diff --git a/README.md b/README.md index cf42807..e41e9ee 100644 --- a/README.md +++ b/README.md @@ -64,3 +64,6 @@ Dockerfile is provided for building a docker container. Docker container accepts `docker build -t reaby/infoscreen .`
`docker run -p 8000:8000 -e HOST=infoscreen.lan -e PORT=8000 -e ADMIN_USER=admin -e ADMIN_PASS=secret --name infoscreen reaby/infoscreen`
+ +# Thanks +WebGL renderer bases upon initial working of [Creative WebGL Image Transitions](https://github.com/akella/webGLImageTransitions) repository here at github. Thanks for your awesome article. \ No newline at end of file diff --git a/config-default.js b/config-default.js index cc55ea9..2a29a0b 100644 --- a/config-default.js +++ b/config-default.js @@ -42,10 +42,10 @@ module.exports = { "username": "operator", "password": "operator", "permissions": { - "isAdmin": true, + "isAdmin": false, "dashboard": { "addBundle": false, - "addSlides": true, + "addSlides": false, "addWebPage": false, } } diff --git a/data/bundles/default/bundle.json b/data/bundles/default/bundle.json index 778b2b6..0bc7229 100644 --- a/data/bundles/default/bundle.json +++ b/data/bundles/default/bundle.json @@ -2,7 +2,7 @@ "displayName": "default", "background": "bg.jpg", "duration": 15, - "transition": "tiles3d", + "transition": "Dreamy", "useWebFonts": false, "displayTime": true, "styleHeader": { diff --git a/locales/en/translation.json b/locales/en/translation.json index b2ed78c..a14ce9c 100644 --- a/locales/en/translation.json +++ b/locales/en/translation.json @@ -11,7 +11,7 @@ "uploadScale": "Upload and scale 16:9", "save": "Save", "savetemplate": "Save as template", - "loadTemplate": "Template", + "loadTemplate": "Template", "cancel": "Cancel", "insert": "Insert", "delete": "Delete", @@ -123,18 +123,19 @@ "alignCenter": "Align center", "alignRight": "Align right", "alignUp": "Align top", - "alignDown": "Align bottom", + "alignDown": "Align bottom", "alignJustify": "Justify Align", "fontPlus": "Increase font size", "fontMinus": "Decrease font size", - "centerHorizontal":"Center Horizontal", - "centerVertical":"Center Vertical", + "centerHorizontal": "Center Horizontal", + "centerVertical": "Center Vertical", "undo": "Undo last action" } }, "index": { "displays": "Available displays", - "normal": "Normal", + "normal": "WebGl", + "css": "CSS3", "lite": "Lite", "splitter": "or" } diff --git a/locales/fi/translation.json b/locales/fi/translation.json index ae2a5a2..81b269a 100644 --- a/locales/fi/translation.json +++ b/locales/fi/translation.json @@ -129,8 +129,10 @@ }, "index": { "displays": "Näytöt", - "normal": "Normaali", + "normal": "WebGL", + "css": "CSS3", "lite": "Kevyt", - "splitter": "tai" + "splitter": "tai", + "admin": "Hallinta" } } \ No newline at end of file diff --git a/modules/admin.js b/modules/admin.js index c75a547..88d8608 100644 --- a/modules/admin.js +++ b/modules/admin.js @@ -475,9 +475,8 @@ class admin { }); socket.on('edit.saveTemplate', function (data) { - let templates = {}; - console.log(data.name); - + let templates = {}; + if (fs.existsSync("./data/template.json")) { templates = JSON.parse(fs.readFileSync("./data/template.json").toString()); } diff --git a/modules/display.js b/modules/display.js index 1499877..6ba331c 100644 --- a/modules/display.js +++ b/modules/display.js @@ -30,7 +30,7 @@ class display { * @property {string} streamSource - URL for FLV media stream * @property {bool} isAnnounce - if the next slide is announce one * @property {bool} announceMeta - all data needed for announces - * @property {string} transition values supported: bars,blinds,blinds3d,zip,blocks,blocks2,concentric,warp,cube,tiles3d,tiles3dprev,slide,swipe,dissolve + * @property {string} transition values */ this.serverOptions = { displayId: displayId, @@ -46,7 +46,7 @@ class display { streamSource: "", isAnnounce: false, announceMeta: {}, - transition: "tiles3d", + transition: "fade", displayTime: true, statusMessage: "", }; diff --git a/public/js/dashboard.js b/public/js/dashboard.js index 41e1629..7d3c93a 100644 --- a/public/js/dashboard.js +++ b/public/js/dashboard.js @@ -75,11 +75,11 @@ socket.on("callback.dashboard.sync", function (data) { $('.currentDisplay').text(displayList[displayId].name); var transitionArray = []; - var values = ["bars", "blinds", "blinds3d", "zip", "blocks", "blocks2", "concentric", "warp", "cube", "tiles3d", "tiles3dprev", "slide", "swipe", "dissolve"]; - + // var values = ["bars", "blinds", "blinds3d", "zip", "blocks", "blocks2", "concentric", "warp", "cube", "tiles3d", "tiles3dprev", "slide", "swipe", "dissolve"]; + transitionArray.push({ name: "random", value: null }); - for (var i in values) { - transitionArray.push({ name: values[i], value: values[i] }); + for (var i in SupportedTransitions) { + transitionArray.push({ name: SupportedTransitions[i], value: SupportedTransitions[i] }); } $('#transitions') @@ -201,7 +201,7 @@ function addLink() { } function createNewVideo() { - editSlide("", "video"); + editSlide("", "video"); } function editSlide(name, type) { diff --git a/public/js/display.js b/public/js/display.js index 3ff0c63..fdf21d1 100644 --- a/public/js/display.js +++ b/public/js/display.js @@ -291,7 +291,7 @@ function nextSlide(data) { console.log(err); } } - } else { + } else { switch (serverOptions.currentMeta.type) { case "webpage": $("#slider").hide(); @@ -310,10 +310,13 @@ function nextSlide(data) { }, 2500); break; default: - var transition = serverOptions.transition; + /* var transition = serverOptions.transition; if (serverOptions.currentMeta.transition !== null) { transition = serverOptions.currentMeta.transition; - } + } */ + + //var values = ["bars", "blinds", "blinds3d", "zip", "blocks", "blocks2", "concentric", "warp", "cube", "tiles3d", "tiles3dprev", "slide", "swipe", "dissolve"]; + var transition = "tiles3d"; $("#" + getWebLayer()).addClass("fadeOut").removeClass("fadeIn"); $("#" + getWebLayer(1)).addClass("fadeOut").removeClass("fadeIn"); diff --git a/public/js/displayWebGl.js b/public/js/displayWebGl.js new file mode 100644 index 0000000..fcaa6b6 --- /dev/null +++ b/public/js/displayWebGl.js @@ -0,0 +1,503 @@ +/*************************** + * window load, init + * **************************/ +let bundleData = { + background: "", + duration: 10, + styleHeader: {}, + styleText: {}, + useWebFonts: false +}; +let serverOptions = {}; + + +let sketch = new Sketch( + { + duration: 2000, + debug: false, + easing: TWEEN.Easing.Quadratic.Out + }); + +sketch.loadManager.onLoad = () => { + try { + sketch.play(); + if (sketch.tmpImage) { + sketch.showSlide("temp"); + return; + } + + setBackground(bundleData.background); + if (checkStream(serverOptions) === false) { + nextSlide(); + } + } catch (e) { + console.error(e); + } +} + +let connectionTimeoutId; +let layer = 0; +let flvPlayer; + +/** bundleData + * @see data/default/bundle.json + * + **/ + + +$(function () { + + displayTime(); + setInterval(displayTime, 1000); + $('#blackoutLayer').dblclick(toggleFullScreen); + if (isPreview === 0) { + document.addEventListener("keydown", function (e) { + if (e.keyCode == 13) { + toggleFullScreen(); + } + }, false); + } + +}); + + +function symmetricDifference(a1, a2) { + let result = []; + for (let i = 0; i < a1.length; i++) { + if (a2.indexOf(a1[i]) === -1) { + result.push(a1[i]); + } + } + for (let i = 0; i < a2.length; i++) { + if (a1.indexOf(a2[i]) === -1) { + result.push(a2[i]); + } + } + return result; +} + +function toggleFullScreen() { + if (isPreview === 0) { + if (!document.fullscreenElement) { + document.documentElement.requestFullscreen(); + } else { + if (document.exitFullscreen) { + document.exitFullscreen(); + } + } + } +} + +function getLayer(offset) { + if (offset === undefined) offset = 0; + return "layer" + (layer + offset) % 2; +} + +// socketio callbacks +/** when connected **/ +socket.on('connect', function () { + socket.emit("sync"); + $("#networkstatus").css("opacity", 0); +}); + +socket.on('callback.blackout', function (data) { + serverOptions = data.serverOptions; + checkBlackout(); +}); + +socket.on('error', function () { + $("#networkstatus").css("opacity", 1); +}); + +socket.on('disconnect', function () { + $("#networkstatus").css("opacity", 1); +}); + +socket.on('pong', function () { + updateTimeout(); +}); + +socket.on('callback.time', function (data) { + serverOptions.displayTime = data; + checkTimeDisplay(); +}); + +/** callback Load **/ +socket.on('callback.load', function (data) { + serverOptions = data.serverOptions; + bundleData = data.bundleData; + preloadImages(data); +}); + + +/** callback Update **/ +socket.on('callback.update', function (data) { + serverOptions = data.serverOptions; + bundleData = data.bundleData; + checkBlackout(); + if (checkStream(serverOptions) === false) { + nextSlide(data); + } +}); + +socket.on('callback.updateUI', function (data) { + serverOptions = data.serverOptions; + bundleData = data.bundleData; + updateStatusMessage(); +}); + +socket.on('callback.removeSlide', function (data) { + sketch.removeImageByUuid(data.uuid); +}); + +socket.on('callback.reload', function () { + location.reload(true); +}); + +socket.on('callback.reloadImage', function (data) { + reloadImage(data); +}); + +socket.on('callback.announce', function (data) { + checkBlackout(); + nextSlide(data); +}); + +socket.on('callback.forceSlide', function (data) { + checkBlackout(); + nextSlide(data); + +}); + +/** + * Displays the local time for bottom of screen + * hh:mm + **/ +function displayTime() { + let date = new Date(); + let min = date.getMinutes(); + if (min < 10) min = "0" + min; + $('#time').html(date.getHours() + ":" + min); +} + +function checkTimeDisplay() { + let bool = serverOptions.displayTime; + if (serverOptions.currentMeta.displayTime !== null) { + bool = serverOptions.currentMeta.displayTime; + } + + if (bool) { + $('#time').removeClass('flipOutX').addClass("flipInX"); + } else { + $('#time').addClass('flipOutX').removeClass("flipInX"); + } + +} + +function checkBlackout() { + updateTimeout(); + if (serverOptions.blackout) { + $("#blackoutLayer").css("opacity", 1); + } else { + $("#blackoutLayer").css("opacity", 0); + } +} + +function updateStatusMessage() { + if (serverOptions.statusMessage !== "") { + $('#statusMessageOuter').fadeIn(); + $('#statusMessage').text(serverOptions.statusMessage); + } else { + $('#statusMessageOuter').fadeOut(); + $('#statusMessage').text(""); + } +} +function displayVideo(url, loop, mute) { + if (serverOptions.isStreaming) return; + $("#stream").show(); + let video = document.getElementById("stream"); + video.src = url; + video.loop = loop; + video.volume = mute ? 0.0 : 1.0; + video.load(); + video.play(); +} + +function nextSlide(data) { + if (data) { + serverOptions = data.serverOptions; + bundleData = data.bundleData; + } + + checkTimeDisplay(); + updateStatusMessage(); + $("#helperLayer").removeClass("announce"); + + if (serverOptions.isAnnounce) { + + if (serverOptions.announceMeta.type === "webPage") { + $("#slider").hide(); + $("#" + getWebLayer()).css("transform", "scale(" + serverOptions.announceMeta.zoom + ")"); + $("#" + getWebLayer()).addClass("fadeIn").removeClass("fadeOut"); + if (serverOptions.announceMeta.displayTime) { + $('#time').removeClass('flipOutX').addClass("flipInX"); + } else { + $('#time').addClass('flipOutX').removeClass("flipInX"); + } + displayWebPage(serverOptions.announceMeta.webUrl); + } + + if (serverOptions.announceMeta.type === "video") { + if (serverOptions.announceMeta.displayTime) { + $('#time').removeClass('flipOutX').addClass("flipInX"); + } else { + $('#time').addClass('flipOutX').removeClass("flipInX"); + } + displayVideo(serverOptions.announceMeta.url, serverOptions.announceMeta.loop, serverOptions.announceMeta.mute); + } + + if (serverOptions.announceMeta.type === "image") { + $("#" + getWebLayer()).addClass("fadeOut").removeClass("fadeIn"); + $("#" + getWebLayer(1)).addClass("fadeOut").removeClass("fadeIn"); + setTimeout(function () { + clearIFrame(getWebLayer()); + clearIFrame(getWebLayer(1)); + }, 2500); + + + $("#slider").show(); + // $("#helperLayer").addClass("announce"); + const id = uuidv4(); + const imgUrl = "/tmp/" + serverOptions.displayId + "/?randomId=" + id; + sketch.showTempImage(imgUrl) + } + } else { + switch (serverOptions.currentMeta.type) { + case "webpage": + $("#slider").hide(); + let video = document.getElementById("stream"); + video.pause(); + $("#stream").hide(); + $("#" + getWebLayer()).css("transform", "scale(" + serverOptions.currentMeta.zoom + ")"); + $("#" + getWebLayer()).addClass("fadeIn").removeClass("fadeOut"); + displayWebPage(serverOptions.currentMeta.webUrl); + break; + case "video": + displayVideo(serverOptions.currentMeta.url, serverOptions.currentMeta.loop, serverOptions.currentMeta.mute); + setTimeout(function () { + clearIFrame(getWebLayer()); + clearIFrame(getWebLayer(1)); + }, 2500); + break; + default: + let transition = serverOptions.transition; + if (serverOptions.currentMeta.transition !== null) { + transition = serverOptions.currentMeta.transition; + } + + $("#" + getWebLayer()).addClass("fadeOut").removeClass("fadeIn"); + $("#" + getWebLayer(1)).addClass("fadeOut").removeClass("fadeIn"); + $("#stream").fadeOut(); + $("#slider").show(); + sketch.showSlide(serverOptions.currentFile, transition); + + setTimeout(function () { + let video = document.getElementById("stream"); + video.pause(); + clearIFrame(getWebLayer()); + clearIFrame(getWebLayer(1)); + }, 2500); + + break; + } + } + + setBackground(bundleData.background); +} + + +function setBackground(background) { + background = encodeURI("/background/" + background); + if (serverOptions.isStreaming) return; + + const video = document.getElementById("bgvid"); + const bg = $("#bg"); + const bgImage = document.getElementById("bgimg"); + if (background.indexOf(".mp4") !== -1) { + + if (parseUrl(video.src) !== background) { + bg.fadeOut(); + try { + video.src = background; + video.load(); + video.play(); + $(video).show(); + } catch (e) { + console.error(e); + } + } + } else { + if (parseUrl(bgImage.src) !== background) { + bgImage.src = background; + bg.fadeIn(); + // unload video + video.pause(); + video.removeAttribute("src"); + video.load(); + $(video).hide(); + } + } +} + +function parseUrl(url) { + return '/background' + url.split('background')[1] +} + +function showBackgroundOnly() { + $("#" + getLayer(1)).css("opacity", 0); + $("#" + getLayer()).css("opacity", 0); +} + +function checkStream(serverOptions) { + if (serverOptions.isStreaming) { + if (flvjs.isSupported()) { + $("#stream").show(); + const videoElement = document.getElementById('stream'); + flvPlayer = flvjs.createPlayer({ + type: 'flv', + url: serverOptions.streamSource + }); + try { + flvPlayer.attachMediaElement(videoElement); + flvPlayer.volume = videoVolume; + flvPlayer.load(); + flvPlayer.play(); + streamStarted = true; + return true; + } catch (err) { + $('#stream').hide(); + console.log(err); + streamStarted = false; + return false; + } + } + } else if (serverOptions.isStreaming === false) { + if (typeof flvPlayer !== "undefined") { + if (flvPlayer != null) { + flvPlayer.pause(); + flvPlayer.unload(); + flvPlayer.detachMediaElement(); + flvPlayer.destroy(); + flvPlayer = null; + streamStarted = false; + } + return false; + } + $("#stream").hide(); + return false; + } + return true; +} + +/** + * preload images + * @param data + */ +async function preloadImages(data) { + sketch.stop(); + sketch.clearImages(); + const allSlides = data.slides; + for (let i in allSlides) { + try { + if (allSlides[i].type === "slide") { + await sketch.loadImage("/render/" + serverOptions.currentBundle + "/" + allSlides[i].uuid + ".png", allSlides[i].uuid); + } + } catch (err) { + console.log(err); + } + } +} + +async function reloadImage(data) { + if (serverOptions.currentBundle === data.bundleName) { + await sketch.loadImage("/render/" + data.bundleName + "/" + data.uuid + ".png?" + uuidv4(), data.uuid); + } +} + + +/** not in use */ +/* +async function checkImages(allSlides) { + let fluxIds = []; + let allIds = []; + + for (let i in sketch.textures) { + fluxIds.push(sketch.textures[j].image.uuid); + } + for (let k in allSlides) { + if (allSlides[k].type === "slide") { + allIds.push(allSlides[k].uuid); + } + } + + // new slides count is less than slides in rotation + // remove slides + if (allIds.length < fluxIds.length) { + let diffIds = symmetricDifference(fluxIds, allIds); + for (let l in diffIds) { + sketch.removeImageByUuid(diffIds[l]); + } + } else + // else count is greater, so add slides + { + for (let i in allIds) { + try { + await sketch.loadImage("/render/" + serverOptions.currentBundle + "/" + allIds[i] + ".png", allIds[i]); + } catch (e) { + console.error(e); + } + } + return true; + } + return false; +} +*/ + +/** Generate an uuid + * @url https://stackoverflow.com/questions/105034/create-guid-uuid-in-javascript#2117523 **/ +function uuidv4() { + return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, function (c) { + let r = Math.random() * 16 | 0, v = c === 'x' ? r : (r & 0x3 | 0x8); + return v.toString(16); + }); +} + +function updateTimeout() { + clearTimeout(connectionTimeoutId); + $("#networkstatus").css("opacity", 0); + connectionTimeoutId = setTimeout(function () { + $("#networkstatus").css("opacity", 1); + }, 30000) +} + + +function displayWebPage(url) { + $("#" + getWebLayer()).attr('src', url).addClass("fadeIn").removeClass("fadeOut"); + $("#" + getWebLayer(1)).addClass("fadeOut").removeClass("fadeIn"); + clearIFrame(getWebLayer(1)); + layer++; + if (layer > 1) { + layer = 0; + } +} + +function getWebLayer(offset) { + if (offset === undefined) offset = 0; + return "webLayer" + (layer + offset) % 2; +} + +function clearIFrame(id) { + if ($('#' + id).attr('src') !== "/empty") { + $('#' + id).attr('src', '/empty'); + } +} \ No newline at end of file diff --git a/public/js/edit.js b/public/js/edit.js index e493cb1..e903888 100644 --- a/public/js/edit.js +++ b/public/js/edit.js @@ -342,11 +342,10 @@ socket.on('callback.edit', function (data) { } var transitionArray = []; - var values = ["bars", "blinds", "blinds3d", "zip", "blocks", "blocks2", "concentric", "warp", "cube", "tiles3d", "tiles3dprev", "slide", "swipe", "dissolve"]; - + //var values = ["bars", "blinds", "blinds3d", "zip", "blocks", "blocks2", "concentric", "warp", "cube", "tiles3d", "tiles3dprev", "slide", "swipe", "dissolve"]; transitionArray.push({ name: "default", value: null }); - for (var i in values) { - transitionArray.push({ name: values[i], value: values[i] }); + for (var i in SupportedTransitions) { + transitionArray.push({ name: SupportedTransitions[i], value: SupportedTransitions[i] }); } $('#transitions') diff --git a/public/js/gl-transitions.js b/public/js/gl-transitions.js new file mode 100644 index 0000000..ee7d860 --- /dev/null +++ b/public/js/gl-transitions.js @@ -0,0 +1,2 @@ +window.GLTransitions= +[{"name":"Bounce","paramsTypes":{"shadow_colour":"vec4","shadow_height":"float","bounces":"float"},"defaultParams":{"shadow_colour":[0,0,0,0.6],"shadow_height":0.075,"bounces":3},"glsl":"// Author: Adrian Purser\n// License: MIT\n\nuniform vec4 shadow_colour; // = vec4(0.,0.,0.,.6)\nuniform float shadow_height; // = 0.075\nuniform float bounces; // = 3.0\n\nconst float PI = 3.14159265358;\n\nvec4 transition (vec2 uv) {\n float time = progress;\n float stime = sin(time * PI / 2.);\n float phase = time * PI * bounces;\n float y = (abs(cos(phase))) * (1.0 - stime);\n float d = uv.y - y;\n return mix(\n mix(\n getToColor(uv),\n shadow_colour,\n step(d, shadow_height) * (1. - mix(\n ((d / shadow_height) * shadow_colour.a) + (1.0 - shadow_colour.a),\n 1.0,\n smoothstep(0.95, 1., progress) // fade-out the shadow at the end\n ))\n ),\n getFromColor(vec2(uv.x, uv.y + (1.0 - y))),\n step(d, 0.0)\n );\n}\n","author":"Adrian Purser","license":"MIT","createdAt":"Fri, 10 Nov 2017 17:01:45 +0000","updatedAt":"Sat, 11 Nov 2017 08:50:40 +0100"},{"name":"BowTieHorizontal","paramsTypes":{},"defaultParams":{},"glsl":"// Author: huynx\n// License: MIT\n\nvec2 bottom_left = vec2(0.0, 1.0);\nvec2 bottom_right = vec2(1.0, 1.0);\nvec2 top_left = vec2(0.0, 0.0);\nvec2 top_right = vec2(1.0, 0.0);\nvec2 center = vec2(0.5, 0.5);\n\nfloat check(vec2 p1, vec2 p2, vec2 p3)\n{\n return (p1.x - p3.x) * (p2.y - p3.y) - (p2.x - p3.x) * (p1.y - p3.y);\n}\n\nbool PointInTriangle (vec2 pt, vec2 p1, vec2 p2, vec2 p3)\n{\n bool b1, b2, b3;\n b1 = check(pt, p1, p2) < 0.0;\n b2 = check(pt, p2, p3) < 0.0;\n b3 = check(pt, p3, p1) < 0.0;\n return ((b1 == b2) && (b2 == b3));\n}\n\nbool in_left_triangle(vec2 p){\n vec2 vertex1, vertex2, vertex3;\n vertex1 = vec2(progress, 0.5);\n vertex2 = vec2(0.0, 0.5-progress);\n vertex3 = vec2(0.0, 0.5+progress);\n if (PointInTriangle(p, vertex1, vertex2, vertex3))\n {\n return true;\n }\n return false;\n}\n\nbool in_right_triangle(vec2 p){\n vec2 vertex1, vertex2, vertex3;\n vertex1 = vec2(1.0-progress, 0.5);\n vertex2 = vec2(1.0, 0.5-progress);\n vertex3 = vec2(1.0, 0.5+progress);\n if (PointInTriangle(p, vertex1, vertex2, vertex3))\n {\n return true;\n }\n return false;\n}\n\nfloat blur_edge(vec2 bot1, vec2 bot2, vec2 top, vec2 testPt)\n{\n vec2 lineDir = bot1 - top;\n vec2 perpDir = vec2(lineDir.y, -lineDir.x);\n vec2 dirToPt1 = bot1 - testPt;\n float dist1 = abs(dot(normalize(perpDir), dirToPt1));\n \n lineDir = bot2 - top;\n perpDir = vec2(lineDir.y, -lineDir.x);\n dirToPt1 = bot2 - testPt;\n float min_dist = min(abs(dot(normalize(perpDir), dirToPt1)), dist1);\n \n if (min_dist < 0.005) {\n return min_dist / 0.005;\n }\n else {\n return 1.0;\n };\n}\n\n\nvec4 transition (vec2 uv) {\n if (in_left_triangle(uv))\n {\n if (progress < 0.1)\n {\n return getFromColor(uv);\n }\n if (uv.x < 0.5)\n {\n vec2 vertex1 = vec2(progress, 0.5);\n vec2 vertex2 = vec2(0.0, 0.5-progress);\n vec2 vertex3 = vec2(0.0, 0.5+progress);\n return mix(\n getFromColor(uv),\n getToColor(uv),\n blur_edge(vertex2, vertex3, vertex1, uv)\n );\n }\n else\n {\n if (progress > 0.0)\n {\n return getToColor(uv);\n }\n else\n {\n return getFromColor(uv);\n }\n } \n }\n else if (in_right_triangle(uv))\n {\n if (uv.x >= 0.5)\n {\n vec2 vertex1 = vec2(1.0-progress, 0.5);\n vec2 vertex2 = vec2(1.0, 0.5-progress);\n vec2 vertex3 = vec2(1.0, 0.5+progress);\n return mix(\n getFromColor(uv),\n getToColor(uv),\n blur_edge(vertex2, vertex3, vertex1, uv)\n ); \n }\n else\n {\n return getFromColor(uv);\n }\n }\n else {\n return getFromColor(uv);\n }\n}","author":"huynx","license":"MIT","createdAt":"Sat, 24 Mar 2018 12:54:26 +0100","updatedAt":"Sat, 24 Mar 2018 12:54:26 +0100"},{"name":"BowTieVertical","paramsTypes":{},"defaultParams":{},"glsl":"// Author: huynx\r\n// License: MIT\r\n\r\nfloat check(vec2 p1, vec2 p2, vec2 p3)\r\n{\r\n return (p1.x - p3.x) * (p2.y - p3.y) - (p2.x - p3.x) * (p1.y - p3.y);\r\n}\r\n\r\nbool PointInTriangle (vec2 pt, vec2 p1, vec2 p2, vec2 p3)\r\n{\r\n bool b1, b2, b3;\r\n b1 = check(pt, p1, p2) < 0.0;\r\n b2 = check(pt, p2, p3) < 0.0;\r\n b3 = check(pt, p3, p1) < 0.0;\r\n return ((b1 == b2) && (b2 == b3));\r\n}\r\n\r\nbool in_top_triangle(vec2 p){\r\n vec2 vertex1, vertex2, vertex3;\r\n vertex1 = vec2(0.5, progress);\r\n vertex2 = vec2(0.5-progress, 0.0);\r\n vertex3 = vec2(0.5+progress, 0.0);\r\n if (PointInTriangle(p, vertex1, vertex2, vertex3))\r\n {\r\n return true;\r\n }\r\n return false;\r\n}\r\n\r\nbool in_bottom_triangle(vec2 p){\r\n vec2 vertex1, vertex2, vertex3;\r\n vertex1 = vec2(0.5, 1.0 - progress);\r\n vertex2 = vec2(0.5-progress, 1.0);\r\n vertex3 = vec2(0.5+progress, 1.0);\r\n if (PointInTriangle(p, vertex1, vertex2, vertex3))\r\n {\r\n return true;\r\n }\r\n return false;\r\n}\r\n\r\nfloat blur_edge(vec2 bot1, vec2 bot2, vec2 top, vec2 testPt)\r\n{\r\n vec2 lineDir = bot1 - top;\r\n vec2 perpDir = vec2(lineDir.y, -lineDir.x);\r\n vec2 dirToPt1 = bot1 - testPt;\r\n float dist1 = abs(dot(normalize(perpDir), dirToPt1));\r\n \r\n lineDir = bot2 - top;\r\n perpDir = vec2(lineDir.y, -lineDir.x);\r\n dirToPt1 = bot2 - testPt;\r\n float min_dist = min(abs(dot(normalize(perpDir), dirToPt1)), dist1);\r\n \r\n if (min_dist < 0.005) {\r\n return min_dist / 0.005;\r\n }\r\n else {\r\n return 1.0;\r\n };\r\n}\r\n\r\n\r\nvec4 transition (vec2 uv) {\r\n if (in_top_triangle(uv))\r\n {\r\n if (progress < 0.1)\r\n {\r\n return getFromColor(uv);\r\n }\r\n if (uv.y < 0.5)\r\n {\r\n vec2 vertex1 = vec2(0.5, progress);\r\n vec2 vertex2 = vec2(0.5-progress, 0.0);\r\n vec2 vertex3 = vec2(0.5+progress, 0.0);\r\n return mix(\r\n getFromColor(uv),\r\n getToColor(uv),\r\n blur_edge(vertex2, vertex3, vertex1, uv)\r\n );\r\n }\r\n else\r\n {\r\n if (progress > 0.0)\r\n {\r\n return getToColor(uv);\r\n }\r\n else\r\n {\r\n return getFromColor(uv);\r\n }\r\n } \r\n }\r\n else if (in_bottom_triangle(uv))\r\n {\r\n if (uv.y >= 0.5)\r\n {\r\n vec2 vertex1 = vec2(0.5, 1.0-progress);\r\n vec2 vertex2 = vec2(0.5-progress, 1.0);\r\n vec2 vertex3 = vec2(0.5+progress, 1.0);\r\n return mix(\r\n getFromColor(uv),\r\n getToColor(uv),\r\n blur_edge(vertex2, vertex3, vertex1, uv)\r\n ); \r\n }\r\n else\r\n {\r\n return getFromColor(uv);\r\n }\r\n }\r\n else {\r\n return getFromColor(uv);\r\n }\r\n}","author":"huynx","license":"MIT","createdAt":"Tue, 27 Mar 2018 10:07:54 +0700","updatedAt":"Tue, 27 Mar 2018 10:07:54 +0700"},{"name":"ButterflyWaveScrawler","paramsTypes":{"amplitude":"float","waves":"float","colorSeparation":"float"},"defaultParams":{"amplitude":1,"waves":30,"colorSeparation":0.3},"glsl":"// Author: mandubian\n// License: MIT\nuniform float amplitude; // = 1.0\nuniform float waves; // = 30.0\nuniform float colorSeparation; // = 0.3\nfloat PI = 3.14159265358979323846264;\nfloat compute(vec2 p, float progress, vec2 center) {\nvec2 o = p*sin(progress * amplitude)-center;\n// horizontal vector\nvec2 h = vec2(1., 0.);\n// butterfly polar function (don't ask me why this one :))\nfloat theta = acos(dot(o, h)) * waves;\nreturn (exp(cos(theta)) - 2.*cos(4.*theta) + pow(sin((2.*theta - PI) / 24.), 5.)) / 10.;\n}\nvec4 transition(vec2 uv) {\n vec2 p = uv.xy / vec2(1.0).xy;\n float inv = 1. - progress;\n vec2 dir = p - vec2(.5);\n float dist = length(dir);\n float disp = compute(p, progress, vec2(0.5, 0.5)) ;\n vec4 texTo = getToColor(p + inv*disp);\n vec4 texFrom = vec4(\n getFromColor(p + progress*disp*(1.0 - colorSeparation)).r,\n getFromColor(p + progress*disp).g,\n getFromColor(p + progress*disp*(1.0 + colorSeparation)).b,\n 1.0);\n return texTo*progress + texFrom*inv;\n}\n","author":"mandubian","license":"MIT","createdAt":"Thu, 1 Jun 2017 11:47:17 +0200","updatedAt":"Thu, 1 Jun 2017 11:47:17 +0200"},{"name":"CircleCrop","paramsTypes":{"bgcolor":"vec4"},"defaultParams":{"bgcolor":[0,0,0,1]},"glsl":"// License: MIT\n// Author: fkuteken\n// ported by gre from https://gist.github.com/fkuteken/f63e3009c1143950dee9063c3b83fb88\n\nuniform vec4 bgcolor; // = vec4(0.0, 0.0, 0.0, 1.0)\n\nvec2 ratio2 = vec2(1.0, 1.0 / ratio);\nfloat s = pow(2.0 * abs(progress - 0.5), 3.0);\n\nvec4 transition(vec2 p) {\n float dist = length((vec2(p) - 0.5) * ratio2);\n return mix(\n progress < 0.5 ? getFromColor(p) : getToColor(p), // branching is ok here as we statically depend on progress uniform (branching won't change over pixels)\n bgcolor,\n step(s, dist)\n );\n}\n","license":"MIT","author":"fkuteken","createdAt":"Mon, 12 Jun 2017 12:52:34 +0800","updatedAt":"Mon, 12 Jun 2017 12:52:34 +0800"},{"name":"ColourDistance","paramsTypes":{"power":"float"},"defaultParams":{"power":5},"glsl":"// License: MIT\n// Author: P-Seebauer\n// ported by gre from https://gist.github.com/P-Seebauer/2a5fa2f77c883dd661f9\n\nuniform float power; // = 5.0\n\nvec4 transition(vec2 p) {\n vec4 fTex = getFromColor(p);\n vec4 tTex = getToColor(p);\n float m = step(distance(fTex, tTex), progress);\n return mix(\n mix(fTex, tTex, m),\n tTex,\n pow(progress, power)\n );\n}\n","license":"MIT","author":"P-Seebauer","createdAt":"Mon, 12 Jun 2017 12:57:42 +0800","updatedAt":"Mon, 12 Jun 2017 12:57:42 +0800"},{"name":"CrazyParametricFun","paramsTypes":{"a":"float","b":"float","amplitude":"float","smoothness":"float"},"defaultParams":{"a":4,"b":1,"amplitude":120,"smoothness":0.1},"glsl":"// Author: mandubian\n// License: MIT\n\nuniform float a; // = 4\nuniform float b; // = 1\nuniform float amplitude; // = 120\nuniform float smoothness; // = 0.1\n\nvec4 transition(vec2 uv) {\n vec2 p = uv.xy / vec2(1.0).xy;\n vec2 dir = p - vec2(.5);\n float dist = length(dir);\n float x = (a - b) * cos(progress) + b * cos(progress * ((a / b) - 1.) );\n float y = (a - b) * sin(progress) - b * sin(progress * ((a / b) - 1.));\n vec2 offset = dir * vec2(sin(progress * dist * amplitude * x), sin(progress * dist * amplitude * y)) / smoothness;\n return mix(getFromColor(p + offset), getToColor(p), smoothstep(0.2, 1.0, progress));\n}\n","author":"mandubian","license":"MIT","createdAt":"Thu, 1 Jun 2017 13:03:12 +0200","updatedAt":"Thu, 1 Jun 2017 13:03:12 +0200"},{"name":"CrossZoom","paramsTypes":{"strength":"float"},"defaultParams":{"strength":0.4},"glsl":"// License: MIT\n// Author: rectalogic\n// ported by gre from https://gist.github.com/rectalogic/b86b90161503a0023231\n\n// Converted from https://github.com/rectalogic/rendermix-basic-effects/blob/master/assets/com/rendermix/CrossZoom/CrossZoom.frag\n// Which is based on https://github.com/evanw/glfx.js/blob/master/src/filters/blur/zoomblur.js\n// With additional easing functions from https://github.com/rectalogic/rendermix-basic-effects/blob/master/assets/com/rendermix/Easing/Easing.glsllib\n\nuniform float strength; // = 0.4\n\nconst float PI = 3.141592653589793;\n\nfloat Linear_ease(in float begin, in float change, in float duration, in float time) {\n return change * time / duration + begin;\n}\n\nfloat Exponential_easeInOut(in float begin, in float change, in float duration, in float time) {\n if (time == 0.0)\n return begin;\n else if (time == duration)\n return begin + change;\n time = time / (duration / 2.0);\n if (time < 1.0)\n return change / 2.0 * pow(2.0, 10.0 * (time - 1.0)) + begin;\n return change / 2.0 * (-pow(2.0, -10.0 * (time - 1.0)) + 2.0) + begin;\n}\n\nfloat Sinusoidal_easeInOut(in float begin, in float change, in float duration, in float time) {\n return -change / 2.0 * (cos(PI * time / duration) - 1.0) + begin;\n}\n\nfloat rand (vec2 co) {\n return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);\n}\n\nvec3 crossFade(in vec2 uv, in float dissolve) {\n return mix(getFromColor(uv).rgb, getToColor(uv).rgb, dissolve);\n}\n\nvec4 transition(vec2 uv) {\n vec2 texCoord = uv.xy / vec2(1.0).xy;\n\n // Linear interpolate center across center half of the image\n vec2 center = vec2(Linear_ease(0.25, 0.5, 1.0, progress), 0.5);\n float dissolve = Exponential_easeInOut(0.0, 1.0, 1.0, progress);\n\n // Mirrored sinusoidal loop. 0->strength then strength->0\n float strength = Sinusoidal_easeInOut(0.0, strength, 0.5, progress);\n\n vec3 color = vec3(0.0);\n float total = 0.0;\n vec2 toCenter = center - texCoord;\n\n /* randomize the lookup values to hide the fixed number of samples */\n float offset = rand(uv);\n\n for (float t = 0.0; t <= 40.0; t++) {\n float percent = (t + offset) / 40.0;\n float weight = 4.0 * (percent - percent * percent);\n color += crossFade(texCoord + toCenter * percent * strength, dissolve) * weight;\n total += weight;\n }\n return vec4(color / total, 1.0);\n}\n","license":"MIT","author":"rectalogic","createdAt":"Mon, 12 Jun 2017 12:33:07 +0800","updatedAt":"Mon, 12 Jun 2017 12:33:07 +0800"},{"name":"Directional","paramsTypes":{"direction":"vec2"},"defaultParams":{"direction":[0,1]},"glsl":"// Author: Gaëtan Renaudeau\n// License: MIT\n\nuniform vec2 direction; // = vec2(0.0, 1.0)\n\nvec4 transition (vec2 uv) {\n vec2 p = uv + progress * sign(direction);\n vec2 f = fract(p);\n return mix(\n getToColor(f),\n getFromColor(f),\n step(0.0, p.y) * step(p.y, 1.0) * step(0.0, p.x) * step(p.x, 1.0)\n );\n}\n","author":"Gaëtan Renaudeau","license":"MIT","createdAt":"Thu, 19 Apr 2018 12:20:29 +0200","updatedAt":"Thu, 19 Apr 2018 12:20:29 +0200"},{"name":"DoomScreenTransition","paramsTypes":{"bars":"int","amplitude":"float","noise":"float","frequency":"float","dripScale":"float"},"defaultParams":{"bars":30,"amplitude":2,"noise":0.1,"frequency":0.5,"dripScale":0.5},"glsl":"// Author: Zeh Fernando\n// License: MIT\n\n\n// Transition parameters --------\n\n// Number of total bars/columns\nuniform int bars; // = 30\n\n// Multiplier for speed ratio. 0 = no variation when going down, higher = some elements go much faster\nuniform float amplitude; // = 2\n\n// Further variations in speed. 0 = no noise, 1 = super noisy (ignore frequency)\nuniform float noise; // = 0.1\n\n// Speed variation horizontally. the bigger the value, the shorter the waves\nuniform float frequency; // = 0.5\n\n// How much the bars seem to \"run\" from the middle of the screen first (sticking to the sides). 0 = no drip, 1 = curved drip\nuniform float dripScale; // = 0.5\n\n\n// The code proper --------\n\nfloat rand(int num) {\n return fract(mod(float(num) * 67123.313, 12.0) * sin(float(num) * 10.3) * cos(float(num)));\n}\n\nfloat wave(int num) {\n float fn = float(num) * frequency * 0.1 * float(bars);\n return cos(fn * 0.5) * cos(fn * 0.13) * sin((fn+10.0) * 0.3) / 2.0 + 0.5;\n}\n\nfloat drip(int num) {\n return sin(float(num) / float(bars - 1) * 3.141592) * dripScale;\n}\n\nfloat pos(int num) {\n return (noise == 0.0 ? wave(num) : mix(wave(num), rand(num), noise)) + (dripScale == 0.0 ? 0.0 : drip(num));\n}\n\nvec4 transition(vec2 uv) {\n int bar = int(uv.x * (float(bars)));\n float scale = 1.0 + pos(bar) * amplitude;\n float phase = progress * scale;\n float posY = uv.y / vec2(1.0).y;\n vec2 p;\n vec4 c;\n if (phase + posY < 1.0) {\n p = vec2(uv.x, uv.y + mix(0.0, vec2(1.0).y, phase)) / vec2(1.0).xy;\n c = getFromColor(p);\n } else {\n p = uv.xy / vec2(1.0).xy;\n c = getToColor(p);\n }\n\n // Finally, apply the color\n return c;\n}\n","author":"Zeh Fernando","license":"MIT","createdAt":"Tue, 30 May 2017 09:39:09 -0700","updatedAt":"Tue, 30 May 2017 09:39:09 -0700"},{"name":"Dreamy","paramsTypes":{},"defaultParams":{},"glsl":"// Author: mikolalysenko\n// License: MIT\n\nvec2 offset(float progress, float x, float theta) {\n float phase = progress*progress + progress + theta;\n float shifty = 0.03*progress*cos(10.0*(progress+x));\n return vec2(0, shifty);\n}\nvec4 transition(vec2 p) {\n return mix(getFromColor(p + offset(progress, p.x, 0.0)), getToColor(p + offset(1.0-progress, p.x, 3.14)), progress);\n}\n","author":"mikolalysenko","license":"MIT","createdAt":"Mon, 12 Jun 2017 12:27:38 +0800","updatedAt":"Mon, 12 Jun 2017 12:27:38 +0800"},{"name":"DreamyZoom","paramsTypes":{"rotation":"float","scale":"float"},"defaultParams":{"rotation":6,"scale":1.2},"glsl":"// Author: Zeh Fernando\n// License: MIT\n\n// Definitions --------\n#define DEG2RAD 0.03926990816987241548078304229099 // 1/180*PI\n\n\n// Transition parameters --------\n\n// In degrees\nuniform float rotation; // = 6\n\n// Multiplier\nuniform float scale; // = 1.2\n\n\n// The code proper --------\n\nvec4 transition(vec2 uv) {\n // Massage parameters\n float phase = progress < 0.5 ? progress * 2.0 : (progress - 0.5) * 2.0;\n float angleOffset = progress < 0.5 ? mix(0.0, rotation * DEG2RAD, phase) : mix(-rotation * DEG2RAD, 0.0, phase);\n float newScale = progress < 0.5 ? mix(1.0, scale, phase) : mix(scale, 1.0, phase);\n \n vec2 center = vec2(0, 0);\n\n // Calculate the source point\n vec2 assumedCenter = vec2(0.5, 0.5);\n vec2 p = (uv.xy - vec2(0.5, 0.5)) / newScale * vec2(ratio, 1.0);\n\n // This can probably be optimized (with distance())\n float angle = atan(p.y, p.x) + angleOffset;\n float dist = distance(center, p);\n p.x = cos(angle) * dist / ratio + 0.5;\n p.y = sin(angle) * dist + 0.5;\n vec4 c = progress < 0.5 ? getFromColor(p) : getToColor(p);\n\n // Finally, apply the color\n return c + (progress < 0.5 ? mix(0.0, 1.0, phase) : mix(1.0, 0.0, phase));\n}\n","author":"Zeh Fernando","license":"MIT","createdAt":"Tue, 30 May 2017 10:44:06 -0700","updatedAt":"Tue, 30 May 2017 10:44:06 -0700"},{"name":"GlitchDisplace","paramsTypes":{},"defaultParams":{},"glsl":"// Author: Matt DesLauriers\n// License: MIT\n\nhighp float random(vec2 co)\n{\n highp float a = 12.9898;\n highp float b = 78.233;\n highp float c = 43758.5453;\n highp float dt= dot(co.xy ,vec2(a,b));\n highp float sn= mod(dt,3.14);\n return fract(sin(sn) * c);\n}\nfloat voronoi( in vec2 x ) {\n vec2 p = floor( x );\n vec2 f = fract( x );\n float res = 8.0;\n for( float j=-1.; j<=1.; j++ )\n for( float i=-1.; i<=1.; i++ ) {\n vec2 b = vec2( i, j );\n vec2 r = b - f + random( p + b );\n float d = dot( r, r );\n res = min( res, d );\n }\n return sqrt( res );\n}\n\nvec2 displace(vec4 tex, vec2 texCoord, float dotDepth, float textureDepth, float strength) {\n float b = voronoi(.003 * texCoord + 2.0);\n float g = voronoi(0.2 * texCoord);\n float r = voronoi(texCoord - 1.0);\n vec4 dt = tex * 1.0;\n vec4 dis = dt * dotDepth + 1.0 - tex * textureDepth;\n\n dis.x = dis.x - 1.0 + textureDepth*dotDepth;\n dis.y = dis.y - 1.0 + textureDepth*dotDepth;\n dis.x *= strength;\n dis.y *= strength;\n vec2 res_uv = texCoord ;\n res_uv.x = res_uv.x + dis.x - 0.0;\n res_uv.y = res_uv.y + dis.y;\n return res_uv;\n}\n\nfloat ease1(float t) {\n return t == 0.0 || t == 1.0\n ? t\n : t < 0.5\n ? +0.5 * pow(2.0, (20.0 * t) - 10.0)\n : -0.5 * pow(2.0, 10.0 - (t * 20.0)) + 1.0;\n}\nfloat ease2(float t) {\n return t == 1.0 ? t : 1.0 - pow(2.0, -10.0 * t);\n}\n\n\n\nvec4 transition(vec2 uv) {\n vec2 p = uv.xy / vec2(1.0).xy;\n vec4 color1 = getFromColor(p);\n vec4 color2 = getToColor(p);\n vec2 disp = displace(color1, p, 0.33, 0.7, 1.0-ease1(progress));\n vec2 disp2 = displace(color2, p, 0.33, 0.5, ease2(progress));\n vec4 dColor1 = getToColor(disp);\n vec4 dColor2 = getFromColor(disp2);\n float val = ease1(progress);\n vec3 gray = vec3(dot(min(dColor2, dColor1).rgb, vec3(0.299, 0.587, 0.114)));\n dColor2 = vec4(gray, 1.0);\n dColor2 *= 2.0;\n color1 = mix(color1, dColor2, smoothstep(0.0, 0.5, progress));\n color2 = mix(color2, dColor1, smoothstep(1.0, 0.5, progress));\n return mix(color1, color2, val);\n //gl_FragColor = mix(gl_FragColor, dColor, smoothstep(0.0, 0.5, progress));\n \n //gl_FragColor = mix(texture2D(from, p), texture2D(to, p), progress);\n}\n","author":"Matt DesLauriers","license":"MIT","createdAt":"Tue, 30 May 2017 14:53:04 -0400","updatedAt":"Tue, 30 May 2017 14:53:04 -0400"},{"name":"GlitchMemories","paramsTypes":{},"defaultParams":{},"glsl":"// author: Gunnar Roth\n// based on work from natewave\n// license: MIT\nvec4 transition(vec2 p) {\n vec2 block = floor(p.xy / vec2(16));\n vec2 uv_noise = block / vec2(64);\n uv_noise += floor(vec2(progress) * vec2(1200.0, 3500.0)) / vec2(64);\n vec2 dist = progress > 0.0 ? (fract(uv_noise) - 0.5) * 0.3 *(1.0 -progress) : vec2(0.0);\n vec2 red = p + dist * 0.2;\n vec2 green = p + dist * .3;\n vec2 blue = p + dist * .5;\n\n return vec4(mix(getFromColor(red), getToColor(red), progress).r,mix(getFromColor(green), getToColor(green), progress).g,mix(getFromColor(blue), getToColor(blue), progress).b,1.0);\n}\n\n","author":"Gunnar Roth","license":"MIT","createdAt":"Wed, 21 Feb 2018 00:52:15 +0100","updatedAt":"Wed, 21 Feb 2018 19:32:02 +0100"},{"name":"GridFlip","paramsTypes":{"size":"ivec2","pause":"float","dividerWidth":"float","bgcolor":"vec4","randomness":"float"},"defaultParams":{"size":[4,4],"pause":0.1,"dividerWidth":0.05,"bgcolor":[0,0,0,1],"randomness":0.1},"glsl":"// License: MIT\n// Author: TimDonselaar\n// ported by gre from https://gist.github.com/TimDonselaar/9bcd1c4b5934ba60087bdb55c2ea92e5\n\nuniform ivec2 size; // = ivec2(4)\nuniform float pause; // = 0.1\nuniform float dividerWidth; // = 0.05\nuniform vec4 bgcolor; // = vec4(0.0, 0.0, 0.0, 1.0)\nuniform float randomness; // = 0.1\n \nfloat rand (vec2 co) {\n return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);\n}\n\nfloat getDelta(vec2 p) {\n vec2 rectanglePos = floor(vec2(size) * p);\n vec2 rectangleSize = vec2(1.0 / vec2(size).x, 1.0 / vec2(size).y);\n float top = rectangleSize.y * (rectanglePos.y + 1.0);\n float bottom = rectangleSize.y * rectanglePos.y;\n float left = rectangleSize.x * rectanglePos.x;\n float right = rectangleSize.x * (rectanglePos.x + 1.0);\n float minX = min(abs(p.x - left), abs(p.x - right));\n float minY = min(abs(p.y - top), abs(p.y - bottom));\n return min(minX, minY);\n}\n\nfloat getDividerSize() {\n vec2 rectangleSize = vec2(1.0 / vec2(size).x, 1.0 / vec2(size).y);\n return min(rectangleSize.x, rectangleSize.y) * dividerWidth;\n}\n\nvec4 transition(vec2 p) {\n if(progress < pause) {\n float currentProg = progress / pause;\n float a = 1.0;\n if(getDelta(p) < getDividerSize()) {\n a = 1.0 - currentProg;\n }\n return mix(bgcolor, getFromColor(p), a);\n }\n else if(progress < 1.0 - pause){\n if(getDelta(p) < getDividerSize()) {\n return bgcolor;\n } else {\n float currentProg = (progress - pause) / (1.0 - pause * 2.0);\n vec2 q = p;\n vec2 rectanglePos = floor(vec2(size) * q);\n \n float r = rand(rectanglePos) - randomness;\n float cp = smoothstep(0.0, 1.0 - r, currentProg);\n \n float rectangleSize = 1.0 / vec2(size).x;\n float delta = rectanglePos.x * rectangleSize;\n float offset = rectangleSize / 2.0 + delta;\n \n p.x = (p.x - offset)/abs(cp - 0.5)*0.5 + offset;\n vec4 a = getFromColor(p);\n vec4 b = getToColor(p);\n \n float s = step(abs(vec2(size).x * (q.x - delta) - 0.5), abs(cp - 0.5));\n return mix(bgcolor, mix(b, a, step(cp, 0.5)), s);\n }\n }\n else {\n float currentProg = (progress - 1.0 + pause) / pause;\n float a = 1.0;\n if(getDelta(p) < getDividerSize()) {\n a = currentProg;\n }\n return mix(bgcolor, getToColor(p), a);\n }\n}\n","license":"MIT","author":"TimDonselaar","createdAt":"Mon, 12 Jun 2017 11:32:51 +0800","updatedAt":"Mon, 12 Jun 2017 11:32:51 +0800"},{"name":"InvertedPageCurl","paramsTypes":{},"defaultParams":{},"glsl":"// author: Hewlett-Packard\n// license: BSD 3 Clause\n// Adapted by Sergey Kosarevsky from:\n// http://rectalogic.github.io/webvfx/examples_2transition-shader-pagecurl_8html-example.html\n\n/*\nCopyright (c) 2010 Hewlett-Packard Development Company, L.P. All rights reserved.\n\nRedistribution and use in source and binary forms, with or without\nmodification, are permitted provided that the following conditions are\nmet:\n\n * Redistributions of source code must retain the above copyright\n notice, this list of conditions and the following disclaimer.\n * Redistributions in binary form must reproduce the above\n copyright notice, this list of conditions and the following disclaimer\n in the documentation and/or other materials provided with the\n distribution.\n * Neither the name of Hewlett-Packard nor the names of its\n contributors may be used to endorse or promote products derived from\n this software without specific prior written permission.\n\nTHIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS\n\"AS IS\" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT\nLIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR\nA PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT\nOWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,\nSPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT\nLIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,\nDATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY\nTHEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\n(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\nOF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\nin vec2 texCoord;\n*/\n\nconst float MIN_AMOUNT = -0.16;\nconst float MAX_AMOUNT = 1.5;\nfloat amount = progress * (MAX_AMOUNT - MIN_AMOUNT) + MIN_AMOUNT;\n\nconst float PI = 3.141592653589793;\n\nconst float scale = 512.0;\nconst float sharpness = 3.0;\n\nfloat cylinderCenter = amount;\n// 360 degrees * amount\nfloat cylinderAngle = 2.0 * PI * amount;\n\nconst float cylinderRadius = 1.0 / PI / 2.0;\n\nvec3 hitPoint(float hitAngle, float yc, vec3 point, mat3 rrotation)\n{\n float hitPoint = hitAngle / (2.0 * PI);\n point.y = hitPoint;\n return rrotation * point;\n}\n\nvec4 antiAlias(vec4 color1, vec4 color2, float distanc)\n{\n distanc *= scale;\n if (distanc < 0.0) return color2;\n if (distanc > 2.0) return color1;\n float dd = pow(1.0 - distanc / 2.0, sharpness);\n return ((color2 - color1) * dd) + color1;\n}\n\nfloat distanceToEdge(vec3 point)\n{\n float dx = abs(point.x > 0.5 ? 1.0 - point.x : point.x);\n float dy = abs(point.y > 0.5 ? 1.0 - point.y : point.y);\n if (point.x < 0.0) dx = -point.x;\n if (point.x > 1.0) dx = point.x - 1.0;\n if (point.y < 0.0) dy = -point.y;\n if (point.y > 1.0) dy = point.y - 1.0;\n if ((point.x < 0.0 || point.x > 1.0) && (point.y < 0.0 || point.y > 1.0)) return sqrt(dx * dx + dy * dy);\n return min(dx, dy);\n}\n\nvec4 seeThrough(float yc, vec2 p, mat3 rotation, mat3 rrotation)\n{\n float hitAngle = PI - (acos(yc / cylinderRadius) - cylinderAngle);\n vec3 point = hitPoint(hitAngle, yc, rotation * vec3(p, 1.0), rrotation);\n if (yc <= 0.0 && (point.x < 0.0 || point.y < 0.0 || point.x > 1.0 || point.y > 1.0))\n {\n return getToColor(p);\n }\n\n if (yc > 0.0) return getFromColor(p);\n\n vec4 color = getFromColor(point.xy);\n vec4 tcolor = vec4(0.0);\n\n return antiAlias(color, tcolor, distanceToEdge(point));\n}\n\nvec4 seeThroughWithShadow(float yc, vec2 p, vec3 point, mat3 rotation, mat3 rrotation)\n{\n float shadow = distanceToEdge(point) * 30.0;\n shadow = (1.0 - shadow) / 3.0;\n\n if (shadow < 0.0) shadow = 0.0; else shadow *= amount;\n\n vec4 shadowColor = seeThrough(yc, p, rotation, rrotation);\n shadowColor.r -= shadow;\n shadowColor.g -= shadow;\n shadowColor.b -= shadow;\n\n return shadowColor;\n}\n\nvec4 backside(float yc, vec3 point)\n{\n vec4 color = getFromColor(point.xy);\n float gray = (color.r + color.b + color.g) / 15.0;\n gray += (8.0 / 10.0) * (pow(1.0 - abs(yc / cylinderRadius), 2.0 / 10.0) / 2.0 + (5.0 / 10.0));\n color.rgb = vec3(gray);\n return color;\n}\n\nvec4 behindSurface(vec2 p, float yc, vec3 point, mat3 rrotation)\n{\n float shado = (1.0 - ((-cylinderRadius - yc) / amount * 7.0)) / 6.0;\n shado *= 1.0 - abs(point.x - 0.5);\n\n yc = (-cylinderRadius - cylinderRadius - yc);\n\n float hitAngle = (acos(yc / cylinderRadius) + cylinderAngle) - PI;\n point = hitPoint(hitAngle, yc, point, rrotation);\n\n if (yc < 0.0 && point.x >= 0.0 && point.y >= 0.0 && point.x <= 1.0 && point.y <= 1.0 && (hitAngle < PI || amount > 0.5))\n {\n shado = 1.0 - (sqrt(pow(point.x - 0.5, 2.0) + pow(point.y - 0.5, 2.0)) / (71.0 / 100.0));\n shado *= pow(-yc / cylinderRadius, 3.0);\n shado *= 0.5;\n }\n else\n {\n shado = 0.0;\n }\n return vec4(getToColor(p).rgb - shado, 1.0);\n}\n\nvec4 transition(vec2 p) {\n\n const float angle = 100.0 * PI / 180.0;\n float c = cos(-angle);\n float s = sin(-angle);\n\n mat3 rotation = mat3( c, s, 0,\n -s, c, 0,\n -0.801, 0.8900, 1\n );\n c = cos(angle);\n s = sin(angle);\n\n mat3 rrotation = mat3(\tc, s, 0,\n -s, c, 0,\n 0.98500, 0.985, 1\n );\n\n vec3 point = rotation * vec3(p, 1.0);\n\n float yc = point.y - cylinderCenter;\n\n if (yc < -cylinderRadius)\n {\n // Behind surface\n return behindSurface(p,yc, point, rrotation);\n }\n\n if (yc > cylinderRadius)\n {\n // Flat surface\n return getFromColor(p);\n }\n\n float hitAngle = (acos(yc / cylinderRadius) + cylinderAngle) - PI;\n\n float hitAngleMod = mod(hitAngle, 2.0 * PI);\n if ((hitAngleMod > PI && amount < 0.5) || (hitAngleMod > PI/2.0 && amount < 0.0))\n {\n return seeThrough(yc, p, rotation, rrotation);\n }\n\n point = hitPoint(hitAngle, yc, point, rrotation);\n\n if (point.x < 0.0 || point.y < 0.0 || point.x > 1.0 || point.y > 1.0)\n {\n return seeThroughWithShadow(yc, p, point, rotation, rrotation);\n }\n\n vec4 color = backside(yc, point);\n\n vec4 otherColor;\n if (yc < 0.0)\n {\n float shado = 1.0 - (sqrt(pow(point.x - 0.5, 2.0) + pow(point.y - 0.5, 2.0)) / 0.71);\n shado *= pow(-yc / cylinderRadius, 3.0);\n shado *= 0.5;\n otherColor = vec4(0.0, 0.0, 0.0, shado);\n }\n else\n {\n otherColor = getFromColor(p);\n }\n\n color = antiAlias(color, otherColor, cylinderRadius - abs(yc));\n\n vec4 cl = seeThroughWithShadow(yc, p, point, rotation, rrotation);\n float dist = distanceToEdge(point);\n\n return antiAlias(color, cl, dist);\n}\n","author":"Hewlett-Packard","license":"BSD 3 Clause","createdAt":"Wed, 21 Feb 2018 01:13:49 +0100","updatedAt":"Wed, 21 Feb 2018 16:00:02 +0100"},{"name":"LinearBlur","paramsTypes":{"intensity":"float"},"defaultParams":{"intensity":0.1},"glsl":"// author: gre\n// license: MIT\nuniform float intensity; // = 0.1\nconst int passes = 6;\n\nvec4 transition(vec2 uv) {\n vec4 c1 = vec4(0.0);\n vec4 c2 = vec4(0.0);\n\n float disp = intensity*(0.5-distance(0.5, progress));\n for (int xi=0; xi.5) {\n return getToColor(mrp);\n } else {\n return getFromColor(mrp);\n }\n}\n","license":"MIT","author":"Xaychru","createdAt":"Mon, 12 Jun 2017 10:26:51 +0800","updatedAt":"Mon, 12 Jun 2017 10:26:51 +0800"},{"name":"PolkaDotsCurtain","paramsTypes":{"dots":"float","center":"vec2"},"defaultParams":{"dots":20,"center":[0,0]},"glsl":"// author: bobylito\n// license: MIT\nconst float SQRT_2 = 1.414213562373;\nuniform float dots;// = 20.0;\nuniform vec2 center;// = vec2(0, 0);\n\nvec4 transition(vec2 uv) {\n bool nextImage = distance(fract(uv * dots), vec2(0.5, 0.5)) < ( progress / distance(uv, center));\n return nextImage ? getToColor(uv) : getFromColor(uv);\n}\n","author":"bobylito","license":"MIT","createdAt":"Tue, 20 Feb 2018 23:41:45 +0100","updatedAt":"Tue, 20 Feb 2018 23:41:45 +0100"},{"name":"Radial","paramsTypes":{"smoothness":"float"},"defaultParams":{"smoothness":1},"glsl":"// License: MIT\n// Author: Xaychru\n// ported by gre from https://gist.github.com/Xaychru/ce1d48f0ce00bb379750\n\nuniform float smoothness; // = 1.0\n\nconst float PI = 3.141592653589;\n\nvec4 transition(vec2 p) {\n vec2 rp = p*2.-1.;\n return mix(\n getToColor(p),\n getFromColor(p),\n smoothstep(0., smoothness, atan(rp.y,rp.x) - (progress-.5) * PI * 2.5)\n );\n}\n","license":"MIT","author":"Xaychru","createdAt":"Mon, 12 Jun 2017 10:36:24 +0800","updatedAt":"Mon, 12 Jun 2017 10:36:24 +0800"},{"name":"SimpleZoom","paramsTypes":{"zoom_quickness":"float"},"defaultParams":{"zoom_quickness":0.8},"glsl":"// Author: 0gust1\n// License: MIT\n\nuniform float zoom_quickness; // = 0.8\nfloat nQuick = clamp(zoom_quickness,0.2,1.0);\n\nvec2 zoom(vec2 uv, float amount) {\n return 0.5 + ((uv - 0.5) * (1.0-amount));\t\n}\n\nvec4 transition (vec2 uv) {\n return mix(\n getFromColor(zoom(uv, smoothstep(0.0, nQuick, progress))),\n getToColor(uv),\n smoothstep(nQuick-0.2, 1.0, progress)\n );\n}","author":"0gust1","license":"MIT","createdAt":"Tue, 6 Mar 2018 00:43:47 +0100","updatedAt":"Tue, 6 Mar 2018 00:43:47 +0100"},{"name":"StereoViewer","paramsTypes":{"zoom":"float","corner_radius":"float"},"defaultParams":{"zoom":0.88,"corner_radius":0.22},"glsl":"// Tunable parameters\n// How much to zoom (out) for the effect ~ 0.5 - 1.0\nuniform float zoom; // = 0.88\n// Corner radius as a fraction of the image height\nuniform float corner_radius; // = 0.22\n\n// author: Ted Schundler\n// license: BSD 2 Clause\n// Free for use and modification by anyone with credit\n\n// Copyright (c) 2016, Theodore K Schundler\n// All rights reserved.\n\n// Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:\n\n// 1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.\n\n// 2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.\n\n// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS \"AS IS\" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n\n///////////////////////////////////////////////////////////////////////////////\n// Stereo Viewer Toy Transition //\n// //\n// Inspired by ViewMaster / Image3D image viewer devices. //\n// This effect is similar to what you see when you press the device's lever. //\n// There is a quick zoom in / out to make the transition 'valid' for GLSL.io //\n///////////////////////////////////////////////////////////////////////////////\n\nconst vec4 black = vec4(0.0, 0.0, 0.0, 1.0);\nconst vec2 c00 = vec2(0.0, 0.0); // the four corner points\nconst vec2 c01 = vec2(0.0, 1.0);\nconst vec2 c11 = vec2(1.0, 1.0);\nconst vec2 c10 = vec2(1.0, 0.0);\n\n// Check if a point is within a given corner\nbool in_corner(vec2 p, vec2 corner, vec2 radius) {\n // determine the direction we want to be filled\n vec2 axis = (c11 - corner) - corner;\n\n // warp the point so we are always testing the bottom left point with the\n // circle centered on the origin\n p = p - (corner + axis * radius);\n p *= axis / radius;\n return (p.x > 0.0 && p.y > -1.0) || (p.y > 0.0 && p.x > -1.0) || dot(p, p) < 1.0;\n}\n\n// Check all four corners\n// return a float for v2 for anti-aliasing?\nbool test_rounded_mask(vec2 p, vec2 corner_size) {\n return\n in_corner(p, c00, corner_size) &&\n in_corner(p, c01, corner_size) &&\n in_corner(p, c10, corner_size) &&\n in_corner(p, c11, corner_size);\n}\n\n// Screen blend mode - https://en.wikipedia.org/wiki/Blend_modes\n// This more closely approximates what you see than linear blending\nvec4 screen(vec4 a, vec4 b) {\n return 1.0 - (1.0 - a) * (1.0 -b);\n}\n\n// Given RGBA, find a value that when screened with itself\n// will yield the original value.\nvec4 unscreen(vec4 c) {\n return 1.0 - sqrt(1.0 - c);\n}\n\n// Grab a pixel, only if it isn't masked out by the rounded corners\nvec4 sample_with_corners_from(vec2 p, vec2 corner_size) {\n p = (p - 0.5) / zoom + 0.5;\n if (!test_rounded_mask(p, corner_size)) {\n return black;\n }\n return unscreen(getFromColor(p));\n}\n\nvec4 sample_with_corners_to(vec2 p, vec2 corner_size) {\n p = (p - 0.5) / zoom + 0.5;\n if (!test_rounded_mask(p, corner_size)) {\n return black;\n }\n return unscreen(getToColor(p));\n}\n\n// special sampling used when zooming - extra zoom parameter and don't unscreen\nvec4 simple_sample_with_corners_from(vec2 p, vec2 corner_size, float zoom_amt) {\n p = (p - 0.5) / (1.0 - zoom_amt + zoom * zoom_amt) + 0.5;\n if (!test_rounded_mask(p, corner_size)) {\n return black;\n }\n return getFromColor(p);\n}\n\nvec4 simple_sample_with_corners_to(vec2 p, vec2 corner_size, float zoom_amt) {\n p = (p - 0.5) / (1.0 - zoom_amt + zoom * zoom_amt) + 0.5;\n if (!test_rounded_mask(p, corner_size)) {\n return black;\n }\n return getToColor(p);\n}\n\n// Basic 2D affine transform matrix helpers\n// These really shouldn't be used in a fragment shader - I should work out the\n// the math for a translate & rotate function as a pair of dot products instead\n\nmat3 rotate2d(float angle, float ratio) {\n float s = sin(angle);\n float c = cos(angle);\n return mat3(\n c, s ,0.0,\n -s, c, 0.0,\n 0.0, 0.0, 1.0);\n}\n\nmat3 translate2d(float x, float y) {\n return mat3(\n 1.0, 0.0, 0,\n 0.0, 1.0, 0,\n -x, -y, 1.0);\n}\n\nmat3 scale2d(float x, float y) {\n return mat3(\n x, 0.0, 0,\n 0.0, y, 0,\n 0, 0, 1.0);\n}\n\n// Split an image and rotate one up and one down along off screen pivot points\nvec4 get_cross_rotated(vec3 p3, float angle, vec2 corner_size, float ratio) {\n angle = angle * angle; // easing\n angle /= 2.4; // works out to be a good number of radians\n\n mat3 center_and_scale = translate2d(-0.5, -0.5) * scale2d(1.0, ratio);\n mat3 unscale_and_uncenter = scale2d(1.0, 1.0/ratio) * translate2d(0.5,0.5);\n mat3 slide_left = translate2d(-2.0,0.0);\n mat3 slide_right = translate2d(2.0,0.0);\n mat3 rotate = rotate2d(angle, ratio);\n\n mat3 op_a = center_and_scale * slide_right * rotate * slide_left * unscale_and_uncenter;\n mat3 op_b = center_and_scale * slide_left * rotate * slide_right * unscale_and_uncenter;\n\n vec4 a = sample_with_corners_from((op_a * p3).xy, corner_size);\n vec4 b = sample_with_corners_from((op_b * p3).xy, corner_size);\n\n return screen(a, b);\n}\n\n// Image stays put, but this time move two masks\nvec4 get_cross_masked(vec3 p3, float angle, vec2 corner_size, float ratio) {\n angle = 1.0 - angle;\n angle = angle * angle; // easing\n angle /= 2.4;\n\n vec4 img;\n\n mat3 center_and_scale = translate2d(-0.5, -0.5) * scale2d(1.0, ratio);\n mat3 unscale_and_uncenter = scale2d(1.0 / zoom, 1.0 / (zoom * ratio)) * translate2d(0.5,0.5);\n mat3 slide_left = translate2d(-2.0,0.0);\n mat3 slide_right = translate2d(2.0,0.0);\n mat3 rotate = rotate2d(angle, ratio);\n\n mat3 op_a = center_and_scale * slide_right * rotate * slide_left * unscale_and_uncenter;\n mat3 op_b = center_and_scale * slide_left * rotate * slide_right * unscale_and_uncenter;\n\n bool mask_a = test_rounded_mask((op_a * p3).xy, corner_size);\n bool mask_b = test_rounded_mask((op_b * p3).xy, corner_size);\n\n if (mask_a || mask_b) {\n img = sample_with_corners_to(p3.xy, corner_size);\n return screen(mask_a ? img : black, mask_b ? img : black);\n } else {\n return black;\n }\n}\n\nvec4 transition(vec2 uv) {\n float a;\n vec2 p=uv.xy/vec2(1.0).xy;\n vec3 p3 = vec3(p.xy, 1.0); // for 2D matrix transforms\n\n // corner is warped to represent to size after mapping to 1.0, 1.0\n vec2 corner_size = vec2(corner_radius / ratio, corner_radius);\n\n if (progress <= 0.0) {\n // 0.0: start with the base frame always\n return getFromColor(p);\n } else if (progress < 0.1) {\n // 0.0-0.1: zoom out and add rounded corners\n a = progress / 0.1;\n return simple_sample_with_corners_from(p, corner_size * a, a);\n } else if (progress < 0.48) {\n // 0.1-0.48: Split original image apart\n a = (progress - 0.1)/0.38;\n return get_cross_rotated(p3, a, corner_size, ratio);\n } else if (progress < 0.9) {\n // 0.48-0.52: black\n // 0.52 - 0.9: unmask new image\n return get_cross_masked(p3, (progress - 0.52)/0.38, corner_size, ratio);\n } else if (progress < 1.0) {\n // zoom out and add rounded corners\n a = (1.0 - progress) / 0.1;\n return simple_sample_with_corners_to(p, corner_size * a, a);\n } else {\n // 1.0 end with base frame\n return getToColor(p);\n }\n}\n","author":"Ted Schundler","license":"BSD 2 Clause","createdAt":"Tue, 20 Feb 2018 23:20:29 +0100","updatedAt":"Wed, 21 Feb 2018 15:42:00 +0100"},{"name":"Swirl","paramsTypes":{},"defaultParams":{},"glsl":"// License: MIT\n// Author: Sergey Kosarevsky\n// ( http://www.linderdaum.com )\n// ported by gre from https://gist.github.com/corporateshark/cacfedb8cca0f5ce3f7c\n\nvec4 transition(vec2 UV)\n{\n\tfloat Radius = 1.0;\n\n\tfloat T = progress;\n\n\tUV -= vec2( 0.5, 0.5 );\n\n\tfloat Dist = length(UV);\n\n\tif ( Dist < Radius )\n\t{\n\t\tfloat Percent = (Radius - Dist) / Radius;\n\t\tfloat A = ( T <= 0.5 ) ? mix( 0.0, 1.0, T/0.5 ) : mix( 1.0, 0.0, (T-0.5)/0.5 );\n\t\tfloat Theta = Percent * Percent * A * 8.0 * 3.14159;\n\t\tfloat S = sin( Theta );\n\t\tfloat C = cos( Theta );\n\t\tUV = vec2( dot(UV, vec2(C, -S)), dot(UV, vec2(S, C)) );\n\t}\n\tUV += vec2( 0.5, 0.5 );\n\n\tvec4 C0 = getFromColor(UV);\n\tvec4 C1 = getToColor(UV);\n\n\treturn mix( C0, C1, T );\n}\n","license":"MIT","author":"Sergey Kosarevsky","createdAt":"Mon, 12 Jun 2017 12:38:27 +0800","updatedAt":"Mon, 12 Jun 2017 12:38:27 +0800"},{"name":"WaterDrop","paramsTypes":{"amplitude":"float","speed":"float"},"defaultParams":{"amplitude":30,"speed":30},"glsl":"// author: Paweł Płóciennik\n// license: MIT\nuniform float amplitude; // = 30\nuniform float speed; // = 30\n\nvec4 transition(vec2 p) {\n vec2 dir = p - vec2(.5);\n float dist = length(dir);\n\n if (dist > progress) {\n return mix(getFromColor( p), getToColor( p), progress);\n } else {\n vec2 offset = dir * sin(dist * amplitude - progress * speed);\n return mix(getFromColor( p + offset), getToColor( p), progress);\n }\n}\n","author":"Paweł Płóciennik","license":"MIT","createdAt":"Wed, 21 Feb 2018 19:37:15 +0100","updatedAt":"Wed, 21 Feb 2018 19:37:15 +0100"},{"name":"ZoomInCircles","paramsTypes":{},"defaultParams":{},"glsl":"// License: MIT\n// Author: dycm8009\n// ported by gre from https://gist.github.com/dycm8009/948e99b1800e81ad909a\n\nvec2 zoom(vec2 uv, float amount) {\n return 0.5 + ((uv - 0.5) * amount);\t\n}\n\nvec2 ratio2 = vec2(1.0, 1.0 / ratio);\n\nvec4 transition(vec2 uv) {\n // TODO: some timing are hardcoded but should be one or many parameters\n // TODO: should also be able to configure how much circles\n // TODO: if() branching should be avoided when possible, prefer use of step() & other functions\n vec2 r = 2.0 * ((vec2(uv.xy) - 0.5) * ratio2);\n float pro = progress / 0.8;\n float z = pro * 0.2;\n float t = 0.0;\n if (pro > 1.0) {\n z = 0.2 + (pro - 1.0) * 5.;\n t = clamp((progress - 0.8) / 0.07, 0.0, 1.0);\n }\n if (length(r) < 0.5+z) {\n // uv = zoom(uv, 0.9 - 0.1 * pro);\n }\n else if (length(r) < 0.8+z*1.5) {\n uv = zoom(uv, 1.0 - 0.15 * pro);\n t = t * 0.5;\n }\n else if (length(r) < 1.2+z*2.5) {\n uv = zoom(uv, 1.0 - 0.2 * pro);\n t = t * 0.2;\n }\n else {\n uv = zoom(uv, 1.0 - 0.25 * pro);\n }\n return mix(getFromColor(uv), getToColor(uv), t);\n}\n","license":"MIT","author":"dycm8009","createdAt":"Mon, 12 Jun 2017 11:24:34 +0800","updatedAt":"Mon, 12 Jun 2017 11:24:34 +0800"},{"name":"angular","paramsTypes":{"startingAngle":"float"},"defaultParams":{"startingAngle":90},"glsl":"// Author: Fernando Kuteken\n// License: MIT\n\n#define PI 3.141592653589\n\nuniform float startingAngle; // = 90;\n\nvec4 transition (vec2 uv) {\n \n float offset = startingAngle * PI / 180.0;\n float angle = atan(uv.y - 0.5, uv.x - 0.5) + offset;\n float normalizedAngle = (angle + PI) / (2.0 * PI);\n \n normalizedAngle = normalizedAngle - floor(normalizedAngle);\n\n return mix(\n getFromColor(uv),\n getToColor(uv),\n step(normalizedAngle, progress)\n );\n}\n","author":"Fernando Kuteken","license":"MIT","createdAt":"Tue, 30 May 2017 14:26:44 +0200","updatedAt":"Tue, 30 May 2017 14:26:44 +0200"},{"name":"burn","paramsTypes":{"color":"vec3"},"defaultParams":{"color":[0.9,0.4,0.2]},"glsl":"// author: gre\n// License: MIT\nuniform vec3 color /* = vec3(0.9, 0.4, 0.2) */;\nvec4 transition (vec2 uv) {\n return mix(\n getFromColor(uv) + vec4(progress*color, 1.0),\n getToColor(uv) + vec4((1.0-progress)*color, 1.0),\n progress\n );\n}\n","author":"gre","license":"MIT","createdAt":"Tue, 30 May 2017 14:26:44 +0200","updatedAt":"Tue, 30 May 2017 14:26:44 +0200"},{"name":"cannabisleaf","paramsTypes":{},"defaultParams":{},"glsl":"// Author: @Flexi23\n// License: MIT\n\n// inspired by http://www.wolframalpha.com/input/?i=cannabis+curve\n\nvec4 transition (vec2 uv) {\n if(progress == 0.0){\n return getFromColor(uv);\n }\n vec2 leaf_uv = (uv - vec2(0.5))/10./pow(progress,3.5);\n\tleaf_uv.y += 0.35;\n\tfloat r = 0.18;\n\tfloat o = atan(leaf_uv.y, leaf_uv.x);\n return mix(getFromColor(uv), getToColor(uv), 1.-step(1. - length(leaf_uv)+r*(1.+sin(o))*(1.+0.9 * cos(8.*o))*(1.+0.1*cos(24.*o))*(0.9+0.05*cos(200.*o)), 1.));\n}\n","author":"@Flexi23","license":"MIT","createdAt":"Thu, 1 Jun 2017 15:58:58 +0200","updatedAt":"Thu, 1 Jun 2017 15:58:58 +0200"},{"name":"circle","paramsTypes":{"center":"vec2","backColor":"vec3"},"defaultParams":{"center":[0.5,0.5],"backColor":[0.1,0.1,0.1]},"glsl":"// Author: Fernando Kuteken\n// License: MIT\n\nuniform vec2 center; // = vec2(0.5, 0.5);\nuniform vec3 backColor; // = vec3(0.1, 0.1, 0.1);\n\nvec4 transition (vec2 uv) {\n \n float distance = length(uv - center);\n float radius = sqrt(8.0) * abs(progress - 0.5);\n \n if (distance > radius) {\n return vec4(backColor, 1.0);\n }\n else {\n if (progress < 0.5) return getFromColor(uv);\n else return getToColor(uv);\n }\n}\n","author":"Fernando Kuteken","license":"MIT","createdAt":"Tue, 30 May 2017 14:26:44 +0200","updatedAt":"Tue, 30 May 2017 14:26:44 +0200"},{"name":"circleopen","paramsTypes":{"smoothness":"float","opening":"bool"},"defaultParams":{"smoothness":0.3,"opening":true},"glsl":"// author: gre\n// License: MIT\nuniform float smoothness; // = 0.3\nuniform bool opening; // = true\n\nconst vec2 center = vec2(0.5, 0.5);\nconst float SQRT_2 = 1.414213562373;\n\nvec4 transition (vec2 uv) {\n float x = opening ? progress : 1.-progress;\n float m = smoothstep(-smoothness, 0.0, SQRT_2*distance(center, uv) - x*(1.+smoothness));\n return mix(getFromColor(uv), getToColor(uv), opening ? 1.-m : m);\n}\n","author":"gre","license":"MIT","createdAt":"Tue, 30 May 2017 14:26:44 +0200","updatedAt":"Tue, 30 May 2017 14:26:44 +0200"},{"name":"colorphase","paramsTypes":{"fromStep":"vec4","toStep":"vec4"},"defaultParams":{"fromStep":[0,0.2,0.4,0],"toStep":[0.6,0.8,1,1]},"glsl":"// Author: gre\n// License: MIT\n\n// Usage: fromStep and toStep must be in [0.0, 1.0] range \n// and all(fromStep) must be < all(toStep)\n\nuniform vec4 fromStep; // = vec4(0.0, 0.2, 0.4, 0.0)\nuniform vec4 toStep; // = vec4(0.6, 0.8, 1.0, 1.0)\n\nvec4 transition (vec2 uv) {\n vec4 a = getFromColor(uv);\n vec4 b = getToColor(uv);\n return mix(a, b, smoothstep(fromStep, toStep, vec4(progress)));\n}\n","author":"gre","license":"MIT","createdAt":"Tue, 30 May 2017 14:26:44 +0200","updatedAt":"Tue, 30 May 2017 14:26:44 +0200"},{"name":"crosshatch","paramsTypes":{"center":"vec2","threshold":"float","fadeEdge":"float"},"defaultParams":{"center":[0.5,0.5],"threshold":3,"fadeEdge":0.1},"glsl":"// License: MIT\n// Author: pthrasher\n// adapted by gre from https://gist.github.com/pthrasher/04fd9a7de4012cbb03f6\n\nuniform vec2 center; // = vec2(0.5)\nuniform float threshold; // = 3.0\nuniform float fadeEdge; // = 0.1\n\nfloat rand(vec2 co) {\n return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);\n}\nvec4 transition(vec2 p) {\n float dist = distance(center, p) / threshold;\n float r = progress - min(rand(vec2(p.y, 0.0)), rand(vec2(0.0, p.x)));\n return mix(getFromColor(p), getToColor(p), mix(0.0, mix(step(dist, r), 1.0, smoothstep(1.0-fadeEdge, 1.0, progress)), smoothstep(0.0, fadeEdge, progress))); \n}\n","license":"MIT","author":"pthrasher","createdAt":"Mon, 12 Jun 2017 10:02:12 +0800","updatedAt":"Mon, 12 Jun 2017 10:02:12 +0800"},{"name":"crosswarp","paramsTypes":{},"defaultParams":{},"glsl":"// Author: Eke Péter \n// License: MIT\nvec4 transition(vec2 p) {\n float x = progress;\n x=smoothstep(.0,1.0,(x*2.0+p.x-1.0));\n return mix(getFromColor((p-.5)*(1.-x)+.5), getToColor((p-.5)*x+.5), x);\n}\n","author":"Eke Péter ","license":"MIT","createdAt":"Tue, 30 May 2017 14:26:44 +0200","updatedAt":"Tue, 30 May 2017 14:26:44 +0200"},{"name":"cube","paramsTypes":{"persp":"float","unzoom":"float","reflection":"float","floating":"float"},"defaultParams":{"persp":0.7,"unzoom":0.3,"reflection":0.4,"floating":3},"glsl":"// Author: gre\n// License: MIT\nuniform float persp; // = 0.7\nuniform float unzoom; // = 0.3\nuniform float reflection; // = 0.4\nuniform float floating; // = 3.0\n\nvec2 project (vec2 p) {\n return p * vec2(1.0, -1.2) + vec2(0.0, -floating/100.);\n}\n\nbool inBounds (vec2 p) {\n return all(lessThan(vec2(0.0), p)) && all(lessThan(p, vec2(1.0)));\n}\n\nvec4 bgColor (vec2 p, vec2 pfr, vec2 pto) {\n vec4 c = vec4(0.0, 0.0, 0.0, 1.0);\n pfr = project(pfr);\n // FIXME avoid branching might help perf!\n if (inBounds(pfr)) {\n c += mix(vec4(0.0), getFromColor(pfr), reflection * mix(1.0, 0.0, pfr.y));\n }\n pto = project(pto);\n if (inBounds(pto)) {\n c += mix(vec4(0.0), getToColor(pto), reflection * mix(1.0, 0.0, pto.y));\n }\n return c;\n}\n\n// p : the position\n// persp : the perspective in [ 0, 1 ]\n// center : the xcenter in [0, 1] \\ 0.5 excluded\nvec2 xskew (vec2 p, float persp, float center) {\n float x = mix(p.x, 1.0-p.x, center);\n return (\n (\n vec2( x, (p.y - 0.5*(1.0-persp) * x) / (1.0+(persp-1.0)*x) )\n - vec2(0.5-distance(center, 0.5), 0.0)\n )\n * vec2(0.5 / distance(center, 0.5) * (center<0.5 ? 1.0 : -1.0), 1.0)\n + vec2(center<0.5 ? 0.0 : 1.0, 0.0)\n );\n}\n\nvec4 transition(vec2 op) {\n float uz = unzoom * 2.0*(0.5-distance(0.5, progress));\n vec2 p = -uz*0.5+(1.0+uz) * op;\n vec2 fromP = xskew(\n (p - vec2(progress, 0.0)) / vec2(1.0-progress, 1.0),\n 1.0-mix(progress, 0.0, persp),\n 0.0\n );\n vec2 toP = xskew(\n p / vec2(progress, 1.0),\n mix(pow(progress, 2.0), 1.0, persp),\n 1.0\n );\n // FIXME avoid branching might help perf!\n if (inBounds(fromP)) {\n return getFromColor(fromP);\n }\n else if (inBounds(toP)) {\n return getToColor(toP);\n }\n return bgColor(op, fromP, toP);\n}\n","author":"gre","license":"MIT","createdAt":"Tue, 30 May 2017 14:26:44 +0200","updatedAt":"Tue, 30 May 2017 14:26:44 +0200"},{"name":"directionalwarp","paramsTypes":{"direction":"vec2"},"defaultParams":{"direction":[-1,1]},"glsl":"// Author: pschroen\n// License: MIT\n\nuniform vec2 direction; // = vec2(-1.0, 1.0)\n\nconst float smoothness = 0.5;\nconst vec2 center = vec2(0.5, 0.5);\n\nvec4 transition (vec2 uv) {\n vec2 v = normalize(direction);\n v /= abs(v.x) + abs(v.y);\n float d = v.x * center.x + v.y * center.y;\n float m = 1.0 - smoothstep(-smoothness, 0.0, v.x * uv.x + v.y * uv.y - (d - 0.5 + progress * (1.0 + smoothness)));\n return mix(getFromColor((uv - 0.5) * (1.0 - m) + 0.5), getToColor((uv - 0.5) * m + 0.5), m);\n}\n","author":"pschroen","license":"MIT","createdAt":"Wed, 13 Dec 2017 12:08:49 -0500","updatedAt":"Wed, 13 Dec 2017 12:08:49 -0500"},{"name":"directionalwipe","paramsTypes":{"direction":"vec2","smoothness":"float"},"defaultParams":{"direction":[1,-1],"smoothness":0.5},"glsl":"// Author: gre\n// License: MIT\n\nuniform vec2 direction; // = vec2(1.0, -1.0)\nuniform float smoothness; // = 0.5\n \nconst vec2 center = vec2(0.5, 0.5);\n \nvec4 transition (vec2 uv) {\n vec2 v = normalize(direction);\n v /= abs(v.x)+abs(v.y);\n float d = v.x * center.x + v.y * center.y;\n float m =\n (1.0-step(progress, 0.0)) * // there is something wrong with our formula that makes m not equals 0.0 with progress is 0.0\n (1.0 - smoothstep(-smoothness, 0.0, v.x * uv.x + v.y * uv.y - (d-0.5+progress*(1.+smoothness))));\n return mix(getFromColor(uv), getToColor(uv), m);\n}\n","author":"gre","license":"MIT","createdAt":"Tue, 30 May 2017 14:26:44 +0200","updatedAt":"Tue, 30 May 2017 14:26:44 +0200"},{"name":"displacement","paramsTypes":{"displacementMap":"sampler2D","strength":"float"},"defaultParams":{"displacementMap":null,"strength":0.5},"glsl":"// Author: Travis Fischer\n// License: MIT\n//\n// Adapted from a Codrops article by Robin Delaporte\n// https://tympanus.net/Development/DistortionHoverEffect\n\nuniform sampler2D displacementMap;\n\nuniform float strength; // = 0.5\n\nvec4 transition (vec2 uv) {\n float displacement = texture2D(displacementMap, uv).r * strength;\n\n vec2 uvFrom = vec2(uv.x + progress * displacement, uv.y);\n vec2 uvTo = vec2(uv.x - (1.0 - progress) * displacement, uv.y);\n\n return mix(\n getFromColor(uvFrom),\n getToColor(uvTo),\n progress\n );\n}\n","author":"Travis Fischer","license":"MIT","createdAt":"Tue, 10 Apr 2018 23:03:38 -0400","updatedAt":"Tue, 10 Apr 2018 23:03:38 -0400"},{"name":"doorway","paramsTypes":{"reflection":"float","perspective":"float","depth":"float"},"defaultParams":{"reflection":0.4,"perspective":0.4,"depth":3},"glsl":"// author: gre\n// License: MIT \nuniform float reflection; // = 0.4\nuniform float perspective; // = 0.4\nuniform float depth; // = 3\n\nconst vec4 black = vec4(0.0, 0.0, 0.0, 1.0);\nconst vec2 boundMin = vec2(0.0, 0.0);\nconst vec2 boundMax = vec2(1.0, 1.0);\n\nbool inBounds (vec2 p) {\n return all(lessThan(boundMin, p)) && all(lessThan(p, boundMax));\n}\n\nvec2 project (vec2 p) {\n return p * vec2(1.0, -1.2) + vec2(0.0, -0.02);\n}\n\nvec4 bgColor (vec2 p, vec2 pto) {\n vec4 c = black;\n pto = project(pto);\n if (inBounds(pto)) {\n c += mix(black, getToColor(pto), reflection * mix(1.0, 0.0, pto.y));\n }\n return c;\n}\n\n\nvec4 transition (vec2 p) {\n vec2 pfr = vec2(-1.), pto = vec2(-1.);\n float middleSlit = 2.0 * abs(p.x-0.5) - progress;\n if (middleSlit > 0.0) {\n pfr = p + (p.x > 0.5 ? -1.0 : 1.0) * vec2(0.5*progress, 0.0);\n float d = 1.0/(1.0+perspective*progress*(1.0-middleSlit));\n pfr.y -= d/2.;\n pfr.y *= d;\n pfr.y += d/2.;\n }\n float size = mix(1.0, depth, 1.-progress);\n pto = (p + vec2(-0.5, -0.5)) * vec2(size, size) + vec2(0.5, 0.5);\n if (inBounds(pfr)) {\n return getFromColor(pfr);\n }\n else if (inBounds(pto)) {\n return getToColor(pto);\n }\n else {\n return bgColor(p, pto);\n }\n}\n","author":"gre","license":"MIT","createdAt":"Tue, 30 May 2017 14:26:44 +0200","updatedAt":"Tue, 30 May 2017 14:26:44 +0200"},{"name":"fade","paramsTypes":{},"defaultParams":{},"glsl":"// author: gre\n// license: MIT\n\nvec4 transition (vec2 uv) {\n return mix(\n getFromColor(uv),\n getToColor(uv),\n progress\n );\n}\n","author":"gre","license":"MIT","createdAt":"Tue, 30 May 2017 14:26:44 +0200","updatedAt":"Tue, 30 May 2017 14:26:44 +0200"},{"name":"fadecolor","paramsTypes":{"color":"vec3","colorPhase":"float"},"defaultParams":{"color":[0,0,0],"colorPhase":0.4},"glsl":"// author: gre\n// License: MIT\nuniform vec3 color;// = vec3(0.0)\nuniform float colorPhase/* = 0.4 */; // if 0.0, there is no black phase, if 0.9, the black phase is very important\nvec4 transition (vec2 uv) {\n return mix(\n mix(vec4(color, 1.0), getFromColor(uv), smoothstep(1.0-colorPhase, 0.0, progress)),\n mix(vec4(color, 1.0), getToColor(uv), smoothstep( colorPhase, 1.0, progress)),\n progress);\n}\n","author":"gre","license":"MIT","createdAt":"Tue, 30 May 2017 14:26:44 +0200","updatedAt":"Tue, 30 May 2017 14:26:44 +0200"},{"name":"fadegrayscale","paramsTypes":{"intensity":"float"},"defaultParams":{"intensity":0.3},"glsl":"// Author: gre\n// License: MIT\n\nuniform float intensity; // = 0.3; // if 0.0, the image directly turn grayscale, if 0.9, the grayscale transition phase is very important\n \nvec3 grayscale (vec3 color) {\n return vec3(0.2126*color.r + 0.7152*color.g + 0.0722*color.b);\n}\n \nvec4 transition (vec2 uv) {\n vec4 fc = getFromColor(uv);\n vec4 tc = getToColor(uv);\n return mix(\n mix(vec4(grayscale(fc.rgb), 1.0), fc, smoothstep(1.0-intensity, 0.0, progress)),\n mix(vec4(grayscale(tc.rgb), 1.0), tc, smoothstep( intensity, 1.0, progress)),\n progress);\n}\n","author":"gre","license":"MIT","createdAt":"Tue, 30 May 2017 14:26:44 +0200","updatedAt":"Tue, 30 May 2017 14:26:44 +0200"},{"name":"flyeye","paramsTypes":{"size":"float","zoom":"float","colorSeparation":"float"},"defaultParams":{"size":0.04,"zoom":50,"colorSeparation":0.3},"glsl":"// Author: gre\n// License: MIT\nuniform float size; // = 0.04\nuniform float zoom; // = 50.0\nuniform float colorSeparation; // = 0.3\n\nvec4 transition(vec2 p) {\n float inv = 1. - progress;\n vec2 disp = size*vec2(cos(zoom*p.x), sin(zoom*p.y));\n vec4 texTo = getToColor(p + inv*disp);\n vec4 texFrom = vec4(\n getFromColor(p + progress*disp*(1.0 - colorSeparation)).r,\n getFromColor(p + progress*disp).g,\n getFromColor(p + progress*disp*(1.0 + colorSeparation)).b,\n 1.0);\n return texTo*progress + texFrom*inv;\n}\n","author":"gre","license":"MIT","createdAt":"Tue, 30 May 2017 14:26:44 +0200","updatedAt":"Tue, 30 May 2017 14:26:44 +0200"},{"name":"heart","paramsTypes":{},"defaultParams":{},"glsl":"// Author: gre\n// License: MIT\n\nfloat inHeart (vec2 p, vec2 center, float size) {\n if (size==0.0) return 0.0;\n vec2 o = (p-center)/(1.6*size);\n float a = o.x*o.x+o.y*o.y-0.3;\n return step(a*a*a, o.x*o.x*o.y*o.y*o.y);\n}\nvec4 transition (vec2 uv) {\n return mix(\n getFromColor(uv),\n getToColor(uv),\n inHeart(uv, vec2(0.5, 0.4), progress)\n );\n}\n","author":"gre","license":"MIT","createdAt":"Tue, 30 May 2017 14:26:44 +0200","updatedAt":"Tue, 30 May 2017 14:26:44 +0200"},{"name":"hexagonalize","paramsTypes":{"steps":"int","horizontalHexagons":"float"},"defaultParams":{"steps":50,"horizontalHexagons":20},"glsl":"// Author: Fernando Kuteken\n// License: MIT\n// Hexagonal math from: http://www.redblobgames.com/grids/hexagons/\n\nuniform int steps; // = 50;\nuniform float horizontalHexagons; //= 20;\n\nstruct Hexagon {\n float q;\n float r;\n float s;\n};\n\nHexagon createHexagon(float q, float r){\n Hexagon hex;\n hex.q = q;\n hex.r = r;\n hex.s = -q - r;\n return hex;\n}\n\nHexagon roundHexagon(Hexagon hex){\n \n float q = floor(hex.q + 0.5);\n float r = floor(hex.r + 0.5);\n float s = floor(hex.s + 0.5);\n\n float deltaQ = abs(q - hex.q);\n float deltaR = abs(r - hex.r);\n float deltaS = abs(s - hex.s);\n\n if (deltaQ > deltaR && deltaQ > deltaS)\n q = -r - s;\n else if (deltaR > deltaS)\n r = -q - s;\n else\n s = -q - r;\n\n return createHexagon(q, r);\n}\n\nHexagon hexagonFromPoint(vec2 point, float size) {\n \n point.y /= ratio;\n point = (point - 0.5) / size;\n \n float q = (sqrt(3.0) / 3.0) * point.x + (-1.0 / 3.0) * point.y;\n float r = 0.0 * point.x + 2.0 / 3.0 * point.y;\n\n Hexagon hex = createHexagon(q, r);\n return roundHexagon(hex);\n \n}\n\nvec2 pointFromHexagon(Hexagon hex, float size) {\n \n float x = (sqrt(3.0) * hex.q + (sqrt(3.0) / 2.0) * hex.r) * size + 0.5;\n float y = (0.0 * hex.q + (3.0 / 2.0) * hex.r) * size + 0.5;\n \n return vec2(x, y * ratio);\n}\n\nvec4 transition (vec2 uv) {\n \n float dist = 2.0 * min(progress, 1.0 - progress);\n dist = steps > 0 ? ceil(dist * float(steps)) / float(steps) : dist;\n \n float size = (sqrt(3.0) / 3.0) * dist / horizontalHexagons;\n \n vec2 point = dist > 0.0 ? pointFromHexagon(hexagonFromPoint(uv, size), size) : uv;\n\n return mix(getFromColor(point), getToColor(point), progress);\n \n}\n","author":"Fernando Kuteken","license":"MIT","createdAt":"Tue, 30 May 2017 21:55:47 -0300","updatedAt":"Tue, 30 May 2017 21:55:47 -0300"},{"name":"kaleidoscope","paramsTypes":{"speed":"float","angle":"float","power":"float"},"defaultParams":{"speed":1,"angle":1,"power":1.5},"glsl":"// Author: nwoeanhinnogaehr\n// License: MIT\n\nuniform float speed; // = 1.0;\nuniform float angle; // = 1.0;\nuniform float power; // = 1.5;\n\nvec4 transition(vec2 uv) {\n vec2 p = uv.xy / vec2(1.0).xy;\n vec2 q = p;\n float t = pow(progress, power)*speed;\n p = p -0.5;\n for (int i = 0; i < 7; i++) {\n p = vec2(sin(t)*p.x + cos(t)*p.y, sin(t)*p.y - cos(t)*p.x);\n t += angle;\n p = abs(mod(p, 2.0) - 1.0);\n }\n abs(mod(p, 1.0));\n return mix(\n mix(getFromColor(q), getToColor(q), progress),\n mix(getFromColor(p), getToColor(p), progress), 1.0 - 2.0*abs(progress - 0.5));\n}\n","author":"nwoeanhinnogaehr","license":"MIT","createdAt":"Wed, 31 May 2017 21:48:26 -0400","updatedAt":"Wed, 31 May 2017 21:48:26 -0400"},{"name":"luma","paramsTypes":{"luma":"sampler2D"},"defaultParams":{"luma":null},"glsl":"// Author: gre\n// License: MIT\n\nuniform sampler2D luma;\n\nvec4 transition(vec2 uv) {\n return mix(\n getToColor(uv),\n getFromColor(uv),\n step(progress, texture2D(luma, uv).r)\n );\n}\n","author":"gre","license":"MIT","createdAt":"Tue, 30 May 2017 14:26:44 +0200","updatedAt":"Tue, 30 May 2017 14:26:44 +0200"},{"name":"luminance_melt","paramsTypes":{"direction":"bool","l_threshold":"float","above":"bool"},"defaultParams":{"direction":true,"l_threshold":0.8,"above":false},"glsl":"// Author: 0gust1\n// License: MIT\n//My own first transition — based on crosshatch code (from pthrasher), using simplex noise formula (copied and pasted)\n//-> cooler with high contrasted images (isolated dark subject on light background f.e.)\n//TODO : try to rebase it on DoomTransition (from zeh)?\n//optimizations :\n//luminance (see http://stackoverflow.com/questions/596216/formula-to-determine-brightness-of-rgb-color#answer-596241)\n// Y = (R+R+B+G+G+G)/6\n//or Y = (R+R+R+B+G+G+G+G)>>3 \n\n\n//direction of movement : 0 : up, 1, down\nuniform bool direction; // = 1 \n//luminance threshold\nuniform float l_threshold; // = 0.8 \n//does the movement takes effect above or below luminance threshold ?\nuniform bool above; // = false \n\n\n//Random function borrowed from everywhere\nfloat rand(vec2 co){\n return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);\n}\n\n\n// Simplex noise :\n// Description : Array and textureless GLSL 2D simplex noise function.\n// Author : Ian McEwan, Ashima Arts.\n// Maintainer : ijm\n// Lastmod : 20110822 (ijm)\n// License : MIT \n// 2011 Ashima Arts. All rights reserved.\n// Distributed under the MIT License. See LICENSE file.\n// https://github.com/ashima/webgl-noise\n// \n\nvec3 mod289(vec3 x) {\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n\nvec2 mod289(vec2 x) {\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n\nvec3 permute(vec3 x) {\n return mod289(((x*34.0)+1.0)*x);\n}\n\nfloat snoise(vec2 v)\n {\n const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0\n 0.366025403784439, // 0.5*(sqrt(3.0)-1.0)\n -0.577350269189626, // -1.0 + 2.0 * C.x\n 0.024390243902439); // 1.0 / 41.0\n// First corner\n vec2 i = floor(v + dot(v, C.yy) );\n vec2 x0 = v - i + dot(i, C.xx);\n\n// Other corners\n vec2 i1;\n //i1.x = step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0\n //i1.y = 1.0 - i1.x;\n i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);\n // x0 = x0 - 0.0 + 0.0 * C.xx ;\n // x1 = x0 - i1 + 1.0 * C.xx ;\n // x2 = x0 - 1.0 + 2.0 * C.xx ;\n vec4 x12 = x0.xyxy + C.xxzz;\n x12.xy -= i1;\n\n// Permutations\n i = mod289(i); // Avoid truncation effects in permutation\n vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))\n\t\t+ i.x + vec3(0.0, i1.x, 1.0 ));\n\n vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);\n m = m*m ;\n m = m*m ;\n\n// Gradients: 41 points uniformly over a line, mapped onto a diamond.\n// The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)\n\n vec3 x = 2.0 * fract(p * C.www) - 1.0;\n vec3 h = abs(x) - 0.5;\n vec3 ox = floor(x + 0.5);\n vec3 a0 = x - ox;\n\n// Normalise gradients implicitly by scaling m\n// Approximation of: m *= inversesqrt( a0*a0 + h*h );\n m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );\n\n// Compute final noise value at P\n vec3 g;\n g.x = a0.x * x0.x + h.x * x0.y;\n g.yz = a0.yz * x12.xz + h.yz * x12.yw;\n return 130.0 * dot(m, g);\n}\n\n// Simplex noise -- end\n\nfloat luminance(vec4 color){\n //(0.299*R + 0.587*G + 0.114*B)\n return color.r*0.299+color.g*0.587+color.b*0.114;\n}\n\nvec2 center = vec2(1.0, direction);\n\nvec4 transition(vec2 uv) {\n vec2 p = uv.xy / vec2(1.0).xy;\n if (progress == 0.0) {\n return getFromColor(p);\n } else if (progress == 1.0) {\n return getToColor(p);\n } else {\n float x = progress;\n float dist = distance(center, p)- progress*exp(snoise(vec2(p.x, 0.0)));\n float r = x - rand(vec2(p.x, 0.1));\n float m;\n if(above){\n m = dist <= r && luminance(getFromColor(p))>l_threshold ? 1.0 : (progress*progress*progress);\n }\n else{\n m = dist <= r && luminance(getFromColor(p))0 ? ceil(d * float(steps)) / float(steps) : d;\nvec2 squareSize = 2.0 * dist / vec2(squaresMin);\n\nvec4 transition(vec2 uv) {\n vec2 p = dist>0.0 ? (floor(uv / squareSize) + 0.5) * squareSize : uv;\n return mix(getFromColor(p), getToColor(p), progress);\n}\n","author":"gre","license":"MIT","createdAt":"Tue, 30 May 2017 14:26:44 +0200","updatedAt":"Wed, 31 May 2017 10:58:26 +0200"},{"name":"polar_function","paramsTypes":{"segments":"int"},"defaultParams":{"segments":5},"glsl":"// Author: Fernando Kuteken\n// License: MIT\n\n#define PI 3.14159265359\n\nuniform int segments; // = 5;\n\nvec4 transition (vec2 uv) {\n \n float angle = atan(uv.y - 0.5, uv.x - 0.5) - 0.5 * PI;\n float normalized = (angle + 1.5 * PI) * (2.0 * PI);\n \n float radius = (cos(float(segments) * angle) + 4.0) / 4.0;\n float difference = length(uv - vec2(0.5, 0.5));\n \n if (difference > radius * progress)\n return getFromColor(uv);\n else\n return getToColor(uv);\n}\n","author":"Fernando Kuteken","license":"MIT","createdAt":"Tue, 30 May 2017 14:26:44 +0200","updatedAt":"Tue, 30 May 2017 14:26:44 +0200"},{"name":"randomsquares","paramsTypes":{"size":"ivec2","smoothness":"float"},"defaultParams":{"size":[10,10],"smoothness":0.5},"glsl":"// Author: gre\n// License: MIT\n\nuniform ivec2 size; // = ivec2(10, 10)\nuniform float smoothness; // = 0.5\n \nfloat rand (vec2 co) {\n return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);\n}\n\nvec4 transition(vec2 p) {\n float r = rand(floor(vec2(size) * p));\n float m = smoothstep(0.0, -smoothness, r - (progress * (1.0 + smoothness)));\n return mix(getFromColor(p), getToColor(p), m);\n}\n","author":"gre","license":"MIT","createdAt":"Tue, 30 May 2017 14:26:44 +0200","updatedAt":"Tue, 30 May 2017 14:26:44 +0200"},{"name":"ripple","paramsTypes":{"amplitude":"float","speed":"float"},"defaultParams":{"amplitude":100,"speed":50},"glsl":"// Author: gre\n// License: MIT\nuniform float amplitude; // = 100.0\nuniform float speed; // = 50.0\n\nvec4 transition (vec2 uv) {\n vec2 dir = uv - vec2(.5);\n float dist = length(dir);\n vec2 offset = dir * (sin(progress * dist * amplitude - progress * speed) + .5) / 30.;\n return mix(\n getFromColor(uv + offset),\n getToColor(uv),\n smoothstep(0.2, 1.0, progress)\n );\n}\n","author":"gre","license":"MIT","createdAt":"Tue, 30 May 2017 15:15:27 +0200","updatedAt":"Tue, 30 May 2017 15:15:27 +0200"},{"name":"rotate_scale_fade","paramsTypes":{"center":"vec2","rotations":"float","scale":"float","backColor":"vec4"},"defaultParams":{"center":[0.5,0.5],"rotations":1,"scale":8,"backColor":[0.15,0.15,0.15,1]},"glsl":"// Author: Fernando Kuteken\n// License: MIT\n\n#define PI 3.14159265359\n\nuniform vec2 center; // = vec2(0.5, 0.5);\nuniform float rotations; // = 1;\nuniform float scale; // = 8;\nuniform vec4 backColor; // = vec4(0.15, 0.15, 0.15, 1.0);\n\nvec4 transition (vec2 uv) {\n \n vec2 difference = uv - center;\n vec2 dir = normalize(difference);\n float dist = length(difference);\n \n float angle = 2.0 * PI * rotations * progress;\n \n float c = cos(angle);\n float s = sin(angle);\n \n float currentScale = mix(scale, 1.0, 2.0 * abs(progress - 0.5));\n \n vec2 rotatedDir = vec2(dir.x * c - dir.y * s, dir.x * s + dir.y * c);\n vec2 rotatedUv = center + rotatedDir * dist / currentScale;\n \n if (rotatedUv.x < 0.0 || rotatedUv.x > 1.0 ||\n rotatedUv.y < 0.0 || rotatedUv.y > 1.0)\n return backColor;\n \n return mix(getFromColor(rotatedUv), getToColor(rotatedUv), progress);\n}\n","author":"Fernando Kuteken","license":"MIT","createdAt":"Tue, 30 May 2017 14:26:44 +0200","updatedAt":"Tue, 30 May 2017 14:26:44 +0200"},{"name":"squareswire","paramsTypes":{"squares":"ivec2","direction":"vec2","smoothness":"float"},"defaultParams":{"squares":[10,10],"direction":[1,-0.5],"smoothness":1.6},"glsl":"// Author: gre\n// License: MIT\n \nuniform ivec2 squares;// = ivec2(10,10)\nuniform vec2 direction;// = vec2(1.0, -0.5)\nuniform float smoothness; // = 1.6\n\nconst vec2 center = vec2(0.5, 0.5);\nvec4 transition (vec2 p) {\n vec2 v = normalize(direction);\n v /= abs(v.x)+abs(v.y);\n float d = v.x * center.x + v.y * center.y;\n float offset = smoothness;\n float pr = smoothstep(-offset, 0.0, v.x * p.x + v.y * p.y - (d-0.5+progress*(1.+offset)));\n vec2 squarep = fract(p*vec2(squares));\n vec2 squaremin = vec2(pr/2.0);\n vec2 squaremax = vec2(1.0 - pr/2.0);\n float a = (1.0 - step(progress, 0.0)) * step(squaremin.x, squarep.x) * step(squaremin.y, squarep.y) * step(squarep.x, squaremax.x) * step(squarep.y, squaremax.y);\n return mix(getFromColor(p), getToColor(p), a);\n}\n","author":"gre","license":"MIT","createdAt":"Tue, 30 May 2017 14:26:44 +0200","updatedAt":"Tue, 30 May 2017 14:26:44 +0200"},{"name":"squeeze","paramsTypes":{"colorSeparation":"float"},"defaultParams":{"colorSeparation":0.04},"glsl":"// Author: gre\n// License: MIT\n \nuniform float colorSeparation; // = 0.04\n \nvec4 transition (vec2 uv) {\n float y = 0.5 + (uv.y-0.5) / (1.0-progress);\n if (y < 0.0 || y > 1.0) {\n return getToColor(uv);\n }\n else {\n vec2 fp = vec2(uv.x, y);\n vec2 off = progress * vec2(0.0, colorSeparation);\n vec4 c = getFromColor(fp);\n vec4 cn = getFromColor(fp - off);\n vec4 cp = getFromColor(fp + off);\n return vec4(cn.r, c.g, cp.b, c.a);\n }\n}\n","author":"gre","license":"MIT","createdAt":"Tue, 30 May 2017 14:26:44 +0200","updatedAt":"Tue, 30 May 2017 14:26:44 +0200"},{"name":"swap","paramsTypes":{"reflection":"float","perspective":"float","depth":"float"},"defaultParams":{"reflection":0.4,"perspective":0.2,"depth":3},"glsl":"// Author: gre\n// License: MIT\n// General parameters\nuniform float reflection; // = 0.4\nuniform float perspective; // = 0.2\nuniform float depth; // = 3.0\n \nconst vec4 black = vec4(0.0, 0.0, 0.0, 1.0);\nconst vec2 boundMin = vec2(0.0, 0.0);\nconst vec2 boundMax = vec2(1.0, 1.0);\n \nbool inBounds (vec2 p) {\n return all(lessThan(boundMin, p)) && all(lessThan(p, boundMax));\n}\n \nvec2 project (vec2 p) {\n return p * vec2(1.0, -1.2) + vec2(0.0, -0.02);\n}\n \nvec4 bgColor (vec2 p, vec2 pfr, vec2 pto) {\n vec4 c = black;\n pfr = project(pfr);\n if (inBounds(pfr)) {\n c += mix(black, getFromColor(pfr), reflection * mix(1.0, 0.0, pfr.y));\n }\n pto = project(pto);\n if (inBounds(pto)) {\n c += mix(black, getToColor(pto), reflection * mix(1.0, 0.0, pto.y));\n }\n return c;\n}\n \nvec4 transition(vec2 p) {\n vec2 pfr, pto = vec2(-1.);\n \n float size = mix(1.0, depth, progress);\n float persp = perspective * progress;\n pfr = (p + vec2(-0.0, -0.5)) * vec2(size/(1.0-perspective*progress), size/(1.0-size*persp*p.x)) + vec2(0.0, 0.5);\n \n size = mix(1.0, depth, 1.-progress);\n persp = perspective * (1.-progress);\n pto = (p + vec2(-1.0, -0.5)) * vec2(size/(1.0-perspective*(1.0-progress)), size/(1.0-size*persp*(0.5-p.x))) + vec2(1.0, 0.5);\n\n if (progress < 0.5) {\n if (inBounds(pfr)) {\n return getFromColor(pfr);\n }\n if (inBounds(pto)) {\n return getToColor(pto);\n } \n }\n if (inBounds(pto)) {\n return getToColor(pto);\n }\n if (inBounds(pfr)) {\n return getFromColor(pfr);\n }\n return bgColor(p, pfr, pto);\n}\n","author":"gre","license":"MIT","createdAt":"Tue, 30 May 2017 14:26:44 +0200","updatedAt":"Sun, 18 Feb 2018 17:45:50 +0100"},{"name":"undulatingBurnOut","paramsTypes":{"smoothness":"float","center":"vec2","color":"vec3"},"defaultParams":{"smoothness":0.03,"center":[0.5,0.5],"color":[0,0,0]},"glsl":"// License: MIT\n// Author: pthrasher\n// adapted by gre from https://gist.github.com/pthrasher/8e6226b215548ba12734\n\nuniform float smoothness; // = 0.03\nuniform vec2 center; // = vec2(0.5)\nuniform vec3 color; // = vec3(0.0)\n\nconst float M_PI = 3.14159265358979323846;\n\nfloat quadraticInOut(float t) {\n float p = 2.0 * t * t;\n return t < 0.5 ? p : -p + (4.0 * t) - 1.0;\n}\n\nfloat getGradient(float r, float dist) {\n float d = r - dist;\n return mix(\n smoothstep(-smoothness, 0.0, r - dist * (1.0 + smoothness)),\n -1.0 - step(0.005, d),\n step(-0.005, d) * step(d, 0.01)\n );\n}\n\nfloat getWave(vec2 p){\n vec2 _p = p - center; // offset from center\n float rads = atan(_p.y, _p.x);\n float degs = degrees(rads) + 180.0;\n vec2 range = vec2(0.0, M_PI * 30.0);\n vec2 domain = vec2(0.0, 360.0);\n float ratio = (M_PI * 30.0) / 360.0;\n degs = degs * ratio;\n float x = progress;\n float magnitude = mix(0.02, 0.09, smoothstep(0.0, 1.0, x));\n float offset = mix(40.0, 30.0, smoothstep(0.0, 1.0, x));\n float ease_degs = quadraticInOut(sin(degs));\n float deg_wave_pos = (ease_degs * magnitude) * sin(x * offset);\n return x + deg_wave_pos;\n}\n\nvec4 transition(vec2 p) {\n float dist = distance(center, p);\n float m = getGradient(getWave(p), dist);\n vec4 cfrom = getFromColor(p);\n vec4 cto = getToColor(p);\n return mix(mix(cfrom, cto, m), mix(cfrom, vec4(color, 1.0), 0.75), step(m, -2.0));\n}\n","license":"MIT","author":"pthrasher","createdAt":"Mon, 12 Jun 2017 10:23:37 +0800","updatedAt":"Mon, 12 Jun 2017 10:23:37 +0800"},{"name":"wind","paramsTypes":{"size":"float"},"defaultParams":{"size":0.2},"glsl":"// Author: gre\n// License: MIT\n\n// Custom parameters\nuniform float size; // = 0.2\n\nfloat rand (vec2 co) {\n return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);\n}\n\nvec4 transition (vec2 uv) {\n float r = rand(vec2(0, uv.y));\n float m = smoothstep(0.0, -size, uv.x*(1.0-size) + size*r - (progress * (1.0 + size)));\n return mix(\n getFromColor(uv),\n getToColor(uv),\n m\n );\n}\n","author":"gre","license":"MIT","createdAt":"Tue, 30 May 2017 14:26:44 +0200","updatedAt":"Tue, 30 May 2017 14:26:44 +0200"},{"name":"windowblinds","paramsTypes":{},"defaultParams":{},"glsl":"// Author: Fabien Benetou\n// License: MIT\n\nvec4 transition (vec2 uv) {\n float t = progress;\n \n if (mod(floor(uv.y*100.*progress),2.)==0.)\n t*=2.-.5;\n \n return mix(\n getFromColor(uv),\n getToColor(uv),\n mix(t, progress, smoothstep(0.8, 1.0, progress))\n );\n}\n","author":"Fabien Benetou","license":"MIT","createdAt":"Wed, 31 May 2017 14:11:48 +0200","updatedAt":"Wed, 31 May 2017 14:11:48 +0200"},{"name":"windowslice","paramsTypes":{"count":"float","smoothness":"float"},"defaultParams":{"count":10,"smoothness":0.5},"glsl":"// Author: gre\n// License: MIT\n\nuniform float count; // = 10.0\nuniform float smoothness; // = 0.5\n\nvec4 transition (vec2 p) {\n float pr = smoothstep(-smoothness, 0.0, p.x - progress * (1.0 + smoothness));\n float s = step(pr, fract(count * p.x));\n return mix(getFromColor(p), getToColor(p), s);\n}\n","author":"gre","license":"MIT","createdAt":"Wed, 28 Mar 2018 17:23:26 +0200","updatedAt":"Wed, 28 Mar 2018 17:23:26 +0200"},{"name":"wipeDown","paramsTypes":{},"defaultParams":{},"glsl":"// Author: Jake Nelson\n// License: MIT\n\nvec4 transition(vec2 uv) {\n vec2 p=uv.xy/vec2(1.0).xy;\n vec4 a=getFromColor(p);\n vec4 b=getToColor(p);\n return mix(a, b, step(1.0-p.y,progress));\n}\n","author":"Jake Nelson","license":"MIT","createdAt":"Wed, 1 Nov 2017 15:26:01 -0500","updatedAt":"Thu, 2 Nov 2017 18:39:26 -0500"},{"name":"wipeLeft","paramsTypes":{},"defaultParams":{},"glsl":"// Author: Jake Nelson\n// License: MIT\n\nvec4 transition(vec2 uv) {\n vec2 p=uv.xy/vec2(1.0).xy;\n vec4 a=getFromColor(p);\n vec4 b=getToColor(p);\n return mix(a, b, step(1.0-p.x,progress));\n}\n","author":"Jake Nelson","license":"MIT","createdAt":"Wed, 1 Nov 2017 15:26:28 -0500","updatedAt":"Fri, 3 Nov 2017 18:03:50 +0100"},{"name":"wipeRight","paramsTypes":{},"defaultParams":{},"glsl":"// Author: Jake Nelson\n// License: MIT\n\nvec4 transition(vec2 uv) {\n vec2 p=uv.xy/vec2(1.0).xy;\n vec4 a=getFromColor(p);\n vec4 b=getToColor(p);\n return mix(a, b, step(0.0+p.x,progress));\n}\n","author":"Jake Nelson","license":"MIT","createdAt":"Wed, 1 Nov 2017 15:27:02 -0500","updatedAt":"Thu, 2 Nov 2017 18:40:22 -0500"},{"name":"wipeUp","paramsTypes":{},"defaultParams":{},"glsl":"// Author: Jake Nelson\n// License: MIT\n\nvec4 transition(vec2 uv) {\n vec2 p=uv.xy/vec2(1.0).xy;\n vec4 a=getFromColor(p);\n vec4 b=getToColor(p);\n return mix(a, b, step(0.0+p.y,progress));\n}\n","author":"Jake Nelson","license":"MIT","createdAt":"Wed, 1 Nov 2017 15:24:36 -0500","updatedAt":"Thu, 2 Nov 2017 18:37:42 -0500"}] \ No newline at end of file diff --git a/public/js/sharedScript.js b/public/js/sharedScript.js new file mode 100644 index 0000000..0b29b38 --- /dev/null +++ b/public/js/sharedScript.js @@ -0,0 +1,67 @@ +var SupportedTransitions = [ + "Bounce", + "BowTieVertical", + "CircleCrop", + "ColourDistance", + "CrazyParametricFun", + "CrossZoom", + "Directional", + "DoomScreenTransition", + "Dreamy", + "DreamyZoom", + "GlitchDisplace", + "GlitchMemories", + "GridFlip", + "InvertedPageCurl", + "LinearBlur", + "Mosaic", + "PolkaDotsCurtain", + "Radial", + "SimpleZoom", + "StereoViewer", + "Swirl", + "WaterDrop", + "ZoomInCircles", + "angular", + "burn", + "cannabisleaf", + "circle", + "circleopen", + "colorphase", + "crosshatch", + "crosswarp", + "cube", + "directionalwarp", + "directionalwipe", + "displacement", + "doorway", + "fade", + "fadecolor", + "fadegrayscale", + "flyeye", + "heart", + "hexagonalize", + "kaleidoscope", + "luma", + "luminance_melt", + "morph", + "multiply_blend", + "perlin", + "pinwheel", + "pixelize", + "polar_function", + "randomsquares", + "ripple", + "rotate_scale_fade", + "squareswire", + "squeeze", + "swap", + "undulatingBurnOut", + "wind", + "windowblinds", + "windowslice", + "wipeDown", + "wipeLeft", + "wipeRight", + "wipeUp" +]; \ No newline at end of file diff --git a/public/js/sketch.js b/public/js/sketch.js new file mode 100644 index 0000000..9126bcc --- /dev/null +++ b/public/js/sketch.js @@ -0,0 +1,338 @@ +/** + * Sketch + * + * initially based upon resource found at: + * https://github.com/akella/webGLImageTransitions + * + * Original lisence: + * This resource can be used freely if integrated or build upon in personal or commercial projects such as websites, + * web apps and web templates intended for sale. It is not allowed to take the resource "as-is" and sell it, redistribute, + * re-publish it, or sell "pluginized" versions of it. Free plugins built using this resource should have a visible mention and + * link to the original work. Always consider the licenses of all included libraries, scripts and images used. + * + * ! notice: heavily modified for infoscreen3 use ! + */ +class Sketch { + resizeCover(r) { + return ".5+(uv-.5)*vec2(min(ratio/" + r + ",1.),min(" + r + "/ratio,1.))"; + } + + makeFragment(transitionGlsl) { + return ` + precision highp float; + varying vec2 _uv; + uniform sampler2D texture1, texture2; + uniform float progress, ratio, _fromR, _toR; + + vec4 getFromColor(vec2 uv) { + return texture2D(texture1, uv); + } + vec4 getToColor(vec2 uv){ + return texture2D(texture2, uv); + } + + ${transitionGlsl} + + void main() { + gl_FragColor = transition(_uv); + } + + `; + } + + constructor(opts) { + this.clock = new THREE.Clock(); + this.loadManager = new THREE.LoadingManager(); + this.loader = new THREE.TextureLoader(this.loadManager); + this.delta = 0; + this.interval = 1 / 60; // 60 fps + this.tempImages = []; + this.currentTransition = "fade"; + this.bcounter = null; + this.scene = new THREE.Scene(); + this.vertex = ` + varying vec2 _uv; + void main() { + _uv = uv; + gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); + }`; + + this.fragment = ` + vec4 transition (vec2 uv) { + return mix( + getFromColor(uv), + getToColor(uv), + progress); + }`; + + this.renderer = new THREE.WebGLRenderer({ alpha: true, antialias: false }); + this.width = window.innerWidth; + this.height = window.innerHeight; + this.renderer.setPixelRatio(window.devicePixelRatio); + this.renderer.setSize(this.width, this.height); + + this.duration = opts.duration || 1; + this.debug = opts.debug || false; + this.easing = opts.easing || 'easeInOut'; + this.uniforms = {}; + this.nextTexture = null; + this.tmpImage = false; + this.container = document.getElementById("slider"); + this.images = JSON.parse(this.container.getAttribute('data-images')) || []; + this.width = this.container.offsetWidth; + this.height = this.container.offsetHeight; + this.container.appendChild(this.renderer.domElement); + + this.camera = new THREE.PerspectiveCamera( + 70, + window.innerWidth / window.innerHeight, + 0.001, + 1000 + ); + + this.camera.position.set(0, 0, 2); + this.time = 0; + this.current = 0; + this.textures = []; + this.paused = true; + + this.setupResize(); + this.addObjects(); + this.resize(); + this.settings(); + this.play(); + } + + getTextureId(uuid) { + for (const idx in this.textures) { + if (this.textures[idx].image && this.textures[idx].image.id == uuid) { + return idx; + } + } + return undefined; + } + + clearImages() { + for (let idx in this.textures) { + this.textures[idx].dispose(); + this.textures.splice(idx, 1); + }; + + this.current = 0; + } + + removeImageByUrl(url) { + const idx = this.getTextureId(url); + for (const idx in this.textures) { + if (this.textures[idx].image.src.indexOf(url) !== -1) { + this.textures[idx].dispose(); + this.textures.splice(idx, 1); + return; + } + } + } + + removeImageByUuid(uuid) { + for (const idx in this.textures) { + if (this.textures[idx].image.id === uuid) { + this.textures[idx].dispose(); + this.textures.splice(idx, 1); + } + } + } + + async loadImage(url, uuid) { + const idx = this.getTextureId(url); + + if (idx) { + // replace texture with a new resource + this.textures[idx].dispose(); + this.textures[idx] = await this.loader.load(url, () => { + this.textures[idx].minFilter = THREE.LinearFilter; + this.textures[idx].image.id = uuid; + }); + + } else { + // load new texture + const texture = await this.loader.load(url, () => { + texture.minFilter = THREE.LinearFilter; + texture.image.id = uuid; + this.textures.push(texture); + }); + } + } + + settings() { + if (this.debug) { + if (this.gui) { + this.gui.destroy(); + } + this.gui = new dat.GUI(); + + this._settings = {}; + Object.keys(this.material.uniforms).forEach((item) => { + if (!["progress", "texture1", "texture2", "_fromR", "_toR", "ratio", "resolution"].includes(item)) { + this._settings[item] = this.material.uniforms[item].value; + if (typeof (this._settings[item]) !== "object") { + this.gui.add(this._settings, item, 0); + } + } + }); + this.gui.show(); + } + } + + setupResize() { + window.addEventListener("resize", this.resize.bind(this)); + } + + resize() { + this.width = this.container.offsetWidth; + this.height = this.container.offsetHeight; + this.renderer.setSize(this.width, this.height); + this.camera.aspect = this.width / this.height; + + // image cover + this.imageAspect = 16 / 9; + + const dist = this.camera.position.z; + const height = 1; + this.camera.fov = 2 * (180 / Math.PI) * Math.atan(height / (2 * dist)); + + this.plane.scale.x = this.camera.aspect; + this.plane.scale.y = 1; + + this.camera.updateProjectionMatrix(); + } + + getUniformBase(cur, next) { + if (!cur) cur = 0; + if (!next) next = 0; + + return { + progress: { type: "f", value: 0 }, + texture1: { type: "f", value: this.textures[cur] }, + texture2: { type: "f", value: this.textures[next] }, + ratio: { type: "f", value: 16 / 9 }, + _fromR: { type: "f", value: 16 / 9 }, + _toR: { type: "f", value: 16 / 9 }, + }; + } + + addObjects() { + this.material = new THREE.ShaderMaterial({ + extensions: { + derivatives: "#extension GL_OES_standard_derivatives : enable", + }, + side: THREE.DoubleSide, + uniforms: { ...this.getUniformBase() }, + transparent: true, + vertexShader: this.vertex, + fragmentShader: this.makeFragment(this.fragment), + }); + + this.geometry = new THREE.PlaneGeometry(1, 1, 2, 2); + this.plane = new THREE.Mesh(this.geometry, this.material); + this.scene.add(this.plane); + } + + stop() { + this.paused = true; + } + + play() { + this.paused = false; + this.render(); + } + + showSlide(uuid, transition) { + const len = this.textures.length; + let nextIdx = this.getTextureId(uuid); + this.nextTexture = this.textures[nextIdx]; + + if (len < 1) return; + if (!this.nextTexture) return; + + if (transition && this.currentTransition != transition && uuid != "temp") { + this.currentTransition = transition; + this.changeTransition(transition, this.current, nextIdx); + } + + if (this.isRunning) { + this.current = nextIdx; + this.material.uniforms.texture1.value = this.nextTexture; + return; + } + else { + this.isRunning = true; + this.material.uniforms.texture2.value = this.nextTexture; + } + + this.tmpImage = false; + let tween = new TWEEN.Tween(this.material.uniforms.progress); + tween.to({ value: 1.0 }, this.duration) + .easing(this.easing) + .onStart(() => { + + }) + .onComplete(() => { + this.current = nextIdx; + this.material.uniforms.texture1.value = this.nextTexture; + this.material.uniforms.progress.value = 0.0; + this.isRunning = false; + this.removeImageByUuid('temp'); + }).start(); + + } + + async showTempImage(url) { + this.tmpImage = true; + await this.loadImage(url, 'temp'); + } + + + render(time) { + if (this.paused) return; + TWEEN.update(time); + + requestAnimationFrame(this.render.bind(this)); + this.delta += this.clock.getDelta(); + + if (this.delta > this.interval) { + if (this.debug) { + Object.keys(this._settings).forEach((item) => { + this.material.uniforms[item].value = this._settings[item]; + }); + } + this.renderer.render(this.scene, this.camera); + this.delta = this.delta % this.interval; + } + } + + changeTransition(name, cur, next) { + let transition = window.GLTransitions.find((obj) => { + return obj.name == name; + }); + + if (!transition) { + transition = window.GLTransitions[39]; + } + + let uniforms = {}; + + for (const key in transition.defaultParams) { + if (transition.paramsTypes[key] !== "sampler2D") { + uniforms[key] = { type: transition.paramsTypes[key], value: transition.defaultParams[key] }; + } + } + + // do the change + this.material.fragmentShader = this.makeFragment(transition.glsl); + this.material.uniforms = { ...this.getUniformBase(cur, next), ...uniforms }; + this.material.needsUpdate = true; + this.settings(); + this.renderer.render(this.scene, this.camera); + } +} + + diff --git a/public/js/three.js b/public/js/three.js new file mode 100644 index 0000000..56374b2 --- /dev/null +++ b/public/js/three.js @@ -0,0 +1,1010 @@ +// threejs.org/license +(function(k,Ba){"object"===typeof exports&&"undefined"!==typeof module?Ba(exports):"function"===typeof define&&define.amd?define(["exports"],Ba):(k=k||self,Ba(k.THREE={}))})(this,function(k){function Ba(){}function w(a,b){this.x=a||0;this.y=b||0}function ua(a,b,c,d){this._x=a||0;this._y=b||0;this._z=c||0;this._w=void 0!==d?d:1}function n(a,b,c){this.x=a||0;this.y=b||0;this.z=c||0}function Y(){this.elements=[1,0,0,0,1,0,0,0,1];0h)return!1}return!0}function nb(a,b){this.center=void 0!==a?a:new n;this.radius=void 0!==b?b:0}function Sb(a,b){this.origin=void 0!==a?a:new n;this.direction=void 0!==b?b:new n}function R(a,b,c){this.a=void 0!==a?a:new n;this.b=void 0!==b?b:new n;this.c=void 0!==c?c:new n}function H(a,b,c){return void 0===b&&void 0=== +c?this.set(a):this.setRGB(a,b,c)}function Rf(a,b,c){0>c&&(c+=1);1c?b:c<2/3?a+6*(b-a)*(2/3-c):a}function Sf(a){return.04045>a?.0773993808*a:Math.pow(.9478672986*a+.0521327014,2.4)}function Tf(a){return.0031308>a?12.92*a:1.055*Math.pow(a,.41666)-.055}function zc(a,b,c,d,e,f){this.a=a;this.b=b;this.c=c;this.normal=d&&d.isVector3?d:new n;this.vertexNormals=Array.isArray(d)?d:[];this.color=e&&e.isColor?e:new H;this.vertexColors=Array.isArray(e)?e:[];this.materialIndex= +void 0!==f?f:0}function M(){Object.defineProperty(this,"id",{value:Ti++});this.uuid=L.generateUUID();this.name="";this.type="Material";this.fog=!0;this.blending=1;this.side=0;this.vertexTangents=this.flatShading=!1;this.vertexColors=0;this.opacity=1;this.transparent=!1;this.blendSrc=204;this.blendDst=205;this.blendEquation=100;this.blendEquationAlpha=this.blendDstAlpha=this.blendSrcAlpha=null;this.depthFunc=3;this.depthWrite=this.depthTest=!0;this.stencilWriteMask=255;this.stencilFunc=519;this.stencilRef= +0;this.stencilFuncMask=255;this.stencilZPass=this.stencilZFail=this.stencilFail=7680;this.stencilWrite=!1;this.clippingPlanes=null;this.clipShadows=this.clipIntersection=!1;this.shadowSide=null;this.colorWrite=!0;this.precision=null;this.polygonOffset=!1;this.polygonOffsetUnits=this.polygonOffsetFactor=0;this.dithering=!1;this.alphaTest=0;this.premultipliedAlpha=!1;this.toneMapped=this.visible=!0;this.userData={};this.needsUpdate=!0}function Ga(a){M.call(this);this.type="MeshBasicMaterial";this.color= +new H(16777215);this.lightMap=this.map=null;this.lightMapIntensity=1;this.aoMap=null;this.aoMapIntensity=1;this.envMap=this.alphaMap=this.specularMap=null;this.combine=0;this.reflectivity=1;this.refractionRatio=.98;this.wireframe=!1;this.wireframeLinewidth=1;this.wireframeLinejoin=this.wireframeLinecap="round";this.morphTargets=this.skinning=!1;this.setValues(a)}function O(a,b,c){if(Array.isArray(a))throw new TypeError("THREE.BufferAttribute: array should be a Typed Array.");this.name="";this.array= +a;this.itemSize=b;this.count=void 0!==a?a.length/b:0;this.normalized=!0===c;this.dynamic=!1;this.updateRange={offset:0,count:-1};this.version=0}function xd(a,b,c){O.call(this,new Int8Array(a),b,c)}function yd(a,b,c){O.call(this,new Uint8Array(a),b,c)}function zd(a,b,c){O.call(this,new Uint8ClampedArray(a),b,c)}function Ad(a,b,c){O.call(this,new Int16Array(a),b,c)}function Tb(a,b,c){O.call(this,new Uint16Array(a),b,c)}function Bd(a,b,c){O.call(this,new Int32Array(a),b,c)}function Ub(a,b,c){O.call(this, +new Uint32Array(a),b,c)}function A(a,b,c){O.call(this,new Float32Array(a),b,c)}function Cd(a,b,c){O.call(this,new Float64Array(a),b,c)}function jh(){this.vertices=[];this.normals=[];this.colors=[];this.uvs=[];this.uvs2=[];this.groups=[];this.morphTargets={};this.skinWeights=[];this.skinIndices=[];this.boundingSphere=this.boundingBox=null;this.groupsNeedUpdate=this.uvsNeedUpdate=this.colorsNeedUpdate=this.normalsNeedUpdate=this.verticesNeedUpdate=!1}function kh(a){if(0===a.length)return-Infinity;for(var b= +a[0],c=1,d=a.length;cb&&(b=a[c]);return b}function E(){Object.defineProperty(this,"id",{value:Ui+=2});this.uuid=L.generateUUID();this.name="";this.type="BufferGeometry";this.index=null;this.attributes={};this.morphAttributes={};this.groups=[];this.boundingSphere=this.boundingBox=null;this.drawRange={start:0,count:Infinity};this.userData={}}function ja(a,b){B.call(this);this.type="Mesh";this.geometry=void 0!==a?a:new E;this.material=void 0!==b?b:new Ga({color:16777215*Math.random()});this.drawMode= +0;this.updateMorphTargets()}function lh(a,b,c,d,e,f,g,h){if(null===(1===b.side?d.intersectTriangle(g,f,e,!0,h):d.intersectTriangle(e,f,g,2!==b.side,h)))return null;Ee.copy(h);Ee.applyMatrix4(a.matrixWorld);b=c.ray.origin.distanceTo(Ee);return bc.far?null:{distance:b,point:Ee.clone(),object:a}}function Fe(a,b,c,d,e,f,g,h,l,m,q){Vb.fromBufferAttribute(e,l);Wb.fromBufferAttribute(e,m);Xb.fromBufferAttribute(e,q);e=a.morphTargetInfluences;if(b.morphTargets&&f&&e){Uf.set(0,0,0);Vf.set(0,0,0); +Wf.set(0,0,0);for(var u=0,t=f.length;ug;g++)a.setRenderTarget(f,g),a.clear(b,c,d);a.setRenderTarget(e)}}function Ab(a,b,c){la.call(this,a,b,c)}function Zb(a,b,c,d,e,f,g,h,l,m,q,u){W.call(this,null,f,g,h,l,m,d,e,q,u);this.image={data:a||null, +width:b||1,height:c||1};this.magFilter=void 0!==l?l:1003;this.minFilter=void 0!==m?m:1003;this.flipY=this.generateMipmaps=!1;this.unpackAlignment=1;this.needsUpdate=!0}function cb(a,b){this.normal=void 0!==a?a:new n(1,0,0);this.constant=void 0!==b?b:0}function Ed(a,b,c,d,e,f){this.planes=[void 0!==a?a:new cb,void 0!==b?b:new cb,void 0!==c?c:new cb,void 0!==d?d:new cb,void 0!==e?e:new cb,void 0!==f?f:new cb]}function Xf(){function a(e,f){!1!==c&&(d(e,f),b.requestAnimationFrame(a))}var b=null,c=!1, +d=null;return{start:function(){!0!==c&&null!==d&&(b.requestAnimationFrame(a),c=!0)},stop:function(){c=!1},setAnimationLoop:function(a){d=a},setContext:function(a){b=a}}}function Wi(a){function b(b,c){var d=b.array,e=b.dynamic?35048:35044,h=a.createBuffer();a.bindBuffer(c,h);a.bufferData(c,d,e);b.onUploadCallback();c=5126;d instanceof Float32Array?c=5126:d instanceof Float64Array?console.warn("THREE.WebGLAttributes: Unsupported data buffer format: Float64Array."):d instanceof Uint16Array?c=5123:d instanceof +Int16Array?c=5122:d instanceof Uint32Array?c=5125:d instanceof Int32Array?c=5124:d instanceof Int8Array?c=5120:d instanceof Uint8Array&&(c=5121);return{buffer:h,type:c,bytesPerElement:d.BYTES_PER_ELEMENT,version:b.version}}var c=new WeakMap;return{get:function(a){a.isInterleavedBufferAttribute&&(a=a.data);return c.get(a)},remove:function(b){b.isInterleavedBufferAttribute&&(b=b.data);var d=c.get(b);d&&(a.deleteBuffer(d.buffer),c.delete(b))},update:function(d,e){d.isInterleavedBufferAttribute&&(d=d.data); +var f=c.get(d);if(void 0===f)c.set(d,b(d,e));else if(f.versionm;m++){if(u=d[m])if(h=u[0],l=u[1]){q&&e.addAttribute("morphTarget"+m,q[h]);f&&e.addAttribute("morphNormal"+m,f[h]);c[m]=l;continue}c[m]=0}g.getUniforms().setValue(a,"morphTargetInfluences",c)}}}function gj(a,b,c,d){var e={};return{update:function(a){var f=d.render.frame,h=a.geometry,l=b.get(a,h);e[l.id]!==f&&(h.isGeometry&&l.updateFromObject(a),b.update(l),e[l.id]=f);a.isInstancedMesh&&c.update(a.instanceMatrix,34962);return l},dispose:function(){e={}}}}function ob(a,b,c,d,e,f,g,h,l,m){a= +void 0!==a?a:[];W.call(this,a,void 0!==b?b:301,c,d,e,f,void 0!==g?g:1022,h,l,m);this.flipY=!1}function Ec(a,b,c,d){W.call(this,null);this.image={data:a||null,width:b||1,height:c||1,depth:d||1};this.minFilter=this.magFilter=1003;this.wrapR=1001;this.flipY=this.generateMipmaps=!1;this.needsUpdate=!0}function Fc(a,b,c,d){W.call(this,null);this.image={data:a||null,width:b||1,height:c||1,depth:d||1};this.minFilter=this.magFilter=1003;this.wrapR=1001;this.flipY=this.generateMipmaps=!1;this.needsUpdate= +!0}function Gc(a,b,c){var d=a[0];if(0>=d||0");return a.replace($f,Zf)}function Eh(a,b,c,d){a="";for(b=parseInt(b);bc;c++)b.probe.push(new n);var d=new n,e=new U,f=new U;return{setup:function(c,h,l){for(var g=0,q=0,u=0,k=0;9>k;k++)b.probe[k].set(0,0,0);var r=h=0,p=0,v=0,n=0,z=0,y=0,V=0;l=l.matrixWorldInverse;c.sort(ek);k=0;for(var P=c.length;kwa;wa++)b.probe[wa].addScaledVector(C.sh.coefficients[wa],w);else if(C.isDirectionalLight){var G=a.get(C);G.color.copy(C.color).multiplyScalar(C.intensity);G.direction.setFromMatrixPosition(C.matrixWorld);d.setFromMatrixPosition(C.target.matrixWorld);G.direction.sub(d);G.direction.transformDirection(l);if(G.shadow=C.castShadow)w=C.shadow,G.shadowBias=w.bias,G.shadowRadius=w.radius,G.shadowMapSize=w.mapSize,b.directionalShadowMap[h]=wa,b.directionalShadowMatrix[h]= +C.shadow.matrix,z++;b.directional[h]=G;h++}else if(C.isSpotLight){G=a.get(C);G.position.setFromMatrixPosition(C.matrixWorld);G.position.applyMatrix4(l);G.color.copy(Cb).multiplyScalar(w);G.distance=A;G.direction.setFromMatrixPosition(C.matrixWorld);d.setFromMatrixPosition(C.target.matrixWorld);G.direction.sub(d);G.direction.transformDirection(l);G.coneCos=Math.cos(C.angle);G.penumbraCos=Math.cos(C.angle*(1-C.penumbra));G.decay=C.decay;if(G.shadow=C.castShadow)w=C.shadow,G.shadowBias=w.bias,G.shadowRadius= +w.radius,G.shadowMapSize=w.mapSize,b.spotShadowMap[p]=wa,b.spotShadowMatrix[p]=C.shadow.matrix,V++;b.spot[p]=G;p++}else if(C.isRectAreaLight)G=a.get(C),G.color.copy(Cb).multiplyScalar(w),G.position.setFromMatrixPosition(C.matrixWorld),G.position.applyMatrix4(l),f.identity(),e.copy(C.matrixWorld),e.premultiply(l),f.extractRotation(e),G.halfWidth.set(.5*C.width,0,0),G.halfHeight.set(0,.5*C.height,0),G.halfWidth.applyMatrix4(f),G.halfHeight.applyMatrix4(f),b.rectArea[v]=G,v++;else if(C.isPointLight){G= +a.get(C);G.position.setFromMatrixPosition(C.matrixWorld);G.position.applyMatrix4(l);G.color.copy(C.color).multiplyScalar(C.intensity);G.distance=C.distance;G.decay=C.decay;if(G.shadow=C.castShadow)w=C.shadow,G.shadowBias=w.bias,G.shadowRadius=w.radius,G.shadowMapSize=w.mapSize,G.shadowCameraNear=w.camera.near,G.shadowCameraFar=w.camera.far,b.pointShadowMap[r]=wa,b.pointShadowMatrix[r]=C.shadow.matrix,y++;b.point[r]=G;r++}else C.isHemisphereLight&&(G=a.get(C),G.direction.setFromMatrixPosition(C.matrixWorld), +G.direction.transformDirection(l),G.direction.normalize(),G.skyColor.copy(C.color).multiplyScalar(w),G.groundColor.copy(C.groundColor).multiplyScalar(w),b.hemi[n]=G,n++)}b.ambient[0]=g;b.ambient[1]=q;b.ambient[2]=u;c=b.hash;if(c.directionalLength!==h||c.pointLength!==r||c.spotLength!==p||c.rectAreaLength!==v||c.hemiLength!==n||c.numDirectionalShadows!==z||c.numPointShadows!==y||c.numSpotShadows!==V)b.directional.length=h,b.spot.length=p,b.rectArea.length=v,b.point.length=r,b.hemi.length=n,b.directionalShadowMap.length= +z,b.pointShadowMap.length=y,b.spotShadowMap.length=V,b.directionalShadowMatrix.length=z,b.pointShadowMatrix.length=y,b.spotShadowMatrix.length=V,c.directionalLength=h,c.pointLength=r,c.spotLength=p,c.rectAreaLength=v,c.hemiLength=n,c.numDirectionalShadows=z,c.numPointShadows=y,c.numSpotShadows=V,b.version=gk++},state:b}}function Ih(){var a=new fk,b=[],c=[];return{init:function(){b.length=0;c.length=0},state:{lightsArray:b,shadowsArray:c,lights:a},setupLights:function(d){a.setup(b,c,d)},pushLight:function(a){b.push(a)}, +pushShadow:function(a){c.push(a)}}}function hk(){function a(c){c=c.target;c.removeEventListener("dispose",a);b.delete(c)}var b=new WeakMap;return{get:function(c,d){if(!1===b.has(c)){var e=new Ih;b.set(c,new WeakMap);b.get(c).set(d,e);c.addEventListener("dispose",a)}else!1===b.get(c).has(d)?(e=new Ih,b.get(c).set(d,e)):e=b.get(c).get(d);return e},dispose:function(){b=new WeakMap}}}function Db(a){M.call(this);this.type="MeshDepthMaterial";this.depthPacking=3200;this.morphTargets=this.skinning=!1;this.displacementMap= +this.alphaMap=this.map=null;this.displacementScale=1;this.displacementBias=0;this.wireframe=!1;this.wireframeLinewidth=1;this.fog=!1;this.setValues(a)}function Eb(a){M.call(this);this.type="MeshDistanceMaterial";this.referencePosition=new n;this.nearDistance=1;this.farDistance=1E3;this.morphTargets=this.skinning=!1;this.displacementMap=this.alphaMap=this.map=null;this.displacementScale=1;this.displacementBias=0;this.fog=!1;this.setValues(a)}function Jh(a,b,c){function d(b,c,d,e,f,g){var h=b.geometry; +var l=m;var p=b.customDepthMaterial;d.isPointLight&&(l=q,p=b.customDistanceMaterial);p?l=p:(p=!1,c.morphTargets&&(h&&h.isBufferGeometry?p=h.morphAttributes&&h.morphAttributes.position&&0\nvoid main() {\n float mean = 0.0;\n float squared_mean = 0.0;\n \n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\n for ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n #ifdef HORIZONAL_PASS\n vec2 distribution = decodeHalfRGBA ( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n mean += distribution.x;\n squared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n #else\n float depth = unpackRGBAToDepth( texture2D( 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+k=a.getActiveCubeFace(),t=a.getActiveMipmapLevel(),v=a.state;v.setBlending(0);v.buffers.color.setClear(1,1,1,1);v.buffers.depth.setTest(!0);v.setScissorTest(!1);for(var x=0,y=d.length;xc||g.y>c)console.warn("THREE.WebGLShadowMap:",z,"has shadow exceeding max texture size, reducing"),g.x>c&&(h.x=Math.floor(c/X.x), +g.x=h.x*X.x,T.mapSize.x=h.x),g.y>c&&(h.y=Math.floor(c/X.y),g.y=h.y*X.y,T.mapSize.y=h.y);null!==T.map||T.isPointLightShadow||3!==this.type||(X={minFilter:1006,magFilter:1006,format:1023},T.map=new la(g.x,g.y,X),T.map.texture.name=z.name+".shadowMap",T.mapPass=new la(g.x,g.y,X),T.camera.updateProjectionMatrix());null===T.map&&(X={minFilter:1003,magFilter:1003,format:1023},T.map=new la(g.x,g.y,X),T.map.texture.name=z.name+".shadowMap",T.camera.updateProjectionMatrix());a.setRenderTarget(T.map);a.clear(); +X=T.getViewportCount();for(var V=0;Vd||a.height>d)e=d/Math.max(a.width,a.height);if(1>e||!0===b){if("undefined"!==typeof HTMLImageElement&&a instanceof HTMLImageElement||"undefined"!==typeof HTMLCanvasElement&&a instanceof HTMLCanvasElement||"undefined"!==typeof ImageBitmap&&a instanceof ImageBitmap)return d=b?L.floorPowerOfTwo:Math.floor, +b=d(e*a.width),e=d(e*a.height),void 0===G&&(G=h(b,e)),c=c?h(b,e):G,c.width=b,c.height=e,c.getContext("2d").drawImage(a,0,0,b,e),console.warn("THREE.WebGLRenderer: Texture has been resized from ("+a.width+"x"+a.height+") to ("+b+"x"+e+")."),c;"data"in a&&console.warn("THREE.WebGLRenderer: Image in DataTexture is too big ("+a.width+"x"+a.height+").")}return a}function m(a){return L.isPowerOfTwo(a.width)&&L.isPowerOfTwo(a.height)}function q(a,b){return a.generateMipmaps&&b&&1003!==a.minFilter&&1006!== +a.minFilter}function u(b,c,e,f){a.generateMipmap(b);d.get(c).__maxMipLevel=Math.log(Math.max(e,f))*Math.LOG2E}function k(a,c){if(!e.isWebGL2)return a;var d=a;6403===a&&(5126===c&&(d=33326),5131===c&&(d=33325),5121===c&&(d=33321));6407===a&&(5126===c&&(d=34837),5131===c&&(d=34843),5121===c&&(d=32849));6408===a&&(5126===c&&(d=34836),5131===c&&(d=34842),5121===c&&(d=32856));33325===d||33326===d||34842===d||34836===d?b.get("EXT_color_buffer_float"):(34843===d||34837===d)&&console.warn("THREE.WebGLRenderer: Floating point textures with RGB format not supported. Please use RGBA instead."); +return d}function r(a){return 1003===a||1004===a||1005===a?9728:9729}function p(b){b=b.target;b.removeEventListener("dispose",p);var c=d.get(b);void 0!==c.__webglInit&&(a.deleteTexture(c.__webglTexture),d.remove(b));b.isVideoTexture&&wa.delete(b);g.memory.textures--}function v(b){b=b.target;b.removeEventListener("dispose",v);var c=d.get(b),e=d.get(b.texture);if(b){void 0!==e.__webglTexture&&a.deleteTexture(e.__webglTexture);b.depthTexture&&b.depthTexture.dispose();if(b.isWebGLRenderTargetCube)for(e= +0;6>e;e++)a.deleteFramebuffer(c.__webglFramebuffer[e]),c.__webglDepthbuffer&&a.deleteRenderbuffer(c.__webglDepthbuffer[e]);else a.deleteFramebuffer(c.__webglFramebuffer),c.__webglDepthbuffer&&a.deleteRenderbuffer(c.__webglDepthbuffer);if(b.isWebGLMultiviewRenderTarget){a.deleteTexture(c.__webglColorTexture);a.deleteTexture(c.__webglDepthStencilTexture);g.memory.textures-=2;e=0;for(var f=c.__webglViewFramebuffers.length;er;r++)t[r]=p||g?g?b.image[r].image:b.image[r]:l(b.image[r],!1,!0,e.maxCubemapSize);var v=t[0],n=m(v)||e.isWebGL2,x=f.convert(b.format),y=f.convert(b.type),z=k(x,y);V(34067,b,n);if(p){for(r=0;6>r;r++){var T=t[r].mipmaps;for(p=0;pr;r++)if(g)for(c.texImage2D(34069+r,0,z,t[r].width,t[r].height,0,x,y,t[r].data),p=0;p=e.maxTextures&&console.warn("THREE.WebGLTextures: Trying to use "+a+" texture units while this GPU supports only "+e.maxTextures);I+=1;return a};this.resetTextureUnits=function(){I=0};this.setTexture2D=n;this.setTexture2DArray=function(a,b){var e=d.get(a);0z;z++)l.__webglFramebuffer[z]= +a.createFramebuffer()}else if(l.__webglFramebuffer=a.createFramebuffer(),r)if(e.isWebGL2){l.__webglMultisampledFramebuffer=a.createFramebuffer();l.__webglColorRenderbuffer=a.createRenderbuffer();a.bindRenderbuffer(36161,l.__webglColorRenderbuffer);r=f.convert(h.texture.format);var C=f.convert(h.texture.type);r=k(r,C);C=B(h);a.renderbufferStorageMultisample(36161,C,r,h.width,h.height);a.bindFramebuffer(36160,l.__webglMultisampledFramebuffer);a.framebufferRenderbuffer(36160,36064,36161,l.__webglColorRenderbuffer); +a.bindRenderbuffer(36161,null);h.depthBuffer&&(l.__webglDepthRenderbuffer=a.createRenderbuffer(),A(l.__webglDepthRenderbuffer,h,!0));a.bindFramebuffer(36160,null)}else console.warn("THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.");else if(x){z=h.width;var P=h.height;r=h.numViews;a.bindFramebuffer(36160,l.__webglFramebuffer);var G=b.get("OVR_multiview2");g.memory.textures+=2;C=a.createTexture();a.bindTexture(35866,C);a.texParameteri(35866,10240,9728);a.texParameteri(35866, +10241,9728);a.texImage3D(35866,0,32856,z,P,r,0,6408,5121,null);G.framebufferTextureMultiviewOVR(36160,36064,C,0,0,r);var wa=a.createTexture();a.bindTexture(35866,wa);a.texParameteri(35866,10240,9728);a.texParameteri(35866,10241,9728);a.texImage3D(35866,0,35056,z,P,r,0,34041,34042,null);G.framebufferTextureMultiviewOVR(36160,33306,wa,0,0,r);P=Array(r);for(z=0;zz;z++)w(l.__webglFramebuffer[z],h,36064,34069+z);q(h.texture,y)&&u(34067,h.texture,h.width,h.height);c.bindTexture(34067,null)}else x||(c.bindTexture(3553,p.__webglTexture),V(3553,h.texture,y),w(l.__webglFramebuffer,h,36064,3553),q(h.texture,y)&&u(3553,h.texture,h.width,h.height),c.bindTexture(3553,null));if(h.depthBuffer){l=d.get(h);p=!0=== +h.isWebGLRenderTargetCube;if(h.depthTexture){if(p)throw Error("target.depthTexture not supported in Cube render targets");if(h&&h.isWebGLRenderTargetCube)throw Error("Depth Texture with cube render targets is not supported");a.bindFramebuffer(36160,l.__webglFramebuffer);if(!h.depthTexture||!h.depthTexture.isDepthTexture)throw Error("renderTarget.depthTexture must be an instance of THREE.DepthTexture");d.get(h.depthTexture).__webglTexture&&h.depthTexture.image.width===h.width&&h.depthTexture.image.height=== +h.height||(h.depthTexture.image.width=h.width,h.depthTexture.image.height=h.height,h.depthTexture.needsUpdate=!0);n(h.depthTexture,0);l=d.get(h.depthTexture).__webglTexture;if(1026===h.depthTexture.format)a.framebufferTexture2D(36160,36096,3553,l,0);else if(1027===h.depthTexture.format)a.framebufferTexture2D(36160,33306,3553,l,0);else throw Error("Unknown depthTexture format");}else if(p)for(l.__webglDepthbuffer=[],p=0;6>p;p++)a.bindFramebuffer(36160,l.__webglFramebuffer[p]),l.__webglDepthbuffer[p]= +a.createRenderbuffer(),A(l.__webglDepthbuffer[p],h);else a.bindFramebuffer(36160,l.__webglFramebuffer),l.__webglDepthbuffer=a.createRenderbuffer(),A(l.__webglDepthbuffer,h);a.bindFramebuffer(36160,null)}};this.updateRenderTargetMipmap=function(a){var b=a.texture,f=m(a)||e.isWebGL2;if(q(b,f)){f=a.isWebGLRenderTargetCube?34067:3553;var g=d.get(b).__webglTexture;c.bindTexture(f,g);u(f,b,a.width,a.height);c.bindTexture(f,null)}};this.updateMultisampleRenderTarget=function(b){if(b.isWebGLMultisampleRenderTarget)if(e.isWebGL2){var c= +d.get(b);a.bindFramebuffer(36008,c.__webglMultisampledFramebuffer);a.bindFramebuffer(36009,c.__webglFramebuffer);c=b.width;var f=b.height,g=16384;b.depthBuffer&&(g|=256);b.stencilBuffer&&(g|=1024);a.blitFramebuffer(0,0,c,f,0,0,c,f,g,9728)}else console.warn("THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.")};this.safeSetTexture2D=function(a,b){a&&a.isWebGLRenderTarget&&(!1===H&&(console.warn("THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead."), +H=!0),a=a.texture);n(a,b)};this.safeSetTextureCube=function(a,b){a&&a.isWebGLRenderTargetCube&&(!1===D&&(console.warn("THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead."),D=!0),a=a.texture);a&&a.isCubeTexture||Array.isArray(a.image)&&6===a.image.length?z(a,b):y(a,b)}}function Kh(a,b,c){return{convert:function(a){if(1E3===a)return 10497;if(1001===a)return 33071;if(1002===a)return 33648;if(1003===a)return 9728;if(1004===a)return 9984; +if(1005===a)return 9986;if(1006===a)return 9729;if(1007===a)return 9985;if(1008===a)return 9987;if(1009===a)return 5121;if(1017===a)return 32819;if(1018===a)return 32820;if(1019===a)return 33635;if(1010===a)return 5120;if(1011===a)return 5122;if(1012===a)return 5123;if(1013===a)return 5124;if(1014===a)return 5125;if(1015===a)return 5126;if(1016===a){if(c.isWebGL2)return 5131;var d=b.get("OES_texture_half_float");if(null!==d)return d.HALF_FLOAT_OES}if(1021===a)return 6406;if(1022===a)return 6407;if(1023=== +a)return 6408;if(1024===a)return 6409;if(1025===a)return 6410;if(1026===a)return 6402;if(1027===a)return 34041;if(1028===a)return 6403;if(100===a)return 32774;if(101===a)return 32778;if(102===a)return 32779;if(200===a)return 0;if(201===a)return 1;if(202===a)return 768;if(203===a)return 769;if(204===a)return 770;if(205===a)return 771;if(206===a)return 772;if(207===a)return 773;if(208===a)return 774;if(209===a)return 775;if(210===a)return 776;if(33776===a||33777===a||33778===a||33779===a)if(d=b.get("WEBGL_compressed_texture_s3tc"), +null!==d){if(33776===a)return d.COMPRESSED_RGB_S3TC_DXT1_EXT;if(33777===a)return d.COMPRESSED_RGBA_S3TC_DXT1_EXT;if(33778===a)return d.COMPRESSED_RGBA_S3TC_DXT3_EXT;if(33779===a)return d.COMPRESSED_RGBA_S3TC_DXT5_EXT}if(35840===a||35841===a||35842===a||35843===a)if(d=b.get("WEBGL_compressed_texture_pvrtc"),null!==d){if(35840===a)return d.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;if(35841===a)return d.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;if(35842===a)return d.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;if(35843===a)return d.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG}if(36196=== +a&&(d=b.get("WEBGL_compressed_texture_etc1"),null!==d))return d.COMPRESSED_RGB_ETC1_WEBGL;if(37808===a||37809===a||37810===a||37811===a||37812===a||37813===a||37814===a||37815===a||37816===a||37817===a||37818===a||37819===a||37820===a||37821===a)if(d=b.get("WEBGL_compressed_texture_astc"),null!==d)return a;if(103===a||104===a){if(c.isWebGL2){if(103===a)return 32775;if(104===a)return 32776}d=b.get("EXT_blend_minmax");if(null!==d){if(103===a)return d.MIN_EXT;if(104===a)return d.MAX_EXT}}if(1020===a){if(c.isWebGL2)return 34042; +d=b.get("WEBGL_depth_texture");if(null!==d)return d.UNSIGNED_INT_24_8_WEBGL}return 0}}}function fg(a,b,c,d){la.call(this,a,b,d);this.stencilBuffer=this.depthBuffer=!1;this.numViews=c}function kk(a,b){function c(a){if(a.isArrayCamera)return a.cameras;q[0]=a;return q}function d(a){if(void 0===a.isArrayCamera)return!0;a=a.cameras;if(a.length>r)return!1;for(var b=1,c=a.length;bf.matrixWorld.determinant();ba.setMaterial(e,h);var l=k(a,c,e,f),m=!1;if(b!==d.id||bc!==l.id||S!==(!0===e.wireframe))b=d.id,bc=l.id,S=!0===e.wireframe,m=!0;f.morphTargetInfluences&&(ya.update(f,d,e,l),m=!0);h=d.index;var q=d.attributes.position;c=1;!0===e.wireframe&&(h=xa.getWireframeAttribute(d),c=2);a=Aa;if(null!==h){var u=pa.get(h);a=Ba;a.setIndex(u)}if(m){if(!1!==Ea.isWebGL2|| +!f.isInstancedMesh&&!d.isInstancedBufferGeometry||null!==ra.get("ANGLE_instanced_arrays")){ba.initAttributes();m=d.attributes;l=l.getAttributes();var r=e.defaultAttributeValues;for(w in l){var p=l[w];if(0<=p){var t=m[w];if(void 0!==t){var n=t.normalized,v=t.itemSize,x=pa.get(t);if(void 0!==x){var y=x.buffer,z=x.type;x=x.bytesPerElement;if(t.isInterleavedBufferAttribute){var C=t.data,V=C.stride;t=t.offset;C&&C.isInstancedInterleavedBuffer?(ba.enableAttributeAndDivisor(p,C.meshPerAttribute),void 0=== +d.maxInstancedCount&&(d.maxInstancedCount=C.meshPerAttribute*C.count)):ba.enableAttribute(p);J.bindBuffer(34962,y);J.vertexAttribPointer(p,v,z,n,V*x,t*x)}else t.isInstancedBufferAttribute?(ba.enableAttributeAndDivisor(p,t.meshPerAttribute),void 0===d.maxInstancedCount&&(d.maxInstancedCount=t.meshPerAttribute*t.count)):ba.enableAttribute(p),J.bindBuffer(34962,y),J.vertexAttribPointer(p,v,z,n,0,0)}}else if("instanceMatrix"===w)x=pa.get(f.instanceMatrix),void 0!==x&&(y=x.buffer,z=x.type,ba.enableAttributeAndDivisor(p+ +0,1),ba.enableAttributeAndDivisor(p+1,1),ba.enableAttributeAndDivisor(p+2,1),ba.enableAttributeAndDivisor(p+3,1),J.bindBuffer(34962,y),J.vertexAttribPointer(p+0,4,z,!1,64,0),J.vertexAttribPointer(p+1,4,z,!1,64,16),J.vertexAttribPointer(p+2,4,z,!1,64,32),J.vertexAttribPointer(p+3,4,z,!1,64,48));else if(void 0!==r&&(n=r[w],void 0!==n))switch(n.length){case 2:J.vertexAttrib2fv(p,n);break;case 3:J.vertexAttrib3fv(p,n);break;case 4:J.vertexAttrib4fv(p,n);break;default:J.vertexAttrib1fv(p,n)}}}ba.disableUnusedAttributes()}null!== +h&&J.bindBuffer(34963,u.buffer)}u=Infinity;null!==h?u=h.count:void 0!==q&&(u=q.count);h=d.drawRange.start*c;q=null!==g?g.start*c:0;var w=Math.max(h,q);g=Math.max(0,Math.min(u,h+d.drawRange.count*c,q+(null!==g?g.count*c:Infinity))-1-w+1);if(0!==g){if(f.isMesh)if(!0===e.wireframe)ba.setLineWidth(e.wireframeLinewidth*(null===N?fa:1)),a.setMode(1);else switch(f.drawMode){case 0:a.setMode(4);break;case 1:a.setMode(5);break;case 2:a.setMode(6)}else f.isLine?(e=e.linewidth,void 0===e&&(e=1),ba.setLineWidth(e* +(null===N?fa:1)),f.isLineSegments?a.setMode(1):f.isLineLoop?a.setMode(2):a.setMode(3)):f.isPoints?a.setMode(0):f.isSprite&&a.setMode(4);f.isInstancedMesh?a.renderInstances(d,w,g,f.count):d.isInstancedBufferGeometry?a.renderInstances(d,w,g,d.maxInstancedCount):a.render(w,g)}};this.compile=function(a,b){D=ua.get(a,b);D.init();a.traverse(function(a){a.isLight&&(D.pushLight(a),a.castShadow&&D.pushShadow(a))});D.setupLights(b);a.traverse(function(b){if(b.material)if(Array.isArray(b.material))for(var c= +0;ce.far||f.push({distance:a,distanceToRay:Math.sqrt(h),point:c,index:b,face:null,object:g}))}function mg(a,b,c,d,e,f,g,h,l){W.call(this,a,b,c,d,e,f,g,h,l);this.format=void 0!==g?g:1022;this.minFilter=void 0!==f?f:1006;this.magFilter=void 0!==e?e:1006;this.generateMipmaps=!1}function Lc(a,b,c,d,e,f,g,h,l,m,q,k){W.call(this,null,f,g,h,l,m,d,e,q,k);this.image={width:b,height:c}; +this.mipmaps=a;this.generateMipmaps=this.flipY=!1}function Pd(a,b,c,d,e,f,g,h,l){W.call(this,a,b,c,d,e,f,g,h,l);this.needsUpdate=!0}function Qd(a,b,c,d,e,f,g,h,l,m){m=void 0!==m?m:1026;if(1026!==m&&1027!==m)throw Error("DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat");void 0===c&&1026===m&&(c=1012);void 0===c&&1027===m&&(c=1020);W.call(this,null,d,e,f,g,h,m,c,l);this.image={width:a,height:b};this.magFilter=void 0!==g?g:1003;this.minFilter=void 0!==h?h:1003;this.generateMipmaps= +this.flipY=!1}function Mc(a){E.call(this);this.type="WireframeGeometry";var b=[],c,d,e,f=[0,0],g={},h=["a","b","c"];if(a&&a.isGeometry){var l=a.faces;var m=0;for(d=l.length;mc;c++){var k=q[h[c]];var t=q[h[(c+1)%3]];f[0]=Math.min(k,t);f[1]=Math.max(k,t);k=f[0]+","+f[1];void 0===g[k]&&(g[k]={index1:f[0],index2:f[1]})}}for(k in g)m=g[k],h=a.vertices[m.index1],b.push(h.x,h.y,h.z),h=a.vertices[m.index2],b.push(h.x,h.y,h.z)}else if(a&&a.isBufferGeometry)if(h=new n,null!==a.index){l= +a.attributes.position;q=a.index;var r=a.groups;0===r.length&&(r=[{start:0,count:q.count,materialIndex:0}]);a=0;for(e=r.length;ac;c++)k=q.getX(m+c),t=q.getX(m+(c+1)%3),f[0]=Math.min(k,t),f[1]=Math.max(k,t),k=f[0]+","+f[1],void 0===g[k]&&(g[k]={index1:f[0],index2:f[1]});for(k in g)m=g[k],h.fromBufferAttribute(l,m.index1),b.push(h.x,h.y,h.z),h.fromBufferAttribute(l,m.index2),b.push(h.x,h.y,h.z)}else for(l=a.attributes.position,m=0,d= +l.count/3;mc;c++)g=3*m+c,h.fromBufferAttribute(l,g),b.push(h.x,h.y,h.z),g=3*m+(c+1)%3,h.fromBufferAttribute(l,g),b.push(h.x,h.y,h.z);this.addAttribute("position",new A(b,3))}function Rd(a,b,c){F.call(this);this.type="ParametricGeometry";this.parameters={func:a,slices:b,stacks:c};this.fromBufferGeometry(new Nc(a,b,c));this.mergeVertices()}function Nc(a,b,c){E.call(this);this.type="ParametricBufferGeometry";this.parameters={func:a,slices:b,stacks:c};var d=[],e=[],f=[],g=[],h=new n, +l=new n,m=new n,q=new n,k=new n,t,r;3>a.length&&console.error("THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.");var p=b+1;for(t=0;t<=c;t++){var v=t/c;for(r=0;r<=b;r++){var x=r/b;a(x,v,l);e.push(l.x,l.y,l.z);0<=x-1E-5?(a(x-1E-5,v,m),q.subVectors(l,m)):(a(x+1E-5,v,m),q.subVectors(m,l));0<=v-1E-5?(a(x,v-1E-5,m),k.subVectors(l,m)):(a(x,v+1E-5,m),k.subVectors(m,l));h.crossVectors(q,k).normalize();f.push(h.x,h.y,h.z);g.push(x,v)}}for(t=0;td&&1===a.x&&(l[b]=a.x-1);0===c.x&&0===c.z&&(l[b]=d/2/Math.PI+.5)}E.call(this);this.type="PolyhedronBufferGeometry";this.parameters={vertices:a,indices:b,radius:c,detail:d};c=c||1;d=d||0;var h=[],l=[];(function(a){for(var c=new n,d=new n,g=new n,h=0;he&&(.2>b&&(l[a+0]+=1),.2>c&&(l[a+2]+=1),.2>d&&(l[a+4]+=1))})();this.addAttribute("position", +new A(h,3));this.addAttribute("normal",new A(h.slice(),3));this.addAttribute("uv",new A(l,2));0===d?this.computeVertexNormals():this.normalizeNormals()}function Td(a,b){F.call(this);this.type="TetrahedronGeometry";this.parameters={radius:a,detail:b};this.fromBufferGeometry(new Oc(a,b));this.mergeVertices()}function Oc(a,b){Ca.call(this,[1,1,1,-1,-1,1,-1,1,-1,1,-1,-1],[2,1,0,0,3,2,1,3,0,2,3,1],a,b);this.type="TetrahedronBufferGeometry";this.parameters={radius:a,detail:b}}function Ud(a,b){F.call(this); +this.type="OctahedronGeometry";this.parameters={radius:a,detail:b};this.fromBufferGeometry(new cc(a,b));this.mergeVertices()}function cc(a,b){Ca.call(this,[1,0,0,-1,0,0,0,1,0,0,-1,0,0,0,1,0,0,-1],[0,2,4,0,4,3,0,3,5,0,5,2,1,2,5,1,5,3,1,3,4,1,4,2],a,b);this.type="OctahedronBufferGeometry";this.parameters={radius:a,detail:b}}function Vd(a,b){F.call(this);this.type="IcosahedronGeometry";this.parameters={radius:a,detail:b};this.fromBufferGeometry(new Pc(a,b));this.mergeVertices()}function Pc(a,b){var c= +(1+Math.sqrt(5))/2;Ca.call(this,[-1,c,0,1,c,0,-1,-c,0,1,-c,0,0,-1,c,0,1,c,0,-1,-c,0,1,-c,c,0,-1,c,0,1,-c,0,-1,-c,0,1],[0,11,5,0,5,1,0,1,7,0,7,10,0,10,11,1,5,9,5,11,4,11,10,2,10,7,6,7,1,8,3,9,4,3,4,2,3,2,6,3,6,8,3,8,9,4,9,5,2,4,11,6,2,10,8,6,7,9,8,1],a,b);this.type="IcosahedronBufferGeometry";this.parameters={radius:a,detail:b}}function Wd(a,b){F.call(this);this.type="DodecahedronGeometry";this.parameters={radius:a,detail:b};this.fromBufferGeometry(new Qc(a,b));this.mergeVertices()}function Qc(a,b){var c= +(1+Math.sqrt(5))/2,d=1/c;Ca.call(this,[-1,-1,-1,-1,-1,1,-1,1,-1,-1,1,1,1,-1,-1,1,-1,1,1,1,-1,1,1,1,0,-d,-c,0,-d,c,0,d,-c,0,d,c,-d,-c,0,-d,c,0,d,-c,0,d,c,0,-c,0,-d,c,0,-d,-c,0,d,c,0,d],[3,11,7,3,7,15,3,15,13,7,19,17,7,17,6,7,6,15,17,4,8,17,8,10,17,10,6,8,0,16,8,16,2,8,2,10,0,12,1,0,1,18,0,18,16,6,10,2,6,2,13,6,13,15,2,16,18,2,18,3,2,3,13,18,1,9,18,9,11,18,11,3,4,14,12,4,12,0,4,0,8,11,9,5,11,5,19,11,19,7,19,5,14,19,14,4,19,4,17,1,12,14,1,14,5,1,5,9],a,b);this.type="DodecahedronBufferGeometry";this.parameters= +{radius:a,detail:b}}function Xd(a,b,c,d,e,f){F.call(this);this.type="TubeGeometry";this.parameters={path:a,tubularSegments:b,radius:c,radialSegments:d,closed:e};void 0!==f&&console.warn("THREE.TubeGeometry: taper has been removed.");a=new dc(a,b,c,d,e);this.tangents=a.tangents;this.normals=a.normals;this.binormals=a.binormals;this.fromBufferGeometry(a);this.mergeVertices()}function dc(a,b,c,d,e){function f(e){q=a.getPointAt(e/b,q);var f=g.normals[e];e=g.binormals[e];for(t=0;t<=d;t++){var m=t/d*Math.PI* +2,k=Math.sin(m);m=-Math.cos(m);l.x=m*f.x+k*e.x;l.y=m*f.y+k*e.y;l.z=m*f.z+k*e.z;l.normalize();p.push(l.x,l.y,l.z);h.x=q.x+c*l.x;h.y=q.y+c*l.y;h.z=q.z+c*l.z;r.push(h.x,h.y,h.z)}}E.call(this);this.type="TubeBufferGeometry";this.parameters={path:a,tubularSegments:b,radius:c,radialSegments:d,closed:e};b=b||64;c=c||1;d=d||8;e=e||!1;var g=a.computeFrenetFrames(b,e);this.tangents=g.tangents;this.normals=g.normals;this.binormals=g.binormals;var h=new n,l=new n,m=new w,q=new n,k,t,r=[],p=[],v=[],x=[];for(k= +0;k=b;e-=d)f=Sh(e,a[e],a[e+1],f);f&&ec(f,f.next)&&($d(f),f=f.next);return f}function ae(a,b){if(!a)return a; 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Use .addVectors( a, b ) instead."),this.addVectors(a,b);this.x+=a.x;this.y+=a.y;return this},addScalar:function(a){this.x+=a;this.y+=a;return this},addVectors:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;return this},addScaledVector:function(a,b){this.x+=a.x*b;this.y+=a.y*b;return this},sub:function(a,b){if(void 0!==b)return console.warn("THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."), +this.subVectors(a,b);this.x-=a.x;this.y-=a.y;return this},subScalar:function(a){this.x-=a;this.y-=a;return this},subVectors:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;return this},multiply:function(a){this.x*=a.x;this.y*=a.y;return this},multiplyScalar:function(a){this.x*=a;this.y*=a;return this},divide:function(a){this.x/=a.x;this.y/=a.y;return this},divideScalar:function(a){return this.multiplyScalar(1/a)},applyMatrix3:function(a){var b=this.x,c=this.y;a=a.elements;this.x=a[0]*b+a[3]*c+a[6];this.y= +a[1]*b+a[4]*c+a[7];return this},min:function(a){this.x=Math.min(this.x,a.x);this.y=Math.min(this.y,a.y);return this},max:function(a){this.x=Math.max(this.x,a.x);this.y=Math.max(this.y,a.y);return this},clamp:function(a,b){this.x=Math.max(a.x,Math.min(b.x,this.x));this.y=Math.max(a.y,Math.min(b.y,this.y));return this},clampScalar:function(a,b){this.x=Math.max(a,Math.min(b,this.x));this.y=Math.max(a,Math.min(b,this.y));return this},clampLength:function(a,b){var c=this.length();return this.divideScalar(c|| +1).multiplyScalar(Math.max(a,Math.min(b,c)))},floor:function(){this.x=Math.floor(this.x);this.y=Math.floor(this.y);return this},ceil:function(){this.x=Math.ceil(this.x);this.y=Math.ceil(this.y);return this},round:function(){this.x=Math.round(this.x);this.y=Math.round(this.y);return this},roundToZero:function(){this.x=0>this.x?Math.ceil(this.x):Math.floor(this.x);this.y=0>this.y?Math.ceil(this.y):Math.floor(this.y);return this},negate:function(){this.x=-this.x;this.y=-this.y;return this},dot:function(a){return this.x* +a.x+this.y*a.y},cross:function(a){return this.x*a.y-this.y*a.x},lengthSq:function(){return this.x*this.x+this.y*this.y},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y)},manhattanLength:function(){return Math.abs(this.x)+Math.abs(this.y)},normalize:function(){return this.divideScalar(this.length()||1)},angle:function(){var a=Math.atan2(this.y,this.x);0>a&&(a+=2*Math.PI);return a},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){var b= +this.x-a.x;a=this.y-a.y;return b*b+a*a},manhattanDistanceTo:function(a){return Math.abs(this.x-a.x)+Math.abs(this.y-a.y)},setLength:function(a){return this.normalize().multiplyScalar(a)},lerp:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;return this},lerpVectors:function(a,b,c){return this.subVectors(b,a).multiplyScalar(c).add(a)},equals:function(a){return a.x===this.x&&a.y===this.y},fromArray:function(a,b){void 0===b&&(b=0);this.x=a[b];this.y=a[b+1];return this},toArray:function(a, +b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this.x;a[b+1]=this.y;return a},fromBufferAttribute:function(a,b,c){void 0!==c&&console.warn("THREE.Vector2: offset has been removed from .fromBufferAttribute().");this.x=a.getX(b);this.y=a.getY(b);return this},rotateAround:function(a,b){var c=Math.cos(b);b=Math.sin(b);var d=this.x-a.x,e=this.y-a.y;this.x=d*c-e*b+a.x;this.y=d*b+e*c+a.y;return this}});Object.assign(ua,{slerp:function(a,b,c,d){return c.copy(a).slerp(b,d)},slerpFlat:function(a,b,c,d,e,f,g){var h= +c[d+0],l=c[d+1],m=c[d+2];c=c[d+3];d=e[f+0];var k=e[f+1],n=e[f+2];e=e[f+3];if(c!==e||h!==d||l!==k||m!==n){f=1-g;var t=h*d+l*k+m*n+c*e,r=0<=t?1:-1,p=1-t*t;p>Number.EPSILON&&(p=Math.sqrt(p),t=Math.atan2(p,t*r),f=Math.sin(f*t)/p,g=Math.sin(g*t)/p);r*=g;h=h*f+d*r;l=l*f+k*r;m=m*f+n*r;c=c*f+e*r;f===1-g&&(g=1/Math.sqrt(h*h+l*l+m*m+c*c),h*=g,l*=g,m*=g,c*=g)}a[b]=h;a[b+1]=l;a[b+2]=m;a[b+3]=c}});Object.defineProperties(ua.prototype,{x:{get:function(){return this._x},set:function(a){this._x=a;this._onChangeCallback()}}, +y:{get:function(){return this._y},set:function(a){this._y=a;this._onChangeCallback()}},z:{get:function(){return this._z},set:function(a){this._z=a;this._onChangeCallback()}},w:{get:function(){return this._w},set:function(a){this._w=a;this._onChangeCallback()}}});Object.assign(ua.prototype,{isQuaternion:!0,set:function(a,b,c,d){this._x=a;this._y=b;this._z=c;this._w=d;this._onChangeCallback();return this},clone:function(){return new this.constructor(this._x,this._y,this._z,this._w)},copy:function(a){this._x= +a.x;this._y=a.y;this._z=a.z;this._w=a.w;this._onChangeCallback();return this},setFromEuler:function(a,b){if(!a||!a.isEuler)throw Error("THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.");var c=a._x,d=a._y,e=a._z;a=a.order;var f=Math.cos,g=Math.sin,h=f(c/2),l=f(d/2);f=f(e/2);c=g(c/2);d=g(d/2);e=g(e/2);"XYZ"===a?(this._x=c*l*f+h*d*e,this._y=h*d*f-c*l*e,this._z=h*l*e+c*d*f,this._w=h*l*f-c*d*e):"YXZ"===a?(this._x=c*l*f+h*d*e,this._y=h*d*f-c*l*e,this._z= +h*l*e-c*d*f,this._w=h*l*f+c*d*e):"ZXY"===a?(this._x=c*l*f-h*d*e,this._y=h*d*f+c*l*e,this._z=h*l*e+c*d*f,this._w=h*l*f-c*d*e):"ZYX"===a?(this._x=c*l*f-h*d*e,this._y=h*d*f+c*l*e,this._z=h*l*e-c*d*f,this._w=h*l*f+c*d*e):"YZX"===a?(this._x=c*l*f+h*d*e,this._y=h*d*f+c*l*e,this._z=h*l*e-c*d*f,this._w=h*l*f-c*d*e):"XZY"===a&&(this._x=c*l*f-h*d*e,this._y=h*d*f-c*l*e,this._z=h*l*e+c*d*f,this._w=h*l*f+c*d*e);!1!==b&&this._onChangeCallback();return this},setFromAxisAngle:function(a,b){b/=2;var c=Math.sin(b); +this._x=a.x*c;this._y=a.y*c;this._z=a.z*c;this._w=Math.cos(b);this._onChangeCallback();return this},setFromRotationMatrix:function(a){var b=a.elements,c=b[0];a=b[4];var d=b[8],e=b[1],f=b[5],g=b[9],h=b[2],l=b[6];b=b[10];var m=c+f+b;0f&&c>b?(c=2*Math.sqrt(1+c-f-b),this._w=(l-g)/c,this._x=.25*c,this._y=(a+e)/c,this._z=(d+h)/c):f>b?(c=2*Math.sqrt(1+f-c-b),this._w=(d-h)/c,this._x=(a+e)/c,this._y=.25*c,this._z=(g+l)/ +c):(c=2*Math.sqrt(1+b-c-f),this._w=(e-a)/c,this._x=(d+h)/c,this._y=(g+l)/c,this._z=.25*c);this._onChangeCallback();return this},setFromUnitVectors:function(a,b){var c=a.dot(b)+1;1E-6>c?(c=0,Math.abs(a.x)>Math.abs(a.z)?(this._x=-a.y,this._y=a.x,this._z=0):(this._x=0,this._y=-a.z,this._z=a.y)):(this._x=a.y*b.z-a.z*b.y,this._y=a.z*b.x-a.x*b.z,this._z=a.x*b.y-a.y*b.x);this._w=c;return this.normalize()},angleTo:function(a){return 2*Math.acos(Math.abs(L.clamp(this.dot(a),-1,1)))},rotateTowards:function(a, +b){var c=this.angleTo(a);if(0===c)return this;this.slerp(a,Math.min(1,b/c));return this},inverse:function(){return this.conjugate()},conjugate:function(){this._x*=-1;this._y*=-1;this._z*=-1;this._onChangeCallback();return this},dot:function(a){return this._x*a._x+this._y*a._y+this._z*a._z+this._w*a._w},lengthSq:function(){return this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w},length:function(){return Math.sqrt(this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w)},normalize:function(){var a= +this.length();0===a?(this._z=this._y=this._x=0,this._w=1):(a=1/a,this._x*=a,this._y*=a,this._z*=a,this._w*=a);this._onChangeCallback();return this},multiply:function(a,b){return void 0!==b?(console.warn("THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead."),this.multiplyQuaternions(a,b)):this.multiplyQuaternions(this,a)},premultiply:function(a){return this.multiplyQuaternions(a,this)},multiplyQuaternions:function(a,b){var c=a._x,d=a._y,e=a._z;a=a._w; +var f=b._x,g=b._y,h=b._z;b=b._w;this._x=c*b+a*f+d*h-e*g;this._y=d*b+a*g+e*f-c*h;this._z=e*b+a*h+c*g-d*f;this._w=a*b-c*f-d*g-e*h;this._onChangeCallback();return this},slerp:function(a,b){if(0===b)return this;if(1===b)return this.copy(a);var c=this._x,d=this._y,e=this._z,f=this._w,g=f*a._w+c*a._x+d*a._y+e*a._z;0>g?(this._w=-a._w,this._x=-a._x,this._y=-a._y,this._z=-a._z,g=-g):this.copy(a);if(1<=g)return this._w=f,this._x=c,this._y=d,this._z=e,this;a=1-g*g;if(a<=Number.EPSILON)return g=1-b,this._w=g* +f+b*this._w,this._x=g*c+b*this._x,this._y=g*d+b*this._y,this._z=g*e+b*this._z,this.normalize(),this._onChangeCallback(),this;a=Math.sqrt(a);var h=Math.atan2(a,g);g=Math.sin((1-b)*h)/a;b=Math.sin(b*h)/a;this._w=f*g+this._w*b;this._x=c*g+this._x*b;this._y=d*g+this._y*b;this._z=e*g+this._z*b;this._onChangeCallback();return this},equals:function(a){return a._x===this._x&&a._y===this._y&&a._z===this._z&&a._w===this._w},fromArray:function(a,b){void 0===b&&(b=0);this._x=a[b];this._y=a[b+1];this._z=a[b+2]; +this._w=a[b+3];this._onChangeCallback();return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this._x;a[b+1]=this._y;a[b+2]=this._z;a[b+3]=this._w;return a},_onChange:function(a){this._onChangeCallback=a;return this},_onChangeCallback:function(){}});var Ng=new n,li=new ua;Object.assign(n.prototype,{isVector3:!0,set:function(a,b,c){this.x=a;this.y=b;this.z=c;return this},setScalar:function(a){this.z=this.y=this.x=a;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y= +a;return this},setZ:function(a){this.z=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y=b;break;case 2:this.z=b;break;default:throw Error("index is out of range: "+a);}return this},getComponent:function(a){switch(a){case 0:return this.x;case 1:return this.y;case 2:return this.z;default:throw Error("index is out of range: "+a);}},clone:function(){return new this.constructor(this.x,this.y,this.z)},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;return this}, +add:function(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(a,b);this.x+=a.x;this.y+=a.y;this.z+=a.z;return this},addScalar:function(a){this.x+=a;this.y+=a;this.z+=a;return this},addVectors:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;this.z=a.z+b.z;return this},addScaledVector:function(a,b){this.x+=a.x*b;this.y+=a.y*b;this.z+=a.z*b;return this},sub:function(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."), +this.subVectors(a,b);this.x-=a.x;this.y-=a.y;this.z-=a.z;return this},subScalar:function(a){this.x-=a;this.y-=a;this.z-=a;return this},subVectors:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;this.z=a.z-b.z;return this},multiply:function(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead."),this.multiplyVectors(a,b);this.x*=a.x;this.y*=a.y;this.z*=a.z;return this},multiplyScalar:function(a){this.x*=a;this.y*=a;this.z*= +a;return this},multiplyVectors:function(a,b){this.x=a.x*b.x;this.y=a.y*b.y;this.z=a.z*b.z;return this},applyEuler:function(a){a&&a.isEuler||console.error("THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.");return this.applyQuaternion(li.setFromEuler(a))},applyAxisAngle:function(a,b){return this.applyQuaternion(li.setFromAxisAngle(a,b))},applyMatrix3:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;this.x=a[0]*b+a[3]*c+a[6]*d;this.y=a[1]*b+a[4]*c+a[7]* +d;this.z=a[2]*b+a[5]*c+a[8]*d;return this},applyMatrix4:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;var e=1/(a[3]*b+a[7]*c+a[11]*d+a[15]);this.x=(a[0]*b+a[4]*c+a[8]*d+a[12])*e;this.y=(a[1]*b+a[5]*c+a[9]*d+a[13])*e;this.z=(a[2]*b+a[6]*c+a[10]*d+a[14])*e;return this},applyQuaternion:function(a){var b=this.x,c=this.y,d=this.z,e=a.x,f=a.y,g=a.z;a=a.w;var h=a*b+f*d-g*c,l=a*c+g*b-e*d,m=a*d+e*c-f*b;b=-e*b-f*c-g*d;this.x=h*a+b*-e+l*-g-m*-f;this.y=l*a+b*-f+m*-e-h*-g;this.z=m*a+b*-g+h*-f-l*-e;return this}, +project:function(a){return this.applyMatrix4(a.matrixWorldInverse).applyMatrix4(a.projectionMatrix)},unproject:function(a){return this.applyMatrix4(a.projectionMatrixInverse).applyMatrix4(a.matrixWorld)},transformDirection:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;this.x=a[0]*b+a[4]*c+a[8]*d;this.y=a[1]*b+a[5]*c+a[9]*d;this.z=a[2]*b+a[6]*c+a[10]*d;return this.normalize()},divide:function(a){this.x/=a.x;this.y/=a.y;this.z/=a.z;return this},divideScalar:function(a){return this.multiplyScalar(1/ +a)},min:function(a){this.x=Math.min(this.x,a.x);this.y=Math.min(this.y,a.y);this.z=Math.min(this.z,a.z);return this},max:function(a){this.x=Math.max(this.x,a.x);this.y=Math.max(this.y,a.y);this.z=Math.max(this.z,a.z);return this},clamp:function(a,b){this.x=Math.max(a.x,Math.min(b.x,this.x));this.y=Math.max(a.y,Math.min(b.y,this.y));this.z=Math.max(a.z,Math.min(b.z,this.z));return this},clampScalar:function(a,b){this.x=Math.max(a,Math.min(b,this.x));this.y=Math.max(a,Math.min(b,this.y));this.z=Math.max(a, +Math.min(b,this.z));return this},clampLength:function(a,b){var c=this.length();return this.divideScalar(c||1).multiplyScalar(Math.max(a,Math.min(b,c)))},floor:function(){this.x=Math.floor(this.x);this.y=Math.floor(this.y);this.z=Math.floor(this.z);return this},ceil:function(){this.x=Math.ceil(this.x);this.y=Math.ceil(this.y);this.z=Math.ceil(this.z);return this},round:function(){this.x=Math.round(this.x);this.y=Math.round(this.y);this.z=Math.round(this.z);return this},roundToZero:function(){this.x= +0>this.x?Math.ceil(this.x):Math.floor(this.x);this.y=0>this.y?Math.ceil(this.y):Math.floor(this.y);this.z=0>this.z?Math.ceil(this.z):Math.floor(this.z);return this},negate:function(){this.x=-this.x;this.y=-this.y;this.z=-this.z;return this},dot:function(a){return this.x*a.x+this.y*a.y+this.z*a.z},lengthSq:function(){return this.x*this.x+this.y*this.y+this.z*this.z},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z)},manhattanLength:function(){return Math.abs(this.x)+Math.abs(this.y)+ +Math.abs(this.z)},normalize:function(){return this.divideScalar(this.length()||1)},setLength:function(a){return this.normalize().multiplyScalar(a)},lerp:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;this.z+=(a.z-this.z)*b;return this},lerpVectors:function(a,b,c){return this.subVectors(b,a).multiplyScalar(c).add(a)},cross:function(a,b){return void 0!==b?(console.warn("THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead."),this.crossVectors(a,b)):this.crossVectors(this, +a)},crossVectors:function(a,b){var c=a.x,d=a.y;a=a.z;var e=b.x,f=b.y;b=b.z;this.x=d*b-a*f;this.y=a*e-c*b;this.z=c*f-d*e;return this},projectOnVector:function(a){var b=a.dot(this)/a.lengthSq();return this.copy(a).multiplyScalar(b)},projectOnPlane:function(a){Ng.copy(this).projectOnVector(a);return this.sub(Ng)},reflect:function(a){return this.sub(Ng.copy(a).multiplyScalar(2*this.dot(a)))},angleTo:function(a){var b=Math.sqrt(this.lengthSq()*a.lengthSq());0===b&&console.error("THREE.Vector3: angleTo() can't handle zero length vectors."); +a=this.dot(a)/b;return Math.acos(L.clamp(a,-1,1))},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){var b=this.x-a.x,c=this.y-a.y;a=this.z-a.z;return b*b+c*c+a*a},manhattanDistanceTo:function(a){return Math.abs(this.x-a.x)+Math.abs(this.y-a.y)+Math.abs(this.z-a.z)},setFromSpherical:function(a){return this.setFromSphericalCoords(a.radius,a.phi,a.theta)},setFromSphericalCoords:function(a,b,c){var d=Math.sin(b)*a;this.x=d*Math.sin(c);this.y=Math.cos(b)* +a;this.z=d*Math.cos(c);return this},setFromCylindrical:function(a){return this.setFromCylindricalCoords(a.radius,a.theta,a.y)},setFromCylindricalCoords:function(a,b,c){this.x=a*Math.sin(b);this.y=c;this.z=a*Math.cos(b);return this},setFromMatrixPosition:function(a){a=a.elements;this.x=a[12];this.y=a[13];this.z=a[14];return this},setFromMatrixScale:function(a){var b=this.setFromMatrixColumn(a,0).length(),c=this.setFromMatrixColumn(a,1).length();a=this.setFromMatrixColumn(a,2).length();this.x=b;this.y= +c;this.z=a;return this},setFromMatrixColumn:function(a,b){return this.fromArray(a.elements,4*b)},equals:function(a){return a.x===this.x&&a.y===this.y&&a.z===this.z},fromArray:function(a,b){void 0===b&&(b=0);this.x=a[b];this.y=a[b+1];this.z=a[b+2];return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this.x;a[b+1]=this.y;a[b+2]=this.z;return a},fromBufferAttribute:function(a,b,c){void 0!==c&&console.warn("THREE.Vector3: offset has been removed from .fromBufferAttribute()."); +this.x=a.getX(b);this.y=a.getY(b);this.z=a.getZ(b);return this}});var qc=new n;Object.assign(Y.prototype,{isMatrix3:!0,set:function(a,b,c,d,e,f,g,h,l){var m=this.elements;m[0]=a;m[1]=d;m[2]=g;m[3]=b;m[4]=e;m[5]=h;m[6]=c;m[7]=f;m[8]=l;return this},identity:function(){this.set(1,0,0,0,1,0,0,0,1);return this},clone:function(){return(new this.constructor).fromArray(this.elements)},copy:function(a){var b=this.elements;a=a.elements;b[0]=a[0];b[1]=a[1];b[2]=a[2];b[3]=a[3];b[4]=a[4];b[5]=a[5];b[6]=a[6];b[7]= +a[7];b[8]=a[8];return this},setFromMatrix4:function(a){a=a.elements;this.set(a[0],a[4],a[8],a[1],a[5],a[9],a[2],a[6],a[10]);return this},applyToBufferAttribute:function(a){for(var b=0,c=a.count;bc;c++)if(b[c]!==a[c])return!1;return!0},fromArray:function(a,b){void 0===b&&(b=0);for(var c=0;9>c;c++)this.elements[c]=a[c+b];return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);var c=this.elements;a[b]=c[0];a[b+1]=c[1];a[b+2]=c[2];a[b+3]=c[3];a[b+4]=c[4];a[b+5]=c[5];a[b+6]=c[6];a[b+7]=c[7];a[b+8]=c[8]; +return a}});var md,Kb={getDataURL:function(a){if("undefined"==typeof HTMLCanvasElement)return a.src;if(!(a instanceof HTMLCanvasElement)){void 0===md&&(md=document.createElementNS("http://www.w3.org/1999/xhtml","canvas"));md.width=a.width;md.height=a.height;var b=md.getContext("2d");a instanceof ImageData?b.putImageData(a,0,0):b.drawImage(a,0,0,a.width,a.height);a=md}return 2048a.x||1a.x?0:1;break;case 1002:a.x=1===Math.abs(Math.floor(a.x)%2)?Math.ceil(a.x)-a.x:a.x-Math.floor(a.x)}if(0>a.y||1a.y?0:1;break;case 1002:a.y=1===Math.abs(Math.floor(a.y)%2)?Math.ceil(a.y)-a.y:a.y-Math.floor(a.y)}this.flipY&&(a.y=1-a.y);return a}});Object.defineProperty(W.prototype,"needsUpdate",{set:function(a){!0===a&&this.version++}});Object.defineProperties(aa.prototype,{width:{get:function(){return this.z}, +set:function(a){this.z=a}},height:{get:function(){return this.w},set:function(a){this.w=a}}});Object.assign(aa.prototype,{isVector4:!0,set:function(a,b,c,d){this.x=a;this.y=b;this.z=c;this.w=d;return this},setScalar:function(a){this.w=this.z=this.y=this.x=a;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setZ:function(a){this.z=a;return this},setW:function(a){this.w=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y=b; +break;case 2:this.z=b;break;case 3:this.w=b;break;default:throw Error("index is out of range: "+a);}return this},getComponent:function(a){switch(a){case 0:return this.x;case 1:return this.y;case 2:return this.z;case 3:return this.w;default:throw Error("index is out of range: "+a);}},clone:function(){return new this.constructor(this.x,this.y,this.z,this.w)},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;this.w=void 0!==a.w?a.w:1;return this},add:function(a,b){if(void 0!==b)return console.warn("THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead."), +this.addVectors(a,b);this.x+=a.x;this.y+=a.y;this.z+=a.z;this.w+=a.w;return this},addScalar:function(a){this.x+=a;this.y+=a;this.z+=a;this.w+=a;return this},addVectors:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;this.z=a.z+b.z;this.w=a.w+b.w;return this},addScaledVector:function(a,b){this.x+=a.x*b;this.y+=a.y*b;this.z+=a.z*b;this.w+=a.w*b;return this},sub:function(a,b){if(void 0!==b)return console.warn("THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(a, +b);this.x-=a.x;this.y-=a.y;this.z-=a.z;this.w-=a.w;return this},subScalar:function(a){this.x-=a;this.y-=a;this.z-=a;this.w-=a;return this},subVectors:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;this.z=a.z-b.z;this.w=a.w-b.w;return this},multiplyScalar:function(a){this.x*=a;this.y*=a;this.z*=a;this.w*=a;return this},applyMatrix4:function(a){var b=this.x,c=this.y,d=this.z,e=this.w;a=a.elements;this.x=a[0]*b+a[4]*c+a[8]*d+a[12]*e;this.y=a[1]*b+a[5]*c+a[9]*d+a[13]*e;this.z=a[2]*b+a[6]*c+a[10]*d+a[14]* +e;this.w=a[3]*b+a[7]*c+a[11]*d+a[15]*e;return this},divideScalar:function(a){return this.multiplyScalar(1/a)},setAxisAngleFromQuaternion:function(a){this.w=2*Math.acos(a.w);var b=Math.sqrt(1-a.w*a.w);1E-4>b?(this.x=1,this.z=this.y=0):(this.x=a.x/b,this.y=a.y/b,this.z=a.z/b);return this},setAxisAngleFromRotationMatrix:function(a){a=a.elements;var b=a[0];var c=a[4];var d=a[8],e=a[1],f=a[5],g=a[9];var h=a[2];var l=a[6];var m=a[10];if(.01>Math.abs(c-e)&&.01>Math.abs(d-h)&&.01>Math.abs(g-l)){if(.1>Math.abs(c+ +e)&&.1>Math.abs(d+h)&&.1>Math.abs(g+l)&&.1>Math.abs(b+f+m-3))return this.set(1,0,0,0),this;a=Math.PI;b=(b+1)/2;f=(f+1)/2;m=(m+1)/2;c=(c+e)/4;d=(d+h)/4;g=(g+l)/4;b>f&&b>m?.01>b?(l=0,c=h=.707106781):(l=Math.sqrt(b),h=c/l,c=d/l):f>m?.01>f?(l=.707106781,h=0,c=.707106781):(h=Math.sqrt(f),l=c/h,c=g/h):.01>m?(h=l=.707106781,c=0):(c=Math.sqrt(m),l=d/c,h=g/c);this.set(l,h,c,a);return this}a=Math.sqrt((l-g)*(l-g)+(d-h)*(d-h)+(e-c)*(e-c));.001>Math.abs(a)&&(a=1);this.x=(l-g)/a;this.y=(d-h)/a;this.z=(e-c)/a; +this.w=Math.acos((b+f+m-1)/2);return this},min:function(a){this.x=Math.min(this.x,a.x);this.y=Math.min(this.y,a.y);this.z=Math.min(this.z,a.z);this.w=Math.min(this.w,a.w);return this},max:function(a){this.x=Math.max(this.x,a.x);this.y=Math.max(this.y,a.y);this.z=Math.max(this.z,a.z);this.w=Math.max(this.w,a.w);return this},clamp:function(a,b){this.x=Math.max(a.x,Math.min(b.x,this.x));this.y=Math.max(a.y,Math.min(b.y,this.y));this.z=Math.max(a.z,Math.min(b.z,this.z));this.w=Math.max(a.w,Math.min(b.w, +this.w));return this},clampScalar:function(a,b){this.x=Math.max(a,Math.min(b,this.x));this.y=Math.max(a,Math.min(b,this.y));this.z=Math.max(a,Math.min(b,this.z));this.w=Math.max(a,Math.min(b,this.w));return this},clampLength:function(a,b){var c=this.length();return this.divideScalar(c||1).multiplyScalar(Math.max(a,Math.min(b,c)))},floor:function(){this.x=Math.floor(this.x);this.y=Math.floor(this.y);this.z=Math.floor(this.z);this.w=Math.floor(this.w);return this},ceil:function(){this.x=Math.ceil(this.x); +this.y=Math.ceil(this.y);this.z=Math.ceil(this.z);this.w=Math.ceil(this.w);return this},round:function(){this.x=Math.round(this.x);this.y=Math.round(this.y);this.z=Math.round(this.z);this.w=Math.round(this.w);return this},roundToZero:function(){this.x=0>this.x?Math.ceil(this.x):Math.floor(this.x);this.y=0>this.y?Math.ceil(this.y):Math.floor(this.y);this.z=0>this.z?Math.ceil(this.z):Math.floor(this.z);this.w=0>this.w?Math.ceil(this.w):Math.floor(this.w);return this},negate:function(){this.x=-this.x; +this.y=-this.y;this.z=-this.z;this.w=-this.w;return this},dot:function(a){return this.x*a.x+this.y*a.y+this.z*a.z+this.w*a.w},lengthSq:function(){return this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w)},manhattanLength:function(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)+Math.abs(this.w)},normalize:function(){return this.divideScalar(this.length()||1)},setLength:function(a){return this.normalize().multiplyScalar(a)}, +lerp:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;this.z+=(a.z-this.z)*b;this.w+=(a.w-this.w)*b;return this},lerpVectors:function(a,b,c){return this.subVectors(b,a).multiplyScalar(c).add(a)},equals:function(a){return a.x===this.x&&a.y===this.y&&a.z===this.z&&a.w===this.w},fromArray:function(a,b){void 0===b&&(b=0);this.x=a[b];this.y=a[b+1];this.z=a[b+2];this.w=a[b+3];return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this.x;a[b+1]=this.y;a[b+2]=this.z;a[b+3]= +this.w;return a},fromBufferAttribute:function(a,b,c){void 0!==c&&console.warn("THREE.Vector4: offset has been removed from .fromBufferAttribute().");this.x=a.getX(b);this.y=a.getY(b);this.z=a.getZ(b);this.w=a.getW(b);return this}});la.prototype=Object.assign(Object.create(Ba.prototype),{constructor:la,isWebGLRenderTarget:!0,setSize:function(a,b){if(this.width!==a||this.height!==b)this.width=a,this.height=b,this.texture.image.width=a,this.texture.image.height=b,this.dispose();this.viewport.set(0,0, +a,b);this.scissor.set(0,0,a,b)},clone:function(){return(new this.constructor).copy(this)},copy:function(a){this.width=a.width;this.height=a.height;this.viewport.copy(a.viewport);this.texture=a.texture.clone();this.depthBuffer=a.depthBuffer;this.stencilBuffer=a.stencilBuffer;this.depthTexture=a.depthTexture;return this},dispose:function(){this.dispatchEvent({type:"dispose"})}});Of.prototype=Object.assign(Object.create(la.prototype),{constructor:Of,isWebGLMultisampleRenderTarget:!0,copy:function(a){la.prototype.copy.call(this, +a);this.samples=a.samples;return this}});var Ka=new n,ea=new U,sk=new n(0,0,0),tk=new n(1,1,1),Lb=new n,qf=new n,ka=new n;Object.assign(U.prototype,{isMatrix4:!0,set:function(a,b,c,d,e,f,g,h,l,m,k,n,t,r,p,v){var q=this.elements;q[0]=a;q[4]=b;q[8]=c;q[12]=d;q[1]=e;q[5]=f;q[9]=g;q[13]=h;q[2]=l;q[6]=m;q[10]=k;q[14]=n;q[3]=t;q[7]=r;q[11]=p;q[15]=v;return this},identity:function(){this.set(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1);return this},clone:function(){return(new U).fromArray(this.elements)},copy:function(a){var b= +this.elements;a=a.elements;b[0]=a[0];b[1]=a[1];b[2]=a[2];b[3]=a[3];b[4]=a[4];b[5]=a[5];b[6]=a[6];b[7]=a[7];b[8]=a[8];b[9]=a[9];b[10]=a[10];b[11]=a[11];b[12]=a[12];b[13]=a[13];b[14]=a[14];b[15]=a[15];return this},copyPosition:function(a){var b=this.elements;a=a.elements;b[12]=a[12];b[13]=a[13];b[14]=a[14];return this},extractBasis:function(a,b,c){a.setFromMatrixColumn(this,0);b.setFromMatrixColumn(this,1);c.setFromMatrixColumn(this,2);return this},makeBasis:function(a,b,c){this.set(a.x,b.x,c.x,0,a.y, +b.y,c.y,0,a.z,b.z,c.z,0,0,0,0,1);return this},extractRotation:function(a){var b=this.elements,c=a.elements,d=1/Ka.setFromMatrixColumn(a,0).length(),e=1/Ka.setFromMatrixColumn(a,1).length();a=1/Ka.setFromMatrixColumn(a,2).length();b[0]=c[0]*d;b[1]=c[1]*d;b[2]=c[2]*d;b[3]=0;b[4]=c[4]*e;b[5]=c[5]*e;b[6]=c[6]*e;b[7]=0;b[8]=c[8]*a;b[9]=c[9]*a;b[10]=c[10]*a;b[11]=0;b[12]=0;b[13]=0;b[14]=0;b[15]=1;return this},makeRotationFromEuler:function(a){a&&a.isEuler||console.error("THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order."); +var b=this.elements,c=a.x,d=a.y,e=a.z,f=Math.cos(c);c=Math.sin(c);var g=Math.cos(d);d=Math.sin(d);var h=Math.cos(e);e=Math.sin(e);if("XYZ"===a.order){a=f*h;var l=f*e,m=c*h,k=c*e;b[0]=g*h;b[4]=-g*e;b[8]=d;b[1]=l+m*d;b[5]=a-k*d;b[9]=-c*g;b[2]=k-a*d;b[6]=m+l*d;b[10]=f*g}else"YXZ"===a.order?(a=g*h,l=g*e,m=d*h,k=d*e,b[0]=a+k*c,b[4]=m*c-l,b[8]=f*d,b[1]=f*e,b[5]=f*h,b[9]=-c,b[2]=l*c-m,b[6]=k+a*c,b[10]=f*g):"ZXY"===a.order?(a=g*h,l=g*e,m=d*h,k=d*e,b[0]=a-k*c,b[4]=-f*e,b[8]=m+l*c,b[1]=l+m*c,b[5]=f*h,b[9]= +k-a*c,b[2]=-f*d,b[6]=c,b[10]=f*g):"ZYX"===a.order?(a=f*h,l=f*e,m=c*h,k=c*e,b[0]=g*h,b[4]=m*d-l,b[8]=a*d+k,b[1]=g*e,b[5]=k*d+a,b[9]=l*d-m,b[2]=-d,b[6]=c*g,b[10]=f*g):"YZX"===a.order?(a=f*g,l=f*d,m=c*g,k=c*d,b[0]=g*h,b[4]=k-a*e,b[8]=m*e+l,b[1]=e,b[5]=f*h,b[9]=-c*h,b[2]=-d*h,b[6]=l*e+m,b[10]=a-k*e):"XZY"===a.order&&(a=f*g,l=f*d,m=c*g,k=c*d,b[0]=g*h,b[4]=-e,b[8]=d*h,b[1]=a*e+k,b[5]=f*h,b[9]=l*e-m,b[2]=m*e-l,b[6]=c*h,b[10]=k*e+a);b[3]=0;b[7]=0;b[11]=0;b[12]=0;b[13]=0;b[14]=0;b[15]=1;return this},makeRotationFromQuaternion:function(a){return this.compose(sk, +a,tk)},lookAt:function(a,b,c){var d=this.elements;ka.subVectors(a,b);0===ka.lengthSq()&&(ka.z=1);ka.normalize();Lb.crossVectors(c,ka);0===Lb.lengthSq()&&(1===Math.abs(c.z)?ka.x+=1E-4:ka.z+=1E-4,ka.normalize(),Lb.crossVectors(c,ka));Lb.normalize();qf.crossVectors(ka,Lb);d[0]=Lb.x;d[4]=qf.x;d[8]=ka.x;d[1]=Lb.y;d[5]=qf.y;d[9]=ka.y;d[2]=Lb.z;d[6]=qf.z;d[10]=ka.z;return this},multiply:function(a,b){return void 0!==b?(console.warn("THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead."), +this.multiplyMatrices(a,b)):this.multiplyMatrices(this,a)},premultiply:function(a){return this.multiplyMatrices(a,this)},multiplyMatrices:function(a,b){var c=a.elements,d=b.elements;b=this.elements;a=c[0];var e=c[4],f=c[8],g=c[12],h=c[1],l=c[5],m=c[9],k=c[13],n=c[2],t=c[6],r=c[10],p=c[14],v=c[3],x=c[7],z=c[11];c=c[15];var y=d[0],w=d[4],A=d[8],C=d[12],B=d[1],E=d[5],D=d[9],F=d[13],G=d[2],H=d[6],I=d[10],L=d[14],M=d[3],N=d[7],O=d[11];d=d[15];b[0]=a*y+e*B+f*G+g*M;b[4]=a*w+e*E+f*H+g*N;b[8]=a*A+e*D+f*I+ +g*O;b[12]=a*C+e*F+f*L+g*d;b[1]=h*y+l*B+m*G+k*M;b[5]=h*w+l*E+m*H+k*N;b[9]=h*A+l*D+m*I+k*O;b[13]=h*C+l*F+m*L+k*d;b[2]=n*y+t*B+r*G+p*M;b[6]=n*w+t*E+r*H+p*N;b[10]=n*A+t*D+r*I+p*O;b[14]=n*C+t*F+r*L+p*d;b[3]=v*y+x*B+z*G+c*M;b[7]=v*w+x*E+z*H+c*N;b[11]=v*A+x*D+z*I+c*O;b[15]=v*C+x*F+z*L+c*d;return this},multiplyScalar:function(a){var b=this.elements;b[0]*=a;b[4]*=a;b[8]*=a;b[12]*=a;b[1]*=a;b[5]*=a;b[9]*=a;b[13]*=a;b[2]*=a;b[6]*=a;b[10]*=a;b[14]*=a;b[3]*=a;b[7]*=a;b[11]*=a;b[15]*=a;return this},applyToBufferAttribute:function(a){for(var b= +0,c=a.count;bthis.determinant()&&(e=-e);a.x=d[12];a.y=d[13];a.z=d[14];ea.copy(this);a=1/e;d=1/f;var h=1/g;ea.elements[0]*=a;ea.elements[1]*=a;ea.elements[2]*=a;ea.elements[4]*=d;ea.elements[5]*=d;ea.elements[6]*=d;ea.elements[8]*=h;ea.elements[9]*=h;ea.elements[10]*=h;b.setFromRotationMatrix(ea);c.x=e;c.y=f;c.z=g;return this},makePerspective:function(a,b,c,d,e,f){void 0===f&&console.warn("THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs."); +var g=this.elements;g[0]=2*e/(b-a);g[4]=0;g[8]=(b+a)/(b-a);g[12]=0;g[1]=0;g[5]=2*e/(c-d);g[9]=(c+d)/(c-d);g[13]=0;g[2]=0;g[6]=0;g[10]=-(f+e)/(f-e);g[14]=-2*f*e/(f-e);g[3]=0;g[7]=0;g[11]=-1;g[15]=0;return this},makeOrthographic:function(a,b,c,d,e,f){var g=this.elements,h=1/(b-a),l=1/(c-d),m=1/(f-e);g[0]=2*h;g[4]=0;g[8]=0;g[12]=-((b+a)*h);g[1]=0;g[5]=2*l;g[9]=0;g[13]=-((c+d)*l);g[2]=0;g[6]=0;g[10]=-2*m;g[14]=-((f+e)*m);g[3]=0;g[7]=0;g[11]=0;g[15]=1;return this},equals:function(a){var b=this.elements; +a=a.elements;for(var c=0;16>c;c++)if(b[c]!==a[c])return!1;return!0},fromArray:function(a,b){void 0===b&&(b=0);for(var c=0;16>c;c++)this.elements[c]=a[c+b];return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);var c=this.elements;a[b]=c[0];a[b+1]=c[1];a[b+2]=c[2];a[b+3]=c[3];a[b+4]=c[4];a[b+5]=c[5];a[b+6]=c[6];a[b+7]=c[7];a[b+8]=c[8];a[b+9]=c[9];a[b+10]=c[10];a[b+11]=c[11];a[b+12]=c[12];a[b+13]=c[13];a[b+14]=c[14];a[b+15]=c[15];return a}});var mi=new U,ni=new ua;Qb.RotationOrders= +"XYZ YZX ZXY XZY YXZ ZYX".split(" ");Qb.DefaultOrder="XYZ";Object.defineProperties(Qb.prototype,{x:{get:function(){return this._x},set:function(a){this._x=a;this._onChangeCallback()}},y:{get:function(){return this._y},set:function(a){this._y=a;this._onChangeCallback()}},z:{get:function(){return this._z},set:function(a){this._z=a;this._onChangeCallback()}},order:{get:function(){return this._order},set:function(a){this._order=a;this._onChangeCallback()}}});Object.assign(Qb.prototype,{isEuler:!0,set:function(a, +b,c,d){this._x=a;this._y=b;this._z=c;this._order=d||this._order;this._onChangeCallback();return this},clone:function(){return new this.constructor(this._x,this._y,this._z,this._order)},copy:function(a){this._x=a._x;this._y=a._y;this._z=a._z;this._order=a._order;this._onChangeCallback();return this},setFromRotationMatrix:function(a,b,c){var d=L.clamp,e=a.elements;a=e[0];var f=e[4],g=e[8],h=e[1],l=e[5],m=e[9],k=e[2],n=e[6];e=e[10];b=b||this._order;"XYZ"===b?(this._y=Math.asin(d(g,-1,1)),.9999999>Math.abs(g)? +(this._x=Math.atan2(-m,e),this._z=Math.atan2(-f,a)):(this._x=Math.atan2(n,l),this._z=0)):"YXZ"===b?(this._x=Math.asin(-d(m,-1,1)),.9999999>Math.abs(m)?(this._y=Math.atan2(g,e),this._z=Math.atan2(h,l)):(this._y=Math.atan2(-k,a),this._z=0)):"ZXY"===b?(this._x=Math.asin(d(n,-1,1)),.9999999>Math.abs(n)?(this._y=Math.atan2(-k,e),this._z=Math.atan2(-f,l)):(this._y=0,this._z=Math.atan2(h,a))):"ZYX"===b?(this._y=Math.asin(-d(k,-1,1)),.9999999>Math.abs(k)?(this._x=Math.atan2(n,e),this._z=Math.atan2(h,a)): +(this._x=0,this._z=Math.atan2(-f,l))):"YZX"===b?(this._z=Math.asin(d(h,-1,1)),.9999999>Math.abs(h)?(this._x=Math.atan2(-m,l),this._y=Math.atan2(-k,a)):(this._x=0,this._y=Math.atan2(g,e))):"XZY"===b?(this._z=Math.asin(-d(f,-1,1)),.9999999>Math.abs(f)?(this._x=Math.atan2(n,l),this._y=Math.atan2(g,a)):(this._x=Math.atan2(-m,e),this._y=0)):console.warn("THREE.Euler: .setFromRotationMatrix() given unsupported order: "+b);this._order=b;!1!==c&&this._onChangeCallback();return this},setFromQuaternion:function(a, +b,c){mi.makeRotationFromQuaternion(a);return this.setFromRotationMatrix(mi,b,c)},setFromVector3:function(a,b){return this.set(a.x,a.y,a.z,b||this._order)},reorder:function(a){ni.setFromEuler(this);return this.setFromQuaternion(ni,a)},equals:function(a){return a._x===this._x&&a._y===this._y&&a._z===this._z&&a._order===this._order},fromArray:function(a){this._x=a[0];this._y=a[1];this._z=a[2];void 0!==a[3]&&(this._order=a[3]);this._onChangeCallback();return this},toArray:function(a,b){void 0===a&&(a= +[]);void 0===b&&(b=0);a[b]=this._x;a[b+1]=this._y;a[b+2]=this._z;a[b+3]=this._order;return a},toVector3:function(a){return a?a.set(this._x,this._y,this._z):new n(this._x,this._y,this._z)},_onChange:function(a){this._onChangeCallback=a;return this},_onChangeCallback:function(){}});Object.assign(Pf.prototype,{set:function(a){this.mask=1<e&&(e=m);k>f&&(f=k);n>g&&(g=n)}this.min.set(b,c,d); +this.max.set(e,f,g);return this},setFromBufferAttribute:function(a){for(var b=Infinity,c=Infinity,d=Infinity,e=-Infinity,f=-Infinity,g=-Infinity,h=0,l=a.count;he&&(e=m);k>f&&(f=k);n>g&&(g=n)}this.min.set(b,c,d);this.max.set(e,f,g);return this},setFromPoints:function(a){this.makeEmpty();for(var b=0,c=a.length;bthis.max.x||a.ythis.max.y||a.zthis.max.z?!1:!0},containsBox:function(a){return this.min.x<=a.min.x&&a.max.x<=this.max.x&&this.min.y<=a.min.y&&a.max.y<=this.max.y&&this.min.z<=a.min.z&&a.max.z<=this.max.z},getParameter:function(a,b){void 0===b&&(console.warn("THREE.Box3: .getParameter() target is now required"),b=new n);return b.set((a.x-this.min.x)/(this.max.x-this.min.x),(a.y-this.min.y)/(this.max.y-this.min.y), +(a.z-this.min.z)/(this.max.z-this.min.z))},intersectsBox:function(a){return a.max.xthis.max.x||a.max.ythis.max.y||a.max.zthis.max.z?!1:!0},intersectsSphere:function(a){this.clampPoint(a.center,jb);return jb.distanceToSquared(a.center)<=a.radius*a.radius},intersectsPlane:function(a){if(0=-a.constant},intersectsTriangle:function(a){if(this.isEmpty())return!1;this.getCenter(ye);sf.subVectors(this.max,ye);od.subVectors(a.a,ye);pd.subVectors(a.b,ye);qd.subVectors(a.c,ye);Mb.subVectors(pd,od);Nb.subVectors(qd,pd);rc.subVectors(od,qd);a=[0,-Mb.z,Mb.y,0,-Nb.z,Nb.y,0,-rc.z, +rc.y,Mb.z,0,-Mb.x,Nb.z,0,-Nb.x,rc.z,0,-rc.x,-Mb.y,Mb.x,0,-Nb.y,Nb.x,0,-rc.y,rc.x,0];if(!Qf(a,od,pd,qd,sf))return!1;a=[1,0,0,0,1,0,0,0,1];if(!Qf(a,od,pd,qd,sf))return!1;tf.crossVectors(Mb,Nb);a=[tf.x,tf.y,tf.z];return Qf(a,od,pd,qd,sf)},clampPoint:function(a,b){void 0===b&&(console.warn("THREE.Box3: .clampPoint() target is now required"),b=new n);return b.copy(a).clamp(this.min,this.max)},distanceToPoint:function(a){return jb.copy(a).clamp(this.min,this.max).sub(a).length()},getBoundingSphere:function(a){void 0=== +a&&console.error("THREE.Box3: .getBoundingSphere() target is now required");this.getCenter(a.center);a.radius=.5*this.getSize(jb).length();return a},intersect:function(a){this.min.max(a.min);this.max.min(a.max);this.isEmpty()&&this.makeEmpty();return this},union:function(a){this.min.min(a.min);this.max.max(a.max);return this},applyMatrix4:function(a){if(this.isEmpty())return this;vb[0].set(this.min.x,this.min.y,this.min.z).applyMatrix4(a);vb[1].set(this.min.x,this.min.y,this.max.z).applyMatrix4(a); +vb[2].set(this.min.x,this.max.y,this.min.z).applyMatrix4(a);vb[3].set(this.min.x,this.max.y,this.max.z).applyMatrix4(a);vb[4].set(this.max.x,this.min.y,this.min.z).applyMatrix4(a);vb[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(a);vb[6].set(this.max.x,this.max.y,this.min.z).applyMatrix4(a);vb[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(a);this.setFromPoints(vb);return this},translate:function(a){this.min.add(a);this.max.add(a);return this},equals:function(a){return a.min.equals(this.min)&& +a.max.equals(this.max)}});var yk=new ab;Object.assign(nb.prototype,{set:function(a,b){this.center.copy(a);this.radius=b;return this},setFromPoints:function(a,b){var c=this.center;void 0!==b?c.copy(b):yk.setFromPoints(a).getCenter(c);for(var d=b=0,e=a.length;d= +this.radius},containsPoint:function(a){return a.distanceToSquared(this.center)<=this.radius*this.radius},distanceToPoint:function(a){return a.distanceTo(this.center)-this.radius},intersectsSphere:function(a){var b=this.radius+a.radius;return a.center.distanceToSquared(this.center)<=b*b},intersectsBox:function(a){return a.intersectsSphere(this)},intersectsPlane:function(a){return Math.abs(a.distanceToPoint(this.center))<=this.radius},clampPoint:function(a,b){var c=this.center.distanceToSquared(a); +void 0===b&&(console.warn("THREE.Sphere: .clampPoint() target is now required"),b=new n);b.copy(a);c>this.radius*this.radius&&(b.sub(this.center).normalize(),b.multiplyScalar(this.radius).add(this.center));return b},getBoundingBox:function(a){void 0===a&&(console.warn("THREE.Sphere: .getBoundingBox() target is now required"),a=new ab);a.set(this.center,this.center);a.expandByScalar(this.radius);return a},applyMatrix4:function(a){this.center.applyMatrix4(a);this.radius*=a.getMaxScaleOnAxis();return this}, +translate:function(a){this.center.add(a);return this},equals:function(a){return a.center.equals(this.center)&&a.radius===this.radius}});var wb=new n,Og=new n,uf=new n,Ob=new n,Pg=new n,vf=new n,Qg=new n;Object.assign(Sb.prototype,{set:function(a,b){this.origin.copy(a);this.direction.copy(b);return this},clone:function(){return(new this.constructor).copy(this)},copy:function(a){this.origin.copy(a.origin);this.direction.copy(a.direction);return this},at:function(a,b){void 0===b&&(console.warn("THREE.Ray: .at() target is now required"), +b=new n);return b.copy(this.direction).multiplyScalar(a).add(this.origin)},lookAt:function(a){this.direction.copy(a).sub(this.origin).normalize();return this},recast:function(a){this.origin.copy(this.at(a,wb));return this},closestPointToPoint:function(a,b){void 0===b&&(console.warn("THREE.Ray: .closestPointToPoint() target is now required"),b=new n);b.subVectors(a,this.origin);a=b.dot(this.direction);return 0>a?b.copy(this.origin):b.copy(this.direction).multiplyScalar(a).add(this.origin)},distanceToPoint:function(a){return Math.sqrt(this.distanceSqToPoint(a))}, +distanceSqToPoint:function(a){var b=wb.subVectors(a,this.origin).dot(this.direction);if(0>b)return this.origin.distanceToSquared(a);wb.copy(this.direction).multiplyScalar(b).add(this.origin);return wb.distanceToSquared(a)},distanceSqToSegment:function(a,b,c,d){Og.copy(a).add(b).multiplyScalar(.5);uf.copy(b).sub(a).normalize();Ob.copy(this.origin).sub(Og);var e=.5*a.distanceTo(b),f=-this.direction.dot(uf),g=Ob.dot(this.direction),h=-Ob.dot(uf),l=Ob.lengthSq(),m=Math.abs(1-f*f);if(0=-k?b<=k?(e=1/m,a*=e,b*=e,f=a*(a+f*b+2*g)+b*(f*a+b+2*h)+l):(b=e,a=Math.max(0,-(f*b+g)),f=-a*a+b*(b+2*h)+l):(b=-e,a=Math.max(0,-(f*b+g)),f=-a*a+b*(b+2*h)+l):b<=-k?(a=Math.max(0,-(-f*e+g)),b=0a)return null;a=Math.sqrt(a-d);d=c-a;c+=a;return 0>d&&0>c?null:0>d?this.at(c,b):this.at(d,b)},intersectsSphere:function(a){return this.distanceSqToPoint(a.center)<=a.radius*a.radius},distanceToPlane:function(a){var b=a.normal.dot(this.direction);if(0===b)return 0===a.distanceToPoint(this.origin)?0:null;a=-(this.origin.dot(a.normal)+ +a.constant)/b;return 0<=a?a:null},intersectPlane:function(a,b){a=this.distanceToPlane(a);return null===a?null:this.at(a,b)},intersectsPlane:function(a){var b=a.distanceToPoint(this.origin);return 0===b||0>a.normal.dot(this.direction)*b?!0:!1},intersectBox:function(a,b){var c=1/this.direction.x;var d=1/this.direction.y;var e=1/this.direction.z,f=this.origin;if(0<=c){var g=(a.min.x-f.x)*c;c*=a.max.x-f.x}else g=(a.max.x-f.x)*c,c*=a.min.x-f.x;if(0<=d){var h=(a.min.y-f.y)*d;d*=a.max.y-f.y}else h=(a.max.y- +f.y)*d,d*=a.min.y-f.y;if(g>d||h>c)return null;if(h>g||g!==g)g=h;if(da||h>c)return null;if(h>g||g!==g)g=h;if(ac?null:this.at(0<=g?g:c,b)},intersectsBox:function(a){return null!==this.intersectBox(a,wb)},intersectTriangle:function(a,b,c,d,e){Pg.subVectors(b,a);vf.subVectors(c,a);Qg.crossVectors(Pg,vf);b=this.direction.dot(Qg);if(0b)d=-1,b=-b;else return null; +Ob.subVectors(this.origin,a);a=d*this.direction.dot(vf.crossVectors(Ob,vf));if(0>a)return null;c=d*this.direction.dot(Pg.cross(Ob));if(0>c||a+c>b)return null;a=-d*Ob.dot(Qg);return 0>a?null:this.at(a/b,e)},applyMatrix4:function(a){this.origin.applyMatrix4(a);this.direction.transformDirection(a);return this},equals:function(a){return a.origin.equals(this.origin)&&a.direction.equals(this.direction)}});var Ya=new n,xb=new n,Rg=new n,yb=new n,rd=new n,sd=new n,si=new n,Sg=new n,Tg=new n,Ug=new n;Object.assign(R, +{getNormal:function(a,b,c,d){void 0===d&&(console.warn("THREE.Triangle: .getNormal() target is now required"),d=new n);d.subVectors(c,b);Ya.subVectors(a,b);d.cross(Ya);a=d.lengthSq();return 0=yb.x+yb.y},getUV:function(a,b,c,d,e,f,g,h){this.getBarycoord(a,b,c,d,yb);h.set(0,0);h.addScaledVector(e,yb.x);h.addScaledVector(f,yb.y);h.addScaledVector(g,yb.z);return h},isFrontFacing:function(a,b,c,d){Ya.subVectors(c,b);xb.subVectors(a,b);return 0>Ya.cross(xb).dot(d)?!0:!1}});Object.assign(R.prototype,{set:function(a,b, +c){this.a.copy(a);this.b.copy(b);this.c.copy(c);return this},setFromPointsAndIndices:function(a,b,c,d){this.a.copy(a[b]);this.b.copy(a[c]);this.c.copy(a[d]);return this},clone:function(){return(new this.constructor).copy(this)},copy:function(a){this.a.copy(a.a);this.b.copy(a.b);this.c.copy(a.c);return this},getArea:function(){Ya.subVectors(this.c,this.b);xb.subVectors(this.a,this.b);return.5*Ya.cross(xb).length()},getMidpoint:function(a){void 0===a&&(console.warn("THREE.Triangle: .getMidpoint() target is now required"), +a=new n);return a.addVectors(this.a,this.b).add(this.c).multiplyScalar(1/3)},getNormal:function(a){return R.getNormal(this.a,this.b,this.c,a)},getPlane:function(a){void 0===a&&(console.warn("THREE.Triangle: .getPlane() target is now required"),a=new n);return a.setFromCoplanarPoints(this.a,this.b,this.c)},getBarycoord:function(a,b){return R.getBarycoord(a,this.a,this.b,this.c,b)},getUV:function(a,b,c,d,e){return R.getUV(a,this.a,this.b,this.c,b,c,d,e)},containsPoint:function(a){return R.containsPoint(a, +this.a,this.b,this.c)},isFrontFacing:function(a){return R.isFrontFacing(this.a,this.b,this.c,a)},intersectsBox:function(a){return a.intersectsTriangle(this)},closestPointToPoint:function(a,b){void 0===b&&(console.warn("THREE.Triangle: .closestPointToPoint() target is now required"),b=new n);var c=this.a,d=this.b,e=this.c;rd.subVectors(d,c);sd.subVectors(e,c);Sg.subVectors(a,c);var f=rd.dot(Sg),g=sd.dot(Sg);if(0>=f&&0>=g)return b.copy(c);Tg.subVectors(a,d);var h=rd.dot(Tg),l=sd.dot(Tg);if(0<=h&&l<= +h)return b.copy(d);var m=f*l-h*g;if(0>=m&&0<=f&&0>=h)return d=f/(f-h),b.copy(c).addScaledVector(rd,d);Ug.subVectors(a,e);a=rd.dot(Ug);var k=sd.dot(Ug);if(0<=k&&a<=k)return b.copy(e);f=a*g-f*k;if(0>=f&&0<=g&&0>=k)return m=g/(g-k),b.copy(c).addScaledVector(sd,m);g=h*k-a*l;if(0>=g&&0<=l-h&&0<=a-k)return si.subVectors(e,d),m=(l-h)/(l-h+(a-k)),b.copy(d).addScaledVector(si,m);e=1/(g+f+m);d=f*e;m*=e;return b.copy(c).addScaledVector(rd,d).addScaledVector(sd,m)},equals:function(a){return a.a.equals(this.a)&& +a.b.equals(this.b)&&a.c.equals(this.c)}});var zk={aliceblue:15792383,antiquewhite:16444375,aqua:65535,aquamarine:8388564,azure:15794175,beige:16119260,bisque:16770244,black:0,blanchedalmond:16772045,blue:255,blueviolet:9055202,brown:10824234,burlywood:14596231,cadetblue:6266528,chartreuse:8388352,chocolate:13789470,coral:16744272,cornflowerblue:6591981,cornsilk:16775388,crimson:14423100,cyan:65535,darkblue:139,darkcyan:35723,darkgoldenrod:12092939,darkgray:11119017,darkgreen:25600,darkgrey:11119017, +darkkhaki:12433259,darkmagenta:9109643,darkolivegreen:5597999,darkorange:16747520,darkorchid:10040012,darkred:9109504,darksalmon:15308410,darkseagreen:9419919,darkslateblue:4734347,darkslategray:3100495,darkslategrey:3100495,darkturquoise:52945,darkviolet:9699539,deeppink:16716947,deepskyblue:49151,dimgray:6908265,dimgrey:6908265,dodgerblue:2003199,firebrick:11674146,floralwhite:16775920,forestgreen:2263842,fuchsia:16711935,gainsboro:14474460,ghostwhite:16316671,gold:16766720,goldenrod:14329120,gray:8421504, +green:32768,greenyellow:11403055,grey:8421504,honeydew:15794160,hotpink:16738740,indianred:13458524,indigo:4915330,ivory:16777200,khaki:15787660,lavender:15132410,lavenderblush:16773365,lawngreen:8190976,lemonchiffon:16775885,lightblue:11393254,lightcoral:15761536,lightcyan:14745599,lightgoldenrodyellow:16448210,lightgray:13882323,lightgreen:9498256,lightgrey:13882323,lightpink:16758465,lightsalmon:16752762,lightseagreen:2142890,lightskyblue:8900346,lightslategray:7833753,lightslategrey:7833753,lightsteelblue:11584734, +lightyellow:16777184,lime:65280,limegreen:3329330,linen:16445670,magenta:16711935,maroon:8388608,mediumaquamarine:6737322,mediumblue:205,mediumorchid:12211667,mediumpurple:9662683,mediumseagreen:3978097,mediumslateblue:8087790,mediumspringgreen:64154,mediumturquoise:4772300,mediumvioletred:13047173,midnightblue:1644912,mintcream:16121850,mistyrose:16770273,moccasin:16770229,navajowhite:16768685,navy:128,oldlace:16643558,olive:8421376,olivedrab:7048739,orange:16753920,orangered:16729344,orchid:14315734, +palegoldenrod:15657130,palegreen:10025880,paleturquoise:11529966,palevioletred:14381203,papayawhip:16773077,peachpuff:16767673,peru:13468991,pink:16761035,plum:14524637,powderblue:11591910,purple:8388736,rebeccapurple:6697881,red:16711680,rosybrown:12357519,royalblue:4286945,saddlebrown:9127187,salmon:16416882,sandybrown:16032864,seagreen:3050327,seashell:16774638,sienna:10506797,silver:12632256,skyblue:8900331,slateblue:6970061,slategray:7372944,slategrey:7372944,snow:16775930,springgreen:65407, +steelblue:4620980,tan:13808780,teal:32896,thistle:14204888,tomato:16737095,turquoise:4251856,violet:15631086,wheat:16113331,white:16777215,whitesmoke:16119285,yellow:16776960,yellowgreen:10145074},Fa={h:0,s:0,l:0},wf={h:0,s:0,l:0};Object.assign(H.prototype,{isColor:!0,r:1,g:1,b:1,set:function(a){a&&a.isColor?this.copy(a):"number"===typeof a?this.setHex(a):"string"===typeof a&&this.setStyle(a);return this},setScalar:function(a){this.b=this.g=this.r=a;return this},setHex:function(a){a=Math.floor(a); +this.r=(a>>16&255)/255;this.g=(a>>8&255)/255;this.b=(a&255)/255;return this},setRGB:function(a,b,c){this.r=a;this.g=b;this.b=c;return this},setHSL:function(a,b,c){a=L.euclideanModulo(a,1);b=L.clamp(b,0,1);c=L.clamp(c,0,1);0===b?this.r=this.g=this.b=c:(b=.5>=c?c*(1+b):c+b-c*b,c=2*c-b,this.r=Rf(c,b,a+1/3),this.g=Rf(c,b,a),this.b=Rf(c,b,a-1/3));return this},setStyle:function(a){function b(b){void 0!==b&&1>parseFloat(b)&&console.warn("THREE.Color: Alpha component of "+a+" will be ignored.")}var c;if(c= +/^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec(a)){var d=c[2];switch(c[1]){case "rgb":case "rgba":if(c=/^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec(d))return this.r=Math.min(255,parseInt(c[1],10))/255,this.g=Math.min(255,parseInt(c[2],10))/255,this.b=Math.min(255,parseInt(c[3],10))/255,b(c[5]),this;if(c=/^(\d+)%\s*,\s*(\d+)%\s*,\s*(\d+)%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec(d))return this.r=Math.min(100,parseInt(c[1],10))/100,this.g=Math.min(100,parseInt(c[2],10))/100,this.b=Math.min(100, +parseInt(c[3],10))/100,b(c[5]),this;break;case "hsl":case "hsla":if(c=/^([0-9]*\.?[0-9]+)\s*,\s*(\d+)%\s*,\s*(\d+)%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec(d)){d=parseFloat(c[1])/360;var e=parseInt(c[2],10)/100,f=parseInt(c[3],10)/100;b(c[5]);return this.setHSL(d,e,f)}}}else if(c=/^#([A-Fa-f0-9]+)$/.exec(a)){c=c[1];d=c.length;if(3===d)return this.r=parseInt(c.charAt(0)+c.charAt(0),16)/255,this.g=parseInt(c.charAt(1)+c.charAt(1),16)/255,this.b=parseInt(c.charAt(2)+c.charAt(2),16)/255,this;if(6===d)return this.r= +parseInt(c.charAt(0)+c.charAt(1),16)/255,this.g=parseInt(c.charAt(2)+c.charAt(3),16)/255,this.b=parseInt(c.charAt(4)+c.charAt(5),16)/255,this}a&&0=h?l/(e+f):l/(2-e-f);switch(e){case b:g=(c- +d)/l+(cthis.opacity&&(d.opacity=this.opacity);!0===this.transparent&&(d.transparent=this.transparent);d.depthFunc=this.depthFunc;d.depthTest=this.depthTest;d.depthWrite=this.depthWrite;d.stencilWrite=this.stencilWrite; +d.stencilWriteMask=this.stencilWriteMask;d.stencilFunc=this.stencilFunc;d.stencilRef=this.stencilRef;d.stencilFuncMask=this.stencilFuncMask;d.stencilFail=this.stencilFail;d.stencilZFail=this.stencilZFail;d.stencilZPass=this.stencilZPass;this.rotation&&0!==this.rotation&&(d.rotation=this.rotation);!0===this.polygonOffset&&(d.polygonOffset=!0);0!==this.polygonOffsetFactor&&(d.polygonOffsetFactor=this.polygonOffsetFactor);0!==this.polygonOffsetUnits&&(d.polygonOffsetUnits=this.polygonOffsetUnits);this.linewidth&& +1!==this.linewidth&&(d.linewidth=this.linewidth);void 0!==this.dashSize&&(d.dashSize=this.dashSize);void 0!==this.gapSize&&(d.gapSize=this.gapSize);void 0!==this.scale&&(d.scale=this.scale);!0===this.dithering&&(d.dithering=!0);0g;g++)if(d[g]===d[(g+1)%3]){a.push(f);break}for(f=a.length-1;0<=f;f--)for(d=a[f],this.faces.splice(d,1),c=0,e=this.faceVertexUvs.length;c\n\t#include \n}", +fragmentShader:"uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV;\n\tsampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n}",side:1,blending:0});d.uniforms.tEquirect.value=b;b=new ja(new Gd(5, +5,5),d);c.add(b);d=new Dc(1,10,1);d.renderTarget=this;d.renderTarget.texture.name="CubeCameraTexture";d.update(a,c);b.geometry.dispose();b.material.dispose();return this};Zb.prototype=Object.create(W.prototype);Zb.prototype.constructor=Zb;Zb.prototype.isDataTexture=!0;var $g=new n,Bk=new n,Ck=new Y;Object.assign(cb.prototype,{isPlane:!0,set:function(a,b){this.normal.copy(a);this.constant=b;return this},setComponents:function(a,b,c,d){this.normal.set(a,b,c);this.constant=d;return this},setFromNormalAndCoplanarPoint:function(a, +b){this.normal.copy(a);this.constant=-b.dot(this.normal);return this},setFromCoplanarPoints:function(a,b,c){b=$g.subVectors(c,b).cross(Bk.subVectors(a,b)).normalize();this.setFromNormalAndCoplanarPoint(b,a);return this},clone:function(){return(new this.constructor).copy(this)},copy:function(a){this.normal.copy(a.normal);this.constant=a.constant;return this},normalize:function(){var a=1/this.normal.length();this.normal.multiplyScalar(a);this.constant*=a;return this},negate:function(){this.constant*= +-1;this.normal.negate();return this},distanceToPoint:function(a){return this.normal.dot(a)+this.constant},distanceToSphere:function(a){return this.distanceToPoint(a.center)-a.radius},projectPoint:function(a,b){void 0===b&&(console.warn("THREE.Plane: .projectPoint() target is now required"),b=new n);return b.copy(this.normal).multiplyScalar(-this.distanceToPoint(a)).add(a)},intersectLine:function(a,b){void 0===b&&(console.warn("THREE.Plane: .intersectLine() target is now required"),b=new n);var c= +a.delta($g),d=this.normal.dot(c);if(0===d){if(0===this.distanceToPoint(a.start))return b.copy(a.start)}else if(d=-(a.start.dot(this.normal)+this.constant)/d,!(0>d||1b&&0a&&0c;c++)b[c].copy(a.planes[c]);return this},setFromMatrix:function(a){var b=this.planes,c=a.elements;a=c[0];var d=c[1],e=c[2],f=c[3],g=c[4],h=c[5],l=c[6],k=c[7],n=c[8],u=c[9],t=c[10],r=c[11],p=c[12],v=c[13],x=c[14];c=c[15];b[0].setComponents(f-a,k-g,r-n,c-p).normalize();b[1].setComponents(f+a,k+g,r+n,c+p).normalize();b[2].setComponents(f+ +d,k+h,r+u,c+v).normalize();b[3].setComponents(f-d,k-h,r-u,c-v).normalize();b[4].setComponents(f-e,k-l,r-t,c-x).normalize();b[5].setComponents(f+e,k+l,r+t,c+x).normalize();return this},intersectsObject:function(a){var b=a.geometry;null===b.boundingSphere&&b.computeBoundingSphere();td.copy(b.boundingSphere).applyMatrix4(a.matrixWorld);return this.intersectsSphere(td)},intersectsSprite:function(a){td.center.set(0,0,0);td.radius=.7071067811865476;td.applyMatrix4(a.matrixWorld);return this.intersectsSphere(td)}, +intersectsSphere:function(a){var b=this.planes,c=a.center;a=-a.radius;for(var d=0;6>d;d++)if(b[d].distanceToPoint(c)c;c++){var d=b[c];zf.x=0d.distanceToPoint(zf))return!1}return!0},containsPoint:function(a){for(var b=this.planes,c=0;6>c;c++)if(0>b[c].distanceToPoint(a))return!1;return!0}});var N={alphamap_fragment:"#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif", +alphamap_pars_fragment:"#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif",alphatest_fragment:"#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif",aomap_fragment:"#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif", +aomap_pars_fragment:"#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif",begin_vertex:"vec3 transformed = vec3( position );",beginnormal_vertex:"vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif",bsdfs:"vec2 integrateSpecularBRDF( const in float dotNV, const in float roughness ) {\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\treturn vec2( -1.04, 1.04 ) * a004 + r.zw;\n}\nfloat punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\tif( cutoffDistance > 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\n#else\n\tif( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t}\n\treturn 1.0;\n#endif\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nvec3 F_Schlick_RoughnessDependent( const in vec3 F0, const in float dotNV, const in float roughness ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotNV - 6.98316 ) * dotNV );\n\tvec3 Fr = max( vec3( 1.0 - roughness ), F0 ) - F0;\n\treturn Fr * fresnel + F0;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + viewDir );\n\tfloat dotNL = saturate( dot( normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\nvec3 BRDF_Specular_GGX_Environment( const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\treturn specularColor * brdf.x + brdf.y;\n}\nvoid BRDF_Specular_Multiscattering_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tvec3 F = F_Schlick_RoughnessDependent( specularColor, dotNV, roughness );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\tvec3 FssEss = F * brdf.x + brdf.y;\n\tfloat Ess = brdf.x + brdf.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie(float roughness, float NoH) {\n\tfloat invAlpha = 1.0 / roughness;\n\tfloat cos2h = NoH * NoH;\n\tfloat sin2h = max(1.0 - cos2h, 0.0078125);\treturn (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * PI);\n}\nfloat V_Neubelt(float NoV, float NoL) {\n\treturn saturate(1.0 / (4.0 * (NoL + NoV - NoL * NoV)));\n}\nvec3 BRDF_Specular_Sheen( const in float roughness, const in vec3 L, const in GeometricContext geometry, vec3 specularColor ) {\n\tvec3 N = geometry.normal;\n\tvec3 V = geometry.viewDir;\n\tvec3 H = normalize( V + L );\n\tfloat dotNH = saturate( dot( N, H ) );\n\treturn specularColor * D_Charlie( roughness, dotNH ) * V_Neubelt( dot(N, V), dot(N, L) );\n}\n#endif", +bumpmap_pars_fragment:"#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\t\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\n\t\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 );\n\t\tfDet *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif", +clipping_planes_fragment:"#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vViewPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vViewPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\tif ( clipped ) discard;\n\t#endif\n#endif", +clipping_planes_pars_fragment:"#if NUM_CLIPPING_PLANES > 0\n\t#if ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\t\tvarying vec3 vViewPosition;\n\t#endif\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif",clipping_planes_pars_vertex:"#if NUM_CLIPPING_PLANES > 0 && ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvarying vec3 vViewPosition;\n#endif",clipping_planes_vertex:"#if NUM_CLIPPING_PLANES > 0 && ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif", +color_fragment:"#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif",color_pars_fragment:"#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif",color_pars_vertex:"#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif",color_vertex:"#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif",common:"#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n return m[ 2 ][ 3 ] == - 1.0;\n}", +cube_uv_reflection_fragment:"#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_textureSize (1024.0)\nint getFaceFromDirection(vec3 direction) {\n\tvec3 absDirection = abs(direction);\n\tint face = -1;\n\tif( absDirection.x > absDirection.z ) {\n\t\tif(absDirection.x > absDirection.y )\n\t\t\tface = direction.x > 0.0 ? 0 : 3;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\telse {\n\t\tif(absDirection.z > absDirection.y )\n\t\t\tface = direction.z > 0.0 ? 2 : 5;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\treturn face;\n}\n#define cubeUV_maxLods1 (log2(cubeUV_textureSize*0.25) - 1.0)\n#define cubeUV_rangeClamp (exp2((6.0 - 1.0) * 2.0))\nvec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {\n\tfloat scale = exp2(cubeUV_maxLods1 - roughnessLevel);\n\tfloat dxRoughness = dFdx(roughness);\n\tfloat dyRoughness = dFdy(roughness);\n\tvec3 dx = dFdx( vec * scale * dxRoughness );\n\tvec3 dy = dFdy( vec * scale * dyRoughness );\n\tfloat d = max( dot( dx, dx ), dot( dy, dy ) );\n\td = clamp(d, 1.0, cubeUV_rangeClamp);\n\tfloat mipLevel = 0.5 * log2(d);\n\treturn vec2(floor(mipLevel), fract(mipLevel));\n}\n#define cubeUV_maxLods2 (log2(cubeUV_textureSize*0.25) - 2.0)\n#define cubeUV_rcpTextureSize (1.0 / cubeUV_textureSize)\nvec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {\n\tmipLevel = roughnessLevel > cubeUV_maxLods2 - 3.0 ? 0.0 : mipLevel;\n\tfloat a = 16.0 * cubeUV_rcpTextureSize;\n\tvec2 exp2_packed = exp2( vec2( roughnessLevel, mipLevel ) );\n\tvec2 rcp_exp2_packed = vec2( 1.0 ) / exp2_packed;\n\tfloat powScale = exp2_packed.x * exp2_packed.y;\n\tfloat scale = rcp_exp2_packed.x * rcp_exp2_packed.y * 0.25;\n\tfloat mipOffset = 0.75*(1.0 - rcp_exp2_packed.y) * rcp_exp2_packed.x;\n\tbool bRes = mipLevel == 0.0;\n\tscale = bRes && (scale < a) ? a : scale;\n\tvec3 r;\n\tvec2 offset;\n\tint face = getFaceFromDirection(direction);\n\tfloat rcpPowScale = 1.0 / powScale;\n\tif( face == 0) {\n\t\tr = vec3(direction.x, -direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 1) {\n\t\tr = vec3(direction.y, direction.x, direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 2) {\n\t\tr = vec3(direction.z, direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 3) {\n\t\tr = vec3(direction.x, direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse if( face == 4) {\n\t\tr = vec3(direction.y, direction.x, -direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse {\n\t\tr = vec3(direction.z, -direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\tr = normalize(r);\n\tfloat texelOffset = 0.5 * cubeUV_rcpTextureSize;\n\tvec2 s = ( r.yz / abs( r.x ) + vec2( 1.0 ) ) * 0.5;\n\tvec2 base = offset + vec2( texelOffset );\n\treturn base + s * ( scale - 2.0 * texelOffset );\n}\n#define cubeUV_maxLods3 (log2(cubeUV_textureSize*0.25) - 3.0)\nvec4 textureCubeUV( sampler2D envMap, vec3 reflectedDirection, float roughness ) {\n\tfloat roughnessVal = roughness* cubeUV_maxLods3;\n\tfloat r1 = floor(roughnessVal);\n\tfloat r2 = r1 + 1.0;\n\tfloat t = fract(roughnessVal);\n\tvec2 mipInfo = MipLevelInfo(reflectedDirection, r1, roughness);\n\tfloat s = mipInfo.y;\n\tfloat level0 = mipInfo.x;\n\tfloat level1 = level0 + 1.0;\n\tlevel1 = level1 > 5.0 ? 5.0 : level1;\n\tlevel0 += min( floor( s + 0.5 ), 5.0 );\n\tvec2 uv_10 = getCubeUV(reflectedDirection, r1, level0);\n\tvec4 color10 = envMapTexelToLinear(texture2D(envMap, uv_10));\n\tvec2 uv_20 = getCubeUV(reflectedDirection, r2, level0);\n\tvec4 color20 = envMapTexelToLinear(texture2D(envMap, uv_20));\n\tvec4 result = mix(color10, color20, t);\n\treturn vec4(result.rgb, 1.0);\n}\n#endif", +defaultnormal_vertex:"vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\ttransformedNormal = mat3( instanceMatrix ) * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = normalMatrix * objectTangent;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif",displacementmap_pars_vertex:"#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif", +displacementmap_vertex:"#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif",emissivemap_fragment:"#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif",emissivemap_pars_fragment:"#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif", +encodings_fragment:"gl_FragColor = linearToOutputTexel( gl_FragColor );",encodings_pars_fragment:"\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = min( floor( D ) / 255.0, 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}", +envmap_fragment:"#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToVertex, 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_EQUIREC )\n\t\tvec2 sampleUV;\n\t\treflectVec = normalize( reflectVec );\n\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\tenvColor = envMapTexelToLinear( envColor );\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", +envmap_common_pars_fragment:"#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\tuniform int maxMipLevel;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\t\n#endif",envmap_pars_fragment:"#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif", +envmap_pars_vertex:"#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\t\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif",envmap_physical_pars_fragment:"#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, queryVec, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t vec3 reflectVec = reflect( -viewDir, normal );\n\t\t reflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t#else\n\t\t vec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, queryReflectVec, roughness );\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif", +envmap_vertex:"#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\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",fog_vertex:"#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif", +fog_pars_vertex:"#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif",fog_fragment:"#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * fogDepth * fogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif",fog_pars_fragment:"#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float fogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif", +gradientmap_pars_fragment:"#ifdef TOON\n\tuniform sampler2D gradientMap;\n\tvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\t\tfloat dotNL = dot( normal, lightDirection );\n\t\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t\t#ifdef USE_GRADIENTMAP\n\t\t\treturn texture2D( gradientMap, coord ).rgb;\n\t\t#else\n\t\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t\t#endif\n\t}\n#endif",lightmap_fragment:"#ifdef USE_LIGHTMAP\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif", +lightmap_pars_fragment:"#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif",lights_lambert_vertex:"vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop\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#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop\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#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop\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#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop\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#endif", +lights_pars_begin:"uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\n\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\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\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t\tfloat shadowCameraNear;\n\t\tfloat shadowCameraFar;\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\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\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", +lights_phong_fragment:"BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;",lights_phong_pars_fragment:"varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifdef TOON\n\t\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#else\n\t\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\t\tvec3 irradiance = dotNL * directLight.color;\n\t#endif\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)", +lights_physical_fragment:"PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 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 = saturate( clearcoat );\tmaterial.clearcoatRoughness = clamp( clearcoatRoughness, 0.04, 1.0 );\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheen;\n#endif", +lights_physical_pars_fragment:"struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n#ifdef CLEARCOAT\n\tfloat clearcoat;\n\tfloat clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tvec3 sheenColor;\n#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearcoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNL = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = ccDotNL * directLight.color;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tccIrradiance *= PI;\n\t\t#endif\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t\treflectedLight.directSpecular += ccIrradiance * material.clearcoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_Sheen(\n\t\t\tmaterial.specularRoughness,\n\t\t\tdirectLight.direction,\n\t\t\tgeometry,\n\t\t\tmaterial.sheenColor\n\t\t);\n\t#else\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness);\n\t#endif\n\treflectedLight.directDiffuse += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNV = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular += clearcoatRadiance * material.clearcoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t\tfloat ccDotNL = ccDotNV;\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\tfloat clearcoatInv = 1.0 - clearcoatDHR;\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\n\treflectedLight.indirectSpecular += clearcoatInv * radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}", +lights_fragment_begin:"\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = 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#pragma unroll_loop\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\tdirectLight.color *= all( bvec3( pointLight.shadow, directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#pragma unroll_loop\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\tdirectLight.color *= all( bvec3( spotLight.shadow, directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\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\tdirectLight.color *= all( bvec3( directionalLight.shadow, directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop\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#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\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif", +lights_fragment_maps:"#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * 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", +lights_fragment_end:"#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\n#endif",logdepthbuf_fragment:"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 1.0 ? log2( vFragDepth ) * logDepthBufFC * 0.5 : gl_FragCoord.z;\n#endif",logdepthbuf_pars_fragment:"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif", +logdepthbuf_pars_vertex:"#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t\tvarying float vIsPerspective;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif",logdepthbuf_vertex:"#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n\t#else\n\t\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\n\t\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\t\tgl_Position.z *= gl_Position.w;\n\t\t}\n\t#endif\n#endif", +map_fragment:"#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif",map_pars_fragment:"#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif",map_particle_fragment:"#ifdef USE_MAP\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif",map_particle_pars_fragment:"#ifdef USE_MAP\n\tuniform mat3 uvTransform;\n\tuniform sampler2D map;\n#endif", +metalnessmap_fragment:"float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif",metalnessmap_pars_fragment:"#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif",morphnormal_vertex:"#ifdef USE_MORPHNORMALS\n\tobjectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n\tobjectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n\tobjectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n\tobjectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n#endif", +morphtarget_pars_vertex:"#ifdef USE_MORPHTARGETS\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif",morphtarget_vertex:"#ifdef USE_MORPHTARGETS\n\ttransformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n\ttransformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n\ttransformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n\ttransformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n\ttransformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n\ttransformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n\ttransformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n\t#endif\n#endif", +normal_fragment_begin:"#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t\tbitangent = bitangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;", +normal_fragment_maps:"#ifdef OBJECTSPACE_NORMALMAP\n\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( TANGENTSPACE_NORMALMAP )\n\t#ifdef USE_TANGENT\n\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy = normalScale * mapN.xy;\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( -vViewPosition, normal, normalScale, normalMap );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif", +normalmap_pars_fragment:"#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec2 normalScale, in sampler2D normalMap ) {\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\n\t\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\n\t\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\n\t\tvec3 N = normalize( surf_norm );\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy *= normalScale;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tbool frontFacing = dot( cross( S, T ), N ) > 0.0;\n\t\t\tmapN.xy *= ( float( frontFacing ) * 2.0 - 1.0 );\n\t\t#else\n\t\t\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t\tmat3 tsn = mat3( S, T, N );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif", +clearcoat_normal_fragment_begin:"#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif",clearcoat_normal_fragment_maps:"#ifdef USE_CLEARCOAT_NORMALMAP\n\t#ifdef USE_TANGENT\n\t\tmat3 vTBN = mat3( tangent, bitangent, clearcoatNormal );\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy = clearcoatNormalScale * mapN.xy;\n\t\tclearcoatNormal = normalize( vTBN * mapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatNormalScale, clearcoatNormalMap );\n\t#endif\n#endif", +clearcoat_normalmap_pars_fragment:"#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif",packing:"vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nvec4 encodeHalfRGBA ( vec2 v ) {\n\tvec4 encoded = vec4( 0.0 );\n\tconst vec2 offset = vec2( 1.0 / 255.0, 0.0 );\n\tencoded.xy = vec2( v.x, fract( v.x * 255.0 ) );\n\tencoded.xy = encoded.xy - ( encoded.yy * offset );\n\tencoded.zw = vec2( v.y, fract( v.y * 255.0 ) );\n\tencoded.zw = encoded.zw - ( encoded.ww * offset );\n\treturn encoded;\n}\nvec2 decodeHalfRGBA( 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}", +premultiplied_alpha_fragment:"#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif",project_vertex:"vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;",dithering_fragment:"#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif",dithering_pars_fragment:"#ifdef DITHERING\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif", +roughnessmap_fragment:"float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif",roughnessmap_pars_fragment:"#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif",shadowmap_pars_fragment:"#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn decodeHalfRGBA( 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 texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\n\t\tconst vec2 offset = vec2( 0.0, 1.0 );\n\t\tvec2 texelSize = vec2( 1.0 ) / size;\n\t\tvec2 centroidUV = ( floor( uv * size - 0.5 ) + 0.5 ) * texelSize;\n\t\tfloat lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\n\t\tfloat lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\n\t\tfloat rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\n\t\tfloat rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\n\t\tvec2 f = fract( uv * size + 0.5 );\n\t\tfloat a = mix( lb, lt, f.y );\n\t\tfloat b = mix( rb, rt, f.y );\n\t\tfloat c = mix( a, b, f.x );\n\t\treturn c;\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 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\tshadow = (\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\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", +shadowmap_pars_vertex:"#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif", +shadowmap_vertex:"#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n#endif", +shadowmask_pars_fragment:"float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tshadow *= all( bvec2( directionalLight.shadow, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tshadow *= all( bvec2( spotLight.shadow, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tshadow *= all( bvec2( pointLight.shadow, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#endif\n\t#endif\n\treturn shadow;\n}", +skinbase_vertex:"#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif",skinning_pars_vertex:"#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform highp sampler2D boneTexture;\n\t\tuniform int boneTextureSize;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\t\tfloat dy = 1.0 / float( boneTextureSize );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif", +skinning_vertex:"#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif",skinnormal_vertex:"#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif", +specularmap_fragment:"float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif",specularmap_pars_fragment:"#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif",tonemapping_fragment:"#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif",tonemapping_pars_fragment:"#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( ( color * ( 2.51 * color + 0.03 ) ) / ( color * ( 2.43 * color + 0.59 ) + 0.14 ) );\n}", +uv_pars_fragment:"#ifdef USE_UV\n\tvarying vec2 vUv;\n#endif",uv_pars_vertex:"#ifdef USE_UV\n\tvarying vec2 vUv;\n\tuniform mat3 uvTransform;\n#endif",uv_vertex:"#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif",uv2_pars_fragment:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif",uv2_pars_vertex:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n#endif",uv2_vertex:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = uv2;\n#endif", +worldpos_vertex:"#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif",background_frag:"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}", +background_vert:"varying vec2 vUv;\nuniform mat3 uvTransform;\nvoid main() {\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\tgl_Position = vec4( position.xy, 1.0, 1.0 );\n}",cube_frag:"uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldDirection;\nvoid main() {\n\tvec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\tgl_FragColor.a *= opacity;\n\t#include \n\t#include \n}", +cube_vert:"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}",depth_frag:"#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include \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#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\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - gl_FragCoord.z ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( gl_FragCoord.z );\n\t#endif\n}", +depth_vert:"#include \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}", +distanceRGBA_frag:"#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main () {\n\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}", +distanceRGBA_vert:"#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}", +equirect_frag:"uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV;\n\tsampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include \n\t#include \n}", +equirect_vert:"varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}",linedashed_frag:"uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\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}", +linedashed_vert:"uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvLineDistance = scale * lineDistance;\n\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include \n\t#include \n\t#include \n}", +meshbasic_frag:"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 \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\treflectedLight.indirectDiffuse += texture2D( lightMap, vUv2 ).xyz * 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}", +meshbasic_vert:"#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}", +meshlambert_frag:"uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include \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\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\t#else\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\t#endif\n\t#include \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}", +meshlambert_vert:"#define LAMBERT\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include \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}", +meshmatcap_frag:"#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \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\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}", +meshmatcap_vert:"#define 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 \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifndef FLAT_SHADED\n\t\tvNormal = normalize( transformedNormal );\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\tvViewPosition = - mvPosition.xyz;\n}", +meshphong_frag:"#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\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 \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#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + 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}", +meshphong_vert:"#define PHONG\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 \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#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}", +meshphysical_frag:"#define STANDARD\n#ifdef PHYSICAL\n\t#define REFLECTIVITY\n\t#define CLEARCOAT\n\t#define TRANSPARENCY\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef TRANSPARENCY\n\tuniform float transparency;\n#endif\n#ifdef REFLECTIVITY\n\tuniform float reflectivity;\n#endif\n#ifdef CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheen;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include \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 \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#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\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#ifdef TRANSPARENCY\n\t\tdiffuseColor.a *= saturate( 1. - transparency + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) );\n\t#endif\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}", +meshphysical_vert:"#define STANDARD\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include \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#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n}", +normal_frag:"#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include \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\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}", +normal_vert:"#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include \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#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}", +points_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \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}", +points_vert:"uniform float size;\nuniform float scale;\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\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n}", +shadow_frag:"uniform vec3 color;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include \n}",shadow_vert:"#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}", +sprite_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \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}", +sprite_vert:"uniform float rotation;\nuniform vec2 center;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include \n\t#include \n\t#include \n}"}, +I={common:{diffuse:{value:new H(15658734)},opacity:{value:1},map:{value:null},uvTransform:{value:new Y},alphaMap:{value:null}},specularmap:{specularMap:{value:null}},envmap:{envMap:{value:null},flipEnvMap:{value:-1},reflectivity:{value:1},refractionRatio:{value:.98},maxMipLevel:{value:0}},aomap:{aoMap:{value:null},aoMapIntensity:{value:1}},lightmap:{lightMap:{value:null},lightMapIntensity:{value:1}},emissivemap:{emissiveMap:{value:null}},bumpmap:{bumpMap:{value:null},bumpScale:{value:1}},normalmap:{normalMap:{value:null}, +normalScale:{value:new w(1,1)}},displacementmap:{displacementMap:{value:null},displacementScale:{value:1},displacementBias:{value:0}},roughnessmap:{roughnessMap:{value:null}},metalnessmap:{metalnessMap:{value:null}},gradientmap:{gradientMap:{value:null}},fog:{fogDensity:{value:2.5E-4},fogNear:{value:1},fogFar:{value:2E3},fogColor:{value:new H(16777215)}},lights:{ambientLightColor:{value:[]},lightProbe:{value:[]},directionalLights:{value:[],properties:{direction:{},color:{},shadow:{},shadowBias:{}, +shadowRadius:{},shadowMapSize:{}}},directionalShadowMap:{value:[]},directionalShadowMatrix:{value:[]},spotLights:{value:[],properties:{color:{},position:{},direction:{},distance:{},coneCos:{},penumbraCos:{},decay:{},shadow:{},shadowBias:{},shadowRadius:{},shadowMapSize:{}}},spotShadowMap:{value:[]},spotShadowMatrix:{value:[]},pointLights:{value:[],properties:{color:{},position:{},decay:{},distance:{},shadow:{},shadowBias:{},shadowRadius:{},shadowMapSize:{},shadowCameraNear:{},shadowCameraFar:{}}}, +pointShadowMap:{value:[]},pointShadowMatrix:{value:[]},hemisphereLights:{value:[],properties:{direction:{},skyColor:{},groundColor:{}}},rectAreaLights:{value:[],properties:{color:{},position:{},width:{},height:{}}}},points:{diffuse:{value:new H(15658734)},opacity:{value:1},size:{value:1},scale:{value:1},map:{value:null},uvTransform:{value:new Y}},sprite:{diffuse:{value:new H(15658734)},opacity:{value:1},center:{value:new w(.5,.5)},rotation:{value:0},map:{value:null},uvTransform:{value:new Y}}},db= +{basic:{uniforms:Da([I.common,I.specularmap,I.envmap,I.aomap,I.lightmap,I.fog]),vertexShader:N.meshbasic_vert,fragmentShader:N.meshbasic_frag},lambert:{uniforms:Da([I.common,I.specularmap,I.envmap,I.aomap,I.lightmap,I.emissivemap,I.fog,I.lights,{emissive:{value:new H(0)}}]),vertexShader:N.meshlambert_vert,fragmentShader:N.meshlambert_frag},phong:{uniforms:Da([I.common,I.specularmap,I.envmap,I.aomap,I.lightmap,I.emissivemap,I.bumpmap,I.normalmap,I.displacementmap,I.gradientmap,I.fog,I.lights,{emissive:{value:new H(0)}, +specular:{value:new H(1118481)},shininess:{value:30}}]),vertexShader:N.meshphong_vert,fragmentShader:N.meshphong_frag},standard:{uniforms:Da([I.common,I.envmap,I.aomap,I.lightmap,I.emissivemap,I.bumpmap,I.normalmap,I.displacementmap,I.roughnessmap,I.metalnessmap,I.fog,I.lights,{emissive:{value:new H(0)},roughness:{value:.5},metalness:{value:.5},envMapIntensity:{value:1}}]),vertexShader:N.meshphysical_vert,fragmentShader:N.meshphysical_frag},matcap:{uniforms:Da([I.common,I.bumpmap,I.normalmap,I.displacementmap, +I.fog,{matcap:{value:null}}]),vertexShader:N.meshmatcap_vert,fragmentShader:N.meshmatcap_frag},points:{uniforms:Da([I.points,I.fog]),vertexShader:N.points_vert,fragmentShader:N.points_frag},dashed:{uniforms:Da([I.common,I.fog,{scale:{value:1},dashSize:{value:1},totalSize:{value:2}}]),vertexShader:N.linedashed_vert,fragmentShader:N.linedashed_frag},depth:{uniforms:Da([I.common,I.displacementmap]),vertexShader:N.depth_vert,fragmentShader:N.depth_frag},normal:{uniforms:Da([I.common,I.bumpmap,I.normalmap, +I.displacementmap,{opacity:{value:1}}]),vertexShader:N.normal_vert,fragmentShader:N.normal_frag},sprite:{uniforms:Da([I.sprite,I.fog]),vertexShader:N.sprite_vert,fragmentShader:N.sprite_frag},background:{uniforms:{uvTransform:{value:new Y},t2D:{value:null}},vertexShader:N.background_vert,fragmentShader:N.background_frag},cube:{uniforms:{tCube:{value:null},tFlip:{value:-1},opacity:{value:1}},vertexShader:N.cube_vert,fragmentShader:N.cube_frag},equirect:{uniforms:{tEquirect:{value:null}},vertexShader:N.equirect_vert, +fragmentShader:N.equirect_frag},distanceRGBA:{uniforms:Da([I.common,I.displacementmap,{referencePosition:{value:new n},nearDistance:{value:1},farDistance:{value:1E3}}]),vertexShader:N.distanceRGBA_vert,fragmentShader:N.distanceRGBA_frag},shadow:{uniforms:Da([I.lights,I.fog,{color:{value:new H(0)},opacity:{value:1}}]),vertexShader:N.shadow_vert,fragmentShader:N.shadow_frag}};db.physical={uniforms:Da([db.standard.uniforms,{transparency:{value:0},clearcoat:{value:0},clearcoatRoughness:{value:0},sheen:{value:new H(0)}, +clearcoatNormalScale:{value:new w(1,1)},clearcoatNormalMap:{value:null}}]),vertexShader:N.meshphysical_vert,fragmentShader:N.meshphysical_frag};Fd.prototype=Object.create(F.prototype);Fd.prototype.constructor=Fd;$b.prototype=Object.create(E.prototype);$b.prototype.constructor=$b;ob.prototype=Object.create(W.prototype);ob.prototype.constructor=ob;ob.prototype.isCubeTexture=!0;Object.defineProperty(ob.prototype,"images",{get:function(){return this.image},set:function(a){this.image=a}});Ec.prototype= +Object.create(W.prototype);Ec.prototype.constructor=Ec;Ec.prototype.isDataTexture2DArray=!0;Fc.prototype=Object.create(W.prototype);Fc.prototype.constructor=Fc;Fc.prototype.isDataTexture3D=!0;var vh=new W,qj=new Ec,sj=new Fc,wh=new ob,ph=[],rh=[],uh=new Float32Array(16),th=new Float32Array(9),sh=new Float32Array(4);xh.prototype.updateCache=function(a){var b=this.cache;a instanceof Float32Array&&b.length!==a.length&&(this.cache=new Float32Array(a.length));Ha(b,a)};yh.prototype.setValue=function(a, +b,c){for(var d=this.seq,e=0,f=d.length;e!==f;++e){var g=d[e];g.setValue(a,b[g.id],c)}};var Yf=/([\w\d_]+)(\])?(\[|\.)?/g;Bb.prototype.setValue=function(a,b,c,d){b=this.map[b];void 0!==b&&b.setValue(a,c,d)};Bb.prototype.setOptional=function(a,b,c){b=b[c];void 0!==b&&this.setValue(a,c,b)};Bb.upload=function(a,b,c,d){for(var e=0,f=b.length;e!==f;++e){var g=b[e],h=c[g.id];!1!==h.needsUpdate&&g.setValue(a,h.value,d)}};Bb.seqWithValue=function(a,b){for(var c=[],d=0,e=a.length;d!==e;++d){var f=a[d];f.id in +b&&c.push(f)}return c};var Xj=0,$f=/^[ \t]*#include +<([\w\d./]+)>/gm,Gh=/#pragma unroll_loop[\s]+?for \( int i = (\d+); i < (\d+); i \+\+ \) \{([\s\S]+?)(?=\})\}/g,gk=0;Db.prototype=Object.create(M.prototype);Db.prototype.constructor=Db;Db.prototype.isMeshDepthMaterial=!0;Db.prototype.copy=function(a){M.prototype.copy.call(this,a);this.depthPacking=a.depthPacking;this.skinning=a.skinning;this.morphTargets=a.morphTargets;this.map=a.map;this.alphaMap=a.alphaMap;this.displacementMap=a.displacementMap; +this.displacementScale=a.displacementScale;this.displacementBias=a.displacementBias;this.wireframe=a.wireframe;this.wireframeLinewidth=a.wireframeLinewidth;return this};Eb.prototype=Object.create(M.prototype);Eb.prototype.constructor=Eb;Eb.prototype.isMeshDistanceMaterial=!0;Eb.prototype.copy=function(a){M.prototype.copy.call(this,a);this.referencePosition.copy(a.referencePosition);this.nearDistance=a.nearDistance;this.farDistance=a.farDistance;this.skinning=a.skinning;this.morphTargets=a.morphTargets; +this.map=a.map;this.alphaMap=a.alphaMap;this.displacementMap=a.displacementMap;this.displacementScale=a.displacementScale;this.displacementBias=a.displacementBias;return this};fg.prototype=Object.assign(Object.create(la.prototype),{constructor:fg,isWebGLMultiviewRenderTarget:!0,copy:function(a){la.prototype.copy.call(this,a);this.numViews=a.numViews;return this},setNumViews:function(a){this.numViews!==a&&(this.numViews=a,this.dispose());return this}});Hc.prototype=Object.assign(Object.create(B.prototype), +{constructor:Hc,isGroup:!0});Jd.prototype=Object.assign(Object.create(na.prototype),{constructor:Jd,isArrayCamera:!0});var Mh=new n,Nh=new n;Object.assign(gg.prototype,Ba.prototype);Object.assign(Oh.prototype,Ba.prototype);Object.assign(Ie.prototype,{isFogExp2:!0,clone:function(){return new Ie(this.color,this.density)},toJSON:function(){return{type:"FogExp2",color:this.color.getHex(),density:this.density}}});Object.assign(Je.prototype,{isFog:!0,clone:function(){return new Je(this.color,this.near, +this.far)},toJSON:function(){return{type:"Fog",color:this.color.getHex(),near:this.near,far:this.far}}});Object.defineProperty(Gb.prototype,"needsUpdate",{set:function(a){!0===a&&this.version++}});Object.assign(Gb.prototype,{isInterleavedBuffer:!0,onUploadCallback:function(){},setDynamic:function(a){this.dynamic=a;return this},copy:function(a){this.array=new a.array.constructor(a.array);this.count=a.count;this.stride=a.stride;this.dynamic=a.dynamic;return this},copyAt:function(a,b,c){a*=this.stride; +c*=b.stride;for(var d=0,e=this.stride;da.far||b.push({distance:e,point:ze.clone(),uv:R.getUV(ze,Af,Ae,Bf,ui,ah,vi,new w),face:null,object:this})},clone:function(){return(new this.constructor(this.material)).copy(this)}, +copy:function(a){B.prototype.copy.call(this,a);void 0!==a.center&&this.center.copy(a.center);return this}});var Cf=new n,wi=new n;Nd.prototype=Object.assign(Object.create(B.prototype),{constructor:Nd,isLOD:!0,copy:function(a){B.prototype.copy.call(this,a,!1);a=a.levels;for(var b=0,c=a.length;b=b[c].distance)b[c-1].object.visible=!1,b[c].object.visible=!0;else break;for(;cc||(h.applyMatrix4(this.matrixWorld),t=a.ray.origin.distanceTo(h),ta.far||b.push({distance:t,point:e.clone().applyMatrix4(this.matrixWorld),index:d,face:null,faceIndex:null,object:this}))}}else for(d=0,u=q.length/3-1;dc||(h.applyMatrix4(this.matrixWorld),t=a.ray.origin.distanceTo(h),ta.far||b.push({distance:t,point:e.clone().applyMatrix4(this.matrixWorld), +index:d,face:null,faceIndex:null,object:this}))}else if(d.isGeometry)for(f=d.vertices,g=f.length,d=0;dc||(h.applyMatrix4(this.matrixWorld),t=a.ray.origin.distanceTo(h),ta.far||b.push({distance:t,point:e.clone().applyMatrix4(this.matrixWorld),index:d,face:null,faceIndex:null,object:this}))}},clone:function(){return(new this.constructor(this.geometry,this.material)).copy(this)}});var Ef=new n,Ff=new n;ca.prototype=Object.assign(Object.create(xa.prototype), +{constructor:ca,isLineSegments:!0,computeLineDistances:function(){var a=this.geometry;if(a.isBufferGeometry)if(null===a.index){for(var b=a.attributes.position,c=[],d=0,e=b.count;d=a.HAVE_CURRENT_DATA&& +(this.needsUpdate=!0)}});Lc.prototype=Object.create(W.prototype);Lc.prototype.constructor=Lc;Lc.prototype.isCompressedTexture=!0;Pd.prototype=Object.create(W.prototype);Pd.prototype.constructor=Pd;Pd.prototype.isCanvasTexture=!0;Qd.prototype=Object.create(W.prototype);Qd.prototype.constructor=Qd;Qd.prototype.isDepthTexture=!0;Mc.prototype=Object.create(E.prototype);Mc.prototype.constructor=Mc;Rd.prototype=Object.create(F.prototype);Rd.prototype.constructor=Rd;Nc.prototype=Object.create(E.prototype); +Nc.prototype.constructor=Nc;Sd.prototype=Object.create(F.prototype);Sd.prototype.constructor=Sd;Ca.prototype=Object.create(E.prototype);Ca.prototype.constructor=Ca;Td.prototype=Object.create(F.prototype);Td.prototype.constructor=Td;Oc.prototype=Object.create(Ca.prototype);Oc.prototype.constructor=Oc;Ud.prototype=Object.create(F.prototype);Ud.prototype.constructor=Ud;cc.prototype=Object.create(Ca.prototype);cc.prototype.constructor=cc;Vd.prototype=Object.create(F.prototype);Vd.prototype.constructor= +Vd;Pc.prototype=Object.create(Ca.prototype);Pc.prototype.constructor=Pc;Wd.prototype=Object.create(F.prototype);Wd.prototype.constructor=Wd;Qc.prototype=Object.create(Ca.prototype);Qc.prototype.constructor=Qc;Xd.prototype=Object.create(F.prototype);Xd.prototype.constructor=Xd;dc.prototype=Object.create(E.prototype);dc.prototype.constructor=dc;dc.prototype.toJSON=function(){var a=E.prototype.toJSON.call(this);a.path=this.parameters.path.toJSON();return a};Yd.prototype=Object.create(F.prototype);Yd.prototype.constructor= +Yd;Rc.prototype=Object.create(E.prototype);Rc.prototype.constructor=Rc;Zd.prototype=Object.create(F.prototype);Zd.prototype.constructor=Zd;Sc.prototype=Object.create(E.prototype);Sc.prototype.constructor=Sc;var Ek={triangulate:function(a,b,c){c=c||2;var d=b&&b.length,e=d?b[0]*c:a.length,f=Rh(a,0,e,c,!0),g=[];if(!f||f.next===f.prev)return g;var h;if(d){var l=c;d=[];var k;var n=0;for(k=b.length;n80*c){var r=h=a[0];var p=d=a[1];for(l=c;lh&&(h=n),b>d&&(d=b);h=Math.max(h-r,d-p);h=0!==h?1/h:0}be(f,g,c,r,p,h);return g}},pb={area:function(a){for(var b=a.length,c=0,d=b-1,e=0;epb.area(a)},triangulateShape:function(a,b){var c=[],d=[],e=[];Vh(a);Wh(c,a);var f=a.length;b.forEach(Vh); +for(a=0;aMath.abs(g-l)?[new w(a,1-c),new w(h,1-d),new w(k,1-e),new w(u,1-b)]:[new w(g,1-c),new w(l,1-d),new w(n,1-e),new w(t,1-b)]}};de.prototype=Object.create(F.prototype); +de.prototype.constructor=de;Uc.prototype=Object.create(eb.prototype);Uc.prototype.constructor=Uc;ee.prototype=Object.create(F.prototype);ee.prototype.constructor=ee;Ib.prototype=Object.create(E.prototype);Ib.prototype.constructor=Ib;fe.prototype=Object.create(F.prototype);fe.prototype.constructor=fe;Vc.prototype=Object.create(E.prototype);Vc.prototype.constructor=Vc;ge.prototype=Object.create(F.prototype);ge.prototype.constructor=ge;Wc.prototype=Object.create(E.prototype);Wc.prototype.constructor= +Wc;gc.prototype=Object.create(F.prototype);gc.prototype.constructor=gc;gc.prototype.toJSON=function(){var a=F.prototype.toJSON.call(this);return Yh(this.parameters.shapes,a)};hc.prototype=Object.create(E.prototype);hc.prototype.constructor=hc;hc.prototype.toJSON=function(){var a=E.prototype.toJSON.call(this);return Yh(this.parameters.shapes,a)};Xc.prototype=Object.create(E.prototype);Xc.prototype.constructor=Xc;ic.prototype=Object.create(F.prototype);ic.prototype.constructor=ic;qb.prototype=Object.create(E.prototype); +qb.prototype.constructor=qb;he.prototype=Object.create(ic.prototype);he.prototype.constructor=he;ie.prototype=Object.create(qb.prototype);ie.prototype.constructor=ie;je.prototype=Object.create(F.prototype);je.prototype.constructor=je;Yc.prototype=Object.create(E.prototype);Yc.prototype.constructor=Yc;var ta=Object.freeze({WireframeGeometry:Mc,ParametricGeometry:Rd,ParametricBufferGeometry:Nc,TetrahedronGeometry:Td,TetrahedronBufferGeometry:Oc,OctahedronGeometry:Ud,OctahedronBufferGeometry:cc,IcosahedronGeometry:Vd, +IcosahedronBufferGeometry:Pc,DodecahedronGeometry:Wd,DodecahedronBufferGeometry:Qc,PolyhedronGeometry:Sd,PolyhedronBufferGeometry:Ca,TubeGeometry:Xd,TubeBufferGeometry:dc,TorusKnotGeometry:Yd,TorusKnotBufferGeometry:Rc,TorusGeometry:Zd,TorusBufferGeometry:Sc,TextGeometry:de,TextBufferGeometry:Uc,SphereGeometry:ee,SphereBufferGeometry:Ib,RingGeometry:fe,RingBufferGeometry:Vc,PlaneGeometry:Fd,PlaneBufferGeometry:$b,LatheGeometry:ge,LatheBufferGeometry:Wc,ShapeGeometry:gc,ShapeBufferGeometry:hc,ExtrudeGeometry:fc, +ExtrudeBufferGeometry:eb,EdgesGeometry:Xc,ConeGeometry:he,ConeBufferGeometry:ie,CylinderGeometry:ic,CylinderBufferGeometry:qb,CircleGeometry:je,CircleBufferGeometry:Yc,BoxGeometry:Zg,BoxBufferGeometry:Gd});jc.prototype=Object.create(M.prototype);jc.prototype.constructor=jc;jc.prototype.isShadowMaterial=!0;jc.prototype.copy=function(a){M.prototype.copy.call(this,a);this.color.copy(a.color);return this};Zc.prototype=Object.create(ma.prototype);Zc.prototype.constructor=Zc;Zc.prototype.isRawShaderMaterial= +!0;fb.prototype=Object.create(M.prototype);fb.prototype.constructor=fb;fb.prototype.isMeshStandardMaterial=!0;fb.prototype.copy=function(a){M.prototype.copy.call(this,a);this.defines={STANDARD:""};this.color.copy(a.color);this.roughness=a.roughness;this.metalness=a.metalness;this.map=a.map;this.lightMap=a.lightMap;this.lightMapIntensity=a.lightMapIntensity;this.aoMap=a.aoMap;this.aoMapIntensity=a.aoMapIntensity;this.emissive.copy(a.emissive);this.emissiveMap=a.emissiveMap;this.emissiveIntensity=a.emissiveIntensity; +this.bumpMap=a.bumpMap;this.bumpScale=a.bumpScale;this.normalMap=a.normalMap;this.normalMapType=a.normalMapType;this.normalScale.copy(a.normalScale);this.displacementMap=a.displacementMap;this.displacementScale=a.displacementScale;this.displacementBias=a.displacementBias;this.roughnessMap=a.roughnessMap;this.metalnessMap=a.metalnessMap;this.alphaMap=a.alphaMap;this.envMap=a.envMap;this.envMapIntensity=a.envMapIntensity;this.refractionRatio=a.refractionRatio;this.wireframe=a.wireframe;this.wireframeLinewidth= +a.wireframeLinewidth;this.wireframeLinecap=a.wireframeLinecap;this.wireframeLinejoin=a.wireframeLinejoin;this.skinning=a.skinning;this.morphTargets=a.morphTargets;this.morphNormals=a.morphNormals;return this};kc.prototype=Object.create(fb.prototype);kc.prototype.constructor=kc;kc.prototype.isMeshPhysicalMaterial=!0;kc.prototype.copy=function(a){fb.prototype.copy.call(this,a);this.defines={STANDARD:"",PHYSICAL:""};this.reflectivity=a.reflectivity;this.clearcoat=a.clearcoat;this.clearcoatRoughness= +a.clearcoatRoughness;this.sheen=a.sheen?(this.sheen||new H).copy(a.sheen):null;this.clearcoatNormalMap=a.clearcoatNormalMap;this.clearcoatNormalScale.copy(a.clearcoatNormalScale);this.transparency=a.transparency;return this};Ra.prototype=Object.create(M.prototype);Ra.prototype.constructor=Ra;Ra.prototype.isMeshPhongMaterial=!0;Ra.prototype.copy=function(a){M.prototype.copy.call(this,a);this.color.copy(a.color);this.specular.copy(a.specular);this.shininess=a.shininess;this.map=a.map;this.lightMap= +a.lightMap;this.lightMapIntensity=a.lightMapIntensity;this.aoMap=a.aoMap;this.aoMapIntensity=a.aoMapIntensity;this.emissive.copy(a.emissive);this.emissiveMap=a.emissiveMap;this.emissiveIntensity=a.emissiveIntensity;this.bumpMap=a.bumpMap;this.bumpScale=a.bumpScale;this.normalMap=a.normalMap;this.normalMapType=a.normalMapType;this.normalScale.copy(a.normalScale);this.displacementMap=a.displacementMap;this.displacementScale=a.displacementScale;this.displacementBias=a.displacementBias;this.specularMap= +a.specularMap;this.alphaMap=a.alphaMap;this.envMap=a.envMap;this.combine=a.combine;this.reflectivity=a.reflectivity;this.refractionRatio=a.refractionRatio;this.wireframe=a.wireframe;this.wireframeLinewidth=a.wireframeLinewidth;this.wireframeLinecap=a.wireframeLinecap;this.wireframeLinejoin=a.wireframeLinejoin;this.skinning=a.skinning;this.morphTargets=a.morphTargets;this.morphNormals=a.morphNormals;return this};lc.prototype=Object.create(Ra.prototype);lc.prototype.constructor=lc;lc.prototype.isMeshToonMaterial= +!0;lc.prototype.copy=function(a){Ra.prototype.copy.call(this,a);this.gradientMap=a.gradientMap;return this};mc.prototype=Object.create(M.prototype);mc.prototype.constructor=mc;mc.prototype.isMeshNormalMaterial=!0;mc.prototype.copy=function(a){M.prototype.copy.call(this,a);this.bumpMap=a.bumpMap;this.bumpScale=a.bumpScale;this.normalMap=a.normalMap;this.normalMapType=a.normalMapType;this.normalScale.copy(a.normalScale);this.displacementMap=a.displacementMap;this.displacementScale=a.displacementScale; +this.displacementBias=a.displacementBias;this.wireframe=a.wireframe;this.wireframeLinewidth=a.wireframeLinewidth;this.skinning=a.skinning;this.morphTargets=a.morphTargets;this.morphNormals=a.morphNormals;return this};nc.prototype=Object.create(M.prototype);nc.prototype.constructor=nc;nc.prototype.isMeshLambertMaterial=!0;nc.prototype.copy=function(a){M.prototype.copy.call(this,a);this.color.copy(a.color);this.map=a.map;this.lightMap=a.lightMap;this.lightMapIntensity=a.lightMapIntensity;this.aoMap= +a.aoMap;this.aoMapIntensity=a.aoMapIntensity;this.emissive.copy(a.emissive);this.emissiveMap=a.emissiveMap;this.emissiveIntensity=a.emissiveIntensity;this.specularMap=a.specularMap;this.alphaMap=a.alphaMap;this.envMap=a.envMap;this.combine=a.combine;this.reflectivity=a.reflectivity;this.refractionRatio=a.refractionRatio;this.wireframe=a.wireframe;this.wireframeLinewidth=a.wireframeLinewidth;this.wireframeLinecap=a.wireframeLinecap;this.wireframeLinejoin=a.wireframeLinejoin;this.skinning=a.skinning; +this.morphTargets=a.morphTargets;this.morphNormals=a.morphNormals;return this};oc.prototype=Object.create(M.prototype);oc.prototype.constructor=oc;oc.prototype.isMeshMatcapMaterial=!0;oc.prototype.copy=function(a){M.prototype.copy.call(this,a);this.defines={MATCAP:""};this.color.copy(a.color);this.matcap=a.matcap;this.map=a.map;this.bumpMap=a.bumpMap;this.bumpScale=a.bumpScale;this.normalMap=a.normalMap;this.normalMapType=a.normalMapType;this.normalScale.copy(a.normalScale);this.displacementMap=a.displacementMap; +this.displacementScale=a.displacementScale;this.displacementBias=a.displacementBias;this.alphaMap=a.alphaMap;this.skinning=a.skinning;this.morphTargets=a.morphTargets;this.morphNormals=a.morphNormals;return this};pc.prototype=Object.create(Q.prototype);pc.prototype.constructor=pc;pc.prototype.isLineDashedMaterial=!0;pc.prototype.copy=function(a){Q.prototype.copy.call(this,a);this.scale=a.scale;this.dashSize=a.dashSize;this.gapSize=a.gapSize;return this};var Fk=Object.freeze({ShadowMaterial:jc,SpriteMaterial:Hb, +RawShaderMaterial:Zc,ShaderMaterial:ma,PointsMaterial:Qa,MeshPhysicalMaterial:kc,MeshStandardMaterial:fb,MeshPhongMaterial:Ra,MeshToonMaterial:lc,MeshNormalMaterial:mc,MeshLambertMaterial:nc,MeshDepthMaterial:Db,MeshDistanceMaterial:Eb,MeshBasicMaterial:Ga,MeshMatcapMaterial:oc,LineDashedMaterial:pc,LineBasicMaterial:Q,Material:M}),pa={arraySlice:function(a,b,c){return pa.isTypedArray(a)?new a.constructor(a.subarray(b,void 0!==c?c:a.length)):a.slice(b,c)},convertArray:function(a,b,c){return!a||!c&& +a.constructor===b?a:"number"===typeof b.BYTES_PER_ELEMENT?new b(a):Array.prototype.slice.call(a)},isTypedArray:function(a){return ArrayBuffer.isView(a)&&!(a instanceof DataView)},getKeyframeOrder:function(a){for(var b=a.length,c=Array(b),d=0;d!==b;++d)c[d]=d;c.sort(function(b,c){return a[b]-a[c]});return c},sortedArray:function(a,b,c){for(var d=a.length,e=new a.constructor(d),f=0,g=0;g!==d;++f)for(var h=c[f]*b,l=0;l!==b;++l)e[g++]=a[h+l];return e},flattenJSON:function(a,b,c,d){for(var e=1,f=a[0];void 0!== +f&&void 0===f[d];)f=a[e++];if(void 0!==f){var g=f[d];if(void 0!==g)if(Array.isArray(g)){do g=f[d],void 0!==g&&(b.push(f.time),c.push.apply(c,g)),f=a[e++];while(void 0!==f)}else if(void 0!==g.toArray){do g=f[d],void 0!==g&&(b.push(f.time),g.toArray(c,c.length)),f=a[e++];while(void 0!==f)}else{do g=f[d],void 0!==g&&(b.push(f.time),c.push(g)),f=a[e++];while(void 0!==f)}}}};Object.assign(Ia.prototype,{evaluate:function(a){var b=this.parameterPositions,c=this._cachedIndex,d=b[c],e=b[c-1];a:{b:{c:{d:if(!(a< +d)){for(var f=c+2;;){if(void 0===d){if(a=e)break a;else{f=b[1];a=e)break b}d=c;c=0}}for(;c>>1,ab;)--f;++f;if(0!==e||f!==d)e>=f&&(f=Math.max(f,1),e=f-1),a=this.getValueSize(),this.times=pa.arraySlice(c,e,f),this.values=pa.arraySlice(this.values,e*a,f*a);return this},validate:function(){var a=!0,b=this.getValueSize();0!==b-Math.floor(b)&&(console.error("THREE.KeyframeTrack: Invalid value size in track.",this),a=!1);var c=this.times; +b=this.values;var d=c.length;0===d&&(console.error("THREE.KeyframeTrack: Track is empty.",this),a=!1);for(var e=null,f=0;f!==d;f++){var g=c[f];if("number"===typeof g&&isNaN(g)){console.error("THREE.KeyframeTrack: Time is not a valid number.",this,f,g);a=!1;break}if(null!==e&&e>g){console.error("THREE.KeyframeTrack: Out of order keys.",this,f,g,e);a=!1;break}e=g}if(void 0!==b&&pa.isTypedArray(b))for(f=0,c=b.length;f!==c;++f)if(d=b[f],isNaN(d)){console.error("THREE.KeyframeTrack: Value is not a valid number.", +this,f,d);a=!1;break}return a},optimize:function(){for(var a=this.times,b=this.values,c=this.getValueSize(),d=2302===this.getInterpolation(),e=1,f=a.length-1,g=1;gg)e=a+1;else if(0b&&(b=0);1Number.EPSILON&&(g.normalize(),c=Math.acos(L.clamp(d[l-1].dot(d[l]),-1,1)),e[l].applyMatrix4(h.makeRotationAxis(g,c))),f[l].crossVectors(d[l],e[l]);if(!0===b)for(c=Math.acos(L.clamp(e[0].dot(e[a]),-1,1)),c/=a,0d;)d+=c;for(;d>c;)d-=c;de&&(e=1);1E-4>d&&(d=e);1E-4>l&&(l=e);bh.initNonuniformCatmullRom(f.x,g.x,h.x,c.x,d,e,l);ch.initNonuniformCatmullRom(f.y,g.y,h.y,c.y,d,e,l);dh.initNonuniformCatmullRom(f.z,g.z,h.z,c.z,d,e,l)}else"catmullrom"===this.curveType&&(bh.initCatmullRom(f.x,g.x,h.x,c.x,this.tension),ch.initCatmullRom(f.y,g.y,h.y,c.y,this.tension),dh.initCatmullRom(f.z,g.z,h.z,c.z,this.tension));b.set(bh.calc(a), +ch.calc(a),dh.calc(a));return b};ya.prototype.copy=function(a){D.prototype.copy.call(this,a);this.points=[];for(var b=0,c=a.points.length;bc.length-2?c.length-1:a+1];c=c[a>c.length-3?c.length-1:a+2];b.set($h(d,e.x,f.x,g.x,c.x),$h(d,e.y,f.y,g.y,c.y));return b};Va.prototype.copy=function(a){D.prototype.copy.call(this,a);this.points=[];for(var b=0,c=a.points.length;b=b)return b=c[a]-b,a=this.curves[a],c=a.getLength(),a.getPointAt(0===c?0:1-b/c);a++}return null},getLength:function(){var a=this.getCurveLengths(); +return a[a.length-1]},updateArcLengths:function(){this.needsUpdate=!0;this.cacheLengths=null;this.getCurveLengths()},getCurveLengths:function(){if(this.cacheLengths&&this.cacheLengths.length===this.curves.length)return this.cacheLengths;for(var a=[],b=0,c=0,d=this.curves.length;cNumber.EPSILON){if(0>k&&(g=b[f],l=-l,h=b[e],k=-k),!(a.yh.y))if(a.y===g.y){if(a.x===g.x)return!0}else{e=k*(a.x-g.x)-l*(a.y-g.y);if(0===e)return!0;0>e||(d=!d)}}else if(a.y===g.y&&(h.x<=a.x&&a.x<=g.x||g.x<=a.x&&a.x<=h.x))return!0}return d}var e=pb.isClockWise,f=this.subPaths;if(0===f.length)return[];if(!0===b)return c(f);b=[];if(1===f.length){var g=f[0];var h=new Jb;h.curves=g.curves; +b.push(h);return b}var l=!e(f[0].getPoints());l=a?!l:l;h=[];var k=[],n=[],u=0;k[u]=void 0;n[u]=[];for(var t=0,r=f.length;tb;b++)this.coefficients[b].copy(a[b]);return this},zero:function(){for(var a=0;9>a;a++)this.coefficients[a].set(0,0,0);return this},getAt:function(a,b){var c=a.x,d=a.y;a=a.z;var e=this.coefficients;b.copy(e[0]).multiplyScalar(.282095);b.addScale(e[1],.488603*d);b.addScale(e[2],.488603*a);b.addScale(e[3],.488603*c);b.addScale(e[4],1.092548*c*d);b.addScale(e[5],1.092548*d*a);b.addScale(e[6],.315392*(3*a*a-1)); +b.addScale(e[7],1.092548*c*a);b.addScale(e[8],.546274*(c*c-d*d));return b},getIrradianceAt:function(a,b){var c=a.x,d=a.y;a=a.z;var e=this.coefficients;b.copy(e[0]).multiplyScalar(.886227);b.addScale(e[1],1.023328*d);b.addScale(e[2],1.023328*a);b.addScale(e[3],1.023328*c);b.addScale(e[4],.858086*c*d);b.addScale(e[5],.858086*d*a);b.addScale(e[6],.743125*a*a-.247708);b.addScale(e[7],.858086*c*a);b.addScale(e[8],.429043*(c*c-d*d));return b},add:function(a){for(var b=0;9>b;b++)this.coefficients[b].add(a.coefficients[b]); +return this},scale:function(a){for(var b=0;9>b;b++)this.coefficients[b].multiplyScalar(a);return this},lerp:function(a,b){for(var c=0;9>c;c++)this.coefficients[c].lerp(a.coefficients[c],b);return this},equals:function(a){for(var b=0;9>b;b++)if(!this.coefficients[b].equals(a.coefficients[b]))return!1;return!0},copy:function(a){return this.set(a.coefficients)},clone:function(){return(new this.constructor).copy(this)},fromArray:function(a,b){void 0===b&&(b=0);for(var c=this.coefficients,d=0;9>d;d++)c[d].fromArray(a, +b+3*d);return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);for(var c=this.coefficients,d=0;9>d;d++)c[d].toArray(a,b+3*d);return a}});Object.assign(kf,{getBasisAt:function(a,b){var c=a.x,d=a.y;a=a.z;b[0]=.282095;b[1]=.488603*d;b[2]=.488603*a;b[3]=.488603*c;b[4]=1.092548*c*d;b[5]=1.092548*d*a;b[6]=.315392*(3*a*a-1);b[7]=1.092548*c*a;b[8]=.546274*(c*c-d*d)}});Xa.prototype=Object.assign(Object.create(da.prototype),{constructor:Xa,isLightProbe:!0,copy:function(a){da.prototype.copy.call(this, +a);this.sh.copy(a.sh);this.intensity=a.intensity;return this},toJSON:function(a){return da.prototype.toJSON.call(this,a)}});yg.prototype=Object.assign(Object.create(Xa.prototype),{constructor:yg,isHemisphereLightProbe:!0,copy:function(a){Xa.prototype.copy.call(this,a);return this},toJSON:function(a){return Xa.prototype.toJSON.call(this,a)}});zg.prototype=Object.assign(Object.create(Xa.prototype),{constructor:zg,isAmbientLightProbe:!0,copy:function(a){Xa.prototype.copy.call(this,a);return this},toJSON:function(a){return Xa.prototype.toJSON.call(this, +a)}});var Ei=new U,Fi=new U;Object.assign(ai.prototype,{update:function(a){var b=this._cache;if(b.focus!==a.focus||b.fov!==a.fov||b.aspect!==a.aspect*this.aspect||b.near!==a.near||b.far!==a.far||b.zoom!==a.zoom||b.eyeSep!==this.eyeSep){b.focus=a.focus;b.fov=a.fov;b.aspect=a.aspect*this.aspect;b.near=a.near;b.far=a.far;b.zoom=a.zoom;b.eyeSep=this.eyeSep;var c=a.projectionMatrix.clone(),d=b.eyeSep/2,e=d*b.near/b.focus,f=b.near*Math.tan(L.DEG2RAD*b.fov*.5)/b.zoom;Fi.elements[12]=-d;Ei.elements[12]=d; +d=-f*b.aspect+e;var g=f*b.aspect+e;c.elements[0]=2*b.near/(g-d);c.elements[8]=(g+d)/(g-d);this.cameraL.projectionMatrix.copy(c);d=-f*b.aspect-e;g=f*b.aspect-e;c.elements[0]=2*b.near/(g-d);c.elements[8]=(g+d)/(g-d);this.cameraR.projectionMatrix.copy(c)}this.cameraL.matrixWorld.copy(a.matrixWorld).multiply(Fi);this.cameraR.matrixWorld.copy(a.matrixWorld).multiply(Ei)}});Object.assign(Ag.prototype,{start:function(){this.oldTime=this.startTime=("undefined"===typeof performance?Date:performance).now(); +this.elapsedTime=0;this.running=!0},stop:function(){this.getElapsedTime();this.autoStart=this.running=!1},getElapsedTime:function(){this.getDelta();return this.elapsedTime},getDelta:function(){var a=0;if(this.autoStart&&!this.running)return this.start(),0;if(this.running){var b=("undefined"===typeof performance?Date:performance).now();a=(b-this.oldTime)/1E3;this.oldTime=b;this.elapsedTime+=a}return a}});var vc=new n,Gi=new ua,Hk=new n,wc=new n;Bg.prototype=Object.assign(Object.create(B.prototype), +{constructor:Bg,getInput:function(){return this.gain},removeFilter:function(){null!==this.filter&&(this.gain.disconnect(this.filter),this.filter.disconnect(this.context.destination),this.gain.connect(this.context.destination),this.filter=null);return this},getFilter:function(){return this.filter},setFilter:function(a){null!==this.filter?(this.gain.disconnect(this.filter),this.filter.disconnect(this.context.destination)):this.gain.disconnect(this.context.destination);this.filter=a;this.gain.connect(this.filter); +this.filter.connect(this.context.destination);return this},getMasterVolume:function(){return this.gain.gain.value},setMasterVolume:function(a){this.gain.gain.setTargetAtTime(a,this.context.currentTime,.01);return this},updateMatrixWorld:function(a){B.prototype.updateMatrixWorld.call(this,a);a=this.context.listener;var b=this.up;this.timeDelta=this._clock.getDelta();this.matrixWorld.decompose(vc,Gi,Hk);wc.set(0,0,-1).applyQuaternion(Gi);if(a.positionX){var c=this.context.currentTime+this.timeDelta; +a.positionX.linearRampToValueAtTime(vc.x,c);a.positionY.linearRampToValueAtTime(vc.y,c);a.positionZ.linearRampToValueAtTime(vc.z,c);a.forwardX.linearRampToValueAtTime(wc.x,c);a.forwardY.linearRampToValueAtTime(wc.y,c);a.forwardZ.linearRampToValueAtTime(wc.z,c);a.upX.linearRampToValueAtTime(b.x,c);a.upY.linearRampToValueAtTime(b.y,c);a.upZ.linearRampToValueAtTime(b.z,c)}else a.setPosition(vc.x,vc.y,vc.z),a.setOrientation(wc.x,wc.y,wc.z,b.x,b.y,b.z)}});dd.prototype=Object.assign(Object.create(B.prototype), +{constructor:dd,getOutput:function(){return this.gain},setNodeSource:function(a){this.hasPlaybackControl=!1;this.sourceType="audioNode";this.source=a;this.connect();return this},setMediaElementSource:function(a){this.hasPlaybackControl=!1;this.sourceType="mediaNode";this.source=this.context.createMediaElementSource(a);this.connect();return this},setMediaStreamSource:function(a){this.hasPlaybackControl=!1;this.sourceType="mediaStreamNode";this.source=this.context.createMediaStreamSource(a);this.connect(); +return this},setBuffer:function(a){this.buffer=a;this.sourceType="buffer";this.autoplay&&this.play();return this},play:function(){if(!0===this.isPlaying)console.warn("THREE.Audio: Audio is already playing.");else if(!1===this.hasPlaybackControl)console.warn("THREE.Audio: this Audio has no playback control.");else{var a=this.context.createBufferSource();a.buffer=this.buffer;a.loop=this.loop;a.onended=this.onEnded.bind(this);this.startTime=this.context.currentTime;a.start(this.startTime,this.offset, +this.duration);this.isPlaying=!0;this.source=a;this.setDetune(this.detune);this.setPlaybackRate(this.playbackRate);return this.connect()}},pause:function(){if(!1===this.hasPlaybackControl)console.warn("THREE.Audio: this Audio has no playback control.");else return!0===this.isPlaying&&(this.source.stop(),this.source.onended=null,this.offset+=(this.context.currentTime-this.startTime)*this.playbackRate,this.isPlaying=!1),this},stop:function(){if(!1===this.hasPlaybackControl)console.warn("THREE.Audio: this Audio has no playback control."); +else return this.source.stop(),this.source.onended=null,this.offset=0,this.isPlaying=!1,this},connect:function(){if(0d&&this._mixBufferRegion(c, +a,3*b,1-d,b);d=b;for(var f=b+b;d!==f;++d)if(c[d]!==c[d+b]){e.setValue(c,a);break}},saveOriginalState:function(){var a=this.buffer,b=this.valueSize,c=3*b;this.binding.getValue(a,c);for(var d=b;d!==c;++d)a[d]=a[c+d%b];this.cumulativeWeight=0},restoreOriginalState:function(){this.binding.setValue(this.buffer,3*this.valueSize)},_select:function(a,b,c,d,e){if(.5<=d)for(d=0;d!==e;++d)a[b+d]=a[c+d]},_slerp:function(a,b,c,d){ua.slerpFlat(a,b,a,b,a,c,d)},_lerp:function(a,b,c,d,e){for(var f=1-d,g=0;g!==e;++g){var h= +b+g;a[h]=a[h]*f+a[c+g]*d}}});var Jk=/[\[\]\.:\/]/g,Kk="[^"+"\\[\\]\\.:\\/".replace("\\.","")+"]",Lk=/((?:WC+[\/:])*)/.source.replace("WC","[^\\[\\]\\.:\\/]"),Mk=/(WCOD+)?/.source.replace("WCOD",Kk),Nk=/(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace("WC","[^\\[\\]\\.:\\/]"),Ok=/\.(WC+)(?:\[(.+)\])?/.source.replace("WC","[^\\[\\]\\.:\\/]"),Pk=new RegExp("^"+Lk+Mk+Nk+Ok+"$"),Qk=["material","materials","bones"];Object.assign(bi.prototype,{getValue:function(a,b){this.bind();var c=this._bindings[this._targetGroup.nCachedObjects_]; +void 0!==c&&c.getValue(a,b)},setValue:function(a,b){for(var c=this._bindings,d=this._targetGroup.nCachedObjects_,e=c.length;d!==e;++d)c[d].setValue(a,b)},bind:function(){for(var a=this._bindings,b=this._targetGroup.nCachedObjects_,c=a.length;b!==c;++b)a[b].bind()},unbind:function(){for(var a=this._bindings,b=this._targetGroup.nCachedObjects_,c=a.length;b!==c;++b)a[b].unbind()}});Object.assign(Aa,{Composite:bi,create:function(a,b,c){return a&&a.isAnimationObjectGroup?new Aa.Composite(a,b,c):new Aa(a, +b,c)},sanitizeNodeName:function(a){return a.replace(/\s/g,"_").replace(Jk,"")},parseTrackName:function(a){var b=Pk.exec(a);if(!b)throw Error("PropertyBinding: Cannot parse trackName: "+a);b={nodeName:b[2],objectName:b[3],objectIndex:b[4],propertyName:b[5],propertyIndex:b[6]};var c=b.nodeName&&b.nodeName.lastIndexOf(".");if(void 0!==c&&-1!==c){var d=b.nodeName.substring(c+1);-1!==Qk.indexOf(d)&&(b.nodeName=b.nodeName.substring(0,c),b.objectName=d)}if(null===b.propertyName||0===b.propertyName.length)throw Error("PropertyBinding: can not parse propertyName from trackName: "+ +a);return b},findNode:function(a,b){if(!b||""===b||"root"===b||"."===b||-1===b||b===a.name||b===a.uuid)return a;if(a.skeleton){var c=a.skeleton.getBoneByName(b);if(void 0!==c)return c}if(a.children){var d=function(a){for(var c=0;c=b){var n=b++,u=a[n];c[u.uuid]=k;a[k]=u;c[l]=n;a[n]=h;h=0;for(l=e;h!==l;++h){u=d[h];var t=u[k];u[k]=u[n];u[n]=t}}}this.nCachedObjects_=b},uncache:function(){for(var a=this._objects,b=a.length,c=this.nCachedObjects_,d=this._indicesByUUID,e=this._bindings,f=e.length,g=0,h=arguments.length;g!==h;++g){var l= +arguments[g].uuid,k=d[l];if(void 0!==k)if(delete d[l],kb||0===c)return;this._startTime=null;b*=c}b*=this._updateTimeScale(a);c=this._updateTime(b);a=this._updateWeight(a);if(0c.parameterPositions[1]&&(this.stopFading(),0===d&&(this.enabled=!1))}}return this._effectiveWeight=b},_updateTimeScale:function(a){var b=0;if(!this.paused){b=this.timeScale;var c=this._timeScaleInterpolant;if(null!==c){var d=c.evaluate(a)[0];b*=d;a>c.parameterPositions[1]&&(this.stopWarping(),0===b?this.paused=!0:this.timeScale=b)}}return this._effectiveTimeScale=b},_updateTime:function(a){var b=this.time+a,c=this._clip.duration,d=this.loop,e=this._loopCount,f=2202===d;if(0===a)return-1=== +e?b:f&&1===(e&1)?c-b:b;if(2200===d)a:{if(-1===e&&(this._loopCount=0,this._setEndings(!0,!0,!1)),b>=c)b=c;else if(0>b)b=0;else{this.time=b;break a}this.clampWhenFinished?this.paused=!0:this.enabled=!1;this.time=b;this._mixer.dispatchEvent({type:"finished",action:this,direction:0>a?-1:1})}else{-1===e&&(0<=a?(e=0,this._setEndings(!0,0===this.repetitions,f)):this._setEndings(0===this.repetitions,!0,f));if(b>=c||0>b){d=Math.floor(b/c);b-=c*d;e+=Math.abs(d);var g=this.repetitions-e;0>=g?(this.clampWhenFinished? +this.paused=!0:this.enabled=!1,this.time=b=0a,this._setEndings(a,!a,f)):this._setEndings(!1,!1,f),this._loopCount=e,this.time=b,this._mixer.dispatchEvent({type:"loop",action:this,loopDelta:d}))}else this.time=b;if(f&&1===(e&1))return c-b}return b},_setEndings:function(a,b,c){var d=this._interpolantSettings;c?(d.endingStart=2401,d.endingEnd=2401):(d.endingStart=a?this.zeroSlopeAtStart?2401:2400:2402,d.endingEnd= +b?this.zeroSlopeAtEnd?2401:2400:2402)},_scheduleFading:function(a,b,c){var d=this._mixer,e=d.time,f=this._weightInterpolant;null===f&&(this._weightInterpolant=f=d._lendControlInterpolant());d=f.parameterPositions;f=f.sampleValues;d[0]=e;f[0]=b;d[1]=e+a;f[1]=c;return this}});Gg.prototype=Object.assign(Object.create(Ba.prototype),{constructor:Gg,_bindAction:function(a,b){var c=a._localRoot||this._root,d=a._clip.tracks,e=d.length,f=a._propertyBindings;a=a._interpolants;var g=c.uuid,h=this._bindingsByRootAndName, +k=h[g];void 0===k&&(k={},h[g]=k);for(h=0;h!==e;++h){var m=d[h],n=m.name,u=k[n];if(void 0===u){u=f[h];if(void 0!==u){null===u._cacheIndex&&(++u.referenceCount,this._addInactiveBinding(u,g,n));continue}u=new Fg(Aa.create(c,n,b&&b._propertyBindings[h].binding.parsedPath),m.ValueTypeName,m.getValueSize());++u.referenceCount;this._addInactiveBinding(u,g,n)}f[h]=u;a[h].resultBuffer=u.buffer}},_activateAction:function(a){if(!this._isActiveAction(a)){if(null===a._cacheIndex){var b=(a._localRoot||this._root).uuid, +c=a._clip.uuid,d=this._actionsByClip[c];this._bindAction(a,d&&d.knownActions[0]);this._addInactiveAction(a,c,b)}b=a._propertyBindings;c=0;for(d=b.length;c!==d;++c){var e=b[c];0===e.useCount++&&(this._lendBinding(e),e.saveOriginalState())}this._lendAction(a)}},_deactivateAction:function(a){if(this._isActiveAction(a)){for(var b=a._propertyBindings,c=0,d=b.length;c!==d;++c){var e=b[c];0===--e.useCount&&(e.restoreOriginalState(),this._takeBackBinding(e))}this._takeBackAction(a)}},_initMemoryManager:function(){this._actions= +[];this._nActiveActions=0;this._actionsByClip={};this._bindings=[];this._nActiveBindings=0;this._bindingsByRootAndName={};this._controlInterpolants=[];this._nActiveControlInterpolants=0;var a=this;this.stats={actions:{get total(){return a._actions.length},get inUse(){return a._nActiveActions}},bindings:{get total(){return a._bindings.length},get inUse(){return a._nActiveBindings}},controlInterpolants:{get total(){return a._controlInterpolants.length},get inUse(){return a._nActiveControlInterpolants}}}}, +_isActiveAction:function(a){a=a._cacheIndex;return null!==a&&athis.max.x||a.ythis.max.y?!1:!0},containsBox:function(a){return this.min.x<=a.min.x&&a.max.x<=this.max.x&&this.min.y<=a.min.y&&a.max.y<=this.max.y},getParameter:function(a,b){void 0===b&&(console.warn("THREE.Box2: .getParameter() target is now required"),b=new w);return b.set((a.x-this.min.x)/(this.max.x-this.min.x), +(a.y-this.min.y)/(this.max.y-this.min.y))},intersectsBox:function(a){return a.max.xthis.max.x||a.max.ythis.max.y?!1:!0},clampPoint:function(a,b){void 0===b&&(console.warn("THREE.Box2: .clampPoint() target is now required"),b=new w);return b.copy(a).clamp(this.min,this.max)},distanceToPoint:function(a){return Ii.copy(a).clamp(this.min,this.max).sub(a).length()},intersect:function(a){this.min.max(a.min);this.max.min(a.max);return this},union:function(a){this.min.min(a.min); +this.max.max(a.max);return this},translate:function(a){this.min.add(a);this.max.add(a);return this},equals:function(a){return a.min.equals(this.min)&&a.max.equals(this.max)}});var Ji=new n,Jf=new n;Object.assign(Kg.prototype,{set:function(a,b){this.start.copy(a);this.end.copy(b);return this},clone:function(){return(new this.constructor).copy(this)},copy:function(a){this.start.copy(a.start);this.end.copy(a.end);return this},getCenter:function(a){void 0===a&&(console.warn("THREE.Line3: .getCenter() target is now required"), +a=new n);return a.addVectors(this.start,this.end).multiplyScalar(.5)},delta:function(a){void 0===a&&(console.warn("THREE.Line3: .delta() target is now required"),a=new n);return a.subVectors(this.end,this.start)},distanceSq:function(){return this.start.distanceToSquared(this.end)},distance:function(){return this.start.distanceTo(this.end)},at:function(a,b){void 0===b&&(console.warn("THREE.Line3: .at() target is now required"),b=new n);return this.delta(b).multiplyScalar(a).add(this.start)},closestPointToPointParameter:function(a, +b){Ji.subVectors(a,this.start);Jf.subVectors(this.end,this.start);a=Jf.dot(Jf);a=Jf.dot(Ji)/a;b&&(a=L.clamp(a,0,1));return a},closestPointToPoint:function(a,b,c){a=this.closestPointToPointParameter(a,b);void 0===c&&(console.warn("THREE.Line3: .closestPointToPoint() target is now required"),c=new n);return this.delta(c).multiplyScalar(a).add(this.start)},applyMatrix4:function(a){this.start.applyMatrix4(a);this.end.applyMatrix4(a);return this},equals:function(a){return a.start.equals(this.start)&&a.end.equals(this.end)}}); +pe.prototype=Object.create(B.prototype);pe.prototype.constructor=pe;pe.prototype.isImmediateRenderObject=!0;var mb=new n,zb=new n,hh=new Y,Rk=["a","b","c"];qe.prototype=Object.create(ca.prototype);qe.prototype.constructor=qe;qe.prototype.update=function(){this.object.updateMatrixWorld(!0);hh.getNormalMatrix(this.object.matrixWorld);var a=this.object.matrixWorld,b=this.geometry.attributes.position,c=this.object.geometry;if(c&&c.isGeometry)for(var d=c.vertices,e=c.faces,f=c=0,g=e.length;fMath.abs(b)&&(b=1E-8);this.scale.set(.5*this.size,.5*this.size,b);this.children[0].material.side= +0>b?1:0;this.lookAt(this.plane.normal);B.prototype.updateMatrixWorld.call(this,a)};var Qi=new n,pf,Lg;tb.prototype=Object.create(B.prototype);tb.prototype.constructor=tb;tb.prototype.setDirection=function(a){.99999a.y?this.quaternion.set(1,0,0,0):(Qi.set(a.z,0,-a.x).normalize(),this.quaternion.setFromAxisAngle(Qi,Math.acos(a.y)))};tb.prototype.setLength=function(a,b,c){void 0===b&&(b=.2*a);void 0===c&&(c=.2*b);this.line.scale.set(1,Math.max(1E-4,a-b),1);this.line.updateMatrix(); +this.cone.scale.set(c,b,c);this.cone.position.y=a;this.cone.updateMatrix()};tb.prototype.setColor=function(a){this.line.material.color.set(a);this.cone.material.color.set(a)};tb.prototype.copy=function(a){B.prototype.copy.call(this,a,!1);this.line.copy(a.line);this.cone.copy(a.cone);return this};tb.prototype.clone=function(){return(new this.constructor).copy(this)};ve.prototype=Object.create(ca.prototype);ve.prototype.constructor=ve;D.create=function(a,b){console.log("THREE.Curve.create() has been deprecated"); +a.prototype=Object.create(D.prototype);a.prototype.constructor=a;a.prototype.getPoint=b;return a};Object.assign(rb.prototype,{createPointsGeometry:function(a){console.warn("THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.");a=this.getPoints(a);return this.createGeometry(a)},createSpacedPointsGeometry:function(a){console.warn("THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead."); +a=this.getSpacedPoints(a);return this.createGeometry(a)},createGeometry:function(a){console.warn("THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.");for(var b=new F,c=0,d=a.length;c 0) { + this._tweensAddedDuringUpdate = {}; + for (var i = 0; i < tweenIds.length; i++) { + var tween = this._tweens[tweenIds[i]]; + if (tween && tween.update(time) === false && !preserve) { + delete this._tweens[tweenIds[i]]; + } + } + tweenIds = Object.keys(this._tweensAddedDuringUpdate); + } + return true; + }; + return Group; + }()); + + /** + * The Ease class provides a collection of easing functions for use with tween.js. + */ + var Easing = { + Linear: { + None: function (amount) { + return amount; + }, + }, + Quadratic: { + In: function (amount) { + return amount * amount; + }, + Out: function (amount) { + return amount * (2 - amount); + }, + InOut: function (amount) { + if ((amount *= 2) < 1) { + return 0.5 * amount * amount; + } + return -0.5 * (--amount * (amount - 2) - 1); + }, + }, + Cubic: { + In: function (amount) { + return amount * amount * amount; + }, + Out: function (amount) { + return --amount * amount * amount + 1; + }, + InOut: function (amount) { + if ((amount *= 2) < 1) { + return 0.5 * amount * amount * amount; + } + return 0.5 * ((amount -= 2) * amount * amount + 2); + }, + }, + Quartic: { + In: function (amount) { + return amount * amount * amount * amount; + }, + Out: function (amount) { + return 1 - --amount * amount * amount * amount; + }, + InOut: function (amount) { + if ((amount *= 2) < 1) { + return 0.5 * amount * amount * amount * amount; + } + return -0.5 * ((amount -= 2) * amount * amount * amount - 2); + }, + }, + Quintic: { + In: function (amount) { + return amount * amount * amount * amount * amount; + }, + Out: function (amount) { + return --amount * amount * amount * amount * amount + 1; + }, + InOut: function (amount) { + if ((amount *= 2) < 1) { + return 0.5 * amount * amount * amount * amount * amount; + } + return 0.5 * ((amount -= 2) * amount * amount * amount * amount + 2); + }, + }, + Sinusoidal: { + In: function (amount) { + return 1 - Math.cos((amount * Math.PI) / 2); + }, + Out: function (amount) { + return Math.sin((amount * Math.PI) / 2); + }, + InOut: function (amount) { + return 0.5 * (1 - Math.cos(Math.PI * amount)); + }, + }, + Exponential: { + In: function (amount) { + return amount === 0 ? 0 : Math.pow(1024, amount - 1); + }, + Out: function (amount) { + return amount === 1 ? 1 : 1 - Math.pow(2, -10 * amount); + }, + InOut: function (amount) { + if (amount === 0) { + return 0; + } + if (amount === 1) { + return 1; + } + if ((amount *= 2) < 1) { + return 0.5 * Math.pow(1024, amount - 1); + } + return 0.5 * (-Math.pow(2, -10 * (amount - 1)) + 2); + }, + }, + Circular: { + In: function (amount) { + return 1 - Math.sqrt(1 - amount * amount); + }, + Out: function (amount) { + return Math.sqrt(1 - --amount * amount); + }, + InOut: function (amount) { + if ((amount *= 2) < 1) { + return -0.5 * (Math.sqrt(1 - amount * amount) - 1); + } + return 0.5 * (Math.sqrt(1 - (amount -= 2) * amount) + 1); + }, + }, + Elastic: { + In: function (amount) { + if (amount === 0) { + return 0; + } + if (amount === 1) { + return 1; + } + return -Math.pow(2, 10 * (amount - 1)) * Math.sin((amount - 1.1) * 5 * Math.PI); + }, + Out: function (amount) { + if (amount === 0) { + return 0; + } + if (amount === 1) { + return 1; + } + return Math.pow(2, -10 * amount) * Math.sin((amount - 0.1) * 5 * Math.PI) + 1; + }, + InOut: function (amount) { + if (amount === 0) { + return 0; + } + if (amount === 1) { + return 1; + } + amount *= 2; + if (amount < 1) { + return -0.5 * Math.pow(2, 10 * (amount - 1)) * Math.sin((amount - 1.1) * 5 * Math.PI); + } + return 0.5 * Math.pow(2, -10 * (amount - 1)) * Math.sin((amount - 1.1) * 5 * Math.PI) + 1; + }, + }, + Back: { + In: function (amount) { + var s = 1.70158; + return amount * amount * ((s + 1) * amount - s); + }, + Out: function (amount) { + var s = 1.70158; + return --amount * amount * ((s + 1) * amount + s) + 1; + }, + InOut: function (amount) { + var s = 1.70158 * 1.525; + if ((amount *= 2) < 1) { + return 0.5 * (amount * amount * ((s + 1) * amount - s)); + } + return 0.5 * ((amount -= 2) * amount * ((s + 1) * amount + s) + 2); + }, + }, + Bounce: { + In: function (amount) { + return 1 - Easing.Bounce.Out(1 - amount); + }, + Out: function (amount) { + if (amount < 1 / 2.75) { + return 7.5625 * amount * amount; + } + else if (amount < 2 / 2.75) { + return 7.5625 * (amount -= 1.5 / 2.75) * amount + 0.75; + } + else if (amount < 2.5 / 2.75) { + return 7.5625 * (amount -= 2.25 / 2.75) * amount + 0.9375; + } + else { + return 7.5625 * (amount -= 2.625 / 2.75) * amount + 0.984375; + } + }, + InOut: function (amount) { + if (amount < 0.5) { + return Easing.Bounce.In(amount * 2) * 0.5; + } + return Easing.Bounce.Out(amount * 2 - 1) * 0.5 + 0.5; + }, + }, + }; + + /** + * + */ + var Interpolation = { + Linear: function (v, k) { + var m = v.length - 1; + var f = m * k; + var i = Math.floor(f); + var fn = Interpolation.Utils.Linear; + if (k < 0) { + return fn(v[0], v[1], f); + } + if (k > 1) { + return fn(v[m], v[m - 1], m - f); + } + return fn(v[i], v[i + 1 > m ? m : i + 1], f - i); + }, + Bezier: function (v, k) { + var b = 0; + var n = v.length - 1; + var pw = Math.pow; + var bn = Interpolation.Utils.Bernstein; + for (var i = 0; i <= n; i++) { + b += pw(1 - k, n - i) * pw(k, i) * v[i] * bn(n, i); + } + return b; + }, + CatmullRom: function (v, k) { + var m = v.length - 1; + var f = m * k; + var i = Math.floor(f); + var fn = Interpolation.Utils.CatmullRom; + if (v[0] === v[m]) { + if (k < 0) { + i = Math.floor((f = m * (1 + k))); + } + return fn(v[(i - 1 + m) % m], v[i], v[(i + 1) % m], v[(i + 2) % m], f - i); + } + else { + if (k < 0) { + return v[0] - (fn(v[0], v[0], v[1], v[1], -f) - v[0]); + } + if (k > 1) { + return v[m] - (fn(v[m], v[m], v[m - 1], v[m - 1], f - m) - v[m]); + } + return fn(v[i ? i - 1 : 0], v[i], v[m < i + 1 ? m : i + 1], v[m < i + 2 ? m : i + 2], f - i); + } + }, + Utils: { + Linear: function (p0, p1, t) { + return (p1 - p0) * t + p0; + }, + Bernstein: function (n, i) { + var fc = Interpolation.Utils.Factorial; + return fc(n) / fc(i) / fc(n - i); + }, + Factorial: (function () { + var a = [1]; + return function (n) { + var s = 1; + if (a[n]) { + return a[n]; + } + for (var i = n; i > 1; i--) { + s *= i; + } + a[n] = s; + return s; + }; + })(), + CatmullRom: function (p0, p1, p2, p3, t) { + var v0 = (p2 - p0) * 0.5; + var v1 = (p3 - p1) * 0.5; + var t2 = t * t; + var t3 = t * t2; + return (2 * p1 - 2 * p2 + v0 + v1) * t3 + (-3 * p1 + 3 * p2 - 2 * v0 - v1) * t2 + v0 * t + p1; + }, + }, + }; + + /** + * Utils + */ + var Sequence = /** @class */ (function () { + function Sequence() { + } + Sequence.nextId = function () { + return Sequence._nextId++; + }; + Sequence._nextId = 0; + return Sequence; + }()); + + /** + * Tween.js - Licensed under the MIT license + * https://github.com/tweenjs/tween.js + * ---------------------------------------------- + * + * See https://github.com/tweenjs/tween.js/graphs/contributors for the full list of contributors. + * Thank you all, you're awesome! + */ + var Tween = /** @class */ (function () { + function Tween(_object, _group) { + if (_group === void 0) { _group = TWEEN; } + this._object = _object; + this._group = _group; + this._isPaused = false; + this._pauseStart = 0; + this._valuesStart = {}; + this._valuesEnd = {}; + this._valuesStartRepeat = {}; + this._duration = 1000; + this._initialRepeat = 0; + this._repeat = 0; + this._yoyo = false; + this._isPlaying = false; + this._reversed = false; + this._delayTime = 0; + this._startTime = 0; + this._easingFunction = TWEEN.Easing.Linear.None; + this._interpolationFunction = TWEEN.Interpolation.Linear; + this._chainedTweens = []; + this._onStartCallbackFired = false; + this._id = TWEEN.nextId(); + this._isChainStopped = false; + } + Tween.prototype.getId = function () { + return this._id; + }; + Tween.prototype.isPlaying = function () { + return this._isPlaying; + }; + Tween.prototype.isPaused = function () { + return this._isPaused; + }; + Tween.prototype.to = function (properties, duration) { + for (var prop in properties) { + this._valuesEnd[prop] = properties[prop]; + } + if (duration !== undefined) { + this._duration = duration; + } + return this; + }; + Tween.prototype.duration = function (d) { + this._duration = d; + return this; + }; + Tween.prototype.start = function (time) { + if (this._isPlaying) { + return this; + } + // eslint-disable-next-line + // @ts-ignore FIXME? + this._group.add(this); + this._repeat = this._initialRepeat; + if (this._reversed) { + // If we were reversed (f.e. using the yoyo feature) then we need to + // flip the tween direction back to forward. + this._reversed = false; + for (var property in this._valuesStartRepeat) { + this._swapEndStartRepeatValues(property); + this._valuesStart[property] = this._valuesStartRepeat[property]; + } + } + this._isPlaying = true; + this._isPaused = false; + this._onStartCallbackFired = false; + this._isChainStopped = false; + this._startTime = + time !== undefined ? (typeof time === 'string' ? TWEEN.now() + parseFloat(time) : time) : TWEEN.now(); + this._startTime += this._delayTime; + this._setupProperties(this._object, this._valuesStart, this._valuesEnd, this._valuesStartRepeat); + return this; + }; + Tween.prototype._setupProperties = function (_object, _valuesStart, _valuesEnd, _valuesStartRepeat) { + for (var property in _valuesEnd) { + var startValue = _object[property]; + var startValueIsArray = Array.isArray(startValue); + var propType = startValueIsArray ? 'array' : typeof startValue; + var isInterpolationList = !startValueIsArray && Array.isArray(_valuesEnd[property]); + // If `to()` specifies a property that doesn't exist in the source object, + // we should not set that property in the object + if (propType === 'undefined' || propType === 'function') { + continue; + } + // Check if an Array was provided as property value + if (isInterpolationList) { + var endValues = _valuesEnd[property]; + if (endValues.length === 0) { + continue; + } + // handle an array of relative values + endValues = endValues.map(this._handleRelativeValue.bind(this, startValue)); + // Create a local copy of the Array with the start value at the front + _valuesEnd[property] = [startValue].concat(endValues); + } + // handle the deepness of the values + if ((propType === 'object' || startValueIsArray) && startValue && !isInterpolationList) { + _valuesStart[property] = startValueIsArray ? [] : {}; + // eslint-disable-next-line + for (var prop in startValue) { + // eslint-disable-next-line + // @ts-ignore FIXME? + _valuesStart[property][prop] = startValue[prop]; + } + _valuesStartRepeat[property] = startValueIsArray ? [] : {}; // TODO? repeat nested values? And yoyo? And array values? + // eslint-disable-next-line + // @ts-ignore FIXME? + this._setupProperties(startValue, _valuesStart[property], _valuesEnd[property], _valuesStartRepeat[property]); + } + else { + // Save the starting value, but only once. + if (typeof _valuesStart[property] === 'undefined') { + _valuesStart[property] = startValue; + } + if (!startValueIsArray) { + // eslint-disable-next-line + // @ts-ignore FIXME? + _valuesStart[property] *= 1.0; // Ensures we're using numbers, not strings + } + if (isInterpolationList) { + // eslint-disable-next-line + // @ts-ignore FIXME? + _valuesStartRepeat[property] = _valuesEnd[property].slice().reverse(); + } + else { + _valuesStartRepeat[property] = _valuesStart[property] || 0; + } + } + } + }; + Tween.prototype.stop = function () { + if (!this._isChainStopped) { + this._isChainStopped = true; + this.stopChainedTweens(); + } + if (!this._isPlaying) { + return this; + } + // eslint-disable-next-line + // @ts-ignore FIXME? + this._group.remove(this); + this._isPlaying = false; + this._isPaused = false; + if (this._onStopCallback) { + this._onStopCallback(this._object); + } + return this; + }; + Tween.prototype.end = function () { + this.update(Infinity); + return this; + }; + Tween.prototype.pause = function (time) { + if (this._isPaused || !this._isPlaying) { + return this; + } + this._isPaused = true; + this._pauseStart = time === undefined ? TWEEN.now() : time; + // eslint-disable-next-line + // @ts-ignore FIXME? + this._group.remove(this); + return this; + }; + Tween.prototype.resume = function (time) { + if (!this._isPaused || !this._isPlaying) { + return this; + } + this._isPaused = false; + this._startTime += (time === undefined ? TWEEN.now() : time) - this._pauseStart; + this._pauseStart = 0; + // eslint-disable-next-line + // @ts-ignore FIXME? + this._group.add(this); + return this; + }; + Tween.prototype.stopChainedTweens = function () { + for (var i = 0, numChainedTweens = this._chainedTweens.length; i < numChainedTweens; i++) { + this._chainedTweens[i].stop(); + } + return this; + }; + Tween.prototype.group = function (group) { + this._group = group; + return this; + }; + Tween.prototype.delay = function (amount) { + this._delayTime = amount; + return this; + }; + Tween.prototype.repeat = function (times) { + this._initialRepeat = times; + this._repeat = times; + return this; + }; + Tween.prototype.repeatDelay = function (amount) { + this._repeatDelayTime = amount; + return this; + }; + Tween.prototype.yoyo = function (yoyo) { + this._yoyo = yoyo; + return this; + }; + Tween.prototype.easing = function (easingFunction) { + this._easingFunction = easingFunction; + return this; + }; + Tween.prototype.interpolation = function (interpolationFunction) { + this._interpolationFunction = interpolationFunction; + return this; + }; + Tween.prototype.chain = function () { + var tweens = []; + for (var _i = 0; _i < arguments.length; _i++) { + tweens[_i] = arguments[_i]; + } + this._chainedTweens = tweens; + return this; + }; + Tween.prototype.onStart = function (callback) { + this._onStartCallback = callback; + return this; + }; + Tween.prototype.onUpdate = function (callback) { + this._onUpdateCallback = callback; + return this; + }; + Tween.prototype.onRepeat = function (callback) { + this._onRepeatCallback = callback; + return this; + }; + Tween.prototype.onComplete = function (callback) { + this._onCompleteCallback = callback; + return this; + }; + Tween.prototype.onStop = function (callback) { + this._onStopCallback = callback; + return this; + }; + Tween.prototype.update = function (time) { + var property; + var elapsed; + var endTime = this._startTime + this._duration; + if (time > endTime && !this._isPlaying) { + return false; + } + // If the tween was already finished, + if (!this.isPlaying) { + this.start(time); + } + if (time < this._startTime) { + return true; + } + if (this._onStartCallbackFired === false) { + if (this._onStartCallback) { + this._onStartCallback(this._object); + } + this._onStartCallbackFired = true; + } + elapsed = (time - this._startTime) / this._duration; + elapsed = this._duration === 0 || elapsed > 1 ? 1 : elapsed; + var value = this._easingFunction(elapsed); + // properties transformations + this._updateProperties(this._object, this._valuesStart, this._valuesEnd, value); + if (this._onUpdateCallback) { + this._onUpdateCallback(this._object, elapsed); + } + if (elapsed === 1) { + if (this._repeat > 0) { + if (isFinite(this._repeat)) { + this._repeat--; + } + // Reassign starting values, restart by making startTime = now + for (property in this._valuesStartRepeat) { + if (!this._yoyo && typeof this._valuesEnd[property] === 'string') { + this._valuesStartRepeat[property] = + // eslint-disable-next-line + // @ts-ignore FIXME? + this._valuesStartRepeat[property] + parseFloat(this._valuesEnd[property]); + } + if (this._yoyo) { + this._swapEndStartRepeatValues(property); + } + this._valuesStart[property] = this._valuesStartRepeat[property]; + } + if (this._yoyo) { + this._reversed = !this._reversed; + } + if (this._repeatDelayTime !== undefined) { + this._startTime = time + this._repeatDelayTime; + } + else { + this._startTime = time + this._delayTime; + } + if (this._onRepeatCallback) { + this._onRepeatCallback(this._object); + } + return true; + } + else { + if (this._onCompleteCallback) { + this._onCompleteCallback(this._object); + } + for (var i = 0, numChainedTweens = this._chainedTweens.length; i < numChainedTweens; i++) { + // Make the chained tweens start exactly at the time they should, + // even if the `update()` method was called way past the duration of the tween + this._chainedTweens[i].start(this._startTime + this._duration); + } + this._isPlaying = false; + return false; + } + } + return true; + }; + Tween.prototype._updateProperties = function (_object, _valuesStart, _valuesEnd, value) { + for (var property in _valuesEnd) { + // Don't update properties that do not exist in the source object + if (_valuesStart[property] === undefined) { + continue; + } + var start = _valuesStart[property] || 0; + var end = _valuesEnd[property]; + var startIsArray = Array.isArray(_object[property]); + var endIsArray = Array.isArray(end); + var isInterpolationList = !startIsArray && endIsArray; + if (isInterpolationList) { + _object[property] = this._interpolationFunction(end, value); + } + else if (typeof end === 'object' && end) { + // eslint-disable-next-line + // @ts-ignore FIXME? + this._updateProperties(_object[property], start, end, value); + } + else { + // Parses relative end values with start as base (e.g.: +10, -3) + end = this._handleRelativeValue(start, end); + // Protect against non numeric properties. + if (typeof end === 'number') { + // eslint-disable-next-line + // @ts-ignore FIXME? + _object[property] = start + (end - start) * value; + } + } + } + }; + Tween.prototype._handleRelativeValue = function (start, end) { + if (typeof end !== 'string') { + return end; + } + if (end.charAt(0) === '+' || end.charAt(0) === '-') { + return start + parseFloat(end); + } + else { + return parseFloat(end); + } + }; + Tween.prototype._swapEndStartRepeatValues = function (property) { + var tmp = this._valuesStartRepeat[property]; + if (typeof this._valuesEnd[property] === 'string') { + // eslint-disable-next-line + // @ts-ignore FIXME? + this._valuesStartRepeat[property] = this._valuesStartRepeat[property] + parseFloat(this._valuesEnd[property]); + } + else { + this._valuesStartRepeat[property] = this._valuesEnd[property]; + } + this._valuesEnd[property] = tmp; + }; + return Tween; + }()); + + var VERSION = '18.6.0'; + + /** + * Tween.js - Licensed under the MIT license + * https://github.com/tweenjs/tween.js + * ---------------------------------------------- + * + * See https://github.com/tweenjs/tween.js/graphs/contributors for the full list of contributors. + * Thank you all, you're awesome! + */ + var __extends = (this && this.__extends) || (function () { + var extendStatics = function (d, b) { + extendStatics = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; }; + return extendStatics(d, b); + }; + return function (d, b) { + extendStatics(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + }; + })(); + /** + * Controlling groups of tweens + * + * Using the TWEEN singleton to manage your tweens can cause issues in large apps with many components. + * In these cases, you may want to create your own smaller groups of tween + */ + var Main = /** @class */ (function (_super) { + __extends(Main, _super); + function Main() { + var _this = _super !== null && _super.apply(this, arguments) || this; + _this.version = VERSION; + _this.now = NOW$1; + _this.Group = Group; + _this.Easing = Easing; + _this.Interpolation = Interpolation; + _this.nextId = Sequence.nextId; + _this.Tween = Tween; + return _this; + } + return Main; + }(Group)); + var TWEEN = new Main(); + + return TWEEN; + +}))); diff --git a/routes/admin.js b/routes/admin.js index 50728d3..411b538 100644 --- a/routes/admin.js +++ b/routes/admin.js @@ -90,8 +90,7 @@ module.exports = function (pluginManager, websocket, dispatcher) { req.busboy.on('file', function (fieldname, file, filename, encoding, mimeType) { if (fieldname === "newBackground") - if (filename.length > 0 && (mimeType === "image/jpeg" || mimeType === "video/mp4" || mimeType === "image/png")) { - console.log(filename) + if (filename.length > 0 && (mimeType === "image/jpeg" || mimeType === "video/mp4" || mimeType === "image/png")) { let fstream = fs.createWriteStream('./data/backgrounds/' + filename); file.pipe(fstream); } else { diff --git a/routes/index.js b/routes/index.js index 2e7ecce..ab55e29 100644 --- a/routes/index.js +++ b/routes/index.js @@ -65,7 +65,8 @@ module.exports = function (pluginManager, websocket, dispatcher) { }); }); - router.get('/display/:id', function (req, res, next) { + + router.get('/display/:id/css', function (req, res, next) { res.header('Access-Control-Allow-Origin', '*'); let idx = parseInt(req.params.id); let preview = parseInt(req.query['isPreview']) || 0; @@ -81,6 +82,22 @@ module.exports = function (pluginManager, websocket, dispatcher) { }); }); + router.get('/display/:id', function (req, res, next) { + res.header('Access-Control-Allow-Origin', '*'); + let idx = parseInt(req.params.id); + let preview = parseInt(req.query['isPreview']) || 0; + let volume = parseFloat(req.query['videoVolume']) || 1.; + let extra = pluginManager.getDisplayAdditions(); + res.render('displayWebGl', { + config: config, + display: availableDisplays[idx], + displayId: idx, + videoVolume: volume, + extra: extra, + isPreview: preview + }); + }); + router.get('/images/:dir/:name', function (req, res, next) { let options = { root: './data/bundles/' + req.params.dir + '/images/', diff --git a/templates/bundle/bundle.json b/templates/bundle/bundle.json index 07faa7a..ee61b56 100644 --- a/templates/bundle/bundle.json +++ b/templates/bundle/bundle.json @@ -4,10 +4,10 @@ "duration": 20, "useWebFonts": false, "displayTime": true, - "transition": "blocks2", + "transition": "fade", "styleHeader": { "fill": "#fff", - "fontSize": 64, + "fontSize": 72, "fontWeight": 900, "fontFamily": "Arial", "stroke": "", diff --git a/views/admin/dashboard.twig b/views/admin/dashboard.twig index 709b44a..eb881ba 100644 --- a/views/admin/dashboard.twig +++ b/views/admin/dashboard.twig @@ -2,6 +2,7 @@ {% block header %} + {% if config.useLocalAssets %} @@ -19,7 +20,7 @@ {{ t("infoscreen") }} -