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c / (2 - i - r) : c / (i + r), i) {\n case n:\n s = (e - t) / c + (e < t ? 6 : 0);\n break;\n case e:\n s = (t - n) / c + 2;\n break;\n case t:\n s = (n - e) / c + 4;\n break;\n }\n s /= 6;\n }\n return { h: s, s: o, l: a };\n}\nfunction Qu(n, e, t) {\n return t < 0 && (t += 1), t > 1 && (t -= 1), t < 1 / 6 ? n + (e - n) * (6 * t) : t < 1 / 2 ? e : t < 2 / 3 ? n + (e - n) * (2 / 3 - t) * 6 : n;\n}\nfunction k2(n, e, t) {\n var i, r, s;\n if (n = Mn(n, 360), e = Mn(e, 100), t = Mn(t, 100), e === 0)\n r = t, s = t, i = t;\n else {\n var o = t < 0.5 ? t * (1 + e) : t + e - t * e, a = 2 * t - o;\n i = Qu(a, o, n + 1 / 3), r = Qu(a, o, n), s = Qu(a, o, n - 1 / 3);\n }\n return { r: i * 255, g: r * 255, b: s * 255 };\n}\nfunction eg(n, e, t) {\n n = Mn(n, 255), e = Mn(e, 255), t = Mn(t, 255);\n var i = Math.max(n, e, t), r = Math.min(n, e, t), s = 0, o = i, a = i - r, c = i === 0 ? 0 : a / i;\n if (i === r)\n s = 0;\n else {\n switch (i) {\n case n:\n s = (e - t) / a + (e < t ? 6 : 0);\n break;\n case e:\n s = (t - n) / a + 2;\n break;\n case t:\n s = (n - e) / a + 4;\n break;\n }\n s /= 6;\n }\n return { h: s, s: c, v: o };\n}\nfunction G2(n, e, t) {\n n = Mn(n, 360) * 6, e = Mn(e, 100), t = Mn(t, 100);\n var i = Math.floor(n), r = n - i, s = t * (1 - e), o = t * (1 - r * e), a = t * (1 - (1 - r) * e), c = i % 6, l = [t, o, s, s, a, t][c], d = [a, t, t, o, s, s][c], h = [s, s, a, t, t, o][c];\n return { r: l * 255, g: d * 255, b: h * 255 };\n}\nfunction tg(n, e, t, i) {\n var r = [\n bs(Math.round(n).toString(16)),\n bs(Math.round(e).toString(16)),\n bs(Math.round(t).toString(16))\n ];\n return i && r[0].startsWith(r[0].charAt(1)) && r[1].startsWith(r[1].charAt(1)) && r[2].startsWith(r[2].charAt(1)) ? r[0].charAt(0) + r[1].charAt(0) + r[2].charAt(0) : r.join(\"\");\n}\nfunction H2(n, e, t, i, r) {\n var s = [\n bs(Math.round(n).toString(16)),\n bs(Math.round(e).toString(16)),\n bs(Math.round(t).toString(16)),\n bs(W2(i))\n ];\n return r && s[0].startsWith(s[0].charAt(1)) && s[1].startsWith(s[1].charAt(1)) && s[2].startsWith(s[2].charAt(1)) && s[3].startsWith(s[3].charAt(1)) ? s[0].charAt(0) + s[1].charAt(0) + s[2].charAt(0) + s[3].charAt(0) : s.join(\"\");\n}\nfunction W2(n) {\n return Math.round(parseFloat(n) * 255).toString(16);\n}\nfunction ng(n) {\n return $n(n) / 255;\n}\nfunction $n(n) {\n return parseInt(n, 16);\n}\nfunction j2(n) {\n return {\n r: n >> 16,\n g: (n & 65280) >> 8,\n b: n & 255\n };\n}\nvar pd = {\n aliceblue: \"#f0f8ff\",\n antiquewhite: \"#faebd7\",\n aqua: \"#00ffff\",\n aquamarine: \"#7fffd4\",\n azure: \"#f0ffff\",\n beige: \"#f5f5dc\",\n bisque: \"#ffe4c4\",\n black: \"#000000\",\n blanchedalmond: \"#ffebcd\",\n blue: \"#0000ff\",\n blueviolet: \"#8a2be2\",\n brown: \"#a52a2a\",\n burlywood: \"#deb887\",\n cadetblue: \"#5f9ea0\",\n chartreuse: \"#7fff00\",\n chocolate: \"#d2691e\",\n coral: \"#ff7f50\",\n cornflowerblue: \"#6495ed\",\n cornsilk: \"#fff8dc\",\n crimson: \"#dc143c\",\n cyan: \"#00ffff\",\n darkblue: \"#00008b\",\n darkcyan: \"#008b8b\",\n darkgoldenrod: \"#b8860b\",\n darkgray: \"#a9a9a9\",\n darkgreen: \"#006400\",\n darkgrey: \"#a9a9a9\",\n darkkhaki: \"#bdb76b\",\n darkmagenta: \"#8b008b\",\n darkolivegreen: \"#556b2f\",\n darkorange: \"#ff8c00\",\n darkorchid: \"#9932cc\",\n darkred: \"#8b0000\",\n darksalmon: \"#e9967a\",\n darkseagreen: \"#8fbc8f\",\n darkslateblue: \"#483d8b\",\n darkslategray: \"#2f4f4f\",\n darkslategrey: \"#2f4f4f\",\n darkturquoise: \"#00ced1\",\n darkviolet: \"#9400d3\",\n deeppink: \"#ff1493\",\n deepskyblue: \"#00bfff\",\n dimgray: \"#696969\",\n dimgrey: \"#696969\",\n dodgerblue: \"#1e90ff\",\n firebrick: \"#b22222\",\n floralwhite: \"#fffaf0\",\n forestgreen: \"#228b22\",\n fuchsia: \"#ff00ff\",\n gainsboro: \"#dcdcdc\",\n ghostwhite: \"#f8f8ff\",\n goldenrod: \"#daa520\",\n gold: \"#ffd700\",\n gray: \"#808080\",\n green: \"#008000\",\n greenyellow: \"#adff2f\",\n grey: \"#808080\",\n honeydew: \"#f0fff0\",\n hotpink: \"#ff69b4\",\n indianred: \"#cd5c5c\",\n indigo: \"#4b0082\",\n ivory: \"#fffff0\",\n khaki: \"#f0e68c\",\n lavenderblush: \"#fff0f5\",\n lavender: \"#e6e6fa\",\n lawngreen: \"#7cfc00\",\n lemonchiffon: \"#fffacd\",\n lightblue: \"#add8e6\",\n lightcoral: \"#f08080\",\n lightcyan: \"#e0ffff\",\n lightgoldenrodyellow: \"#fafad2\",\n lightgray: \"#d3d3d3\",\n lightgreen: \"#90ee90\",\n lightgrey: \"#d3d3d3\",\n lightpink: \"#ffb6c1\",\n lightsalmon: \"#ffa07a\",\n lightseagreen: \"#20b2aa\",\n lightskyblue: \"#87cefa\",\n lightslategray: \"#778899\",\n lightslategrey: \"#778899\",\n lightsteelblue: \"#b0c4de\",\n lightyellow: \"#ffffe0\",\n lime: \"#00ff00\",\n limegreen: \"#32cd32\",\n linen: \"#faf0e6\",\n magenta: \"#ff00ff\",\n maroon: \"#800000\",\n mediumaquamarine: \"#66cdaa\",\n mediumblue: \"#0000cd\",\n mediumorchid: \"#ba55d3\",\n mediumpurple: \"#9370db\",\n mediumseagreen: \"#3cb371\",\n mediumslateblue: \"#7b68ee\",\n mediumspringgreen: \"#00fa9a\",\n mediumturquoise: \"#48d1cc\",\n mediumvioletred: \"#c71585\",\n midnightblue: \"#191970\",\n mintcream: \"#f5fffa\",\n mistyrose: \"#ffe4e1\",\n moccasin: \"#ffe4b5\",\n navajowhite: \"#ffdead\",\n navy: \"#000080\",\n oldlace: \"#fdf5e6\",\n olive: \"#808000\",\n olivedrab: \"#6b8e23\",\n orange: \"#ffa500\",\n orangered: \"#ff4500\",\n orchid: \"#da70d6\",\n palegoldenrod: \"#eee8aa\",\n palegreen: \"#98fb98\",\n paleturquoise: \"#afeeee\",\n palevioletred: \"#db7093\",\n papayawhip: \"#ffefd5\",\n peachpuff: \"#ffdab9\",\n peru: \"#cd853f\",\n pink: \"#ffc0cb\",\n plum: \"#dda0dd\",\n powderblue: \"#b0e0e6\",\n purple: \"#800080\",\n rebeccapurple: \"#663399\",\n red: \"#ff0000\",\n rosybrown: \"#bc8f8f\",\n royalblue: \"#4169e1\",\n saddlebrown: \"#8b4513\",\n salmon: \"#fa8072\",\n sandybrown: \"#f4a460\",\n seagreen: \"#2e8b57\",\n seashell: \"#fff5ee\",\n sienna: \"#a0522d\",\n silver: \"#c0c0c0\",\n skyblue: \"#87ceeb\",\n slateblue: \"#6a5acd\",\n slategray: \"#708090\",\n slategrey: \"#708090\",\n snow: \"#fffafa\",\n springgreen: \"#00ff7f\",\n steelblue: \"#4682b4\",\n tan: \"#d2b48c\",\n teal: \"#008080\",\n thistle: \"#d8bfd8\",\n tomato: \"#ff6347\",\n turquoise: \"#40e0d0\",\n violet: \"#ee82ee\",\n wheat: \"#f5deb3\",\n white: \"#ffffff\",\n whitesmoke: \"#f5f5f5\",\n yellow: \"#ffff00\",\n yellowgreen: \"#9acd32\"\n};\nfunction $2(n) {\n var e = { r: 0, g: 0, b: 0 }, t = 1, i = null, r = null, s = null, o = !1, a = !1;\n return typeof n == \"string\" && (n = Y2(n)), typeof n == \"object\" && (ji(n.r) && ji(n.g) && ji(n.b) ? (e = V2(n.r, n.g, n.b), o = !0, a = String(n.r).substr(-1) === \"%\" ? \"prgb\" : \"rgb\") : ji(n.h) && ji(n.s) && ji(n.v) ? (i = kl(n.s), r = kl(n.v), e = G2(n.h, i, r), o = !0, a = \"hsv\") : ji(n.h) && ji(n.s) && ji(n.l) && (i = kl(n.s), s = kl(n.l), e = k2(n.h, i, s), o = !0, a = \"hsl\"), Object.prototype.hasOwnProperty.call(n, \"a\") && (t = n.a)), t = py(t), {\n ok: o,\n format: n.format || a,\n r: Math.min(255, Math.max(e.r, 0)),\n g: Math.min(255, Math.max(e.g, 0)),\n b: Math.min(255, Math.max(e.b, 0)),\n a: t\n };\n}\nvar Z2 = \"[-\\\\+]?\\\\d+%?\", X2 = \"[-\\\\+]?\\\\d*\\\\.\\\\d+%?\", zr = \"(?:\".concat(X2, \")|(?:\").concat(Z2, \")\"), eh = \"[\\\\s|\\\\(]+(\".concat(zr, \")[,|\\\\s]+(\").concat(zr, \")[,|\\\\s]+(\").concat(zr, \")\\\\s*\\\\)?\"), th = \"[\\\\s|\\\\(]+(\".concat(zr, \")[,|\\\\s]+(\").concat(zr, \")[,|\\\\s]+(\").concat(zr, \")[,|\\\\s]+(\").concat(zr, \")\\\\s*\\\\)?\"), mi = {\n CSS_UNIT: new RegExp(zr),\n rgb: new RegExp(\"rgb\" + eh),\n rgba: new RegExp(\"rgba\" + th),\n hsl: new RegExp(\"hsl\" + eh),\n hsla: new RegExp(\"hsla\" + th),\n hsv: new RegExp(\"hsv\" + eh),\n hsva: new RegExp(\"hsva\" + th),\n hex3: /^#?([0-9a-fA-F]{1})([0-9a-fA-F]{1})([0-9a-fA-F]{1})$/,\n hex6: /^#?([0-9a-fA-F]{2})([0-9a-fA-F]{2})([0-9a-fA-F]{2})$/,\n hex4: /^#?([0-9a-fA-F]{1})([0-9a-fA-F]{1})([0-9a-fA-F]{1})([0-9a-fA-F]{1})$/,\n hex8: /^#?([0-9a-fA-F]{2})([0-9a-fA-F]{2})([0-9a-fA-F]{2})([0-9a-fA-F]{2})$/\n};\nfunction Y2(n) {\n if (n = n.trim().toLowerCase(), n.length === 0)\n return !1;\n var e = !1;\n if (pd[n])\n n = pd[n], e = !0;\n else if (n === \"transparent\")\n return { r: 0, g: 0, b: 0, a: 0, format: \"name\" };\n var t = mi.rgb.exec(n);\n return t ? { r: t[1], g: t[2], b: t[3] } : (t = mi.rgba.exec(n), t ? { r: t[1], g: t[2], b: t[3], a: t[4] } : (t = mi.hsl.exec(n), t ? { h: t[1], s: t[2], l: t[3] } : (t = mi.hsla.exec(n), t ? { h: t[1], s: t[2], l: t[3], a: t[4] } : (t = mi.hsv.exec(n), t ? { h: t[1], s: t[2], v: t[3] } : (t = mi.hsva.exec(n), t ? { h: t[1], s: t[2], v: t[3], a: t[4] } : (t = mi.hex8.exec(n), t ? {\n r: $n(t[1]),\n g: $n(t[2]),\n b: $n(t[3]),\n a: ng(t[4]),\n format: e ? \"name\" : \"hex8\"\n } : (t = mi.hex6.exec(n), t ? {\n r: $n(t[1]),\n g: $n(t[2]),\n b: $n(t[3]),\n format: e ? \"name\" : \"hex\"\n } : (t = mi.hex4.exec(n), t ? {\n r: $n(t[1] + t[1]),\n g: $n(t[2] + t[2]),\n b: $n(t[3] + t[3]),\n a: ng(t[4] + t[4]),\n format: e ? \"name\" : \"hex8\"\n } : (t = mi.hex3.exec(n), t ? {\n r: $n(t[1] + t[1]),\n g: $n(t[2] + t[2]),\n b: $n(t[3] + t[3]),\n format: e ? \"name\" : \"hex\"\n } : !1)))))))));\n}\nfunction ji(n) {\n return !!mi.CSS_UNIT.exec(String(n));\n}\nvar J2 = (\n /** @class */\n function() {\n function n(e, t) {\n e === void 0 && (e = \"\"), t === void 0 && (t = {});\n var i;\n if (e instanceof n)\n return e;\n typeof e == \"number\" && (e = j2(e)), this.originalInput = e;\n var r = $2(e);\n this.originalInput = e, this.r = r.r, this.g = r.g, this.b = r.b, this.a = r.a, this.roundA = Math.round(100 * this.a) / 100, this.format = (i = t.format) !== null && i !== void 0 ? i : r.format, this.gradientType = t.gradientType, this.r < 1 && (this.r = Math.round(this.r)), this.g < 1 && (this.g = Math.round(this.g)), this.b < 1 && (this.b = Math.round(this.b)), this.isValid = r.ok;\n }\n return n.prototype.isDark = function() {\n return this.getBrightness() < 128;\n }, n.prototype.isLight = function() {\n return !this.isDark();\n }, n.prototype.getBrightness = function() {\n var e = this.toRgb();\n return (e.r * 299 + e.g * 587 + e.b * 114) / 1e3;\n }, n.prototype.getLuminance = function() {\n var e = this.toRgb(), t, i, r, s = e.r / 255, o = e.g / 255, a = e.b / 255;\n return s <= 0.03928 ? t = s / 12.92 : t = Math.pow((s + 0.055) / 1.055, 2.4), o <= 0.03928 ? i = o / 12.92 : i = Math.pow((o + 0.055) / 1.055, 2.4), a <= 0.03928 ? r = a / 12.92 : r = Math.pow((a + 0.055) / 1.055, 2.4), 0.2126 * t + 0.7152 * i + 0.0722 * r;\n }, n.prototype.getAlpha = function() {\n return this.a;\n }, n.prototype.setAlpha = function(e) {\n return this.a = py(e), this.roundA = Math.round(100 * this.a) / 100, this;\n }, n.prototype.isMonochrome = function() {\n var e = this.toHsl().s;\n return e === 0;\n }, n.prototype.toHsv = function() {\n var e = eg(this.r, this.g, this.b);\n return { h: e.h * 360, s: e.s, v: e.v, a: this.a };\n }, n.prototype.toHsvString = function() {\n var e = eg(this.r, this.g, this.b), t = Math.round(e.h * 360), i = Math.round(e.s * 100), r = Math.round(e.v * 100);\n return this.a === 1 ? \"hsv(\".concat(t, \", \").concat(i, \"%, \").concat(r, \"%)\") : \"hsva(\".concat(t, \", \").concat(i, \"%, \").concat(r, \"%, \").concat(this.roundA, \")\");\n }, n.prototype.toHsl = function() {\n var e = Qm(this.r, this.g, this.b);\n return { h: e.h * 360, s: e.s, l: e.l, a: this.a };\n }, n.prototype.toHslString = function() {\n var e = Qm(this.r, this.g, this.b), t = Math.round(e.h * 360), i = Math.round(e.s * 100), r = Math.round(e.l * 100);\n return this.a === 1 ? \"hsl(\".concat(t, \", \").concat(i, \"%, \").concat(r, \"%)\") : \"hsla(\".concat(t, \", \").concat(i, \"%, \").concat(r, \"%, \").concat(this.roundA, \")\");\n }, n.prototype.toHex = function(e) {\n return e === void 0 && (e = !1), tg(this.r, this.g, this.b, e);\n }, n.prototype.toHexString = function(e) {\n return e === void 0 && (e = !1), \"#\" + this.toHex(e);\n }, n.prototype.toHex8 = function(e) {\n return e === void 0 && (e = !1), H2(this.r, this.g, this.b, this.a, e);\n }, n.prototype.toHex8String = function(e) {\n return e === void 0 && (e = !1), \"#\" + this.toHex8(e);\n }, n.prototype.toHexShortString = function(e) {\n return e === void 0 && (e = !1), this.a === 1 ? 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Xe(n.$slots, \"tag\", { key: 0 }, () => [\n (pe(!0), Re(Wt, null, ri(n.showTagList, (u) => (pe(), Re(\"div\", {\n key: n.getValueKey(u),\n class: Le(n.nsSelect.e(\"selected-item\"))\n }, [\n ae(o, {\n closable: !n.selectDisabled && !u.isDisabled,\n size: n.collapseTagSize,\n type: n.tagType,\n effect: n.tagEffect,\n \"disable-transitions\": \"\",\n style: Ot(n.tagStyle),\n onClose: (y) => n.deleteTag(y, u)\n }, {\n default: fe(() => [\n Be(\"span\", {\n class: Le(n.nsSelect.e(\"tags-text\"))\n }, [\n Xe(n.$slots, \"label\", {\n label: u.currentLabel,\n value: u.value\n }, () => [\n yt(wt(u.currentLabel), 1)\n ])\n ], 2)\n ]),\n _: 2\n }, 1032, [\"closable\", \"size\", \"type\", \"effect\", \"style\", \"onClose\"])\n ], 2))), 128)),\n n.collapseTags && n.states.selected.length > n.maxCollapseTags ? (pe(), He(a, {\n key: 0,\n ref: \"tagTooltipRef\",\n disabled: n.dropdownMenuVisible || !n.collapseTagsTooltip,\n \"fallback-placements\": [\"bottom\", \"top\", \"right\", \"left\"],\n effect: n.effect,\n placement: \"bottom\",\n teleported: n.teleported\n }, {\n default: fe(() => [\n Be(\"div\", {\n ref: \"collapseItemRef\",\n class: Le(n.nsSelect.e(\"selected-item\"))\n }, [\n ae(o, {\n closable: !1,\n size: n.collapseTagSize,\n type: n.tagType,\n effect: n.tagEffect,\n \"disable-transitions\": \"\",\n style: Ot(n.collapseTagStyle)\n }, {\n default: fe(() => [\n Be(\"span\", {\n class: Le(n.nsSelect.e(\"tags-text\"))\n }, \" + \" + wt(n.states.selected.length - n.maxCollapseTags), 3)\n ]),\n _: 1\n }, 8, [\"size\", \"type\", \"effect\", \"style\"])\n ], 2)\n ]),\n content: fe(() => [\n Be(\"div\", {\n ref: \"tagMenuRef\",\n class: Le(n.nsSelect.e(\"selection\"))\n }, [\n (pe(!0), Re(Wt, null, ri(n.collapseTagList, (u) => (pe(), Re(\"div\", {\n key: n.getValueKey(u),\n class: Le(n.nsSelect.e(\"selected-item\"))\n }, [\n ae(o, {\n class: \"in-tooltip\",\n closable: !n.selectDisabled && !u.isDisabled,\n size: n.collapseTagSize,\n type: n.tagType,\n effect: n.tagEffect,\n \"disable-transitions\": \"\",\n onClose: (y) => n.deleteTag(y, u)\n }, {\n default: fe(() => [\n Be(\"span\", {\n class: Le(n.nsSelect.e(\"tags-text\"))\n }, [\n Xe(n.$slots, \"label\", {\n label: u.currentLabel,\n value: u.value\n }, () => [\n yt(wt(u.currentLabel), 1)\n ])\n ], 2)\n ]),\n _: 2\n }, 1032, [\"closable\", \"size\", \"type\", \"effect\", \"onClose\"])\n ], 2))), 128))\n ], 2)\n ]),\n _: 3\n }, 8, [\"disabled\", \"effect\", \"teleported\"])) : Ge(\"v-if\", !0)\n ]) : Ge(\"v-if\", !0),\n n.selectDisabled ? Ge(\"v-if\", !0) : (pe(), Re(\"div\", {\n key: 1,\n class: Le([\n n.nsSelect.e(\"selected-item\"),\n n.nsSelect.e(\"input-wrapper\"),\n n.nsSelect.is(\"hidden\", !n.filterable)\n ])\n }, [\n Ft(Be(\"input\", {\n id: n.inputId,\n ref: \"inputRef\",\n \"onUpdate:modelValue\": (u) => n.states.inputValue = u,\n type: \"text\",\n name: n.name,\n class: Le([n.nsSelect.e(\"input\"), n.nsSelect.is(n.selectSize)]),\n disabled: n.selectDisabled,\n autocomplete: n.autocomplete,\n style: Ot(n.inputStyle),\n role: \"combobox\",\n readonly: !n.filterable,\n spellcheck: \"false\",\n \"aria-activedescendant\": ((f = n.hoverOption) == null ? void 0 : f.id) || \"\",\n \"aria-controls\": n.contentId,\n \"aria-expanded\": n.dropdownMenuVisible,\n \"aria-label\": n.ariaLabel,\n \"aria-autocomplete\": \"none\",\n \"aria-haspopup\": \"listbox\",\n onKeydown: [\n vi(fn((u) => n.navigateOptions(\"next\"), [\"stop\", \"prevent\"]), [\"down\"]),\n vi(fn((u) => n.navigateOptions(\"prev\"), [\"stop\", \"prevent\"]), [\"up\"]),\n vi(fn(n.handleEsc, [\"stop\", \"prevent\"]), [\"esc\"]),\n vi(fn(n.selectOption, [\"stop\", \"prevent\"]), [\"enter\"]),\n vi(fn(n.deletePrevTag, [\"stop\"]), [\"delete\"])\n ],\n onCompositionstart: n.handleCompositionStart,\n onCompositionupdate: n.handleCompositionUpdate,\n onCompositionend: n.handleCompositionEnd,\n onInput: n.onInput,\n onClick: fn(n.toggleMenu, [\"stop\"])\n }, null, 46, [\"id\", \"onUpdate:modelValue\", \"name\", \"disabled\", \"autocomplete\", \"readonly\", \"aria-activedescendant\", \"aria-controls\", \"aria-expanded\", \"aria-label\", \"onKeydown\", \"onCompositionstart\", \"onCompositionupdate\", \"onCompositionend\", \"onInput\", \"onClick\"]), [\n [u1, n.states.inputValue]\n ]),\n n.filterable ? (pe(), Re(\"span\", {\n key: 0,\n ref: \"calculatorRef\",\n \"aria-hidden\": \"true\",\n class: Le(n.nsSelect.e(\"input-calculator\")),\n textContent: wt(n.states.inputValue)\n }, null, 10, [\"textContent\"])) : Ge(\"v-if\", !0)\n ], 2)),\n n.shouldShowPlaceholder ? (pe(), Re(\"div\", {\n key: 2,\n class: Le([\n n.nsSelect.e(\"selected-item\"),\n n.nsSelect.e(\"placeholder\"),\n n.nsSelect.is(\"transparent\", !n.hasModelValue || n.expanded && !n.states.inputValue)\n ])\n }, [\n n.hasModelValue ? Xe(n.$slots, \"label\", {\n key: 0,\n label: n.currentPlaceholder,\n value: n.modelValue\n }, () => [\n Be(\"span\", null, wt(n.currentPlaceholder), 1)\n ]) : (pe(), Re(\"span\", { key: 1 }, wt(n.currentPlaceholder), 1))\n ], 2)) : Ge(\"v-if\", !0)\n ], 2),\n Be(\"div\", {\n ref: \"suffixRef\",\n class: Le(n.nsSelect.e(\"suffix\"))\n }, [\n n.iconComponent && !n.showClose ? (pe(), He(c, {\n key: 0,\n class: Le([n.nsSelect.e(\"caret\"), n.nsSelect.e(\"icon\"), n.iconReverse])\n }, {\n default: fe(() => [\n (pe(), He(zn(n.iconComponent)))\n ]),\n _: 1\n }, 8, [\"class\"])) : Ge(\"v-if\", !0),\n n.showClose && n.clearIcon ? (pe(), He(c, {\n key: 1,\n class: Le([\n n.nsSelect.e(\"caret\"),\n n.nsSelect.e(\"icon\"),\n n.nsSelect.e(\"clear\")\n ]),\n onClick: n.handleClearClick\n }, {\n default: fe(() => [\n (pe(), He(zn(n.clearIcon)))\n ]),\n _: 1\n }, 8, [\"class\", \"onClick\"])) : Ge(\"v-if\", !0),\n n.validateState && n.validateIcon ? (pe(), He(c, {\n key: 2,\n class: Le([n.nsInput.e(\"icon\"), n.nsInput.e(\"validateIcon\")])\n }, {\n default: fe(() => [\n (pe(), He(zn(n.validateIcon)))\n ]),\n _: 1\n }, 8, [\"class\"])) : Ge(\"v-if\", !0)\n ], 2)\n ], 10, [\"onClick\"])\n ];\n }),\n content: fe(() => [\n ae(p, { ref: \"menuRef\" }, {\n default: fe(() => [\n n.$slots.header ? (pe(), Re(\"div\", {\n key: 0,\n class: Le(n.nsSelect.be(\"dropdown\", \"header\")),\n onClick: fn(() => {\n }, [\"stop\"])\n }, [\n Xe(n.$slots, \"header\")\n ], 10, [\"onClick\"])) : Ge(\"v-if\", !0),\n Ft(ae(h, {\n id: n.contentId,\n ref: \"scrollbarRef\",\n tag: \"ul\",\n \"wrap-class\": n.nsSelect.be(\"dropdown\", \"wrap\"),\n \"view-class\": n.nsSelect.be(\"dropdown\", \"list\"),\n class: Le([n.nsSelect.is(\"empty\", n.filteredOptionsCount === 0)]),\n role: \"listbox\",\n \"aria-label\": n.ariaLabel,\n \"aria-orientation\": \"vertical\"\n }, {\n default: fe(() => [\n n.showNewOption ? (pe(), He(l, {\n key: 0,\n value: n.states.inputValue,\n created: !0\n }, null, 8, [\"value\"])) : Ge(\"v-if\", !0),\n ae(d, null, {\n default: fe(() => [\n Xe(n.$slots, \"default\")\n ]),\n _: 3\n })\n ]),\n _: 3\n }, 8, [\"id\", \"wrap-class\", \"view-class\", \"class\", \"aria-label\"]), [\n [xn, n.states.options.size > 0 && !n.loading]\n ]),\n n.$slots.loading && n.loading ? (pe(), Re(\"div\", {\n key: 1,\n class: Le(n.nsSelect.be(\"dropdown\", \"loading\"))\n }, [\n Xe(n.$slots, \"loading\")\n ], 2)) : n.loading || n.filteredOptionsCount === 0 ? (pe(), Re(\"div\", {\n key: 2,\n class: Le(n.nsSelect.be(\"dropdown\", \"empty\"))\n }, [\n Xe(n.$slots, \"empty\", {}, () => [\n Be(\"span\", null, wt(n.emptyText), 1)\n ])\n ], 2)) : Ge(\"v-if\", !0),\n n.$slots.footer ? 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Fr : typeof window < \"u\" ? window : typeof self < \"u\" ? self : Fr\n )), dg;\n}\n/**\n * @license\n * Copyright 2010-2021 Three.js Authors\n * SPDX-License-Identifier: MIT\n */\nconst Uf = \"130\", TP = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 }, EP = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 }, Ny = 0, yd = 1, Fy = 2, AP = 3, CP = 0, Vf = 1, By = 2, wo = 3, Xr = 0, qt = 1, Yr = 2, kf = 1, LP = 2, or = 0, _o = 1, bd = 2, xd = 3, wd = 4, zy = 5, ys = 100, Uy = 101, Vy = 102, Md = 103, Sd = 104, ky = 200, Gy = 201, Hy = 202, Wy = 203, Gf = 204, Hf = 205, jy = 206, $y = 207, Zy = 208, Xy = 209, Yy = 210, Jy = 0, qy = 1, Ky = 2, Kc = 3, Qy = 4, eb = 5, tb = 6, nb = 7, vl = 0, ib = 1, rb = 2, Vr = 0, sb = 1, ob = 2, ab = 3, lb = 4, cb = 5, _u = 300, yl = 301, bl = 302, Qc = 303, eu = 304, la = 306, xl = 307, Jr = 1e3, mn = 1001, No = 1002, Kt = 1003, Ka = 1004, RP = 1004, Qa = 1005, PP = 1005, jt = 1006, Tu = 1007, IP = 1007, br = 1008, OP = 1008, Ps = 1009, ub = 1010, hb = 1011, el = 1012, db = 1013, Va = 1014, nr = 1015, Ts = 1016, fb = 1017, pb = 1018, mb = 1019, To = 1020, gb = 1021, ar = 1022, Yn = 1023, vb = 1024, yb = 1025, bb = Yn, Es = 1026, Fo = 1027, xb = 1028, wb = 1029, Mb = 1030, Sb = 1031, _b = 1032, Tb = 1033, _d = 33776, Td = 33777, Ed = 33778, Ad = 33779, Cd = 35840, Ld = 35841, Rd = 35842, Pd = 35843, Eb = 36196, Id = 37492, Od = 37496, Ab = 37808, Cb = 37809, Lb = 37810, Rb = 37811, Pb = 37812, Ib = 37813, Ob = 37814, Db = 37815, Nb = 37816, Fb = 37817, Bb = 37818, zb = 37819, Ub = 37820, Vb = 37821, kb = 36492, Gb = 37840, Hb = 37841, Wb = 37842, jb = 37843, $b = 37844, Zb = 37845, Xb = 37846, Yb = 37847, Jb = 37848, qb = 37849, Kb = 37850, Qb = 37851, ex = 37852, tx = 37853, nx = 2200, ix = 2201, rx = 2202, Bo = 2300, Is = 2301, Vc = 2302, xs = 2400, ws = 2401, tl = 2402, Eu = 2500, Wf = 2501, sx = 0, ox = 1, jf = 2, Dn = 3e3, Os = 3001, Au = 3007, Cu = 3002, ax = 3003, $f = 3004, Zf = 3005, Xf = 3006, lx = 3200, cx = 3201, ts = 0, ux = 1, DP = 0, kc = 7680, NP = 7681, FP = 7682, BP = 7683, zP = 34055, UP = 34056, VP = 5386, kP = 512, GP = 513, HP = 514, WP = 515, jP = 516, $P = 517, ZP = 518, hx = 519, zo = 35044, Uo = 35048, XP = 35040, YP = 35045, JP = 35049, qP = 35041, KP = 35046, QP = 35050, eI = 35042, tI = \"100\", Dd = \"300 es\";\nclass ns {\n addEventListener(e, t) {\n this._listeners === void 0 && (this._listeners = {});\n const i = this._listeners;\n i[e] === void 0 && (i[e] = []), i[e].indexOf(t) === -1 && i[e].push(t);\n }\n hasEventListener(e, t) {\n if (this._listeners === void 0) return !1;\n const i = this._listeners;\n return i[e] !== void 0 && i[e].indexOf(t) !== -1;\n }\n removeEventListener(e, t) {\n if (this._listeners === void 0) return;\n const r = this._listeners[e];\n if (r !== void 0) {\n const s = r.indexOf(t);\n s !== -1 && r.splice(s, 1);\n }\n }\n dispatchEvent(e) {\n if (this._listeners === void 0) return;\n const i = this._listeners[e.type];\n if (i !== void 0) {\n e.target = this;\n const r = i.slice(0);\n for (let s = 0, o = r.length; s < o; s++)\n r[s].call(this, e);\n e.target = null;\n }\n }\n}\nconst yn = [];\nfor (let n = 0; n < 256; n++)\n yn[n] = (n < 16 ? \"0\" : \"\") + n.toString(16);\nlet Hl = 1234567;\nconst As = Math.PI / 180, nl = 180 / Math.PI;\nfunction Jn() {\n const n = Math.random() * 4294967295 | 0, e = Math.random() * 4294967295 | 0, t = Math.random() * 4294967295 | 0, i = Math.random() * 4294967295 | 0;\n return (yn[n & 255] + yn[n >> 8 & 255] + yn[n >> 16 & 255] + yn[n >> 24 & 255] + \"-\" + yn[e & 255] + yn[e >> 8 & 255] + \"-\" + yn[e >> 16 & 15 | 64] + yn[e >> 24 & 255] + \"-\" + yn[t & 63 | 128] + yn[t >> 8 & 255] + \"-\" + yn[t >> 16 & 255] + yn[t >> 24 & 255] + yn[i & 255] + yn[i >> 8 & 255] + yn[i >> 16 & 255] + yn[i >> 24 & 255]).toUpperCase();\n}\nfunction wn(n, e, t) {\n return Math.max(e, Math.min(t, n));\n}\nfunction Yf(n, e) {\n return (n % e + e) % e;\n}\nfunction nI(n, e, t, i, r) {\n return i + (n - e) * (r - i) / (t - e);\n}\nfunction iI(n, e, t) {\n return n !== e ? 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(console.warn(\"THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.\"), this.addVectors(e, t)) : (this.x += e.x, this.y += e.y, this);\n }\n addScalar(e) {\n return this.x += e, this.y += e, this;\n }\n addVectors(e, t) {\n return this.x = e.x + t.x, this.y = e.y + t.y, this;\n }\n addScaledVector(e, t) {\n return this.x += e.x * t, this.y += e.y * t, this;\n }\n sub(e, t) {\n return t !== void 0 ? (console.warn(\"THREE.Vector2: .sub() now only accepts one argument. 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Math.ceil(this.x) : Math.floor(this.x), this.y = this.y < 0 ? Math.ceil(this.y) : Math.floor(this.y), this;\n }\n negate() {\n return this.x = -this.x, this.y = -this.y, this;\n }\n dot(e) {\n return this.x * e.x + this.y * e.y;\n }\n cross(e) {\n return this.x * e.y - this.y * e.x;\n }\n lengthSq() {\n return this.x * this.x + this.y * this.y;\n }\n length() {\n return Math.sqrt(this.x * this.x + this.y * this.y);\n }\n manhattanLength() {\n return Math.abs(this.x) + Math.abs(this.y);\n }\n normalize() {\n return this.divideScalar(this.length() || 1);\n }\n angle() {\n return Math.atan2(-this.y, -this.x) + Math.PI;\n }\n distanceTo(e) {\n return Math.sqrt(this.distanceToSquared(e));\n }\n distanceToSquared(e) {\n const t = this.x - e.x, i = this.y - e.y;\n return t * t + i * i;\n }\n manhattanDistanceTo(e) {\n return Math.abs(this.x - e.x) + Math.abs(this.y - e.y);\n }\n setLength(e) {\n return this.normalize().multiplyScalar(e);\n }\n lerp(e, t) {\n return this.x += (e.x - this.x) * t, this.y += (e.y - this.y) * t, this;\n }\n lerpVectors(e, t, i) {\n return this.x = e.x + (t.x - e.x) * i, this.y = e.y + (t.y - e.y) * i, this;\n }\n equals(e) {\n return e.x === this.x && e.y === this.y;\n }\n fromArray(e, t = 0) {\n return this.x = e[t], this.y = e[t + 1], this;\n }\n toArray(e = [], t = 0) {\n return e[t] = this.x, e[t + 1] = this.y, e;\n }\n fromBufferAttribute(e, t, i) {\n return i !== void 0 && console.warn(\"THREE.Vector2: offset has been removed from .fromBufferAttribute().\"), this.x = e.getX(t), this.y = e.getY(t), this;\n }\n rotateAround(e, t) {\n const i = Math.cos(t), r = Math.sin(t), s = this.x - e.x, o = this.y - e.y;\n return this.x = s * i - o * r + e.x, this.y = s * r + o * i + e.y, this;\n }\n random() {\n return this.x = Math.random(), this.y = Math.random(), this;\n }\n}\nPe.prototype.isVector2 = !0;\nclass ln {\n constructor() {\n this.elements = [\n 1,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 1\n ], arguments.length > 0 && console.error(\"THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.\");\n }\n set(e, t, i, r, s, o, a, c, l) {\n const d = this.elements;\n return d[0] = e, d[1] = r, d[2] = a, d[3] = t, d[4] = s, d[5] = c, d[6] = i, d[7] = o, d[8] = l, this;\n }\n identity() {\n return this.set(\n 1,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 1\n ), this;\n }\n copy(e) {\n const t = this.elements, i = e.elements;\n return t[0] = i[0], t[1] = i[1], t[2] = i[2], t[3] = i[3], t[4] = i[4], t[5] = i[5], t[6] = i[6], t[7] = i[7], t[8] = i[8], this;\n }\n extractBasis(e, t, i) {\n return e.setFromMatrix3Column(this, 0), t.setFromMatrix3Column(this, 1), i.setFromMatrix3Column(this, 2), this;\n }\n setFromMatrix4(e) {\n const t = e.elements;\n return this.set(\n t[0],\n t[4],\n t[8],\n t[1],\n t[5],\n t[9],\n t[2],\n t[6],\n t[10]\n ), this;\n }\n multiply(e) {\n return this.multiplyMatrices(this, e);\n }\n premultiply(e) {\n return this.multiplyMatrices(e, this);\n }\n multiplyMatrices(e, t) {\n const i = e.elements, r = t.elements, s = this.elements, o = i[0], a = i[3], c = i[6], l = i[1], d = i[4], h = i[7], p = i[2], g = i[5], f = i[8], u = r[0], y = r[3], v = r[6], m = r[1], w = r[4], S = r[7], T = r[2], M = r[5], x = r[8];\n return s[0] = o * u + a * m + c * T, s[3] = o * y + a * w + c * M, s[6] = o * v + a * S + c * x, s[1] = l * u + d * m + h * T, s[4] = l * y + d * w + h * M, s[7] = l * v + d * S + h * x, s[2] = p * u + g * m + f * T, s[5] = p * y + g * w + f * M, s[8] = p * v + g * S + f * x, this;\n }\n multiplyScalar(e) {\n const t = this.elements;\n return t[0] *= e, t[3] *= e, t[6] *= e, t[1] *= e, t[4] *= e, t[7] *= e, t[2] *= e, t[5] *= e, t[8] *= e, this;\n }\n determinant() {\n const e = this.elements, t = e[0], i = e[1], r = e[2], s = e[3], o = e[4], a = e[5], c = e[6], l = e[7], d = e[8];\n return t * o * d - t * a * l - i * s * d + i * a * c + r * s * l - r * o * c;\n }\n invert() {\n const e = this.elements, t = e[0], i = e[1], r = e[2], s = e[3], o = e[4], a = e[5], c = e[6], l = e[7], d = e[8], h = d * o - a * l, p = a * c - d * s, g = l * s - o * c, f = t * h + i * p + r * g;\n if (f === 0) return this.set(0, 0, 0, 0, 0, 0, 0, 0, 0);\n const u = 1 / f;\n return e[0] = h * u, e[1] = (r * l - d * i) * u, e[2] = (a * i - r * o) * u, e[3] = p * u, e[4] = (d * t - r * c) * u, e[5] = (r * s - a * t) * u, e[6] = g * u, e[7] = (i * c - l * t) * u, e[8] = (o * t - i * s) * u, this;\n }\n transpose() {\n let e;\n const t = this.elements;\n return e = t[1], t[1] = t[3], t[3] = e, e = t[2], t[2] = t[6], t[6] = e, e = t[5], t[5] = t[7], t[7] = e, this;\n }\n getNormalMatrix(e) {\n return this.setFromMatrix4(e).invert().transpose();\n }\n transposeIntoArray(e) {\n const t = this.elements;\n return e[0] = t[0], e[1] = t[3], e[2] = t[6], e[3] = t[1], e[4] = t[4], e[5] = t[7], e[6] = t[2], e[7] = t[5], e[8] = t[8], this;\n }\n setUvTransform(e, t, i, r, s, o, a) {\n const c = Math.cos(s), l = Math.sin(s);\n return this.set(\n i * c,\n i * l,\n -i * (c * o + l * a) + o + e,\n -r * l,\n r * c,\n -r * (-l * o + c * a) + a + t,\n 0,\n 0,\n 1\n ), this;\n }\n scale(e, t) {\n const i = this.elements;\n return i[0] *= e, i[3] *= e, i[6] *= e, i[1] *= t, i[4] *= t, i[7] *= t, this;\n }\n rotate(e) {\n const t = Math.cos(e), i = Math.sin(e), r = this.elements, s = r[0], o = r[3], a = r[6], c = r[1], l = r[4], d = r[7];\n return r[0] = t * s + i * c, r[3] = t * o + i * l, r[6] = t * a + i * d, r[1] = -i * s + t * c, r[4] = -i * o + t * l, r[7] = -i * a + t * d, this;\n }\n translate(e, t) {\n const i = this.elements;\n return i[0] += e * i[2], i[3] += e * i[5], i[6] += e * i[8], i[1] += t * i[2], i[4] += t * i[5], i[7] += t * i[8], this;\n }\n equals(e) {\n const t = this.elements, i = e.elements;\n for (let r = 0; r < 9; r++)\n if (t[r] !== i[r]) return !1;\n return !0;\n }\n fromArray(e, t = 0) {\n for (let i = 0; i < 9; i++)\n this.elements[i] = e[i + t];\n return this;\n }\n toArray(e = [], t = 0) {\n const i = this.elements;\n return e[t] = i[0], e[t + 1] = i[1], e[t + 2] = i[2], e[t + 3] = i[3], e[t + 4] = i[4], e[t + 5] = i[5], e[t + 6] = i[6], e[t + 7] = i[7], e[t + 8] = i[8], e;\n }\n clone() {\n return new this.constructor().fromArray(this.elements);\n }\n}\nln.prototype.isMatrix3 = !0;\nlet qs;\nclass Hs {\n static getDataURL(e) {\n if (/^data:/i.test(e.src) || typeof HTMLCanvasElement > \"u\")\n return e.src;\n let t;\n if (e instanceof HTMLCanvasElement)\n t = e;\n else {\n qs === void 0 && (qs = document.createElementNS(\"http://www.w3.org/1999/xhtml\", \"canvas\")), qs.width = e.width, qs.height = e.height;\n const i = qs.getContext(\"2d\");\n e instanceof ImageData ? i.putImageData(e, 0, 0) : i.drawImage(e, 0, 0, e.width, e.height), t = qs;\n }\n return t.width > 2048 || t.height > 2048 ? (console.warn(\"THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons\", e), t.toDataURL(\"image/jpeg\", 0.6)) : t.toDataURL(\"image/png\");\n }\n}\nlet mI = 0;\nclass nn extends ns {\n constructor(e = nn.DEFAULT_IMAGE, t = nn.DEFAULT_MAPPING, i = mn, r = mn, s = jt, o = br, a = Yn, c = Ps, l = 1, d = Dn) {\n super(), Object.defineProperty(this, \"id\", { value: mI++ }), this.uuid = Jn(), this.name = \"\", this.image = e, this.mipmaps = [], this.mapping = t, this.wrapS = i, this.wrapT = r, this.magFilter = s, this.minFilter = o, this.anisotropy = l, this.format = a, this.internalFormat = null, this.type = c, this.offset = new Pe(0, 0), this.repeat = new Pe(1, 1), this.center = new Pe(0, 0), this.rotation = 0, this.matrixAutoUpdate = !0, this.matrix = new ln(), this.generateMipmaps = !0, this.premultiplyAlpha = !1, this.flipY = !0, this.unpackAlignment = 4, this.encoding = d, this.version = 0, this.onUpdate = null;\n }\n updateMatrix() {\n this.matrix.setUvTransform(this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y);\n }\n clone() {\n return new this.constructor().copy(this);\n }\n copy(e) {\n return this.name = e.name, this.image = e.image, this.mipmaps = e.mipmaps.slice(0), this.mapping = e.mapping, this.wrapS = e.wrapS, this.wrapT = e.wrapT, this.magFilter = e.magFilter, this.minFilter = e.minFilter, this.anisotropy = e.anisotropy, this.format = e.format, this.internalFormat = e.internalFormat, this.type = e.type, this.offset.copy(e.offset), this.repeat.copy(e.repeat), this.center.copy(e.center), this.rotation = e.rotation, this.matrixAutoUpdate = e.matrixAutoUpdate, this.matrix.copy(e.matrix), this.generateMipmaps = e.generateMipmaps, this.premultiplyAlpha = e.premultiplyAlpha, this.flipY = e.flipY, this.unpackAlignment = e.unpackAlignment, this.encoding = e.encoding, this;\n }\n toJSON(e) {\n const t = e === void 0 || typeof e == \"string\";\n if (!t && e.textures[this.uuid] !== void 0)\n return e.textures[this.uuid];\n const i = {\n metadata: {\n version: 4.5,\n type: \"Texture\",\n generator: \"Texture.toJSON\"\n },\n uuid: this.uuid,\n name: this.name,\n mapping: this.mapping,\n repeat: [this.repeat.x, this.repeat.y],\n offset: [this.offset.x, this.offset.y],\n center: [this.center.x, this.center.y],\n rotation: this.rotation,\n wrap: [this.wrapS, this.wrapT],\n format: this.format,\n type: this.type,\n encoding: this.encoding,\n minFilter: this.minFilter,\n magFilter: this.magFilter,\n anisotropy: this.anisotropy,\n flipY: this.flipY,\n premultiplyAlpha: this.premultiplyAlpha,\n unpackAlignment: this.unpackAlignment\n };\n if (this.image !== void 0) {\n const r = this.image;\n if (r.uuid === void 0 && (r.uuid = Jn()), !t && e.images[r.uuid] === void 0) {\n let s;\n if (Array.isArray(r)) {\n s = [];\n for (let o = 0, a = r.length; o < a; o++)\n r[o].isDataTexture ? s.push(sh(r[o].image)) : s.push(sh(r[o]));\n } else\n s = sh(r);\n e.images[r.uuid] = {\n uuid: r.uuid,\n url: s\n };\n }\n i.image = r.uuid;\n }\n return t || (e.textures[this.uuid] = i), i;\n }\n dispose() {\n this.dispatchEvent({ type: \"dispose\" });\n }\n transformUv(e) {\n if (this.mapping !== _u) return e;\n if (e.applyMatrix3(this.matrix), e.x < 0 || e.x > 1)\n switch (this.wrapS) {\n case Jr:\n e.x = e.x - Math.floor(e.x);\n break;\n case mn:\n e.x = e.x < 0 ? 0 : 1;\n break;\n case No:\n Math.abs(Math.floor(e.x) % 2) === 1 ? e.x = Math.ceil(e.x) - e.x : e.x = e.x - Math.floor(e.x);\n break;\n }\n if (e.y < 0 || e.y > 1)\n switch (this.wrapT) {\n case Jr:\n e.y = e.y - Math.floor(e.y);\n break;\n case mn:\n e.y = e.y < 0 ? 0 : 1;\n break;\n case No:\n Math.abs(Math.floor(e.y) % 2) === 1 ? e.y = Math.ceil(e.y) - e.y : e.y = e.y - Math.floor(e.y);\n break;\n }\n return this.flipY && (e.y = 1 - e.y), e;\n }\n set needsUpdate(e) {\n e === !0 && this.version++;\n }\n}\nnn.DEFAULT_IMAGE = void 0;\nnn.DEFAULT_MAPPING = _u;\nnn.prototype.isTexture = !0;\nfunction sh(n) {\n return typeof HTMLImageElement < \"u\" && n instanceof HTMLImageElement || typeof HTMLCanvasElement < \"u\" && n instanceof HTMLCanvasElement || typeof ImageBitmap < \"u\" && n instanceof ImageBitmap ? Hs.getDataURL(n) : n.data ? {\n data: Array.prototype.slice.call(n.data),\n width: n.width,\n height: n.height,\n type: n.data.constructor.name\n } : (console.warn(\"THREE.Texture: Unable to serialize Texture.\"), {});\n}\nclass _t {\n constructor(e = 0, t = 0, i = 0, r = 1) {\n this.x = e, this.y = t, this.z = i, this.w = r;\n }\n get width() {\n return this.z;\n }\n set width(e) {\n this.z = e;\n }\n get height() {\n return this.w;\n }\n set height(e) {\n this.w = e;\n }\n set(e, t, i, r) {\n return this.x = e, this.y = t, this.z = i, this.w = r, this;\n }\n setScalar(e) {\n return this.x = e, this.y = e, this.z = e, this.w = e, this;\n }\n setX(e) {\n return this.x = e, this;\n }\n setY(e) {\n return this.y = e, this;\n }\n setZ(e) {\n return this.z = e, this;\n }\n setW(e) {\n return this.w = e, this;\n }\n setComponent(e, t) {\n switch (e) {\n case 0:\n this.x = t;\n break;\n case 1:\n this.y = t;\n break;\n case 2:\n this.z = t;\n break;\n case 3:\n this.w = t;\n break;\n default:\n throw new Error(\"index is out of range: \" + e);\n }\n return this;\n }\n getComponent(e) {\n switch (e) {\n case 0:\n return this.x;\n case 1:\n return this.y;\n case 2:\n return this.z;\n case 3:\n return this.w;\n default:\n throw new Error(\"index is out of range: \" + e);\n }\n }\n clone() {\n return new this.constructor(this.x, this.y, this.z, this.w);\n }\n copy(e) {\n return this.x = e.x, this.y = e.y, this.z = e.z, this.w = e.w !== void 0 ? e.w : 1, this;\n }\n add(e, t) {\n return t !== void 0 ? (console.warn(\"THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.\"), this.addVectors(e, t)) : (this.x += e.x, this.y += e.y, this.z += e.z, this.w += e.w, this);\n }\n addScalar(e) {\n return this.x += e, this.y += e, this.z += e, this.w += e, this;\n }\n addVectors(e, t) {\n return this.x = e.x + t.x, this.y = e.y + t.y, this.z = e.z + t.z, this.w = e.w + t.w, this;\n }\n addScaledVector(e, t) {\n return this.x += e.x * t, this.y += e.y * t, this.z += e.z * t, this.w += e.w * t, this;\n }\n sub(e, t) {\n return t !== void 0 ? (console.warn(\"THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.\"), this.subVectors(e, t)) : (this.x -= e.x, this.y -= e.y, this.z -= e.z, this.w -= e.w, this);\n }\n subScalar(e) {\n return this.x -= e, this.y -= e, this.z -= e, this.w -= e, this;\n }\n subVectors(e, t) {\n return this.x = e.x - t.x, this.y = e.y - t.y, this.z = e.z - t.z, this.w = e.w - t.w, this;\n }\n multiply(e) {\n return this.x *= e.x, this.y *= e.y, this.z *= e.z, this.w *= e.w, this;\n }\n multiplyScalar(e) {\n return this.x *= e, this.y *= e, this.z *= e, this.w *= e, this;\n }\n applyMatrix4(e) {\n const t = this.x, i = this.y, r = this.z, s = this.w, o = e.elements;\n return this.x = o[0] * t + o[4] * i + o[8] * r + o[12] * s, this.y = o[1] * t + o[5] * i + o[9] * r + o[13] * s, this.z = o[2] * t + o[6] * i + o[10] * r + o[14] * s, this.w = o[3] * t + o[7] * i + o[11] * r + o[15] * s, this;\n }\n divideScalar(e) {\n return this.multiplyScalar(1 / e);\n }\n setAxisAngleFromQuaternion(e) {\n this.w = 2 * Math.acos(e.w);\n const t = Math.sqrt(1 - e.w * e.w);\n return t < 1e-4 ? (this.x = 1, this.y = 0, this.z = 0) : (this.x = e.x / t, this.y = e.y / t, this.z = e.z / t), this;\n }\n setAxisAngleFromRotationMatrix(e) {\n let t, i, r, s;\n const c = e.elements, l = c[0], d = c[4], h = c[8], p = c[1], g = c[5], f = c[9], u = c[2], y = c[6], v = c[10];\n if (Math.abs(d - p) < 0.01 && Math.abs(h - u) < 0.01 && Math.abs(f - y) < 0.01) {\n if (Math.abs(d + p) < 0.1 && Math.abs(h + u) < 0.1 && Math.abs(f + y) < 0.1 && Math.abs(l + g + v - 3) < 0.1)\n return this.set(1, 0, 0, 0), this;\n t = Math.PI;\n const w = (l + 1) / 2, S = (g + 1) / 2, T = (v + 1) / 2, M = (d + p) / 4, x = (h + u) / 4, _ = (f + y) / 4;\n return w > S && w > T ? w < 0.01 ? (i = 0, r = 0.707106781, s = 0.707106781) : (i = Math.sqrt(w), r = M / i, s = x / i) : S > T ? S < 0.01 ? (i = 0.707106781, r = 0, s = 0.707106781) : (r = Math.sqrt(S), i = M / r, s = _ / r) : T < 0.01 ? (i = 0.707106781, r = 0.707106781, s = 0) : (s = Math.sqrt(T), i = x / s, r = _ / s), this.set(i, r, s, t), this;\n }\n let m = Math.sqrt((y - f) * (y - f) + (h - u) * (h - u) + (p - d) * (p - d));\n return Math.abs(m) < 1e-3 && (m = 1), this.x = (y - f) / m, this.y = (h - u) / m, this.z = (p - d) / m, this.w = Math.acos((l + g + v - 1) / 2), this;\n }\n min(e) {\n return this.x = Math.min(this.x, e.x), this.y = Math.min(this.y, e.y), this.z = Math.min(this.z, e.z), this.w = Math.min(this.w, e.w), this;\n }\n max(e) {\n return this.x = Math.max(this.x, e.x), this.y = Math.max(this.y, e.y), this.z = Math.max(this.z, e.z), this.w = Math.max(this.w, e.w), this;\n }\n clamp(e, t) {\n return this.x = Math.max(e.x, Math.min(t.x, this.x)), this.y = Math.max(e.y, Math.min(t.y, this.y)), this.z = Math.max(e.z, Math.min(t.z, this.z)), this.w = Math.max(e.w, Math.min(t.w, this.w)), this;\n }\n clampScalar(e, t) {\n return this.x = Math.max(e, Math.min(t, this.x)), this.y = Math.max(e, Math.min(t, this.y)), this.z = Math.max(e, Math.min(t, this.z)), this.w = Math.max(e, Math.min(t, this.w)), this;\n }\n clampLength(e, t) {\n const i = this.length();\n return this.divideScalar(i || 1).multiplyScalar(Math.max(e, Math.min(t, i)));\n }\n floor() {\n return this.x = Math.floor(this.x), this.y = Math.floor(this.y), this.z = Math.floor(this.z), this.w = Math.floor(this.w), this;\n }\n ceil() {\n return this.x = Math.ceil(this.x), this.y = Math.ceil(this.y), this.z = Math.ceil(this.z), this.w = Math.ceil(this.w), this;\n }\n round() {\n return this.x = Math.round(this.x), this.y = Math.round(this.y), this.z = Math.round(this.z), this.w = Math.round(this.w), this;\n }\n roundToZero() {\n return this.x = this.x < 0 ? Math.ceil(this.x) : Math.floor(this.x), this.y = this.y < 0 ? Math.ceil(this.y) : Math.floor(this.y), this.z = this.z < 0 ? Math.ceil(this.z) : Math.floor(this.z), this.w = this.w < 0 ? Math.ceil(this.w) : Math.floor(this.w), this;\n }\n negate() {\n return this.x = -this.x, this.y = -this.y, this.z = -this.z, this.w = -this.w, this;\n }\n dot(e) {\n return this.x * e.x + this.y * e.y + this.z * e.z + this.w * e.w;\n }\n lengthSq() {\n return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;\n }\n length() {\n return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);\n }\n manhattanLength() {\n return Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z) + Math.abs(this.w);\n }\n normalize() {\n return this.divideScalar(this.length() || 1);\n }\n setLength(e) {\n return this.normalize().multiplyScalar(e);\n }\n lerp(e, t) {\n return this.x += (e.x - this.x) * t, this.y += (e.y - this.y) * t, this.z += (e.z - this.z) * t, this.w += (e.w - this.w) * t, this;\n }\n lerpVectors(e, t, i) {\n return this.x = e.x + (t.x - e.x) * i, this.y = e.y + (t.y - e.y) * i, this.z = e.z + (t.z - e.z) * i, this.w = e.w + (t.w - e.w) * i, this;\n }\n equals(e) {\n return e.x === this.x && e.y === this.y && e.z === this.z && e.w === this.w;\n }\n fromArray(e, t = 0) {\n return this.x = e[t], this.y = e[t + 1], this.z = e[t + 2], this.w = e[t + 3], this;\n }\n toArray(e = [], t = 0) {\n return e[t] = this.x, e[t + 1] = this.y, e[t + 2] = this.z, e[t + 3] = this.w, e;\n }\n fromBufferAttribute(e, t, i) {\n return i !== void 0 && console.warn(\"THREE.Vector4: offset has been removed from .fromBufferAttribute().\"), this.x = e.getX(t), this.y = e.getY(t), this.z = e.getZ(t), this.w = e.getW(t), this;\n }\n random() {\n return this.x = Math.random(), this.y = Math.random(), this.z = Math.random(), this.w = Math.random(), this;\n }\n}\n_t.prototype.isVector4 = !0;\nclass bi extends ns {\n constructor(e, t, i = {}) {\n super(), this.width = e, this.height = t, this.depth = 1, this.scissor = new _t(0, 0, e, t), this.scissorTest = !1, this.viewport = new _t(0, 0, e, t), this.texture = new nn(void 0, i.mapping, i.wrapS, i.wrapT, i.magFilter, i.minFilter, i.format, i.type, i.anisotropy, i.encoding), this.texture.image = { width: e, height: t, depth: 1 }, this.texture.generateMipmaps = i.generateMipmaps !== void 0 ? i.generateMipmaps : !1, this.texture.minFilter = i.minFilter !== void 0 ? i.minFilter : jt, this.depthBuffer = i.depthBuffer !== void 0 ? i.depthBuffer : !0, this.stencilBuffer = i.stencilBuffer !== void 0 ? i.stencilBuffer : !1, this.depthTexture = i.depthTexture !== void 0 ? i.depthTexture : null;\n }\n setTexture(e) {\n e.image = {\n width: this.width,\n height: this.height,\n depth: this.depth\n }, this.texture = e;\n }\n setSize(e, t, i = 1) {\n (this.width !== e || this.height !== t || this.depth !== i) && (this.width = e, this.height = t, this.depth = i, this.texture.image.width = e, this.texture.image.height = t, this.texture.image.depth = i, this.dispose()), this.viewport.set(0, 0, e, t), this.scissor.set(0, 0, e, t);\n }\n clone() {\n return new this.constructor().copy(this);\n }\n copy(e) {\n return this.width = e.width, this.height = e.height, this.depth = e.depth, this.viewport.copy(e.viewport), this.texture = e.texture.clone(), this.texture.image = { ...this.texture.image }, this.depthBuffer = e.depthBuffer, this.stencilBuffer = e.stencilBuffer, this.depthTexture = e.depthTexture, this;\n }\n dispose() {\n this.dispatchEvent({ type: \"dispose\" });\n }\n}\nbi.prototype.isWebGLRenderTarget = !0;\nclass px extends bi {\n constructor(e, t, i) {\n super(e, t);\n const r = this.texture;\n this.texture = [];\n for (let s = 0; s < i; s++)\n this.texture[s] = r.clone();\n }\n setSize(e, t, i = 1) {\n if (this.width !== e || this.height !== t || this.depth !== i) {\n this.width = e, this.height = t, this.depth = i;\n for (let r = 0, s = this.texture.length; r < s; r++)\n this.texture[r].image.width = e, this.texture[r].image.height = t, this.texture[r].image.depth = i;\n this.dispose();\n }\n return this.viewport.set(0, 0, e, t), this.scissor.set(0, 0, e, t), this;\n }\n copy(e) {\n this.dispose(), this.width = e.width, this.height = e.height, this.depth = e.depth, this.viewport.set(0, 0, this.width, this.height), this.scissor.set(0, 0, this.width, this.height), this.depthBuffer = e.depthBuffer, this.stencilBuffer = e.stencilBuffer, this.depthTexture = e.depthTexture, this.texture.length = 0;\n for (let t = 0, i = e.texture.length; t < i; t++)\n this.texture[t] = e.texture[t].clone();\n return this;\n }\n}\npx.prototype.isWebGLMultipleRenderTargets = !0;\nclass Jf extends bi {\n constructor(e, t, i) {\n super(e, t, i), this.samples = 4;\n }\n copy(e) {\n return super.copy.call(this, e), this.samples = e.samples, this;\n }\n}\nJf.prototype.isWebGLMultisampleRenderTarget = !0;\nclass Sn {\n constructor(e = 0, t = 0, i = 0, r = 1) {\n this._x = e, this._y = t, this._z = i, this._w = r;\n }\n static slerp(e, t, i, r) {\n return console.warn(\"THREE.Quaternion: Static .slerp() has been deprecated. Use qm.slerpQuaternions( qa, qb, t ) instead.\"), i.slerpQuaternions(e, t, r);\n }\n static slerpFlat(e, t, i, r, s, o, a) {\n let c = i[r + 0], l = i[r + 1], d = i[r + 2], h = i[r + 3];\n const p = s[o + 0], g = s[o + 1], f = s[o + 2], u = s[o + 3];\n if (a === 0) {\n e[t + 0] = c, e[t + 1] = l, e[t + 2] = d, e[t + 3] = h;\n return;\n }\n if (a === 1) {\n e[t + 0] = p, e[t + 1] = g, e[t + 2] = f, e[t + 3] = u;\n return;\n }\n if (h !== u || c !== p || l !== g || d !== f) {\n let y = 1 - a;\n const v = c * p + l * g + d * f + h * u, m = v >= 0 ? 1 : -1, w = 1 - v * v;\n if (w > Number.EPSILON) {\n const T = Math.sqrt(w), M = Math.atan2(T, v * m);\n y = Math.sin(y * M) / T, a = Math.sin(a * M) / T;\n }\n const S = a * m;\n if (c = c * y + p * S, l = l * y + g * S, d = d * y + f * S, h = h * y + u * S, y === 1 - a) {\n const T = 1 / Math.sqrt(c * c + l * l + d * d + h * h);\n c *= T, l *= T, d *= T, h *= T;\n }\n }\n e[t] = c, e[t + 1] = l, e[t + 2] = d, e[t + 3] = h;\n }\n static multiplyQuaternionsFlat(e, t, i, r, s, o) {\n const a = i[r], c = i[r + 1], l = i[r + 2], d = i[r + 3], h = s[o], p = s[o + 1], g = s[o + 2], f = s[o + 3];\n return e[t] = a * f + d * h + c * g - l * p, e[t + 1] = c * f + d * p + l * h - a * g, e[t + 2] = l * f + d * g + a * p - c * h, e[t + 3] = d * f - a * h - c * p - l * g, e;\n }\n get x() {\n return this._x;\n }\n set x(e) {\n this._x = e, this._onChangeCallback();\n }\n get y() {\n return this._y;\n }\n set y(e) {\n this._y = e, this._onChangeCallback();\n }\n get z() {\n return this._z;\n }\n set z(e) {\n this._z = e, this._onChangeCallback();\n }\n get w() {\n return this._w;\n }\n set w(e) {\n this._w = e, this._onChangeCallback();\n }\n set(e, t, i, r) {\n return this._x = e, this._y = t, this._z = i, this._w = r, this._onChangeCallback(), this;\n }\n clone() {\n return new this.constructor(this._x, this._y, this._z, this._w);\n }\n copy(e) {\n return this._x = e.x, this._y = e.y, this._z = e.z, this._w = e.w, this._onChangeCallback(), this;\n }\n setFromEuler(e, t) {\n if (!(e && e.isEuler))\n throw new Error(\"THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.\");\n const i = e._x, r = e._y, s = e._z, o = e._order, a = Math.cos, c = Math.sin, l = a(i / 2), d = a(r / 2), h = a(s / 2), p = c(i / 2), g = c(r / 2), f = c(s / 2);\n switch (o) {\n case \"XYZ\":\n this._x = p * d * h + l * g * f, this._y = l * g * h - p * d * f, this._z = l * d * f + p * g * h, this._w = l * d * h - p * g * f;\n break;\n case \"YXZ\":\n this._x = p * d * h + l * g * f, this._y = l * g * h - p * d * f, this._z = l * d * f - p * g * h, this._w = l * d * h + p * g * f;\n break;\n case \"ZXY\":\n this._x = p * d * h - l * g * f, this._y = l * g * h + p * d * f, this._z = l * d * f + p * g * h, this._w = l * d * h - p * g * f;\n break;\n case \"ZYX\":\n this._x = p * d * h - l * g * f, this._y = l * g * h + p * d * f, this._z = l * d * f - p * g * h, this._w = l * d * h + p * g * f;\n break;\n case \"YZX\":\n this._x = p * d * h + l * g * f, this._y = l * g * h + p * d * f, this._z = l * d * f - p * g * h, this._w = l * d * h - p * g * f;\n break;\n case \"XZY\":\n this._x = p * d * h - l * g * f, this._y = l * g * h - p * d * f, this._z = l * d * f + p * g * h, this._w = l * d * h + p * g * f;\n break;\n default:\n console.warn(\"THREE.Quaternion: .setFromEuler() encountered an unknown order: \" + o);\n }\n return t !== !1 && this._onChangeCallback(), this;\n }\n setFromAxisAngle(e, t) {\n const i = t / 2, r = Math.sin(i);\n return this._x = e.x * r, this._y = e.y * r, this._z = e.z * r, this._w = Math.cos(i), this._onChangeCallback(), this;\n }\n setFromRotationMatrix(e) {\n const t = e.elements, i = t[0], r = t[4], s = t[8], o = t[1], a = t[5], c = t[9], l = t[2], d = t[6], h = t[10], p = i + a + h;\n if (p > 0) {\n const g = 0.5 / Math.sqrt(p + 1);\n this._w = 0.25 / g, this._x = (d - c) * g, this._y = (s - l) * g, this._z = (o - r) * g;\n } else if (i > a && i > h) {\n const g = 2 * Math.sqrt(1 + i - a - h);\n this._w = (d - c) / g, this._x = 0.25 * g, this._y = (r + o) / g, this._z = (s + l) / g;\n } else if (a > h) {\n const g = 2 * Math.sqrt(1 + a - i - h);\n this._w = (s - l) / g, this._x = (r + o) / g, this._y = 0.25 * g, this._z = (c + d) / g;\n } else {\n const g = 2 * Math.sqrt(1 + h - i - a);\n this._w = (o - r) / g, this._x = (s + l) / g, this._y = (c + d) / g, this._z = 0.25 * g;\n }\n return this._onChangeCallback(), this;\n }\n setFromUnitVectors(e, t) {\n let i = e.dot(t) + 1;\n return i < Number.EPSILON ? (i = 0, Math.abs(e.x) > Math.abs(e.z) ? (this._x = -e.y, this._y = e.x, this._z = 0, this._w = i) : (this._x = 0, this._y = -e.z, this._z = e.y, this._w = i)) : (this._x = e.y * t.z - e.z * t.y, this._y = e.z * t.x - e.x * t.z, this._z = e.x * t.y - e.y * t.x, this._w = i), this.normalize();\n }\n angleTo(e) {\n return 2 * Math.acos(Math.abs(wn(this.dot(e), -1, 1)));\n }\n rotateTowards(e, t) {\n const i = this.angleTo(e);\n if (i === 0) return this;\n const r = Math.min(1, t / i);\n return this.slerp(e, r), this;\n }\n identity() {\n return this.set(0, 0, 0, 1);\n }\n invert() {\n return this.conjugate();\n }\n conjugate() {\n return this._x *= -1, this._y *= -1, this._z *= -1, this._onChangeCallback(), this;\n }\n dot(e) {\n return this._x * e._x + this._y * e._y + this._z * e._z + this._w * e._w;\n }\n lengthSq() {\n return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;\n }\n length() {\n return Math.sqrt(this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w);\n }\n normalize() {\n let e = this.length();\n return e === 0 ? (this._x = 0, this._y = 0, this._z = 0, this._w = 1) : (e = 1 / e, this._x = this._x * e, this._y = this._y * e, this._z = this._z * e, this._w = this._w * e), this._onChangeCallback(), this;\n }\n multiply(e, t) {\n return t !== void 0 ? (console.warn(\"THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.\"), this.multiplyQuaternions(e, t)) : this.multiplyQuaternions(this, e);\n }\n premultiply(e) {\n return this.multiplyQuaternions(e, this);\n }\n multiplyQuaternions(e, t) {\n const i = e._x, r = e._y, s = e._z, o = e._w, a = t._x, c = t._y, l = t._z, d = t._w;\n return this._x = i * d + o * a + r * l - s * c, this._y = r * d + o * c + s * a - i * l, this._z = s * d + o * l + i * c - r * a, this._w = o * d - i * a - r * c - s * l, this._onChangeCallback(), this;\n }\n slerp(e, t) {\n if (t === 0) return this;\n if (t === 1) return this.copy(e);\n const i = this._x, r = this._y, s = this._z, o = this._w;\n let a = o * e._w + i * e._x + r * e._y + s * e._z;\n if (a < 0 ? (this._w = -e._w, this._x = -e._x, this._y = -e._y, this._z = -e._z, a = -a) : this.copy(e), a >= 1)\n return this._w = o, this._x = i, this._y = r, this._z = s, this;\n const c = 1 - a * a;\n if (c <= Number.EPSILON) {\n const g = 1 - t;\n return this._w = g * o + t * this._w, this._x = g * i + t * this._x, this._y = g * r + t * this._y, this._z = g * s + t * this._z, this.normalize(), this._onChangeCallback(), this;\n }\n const l = Math.sqrt(c), d = Math.atan2(l, a), h = Math.sin((1 - t) * d) / l, p = Math.sin(t * d) / l;\n return this._w = o * h + this._w * p, this._x = i * h + this._x * p, this._y = r * h + this._y * p, this._z = s * h + this._z * p, this._onChangeCallback(), this;\n }\n slerpQuaternions(e, t, i) {\n this.copy(e).slerp(t, i);\n }\n equals(e) {\n return e._x === this._x && e._y === this._y && e._z === this._z && e._w === this._w;\n }\n fromArray(e, t = 0) {\n return this._x = e[t], this._y = e[t + 1], this._z = e[t + 2], this._w = e[t + 3], this._onChangeCallback(), this;\n }\n toArray(e = [], t = 0) {\n return e[t] = this._x, e[t + 1] = this._y, e[t + 2] = this._z, e[t + 3] = this._w, e;\n }\n fromBufferAttribute(e, t) {\n return this._x = e.getX(t), this._y = e.getY(t), this._z = e.getZ(t), this._w = e.getW(t), this;\n }\n _onChange(e) {\n return this._onChangeCallback = e, this;\n }\n _onChangeCallback() {\n }\n}\nSn.prototype.isQuaternion = !0;\nclass X {\n constructor(e = 0, t = 0, i = 0) {\n this.x = e, this.y = t, this.z = i;\n }\n set(e, t, i) {\n return i === void 0 && (i = this.z), this.x = e, this.y = t, this.z = i, this;\n }\n setScalar(e) {\n return this.x = e, this.y = e, this.z = e, this;\n }\n setX(e) {\n return this.x = e, this;\n }\n setY(e) {\n return this.y = e, this;\n }\n setZ(e) {\n return this.z = e, this;\n }\n setComponent(e, t) {\n switch (e) {\n case 0:\n this.x = t;\n break;\n case 1:\n this.y = t;\n break;\n case 2:\n this.z = t;\n break;\n default:\n throw new Error(\"index is out of range: \" + e);\n }\n return this;\n }\n getComponent(e) {\n switch (e) {\n case 0:\n return this.x;\n case 1:\n return this.y;\n case 2:\n return this.z;\n default:\n throw new Error(\"index is out of range: \" + e);\n }\n }\n clone() {\n return new this.constructor(this.x, this.y, this.z);\n }\n copy(e) {\n return this.x = e.x, this.y = e.y, this.z = e.z, this;\n }\n add(e, t) {\n return t !== void 0 ? (console.warn(\"THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.\"), this.addVectors(e, t)) : (this.x += e.x, this.y += e.y, this.z += e.z, this);\n }\n addScalar(e) {\n return this.x += e, this.y += e, this.z += e, this;\n }\n addVectors(e, t) {\n return this.x = e.x + t.x, this.y = e.y + t.y, this.z = e.z + t.z, this;\n }\n addScaledVector(e, t) {\n return this.x += e.x * t, this.y += e.y * t, this.z += e.z * t, this;\n }\n sub(e, t) {\n return t !== void 0 ? (console.warn(\"THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.\"), this.subVectors(e, t)) : (this.x -= e.x, this.y -= e.y, this.z -= e.z, this);\n }\n subScalar(e) {\n return this.x -= e, this.y -= e, this.z -= e, this;\n }\n subVectors(e, t) {\n return this.x = e.x - t.x, this.y = e.y - t.y, this.z = e.z - t.z, this;\n }\n multiply(e, t) {\n return t !== void 0 ? (console.warn(\"THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.\"), this.multiplyVectors(e, t)) : (this.x *= e.x, this.y *= e.y, this.z *= e.z, this);\n }\n multiplyScalar(e) {\n return this.x *= e, this.y *= e, this.z *= e, this;\n }\n multiplyVectors(e, t) {\n return this.x = e.x * t.x, this.y = e.y * t.y, this.z = e.z * t.z, this;\n }\n applyEuler(e) {\n return e && e.isEuler || console.error(\"THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.\"), this.applyQuaternion(pg.setFromEuler(e));\n }\n applyAxisAngle(e, t) {\n return this.applyQuaternion(pg.setFromAxisAngle(e, t));\n }\n applyMatrix3(e) {\n const t = this.x, i = this.y, r = this.z, s = e.elements;\n return this.x = s[0] * t + s[3] * i + s[6] * r, this.y = s[1] * t + s[4] * i + s[7] * r, this.z = s[2] * t + s[5] * i + s[8] * r, this;\n }\n applyNormalMatrix(e) {\n return this.applyMatrix3(e).normalize();\n }\n applyMatrix4(e) {\n const t = this.x, i = this.y, r = this.z, s = e.elements, o = 1 / (s[3] * t + s[7] * i + s[11] * r + s[15]);\n return this.x = (s[0] * t + s[4] * i + s[8] * r + s[12]) * o, this.y = (s[1] * t + s[5] * i + s[9] * r + s[13]) * o, this.z = (s[2] * t + s[6] * i + s[10] * r + s[14]) * o, this;\n }\n applyQuaternion(e) {\n const t = this.x, i = this.y, r = this.z, s = e.x, o = e.y, a = e.z, c = e.w, l = c * t + o * r - a * i, d = c * i + a * t - s * r, h = c * r + s * i - o * t, p = -s * t - o * i - a * r;\n return this.x = l * c + p * -s + d * -a - h * -o, this.y = d * c + p * -o + h * -s - l * -a, this.z = h * c + p * -a + l * -o - d * -s, this;\n }\n project(e) {\n return this.applyMatrix4(e.matrixWorldInverse).applyMatrix4(e.projectionMatrix);\n }\n unproject(e) {\n return this.applyMatrix4(e.projectionMatrixInverse).applyMatrix4(e.matrixWorld);\n }\n transformDirection(e) {\n const t = this.x, i = this.y, r = this.z, s = e.elements;\n return this.x = s[0] * t + s[4] * i + s[8] * r, this.y = s[1] * t + s[5] * i + s[9] * r, this.z = s[2] * t + s[6] * i + s[10] * r, this.normalize();\n }\n divide(e) {\n return this.x /= e.x, this.y /= e.y, this.z /= e.z, this;\n }\n divideScalar(e) {\n return this.multiplyScalar(1 / e);\n }\n min(e) {\n return this.x = Math.min(this.x, e.x), this.y = Math.min(this.y, e.y), this.z = Math.min(this.z, e.z), this;\n }\n max(e) {\n return this.x = Math.max(this.x, e.x), this.y = Math.max(this.y, e.y), this.z = Math.max(this.z, e.z), this;\n }\n clamp(e, t) {\n return this.x = Math.max(e.x, Math.min(t.x, this.x)), this.y = Math.max(e.y, Math.min(t.y, this.y)), this.z = Math.max(e.z, Math.min(t.z, this.z)), this;\n }\n clampScalar(e, t) {\n return this.x = Math.max(e, Math.min(t, this.x)), this.y = Math.max(e, Math.min(t, this.y)), this.z = Math.max(e, Math.min(t, this.z)), this;\n }\n clampLength(e, t) {\n const i = this.length();\n return this.divideScalar(i || 1).multiplyScalar(Math.max(e, Math.min(t, i)));\n }\n floor() {\n return this.x = Math.floor(this.x), this.y = Math.floor(this.y), this.z = Math.floor(this.z), this;\n }\n ceil() {\n return this.x = Math.ceil(this.x), this.y = Math.ceil(this.y), this.z = Math.ceil(this.z), this;\n }\n round() {\n return this.x = Math.round(this.x), this.y = Math.round(this.y), this.z = Math.round(this.z), this;\n }\n roundToZero() {\n return this.x = this.x < 0 ? Math.ceil(this.x) : Math.floor(this.x), this.y = this.y < 0 ? Math.ceil(this.y) : Math.floor(this.y), this.z = this.z < 0 ? Math.ceil(this.z) : Math.floor(this.z), this;\n }\n negate() {\n return this.x = -this.x, this.y = -this.y, this.z = -this.z, this;\n }\n dot(e) {\n return this.x * e.x + this.y * e.y + this.z * e.z;\n }\n // TODO lengthSquared?\n lengthSq() {\n return this.x * this.x + this.y * this.y + this.z * this.z;\n }\n length() {\n return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);\n }\n manhattanLength() {\n return Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z);\n }\n normalize() {\n return this.divideScalar(this.length() || 1);\n }\n setLength(e) {\n return this.normalize().multiplyScalar(e);\n }\n lerp(e, t) {\n return this.x += (e.x - this.x) * t, this.y += (e.y - this.y) * t, this.z += (e.z - this.z) * t, this;\n }\n lerpVectors(e, t, i) {\n return this.x = e.x + (t.x - e.x) * i, this.y = e.y + (t.y - e.y) * i, this.z = e.z + (t.z - e.z) * i, this;\n }\n cross(e, t) {\n return t !== void 0 ? (console.warn(\"THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.\"), this.crossVectors(e, t)) : this.crossVectors(this, e);\n }\n crossVectors(e, t) {\n const i = e.x, r = e.y, s = e.z, o = t.x, a = t.y, c = t.z;\n return this.x = r * c - s * a, this.y = s * o - i * c, this.z = i * a - r * o, this;\n }\n projectOnVector(e) {\n const t = e.lengthSq();\n if (t === 0) return this.set(0, 0, 0);\n const i = e.dot(this) / t;\n return this.copy(e).multiplyScalar(i);\n }\n projectOnPlane(e) {\n return oh.copy(this).projectOnVector(e), this.sub(oh);\n }\n reflect(e) {\n return this.sub(oh.copy(e).multiplyScalar(2 * this.dot(e)));\n }\n angleTo(e) {\n const t = Math.sqrt(this.lengthSq() * e.lengthSq());\n if (t === 0) return Math.PI / 2;\n const i = this.dot(e) / t;\n return Math.acos(wn(i, -1, 1));\n }\n distanceTo(e) {\n return Math.sqrt(this.distanceToSquared(e));\n }\n distanceToSquared(e) {\n const t = this.x - e.x, i = this.y - e.y, r = this.z - e.z;\n return t * t + i * i + r * r;\n }\n manhattanDistanceTo(e) {\n return Math.abs(this.x - e.x) + Math.abs(this.y - e.y) + Math.abs(this.z - e.z);\n }\n setFromSpherical(e) {\n return this.setFromSphericalCoords(e.radius, e.phi, e.theta);\n }\n setFromSphericalCoords(e, t, i) {\n const r = Math.sin(t) * e;\n return this.x = r * Math.sin(i), this.y = Math.cos(t) * e, this.z = r * Math.cos(i), this;\n }\n setFromCylindrical(e) {\n return this.setFromCylindricalCoords(e.radius, e.theta, e.y);\n }\n setFromCylindricalCoords(e, t, i) {\n return this.x = e * Math.sin(t), this.y = i, this.z = e * Math.cos(t), this;\n }\n setFromMatrixPosition(e) {\n const t = e.elements;\n return this.x = t[12], this.y = t[13], this.z = t[14], this;\n }\n setFromMatrixScale(e) {\n const t = this.setFromMatrixColumn(e, 0).length(), i = this.setFromMatrixColumn(e, 1).length(), r = this.setFromMatrixColumn(e, 2).length();\n return this.x = t, this.y = i, this.z = r, this;\n }\n setFromMatrixColumn(e, t) {\n return this.fromArray(e.elements, t * 4);\n }\n setFromMatrix3Column(e, t) {\n return this.fromArray(e.elements, t * 3);\n }\n equals(e) {\n return e.x === this.x && e.y === this.y && e.z === this.z;\n }\n fromArray(e, t = 0) {\n return this.x = e[t], this.y = e[t + 1], this.z = e[t + 2], this;\n }\n toArray(e = [], t = 0) {\n return e[t] = this.x, e[t + 1] = this.y, e[t + 2] = this.z, e;\n }\n fromBufferAttribute(e, t, i) {\n return i !== void 0 && console.warn(\"THREE.Vector3: offset has been removed from .fromBufferAttribute().\"), this.x = e.getX(t), this.y = e.getY(t), this.z = e.getZ(t), this;\n }\n random() {\n return this.x = Math.random(), this.y = Math.random(), this.z = Math.random(), this;\n }\n}\nX.prototype.isVector3 = !0;\nconst oh = /* @__PURE__ */ new X(), pg = /* @__PURE__ */ new Sn();\nclass Hn {\n constructor(e = new X(1 / 0, 1 / 0, 1 / 0), t = new X(-1 / 0, -1 / 0, -1 / 0)) {\n this.min = e, this.max = t;\n }\n set(e, t) {\n return this.min.copy(e), this.max.copy(t), this;\n }\n setFromArray(e) {\n let t = 1 / 0, i = 1 / 0, r = 1 / 0, s = -1 / 0, o = -1 / 0, a = -1 / 0;\n for (let c = 0, l = e.length; c < l; c += 3) {\n const d = e[c], h = e[c + 1], p = e[c + 2];\n d < t && (t = d), h < i && (i = h), p < r && (r = p), d > s && (s = d), h > o && (o = h), p > a && (a = p);\n }\n return this.min.set(t, i, r), this.max.set(s, o, a), this;\n }\n setFromBufferAttribute(e) {\n let t = 1 / 0, i = 1 / 0, r = 1 / 0, s = -1 / 0, o = -1 / 0, a = -1 / 0;\n for (let c = 0, l = e.count; c < l; c++) {\n const d = e.getX(c), h = e.getY(c), p = e.getZ(c);\n d < t && (t = d), h < i && (i = h), p < r && (r = p), d > s && (s = d), h > o && (o = h), p > a && (a = p);\n }\n return this.min.set(t, i, r), this.max.set(s, o, a), this;\n }\n setFromPoints(e) {\n this.makeEmpty();\n for (let t = 0, i = e.length; t < i; t++)\n this.expandByPoint(e[t]);\n return this;\n }\n setFromCenterAndSize(e, t) {\n const i = ba.copy(t).multiplyScalar(0.5);\n return this.min.copy(e).sub(i), this.max.copy(e).add(i), this;\n }\n setFromObject(e) {\n return this.makeEmpty(), this.expandByObject(e);\n }\n clone() {\n return new this.constructor().copy(this);\n }\n copy(e) {\n return this.min.copy(e.min), this.max.copy(e.max), this;\n }\n makeEmpty() {\n return this.min.x = this.min.y = this.min.z = 1 / 0, this.max.x = this.max.y = this.max.z = -1 / 0, this;\n }\n isEmpty() {\n return this.max.x < this.min.x || this.max.y < this.min.y || this.max.z < this.min.z;\n }\n getCenter(e) {\n return this.isEmpty() ? e.set(0, 0, 0) : e.addVectors(this.min, this.max).multiplyScalar(0.5);\n }\n getSize(e) {\n return this.isEmpty() ? e.set(0, 0, 0) : e.subVectors(this.max, this.min);\n }\n expandByPoint(e) {\n return this.min.min(e), this.max.max(e), this;\n }\n expandByVector(e) {\n return this.min.sub(e), this.max.add(e), this;\n }\n expandByScalar(e) {\n return this.min.addScalar(-e), this.max.addScalar(e), this;\n }\n expandByObject(e) {\n e.updateWorldMatrix(!1, !1);\n const t = e.geometry;\n t !== void 0 && (t.boundingBox === null && t.computeBoundingBox(), ah.copy(t.boundingBox), ah.applyMatrix4(e.matrixWorld), this.union(ah));\n const i = e.children;\n for (let r = 0, s = i.length; r < s; r++)\n this.expandByObject(i[r]);\n return this;\n }\n containsPoint(e) {\n return !(e.x < this.min.x || e.x > this.max.x || e.y < this.min.y || e.y > this.max.y || e.z < this.min.z || e.z > this.max.z);\n }\n containsBox(e) {\n return this.min.x <= e.min.x && e.max.x <= this.max.x && this.min.y <= e.min.y && e.max.y <= this.max.y && this.min.z <= e.min.z && e.max.z <= this.max.z;\n }\n getParameter(e, t) {\n return t.set(\n (e.x - this.min.x) / (this.max.x - this.min.x),\n (e.y - this.min.y) / (this.max.y - this.min.y),\n (e.z - this.min.z) / (this.max.z - this.min.z)\n );\n }\n intersectsBox(e) {\n return !(e.max.x < this.min.x || e.min.x > this.max.x || e.max.y < this.min.y || e.min.y > this.max.y || e.max.z < this.min.z || e.min.z > this.max.z);\n }\n intersectsSphere(e) {\n return this.clampPoint(e.center, ba), ba.distanceToSquared(e.center) <= e.radius * e.radius;\n }\n intersectsPlane(e) {\n let t, i;\n return e.normal.x > 0 ? (t = e.normal.x * this.min.x, i = e.normal.x * this.max.x) : (t = e.normal.x * this.max.x, i = e.normal.x * this.min.x), e.normal.y > 0 ? (t += e.normal.y * this.min.y, i += e.normal.y * this.max.y) : (t += e.normal.y * this.max.y, i += e.normal.y * this.min.y), e.normal.z > 0 ? (t += e.normal.z * this.min.z, i += e.normal.z * this.max.z) : (t += e.normal.z * this.max.z, i += e.normal.z * this.min.z), t <= -e.constant && i >= -e.constant;\n }\n intersectsTriangle(e) {\n if (this.isEmpty())\n return !1;\n this.getCenter(xa), Wl.subVectors(this.max, xa), Ks.subVectors(e.a, xa), Qs.subVectors(e.b, xa), eo.subVectors(e.c, xa), Sr.subVectors(Qs, Ks), _r.subVectors(eo, Qs), cs.subVectors(Ks, eo);\n let t = [\n 0,\n -Sr.z,\n Sr.y,\n 0,\n -_r.z,\n _r.y,\n 0,\n -cs.z,\n cs.y,\n Sr.z,\n 0,\n -Sr.x,\n _r.z,\n 0,\n -_r.x,\n cs.z,\n 0,\n -cs.x,\n -Sr.y,\n Sr.x,\n 0,\n -_r.y,\n _r.x,\n 0,\n -cs.y,\n cs.x,\n 0\n ];\n return !lh(t, Ks, Qs, eo, Wl) || (t = [1, 0, 0, 0, 1, 0, 0, 0, 1], !lh(t, Ks, Qs, eo, Wl)) ? !1 : (jl.crossVectors(Sr, _r), t = [jl.x, jl.y, jl.z], lh(t, Ks, Qs, eo, Wl));\n }\n clampPoint(e, t) {\n return t.copy(e).clamp(this.min, this.max);\n }\n distanceToPoint(e) {\n return ba.copy(e).clamp(this.min, this.max).sub(e).length();\n }\n getBoundingSphere(e) {\n return this.getCenter(e.center), e.radius = this.getSize(ba).length() * 0.5, e;\n }\n intersect(e) {\n return this.min.max(e.min), this.max.min(e.max), this.isEmpty() && this.makeEmpty(), this;\n }\n union(e) {\n return this.min.min(e.min), this.max.max(e.max), this;\n }\n applyMatrix4(e) {\n return this.isEmpty() ? this : ($i[0].set(this.min.x, this.min.y, this.min.z).applyMatrix4(e), $i[1].set(this.min.x, this.min.y, this.max.z).applyMatrix4(e), $i[2].set(this.min.x, this.max.y, this.min.z).applyMatrix4(e), $i[3].set(this.min.x, this.max.y, this.max.z).applyMatrix4(e), $i[4].set(this.max.x, this.min.y, this.min.z).applyMatrix4(e), $i[5].set(this.max.x, this.min.y, this.max.z).applyMatrix4(e), $i[6].set(this.max.x, this.max.y, this.min.z).applyMatrix4(e), $i[7].set(this.max.x, this.max.y, this.max.z).applyMatrix4(e), this.setFromPoints($i), this);\n }\n translate(e) {\n return this.min.add(e), this.max.add(e), this;\n }\n equals(e) {\n return e.min.equals(this.min) && e.max.equals(this.max);\n }\n}\nHn.prototype.isBox3 = !0;\nconst $i = [\n /* @__PURE__ */ new X(),\n /* @__PURE__ */ new X(),\n /* @__PURE__ */ new X(),\n /* @__PURE__ */ new X(),\n /* @__PURE__ */ new X(),\n /* @__PURE__ */ new X(),\n /* @__PURE__ */ new X(),\n /* @__PURE__ */ new X()\n], ba = /* @__PURE__ */ new X(), ah = /* @__PURE__ */ new Hn(), Ks = /* @__PURE__ */ new X(), Qs = /* @__PURE__ */ new X(), eo = /* @__PURE__ */ new X(), Sr = /* @__PURE__ */ new X(), _r = /* @__PURE__ */ new X(), cs = /* @__PURE__ */ new X(), xa = /* @__PURE__ */ new X(), Wl = /* @__PURE__ */ new X(), jl = /* @__PURE__ */ new X(), us = /* @__PURE__ */ new X();\nfunction lh(n, e, t, i, r) {\n for (let s = 0, o = n.length - 3; s <= o; s += 3) {\n us.fromArray(n, s);\n const a = r.x * Math.abs(us.x) + r.y * Math.abs(us.y) + r.z * Math.abs(us.z), c = e.dot(us), l = t.dot(us), d = i.dot(us);\n if (Math.max(-Math.max(c, l, d), Math.min(c, l, d)) > a)\n return !1;\n }\n return !0;\n}\nconst gI = /* @__PURE__ */ new Hn(), mg = /* @__PURE__ */ new X(), ch = /* @__PURE__ */ new X(), uh = /* @__PURE__ */ new X();\nclass xr {\n constructor(e = new X(), t = -1) {\n this.center = e, this.radius = t;\n }\n set(e, t) {\n return this.center.copy(e), this.radius = t, this;\n }\n setFromPoints(e, t) {\n const i = this.center;\n t !== void 0 ? i.copy(t) : gI.setFromPoints(e).getCenter(i);\n let r = 0;\n for (let s = 0, o = e.length; s < o; s++)\n r = Math.max(r, i.distanceToSquared(e[s]));\n return this.radius = Math.sqrt(r), this;\n }\n copy(e) {\n return this.center.copy(e.center), this.radius = e.radius, this;\n }\n isEmpty() {\n return this.radius < 0;\n }\n makeEmpty() {\n return this.center.set(0, 0, 0), this.radius = -1, this;\n }\n containsPoint(e) {\n return e.distanceToSquared(this.center) <= this.radius * this.radius;\n }\n distanceToPoint(e) {\n return e.distanceTo(this.center) - this.radius;\n }\n intersectsSphere(e) {\n const t = this.radius + e.radius;\n return e.center.distanceToSquared(this.center) <= t * t;\n }\n intersectsBox(e) {\n return e.intersectsSphere(this);\n }\n intersectsPlane(e) {\n return Math.abs(e.distanceToPoint(this.center)) <= this.radius;\n }\n clampPoint(e, t) {\n const i = this.center.distanceToSquared(e);\n return t.copy(e), i > this.radius * this.radius && (t.sub(this.center).normalize(), t.multiplyScalar(this.radius).add(this.center)), t;\n }\n getBoundingBox(e) {\n return this.isEmpty() ? (e.makeEmpty(), e) : (e.set(this.center, this.center), e.expandByScalar(this.radius), e);\n }\n applyMatrix4(e) {\n return this.center.applyMatrix4(e), this.radius = this.radius * e.getMaxScaleOnAxis(), this;\n }\n translate(e) {\n return this.center.add(e), this;\n }\n expandByPoint(e) {\n uh.subVectors(e, this.center);\n const t = uh.lengthSq();\n if (t > this.radius * this.radius) {\n const i = Math.sqrt(t), r = (i - this.radius) * 0.5;\n this.center.add(uh.multiplyScalar(r / i)), this.radius += r;\n }\n return this;\n }\n union(e) {\n return ch.subVectors(e.center, this.center).normalize().multiplyScalar(e.radius), this.expandByPoint(mg.copy(e.center).add(ch)), this.expandByPoint(mg.copy(e.center).sub(ch)), this;\n }\n equals(e) {\n return e.center.equals(this.center) && e.radius === this.radius;\n }\n clone() {\n return new this.constructor().copy(this);\n }\n}\nconst Zi = /* @__PURE__ */ new X(), hh = /* @__PURE__ */ new X(), $l = /* @__PURE__ */ new X(), Tr = /* @__PURE__ */ new X(), dh = /* @__PURE__ */ new X(), Zl = /* @__PURE__ */ new X(), fh = /* @__PURE__ */ new X();\nclass is {\n constructor(e = new X(), t = new X(0, 0, -1)) {\n this.origin = e, this.direction = t;\n }\n set(e, t) {\n return this.origin.copy(e), this.direction.copy(t), this;\n }\n copy(e) {\n return this.origin.copy(e.origin), this.direction.copy(e.direction), this;\n }\n at(e, t) {\n return t.copy(this.direction).multiplyScalar(e).add(this.origin);\n }\n lookAt(e) {\n return this.direction.copy(e).sub(this.origin).normalize(), this;\n }\n recast(e) {\n return this.origin.copy(this.at(e, Zi)), this;\n }\n closestPointToPoint(e, t) {\n t.subVectors(e, this.origin);\n const i = t.dot(this.direction);\n return i < 0 ? t.copy(this.origin) : t.copy(this.direction).multiplyScalar(i).add(this.origin);\n }\n distanceToPoint(e) {\n return Math.sqrt(this.distanceSqToPoint(e));\n }\n distanceSqToPoint(e) {\n const t = Zi.subVectors(e, this.origin).dot(this.direction);\n return t < 0 ? this.origin.distanceToSquared(e) : (Zi.copy(this.direction).multiplyScalar(t).add(this.origin), Zi.distanceToSquared(e));\n }\n distanceSqToSegment(e, t, i, r) {\n hh.copy(e).add(t).multiplyScalar(0.5), $l.copy(t).sub(e).normalize(), Tr.copy(this.origin).sub(hh);\n const s = e.distanceTo(t) * 0.5, o = -this.direction.dot($l), a = Tr.dot(this.direction), c = -Tr.dot($l), l = Tr.lengthSq(), d = Math.abs(1 - o * o);\n let h, p, g, f;\n if (d > 0)\n if (h = o * c - a, p = o * a - c, f = s * d, h >= 0)\n if (p >= -f)\n if (p <= f) {\n const u = 1 / d;\n h *= u, p *= u, g = h * (h + o * p + 2 * a) + p * (o * h + p + 2 * c) + l;\n } else\n p = s, h = Math.max(0, -(o * p + a)), g = -h * h + p * (p + 2 * c) + l;\n else\n p = -s, h = Math.max(0, -(o * p + a)), g = -h * h + p * (p + 2 * c) + l;\n else\n p <= -f ? (h = Math.max(0, -(-o * s + a)), p = h > 0 ? -s : Math.min(Math.max(-s, -c), s), g = -h * h + p * (p + 2 * c) + l) : p <= f ? (h = 0, p = Math.min(Math.max(-s, -c), s), g = p * (p + 2 * c) + l) : (h = Math.max(0, -(o * s + a)), p = h > 0 ? s : Math.min(Math.max(-s, -c), s), g = -h * h + p * (p + 2 * c) + l);\n else\n p = o > 0 ? -s : s, h = Math.max(0, -(o * p + a)), g = -h * h + p * (p + 2 * c) + l;\n return i && i.copy(this.direction).multiplyScalar(h).add(this.origin), r && r.copy($l).multiplyScalar(p).add(hh), g;\n }\n intersectSphere(e, t) {\n Zi.subVectors(e.center, this.origin);\n const i = Zi.dot(this.direction), r = Zi.dot(Zi) - i * i, s = e.radius * e.radius;\n if (r > s) return null;\n const o = Math.sqrt(s - r), a = i - o, c = i + o;\n return a < 0 && c < 0 ? null : a < 0 ? this.at(c, t) : this.at(a, t);\n }\n intersectsSphere(e) {\n return this.distanceSqToPoint(e.center) <= e.radius * e.radius;\n }\n distanceToPlane(e) {\n const t = e.normal.dot(this.direction);\n if (t === 0)\n return e.distanceToPoint(this.origin) === 0 ? 0 : null;\n const i = -(this.origin.dot(e.normal) + e.constant) / t;\n return i >= 0 ? i : null;\n }\n intersectPlane(e, t) {\n const i = this.distanceToPlane(e);\n return i === null ? null : this.at(i, t);\n }\n intersectsPlane(e) {\n const t = e.distanceToPoint(this.origin);\n return t === 0 || e.normal.dot(this.direction) * t < 0;\n }\n intersectBox(e, t) {\n let i, r, s, o, a, c;\n const l = 1 / this.direction.x, d = 1 / this.direction.y, h = 1 / this.direction.z, p = this.origin;\n return l >= 0 ? (i = (e.min.x - p.x) * l, r = (e.max.x - p.x) * l) : (i = (e.max.x - p.x) * l, r = (e.min.x - p.x) * l), d >= 0 ? (s = (e.min.y - p.y) * d, o = (e.max.y - p.y) * d) : (s = (e.max.y - p.y) * d, o = (e.min.y - p.y) * d), i > o || s > r || ((s > i || i !== i) && (i = s), (o < r || r !== r) && (r = o), h >= 0 ? (a = (e.min.z - p.z) * h, c = (e.max.z - p.z) * h) : (a = (e.max.z - p.z) * h, c = (e.min.z - p.z) * h), i > c || a > r) || ((a > i || i !== i) && (i = a), (c < r || r !== r) && (r = c), r < 0) ? null : this.at(i >= 0 ? i : r, t);\n }\n intersectsBox(e) {\n return this.intersectBox(e, Zi) !== null;\n }\n intersectTriangle(e, t, i, r, s) {\n dh.subVectors(t, e), Zl.subVectors(i, e), fh.crossVectors(dh, Zl);\n let o = this.direction.dot(fh), a;\n if (o > 0) {\n if (r) return null;\n a = 1;\n } else if (o < 0)\n a = -1, o = -o;\n else\n return null;\n Tr.subVectors(this.origin, e);\n const c = a * this.direction.dot(Zl.crossVectors(Tr, Zl));\n if (c < 0)\n return null;\n const l = a * this.direction.dot(dh.cross(Tr));\n if (l < 0 || c + l > o)\n return null;\n const d = -a * Tr.dot(fh);\n return d < 0 ? null : this.at(d / o, s);\n }\n applyMatrix4(e) {\n return this.origin.applyMatrix4(e), this.direction.transformDirection(e), this;\n }\n equals(e) {\n return e.origin.equals(this.origin) && e.direction.equals(this.direction);\n }\n clone() {\n return new this.constructor().copy(this);\n }\n}\nclass $e {\n constructor() {\n this.elements = [\n 1,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 0,\n 1\n ], arguments.length > 0 && console.error(\"THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.\");\n }\n set(e, t, i, r, s, o, a, c, l, d, h, p, g, f, u, y) {\n const v = this.elements;\n return v[0] = e, v[4] = t, v[8] = i, v[12] = r, v[1] = s, v[5] = o, v[9] = a, v[13] = c, v[2] = l, v[6] = d, v[10] = h, v[14] = p, v[3] = g, v[7] = f, v[11] = u, v[15] = y, this;\n }\n identity() {\n return this.set(\n 1,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 0,\n 1\n ), this;\n }\n clone() {\n return new $e().fromArray(this.elements);\n }\n copy(e) {\n const t = this.elements, i = e.elements;\n return t[0] = i[0], t[1] = i[1], t[2] = i[2], t[3] = i[3], t[4] = i[4], t[5] = i[5], t[6] = i[6], t[7] = i[7], t[8] = i[8], t[9] = i[9], t[10] = i[10], t[11] = i[11], t[12] = i[12], t[13] = i[13], t[14] = i[14], t[15] = i[15], this;\n }\n copyPosition(e) {\n const t = this.elements, i = e.elements;\n return t[12] = i[12], t[13] = i[13], t[14] = i[14], this;\n }\n setFromMatrix3(e) {\n const t = e.elements;\n return this.set(\n t[0],\n t[3],\n t[6],\n 0,\n t[1],\n t[4],\n t[7],\n 0,\n t[2],\n t[5],\n t[8],\n 0,\n 0,\n 0,\n 0,\n 1\n ), this;\n }\n extractBasis(e, t, i) {\n return e.setFromMatrixColumn(this, 0), t.setFromMatrixColumn(this, 1), i.setFromMatrixColumn(this, 2), this;\n }\n makeBasis(e, t, i) {\n return this.set(\n e.x,\n t.x,\n i.x,\n 0,\n e.y,\n t.y,\n i.y,\n 0,\n e.z,\n t.z,\n i.z,\n 0,\n 0,\n 0,\n 0,\n 1\n ), this;\n }\n extractRotation(e) {\n const t = this.elements, i = e.elements, r = 1 / to.setFromMatrixColumn(e, 0).length(), s = 1 / to.setFromMatrixColumn(e, 1).length(), o = 1 / to.setFromMatrixColumn(e, 2).length();\n return t[0] = i[0] * r, t[1] = i[1] * r, t[2] = i[2] * r, t[3] = 0, t[4] = i[4] * s, t[5] = i[5] * s, t[6] = i[6] * s, t[7] = 0, t[8] = i[8] * o, t[9] = i[9] * o, t[10] = i[10] * o, t[11] = 0, t[12] = 0, t[13] = 0, t[14] = 0, t[15] = 1, this;\n }\n makeRotationFromEuler(e) {\n e && e.isEuler || console.error(\"THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.\");\n const t = this.elements, i = e.x, r = e.y, s = e.z, o = Math.cos(i), a = Math.sin(i), c = Math.cos(r), l = Math.sin(r), d = Math.cos(s), h = Math.sin(s);\n if (e.order === \"XYZ\") {\n const p = o * d, g = o * h, f = a * d, u = a * h;\n t[0] = c * d, t[4] = -c * h, t[8] = l, t[1] = g + f * l, t[5] = p - u * l, t[9] = -a * c, t[2] = u - p * l, t[6] = f + g * l, t[10] = o * c;\n } else if (e.order === \"YXZ\") {\n const p = c * d, g = c * h, f = l * d, u = l * h;\n t[0] = p + u * a, t[4] = f * a - g, t[8] = o * l, t[1] = o * h, t[5] = o * d, t[9] = -a, t[2] = g * a - f, t[6] = u + p * a, t[10] = o * c;\n } else if (e.order === \"ZXY\") {\n const p = c * d, g = c * h, f = l * d, u = l * h;\n t[0] = p - u * a, t[4] = -o * h, t[8] = f + g * a, t[1] = g + f * a, t[5] = o * d, t[9] = u - p * a, t[2] = -o * l, t[6] = a, t[10] = o * c;\n } else if (e.order === \"ZYX\") {\n const p = o * d, g = o * h, f = a * d, u = a * h;\n t[0] = c * d, t[4] = f * l - g, t[8] = p * l + u, t[1] = c * h, t[5] = u * l + p, t[9] = g * l - f, t[2] = -l, t[6] = a * c, t[10] = o * c;\n } else if (e.order === \"YZX\") {\n const p = o * c, g = o * l, f = a * c, u = a * l;\n t[0] = c * d, t[4] = u - p * h, t[8] = f * h + g, t[1] = h, t[5] = o * d, t[9] = -a * d, t[2] = -l * d, t[6] = g * h + f, t[10] = p - u * h;\n } else if (e.order === \"XZY\") {\n const p = o * c, g = o * l, f = a * c, u = a * l;\n t[0] = c * d, t[4] = -h, t[8] = l * d, t[1] = p * h + u, t[5] = o * d, t[9] = g * h - f, t[2] = f * h - g, t[6] = a * d, t[10] = u * h + p;\n }\n return t[3] = 0, t[7] = 0, t[11] = 0, t[12] = 0, t[13] = 0, t[14] = 0, t[15] = 1, this;\n }\n makeRotationFromQuaternion(e) {\n return this.compose(vI, e, yI);\n }\n lookAt(e, t, i) {\n const r = this.elements;\n return Wn.subVectors(e, t), Wn.lengthSq() === 0 && (Wn.z = 1), Wn.normalize(), Er.crossVectors(i, Wn), Er.lengthSq() === 0 && (Math.abs(i.z) === 1 ? Wn.x += 1e-4 : Wn.z += 1e-4, Wn.normalize(), Er.crossVectors(i, Wn)), Er.normalize(), Xl.crossVectors(Wn, Er), r[0] = Er.x, r[4] = Xl.x, r[8] = Wn.x, r[1] = Er.y, r[5] = Xl.y, r[9] = Wn.y, r[2] = Er.z, r[6] = Xl.z, r[10] = Wn.z, this;\n }\n multiply(e, t) {\n return t !== void 0 ? (console.warn(\"THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.\"), this.multiplyMatrices(e, t)) : this.multiplyMatrices(this, e);\n }\n premultiply(e) {\n return this.multiplyMatrices(e, this);\n }\n multiplyMatrices(e, t) {\n const i = e.elements, r = t.elements, s = this.elements, o = i[0], a = i[4], c = i[8], l = i[12], d = i[1], h = i[5], p = i[9], g = i[13], f = i[2], u = i[6], y = i[10], v = i[14], m = i[3], w = i[7], S = i[11], T = i[15], M = r[0], x = r[4], _ = r[8], E = r[12], L = r[1], R = r[5], C = r[9], A = r[13], P = r[2], I = r[6], b = r[10], O = r[14], N = r[3], D = r[7], B = r[11], U = r[15];\n return s[0] = o * M + a * L + c * P + l * N, s[4] = o * x + a * R + c * I + l * D, s[8] = o * _ + a * C + c * b + l * B, s[12] = o * E + a * A + c * O + l * U, s[1] = d * M + h * L + p * P + g * N, s[5] = d * x + h * R + p * I + g * D, s[9] = d * _ + h * C + p * b + g * B, s[13] = d * E + h * A + p * O + g * U, s[2] = f * M + u * L + y * P + v * N, s[6] = f * x + u * R + y * I + v * D, s[10] = f * _ + u * C + y * b + v * B, s[14] = f * E + u * A + y * O + v * U, s[3] = m * M + w * L + S * P + T * N, s[7] = m * x + w * R + S * I + T * D, s[11] = m * _ + w * C + S * b + T * B, s[15] = m * E + w * A + S * O + T * U, this;\n }\n multiplyScalar(e) {\n const t = this.elements;\n return t[0] *= e, t[4] *= e, t[8] *= e, t[12] *= e, t[1] *= e, t[5] *= e, t[9] *= e, t[13] *= e, t[2] *= e, t[6] *= e, t[10] *= e, t[14] *= e, t[3] *= e, t[7] *= e, t[11] *= e, t[15] *= e, this;\n }\n determinant() {\n const e = this.elements, t = e[0], i = e[4], r = e[8], s = e[12], o = e[1], a = e[5], c = e[9], l = e[13], d = e[2], h = e[6], p = e[10], g = e[14], f = e[3], u = e[7], y = e[11], v = e[15];\n return f * (+s * c * h - r * l * h - s * a * p + i * l * p + r * a * g - i * c * g) + u * (+t * c * g - t * l * p + s * o * p - r * o * g + r * l * d - s * c * d) + y * (+t * l * h - t * a * g - s * o * h + i * o * g + s * a * d - i * l * d) + v * (-r * a * d - t * c * h + t * a * p + r * o * h - i * o * p + i * c * d);\n }\n transpose() {\n const e = this.elements;\n let t;\n return t = e[1], e[1] = e[4], e[4] = t, t = e[2], e[2] = e[8], e[8] = t, t = e[6], e[6] = e[9], e[9] = t, t = e[3], e[3] = e[12], e[12] = t, t = e[7], e[7] = e[13], e[13] = t, t = e[11], e[11] = e[14], e[14] = t, this;\n }\n setPosition(e, t, i) {\n const r = this.elements;\n return e.isVector3 ? (r[12] = e.x, r[13] = e.y, r[14] = e.z) : (r[12] = e, r[13] = t, r[14] = i), this;\n }\n invert() {\n const e = this.elements, t = e[0], i = e[1], r = e[2], s = e[3], o = e[4], a = e[5], c = e[6], l = e[7], d = e[8], h = e[9], p = e[10], g = e[11], f = e[12], u = e[13], y = e[14], v = e[15], m = h * y * l - u * p * l + u * c * g - a * y * g - h * c * v + a * p * v, w = f * p * l - d * y * l - f * c * g + o * y * g + d * c * v - o * p * v, S = d * u * l - f * h * l + f * a * g - o * u * g - d * a * v + o * h * v, T = f * h * c - d * u * c - f * a * p + o * u * p + d * a * y - o * h * y, M = t * m + i * w + r * S + s * T;\n if (M === 0) return this.set(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);\n const x = 1 / M;\n return e[0] = m * x, e[1] = (u * p * s - h * y * s - u * r * g + i * y * g + h * r * v - i * p * v) * x, e[2] = (a * y * s - u * c * s + u * r * l - i * y * l - a * r * v + i * c * v) * x, e[3] = (h * c * s - a * p * s - h * r * l + i * p * l + a * r * g - i * c * g) * x, e[4] = w * x, e[5] = (d * y * s - f * p * s + f * r * g - t * y * g - d * r * v + t * p * v) * x, e[6] = (f * c * s - o * y * s - f * r * l + t * y * l + o * r * v - t * c * v) * x, e[7] = (o * p * s - d * c * s + d * r * l - t * p * l - o * r * g + t * c * g) * x, e[8] = S * x, e[9] = (f * h * s - d * u * s - f * i * g + t * u * g + d * i * v - t * h * v) * x, e[10] = (o * u * s - f * a * s + f * i * l - t * u * l - o * i * v + t * a * v) * x, e[11] = (d * a * s - o * h * s - d * i * l + t * h * l + o * i * g - t * a * g) * x, e[12] = T * x, e[13] = (d * u * r - f * h * r + f * i * p - t * u * p - d * i * y + t * h * y) * x, e[14] = (f * a * r - o * u * r - f * i * c + t * u * c + o * i * y - t * a * y) * x, e[15] = (o * h * r - d * a * r + d * i * c - t * h * c - o * i * p + t * a * p) * x, this;\n }\n scale(e) {\n const t = this.elements, i = e.x, r = e.y, s = e.z;\n return t[0] *= i, t[4] *= r, t[8] *= s, t[1] *= i, t[5] *= r, t[9] *= s, t[2] *= i, t[6] *= r, t[10] *= s, t[3] *= i, t[7] *= r, t[11] *= s, this;\n }\n getMaxScaleOnAxis() {\n const e = this.elements, t = e[0] * e[0] + e[1] * e[1] + e[2] * e[2], i = e[4] * e[4] + e[5] * e[5] + e[6] * e[6], r = e[8] * e[8] + e[9] * e[9] + e[10] * e[10];\n return Math.sqrt(Math.max(t, i, r));\n }\n makeTranslation(e, t, i) {\n return this.set(\n 1,\n 0,\n 0,\n e,\n 0,\n 1,\n 0,\n t,\n 0,\n 0,\n 1,\n i,\n 0,\n 0,\n 0,\n 1\n ), this;\n }\n makeRotationX(e) {\n const t = Math.cos(e), i = Math.sin(e);\n return this.set(\n 1,\n 0,\n 0,\n 0,\n 0,\n t,\n -i,\n 0,\n 0,\n i,\n t,\n 0,\n 0,\n 0,\n 0,\n 1\n ), this;\n }\n makeRotationY(e) {\n const t = Math.cos(e), i = Math.sin(e);\n return this.set(\n t,\n 0,\n i,\n 0,\n 0,\n 1,\n 0,\n 0,\n -i,\n 0,\n t,\n 0,\n 0,\n 0,\n 0,\n 1\n ), this;\n }\n makeRotationZ(e) {\n const t = Math.cos(e), i = Math.sin(e);\n return this.set(\n t,\n -i,\n 0,\n 0,\n i,\n t,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 0,\n 1\n ), this;\n }\n makeRotationAxis(e, t) {\n const i = Math.cos(t), r = Math.sin(t), s = 1 - i, o = e.x, a = e.y, c = e.z, l = s * o, d = s * a;\n return this.set(\n l * o + i,\n l * a - r * c,\n l * c + r * a,\n 0,\n l * a + r * c,\n d * a + i,\n d * c - r * o,\n 0,\n l * c - r * a,\n d * c + r * o,\n s * c * c + i,\n 0,\n 0,\n 0,\n 0,\n 1\n ), this;\n }\n makeScale(e, t, i) {\n return this.set(\n e,\n 0,\n 0,\n 0,\n 0,\n t,\n 0,\n 0,\n 0,\n 0,\n i,\n 0,\n 0,\n 0,\n 0,\n 1\n ), this;\n }\n makeShear(e, t, i, r, s, o) {\n return this.set(\n 1,\n i,\n s,\n 0,\n e,\n 1,\n o,\n 0,\n t,\n r,\n 1,\n 0,\n 0,\n 0,\n 0,\n 1\n ), this;\n }\n compose(e, t, i) {\n const r = this.elements, s = t._x, o = t._y, a = t._z, c = t._w, l = s + s, d = o + o, h = a + a, p = s * l, g = s * d, f = s * h, u = o * d, y = o * h, v = a * h, m = c * l, w = c * d, S = c * h, T = i.x, M = i.y, x = i.z;\n return r[0] = (1 - (u + v)) * T, r[1] = (g + S) * T, r[2] = (f - w) * T, r[3] = 0, r[4] = (g - S) * M, r[5] = (1 - (p + v)) * M, r[6] = (y + m) * M, r[7] = 0, r[8] = (f + w) * x, r[9] = (y - m) * x, r[10] = (1 - (p + u)) * x, r[11] = 0, r[12] = e.x, r[13] = e.y, r[14] = e.z, r[15] = 1, this;\n }\n decompose(e, t, i) {\n const r = this.elements;\n let s = to.set(r[0], r[1], r[2]).length();\n const o = to.set(r[4], r[5], r[6]).length(), a = to.set(r[8], r[9], r[10]).length();\n this.determinant() < 0 && (s = -s), e.x = r[12], e.y = r[13], e.z = r[14], hi.copy(this);\n const l = 1 / s, d = 1 / o, h = 1 / a;\n return hi.elements[0] *= l, hi.elements[1] *= l, hi.elements[2] *= l, hi.elements[4] *= d, hi.elements[5] *= d, hi.elements[6] *= d, hi.elements[8] *= h, hi.elements[9] *= h, hi.elements[10] *= h, t.setFromRotationMatrix(hi), i.x = s, i.y = o, i.z = a, this;\n }\n makePerspective(e, t, i, r, s, o) {\n o === void 0 && console.warn(\"THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.\");\n const a = this.elements, c = 2 * s / (t - e), l = 2 * s / (i - r), d = (t + e) / (t - e), h = (i + r) / (i - r), p = -(o + s) / (o - s), g = -2 * o * s / (o - s);\n return a[0] = c, a[4] = 0, a[8] = d, a[12] = 0, a[1] = 0, a[5] = l, a[9] = h, a[13] = 0, a[2] = 0, a[6] = 0, a[10] = p, a[14] = g, a[3] = 0, a[7] = 0, a[11] = -1, a[15] = 0, this;\n }\n makeOrthographic(e, t, i, r, s, o) {\n const a = this.elements, c = 1 / (t - e), l = 1 / (i - r), d = 1 / (o - s), h = (t + e) * c, p = (i + r) * l, g = (o + s) * d;\n return a[0] = 2 * c, a[4] = 0, a[8] = 0, a[12] = -h, a[1] = 0, a[5] = 2 * l, a[9] = 0, a[13] = -p, a[2] = 0, a[6] = 0, a[10] = -2 * d, a[14] = -g, a[3] = 0, a[7] = 0, a[11] = 0, a[15] = 1, this;\n }\n equals(e) {\n const t = this.elements, i = e.elements;\n for (let r = 0; r < 16; r++)\n if (t[r] !== i[r]) return !1;\n return !0;\n }\n fromArray(e, t = 0) {\n for (let i = 0; i < 16; i++)\n this.elements[i] = e[i + t];\n return this;\n }\n toArray(e = [], t = 0) {\n const i = this.elements;\n return e[t] = i[0], e[t + 1] = i[1], e[t + 2] = i[2], e[t + 3] = i[3], e[t + 4] = i[4], e[t + 5] = i[5], e[t + 6] = i[6], e[t + 7] = i[7], e[t + 8] = i[8], e[t + 9] = i[9], e[t + 10] = i[10], e[t + 11] = i[11], e[t + 12] = i[12], e[t + 13] = i[13], e[t + 14] = i[14], e[t + 15] = i[15], e;\n }\n}\n$e.prototype.isMatrix4 = !0;\nconst to = /* @__PURE__ */ new X(), hi = /* @__PURE__ */ new $e(), vI = /* @__PURE__ */ new X(0, 0, 0), yI = /* @__PURE__ */ new X(1, 1, 1), Er = /* @__PURE__ */ new X(), Xl = /* @__PURE__ */ new X(), Wn = /* @__PURE__ */ new X(), gg = /* @__PURE__ */ new $e(), vg = /* @__PURE__ */ new Sn();\nclass Ws {\n constructor(e = 0, t = 0, i = 0, r = Ws.DefaultOrder) {\n this._x = e, this._y = t, this._z = i, this._order = r;\n }\n get x() {\n return this._x;\n }\n set x(e) {\n this._x = e, this._onChangeCallback();\n }\n get y() {\n return this._y;\n }\n set y(e) {\n this._y = e, this._onChangeCallback();\n }\n get z() {\n return this._z;\n }\n set z(e) {\n this._z = e, this._onChangeCallback();\n }\n get order() {\n return this._order;\n }\n set order(e) {\n this._order = e, this._onChangeCallback();\n }\n set(e, t, i, r = this._order) {\n return this._x = e, this._y = t, this._z = i, this._order = r, this._onChangeCallback(), this;\n }\n clone() {\n return new this.constructor(this._x, this._y, this._z, this._order);\n }\n copy(e) {\n return this._x = e._x, this._y = e._y, this._z = e._z, this._order = e._order, this._onChangeCallback(), this;\n }\n setFromRotationMatrix(e, t = this._order, i = !0) {\n const r = e.elements, s = r[0], o = r[4], a = r[8], c = r[1], l = r[5], d = r[9], h = r[2], p = r[6], g = r[10];\n switch (t) {\n case \"XYZ\":\n this._y = Math.asin(wn(a, -1, 1)), Math.abs(a) < 0.9999999 ? (this._x = Math.atan2(-d, g), this._z = Math.atan2(-o, s)) : (this._x = Math.atan2(p, l), this._z = 0);\n break;\n case \"YXZ\":\n this._x = Math.asin(-wn(d, -1, 1)), Math.abs(d) < 0.9999999 ? (this._y = Math.atan2(a, g), this._z = Math.atan2(c, l)) : (this._y = Math.atan2(-h, s), this._z = 0);\n break;\n case \"ZXY\":\n this._x = Math.asin(wn(p, -1, 1)), Math.abs(p) < 0.9999999 ? (this._y = Math.atan2(-h, g), this._z = Math.atan2(-o, l)) : (this._y = 0, this._z = Math.atan2(c, s));\n break;\n case \"ZYX\":\n this._y = Math.asin(-wn(h, -1, 1)), Math.abs(h) < 0.9999999 ? (this._x = Math.atan2(p, g), this._z = Math.atan2(c, s)) : (this._x = 0, this._z = Math.atan2(-o, l));\n break;\n case \"YZX\":\n this._z = Math.asin(wn(c, -1, 1)), Math.abs(c) < 0.9999999 ? (this._x = Math.atan2(-d, l), this._y = Math.atan2(-h, s)) : (this._x = 0, this._y = Math.atan2(a, g));\n break;\n case \"XZY\":\n this._z = Math.asin(-wn(o, -1, 1)), Math.abs(o) < 0.9999999 ? (this._x = Math.atan2(p, l), this._y = Math.atan2(a, s)) : (this._x = Math.atan2(-d, g), this._y = 0);\n break;\n default:\n console.warn(\"THREE.Euler: .setFromRotationMatrix() encountered an unknown order: \" + t);\n }\n return this._order = t, i === !0 && this._onChangeCallback(), this;\n }\n setFromQuaternion(e, t, i) {\n return gg.makeRotationFromQuaternion(e), this.setFromRotationMatrix(gg, t, i);\n }\n setFromVector3(e, t = this._order) {\n return this.set(e.x, e.y, e.z, t);\n }\n reorder(e) {\n return vg.setFromEuler(this), this.setFromQuaternion(vg, e);\n }\n equals(e) {\n return e._x === this._x && e._y === this._y && e._z === this._z && e._order === this._order;\n }\n fromArray(e) {\n return this._x = e[0], this._y = e[1], this._z = e[2], e[3] !== void 0 && (this._order = e[3]), this._onChangeCallback(), this;\n }\n toArray(e = [], t = 0) {\n return e[t] = this._x, e[t + 1] = this._y, e[t + 2] = this._z, e[t + 3] = this._order, e;\n }\n toVector3(e) {\n return e ? e.set(this._x, this._y, this._z) : new X(this._x, this._y, this._z);\n }\n _onChange(e) {\n return this._onChangeCallback = e, this;\n }\n _onChangeCallback() {\n }\n}\nWs.prototype.isEuler = !0;\nWs.DefaultOrder = \"XYZ\";\nWs.RotationOrders = [\"XYZ\", \"YZX\", \"ZXY\", \"XZY\", \"YXZ\", \"ZYX\"];\nclass qf {\n constructor() {\n this.mask = 1;\n }\n set(e) {\n this.mask = 1 << e | 0;\n }\n enable(e) {\n this.mask |= 1 << e | 0;\n }\n enableAll() {\n this.mask = -1;\n }\n toggle(e) {\n this.mask ^= 1 << e | 0;\n }\n disable(e) {\n this.mask &= ~(1 << e | 0);\n }\n disableAll() {\n this.mask = 0;\n }\n test(e) {\n return (this.mask & e.mask) !== 0;\n }\n}\nlet bI = 0;\nconst yg = /* @__PURE__ */ new X(), no = /* @__PURE__ */ new Sn(), Xi = /* @__PURE__ */ new $e(), Yl = /* @__PURE__ */ new X(), wa = /* @__PURE__ */ new X(), xI = /* @__PURE__ */ new X(), wI = /* @__PURE__ */ new Sn(), bg = /* @__PURE__ */ new X(1, 0, 0), xg = /* @__PURE__ */ new X(0, 1, 0), wg = /* @__PURE__ */ new X(0, 0, 1), MI = { type: \"added\" }, Mg = { type: \"removed\" };\nclass ot extends ns {\n constructor() {\n super(), Object.defineProperty(this, \"id\", { value: bI++ }), this.uuid = Jn(), this.name = \"\", this.type = \"Object3D\", this.parent = null, this.children = [], this.up = ot.DefaultUp.clone();\n const e = new X(), t = new Ws(), i = new Sn(), r = new X(1, 1, 1);\n function s() {\n i.setFromEuler(t, !1);\n }\n function o() {\n t.setFromQuaternion(i, void 0, !1);\n }\n t._onChange(s), i._onChange(o), Object.defineProperties(this, {\n position: {\n configurable: !0,\n enumerable: !0,\n value: e\n },\n rotation: {\n configurable: !0,\n enumerable: !0,\n value: t\n },\n quaternion: {\n configurable: !0,\n enumerable: !0,\n value: i\n },\n scale: {\n configurable: !0,\n enumerable: !0,\n value: r\n },\n modelViewMatrix: {\n value: new $e()\n },\n normalMatrix: {\n value: new ln()\n }\n }), this.matrix = new $e(), this.matrixWorld = new $e(), this.matrixAutoUpdate = ot.DefaultMatrixAutoUpdate, this.matrixWorldNeedsUpdate = !1, this.layers = new qf(), this.visible = !0, this.castShadow = !1, this.receiveShadow = !1, this.frustumCulled = !0, this.renderOrder = 0, this.animations = [], this.userData = {};\n }\n onBeforeRender() {\n }\n onAfterRender() {\n }\n applyMatrix4(e) {\n this.matrixAutoUpdate && this.updateMatrix(), this.matrix.premultiply(e), this.matrix.decompose(this.position, this.quaternion, this.scale);\n }\n applyQuaternion(e) {\n return this.quaternion.premultiply(e), this;\n }\n setRotationFromAxisAngle(e, t) {\n this.quaternion.setFromAxisAngle(e, t);\n }\n setRotationFromEuler(e) {\n this.quaternion.setFromEuler(e, !0);\n }\n setRotationFromMatrix(e) {\n this.quaternion.setFromRotationMatrix(e);\n }\n setRotationFromQuaternion(e) {\n this.quaternion.copy(e);\n }\n rotateOnAxis(e, t) {\n return no.setFromAxisAngle(e, t), this.quaternion.multiply(no), this;\n }\n rotateOnWorldAxis(e, t) {\n return no.setFromAxisAngle(e, t), this.quaternion.premultiply(no), this;\n }\n rotateX(e) {\n return this.rotateOnAxis(bg, e);\n }\n rotateY(e) {\n return this.rotateOnAxis(xg, e);\n }\n rotateZ(e) {\n return this.rotateOnAxis(wg, e);\n }\n translateOnAxis(e, t) {\n return yg.copy(e).applyQuaternion(this.quaternion), this.position.add(yg.multiplyScalar(t)), this;\n }\n translateX(e) {\n return this.translateOnAxis(bg, e);\n }\n translateY(e) {\n return this.translateOnAxis(xg, e);\n }\n translateZ(e) {\n return this.translateOnAxis(wg, e);\n }\n localToWorld(e) {\n return e.applyMatrix4(this.matrixWorld);\n }\n worldToLocal(e) {\n return e.applyMatrix4(Xi.copy(this.matrixWorld).invert());\n }\n lookAt(e, t, i) {\n e.isVector3 ? Yl.copy(e) : Yl.set(e, t, i);\n const r = this.parent;\n this.updateWorldMatrix(!0, !1), wa.setFromMatrixPosition(this.matrixWorld), this.isCamera || this.isLight ? Xi.lookAt(wa, Yl, this.up) : Xi.lookAt(Yl, wa, this.up), this.quaternion.setFromRotationMatrix(Xi), r && (Xi.extractRotation(r.matrixWorld), no.setFromRotationMatrix(Xi), this.quaternion.premultiply(no.invert()));\n }\n add(e) {\n if (arguments.length > 1) {\n for (let t = 0; t < arguments.length; t++)\n this.add(arguments[t]);\n return this;\n }\n return e === this ? (console.error(\"THREE.Object3D.add: object can't be added as a child of itself.\", e), this) : (e && e.isObject3D ? (e.parent !== null && e.parent.remove(e), e.parent = this, this.children.push(e), e.dispatchEvent(MI)) : console.error(\"THREE.Object3D.add: object not an instance of THREE.Object3D.\", e), this);\n }\n remove(e) {\n if (arguments.length > 1) {\n for (let i = 0; i < arguments.length; i++)\n this.remove(arguments[i]);\n return this;\n }\n const t = this.children.indexOf(e);\n return t !== -1 && (e.parent = null, this.children.splice(t, 1), e.dispatchEvent(Mg)), this;\n }\n removeFromParent() {\n const e = this.parent;\n return e !== null && e.remove(this), this;\n }\n clear() {\n for (let e = 0; e < this.children.length; e++) {\n const t = this.children[e];\n t.parent = null, t.dispatchEvent(Mg);\n }\n return this.children.length = 0, this;\n }\n attach(e) {\n return this.updateWorldMatrix(!0, !1), Xi.copy(this.matrixWorld).invert(), e.parent !== null && (e.parent.updateWorldMatrix(!0, !1), Xi.multiply(e.parent.matrixWorld)), e.applyMatrix4(Xi), this.add(e), e.updateWorldMatrix(!1, !0), this;\n }\n getObjectById(e) {\n return this.getObjectByProperty(\"id\", e);\n }\n getObjectByName(e) {\n return this.getObjectByProperty(\"name\", e);\n }\n getObjectByProperty(e, t) {\n if (this[e] === t) return this;\n for (let i = 0, r = this.children.length; i < r; i++) {\n const o = this.children[i].getObjectByProperty(e, t);\n if (o !== void 0)\n return o;\n }\n }\n getWorldPosition(e) {\n return this.updateWorldMatrix(!0, !1), e.setFromMatrixPosition(this.matrixWorld);\n }\n getWorldQuaternion(e) {\n return this.updateWorldMatrix(!0, !1), this.matrixWorld.decompose(wa, e, xI), e;\n }\n getWorldScale(e) {\n return this.updateWorldMatrix(!0, !1), this.matrixWorld.decompose(wa, wI, e), e;\n }\n getWorldDirection(e) {\n this.updateWorldMatrix(!0, !1);\n const t = this.matrixWorld.elements;\n return e.set(t[8], t[9], t[10]).normalize();\n }\n raycast() {\n }\n traverse(e) {\n e(this);\n const t = this.children;\n for (let i = 0, r = t.length; i < r; i++)\n t[i].traverse(e);\n }\n traverseVisible(e) {\n if (this.visible === !1) return;\n e(this);\n const t = this.children;\n for (let i = 0, r = t.length; i < r; i++)\n t[i].traverseVisible(e);\n }\n traverseAncestors(e) {\n const t = this.parent;\n t !== null && (e(t), t.traverseAncestors(e));\n }\n updateMatrix() {\n this.matrix.compose(this.position, this.quaternion, this.scale), this.matrixWorldNeedsUpdate = !0;\n }\n updateMatrixWorld(e) {\n this.matrixAutoUpdate && this.updateMatrix(), (this.matrixWorldNeedsUpdate || e) && (this.parent === null ? this.matrixWorld.copy(this.matrix) : this.matrixWorld.multiplyMatrices(this.parent.matrixWorld, this.matrix), this.matrixWorldNeedsUpdate = !1, e = !0);\n const t = this.children;\n for (let i = 0, r = t.length; i < r; i++)\n t[i].updateMatrixWorld(e);\n }\n updateWorldMatrix(e, t) {\n const i = this.parent;\n if (e === !0 && i !== null && i.updateWorldMatrix(!0, !1), this.matrixAutoUpdate && this.updateMatrix(), this.parent === null ? this.matrixWorld.copy(this.matrix) : this.matrixWorld.multiplyMatrices(this.parent.matrixWorld, this.matrix), t === !0) {\n const r = this.children;\n for (let s = 0, o = r.length; s < o; s++)\n r[s].updateWorldMatrix(!1, !0);\n }\n }\n toJSON(e) {\n const t = e === void 0 || typeof e == \"string\", i = {};\n t && (e = {\n geometries: {},\n materials: {},\n textures: {},\n images: {},\n shapes: {},\n skeletons: {},\n animations: {}\n }, i.metadata = {\n version: 4.5,\n type: \"Object\",\n generator: \"Object3D.toJSON\"\n });\n const r = {};\n r.uuid = this.uuid, r.type = this.type, this.name !== \"\" && (r.name = this.name), this.castShadow === !0 && (r.castShadow = !0), this.receiveShadow === !0 && (r.receiveShadow = !0), this.visible === !1 && (r.visible = !1), this.frustumCulled === !1 && (r.frustumCulled = !1), this.renderOrder !== 0 && (r.renderOrder = this.renderOrder), JSON.stringify(this.userData) !== \"{}\" && (r.userData = this.userData), r.layers = this.layers.mask, r.matrix = this.matrix.toArray(), this.matrixAutoUpdate === !1 && (r.matrixAutoUpdate = !1), this.isInstancedMesh && (r.type = \"InstancedMesh\", r.count = this.count, r.instanceMatrix = this.instanceMatrix.toJSON(), this.instanceColor !== null && (r.instanceColor = this.instanceColor.toJSON()));\n function s(a, c) {\n return a[c.uuid] === void 0 && (a[c.uuid] = c.toJSON(e)), c.uuid;\n }\n if (this.isScene)\n this.background && (this.background.isColor ? r.background = this.background.toJSON() : this.background.isTexture && (r.background = this.background.toJSON(e).uuid)), this.environment && this.environment.isTexture && (r.environment = this.environment.toJSON(e).uuid);\n else if (this.isMesh || this.isLine || this.isPoints) {\n r.geometry = s(e.geometries, this.geometry);\n const a = this.geometry.parameters;\n if (a !== void 0 && a.shapes !== void 0) {\n const c = a.shapes;\n if (Array.isArray(c))\n for (let l = 0, d = c.length; l < d; l++) {\n const h = c[l];\n s(e.shapes, h);\n }\n else\n s(e.shapes, c);\n }\n }\n if (this.isSkinnedMesh && (r.bindMode = this.bindMode, r.bindMatrix = this.bindMatrix.toArray(), this.skeleton !== void 0 && (s(e.skeletons, this.skeleton), r.skeleton = this.skeleton.uuid)), this.material !== void 0)\n if (Array.isArray(this.material)) {\n const a = [];\n for (let c = 0, l = this.material.length; c < l; c++)\n a.push(s(e.materials, this.material[c]));\n r.material = a;\n } else\n r.material = s(e.materials, this.material);\n if (this.children.length > 0) {\n r.children = [];\n for (let a = 0; a < this.children.length; a++)\n r.children.push(this.children[a].toJSON(e).object);\n }\n if (this.animations.length > 0) {\n r.animations = [];\n for (let a = 0; a < this.animations.length; a++) {\n const c = this.animations[a];\n r.animations.push(s(e.animations, c));\n }\n }\n if (t) {\n const a = o(e.geometries), c = o(e.materials), l = o(e.textures), d = o(e.images), h = o(e.shapes), p = o(e.skeletons), g = o(e.animations);\n a.length > 0 && (i.geometries = a), c.length > 0 && (i.materials = c), l.length > 0 && (i.textures = l), d.length > 0 && (i.images = d), h.length > 0 && (i.shapes = h), p.length > 0 && (i.skeletons = p), g.length > 0 && (i.animations = g);\n }\n return i.object = r, i;\n function o(a) {\n const c = [];\n for (const l in a) {\n const d = a[l];\n delete d.metadata, c.push(d);\n }\n return c;\n }\n }\n clone(e) {\n return new this.constructor().copy(this, e);\n }\n copy(e, t = !0) {\n if (this.name = e.name, this.up.copy(e.up), this.position.copy(e.position), this.rotation.order = e.rotation.order, this.quaternion.copy(e.quaternion), this.scale.copy(e.scale), this.matrix.copy(e.matrix), this.matrixWorld.copy(e.matrixWorld), this.matrixAutoUpdate = e.matrixAutoUpdate, this.matrixWorldNeedsUpdate = e.matrixWorldNeedsUpdate, this.layers.mask = e.layers.mask, this.visible = e.visible, this.castShadow = e.castShadow, this.receiveShadow = e.receiveShadow, this.frustumCulled = e.frustumCulled, this.renderOrder = e.renderOrder, this.userData = JSON.parse(JSON.stringify(e.userData)), t === !0)\n for (let i = 0; i < e.children.length; i++) {\n const r = e.children[i];\n this.add(r.clone());\n }\n return this;\n }\n}\not.DefaultUp = new X(0, 1, 0);\not.DefaultMatrixAutoUpdate = !0;\not.prototype.isObject3D = !0;\nconst di = /* @__PURE__ */ new X(), Yi = /* @__PURE__ */ new X(), ph = /* @__PURE__ */ new X(), Ji = /* @__PURE__ */ new X(), io = /* @__PURE__ */ new X(), ro = /* @__PURE__ */ new X(), Sg = /* @__PURE__ */ new X(), mh = /* @__PURE__ */ new X(), gh = /* @__PURE__ */ new X(), vh = /* @__PURE__ */ new X();\nclass Qt {\n constructor(e = new X(), t = new X(), i = new X()) {\n this.a = e, this.b = t, this.c = i;\n }\n static getNormal(e, t, i, r) {\n r.subVectors(i, t), di.subVectors(e, t), r.cross(di);\n const s = r.lengthSq();\n return s > 0 ? r.multiplyScalar(1 / Math.sqrt(s)) : r.set(0, 0, 0);\n }\n // static/instance method to calculate barycentric coordinates\n // based on: http://www.blackpawn.com/texts/pointinpoly/default.html\n static getBarycoord(e, t, i, r, s) {\n di.subVectors(r, t), Yi.subVectors(i, t), ph.subVectors(e, t);\n const o = di.dot(di), a = di.dot(Yi), c = di.dot(ph), l = Yi.dot(Yi), d = Yi.dot(ph), h = o * l - a * a;\n if (h === 0)\n return s.set(-2, -1, -1);\n const p = 1 / h, g = (l * c - a * d) * p, f = (o * d - a * c) * p;\n return s.set(1 - g - f, f, g);\n }\n static containsPoint(e, t, i, r) {\n return this.getBarycoord(e, t, i, r, Ji), Ji.x >= 0 && Ji.y >= 0 && Ji.x + Ji.y <= 1;\n }\n static getUV(e, t, i, r, s, o, a, c) {\n return this.getBarycoord(e, t, i, r, Ji), c.set(0, 0), c.addScaledVector(s, Ji.x), c.addScaledVector(o, Ji.y), c.addScaledVector(a, Ji.z), c;\n }\n static isFrontFacing(e, t, i, r) {\n return di.subVectors(i, t), Yi.subVectors(e, t), di.cross(Yi).dot(r) < 0;\n }\n set(e, t, i) {\n return this.a.copy(e), this.b.copy(t), this.c.copy(i), this;\n }\n setFromPointsAndIndices(e, t, i, r) {\n return this.a.copy(e[t]), this.b.copy(e[i]), this.c.copy(e[r]), this;\n }\n clone() {\n return new this.constructor().copy(this);\n }\n copy(e) {\n return this.a.copy(e.a), this.b.copy(e.b), this.c.copy(e.c), this;\n }\n getArea() {\n return di.subVectors(this.c, this.b), Yi.subVectors(this.a, this.b), di.cross(Yi).length() * 0.5;\n }\n getMidpoint(e) {\n return e.addVectors(this.a, this.b).add(this.c).multiplyScalar(1 / 3);\n }\n getNormal(e) {\n return Qt.getNormal(this.a, this.b, this.c, e);\n }\n getPlane(e) {\n return e.setFromCoplanarPoints(this.a, this.b, this.c);\n }\n getBarycoord(e, t) {\n return Qt.getBarycoord(e, this.a, this.b, this.c, t);\n }\n getUV(e, t, i, r, s) {\n return Qt.getUV(e, this.a, this.b, this.c, t, i, r, s);\n }\n containsPoint(e) {\n return Qt.containsPoint(e, this.a, this.b, this.c);\n }\n isFrontFacing(e) {\n return Qt.isFrontFacing(this.a, this.b, this.c, e);\n }\n intersectsBox(e) {\n return e.intersectsTriangle(this);\n }\n closestPointToPoint(e, t) {\n const i = this.a, r = this.b, s = this.c;\n let o, a;\n io.subVectors(r, i), ro.subVectors(s, i), mh.subVectors(e, i);\n const c = io.dot(mh), l = ro.dot(mh);\n if (c <= 0 && l <= 0)\n return t.copy(i);\n gh.subVectors(e, r);\n const d = io.dot(gh), h = ro.dot(gh);\n if (d >= 0 && h <= d)\n return t.copy(r);\n const p = c * h - d * l;\n if (p <= 0 && c >= 0 && d <= 0)\n return o = c / (c - d), t.copy(i).addScaledVector(io, o);\n vh.subVectors(e, s);\n const g = io.dot(vh), f = ro.dot(vh);\n if (f >= 0 && g <= f)\n return t.copy(s);\n const u = g * l - c * f;\n if (u <= 0 && l >= 0 && f <= 0)\n return a = l / (l - f), t.copy(i).addScaledVector(ro, a);\n const y = d * f - g * h;\n if (y <= 0 && h - d >= 0 && g - f >= 0)\n return Sg.subVectors(s, r), a = (h - d) / (h - d + (g - f)), t.copy(r).addScaledVector(Sg, a);\n const v = 1 / (y + u + p);\n return o = u * v, a = p * v, t.copy(i).addScaledVector(io, o).addScaledVector(ro, a);\n }\n equals(e) {\n return e.a.equals(this.a) && e.b.equals(this.b) && e.c.equals(this.c);\n }\n}\nlet SI = 0;\nclass sn extends ns {\n constructor() {\n super(), Object.defineProperty(this, \"id\", { value: SI++ }), this.uuid = Jn(), this.name = \"\", this.type = \"Material\", this.fog = !0, this.blending = _o, this.side = Xr, this.vertexColors = !1, this.opacity = 1, this.transparent = !1, this.blendSrc = Gf, this.blendDst = Hf, this.blendEquation = ys, this.blendSrcAlpha = null, this.blendDstAlpha = null, this.blendEquationAlpha = null, this.depthFunc = Kc, this.depthTest = !0, this.depthWrite = !0, this.stencilWriteMask = 255, this.stencilFunc = hx, this.stencilRef = 0, this.stencilFuncMask = 255, this.stencilFail = kc, this.stencilZFail = kc, this.stencilZPass = kc, this.stencilWrite = !1, this.clippingPlanes = null, this.clipIntersection = !1, this.clipShadows = !1, this.shadowSide = null, this.colorWrite = !0, this.precision = null, this.polygonOffset = !1, this.polygonOffsetFactor = 0, this.polygonOffsetUnits = 0, this.dithering = !1, this.alphaTest = 0, this.alphaToCoverage = !1, this.premultipliedAlpha = !1, this.visible = !0, this.toneMapped = !0, this.userData = {}, this.version = 0;\n }\n onBuild() {\n }\n onBeforeCompile() {\n }\n customProgramCacheKey() {\n return this.onBeforeCompile.toString();\n }\n setValues(e) {\n if (e !== void 0)\n for (const t in e) {\n const i = e[t];\n if (i === void 0) {\n console.warn(\"THREE.Material: '\" + t + \"' parameter is undefined.\");\n continue;\n }\n if (t === \"shading\") {\n console.warn(\"THREE.\" + this.type + \": .shading has been removed. Use the boolean .flatShading instead.\"), this.flatShading = i === kf;\n continue;\n }\n const r = this[t];\n if (r === void 0) {\n console.warn(\"THREE.\" + this.type + \": '\" + t + \"' is not a property of this material.\");\n continue;\n }\n r && r.isColor ? r.set(i) : r && r.isVector3 && i && i.isVector3 ? r.copy(i) : this[t] = i;\n }\n }\n toJSON(e) {\n const t = e === void 0 || typeof e == \"string\";\n t && (e = {\n textures: {},\n images: {}\n });\n const i = {\n metadata: {\n version: 4.5,\n type: \"Material\",\n generator: \"Material.toJSON\"\n }\n };\n i.uuid = this.uuid, i.type = this.type, this.name !== \"\" && (i.name = this.name), this.color && this.color.isColor && (i.color = this.color.getHex()), this.roughness !== void 0 && (i.roughness = this.roughness), this.metalness !== void 0 && (i.metalness = this.metalness), this.sheen && this.sheen.isColor && (i.sheen = this.sheen.getHex()), this.emissive && this.emissive.isColor && (i.emissive = this.emissive.getHex()), this.emissiveIntensity && this.emissiveIntensity !== 1 && (i.emissiveIntensity = this.emissiveIntensity), this.specular && this.specular.isColor && (i.specular = this.specular.getHex()), this.shininess !== void 0 && (i.shininess = this.shininess), this.clearcoat !== void 0 && (i.clearcoat = this.clearcoat), this.clearcoatRoughness !== void 0 && (i.clearcoatRoughness = this.clearcoatRoughness), this.clearcoatMap && this.clearcoatMap.isTexture && (i.clearcoatMap = this.clearcoatMap.toJSON(e).uuid), this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture && (i.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON(e).uuid), this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture && (i.clearcoatNormalMap = this.clearcoatNormalMap.toJSON(e).uuid, i.clearcoatNormalScale = this.clearcoatNormalScale.toArray()), this.map && this.map.isTexture && (i.map = this.map.toJSON(e).uuid), this.matcap && this.matcap.isTexture && (i.matcap = this.matcap.toJSON(e).uuid), this.alphaMap && this.alphaMap.isTexture && (i.alphaMap = this.alphaMap.toJSON(e).uuid), this.lightMap && this.lightMap.isTexture && (i.lightMap = this.lightMap.toJSON(e).uuid, i.lightMapIntensity = this.lightMapIntensity), this.aoMap && this.aoMap.isTexture && (i.aoMap = this.aoMap.toJSON(e).uuid, i.aoMapIntensity = this.aoMapIntensity), this.bumpMap && this.bumpMap.isTexture && (i.bumpMap = this.bumpMap.toJSON(e).uuid, i.bumpScale = this.bumpScale), this.normalMap && this.normalMap.isTexture && (i.normalMap = this.normalMap.toJSON(e).uuid, i.normalMapType = this.normalMapType, i.normalScale = this.normalScale.toArray()), this.displacementMap && this.displacementMap.isTexture && (i.displacementMap = this.displacementMap.toJSON(e).uuid, i.displacementScale = this.displacementScale, i.displacementBias = this.displacementBias), this.roughnessMap && this.roughnessMap.isTexture && (i.roughnessMap = this.roughnessMap.toJSON(e).uuid), this.metalnessMap && this.metalnessMap.isTexture && (i.metalnessMap = this.metalnessMap.toJSON(e).uuid), this.emissiveMap && this.emissiveMap.isTexture && (i.emissiveMap = this.emissiveMap.toJSON(e).uuid), this.specularMap && this.specularMap.isTexture && (i.specularMap = this.specularMap.toJSON(e).uuid), this.envMap && this.envMap.isTexture && (i.envMap = this.envMap.toJSON(e).uuid, this.combine !== void 0 && (i.combine = this.combine)), this.envMapIntensity !== void 0 && (i.envMapIntensity = this.envMapIntensity), this.reflectivity !== void 0 && (i.reflectivity = this.reflectivity), this.refractionRatio !== void 0 && (i.refractionRatio = this.refractionRatio), this.gradientMap && this.gradientMap.isTexture && (i.gradientMap = this.gradientMap.toJSON(e).uuid), this.transmission !== void 0 && (i.transmission = this.transmission), this.transmissionMap && this.transmissionMap.isTexture && (i.transmissionMap = this.transmissionMap.toJSON(e).uuid), this.thickness !== void 0 && (i.thickness = this.thickness), this.thicknessMap && this.thicknessMap.isTexture && (i.thicknessMap = this.thicknessMap.toJSON(e).uuid), this.attenuationDistance !== void 0 && (i.attenuationDistance = this.attenuationDistance), this.attenuationColor !== void 0 && (i.attenuationColor = this.attenuationColor.getHex()), this.size !== void 0 && (i.size = this.size), this.shadowSide !== null && (i.shadowSide = this.shadowSide), this.sizeAttenuation !== void 0 && (i.sizeAttenuation = this.sizeAttenuation), this.blending !== _o && (i.blending = this.blending), this.side !== Xr && (i.side = this.side), this.vertexColors && (i.vertexColors = !0), this.opacity < 1 && (i.opacity = this.opacity), this.transparent === !0 && (i.transparent = this.transparent), i.depthFunc = this.depthFunc, i.depthTest = this.depthTest, i.depthWrite = this.depthWrite, i.colorWrite = this.colorWrite, i.stencilWrite = this.stencilWrite, i.stencilWriteMask = this.stencilWriteMask, i.stencilFunc = this.stencilFunc, i.stencilRef = this.stencilRef, i.stencilFuncMask = this.stencilFuncMask, i.stencilFail = this.stencilFail, i.stencilZFail = this.stencilZFail, i.stencilZPass = this.stencilZPass, this.rotation && this.rotation !== 0 && (i.rotation = this.rotation), this.polygonOffset === !0 && (i.polygonOffset = !0), this.polygonOffsetFactor !== 0 && (i.polygonOffsetFactor = this.polygonOffsetFactor), this.polygonOffsetUnits !== 0 && (i.polygonOffsetUnits = this.polygonOffsetUnits), this.linewidth && this.linewidth !== 1 && (i.linewidth = this.linewidth), this.dashSize !== void 0 && (i.dashSize = this.dashSize), this.gapSize !== void 0 && (i.gapSize = this.gapSize), this.scale !== void 0 && (i.scale = this.scale), this.dithering === !0 && (i.dithering = !0), this.alphaTest > 0 && (i.alphaTest = this.alphaTest), this.alphaToCoverage === !0 && (i.alphaToCoverage = this.alphaToCoverage), this.premultipliedAlpha === !0 && (i.premultipliedAlpha = this.premultipliedAlpha), this.wireframe === !0 && (i.wireframe = this.wireframe), this.wireframeLinewidth > 1 && (i.wireframeLinewidth = this.wireframeLinewidth), this.wireframeLinecap !== \"round\" && (i.wireframeLinecap = this.wireframeLinecap), this.wireframeLinejoin !== \"round\" && (i.wireframeLinejoin = this.wireframeLinejoin), this.morphTargets === !0 && (i.morphTargets = !0), this.morphNormals === !0 && (i.morphNormals = !0), this.flatShading === !0 && (i.flatShading = this.flatShading), this.visible === !1 && (i.visible = !1), this.toneMapped === !1 && (i.toneMapped = !1), JSON.stringify(this.userData) !== \"{}\" && (i.userData = this.userData);\n function r(s) {\n const o = [];\n for (const a in s) {\n const c = s[a];\n delete c.metadata, o.push(c);\n }\n return o;\n }\n if (t) {\n const s = r(e.textures), o = r(e.images);\n s.length > 0 && (i.textures = s), o.length > 0 && (i.images = o);\n }\n return i;\n }\n clone() {\n return new this.constructor().copy(this);\n }\n copy(e) {\n this.name = e.name, this.fog = e.fog, this.blending = e.blending, this.side = e.side, this.vertexColors = e.vertexColors, this.opacity = e.opacity, this.transparent = e.transparent, this.blendSrc = e.blendSrc, this.blendDst = e.blendDst, this.blendEquation = e.blendEquation, this.blendSrcAlpha = e.blendSrcAlpha, this.blendDstAlpha = e.blendDstAlpha, this.blendEquationAlpha = e.blendEquationAlpha, this.depthFunc = e.depthFunc, this.depthTest = e.depthTest, this.depthWrite = e.depthWrite, this.stencilWriteMask = e.stencilWriteMask, this.stencilFunc = e.stencilFunc, this.stencilRef = e.stencilRef, this.stencilFuncMask = e.stencilFuncMask, this.stencilFail = e.stencilFail, this.stencilZFail = e.stencilZFail, this.stencilZPass = e.stencilZPass, this.stencilWrite = e.stencilWrite;\n const t = e.clippingPlanes;\n let i = null;\n if (t !== null) {\n const r = t.length;\n i = new Array(r);\n for (let s = 0; s !== r; ++s)\n i[s] = t[s].clone();\n }\n return this.clippingPlanes = i, this.clipIntersection = e.clipIntersection, this.clipShadows = e.clipShadows, this.shadowSide = e.shadowSide, this.colorWrite = e.colorWrite, this.precision = e.precision, this.polygonOffset = e.polygonOffset, this.polygonOffsetFactor = e.polygonOffsetFactor, this.polygonOffsetUnits = e.polygonOffsetUnits, this.dithering = e.dithering, this.alphaTest = e.alphaTest, this.alphaToCoverage = e.alphaToCoverage, this.premultipliedAlpha = e.premultipliedAlpha, this.visible = e.visible, this.toneMapped = e.toneMapped, this.userData = JSON.parse(JSON.stringify(e.userData)), this;\n }\n dispose() {\n this.dispatchEvent({ type: \"dispose\" });\n }\n set needsUpdate(e) {\n e === !0 && this.version++;\n }\n}\nsn.prototype.isMaterial = !0;\nconst mx = {\n aliceblue: 15792383,\n antiquewhite: 16444375,\n aqua: 65535,\n aquamarine: 8388564,\n azure: 15794175,\n beige: 16119260,\n bisque: 16770244,\n black: 0,\n blanchedalmond: 16772045,\n blue: 255,\n blueviolet: 9055202,\n brown: 10824234,\n burlywood: 14596231,\n cadetblue: 6266528,\n chartreuse: 8388352,\n chocolate: 13789470,\n coral: 16744272,\n cornflowerblue: 6591981,\n cornsilk: 16775388,\n crimson: 14423100,\n cyan: 65535,\n darkblue: 139,\n darkcyan: 35723,\n darkgoldenrod: 12092939,\n darkgray: 11119017,\n darkgreen: 25600,\n darkgrey: 11119017,\n darkkhaki: 12433259,\n darkmagenta: 9109643,\n darkolivegreen: 5597999,\n darkorange: 16747520,\n darkorchid: 10040012,\n darkred: 9109504,\n darksalmon: 15308410,\n darkseagreen: 9419919,\n darkslateblue: 4734347,\n darkslategray: 3100495,\n darkslategrey: 3100495,\n darkturquoise: 52945,\n darkviolet: 9699539,\n deeppink: 16716947,\n deepskyblue: 49151,\n dimgray: 6908265,\n dimgrey: 6908265,\n dodgerblue: 2003199,\n firebrick: 11674146,\n floralwhite: 16775920,\n forestgreen: 2263842,\n fuchsia: 16711935,\n gainsboro: 14474460,\n ghostwhite: 16316671,\n gold: 16766720,\n goldenrod: 14329120,\n gray: 8421504,\n green: 32768,\n greenyellow: 11403055,\n grey: 8421504,\n honeydew: 15794160,\n hotpink: 16738740,\n indianred: 13458524,\n indigo: 4915330,\n ivory: 16777200,\n khaki: 15787660,\n lavender: 15132410,\n lavenderblush: 16773365,\n lawngreen: 8190976,\n lemonchiffon: 16775885,\n lightblue: 11393254,\n lightcoral: 15761536,\n lightcyan: 14745599,\n lightgoldenrodyellow: 16448210,\n lightgray: 13882323,\n lightgreen: 9498256,\n lightgrey: 13882323,\n lightpink: 16758465,\n lightsalmon: 16752762,\n lightseagreen: 2142890,\n lightskyblue: 8900346,\n lightslategray: 7833753,\n lightslategrey: 7833753,\n lightsteelblue: 11584734,\n lightyellow: 16777184,\n lime: 65280,\n limegreen: 3329330,\n linen: 16445670,\n magenta: 16711935,\n maroon: 8388608,\n mediumaquamarine: 6737322,\n mediumblue: 205,\n mediumorchid: 12211667,\n mediumpurple: 9662683,\n mediumseagreen: 3978097,\n mediumslateblue: 8087790,\n mediumspringgreen: 64154,\n mediumturquoise: 4772300,\n mediumvioletred: 13047173,\n midnightblue: 1644912,\n mintcream: 16121850,\n mistyrose: 16770273,\n moccasin: 16770229,\n navajowhite: 16768685,\n navy: 128,\n oldlace: 16643558,\n olive: 8421376,\n olivedrab: 7048739,\n orange: 16753920,\n orangered: 16729344,\n orchid: 14315734,\n palegoldenrod: 15657130,\n palegreen: 10025880,\n paleturquoise: 11529966,\n palevioletred: 14381203,\n papayawhip: 16773077,\n peachpuff: 16767673,\n peru: 13468991,\n pink: 16761035,\n plum: 14524637,\n powderblue: 11591910,\n purple: 8388736,\n rebeccapurple: 6697881,\n red: 16711680,\n rosybrown: 12357519,\n royalblue: 4286945,\n saddlebrown: 9127187,\n salmon: 16416882,\n sandybrown: 16032864,\n seagreen: 3050327,\n seashell: 16774638,\n sienna: 10506797,\n silver: 12632256,\n skyblue: 8900331,\n slateblue: 6970061,\n slategray: 7372944,\n slategrey: 7372944,\n snow: 16775930,\n springgreen: 65407,\n steelblue: 4620980,\n tan: 13808780,\n teal: 32896,\n thistle: 14204888,\n tomato: 16737095,\n turquoise: 4251856,\n violet: 15631086,\n wheat: 16113331,\n white: 16777215,\n whitesmoke: 16119285,\n yellow: 16776960,\n yellowgreen: 10145074\n}, fi = { h: 0, s: 0, l: 0 }, Jl = { h: 0, s: 0, l: 0 };\nfunction yh(n, e, t) {\n return t < 0 && (t += 1), t > 1 && (t -= 1), t < 1 / 6 ? n + (e - n) * 6 * t : t < 1 / 2 ? e : t < 2 / 3 ? n + (e - n) * 6 * (2 / 3 - t) : n;\n}\nfunction bh(n) {\n return n < 0.04045 ? n * 0.0773993808 : Math.pow(n * 0.9478672986 + 0.0521327014, 2.4);\n}\nfunction xh(n) {\n return n < 31308e-7 ? n * 12.92 : 1.055 * Math.pow(n, 0.41666) - 0.055;\n}\nclass Fe {\n constructor(e, t, i) {\n return t === void 0 && i === void 0 ? this.set(e) : this.setRGB(e, t, i);\n }\n set(e) {\n return e && e.isColor ? this.copy(e) : typeof e == \"number\" ? this.setHex(e) : typeof e == \"string\" && this.setStyle(e), this;\n }\n setScalar(e) {\n return this.r = e, this.g = e, this.b = e, this;\n }\n setHex(e) {\n return e = Math.floor(e), this.r = (e >> 16 & 255) / 255, this.g = (e >> 8 & 255) / 255, this.b = (e & 255) / 255, this;\n }\n setRGB(e, t, i) {\n return this.r = e, this.g = t, this.b = i, this;\n }\n setHSL(e, t, i) {\n if (e = Yf(e, 1), t = wn(t, 0, 1), i = wn(i, 0, 1), t === 0)\n this.r = this.g = this.b = i;\n else {\n const r = i <= 0.5 ? i * (1 + t) : i + t - i * t, s = 2 * i - r;\n this.r = yh(s, r, e + 1 / 3), this.g = yh(s, r, e), this.b = yh(s, r, e - 1 / 3);\n }\n return this;\n }\n setStyle(e) {\n function t(r) {\n r !== void 0 && parseFloat(r) < 1 && console.warn(\"THREE.Color: Alpha component of \" + e + \" will be ignored.\");\n }\n let i;\n if (i = /^((?:rgb|hsl)a?)\\(([^\\)]*)\\)/.exec(e)) {\n let r;\n const s = i[1], o = i[2];\n switch (s) {\n case \"rgb\":\n case \"rgba\":\n if (r = /^\\s*(\\d+)\\s*,\\s*(\\d+)\\s*,\\s*(\\d+)\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec(o))\n return this.r = Math.min(255, parseInt(r[1], 10)) / 255, this.g = Math.min(255, parseInt(r[2], 10)) / 255, this.b = Math.min(255, parseInt(r[3], 10)) / 255, t(r[4]), this;\n if (r = /^\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec(o))\n return this.r = Math.min(100, parseInt(r[1], 10)) / 100, this.g = Math.min(100, parseInt(r[2], 10)) / 100, this.b = Math.min(100, parseInt(r[3], 10)) / 100, t(r[4]), this;\n break;\n case \"hsl\":\n case \"hsla\":\n if (r = /^\\s*(\\d*\\.?\\d+)\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec(o)) {\n const a = parseFloat(r[1]) / 360, c = parseInt(r[2], 10) / 100, l = parseInt(r[3], 10) / 100;\n return t(r[4]), this.setHSL(a, c, l);\n }\n break;\n }\n } else if (i = /^\\#([A-Fa-f\\d]+)$/.exec(e)) {\n const r = i[1], s = r.length;\n if (s === 3)\n return this.r = parseInt(r.charAt(0) + r.charAt(0), 16) / 255, this.g = parseInt(r.charAt(1) + r.charAt(1), 16) / 255, this.b = parseInt(r.charAt(2) + r.charAt(2), 16) / 255, this;\n if (s === 6)\n return this.r = parseInt(r.charAt(0) + r.charAt(1), 16) / 255, this.g = parseInt(r.charAt(2) + r.charAt(3), 16) / 255, this.b = parseInt(r.charAt(4) + r.charAt(5), 16) / 255, this;\n }\n return e && e.length > 0 ? this.setColorName(e) : this;\n }\n setColorName(e) {\n const t = mx[e.toLowerCase()];\n return t !== void 0 ? this.setHex(t) : console.warn(\"THREE.Color: Unknown color \" + e), this;\n }\n clone() {\n return new this.constructor(this.r, this.g, this.b);\n }\n copy(e) {\n return this.r = e.r, this.g = e.g, this.b = e.b, this;\n }\n copyGammaToLinear(e, t = 2) {\n return this.r = Math.pow(e.r, t), this.g = Math.pow(e.g, t), this.b = Math.pow(e.b, t), this;\n }\n copyLinearToGamma(e, t = 2) {\n const i = t > 0 ? 1 / t : 1;\n return this.r = Math.pow(e.r, i), this.g = Math.pow(e.g, i), this.b = Math.pow(e.b, i), this;\n }\n convertGammaToLinear(e) {\n return this.copyGammaToLinear(this, e), this;\n }\n convertLinearToGamma(e) {\n return this.copyLinearToGamma(this, e), this;\n }\n copySRGBToLinear(e) {\n return this.r = bh(e.r), this.g = bh(e.g), this.b = bh(e.b), this;\n }\n copyLinearToSRGB(e) {\n return this.r = xh(e.r), this.g = xh(e.g), this.b = xh(e.b), this;\n }\n convertSRGBToLinear() {\n return this.copySRGBToLinear(this), this;\n }\n convertLinearToSRGB() {\n return this.copyLinearToSRGB(this), this;\n }\n getHex() {\n return this.r * 255 << 16 ^ this.g * 255 << 8 ^ this.b * 255 << 0;\n }\n getHexString() {\n return (\"000000\" + this.getHex().toString(16)).slice(-6);\n }\n getHSL(e) {\n const t = this.r, i = this.g, r = this.b, s = Math.max(t, i, r), o = Math.min(t, i, r);\n let a, c;\n const l = (o + s) / 2;\n if (o === s)\n a = 0, c = 0;\n else {\n const d = s - o;\n switch (c = l <= 0.5 ? d / (s + o) : d / (2 - s - o), s) {\n case t:\n a = (i - r) / d + (i < r ? 6 : 0);\n break;\n case i:\n a = (r - t) / d + 2;\n break;\n case r:\n a = (t - i) / d + 4;\n break;\n }\n a /= 6;\n }\n return e.h = a, e.s = c, e.l = l, e;\n }\n getStyle() {\n return \"rgb(\" + (this.r * 255 | 0) + \",\" + (this.g * 255 | 0) + \",\" + (this.b * 255 | 0) + \")\";\n }\n offsetHSL(e, t, i) {\n return this.getHSL(fi), fi.h += e, fi.s += t, fi.l += i, this.setHSL(fi.h, fi.s, fi.l), this;\n }\n add(e) {\n return this.r += e.r, this.g += e.g, this.b += e.b, this;\n }\n addColors(e, t) {\n return this.r = e.r + t.r, this.g = e.g + t.g, this.b = e.b + t.b, this;\n }\n addScalar(e) {\n return this.r += e, this.g += e, this.b += e, this;\n }\n sub(e) {\n return this.r = Math.max(0, this.r - e.r), this.g = Math.max(0, this.g - e.g), this.b = Math.max(0, this.b - e.b), this;\n }\n multiply(e) {\n return this.r *= e.r, this.g *= e.g, this.b *= e.b, this;\n }\n multiplyScalar(e) {\n return this.r *= e, this.g *= e, this.b *= e, this;\n }\n lerp(e, t) {\n return this.r += (e.r - this.r) * t, this.g += (e.g - this.g) * t, this.b += (e.b - this.b) * t, this;\n }\n lerpColors(e, t, i) {\n return this.r = e.r + (t.r - e.r) * i, this.g = e.g + (t.g - e.g) * i, this.b = e.b + (t.b - e.b) * i, this;\n }\n lerpHSL(e, t) {\n this.getHSL(fi), e.getHSL(Jl);\n const i = ka(fi.h, Jl.h, t), r = ka(fi.s, Jl.s, t), s = ka(fi.l, Jl.l, t);\n return this.setHSL(i, r, s), this;\n }\n equals(e) {\n return e.r === this.r && e.g === this.g && e.b === this.b;\n }\n fromArray(e, t = 0) {\n return this.r = e[t], this.g = e[t + 1], this.b = e[t + 2], this;\n }\n toArray(e = [], t = 0) {\n return e[t] = this.r, e[t + 1] = this.g, e[t + 2] = this.b, e;\n }\n fromBufferAttribute(e, t) {\n return this.r = e.getX(t), this.g = e.getY(t), this.b = e.getZ(t), e.normalized === !0 && (this.r /= 255, this.g /= 255, this.b /= 255), this;\n }\n toJSON() {\n return this.getHex();\n }\n}\nFe.NAMES = mx;\nFe.prototype.isColor = !0;\nFe.prototype.r = 1;\nFe.prototype.g = 1;\nFe.prototype.b = 1;\nclass Vn extends sn {\n constructor(e) {\n super(), this.type = \"MeshBasicMaterial\", this.color = new Fe(16777215), this.map = null, this.lightMap = null, this.lightMapIntensity = 1, this.aoMap = null, this.aoMapIntensity = 1, this.specularMap = null, this.alphaMap = null, this.envMap = null, this.combine = vl, this.reflectivity = 1, this.refractionRatio = 0.98, this.wireframe = !1, this.wireframeLinewidth = 1, this.wireframeLinecap = \"round\", this.wireframeLinejoin = \"round\", this.morphTargets = !1, this.setValues(e);\n }\n copy(e) {\n return super.copy(e), this.color.copy(e.color), this.map = e.map, this.lightMap = e.lightMap, this.lightMapIntensity = e.lightMapIntensity, this.aoMap = e.aoMap, this.aoMapIntensity = e.aoMapIntensity, this.specularMap = e.specularMap, this.alphaMap = e.alphaMap, this.envMap = e.envMap, this.combine = e.combine, this.reflectivity = e.reflectivity, this.refractionRatio = e.refractionRatio, this.wireframe = e.wireframe, this.wireframeLinewidth = e.wireframeLinewidth, this.wireframeLinecap = e.wireframeLinecap, this.wireframeLinejoin = e.wireframeLinejoin, this.morphTargets = e.morphTargets, this;\n }\n}\nVn.prototype.isMeshBasicMaterial = !0;\nconst At = /* @__PURE__ */ new X(), ql = /* @__PURE__ */ new Pe();\nclass nt {\n constructor(e, t, i) {\n if (Array.isArray(e))\n throw new TypeError(\"THREE.BufferAttribute: array should be a Typed Array.\");\n this.name = \"\", this.array = e, this.itemSize = t, this.count = e !== void 0 ? e.length / t : 0, this.normalized = i === !0, this.usage = zo, this.updateRange = { offset: 0, count: -1 }, this.version = 0;\n }\n onUploadCallback() {\n }\n set needsUpdate(e) {\n e === !0 && this.version++;\n }\n setUsage(e) {\n return this.usage = e, this;\n }\n copy(e) {\n return this.name = e.name, this.array = new e.array.constructor(e.array), this.itemSize = e.itemSize, this.count = e.count, this.normalized = e.normalized, this.usage = e.usage, this;\n }\n copyAt(e, t, i) {\n e *= this.itemSize, i *= t.itemSize;\n for (let r = 0, s = this.itemSize; r < s; r++)\n this.array[e + r] = t.array[i + r];\n return this;\n }\n copyArray(e) {\n return this.array.set(e), this;\n }\n copyColorsArray(e) {\n const t = this.array;\n let i = 0;\n for (let r = 0, s = e.length; r < s; r++) {\n let o = e[r];\n o === void 0 && (console.warn(\"THREE.BufferAttribute.copyColorsArray(): color is undefined\", r), o = new Fe()), t[i++] = o.r, t[i++] = o.g, t[i++] = o.b;\n }\n return this;\n }\n copyVector2sArray(e) {\n const t = this.array;\n let i = 0;\n for (let r = 0, s = e.length; r < s; r++) {\n let o = e[r];\n o === void 0 && (console.warn(\"THREE.BufferAttribute.copyVector2sArray(): vector is undefined\", r), o = new Pe()), t[i++] = o.x, t[i++] = o.y;\n }\n return this;\n }\n copyVector3sArray(e) {\n const t = this.array;\n let i = 0;\n for (let r = 0, s = e.length; r < s; r++) {\n let o = e[r];\n o === void 0 && (console.warn(\"THREE.BufferAttribute.copyVector3sArray(): vector is undefined\", r), o = new X()), t[i++] = o.x, t[i++] = o.y, t[i++] = o.z;\n }\n return this;\n }\n copyVector4sArray(e) {\n const t = this.array;\n let i = 0;\n for (let r = 0, s = e.length; r < s; r++) {\n let o = e[r];\n o === void 0 && (console.warn(\"THREE.BufferAttribute.copyVector4sArray(): vector is undefined\", r), o = new _t()), t[i++] = o.x, t[i++] = o.y, t[i++] = o.z, t[i++] = o.w;\n }\n return this;\n }\n applyMatrix3(e) {\n if (this.itemSize === 2)\n for (let t = 0, i = this.count; t < i; t++)\n ql.fromBufferAttribute(this, t), ql.applyMatrix3(e), this.setXY(t, ql.x, ql.y);\n else if (this.itemSize === 3)\n for (let t = 0, i = this.count; t < i; t++)\n At.fromBufferAttribute(this, t), At.applyMatrix3(e), this.setXYZ(t, At.x, At.y, At.z);\n return this;\n }\n applyMatrix4(e) {\n for (let t = 0, i = this.count; t < i; t++)\n At.x = this.getX(t), At.y = this.getY(t), At.z = this.getZ(t), At.applyMatrix4(e), this.setXYZ(t, At.x, At.y, At.z);\n return this;\n }\n applyNormalMatrix(e) {\n for (let t = 0, i = this.count; t < i; t++)\n At.x = this.getX(t), At.y = this.getY(t), At.z = this.getZ(t), At.applyNormalMatrix(e), this.setXYZ(t, At.x, At.y, At.z);\n return this;\n }\n transformDirection(e) {\n for (let t = 0, i = this.count; t < i; t++)\n At.x = this.getX(t), At.y = this.getY(t), At.z = this.getZ(t), At.transformDirection(e), this.setXYZ(t, At.x, At.y, At.z);\n return this;\n }\n set(e, t = 0) {\n return this.array.set(e, t), this;\n }\n getX(e) {\n return this.array[e * this.itemSize];\n }\n setX(e, t) {\n return this.array[e * this.itemSize] = t, this;\n }\n getY(e) {\n return this.array[e * this.itemSize + 1];\n }\n setY(e, t) {\n return this.array[e * this.itemSize + 1] = t, this;\n }\n getZ(e) {\n return this.array[e * this.itemSize + 2];\n }\n setZ(e, t) {\n return this.array[e * this.itemSize + 2] = t, this;\n }\n getW(e) {\n return this.array[e * this.itemSize + 3];\n }\n setW(e, t) {\n return this.array[e * this.itemSize + 3] = t, this;\n }\n setXY(e, t, i) {\n return e *= this.itemSize, this.array[e + 0] = t, this.array[e + 1] = i, this;\n }\n setXYZ(e, t, i, r) {\n return e *= this.itemSize, this.array[e + 0] = t, this.array[e + 1] = i, this.array[e + 2] = r, this;\n }\n setXYZW(e, t, i, r, s) {\n return e *= this.itemSize, this.array[e + 0] = t, this.array[e + 1] = i, this.array[e + 2] = r, this.array[e + 3] = s, this;\n }\n onUpload(e) {\n return this.onUploadCallback = e, this;\n }\n clone() {\n return new this.constructor(this.array, this.itemSize).copy(this);\n }\n toJSON() {\n const e = {\n itemSize: this.itemSize,\n type: this.array.constructor.name,\n array: Array.prototype.slice.call(this.array),\n normalized: this.normalized\n };\n return this.name !== \"\" && (e.name = this.name), this.usage !== zo && (e.usage = this.usage), (this.updateRange.offset !== 0 || this.updateRange.count !== -1) && (e.updateRange = this.updateRange), e;\n }\n}\nnt.prototype.isBufferAttribute = !0;\nclass gx extends nt {\n constructor(e, t, i) {\n super(new Int8Array(e), t, i);\n }\n}\nclass vx extends nt {\n constructor(e, t, i) {\n super(new Uint8Array(e), t, i);\n }\n}\nclass yx extends nt {\n constructor(e, t, i) {\n super(new Uint8ClampedArray(e), t, i);\n }\n}\nclass bx extends nt {\n constructor(e, t, i) {\n super(new Int16Array(e), t, i);\n }\n}\nclass Lu extends nt {\n constructor(e, t, i) {\n super(new Uint16Array(e), t, i);\n }\n}\nclass xx extends nt {\n constructor(e, t, i) {\n super(new Int32Array(e), t, i);\n }\n}\nclass Ru extends nt {\n constructor(e, t, i) {\n super(new Uint32Array(e), t, i);\n }\n}\nclass wx extends nt {\n constructor(e, t, i) {\n super(new Uint16Array(e), t, i);\n }\n}\nwx.prototype.isFloat16BufferAttribute = !0;\nclass We extends nt {\n constructor(e, t, i) {\n super(new Float32Array(e), t, i);\n }\n}\nclass Mx extends nt {\n constructor(e, t, i) {\n super(new Float64Array(e), t, i);\n }\n}\nfunction Sx(n) {\n if (n.length === 0) return -1 / 0;\n let e = n[0];\n for (let t = 1, i = n.length; t < i; ++t)\n n[t] > e && (e = n[t]);\n return e;\n}\nconst _I = {\n Int8Array,\n Uint8Array,\n Uint8ClampedArray,\n Int16Array,\n Uint16Array,\n Int32Array,\n Uint32Array,\n Float32Array,\n Float64Array\n};\nfunction Mo(n, e) {\n return new _I[n](e);\n}\nlet TI = 0;\nconst ti = /* @__PURE__ */ new $e(), wh = /* @__PURE__ */ new ot(), so = /* @__PURE__ */ new X(), jn = /* @__PURE__ */ new Hn(), Ma = /* @__PURE__ */ new Hn(), dn = /* @__PURE__ */ new X();\nclass Je extends ns {\n constructor() {\n super(), Object.defineProperty(this, \"id\", { value: TI++ }), this.uuid = Jn(), this.name = \"\", this.type = \"BufferGeometry\", this.index = null, this.attributes = {}, this.morphAttributes = {}, this.morphTargetsRelative = !1, this.groups = [], this.boundingBox = null, this.boundingSphere = null, this.drawRange = { start: 0, count: 1 / 0 }, this.userData = {};\n }\n getIndex() {\n return this.index;\n }\n setIndex(e) {\n return Array.isArray(e) ? this.index = new (Sx(e) > 65535 ? Ru : Lu)(e, 1) : this.index = e, this;\n }\n getAttribute(e) {\n return this.attributes[e];\n }\n setAttribute(e, t) {\n return this.attributes[e] = t, this;\n }\n deleteAttribute(e) {\n return delete this.attributes[e], this;\n }\n hasAttribute(e) {\n return this.attributes[e] !== void 0;\n }\n addGroup(e, t, i = 0) {\n this.groups.push({\n start: e,\n count: t,\n materialIndex: i\n });\n }\n clearGroups() {\n this.groups = [];\n }\n setDrawRange(e, t) {\n this.drawRange.start = e, this.drawRange.count = t;\n }\n applyMatrix4(e) {\n const t = this.attributes.position;\n t !== void 0 && (t.applyMatrix4(e), t.needsUpdate = !0);\n const i = this.attributes.normal;\n if (i !== void 0) {\n const s = new ln().getNormalMatrix(e);\n i.applyNormalMatrix(s), i.needsUpdate = !0;\n }\n const r = this.attributes.tangent;\n return r !== void 0 && (r.transformDirection(e), r.needsUpdate = !0), this.boundingBox !== null && this.computeBoundingBox(), this.boundingSphere !== null && this.computeBoundingSphere(), this;\n }\n applyQuaternion(e) {\n return ti.makeRotationFromQuaternion(e), this.applyMatrix4(ti), this;\n }\n rotateX(e) {\n return ti.makeRotationX(e), this.applyMatrix4(ti), this;\n }\n rotateY(e) {\n return ti.makeRotationY(e), this.applyMatrix4(ti), this;\n }\n rotateZ(e) {\n return ti.makeRotationZ(e), this.applyMatrix4(ti), this;\n }\n translate(e, t, i) {\n return ti.makeTranslation(e, t, i), this.applyMatrix4(ti), this;\n }\n scale(e, t, i) {\n return ti.makeScale(e, t, i), this.applyMatrix4(ti), this;\n }\n lookAt(e) {\n return wh.lookAt(e), wh.updateMatrix(), this.applyMatrix4(wh.matrix), this;\n }\n center() {\n return this.computeBoundingBox(), this.boundingBox.getCenter(so).negate(), this.translate(so.x, so.y, so.z), this;\n }\n setFromPoints(e) {\n const t = [];\n for (let i = 0, r = e.length; i < r; i++) {\n const s = e[i];\n t.push(s.x, s.y, s.z || 0);\n }\n return this.setAttribute(\"position\", new We(t, 3)), this;\n }\n computeBoundingBox() {\n this.boundingBox === null && (this.boundingBox = new Hn());\n const e = this.attributes.position, t = this.morphAttributes.position;\n if (e && e.isGLBufferAttribute) {\n console.error('THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box. Alternatively set \"mesh.frustumCulled\" to \"false\".', this), this.boundingBox.set(\n new X(-1 / 0, -1 / 0, -1 / 0),\n new X(1 / 0, 1 / 0, 1 / 0)\n );\n return;\n }\n if (e !== void 0) {\n if (this.boundingBox.setFromBufferAttribute(e), t)\n for (let i = 0, r = t.length; i < r; i++) {\n const s = t[i];\n jn.setFromBufferAttribute(s), this.morphTargetsRelative ? (dn.addVectors(this.boundingBox.min, jn.min), this.boundingBox.expandByPoint(dn), dn.addVectors(this.boundingBox.max, jn.max), this.boundingBox.expandByPoint(dn)) : (this.boundingBox.expandByPoint(jn.min), this.boundingBox.expandByPoint(jn.max));\n }\n } else\n this.boundingBox.makeEmpty();\n (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);\n }\n computeBoundingSphere() {\n this.boundingSphere === null && (this.boundingSphere = new xr());\n const e = this.attributes.position, t = this.morphAttributes.position;\n if (e && e.isGLBufferAttribute) {\n console.error('THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere. Alternatively set \"mesh.frustumCulled\" to \"false\".', this), this.boundingSphere.set(new X(), 1 / 0);\n return;\n }\n if (e) {\n const i = this.boundingSphere.center;\n if (jn.setFromBufferAttribute(e), t)\n for (let s = 0, o = t.length; s < o; s++) {\n const a = t[s];\n Ma.setFromBufferAttribute(a), this.morphTargetsRelative ? (dn.addVectors(jn.min, Ma.min), jn.expandByPoint(dn), dn.addVectors(jn.max, Ma.max), jn.expandByPoint(dn)) : (jn.expandByPoint(Ma.min), jn.expandByPoint(Ma.max));\n }\n jn.getCenter(i);\n let r = 0;\n for (let s = 0, o = e.count; s < o; s++)\n dn.fromBufferAttribute(e, s), r = Math.max(r, i.distanceToSquared(dn));\n if (t)\n for (let s = 0, o = t.length; s < o; s++) {\n const a = t[s], c = this.morphTargetsRelative;\n for (let l = 0, d = a.count; l < d; l++)\n dn.fromBufferAttribute(a, l), c && (so.fromBufferAttribute(e, l), dn.add(so)), r = Math.max(r, i.distanceToSquared(dn));\n }\n this.boundingSphere.radius = Math.sqrt(r), isNaN(this.boundingSphere.radius) && console.error('THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The \"position\" attribute is likely to have NaN values.', this);\n }\n }\n computeFaceNormals() {\n }\n computeTangents() {\n const e = this.index, t = this.attributes;\n if (e === null || t.position === void 0 || t.normal === void 0 || t.uv === void 0) {\n console.error(\"THREE.BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)\");\n return;\n }\n const i = e.array, r = t.position.array, s = t.normal.array, o = t.uv.array, a = r.length / 3;\n t.tangent === void 0 && this.setAttribute(\"tangent\", new nt(new Float32Array(4 * a), 4));\n const c = t.tangent.array, l = [], d = [];\n for (let L = 0; L < a; L++)\n l[L] = new X(), d[L] = new X();\n const h = new X(), p = new X(), g = new X(), f = new Pe(), u = new Pe(), y = new Pe(), v = new X(), m = new X();\n function w(L, R, C) {\n h.fromArray(r, L * 3), p.fromArray(r, R * 3), g.fromArray(r, C * 3), f.fromArray(o, L * 2), u.fromArray(o, R * 2), y.fromArray(o, C * 2), p.sub(h), g.sub(h), u.sub(f), y.sub(f);\n const A = 1 / (u.x * y.y - y.x * u.y);\n isFinite(A) && (v.copy(p).multiplyScalar(y.y).addScaledVector(g, -u.y).multiplyScalar(A), m.copy(g).multiplyScalar(u.x).addScaledVector(p, -y.x).multiplyScalar(A), l[L].add(v), l[R].add(v), l[C].add(v), d[L].add(m), d[R].add(m), d[C].add(m));\n }\n let S = this.groups;\n S.length === 0 && (S = [{\n start: 0,\n count: i.length\n }]);\n for (let L = 0, R = S.length; L < R; ++L) {\n const C = S[L], A = C.start, P = C.count;\n for (let I = A, b = A + P; I < b; I += 3)\n w(\n i[I + 0],\n i[I + 1],\n i[I + 2]\n );\n }\n const T = new X(), M = new X(), x = new X(), _ = new X();\n function E(L) {\n x.fromArray(s, L * 3), _.copy(x);\n const R = l[L];\n T.copy(R), T.sub(x.multiplyScalar(x.dot(R))).normalize(), M.crossVectors(_, R);\n const A = M.dot(d[L]) < 0 ? -1 : 1;\n c[L * 4] = T.x, c[L * 4 + 1] = T.y, c[L * 4 + 2] = T.z, c[L * 4 + 3] = A;\n }\n for (let L = 0, R = S.length; L < R; ++L) {\n const C = S[L], A = C.start, P = C.count;\n for (let I = A, b = A + P; I < b; I += 3)\n E(i[I + 0]), E(i[I + 1]), E(i[I + 2]);\n }\n }\n computeVertexNormals() {\n const e = this.index, t = this.getAttribute(\"position\");\n if (t !== void 0) {\n let i = this.getAttribute(\"normal\");\n if (i === void 0)\n i = new nt(new Float32Array(t.count * 3), 3), this.setAttribute(\"normal\", i);\n else\n for (let p = 0, g = i.count; p < g; p++)\n i.setXYZ(p, 0, 0, 0);\n const r = new X(), s = new X(), o = new X(), a = new X(), c = new X(), l = new X(), d = new X(), h = new X();\n if (e)\n for (let p = 0, g = e.count; p < g; p += 3) {\n const f = e.getX(p + 0), u = e.getX(p + 1), y = e.getX(p + 2);\n r.fromBufferAttribute(t, f), s.fromBufferAttribute(t, u), o.fromBufferAttribute(t, y), d.subVectors(o, s), h.subVectors(r, s), d.cross(h), a.fromBufferAttribute(i, f), c.fromBufferAttribute(i, u), l.fromBufferAttribute(i, y), a.add(d), c.add(d), l.add(d), i.setXYZ(f, a.x, a.y, a.z), i.setXYZ(u, c.x, c.y, c.z), i.setXYZ(y, l.x, l.y, l.z);\n }\n else\n for (let p = 0, g = t.count; p < g; p += 3)\n r.fromBufferAttribute(t, p + 0), s.fromBufferAttribute(t, p + 1), o.fromBufferAttribute(t, p + 2), d.subVectors(o, s), h.subVectors(r, s), d.cross(h), i.setXYZ(p + 0, d.x, d.y, d.z), i.setXYZ(p + 1, d.x, d.y, d.z), i.setXYZ(p + 2, d.x, d.y, d.z);\n this.normalizeNormals(), i.needsUpdate = !0;\n }\n }\n merge(e, t) {\n if (!(e && e.isBufferGeometry)) {\n console.error(\"THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.\", e);\n return;\n }\n t === void 0 && (t = 0, console.warn(\n \"THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.\"\n ));\n const i = this.attributes;\n for (const r in i) {\n if (e.attributes[r] === void 0) continue;\n const o = i[r].array, a = e.attributes[r], c = a.array, l = a.itemSize * t, d = Math.min(c.length, o.length - l);\n for (let h = 0, p = l; h < d; h++, p++)\n o[p] = c[h];\n }\n return this;\n }\n normalizeNormals() {\n const e = this.attributes.normal;\n for (let t = 0, i = e.count; t < i; t++)\n dn.fromBufferAttribute(e, t), dn.normalize(), e.setXYZ(t, dn.x, dn.y, dn.z);\n }\n toNonIndexed() {\n function e(a, c) {\n const l = a.array, d = a.itemSize, h = a.normalized, p = new l.constructor(c.length * d);\n let g = 0, f = 0;\n for (let u = 0, y = c.length; u < y; u++) {\n a.isInterleavedBufferAttribute ? g = c[u] * a.data.stride + a.offset : g = c[u] * d;\n for (let v = 0; v < d; v++)\n p[f++] = l[g++];\n }\n return new nt(p, d, h);\n }\n if (this.index === null)\n return console.warn(\"THREE.BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.\"), this;\n const t = new Je(), i = this.index.array, r = this.attributes;\n for (const a in r) {\n const c = r[a], l = e(c, i);\n t.setAttribute(a, l);\n }\n const s = this.morphAttributes;\n for (const a in s) {\n const c = [], l = s[a];\n for (let d = 0, h = l.length; d < h; d++) {\n const p = l[d], g = e(p, i);\n c.push(g);\n }\n t.morphAttributes[a] = c;\n }\n t.morphTargetsRelative = this.morphTargetsRelative;\n const o = this.groups;\n for (let a = 0, c = o.length; a < c; a++) {\n const l = o[a];\n t.addGroup(l.start, l.count, l.materialIndex);\n }\n return t;\n }\n toJSON() {\n const e = {\n metadata: {\n version: 4.5,\n type: \"BufferGeometry\",\n generator: \"BufferGeometry.toJSON\"\n }\n };\n if (e.uuid = this.uuid, e.type = this.type, this.name !== \"\" && (e.name = this.name), Object.keys(this.userData).length > 0 && (e.userData = this.userData), this.parameters !== void 0) {\n const c = this.parameters;\n for (const l in c)\n c[l] !== void 0 && (e[l] = c[l]);\n return e;\n }\n e.data = { attributes: {} };\n const t = this.index;\n t !== null && (e.data.index = {\n type: t.array.constructor.name,\n array: Array.prototype.slice.call(t.array)\n });\n const i = this.attributes;\n for (const c in i) {\n const l = i[c];\n e.data.attributes[c] = l.toJSON(e.data);\n }\n const r = {};\n let s = !1;\n for (const c in this.morphAttributes) {\n const l = this.morphAttributes[c], d = [];\n for (let h = 0, p = l.length; h < p; h++) {\n const g = l[h];\n d.push(g.toJSON(e.data));\n }\n d.length > 0 && (r[c] = d, s = !0);\n }\n s && (e.data.morphAttributes = r, e.data.morphTargetsRelative = this.morphTargetsRelative);\n const o = this.groups;\n o.length > 0 && (e.data.groups = JSON.parse(JSON.stringify(o)));\n const a = this.boundingSphere;\n return a !== null && (e.data.boundingSphere = {\n center: a.center.toArray(),\n radius: a.radius\n }), e;\n }\n clone() {\n return new Je().copy(this);\n }\n copy(e) {\n this.index = null, this.attributes = {}, this.morphAttributes = {}, this.groups = [], this.boundingBox = null, this.boundingSphere = null;\n const t = {};\n this.name = e.name;\n const i = e.index;\n i !== null && this.setIndex(i.clone(t));\n const r = e.attributes;\n for (const l in r) {\n const d = r[l];\n this.setAttribute(l, d.clone(t));\n }\n const s = e.morphAttributes;\n for (const l in s) {\n const d = [], h = s[l];\n for (let p = 0, g = h.length; p < g; p++)\n d.push(h[p].clone(t));\n this.morphAttributes[l] = d;\n }\n this.morphTargetsRelative = e.morphTargetsRelative;\n const o = e.groups;\n for (let l = 0, d = o.length; l < d; l++) {\n const h = o[l];\n this.addGroup(h.start, h.count, h.materialIndex);\n }\n const a = e.boundingBox;\n a !== null && (this.boundingBox = a.clone());\n const c = e.boundingSphere;\n return c !== null && (this.boundingSphere = c.clone()), this.drawRange.start = e.drawRange.start, this.drawRange.count = e.drawRange.count, this.userData = e.userData, this;\n }\n dispose() {\n this.dispatchEvent({ type: \"dispose\" });\n }\n}\nJe.prototype.isBufferGeometry = !0;\nconst _g = /* @__PURE__ */ new $e(), oo = /* @__PURE__ */ new is(), Mh = /* @__PURE__ */ new xr(), Ar = /* @__PURE__ */ new X(), Cr = /* @__PURE__ */ new X(), Lr = /* @__PURE__ */ new X(), Sh = /* @__PURE__ */ new X(), _h = /* @__PURE__ */ new X(), Th = /* @__PURE__ */ new X(), Kl = /* @__PURE__ */ new X(), Ql = /* @__PURE__ */ new X(), ec = /* @__PURE__ */ new X(), tc = /* @__PURE__ */ new Pe(), nc = /* @__PURE__ */ new Pe(), ic = /* @__PURE__ */ new Pe(), Eh = /* @__PURE__ */ new X(), rc = /* @__PURE__ */ new X();\nclass tn extends ot {\n constructor(e = new Je(), t = new Vn()) {\n super(), this.type = \"Mesh\", this.geometry = e, this.material = t, this.updateMorphTargets();\n }\n copy(e) {\n return super.copy(e), e.morphTargetInfluences !== void 0 && (this.morphTargetInfluences = e.morphTargetInfluences.slice()), e.morphTargetDictionary !== void 0 && (this.morphTargetDictionary = Object.assign({}, e.morphTargetDictionary)), this.material = e.material, this.geometry = e.geometry, this;\n }\n updateMorphTargets() {\n const e = this.geometry;\n if (e.isBufferGeometry) {\n const t = e.morphAttributes, i = Object.keys(t);\n if (i.length > 0) {\n const r = t[i[0]];\n if (r !== void 0) {\n this.morphTargetInfluences = [], this.morphTargetDictionary = {};\n for (let s = 0, o = r.length; s < o; s++) {\n const a = r[s].name || String(s);\n this.morphTargetInfluences.push(0), this.morphTargetDictionary[a] = s;\n }\n }\n }\n } else {\n const t = e.morphTargets;\n t !== void 0 && t.length > 0 && console.error(\"THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.\");\n }\n }\n raycast(e, t) {\n const i = this.geometry, r = this.material, s = this.matrixWorld;\n if (r === void 0 || (i.boundingSphere === null && i.computeBoundingSphere(), Mh.copy(i.boundingSphere), Mh.applyMatrix4(s), e.ray.intersectsSphere(Mh) === !1) || (_g.copy(s).invert(), oo.copy(e.ray).applyMatrix4(_g), i.boundingBox !== null && oo.intersectsBox(i.boundingBox) === !1))\n return;\n let o;\n if (i.isBufferGeometry) {\n const a = i.index, c = i.attributes.position, l = i.morphAttributes.position, d = i.morphTargetsRelative, h = i.attributes.uv, p = i.attributes.uv2, g = i.groups, f = i.drawRange;\n if (a !== null)\n if (Array.isArray(r))\n for (let u = 0, y = g.length; u < y; u++) {\n const v = g[u], m = r[v.materialIndex], w = Math.max(v.start, f.start), S = Math.min(v.start + v.count, f.start + f.count);\n for (let T = w, M = S; T < M; T += 3) {\n const x = a.getX(T), _ = a.getX(T + 1), E = a.getX(T + 2);\n o = sc(this, m, e, oo, c, l, d, h, p, x, _, E), o && (o.faceIndex = Math.floor(T / 3), o.face.materialIndex = v.materialIndex, t.push(o));\n }\n }\n else {\n const u = Math.max(0, f.start), y = Math.min(a.count, f.start + f.count);\n for (let v = u, m = y; v < m; v += 3) {\n const w = a.getX(v), S = a.getX(v + 1), T = a.getX(v + 2);\n o = sc(this, r, e, oo, c, l, d, h, p, w, S, T), o && (o.faceIndex = Math.floor(v / 3), t.push(o));\n }\n }\n else if (c !== void 0)\n if (Array.isArray(r))\n for (let u = 0, y = g.length; u < y; u++) {\n const v = g[u], m = r[v.materialIndex], w = Math.max(v.start, f.start), S = Math.min(v.start + v.count, f.start + f.count);\n for (let T = w, M = S; T < M; T += 3) {\n const x = T, _ = T + 1, E = T + 2;\n o = sc(this, m, e, oo, c, l, d, h, p, x, _, E), o && (o.faceIndex = Math.floor(T / 3), o.face.materialIndex = v.materialIndex, t.push(o));\n }\n }\n else {\n const u = Math.max(0, f.start), y = Math.min(c.count, f.start + f.count);\n for (let v = u, m = y; v < m; v += 3) {\n const w = v, S = v + 1, T = v + 2;\n o = sc(this, r, e, oo, c, l, d, h, p, w, S, T), o && (o.faceIndex = Math.floor(v / 3), t.push(o));\n }\n }\n } else i.isGeometry && console.error(\"THREE.Mesh.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.\");\n }\n}\ntn.prototype.isMesh = !0;\nfunction EI(n, e, t, i, r, s, o, a) {\n let c;\n if (e.side === qt ? c = i.intersectTriangle(o, s, r, !0, a) : c = i.intersectTriangle(r, s, o, e.side !== Yr, a), c === null) return null;\n rc.copy(a), rc.applyMatrix4(n.matrixWorld);\n const l = t.ray.origin.distanceTo(rc);\n return l < t.near || l > t.far ? null : {\n distance: l,\n point: rc.clone(),\n object: n\n };\n}\nfunction sc(n, e, t, i, r, s, o, a, c, l, d, h) {\n Ar.fromBufferAttribute(r, l), Cr.fromBufferAttribute(r, d), Lr.fromBufferAttribute(r, h);\n const p = n.morphTargetInfluences;\n if (e.morphTargets && s && p) {\n Kl.set(0, 0, 0), Ql.set(0, 0, 0), ec.set(0, 0, 0);\n for (let f = 0, u = s.length; f < u; f++) {\n const y = p[f], v = s[f];\n y !== 0 && (Sh.fromBufferAttribute(v, l), _h.fromBufferAttribute(v, d), Th.fromBufferAttribute(v, h), o ? (Kl.addScaledVector(Sh, y), Ql.addScaledVector(_h, y), ec.addScaledVector(Th, y)) : (Kl.addScaledVector(Sh.sub(Ar), y), Ql.addScaledVector(_h.sub(Cr), y), ec.addScaledVector(Th.sub(Lr), y)));\n }\n Ar.add(Kl), Cr.add(Ql), Lr.add(ec);\n }\n n.isSkinnedMesh && (n.boneTransform(l, Ar), n.boneTransform(d, Cr), n.boneTransform(h, Lr));\n const g = EI(n, e, t, i, Ar, Cr, Lr, Eh);\n if (g) {\n a && (tc.fromBufferAttribute(a, l), nc.fromBufferAttribute(a, d), ic.fromBufferAttribute(a, h), g.uv = Qt.getUV(Eh, Ar, Cr, Lr, tc, nc, ic, new Pe())), c && (tc.fromBufferAttribute(c, l), nc.fromBufferAttribute(c, d), ic.fromBufferAttribute(c, h), g.uv2 = Qt.getUV(Eh, Ar, Cr, Lr, tc, nc, ic, new Pe()));\n const f = {\n a: l,\n b: d,\n c: h,\n normal: new X(),\n materialIndex: 0\n };\n Qt.getNormal(Ar, Cr, Lr, f.normal), g.face = f;\n }\n return g;\n}\nclass hr extends Je {\n constructor(e = 1, t = 1, i = 1, r = 1, s = 1, o = 1) {\n super(), this.type = \"BoxGeometry\", this.parameters = {\n width: e,\n height: t,\n depth: i,\n widthSegments: r,\n heightSegments: s,\n depthSegments: o\n };\n const a = this;\n r = Math.floor(r), s = Math.floor(s), o = Math.floor(o);\n const c = [], l = [], d = [], h = [];\n let p = 0, g = 0;\n f(\"z\", \"y\", \"x\", -1, -1, i, t, e, o, s, 0), f(\"z\", \"y\", \"x\", 1, -1, i, t, -e, o, s, 1), f(\"x\", \"z\", \"y\", 1, 1, e, i, t, r, o, 2), f(\"x\", \"z\", \"y\", 1, -1, e, i, -t, r, o, 3), f(\"x\", \"y\", \"z\", 1, -1, e, t, i, r, s, 4), f(\"x\", \"y\", \"z\", -1, -1, e, t, -i, r, s, 5), this.setIndex(c), this.setAttribute(\"position\", new We(l, 3)), this.setAttribute(\"normal\", new We(d, 3)), this.setAttribute(\"uv\", new We(h, 2));\n function f(u, y, v, m, w, S, T, M, x, _, E) {\n const L = S / x, R = T / _, C = S / 2, A = T / 2, P = M / 2, I = x + 1, b = _ + 1;\n let O = 0, N = 0;\n const D = new X();\n for (let B = 0; B < b; B++) {\n const U = B * R - A;\n for (let k = 0; k < I; k++) {\n const K = k * L - C;\n D[u] = K * m, D[y] = U * w, D[v] = P, l.push(D.x, D.y, D.z), D[u] = 0, D[y] = 0, D[v] = M > 0 ? 1 : -1, d.push(D.x, D.y, D.z), h.push(k / x), h.push(1 - B / _), O += 1;\n }\n }\n for (let B = 0; B < _; B++)\n for (let U = 0; U < x; U++) {\n const k = p + U + I * B, K = p + U + I * (B + 1), ie = p + (U + 1) + I * (B + 1), j = p + (U + 1) + I * B;\n c.push(k, K, j), c.push(K, ie, j), N += 6;\n }\n a.addGroup(g, N, E), g += N, p += O;\n }\n }\n static fromJSON(e) {\n return new hr(e.width, e.height, e.depth, e.widthSegments, e.heightSegments, e.depthSegments);\n }\n}\nfunction Vo(n) {\n const e = {};\n for (const t in n) {\n e[t] = {};\n for (const i in n[t]) {\n const r = n[t][i];\n r && (r.isColor || r.isMatrix3 || r.isMatrix4 || r.isVector2 || r.isVector3 || r.isVector4 || r.isTexture || r.isQuaternion) ? e[t][i] = r.clone() : Array.isArray(r) ? e[t][i] = r.slice() : e[t][i] = r;\n }\n }\n return e;\n}\nfunction En(n) {\n const e = {};\n for (let t = 0; t < n.length; t++) {\n const i = Vo(n[t]);\n for (const r in i)\n e[r] = i[r];\n }\n return e;\n}\nconst _x = { clone: Vo, merge: En };\nvar AI = `void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}`, CI = `void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}`;\nclass dr extends sn {\n constructor(e) {\n super(), this.type = \"ShaderMaterial\", this.defines = {}, this.uniforms = {}, this.vertexShader = AI, this.fragmentShader = CI, this.linewidth = 1, this.wireframe = !1, this.wireframeLinewidth = 1, this.fog = !1, this.lights = !1, this.clipping = !1, this.morphTargets = !1, this.morphNormals = !1, this.extensions = {\n derivatives: !1,\n // set to use derivatives\n fragDepth: !1,\n // set to use fragment depth values\n drawBuffers: !1,\n // set to use draw buffers\n shaderTextureLOD: !1\n // set to use shader texture LOD\n }, this.defaultAttributeValues = {\n color: [1, 1, 1],\n uv: [0, 0],\n uv2: [0, 0]\n }, this.index0AttributeName = void 0, this.uniformsNeedUpdate = !1, this.glslVersion = null, e !== void 0 && (e.attributes !== void 0 && console.error(\"THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.\"), this.setValues(e));\n }\n copy(e) {\n return super.copy(e), this.fragmentShader = e.fragmentShader, this.vertexShader = e.vertexShader, this.uniforms = Vo(e.uniforms), this.defines = Object.assign({}, e.defines), this.wireframe = e.wireframe, this.wireframeLinewidth = e.wireframeLinewidth, this.lights = e.lights, this.clipping = e.clipping, this.morphTargets = e.morphTargets, this.morphNormals = e.morphNormals, this.extensions = Object.assign({}, e.extensions), this.glslVersion = e.glslVersion, this;\n }\n toJSON(e) {\n const t = super.toJSON(e);\n t.glslVersion = this.glslVersion, t.uniforms = {};\n for (const r in this.uniforms) {\n const o = this.uniforms[r].value;\n o && o.isTexture ? t.uniforms[r] = {\n type: \"t\",\n value: o.toJSON(e).uuid\n } : o && o.isColor ? t.uniforms[r] = {\n type: \"c\",\n value: o.getHex()\n } : o && o.isVector2 ? t.uniforms[r] = {\n type: \"v2\",\n value: o.toArray()\n } : o && o.isVector3 ? t.uniforms[r] = {\n type: \"v3\",\n value: o.toArray()\n } : o && o.isVector4 ? t.uniforms[r] = {\n type: \"v4\",\n value: o.toArray()\n } : o && o.isMatrix3 ? t.uniforms[r] = {\n type: \"m3\",\n value: o.toArray()\n } : o && o.isMatrix4 ? t.uniforms[r] = {\n type: \"m4\",\n value: o.toArray()\n } : t.uniforms[r] = {\n value: o\n };\n }\n Object.keys(this.defines).length > 0 && (t.defines = this.defines), t.vertexShader = this.vertexShader, t.fragmentShader = this.fragmentShader;\n const i = {};\n for (const r in this.extensions)\n this.extensions[r] === !0 && (i[r] = !0);\n return Object.keys(i).length > 0 && (t.extensions = i), t;\n }\n}\ndr.prototype.isShaderMaterial = !0;\nclass wl extends ot {\n constructor() {\n super(), this.type = \"Camera\", this.matrixWorldInverse = new $e(), this.projectionMatrix = new $e(), this.projectionMatrixInverse = new $e();\n }\n copy(e, t) {\n return super.copy(e, t), this.matrixWorldInverse.copy(e.matrixWorldInverse), this.projectionMatrix.copy(e.projectionMatrix), this.projectionMatrixInverse.copy(e.projectionMatrixInverse), this;\n }\n getWorldDirection(e) {\n this.updateWorldMatrix(!0, !1);\n const t = this.matrixWorld.elements;\n return e.set(-t[8], -t[9], -t[10]).normalize();\n }\n updateMatrixWorld(e) {\n super.updateMatrixWorld(e), this.matrixWorldInverse.copy(this.matrixWorld).invert();\n }\n updateWorldMatrix(e, t) {\n super.updateWorldMatrix(e, t), this.matrixWorldInverse.copy(this.matrixWorld).invert();\n }\n clone() {\n return new this.constructor().copy(this);\n }\n}\nwl.prototype.isCamera = !0;\nclass an extends wl {\n constructor(e = 50, t = 1, i = 0.1, r = 2e3) {\n super(), this.type = \"PerspectiveCamera\", this.fov = e, this.zoom = 1, this.near = i, this.far = r, this.focus = 10, this.aspect = t, this.view = null, this.filmGauge = 35, this.filmOffset = 0, this.updateProjectionMatrix();\n }\n copy(e, t) {\n return super.copy(e, t), this.fov = e.fov, this.zoom = e.zoom, this.near = e.near, this.far = e.far, this.focus = e.focus, this.aspect = e.aspect, this.view = e.view === null ? null : Object.assign({}, e.view), this.filmGauge = e.filmGauge, this.filmOffset = e.filmOffset, this;\n }\n /**\n * Sets the FOV by focal length in respect to the current .filmGauge.\n *\n * The default film gauge is 35, so that the focal length can be specified for\n * a 35mm (full frame) camera.\n *\n * Values for focal length and film gauge must have the same unit.\n */\n setFocalLength(e) {\n const t = 0.5 * this.getFilmHeight() / e;\n this.fov = nl * 2 * Math.atan(t), this.updateProjectionMatrix();\n }\n /**\n * Calculates the focal length from the current .fov and .filmGauge.\n */\n getFocalLength() {\n const e = Math.tan(As * 0.5 * this.fov);\n return 0.5 * this.getFilmHeight() / e;\n }\n getEffectiveFOV() {\n return nl * 2 * Math.atan(\n Math.tan(As * 0.5 * this.fov) / this.zoom\n );\n }\n getFilmWidth() {\n return this.filmGauge * Math.min(this.aspect, 1);\n }\n getFilmHeight() {\n return this.filmGauge / Math.max(this.aspect, 1);\n }\n /**\n * Sets an offset in a larger frustum. This is useful for multi-window or\n * multi-monitor/multi-machine setups.\n *\n * For example, if you have 3x2 monitors and each monitor is 1920x1080 and\n * the monitors are in grid like this\n *\n * +---+---+---+\n * | A | B | C |\n * +---+---+---+\n * | D | E | F |\n * +---+---+---+\n *\n * then for each monitor you would call it like this\n *\n * const w = 1920;\n * const h = 1080;\n * const fullWidth = w * 3;\n * const fullHeight = h * 2;\n *\n * --A--\n * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );\n * --B--\n * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );\n * --C--\n * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );\n * --D--\n * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );\n * --E--\n * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );\n * --F--\n * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );\n *\n * Note there is no reason monitors have to be the same size or in a grid.\n */\n setViewOffset(e, t, i, r, s, o) {\n this.aspect = e / t, this.view === null && (this.view = {\n enabled: !0,\n fullWidth: 1,\n fullHeight: 1,\n offsetX: 0,\n offsetY: 0,\n width: 1,\n height: 1\n }), this.view.enabled = !0, this.view.fullWidth = e, this.view.fullHeight = t, this.view.offsetX = i, this.view.offsetY = r, this.view.width = s, this.view.height = o, this.updateProjectionMatrix();\n }\n clearViewOffset() {\n this.view !== null && (this.view.enabled = !1), this.updateProjectionMatrix();\n }\n updateProjectionMatrix() {\n const e = this.near;\n let t = e * Math.tan(As * 0.5 * this.fov) / this.zoom, i = 2 * t, r = this.aspect * i, s = -0.5 * r;\n const o = this.view;\n if (this.view !== null && this.view.enabled) {\n const c = o.fullWidth, l = o.fullHeight;\n s += o.offsetX * r / c, t -= o.offsetY * i / l, r *= o.width / c, i *= o.height / l;\n }\n const a = this.filmOffset;\n a !== 0 && (s += e * a / this.getFilmWidth()), this.projectionMatrix.makePerspective(s, s + r, t, t - i, e, this.far), this.projectionMatrixInverse.copy(this.projectionMatrix).invert();\n }\n toJSON(e) {\n const t = super.toJSON(e);\n return t.object.fov = this.fov, t.object.zoom = this.zoom, t.object.near = this.near, t.object.far = this.far, t.object.focus = this.focus, t.object.aspect = this.aspect, this.view !== null && (t.object.view = Object.assign({}, this.view)), t.object.filmGauge = this.filmGauge, t.object.filmOffset = this.filmOffset, t;\n }\n}\nan.prototype.isPerspectiveCamera = !0;\nconst ao = 90, lo = 1;\nclass Pu extends ot {\n constructor(e, t, i) {\n if (super(), this.type = \"CubeCamera\", i.isWebGLCubeRenderTarget !== !0) {\n console.error(\"THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.\");\n return;\n }\n this.renderTarget = i;\n const r = new an(ao, lo, e, t);\n r.layers = this.layers, r.up.set(0, -1, 0), r.lookAt(new X(1, 0, 0)), this.add(r);\n const s = new an(ao, lo, e, t);\n s.layers = this.layers, s.up.set(0, -1, 0), s.lookAt(new X(-1, 0, 0)), this.add(s);\n const o = new an(ao, lo, e, t);\n o.layers = this.layers, o.up.set(0, 0, 1), o.lookAt(new X(0, 1, 0)), this.add(o);\n const a = new an(ao, lo, e, t);\n a.layers = this.layers, a.up.set(0, 0, -1), a.lookAt(new X(0, -1, 0)), this.add(a);\n const c = new an(ao, lo, e, t);\n c.layers = this.layers, c.up.set(0, -1, 0), c.lookAt(new X(0, 0, 1)), this.add(c);\n const l = new an(ao, lo, e, t);\n l.layers = this.layers, l.up.set(0, -1, 0), l.lookAt(new X(0, 0, -1)), this.add(l);\n }\n update(e, t) {\n this.parent === null && this.updateMatrixWorld();\n const i = this.renderTarget, [r, s, o, a, c, l] = this.children, d = e.xr.enabled, h = e.getRenderTarget();\n e.xr.enabled = !1;\n const p = i.texture.generateMipmaps;\n i.texture.generateMipmaps = !1, e.setRenderTarget(i, 0), e.render(t, r), e.setRenderTarget(i, 1), e.render(t, s), e.setRenderTarget(i, 2), e.render(t, o), e.setRenderTarget(i, 3), e.render(t, a), e.setRenderTarget(i, 4), e.render(t, c), i.texture.generateMipmaps = p, e.setRenderTarget(i, 5), e.render(t, l), e.setRenderTarget(h), e.xr.enabled = d;\n }\n}\nclass ca extends nn {\n constructor(e, t, i, r, s, o, a, c, l, d) {\n e = e !== void 0 ? e : [], t = t !== void 0 ? t : yl, a = a !== void 0 ? a : ar, super(e, t, i, r, s, o, a, c, l, d), this._needsFlipEnvMap = !0, this.flipY = !1;\n }\n get images() {\n return this.image;\n }\n set images(e) {\n this.image = e;\n }\n}\nca.prototype.isCubeTexture = !0;\nclass Iu extends bi {\n constructor(e, t, i) {\n Number.isInteger(t) && (console.warn(\"THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )\"), t = i), super(e, e, t), t = t || {}, this.texture = new ca(void 0, t.mapping, t.wrapS, t.wrapT, t.magFilter, t.minFilter, t.format, t.type, t.anisotropy, t.encoding), this.texture.generateMipmaps = t.generateMipmaps !== void 0 ? t.generateMipmaps : !1, this.texture.minFilter = t.minFilter !== void 0 ? t.minFilter : jt, this.texture._needsFlipEnvMap = !1;\n }\n fromEquirectangularTexture(e, t) {\n this.texture.type = t.type, this.texture.format = Yn, this.texture.encoding = t.encoding, this.texture.generateMipmaps = t.generateMipmaps, this.texture.minFilter = t.minFilter, this.texture.magFilter = t.magFilter;\n const i = {\n uniforms: {\n tEquirect: { value: null }\n },\n vertexShader: (\n /* glsl */\n `\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\tvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\n\t\t\t\t\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvWorldDirection = transformDirection( position, modelMatrix );\n\n\t\t\t\t\t#include \n\t\t\t\t\t#include \n\n\t\t\t\t}\n\t\t\t`\n ),\n fragmentShader: (\n /* glsl */\n `\n\n\t\t\t\tuniform sampler2D tEquirect;\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\t#include \n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvec3 direction = normalize( vWorldDirection );\n\n\t\t\t\t\tvec2 sampleUV = equirectUv( direction );\n\n\t\t\t\t\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\n\t\t\t\t}\n\t\t\t`\n )\n }, r = new hr(5, 5, 5), s = new dr({\n name: \"CubemapFromEquirect\",\n uniforms: Vo(i.uniforms),\n vertexShader: i.vertexShader,\n fragmentShader: i.fragmentShader,\n side: qt,\n blending: or\n });\n s.uniforms.tEquirect.value = t;\n const o = new tn(r, s), a = t.minFilter;\n return t.minFilter === br && (t.minFilter = jt), new Pu(1, 10, this).update(e, o), t.minFilter = a, o.geometry.dispose(), o.material.dispose(), this;\n }\n clear(e, t, i, r) {\n const s = e.getRenderTarget();\n for (let o = 0; o < 6; o++)\n e.setRenderTarget(this, o), e.clear(t, i, r);\n e.setRenderTarget(s);\n }\n}\nIu.prototype.isWebGLCubeRenderTarget = !0;\nconst Ah = /* @__PURE__ */ new X(), LI = /* @__PURE__ */ new X(), RI = /* @__PURE__ */ new ln();\nclass Li {\n constructor(e = new X(1, 0, 0), t = 0) {\n this.normal = e, this.constant = t;\n }\n set(e, t) {\n return this.normal.copy(e), this.constant = t, this;\n }\n setComponents(e, t, i, r) {\n return this.normal.set(e, t, i), this.constant = r, this;\n }\n setFromNormalAndCoplanarPoint(e, t) {\n return this.normal.copy(e), this.constant = -t.dot(this.normal), this;\n }\n setFromCoplanarPoints(e, t, i) {\n const r = Ah.subVectors(i, t).cross(LI.subVectors(e, t)).normalize();\n return this.setFromNormalAndCoplanarPoint(r, e), this;\n }\n copy(e) {\n return this.normal.copy(e.normal), this.constant = e.constant, this;\n }\n normalize() {\n const e = 1 / this.normal.length();\n return this.normal.multiplyScalar(e), this.constant *= e, this;\n }\n negate() {\n return this.constant *= -1, this.normal.negate(), this;\n }\n distanceToPoint(e) {\n return this.normal.dot(e) + this.constant;\n }\n distanceToSphere(e) {\n return this.distanceToPoint(e.center) - e.radius;\n }\n projectPoint(e, t) {\n return t.copy(this.normal).multiplyScalar(-this.distanceToPoint(e)).add(e);\n }\n intersectLine(e, t) {\n const i = e.delta(Ah), r = this.normal.dot(i);\n if (r === 0)\n return this.distanceToPoint(e.start) === 0 ? t.copy(e.start) : null;\n const s = -(e.start.dot(this.normal) + this.constant) / r;\n return s < 0 || s > 1 ? null : t.copy(i).multiplyScalar(s).add(e.start);\n }\n intersectsLine(e) {\n const t = this.distanceToPoint(e.start), i = this.distanceToPoint(e.end);\n return t < 0 && i > 0 || i < 0 && t > 0;\n }\n intersectsBox(e) {\n return e.intersectsPlane(this);\n }\n intersectsSphere(e) {\n return e.intersectsPlane(this);\n }\n coplanarPoint(e) {\n return e.copy(this.normal).multiplyScalar(-this.constant);\n }\n applyMatrix4(e, t) {\n const i = t || RI.getNormalMatrix(e), r = this.coplanarPoint(Ah).applyMatrix4(e), s = this.normal.applyMatrix3(i).normalize();\n return this.constant = -r.dot(s), this;\n }\n translate(e) {\n return this.constant -= e.dot(this.normal), this;\n }\n equals(e) {\n return e.normal.equals(this.normal) && e.constant === this.constant;\n }\n clone() {\n return new this.constructor().copy(this);\n }\n}\nLi.prototype.isPlane = !0;\nconst co = /* @__PURE__ */ new xr(), oc = /* @__PURE__ */ new X();\nclass Ml {\n constructor(e = new Li(), t = new Li(), i = new Li(), r = new Li(), s = new Li(), o = new Li()) {\n this.planes = [e, t, i, r, s, o];\n }\n set(e, t, i, r, s, o) {\n const a = this.planes;\n return a[0].copy(e), a[1].copy(t), a[2].copy(i), a[3].copy(r), a[4].copy(s), a[5].copy(o), this;\n }\n copy(e) {\n const t = this.planes;\n for (let i = 0; i < 6; i++)\n t[i].copy(e.planes[i]);\n return this;\n }\n setFromProjectionMatrix(e) {\n const t = this.planes, i = e.elements, r = i[0], s = i[1], o = i[2], a = i[3], c = i[4], l = i[5], d = i[6], h = i[7], p = i[8], g = i[9], f = i[10], u = i[11], y = i[12], v = i[13], m = i[14], w = i[15];\n return t[0].setComponents(a - r, h - c, u - p, w - y).normalize(), t[1].setComponents(a + r, h + c, u + p, w + y).normalize(), t[2].setComponents(a + s, h + l, u + g, w + v).normalize(), t[3].setComponents(a - s, h - l, u - g, w - v).normalize(), t[4].setComponents(a - o, h - d, u - f, w - m).normalize(), t[5].setComponents(a + o, h + d, u + f, w + m).normalize(), this;\n }\n intersectsObject(e) {\n const t = e.geometry;\n return t.boundingSphere === null && t.computeBoundingSphere(), co.copy(t.boundingSphere).applyMatrix4(e.matrixWorld), this.intersectsSphere(co);\n }\n intersectsSprite(e) {\n return co.center.set(0, 0, 0), co.radius = 0.7071067811865476, co.applyMatrix4(e.matrixWorld), this.intersectsSphere(co);\n }\n intersectsSphere(e) {\n const t = this.planes, i = e.center, r = -e.radius;\n for (let s = 0; s < 6; s++)\n if (t[s].distanceToPoint(i) < r)\n return !1;\n return !0;\n }\n intersectsBox(e) {\n const t = this.planes;\n for (let i = 0; i < 6; i++) {\n const r = t[i];\n if (oc.x = r.normal.x > 0 ? e.max.x : e.min.x, oc.y = r.normal.y > 0 ? e.max.y : e.min.y, oc.z = r.normal.z > 0 ? e.max.z : e.min.z, r.distanceToPoint(oc) < 0)\n return !1;\n }\n return !0;\n }\n containsPoint(e) {\n const t = this.planes;\n for (let i = 0; i < 6; i++)\n if (t[i].distanceToPoint(e) < 0)\n return !1;\n return !0;\n }\n clone() {\n return new this.constructor().copy(this);\n }\n}\nfunction Tx() {\n let n = null, e = !1, t = null, i = null;\n function r(s, o) {\n t(s, o), i = n.requestAnimationFrame(r);\n }\n return {\n start: function() {\n e !== !0 && t !== null && (i = n.requestAnimationFrame(r), e = !0);\n },\n stop: function() {\n n.cancelAnimationFrame(i), e = !1;\n },\n setAnimationLoop: function(s) {\n t = s;\n },\n setContext: function(s) {\n n = s;\n }\n };\n}\nfunction PI(n, e) {\n const t = e.isWebGL2, i = /* @__PURE__ */ new WeakMap();\n function r(l, d) {\n const h = l.array, p = l.usage, g = n.createBuffer();\n n.bindBuffer(d, g), n.bufferData(d, h, p), l.onUploadCallback();\n let f = 5126;\n return h instanceof Float32Array ? f = 5126 : h instanceof Float64Array ? console.warn(\"THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.\") : h instanceof Uint16Array ? l.isFloat16BufferAttribute ? t ? f = 5131 : console.warn(\"THREE.WebGLAttributes: Usage of Float16BufferAttribute requires WebGL2.\") : f = 5123 : h instanceof Int16Array ? f = 5122 : h instanceof Uint32Array ? f = 5125 : h instanceof Int32Array ? f = 5124 : h instanceof Int8Array ? f = 5120 : (h instanceof Uint8Array || h instanceof Uint8ClampedArray) && (f = 5121), {\n buffer: g,\n type: f,\n bytesPerElement: h.BYTES_PER_ELEMENT,\n version: l.version\n };\n }\n function s(l, d, h) {\n const p = d.array, g = d.updateRange;\n n.bindBuffer(h, l), g.count === -1 ? n.bufferSubData(h, 0, p) : (t ? n.bufferSubData(\n h,\n g.offset * p.BYTES_PER_ELEMENT,\n p,\n g.offset,\n g.count\n ) : n.bufferSubData(\n h,\n g.offset * p.BYTES_PER_ELEMENT,\n p.subarray(g.offset, g.offset + g.count)\n ), g.count = -1);\n }\n function o(l) {\n return l.isInterleavedBufferAttribute && (l = l.data), i.get(l);\n }\n function a(l) {\n l.isInterleavedBufferAttribute && (l = l.data);\n const d = i.get(l);\n d && (n.deleteBuffer(d.buffer), i.delete(l));\n }\n function c(l, d) {\n if (l.isGLBufferAttribute) {\n const p = i.get(l);\n (!p || p.version < l.version) && i.set(l, {\n buffer: l.buffer,\n type: l.type,\n bytesPerElement: l.elementSize,\n version: l.version\n });\n return;\n }\n l.isInterleavedBufferAttribute && (l = l.data);\n const h = i.get(l);\n h === void 0 ? i.set(l, r(l, d)) : h.version < l.version && (s(h.buffer, l, d), h.version = l.version);\n }\n return {\n get: o,\n remove: a,\n update: c\n };\n}\nclass Ds extends Je {\n constructor(e = 1, t = 1, i = 1, r = 1) {\n super(), this.type = \"PlaneGeometry\", this.parameters = {\n width: e,\n height: t,\n widthSegments: i,\n heightSegments: r\n };\n const s = e / 2, o = t / 2, a = Math.floor(i), c = Math.floor(r), l = a + 1, d = c + 1, h = e / a, p = t / c, g = [], f = [], u = [], y = [];\n for (let v = 0; v < d; v++) {\n const m = v * p - o;\n for (let w = 0; w < l; w++) {\n const S = w * h - s;\n f.push(S, -m, 0), u.push(0, 0, 1), y.push(w / a), y.push(1 - v / c);\n }\n }\n for (let v = 0; v < c; v++)\n for (let m = 0; m < a; m++) {\n const w = m + l * v, S = m + l * (v + 1), T = m + 1 + l * (v + 1), M = m + 1 + l * v;\n g.push(w, S, M), g.push(S, T, M);\n }\n this.setIndex(g), this.setAttribute(\"position\", new We(f, 3)), this.setAttribute(\"normal\", new We(u, 3)), this.setAttribute(\"uv\", new We(y, 2));\n }\n static fromJSON(e) {\n return new Ds(e.width, e.height, e.widthSegments, e.heightSegments);\n }\n}\nvar II = `#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif`, OI = `#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif`, DI = `#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif`, NI = `#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`, FI = `#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif`, BI = \"vec3 transformed = vec3( position );\", zI = `vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif`, UI = `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 dotVH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotVH - 6.98316 ) * dotVH );\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`, VI = `#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, float faceDirection ) {\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 ) * faceDirection;\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`, kI = `#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`, GI = `#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif`, HI = `#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif`, WI = `#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif`, jI = `#if defined( USE_COLOR_ALPHA )\n\tdiffuseColor *= vColor;\n#elif defined( USE_COLOR )\n\tdiffuseColor.rgb *= vColor;\n#endif`, $I = `#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR )\n\tvarying vec3 vColor;\n#endif`, ZI = `#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvarying vec3 vColor;\n#endif`, XI = `#if defined( USE_COLOR_ALPHA )\n\tvColor = vec4( 1.0 );\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvColor = vec3( 1.0 );\n#endif\n#ifdef USE_COLOR\n\tvColor *= color;\n#endif\n#ifdef USE_INSTANCING_COLOR\n\tvColor.xyz *= instanceColor.xyz;\n#endif`, YI = `#define PI 3.141592653589793\n#define PI2 6.283185307179586\n#define PI_HALF 1.5707963267948966\n#define RECIPROCAL_PI 0.3183098861837907\n#define RECIPROCAL_PI2 0.15915494309189535\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\treturn m[ 2 ][ 3 ] == - 1.0;\n}\nvec2 equirectUv( in vec3 dir ) {\n\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\n\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\treturn vec2( u, v );\n}`, JI = `#ifdef ENVMAP_TYPE_CUBE_UV\n\t#define cubeUV_maxMipLevel 8.0\n\t#define cubeUV_minMipLevel 4.0\n\t#define cubeUV_maxTileSize 256.0\n\t#define cubeUV_minTileSize 16.0\n\tfloat getFace( vec3 direction ) {\n\t\tvec3 absDirection = abs( direction );\n\t\tfloat face = - 1.0;\n\t\tif ( absDirection.x > absDirection.z ) {\n\t\t\tif ( absDirection.x > absDirection.y )\n\t\t\t\tface = direction.x > 0.0 ? 0.0 : 3.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t} else {\n\t\t\tif ( absDirection.z > absDirection.y )\n\t\t\t\tface = direction.z > 0.0 ? 2.0 : 5.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t}\n\t\treturn face;\n\t}\n\tvec2 getUV( vec3 direction, float face ) {\n\t\tvec2 uv;\n\t\tif ( face == 0.0 ) {\n\t\t\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 1.0 ) {\n\t\t\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\n\t\t} else if ( face == 2.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\n\t\t} else if ( face == 3.0 ) {\n\t\t\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 4.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\n\t\t} else {\n\t\t\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\n\t\t}\n\t\treturn 0.5 * ( uv + 1.0 );\n\t}\n\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\n\t\tfloat face = getFace( direction );\n\t\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\n\t\tmipInt = max( mipInt, cubeUV_minMipLevel );\n\t\tfloat faceSize = exp2( mipInt );\n\t\tfloat texelSize = 1.0 / ( 3.0 * cubeUV_maxTileSize );\n\t\tvec2 uv = getUV( direction, face ) * ( faceSize - 1.0 );\n\t\tvec2 f = fract( uv );\n\t\tuv += 0.5 - f;\n\t\tif ( face > 2.0 ) {\n\t\t\tuv.y += faceSize;\n\t\t\tface -= 3.0;\n\t\t}\n\t\tuv.x += face * faceSize;\n\t\tif ( mipInt < cubeUV_maxMipLevel ) {\n\t\t\tuv.y += 2.0 * cubeUV_maxTileSize;\n\t\t}\n\t\tuv.y += filterInt * 2.0 * cubeUV_minTileSize;\n\t\tuv.x += 3.0 * max( 0.0, cubeUV_maxTileSize - 2.0 * faceSize );\n\t\tuv *= texelSize;\n\t\tvec3 tl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.x += texelSize;\n\t\tvec3 tr = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.y += texelSize;\n\t\tvec3 br = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.x -= texelSize;\n\t\tvec3 bl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tvec3 tm = mix( tl, tr, f.x );\n\t\tvec3 bm = mix( bl, br, f.x );\n\t\treturn mix( tm, bm, f.y );\n\t}\n\t#define r0 1.0\n\t#define v0 0.339\n\t#define m0 - 2.0\n\t#define r1 0.8\n\t#define v1 0.276\n\t#define m1 - 1.0\n\t#define r4 0.4\n\t#define v4 0.046\n\t#define m4 2.0\n\t#define r5 0.305\n\t#define v5 0.016\n\t#define m5 3.0\n\t#define r6 0.21\n\t#define v6 0.0038\n\t#define m6 4.0\n\tfloat roughnessToMip( float roughness ) {\n\t\tfloat mip = 0.0;\n\t\tif ( roughness >= r1 ) {\n\t\t\tmip = ( r0 - roughness ) * ( m1 - m0 ) / ( r0 - r1 ) + m0;\n\t\t} else if ( roughness >= r4 ) {\n\t\t\tmip = ( r1 - roughness ) * ( m4 - m1 ) / ( r1 - r4 ) + m1;\n\t\t} else if ( roughness >= r5 ) {\n\t\t\tmip = ( r4 - roughness ) * ( m5 - m4 ) / ( r4 - r5 ) + m4;\n\t\t} else if ( roughness >= r6 ) {\n\t\t\tmip = ( r5 - roughness ) * ( m6 - m5 ) / ( r5 - r6 ) + m5;\n\t\t} else {\n\t\t\tmip = - 2.0 * log2( 1.16 * roughness );\t\t}\n\t\treturn mip;\n\t}\n\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\n\t\tfloat mip = clamp( roughnessToMip( roughness ), m0, cubeUV_maxMipLevel );\n\t\tfloat mipF = fract( mip );\n\t\tfloat mipInt = floor( mip );\n\t\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\n\t\tif ( mipF == 0.0 ) {\n\t\t\treturn vec4( color0, 1.0 );\n\t\t} else {\n\t\t\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\n\t\t\treturn vec4( mix( color0, color1, mipF ), 1.0 );\n\t\t}\n\t}\n#endif`, qI = `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`, KI = `#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif`, QI = `#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif`, eO = `#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif`, tO = `#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif`, nO = \"gl_FragColor = linearToOutputTexel( gl_FragColor );\", iO = `\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}`, rO = `#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\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#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`, sO = `#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`, oO = `#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`, aO = `#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`, lO = `#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`, cO = `#ifdef USE_FOG\n\tfogDepth = - mvPosition.z;\n#endif`, uO = `#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif`, hO = `#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`, dO = `#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`, fO = `#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}`, pO = `#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n#endif`, mO = `#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif`, gO = `vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\nvIndirectFront += getAmbientLightIrradiance( ambientLightColor );\nvIndirectFront += getLightProbeIrradiance( lightProbe, geometry );\n#ifdef DOUBLE_SIDED\n\tvIndirectBack += getAmbientLightIrradiance( ambientLightColor );\n\tvIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry );\n#endif\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif`, vO = `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\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\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\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`, yO = `#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\tvec3 reflectVec = reflect( -viewDir, normal );\n\t\t\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t#else\n\t\t\tvec3 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#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif`, bO = `ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;`, xO = `varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct ToonMaterial {\n\tvec3 diffuseColor;\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}\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)`, wO = `BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;`, MO = `varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3 diffuseColor;\n\tvec3 specularColor;\n\tfloat specularShininess;\n\tfloat specularStrength;\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)`, SO = `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`, _O = `struct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tfloat specularRoughness;\n\tvec3 specularColor;\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}`, TO = `\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`, EO = `#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`, AO = `#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`, CO = `#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif`, LO = `#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif`, RO = `#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`, PO = `#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`, IO = `#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif`, OO = `#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif`, DO = `#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`, NO = `#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`, FO = `float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif`, BO = `#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif`, zO = `#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`, UO = `#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifndef USE_MORPHNORMALS\n\t\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\t\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif`, VO = `#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\t\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\t\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\t\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\t\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t#endif\n#endif`, kO = `float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\n#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 * faceDirection;\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 * faceDirection;\n\t\t\tbitangent = bitangent * faceDirection;\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;`, GO = `#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 * faceDirection;\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, faceDirection );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd(), faceDirection );\n#endif`, HO = `#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, float faceDirection ) {\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\tvec3 N = surf_norm;\n\t\tvec3 q1perp = cross( q1, N );\n\t\tvec3 q0perp = cross( N, q0 );\n\t\tvec3 T = q1perp * st0.x + q0perp * st1.x;\n\t\tvec3 B = q1perp * st0.y + q0perp * st1.y;\n\t\tfloat det = max( dot( T, T ), dot( B, B ) );\n\t\tfloat scale = ( det == 0.0 ) ? 0.0 : faceDirection * inversesqrt( det );\n\t\treturn normalize( T * ( mapN.x * scale ) + B * ( mapN.y * scale ) + N * mapN.z );\n\t}\n#endif`, WO = `#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif`, jO = `#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, faceDirection );\n\t#endif\n#endif`, $O = `#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`, ZO = `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}`, XO = `#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif`, YO = `vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;`, JO = `#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif`, qO = `#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`, KO = `float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif`, QO = `#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif`, e3 = `#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\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\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\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\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\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\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\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\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\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`, t3 = `#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\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\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\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\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\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\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\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\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#endif`, n3 = `#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SPOT_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0\n\t\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\tvec4 shadowWorldPosition;\n\t#endif\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\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\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\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * shadowWorldPosition;\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\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n#endif`, i3 = `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}`, r3 = `#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`, s3 = `#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`, o3 = `#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`, a3 = `#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`, l3 = `float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif`, c3 = `#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif`, u3 = `#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif`, h3 = `#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\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}\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 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3( 1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108, 1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605, 1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }`, d3 = `#ifdef USE_TRANSMISSION\n\tfloat transmissionFactor = transmission;\n\tfloat thicknessFactor = thickness;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\ttransmissionFactor *= texture2D( transmissionMap, vUv ).r;\n\t#endif\n\t#ifdef USE_THICKNESSNMAP\n\t\tthicknessFactor *= texture2D( thicknessMap, vUv ).g;\n\t#endif\n\tvec3 pos = vWorldPosition.xyz / vWorldPosition.w;\n\tvec3 v = normalize( cameraPosition - pos );\n\tfloat ior = ( 1.0 + 0.4 * reflectivity ) / ( 1.0 - 0.4 * reflectivity );\n\tvec3 transmission = transmissionFactor * getIBLVolumeRefraction(\n\t\tnormal, v, roughnessFactor, material.diffuseColor, totalSpecular,\n\t\tpos, modelMatrix, viewMatrix, projectionMatrix, ior, thicknessFactor,\n\t\tattenuationColor, attenuationDistance );\n\ttotalDiffuse = mix( totalDiffuse, transmission, transmissionFactor );\n#endif`, f3 = `#ifdef USE_TRANSMISSION\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tuniform sampler2D transmissionMap;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tuniform sampler2D thicknessMap;\n\t#endif\n\tuniform vec2 transmissionSamplerSize;\n\tuniform sampler2D transmissionSamplerMap;\n\tuniform mat4 modelMatrix;\n\tuniform mat4 projectionMatrix;\n\tvarying vec4 vWorldPosition;\n\tvec3 getVolumeTransmissionRay(vec3 n, vec3 v, float thickness, float ior, mat4 modelMatrix) {\n\t\tvec3 refractionVector = refract(-v, normalize(n), 1.0 / ior);\n\t\tvec3 modelScale;\n\t\tmodelScale.x = length(vec3(modelMatrix[0].xyz));\n\t\tmodelScale.y = length(vec3(modelMatrix[1].xyz));\n\t\tmodelScale.z = length(vec3(modelMatrix[2].xyz));\n\t\treturn normalize(refractionVector) * thickness * modelScale;\n\t}\n\tfloat applyIorToRoughness(float roughness, float ior) {\n\t\treturn roughness * clamp(ior * 2.0 - 2.0, 0.0, 1.0);\n\t}\n\tvec3 getTransmissionSample(vec2 fragCoord, float roughness, float ior) {\n\t\tfloat framebufferLod = log2(transmissionSamplerSize.x) * applyIorToRoughness(roughness, ior);\n\t\treturn texture2DLodEXT(transmissionSamplerMap, fragCoord.xy, framebufferLod).rgb;\n\t}\n\tvec3 applyVolumeAttenuation(vec3 radiance, float transmissionDistance, vec3 attenuationColor, float attenuationDistance) {\n\t\tif (attenuationDistance == 0.0) {\n\t\t\treturn radiance;\n\t\t} else {\n\t\t\tvec3 attenuationCoefficient = -log(attenuationColor) / attenuationDistance;\n\t\t\tvec3 transmittance = exp(-attenuationCoefficient * transmissionDistance);\t\t\treturn transmittance * radiance;\n\t\t}\n\t}\n\tvec3 getIBLVolumeRefraction(vec3 n, vec3 v, float perceptualRoughness, vec3 baseColor, vec3 specularColor,\n\t\tvec3 position, mat4 modelMatrix, mat4 viewMatrix, mat4 projMatrix, float ior, float thickness,\n\t\tvec3 attenuationColor, float attenuationDistance) {\n\t\tvec3 transmissionRay = getVolumeTransmissionRay(n, v, thickness, ior, modelMatrix);\n\t\tvec3 refractedRayExit = position + transmissionRay;\n\t\tvec4 ndcPos = projMatrix * viewMatrix * vec4(refractedRayExit, 1.0);\n\t\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\n\t\trefractionCoords += 1.0;\n\t\trefractionCoords /= 2.0;\n\t\tvec3 transmittedLight = getTransmissionSample(refractionCoords, perceptualRoughness, ior);\n\t\tvec3 attenuatedColor = applyVolumeAttenuation(transmittedLight, length(transmissionRay), attenuationColor, attenuationDistance);\n\t\treturn (1.0 - specularColor) * attenuatedColor * baseColor;\n\t}\n#endif`, p3 = `#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif`, m3 = `#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`, g3 = `#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif`, v3 = `#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif`, y3 = `#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\tuniform mat3 uv2Transform;\n#endif`, b3 = `#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif`, x3 = `#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION )\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`, w3 = `uniform sampler2D t2D;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include \n\t#include \n}`, M3 = `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}`, S3 = `#include \nuniform float opacity;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvec3 vReflect = vWorldDirection;\n\t#include \n\tgl_FragColor = envColor;\n\tgl_FragColor.a *= opacity;\n\t#include \n\t#include \n}`, _3 = `varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n\tgl_Position.z = gl_Position.w;\n}`, T3 = `#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\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}`, E3 = `#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvHighPrecisionZW = gl_Position.zw;\n}`, A3 = `#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main () {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include \n\t#include \n\t#include \n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}`, C3 = `#define DISTANCE\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvWorldPosition = worldPosition.xyz;\n}`, L3 = `uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV = equirectUv( direction );\n\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include \n\t#include \n}`, R3 = `varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}`, P3 = `uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}`, I3 = `uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvLineDistance = scale * lineDistance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}`, O3 = `uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\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 \n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}`, D3 = `#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef USE_ENVMAP\n\t#include \n\t#include \n\t#include \n\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}`, N3 = `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 \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#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 \n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}`, F3 = `#define LAMBERT\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}`, B3 = `#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 \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \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 \n\t#include \n\t#include \n\t#include \n\t#include \n}`, z3 = `#define MATCAP\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include