {GLTFParser} parser
    	 * @return {Promise<BufferGeometry>}
    	 */
    	function addMorphTargets( geometry, targets, parser ) {

    		var hasMorphPosition = false;
    		var hasMorphNormal = false;

    		for ( var i = 0, il = targets.length; i < il; i ++ ) {

    			var target = targets[ i ];

    			if ( target.POSITION !== undefined ) hasMorphPosition = true;
    			if ( target.NORMAL !== undefined ) hasMorphNormal = true;

    			if ( hasMorphPosition && hasMorphNormal ) break;

    		}

    		if ( ! hasMorphPosition && ! hasMorphNormal ) return Promise.resolve( geometry );

    		var pendingPositionAccessors = [];
    		var pendingNormalAccessors = [];

    		for ( var i = 0, il = targets.length; i < il; i ++ ) {

    			var target = targets[ i ];

    			if ( hasMorphPosition ) {

    				var pendingAccessor = target.POSITION !== undefined
    					? parser.getDependency( 'accessor', target.POSITION )
    					: geometry.attributes.position;

    				pendingPositionAccessors.push( pendingAccessor );

    			}

    			if ( hasMorphNormal ) {

    				var pendingAccessor = target.NORMAL !== undefined
    					? parser.getDependency( 'accessor', target.NORMAL )
    					: geometry.attributes.normal;

    				pendingNormalAccessors.push( pendingAccessor );

    			}

    		}

    		return Promise.all( [
    			Promise.all( pendingPositionAccessors ),
    			Promise.all( pendingNormalAccessors )
    		] ).then( function ( accessors ) {

    			var morphPositions = accessors[ 0 ];
    			var morphNormals = accessors[ 1 ];

    			if ( hasMorphPosition ) geometry.morphAttributes.position = morphPositions;
    			if ( hasMorphNormal ) geometry.morphAttributes.normal = morphNormals;
    			geometry.morphTargetsRelative = true;

    			return geometry;

    		} );

    	}

    	/**
    	 * @param {Mesh} mesh
    	 * @param {GLTF.Mesh} meshDef
    	 */
    	function updateMorphTargets( mesh, meshDef ) {

    		mesh.updateMorphTargets();

    		if ( meshDef.weights !== undefined ) {

    			for ( var i = 0, il = meshDef.weights.length; i < il; i ++ ) {

    				mesh.morphTargetInfluences[ i ] = meshDef.weights[ i ];

    			}

    		}

    		// .extras has user-defined data, so check that .extras.targetNames is an array.
    		if ( meshDef.extras && Array.isArray( meshDef.extras.targetNames ) ) {

    			var targetNames = meshDef.extras.targetNames;

    			if ( mesh.morphTargetInfluences.length === targetNames.length ) {

    				mesh.morphTargetDictionary = {};

    				for ( var i = 0, il = targetNames.length; i < il; i ++ ) {

    					mesh.morphTargetDictionary[ targetNames[ i ] ] = i;

    				}

    			} else {

    				console.warn( 'THREE.GLTFLoader: Invalid extras.targetNames length. Ignoring names.' );

    			}

    		}

    	}

    	function createPrimitiveKey( primitiveDef ) {

    		var dracoExtension = primitiveDef.extensions && primitiveDef.extensions[ EXTENSIONS.KHR_DRACO_MESH_COMPRESSION ];
    		var geometryKey;

    		if ( dracoExtension ) {

    			geometryKey = 'draco:' + dracoExtension.bufferView
    				+ ':' + dracoExtension.indices
    				+ ':' + createAttributesKey( dracoExtension.attributes );

    		} else {

    			geometryKey = primitiveDef.indices + ':' + createAttributesKey( primitiveDef.attributes ) + ':' + primitiveDef.mode;

    		}

    		return geometryKey;

    	}

    	function createAttributesKey( attributes ) {

    		var attributesKey = '';

    		var keys = Object.keys( attributes ).sort();

    		for ( var i = 0, il = keys.length; i < il; i ++ ) {

    			attributesKey += keys[ i ] + ':' + attributes[ keys[ i ] ] + ';';

    		}

    		return attributesKey;

    	}

    	/* GLTF PARSER */

    	function GLTFParser( json, extensions, options ) {

    		this.json = json || {};
    		this.extensions = extensions || {};
    		this.options = options || {};

    		// loader object cache
    		this.cache = new GLTFRegistry();

    		// BufferGeometry caching
    		this.primitiveCache = {};

    		this.textureLoader = new TextureLoader( this.options.manager );
    		this.textureLoader.setCrossOrigin( this.options.crossOrigin );

    		this.fileLoader = new FileLoader( this.options.manager );
    		this.fileLoader.setResponseType( 'arraybuffer' );

    		if ( this.options.crossOrigin === 'use-credentials' ) {

    			this.fileLoader.setWithCredentials( true );

    		}

    	}

    	GLTFParser.prototype.parse = function ( onLoad, onError ) {

    		var parser = this;
    		var json = this.json;
    		var extensions = this.extensions;

    		// Clear the loader cache
    		this.cache.removeAll();

    		// Mark the special nodes/meshes in json for efficient parse
    		this.markDefs();

    		Promise.all( [

    			this.getDependencies( 'scene' ),
    			this.getDependencies( 'animation' ),
    			this.getDependencies( 'camera' ),

    		] ).then( function ( dependencies ) {

    			var result = {
    				scene: dependencies[ 0 ][ json.scene || 0 ],
    				scenes: dependencies[ 0 ],
    				animations: dependencies[ 1 ],
    				cameras: dependencies[ 2 ],
    				asset: json.asset,
    				parser: parser,
    				userData: {}
    			};

    			addUnknownExtensionsToUserData( extensions, result, json );

    			assignExtrasToUserData( result, json );

    			onLoad( result );

    		} ).catch( onError );

    	};

    	/**
    	 * Marks the special nodes/meshes in json for efficient parse.
    	 */
    	GLTFParser.prototype.markDefs = function () {

    		var nodeDefs = this.json.nodes || [];
    		var skinDefs = this.json.skins || [];
    		var meshDefs = this.json.meshes || [];

    		var meshReferences = {};
    		var meshUses = {};

    		// Nothing in the node definition indicates whether it is a Bone or an
    		// Object3D. Use the skins' joint references to mark bones.
    		for ( var skinIndex = 0, skinLength = skinDefs.length; skinIndex < skinLength; skinIndex ++ ) {

    			var joints = skinDefs[ skinIndex ].joints;

    			for ( var i = 0, il = joints.length; i < il; i ++ ) {

    				nodeDefs[ joints[ i ] ].isBone = true;

    			}

    		}

    		// Meshes can (and should) be reused by multiple nodes in a glTF asset. To
    		// avoid having more than one Mesh with the same name, count
    		// references and rename instances below.
    		//
    		// Example: CesiumMilkTruck sample model reuses "Wheel" meshes.
    		for ( var nodeIndex = 0, nodeLength = nodeDefs.length; nodeIndex < nodeLength; nodeIndex ++ ) {

    			var nodeDef = nodeDefs[ nodeIndex ];

    			if ( nodeDef.mesh !== undefined ) {

    				if ( meshReferences[ nodeDef.mesh ] === undefined ) {

    					meshReferences[ nodeDef.mesh ] = meshUses[ nodeDef.mesh ] = 0;

    				}

    				meshReferences[ nodeDef.mesh ] ++;

    				// Nothing in the mesh definition indicates whether it is
    				// a SkinnedMesh or Mesh. Use the node's mesh reference
    				// to mark SkinnedMesh if node has skin.
    				if ( nodeDef.skin !== undefined ) {

    					meshDefs[ nodeDef.mesh ].isSkinnedMesh = true;

    				}

    			}

    		}

    		this.json.meshReferences = meshReferences;
    		this.json.meshUses = meshUses;

    	};

    	/**
    	 * Requests the specified dependency asynchronously, with caching.
    	 * @param {string} type
    	 * @param {number} index
    	 * @return {Promise<Object3D|Material|THREE.Texture|AnimationClip|ArrayBuffer|Object>}
    	 */
    	GLTFParser.prototype.getDependency = function ( type, index ) {

    		var cacheKey = type + ':' + index;
    		var dependency = this.cache.get( cacheKey );

    		if ( ! dependency ) {

    			switch ( type ) {

    				case 'scene':
    					dependency = this.loadScene( index );
    					break;

    				case 'node':
    					dependency = this.loadNode( index );
    					break;

    				case 'mesh':
    					dependency = this.loadMesh( index );
    					break;

    				case 'accessor':
    					dependency = this.loadAccessor( index );
    					break;

    				case 'bufferView':
    					dependency = this.loadBufferView( index );
    					break;

    				case 'buffer':
    					dependency = this.loadBuffer( index );
    					break;

    				case 'material':
    					dependency = this.loadMaterial( index );
    					break;

    				case 'texture':
    					dependency = this.loadTexture( index );
    					break;

    				case 'skin':
    					dependency = this.loadSkin( index );
    					break;

    				case 'animation':
    					dependency = this.loadAnimation( index );
    					break;

    				case 'camera':
    					dependency = this.loadCamera( index );
    					break;

    				case 'light':
    					dependency = this.extensions[ EXTENSIONS.KHR_LIGHTS_PUNCTUAL ].loadLight( index );
    					break;

    				default:
    					throw new Error( 'Unknown type: ' + type );

    			}

    			this.cache.add( cacheKey, dependency );

    		}

    		return dependency;

    	};

    	/**
    	 * Requests all dependencies of the specified type asynchronously, with caching.
    	 * @param {string} type
    	 * @return {Promise<Array<Object>>}
    	 */
    	GLTFParser.prototype.getDependencies = function ( type ) {

    		var dependencies = this.cache.get( type );

    		if ( ! dependencies ) {

    			var parser = this;
    			var defs = this.json[ type + ( type === 'mesh' ? 'es' : 's' ) ] || [];

    			dependencies = Promise.all( defs.map( function ( def, index ) {

    				return parser.getDependency( type, index );

    			} ) );

    			this.cache.add( type, dependencies );

    		}

    		return dependencies;

    	};

    	/**
    	 * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#buffers-and-buffer-views
    	 * @param {number} bufferIndex
    	 * @return {Promise<ArrayBuffer>}
    	 */
    	GLTFParser.prototype.loadBuffer = function ( bufferIndex ) {

    		var bufferDef = this.json.buffers[ bufferIndex ];
    		var loader = this.fileLoader;

    		if ( bufferDef.type && bufferDef.type !== 'arraybuffer' ) {

    			throw new Error( 'THREE.GLTFLoader: ' + bufferDef.type + ' buffer type is not supported.' );

    		}

    		// If present, GLB container is required to be the first buffer.
    		if ( bufferDef.uri === undefined && bufferIndex === 0 ) {

    			return Promise.resolve( this.extensions[ EXTENSIONS.KHR_BINARY_GLTF ].body );

    		}

    		var options = this.options;

    		return new Promise( function ( resolve, reject ) {

    			loader.load( resolveURL( bufferDef.uri, options.path ), resolve, undefined, function () {

    				reject( new Error( 'THREE.GLTFLoader: Failed to load buffer "' + bufferDef.uri + '".' ) );

    			} );

    		} );

    	};

    	/**
    	 * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#buffers-and-buffer-views
    	 * @param {number} bufferViewIndex
    	 * @return {Promise<ArrayBuffer>}
    	 */
    	GLTFParser.prototype.loadBufferView = function ( bufferViewIndex ) {

    		var bufferViewDef = this.json.bufferViews[ bufferViewIndex ];

    		return this.getDependency( 'buffer', bufferViewDef.buffer ).then( function ( buffer ) {

    			var byteLength = bufferViewDef.byteLength || 0;
    			var byteOffset = bufferViewDef.byteOffset || 0;
    			return buffer.slice( byteOffset, byteOffset + byteLength );

    		} );

    	};

    	/**
    	 * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#accessors
    	 * @param {number} accessorIndex
    	 * @return {Promise<BufferAttribute|InterleavedBufferAttribute>}
    	 */
    	GLTFParser.prototype.loadAccessor = function ( accessorIndex ) {

    		var parser = this;
    		var json = this.json;

    		var accessorDef = this.json.accessors[ accessorIndex ];

    		if ( accessorDef.bufferView === undefined && accessorDef.sparse === undefined ) {

    			// Ignore empty accessors, which may be used to declare runtime
    			// information about attributes coming from another source (e.g. Draco
    			// compression extension).
    			return Promise.resolve( null );

    		}

    		var pendingBufferViews = [];

    		if ( accessorDef.bufferView !== undefined ) {

    			pendingBufferViews.push( this.getDependency( 'bufferView', accessorDef.bufferView ) );

    		} else {

    			pendingBufferViews.push( null );

    		}

    		if ( accessorDef.sparse !== undefined ) {

    			pendingBufferViews.push( this.getDependency( 'bufferView', accessorDef.sparse.indices.bufferView ) );
    			pendingBufferViews.push( this.getDependency( 'bufferView', accessorDef.sparse.values.bufferView ) );

    		}

    		return Promise.all( pendingBufferViews ).then( function ( bufferViews ) {

    			var bufferView = bufferViews[ 0 ];

    			var itemSize = WEBGL_TYPE_SIZES[ accessorDef.type ];
    			var TypedArray = WEBGL_COMPONENT_TYPES[ accessorDef.componentType ];

    			// For VEC3: itemSize is 3, elementBytes is 4, itemBytes is 12.
    			var elementBytes = TypedArray.BYTES_PER_ELEMENT;
    			var itemBytes = elementBytes * itemSize;
    			var byteOffset = accessorDef.byteOffset || 0;
    			var byteStride = accessorDef.bufferView !== undefined ? json.bufferViews[ accessorDef.bufferView ].byteStride : undefined;
    			var normalized = accessorDef.normalized === true;
    			var array, bufferAttribute;

    			// The buffer is not interleaved if the stride is the item size in bytes.
    			if ( byteStride && byteStride !== itemBytes ) {

    				// Each "slice" of the buffer, as defined by 'count' elements of 'byteStride' bytes, gets its own InterleavedBuffer
    				// This makes sure that IBA.count reflects accessor.count properly
    				var ibSlice = Math.floor( byteOffset / byteStride );
    				var ibCacheKey = 'InterleavedBuffer:' + accessorDef.bufferView + ':' + accessorDef.componentType + ':' + ibSlice + ':' + accessorDef.count;
    				var ib = parser.cache.get( ibCacheKey );

    				if ( ! ib ) {

    					array = new TypedArray( bufferView, ibSlice * byteStride, accessorDef.count * byteStride / elementBytes );

    					// Integer parameters to IB/IBA are in array elements, not bytes.
    					ib = new InterleavedBuffer( array, byteStride / elementBytes );

    					parser.cache.add( ibCacheKey, ib );

    				}

    				bufferAttribute = new InterleavedBufferAttribute( ib, itemSize, ( byteOffset % byteStride ) / elementBytes, normalized );

    			} else {

    				if ( bufferView === null ) {

    					array = new TypedArray( accessorDef.count * itemSize );

    				} else {

    					array = new TypedArray( bufferView, byteOffset, accessorDef.count * itemSize );

    				}

    				bufferAttribute = new BufferAttribute( array, itemSize, normalized );

    			}

    			// https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#sparse-accessors
    			if ( accessorDef.sparse !== undefined ) {

    				var itemSizeIndices = WEBGL_TYPE_SIZES.SCALAR;
    				var TypedArrayIndices = WEBGL_COMPONENT_TYPES[ accessorDef.sparse.indices.componentType ];

    				var byteOffsetIndices = accessorDef.sparse.indices.byteOffset || 0;
    				var byteOffsetValues = accessorDef.sparse.values.byteOffset || 0;

    				var sparseIndices = new TypedArrayIndices( bufferViews[ 1 ], byteOffsetIndices, accessorDef.sparse.count * itemSizeIndices );
    				var sparseValues = new TypedArray( bufferViews[ 2 ], byteOffsetValues, accessorDef.sparse.count * itemSize );

    				if ( bufferView !== null ) {

    					// Avoid modifying the original ArrayBuffer, if the bufferView wasn't initialized with zeroes.
    					bufferAttribute = new BufferAttribute( bufferAttribute.array.slice(), bufferAttribute.itemSize, bufferAttribute.normalized );

    				}

    				for ( var i = 0, il = sparseIndices.length; i < il; i ++ ) {

    					var index = sparseIndices[ i ];

    					bufferAttribute.setX( index, sparseValues[ i * itemSize ] );
    					if ( itemSize >= 2 ) bufferAttribute.setY( index, sparseValues[ i * itemSize + 1 ] );
    					if ( itemSize >= 3 ) bufferAttribute.setZ( index, sparseValues[ i * itemSize + 2 ] );
    					if ( itemSize >= 4 ) bufferAttribute.setW( index, sparseValues[ i * itemSize + 3 ] );
    					if ( itemSize >= 5 ) throw new Error( 'THREE.GLTFLoader: Unsupported itemSize in sparse BufferAttribute.' );

    				}

    			}

    			return bufferAttribute;

    		} );

    	};

    	/**
    	 * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#textures
    	 * @param {number} textureIndex
    	 * @return {Promise<THREE.Texture>}
    	 */
    	GLTFParser.prototype.loadTexture = function ( textureIndex ) {

    		var parser = this;
    		var json = this.json;
    		var options = this.options;
    		var textureLoader = this.textureLoader;

    		var URL = self.URL || self.webkitURL;

    		var textureDef = json.textures[ textureIndex ];

    		var textureExtensions = textureDef.extensions || {};

    		var source;

    		if ( textureExtensions[ EXTENSIONS.MSFT_TEXTURE_DDS ] ) {

    			source = json.images[ textureExtensions[ EXTENSIONS.MSFT_TEXTURE_DDS ].source ];

    		} else {

    			source = json.images[ textureDef.source ];

    		}

    		var sourceURI = source.uri;
    		var isObjectURL = false;

    		if ( source.bufferView !== undefined ) {

    			// Load binary image data from bufferView, if provided.

    			sourceURI = parser.getDependency( 'bufferView', source.bufferView ).then( function ( bufferView ) {

    				isObjectURL = true;
    				var blob = new Blob( [ bufferView ], { type: source.mimeType } );
    				sourceURI = URL.createObjectURL( blob );
    				return sourceURI;

    			} );

    		}

    		return Promise.resolve( sourceURI ).then( function ( sourceURI ) {

    			// Load Texture resource.

    			var loader = options.manager.getHandler( sourceURI );

    			if ( ! loader ) {

    				loader = textureExtensions[ EXTENSIONS.MSFT_TEXTURE_DDS ]
    					? parser.extensions[ EXTENSIONS.MSFT_TEXTURE_DDS ].ddsLoader
    					: textureLoader;

    			}

    			return new Promise( function ( resolve, reject ) {

    				loader.load( resolveURL( sourceURI, options.path ), resolve, undefined, reject );

    			} );

    		} ).then( function ( texture ) {

    			// Clean up resources and configure Texture.

    			if ( isObjectURL === true ) {

    				URL.revokeObjectURL( sourceURI );

    			}

    			texture.flipY = false;

    			if ( textureDef.name ) texture.name = textureDef.name;

    			// Ignore unknown mime types, like DDS files.
    			if ( source.mimeType in MIME_TYPE_FORMATS ) {

    				texture.format = MIME_TYPE_FORMATS[ source.mimeType ];

    			}

    			var samplers = json.samplers || {};
    			var sampler = samplers[ textureDef.sampler ] || {};

    			texture.magFilter = WEBGL_FILTERS[ sampler.magFilter ] || LinearFilter;
    			texture.minFilter = WEBGL_FILTERS[ sampler.minFilter ] || LinearMipmapLinearFilter;
    			texture.wrapS = WEBGL_WRAPPINGS[ sampler.wrapS ] || RepeatWrapping;
    			texture.wrapT = WEBGL_WRAPPINGS[ sampler.wrapT ] || RepeatWrapping;

    			return texture;

    		} );

    	};

    	/**
    	 * Asynchronously assigns a texture to the given material parameters.
    	 * @param {Object} materialParams
    	 * @param {string} mapName
    	 * @param {Object} mapDef
    	 * @return {Promise}
    	 */
    	GLTFParser.prototype.assignTexture = function ( materialParams, mapName, mapDef ) {

    		var parser = this;

    		return this.getDependency( 'texture', mapDef.index ).then( function ( texture ) {

    			if ( ! texture.isCompressedTexture ) {

    				switch ( mapName ) {

    					case 'aoMap':
    					case 'emissiveMap':
    					case 'metalnessMap':
    					case 'normalMap':
    					case 'roughnessMap':
    						texture.format = RGBFormat;
    						break;

    				}

    			}

    			// Materials sample aoMap from UV set 1 and other maps from UV set 0 - this can't be configured
    			// However, we will copy UV set 0 to UV set 1 on demand for aoMap
    			if ( mapDef.texCoord !== undefined && mapDef.texCoord != 0 && ! ( mapName === 'aoMap' && mapDef.texCoord == 1 ) ) {

    				console.warn( 'THREE.GLTFLoader: Custom UV set ' + mapDef.texCoord + ' for texture ' + mapName + ' not yet supported.' );

    			}

    			if ( parser.extensions[ EXTENSIONS.KHR_TEXTURE_TRANSFORM ] ) {

    				var transform = mapDef.extensions !== undefined ? mapDef.extensions[ EXTENSIONS.KHR_TEXTURE_TRANSFORM ] : undefined;

    				if ( transform ) {

    					texture = parser.extensions[ EXTENSIONS.KHR_TEXTURE_TRANSFORM ].extendTexture( texture, transform );

    				}

    			}

    			materialParams[ mapName ] = texture;

    		} );

    	};

    	/**
    	 * Assigns final material to a Mesh, Line, or Points instance. The instance
    	 * already has a material (generated from the glTF material options alone)
    	 * but reuse of the same glTF material may require multiple threejs materials
    	 * to accomodate different primitive types, defines, etc. New materials will
    	 * be created if necessary, and reused from a cache.
    	 * @param  {Object3D} mesh Mesh, Line, or Points instance.
    	 */
    	GLTFParser.prototype.assignFinalMaterial = function ( mesh ) {

    		var geometry = mesh.geometry;
    		var material = mesh.material;

    		var useVertexTangents = geometry.attributes.tangent !== undefined;
    		var useVertexColors = geometry.attributes.color !== undefined;
    		var useFlatShading = geometry.attributes.normal === undefined;
    		var useSkinning = mesh.isSkinnedMesh === true;
    		var useMorphTargets = Object.keys( geometry.morphAttributes ).length > 0;
    		var useMorphNormals = useMorphTargets && geometry.morphAttributes.normal !== undefined;

    		if ( mesh.isPoints ) {

    			var cacheKey = 'PointsMaterial:' + material.uuid;

    			var pointsMaterial = this.cache.get( cacheKey );

    			if ( ! pointsMaterial ) {

    				pointsMaterial = new PointsMaterial();
    				Material.prototype.copy.call( pointsMaterial, material );
    				pointsMaterial.color.copy( material.color );
    				pointsMaterial.map = material.map;
    				pointsMaterial.sizeAttenuation = false; // glTF spec says points should be 1px

    				this.cache.add( cacheKey, pointsMaterial );

    			}

    			material = pointsMaterial;

    		} else if ( mesh.isLine ) {

    			var cacheKey = 'LineBasicMaterial:' + material.uuid;

    			var lineMaterial = this.cache.get( cacheKey );

    			if ( ! lineMaterial ) {

    				lineMaterial = new LineBasicMaterial();
    				Material.prototype.copy.call( lineMaterial, material );
    				lineMaterial.color.copy( material.color );

    				this.cache.add( cacheKey, lineMaterial );

    			}

    			material = lineMaterial;

    		}

    		// Clone the material if it will be modified
    		if ( useVertexTangents || useVertexColors || useFlatShading || useSkinning || useMorphTargets ) {

    			var cacheKey = 'ClonedMaterial:' + material.uuid + ':';

    			if ( material.isGLTFSpecularGlossinessMaterial ) cacheKey += 'specular-glossiness:';
    			if ( useSkinning ) cacheKey += 'skinning:';
    			if ( useVertexTangents ) cacheKey += 'vertex-tangents:';
    			if ( useVertexColors ) cacheKey += 'vertex-colors:';
    			if ( useFlatShading ) cacheKey += 'flat-shading:';
    			if ( useMorphTargets ) cacheKey += 'morph-targets:';
    			if ( useMorphNormals ) cacheKey += 'morph-normals:';

    			var cachedMaterial = this.cache.get( cacheKey );

    			if ( ! cachedMaterial ) {

    				cachedMaterial = material.clone();

    				if ( useSkinning ) cachedMaterial.skinning = true;
    				if ( useVertexTangents ) cachedMaterial.vertexTangents = true;
    				if ( useVertexColors ) cachedMaterial.vertexColors = true;
    				if ( useFlatShading ) cachedMaterial.flatShading = true;
    				if ( useMorphTargets ) cachedMaterial.morphTargets = true;
    				if ( useMorphNormals ) cachedMaterial.morphNormals = true;

    				this.cache.add( cacheKey, cachedMaterial );

    			}

    			material = cachedMaterial;

    		}

    		// workarounds for mesh and geometry

    		if ( material.aoMap && geometry.attributes.uv2 === undefined && geometry.attributes.uv !== undefined ) {

    			geometry.setAttribute( 'uv2', new BufferAttribute( geometry.attributes.uv.array, 2 ) );

    		}

    		// https://github.com/mrdoob/three.js/issues/11438#issuecomment-507003995
    		if ( material.normalScale && ! useVertexTangents ) {

    			material.normalScale.y = - material.normalScale.y;

    		}

    		if ( material.clearcoatNormalScale && ! useVertexTangents ) {

    			material.clearcoatNormalScale.y = - material.clearcoatNormalScale.y;

    		}

    		mesh.material = material;

    	};

    	/**
    	 * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#materials
    	 * @param {number} materialIndex
    	 * @return {Promise<Material>}
    	 */
    	GLTFParser.prototype.loadMaterial = function ( materialIndex ) {

    		var parser = this;
    		var json = this.json;
    		var extensions = this.extensions;
    		var materialDef = json.materials[ materialIndex ];

    		var materialType;
    		var materialParams = {};
    		var materialExtensions = materialDef.extensions || {};

    		var pending = [];

    		if ( materialExtensions[ EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS ] ) {

    			var sgExtension = extensions[ EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS ];
    			materialType = sgExtension.getMaterialType();
    			pending.push( sgExtension.extendParams( materialParams, materialDef, parser ) );

    		} else if ( materialExtensions[ EXTENSIONS.KHR_MATERIALS_UNLIT ] ) {

    			var kmuExtension = extensions[ EXTENSIONS.KHR_MATERIALS_UNLIT ];
    			materialType = kmuExtension.getMaterialType();
    			pending.push( kmuExtension.extendParams( materialParams, materialDef, parser ) );

    		} else {

    			// Specification:
    			// https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#metallic-roughness-material

    			materialType = MeshStandardMaterial;

    			var metallicRoughness = materialDef.pbrMetallicRoughness || {};

    			materialParams.color = new Color( 1.0, 1.0, 1.0 );
    			materialParams.opacity = 1.0;

    			if ( Array.isArray( metallicRoughness.baseColorFactor ) ) {

    				var array = metallicRoughness.baseColorFactor;

    				materialParams.color.fromArray( array );
    				materialParams.opacity = array[ 3 ];

    			}

    			if ( metallicRoughness.baseColorTexture !== undefined ) {

    				pending.push( parser.assignTexture( materialParams, 'map', metallicRoughness.baseColorTexture ) );

    			}

    			materialParams.metalness = metallicRoughness.metallicFactor !== undefined ? metallicRoughness.metallicFactor : 1.0;
    			materialParams.roughness = metallicRoughness.roughnessFactor !== undefined ? metallicRoughness.roughnessFactor : 1.0;

    			if ( metallicRoughness.metallicRoughnessTexture !== undefined ) {

    				pending.push( parser.assignTexture( materialParams, 'metalnessMap', metallicRoughness.metallicRoughnessTexture ) );
    				pending.push( parser.assignTexture( materialParams, 'roughnessMap', metallicRoughness.metallicRoughnessTexture ) );

    			}

    		}

    		if ( materialDef.doubleSided === true ) {

    			materialParams.side = DoubleSide;

    		}

    		var alphaMode = materialDef.alphaMode || ALPHA_MODES.OPAQUE;

    		if ( alphaMode === ALPHA_MODES.BLEND ) {

    			materialParams.transparent = true;

    			// See: https://github.com/mrdoob/three.js/issues/17706
    			materialParams.depthWrite = false;

    		} else {

    			materialParams.transparent = false;

    			if ( alphaMode === ALPHA_MODES.MASK ) {

    				materialParams.alphaTest = materialDef.alphaCutoff !== undefined ? materialDef.alphaCutoff : 0.5;

    			}

    		}

    		if ( materialDef.normalTexture !== undefined && materialType !== MeshBasicMaterial ) {

    			pending.push( parser.assignTexture( materialParams, 'normalMap', materialDef.normalTexture ) );

    			materialParams.normalScale = new Vector2( 1, 1 );

    			if ( materialDef.normalTexture.scale !== undefined ) {

    				materialParams.normalScale.set( materialDef.normalTexture.scale, materialDef.normalTexture.scale );

    			}

    		}

    		if ( materialDef.occlusionTexture !== undefined && materialType !== MeshBasicMaterial ) {

    			pending.push( parser.assignTexture( materialParams, 'aoMap', materialDef.occlusionTexture ) );

    			if ( materialDef.occlusionTexture.strength !== undefined ) {

    				materialParams.aoMapIntensity = materialDef.occlusionTexture.strength;

    			}

    		}

    		if ( materialDef.emissiveFactor !== undefined && materialType !== MeshBasicMaterial ) {

    			materialParams.emissive = new Color().fromArray( materialDef.emissiveFactor );

    		}

    		if ( materialDef.emissiveTexture !== undefined && materialType !== MeshBasicMaterial ) {

    			pending.push( parser.assignTexture( materialParams, 'emissiveMap', materialDef.emissiveTexture ) );

    		}

    		if ( materialExtensions[ EXTENSIONS.KHR_MATERIALS_CLEARCOAT ] ) {

    			var clearcoatExtension = extensions[ EXTENSIONS.KHR_MATERIALS_CLEARCOAT ];
    			materialType = clearcoatExtension.getMaterialType();
    			pending.push( clearcoatExtension.extendParams( materialParams, { extensions: materialExtensions }, parser ) );

    		}

    		return Promise.all( pending ).then( function () {

    			var material;

    			if ( materialType === GLTFMeshStandardSGMaterial ) {

    				material = extensions[ EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS ].createMaterial( materialParams );

    			} else {

    				material = new materialType( materialParams );

    			}

    			if ( materialDef.name ) material.name = materialDef.name;

    			// baseColorTexture, emissiveTexture, and specularGlossinessTexture use sRGB encoding.
    			if ( material.map ) material.map.encoding = sRGBEncoding;
    			if ( material.emissiveMap ) material.emissiveMap.encoding = sRGBEncoding;

    			assignExtrasToUserData( material, materialDef );

    			if ( materialDef.extensions ) addUnknownExtensionsToUserData( extensions, material, materialDef );

    			return material;

    		} );

    	};

    	/**
    	 * @param {BufferGeometry} geometry
    	 * @param {GLTF.Primitive} primitiveDef
    	 * @param {GLTFParser} parser
    	 */
    	function computeBounds( geometry, primitiveDef, parser ) {

    		var attributes = primitiveDef.attributes;

    		var box = new Box3();

    		if ( attributes.POSITION !== undefined ) {

    			var accessor = parser.json.accessors[ attributes.POSITION ];

    			var min = accessor.min;
    			var max = accessor.max;

    			// glTF requires 'min' and 'max', but VRM (which extends glTF) currently ignores that requirement.

    			if ( min !== undefined && max !== undefined ) {

    				box.set(
    					new Vector3( min[ 0 ], min[ 1 ], min[ 2 ] ),
    					new Vector3( max[ 0 ], max[ 1 ], max[ 2 ] ) );

    			} else {

    				console.warn( 'THREE.GLTFLoader: Missing min/max properties for accessor POSITION.' );

    				return;

    			}

    		} else {

    			return;

    		}

    		var targets = primitiveDef.targets;

    		if ( targets !== undefined ) {

    			var maxDisplacement = new Vector3();
    			var vector = new Vector3();

    			for ( var i = 0, il = targets.length; i < il; i ++ ) {

    				var target = targets[ i ];

    				if ( target.POSITION !== undefined ) {

    					var accessor = parser.json.accessors[ target.POSITION ];
    					var min = accessor.min;
    					var max = accessor.max;

    					// glTF requires 'min' and 'max', but VRM (which extends glTF) currently ignores that requirement.

    					if ( min !== undefined && max !== undefined ) {

    						// we need to get max of absolute components because target weight is [-1,1]
    						vector.setX( Math.max( Math.abs( min[ 0 ] ), Math.abs( max[ 0 ] ) ) );
    						vector.setY( Math.max( Math.abs( min[ 1 ] ), Math.abs( max[ 1 ] ) ) );
    						vector.setZ( Math.max( Math.abs( min[ 2 ] ), Math.abs( max[ 2 ] ) ) );

    						// Note: this assumes that the sum of all weights is at most 1. This isn't quite correct - it's more conservative
    						// to assume that each target can have a max weight of 1. However, for some use cases - notably, when morph targets
    						// are used to implement key-frame animations and as such only two are active at a time - this results in very large
    						// boxes. So for now we make a box that's sometimes a touch too small but is hopefully mostly of reasonable size.
    						maxDisplacement.max( vector );

    					} else {

    						console.warn( 'THREE.GLTFLoader: Missing min/max properties for accessor POSITION.' );

    					}

    				}

    			}

    			// As per comment above this box isn't conservative, but has a reasonable size for a very large number of morph targets.
    			box.expandByVector( maxDisplacement );

    		}

    		geometry.boundingBox = box;

    		var sphere = new Sphere();

    		box.getCenter( sphere.center );
    		sphere.radius = box.min.distanceTo( box.max ) / 2;

    		geometry.boundingSphere = sphere;

    	}

    	/**
    	 * @param {BufferGeometry} geometry
    	 * @param {GLTF.Primitive} primitiveDef
    	 * @param {GLTFParser} parser
    	 * @return {Promise<BufferGeometry>}
    	 */
    	function addPrimitiveAttributes( geometry, primitiveDef, parser ) {

    		var attributes = primitiveDef.attributes;

    		var pending = [];

    		function assignAttributeAccessor( accessorIndex, attributeName ) {

    			return parser.getDependency( 'accessor', accessorIndex )
    				.then( function ( accessor ) {

    					geometry.setAttribute( attributeName, accessor );

    				} );

    		}

    		for ( var gltfAttributeName in attributes ) {

    			var threeAttributeName = ATTRIBUTES[ gltfAttributeName ] || gltfAttributeName.toLowerCase();

    			// Skip attributes already provided by e.g. Draco extension.
    			if ( threeAttributeName in geometry.attributes ) continue;

    			pending.push( assignAttributeAccessor( attributes[ gltfAttributeName ], threeAttributeName ) );

    		}

    		if ( primitiveDef.indices !== undefined && ! geometry.index ) {

    			var accessor = parser.getDependency( 'accessor', primitiveDef.indices ).then( function ( accessor ) {

    				geometry.setIndex( accessor );

    			} );

    			pending.push( accessor );

    		}

    		assignExtrasToUserData( geometry, primitiveDef );

    		computeBounds( geometry, primitiveDef, parser );

    		return Promise.all( pending ).then( function () {

    			return primitiveDef.targets !== undefined
    				? addMorphTargets( geometry, primitiveDef.targets, parser )
    				: geometry;

    		} );

    	}

    	/**
    	 * @param {BufferGeometry} geometry
    	 * @param {Number} drawMode
    	 * @return {BufferGeometry}
    	 */
    	function toTrianglesDrawMode( geometry, drawMode ) {

    		var index = geometry.getIndex();

    		// generate index if not present

    		if ( index === null ) {

    			var indices = [];

    			var position = geometry.getAttribute( 'position' );

    			if ( position !== undefined ) {

    				for ( var i = 0; i < position.count; i ++ ) {

    					indices.push( i );

    				}

    				geometry.setIndex( indices );
    				index = geometry.getIndex();

    			} else {

    				console.error( 'THREE.GLTFLoader.toTrianglesDrawMode(): Undefined position attribute. Processing not possible.' );
    				return geometry;

    			}

    		}

    		//

    		var numberOfTriangles = index.count - 2;
    		var newIndices = [];

    		if ( drawMode === TriangleFanDrawMode ) {

    			// gl.TRIANGLE_FAN

    			for ( var i = 1; i <= numberOfTriangles; i ++ ) {

    				newIndices.push( index.getX( 0 ) );
    				newIndices.push( index.getX( i ) );
    				newIndices.push( index.getX( i + 1 ) );

    			}

    		} else {

    			// gl.TRIANGLE_STRIP

    			for ( var i = 0; i < numberOfTriangles; i ++ ) {

    				if ( i % 2 === 0 ) {

    					newIndices.push( index.getX( i ) );
    					newIndices.push( index.getX( i + 1 ) );
    					newIndices.push( index.getX( i + 2 ) );


    				} else {

    					newIndices.push( index.getX( i + 2 ) );
    					newIndices.push( index.getX( i + 1 ) );
    					newIndices.push( index.getX( i ) );

    				}

    			}

    		}

    		if ( ( newIndices.length / 3 ) !== numberOfTriangles ) {

    			console.error( 'THREE.GLTFLoader.toTrianglesDrawMode(): Unable to generate correct amount of triangles.' );

    		}

    		// build final geometry

    		var newGeometry = geometry.clone();
    		newGeometry.setIndex( newIndices );

    		return newGeometry;

    	}

    	/**
    	 * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#geometry
    	 *
    	 * Creates BufferGeometries from primitives.
    	 *
    	 * @param {Array<GLTF.Primitive>} primitives
    	 * @return {Promise<Array<BufferGeometry>>}
    	 */
    	GLTFParser.prototype.loadGeometries = function ( primitives ) {

    		var parser = this;
    		var extensions = this.extensions;
    		var cache = this.primitiveCache;

    		function createDracoPrimitive( primitive ) {

    			return extensions[ EXTENSIONS.KHR_DRACO_MESH_COMPRESSION ]
    				.decodePrimitive( primitive, parser )
    				.then( function ( geometry ) {

    					return addPrimitiveAttributes( geometry, primitive, parser );

    				} );

    		}

    		var pending = [];

    		for ( var i = 0, il = primitives.length; i < il; i ++ ) {

    			var primitive = primitives[ i ];
    			var cacheKey = createPrimitiveKey( primitive );

    			// See if we've already created this geometry
    			var cached = cache[ cacheKey ];

    			if ( cached ) {

    				// Use the cached geometry if it exists
    				pending.push( cached.promise );

    			} else {

    				var geometryPromise;

    				if ( primitive.extensions && primitive.extensions[ EXTENSIONS.KHR_DRACO_MESH_COMPRESSION ] ) {

    					// Use DRACO geometry if available
    					geometryPromise = createDracoPrimitive( primitive );

    				} else {

    					// Otherwise create a new geometry
    					geometryPromise = addPrimitiveAttributes( new BufferGeometry(), primitive, parser );

    				}

    				// Cache this geometry
    				cache[ cacheKey ] = { primitive: primitive, promise: geometryPromise };

    				pending.push( geometryPromise );

    			}

    		}

    		return Promise.all( pending );

    	};

    	/**
    	 * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#meshes
    	 * @param {number} meshIndex
    	 * @return {Promise<Group|Mesh|SkinnedMesh>}
    	 */
    	GLTFParser.prototype.loadMesh = function ( meshIndex ) {

    		var parser = this;
    		var json = this.json;

    		var meshDef = json.meshes[ meshIndex ];
    		var primitives = meshDef.primitives;

    		var pending = [];

    		for ( var i = 0, il = primitives.length; i < il; i ++ ) {

    			var material = primitives[ i ].material === undefined
    				? createDefaultMaterial( this.cache )
    				: this.getDependency( 'material', primitives[ i ].material );

    			pending.push( material );

    		}

    		pending.push( parser.loadGeometries( primitives ) );

    		return Promise.all( pending ).then( function ( results ) {

    			var materials = results.slice( 0, results.length - 1 );
    			var geometries = results[ results.length - 1 ];

    			var meshes = [];

    			for ( var i = 0, il = geometries.length; i < il; i ++ ) {

    				var geometry = geometries[ i ];
    				var primitive = primitives[ i ];

    				// 1. create Mesh

    				var mesh;

    				var material = materials[ i ];

    				if ( primitive.mode === WEBGL_CONSTANTS.TRIANGLES ||
    					primitive.mode === WEBGL_CONSTANTS.TRIANGLE_STRIP ||
    					primitive.mode === WEBGL_CONSTANTS.TRIANGLE_FAN ||
    					primitive.mode === undefined ) {

    					// .isSkinnedMesh isn't in glTF spec. See .markDefs()
    					mesh = meshDef.isSkinnedMesh === true
    						? new SkinnedMesh( geometry, material )
    						: new Mesh( geometry, material );

    					if ( mesh.isSkinnedMesh === true && ! mesh.geometry.attributes.skinWeight.normalized ) {

    						// we normalize floating point skin weight array to fix malformed assets (see #15319)
    						// it's important to skip this for non-float32 data since normalizeSkinWeights assumes non-normalized inputs
    						mesh.normalizeSkinWeights();

    					}

    					if ( primitive.mode === WEBGL_CONSTANTS.TRIANGLE_STRIP ) {

    						mesh.geometry = toTrianglesDrawMode( mesh.geometry, TriangleStripDrawMode );

    					} else if ( primitive.mode === WEBGL_CONSTANTS.TRIANGLE_FAN ) {

    						mesh.geometry = toTrianglesDrawMode( mesh.geometry, TriangleFanDrawMode );

    					}

    				} else if ( primitive.mode === WEBGL_CONSTANTS.LINES ) {

    					mesh = new LineSegments( geometry, material );

    				} else if ( primitive.mode === WEBGL_CONSTANTS.LINE_STRIP ) {

    					mesh = new Line( geometry, material );

    				} else if ( primitive.mode === WEBGL_CONSTANTS.LINE_LOOP ) {

    					mesh = new LineLoop( geometry, material );

    				} else if ( primitive.mode === WEBGL_CONSTANTS.POINTS ) {

    					mesh = new Points( geometry, material );

    				} else {

    					throw new Error( 'THREE.GLTFLoader: Primitive mode unsupported: ' + primitive.mode );

    				}

    				if ( Object.keys( mesh.geometry.morphAttributes ).length > 0 ) {

    					updateMorphTargets( mesh, meshDef );

    				}

    				mesh.name = meshDef.name || ( 'mesh_' + meshIndex );

    				if ( geometries.length > 1 ) mesh.name += '_' + i;

    				assignExtrasToUserData( mesh, meshDef );

    				parser.assignFinalMaterial( mesh );

    				meshes.push( mesh );

    			}

    			if ( meshes.length === 1 ) {

    				return meshes[ 0 ];

    			}

    			var group = new Group();

    			for ( var i = 0, il = meshes.length; i < il; i ++ ) {

    				group.add( meshes[ i ] );

    			}

    			return group;

    		} );

    	};

    	/**
    	 * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#cameras
    	 * @param {number} cameraIndex
    	 * @return {Promise<THREE.Camera>}
    	 */
    	GLTFParser.prototype.loadCamera = function ( cameraIndex ) {

    		var camera;
    		var cameraDef = this.json.cameras[ cameraIndex ];
    		var params = cameraDef[ cameraDef.type ];

    		if ( ! params ) {

    			console.warn( 'THREE.GLTFLoader: Missing camera parameters.' );
    			return;

    		}

    		if ( cameraDef.type === 'perspective' ) {

    			camera = new PerspectiveCamera( MathUtils.radToDeg( params.yfov ), params.aspectRatio || 1, params.znear || 1, params.zfar || 2e6 );

    		} else if ( cameraDef.type === 'orthographic' ) {

    			camera = new OrthographicCamera( params.xmag / - 2, params.xmag / 2, params.ymag / 2, params.ymag / - 2, params.znear, params.zfar );

    		}

    		if ( cameraDef.name ) camera.name = cameraDef.name;

    		assignExtrasToUserData( camera, cameraDef );

    		return Promise.resolve( camera );

    	};

    	/**
    	 * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#skins
    	 * @param {number} skinIndex
    	 * @return {Promise<Object>}
    	 */
    	GLTFParser.prototype.loadSkin = function ( skinIndex ) {

    		var skinDef = this.json.skins[ skinIndex ];

    		var skinEntry = { joints: skinDef.joints };

    		if ( skinDef.inverseBindMatrices === undefined ) {

    			return Promise.resolve( skinEntry );

    		}

    		return this.getDependency( 'accessor', skinDef.inverseBindMatrices ).then( function ( accessor ) {

    			skinEntry.inverseBindMatrices = accessor;

    			return skinEntry;

    		} );

    	};

    	/**
    	 * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#animations
    	 * @param {number} animationIndex
    	 * @return {Promise<AnimationClip>}
    	 */
    	GLTFParser.prototype.loadAnimation = function ( animationIndex ) {

    		var json = this.json;

    		var animationDef = json.animations[ animationIndex ];

    		var pendingNodes = [];
    		var pendingInputAccessors = [];
    		var pendingOutputAccessors = [];
    		var pendingSamplers = [];
    		var pendingTargets = [];

    		for ( var i = 0, il = animationDef.channels.length; i < il; i ++ ) {

    			var channel = animationDef.channels[ i ];
    			var sampler = animationDef.samplers[ channel.sampler ];
    			var target = channel.target;
    			var name = target.node !== undefined ? target.node : target.id; // NOTE: target.id is deprecated.
    			var input = animationDef.parameters !== undefined ? animationDef.parameters[ sampler.input ] : sampler.input;
    			var output = animationDef.parameters !== undefined ? animationDef.parameters[ sampler.output ] : sampler.output;

    			pendingNodes.push( this.getDependency( 'node', name ) );
    			pendingInputAccessors.push( this.getDependency( 'accessor', input ) );
    			pendingOutputAccessors.push( this.getDependency( 'accessor', output ) );
    			pendingSamplers.push( sampler );
    			pendingTargets.push( target );

    		}

    		return Promise.all( [

    			Promise.all( pendingNodes ),
    			Promise.all( pendingInputAccessors ),
    			Promise.all( pendingOutputAccessors ),
    			Promise.all( pendingSamplers ),
    			Promise.all( pendingTargets )

    		] ).then( function ( dependencies ) {

    			var nodes = dependencies[ 0 ];
    			var inputAccessors = dependencies[ 1 ];
    			var outputAccessors = dependencies[ 2 ];
    			var samplers = dependencies[ 3 ];
    			var targets = dependencies[ 4 ];

    			var tracks = [];

    			for ( var i = 0, il = nodes.length; i < il; i ++ ) {

    				var node = nodes[ i ];
    				var inputAccessor = inputAccessors[ i ];
    				var outputAccessor = outputAccessors[ i ];
    				var sampler = samplers[ i ];
    				var target = targets[ i ];

    				if ( node === undefined ) continue;

    				node.updateMatrix();
    				node.matrixAutoUpdate = true;

    				var TypedKeyframeTrack;

    				switch ( PATH_PROPERTIES[ target.path ] ) {

    					case PATH_PROPERTIES.weights:

    						TypedKeyframeTrack = NumberKeyframeTrack;
    						break;

    					case PATH_PROPERTIES.rotation:

    						TypedKeyframeTrack = QuaternionKeyframeTrack;
    						break;

    					case PATH_PROPERTIES.position:
    					case PATH_PROPERTIES.scale:
    					default:

    						TypedKeyframeTrack = VectorKeyframeTrack;
    						break;

    				}

    				var targetName = node.name ? node.name : node.uuid;

    				var interpolation = sampler.interpolation !== undefined ? INTERPOLATION[ sampler.interpolation ] : InterpolateLinear;

    				var targetNames = [];

    				if ( PATH_PROPERTIES[ target.path ] === PATH_PROPERTIES.weights ) {

    					// Node may be a Group (glTF mesh with several primitives) or a Mesh.
    					node.traverse( function ( object ) {

    						if ( object.isMesh === true && object.morphTargetInfluences ) {

    							targetNames.push( object.name ? object.name : object.uuid );

    						}

    					} );

    				} else {

    					targetNames.push( targetName );

    				}

    				var outputArray = outputAccessor.array;

    				if ( outputAccessor.normalized ) {

    					var scale;

    					if ( outputArray.constructor === Int8Array ) {

    						scale = 1 / 127;

    					} else if ( outputArray.constructor === Uint8Array ) {

    						scale = 1 / 255;

    					} else if ( outputArray.constructor == Int16Array ) {

    						scale = 1 / 32767;

    					} else if ( outputArray.constructor === Uint16Array ) {

    						scale = 1 / 65535;

    					} else {

    						throw new Error( 'THREE.GLTFLoader: Unsupported output accessor component type.' );

    					}

    					var scaled = new Float32Array( outputArray.length );

    					for ( var j = 0, jl = outputArray.length; j < jl; j ++ ) {

    						scaled[ j ] = outputArray[ j ] * scale;

    					}

    					outputArray = scaled;

    				}

    				for ( var j = 0, jl = targetNames.length; j < jl; j ++ ) {

    					var track = new TypedKeyframeTrack(
    						targetNames[ j ] + '.' + PATH_PROPERTIES[ target.path ],
    						inputAccessor.array,
    						outputArray,
    						interpolation
    					);

    					// Override interpolation with custom factory method.
    					if ( sampler.interpolation === 'CUBICSPLINE' ) {

    						track.createInterpolant = function InterpolantFactoryMethodGLTFCubicSpline( result ) {

    							// A CUBICSPLINE keyframe in glTF has three output values for each input value,
    							// representing inTangent, splineVertex, and outTangent. As a result, track.getValueSize()
    							// must be divided by three to get the interpolant's sampleSize argument.

    							return new GLTFCubicSplineInterpolant( this.times, this.values, this.getValueSize() / 3, result );

    						};

    						// Mark as CUBICSPLINE. `track.getInterpolation()` doesn't support custom interpolants.
    						track.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline = true;

    					}

    					tracks.push( track );

    				}

    			}

    			var name = animationDef.name ? animationDef.name : 'animation_' + animationIndex;

    			return new AnimationClip( name, undefined, tracks );

    		} );

    	};

    	/**
    	 * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#nodes-and-hierarchy
    	 * @param {number} nodeIndex
    	 * @return {Promise<Object3D>}
    	 */
    	GLTFParser.prototype.loadNode = function ( nodeIndex ) {

    		var json = this.json;
    		var extensions = this.extensions;
    		var parser = this;

    		var meshReferences = json.meshReferences;
    		var meshUses = json.meshUses;

    		var nodeDef = json.nodes[ nodeIndex ];

    		return ( function () {

    			var pending = [];

    			if ( nodeDef.mesh !== undefined ) {

    				pending.push( parser.getDependency( 'mesh', nodeDef.mesh ).then( function ( mesh ) {

    					var node;

    					if ( meshReferences[ nodeDef.mesh ] > 1 ) {

    						var instanceNum = meshUses[ nodeDef.mesh ] ++;

    						node = mesh.clone();
    						node.name += '_instance_' + instanceNum;

    					} else {

    						node = mesh;

    					}

    					// if weights are provided on the node, override weights on the mesh.
    					if ( nodeDef.weights !== undefined ) {

    						node.traverse( function ( o ) {

    							if ( ! o.isMesh ) return;

    							for ( var i = 0, il = nodeDef.weights.length; i < il; i ++ ) {

    								o.morphTargetInfluences[ i ] = nodeDef.weights[ i ];

    							}

    						} );

    					}

    					return node;

    				} ) );

    			}

    			if ( nodeDef.camera !== undefined ) {

    				pending.push( parser.getDependency( 'camera', nodeDef.camera ) );

    			}

    			if ( nodeDef.extensions
    				&& nodeDef.extensions[ EXTENSIONS.KHR_LIGHTS_PUNCTUAL ]
    				&& nodeDef.extensions[ EXTENSIONS.KHR_LIGHTS_PUNCTUAL ].light !== undefined ) {

    				pending.push( parser.getDependency( 'light', nodeDef.extensions[ EXTENSIONS.KHR_LIGHTS_PUNCTUAL ].light ) );

    			}

    			return Promise.all( pending );

    		}() ).then( function ( objects ) {

    			var node;

    			// .isBone isn't in glTF spec. See .markDefs
    			if ( nodeDef.isBone === true ) {

    				node = new Bone();

    			} else if ( objects.length > 1 ) {

    				node = new Group();

    			} else if ( objects.length === 1 ) {

    				node = objects[ 0 ];

    			} else {

    				node = new Object3D();

    			}

    			if ( node !== objects[ 0 ] ) {

    				for ( var i = 0, il = objects.length; i < il; i ++ ) {

    					node.add( objects[ i ] );

    				}

    			}

    			if ( nodeDef.name ) {

    				node.userData.name = nodeDef.name;
    				node.name = PropertyBinding.sanitizeNodeName( nodeDef.name );

    			}

    			assignExtrasToUserData( node, nodeDef );

    			if ( nodeDef.extensions ) addUnknownExtensionsToUserData( extensions, node, nodeDef );

    			if ( nodeDef.matrix !== undefined ) {

    				var matrix = new Matrix4();
    				matrix.fromArray( nodeDef.matrix );
    				node.applyMatrix4( matrix );

    			} else {

    				if ( nodeDef.translation !== undefined ) {

    					node.position.fromArray( nodeDef.translation );

    				}

    				if ( nodeDef.rotation !== undefined ) {

    					node.quaternion.fromArray( nodeDef.rotation );

    				}

    				if ( nodeDef.scale !== undefined ) {

    					node.scale.fromArray( nodeDef.scale );

    				}

    			}

    			return node;

    		} );

    	};

    	/**
    	 * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#scenes
    	 * @param {number} sceneIndex
    	 * @return {Promise<Group>}
    	 */
    	GLTFParser.prototype.loadScene = function () {

    		// scene node hierachy builder

    		function buildNodeHierachy( nodeId, parentObject, json, parser ) {

    			var nodeDef = json.nodes[ nodeId ];

    			return parser.getDependency( 'node', nodeId ).then( function ( node ) {

    				if ( nodeDef.skin === undefined ) return node;

    				// build skeleton here as well

    				var skinEntry;

    				return parser.getDependency( 'skin', nodeDef.skin ).then( function ( skin ) {

    					skinEntry = skin;

    					var pendingJoints = [];

    					for ( var i = 0, il = skinEntry.joints.length; i < il; i ++ ) {

    						pendingJoints.push( parser.getDependency( 'node', skinEntry.joints[ i ] ) );

    					}

    					return Promise.all( pendingJoints );

    				} ).then( function ( jointNodes ) {

    					node.traverse( function ( mesh ) {

    						if ( ! mesh.isMesh ) return;

    						var bones = [];
    						var boneInverses = [];

    						for ( var j = 0, jl = jointNodes.length; j < jl; j ++ ) {

    							var jointNode = jointNodes[ j ];

    							if ( jointNode ) {

    								bones.push( jointNode );

    								var mat = new Matrix4();

    								if ( skinEntry.inverseBindMatrices !== undefined ) {

    									mat.fromArray( skinEntry.inverseBindMatrices.array, j * 16 );

    								}

    								boneInverses.push( mat );

    							} else {

    								console.warn( 'THREE.GLTFLoader: Joint "%s" could not be found.', skinEntry.joints[ j ] );

    							}

    						}

    						mesh.bind( new Skeleton( bones, boneInverses ), mesh.matrixWorld );

    					} );

    					return node;

    				} );

    			} ).then( function ( node ) {

    				// build node hierachy

    				parentObject.add( node );

    				var pending = [];

    				if ( nodeDef.children ) {

    					var children = nodeDef.children;

    					for ( var i = 0, il = children.length; i < il; i ++ ) {

    						var child = children[ i ];
    						pending.push( buildNodeHierachy( child, node, json, parser ) );

    					}

    				}

    				return Promise.all( pending );

    			} );

    		}

    		return function loadScene( sceneIndex ) {

    			var json = this.json;
    			var extensions = this.extensions;
    			var sceneDef = this.json.scenes[ sceneIndex ];
    			var parser = this;

    			// Loader returns Group, not Scene.
    			// See: https://github.com/mrdoob/three.js/issues/18342#issuecomment-578981172
    			var scene = new Group();
    			if ( sceneDef.name ) scene.name = sceneDef.name;

    			assignExtrasToUserData( scene, sceneDef );

    			if ( sceneDef.extensions ) addUnknownExtensionsToUserData( extensions, scene, sceneDef );

    			var nodeIds = sceneDef.nodes || [];

    			var pending = [];

    			for ( var i = 0, il = nodeIds.length; i < il; i ++ ) {

    				pending.push( buildNodeHierachy( nodeIds[ i ], scene, json, parser ) );

    			}

    			return Promise.all( pending ).then( function () {

    				return scene;

    			} );

    		};

    	}();

    	return GLTFLoader;

    } )();

    var img = "data:image/jpeg;base64, ";

    class GB3DViewer extends LitElement {
      static get properties () {
        return {
          src: String,
          'show-filelink': Boolean
        }
      }

      render () {
        return html`<style>
        :host {
          display: block;
          position: relative;
          width: 600px;
          height: 400px;
          line-height: 0;
        }
        #info-box,
        #viewport {
          width: 100%;
          height: 100%;
          position: absolute;
          top: 0;
          left: 0;
        }
        #info-box {
          padding-top: 9px;
          line-height: 18px;
          text-align: center;
          font-size: 12pt;
        }
        #filelink {
            position: relative;
            z-index: 10;
            text-decoration: underline;
            color: black;
            background-color: #fff9
        }
        #explodeslider {
            -webkit-appearance: none;
            width: 80%;
            height: 25px;
            background: #d3d3d3;
            outline: none;
            opacity: 0.7;
            z-index: 10;
            position: absolute;
            bottom: 5%;
            left: 10%;
            -webkit-transition: .2s;
            transition: opacity .2s;
            visibility: hidden;
        }
        #explodeslider:hover {
            opacity: 1;
        }
        #explodeslider::-webkit-slider-thumb {
            -webkit-appearance: none;
            appearance: none;
            width: 25px;
            height: 25px;
            background: #f1502f;
            cursor: pointer;
        }
        #explodeslider::-moz-range-thumb {
            width: 25px;
            height: 25px;
            background: #f1502f;
            cursor: pointer;
        }
      </style>
      <div id="info-box">
      <a id="filelink" href="#">File loading...</a></br>
      <input type="range" min="0" max="100" value="0" id="explodeslider" id="myRange">
      <\div>
      <div id="viewport">
      </div>`
      }

      constructor () {
        super();
        this.container = null;
        this.animations = null;
        this.explodeSlider = false;
        this.camera = null;
        this.scene = null;
        this.renderer = null;
        this.controls = null;
      }

      firstUpdated () {
        this.init();
        this.renderScene();
      }

      addInCenter (object, up = false) {
        const box = new Box3().setFromObject(object);
        const size = box.getSize(new Vector3()).length();
        const center = box.getCenter(new Vector3());

        object.position.x += (object.position.x - center.x);
        object.position.y += (object.position.y - center.y);
        object.position.z += (object.position.z - center.z);
        this.camera.near = size / 100;
        this.camera.far = size * 100;
        this.camera.updateProjectionMatrix();
        this.camera.position.copy(center);
        this.camera.position.x += size / 2.0;
        this.camera.position.y += size / 5.0;
        this.camera.position.z += size / 2.0;
        if (up) {
          this.camera.up = new Vector3(0, 0, 1);
        }
        this.camera.lookAt(center);
        this.scene.add(object);
        this.controls.update();
      }

      addLights (dirIntensity) {
        var amlight = new AmbientLight(0xFFFFFF, 0.3);
        this.camera.add(amlight);

        var dirlight1 = new DirectionalLight(0xFFFFFF, dirIntensity);
        dirlight1.position.set(0.5, 0, 0.866);
        this.camera.add(dirlight1);

        var dirlight2 = new DirectionalLight(0xFFFFFF, dirIntensity);
        dirlight2.position.set(0, 0.866, 0.5);
        this.camera.add(dirlight2);

        var dirlight3 = new DirectionalLight(0xFFFFFF, dirIntensity);
        dirlight3.position.set(0.866, 0.5, 0);
        this.camera.add(dirlight3);
      }

      init () {
        this.container = this.shadowRoot.querySelector('#viewport');
        this.camera = new PerspectiveCamera(60, this.offsetWidth / this.offsetHeight, 0.1, 1e10);

        this.scene = new Scene();
        this.scene.background = new Color(0xeeeeee);

        this.explodeSlider = this.shadowRoot.querySelector('#explodeslider');
        this.explodeSlider.addEventListener('input', this.explode.bind(this));

        // renderer

        this.renderer = new WebGLRenderer({ antialias: true });
        this.renderer.toneMapping = ACESFilmicToneMapping;
        this.renderer.toneMappingExposure = 0.8;
        this.renderer.outputEncoding = sRGBEncoding;
        this.renderer.setPixelRatio(window.devicePixelRatio);
        this.renderer.setSize(this.offsetWidth, this.offsetHeight);
        this.container.append(this.renderer.domElement);

        var pmremGenerator = new PMREMGenerator(this.renderer);
        pmremGenerator.compileEquirectangularShader();

        new TextureLoader().load(img, function (texture) {
          var envMap = pmremGenerator.fromEquirectangular(texture).texture;

          this.scene.environment = envMap;

          texture.dispose();
          pmremGenerator.dispose();

          var filetype = this.src.split('.').pop();
          var filelink = this.shadowRoot.querySelector('#filelink');
          filelink.href = this.src;
          if (this['show-filelink'] !== 'false') {
            filelink.innerHTML = `Download ${this.src}`;
          } else {
            filelink.innerHTML = '';
          }
          var loader;
          if (['wrl', 'vrml', 'wrz'].includes(filetype.toLowerCase())) {
            loader = new VRMLLoader();
            loader.load(this.src, function (object) {
              this.addLights(0.1);
              this.addInCenter(object);
              this.renderScene();
            }.bind(this));
          } else if (filetype.toLowerCase() === 'stl') {
            loader = new STLLoader();
            loader.load(this.src, function (geometry) {
              var material = new MeshPhongMaterial({
                color: 0x0069f2,
                specular: 0xc6c6c6
              });
              var mesh = new Mesh(geometry, material);

              this.addLights(0.1);
              this.addInCenter(mesh, true);
              this.renderScene();
            }.bind(this));
          } else if (['gltf', 'glb'].includes(filetype.toLowerCase())) {
            this.renderScene();
            loader = new GLTFLoader();
            loader.load(this.src, function (gltf) {
              this.saveAnimations(gltf);
              this.addLights(0.1);
              this.addInCenter(gltf.scene);
              this.renderScene();
            }.bind(this));
          } else {
            filelink.innerHTML = `Download ${this.src} (Cannot view .${filetype} file)`;
          }
        }.bind(this));
        this.scene.add(this.camera);

        // controls

        this.controls = new TrackballControls(this.camera, this.renderer.domElement);
        this.controls.addEventListener('change', this.renderScene.bind(this));

        this.controls.rotateSpeed = 4.0;
        this.controls.zoomSpeed = 1.2;
        this.controls.panSpeed = 0.8;
        this.controls.keys = [65, 83, 68];
        this.controls.update();

        window.addEventListener('resize', this.onResize.bind(this), false);
      }

      saveAnimations (gltf) {
        this.animations = [];
        gltf.animations.forEach(animation => {
          animation.tracks.forEach(track => {
            var animType = track.name.split('.').pop();
            if ((animType === 'position') && (track.values.length >= 6)) {
              var name = track.name.slice(0, -9);
              var start = track.values.slice(0, 3);
              var end = track.values.slice(-3);
              this.animations.push({ name: name, start: start, end: end });
            }
          });
        });
        if (this.animations.length > 0) {
          this.explodeSlider.style.visibility = 'visible';
        }
      }

      explode () {
        if ((this.animations != null) && (this.animations.length > 0)) {
          this.scene.children.forEach(child => {
            if (child.type === 'Group') {
              child.children.forEach(subchild => {
                if (subchild.type === 'Mesh') {
                  this.animations.forEach(animation => {
                    if (subchild.name === animation.name) {
                      subchild.position.x = animation.start[0] + this.explodeSlider.value / 100 * (animation.end[0] - animation.start[0]);
                      subchild.position.y = animation.start[1] + this.explodeSlider.value / 100 * (animation.end[1] - animation.start[1]);
                      subchild.position.z = animation.start[2] + this.explodeSlider.value / 100 * (animation.end[2] - animation.start[2]);
                    }
                  });
                }
              });
            }
          });
          this.exploded = !this.exploded;
          this.renderScene();
        }
      }

      onResize () {
        this.camera.aspect = this.offsetWidth / this.offsetHeight;
        this.camera.updateProjectionMatrix();

        this.renderer.setSize(this.offsetWidth, this.offsetHeight);
        this.renderScene();
      }

      renderScene () {
        this.renderer.render(this.scene, this.camera);
      }
    }

    window.customElements.define('gb3d-viewer', GB3DViewer);

}));
