c.far||d.push({distance:k,distanceToRay:Math.sqrt(f),point:h.clone(),index:e,face:null,object:g})}}var g=this,f=g.geometry,h=c.params.Points.threshold;a.getInverse(this.matrixWorld);b.copy(c.ray).applyMatrix4(a);if(null===f.boundingBox||!1!==
+b.isIntersectionBox(f.boundingBox)){var h=h/((this.scale.x+this.scale.y+this.scale.z)/3),l=h*h,h=new THREE.Vector3;if(f instanceof THREE.BufferGeometry){var k=f.index,f=f.attributes.position.array;if(null!==k)for(var m=k.array,k=0,p=m.length;kg||(m.applyMatrix4(this.matrixWorld),t=d.ray.origin.distanceTo(m),td.far||e.push({distance:t,point:k.clone().applyMatrix4(this.matrixWorld),index:n,face:null,faceIndex:null,object:this}))}else for(q=q.position.array,n=0,s=q.length/3-1;ng||(m.applyMatrix4(this.matrixWorld),t=d.ray.origin.distanceTo(m),td.far||e.push({distance:t,point:k.clone().applyMatrix4(this.matrixWorld),index:n,face:null,faceIndex:null,object:this}))}else if(f instanceof THREE.Geometry)for(h=f.vertices,l=h.length,n=0;ng||(m.applyMatrix4(this.matrixWorld),t=d.ray.origin.distanceTo(m),td.far||e.push({distance:t,point:k.clone().applyMatrix4(this.matrixWorld),
+index:n,face:null,faceIndex:null,object:this}))}}}();THREE.Line.prototype.clone=function(){return(new this.constructor(this.geometry,this.material)).copy(this)};THREE.LineStrip=0;THREE.LinePieces=1;THREE.LineSegments=function(a,b){THREE.Line.call(this,a,b);this.type="LineSegments"};THREE.LineSegments.prototype=Object.create(THREE.Line.prototype);THREE.LineSegments.prototype.constructor=THREE.LineSegments;
+THREE.Mesh=function(a,b){THREE.Object3D.call(this);this.type="Mesh";this.geometry=void 0!==a?a:new THREE.Geometry;this.material=void 0!==b?b:new THREE.MeshBasicMaterial({color:16777215*Math.random()});this.updateMorphTargets()};THREE.Mesh.prototype=Object.create(THREE.Object3D.prototype);THREE.Mesh.prototype.constructor=THREE.Mesh;
+THREE.Mesh.prototype.updateMorphTargets=function(){if(void 0!==this.geometry.morphTargets&&0b.far?null:{distance:c,point:u.clone(),
+object:a}}function c(c,d,e,g,k,m,p,u){f.fromArray(g,3*m);h.fromArray(g,3*p);l.fromArray(g,3*u);if(c=b(c,d,e,f,h,l,v))k&&(n.fromArray(k,2*m),q.fromArray(k,2*p),s.fromArray(k,2*u),c.uv=a(v,f,h,l,n,q,s)),c.face=new THREE.Face3(m,p,u,THREE.Triangle.normal(f,h,l)),c.faceIndex=m;return c}var d=new THREE.Matrix4,e=new THREE.Ray,g=new THREE.Sphere,f=new THREE.Vector3,h=new THREE.Vector3,l=new THREE.Vector3,k=new THREE.Vector3,m=new THREE.Vector3,p=new THREE.Vector3,n=new THREE.Vector2,q=new THREE.Vector2,
+s=new THREE.Vector2,t=new THREE.Vector3,v=new THREE.Vector3,u=new THREE.Vector3;return function(u,t){var x=this.geometry,B=this.material;if(void 0!==B){null===x.boundingSphere&&x.computeBoundingSphere();var y=this.matrixWorld;g.copy(x.boundingSphere);g.applyMatrix4(y);if(!1!==u.ray.isIntersectionSphere(g)&&(d.getInverse(y),e.copy(u.ray).applyMatrix4(d),null===x.boundingBox||!1!==e.isIntersectionBox(x.boundingBox))){var z,A;if(x instanceof THREE.BufferGeometry){var J,F,B=x.index,y=x.attributes,x=y.position.array;
+void 0!==y.uv&&(z=y.uv.array);if(null!==B)for(var y=B.array,C=0,N=y.length;C=d[e].distance)d[e-1].object.visible=!1,d[e].object.visible=!0;else break;for(;ethis.scale.x*this.scale.y||c.push({distance:Math.sqrt(d),point:this.position,face:null,object:this})}}();THREE.Sprite.prototype.clone=function(){return(new this.constructor(this.material)).copy(this)};THREE.Particle=THREE.Sprite;
+THREE.LensFlare=function(a,b,c,d,e){THREE.Object3D.call(this);this.lensFlares=[];this.positionScreen=new THREE.Vector3;this.customUpdateCallback=void 0;void 0!==a&&this.add(a,b,c,d,e)};THREE.LensFlare.prototype=Object.create(THREE.Object3D.prototype);THREE.LensFlare.prototype.constructor=THREE.LensFlare;
+THREE.LensFlare.prototype.add=function(a,b,c,d,e,g){void 0===b&&(b=-1);void 0===c&&(c=0);void 0===g&&(g=1);void 0===e&&(e=new THREE.Color(16777215));void 0===d&&(d=THREE.NormalBlending);c=Math.min(c,Math.max(0,c));this.lensFlares.push({texture:a,size:b,distance:c,x:0,y:0,z:0,scale:1,rotation:0,opacity:g,color:e,blending:d})};
+THREE.LensFlare.prototype.updateLensFlares=function(){var a,b=this.lensFlares.length,c,d=2*-this.positionScreen.x,e=2*-this.positionScreen.y;for(a=0;a 0.0 ) {\n\n\t return pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\n\t}\n\n\treturn 1.0;\n\n}\n\nvec3 F_Schlick( in vec3 specularColor, in float dotLH ) {\n\n\n\tfloat fresnel = exp2( ( -5.55437 * dotLH - 6.98316 ) * dotLH );\n\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n\n}\n\nfloat G_BlinnPhong_Implicit( /* in float dotNL, in float dotNV */ ) {\n\n\n\treturn 0.25;\n\n}\n\nfloat D_BlinnPhong( in float shininess, in float dotNH ) {\n\n\n\treturn ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n\n}\n\nvec3 BRDF_BlinnPhong( in vec3 specularColor, in float shininess, in vec3 normal, in vec3 lightDir, in vec3 viewDir ) {\n\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotLH = saturate( dot( lightDir, halfDir ) );\n\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\n\tfloat G = G_BlinnPhong_Implicit( /* dotNL, dotNV */ );\n\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\n\treturn F * G * D;\n\n}\n\nvec3 inputToLinear( in vec3 a ) {\n\n\t#ifdef GAMMA_INPUT\n\n\t\treturn pow( a, vec3( float( GAMMA_FACTOR ) ) );\n\n\t#else\n\n\t\treturn a;\n\n\t#endif\n\n}\n\nvec3 linearToOutput( in vec3 a ) {\n\n\t#ifdef GAMMA_OUTPUT\n\n\t\treturn pow( a, vec3( 1.0 / float( GAMMA_FACTOR ) ) );\n\n\t#else\n\n\t\treturn a;\n\n\t#endif\n\n}\n";
+THREE.ShaderChunk.defaultnormal_vertex="#ifdef FLIP_SIDED\n\n\tobjectNormal = -objectNormal;\n\n#endif\n\nvec3 transformedNormal = normalMatrix * objectNormal;\n";THREE.ShaderChunk.displacementmap_vertex="#ifdef USE_DISPLACEMENTMAP\n\n\ttransformed += normal * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\n\n#endif\n";THREE.ShaderChunk.displacementmap_pars_vertex="#ifdef USE_DISPLACEMENTMAP\n\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n\n#endif\n";
+THREE.ShaderChunk.emissivemap_fragment="#ifdef USE_EMISSIVEMAP\n\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\n\temissiveColor.rgb = inputToLinear( emissiveColor.rgb );\n\n\ttotalEmissiveLight *= emissiveColor.rgb;\n\n#endif\n";THREE.ShaderChunk.emissivemap_pars_fragment="#ifdef USE_EMISSIVEMAP\n\n\tuniform sampler2D emissiveMap;\n\n#endif\n";THREE.ShaderChunk.envmap_fragment="#ifdef USE_ENVMAP\n\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\n\t\t\tvec3 reflectVec = reflect( cameraToVertex, worldNormal );\n\n\t\t#else\n\n\t\t\tvec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\n\t\t#endif\n\n\t#else\n\n\t\tvec3 reflectVec = vReflect;\n\n\t#endif\n\n\t#ifdef DOUBLE_SIDED\n\t\tfloat flipNormal = ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#else\n\t\tfloat flipNormal = 1.0;\n\t#endif\n\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\tsampleUV.y = saturate( flipNormal * reflectVec.y * 0.5 + 0.5 );\n\t\tsampleUV.x = atan( flipNormal * reflectVec.z, flipNormal * reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\tvec3 reflectView = flipNormal * 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#endif\n\n\tenvColor.xyz = inputToLinear( envColor.xyz );\n\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\n\t#endif\n\n#endif\n";
+THREE.ShaderChunk.envmap_pars_fragment="#ifdef USE_ENVMAP\n\n\tuniform float reflectivity;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\tuniform float flipEnvMap;\n\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\n\t\tuniform float refractionRatio;\n\n\t#else\n\n\t\tvarying vec3 vReflect;\n\n\t#endif\n\n#endif\n";THREE.ShaderChunk.envmap_pars_vertex="#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG )\n\n\tvarying vec3 vReflect;\n\n\tuniform float refractionRatio;\n\n#endif\n";
+THREE.ShaderChunk.envmap_vertex="#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG )\n\n\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\n\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\n\t#ifdef ENVMAP_MODE_REFLECTION\n\n\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\n\t#else\n\n\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\n\t#endif\n\n#endif\n";
+THREE.ShaderChunk.fog_fragment="#ifdef USE_FOG\n\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\n\t\tfloat depth = gl_FragDepthEXT / gl_FragCoord.w;\n\n\t#else\n\n\t\tfloat depth = gl_FragCoord.z / gl_FragCoord.w;\n\n\t#endif\n\n\t#ifdef FOG_EXP2\n\n\t\tfloat fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * depth * depth * LOG2 ) );\n\n\t#else\n\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, depth );\n\n\t#endif\n\t\n\toutgoingLight = mix( outgoingLight, fogColor, fogFactor );\n\n#endif";
+THREE.ShaderChunk.fog_pars_fragment="#ifdef USE_FOG\n\n\tuniform vec3 fogColor;\n\n\t#ifdef FOG_EXP2\n\n\t\tuniform float fogDensity;\n\n\t#else\n\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n\n#endif";THREE.ShaderChunk.hemilight_fragment="#if MAX_HEMI_LIGHTS > 0\n\n\tfor ( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\n\n\t\tvec3 lightDir = hemisphereLightDirection[ i ];\n\n\t\tfloat dotProduct = dot( normal, lightDir );\n\n\t\tfloat hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\n\n\t\tvec3 lightColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\n\n\t\ttotalAmbientLight += lightColor;\n\n\t}\n\n#endif\n\n";
+THREE.ShaderChunk.lightmap_fragment="#ifdef USE_LIGHTMAP\n\n\ttotalAmbientLight += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\n#endif\n";THREE.ShaderChunk.lightmap_pars_fragment="#ifdef USE_LIGHTMAP\n\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n\n#endif";THREE.ShaderChunk.lights_lambert_pars_vertex="#if MAX_DIR_LIGHTS > 0\n\n\tuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\n\tuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n\tuniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\n\tuniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\n\tuniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n\tuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n\tuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n\tuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n\tuniform float pointLightDecay[ MAX_POINT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n\tuniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\n\tuniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\n\tuniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\n\tuniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n\tuniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\n\tuniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n\tuniform float spotLightDecay[ MAX_SPOT_LIGHTS ];\n\n#endif\n";
+THREE.ShaderChunk.lights_lambert_vertex="vLightFront = vec3( 0.0 );\n\n#ifdef DOUBLE_SIDED\n\n\tvLightBack = vec3( 0.0 );\n\n#endif\n\nvec3 normal = normalize( transformedNormal );\n\n#if MAX_POINT_LIGHTS > 0\n\n\tfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n\n\t\tvec3 lightColor = pointLightColor[ i ];\n\n\t\tvec3 lVector = pointLightPosition[ i ] - mvPosition.xyz;\n\t\tvec3 lightDir = normalize( lVector );\n\n\n\t\tfloat attenuation = calcLightAttenuation( length( lVector ), pointLightDistance[ i ], pointLightDecay[ i ] );\n\n\n\t\tfloat dotProduct = dot( normal, lightDir );\n\n\t\tvLightFront += lightColor * attenuation * saturate( dotProduct );\n\n\t\t#ifdef DOUBLE_SIDED\n\n\t\t\tvLightBack += lightColor * attenuation * saturate( - dotProduct );\n\n\t\t#endif\n\n\t}\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n\tfor ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n\n\t\tvec3 lightColor = spotLightColor[ i ];\n\n\t\tvec3 lightPosition = spotLightPosition[ i ];\n\t\tvec3 lVector = lightPosition - mvPosition.xyz;\n\t\tvec3 lightDir = normalize( lVector );\n\n\t\tfloat spotEffect = dot( spotLightDirection[ i ], lightDir );\n\n\t\tif ( spotEffect > spotLightAngleCos[ i ] ) {\n\n\t\t\tspotEffect = saturate( pow( saturate( spotEffect ), spotLightExponent[ i ] ) );\n\n\n\t\t\tfloat attenuation = calcLightAttenuation( length( lVector ), spotLightDistance[ i ], spotLightDecay[ i ] );\n\n\t\t\tattenuation *= spotEffect;\n\n\n\t\t\tfloat dotProduct = dot( normal, lightDir );\n\n\t\t\tvLightFront += lightColor * attenuation * saturate( dotProduct );\n\n\t\t\t#ifdef DOUBLE_SIDED\n\n\t\t\t\tvLightBack += lightColor * attenuation * saturate( - dotProduct );\n\n\t\t\t#endif\n\n\t\t}\n\n\t}\n\n#endif\n\n#if MAX_DIR_LIGHTS > 0\n\n\tfor ( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\n\n\t\tvec3 lightColor = directionalLightColor[ i ];\n\n\t\tvec3 lightDir = directionalLightDirection[ i ];\n\n\n\t\tfloat dotProduct = dot( normal, lightDir );\n\n\t\tvLightFront += lightColor * saturate( dotProduct );\n\n\t\t#ifdef DOUBLE_SIDED\n\n\t\t\tvLightBack += lightColor * saturate( - dotProduct );\n\n\t\t#endif\n\n\t}\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n\tfor ( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\n\n\t\tvec3 lightDir = hemisphereLightDirection[ i ];\n\n\n\t\tfloat dotProduct = dot( normal, lightDir );\n\n\t\tfloat hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\n\n\t\tvLightFront += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\n\n\t\t#ifdef DOUBLE_SIDED\n\n\t\t\tfloat hemiDiffuseWeightBack = - 0.5 * dotProduct + 0.5;\n\n\t\t\tvLightBack += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeightBack );\n\n\t\t#endif\n\n\t}\n\n#endif\n";
+THREE.ShaderChunk.lights_phong_fragment="vec3 viewDir = normalize( vViewPosition );\n\nvec3 totalDiffuseLight = vec3( 0.0 );\nvec3 totalSpecularLight = vec3( 0.0 );\n\n#if MAX_POINT_LIGHTS > 0\n\n\tfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n\n\t\tvec3 lightColor = pointLightColor[ i ];\n\n\t\tvec3 lightPosition = pointLightPosition[ i ];\n\t\tvec3 lVector = lightPosition + vViewPosition.xyz;\n\t\tvec3 lightDir = normalize( lVector );\n\n\n\t\tfloat attenuation = calcLightAttenuation( length( lVector ), pointLightDistance[ i ], pointLightDecay[ i ] );\n\n\n\t\tfloat cosineTerm = saturate( dot( normal, lightDir ) );\n\n\t\ttotalDiffuseLight += lightColor * attenuation * cosineTerm;\n\n\n\t\tvec3 brdf = BRDF_BlinnPhong( specular, shininess, normal, lightDir, viewDir );\n\n\t\ttotalSpecularLight += brdf * specularStrength * lightColor * attenuation * cosineTerm;\n\n\n\t}\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n\tfor ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n\n\t\tvec3 lightColor = spotLightColor[ i ];\n\n\t\tvec3 lightPosition = spotLightPosition[ i ];\n\t\tvec3 lVector = lightPosition + vViewPosition.xyz;\n\t\tvec3 lightDir = normalize( lVector );\n\n\t\tfloat spotEffect = dot( spotLightDirection[ i ], lightDir );\n\n\t\tif ( spotEffect > spotLightAngleCos[ i ] ) {\n\n\t\t\tspotEffect = saturate( pow( saturate( spotEffect ), spotLightExponent[ i ] ) );\n\n\n\t\t\tfloat attenuation = calcLightAttenuation( length( lVector ), spotLightDistance[ i ], spotLightDecay[ i ] );\n\n\t\t\tattenuation *= spotEffect;\n\n\n\t\t\tfloat cosineTerm = saturate( dot( normal, lightDir ) );\n\n\t\t\ttotalDiffuseLight += lightColor * attenuation * cosineTerm;\n\n\n\t\t\tvec3 brdf = BRDF_BlinnPhong( specular, shininess, normal, lightDir, viewDir );\n\n\t\t\ttotalSpecularLight += brdf * specularStrength * lightColor * attenuation * cosineTerm;\n\n\t\t}\n\n\t}\n\n#endif\n\n#if MAX_DIR_LIGHTS > 0\n\n\tfor ( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\n\n\t\tvec3 lightColor = directionalLightColor[ i ];\n\n\t\tvec3 lightDir = directionalLightDirection[ i ];\n\n\n\t\tfloat cosineTerm = saturate( dot( normal, lightDir ) );\n\n\t\ttotalDiffuseLight += lightColor * cosineTerm;\n\n\n\t\tvec3 brdf = BRDF_BlinnPhong( specular, shininess, normal, lightDir, viewDir );\n\n\t\ttotalSpecularLight += brdf * specularStrength * lightColor * cosineTerm;\n\n\t}\n\n#endif\n";
+THREE.ShaderChunk.lights_phong_pars_fragment="uniform vec3 ambientLightColor;\n\n#if MAX_DIR_LIGHTS > 0\n\n\tuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\n\tuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n\tuniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\n\tuniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\n\tuniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n\tuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n\n\tuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n\tuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n\tuniform float pointLightDecay[ MAX_POINT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n\tuniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\n\tuniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\n\tuniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\n\tuniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\n\tuniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n\tuniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n\tuniform float spotLightDecay[ MAX_SPOT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0 || defined( USE_ENVMAP )\n\n\tvarying vec3 vWorldPosition;\n\n#endif\n\nvarying vec3 vViewPosition;\n\n#ifndef FLAT_SHADED\n\n\tvarying vec3 vNormal;\n\n#endif\n";
+THREE.ShaderChunk.lights_phong_pars_vertex="#if MAX_SPOT_LIGHTS > 0 || defined( USE_ENVMAP )\n\n\tvarying vec3 vWorldPosition;\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n\tuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n\n#endif\n";THREE.ShaderChunk.lights_phong_vertex="#if MAX_SPOT_LIGHTS > 0 || defined( USE_ENVMAP )\n\n\tvWorldPosition = worldPosition.xyz;\n\n#endif\n";THREE.ShaderChunk.linear_to_gamma_fragment="\n\toutgoingLight = linearToOutput( outgoingLight );\n";
+THREE.ShaderChunk.logdepthbuf_fragment="#if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT)\n\n\tgl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;\n\n#endif";THREE.ShaderChunk.logdepthbuf_pars_fragment="#ifdef USE_LOGDEPTHBUF\n\n\tuniform float logDepthBufFC;\n\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\n\t\tvarying float vFragDepth;\n\n\t#endif\n\n#endif\n";THREE.ShaderChunk.logdepthbuf_pars_vertex="#ifdef USE_LOGDEPTHBUF\n\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\n\t\tvarying float vFragDepth;\n\n\t#endif\n\n\tuniform float logDepthBufFC;\n\n#endif";
+THREE.ShaderChunk.logdepthbuf_vertex="#ifdef USE_LOGDEPTHBUF\n\n\tgl_Position.z = log2(max( EPSILON, gl_Position.w + 1.0 )) * logDepthBufFC;\n\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\n#else\n\n\t\tgl_Position.z = (gl_Position.z - 1.0) * gl_Position.w;\n\n\t#endif\n\n#endif";THREE.ShaderChunk.map_fragment="#ifdef USE_MAP\n\n\tvec4 texelColor = texture2D( map, vUv );\n\n\ttexelColor.xyz = inputToLinear( texelColor.xyz );\n\n\tdiffuseColor *= texelColor;\n\n#endif\n";
+THREE.ShaderChunk.map_pars_fragment="#ifdef USE_MAP\n\n\tuniform sampler2D map;\n\n#endif";THREE.ShaderChunk.map_particle_fragment="#ifdef USE_MAP\n\n\tdiffuseColor *= texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) * offsetRepeat.zw + offsetRepeat.xy );\n\n#endif\n";THREE.ShaderChunk.map_particle_pars_fragment="#ifdef USE_MAP\n\n\tuniform vec4 offsetRepeat;\n\tuniform sampler2D map;\n\n#endif\n";THREE.ShaderChunk.morphnormal_vertex="#ifdef USE_MORPHNORMALS\n\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\n#endif\n";
+THREE.ShaderChunk.morphtarget_pars_vertex="#ifdef USE_MORPHTARGETS\n\n\t#ifndef USE_MORPHNORMALS\n\n\tuniform float morphTargetInfluences[ 8 ];\n\n\t#else\n\n\tuniform float morphTargetInfluences[ 4 ];\n\n\t#endif\n\n#endif";THREE.ShaderChunk.morphtarget_vertex="#ifdef USE_MORPHTARGETS\n\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\n\t#ifndef USE_MORPHNORMALS\n\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\n\t#endif\n\n#endif\n";
+THREE.ShaderChunk.normal_phong_fragment="#ifndef FLAT_SHADED\n\n\tvec3 normal = normalize( vNormal );\n\n\t#ifdef DOUBLE_SIDED\n\n\t\tnormal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n\n\t#endif\n\n#else\n\n\tvec3 fdx = dFdx( vViewPosition );\n\tvec3 fdy = dFdy( vViewPosition );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n\n#endif\n\n#ifdef USE_NORMALMAP\n\n\tnormal = perturbNormal2Arb( -vViewPosition, normal );\n\n#elif defined( USE_BUMPMAP )\n\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n\n#endif\n\n";
+THREE.ShaderChunk.normalmap_pars_fragment="#ifdef USE_NORMALMAP\n\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n\n\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\n\n\t\tvec3 q0 = dFdx( eye_pos.xyz );\n\t\tvec3 q1 = dFdy( eye_pos.xyz );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\n\t\tvec3 S = normalize( q0 * st1.t - q1 * st0.t );\n\t\tvec3 T = normalize( -q0 * st1.s + q1 * st0.s );\n\t\tvec3 N = normalize( surf_norm );\n\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy = normalScale * mapN.xy;\n\t\tmat3 tsn = mat3( S, T, N );\n\t\treturn normalize( tsn * mapN );\n\n\t}\n\n#endif\n";
+THREE.ShaderChunk.project_vertex="#ifdef USE_SKINNING\n\n\tvec4 mvPosition = modelViewMatrix * skinned;\n\n#else\n\n\tvec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\n\n#endif\n\ngl_Position = projectionMatrix * mvPosition;\n";THREE.ShaderChunk.shadowmap_fragment="#ifdef USE_SHADOWMAP\n\n\tfor ( int i = 0; i < MAX_SHADOWS; i ++ ) {\n\n\t\tfloat texelSizeY = 1.0 / shadowMapSize[ i ].y;\n\n\t\tfloat shadow = 0.0;\n\n#if defined( POINT_LIGHT_SHADOWS )\n\n\t\tbool isPointLight = shadowDarkness[ i ] < 0.0;\n\n\t\tif ( isPointLight ) {\n\n\t\t\tfloat realShadowDarkness = abs( shadowDarkness[ i ] );\n\n\t\t\tvec3 lightToPosition = vShadowCoord[ i ].xyz;\n\n\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT )\n\n\t\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t\tfloat dp = length( lightToPosition );\n\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D, texelSizeY ) ), shadowBias[ i ], shadow );\n\n\n\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tconst float Dr = 1.25;\n\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tconst float Dr = 2.25;\n\t#endif\n\n\t\t\tfloat os = Dr * 2.0 * texelSizeY;\n\n\t\t\tconst vec3 Gsd = vec3( - 1, 0, 1 );\n\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.zzz * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.zxz * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.xxz * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.xzz * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.zzx * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.zxx * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.xxx * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.xzx * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.zzy * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.zxy * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.xxy * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.xzy * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.zyz * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.xyz * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.zyx * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.xyx * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.yzz * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.yxz * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.yxx * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.yzx * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\n\t\t\tshadow *= realShadowDarkness * ( 1.0 / 21.0 );\n\n\t#else \n\t\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t\tfloat dp = length( lightToPosition );\n\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D, texelSizeY ) ), shadowBias[ i ], shadow );\n\n\t\t\tshadow *= realShadowDarkness;\n\n\t#endif\n\n\t\t} else {\n\n#endif \n\t\t\tfloat texelSizeX = 1.0 / shadowMapSize[ i ].x;\n\n\t\t\tvec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;\n\n\n\t\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\t\tbool inFrustum = all( inFrustumVec );\n\n\t\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\n\t\t\tbool frustumTest = all( frustumTestVec );\n\n\t\t\tif ( frustumTest ) {\n\n\t#if defined( SHADOWMAP_TYPE_PCF )\n\n\n\t\t\t\t/*\n\t\t\t\t\tfor ( float y = -1.25; y <= 1.25; y += 1.25 )\n\t\t\t\t\t\tfor ( float x = -1.25; x <= 1.25; x += 1.25 ) {\n\t\t\t\t\t\t\tvec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );\n\t\t\t\t\t\t\tfloat fDepth = unpackDepth( rgbaDepth );\n\t\t\t\t\t\t\tif ( fDepth < shadowCoord.z )\n\t\t\t\t\t\t\t\tshadow += 1.0;\n\t\t\t\t\t}\n\t\t\t\t\tshadow /= 9.0;\n\t\t\t\t*/\n\n\t\t\t\tshadowCoord.z += shadowBias[ i ];\n\n\t\t\t\tconst float ShadowDelta = 1.0 / 9.0;\n\n\t\t\t\tfloat xPixelOffset = texelSizeX;\n\t\t\t\tfloat yPixelOffset = texelSizeY;\n\n\t\t\t\tfloat dx0 = - 1.25 * xPixelOffset;\n\t\t\t\tfloat dy0 = - 1.25 * yPixelOffset;\n\t\t\t\tfloat dx1 = 1.25 * xPixelOffset;\n\t\t\t\tfloat dy1 = 1.25 * yPixelOffset;\n\n\t\t\t\tfloat fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += ShadowDelta;\n\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += ShadowDelta;\n\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += ShadowDelta;\n\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += ShadowDelta;\n\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += ShadowDelta;\n\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += ShadowDelta;\n\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += ShadowDelta;\n\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += ShadowDelta;\n\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += ShadowDelta;\n\n\t\t\t\tshadow *= shadowDarkness[ i ];\n\n\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\n\n\t\t\t\tshadowCoord.z += shadowBias[ i ];\n\n\t\t\t\tfloat xPixelOffset = texelSizeX;\n\t\t\t\tfloat yPixelOffset = texelSizeY;\n\n\t\t\t\tfloat dx0 = - 1.0 * xPixelOffset;\n\t\t\t\tfloat dy0 = - 1.0 * yPixelOffset;\n\t\t\t\tfloat dx1 = 1.0 * xPixelOffset;\n\t\t\t\tfloat dy1 = 1.0 * yPixelOffset;\n\n\t\t\t\tmat3 shadowKernel;\n\t\t\t\tmat3 depthKernel;\n\n\t\t\t\tdepthKernel[ 0 ][ 0 ] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\n\t\t\t\tdepthKernel[ 0 ][ 1 ] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\n\t\t\t\tdepthKernel[ 0 ][ 2 ] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );\n\t\t\t\tdepthKernel[ 1 ][ 0 ] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\n\t\t\t\tdepthKernel[ 1 ][ 1 ] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\n\t\t\t\tdepthKernel[ 1 ][ 2 ] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\n\t\t\t\tdepthKernel[ 2 ][ 0 ] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\n\t\t\t\tdepthKernel[ 2 ][ 1 ] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\n\t\t\t\tdepthKernel[ 2 ][ 2 ] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\n\n\t\t\t\tvec3 shadowZ = vec3( shadowCoord.z );\n\t\t\t\tshadowKernel[ 0 ] = vec3( lessThan( depthKernel[ 0 ], shadowZ ) );\n\t\t\t\tshadowKernel[ 0 ] *= vec3( 0.25 );\n\n\t\t\t\tshadowKernel[ 1 ] = vec3( lessThan( depthKernel[ 1 ], shadowZ ) );\n\t\t\t\tshadowKernel[ 1 ] *= vec3( 0.25 );\n\n\t\t\t\tshadowKernel[ 2 ] = vec3( lessThan( depthKernel[ 2 ], shadowZ ) );\n\t\t\t\tshadowKernel[ 2 ] *= vec3( 0.25 );\n\n\t\t\t\tvec2 fractionalCoord = 1.0 - fract( shadowCoord.xy * shadowMapSize[ i ].xy );\n\n\t\t\t\tshadowKernel[ 0 ] = mix( shadowKernel[ 1 ], shadowKernel[ 0 ], fractionalCoord.x );\n\t\t\t\tshadowKernel[ 1 ] = mix( shadowKernel[ 2 ], shadowKernel[ 1 ], fractionalCoord.x );\n\n\t\t\t\tvec4 shadowValues;\n\t\t\t\tshadowValues.x = mix( shadowKernel[ 0 ][ 1 ], shadowKernel[ 0 ][ 0 ], fractionalCoord.y );\n\t\t\t\tshadowValues.y = mix( shadowKernel[ 0 ][ 2 ], shadowKernel[ 0 ][ 1 ], fractionalCoord.y );\n\t\t\t\tshadowValues.z = mix( shadowKernel[ 1 ][ 1 ], shadowKernel[ 1 ][ 0 ], fractionalCoord.y );\n\t\t\t\tshadowValues.w = mix( shadowKernel[ 1 ][ 2 ], shadowKernel[ 1 ][ 1 ], fractionalCoord.y );\n\n\t\t\t\tshadow = dot( shadowValues, vec4( 1.0 ) ) * shadowDarkness[ i ];\n\n\t#else \n\t\t\t\tshadowCoord.z += shadowBias[ i ];\n\n\t\t\t\tvec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );\n\t\t\t\tfloat fDepth = unpackDepth( rgbaDepth );\n\n\t\t\t\tif ( fDepth < shadowCoord.z )\n\t\t\t\t\tshadow = shadowDarkness[ i ];\n\n\t#endif\n\n\t\t\t}\n\n#ifdef SHADOWMAP_DEBUG\n\n\t\t\tif ( inFrustum ) {\n\n\t\t\t\tif ( i == 0 ) {\n\n\t\t\t\t\toutgoingLight *= vec3( 1.0, 0.5, 0.0 );\n\n\t\t\t\t} else if ( i == 1 ) {\n\n\t\t\t\t\toutgoingLight *= vec3( 0.0, 1.0, 0.8 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\toutgoingLight *= vec3( 0.0, 0.5, 1.0 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n#endif\n\n#if defined( POINT_LIGHT_SHADOWS )\n\n\t\t}\n\n#endif\n\n\t\tshadowMask = shadowMask * vec3( 1.0 - shadow );\n\n\t}\n\n#endif\n";
+THREE.ShaderChunk.shadowmap_pars_fragment="#ifdef USE_SHADOWMAP\n\n\tuniform sampler2D shadowMap[ MAX_SHADOWS ];\n\tuniform vec2 shadowMapSize[ MAX_SHADOWS ];\n\n\tuniform float shadowDarkness[ MAX_SHADOWS ];\n\tuniform float shadowBias[ MAX_SHADOWS ];\n\n\tvarying vec4 vShadowCoord[ MAX_SHADOWS ];\n\n\tfloat unpackDepth( const in vec4 rgba_depth ) {\n\n\t\tconst vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );\n\t\tfloat depth = dot( rgba_depth, bit_shift );\n\t\treturn depth;\n\n\t}\n\n\t#if defined(POINT_LIGHT_SHADOWS)\n\n\n\t\tvoid adjustShadowValue1K( const float testDepth, const vec4 textureData, const float bias, inout float shadowValue ) {\n\n\t\t\tconst vec4 bitSh = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );\n\t\t\tif ( testDepth >= dot( textureData, bitSh ) * 1000.0 + bias )\n\t\t\t\tshadowValue += 1.0;\n\n\t\t}\n\n\n\t\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\n\n\t\t\tvec3 absV = abs( v );\n\n\n\t\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\t\tabsV *= scaleToCube;\n\n\n\t\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\n\n\n\t\t\tvec2 planar = v.xy;\n\n\t\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\t\tfloat almostOne = 1.0 - almostATexel;\n\n\t\t\tif ( absV.z >= almostOne ) {\n\n\t\t\t\tif ( v.z > 0.0 )\n\t\t\t\t\tplanar.x = 4.0 - v.x;\n\n\t\t\t} else if ( absV.x >= almostOne ) {\n\n\t\t\t\tfloat signX = sign( v.x );\n\t\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\n\t\t\t} else if ( absV.y >= almostOne ) {\n\n\t\t\t\tfloat signY = sign( v.y );\n\t\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\t\tplanar.y = v.z * signY - 2.0;\n\n\t\t\t}\n\n\n\t\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\n\t\t}\n\n\t#endif\n\n#endif\n";
+THREE.ShaderChunk.shadowmap_pars_vertex="#ifdef USE_SHADOWMAP\n\n\tuniform float shadowDarkness[ MAX_SHADOWS ];\n\tuniform mat4 shadowMatrix[ MAX_SHADOWS ];\n\tvarying vec4 vShadowCoord[ MAX_SHADOWS ];\n\n#endif";THREE.ShaderChunk.shadowmap_vertex="#ifdef USE_SHADOWMAP\n\n\tfor ( int i = 0; i < MAX_SHADOWS; i ++ ) {\n\n\t\t\tvShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;\n\n\t}\n\n#endif";THREE.ShaderChunk.skinbase_vertex="#ifdef USE_SKINNING\n\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\n#endif";
+THREE.ShaderChunk.skinning_pars_vertex="#ifdef USE_SKINNING\n\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\n\t#ifdef BONE_TEXTURE\n\n\t\tuniform sampler2D boneTexture;\n\t\tuniform int boneTextureWidth;\n\t\tuniform int boneTextureHeight;\n\n\t\tmat4 getBoneMatrix( const in float i ) {\n\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureWidth ) );\n\t\t\tfloat y = floor( j / float( boneTextureWidth ) );\n\n\t\t\tfloat dx = 1.0 / float( boneTextureWidth );\n\t\t\tfloat dy = 1.0 / float( boneTextureHeight );\n\n\t\t\ty = dy * ( y + 0.5 );\n\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\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\n\t\t\treturn bone;\n\n\t\t}\n\n\t#else\n\n\t\tuniform mat4 boneGlobalMatrices[ MAX_BONES ];\n\n\t\tmat4 getBoneMatrix( const in float i ) {\n\n\t\t\tmat4 bone = boneGlobalMatrices[ int(i) ];\n\t\t\treturn bone;\n\n\t\t}\n\n\t#endif\n\n#endif\n";
+THREE.ShaderChunk.skinning_vertex="#ifdef USE_SKINNING\n\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\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\tskinned = bindMatrixInverse * skinned;\n\n#endif\n";THREE.ShaderChunk.skinnormal_vertex="#ifdef USE_SKINNING\n\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\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\n#endif\n";
+THREE.ShaderChunk.specularmap_fragment="float specularStrength;\n\n#ifdef USE_SPECULARMAP\n\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n\n#else\n\n\tspecularStrength = 1.0;\n\n#endif";THREE.ShaderChunk.specularmap_pars_fragment="#ifdef USE_SPECULARMAP\n\n\tuniform sampler2D specularMap;\n\n#endif";THREE.ShaderChunk.uv2_pars_fragment="#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\n\tvarying vec2 vUv2;\n\n#endif";
+THREE.ShaderChunk.uv2_pars_vertex="#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\n#endif";THREE.ShaderChunk.uv2_vertex="#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\n\tvUv2 = uv2;\n\n#endif";THREE.ShaderChunk.uv_pars_fragment="#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP )\n\n\tvarying vec2 vUv;\n\n#endif";
+THREE.ShaderChunk.uv_pars_vertex="#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP )\n\n\tvarying vec2 vUv;\n\tuniform vec4 offsetRepeat;\n\n#endif\n";THREE.ShaderChunk.uv_vertex="#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP )\n\n\tvUv = uv * offsetRepeat.zw + offsetRepeat.xy;\n\n#endif";
+THREE.ShaderChunk.worldpos_vertex="#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )\n\n\t#ifdef USE_SKINNING\n\n\t\tvec4 worldPosition = modelMatrix * skinned;\n\n\t#else\n\n\t\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n\n\t#endif\n\n#endif\n";
+THREE.UniformsUtils={merge:function(a){for(var b={},c=0;c dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );",
+THREE.ShaderChunk.logdepthbuf_fragment,THREE.ShaderChunk.color_fragment,"\toutgoingLight = diffuseColor.rgb;",THREE.ShaderChunk.fog_fragment,"\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n}"].join("\n")},depth:{uniforms:{mNear:{type:"f",value:1},mFar:{type:"f",value:2E3},opacity:{type:"f",value:1}},vertexShader:[THREE.ShaderChunk.common,THREE.ShaderChunk.morphtarget_pars_vertex,THREE.ShaderChunk.logdepthbuf_pars_vertex,"void main() {",THREE.ShaderChunk.begin_vertex,THREE.ShaderChunk.morphtarget_vertex,
+THREE.ShaderChunk.project_vertex,THREE.ShaderChunk.logdepthbuf_vertex,"}"].join("\n"),fragmentShader:["uniform float mNear;\nuniform float mFar;\nuniform float opacity;",THREE.ShaderChunk.common,THREE.ShaderChunk.logdepthbuf_pars_fragment,"void main() {",THREE.ShaderChunk.logdepthbuf_fragment,"\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tfloat depth = gl_FragDepthEXT / gl_FragCoord.w;\n\t#else\n\t\tfloat depth = gl_FragCoord.z / gl_FragCoord.w;\n\t#endif\n\tfloat color = 1.0 - smoothstep( mNear, mFar, depth );\n\tgl_FragColor = vec4( vec3( color ), opacity );\n}"].join("\n")},
+normal:{uniforms:{opacity:{type:"f",value:1}},vertexShader:["varying vec3 vNormal;",THREE.ShaderChunk.common,THREE.ShaderChunk.morphtarget_pars_vertex,THREE.ShaderChunk.logdepthbuf_pars_vertex,"void main() {\n\tvNormal = normalize( normalMatrix * normal );",THREE.ShaderChunk.begin_vertex,THREE.ShaderChunk.morphtarget_vertex,THREE.ShaderChunk.project_vertex,THREE.ShaderChunk.logdepthbuf_vertex,"}"].join("\n"),fragmentShader:["uniform float opacity;\nvarying vec3 vNormal;",THREE.ShaderChunk.common,
+THREE.ShaderChunk.logdepthbuf_pars_fragment,"void main() {\n\tgl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",THREE.ShaderChunk.logdepthbuf_fragment,"}"].join("\n")},cube:{uniforms:{tCube:{type:"t",value:null},tFlip:{type:"f",value:-1}},vertexShader:["varying vec3 vWorldPosition;",THREE.ShaderChunk.common,THREE.ShaderChunk.logdepthbuf_pars_vertex,"void main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+THREE.ShaderChunk.logdepthbuf_vertex,"}"].join("\n"),fragmentShader:["uniform samplerCube tCube;\nuniform float tFlip;\nvarying vec3 vWorldPosition;",THREE.ShaderChunk.common,THREE.ShaderChunk.logdepthbuf_pars_fragment,"void main() {\n\tgl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",THREE.ShaderChunk.logdepthbuf_fragment,"}"].join("\n")},equirect:{uniforms:{tEquirect:{type:"t",value:null},tFlip:{type:"f",value:-1}},vertexShader:["varying vec3 vWorldPosition;",
+THREE.ShaderChunk.common,THREE.ShaderChunk.logdepthbuf_pars_vertex,"void main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",THREE.ShaderChunk.logdepthbuf_vertex,"}"].join("\n"),fragmentShader:["uniform sampler2D tEquirect;\nuniform float tFlip;\nvarying vec3 vWorldPosition;",THREE.ShaderChunk.common,THREE.ShaderChunk.logdepthbuf_pars_fragment,"void main() {\nvec3 direction = normalize( vWorldPosition );\nvec2 sampleUV;\nsampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );\nsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\ngl_FragColor = texture2D( tEquirect, sampleUV );",
+THREE.ShaderChunk.logdepthbuf_fragment,"}"].join("\n")},depthRGBA:{uniforms:{},vertexShader:[THREE.ShaderChunk.common,THREE.ShaderChunk.morphtarget_pars_vertex,THREE.ShaderChunk.skinning_pars_vertex,THREE.ShaderChunk.logdepthbuf_pars_vertex,"void main() {",THREE.ShaderChunk.skinbase_vertex,THREE.ShaderChunk.begin_vertex,THREE.ShaderChunk.morphtarget_vertex,THREE.ShaderChunk.skinning_vertex,THREE.ShaderChunk.project_vertex,THREE.ShaderChunk.logdepthbuf_vertex,"}"].join("\n"),fragmentShader:[THREE.ShaderChunk.common,
+THREE.ShaderChunk.logdepthbuf_pars_fragment,"vec4 pack_depth( const in float depth ) {\n\tconst vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );\n\tconst vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );\n\tvec4 res = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );\n\tres -= res.xxyz * bit_mask;\n\treturn res;\n}\nvoid main() {",THREE.ShaderChunk.logdepthbuf_fragment,"\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tgl_FragData[ 0 ] = pack_depth( gl_FragDepthEXT );\n\t#else\n\t\tgl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );\n\t#endif\n}"].join("\n")},
+distanceRGBA:{uniforms:{lightPos:{type:"v3",value:new THREE.Vector3(0,0,0)}},vertexShader:["varying vec4 vWorldPosition;",THREE.ShaderChunk.common,THREE.ShaderChunk.morphtarget_pars_vertex,THREE.ShaderChunk.skinning_pars_vertex,"void main() {",THREE.ShaderChunk.skinbase_vertex,THREE.ShaderChunk.begin_vertex,THREE.ShaderChunk.morphtarget_vertex,THREE.ShaderChunk.skinning_vertex,THREE.ShaderChunk.project_vertex,THREE.ShaderChunk.worldpos_vertex,"vWorldPosition = worldPosition;\n}"].join("\n"),fragmentShader:["uniform vec3 lightPos;\nvarying vec4 vWorldPosition;",
+THREE.ShaderChunk.common,"vec4 pack1K ( float depth ) {\n depth /= 1000.0;\n const vec4 bitSh = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );\n\tconst vec4 bitMsk = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );\n\tvec4 res = fract( depth * bitSh );\n\tres -= res.xxyz * bitMsk;\n\treturn res; \n}\nfloat unpack1K ( vec4 color ) {\n\tconst vec4 bitSh = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );\n\treturn dot( color, bitSh ) * 1000.0;\n}\nvoid main () {\n\tgl_FragColor = pack1K( length( vWorldPosition.xyz - lightPos.xyz ) );\n}"].join("\n")}};
+THREE.WebGLRenderer=function(a){function b(a,b,c,d){!0===G&&(a*=d,b*=d,c*=d);r.clearColor(a,b,c,d)}function c(){I.init();r.viewport(na,oa,pa,qa);b(U.r,U.g,U.b,X)}function d(){ra=Aa=null;sa="";ta=-1;wa=!0;I.reset()}function e(a){a.preventDefault();d();c();W.clear()}function g(a){a=a.target;a.removeEventListener("dispose",g);a:{var b=W.get(a);if(a.image&&b.__image__webglTextureCube)r.deleteTexture(b.__image__webglTextureCube);else{if(void 0===b.__webglInit)break a;r.deleteTexture(b.__webglTexture)}W.delete(a)}la.textures--}
+function f(a){a=a.target;a.removeEventListener("dispose",f);var b=W.get(a),c=W.get(a.texture);if(a&&void 0!==c.__webglTexture){r.deleteTexture(c.__webglTexture);if(a instanceof THREE.WebGLRenderTargetCube)for(c=0;6>c;c++)r.deleteFramebuffer(b.__webglFramebuffer[c]),r.deleteRenderbuffer(b.__webglRenderbuffer[c]);else r.deleteFramebuffer(b.__webglFramebuffer),r.deleteRenderbuffer(b.__webglRenderbuffer);W.delete(a.texture);W.delete(a)}la.textures--}function h(a){a=a.target;a.removeEventListener("dispose",
+h);l(a);W.delete(a)}function l(a){var b=W.get(a).program;a.program=void 0;void 0!==b&&ua.releaseProgram(b)}function k(a,b){return b[0]-a[0]}function m(a,b){return a.object.renderOrder!==b.object.renderOrder?a.object.renderOrder-b.object.renderOrder:a.material.id!==b.material.id?a.material.id-b.material.id:a.z!==b.z?a.z-b.z:a.id-b.id}function p(a,b){return a.object.renderOrder!==b.object.renderOrder?a.object.renderOrder-b.object.renderOrder:a.z!==b.z?b.z-a.z:a.id-b.id}function n(a,b,c,d,e){var f;c.transparent?
+(d=Z,f=++fa):(d=ca,f=++ga);f=d[f];void 0!==f?(f.id=a.id,f.object=a,f.geometry=b,f.material=c,f.z=V.z,f.group=e):(f={id:a.id,object:a,geometry:b,material:c,z:V.z,group:e},d.push(f))}function q(a,b){if(!1!==a.visible){if(0!==(a.channels.mask&b.channels.mask))if(a instanceof THREE.Light)da.push(a);else if(a instanceof THREE.Sprite)ea.push(a);else if(a instanceof THREE.LensFlare)ja.push(a);else if(a instanceof THREE.ImmediateRenderObject)!0===aa.sortObjects&&(V.setFromMatrixPosition(a.matrixWorld),V.applyProjection(xa)),
+n(a,null,a.material,V.z,null);else if(a instanceof THREE.Mesh||a instanceof THREE.Line||a instanceof THREE.Points)if(a instanceof THREE.SkinnedMesh&&a.skeleton.update(),!1===a.frustumCulled||!0===Ba.intersectsObject(a)){var c=a.material;if(!0===c.visible){!0===aa.sortObjects&&(V.setFromMatrixPosition(a.matrixWorld),V.applyProjection(xa));var d=va.update(a);if(c instanceof THREE.MeshFaceMaterial)for(var e=d.groups,f=c.materials,c=0,g=e.length;c=ha.maxTextures&&console.warn("WebGLRenderer: trying to use "+a+" texture units while this GPU supports only "+ha.maxTextures);ya+=1;return a}function D(a,b,c,d){a[b+0]=c.r*d;a[b+1]=c.g*d;a[b+2]=c.b*d}function x(a,b,c){c?(r.texParameteri(a,r.TEXTURE_WRAP_S,N(b.wrapS)),r.texParameteri(a,r.TEXTURE_WRAP_T,N(b.wrapT)),r.texParameteri(a,r.TEXTURE_MAG_FILTER,
+N(b.magFilter)),r.texParameteri(a,r.TEXTURE_MIN_FILTER,N(b.minFilter))):(r.texParameteri(a,r.TEXTURE_WRAP_S,r.CLAMP_TO_EDGE),r.texParameteri(a,r.TEXTURE_WRAP_T,r.CLAMP_TO_EDGE),b.wrapS===THREE.ClampToEdgeWrapping&&b.wrapT===THREE.ClampToEdgeWrapping||console.warn("THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.",b),r.texParameteri(a,r.TEXTURE_MAG_FILTER,C(b.magFilter)),r.texParameteri(a,r.TEXTURE_MIN_FILTER,C(b.minFilter)),
+b.minFilter!==THREE.NearestFilter&&b.minFilter!==THREE.LinearFilter&&console.warn("THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.",b));!(c=S.get("EXT_texture_filter_anisotropic"))||b.type===THREE.FloatType&&null===S.get("OES_texture_float_linear")||b.type===THREE.HalfFloatType&&null===S.get("OES_texture_half_float_linear")||!(1b||a.height>b){var c=b/Math.max(a.width,a.height),d=document.createElement("canvas");d.width=Math.floor(a.width*c);d.height=Math.floor(a.height*c);d.getContext("2d").drawImage(a,0,0,a.width,a.height,0,0,d.width,d.height);console.warn("THREE.WebGLRenderer: image is too big ("+a.width+"x"+a.height+"). Resized to "+d.width+"x"+d.height,a);return d}return a}function y(a){return THREE.Math.isPowerOfTwo(a.width)&&
+THREE.Math.isPowerOfTwo(a.height)}function z(a,b){var c=W.get(a);if(6===a.image.length)if(0h;h++)f[h]=!aa.autoScaleCubemaps||
+d||e?e?a.image[h].image:a.image[h]:B(a.image[h],ha.maxCubemapSize);var k=y(f[0]),l=N(a.format),n=N(a.type);x(r.TEXTURE_CUBE_MAP,a,k);for(h=0;6>h;h++)if(d)for(var m,q=f[h].mipmaps,p=0,s=q.length;pd;d++)c.__webglFramebuffer[d]=r.createFramebuffer(),c.__webglRenderbuffer[d]=r.createRenderbuffer(),I.texImage2D(r.TEXTURE_CUBE_MAP_POSITIVE_X+d,0,g,a.width,a.height,0,g,h,null),J(c.__webglFramebuffer[d],a,r.TEXTURE_CUBE_MAP_POSITIVE_X+d),F(c.__webglRenderbuffer[d],a);a.texture.generateMipmaps&&e&&r.generateMipmap(r.TEXTURE_CUBE_MAP)}else c.__webglFramebuffer=r.createFramebuffer(),c.__webglRenderbuffer=a.shareDepthFrom?a.shareDepthFrom.__webglRenderbuffer:
+r.createRenderbuffer(),I.bindTexture(r.TEXTURE_2D,d.__webglTexture),x(r.TEXTURE_2D,a.texture,e),I.texImage2D(r.TEXTURE_2D,0,g,a.width,a.height,0,g,h,null),J(c.__webglFramebuffer,a,r.TEXTURE_2D),a.shareDepthFrom?a.depthBuffer&&!a.stencilBuffer?r.framebufferRenderbuffer(r.FRAMEBUFFER,r.DEPTH_ATTACHMENT,r.RENDERBUFFER,c.__webglRenderbuffer):a.depthBuffer&&a.stencilBuffer&&r.framebufferRenderbuffer(r.FRAMEBUFFER,r.DEPTH_STENCIL_ATTACHMENT,r.RENDERBUFFER,c.__webglRenderbuffer):F(c.__webglRenderbuffer,
+a),a.texture.generateMipmaps&&e&&r.generateMipmap(r.TEXTURE_2D);b?I.bindTexture(r.TEXTURE_CUBE_MAP,null):I.bindTexture(r.TEXTURE_2D,null);r.bindRenderbuffer(r.RENDERBUFFER,null);r.bindFramebuffer(r.FRAMEBUFFER,null)}a?(c=W.get(a),d=b?c.__webglFramebuffer[a.activeCubeFace]:c.__webglFramebuffer,c=a.width,e=a.height,h=g=0):(d=null,c=pa,e=qa,g=na,h=oa);d!==za&&(r.bindFramebuffer(r.FRAMEBUFFER,d),r.viewport(g,h,c,e),za=d);b&&(d=W.get(a.texture),r.framebufferTexture2D(r.FRAMEBUFFER,r.COLOR_ATTACHMENT0,
+r.TEXTURE_CUBE_MAP_POSITIVE_X+a.activeCubeFace,d.__webglTexture,0));Da=c;Ea=e};this.readRenderTargetPixels=function(a,b,c,d,e,f){if(!1===a instanceof THREE.WebGLRenderTarget)console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.");else{var g=W.get(a).__webglFramebuffer;if(g){var h=!1;g!==za&&(r.bindFramebuffer(r.FRAMEBUFFER,g),h=!0);try{var k=a.texture;k.format!==THREE.RGBAFormat&&N(k.format)!==r.getParameter(r.IMPLEMENTATION_COLOR_READ_FORMAT)?console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format."):
+k.type===THREE.UnsignedByteType||N(k.type)===r.getParameter(r.IMPLEMENTATION_COLOR_READ_TYPE)||k.type===THREE.FloatType&&S.get("WEBGL_color_buffer_float")||k.type===THREE.HalfFloatType&&S.get("EXT_color_buffer_half_float")?r.checkFramebufferStatus(r.FRAMEBUFFER)===r.FRAMEBUFFER_COMPLETE?r.readPixels(b,c,d,e,N(k.format),N(k.type),f):console.error("THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete."):console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.")}finally{h&&
+r.bindFramebuffer(r.FRAMEBUFFER,za)}}}};this.supportsFloatTextures=function(){console.warn("THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( 'OES_texture_float' ).");return S.get("OES_texture_float")};this.supportsHalfFloatTextures=function(){console.warn("THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( 'OES_texture_half_float' ).");return S.get("OES_texture_half_float")};this.supportsStandardDerivatives=function(){console.warn("THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( 'OES_standard_derivatives' ).");
+return S.get("OES_standard_derivatives")};this.supportsCompressedTextureS3TC=function(){console.warn("THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( 'WEBGL_compressed_texture_s3tc' ).");return S.get("WEBGL_compressed_texture_s3tc")};this.supportsCompressedTexturePVRTC=function(){console.warn("THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( 'WEBGL_compressed_texture_pvrtc' ).");return S.get("WEBGL_compressed_texture_pvrtc")};this.supportsBlendMinMax=
+function(){console.warn("THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( 'EXT_blend_minmax' ).");return S.get("EXT_blend_minmax")};this.supportsVertexTextures=function(){return ha.vertexTextures};this.supportsInstancedArrays=function(){console.warn("THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( 'ANGLE_instanced_arrays' ).");return S.get("ANGLE_instanced_arrays")};this.initMaterial=function(){console.warn("THREE.WebGLRenderer: .initMaterial() has been removed.")};
+this.addPrePlugin=function(){console.warn("THREE.WebGLRenderer: .addPrePlugin() has been removed.")};this.addPostPlugin=function(){console.warn("THREE.WebGLRenderer: .addPostPlugin() has been removed.")};this.updateShadowMap=function(){console.warn("THREE.WebGLRenderer: .updateShadowMap() has been removed.")};Object.defineProperties(this,{shadowMapEnabled:{get:function(){return $.enabled},set:function(a){console.warn("THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.");$.enabled=a}},
+shadowMapType:{get:function(){return $.type},set:function(a){console.warn("THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.");$.type=a}},shadowMapCullFace:{get:function(){return $.cullFace},set:function(a){console.warn("THREE.WebGLRenderer: .shadowMapCullFace is now .shadowMap.cullFace.");$.cullFace=a}},shadowMapDebug:{get:function(){return $.debug},set:function(a){console.warn("THREE.WebGLRenderer: .shadowMapDebug is now .shadowMap.debug.");$.debug=a}}})};
+THREE.WebGLRenderTarget=function(a,b,c){this.uuid=THREE.Math.generateUUID();this.width=a;this.height=b;c=c||{};void 0===c.minFilter&&(c.minFilter=THREE.LinearFilter);this.texture=new THREE.Texture(void 0,void 0,c.wrapS,c.wrapT,c.magFilter,c.minFilter,c.format,c.type,c.anisotropy);this.depthBuffer=void 0!==c.depthBuffer?c.depthBuffer:!0;this.stencilBuffer=void 0!==c.stencilBuffer?c.stencilBuffer:!0;this.shareDepthFrom=void 0!==c.shareDepthFrom?c.shareDepthFrom:null};
+THREE.WebGLRenderTarget.prototype={constructor:THREE.WebGLRenderTarget,get wrapS(){console.warn("THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.");return this.texture.wrapS},set wrapS(a){console.warn("THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.");this.texture.wrapS=a},get wrapT(){console.warn("THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.");return this.texture.wrapT},set wrapT(a){console.warn("THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.");this.texture.wrapT=a},
+get magFilter(){console.warn("THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.");return this.texture.magFilter},set magFilter(a){console.warn("THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.");this.texture.magFilter=a},get minFilter(){console.warn("THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.");return this.texture.minFilter},set minFilter(a){console.warn("THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.");this.texture.minFilter=a},get anisotropy(){console.warn("THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.");
+return this.texture.anisotropy},set anisotropy(a){console.warn("THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.");this.texture.anisotropy=a},get offset(){console.warn("THREE.WebGLRenderTarget: .offset is now .texture.offset.");return this.texture.offset},set offset(a){console.warn("THREE.WebGLRenderTarget: .offset is now .texture.offset.");this.texture.offset=a},get repeat(){console.warn("THREE.WebGLRenderTarget: .repeat is now .texture.repeat.");return this.texture.repeat},set repeat(a){console.warn("THREE.WebGLRenderTarget: .repeat is now .texture.repeat.");
+this.texture.repeat=a},get format(){console.warn("THREE.WebGLRenderTarget: .format is now .texture.format.");return this.texture.format},set format(a){console.warn("THREE.WebGLRenderTarget: .format is now .texture.format.");this.texture.format=a},get type(){console.warn("THREE.WebGLRenderTarget: .type is now .texture.type.");return this.texture.type},set type(a){console.warn("THREE.WebGLRenderTarget: .type is now .texture.type.");this.texture.type=a},get generateMipmaps(){console.warn("THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.");
+return this.texture.generateMipmaps},set generateMipmaps(a){console.warn("THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.");this.texture.generateMipmaps=a},setSize:function(a,b){if(this.width!==a||this.height!==b)this.width=a,this.height=b,this.dispose()},clone:function(){return(new this.constructor).copy(this)},copy:function(a){this.width=a.width;this.height=a.height;this.texture=a.texture.clone();this.depthBuffer=a.depthBuffer;this.stencilBuffer=a.stencilBuffer;this.shareDepthFrom=
+a.shareDepthFrom;return this},dispose:function(){this.dispatchEvent({type:"dispose"})}};THREE.EventDispatcher.prototype.apply(THREE.WebGLRenderTarget.prototype);THREE.WebGLRenderTargetCube=function(a,b,c){THREE.WebGLRenderTarget.call(this,a,b,c);this.activeCubeFace=0};THREE.WebGLRenderTargetCube.prototype=Object.create(THREE.WebGLRenderTarget.prototype);THREE.WebGLRenderTargetCube.prototype.constructor=THREE.WebGLRenderTargetCube;
+THREE.WebGLBufferRenderer=function(a,b,c){var d;this.setMode=function(a){d=a};this.render=function(b,g){a.drawArrays(d,b,g);c.calls++;c.vertices+=g;d===a.TRIANGLES&&(c.faces+=g/3)};this.renderInstances=function(a){var c=b.get("ANGLE_instanced_arrays");if(null===c)console.error("THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.");else{var f=a.attributes.position;f instanceof THREE.InterleavedBufferAttribute?c.drawArraysInstancedANGLE(d,
+0,f.data.count,a.maxInstancedCount):c.drawArraysInstancedANGLE(d,0,f.count,a.maxInstancedCount)}}};
+THREE.WebGLIndexedBufferRenderer=function(a,b,c){var d,e,g;this.setMode=function(a){d=a};this.setIndex=function(c){c.array instanceof Uint32Array&&b.get("OES_element_index_uint")?(e=a.UNSIGNED_INT,g=4):(e=a.UNSIGNED_SHORT,g=2)};this.render=function(b,h){a.drawElements(d,h,e,b*g);c.calls++;c.vertices+=h;d===a.TRIANGLES&&(c.faces+=h/3)};this.renderInstances=function(a){var c=b.get("ANGLE_instanced_arrays");null===c?console.error("THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays."):
+c.drawElementsInstancedANGLE(d,a.index.array.length,e,0,a.maxInstancedCount)}};
+THREE.WebGLExtensions=function(a){var b={};this.get=function(c){if(void 0!==b[c])return b[c];var d;switch(c){case "EXT_texture_filter_anisotropic":d=a.getExtension("EXT_texture_filter_anisotropic")||a.getExtension("MOZ_EXT_texture_filter_anisotropic")||a.getExtension("WEBKIT_EXT_texture_filter_anisotropic");break;case "WEBGL_compressed_texture_s3tc":d=a.getExtension("WEBGL_compressed_texture_s3tc")||a.getExtension("MOZ_WEBGL_compressed_texture_s3tc")||a.getExtension("WEBKIT_WEBGL_compressed_texture_s3tc");
+break;case "WEBGL_compressed_texture_pvrtc":d=a.getExtension("WEBGL_compressed_texture_pvrtc")||a.getExtension("WEBKIT_WEBGL_compressed_texture_pvrtc");break;default:d=a.getExtension(c)}null===d&&console.warn("THREE.WebGLRenderer: "+c+" extension not supported.");return b[c]=d}};
+THREE.WebGLCapabilities=function(a,b,c){function d(b){if("highp"===b){if(0c){var d=b;b=c;c=d}d=a[b];return void 0===d?(a[b]=[c],!0):-1===d.indexOf(c)?(d.push(c),!0):!1}var g=new THREE.WebGLGeometries(a,b,c);this.getAttributeBuffer=function(a){return a instanceof THREE.InterleavedBufferAttribute?b.get(a.data).__webglBuffer:b.get(a).__webglBuffer};this.getWireframeAttribute=
+function(c){var g=b.get(c);if(void 0!==g.wireframe)return g.wireframe;var l=[],k=c.index,m=c.attributes;c=m.position;if(null!==k)for(var m={},k=k.array,p=0,n=k.length;p 0 ) {\nfloat depth = gl_FragCoord.z / gl_FragCoord.w;\nfloat fogFactor = 0.0;\nif ( fogType == 1 ) {\nfogFactor = smoothstep( fogNear, fogFar, depth );\n} else {\nconst float LOG2 = 1.442695;\nfogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );\nfogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );\n}\ngl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );\n}\n}"].join("\n"));
+x.compileShader(K);x.compileShader(E);x.attachShader(M,K);x.attachShader(M,E);x.linkProgram(M);A=M;u=x.getAttribLocation(A,"position");w=x.getAttribLocation(A,"uv");c=x.getUniformLocation(A,"uvOffset");d=x.getUniformLocation(A,"uvScale");e=x.getUniformLocation(A,"rotation");g=x.getUniformLocation(A,"scale");f=x.getUniformLocation(A,"color");h=x.getUniformLocation(A,"map");l=x.getUniformLocation(A,"opacity");k=x.getUniformLocation(A,"modelViewMatrix");m=x.getUniformLocation(A,"projectionMatrix");p=
+x.getUniformLocation(A,"fogType");n=x.getUniformLocation(A,"fogDensity");q=x.getUniformLocation(A,"fogNear");s=x.getUniformLocation(A,"fogFar");t=x.getUniformLocation(A,"fogColor");v=x.getUniformLocation(A,"alphaTest");M=document.createElement("canvas");M.width=8;M.height=8;K=M.getContext("2d");K.fillStyle="white";K.fillRect(0,0,8,8);J=new THREE.Texture(M);J.needsUpdate=!0}x.useProgram(A);B.initAttributes();B.enableAttribute(u);B.enableAttribute(w);B.disableUnusedAttributes();B.disable(x.CULL_FACE);
+B.enable(x.BLEND);x.bindBuffer(x.ARRAY_BUFFER,y);x.vertexAttribPointer(u,2,x.FLOAT,!1,16,0);x.vertexAttribPointer(w,2,x.FLOAT,!1,16,8);x.bindBuffer(x.ELEMENT_ARRAY_BUFFER,z);x.uniformMatrix4fv(m,!1,Q.projectionMatrix.elements);B.activeTexture(x.TEXTURE0);x.uniform1i(h,0);K=M=0;(E=L.fog)?(x.uniform3f(t,E.color.r,E.color.g,E.color.b),E instanceof THREE.Fog?(x.uniform1f(q,E.near),x.uniform1f(s,E.far),x.uniform1i(p,1),K=M=1):E instanceof THREE.FogExp2&&(x.uniform1f(n,E.density),x.uniform1i(p,2),K=M=2)):
+(x.uniform1i(p,0),K=M=0);for(var E=0,O=b.length;Ec)return null;var d=[],e=[],g=[],f,h,l;if(0=k--){console.warn("THREE.ShapeUtils: Unable to triangulate polygon! in triangulate()");break}f=h;c<=f&&(f=0);h=f+1;c<=h&&(h=0);l=h+1;c<=l&&(l=0);var m;a:{var p=
+m=void 0,n=void 0,q=void 0,s=void 0,t=void 0,v=void 0,u=void 0,w=void 0,p=a[e[f]].x,n=a[e[f]].y,q=a[e[h]].x,s=a[e[h]].y,t=a[e[l]].x,v=a[e[l]].y;if(Number.EPSILON>(q-p)*(v-n)-(s-n)*(t-p))m=!1;else{var D=void 0,x=void 0,B=void 0,y=void 0,z=void 0,A=void 0,J=void 0,F=void 0,C=void 0,N=void 0,C=F=J=w=u=void 0,D=t-q,x=v-s,B=p-t,y=n-v,z=q-p,A=s-n;for(m=0;m=-Number.EPSILON&&
+F>=-Number.EPSILON&&J>=-Number.EPSILON)){m=!1;break a}m=!0}}if(m){d.push([a[e[f]],a[e[h]],a[e[l]]]);g.push([e[f],e[h],e[l]]);f=h;for(l=h+1;lNumber.EPSILON){if(0A||A>
+z)return[];k=l*m-k*p;if(0>k||k>z)return[]}else{if(0d?[]:k===d?f?[]:[g]:a<=d?[g,h]:[g,l]}function e(a,b,c,d){var e=b.x-a.x,f=b.y-a.y;b=c.x-a.x;c=c.y-a.y;var g=d.x-a.x;d=d.y-a.y;a=e*c-f*b;e=e*d-f*g;return Math.abs(a)>Number.EPSILON?(b=g*c-d*b,0f&&(f=d);var g=a+1;g>d&&(g=0);d=e(h[a],h[f],h[g],k[b]);if(!d)return!1;d=k.length-1;f=b-1;0>f&&(f=d);g=b+1;g>d&&(g=0);return(d=e(k[b],k[f],k[g],h[a]))?!0:!1}function f(a,b){var c,e;for(c=0;cQ){console.log("Infinite Loop! Holes left:"+l.length+", Probably Hole outside Shape!");break}for(p=F;ph;h++)k=l[h].x+":"+l[h].y,k=m[k],void 0!==k&&(l[h]=k);return p.concat()},isClockWise:function(a){return 0>THREE.ShapeUtils.area(a)},b2:function(){return function(a,b,c,d){var e=1-a;return e*e*b+2*(1-a)*a*c+a*a*d}}(),b3:function(){return function(a,b,c,d,e){var g=
+1-a,f=1-a;return g*g*g*b+3*f*f*a*c+3*(1-a)*a*a*d+a*a*a*e}}()};THREE.Audio=function(a){THREE.Object3D.call(this);this.type="Audio";this.context=a.context;this.source=this.context.createBufferSource();this.source.onended=this.onEnded.bind(this);this.gain=this.context.createGain();this.gain.connect(this.context.destination);this.panner=this.context.createPanner();this.panner.connect(this.gain);this.autoplay=!1;this.startTime=0;this.playbackRate=1;this.isPlaying=!1};THREE.Audio.prototype=Object.create(THREE.Object3D.prototype);
+THREE.Audio.prototype.constructor=THREE.Audio;THREE.Audio.prototype.load=function(a){var b=this,c=new XMLHttpRequest;c.open("GET",a,!0);c.responseType="arraybuffer";c.onload=function(a){b.context.decodeAudioData(this.response,function(a){b.source.buffer=a;b.autoplay&&b.play()})};c.send();return this};
+THREE.Audio.prototype.play=function(){if(!0===this.isPlaying)console.warn("THREE.Audio: Audio is already playing.");else{var a=this.context.createBufferSource();a.buffer=this.source.buffer;a.loop=this.source.loop;a.onended=this.source.onended;a.start(0,this.startTime);a.playbackRate.value=this.playbackRate;this.isPlaying=!0;this.source=a;this.connect()}};THREE.Audio.prototype.pause=function(){this.source.stop();this.startTime=this.context.currentTime};
+THREE.Audio.prototype.stop=function(){this.source.stop();this.startTime=0};THREE.Audio.prototype.connect=function(){void 0!==this.filter?(this.source.connect(this.filter),this.filter.connect(this.panner)):this.source.connect(this.panner)};THREE.Audio.prototype.disconnect=function(){void 0!==this.filter?(this.source.disconnect(this.filter),this.filter.disconnect(this.panner)):this.source.disconnect(this.panner)};
+THREE.Audio.prototype.setFilter=function(a){!0===this.isPlaying?(this.disconnect(),this.filter=a,this.connect()):this.filter=a};THREE.Audio.prototype.getFilter=function(){return this.filter};THREE.Audio.prototype.setPlaybackRate=function(a){this.playbackRate=a;!0===this.isPlaying&&(this.source.playbackRate.value=this.playbackRate)};THREE.Audio.prototype.getPlaybackRate=function(){return this.playbackRate};THREE.Audio.prototype.onEnded=function(){this.isPlaying=!1};
+THREE.Audio.prototype.setLoop=function(a){this.source.loop=a};THREE.Audio.prototype.getLoop=function(){return this.source.loop};THREE.Audio.prototype.setRefDistance=function(a){this.panner.refDistance=a};THREE.Audio.prototype.getRefDistance=function(){return this.panner.refDistance};THREE.Audio.prototype.setRolloffFactor=function(a){this.panner.rolloffFactor=a};THREE.Audio.prototype.getRolloffFactor=function(){return this.panner.rolloffFactor};
+THREE.Audio.prototype.setVolume=function(a){this.gain.gain.value=a};THREE.Audio.prototype.getVolume=function(){return this.gain.gain.value};THREE.Audio.prototype.updateMatrixWorld=function(){var a=new THREE.Vector3;return function(b){THREE.Object3D.prototype.updateMatrixWorld.call(this,b);a.setFromMatrixPosition(this.matrixWorld);this.panner.setPosition(a.x,a.y,a.z)}}();THREE.AudioListener=function(){THREE.Object3D.call(this);this.type="AudioListener";this.context=new (window.AudioContext||window.webkitAudioContext)};
+THREE.AudioListener.prototype=Object.create(THREE.Object3D.prototype);THREE.AudioListener.prototype.constructor=THREE.AudioListener;
+THREE.AudioListener.prototype.updateMatrixWorld=function(){var a=new THREE.Vector3,b=new THREE.Quaternion,c=new THREE.Vector3,d=new THREE.Vector3;return function(e){THREE.Object3D.prototype.updateMatrixWorld.call(this,e);e=this.context.listener;var g=this.up;this.matrixWorld.decompose(a,b,c);d.set(0,0,-1).applyQuaternion(b);e.setPosition(a.x,a.y,a.z);e.setOrientation(d.x,d.y,d.z,g.x,g.y,g.z)}}();THREE.Curve=function(){};
+THREE.Curve.prototype={constructor:THREE.Curve,getPoint:function(a){console.warn("THREE.Curve: Warning, getPoint() not implemented!");return null},getPointAt:function(a){a=this.getUtoTmapping(a);return this.getPoint(a)},getPoints:function(a){a||(a=5);var b,c=[];for(b=0;b<=a;b++)c.push(this.getPoint(b/a));return c},getSpacedPoints:function(a){a||(a=5);var b,c=[];for(b=0;b<=a;b++)c.push(this.getPointAt(b/a));return c},getLength:function(){var a=this.getLengths();return a[a.length-1]},getLengths:function(a){a||
+(a=this.__arcLengthDivisions?this.__arcLengthDivisions:200);if(this.cacheArcLengths&&this.cacheArcLengths.length===a+1&&!this.needsUpdate)return this.cacheArcLengths;this.needsUpdate=!1;var b=[],c,d=this.getPoint(0),e,g=0;b.push(0);for(e=1;e<=a;e++)c=this.getPoint(e/a),g+=c.distanceTo(d),b.push(g),d=c;return this.cacheArcLengths=b},updateArcLengths:function(){this.needsUpdate=!0;this.getLengths()},getUtoTmapping:function(a,b){var c=this.getLengths(),d=0,e=c.length,g;g=b?b:a*c[e-1];for(var f=0,h=e-
+1,l;f<=h;)if(d=Math.floor(f+(h-f)/2),l=c[d]-g,0>l)f=d+1;else if(0b&&(b=0);1=b)return a=this.curves[d],b=1-(c[d]-b)/a.getLength(),a.getPointAt(b);d++}return null};THREE.CurvePath.prototype.getLength=function(){var a=this.getCurveLengths();return a[a.length-1]};
+THREE.CurvePath.prototype.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>l&&(g=b[f],k=-k,h=b[e],l=-l),!(a.yh.y))if(a.y===g.y){if(a.x===g.x)return!0}else{e=l*(a.x-g.x)-k*(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=THREE.ShapeUtils.isClockWise,g=function(a){for(var b=[],c=new THREE.Path,d=0,e=a.length;db.length-2?b.length-1:c+1],b=b[c>b.length-3?b.length-1:c+2],c=THREE.CurveUtils.interpolate;return new THREE.Vector2(c(d.x,e.x,g.x,b.x,a),c(d.y,e.y,g.y,b.y,a))};THREE.EllipseCurve=function(a,b,c,d,e,g,f,h){this.aX=a;this.aY=b;this.xRadius=c;this.yRadius=d;this.aStartAngle=e;this.aEndAngle=g;this.aClockwise=f;this.aRotation=h||0};THREE.EllipseCurve.prototype=Object.create(THREE.Curve.prototype);
+THREE.EllipseCurve.prototype.constructor=THREE.EllipseCurve;
+THREE.EllipseCurve.prototype.getPoint=function(a){var b=this.aEndAngle-this.aStartAngle;0>b&&(b+=2*Math.PI);b>2*Math.PI&&(b-=2*Math.PI);b=!0===this.aClockwise?this.aEndAngle+(1-a)*(2*Math.PI-b):this.aStartAngle+a*b;a=this.aX+this.xRadius*Math.cos(b);var c=this.aY+this.yRadius*Math.sin(b);if(0!==this.aRotation){var b=Math.cos(this.aRotation),d=Math.sin(this.aRotation),e=a;a=(e-this.aX)*b-(c-this.aY)*d+this.aX;c=(e-this.aX)*d+(c-this.aY)*b+this.aY}return new THREE.Vector2(a,c)};
+THREE.ArcCurve=function(a,b,c,d,e,g){THREE.EllipseCurve.call(this,a,b,c,c,d,e,g)};THREE.ArcCurve.prototype=Object.create(THREE.EllipseCurve.prototype);THREE.ArcCurve.prototype.constructor=THREE.ArcCurve;THREE.LineCurve3=THREE.Curve.create(function(a,b){this.v1=a;this.v2=b},function(a){var b=new THREE.Vector3;b.subVectors(this.v2,this.v1);b.multiplyScalar(a);b.add(this.v1);return b});
+THREE.QuadraticBezierCurve3=THREE.Curve.create(function(a,b,c){this.v0=a;this.v1=b;this.v2=c},function(a){var b=THREE.ShapeUtils.b2;return new THREE.Vector3(b(a,this.v0.x,this.v1.x,this.v2.x),b(a,this.v0.y,this.v1.y,this.v2.y),b(a,this.v0.z,this.v1.z,this.v2.z))});
+THREE.CubicBezierCurve3=THREE.Curve.create(function(a,b,c,d){this.v0=a;this.v1=b;this.v2=c;this.v3=d},function(a){var b=THREE.ShapeUtils.b3;return new THREE.Vector3(b(a,this.v0.x,this.v1.x,this.v2.x,this.v3.x),b(a,this.v0.y,this.v1.y,this.v2.y,this.v3.y),b(a,this.v0.z,this.v1.z,this.v2.z,this.v3.z))});
+THREE.SplineCurve3=THREE.Curve.create(function(a){console.warn("THREE.SplineCurve3 will be deprecated. Please use THREE.CatmullRomCurve3");this.points=void 0==a?[]:a},function(a){var b=this.points;a*=b.length-1;var c=Math.floor(a);a-=c;var d=b[0==c?c:c-1],e=b[c],g=b[c>b.length-2?b.length-1:c+1],b=b[c>b.length-3?b.length-1:c+2],c=THREE.CurveUtils.interpolate;return new THREE.Vector3(c(d.x,e.x,g.x,b.x,a),c(d.y,e.y,g.y,b.y,a),c(d.z,e.z,g.z,b.z,a))});
+THREE.CatmullRomCurve3=function(){function a(){}var b=new THREE.Vector3,c=new a,d=new a,e=new a;a.prototype.init=function(a,b,c,d){this.c0=a;this.c1=c;this.c2=-3*a+3*b-2*c-d;this.c3=2*a-2*b+c+d};a.prototype.initNonuniformCatmullRom=function(a,b,c,d,e,m,p){a=((b-a)/e-(c-a)/(e+m)+(c-b)/m)*m;d=((c-b)/m-(d-b)/(m+p)+(d-c)/p)*m;this.init(b,c,a,d)};a.prototype.initCatmullRom=function(a,b,c,d,e){this.init(b,c,e*(c-a),e*(d-b))};a.prototype.calc=function(a){var b=a*a;return this.c0+this.c1*a+this.c2*b+this.c3*
+b*a};return THREE.Curve.create(function(a){this.points=a||[]},function(a){var f=this.points,h,l;l=f.length;2>l&&console.log("duh, you need at least 2 points");a*=l-1;h=Math.floor(a);a-=h;0===a&&h===l-1&&(h=l-2,a=1);var k,m,p;0===h?(b.subVectors(f[0],f[1]).add(f[0]),k=b):k=f[h-1];m=f[h];p=f[h+1];h+2h&&(h=1);1E-4>l&&(l=h);1E-4>n&&(n=h);c.initNonuniformCatmullRom(k.x,m.x,p.x,f.x,l,h,n);d.initNonuniformCatmullRom(k.y,m.y,p.y,f.y,l,h,n);e.initNonuniformCatmullRom(k.z,m.z,p.z,f.z,l,h,n)}else"catmullrom"===this.type&&(l=void 0!==this.tension?this.tension:.5,c.initCatmullRom(k.x,m.x,p.x,f.x,l),d.initCatmullRom(k.y,m.y,p.y,f.y,l),e.initCatmullRom(k.z,m.z,p.z,f.z,l));return new THREE.Vector3(c.calc(a),d.calc(a),e.calc(a))})}();
+THREE.ClosedSplineCurve3=THREE.Curve.create(function(a){this.points=void 0==a?[]:a},function(a){var b=this.points;a*=b.length-0;var c=Math.floor(a);a-=c;var c=c+(0n;n++){e[0]=p[f[n]];e[1]=p[f[(n+1)%3]];e.sort(c);var q=e.toString();void 0===g[q]?g[q]={vert1:e[0],vert2:e[1],face1:k,
+face2:void 0}:g[q].face2=k}e=[];for(q in g)if(f=g[q],void 0===f.face2||h[f.face1].normal.dot(h[f.face2].normal)<=d)k=l[f.vert1],e.push(k.x),e.push(k.y),e.push(k.z),k=l[f.vert2],e.push(k.x),e.push(k.y),e.push(k.z);this.addAttribute("position",new THREE.BufferAttribute(new Float32Array(e),3))};THREE.EdgesGeometry.prototype=Object.create(THREE.BufferGeometry.prototype);THREE.EdgesGeometry.prototype.constructor=THREE.EdgesGeometry;
+THREE.ExtrudeGeometry=function(a,b){"undefined"!==typeof a&&(THREE.Geometry.call(this),this.type="ExtrudeGeometry",a=Array.isArray(a)?a:[a],this.addShapeList(a,b),this.computeFaceNormals())};THREE.ExtrudeGeometry.prototype=Object.create(THREE.Geometry.prototype);THREE.ExtrudeGeometry.prototype.constructor=THREE.ExtrudeGeometry;THREE.ExtrudeGeometry.prototype.addShapeList=function(a,b){for(var c=a.length,d=0;dNumber.EPSILON){var k=Math.sqrt(h),l=Math.sqrt(f*f+g*g),h=b.x-e/k;b=b.y+d/k;f=((c.x-g/l-h)*g-(c.y+f/l-b)*f)/(d*g-e*f);c=h+d*f-a.x;a=b+e*f-a.y;d=c*c+a*a;if(2>=d)return new THREE.Vector2(c,a);d=Math.sqrt(d/2)}else a=!1,d>Number.EPSILON?
+f>Number.EPSILON&&(a=!0):d<-Number.EPSILON?f<-Number.EPSILON&&(a=!0):Math.sign(e)===Math.sign(g)&&(a=!0),a?(c=-e,a=d,d=Math.sqrt(h)):(c=d,a=e,d=Math.sqrt(h/2));return new THREE.Vector2(c/d,a/d)}function e(a,b){var c,d;for(G=a.length;0<=--G;){c=G;d=G-1;0>d&&(d=a.length-1);for(var e=0,f=q+2*m,e=0;eMath.abs(b.y-c.y)?[new THREE.Vector2(b.x,1-b.z),new THREE.Vector2(c.x,1-c.z),new THREE.Vector2(d.x,1-d.z),new THREE.Vector2(e.x,1-e.z)]:[new THREE.Vector2(b.y,1-b.z),new THREE.Vector2(c.y,1-c.z),new THREE.Vector2(d.y,
+1-d.z),new THREE.Vector2(e.y,1-e.z)]}};THREE.ShapeGeometry=function(a,b){THREE.Geometry.call(this);this.type="ShapeGeometry";!1===Array.isArray(a)&&(a=[a]);this.addShapeList(a,b);this.computeFaceNormals()};THREE.ShapeGeometry.prototype=Object.create(THREE.Geometry.prototype);THREE.ShapeGeometry.prototype.constructor=THREE.ShapeGeometry;THREE.ShapeGeometry.prototype.addShapeList=function(a,b){for(var c=0,d=a.length;cNumber.EPSILON&&(h.normalize(),d=Math.acos(THREE.Math.clamp(e[k-1].dot(e[k]),-1,1)),g[k].applyMatrix4(l.makeRotationAxis(h,d))),f[k].crossVectors(e[k],g[k]);if(c)for(d=Math.acos(THREE.Math.clamp(g[0].dot(g[b-1]),-1,1)),d/=b-1,0c&&1===a.x&&(a=new THREE.Vector2(a.x-1,a.y));0===b.x&&0===b.z&&(a=new THREE.Vector2(c/
+2/Math.PI+.5,a.y));return a.clone()}THREE.Geometry.call(this);this.type="PolyhedronGeometry";this.parameters={vertices:a,indices:b,radius:c,detail:d};c=c||1;d=d||0;for(var l=this,k=0,m=a.length;kq&&(.2>d&&(b[0].x+=1),.2>a&&(b[1].x+=1),.2>p&&(b[2].x+=1));k=0;for(m=this.vertices.length;kp;p++){c[0]=m[e[p]];c[1]=m[e[(p+1)%3]];c.sort(b);var n=c.toString();void 0===d[n]&&(l[2*h]=c[0],l[2*h+1]=c[1],d[n]=!0,h++)}c=new Float32Array(6*h);a=0;for(k=h;ap;p++)d=g[l[2*a+p]],h=6*a+3*p,c[h+0]=d.x,c[h+1]=d.y,
+c[h+2]=d.z;this.addAttribute("position",new THREE.BufferAttribute(c,3))}else if(a instanceof THREE.BufferGeometry){if(null!==a.index){k=a.index.array;g=a.attributes.position;e=a.drawcalls;h=0;0===e.length&&a.addGroup(0,k.length);l=new Uint32Array(2*k.length);f=0;for(m=e.length;fp;p++)c[0]=k[a+p],c[1]=k[a+(p+1)%3],c.sort(b),n=c.toString(),void 0===d[n]&&(l[2*h]=c[0],l[2*h+1]=c[1],d[n]=!0,h++)}c=new Float32Array(6*h);a=0;for(k=
+h;ap;p++)h=6*a+3*p,d=l[2*a+p],c[h+0]=g.getX(d),c[h+1]=g.getY(d),c[h+2]=g.getZ(d)}else for(g=a.attributes.position.array,h=g.length/3,l=h/3,c=new Float32Array(6*h),a=0,k=l;ap;p++)h=18*a+6*p,l=9*a+3*p,c[h+0]=g[l],c[h+1]=g[l+1],c[h+2]=g[l+2],d=9*a+(p+1)%3*3,c[h+3]=g[d],c[h+4]=g[d+1],c[h+5]=g[d+2];this.addAttribute("position",new THREE.BufferAttribute(c,3))}};THREE.WireframeGeometry.prototype=Object.create(THREE.BufferGeometry.prototype);
+THREE.WireframeGeometry.prototype.constructor=THREE.WireframeGeometry;THREE.AxisHelper=function(a){a=a||1;var b=new Float32Array([0,0,0,a,0,0,0,0,0,0,a,0,0,0,0,0,0,a]),c=new Float32Array([1,0,0,1,.6,0,0,1,0,.6,1,0,0,0,1,0,.6,1]);a=new THREE.BufferGeometry;a.addAttribute("position",new THREE.BufferAttribute(b,3));a.addAttribute("color",new THREE.BufferAttribute(c,3));b=new THREE.LineBasicMaterial({vertexColors:THREE.VertexColors});THREE.LineSegments.call(this,a,b)};THREE.AxisHelper.prototype=Object.create(THREE.LineSegments.prototype);
+THREE.AxisHelper.prototype.constructor=THREE.AxisHelper;
+THREE.ArrowHelper=function(){var a=new THREE.Geometry;a.vertices.push(new THREE.Vector3(0,0,0),new THREE.Vector3(0,1,0));var b=new THREE.CylinderGeometry(0,.5,1,5,1);b.translate(0,-.5,0);return function(c,d,e,g,f,h){THREE.Object3D.call(this);void 0===g&&(g=16776960);void 0===e&&(e=1);void 0===f&&(f=.2*e);void 0===h&&(h=.2*f);this.position.copy(d);fc.y?this.quaternion.set(1,0,0,0):(a.set(c.z,0,-c.x).normalize(),b=Math.acos(c.y),this.quaternion.setFromAxisAngle(a,b))}}();
+THREE.ArrowHelper.prototype.setLength=function(a,b,c){void 0===b&&(b=.2*a);void 0===c&&(c=.2*b);bd;d++)c.faces[d].color=this.colors[4>d?0:1];d=new THREE.MeshBasicMaterial({vertexColors:THREE.FaceColors,wireframe:!0});this.lightSphere=new THREE.Mesh(c,d);this.add(this.lightSphere);this.update()};
+THREE.HemisphereLightHelper.prototype=Object.create(THREE.Object3D.prototype);THREE.HemisphereLightHelper.prototype.constructor=THREE.HemisphereLightHelper;THREE.HemisphereLightHelper.prototype.dispose=function(){this.lightSphere.geometry.dispose();this.lightSphere.material.dispose()};
+THREE.HemisphereLightHelper.prototype.update=function(){var a=new THREE.Vector3;return function(){this.colors[0].copy(this.light.color).multiplyScalar(this.light.intensity);this.colors[1].copy(this.light.groundColor).multiplyScalar(this.light.intensity);this.lightSphere.lookAt(a.setFromMatrixPosition(this.light.matrixWorld).negate());this.lightSphere.geometry.colorsNeedUpdate=!0}}();
+THREE.PointLightHelper=function(a,b){this.light=a;this.light.updateMatrixWorld();var c=new THREE.SphereGeometry(b,4,2),d=new THREE.MeshBasicMaterial({wireframe:!0,fog:!1});d.color.copy(this.light.color).multiplyScalar(this.light.intensity);THREE.Mesh.call(this,c,d);this.matrix=this.light.matrixWorld;this.matrixAutoUpdate=!1};THREE.PointLightHelper.prototype=Object.create(THREE.Mesh.prototype);THREE.PointLightHelper.prototype.constructor=THREE.PointLightHelper;
+THREE.PointLightHelper.prototype.dispose=function(){this.geometry.dispose();this.material.dispose()};THREE.PointLightHelper.prototype.update=function(){this.material.color.copy(this.light.color).multiplyScalar(this.light.intensity)};
+THREE.SkeletonHelper=function(a){this.bones=this.getBoneList(a);for(var b=new THREE.Geometry,c=0;ch.end&&(h.end=g);c||(c=l)}}for(l in d)h=d[l],this.createAnimation(l,h.start,h.end,a);this.firstAnimation=c};
+THREE.MorphBlendMesh.prototype.setAnimationDirectionForward=function(a){if(a=this.animationsMap[a])a.direction=1,a.directionBackwards=!1};THREE.MorphBlendMesh.prototype.setAnimationDirectionBackward=function(a){if(a=this.animationsMap[a])a.direction=-1,a.directionBackwards=!0};THREE.MorphBlendMesh.prototype.setAnimationFPS=function(a,b){var c=this.animationsMap[a];c&&(c.fps=b,c.duration=(c.end-c.start)/c.fps)};
+THREE.MorphBlendMesh.prototype.setAnimationDuration=function(a,b){var c=this.animationsMap[a];c&&(c.duration=b,c.fps=(c.end-c.start)/c.duration)};THREE.MorphBlendMesh.prototype.setAnimationWeight=function(a,b){var c=this.animationsMap[a];c&&(c.weight=b)};THREE.MorphBlendMesh.prototype.setAnimationTime=function(a,b){var c=this.animationsMap[a];c&&(c.time=b)};THREE.MorphBlendMesh.prototype.getAnimationTime=function(a){var b=0;if(a=this.animationsMap[a])b=a.time;return b};
+THREE.MorphBlendMesh.prototype.getAnimationDuration=function(a){var b=-1;if(a=this.animationsMap[a])b=a.duration;return b};THREE.MorphBlendMesh.prototype.playAnimation=function(a){var b=this.animationsMap[a];b?(b.time=0,b.active=!0):console.warn("THREE.MorphBlendMesh: animation["+a+"] undefined in .playAnimation()")};THREE.MorphBlendMesh.prototype.stopAnimation=function(a){if(a=this.animationsMap[a])a.active=!1};
+THREE.MorphBlendMesh.prototype.update=function(a){for(var b=0,c=this.animationsList.length;bd.duration||0>d.time)d.direction*=-1,d.time>d.duration&&(d.time=d.duration,d.directionBackwards=!0),0>d.time&&(d.time=0,d.directionBackwards=!1)}else d.time%=d.duration,0>d.time&&(d.time+=d.duration);var g=d.start+THREE.Math.clamp(Math.floor(d.time/e),0,d.length-1),f=d.weight;g!==d.currentFrame&&
+(this.morphTargetInfluences[d.lastFrame]=0,this.morphTargetInfluences[d.currentFrame]=1*f,this.morphTargetInfluences[g]=0,d.lastFrame=d.currentFrame,d.currentFrame=g);e=d.time%e/e;d.directionBackwards&&(e=1-e);d.currentFrame!==d.lastFrame?(this.morphTargetInfluences[d.currentFrame]=e*f,this.morphTargetInfluences[d.lastFrame]=(1-e)*f):this.morphTargetInfluences[d.currentFrame]=f}}};
diff --git a/main.css b/main.css
new file mode 100644
index 0000000..b54ad30
--- /dev/null
+++ b/main.css
@@ -0,0 +1,50 @@
+#svg *, .svg * {
+ -moz-user-select: none;
+ -webkit-user-select: none;
+ -khtml-user-select: none;
+ -o-user-select: none;
+ user-select: none;
+}
+
+#waitform {
+ position: absolute;
+ width: 100%;
+ height: 100%;
+ z-index: 10000;
+ cursor: wait;
+}
+
+a {
+ color: gray;
+}
+
+em {
+ border: 1px rgba(0, 0, 0, 0.2) solid;
+ font-style: normal;
+ padding: 0px 3px;
+ background-color: rgba(0, 0, 0, 0.08);
+ border-radius: 3px;
+}
+
+body {
+ font-family: Georgia;
+}
+
+h6 {
+ font-size: 100%;
+ font-weight: normal;
+ margin: 0px;
+}
+
+p {
+ font-size: 80%;
+ margin-top: 5px;
+ margin-bottom: 0px;
+}
+
+.control_panel {
+ padding: 15px;
+ padding-bottom: 0px;
+ position: absolute;
+ z-index: 10;
+}
\ No newline at end of file
diff --git a/main.js b/main.js
new file mode 100644
index 0000000..fd06422
--- /dev/null
+++ b/main.js
@@ -0,0 +1,114 @@
+"use strict";
+
+function dice_initialize(container) {
+ $t.remove($t.id('loading_text'));
+
+ var canvas = $t.id('canvas');
+ canvas.style.width = window.innerWidth - 1 + 'px';
+ canvas.style.height = window.innerHeight - 1 + 'px';
+ var label = $t.id('label');
+ var set = $t.id('set');
+ var selector_div = $t.id('selector_div');
+ var info_div = $t.id('info_div');
+ on_set_change();
+
+ $t.dice.use_true_random = false;
+
+ function on_set_change(ev) { set.style.width = set.value.length + 3 + 'ex'; }
+ $t.bind(set, 'keyup', on_set_change);
+ $t.bind(set, 'mousedown', function(ev) { ev.stopPropagation(); });
+ $t.bind(set, 'mouseup', function(ev) { ev.stopPropagation(); });
+ $t.bind(set, 'focus', function(ev) { $t.set(container, { class: '' }); });
+ $t.bind(set, 'blur', function(ev) { $t.set(container, { class: 'noselect' }); });
+
+ $t.bind($t.id('clear'), ['mouseup', 'touchend'], function(ev) {
+ ev.stopPropagation();
+ set.value = '0';
+ on_set_change();
+ });
+
+ var params = $t.get_url_params();
+
+ if (params.chromakey) {
+ $t.dice.desk_color = 0x00ff00;
+ info_div.style.display = 'none';
+ $t.id('control_panel').style.display = 'none';
+ }
+ if (params.shadows == 0) {
+ $t.dice.use_shadows = false;
+ }
+ if (params.color == 'white') {
+ $t.dice.dice_color = '#808080';
+ $t.dice.label_color = '#202020';
+ }
+
+ var box = new $t.dice.dice_box(canvas, { w: 500, h: 300 });
+ box.animate_selector = false;
+
+ $t.bind(window, 'resize', function() {
+ canvas.style.width = window.innerWidth - 1 + 'px';
+ canvas.style.height = window.innerHeight - 1 + 'px';
+ box.reinit(canvas, { w: 500, h: 300 });
+ });
+
+ function show_selector() {
+ info_div.style.display = 'none';
+ selector_div.style.display = 'inline-block';
+ box.draw_selector();
+ }
+
+ function before_roll(vectors, notation, callback) {
+ info_div.style.display = 'none';
+ selector_div.style.display = 'none';
+ // do here rpc call or whatever to get your own result of throw.
+ // then callback with array of your result, example:
+ // callback([2, 2, 2, 2]); // for 4d6 where all dice values are 2.
+ callback();
+ }
+
+ function notation_getter() {
+ return $t.dice.parse_notation(set.value);
+ }
+
+ function after_roll(notation, result) {
+ if (params.chromakey || params.noresult) return;
+ var res = result.join(' ');
+ if (notation.constant) {
+ if (notation.constant > 0) res += ' +' + notation.constant;
+ else res += ' -' + Math.abs(notation.constant);
+ }
+ if (result.length > 1) res += ' = ' +
+ (result.reduce(function(s, a) { return s + a; }) + notation.constant);
+ label.innerHTML = res;
+ info_div.style.display = 'inline-block';
+ }
+
+ box.bind_mouse(container, notation_getter, before_roll, after_roll);
+ box.bind_throw($t.id('throw'), notation_getter, before_roll, after_roll);
+
+ $t.bind(container, ['mouseup', 'touchend'], function(ev) {
+ ev.stopPropagation();
+ if (selector_div.style.display == 'none') {
+ if (!box.rolling) show_selector();
+ box.rolling = false;
+ return;
+ }
+ var name = box.search_dice_by_mouse(ev);
+ if (name != undefined) {
+ var notation = $t.dice.parse_notation(set.value);
+ notation.set.push(name);
+ set.value = $t.dice.stringify_notation(notation);
+ on_set_change();
+ }
+ });
+
+ if (params.notation) {
+ set.value = params.notation;
+ }
+ if (params.roll) {
+ $t.raise_event($t.id('throw'), 'mouseup');
+ }
+ else {
+ show_selector();
+ }
+}
diff --git a/teal.js b/teal.js
new file mode 100644
index 0000000..5dccca3
--- /dev/null
+++ b/teal.js
@@ -0,0 +1,223 @@
+"use strict";
+
+window.teal = {};
+window.$t = window.teal;
+
+teal.copyto = function(obj, res) {
+ if (obj == null || typeof obj !== 'object') return obj;
+ if (obj instanceof Array) {
+ for (var i = obj.length - 1; i >= 0; --i)
+ res[i] = $t.copy(obj[i]);
+ }
+ else {
+ for (var i in obj) {
+ if (obj.hasOwnProperty(i))
+ res[i] = $t.copy(obj[i]);
+ }
+ }
+ return res;
+}
+
+teal.copy = function(obj) {
+ if (!obj) return obj;
+ return teal.copyto(obj, new obj.constructor());
+}
+
+teal.element = function(name, props, place, content) {
+ var dom = document.createElement(name);
+ if (props) for (var i in props) dom.setAttribute(i, props[i]);
+ if (place) place.appendChild(dom);
+ if (content !== undefined) $t.inner(content, dom);
+ return dom;
+}
+
+teal.inner = function(obj, sel) {
+ sel.appendChild(obj.nodeName != undefined ? obj : document.createTextNode(obj));
+ return sel;
+}
+
+teal.id = function(id) {
+ return document.getElementById(id);
+}
+
+teal.set = function(sel, props) {
+ for (var i in props) sel.setAttribute(i, props[i]);
+ return sel;
+}
+
+teal.clas = function(sel, oldclass, newclass) {
+ var oc = oldclass ? oldclass.split(/\s+/) : [],
+ nc = newclass ? newclass.split(/\s+/) : [],
+ classes = (sel.getAttribute('class') || '').split(/\s+/);
+ if (!classes[0]) classes = [];
+ for (var i in oc) {
+ var ind = classes.indexOf(oc[i]);
+ if (ind >= 0) classes.splice(ind, 1);
+ }
+ for (var i in nc) {
+ if (nc[i] && classes.indexOf(nc[i]) < 0) classes.push(nc[i]);
+ }
+ sel.setAttribute('class', classes.join(' '));
+}
+
+teal.empty = function(sel) {
+ if (sel.childNodes)
+ while (sel.childNodes.length)
+ sel.removeChild(sel.firstChild);
+}
+
+teal.remove = function(sel) {
+ if (sel) {
+ if (sel.parentNode) sel.parentNode.removeChild(sel);
+ else for (var i = sel.length - 1; i >= 0; --i)
+ sel[i].parentNode.removeChild(sel[i]);
+ }
+}
+
+teal.bind = function(sel, eventname, func, bubble) {
+ if (!sel) return;
+ if (eventname.constructor === Array) {
+ for (var i in eventname)
+ sel.addEventListener(eventname[i], func, bubble ? bubble : false);
+ }
+ else
+ sel.addEventListener(eventname, func, bubble ? bubble : false);
+}
+
+teal.unbind = function(sel, eventname, func, bubble) {
+ if (eventname.constructor === Array) {
+ for (var i in eventname)
+ sel.removeEventListener(eventname[i], func, bubble ? bubble : false);
+ }
+ else
+ sel.removeEventListener(eventname, func, bubble ? bubble : false);
+}
+
+teal.one = function(sel, eventname, func, bubble) {
+ var one_func = function(e) {
+ func.call(this, e);
+ teal.unbind(sel, eventname, one_func, bubble);
+ };
+ teal.bind(sel, eventname, one_func, bubble);
+}
+
+teal.raise_event = function(sel, eventname, bubble, cancelable) {
+ var evt = document.createEvent('UIEvents');
+ evt.initEvent(eventname, bubble == undefined ? true : bubble,
+ cancelable == undefined ? true : cancelable);
+ sel.dispatchEvent(evt);
+}
+
+teal.raise = function(sel, eventname, params, bubble, cancelable) {
+ var ev = document.createEvent("CustomEvent");
+ ev.initCustomEvent(eventname, bubble, cancelable, params);
+ sel.dispatchEvent(ev);
+}
+
+if (!document.getElementsByClassName) {
+ teal.get_elements_by_class = function(classes, node) {
+ var node = node || document,
+ list = node.getElementsByTagName('*'),
+ cl = classes.split(/\s+/),
+ result = [];
+
+ for (var i = list.length - 1; i >= 0; --i) {
+ for (var j = cl.length - 1; j >= 0; --j) {
+ var clas = list[i].getAttribute('class');
+ if (clas && clas.search('\\b' + cl[j] + '\\b') != -1) {
+ result.push(list[i]);
+ break;
+ }
+ }
+ }
+ return result;
+ }
+}
+else {
+ teal.get_elements_by_class = function(classes, node) {
+ return (node || document).getElementsByClassName(classes);
+ }
+}
+
+teal.rpc = function(params, callback, noparse) {
+ var ajax = new XMLHttpRequest();
+ ajax.open("post", 'f', true);
+ ajax.onreadystatechange = function() {
+ if (ajax.readyState == 4)
+ callback.call(ajax, noparse ? ajax.responseText : JSON.parse(ajax.responseText));
+ };
+ ajax.send(JSON.stringify(params));
+}
+
+teal.uuid = function() {
+ return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, function(c) {
+ var r = Math.random() * 16 | 0, v = c == 'x' ? r : (r & 0x3 | 0x8);
+ return v.toString(16);
+ });
+}
+
+teal.get_url_params = function() {
+ var params = window.location.search.substring(1).split("&");
+ var res = {};
+ for (var i in params) {
+ var keyvalue = params[i].split("=");
+ res[keyvalue[0]] = decodeURI(keyvalue[1]);
+ }
+ return res;
+}
+
+teal.get_mouse_coords = function(ev) {
+ var touches = ev.changedTouches;
+ if (touches) return { x: touches[0].clientX, y: touches[0].clientY };
+ return { x: ev.clientX, y: ev.clientY };
+}
+
+teal.deferred = function() {
+ var solved = false, callbacks = [], args = [];
+ function solve() {
+ while (callbacks.length) {
+ callbacks.shift().apply(this, args);
+ }
+ }
+ return {
+ promise: function() {
+ return {
+ then: function(callback) {
+ var deferred = teal.deferred(), promise = deferred.promise();
+ callbacks.push(function() {
+ var res = callback.apply(this, arguments);
+ if (res && 'done' in res) res.done(deferred.resolve);
+ else deferred.resolve.apply(this, arguments);
+ });
+ return promise;
+ },
+ done: function(callback) {
+ callbacks.push(callback);
+ if (solved) solve();
+ return this;
+ },
+ cancel: function() {
+ callbacks = [];
+ }
+ };
+ },
+ resolve: function() {
+ solved = true;
+ args = Array.prototype.slice.call(arguments, 0);
+ solve();
+ }
+ };
+}
+
+teal.when = function(promises) {
+ var deferred = teal.deferred();
+ var count = promises.length, ind = 0;
+ if (count == 0) deferred.resolve();
+ for (var i = 0; i < count; ++i) {
+ promises[i].done(function() {
+ if (++ind == count) deferred.resolve();
+ });
+ }
+ return deferred.promise();
+}
+