From f53b1f84b2f67a1b6e045f0a387f043c30ebd145 Mon Sep 17 00:00:00 2001 From: NataliaSmirnova Date: Fri, 31 Jan 2020 20:40:25 +0300 Subject: [PATCH] 0.8.6 --- CHANGELOG.md | 33 +- dist/Miew.js | 2144 +++++++++++++++++++++----------------- dist/Miew.js.map | 2 +- dist/Miew.min.js | 6 +- dist/Miew.min.js.map | 2 +- dist/Miew.module.js | 2144 +++++++++++++++++++++----------------- dist/Miew.module.js.map | 2 +- package.json | 2 +- sonar-project.properties | 2 +- 9 files changed, 2426 insertions(+), 1911 deletions(-) diff --git a/CHANGELOG.md b/CHANGELOG.md index a8ecab5d..3c6fb43a 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -6,6 +6,36 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. ## [Unreleased] +## [0.8.6] - 2020-01-31 +### Added +- Add dispatching of new events (https://github.com/epam/miew/blob/master/docs/tutorials/events.md): + - `translate` fires when molecule is translated with RMB + - `translatePivot` fires when editing pivot is translated with RMB + - `repAdded`, `repChanged`, `repDeleted` fires on a representation set changes + - `fetching`, `exporting`, `exportingDone` +- Add an example for the events usage and events description document + +### Changed +- Refactor Event system (https://github.com/epam/miew/blob/master/docs/tutorials/events.md) + - Data in `rotate` event is replaced with `quaternion` instead of `angle` + - Rename `fetchingFinished`->`fetchingDone`, `parsingFinished`->`parsingDone`, old versions are deprecated + - Rename `parse`->`parsing`, `load`->`loading`, `rebuild`->`rebuilding`, old versions are deprecated + +### Deprecated +- Deprecate broken animation API until refactoring of animation system: `Miew._startAnimation()`, `Miew._stopAnimation()`, `Miew._pauseAnimation()`, `Miew._continueAnimation()` +- Deprecate using of obsolete performance profiler via `Miew.benchmarkGfx()` +- Deprecate the set of obsolete events: + - `onParseDone`, `onParseError`, use `parsingDone` instead + - `profile`, due to deprecation of the whole profiling system + - `mdPlayerStateChanged` due to deprecation of animation system usage + - `repAdd`, use `repAdded` instead + +### Fixed + +### Internal +- Decrease a number of unneeded object creations in `ObjectControls` +- Migrate from WebVR to WebXR usage in stereo mode `WEBVR` + ## [0.8.5] - 2019-12-27 ### Added - Add parameter of line thickness for Outline effect @@ -527,7 +557,8 @@ in [0.7.7+hotfix] and later releases. - Update dependencies to the latest supported versions. - Move the project to GitHub. -[Unreleased]: https://github.com/epam/miew/compare/v0.8.5...HEAD +[Unreleased]: https://github.com/epam/miew/compare/v0.8.6...HEAD +[0.8.6]: https://github.com/epam/miew/compare/v0.8.5...v0.8.6 [0.8.5]: https://github.com/epam/miew/compare/v0.8.4...v0.8.5 [0.8.4]: https://github.com/epam/miew/compare/v0.8.3...v0.8.4 [0.8.3]: https://github.com/epam/miew/compare/v0.8.2...v0.8.3 diff --git a/dist/Miew.js b/dist/Miew.js index 646dc29a..ebc2f44b 100644 --- a/dist/Miew.js +++ b/dist/Miew.js @@ -1,4 +1,4 @@ -/** Miew - 3D Molecular Viewer v0.8.5 Copyright (c) 2015-2019 EPAM Systems, Inc. */ +/** Miew - 3D Molecular Viewer v0.8.6 Copyright (c) 2015-2020 EPAM Systems, Inc. */ (function (global, factory) { typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory() : @@ -17157,6 +17157,8 @@ var _typeof_1 = createCommonjsModule(function (module) { function _typeof(obj) { + "@babel/helpers - typeof"; + if (typeof Symbol === "function" && typeof Symbol.iterator === "symbol") { module.exports = _typeof = function _typeof(obj) { return typeof obj; @@ -17259,6 +17261,7 @@ var inherits = _inherits; + var _ENCODINGS;// Polyfills if(Number.EPSILON===undefined){Number.EPSILON=Math.pow(2,-52);}if(Number.isInteger===undefined){// Missing in IE // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger Number.isInteger=function(value){return typeof value==='number'&&isFinite(value)&&Math.floor(value)===value;};}// @@ -17267,7 +17270,7 @@ // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name Object.defineProperty(Function.prototype,'name',{get:function get(){return this.toString().match(/^\s*function\s*([^\(\s]*)/)[1];}});}if(Object.assign===undefined){// Missing in IE // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign - Object.assign=function(target){if(target===undefined||target===null){throw new TypeError('Cannot convert undefined or null to object');}var output=Object(target);for(var index=1;index0){object.children=[];for(var i=0;i0)output.geometries=geometries;if(materials.length>0)output.materials=materials;if(textures.length>0)output.textures=textures;if(images.length>0)output.images=images;if(shapes.length>0)output.shapes=shapes;}output.object=object;return output;// extract data from the cache hash // remove metadata on each item // and return as array function extractFromCache(cache){var values=[];for(var key in cache){var data=cache[key];delete data.metadata;values.push(data);}return values;}},clone:function clone(recursive){return new this.constructor().copy(this,recursive);},copy:function copy(source,recursive){if(recursive===undefined)recursive=true;this.name=source.name;this.up.copy(source.up);this.position.copy(source.position);this.quaternion.copy(source.quaternion);this.scale.copy(source.scale);this.matrix.copy(source.matrix);this.matrixWorld.copy(source.matrixWorld);this.matrixAutoUpdate=source.matrixAutoUpdate;this.matrixWorldNeedsUpdate=source.matrixWorldNeedsUpdate;this.layers.mask=source.layers.mask;this.visible=source.visible;this.castShadow=source.castShadow;this.receiveShadow=source.receiveShadow;this.frustumCulled=source.frustumCulled;this.renderOrder=source.renderOrder;this.userData=JSON.parse(JSON.stringify(source.userData));if(recursive===true){for(var i=0;i65535?Uint32BufferAttribute:Uint16BufferAttribute)(index,1);}else{this.index=index;}},getAttribute:function getAttribute(name){return this.attributes[name];},setAttribute:function setAttribute(name,attribute){this.attributes[name]=attribute;return this;},deleteAttribute:function deleteAttribute(name){delete this.attributes[name];return this;},addGroup:function addGroup(start,count,materialIndex){this.groups.push({start:start,count:count,materialIndex:materialIndex!==undefined?materialIndex:0});},clearGroups:function clearGroups(){this.groups=[];},setDrawRange:function setDrawRange(start,count){this.drawRange.start=start;this.drawRange.count=count;},applyMatrix:function applyMatrix(matrix){var position=this.attributes.position;if(position!==undefined){matrix.applyToBufferAttribute(position);position.needsUpdate=true;}var normal=this.attributes.normal;if(normal!==undefined){var normalMatrix=new Matrix3().getNormalMatrix(matrix);normalMatrix.applyToBufferAttribute(normal);normal.needsUpdate=true;}var tangent=this.attributes.tangent;if(tangent!==undefined){var normalMatrix=new Matrix3().getNormalMatrix(matrix);// Tangent is vec4, but the '.w' component is a sign value (+1/-1). - normalMatrix.applyToBufferAttribute(tangent);tangent.needsUpdate=true;}if(this.boundingBox!==null){this.computeBoundingBox();}if(this.boundingSphere!==null){this.computeBoundingSphere();}return this;},rotateX:function rotateX(angle){// rotate geometry around world x-axis + var _m1$2=new Matrix4();var _obj=new Object3D();var _offset=new Vector3();var _box$2=new Box3();var _boxMorphTargets=new Box3();var _vector$5=new Vector3();function BufferGeometry(){Object.defineProperty(this,'id',{value:_bufferGeometryId+=2});this.uuid=_Math.generateUUID();this.name='';this.type='BufferGeometry';this.index=null;this.attributes={};this.morphAttributes={};this.morphTargetsRelative=false;this.groups=[];this.boundingBox=null;this.boundingSphere=null;this.drawRange={start:0,count:Infinity};this.userData={};}BufferGeometry.prototype=Object.assign(Object.create(EventDispatcher.prototype),{constructor:BufferGeometry,isBufferGeometry:true,getIndex:function getIndex(){return this.index;},setIndex:function setIndex(index){if(Array.isArray(index)){this.index=new(arrayMax(index)>65535?Uint32BufferAttribute:Uint16BufferAttribute)(index,1);}else{this.index=index;}},getAttribute:function getAttribute(name){return this.attributes[name];},setAttribute:function setAttribute(name,attribute){this.attributes[name]=attribute;return this;},deleteAttribute:function deleteAttribute(name){delete this.attributes[name];return this;},addGroup:function addGroup(start,count,materialIndex){this.groups.push({start:start,count:count,materialIndex:materialIndex!==undefined?materialIndex:0});},clearGroups:function clearGroups(){this.groups=[];},setDrawRange:function setDrawRange(start,count){this.drawRange.start=start;this.drawRange.count=count;},applyMatrix:function applyMatrix(matrix){var position=this.attributes.position;if(position!==undefined){position.applyMatrix4(matrix);position.needsUpdate=true;}var normal=this.attributes.normal;if(normal!==undefined){var normalMatrix=new Matrix3().getNormalMatrix(matrix);normal.applyNormalMatrix(normalMatrix);normal.needsUpdate=true;}var tangent=this.attributes.tangent;if(tangent!==undefined){tangent.transformDirection(matrix);tangent.needsUpdate=true;}if(this.boundingBox!==null){this.computeBoundingBox();}if(this.boundingSphere!==null){this.computeBoundingSphere();}return this;},rotateX:function rotateX(angle){// rotate geometry around world x-axis _m1$2.makeRotationX(angle);this.applyMatrix(_m1$2);return this;},rotateY:function rotateY(angle){// rotate geometry around world y-axis _m1$2.makeRotationY(angle);this.applyMatrix(_m1$2);return this;},rotateZ:function rotateZ(angle){// rotate geometry around world z-axis _m1$2.makeRotationZ(angle);this.applyMatrix(_m1$2);return this;},translate:function translate(x,y,z){// translate geometry @@ -17668,16 +17670,16 @@ for(var name in geometry.morphTargets){var array=[];var morphTargets=geometry.morphTargets[name];for(var i=0,l=morphTargets.length;i0){var skinIndices=new Float32BufferAttribute(geometry.skinIndices.length*4,4);this.setAttribute('skinIndex',skinIndices.copyVector4sArray(geometry.skinIndices));}if(geometry.skinWeights.length>0){var skinWeights=new Float32BufferAttribute(geometry.skinWeights.length*4,4);this.setAttribute('skinWeight',skinWeights.copyVector4sArray(geometry.skinWeights));}// if(geometry.boundingSphere!==null){this.boundingSphere=geometry.boundingSphere.clone();}if(geometry.boundingBox!==null){this.boundingBox=geometry.boundingBox.clone();}return this;},computeBoundingBox:function computeBoundingBox(){if(this.boundingBox===null){this.boundingBox=new Box3();}var position=this.attributes.position;var morphAttributesPosition=this.morphAttributes.position;if(position!==undefined){this.boundingBox.setFromBufferAttribute(position);// process morph attributes if present - if(morphAttributesPosition){for(var i=0,il=morphAttributesPosition.length;i0){var morphAttribute=morphAttributes[keys[0]];if(morphAttribute!==undefined){this.morphTargetInfluences=[];this.morphTargetDictionary={};for(m=0,ml=morphAttribute.length;m0){console.error('THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');}}},raycast:function raycast(raycaster,intersects){var geometry=this.geometry;var material=this.material;var matrixWorld=this.matrixWorld;if(material===undefined)return;// Checking boundingSphere distance to ray + */var _inverseMatrix=new Matrix4();var _ray=new Ray();var _sphere=new Sphere();var _vA=new Vector3();var _vB=new Vector3();var _vC=new Vector3();var _tempA=new Vector3();var _tempB=new Vector3();var _tempC=new Vector3();var _morphA=new Vector3();var _morphB=new Vector3();var _morphC=new Vector3();var _uvA=new Vector2();var _uvB=new Vector2();var _uvC=new Vector2();var _intersectionPoint=new Vector3();var _intersectionPointWorld=new Vector3();function Mesh(geometry,material){Object3D.call(this);this.type='Mesh';this.geometry=geometry!==undefined?geometry:new BufferGeometry();this.material=material!==undefined?material:new MeshBasicMaterial({color:Math.random()*0xffffff});this.updateMorphTargets();}Mesh.prototype=Object.assign(Object.create(Object3D.prototype),{constructor:Mesh,isMesh:true,copy:function copy(source){Object3D.prototype.copy.call(this,source);if(source.morphTargetInfluences!==undefined){this.morphTargetInfluences=source.morphTargetInfluences.slice();}if(source.morphTargetDictionary!==undefined){this.morphTargetDictionary=Object.assign({},source.morphTargetDictionary);}return this;},updateMorphTargets:function updateMorphTargets(){var geometry=this.geometry;var m,ml,name;if(geometry.isBufferGeometry){var morphAttributes=geometry.morphAttributes;var keys=Object.keys(morphAttributes);if(keys.length>0){var morphAttribute=morphAttributes[keys[0]];if(morphAttribute!==undefined){this.morphTargetInfluences=[];this.morphTargetDictionary={};for(m=0,ml=morphAttribute.length;m0){console.error('THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');}}},raycast:function raycast(raycaster,intersects){var geometry=this.geometry;var material=this.material;var matrixWorld=this.matrixWorld;if(material===undefined)return;// Checking boundingSphere distance to ray if(geometry.boundingSphere===null)geometry.computeBoundingSphere();_sphere.copy(geometry.boundingSphere);_sphere.applyMatrix4(matrixWorld);if(raycaster.ray.intersectsSphere(_sphere)===false)return;// _inverseMatrix.getInverse(matrixWorld);_ray.copy(raycaster.ray).applyMatrix4(_inverseMatrix);// Check boundingBox before continuing - if(geometry.boundingBox!==null){if(_ray.intersectsBox(geometry.boundingBox)===false)return;}// check unsupported draw modes - if(this.drawMode!==TrianglesDrawMode){console.warn('THREE.Mesh: TriangleStripDrawMode and TriangleFanDrawMode are not supported by .raycast().');return;}var intersection;if(geometry.isBufferGeometry){var a,b,c;var index=geometry.index;var position=geometry.attributes.position;var morphPosition=geometry.morphAttributes.position;var morphTargetsRelative=geometry.morphTargetsRelative;var uv=geometry.attributes.uv;var uv2=geometry.attributes.uv2;var groups=geometry.groups;var drawRange=geometry.drawRange;var i,j,il,jl;var group,groupMaterial;var start,end;if(index!==null){// indexed buffer geometry + if(geometry.boundingBox!==null){if(_ray.intersectsBox(geometry.boundingBox)===false)return;}var intersection;if(geometry.isBufferGeometry){var a,b,c;var index=geometry.index;var position=geometry.attributes.position;var morphPosition=geometry.morphAttributes.position;var morphTargetsRelative=geometry.morphTargetsRelative;var uv=geometry.attributes.uv;var uv2=geometry.attributes.uv2;var groups=geometry.groups;var drawRange=geometry.drawRange;var i,j,il,jl;var group,groupMaterial;var start,end;if(index!==null){// indexed buffer geometry if(Array.isArray(material)){for(i=0,il=groups.length;i0?box.max.x:box.min.x;_vector$5.y=plane.normal.y>0?box.max.y:box.min.y;_vector$5.z=plane.normal.z>0?box.max.z:box.min.z;if(plane.distanceToPoint(_vector$5)<0){return false;}}return true;},containsPoint:function containsPoint(point){var planes=this.planes;for(var i=0;i<6;i++){if(planes[i].distanceToPoint(point)<0){return false;}}return true;}});var alphamap_fragment="#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";var alphamap_pars_fragment="#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";var alphatest_fragment="#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";var aomap_fragment="#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif";var aomap_pars_fragment="#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";var begin_vertex="vec3 transformed = vec3( position );";var beginnormal_vertex="vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";var bsdfs="vec2 integrateSpecularBRDF( const in float dotNV, const in float roughness ) {\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\treturn vec2( -1.04, 1.04 ) * a004 + r.zw;\n}\nfloat punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\tif( cutoffDistance > 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\n#else\n\tif( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t}\n\treturn 1.0;\n#endif\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nvec3 F_Schlick_RoughnessDependent( const in vec3 F0, const in float dotNV, const in float roughness ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotNV - 6.98316 ) * dotNV );\n\tvec3 Fr = max( vec3( 1.0 - roughness ), F0 ) - F0;\n\treturn Fr * fresnel + F0;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + viewDir );\n\tfloat dotNL = saturate( dot( normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\nvec3 BRDF_Specular_GGX_Environment( const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\treturn specularColor * brdf.x + brdf.y;\n}\nvoid BRDF_Specular_Multiscattering_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tvec3 F = F_Schlick_RoughnessDependent( specularColor, dotNV, roughness );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\tvec3 FssEss = F * brdf.x + brdf.y;\n\tfloat Ess = brdf.x + brdf.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie(float roughness, float NoH) {\n\tfloat invAlpha = 1.0 / roughness;\n\tfloat cos2h = NoH * NoH;\n\tfloat sin2h = max(1.0 - cos2h, 0.0078125);\treturn (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * PI);\n}\nfloat V_Neubelt(float NoV, float NoL) {\n\treturn saturate(1.0 / (4.0 * (NoL + NoV - NoL * NoV)));\n}\nvec3 BRDF_Specular_Sheen( const in float roughness, const in vec3 L, const in GeometricContext geometry, vec3 specularColor ) {\n\tvec3 N = geometry.normal;\n\tvec3 V = geometry.viewDir;\n\tvec3 H = normalize( V + L );\n\tfloat dotNH = saturate( dot( N, H ) );\n\treturn specularColor * D_Charlie( roughness, dotNH ) * V_Neubelt( dot(N, V), dot(N, L) );\n}\n#endif";var bumpmap_pars_fragment="#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\t\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\n\t\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 );\n\t\tfDet *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif";var clipping_planes_fragment="#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vViewPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vViewPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\tif ( clipped ) discard;\n\t#endif\n#endif";var clipping_planes_pars_fragment="#if NUM_CLIPPING_PLANES > 0\n\t#if ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\t\tvarying vec3 vViewPosition;\n\t#endif\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";var clipping_planes_pars_vertex="#if NUM_CLIPPING_PLANES > 0 && ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvarying vec3 vViewPosition;\n#endif";var clipping_planes_vertex="#if NUM_CLIPPING_PLANES > 0 && ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif";var color_fragment="#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";var color_pars_fragment="#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";var color_pars_vertex="#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";var color_vertex="#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";var common="#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n return m[ 2 ][ 3 ] == - 1.0;\n}";var cube_uv_reflection_fragment="#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_textureSize (1024.0)\nint getFaceFromDirection(vec3 direction) {\n\tvec3 absDirection = abs(direction);\n\tint face = -1;\n\tif( absDirection.x > absDirection.z ) {\n\t\tif(absDirection.x > absDirection.y )\n\t\t\tface = direction.x > 0.0 ? 0 : 3;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\telse {\n\t\tif(absDirection.z > absDirection.y )\n\t\t\tface = direction.z > 0.0 ? 2 : 5;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\treturn face;\n}\n#define cubeUV_maxLods1 (log2(cubeUV_textureSize*0.25) - 1.0)\n#define cubeUV_rangeClamp (exp2((6.0 - 1.0) * 2.0))\nvec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {\n\tfloat scale = exp2(cubeUV_maxLods1 - roughnessLevel);\n\tfloat dxRoughness = dFdx(roughness);\n\tfloat dyRoughness = dFdy(roughness);\n\tvec3 dx = dFdx( vec * scale * dxRoughness );\n\tvec3 dy = dFdy( vec * scale * dyRoughness );\n\tfloat d = max( dot( dx, dx ), dot( dy, dy ) );\n\td = clamp(d, 1.0, cubeUV_rangeClamp);\n\tfloat mipLevel = 0.5 * log2(d);\n\treturn vec2(floor(mipLevel), fract(mipLevel));\n}\n#define cubeUV_maxLods2 (log2(cubeUV_textureSize*0.25) - 2.0)\n#define cubeUV_rcpTextureSize (1.0 / cubeUV_textureSize)\nvec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {\n\tmipLevel = roughnessLevel > cubeUV_maxLods2 - 3.0 ? 0.0 : mipLevel;\n\tfloat a = 16.0 * cubeUV_rcpTextureSize;\n\tvec2 exp2_packed = exp2( vec2( roughnessLevel, mipLevel ) );\n\tvec2 rcp_exp2_packed = vec2( 1.0 ) / exp2_packed;\n\tfloat powScale = exp2_packed.x * exp2_packed.y;\n\tfloat scale = rcp_exp2_packed.x * rcp_exp2_packed.y * 0.25;\n\tfloat mipOffset = 0.75*(1.0 - rcp_exp2_packed.y) * rcp_exp2_packed.x;\n\tbool bRes = mipLevel == 0.0;\n\tscale = bRes && (scale < a) ? a : scale;\n\tvec3 r;\n\tvec2 offset;\n\tint face = getFaceFromDirection(direction);\n\tfloat rcpPowScale = 1.0 / powScale;\n\tif( face == 0) {\n\t\tr = vec3(direction.x, -direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 1) {\n\t\tr = vec3(direction.y, direction.x, direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 2) {\n\t\tr = vec3(direction.z, direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 3) {\n\t\tr = vec3(direction.x, direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse if( face == 4) {\n\t\tr = vec3(direction.y, direction.x, -direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse {\n\t\tr = vec3(direction.z, -direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\tr = normalize(r);\n\tfloat texelOffset = 0.5 * cubeUV_rcpTextureSize;\n\tvec2 s = ( r.yz / abs( r.x ) + vec2( 1.0 ) ) * 0.5;\n\tvec2 base = offset + vec2( texelOffset );\n\treturn base + s * ( scale - 2.0 * texelOffset );\n}\n#define cubeUV_maxLods3 (log2(cubeUV_textureSize*0.25) - 3.0)\nvec4 textureCubeUV( sampler2D envMap, vec3 reflectedDirection, float roughness ) {\n\tfloat roughnessVal = roughness* cubeUV_maxLods3;\n\tfloat r1 = floor(roughnessVal);\n\tfloat r2 = r1 + 1.0;\n\tfloat t = fract(roughnessVal);\n\tvec2 mipInfo = MipLevelInfo(reflectedDirection, r1, roughness);\n\tfloat s = mipInfo.y;\n\tfloat level0 = mipInfo.x;\n\tfloat level1 = level0 + 1.0;\n\tlevel1 = level1 > 5.0 ? 5.0 : level1;\n\tlevel0 += min( floor( s + 0.5 ), 5.0 );\n\tvec2 uv_10 = getCubeUV(reflectedDirection, r1, level0);\n\tvec4 color10 = envMapTexelToLinear(texture2D(envMap, uv_10));\n\tvec2 uv_20 = getCubeUV(reflectedDirection, r2, level0);\n\tvec4 color20 = envMapTexelToLinear(texture2D(envMap, uv_20));\n\tvec4 result = mix(color10, color20, t);\n\treturn vec4(result.rgb, 1.0);\n}\n#endif";var defaultnormal_vertex="vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\ttransformedNormal = mat3( instanceMatrix ) * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = normalMatrix * objectTangent;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif";var displacementmap_pars_vertex="#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";var displacementmap_vertex="#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif";var emissivemap_fragment="#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";var emissivemap_pars_fragment="#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";var encodings_fragment="gl_FragColor = linearToOutputTexel( gl_FragColor );";var encodings_pars_fragment="\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = min( floor( D ) / 255.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\n\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract( Le );\n\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\n\treturn vec4( max( vRGB, 0.0 ), 1.0 );\n}";var envmap_fragment="#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\t\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\treflectVec = normalize( reflectVec );\n\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\tenvColor = envMapTexelToLinear( envColor );\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif";var envmap_common_pars_fragment="#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\tuniform int maxMipLevel;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\t\n#endif";var envmap_pars_fragment="#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif";var envmap_pars_vertex="#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\t\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif";var envmap_vertex="#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) { \n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif";var fog_vertex="#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif";var fog_pars_vertex="#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";var fog_fragment="#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * fogDepth * fogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif";var fog_pars_fragment="#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float fogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif";var gradientmap_pars_fragment="#ifdef TOON\n\tuniform sampler2D gradientMap;\n\tvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\t\tfloat dotNL = dot( normal, lightDirection );\n\t\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t\t#ifdef USE_GRADIENTMAP\n\t\t\treturn texture2D( gradientMap, coord ).rgb;\n\t\t#else\n\t\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t\t#endif\n\t}\n#endif";var lightmap_fragment="#ifdef USE_LIGHTMAP\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif";var lightmap_pars_fragment="#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";var lights_lambert_vertex="vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n#endif";var lights_pars_begin="uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\n\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t\tfloat shadowCameraNear;\n\t\tfloat shadowCameraFar;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif";var envmap_physical_pars_fragment="#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, queryVec, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t vec3 reflectVec = reflect( -viewDir, normal );\n\t\t reflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t#else\n\t\t vec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, queryReflectVec, roughness );\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif";var lights_phong_fragment="BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";var lights_phong_pars_fragment="varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifdef TOON\n\t\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#else\n\t\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\t\tvec3 irradiance = dotNL * directLight.color;\n\t#endif\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)";var lights_physical_fragment="PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\n#ifdef REFLECTIVITY\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#endif\n#ifdef CLEARCOAT\n\tmaterial.clearcoat = saturate( clearcoat );\tmaterial.clearcoatRoughness = clamp( clearcoatRoughness, 0.04, 1.0 );\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheen;\n#endif";var lights_physical_pars_fragment="struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n#ifdef CLEARCOAT\n\tfloat clearcoat;\n\tfloat clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tvec3 sheenColor;\n#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearcoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNL = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = ccDotNL * directLight.color;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tccIrradiance *= PI;\n\t\t#endif\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t\treflectedLight.directSpecular += ccIrradiance * material.clearcoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_Sheen(\n\t\t\tmaterial.specularRoughness,\n\t\t\tdirectLight.direction,\n\t\t\tgeometry,\n\t\t\tmaterial.sheenColor\n\t\t);\n\t#else\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness);\n\t#endif\n\treflectedLight.directDiffuse += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNV = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular += clearcoatRadiance * material.clearcoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t\tfloat ccDotNL = ccDotNV;\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\tfloat clearcoatInv = 1.0 - clearcoatDHR;\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\n\treflectedLight.indirectSpecular += clearcoatInv * radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}";var lights_fragment_begin="\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n#ifdef CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tdirectLight.color *= all( bvec3( pointLight.shadow, directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tdirectLight.color *= all( bvec3( spotLight.shadow, directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectLight.color *= all( bvec3( directionalLight.shadow, directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif";var lights_fragment_maps="#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\n\t#ifdef CLEARCOAT\n\t\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\n\t#endif\n#endif";var lights_fragment_end="#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\n#endif";var logdepthbuf_fragment="#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";var logdepthbuf_pars_fragment="#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif";var logdepthbuf_pars_vertex="#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t\tvarying float vIsPerspective;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif";var logdepthbuf_vertex="#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n\t#else\n\t\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\n\t\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\t\tgl_Position.z *= gl_Position.w;\n\t\t}\n\t#endif\n#endif";var map_fragment="#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";var map_pars_fragment="#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";var map_particle_fragment="#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n#endif\n#ifdef USE_MAP\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif";var map_particle_pars_fragment="#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tuniform mat3 uvTransform;\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";var metalnessmap_fragment="float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";var metalnessmap_pars_fragment="#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";var morphnormal_vertex="#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n#endif";var morphtarget_pars_vertex="#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif";var morphtarget_vertex="#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t#endif\n#endif";var normal_fragment_begin="#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t\tbitangent = bitangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;";var normal_fragment_maps="#ifdef OBJECTSPACE_NORMALMAP\n\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( TANGENTSPACE_NORMALMAP )\n\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\t#ifdef USE_TANGENT\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( -vViewPosition, normal, mapN );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif";var normalmap_pars_fragment="#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN ) {\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\n\t\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\n\t\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\n\t\tvec3 N = normalize( surf_norm );\n\t\tmat3 tsn = mat3( S, T, N );\n\t\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif";var clearcoat_normal_fragment_begin="#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";var clearcoat_normal_fragment_maps="#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\t#ifdef USE_TANGENT\n\t\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN );\n\t#endif\n#endif";var clearcoat_normalmap_pars_fragment="#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif";var packing="vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nvec4 pack2HalfToRGBA( vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ));\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w);\n}\nvec2 unpack2HalfToRGBA( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}";var premultiplied_alpha_fragment="#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";var project_vertex="vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;";var dithering_fragment="#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";var dithering_pars_fragment="#ifdef DITHERING\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif";var roughnessmap_fragment="float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";var roughnessmap_pars_fragment="#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";var shadowmap_pars_fragment="#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpack2HalfToRGBA( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\n\t\tconst vec2 offset = vec2( 0.0, 1.0 );\n\t\tvec2 texelSize = vec2( 1.0 ) / size;\n\t\tvec2 centroidUV = ( floor( uv * size - 0.5 ) + 0.5 ) * texelSize;\n\t\tfloat lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\n\t\tfloat lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\n\t\tfloat rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\n\t\tfloat rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\n\t\tvec2 f = fract( uv * size + 0.5 );\n\t\tfloat a = mix( lb, lt, f.y );\n\t\tfloat b = mix( rb, rt, f.y );\n\t\tfloat c = mix( a, b, f.x );\n\t\treturn c;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tshadow = (\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif";var shadowmap_pars_vertex="#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif";var shadowmap_vertex="#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n#endif";var shadowmask_pars_fragment="float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tshadow *= all( bvec2( directionalLight.shadow, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tshadow *= all( bvec2( spotLight.shadow, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tshadow *= all( bvec2( pointLight.shadow, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#endif\n\t#endif\n\treturn shadow;\n}";var skinbase_vertex="#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif";var skinning_pars_vertex="#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform highp sampler2D boneTexture;\n\t\tuniform int boneTextureSize;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\t\tfloat dy = 1.0 / float( boneTextureSize );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif";var skinning_vertex="#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif";var skinnormal_vertex="#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif";var specularmap_fragment="float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif";var specularmap_pars_fragment="#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";var tonemapping_fragment="#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";var tonemapping_pars_fragment="#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( ( color * ( 2.51 * color + 0.03 ) ) / ( color * ( 2.43 * color + 0.59 ) + 0.14 ) );\n}";var uv_pars_fragment="#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif";var uv_pars_vertex="#ifdef USE_UV\n\t#ifdef UVS_VERTEX_ONLY\n\t\tvec2 vUv;\n\t#else\n\t\tvarying vec2 vUv;\n\t#endif\n\tuniform mat3 uvTransform;\n#endif";var uv_vertex="#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";var uv2_pars_fragment="#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";var uv2_pars_vertex="#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n#endif";var uv2_vertex="#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = uv2;\n#endif";var worldpos_vertex="#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif";var background_frag="uniform sampler2D t2D;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include \n\t#include \n}";var background_vert="varying vec2 vUv;\nuniform mat3 uvTransform;\nvoid main() {\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\tgl_Position = vec4( position.xy, 1.0, 1.0 );\n}";var cube_frag="uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldDirection;\nvoid main() {\n\tvec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\tgl_FragColor.a *= opacity;\n\t#include \n\t#include \n}";var cube_vert="varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n\tgl_Position.z = gl_Position.w;\n}";var depth_frag="#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - gl_FragCoord.z ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( gl_FragCoord.z );\n\t#endif\n}";var depth_vert="#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}";var distanceRGBA_frag="#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main () {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include \n\t#include \n\t#include \n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}";var distanceRGBA_vert="#define DISTANCE\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvWorldPosition = worldPosition.xyz;\n}";var equirect_frag="uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV;\n\tsampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include \n\t#include \n}";var equirect_vert="varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}";var linedashed_frag="uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}";var linedashed_vert="uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvLineDistance = scale * lineDistance;\n\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include \n\t#include \n\t#include \n}";var meshbasic_frag="uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\treflectedLight.indirectDiffuse += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include \n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}";var meshbasic_vert="#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef USE_ENVMAP\n\t#include \n\t#include \n\t#include \n\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}";var meshlambert_frag="uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\t#else\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\t#endif\n\t#include \n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}";var meshlambert_vert="#define LAMBERT\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}";var meshmatcap_frag="#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t\tmatcapColor = matcapTexelToLinear( matcapColor );\n\t#else\n\t\tvec4 matcapColor = vec4( 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}";var meshmatcap_vert="#define MATCAP\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifndef FLAT_SHADED\n\t\tvNormal = normalize( transformedNormal );\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n}";var meshphong_frag="#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}";var meshphong_vert="#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}";var meshphysical_frag="#define STANDARD\n#ifdef PHYSICAL\n\t#define REFLECTIVITY\n\t#define CLEARCOAT\n\t#define TRANSPARENCY\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef TRANSPARENCY\n\tuniform float transparency;\n#endif\n#ifdef REFLECTIVITY\n\tuniform float reflectivity;\n#endif\n#ifdef CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheen;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#ifdef TRANSPARENCY\n\t\tdiffuseColor.a *= saturate( 1. - transparency + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) );\n\t#endif\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}";var meshphysical_vert="#define STANDARD\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n}";var normal_frag="#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}";var normal_vert="#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}";var points_frag="uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}";var points_vert="uniform float size;\nuniform float scale;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n}";var shadow_frag="uniform vec3 color;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include \n}";var shadow_vert="#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}";var sprite_frag="uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n}";var sprite_vert="uniform float rotation;\nuniform vec2 center;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include \n\t#include \n\t#include \n}";var ShaderChunk={alphamap_fragment:alphamap_fragment,alphamap_pars_fragment:alphamap_pars_fragment,alphatest_fragment:alphatest_fragment,aomap_fragment:aomap_fragment,aomap_pars_fragment:aomap_pars_fragment,begin_vertex:begin_vertex,beginnormal_vertex:beginnormal_vertex,bsdfs:bsdfs,bumpmap_pars_fragment:bumpmap_pars_fragment,clipping_planes_fragment:clipping_planes_fragment,clipping_planes_pars_fragment:clipping_planes_pars_fragment,clipping_planes_pars_vertex:clipping_planes_pars_vertex,clipping_planes_vertex:clipping_planes_vertex,color_fragment:color_fragment,color_pars_fragment:color_pars_fragment,color_pars_vertex:color_pars_vertex,color_vertex:color_vertex,common:common,cube_uv_reflection_fragment:cube_uv_reflection_fragment,defaultnormal_vertex:defaultnormal_vertex,displacementmap_pars_vertex:displacementmap_pars_vertex,displacementmap_vertex:displacementmap_vertex,emissivemap_fragment:emissivemap_fragment,emissivemap_pars_fragment:emissivemap_pars_fragment,encodings_fragment:encodings_fragment,encodings_pars_fragment:encodings_pars_fragment,envmap_fragment:envmap_fragment,envmap_common_pars_fragment:envmap_common_pars_fragment,envmap_pars_fragment:envmap_pars_fragment,envmap_pars_vertex:envmap_pars_vertex,envmap_physical_pars_fragment:envmap_physical_pars_fragment,envmap_vertex:envmap_vertex,fog_vertex:fog_vertex,fog_pars_vertex:fog_pars_vertex,fog_fragment:fog_fragment,fog_pars_fragment:fog_pars_fragment,gradientmap_pars_fragment:gradientmap_pars_fragment,lightmap_fragment:lightmap_fragment,lightmap_pars_fragment:lightmap_pars_fragment,lights_lambert_vertex:lights_lambert_vertex,lights_pars_begin:lights_pars_begin,lights_phong_fragment:lights_phong_fragment,lights_phong_pars_fragment:lights_phong_pars_fragment,lights_physical_fragment:lights_physical_fragment,lights_physical_pars_fragment:lights_physical_pars_fragment,lights_fragment_begin:lights_fragment_begin,lights_fragment_maps:lights_fragment_maps,lights_fragment_end:lights_fragment_end,logdepthbuf_fragment:logdepthbuf_fragment,logdepthbuf_pars_fragment:logdepthbuf_pars_fragment,logdepthbuf_pars_vertex:logdepthbuf_pars_vertex,logdepthbuf_vertex:logdepthbuf_vertex,map_fragment:map_fragment,map_pars_fragment:map_pars_fragment,map_particle_fragment:map_particle_fragment,map_particle_pars_fragment:map_particle_pars_fragment,metalnessmap_fragment:metalnessmap_fragment,metalnessmap_pars_fragment:metalnessmap_pars_fragment,morphnormal_vertex:morphnormal_vertex,morphtarget_pars_vertex:morphtarget_pars_vertex,morphtarget_vertex:morphtarget_vertex,normal_fragment_begin:normal_fragment_begin,normal_fragment_maps:normal_fragment_maps,normalmap_pars_fragment:normalmap_pars_fragment,clearcoat_normal_fragment_begin:clearcoat_normal_fragment_begin,clearcoat_normal_fragment_maps:clearcoat_normal_fragment_maps,clearcoat_normalmap_pars_fragment:clearcoat_normalmap_pars_fragment,packing:packing,premultiplied_alpha_fragment:premultiplied_alpha_fragment,project_vertex:project_vertex,dithering_fragment:dithering_fragment,dithering_pars_fragment:dithering_pars_fragment,roughnessmap_fragment:roughnessmap_fragment,roughnessmap_pars_fragment:roughnessmap_pars_fragment,shadowmap_pars_fragment:shadowmap_pars_fragment,shadowmap_pars_vertex:shadowmap_pars_vertex,shadowmap_vertex:shadowmap_vertex,shadowmask_pars_fragment:shadowmask_pars_fragment,skinbase_vertex:skinbase_vertex,skinning_pars_vertex:skinning_pars_vertex,skinning_vertex:skinning_vertex,skinnormal_vertex:skinnormal_vertex,specularmap_fragment:specularmap_fragment,specularmap_pars_fragment:specularmap_pars_fragment,tonemapping_fragment:tonemapping_fragment,tonemapping_pars_fragment:tonemapping_pars_fragment,uv_pars_fragment:uv_pars_fragment,uv_pars_vertex:uv_pars_vertex,uv_vertex:uv_vertex,uv2_pars_fragment:uv2_pars_fragment,uv2_pars_vertex:uv2_pars_vertex,uv2_vertex:uv2_vertex,worldpos_vertex:worldpos_vertex,background_frag:background_frag,background_vert:background_vert,cube_frag:cube_frag,cube_vert:cube_vert,depth_frag:depth_frag,depth_vert:depth_vert,distanceRGBA_frag:distanceRGBA_frag,distanceRGBA_vert:distanceRGBA_vert,equirect_frag:equirect_frag,equirect_vert:equirect_vert,linedashed_frag:linedashed_frag,linedashed_vert:linedashed_vert,meshbasic_frag:meshbasic_frag,meshbasic_vert:meshbasic_vert,meshlambert_frag:meshlambert_frag,meshlambert_vert:meshlambert_vert,meshmatcap_frag:meshmatcap_frag,meshmatcap_vert:meshmatcap_vert,meshphong_frag:meshphong_frag,meshphong_vert:meshphong_vert,meshphysical_frag:meshphysical_frag,meshphysical_vert:meshphysical_vert,normal_frag:normal_frag,normal_vert:normal_vert,points_frag:points_frag,points_vert:points_vert,shadow_frag:shadow_frag,shadow_vert:shadow_vert,sprite_frag:sprite_frag,sprite_vert:sprite_vert};/** + */var _sphere$1=new Sphere();var _vector$6=new Vector3();function Frustum(p0,p1,p2,p3,p4,p5){this.planes=[p0!==undefined?p0:new Plane(),p1!==undefined?p1:new Plane(),p2!==undefined?p2:new Plane(),p3!==undefined?p3:new Plane(),p4!==undefined?p4:new Plane(),p5!==undefined?p5:new Plane()];}Object.assign(Frustum.prototype,{set:function set(p0,p1,p2,p3,p4,p5){var planes=this.planes;planes[0].copy(p0);planes[1].copy(p1);planes[2].copy(p2);planes[3].copy(p3);planes[4].copy(p4);planes[5].copy(p5);return this;},clone:function clone(){return new this.constructor().copy(this);},copy:function copy(frustum){var planes=this.planes;for(var i=0;i<6;i++){planes[i].copy(frustum.planes[i]);}return this;},setFromMatrix:function setFromMatrix(m){var planes=this.planes;var me=m.elements;var me0=me[0],me1=me[1],me2=me[2],me3=me[3];var me4=me[4],me5=me[5],me6=me[6],me7=me[7];var me8=me[8],me9=me[9],me10=me[10],me11=me[11];var me12=me[12],me13=me[13],me14=me[14],me15=me[15];planes[0].setComponents(me3-me0,me7-me4,me11-me8,me15-me12).normalize();planes[1].setComponents(me3+me0,me7+me4,me11+me8,me15+me12).normalize();planes[2].setComponents(me3+me1,me7+me5,me11+me9,me15+me13).normalize();planes[3].setComponents(me3-me1,me7-me5,me11-me9,me15-me13).normalize();planes[4].setComponents(me3-me2,me7-me6,me11-me10,me15-me14).normalize();planes[5].setComponents(me3+me2,me7+me6,me11+me10,me15+me14).normalize();return this;},intersectsObject:function intersectsObject(object){var geometry=object.geometry;if(geometry.boundingSphere===null)geometry.computeBoundingSphere();_sphere$1.copy(geometry.boundingSphere).applyMatrix4(object.matrixWorld);return this.intersectsSphere(_sphere$1);},intersectsSprite:function intersectsSprite(sprite){_sphere$1.center.set(0,0,0);_sphere$1.radius=0.7071067811865476;_sphere$1.applyMatrix4(sprite.matrixWorld);return this.intersectsSphere(_sphere$1);},intersectsSphere:function intersectsSphere(sphere){var planes=this.planes;var center=sphere.center;var negRadius=-sphere.radius;for(var i=0;i<6;i++){var distance=planes[i].distanceToPoint(center);if(distance0?box.max.x:box.min.x;_vector$6.y=plane.normal.y>0?box.max.y:box.min.y;_vector$6.z=plane.normal.z>0?box.max.z:box.min.z;if(plane.distanceToPoint(_vector$6)<0){return false;}}return true;},containsPoint:function containsPoint(point){var planes=this.planes;for(var i=0;i<6;i++){if(planes[i].distanceToPoint(point)<0){return false;}}return true;}});var alphamap_fragment="#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";var alphamap_pars_fragment="#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";var alphatest_fragment="#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";var aomap_fragment="#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif";var aomap_pars_fragment="#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";var begin_vertex="vec3 transformed = vec3( position );";var beginnormal_vertex="vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";var bsdfs="vec2 integrateSpecularBRDF( const in float dotNV, const in float roughness ) {\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\treturn vec2( -1.04, 1.04 ) * a004 + r.zw;\n}\nfloat punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\tif( cutoffDistance > 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\n#else\n\tif( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t}\n\treturn 1.0;\n#endif\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nvec3 F_Schlick_RoughnessDependent( const in vec3 F0, const in float dotNV, const in float roughness ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotNV - 6.98316 ) * dotNV );\n\tvec3 Fr = max( vec3( 1.0 - roughness ), F0 ) - F0;\n\treturn Fr * fresnel + F0;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + viewDir );\n\tfloat dotNL = saturate( dot( normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\nvec3 BRDF_Specular_GGX_Environment( const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\treturn specularColor * brdf.x + brdf.y;\n}\nvoid BRDF_Specular_Multiscattering_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tvec3 F = F_Schlick_RoughnessDependent( specularColor, dotNV, roughness );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\tvec3 FssEss = F * brdf.x + brdf.y;\n\tfloat Ess = brdf.x + brdf.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie(float roughness, float NoH) {\n\tfloat invAlpha = 1.0 / roughness;\n\tfloat cos2h = NoH * NoH;\n\tfloat sin2h = max(1.0 - cos2h, 0.0078125);\treturn (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * PI);\n}\nfloat V_Neubelt(float NoV, float NoL) {\n\treturn saturate(1.0 / (4.0 * (NoL + NoV - NoL * NoV)));\n}\nvec3 BRDF_Specular_Sheen( const in float roughness, const in vec3 L, const in GeometricContext geometry, vec3 specularColor ) {\n\tvec3 N = geometry.normal;\n\tvec3 V = geometry.viewDir;\n\tvec3 H = normalize( V + L );\n\tfloat dotNH = saturate( dot( N, H ) );\n\treturn specularColor * D_Charlie( roughness, dotNH ) * V_Neubelt( dot(N, V), dot(N, L) );\n}\n#endif";var bumpmap_pars_fragment="#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\t\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\n\t\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 );\n\t\tfDet *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif";var clipping_planes_fragment="#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vViewPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vViewPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\tif ( clipped ) discard;\n\t#endif\n#endif";var clipping_planes_pars_fragment="#if NUM_CLIPPING_PLANES > 0\n\t#if ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\t\tvarying vec3 vViewPosition;\n\t#endif\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";var clipping_planes_pars_vertex="#if NUM_CLIPPING_PLANES > 0 && ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvarying vec3 vViewPosition;\n#endif";var clipping_planes_vertex="#if NUM_CLIPPING_PLANES > 0 && ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif";var color_fragment="#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";var color_pars_fragment="#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";var color_pars_vertex="#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";var color_vertex="#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";var common="#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n return m[ 2 ][ 3 ] == - 1.0;\n}";var cube_uv_reflection_fragment="#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_maxMipLevel 8.0\n#define cubeUV_minMipLevel 4.0\n#define cubeUV_maxTileSize 256.0\n#define cubeUV_minTileSize 16.0\nfloat getFace(vec3 direction) {\n vec3 absDirection = abs(direction);\n float face = -1.0;\n if (absDirection.x > absDirection.z) {\n if (absDirection.x > absDirection.y)\n face = direction.x > 0.0 ? 0.0 : 3.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n } else {\n if (absDirection.z > absDirection.y)\n face = direction.z > 0.0 ? 2.0 : 5.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n }\n return face;\n}\nvec2 getUV(vec3 direction, float face) {\n vec2 uv;\n if (face == 0.0) {\n uv = vec2(-direction.z, direction.y) / abs(direction.x);\n } else if (face == 1.0) {\n uv = vec2(direction.x, -direction.z) / abs(direction.y);\n } else if (face == 2.0) {\n uv = direction.xy / abs(direction.z);\n } else if (face == 3.0) {\n uv = vec2(direction.z, direction.y) / abs(direction.x);\n } else if (face == 4.0) {\n uv = direction.xz / abs(direction.y);\n } else {\n uv = vec2(-direction.x, direction.y) / abs(direction.z);\n }\n return 0.5 * (uv + 1.0);\n}\nvec3 bilinearCubeUV(sampler2D envMap, vec3 direction, float mipInt) {\n float face = getFace(direction);\n float filterInt = max(cubeUV_minMipLevel - mipInt, 0.0);\n mipInt = max(mipInt, cubeUV_minMipLevel);\n float faceSize = exp2(mipInt);\n float texelSize = 1.0 / (3.0 * cubeUV_maxTileSize);\n vec2 uv = getUV(direction, face) * (faceSize - 1.0);\n vec2 f = fract(uv);\n uv += 0.5 - f;\n if (face > 2.0) {\n uv.y += faceSize;\n face -= 3.0;\n }\n uv.x += face * faceSize;\n if(mipInt < cubeUV_maxMipLevel){\n uv.y += 2.0 * cubeUV_maxTileSize;\n }\n uv.y += filterInt * 2.0 * cubeUV_minTileSize;\n uv.x += 3.0 * max(0.0, cubeUV_maxTileSize - 2.0 * faceSize);\n uv *= texelSize;\n vec3 tl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.x += texelSize;\n vec3 tr = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.y += texelSize;\n vec3 br = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.x -= texelSize;\n vec3 bl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n vec3 tm = mix(tl, tr, f.x);\n vec3 bm = mix(bl, br, f.x);\n return mix(tm, bm, f.y);\n}\n#define r0 1.0\n#define v0 0.339\n#define m0 -2.0\n#define r1 0.8\n#define v1 0.276\n#define m1 -1.0\n#define r4 0.4\n#define v4 0.046\n#define m4 2.0\n#define r5 0.305\n#define v5 0.016\n#define m5 3.0\n#define r6 0.21\n#define v6 0.0038\n#define m6 4.0\nfloat roughnessToMip(float roughness) {\n float mip = 0.0;\n if (roughness >= r1) {\n mip = (r0 - roughness) * (m1 - m0) / (r0 - r1) + m0;\n } else if (roughness >= r4) {\n mip = (r1 - roughness) * (m4 - m1) / (r1 - r4) + m1;\n } else if (roughness >= r5) {\n mip = (r4 - roughness) * (m5 - m4) / (r4 - r5) + m4;\n } else if (roughness >= r6) {\n mip = (r5 - roughness) * (m6 - m5) / (r5 - r6) + m5;\n } else {\n mip = -2.0 * log2(1.16 * roughness); }\n return mip;\n}\nvec4 textureCubeUV(sampler2D envMap, vec3 sampleDir, float roughness) {\n float mip = clamp(roughnessToMip(roughness), m0, cubeUV_maxMipLevel);\n float mipF = fract(mip);\n float mipInt = floor(mip);\n vec3 color0 = bilinearCubeUV(envMap, sampleDir, mipInt);\n if (mipF == 0.0) {\n return vec4(color0, 1.0);\n } else {\n vec3 color1 = bilinearCubeUV(envMap, sampleDir, mipInt + 1.0);\n return vec4(mix(color0, color1, mipF), 1.0);\n }\n}\n#endif";var defaultnormal_vertex="vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\ttransformedNormal = mat3( instanceMatrix ) * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif";var displacementmap_pars_vertex="#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";var displacementmap_vertex="#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif";var emissivemap_fragment="#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";var emissivemap_pars_fragment="#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";var encodings_fragment="gl_FragColor = linearToOutputTexel( gl_FragColor );";var encodings_pars_fragment="\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = min( floor( D ) / 255.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\n\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract( Le );\n\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\n\treturn vec4( max( vRGB, 0.0 ), 1.0 );\n}";var envmap_fragment="#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\t\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 envColor = textureCubeUV( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ), 0.0 );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\treflectVec = normalize( reflectVec );\n\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifndef ENVMAP_TYPE_CUBE_UV\n\t\tenvColor = envMapTexelToLinear( envColor );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif";var envmap_common_pars_fragment="#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\tuniform int maxMipLevel;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\t\n#endif";var envmap_pars_fragment="#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif";var envmap_pars_vertex="#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\t\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif";var envmap_vertex="#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) { \n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif";var fog_vertex="#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif";var fog_pars_vertex="#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";var fog_fragment="#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * fogDepth * fogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif";var fog_pars_fragment="#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float fogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif";var gradientmap_pars_fragment="#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn texture2D( gradientMap, coord ).rgb;\n\t#else\n\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t#endif\n}";var lightmap_fragment="#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n#endif";var lightmap_pars_fragment="#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";var lights_lambert_vertex="vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n#endif";var lights_pars_begin="uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\n\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t\tfloat shadowCameraNear;\n\t\tfloat shadowCameraFar;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif";var envmap_physical_pars_fragment="#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, queryVec, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t vec3 reflectVec = reflect( -viewDir, normal );\n\t\t reflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t#else\n\t\t vec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, queryReflectVec, roughness );\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif";var lights_toon_fragment="ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";var lights_toon_pars_fragment="varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct ToonMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon\n#define Material_LightProbeLOD( material )\t(0)";var lights_phong_fragment="BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";var lights_phong_pars_fragment="varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)";var lights_physical_fragment="PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.specularRoughness = max( roughnessFactor, 0.0525 );material.specularRoughness += geometryRoughness;\nmaterial.specularRoughness = min( material.specularRoughness, 1.0 );\n#ifdef REFLECTIVITY\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#endif\n#ifdef CLEARCOAT\n\tmaterial.clearcoat = saturate( clearcoat );\tmaterial.clearcoatRoughness = max( clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheen;\n#endif";var lights_physical_pars_fragment="struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n#ifdef CLEARCOAT\n\tfloat clearcoat;\n\tfloat clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tvec3 sheenColor;\n#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearcoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNL = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = ccDotNL * directLight.color;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tccIrradiance *= PI;\n\t\t#endif\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t\treflectedLight.directSpecular += ccIrradiance * material.clearcoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_Sheen(\n\t\t\tmaterial.specularRoughness,\n\t\t\tdirectLight.direction,\n\t\t\tgeometry,\n\t\t\tmaterial.sheenColor\n\t\t);\n\t#else\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness);\n\t#endif\n\treflectedLight.directDiffuse += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNV = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular += clearcoatRadiance * material.clearcoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t\tfloat ccDotNL = ccDotNV;\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\tfloat clearcoatInv = 1.0 - clearcoatDHR;\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\n\treflectedLight.indirectSpecular += clearcoatInv * radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}";var lights_fragment_begin="\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n#ifdef CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tdirectLight.color *= all( bvec3( pointLight.shadow, directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tdirectLight.color *= all( bvec3( spotLight.shadow, directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectLight.color *= all( bvec3( directionalLight.shadow, directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif";var lights_fragment_maps="#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\n\t#ifdef CLEARCOAT\n\t\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\n\t#endif\n#endif";var lights_fragment_end="#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\n#endif";var logdepthbuf_fragment="#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";var logdepthbuf_pars_fragment="#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif";var logdepthbuf_pars_vertex="#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t\tvarying float vIsPerspective;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif";var logdepthbuf_vertex="#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n\t#else\n\t\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\n\t\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\t\tgl_Position.z *= gl_Position.w;\n\t\t}\n\t#endif\n#endif";var map_fragment="#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";var map_pars_fragment="#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";var map_particle_fragment="#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n#endif\n#ifdef USE_MAP\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif";var map_particle_pars_fragment="#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tuniform mat3 uvTransform;\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";var metalnessmap_fragment="float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";var metalnessmap_pars_fragment="#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";var morphnormal_vertex="#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n#endif";var morphtarget_pars_vertex="#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif";var morphtarget_vertex="#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t#endif\n#endif";var normal_fragment_begin="#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t\tbitangent = bitangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;";var normal_fragment_maps="#ifdef OBJECTSPACE_NORMALMAP\n\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( TANGENTSPACE_NORMALMAP )\n\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\t#ifdef USE_TANGENT\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( -vViewPosition, normal, mapN );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif";var normalmap_pars_fragment="#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN ) {\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\n\t\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\n\t\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\n\t\tvec3 N = normalize( surf_norm );\n\t\tmat3 tsn = mat3( S, T, N );\n\t\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif";var clearcoat_normal_fragment_begin="#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";var clearcoat_normal_fragment_maps="#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\t#ifdef USE_TANGENT\n\t\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN );\n\t#endif\n#endif";var clearcoat_normalmap_pars_fragment="#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif";var packing="vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nvec4 pack2HalfToRGBA( vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ));\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w);\n}\nvec2 unpackRGBATo2Half( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}";var premultiplied_alpha_fragment="#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";var project_vertex="vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;";var dithering_fragment="#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";var dithering_pars_fragment="#ifdef DITHERING\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif";var roughnessmap_fragment="float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";var roughnessmap_pars_fragment="#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";var shadowmap_pars_fragment="#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\n\t\tconst vec2 offset = vec2( 0.0, 1.0 );\n\t\tvec2 texelSize = vec2( 1.0 ) / size;\n\t\tvec2 centroidUV = ( floor( uv * size - 0.5 ) + 0.5 ) * texelSize;\n\t\tfloat lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\n\t\tfloat lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\n\t\tfloat rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\n\t\tfloat rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\n\t\tvec2 f = fract( uv * size + 0.5 );\n\t\tfloat a = mix( lb, lt, f.y );\n\t\tfloat b = mix( rb, rt, f.y );\n\t\tfloat c = mix( a, b, f.x );\n\t\treturn c;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tshadow = (\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif";var shadowmap_pars_vertex="#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif";var shadowmap_vertex="#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n#endif";var shadowmask_pars_fragment="float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tshadow *= all( bvec2( directionalLight.shadow, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tshadow *= all( bvec2( spotLight.shadow, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tshadow *= all( bvec2( pointLight.shadow, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#endif\n\t#endif\n\treturn shadow;\n}";var skinbase_vertex="#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif";var skinning_pars_vertex="#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform highp sampler2D boneTexture;\n\t\tuniform int boneTextureSize;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\t\tfloat dy = 1.0 / float( boneTextureSize );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif";var skinning_vertex="#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif";var skinnormal_vertex="#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif";var specularmap_fragment="float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif";var specularmap_pars_fragment="#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";var tonemapping_fragment="#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";var tonemapping_pars_fragment="#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( ( color * ( 2.51 * color + 0.03 ) ) / ( color * ( 2.43 * color + 0.59 ) + 0.14 ) );\n}";var uv_pars_fragment="#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif";var uv_pars_vertex="#ifdef USE_UV\n\t#ifdef UVS_VERTEX_ONLY\n\t\tvec2 vUv;\n\t#else\n\t\tvarying vec2 vUv;\n\t#endif\n\tuniform mat3 uvTransform;\n#endif";var uv_vertex="#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";var uv2_pars_fragment="#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";var uv2_pars_vertex="#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\tuniform mat3 uv2Transform;\n#endif";var uv2_vertex="#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif";var worldpos_vertex="#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif";var background_frag="uniform sampler2D t2D;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include \n\t#include \n}";var background_vert="varying vec2 vUv;\nuniform mat3 uvTransform;\nvoid main() {\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\tgl_Position = vec4( position.xy, 1.0, 1.0 );\n}";var cube_frag="#include \nuniform float opacity;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvec3 vReflect = vWorldDirection;\n\t#include \n\tgl_FragColor = envColor;\n\tgl_FragColor.a *= opacity;\n\t#include \n\t#include \n}";var cube_vert="varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n\tgl_Position.z = gl_Position.w;\n}";var depth_frag="#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - gl_FragCoord.z ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( gl_FragCoord.z );\n\t#endif\n}";var depth_vert="#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}";var distanceRGBA_frag="#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main () {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include \n\t#include \n\t#include \n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}";var distanceRGBA_vert="#define DISTANCE\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvWorldPosition = worldPosition.xyz;\n}";var equirect_frag="uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV;\n\tsampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include \n\t#include \n}";var equirect_vert="varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}";var linedashed_frag="uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}";var linedashed_vert="uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvLineDistance = scale * lineDistance;\n\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include \n\t#include \n\t#include \n}";var meshbasic_frag="uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include \n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}";var meshbasic_vert="#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef USE_ENVMAP\n\t#include \n\t#include \n\t#include \n\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}";var meshlambert_frag="uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\t#else\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\t#endif\n\t#include \n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}";var meshlambert_vert="#define LAMBERT\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}";var meshmatcap_frag="#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t\tmatcapColor = matcapTexelToLinear( matcapColor );\n\t#else\n\t\tvec4 matcapColor = vec4( 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}";var meshmatcap_vert="#define MATCAP\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifndef FLAT_SHADED\n\t\tvNormal = normalize( transformedNormal );\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n}";var meshtoon_frag="#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}";var meshtoon_vert="#define TOON\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n}";var meshphong_frag="#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}";var meshphong_vert="#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}";var meshphysical_frag="#define STANDARD\n#ifdef PHYSICAL\n\t#define REFLECTIVITY\n\t#define CLEARCOAT\n\t#define TRANSPARENCY\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef TRANSPARENCY\n\tuniform float transparency;\n#endif\n#ifdef REFLECTIVITY\n\tuniform float reflectivity;\n#endif\n#ifdef CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheen;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#ifdef TRANSPARENCY\n\t\tdiffuseColor.a *= saturate( 1. - transparency + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) );\n\t#endif\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}";var meshphysical_vert="#define STANDARD\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n}";var normal_frag="#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}";var normal_vert="#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}";var points_frag="uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}";var points_vert="uniform float size;\nuniform float scale;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n}";var shadow_frag="uniform vec3 color;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include \n}";var shadow_vert="#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}";var sprite_frag="uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n}";var sprite_vert="uniform float rotation;\nuniform vec2 center;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include \n\t#include \n\t#include \n}";var ShaderChunk={alphamap_fragment:alphamap_fragment,alphamap_pars_fragment:alphamap_pars_fragment,alphatest_fragment:alphatest_fragment,aomap_fragment:aomap_fragment,aomap_pars_fragment:aomap_pars_fragment,begin_vertex:begin_vertex,beginnormal_vertex:beginnormal_vertex,bsdfs:bsdfs,bumpmap_pars_fragment:bumpmap_pars_fragment,clipping_planes_fragment:clipping_planes_fragment,clipping_planes_pars_fragment:clipping_planes_pars_fragment,clipping_planes_pars_vertex:clipping_planes_pars_vertex,clipping_planes_vertex:clipping_planes_vertex,color_fragment:color_fragment,color_pars_fragment:color_pars_fragment,color_pars_vertex:color_pars_vertex,color_vertex:color_vertex,common:common,cube_uv_reflection_fragment:cube_uv_reflection_fragment,defaultnormal_vertex:defaultnormal_vertex,displacementmap_pars_vertex:displacementmap_pars_vertex,displacementmap_vertex:displacementmap_vertex,emissivemap_fragment:emissivemap_fragment,emissivemap_pars_fragment:emissivemap_pars_fragment,encodings_fragment:encodings_fragment,encodings_pars_fragment:encodings_pars_fragment,envmap_fragment:envmap_fragment,envmap_common_pars_fragment:envmap_common_pars_fragment,envmap_pars_fragment:envmap_pars_fragment,envmap_pars_vertex:envmap_pars_vertex,envmap_physical_pars_fragment:envmap_physical_pars_fragment,envmap_vertex:envmap_vertex,fog_vertex:fog_vertex,fog_pars_vertex:fog_pars_vertex,fog_fragment:fog_fragment,fog_pars_fragment:fog_pars_fragment,gradientmap_pars_fragment:gradientmap_pars_fragment,lightmap_fragment:lightmap_fragment,lightmap_pars_fragment:lightmap_pars_fragment,lights_lambert_vertex:lights_lambert_vertex,lights_pars_begin:lights_pars_begin,lights_toon_fragment:lights_toon_fragment,lights_toon_pars_fragment:lights_toon_pars_fragment,lights_phong_fragment:lights_phong_fragment,lights_phong_pars_fragment:lights_phong_pars_fragment,lights_physical_fragment:lights_physical_fragment,lights_physical_pars_fragment:lights_physical_pars_fragment,lights_fragment_begin:lights_fragment_begin,lights_fragment_maps:lights_fragment_maps,lights_fragment_end:lights_fragment_end,logdepthbuf_fragment:logdepthbuf_fragment,logdepthbuf_pars_fragment:logdepthbuf_pars_fragment,logdepthbuf_pars_vertex:logdepthbuf_pars_vertex,logdepthbuf_vertex:logdepthbuf_vertex,map_fragment:map_fragment,map_pars_fragment:map_pars_fragment,map_particle_fragment:map_particle_fragment,map_particle_pars_fragment:map_particle_pars_fragment,metalnessmap_fragment:metalnessmap_fragment,metalnessmap_pars_fragment:metalnessmap_pars_fragment,morphnormal_vertex:morphnormal_vertex,morphtarget_pars_vertex:morphtarget_pars_vertex,morphtarget_vertex:morphtarget_vertex,normal_fragment_begin:normal_fragment_begin,normal_fragment_maps:normal_fragment_maps,normalmap_pars_fragment:normalmap_pars_fragment,clearcoat_normal_fragment_begin:clearcoat_normal_fragment_begin,clearcoat_normal_fragment_maps:clearcoat_normal_fragment_maps,clearcoat_normalmap_pars_fragment:clearcoat_normalmap_pars_fragment,packing:packing,premultiplied_alpha_fragment:premultiplied_alpha_fragment,project_vertex:project_vertex,dithering_fragment:dithering_fragment,dithering_pars_fragment:dithering_pars_fragment,roughnessmap_fragment:roughnessmap_fragment,roughnessmap_pars_fragment:roughnessmap_pars_fragment,shadowmap_pars_fragment:shadowmap_pars_fragment,shadowmap_pars_vertex:shadowmap_pars_vertex,shadowmap_vertex:shadowmap_vertex,shadowmask_pars_fragment:shadowmask_pars_fragment,skinbase_vertex:skinbase_vertex,skinning_pars_vertex:skinning_pars_vertex,skinning_vertex:skinning_vertex,skinnormal_vertex:skinnormal_vertex,specularmap_fragment:specularmap_fragment,specularmap_pars_fragment:specularmap_pars_fragment,tonemapping_fragment:tonemapping_fragment,tonemapping_pars_fragment:tonemapping_pars_fragment,uv_pars_fragment:uv_pars_fragment,uv_pars_vertex:uv_pars_vertex,uv_vertex:uv_vertex,uv2_pars_fragment:uv2_pars_fragment,uv2_pars_vertex:uv2_pars_vertex,uv2_vertex:uv2_vertex,worldpos_vertex:worldpos_vertex,background_frag:background_frag,background_vert:background_vert,cube_frag:cube_frag,cube_vert:cube_vert,depth_frag:depth_frag,depth_vert:depth_vert,distanceRGBA_frag:distanceRGBA_frag,distanceRGBA_vert:distanceRGBA_vert,equirect_frag:equirect_frag,equirect_vert:equirect_vert,linedashed_frag:linedashed_frag,linedashed_vert:linedashed_vert,meshbasic_frag:meshbasic_frag,meshbasic_vert:meshbasic_vert,meshlambert_frag:meshlambert_frag,meshlambert_vert:meshlambert_vert,meshmatcap_frag:meshmatcap_frag,meshmatcap_vert:meshmatcap_vert,meshtoon_frag:meshtoon_frag,meshtoon_vert:meshtoon_vert,meshphong_frag:meshphong_frag,meshphong_vert:meshphong_vert,meshphysical_frag:meshphysical_frag,meshphysical_vert:meshphysical_vert,normal_frag:normal_frag,normal_vert:normal_vert,points_frag:points_frag,points_vert:points_vert,shadow_frag:shadow_frag,shadow_vert:shadow_vert,sprite_frag:sprite_frag,sprite_vert:sprite_vert};/** * Uniforms library for shared webgl shaders - */var UniformsLib={common:{diffuse:{value:new Color(0xeeeeee)},opacity:{value:1.0},map:{value:null},uvTransform:{value:new Matrix3()},alphaMap:{value:null}},specularmap:{specularMap:{value:null}},envmap:{envMap:{value:null},flipEnvMap:{value:-1},reflectivity:{value:1.0},refractionRatio:{value:0.98},maxMipLevel:{value:0}},aomap:{aoMap:{value:null},aoMapIntensity:{value:1}},lightmap:{lightMap:{value:null},lightMapIntensity:{value:1}},emissivemap:{emissiveMap:{value:null}},bumpmap:{bumpMap:{value:null},bumpScale:{value:1}},normalmap:{normalMap:{value:null},normalScale:{value:new Vector2(1,1)}},displacementmap:{displacementMap:{value:null},displacementScale:{value:1},displacementBias:{value:0}},roughnessmap:{roughnessMap:{value:null}},metalnessmap:{metalnessMap:{value:null}},gradientmap:{gradientMap:{value:null}},fog:{fogDensity:{value:0.00025},fogNear:{value:1},fogFar:{value:2000},fogColor:{value:new Color(0xffffff)}},lights:{ambientLightColor:{value:[]},lightProbe:{value:[]},directionalLights:{value:[],properties:{direction:{},color:{},shadow:{},shadowBias:{},shadowRadius:{},shadowMapSize:{}}},directionalShadowMap:{value:[]},directionalShadowMatrix:{value:[]},spotLights:{value:[],properties:{color:{},position:{},direction:{},distance:{},coneCos:{},penumbraCos:{},decay:{},shadow:{},shadowBias:{},shadowRadius:{},shadowMapSize:{}}},spotShadowMap:{value:[]},spotShadowMatrix:{value:[]},pointLights:{value:[],properties:{color:{},position:{},decay:{},distance:{},shadow:{},shadowBias:{},shadowRadius:{},shadowMapSize:{},shadowCameraNear:{},shadowCameraFar:{}}},pointShadowMap:{value:[]},pointShadowMatrix:{value:[]},hemisphereLights:{value:[],properties:{direction:{},skyColor:{},groundColor:{}}},// TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src + */var UniformsLib={common:{diffuse:{value:new Color(0xeeeeee)},opacity:{value:1.0},map:{value:null},uvTransform:{value:new Matrix3()},uv2Transform:{value:new Matrix3()},alphaMap:{value:null}},specularmap:{specularMap:{value:null}},envmap:{envMap:{value:null},flipEnvMap:{value:-1},reflectivity:{value:1.0},refractionRatio:{value:0.98},maxMipLevel:{value:0}},aomap:{aoMap:{value:null},aoMapIntensity:{value:1}},lightmap:{lightMap:{value:null},lightMapIntensity:{value:1}},emissivemap:{emissiveMap:{value:null}},bumpmap:{bumpMap:{value:null},bumpScale:{value:1}},normalmap:{normalMap:{value:null},normalScale:{value:new Vector2(1,1)}},displacementmap:{displacementMap:{value:null},displacementScale:{value:1},displacementBias:{value:0}},roughnessmap:{roughnessMap:{value:null}},metalnessmap:{metalnessMap:{value:null}},gradientmap:{gradientMap:{value:null}},fog:{fogDensity:{value:0.00025},fogNear:{value:1},fogFar:{value:2000},fogColor:{value:new Color(0xffffff)}},lights:{ambientLightColor:{value:[]},lightProbe:{value:[]},directionalLights:{value:[],properties:{direction:{},color:{},shadow:{},shadowBias:{},shadowRadius:{},shadowMapSize:{}}},directionalShadowMap:{value:[]},directionalShadowMatrix:{value:[]},spotLights:{value:[],properties:{color:{},position:{},direction:{},distance:{},coneCos:{},penumbraCos:{},decay:{},shadow:{},shadowBias:{},shadowRadius:{},shadowMapSize:{}}},spotShadowMap:{value:[]},spotShadowMatrix:{value:[]},pointLights:{value:[],properties:{color:{},position:{},decay:{},distance:{},shadow:{},shadowBias:{},shadowRadius:{},shadowMapSize:{},shadowCameraNear:{},shadowCameraFar:{}}},pointShadowMap:{value:[]},pointShadowMatrix:{value:[]},hemisphereLights:{value:[],properties:{direction:{},skyColor:{},groundColor:{}}},// TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src rectAreaLights:{value:[],properties:{color:{},position:{},width:{},height:{}}}},points:{diffuse:{value:new Color(0xeeeeee)},opacity:{value:1.0},size:{value:1.0},scale:{value:1.0},map:{value:null},alphaMap:{value:null},uvTransform:{value:new Matrix3()}},sprite:{diffuse:{value:new Color(0xeeeeee)},opacity:{value:1.0},center:{value:new Vector2(0.5,0.5)},rotation:{value:0.0},map:{value:null},alphaMap:{value:null},uvTransform:{value:new Matrix3()}}};/** * @author alteredq / http://alteredqualia.com/ * @author mrdoob / http://mrdoob.com/ * @author mikael emtinger / http://gomo.se/ - */var ShaderLib={basic:{uniforms:mergeUniforms([UniformsLib.common,UniformsLib.specularmap,UniformsLib.envmap,UniformsLib.aomap,UniformsLib.lightmap,UniformsLib.fog]),vertexShader:ShaderChunk.meshbasic_vert,fragmentShader:ShaderChunk.meshbasic_frag},lambert:{uniforms:mergeUniforms([UniformsLib.common,UniformsLib.specularmap,UniformsLib.envmap,UniformsLib.aomap,UniformsLib.lightmap,UniformsLib.emissivemap,UniformsLib.fog,UniformsLib.lights,{emissive:{value:new Color(0x000000)}}]),vertexShader:ShaderChunk.meshlambert_vert,fragmentShader:ShaderChunk.meshlambert_frag},phong:{uniforms:mergeUniforms([UniformsLib.common,UniformsLib.specularmap,UniformsLib.envmap,UniformsLib.aomap,UniformsLib.lightmap,UniformsLib.emissivemap,UniformsLib.bumpmap,UniformsLib.normalmap,UniformsLib.displacementmap,UniformsLib.gradientmap,UniformsLib.fog,UniformsLib.lights,{emissive:{value:new Color(0x000000)},specular:{value:new Color(0x111111)},shininess:{value:30}}]),vertexShader:ShaderChunk.meshphong_vert,fragmentShader:ShaderChunk.meshphong_frag},standard:{uniforms:mergeUniforms([UniformsLib.common,UniformsLib.envmap,UniformsLib.aomap,UniformsLib.lightmap,UniformsLib.emissivemap,UniformsLib.bumpmap,UniformsLib.normalmap,UniformsLib.displacementmap,UniformsLib.roughnessmap,UniformsLib.metalnessmap,UniformsLib.fog,UniformsLib.lights,{emissive:{value:new Color(0x000000)},roughness:{value:0.5},metalness:{value:0.5},envMapIntensity:{value:1}// temporary - }]),vertexShader:ShaderChunk.meshphysical_vert,fragmentShader:ShaderChunk.meshphysical_frag},matcap:{uniforms:mergeUniforms([UniformsLib.common,UniformsLib.bumpmap,UniformsLib.normalmap,UniformsLib.displacementmap,UniformsLib.fog,{matcap:{value:null}}]),vertexShader:ShaderChunk.meshmatcap_vert,fragmentShader:ShaderChunk.meshmatcap_frag},points:{uniforms:mergeUniforms([UniformsLib.points,UniformsLib.fog]),vertexShader:ShaderChunk.points_vert,fragmentShader:ShaderChunk.points_frag},dashed:{uniforms:mergeUniforms([UniformsLib.common,UniformsLib.fog,{scale:{value:1},dashSize:{value:1},totalSize:{value:2}}]),vertexShader:ShaderChunk.linedashed_vert,fragmentShader:ShaderChunk.linedashed_frag},depth:{uniforms:mergeUniforms([UniformsLib.common,UniformsLib.displacementmap]),vertexShader:ShaderChunk.depth_vert,fragmentShader:ShaderChunk.depth_frag},normal:{uniforms:mergeUniforms([UniformsLib.common,UniformsLib.bumpmap,UniformsLib.normalmap,UniformsLib.displacementmap,{opacity:{value:1.0}}]),vertexShader:ShaderChunk.normal_vert,fragmentShader:ShaderChunk.normal_frag},sprite:{uniforms:mergeUniforms([UniformsLib.sprite,UniformsLib.fog]),vertexShader:ShaderChunk.sprite_vert,fragmentShader:ShaderChunk.sprite_frag},background:{uniforms:{uvTransform:{value:new Matrix3()},t2D:{value:null}},vertexShader:ShaderChunk.background_vert,fragmentShader:ShaderChunk.background_frag},/* ------------------------------------------------------------------------- + */var ShaderLib={basic:{uniforms:mergeUniforms([UniformsLib.common,UniformsLib.specularmap,UniformsLib.envmap,UniformsLib.aomap,UniformsLib.lightmap,UniformsLib.fog]),vertexShader:ShaderChunk.meshbasic_vert,fragmentShader:ShaderChunk.meshbasic_frag},lambert:{uniforms:mergeUniforms([UniformsLib.common,UniformsLib.specularmap,UniformsLib.envmap,UniformsLib.aomap,UniformsLib.lightmap,UniformsLib.emissivemap,UniformsLib.fog,UniformsLib.lights,{emissive:{value:new Color(0x000000)}}]),vertexShader:ShaderChunk.meshlambert_vert,fragmentShader:ShaderChunk.meshlambert_frag},phong:{uniforms:mergeUniforms([UniformsLib.common,UniformsLib.specularmap,UniformsLib.envmap,UniformsLib.aomap,UniformsLib.lightmap,UniformsLib.emissivemap,UniformsLib.bumpmap,UniformsLib.normalmap,UniformsLib.displacementmap,UniformsLib.fog,UniformsLib.lights,{emissive:{value:new Color(0x000000)},specular:{value:new Color(0x111111)},shininess:{value:30}}]),vertexShader:ShaderChunk.meshphong_vert,fragmentShader:ShaderChunk.meshphong_frag},standard:{uniforms:mergeUniforms([UniformsLib.common,UniformsLib.envmap,UniformsLib.aomap,UniformsLib.lightmap,UniformsLib.emissivemap,UniformsLib.bumpmap,UniformsLib.normalmap,UniformsLib.displacementmap,UniformsLib.roughnessmap,UniformsLib.metalnessmap,UniformsLib.fog,UniformsLib.lights,{emissive:{value:new Color(0x000000)},roughness:{value:0.5},metalness:{value:0.5},envMapIntensity:{value:1}// temporary + }]),vertexShader:ShaderChunk.meshphysical_vert,fragmentShader:ShaderChunk.meshphysical_frag},toon:{uniforms:mergeUniforms([UniformsLib.common,UniformsLib.specularmap,UniformsLib.aomap,UniformsLib.lightmap,UniformsLib.emissivemap,UniformsLib.bumpmap,UniformsLib.normalmap,UniformsLib.displacementmap,UniformsLib.gradientmap,UniformsLib.fog,UniformsLib.lights,{emissive:{value:new Color(0x000000)},specular:{value:new Color(0x111111)},shininess:{value:30}}]),vertexShader:ShaderChunk.meshtoon_vert,fragmentShader:ShaderChunk.meshtoon_frag},matcap:{uniforms:mergeUniforms([UniformsLib.common,UniformsLib.bumpmap,UniformsLib.normalmap,UniformsLib.displacementmap,UniformsLib.fog,{matcap:{value:null}}]),vertexShader:ShaderChunk.meshmatcap_vert,fragmentShader:ShaderChunk.meshmatcap_frag},points:{uniforms:mergeUniforms([UniformsLib.points,UniformsLib.fog]),vertexShader:ShaderChunk.points_vert,fragmentShader:ShaderChunk.points_frag},dashed:{uniforms:mergeUniforms([UniformsLib.common,UniformsLib.fog,{scale:{value:1},dashSize:{value:1},totalSize:{value:2}}]),vertexShader:ShaderChunk.linedashed_vert,fragmentShader:ShaderChunk.linedashed_frag},depth:{uniforms:mergeUniforms([UniformsLib.common,UniformsLib.displacementmap]),vertexShader:ShaderChunk.depth_vert,fragmentShader:ShaderChunk.depth_frag},normal:{uniforms:mergeUniforms([UniformsLib.common,UniformsLib.bumpmap,UniformsLib.normalmap,UniformsLib.displacementmap,{opacity:{value:1.0}}]),vertexShader:ShaderChunk.normal_vert,fragmentShader:ShaderChunk.normal_frag},sprite:{uniforms:mergeUniforms([UniformsLib.sprite,UniformsLib.fog]),vertexShader:ShaderChunk.sprite_vert,fragmentShader:ShaderChunk.sprite_frag},background:{uniforms:{uvTransform:{value:new Matrix3()},t2D:{value:null}},vertexShader:ShaderChunk.background_vert,fragmentShader:ShaderChunk.background_frag},/* ------------------------------------------------------------------------- // Cube map shader - ------------------------------------------------------------------------- */cube:{uniforms:{tCube:{value:null},tFlip:{value:-1},opacity:{value:1.0}},vertexShader:ShaderChunk.cube_vert,fragmentShader:ShaderChunk.cube_frag},equirect:{uniforms:{tEquirect:{value:null}},vertexShader:ShaderChunk.equirect_vert,fragmentShader:ShaderChunk.equirect_frag},distanceRGBA:{uniforms:mergeUniforms([UniformsLib.common,UniformsLib.displacementmap,{referencePosition:{value:new Vector3()},nearDistance:{value:1},farDistance:{value:1000}}]),vertexShader:ShaderChunk.distanceRGBA_vert,fragmentShader:ShaderChunk.distanceRGBA_frag},shadow:{uniforms:mergeUniforms([UniformsLib.lights,UniformsLib.fog,{color:{value:new Color(0x00000)},opacity:{value:1.0}}]),vertexShader:ShaderChunk.shadow_vert,fragmentShader:ShaderChunk.shadow_frag}};ShaderLib.physical={uniforms:mergeUniforms([ShaderLib.standard.uniforms,{transparency:{value:0},clearcoat:{value:0},clearcoatRoughness:{value:0},sheen:{value:new Color(0x000000)},clearcoatNormalScale:{value:new Vector2(1,1)},clearcoatNormalMap:{value:null}}]),vertexShader:ShaderChunk.meshphysical_vert,fragmentShader:ShaderChunk.meshphysical_frag};/** + ------------------------------------------------------------------------- */cube:{uniforms:mergeUniforms([UniformsLib.envmap,{opacity:{value:1.0}}]),vertexShader:ShaderChunk.cube_vert,fragmentShader:ShaderChunk.cube_frag},equirect:{uniforms:{tEquirect:{value:null}},vertexShader:ShaderChunk.equirect_vert,fragmentShader:ShaderChunk.equirect_frag},distanceRGBA:{uniforms:mergeUniforms([UniformsLib.common,UniformsLib.displacementmap,{referencePosition:{value:new Vector3()},nearDistance:{value:1},farDistance:{value:1000}}]),vertexShader:ShaderChunk.distanceRGBA_vert,fragmentShader:ShaderChunk.distanceRGBA_frag},shadow:{uniforms:mergeUniforms([UniformsLib.lights,UniformsLib.fog,{color:{value:new Color(0x00000)},opacity:{value:1.0}}]),vertexShader:ShaderChunk.shadow_vert,fragmentShader:ShaderChunk.shadow_frag}};ShaderLib.physical={uniforms:mergeUniforms([ShaderLib.standard.uniforms,{transparency:{value:0},clearcoat:{value:0},clearcoatRoughness:{value:0},sheen:{value:new Color(0x000000)},clearcoatNormalScale:{value:new Vector2(1,1)},clearcoatNormalMap:{value:null}}]),vertexShader:ShaderChunk.meshphysical_vert,fragmentShader:ShaderChunk.meshphysical_frag};/** * @author mrdoob / http://mrdoob.com/ */function WebGLAnimation(){var context=null;var isAnimating=false;var animationLoop=null;function onAnimationFrame(time,frame){if(isAnimating===false)return;animationLoop(time,frame);context.requestAnimationFrame(onAnimationFrame);}return {start:function start(){if(isAnimating===true)return;if(animationLoop===null)return;context.requestAnimationFrame(onAnimationFrame);isAnimating=true;},stop:function stop(){isAnimating=false;},setAnimationLoop:function setAnimationLoop(callback){animationLoop=callback;},setContext:function setContext(value){context=value;}};}/** * @author mrdoob / http://mrdoob.com/ @@ -17991,8 +17992,8 @@ // so we can recompile the material accordingly. var currentBackground=null;var currentBackgroundVersion=0;function render(renderList,scene,camera,forceClear){var background=scene.background;// Ignore background in AR // TODO: Reconsider this. - var vr=renderer.vr;var session=vr.getSession&&vr.getSession();if(session&&session.environmentBlendMode==='additive'){background=null;}if(background===null){setClear(clearColor,clearAlpha);currentBackground=null;currentBackgroundVersion=0;}else if(background&&background.isColor){setClear(background,1);forceClear=true;currentBackground=null;currentBackgroundVersion=0;}if(renderer.autoClear||forceClear){renderer.clear(renderer.autoClearColor,renderer.autoClearDepth,renderer.autoClearStencil);}if(background&&(background.isCubeTexture||background.isWebGLRenderTargetCube)){if(boxMesh===undefined){boxMesh=new Mesh(new BoxBufferGeometry(1,1,1),new ShaderMaterial({type:'BackgroundCubeMaterial',uniforms:cloneUniforms(ShaderLib.cube.uniforms),vertexShader:ShaderLib.cube.vertexShader,fragmentShader:ShaderLib.cube.fragmentShader,side:BackSide,depthTest:false,depthWrite:false,fog:false}));boxMesh.geometry.deleteAttribute('normal');boxMesh.geometry.deleteAttribute('uv');boxMesh.onBeforeRender=function(renderer,scene,camera){this.matrixWorld.copyPosition(camera.matrixWorld);};// enable code injection for non-built-in material - Object.defineProperty(boxMesh.material,'map',{get:function get(){return this.uniforms.tCube.value;}});objects.update(boxMesh);}var texture=background.isWebGLRenderTargetCube?background.texture:background;boxMesh.material.uniforms.tCube.value=texture;boxMesh.material.uniforms.tFlip.value=background.isWebGLRenderTargetCube?1:-1;if(currentBackground!==background||currentBackgroundVersion!==texture.version){boxMesh.material.needsUpdate=true;currentBackground=background;currentBackgroundVersion=texture.version;}// push to the pre-sorted opaque render list + var xr=renderer.xr;var session=xr.getSession&&xr.getSession();if(session&&session.environmentBlendMode==='additive'){background=null;}if(background===null){setClear(clearColor,clearAlpha);currentBackground=null;currentBackgroundVersion=0;}else if(background&&background.isColor){setClear(background,1);forceClear=true;currentBackground=null;currentBackgroundVersion=0;}if(renderer.autoClear||forceClear){renderer.clear(renderer.autoClearColor,renderer.autoClearDepth,renderer.autoClearStencil);}if(background&&(background.isCubeTexture||background.isWebGLRenderTargetCube||background.mapping===CubeUVReflectionMapping)){if(boxMesh===undefined){boxMesh=new Mesh(new BoxBufferGeometry(1,1,1),new ShaderMaterial({type:'BackgroundCubeMaterial',uniforms:cloneUniforms(ShaderLib.cube.uniforms),vertexShader:ShaderLib.cube.vertexShader,fragmentShader:ShaderLib.cube.fragmentShader,side:BackSide,depthTest:false,depthWrite:false,fog:false}));boxMesh.geometry.deleteAttribute('normal');boxMesh.geometry.deleteAttribute('uv');boxMesh.onBeforeRender=function(renderer,scene,camera){this.matrixWorld.copyPosition(camera.matrixWorld);};// enable code injection for non-built-in material + Object.defineProperty(boxMesh.material,'envMap',{get:function get(){return this.uniforms.envMap.value;}});objects.update(boxMesh);}var texture=background.isWebGLRenderTargetCube?background.texture:background;boxMesh.material.uniforms.envMap.value=texture;boxMesh.material.uniforms.flipEnvMap.value=texture.isCubeTexture?-1:1;if(currentBackground!==background||currentBackgroundVersion!==texture.version){boxMesh.material.needsUpdate=true;currentBackground=background;currentBackgroundVersion=texture.version;}// push to the pre-sorted opaque render list renderList.unshift(boxMesh,boxMesh.geometry,boxMesh.material,0,0,null);}else if(background&&background.isTexture){if(planeMesh===undefined){planeMesh=new Mesh(new PlaneBufferGeometry(2,2),new ShaderMaterial({type:'BackgroundMaterial',uniforms:cloneUniforms(ShaderLib.background.uniforms),vertexShader:ShaderLib.background.vertexShader,fragmentShader:ShaderLib.background.fragmentShader,side:FrontSide,depthTest:false,depthWrite:false,fog:false}));planeMesh.geometry.deleteAttribute('normal');// enable code injection for non-built-in material Object.defineProperty(planeMesh.material,'map',{get:function get(){return this.uniforms.t2D.value;}});objects.update(planeMesh);}planeMesh.material.uniforms.t2D.value=background;if(background.matrixAutoUpdate===true){background.updateMatrix();}planeMesh.material.uniforms.uvTransform.value.copy(background.matrix);if(currentBackground!==background||currentBackgroundVersion!==background.version){planeMesh.material.needsUpdate=true;currentBackground=background;currentBackgroundVersion=background.version;}// push to the pre-sorted opaque render list renderList.unshift(planeMesh,planeMesh.geometry,planeMesh.material,0,0,null);}}function setClear(color,alpha){state.buffers.color.setClear(color.r,color.g,color.b,alpha,premultipliedAlpha);}return {getClearColor:function getClearColor(){return clearColor;},setClearColor:function setClearColor(color,alpha){clearColor.set(color);clearAlpha=alpha!==undefined?alpha:1;setClear(clearColor,clearAlpha);},getClearAlpha:function getClearAlpha(){return clearAlpha;},setClearAlpha:function setClearAlpha(alpha){clearAlpha=alpha;setClear(clearColor,clearAlpha);},render:render};}/** @@ -18021,9 +18022,11 @@ */function WebGLIndexedBufferRenderer(gl,extensions,info,capabilities){var isWebGL2=capabilities.isWebGL2;var mode;function setMode(value){mode=value;}var type,bytesPerElement;function setIndex(value){type=value.type;bytesPerElement=value.bytesPerElement;}function render(start,count){gl.drawElements(mode,count,type,start*bytesPerElement);info.update(count,mode);}function renderInstances(geometry,start,count,primcount){if(primcount===0)return;var extension,methodName;if(isWebGL2){extension=gl;methodName='drawElementsInstanced';}else{extension=extensions.get('ANGLE_instanced_arrays');methodName='drawElementsInstancedANGLE';if(extension===null){console.error('THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.');return;}}extension[methodName](mode,count,type,start*bytesPerElement,primcount);info.update(count,mode,primcount);}// this.setMode=setMode;this.setIndex=setIndex;this.render=render;this.renderInstances=renderInstances;}/** * @author Mugen87 / https://github.com/Mugen87 - */function WebGLInfo(gl){var memory={geometries:0,textures:0};var render={frame:0,calls:0,triangles:0,points:0,lines:0};function update(count,mode,instanceCount){instanceCount=instanceCount||1;render.calls++;switch(mode){case 4:render.triangles+=instanceCount*(count/3);break;case 5:case 6:render.triangles+=instanceCount*(count-2);break;case 1:render.lines+=instanceCount*(count/2);break;case 3:render.lines+=instanceCount*(count-1);break;case 2:render.lines+=instanceCount*count;break;case 0:render.points+=instanceCount*count;break;default:console.error('THREE.WebGLInfo: Unknown draw mode:',mode);break;}}function reset(){render.frame++;render.calls=0;render.triangles=0;render.points=0;render.lines=0;}return {memory:memory,render:render,programs:null,autoReset:true,reset:reset,update:update};}/** + */function WebGLInfo(gl){var memory={geometries:0,textures:0};var render={frame:0,calls:0,triangles:0,points:0,lines:0};function update(count,mode,instanceCount){instanceCount=instanceCount||1;render.calls++;switch(mode){case 4:render.triangles+=instanceCount*(count/3);break;case 1:render.lines+=instanceCount*(count/2);break;case 3:render.lines+=instanceCount*(count-1);break;case 2:render.lines+=instanceCount*count;break;case 0:render.points+=instanceCount*count;break;default:console.error('THREE.WebGLInfo: Unknown draw mode:',mode);break;}}function reset(){render.frame++;render.calls=0;render.triangles=0;render.points=0;render.lines=0;}return {memory:memory,render:render,programs:null,autoReset:true,reset:reset,update:update};}/** * @author mrdoob / http://mrdoob.com/ - */function absNumericalSort(a,b){return Math.abs(b[1])-Math.abs(a[1]);}function WebGLMorphtargets(gl){var influencesList={};var morphInfluences=new Float32Array(8);function update(object,geometry,material,program){var objectInfluences=object.morphTargetInfluences;var length=objectInfluences.length;var influences=influencesList[geometry.id];if(influences===undefined){// initialise list + */function absNumericalSort(a,b){return Math.abs(b[1])-Math.abs(a[1]);}function WebGLMorphtargets(gl){var influencesList={};var morphInfluences=new Float32Array(8);function update(object,geometry,material,program){var objectInfluences=object.morphTargetInfluences;// When object doesn't have morph target influences defined, we treat it as a 0-length array + // This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences + var length=objectInfluences===undefined?0:objectInfluences.length;var influences=influencesList[geometry.id];if(influences===undefined){// initialise list influences=[];for(var i=0;i/gm;function resolveIncludes(string){return string.replace(includePattern,includeReplacer);}function includeReplacer(match,include){var string=ShaderChunk[include];if(string===undefined){throw new Error('Can not resolve #include <'+include+'>');}return resolveIncludes(string);}// Unroll Loops var loopPattern=/#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;function unrollLoops(string){return string.replace(loopPattern,loopReplacer);}function loopReplacer(match,start,end,snippet){var string='';for(var i=parseInt(start);i0?renderer.gammaFactor:1.0;var customExtensions=parameters.isWebGL2?'':generateExtensions(material.extensions,parameters,extensions);var customDefines=generateDefines(defines);var program=gl.createProgram();var prefixVertex,prefixFragment;var numMultiviewViews=parameters.numMultiviewViews;if(material.isRawShaderMaterial){prefixVertex=[customDefines].filter(filterEmptyLine).join('\n');if(prefixVertex.length>0){prefixVertex+='\n';}prefixFragment=[customExtensions,customDefines].filter(filterEmptyLine).join('\n');if(prefixFragment.length>0){prefixFragment+='\n';}}else{prefixVertex=[generatePrecision(parameters),'#define SHADER_NAME '+shader.name,customDefines,parameters.instancing?'#define USE_INSTANCING':'',parameters.supportsVertexTextures?'#define VERTEX_TEXTURES':'','#define GAMMA_FACTOR '+gammaFactorDefine,'#define MAX_BONES '+parameters.maxBones,parameters.useFog&¶meters.fog?'#define USE_FOG':'',parameters.useFog&¶meters.fogExp2?'#define FOG_EXP2':'',parameters.map?'#define USE_MAP':'',parameters.envMap?'#define USE_ENVMAP':'',parameters.envMap?'#define '+envMapModeDefine:'',parameters.lightMap?'#define USE_LIGHTMAP':'',parameters.aoMap?'#define USE_AOMAP':'',parameters.emissiveMap?'#define USE_EMISSIVEMAP':'',parameters.bumpMap?'#define USE_BUMPMAP':'',parameters.normalMap?'#define USE_NORMALMAP':'',parameters.normalMap&¶meters.objectSpaceNormalMap?'#define OBJECTSPACE_NORMALMAP':'',parameters.normalMap&¶meters.tangentSpaceNormalMap?'#define TANGENTSPACE_NORMALMAP':'',parameters.clearcoatNormalMap?'#define USE_CLEARCOAT_NORMALMAP':'',parameters.displacementMap&¶meters.supportsVertexTextures?'#define USE_DISPLACEMENTMAP':'',parameters.specularMap?'#define USE_SPECULARMAP':'',parameters.roughnessMap?'#define USE_ROUGHNESSMAP':'',parameters.metalnessMap?'#define USE_METALNESSMAP':'',parameters.alphaMap?'#define USE_ALPHAMAP':'',parameters.vertexTangents?'#define USE_TANGENT':'',parameters.vertexColors?'#define USE_COLOR':'',parameters.vertexUvs?'#define USE_UV':'',parameters.uvsVertexOnly?'#define UVS_VERTEX_ONLY':'',parameters.flatShading?'#define FLAT_SHADED':'',parameters.skinning?'#define USE_SKINNING':'',parameters.useVertexTexture?'#define BONE_TEXTURE':'',parameters.morphTargets?'#define USE_MORPHTARGETS':'',parameters.morphNormals&¶meters.flatShading===false?'#define USE_MORPHNORMALS':'',parameters.doubleSided?'#define DOUBLE_SIDED':'',parameters.flipSided?'#define FLIP_SIDED':'',parameters.shadowMapEnabled?'#define USE_SHADOWMAP':'',parameters.shadowMapEnabled?'#define '+shadowMapTypeDefine:'',parameters.sizeAttenuation?'#define USE_SIZEATTENUATION':'',parameters.logarithmicDepthBuffer?'#define USE_LOGDEPTHBUF':'',parameters.logarithmicDepthBuffer&&(parameters.isWebGL2||extensions.get('EXT_frag_depth'))?'#define USE_LOGDEPTHBUF_EXT':'','uniform mat4 modelMatrix;','uniform mat4 modelViewMatrix;','uniform mat4 projectionMatrix;','uniform mat4 viewMatrix;','uniform mat3 normalMatrix;','uniform vec3 cameraPosition;','uniform bool isOrthographic;','#ifdef USE_INSTANCING',' attribute mat4 instanceMatrix;','#endif','attribute vec3 position;','attribute vec3 normal;','attribute vec2 uv;','#ifdef USE_TANGENT',' attribute vec4 tangent;','#endif','#ifdef USE_COLOR',' attribute vec3 color;','#endif','#ifdef USE_MORPHTARGETS',' attribute vec3 morphTarget0;',' attribute vec3 morphTarget1;',' attribute vec3 morphTarget2;',' attribute vec3 morphTarget3;',' #ifdef USE_MORPHNORMALS',' attribute vec3 morphNormal0;',' attribute vec3 morphNormal1;',' attribute vec3 morphNormal2;',' attribute vec3 morphNormal3;',' #else',' attribute vec3 morphTarget4;',' attribute vec3 morphTarget5;',' attribute vec3 morphTarget6;',' attribute vec3 morphTarget7;',' #endif','#endif','#ifdef USE_SKINNING',' attribute vec4 skinIndex;',' attribute vec4 skinWeight;','#endif','\n'].filter(filterEmptyLine).join('\n');prefixFragment=[customExtensions,generatePrecision(parameters),'#define SHADER_NAME '+shader.name,customDefines,parameters.alphaTest?'#define ALPHATEST '+parameters.alphaTest+(parameters.alphaTest%1?'':'.0'):'',// add '.0' if integer + function generatePrecision(parameters){var precisionstring="precision "+parameters.precision+" float;\nprecision "+parameters.precision+" int;";if(parameters.precision==="highp"){precisionstring+="\n#define HIGH_PRECISION";}else if(parameters.precision==="mediump"){precisionstring+="\n#define MEDIUM_PRECISION";}else if(parameters.precision==="lowp"){precisionstring+="\n#define LOW_PRECISION";}return precisionstring;}function generateShadowMapTypeDefine(parameters){var shadowMapTypeDefine='SHADOWMAP_TYPE_BASIC';if(parameters.shadowMapType===PCFShadowMap){shadowMapTypeDefine='SHADOWMAP_TYPE_PCF';}else if(parameters.shadowMapType===PCFSoftShadowMap){shadowMapTypeDefine='SHADOWMAP_TYPE_PCF_SOFT';}else if(parameters.shadowMapType===VSMShadowMap){shadowMapTypeDefine='SHADOWMAP_TYPE_VSM';}return shadowMapTypeDefine;}function generateEnvMapTypeDefine(parameters){var envMapTypeDefine='ENVMAP_TYPE_CUBE';if(parameters.envMap){switch(parameters.envMapMode){case CubeReflectionMapping:case CubeRefractionMapping:envMapTypeDefine='ENVMAP_TYPE_CUBE';break;case CubeUVReflectionMapping:case CubeUVRefractionMapping:envMapTypeDefine='ENVMAP_TYPE_CUBE_UV';break;case EquirectangularReflectionMapping:case EquirectangularRefractionMapping:envMapTypeDefine='ENVMAP_TYPE_EQUIREC';break;case SphericalReflectionMapping:envMapTypeDefine='ENVMAP_TYPE_SPHERE';break;}}return envMapTypeDefine;}function generateEnvMapModeDefine(parameters){var envMapModeDefine='ENVMAP_MODE_REFLECTION';if(parameters.envMap){switch(parameters.envMapMode){case CubeRefractionMapping:case EquirectangularRefractionMapping:envMapModeDefine='ENVMAP_MODE_REFRACTION';break;}}return envMapModeDefine;}function generateEnvMapBlendingDefine(parameters){var envMapBlendingDefine='ENVMAP_BLENDING_NONE';if(parameters.envMap){switch(parameters.combine){case MultiplyOperation:envMapBlendingDefine='ENVMAP_BLENDING_MULTIPLY';break;case MixOperation:envMapBlendingDefine='ENVMAP_BLENDING_MIX';break;case AddOperation:envMapBlendingDefine='ENVMAP_BLENDING_ADD';break;}}return envMapBlendingDefine;}function WebGLProgram(renderer,extensions,cacheKey,material,shader,parameters){var gl=renderer.getContext();var defines=material.defines;var vertexShader=shader.vertexShader;var fragmentShader=shader.fragmentShader;var shadowMapTypeDefine=generateShadowMapTypeDefine(parameters);var envMapTypeDefine=generateEnvMapTypeDefine(parameters);var envMapModeDefine=generateEnvMapModeDefine(parameters);var envMapBlendingDefine=generateEnvMapBlendingDefine(parameters);var gammaFactorDefine=renderer.gammaFactor>0?renderer.gammaFactor:1.0;var customExtensions=parameters.isWebGL2?'':generateExtensions(material.extensions,parameters,extensions);var customDefines=generateDefines(defines);var program=gl.createProgram();var prefixVertex,prefixFragment;var numMultiviewViews=parameters.numMultiviewViews;if(material.isRawShaderMaterial){prefixVertex=[customDefines].filter(filterEmptyLine).join('\n');if(prefixVertex.length>0){prefixVertex+='\n';}prefixFragment=[customExtensions,customDefines].filter(filterEmptyLine).join('\n');if(prefixFragment.length>0){prefixFragment+='\n';}}else{prefixVertex=[generatePrecision(parameters),'#define SHADER_NAME '+shader.name,customDefines,parameters.instancing?'#define USE_INSTANCING':'',parameters.supportsVertexTextures?'#define VERTEX_TEXTURES':'','#define GAMMA_FACTOR '+gammaFactorDefine,'#define MAX_BONES '+parameters.maxBones,parameters.useFog&¶meters.fog?'#define USE_FOG':'',parameters.useFog&¶meters.fogExp2?'#define FOG_EXP2':'',parameters.map?'#define USE_MAP':'',parameters.envMap?'#define USE_ENVMAP':'',parameters.envMap?'#define '+envMapModeDefine:'',parameters.lightMap?'#define USE_LIGHTMAP':'',parameters.aoMap?'#define USE_AOMAP':'',parameters.emissiveMap?'#define USE_EMISSIVEMAP':'',parameters.bumpMap?'#define USE_BUMPMAP':'',parameters.normalMap?'#define USE_NORMALMAP':'',parameters.normalMap&¶meters.objectSpaceNormalMap?'#define OBJECTSPACE_NORMALMAP':'',parameters.normalMap&¶meters.tangentSpaceNormalMap?'#define TANGENTSPACE_NORMALMAP':'',parameters.clearcoatNormalMap?'#define USE_CLEARCOAT_NORMALMAP':'',parameters.displacementMap&¶meters.supportsVertexTextures?'#define USE_DISPLACEMENTMAP':'',parameters.specularMap?'#define USE_SPECULARMAP':'',parameters.roughnessMap?'#define USE_ROUGHNESSMAP':'',parameters.metalnessMap?'#define USE_METALNESSMAP':'',parameters.alphaMap?'#define USE_ALPHAMAP':'',parameters.vertexTangents?'#define USE_TANGENT':'',parameters.vertexColors?'#define USE_COLOR':'',parameters.vertexUvs?'#define USE_UV':'',parameters.uvsVertexOnly?'#define UVS_VERTEX_ONLY':'',parameters.flatShading?'#define FLAT_SHADED':'',parameters.skinning?'#define USE_SKINNING':'',parameters.useVertexTexture?'#define BONE_TEXTURE':'',parameters.morphTargets?'#define USE_MORPHTARGETS':'',parameters.morphNormals&¶meters.flatShading===false?'#define USE_MORPHNORMALS':'',parameters.doubleSided?'#define DOUBLE_SIDED':'',parameters.flipSided?'#define FLIP_SIDED':'',parameters.shadowMapEnabled?'#define USE_SHADOWMAP':'',parameters.shadowMapEnabled?'#define '+shadowMapTypeDefine:'',parameters.sizeAttenuation?'#define USE_SIZEATTENUATION':'',parameters.logarithmicDepthBuffer?'#define USE_LOGDEPTHBUF':'',parameters.logarithmicDepthBuffer&&(parameters.isWebGL2||extensions.get('EXT_frag_depth'))?'#define USE_LOGDEPTHBUF_EXT':'','uniform mat4 modelMatrix;','uniform mat4 modelViewMatrix;','uniform mat4 projectionMatrix;','uniform mat4 viewMatrix;','uniform mat3 normalMatrix;','uniform vec3 cameraPosition;','uniform bool isOrthographic;','#ifdef USE_INSTANCING',' attribute mat4 instanceMatrix;','#endif','attribute vec3 position;','attribute vec3 normal;','attribute vec2 uv;','#ifdef USE_TANGENT',' attribute vec4 tangent;','#endif','#ifdef USE_COLOR',' attribute vec3 color;','#endif','#ifdef USE_MORPHTARGETS',' attribute vec3 morphTarget0;',' attribute vec3 morphTarget1;',' attribute vec3 morphTarget2;',' attribute vec3 morphTarget3;',' #ifdef USE_MORPHNORMALS',' attribute vec3 morphNormal0;',' attribute vec3 morphNormal1;',' attribute vec3 morphNormal2;',' attribute vec3 morphNormal3;',' #else',' attribute vec3 morphTarget4;',' attribute vec3 morphTarget5;',' attribute vec3 morphTarget6;',' attribute vec3 morphTarget7;',' #endif','#endif','#ifdef USE_SKINNING',' attribute vec4 skinIndex;',' attribute vec4 skinWeight;','#endif','\n'].filter(filterEmptyLine).join('\n');prefixFragment=[customExtensions,generatePrecision(parameters),'#define SHADER_NAME '+shader.name,customDefines,parameters.alphaTest?'#define ALPHATEST '+parameters.alphaTest+(parameters.alphaTest%1?'':'.0'):'',// add '.0' if integer '#define GAMMA_FACTOR '+gammaFactorDefine,parameters.useFog&¶meters.fog?'#define USE_FOG':'',parameters.useFog&¶meters.fogExp2?'#define FOG_EXP2':'',parameters.map?'#define USE_MAP':'',parameters.matcap?'#define USE_MATCAP':'',parameters.envMap?'#define USE_ENVMAP':'',parameters.envMap?'#define '+envMapTypeDefine:'',parameters.envMap?'#define '+envMapModeDefine:'',parameters.envMap?'#define '+envMapBlendingDefine:'',parameters.lightMap?'#define USE_LIGHTMAP':'',parameters.aoMap?'#define USE_AOMAP':'',parameters.emissiveMap?'#define USE_EMISSIVEMAP':'',parameters.bumpMap?'#define USE_BUMPMAP':'',parameters.normalMap?'#define USE_NORMALMAP':'',parameters.normalMap&¶meters.objectSpaceNormalMap?'#define OBJECTSPACE_NORMALMAP':'',parameters.normalMap&¶meters.tangentSpaceNormalMap?'#define TANGENTSPACE_NORMALMAP':'',parameters.clearcoatNormalMap?'#define USE_CLEARCOAT_NORMALMAP':'',parameters.specularMap?'#define USE_SPECULARMAP':'',parameters.roughnessMap?'#define USE_ROUGHNESSMAP':'',parameters.metalnessMap?'#define USE_METALNESSMAP':'',parameters.alphaMap?'#define USE_ALPHAMAP':'',parameters.sheen?'#define USE_SHEEN':'',parameters.vertexTangents?'#define USE_TANGENT':'',parameters.vertexColors?'#define USE_COLOR':'',parameters.vertexUvs?'#define USE_UV':'',parameters.uvsVertexOnly?'#define UVS_VERTEX_ONLY':'',parameters.gradientMap?'#define USE_GRADIENTMAP':'',parameters.flatShading?'#define FLAT_SHADED':'',parameters.doubleSided?'#define DOUBLE_SIDED':'',parameters.flipSided?'#define FLIP_SIDED':'',parameters.shadowMapEnabled?'#define USE_SHADOWMAP':'',parameters.shadowMapEnabled?'#define '+shadowMapTypeDefine:'',parameters.premultipliedAlpha?'#define PREMULTIPLIED_ALPHA':'',parameters.physicallyCorrectLights?'#define PHYSICALLY_CORRECT_LIGHTS':'',parameters.logarithmicDepthBuffer?'#define USE_LOGDEPTHBUF':'',parameters.logarithmicDepthBuffer&&(parameters.isWebGL2||extensions.get('EXT_frag_depth'))?'#define USE_LOGDEPTHBUF_EXT':'',((material.extensions?material.extensions.shaderTextureLOD:false)||parameters.envMap)&&(parameters.isWebGL2||extensions.get('EXT_shader_texture_lod'))?'#define TEXTURE_LOD_EXT':'','uniform mat4 viewMatrix;','uniform vec3 cameraPosition;','uniform bool isOrthographic;',parameters.toneMapping!==NoToneMapping?'#define TONE_MAPPING':'',parameters.toneMapping!==NoToneMapping?ShaderChunk['tonemapping_pars_fragment']:'',// this code is required here because it is used by the toneMapping() function defined below - parameters.toneMapping!==NoToneMapping?getToneMappingFunction('toneMapping',parameters.toneMapping):'',parameters.dithering?'#define DITHERING':'',parameters.outputEncoding||parameters.mapEncoding||parameters.matcapEncoding||parameters.envMapEncoding||parameters.emissiveMapEncoding?ShaderChunk['encodings_pars_fragment']:'',// this code is required here because it is used by the various encoding/decoding function defined below - parameters.mapEncoding?getTexelDecodingFunction('mapTexelToLinear',parameters.mapEncoding):'',parameters.matcapEncoding?getTexelDecodingFunction('matcapTexelToLinear',parameters.matcapEncoding):'',parameters.envMapEncoding?getTexelDecodingFunction('envMapTexelToLinear',parameters.envMapEncoding):'',parameters.emissiveMapEncoding?getTexelDecodingFunction('emissiveMapTexelToLinear',parameters.emissiveMapEncoding):'',parameters.outputEncoding?getTexelEncodingFunction('linearToOutputTexel',parameters.outputEncoding):'',parameters.depthPacking?'#define DEPTH_PACKING '+material.depthPacking:'','\n'].filter(filterEmptyLine).join('\n');}vertexShader=resolveIncludes(vertexShader);vertexShader=replaceLightNums(vertexShader,parameters);vertexShader=replaceClippingPlaneNums(vertexShader,parameters);fragmentShader=resolveIncludes(fragmentShader);fragmentShader=replaceLightNums(fragmentShader,parameters);fragmentShader=replaceClippingPlaneNums(fragmentShader,parameters);vertexShader=unrollLoops(vertexShader);fragmentShader=unrollLoops(fragmentShader);if(parameters.isWebGL2&&!material.isRawShaderMaterial){var isGLSL3ShaderMaterial=false;var versionRegex=/^\s*#version\s+300\s+es\s*\n/;if(material.isShaderMaterial&&vertexShader.match(versionRegex)!==null&&fragmentShader.match(versionRegex)!==null){isGLSL3ShaderMaterial=true;vertexShader=vertexShader.replace(versionRegex,'');fragmentShader=fragmentShader.replace(versionRegex,'');}// GLSL 3.0 conversion + parameters.toneMapping!==NoToneMapping?getToneMappingFunction('toneMapping',parameters.toneMapping):'',parameters.dithering?'#define DITHERING':'',parameters.outputEncoding||parameters.mapEncoding||parameters.matcapEncoding||parameters.envMapEncoding||parameters.emissiveMapEncoding||parameters.lightMapEncoding?ShaderChunk['encodings_pars_fragment']:'',// this code is required here because it is used by the various encoding/decoding function defined below + parameters.mapEncoding?getTexelDecodingFunction('mapTexelToLinear',parameters.mapEncoding):'',parameters.matcapEncoding?getTexelDecodingFunction('matcapTexelToLinear',parameters.matcapEncoding):'',parameters.envMapEncoding?getTexelDecodingFunction('envMapTexelToLinear',parameters.envMapEncoding):'',parameters.emissiveMapEncoding?getTexelDecodingFunction('emissiveMapTexelToLinear',parameters.emissiveMapEncoding):'',parameters.lightMapEncoding?getTexelDecodingFunction('lightMapTexelToLinear',parameters.lightMapEncoding):'',parameters.outputEncoding?getTexelEncodingFunction('linearToOutputTexel',parameters.outputEncoding):'',parameters.depthPacking?'#define DEPTH_PACKING '+material.depthPacking:'','\n'].filter(filterEmptyLine).join('\n');}vertexShader=resolveIncludes(vertexShader);vertexShader=replaceLightNums(vertexShader,parameters);vertexShader=replaceClippingPlaneNums(vertexShader,parameters);fragmentShader=resolveIncludes(fragmentShader);fragmentShader=replaceLightNums(fragmentShader,parameters);fragmentShader=replaceClippingPlaneNums(fragmentShader,parameters);vertexShader=unrollLoops(vertexShader);fragmentShader=unrollLoops(fragmentShader);if(parameters.isWebGL2&&!material.isRawShaderMaterial){var isGLSL3ShaderMaterial=false;var versionRegex=/^\s*#version\s+300\s+es\s*\n/;if(material.isShaderMaterial&&vertexShader.match(versionRegex)!==null&&fragmentShader.match(versionRegex)!==null){isGLSL3ShaderMaterial=true;vertexShader=vertexShader.replace(versionRegex,'');fragmentShader=fragmentShader.replace(versionRegex,'');}// GLSL 3.0 conversion prefixVertex=['#version 300 es\n','#define attribute in','#define varying out','#define texture2D texture'].join('\n')+'\n'+prefixVertex;prefixFragment=['#version 300 es\n','#define varying in',isGLSL3ShaderMaterial?'':'out highp vec4 pc_fragColor;',isGLSL3ShaderMaterial?'':'#define gl_FragColor pc_fragColor','#define gl_FragDepthEXT gl_FragDepth','#define texture2D texture','#define textureCube texture','#define texture2DProj textureProj','#define texture2DLodEXT textureLod','#define texture2DProjLodEXT textureProjLod','#define textureCubeLodEXT textureLod','#define texture2DGradEXT textureGrad','#define texture2DProjGradEXT textureProjGrad','#define textureCubeGradEXT textureGrad'].join('\n')+'\n'+prefixFragment;// Multiview if(numMultiviewViews>0){prefixVertex=prefixVertex.replace('#version 300 es\n',['#version 300 es\n','#extension GL_OVR_multiview2 : require','layout(num_views = '+numMultiviewViews+') in;','#define VIEW_ID gl_ViewID_OVR'].join('\n'));prefixVertex=prefixVertex.replace(['uniform mat4 modelViewMatrix;','uniform mat4 projectionMatrix;','uniform mat4 viewMatrix;','uniform mat3 normalMatrix;'].join('\n'),['uniform mat4 modelViewMatrices['+numMultiviewViews+'];','uniform mat4 projectionMatrices['+numMultiviewViews+'];','uniform mat4 viewMatrices['+numMultiviewViews+'];','uniform mat3 normalMatrices['+numMultiviewViews+'];','#define modelViewMatrix modelViewMatrices[VIEW_ID]','#define projectionMatrix projectionMatrices[VIEW_ID]','#define viewMatrix viewMatrices[VIEW_ID]','#define normalMatrix normalMatrices[VIEW_ID]'].join('\n'));prefixFragment=prefixFragment.replace('#version 300 es\n',['#version 300 es\n','#extension GL_OVR_multiview2 : require','#define VIEW_ID gl_ViewID_OVR'].join('\n'));prefixFragment=prefixFragment.replace('uniform mat4 viewMatrix;',['uniform mat4 viewMatrices['+numMultiviewViews+'];','#define viewMatrix viewMatrices[VIEW_ID]'].join('\n'));}}var vertexGlsl=prefixVertex+vertexShader;var fragmentGlsl=prefixFragment+fragmentShader;// console.log( '*VERTEX*', vertexGlsl ); // console.log( '*FRAGMENT*', fragmentGlsl ); @@ -18188,16 +18196,15 @@ this.destroy=function(){gl.deleteProgram(program);this.program=undefined;};// this.name=shader.name;this.id=programIdCount++;this.cacheKey=cacheKey;this.usedTimes=1;this.program=program;this.vertexShader=glVertexShader;this.fragmentShader=glFragmentShader;this.numMultiviewViews=numMultiviewViews;return this;}/** * @author mrdoob / http://mrdoob.com/ - */function WebGLPrograms(renderer,extensions,capabilities){var programs=[];var isWebGL2=capabilities.isWebGL2;var logarithmicDepthBuffer=capabilities.logarithmicDepthBuffer;var floatVertexTextures=capabilities.floatVertexTextures;var precision=capabilities.precision;var maxVertexUniforms=capabilities.maxVertexUniforms;var vertexTextures=capabilities.vertexTextures;var shaderIDs={MeshDepthMaterial:'depth',MeshDistanceMaterial:'distanceRGBA',MeshNormalMaterial:'normal',MeshBasicMaterial:'basic',MeshLambertMaterial:'lambert',MeshPhongMaterial:'phong',MeshToonMaterial:'phong',MeshStandardMaterial:'physical',MeshPhysicalMaterial:'physical',MeshMatcapMaterial:'matcap',LineBasicMaterial:'basic',LineDashedMaterial:'dashed',PointsMaterial:'points',ShadowMaterial:'shadow',SpriteMaterial:'sprite'};var parameterNames=["precision","isWebGL2","supportsVertexTextures","outputEncoding","instancing","numMultiviewViews","map","mapEncoding","matcap","matcapEncoding","envMap","envMapMode","envMapEncoding","envMapCubeUV","lightMap","aoMap","emissiveMap","emissiveMapEncoding","bumpMap","normalMap","objectSpaceNormalMap","tangentSpaceNormalMap","clearcoatNormalMap","displacementMap","specularMap","roughnessMap","metalnessMap","gradientMap","alphaMap","combine","vertexColors","vertexTangents","vertexUvs","uvsVertexOnly","fog","useFog","fogExp2","flatShading","sizeAttenuation","logarithmicDepthBuffer","skinning","maxBones","useVertexTexture","morphTargets","morphNormals","maxMorphTargets","maxMorphNormals","premultipliedAlpha","numDirLights","numPointLights","numSpotLights","numHemiLights","numRectAreaLights","numDirLightShadows","numPointLightShadows","numSpotLightShadows","shadowMapEnabled","shadowMapType","toneMapping",'physicallyCorrectLights',"alphaTest","doubleSided","flipSided","numClippingPlanes","numClipIntersection","depthPacking","dithering","sheen"];function allocateBones(object){var skeleton=object.skeleton;var bones=skeleton.bones;if(floatVertexTextures){return 1024;}else{// default for when object is not specified + */function WebGLPrograms(renderer,extensions,capabilities){var programs=[];var isWebGL2=capabilities.isWebGL2;var logarithmicDepthBuffer=capabilities.logarithmicDepthBuffer;var floatVertexTextures=capabilities.floatVertexTextures;var precision=capabilities.precision;var maxVertexUniforms=capabilities.maxVertexUniforms;var vertexTextures=capabilities.vertexTextures;var shaderIDs={MeshDepthMaterial:'depth',MeshDistanceMaterial:'distanceRGBA',MeshNormalMaterial:'normal',MeshBasicMaterial:'basic',MeshLambertMaterial:'lambert',MeshPhongMaterial:'phong',MeshToonMaterial:'toon',MeshStandardMaterial:'physical',MeshPhysicalMaterial:'physical',MeshMatcapMaterial:'matcap',LineBasicMaterial:'basic',LineDashedMaterial:'dashed',PointsMaterial:'points',ShadowMaterial:'shadow',SpriteMaterial:'sprite'};var parameterNames=["precision","isWebGL2","supportsVertexTextures","outputEncoding","instancing","numMultiviewViews","map","mapEncoding","matcap","matcapEncoding","envMap","envMapMode","envMapEncoding","envMapCubeUV","lightMap","lightMapEncoding","aoMap","emissiveMap","emissiveMapEncoding","bumpMap","normalMap","objectSpaceNormalMap","tangentSpaceNormalMap","clearcoatNormalMap","displacementMap","specularMap","roughnessMap","metalnessMap","gradientMap","alphaMap","combine","vertexColors","vertexTangents","vertexUvs","uvsVertexOnly","fog","useFog","fogExp2","flatShading","sizeAttenuation","logarithmicDepthBuffer","skinning","maxBones","useVertexTexture","morphTargets","morphNormals","maxMorphTargets","maxMorphNormals","premultipliedAlpha","numDirLights","numPointLights","numSpotLights","numHemiLights","numRectAreaLights","numDirLightShadows","numPointLightShadows","numSpotLightShadows","shadowMapEnabled","shadowMapType","toneMapping",'physicallyCorrectLights',"alphaTest","doubleSided","flipSided","numClippingPlanes","numClipIntersection","depthPacking","dithering","sheen"];function allocateBones(object){var skeleton=object.skeleton;var bones=skeleton.bones;if(floatVertexTextures){return 1024;}else{// default for when object is not specified // ( for example when prebuilding shader to be used with multiple objects ) // // - leave some extra space for other uniforms // - limit here is ANGLE's 254 max uniform vectors // (up to 54 should be safe) - var nVertexUniforms=maxVertexUniforms;var nVertexMatrices=Math.floor((nVertexUniforms-20)/4);var maxBones=Math.min(nVertexMatrices,bones.length);if(maxBones0,maxBones:maxBones,useVertexTexture:floatVertexTextures,morphTargets:material.morphTargets,morphNormals:material.morphNormals,maxMorphTargets:renderer.maxMorphTargets,maxMorphNormals:renderer.maxMorphNormals,numDirLights:lights.directional.length,numPointLights:lights.point.length,numSpotLights:lights.spot.length,numRectAreaLights:lights.rectArea.length,numHemiLights:lights.hemi.length,numDirLightShadows:lights.directionalShadowMap.length,numPointLightShadows:lights.pointShadowMap.length,numSpotLightShadows:lights.spotShadowMap.length,numClippingPlanes:nClipPlanes,numClipIntersection:nClipIntersection,dithering:material.dithering,shadowMapEnabled:renderer.shadowMap.enabled&&shadows.length>0,shadowMapType:renderer.shadowMap.type,toneMapping:material.toneMapped?renderer.toneMapping:NoToneMapping,physicallyCorrectLights:renderer.physicallyCorrectLights,premultipliedAlpha:material.premultipliedAlpha,alphaTest:material.alphaTest,doubleSided:material.side===DoubleSide,flipSided:material.side===BackSide,depthPacking:material.depthPacking!==undefined?material.depthPacking:false};return parameters;};this.getProgramCacheKey=function(material,parameters){var array=[];if(parameters.shaderID){array.push(parameters.shaderID);}else{array.push(material.fragmentShader);array.push(material.vertexShader);}if(material.defines!==undefined){for(var name in material.defines){array.push(name);array.push(material.defines[name]);}}for(var i=0;i0,maxBones:maxBones,useVertexTexture:floatVertexTextures,morphTargets:material.morphTargets,morphNormals:material.morphNormals,maxMorphTargets:renderer.maxMorphTargets,maxMorphNormals:renderer.maxMorphNormals,numDirLights:lights.directional.length,numPointLights:lights.point.length,numSpotLights:lights.spot.length,numRectAreaLights:lights.rectArea.length,numHemiLights:lights.hemi.length,numDirLightShadows:lights.directionalShadowMap.length,numPointLightShadows:lights.pointShadowMap.length,numSpotLightShadows:lights.spotShadowMap.length,numClippingPlanes:nClipPlanes,numClipIntersection:nClipIntersection,dithering:material.dithering,shadowMapEnabled:renderer.shadowMap.enabled&&shadows.length>0,shadowMapType:renderer.shadowMap.type,toneMapping:material.toneMapped?renderer.toneMapping:NoToneMapping,physicallyCorrectLights:renderer.physicallyCorrectLights,premultipliedAlpha:material.premultipliedAlpha,alphaTest:material.alphaTest,doubleSided:material.side===DoubleSide,flipSided:material.side===BackSide,depthPacking:material.depthPacking!==undefined?material.depthPacking:false};return parameters;};this.getProgramCacheKey=function(material,parameters){var array=[];if(parameters.shaderID){array.push(parameters.shaderID);}else{array.push(material.fragmentShader);array.push(material.vertexShader);}if(material.defines!==undefined){for(var name in material.defines){array.push(name);array.push(material.defines[name]);}}if(material.isRawShaderMaterial===undefined){for(var i=0;i1)opaque.sort(painterSortStable);if(transparent.length>1)transparent.sort(reversePainterSortStable);}return {opaque:opaque,transparent:transparent,init:init,push:push,unshift:unshift,sort:sort};}function WebGLRenderLists(){var lists=new WeakMap();function onSceneDispose(event){var scene=event.target;scene.removeEventListener('dispose',onSceneDispose);lists["delete"](scene);}function get(scene,camera){var cameras=lists.get(scene);var list;if(cameras===undefined){list=new WebGLRenderList();lists.set(scene,new WeakMap());lists.get(scene).set(camera,list);scene.addEventListener('dispose',onSceneDispose);}else{list=cameras.get(camera);if(list===undefined){list=new WebGLRenderList();cameras.set(camera,list);}}return list;}function dispose(){lists=new WeakMap();}return {get:get,dispose:dispose};}/** + */function painterSortStable(a,b){if(a.groupOrder!==b.groupOrder){return a.groupOrder-b.groupOrder;}else if(a.renderOrder!==b.renderOrder){return a.renderOrder-b.renderOrder;}else if(a.program!==b.program){return a.program.id-b.program.id;}else if(a.material.id!==b.material.id){return a.material.id-b.material.id;}else if(a.z!==b.z){return a.z-b.z;}else{return a.id-b.id;}}function reversePainterSortStable(a,b){if(a.groupOrder!==b.groupOrder){return a.groupOrder-b.groupOrder;}else if(a.renderOrder!==b.renderOrder){return a.renderOrder-b.renderOrder;}else if(a.z!==b.z){return b.z-a.z;}else{return a.id-b.id;}}function WebGLRenderList(){var renderItems=[];var renderItemsIndex=0;var opaque=[];var transparent=[];var defaultProgram={id:-1};function init(){renderItemsIndex=0;opaque.length=0;transparent.length=0;}function getNextRenderItem(object,geometry,material,groupOrder,z,group){var renderItem=renderItems[renderItemsIndex];if(renderItem===undefined){renderItem={id:object.id,object:object,geometry:geometry,material:material,program:material.program||defaultProgram,groupOrder:groupOrder,renderOrder:object.renderOrder,z:z,group:group};renderItems[renderItemsIndex]=renderItem;}else{renderItem.id=object.id;renderItem.object=object;renderItem.geometry=geometry;renderItem.material=material;renderItem.program=material.program||defaultProgram;renderItem.groupOrder=groupOrder;renderItem.renderOrder=object.renderOrder;renderItem.z=z;renderItem.group=group;}renderItemsIndex++;return renderItem;}function push(object,geometry,material,groupOrder,z,group){var renderItem=getNextRenderItem(object,geometry,material,groupOrder,z,group);(material.transparent===true?transparent:opaque).push(renderItem);}function unshift(object,geometry,material,groupOrder,z,group){var renderItem=getNextRenderItem(object,geometry,material,groupOrder,z,group);(material.transparent===true?transparent:opaque).unshift(renderItem);}function sort(customOpaqueSort,customTransparentSort){if(opaque.length>1)opaque.sort(customOpaqueSort||painterSortStable);if(transparent.length>1)transparent.sort(customTransparentSort||reversePainterSortStable);}return {opaque:opaque,transparent:transparent,init:init,push:push,unshift:unshift,sort:sort};}function WebGLRenderLists(){var lists=new WeakMap();function onSceneDispose(event){var scene=event.target;scene.removeEventListener('dispose',onSceneDispose);lists["delete"](scene);}function get(scene,camera){var cameras=lists.get(scene);var list;if(cameras===undefined){list=new WebGLRenderList();lists.set(scene,new WeakMap());lists.get(scene).set(camera,list);scene.addEventListener('dispose',onSceneDispose);}else{list=cameras.get(camera);if(list===undefined){list=new WebGLRenderList();cameras.set(camera,list);}}return list;}function dispose(){lists=new WeakMap();}return {get:get,dispose:dispose};}/** * @author mrdoob / http://mrdoob.com/ */function UniformsCache(){var lights={};return {get:function get(light){if(lights[light.id]!==undefined){return lights[light.id];}var uniforms;switch(light.type){case'DirectionalLight':uniforms={direction:new Vector3(),color:new Color(),shadow:false,shadowBias:0,shadowRadius:1,shadowMapSize:new Vector2()};break;case'SpotLight':uniforms={position:new Vector3(),direction:new Vector3(),color:new Color(),distance:0,coneCos:0,penumbraCos:0,decay:0,shadow:false,shadowBias:0,shadowRadius:1,shadowMapSize:new Vector2()};break;case'PointLight':uniforms={position:new Vector3(),color:new Color(),distance:0,decay:0,shadow:false,shadowBias:0,shadowRadius:1,shadowMapSize:new Vector2(),shadowCameraNear:1,shadowCameraFar:1000};break;case'HemisphereLight':uniforms={direction:new Vector3(),skyColor:new Color(),groundColor:new Color()};break;case'RectAreaLight':uniforms={color:new Color(),position:new Vector3(),halfWidth:new Vector3(),halfHeight:new Vector3()// TODO (abelnation): set RectAreaLight shadow uniforms };break;}lights[light.id]=uniforms;return uniforms;}};}var nextVersion=0;function shadowCastingLightsFirst(lightA,lightB){return (lightB.castShadow?1:0)-(lightA.castShadow?1:0);}function WebGLLights(){var cache=new UniformsCache();var state={version:0,hash:{directionalLength:-1,pointLength:-1,spotLength:-1,rectAreaLength:-1,hemiLength:-1,numDirectionalShadows:-1,numPointShadows:-1,numSpotShadows:-1},ambient:[0,0,0],probe:[],directional:[],directionalShadowMap:[],directionalShadowMatrix:[],spot:[],spotShadowMap:[],spotShadowMatrix:[],rectArea:[],point:[],pointShadowMap:[],pointShadowMatrix:[],hemi:[],numDirectionalShadows:-1,numPointShadows:-1,numSpotShadows:-1};for(var i=0;i<9;i++){state.probe.push(new Vector3());}var vector3=new Vector3();var matrix4=new Matrix4();var matrix42=new Matrix4();function setup(lights,shadows,camera){var r=0,g=0,b=0;for(var i=0;i<9;i++){state.probe[i].set(0,0,0);}var directionalLength=0;var pointLength=0;var spotLength=0;var rectAreaLength=0;var hemiLength=0;var numDirectionalShadows=0;var numPointShadows=0;var numSpotShadows=0;var viewMatrix=camera.matrixWorldInverse;lights.sort(shadowCastingLightsFirst);for(var i=0,l=lights.length;i * * } - */function MeshDistanceMaterial(parameters){Material.call(this);this.type='MeshDistanceMaterial';this.referencePosition=new Vector3();this.nearDistance=1;this.farDistance=1000;this.skinning=false;this.morphTargets=false;this.map=null;this.alphaMap=null;this.displacementMap=null;this.displacementScale=1;this.displacementBias=0;this.fog=false;this.setValues(parameters);}MeshDistanceMaterial.prototype=Object.create(Material.prototype);MeshDistanceMaterial.prototype.constructor=MeshDistanceMaterial;MeshDistanceMaterial.prototype.isMeshDistanceMaterial=true;MeshDistanceMaterial.prototype.copy=function(source){Material.prototype.copy.call(this,source);this.referencePosition.copy(source.referencePosition);this.nearDistance=source.nearDistance;this.farDistance=source.farDistance;this.skinning=source.skinning;this.morphTargets=source.morphTargets;this.map=source.map;this.alphaMap=source.alphaMap;this.displacementMap=source.displacementMap;this.displacementScale=source.displacementScale;this.displacementBias=source.displacementBias;return this;};var vsm_frag="uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include \nvoid main() {\n float mean = 0.0;\n float squared_mean = 0.0;\n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\n for ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n #ifdef HORIZONAL_PASS\n vec2 distribution = unpack2HalfToRGBA ( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n mean += distribution.x;\n squared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n #else\n float depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\n mean += depth;\n squared_mean += depth * depth;\n #endif\n }\n mean = mean * HALF_SAMPLE_RATE;\n squared_mean = squared_mean * HALF_SAMPLE_RATE;\n float std_dev = sqrt( squared_mean - mean * mean );\n gl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}";var vsm_vert="void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";/** + */function MeshDistanceMaterial(parameters){Material.call(this);this.type='MeshDistanceMaterial';this.referencePosition=new Vector3();this.nearDistance=1;this.farDistance=1000;this.skinning=false;this.morphTargets=false;this.map=null;this.alphaMap=null;this.displacementMap=null;this.displacementScale=1;this.displacementBias=0;this.fog=false;this.setValues(parameters);}MeshDistanceMaterial.prototype=Object.create(Material.prototype);MeshDistanceMaterial.prototype.constructor=MeshDistanceMaterial;MeshDistanceMaterial.prototype.isMeshDistanceMaterial=true;MeshDistanceMaterial.prototype.copy=function(source){Material.prototype.copy.call(this,source);this.referencePosition.copy(source.referencePosition);this.nearDistance=source.nearDistance;this.farDistance=source.farDistance;this.skinning=source.skinning;this.morphTargets=source.morphTargets;this.map=source.map;this.alphaMap=source.alphaMap;this.displacementMap=source.displacementMap;this.displacementScale=source.displacementScale;this.displacementBias=source.displacementBias;return this;};var vsm_frag="uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include \nvoid main() {\n float mean = 0.0;\n float squared_mean = 0.0;\n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\n for ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n #ifdef HORIZONAL_PASS\n vec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n mean += distribution.x;\n squared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n #else\n float depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\n mean += depth;\n squared_mean += depth * depth;\n #endif\n }\n mean = mean * HALF_SAMPLE_RATE;\n squared_mean = squared_mean * HALF_SAMPLE_RATE;\n float std_dev = sqrt( squared_mean - mean * mean );\n gl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}";var vsm_vert="void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";/** * @author alteredq / http://alteredqualia.com/ * @author mrdoob / http://mrdoob.com/ */function WebGLShadowMap(_renderer,_objects,maxTextureSize){var _frustum=new Frustum(),_shadowMapSize=new Vector2(),_viewportSize=new Vector2(),_viewport=new Vector4(),_depthMaterials=[],_distanceMaterials=[],_materialCache={};var shadowSide={0:BackSide,1:FrontSide,2:DoubleSide};var shadowMaterialVertical=new ShaderMaterial({defines:{SAMPLE_RATE:2.0/8.0,HALF_SAMPLE_RATE:1.0/8.0},uniforms:{shadow_pass:{value:null},resolution:{value:new Vector2()},radius:{value:4.0}},vertexShader:vsm_vert,fragmentShader:vsm_frag});var shadowMaterialHorizonal=shadowMaterialVertical.clone();shadowMaterialHorizonal.defines.HORIZONAL_PASS=1;var fullScreenTri=new BufferGeometry();fullScreenTri.setAttribute("position",new BufferAttribute(new Float32Array([-1,-1,0.5,3,-1,0.5,-1,3,0.5]),3));var fullScreenMesh=new Mesh(fullScreenTri,shadowMaterialVertical);var scope=this;this.enabled=false;this.autoUpdate=true;this.needsUpdate=false;this.type=PCFShadowMap;this.render=function(lights,scene,camera){if(scope.enabled===false)return;if(scope.autoUpdate===false&&scope.needsUpdate===false)return;if(lights.length===0)return;var currentRenderTarget=_renderer.getRenderTarget();var activeCubeFace=_renderer.getActiveCubeFace();var activeMipmapLevel=_renderer.getActiveMipmapLevel();var _state=_renderer.state;// Set GL state for depth map. @@ -18284,19 +18291,21 @@ * @author mrdoob / http://mrdoob.com/ */function WebGLTextures(_gl,extensions,state,properties,capabilities,utils,info){var _wrappingToGL,_filterToGL;var isWebGL2=capabilities.isWebGL2;var maxTextures=capabilities.maxTextures;var maxCubemapSize=capabilities.maxCubemapSize;var maxTextureSize=capabilities.maxTextureSize;var maxSamples=capabilities.maxSamples;var _videoTextures=new WeakMap();var _canvas;// cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas, // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")! - var useOffscreenCanvas=typeof OffscreenCanvas!=='undefined'&&new OffscreenCanvas(1,1).getContext("2d")!==null;function createCanvas(width,height){// Use OffscreenCanvas when available. Specially needed in web workers + // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d). + var useOffscreenCanvas=false;try{useOffscreenCanvas=typeof OffscreenCanvas!=='undefined'&&new OffscreenCanvas(1,1).getContext("2d")!==null;}catch(err){// Ignore any errors + }function createCanvas(width,height){// Use OffscreenCanvas when available. Specially needed in web workers return useOffscreenCanvas?new OffscreenCanvas(width,height):document.createElementNS('http://www.w3.org/1999/xhtml','canvas');}function resizeImage(image,needsPowerOfTwo,needsNewCanvas,maxSize){var scale=1;// handle case if texture exceeds max size if(image.width>maxSize||image.height>maxSize){scale=maxSize/Math.max(image.width,image.height);}// only perform resize if necessary if(scale<1||needsPowerOfTwo===true){// only perform resize for certain image types if(typeof HTMLImageElement!=='undefined'&&image instanceof HTMLImageElement||typeof HTMLCanvasElement!=='undefined'&&image instanceof HTMLCanvasElement||typeof ImageBitmap!=='undefined'&&image instanceof ImageBitmap){var floor=needsPowerOfTwo?_Math.floorPowerOfTwo:Math.floor;var width=floor(scale*image.width);var height=floor(scale*image.height);if(_canvas===undefined)_canvas=createCanvas(width,height);// cube textures can't reuse the same canvas var canvas=needsNewCanvas?createCanvas(width,height):_canvas;canvas.width=width;canvas.height=height;var context=canvas.getContext('2d');context.drawImage(image,0,0,width,height);console.warn('THREE.WebGLRenderer: Texture has been resized from ('+image.width+'x'+image.height+') to ('+width+'x'+height+').');return canvas;}else{if('data'in image){console.warn('THREE.WebGLRenderer: Image in DataTexture is too big ('+image.width+'x'+image.height+').');}return image;}}return image;}function isPowerOfTwo(image){return _Math.isPowerOfTwo(image.width)&&_Math.isPowerOfTwo(image.height);}function textureNeedsPowerOfTwo(texture){if(isWebGL2)return false;return texture.wrapS!==ClampToEdgeWrapping||texture.wrapT!==ClampToEdgeWrapping||texture.minFilter!==NearestFilter&&texture.minFilter!==LinearFilter;}function textureNeedsGenerateMipmaps(texture,supportsMips){return texture.generateMipmaps&&supportsMips&&texture.minFilter!==NearestFilter&&texture.minFilter!==LinearFilter;}function generateMipmap(target,texture,width,height){_gl.generateMipmap(target);var textureProperties=properties.get(texture);// Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11 - textureProperties.__maxMipLevel=Math.log(Math.max(width,height))*Math.LOG2E;}function getInternalFormat(glFormat,glType){if(isWebGL2===false)return glFormat;var internalFormat=glFormat;if(glFormat===6403){if(glType===5126)internalFormat=33326;if(glType===5131)internalFormat=33325;if(glType===5121)internalFormat=33321;}if(glFormat===6407){if(glType===5126)internalFormat=34837;if(glType===5131)internalFormat=34843;if(glType===5121)internalFormat=32849;}if(glFormat===6408){if(glType===5126)internalFormat=34836;if(glType===5131)internalFormat=34842;if(glType===5121)internalFormat=32856;}if(internalFormat===33325||internalFormat===33326||internalFormat===34842||internalFormat===34836){extensions.get('EXT_color_buffer_float');}else if(internalFormat===34843||internalFormat===34837){console.warn('THREE.WebGLRenderer: Floating point textures with RGB format not supported. Please use RGBA instead.');}return internalFormat;}// Fallback filters for non-power-of-2 textures + textureProperties.__maxMipLevel=Math.log(Math.max(width,height))*Math.LOG2E;}function getInternalFormat(internalFormatName,glFormat,glType){if(isWebGL2===false)return glFormat;if(internalFormatName!==null){if(_gl[internalFormatName]!==undefined)return _gl[internalFormatName];console.warn('THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \''+internalFormatName+'\'');}var internalFormat=glFormat;if(glFormat===6403){if(glType===5126)internalFormat=33326;if(glType===5131)internalFormat=33325;if(glType===5121)internalFormat=33321;}if(glFormat===6407){if(glType===5126)internalFormat=34837;if(glType===5131)internalFormat=34843;if(glType===5121)internalFormat=32849;}if(glFormat===6408){if(glType===5126)internalFormat=34836;if(glType===5131)internalFormat=34842;if(glType===5121)internalFormat=32856;}if(internalFormat===33325||internalFormat===33326||internalFormat===34842||internalFormat===34836){extensions.get('EXT_color_buffer_float');}else if(internalFormat===34843||internalFormat===34837){console.warn('THREE.WebGLRenderer: Floating point textures with RGB format not supported. Please use RGBA instead.');}return internalFormat;}// Fallback filters for non-power-of-2 textures function filterFallback(f){if(f===NearestFilter||f===NearestMipmapNearestFilter||f===NearestMipmapLinearFilter){return 9728;}return 9729;}// function onTextureDispose(event){var texture=event.target;texture.removeEventListener('dispose',onTextureDispose);deallocateTexture(texture);if(texture.isVideoTexture){_videoTextures["delete"](texture);}info.memory.textures--;}function onRenderTargetDispose(event){var renderTarget=event.target;renderTarget.removeEventListener('dispose',onRenderTargetDispose);deallocateRenderTarget(renderTarget);info.memory.textures--;}// function deallocateTexture(texture){var textureProperties=properties.get(texture);if(textureProperties.__webglInit===undefined)return;_gl.deleteTexture(textureProperties.__webglTexture);properties.remove(texture);}function deallocateRenderTarget(renderTarget){var renderTargetProperties=properties.get(renderTarget);var textureProperties=properties.get(renderTarget.texture);if(!renderTarget)return;if(textureProperties.__webglTexture!==undefined){_gl.deleteTexture(textureProperties.__webglTexture);}if(renderTarget.depthTexture){renderTarget.depthTexture.dispose();}if(renderTarget.isWebGLRenderTargetCube){for(var i=0;i<6;i++){_gl.deleteFramebuffer(renderTargetProperties.__webglFramebuffer[i]);if(renderTargetProperties.__webglDepthbuffer)_gl.deleteRenderbuffer(renderTargetProperties.__webglDepthbuffer[i]);}}else{_gl.deleteFramebuffer(renderTargetProperties.__webglFramebuffer);if(renderTargetProperties.__webglDepthbuffer)_gl.deleteRenderbuffer(renderTargetProperties.__webglDepthbuffer);}if(renderTarget.isWebGLMultiviewRenderTarget){_gl.deleteTexture(renderTargetProperties.__webglColorTexture);_gl.deleteTexture(renderTargetProperties.__webglDepthStencilTexture);info.memory.textures-=2;for(var i=0,il=renderTargetProperties.__webglViewFramebuffers.length;i=maxTextures){console.warn('THREE.WebGLTextures: Trying to use '+textureUnit+' texture units while this GPU supports only '+maxTextures);}textureUnits+=1;return textureUnit;}// - function setTexture2D(texture,slot){var textureProperties=properties.get(texture);if(texture.isVideoTexture)updateVideoTexture(texture);if(texture.version>0&&textureProperties.__version!==texture.version){var image=texture.image;if(image===undefined){console.warn('THREE.WebGLRenderer: Texture marked for update but image is undefined');}else if(image.complete===false){console.warn('THREE.WebGLRenderer: Texture marked for update but image is incomplete');}else{uploadTexture(textureProperties,texture,slot);return;}}state.activeTexture(33984+slot);state.bindTexture(3553,textureProperties.__webglTexture);}function setTexture2DArray(texture,slot){var textureProperties=properties.get(texture);if(texture.version>0&&textureProperties.__version!==texture.version){uploadTexture(textureProperties,texture,slot);return;}state.activeTexture(33984+slot);state.bindTexture(35866,textureProperties.__webglTexture);}function setTexture3D(texture,slot){var textureProperties=properties.get(texture);if(texture.version>0&&textureProperties.__version!==texture.version){uploadTexture(textureProperties,texture,slot);return;}state.activeTexture(33984+slot);state.bindTexture(32879,textureProperties.__webglTexture);}function setTextureCube(texture,slot){if(texture.image.length!==6)return;var textureProperties=properties.get(texture);if(texture.version>0&&textureProperties.__version!==texture.version){initTexture(textureProperties,texture);state.activeTexture(33984+slot);state.bindTexture(34067,textureProperties.__webglTexture);_gl.pixelStorei(37440,texture.flipY);var isCompressed=texture&&texture.isCompressedTexture;var isDataTexture=texture.image[0]&&texture.image[0].isDataTexture;var cubeImage=[];for(var i=0;i<6;i++){if(!isCompressed&&!isDataTexture){cubeImage[i]=resizeImage(texture.image[i],false,true,maxCubemapSize);}else{cubeImage[i]=isDataTexture?texture.image[i].image:texture.image[i];}}var image=cubeImage[0],supportsMips=isPowerOfTwo(image)||isWebGL2,glFormat=utils.convert(texture.format),glType=utils.convert(texture.type),glInternalFormat=getInternalFormat(glFormat,glType);setTextureParameters(34067,texture,supportsMips);var mipmaps;if(isCompressed){for(var i=0;i<6;i++){mipmaps=cubeImage[i].mipmaps;for(var j=0;j1||properties.get(texture).__currentAnisotropy){_gl.texParameterf(textureType,extension.TEXTURE_MAX_ANISOTROPY_EXT,Math.min(texture.anisotropy,capabilities.getMaxAnisotropy()));properties.get(texture).__currentAnisotropy=texture.anisotropy;}}}function initTexture(textureProperties,texture){if(textureProperties.__webglInit===undefined){textureProperties.__webglInit=true;texture.addEventListener('dispose',onTextureDispose);textureProperties.__webglTexture=_gl.createTexture();info.memory.textures++;}}function uploadTexture(textureProperties,texture,slot){var textureType=3553;if(texture.isDataTexture2DArray)textureType=35866;if(texture.isDataTexture3D)textureType=32879;initTexture(textureProperties,texture);state.activeTexture(33984+slot);state.bindTexture(textureType,textureProperties.__webglTexture);_gl.pixelStorei(37440,texture.flipY);_gl.pixelStorei(37441,texture.premultiplyAlpha);_gl.pixelStorei(3317,texture.unpackAlignment);var needsPowerOfTwo=textureNeedsPowerOfTwo(texture)&&isPowerOfTwo(texture.image)===false;var image=resizeImage(texture.image,needsPowerOfTwo,false,maxTextureSize);var supportsMips=isPowerOfTwo(image)||isWebGL2,glFormat=utils.convert(texture.format),glType=utils.convert(texture.type),glInternalFormat=getInternalFormat(glFormat,glType);setTextureParameters(textureType,texture,supportsMips);var mipmap,mipmaps=texture.mipmaps;if(texture.isDepthTexture){// populate depth texture with dummy data + function setTexture2D(texture,slot){var textureProperties=properties.get(texture);if(texture.isVideoTexture)updateVideoTexture(texture);if(texture.version>0&&textureProperties.__version!==texture.version){var image=texture.image;if(image===undefined){console.warn('THREE.WebGLRenderer: Texture marked for update but image is undefined');}else if(image.complete===false){console.warn('THREE.WebGLRenderer: Texture marked for update but image is incomplete');}else{uploadTexture(textureProperties,texture,slot);return;}}state.activeTexture(33984+slot);state.bindTexture(3553,textureProperties.__webglTexture);}function setTexture2DArray(texture,slot){var textureProperties=properties.get(texture);if(texture.version>0&&textureProperties.__version!==texture.version){uploadTexture(textureProperties,texture,slot);return;}state.activeTexture(33984+slot);state.bindTexture(35866,textureProperties.__webglTexture);}function setTexture3D(texture,slot){var textureProperties=properties.get(texture);if(texture.version>0&&textureProperties.__version!==texture.version){uploadTexture(textureProperties,texture,slot);return;}state.activeTexture(33984+slot);state.bindTexture(32879,textureProperties.__webglTexture);}function setTextureCube(texture,slot){if(texture.image.length!==6)return;var textureProperties=properties.get(texture);if(texture.version>0&&textureProperties.__version!==texture.version){initTexture(textureProperties,texture);state.activeTexture(33984+slot);state.bindTexture(34067,textureProperties.__webglTexture);_gl.pixelStorei(37440,texture.flipY);var isCompressed=texture&&texture.isCompressedTexture;var isDataTexture=texture.image[0]&&texture.image[0].isDataTexture;var cubeImage=[];for(var i=0;i<6;i++){if(!isCompressed&&!isDataTexture){cubeImage[i]=resizeImage(texture.image[i],false,true,maxCubemapSize);}else{cubeImage[i]=isDataTexture?texture.image[i].image:texture.image[i];}}var image=cubeImage[0],supportsMips=isPowerOfTwo(image)||isWebGL2,glFormat=utils.convert(texture.format),glType=utils.convert(texture.type),glInternalFormat=getInternalFormat(texture.internalFormat,glFormat,glType);setTextureParameters(34067,texture,supportsMips);var mipmaps;if(isCompressed){for(var i=0;i<6;i++){mipmaps=cubeImage[i].mipmaps;for(var j=0;j1||properties.get(texture).__currentAnisotropy){_gl.texParameterf(textureType,extension.TEXTURE_MAX_ANISOTROPY_EXT,Math.min(texture.anisotropy,capabilities.getMaxAnisotropy()));properties.get(texture).__currentAnisotropy=texture.anisotropy;}}}function initTexture(textureProperties,texture){if(textureProperties.__webglInit===undefined){textureProperties.__webglInit=true;texture.addEventListener('dispose',onTextureDispose);textureProperties.__webglTexture=_gl.createTexture();info.memory.textures++;}}function uploadTexture(textureProperties,texture,slot){var textureType=3553;if(texture.isDataTexture2DArray)textureType=35866;if(texture.isDataTexture3D)textureType=32879;initTexture(textureProperties,texture);state.activeTexture(33984+slot);state.bindTexture(textureType,textureProperties.__webglTexture);_gl.pixelStorei(37440,texture.flipY);_gl.pixelStorei(37441,texture.premultiplyAlpha);_gl.pixelStorei(3317,texture.unpackAlignment);var needsPowerOfTwo=textureNeedsPowerOfTwo(texture)&&isPowerOfTwo(texture.image)===false;var image=resizeImage(texture.image,needsPowerOfTwo,false,maxTextureSize);var supportsMips=isPowerOfTwo(image)||isWebGL2,glFormat=utils.convert(texture.format),glType=utils.convert(texture.type),glInternalFormat=getInternalFormat(texture.internalFormat,glFormat,glType);setTextureParameters(textureType,texture,supportsMips);var mipmap,mipmaps=texture.mipmaps;if(texture.isDepthTexture){// populate depth texture with dummy data glInternalFormat=6402;if(texture.type===FloatType){if(isWebGL2===false)throw new Error('Float Depth Texture only supported in WebGL2.0');glInternalFormat=36012;}else if(isWebGL2){// WebGL 2.0 requires signed internalformat for glTexImage2D glInternalFormat=33189;}if(texture.format===DepthFormat&&glInternalFormat===6402){// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT @@ -18313,15 +18322,15 @@ // use manually created mipmaps if available // if there are no manual mipmaps // set 0 level mipmap and then use GL to generate other mipmap levels - if(mipmaps.length>0&&supportsMips){for(var i=0,il=mipmaps.length;i0&&supportsMips){for(var i=0,il=mipmaps.length;imaxNumViews)return false;for(var i=1,il=cameras.length;i=0){var geometryAttribute=geometryAttributes[name];if(geometryAttribute!==undefined){var normalized=geometryAttribute.normalized;var size=geometryAttribute.itemSize;var attribute=attributes.get(geometryAttribute);// TODO Attribute may not be available on context restore if(attribute===undefined)continue;var buffer=attribute.buffer;var type=attribute.type;var bytesPerElement=attribute.bytesPerElement;if(geometryAttribute.isInterleavedBufferAttribute){var data=geometryAttribute.data;var stride=data.stride;var offset=geometryAttribute.offset;if(data&&data.isInstancedInterleavedBuffer){state.enableAttributeAndDivisor(programAttribute,data.meshPerAttribute);if(geometry.maxInstancedCount===undefined){geometry.maxInstancedCount=data.meshPerAttribute*data.count;}}else{state.enableAttribute(programAttribute);}_gl.bindBuffer(34962,buffer);_gl.vertexAttribPointer(programAttribute,size,type,normalized,stride*bytesPerElement,offset*bytesPerElement);}else{if(geometryAttribute.isInstancedBufferAttribute){state.enableAttributeAndDivisor(programAttribute,geometryAttribute.meshPerAttribute);if(geometry.maxInstancedCount===undefined){geometry.maxInstancedCount=geometryAttribute.meshPerAttribute*geometryAttribute.count;}}else{state.enableAttribute(programAttribute);}_gl.bindBuffer(34962,buffer);_gl.vertexAttribPointer(programAttribute,size,type,normalized,0,0);}}else if(name==='instanceMatrix'){var attribute=attributes.get(object.instanceMatrix);// TODO Attribute may not be available on context restore if(attribute===undefined)continue;var buffer=attribute.buffer;var type=attribute.type;state.enableAttributeAndDivisor(programAttribute+0,1);state.enableAttributeAndDivisor(programAttribute+1,1);state.enableAttributeAndDivisor(programAttribute+2,1);state.enableAttributeAndDivisor(programAttribute+3,1);_gl.bindBuffer(34962,buffer);_gl.vertexAttribPointer(programAttribute+0,4,type,false,64,0);_gl.vertexAttribPointer(programAttribute+1,4,type,false,64,16);_gl.vertexAttribPointer(programAttribute+2,4,type,false,64,32);_gl.vertexAttribPointer(programAttribute+3,4,type,false,64,48);}else if(materialDefaultAttributeValues!==undefined){var value=materialDefaultAttributeValues[name];if(value!==undefined){switch(value.length){case 2:_gl.vertexAttrib2fv(programAttribute,value);break;case 3:_gl.vertexAttrib3fv(programAttribute,value);break;case 4:_gl.vertexAttrib4fv(programAttribute,value);break;default:_gl.vertexAttrib1fv(programAttribute,value);}}}}}state.disableUnusedAttributes();}// Compile - this.compile=function(scene,camera){currentRenderState=renderStates.get(scene,camera);currentRenderState.init();scene.traverse(function(object){if(object.isLight){currentRenderState.pushLight(object);if(object.castShadow){currentRenderState.pushShadow(object);}}});currentRenderState.setupLights(camera);scene.traverse(function(object){if(object.material){if(Array.isArray(object.material)){for(var i=0;i=0){material.numSupportedMorphTargets++;}}}if(material.morphNormals){material.numSupportedMorphNormals=0;for(var i=0;i<_this.maxMorphNormals;i++){if(programAttributes['morphNormal'+i]>=0){material.numSupportedMorphNormals++;}}}var uniforms=materialProperties.shader.uniforms;if(!material.isShaderMaterial&&!material.isRawShaderMaterial||material.clipping===true){materialProperties.numClippingPlanes=_clipping.numPlanes;materialProperties.numIntersection=_clipping.numIntersection;uniforms.clippingPlanes=_clipping.uniform;}materialProperties.fog=fog;// store the light setup it was created for + programCacheKey=programCache.getProgramCacheKey(material,parameters);program=programCache.acquireProgram(material,materialProperties.shader,parameters,programCacheKey);materialProperties.program=program;materialProperties.environment=material.isMeshStandardMaterial?scene.environment:null;materialProperties.outputEncoding=_this.outputEncoding;material.program=program;}var programAttributes=program.getAttributes();if(material.morphTargets){material.numSupportedMorphTargets=0;for(var i=0;i<_this.maxMorphTargets;i++){if(programAttributes['morphTarget'+i]>=0){material.numSupportedMorphTargets++;}}}if(material.morphNormals){material.numSupportedMorphNormals=0;for(var i=0;i<_this.maxMorphNormals;i++){if(programAttributes['morphNormal'+i]>=0){material.numSupportedMorphNormals++;}}}var uniforms=materialProperties.shader.uniforms;if(!material.isShaderMaterial&&!material.isRawShaderMaterial||material.clipping===true){materialProperties.numClippingPlanes=_clipping.numPlanes;materialProperties.numIntersection=_clipping.numIntersection;uniforms.clippingPlanes=_clipping.uniform;}materialProperties.fog=scene.fog;// store the light setup it was created for materialProperties.needsLights=materialNeedsLights(material);materialProperties.lightsStateVersion=lightsStateVersion;if(materialProperties.needsLights){// wire up the material to this renderer's lighting state uniforms.ambientLightColor.value=lights.state.ambient;uniforms.lightProbe.value=lights.state.probe;uniforms.directionalLights.value=lights.state.directional;uniforms.spotLights.value=lights.state.spot;uniforms.rectAreaLights.value=lights.state.rectArea;uniforms.pointLights.value=lights.state.point;uniforms.hemisphereLights.value=lights.state.hemi;uniforms.directionalShadowMap.value=lights.state.directionalShadowMap;uniforms.directionalShadowMatrix.value=lights.state.directionalShadowMatrix;uniforms.spotShadowMap.value=lights.state.spotShadowMap;uniforms.spotShadowMatrix.value=lights.state.spotShadowMatrix;uniforms.pointShadowMap.value=lights.state.pointShadowMap;uniforms.pointShadowMatrix.value=lights.state.pointShadowMatrix;// TODO (abelnation): add area lights shadow info to uniforms - }var progUniforms=materialProperties.program.getUniforms(),uniformsList=WebGLUniforms.seqWithValue(progUniforms.seq,uniforms);materialProperties.uniformsList=uniformsList;}function setProgram(camera,fog,material,object){textures.resetTextureUnits();var materialProperties=properties.get(material);var lights=currentRenderState.state.lights;if(_clippingEnabled){if(_localClippingEnabled||camera!==_currentCamera){var useCache=camera===_currentCamera&&material.id===_currentMaterialId;// we might want to call this function with some ClippingGroup + }var progUniforms=materialProperties.program.getUniforms(),uniformsList=WebGLUniforms.seqWithValue(progUniforms.seq,uniforms);materialProperties.uniformsList=uniformsList;}function setProgram(camera,scene,material,object){textures.resetTextureUnits();var fog=scene.fog;var environment=material.isMeshStandardMaterial?scene.environment:null;var materialProperties=properties.get(material);var lights=currentRenderState.state.lights;if(_clippingEnabled){if(_localClippingEnabled||camera!==_currentCamera){var useCache=camera===_currentCamera&&material.id===_currentMaterialId;// we might want to call this function with some ClippingGroup // object instead of the material, once it becomes feasible // (#8465, #8379) - _clipping.setState(material.clippingPlanes,material.clipIntersection,material.clipShadows,camera,materialProperties,useCache);}}if(material.version===materialProperties.__version){if(materialProperties.program===undefined){material.needsUpdate=true;}else if(material.fog&&materialProperties.fog!==fog){material.needsUpdate=true;}else if(materialProperties.needsLights&&materialProperties.lightsStateVersion!==lights.state.version){material.needsUpdate=true;}else if(materialProperties.numClippingPlanes!==undefined&&(materialProperties.numClippingPlanes!==_clipping.numPlanes||materialProperties.numIntersection!==_clipping.numIntersection)){material.needsUpdate=true;}}if(material.version!==materialProperties.__version){initMaterial(material,fog,object);materialProperties.__version=material.version;}var refreshProgram=false;var refreshMaterial=false;var refreshLights=false;var program=materialProperties.program,p_uniforms=program.getUniforms(),m_uniforms=materialProperties.shader.uniforms;if(state.useProgram(program.program)){refreshProgram=true;refreshMaterial=true;refreshLights=true;}if(material.id!==_currentMaterialId){_currentMaterialId=material.id;refreshMaterial=true;}if(refreshProgram||_currentCamera!==camera){if(program.numMultiviewViews>0){multiview.updateCameraProjectionMatricesUniform(camera,p_uniforms);}else{p_uniforms.setValue(_gl,'projectionMatrix',camera.projectionMatrix);}if(capabilities.logarithmicDepthBuffer){p_uniforms.setValue(_gl,'logDepthBufFC',2.0/(Math.log(camera.far+1.0)/Math.LN2));}if(_currentCamera!==camera){_currentCamera=camera;// lighting uniforms depend on the camera so enforce an update + _clipping.setState(material.clippingPlanes,material.clipIntersection,material.clipShadows,camera,materialProperties,useCache);}}if(material.version===materialProperties.__version){if(materialProperties.program===undefined){material.needsUpdate=true;}else if(material.fog&&materialProperties.fog!==fog){material.needsUpdate=true;}else if(materialProperties.environment!==environment){material.needsUpdate=true;}else if(materialProperties.needsLights&&materialProperties.lightsStateVersion!==lights.state.version){material.needsUpdate=true;}else if(materialProperties.numClippingPlanes!==undefined&&(materialProperties.numClippingPlanes!==_clipping.numPlanes||materialProperties.numIntersection!==_clipping.numIntersection)){material.needsUpdate=true;}else if(materialProperties.outputEncoding!==_this.outputEncoding){material.needsUpdate=true;}}if(material.version!==materialProperties.__version){initMaterial(material,scene,object);materialProperties.__version=material.version;}var refreshProgram=false;var refreshMaterial=false;var refreshLights=false;var program=materialProperties.program,p_uniforms=program.getUniforms(),m_uniforms=materialProperties.shader.uniforms;if(state.useProgram(program.program)){refreshProgram=true;refreshMaterial=true;refreshLights=true;}if(material.id!==_currentMaterialId){_currentMaterialId=material.id;refreshMaterial=true;}if(refreshProgram||_currentCamera!==camera){if(program.numMultiviewViews>0){multiview.updateCameraProjectionMatricesUniform(camera,p_uniforms);}else{p_uniforms.setValue(_gl,'projectionMatrix',camera.projectionMatrix);}if(capabilities.logarithmicDepthBuffer){p_uniforms.setValue(_gl,'logDepthBufFC',2.0/(Math.log(camera.far+1.0)/Math.LN2));}if(_currentCamera!==camera){_currentCamera=camera;// lighting uniforms depend on the camera so enforce an update // now, in case this material supports lights - or later, when // the next material that does gets activated: refreshMaterial=true;// set to true on material change refreshLights=true;// remains set until update done }// load material specific uniforms // (shader material also gets them for the sake of genericity) - if(material.isShaderMaterial||material.isMeshPhongMaterial||material.isMeshStandardMaterial||material.envMap){var uCamPos=p_uniforms.map.cameraPosition;if(uCamPos!==undefined){uCamPos.setValue(_gl,_vector3.setFromMatrixPosition(camera.matrixWorld));}}if(material.isMeshPhongMaterial||material.isMeshLambertMaterial||material.isMeshBasicMaterial||material.isMeshStandardMaterial||material.isShaderMaterial){p_uniforms.setValue(_gl,'isOrthographic',camera.isOrthographicCamera===true);}if(material.isMeshPhongMaterial||material.isMeshLambertMaterial||material.isMeshBasicMaterial||material.isMeshStandardMaterial||material.isShaderMaterial||material.skinning){if(program.numMultiviewViews>0){multiview.updateCameraViewMatricesUniform(camera,p_uniforms);}else{p_uniforms.setValue(_gl,'viewMatrix',camera.matrixWorldInverse);}}}// skinning uniforms must be set even if material didn't change + if(material.isShaderMaterial||material.isMeshPhongMaterial||material.isMeshToonMaterial||material.isMeshStandardMaterial||material.envMap){var uCamPos=p_uniforms.map.cameraPosition;if(uCamPos!==undefined){uCamPos.setValue(_gl,_vector3.setFromMatrixPosition(camera.matrixWorld));}}if(material.isMeshPhongMaterial||material.isMeshToonMaterial||material.isMeshLambertMaterial||material.isMeshBasicMaterial||material.isMeshStandardMaterial||material.isShaderMaterial){p_uniforms.setValue(_gl,'isOrthographic',camera.isOrthographicCamera===true);}if(material.isMeshPhongMaterial||material.isMeshToonMaterial||material.isMeshLambertMaterial||material.isMeshBasicMaterial||material.isMeshStandardMaterial||material.isShaderMaterial||material.skinning){if(program.numMultiviewViews>0){multiview.updateCameraViewMatricesUniform(camera,p_uniforms);}else{p_uniforms.setValue(_gl,'viewMatrix',camera.matrixWorldInverse);}}}// skinning uniforms must be set even if material didn't change // auto-setting of texture unit for bone texture must go before other textures // not sure why, but otherwise weird things happen if(material.skinning){p_uniforms.setOptional(_gl,object,'bindMatrix');p_uniforms.setOptional(_gl,object,'bindMatrixInverse');var skeleton=object.skeleton;if(skeleton){var bones=skeleton.bones;if(capabilities.floatVertexTextures){if(skeleton.boneTexture===undefined){// layout (1 matrix = 4 pixels) @@ -18498,16 +18494,16 @@ // use the current material's .needsUpdate flags to set // the GL state when required markUniformsLightsNeedsUpdate(m_uniforms,refreshLights);}// refresh uniforms common to several materials - if(fog&&material.fog){refreshUniformsFog(m_uniforms,fog);}if(material.isMeshBasicMaterial){refreshUniformsCommon(m_uniforms,material);}else if(material.isMeshLambertMaterial){refreshUniformsCommon(m_uniforms,material);refreshUniformsLambert(m_uniforms,material);}else if(material.isMeshPhongMaterial){refreshUniformsCommon(m_uniforms,material);if(material.isMeshToonMaterial){refreshUniformsToon(m_uniforms,material);}else{refreshUniformsPhong(m_uniforms,material);}}else if(material.isMeshStandardMaterial){refreshUniformsCommon(m_uniforms,material);if(material.isMeshPhysicalMaterial){refreshUniformsPhysical(m_uniforms,material);}else{refreshUniformsStandard(m_uniforms,material);}}else if(material.isMeshMatcapMaterial){refreshUniformsCommon(m_uniforms,material);refreshUniformsMatcap(m_uniforms,material);}else if(material.isMeshDepthMaterial){refreshUniformsCommon(m_uniforms,material);refreshUniformsDepth(m_uniforms,material);}else if(material.isMeshDistanceMaterial){refreshUniformsCommon(m_uniforms,material);refreshUniformsDistance(m_uniforms,material);}else if(material.isMeshNormalMaterial){refreshUniformsCommon(m_uniforms,material);refreshUniformsNormal(m_uniforms,material);}else if(material.isLineBasicMaterial){refreshUniformsLine(m_uniforms,material);if(material.isLineDashedMaterial){refreshUniformsDash(m_uniforms,material);}}else if(material.isPointsMaterial){refreshUniformsPoints(m_uniforms,material);}else if(material.isSpriteMaterial){refreshUniformsSprites(m_uniforms,material);}else if(material.isShadowMaterial){m_uniforms.color.value.copy(material.color);m_uniforms.opacity.value=material.opacity;}// RectAreaLight Texture + if(fog&&material.fog){refreshUniformsFog(m_uniforms,fog);}if(material.isMeshBasicMaterial){refreshUniformsCommon(m_uniforms,material);}else if(material.isMeshLambertMaterial){refreshUniformsCommon(m_uniforms,material);refreshUniformsLambert(m_uniforms,material);}else if(material.isMeshToonMaterial){refreshUniformsCommon(m_uniforms,material);refreshUniformsToon(m_uniforms,material);}else if(material.isMeshPhongMaterial){refreshUniformsCommon(m_uniforms,material);refreshUniformsPhong(m_uniforms,material);}else if(material.isMeshStandardMaterial){refreshUniformsCommon(m_uniforms,material,environment);if(material.isMeshPhysicalMaterial){refreshUniformsPhysical(m_uniforms,material,environment);}else{refreshUniformsStandard(m_uniforms,material,environment);}}else if(material.isMeshMatcapMaterial){refreshUniformsCommon(m_uniforms,material);refreshUniformsMatcap(m_uniforms,material);}else if(material.isMeshDepthMaterial){refreshUniformsCommon(m_uniforms,material);refreshUniformsDepth(m_uniforms,material);}else if(material.isMeshDistanceMaterial){refreshUniformsCommon(m_uniforms,material);refreshUniformsDistance(m_uniforms,material);}else if(material.isMeshNormalMaterial){refreshUniformsCommon(m_uniforms,material);refreshUniformsNormal(m_uniforms,material);}else if(material.isLineBasicMaterial){refreshUniformsLine(m_uniforms,material);if(material.isLineDashedMaterial){refreshUniformsDash(m_uniforms,material);}}else if(material.isPointsMaterial){refreshUniformsPoints(m_uniforms,material);}else if(material.isSpriteMaterial){refreshUniformsSprites(m_uniforms,material);}else if(material.isShadowMaterial){m_uniforms.color.value.copy(material.color);m_uniforms.opacity.value=material.opacity;}// RectAreaLight Texture // TODO (mrdoob): Find a nicer implementation if(m_uniforms.ltc_1!==undefined)m_uniforms.ltc_1.value=UniformsLib.LTC_1;if(m_uniforms.ltc_2!==undefined)m_uniforms.ltc_2.value=UniformsLib.LTC_2;WebGLUniforms.upload(_gl,materialProperties.uniformsList,m_uniforms,textures);if(material.isShaderMaterial){material.uniformsNeedUpdate=false;// #15581 }}if(material.isShaderMaterial&&material.uniformsNeedUpdate===true){WebGLUniforms.upload(_gl,materialProperties.uniformsList,m_uniforms,textures);material.uniformsNeedUpdate=false;}if(material.isSpriteMaterial){p_uniforms.setValue(_gl,'center',object.center);}// common matrices if(program.numMultiviewViews>0){multiview.updateObjectMatricesUniforms(object,camera,p_uniforms);}else{p_uniforms.setValue(_gl,'modelViewMatrix',object.modelViewMatrix);p_uniforms.setValue(_gl,'normalMatrix',object.normalMatrix);}p_uniforms.setValue(_gl,'modelMatrix',object.matrixWorld);return program;}// Uniforms (refresh uniforms objects) - function refreshUniformsCommon(uniforms,material){uniforms.opacity.value=material.opacity;if(material.color){uniforms.diffuse.value.copy(material.color);}if(material.emissive){uniforms.emissive.value.copy(material.emissive).multiplyScalar(material.emissiveIntensity);}if(material.map){uniforms.map.value=material.map;}if(material.alphaMap){uniforms.alphaMap.value=material.alphaMap;}if(material.specularMap){uniforms.specularMap.value=material.specularMap;}if(material.envMap){uniforms.envMap.value=material.envMap;// don't flip CubeTexture envMaps, flip everything else: + function refreshUniformsCommon(uniforms,material,environment){uniforms.opacity.value=material.opacity;if(material.color){uniforms.diffuse.value.copy(material.color);}if(material.emissive){uniforms.emissive.value.copy(material.emissive).multiplyScalar(material.emissiveIntensity);}if(material.map){uniforms.map.value=material.map;}if(material.alphaMap){uniforms.alphaMap.value=material.alphaMap;}if(material.specularMap){uniforms.specularMap.value=material.specularMap;}var envMap=material.envMap||environment;if(envMap){uniforms.envMap.value=envMap;// don't flip CubeTexture envMaps, flip everything else: // WebGLRenderTargetCube will be flipped for backwards compatibility // WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture // this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future - uniforms.flipEnvMap.value=material.envMap.isCubeTexture?-1:1;uniforms.reflectivity.value=material.reflectivity;uniforms.refractionRatio.value=material.refractionRatio;uniforms.maxMipLevel.value=properties.get(material.envMap).__maxMipLevel;}if(material.lightMap){uniforms.lightMap.value=material.lightMap;uniforms.lightMapIntensity.value=material.lightMapIntensity;}if(material.aoMap){uniforms.aoMap.value=material.aoMap;uniforms.aoMapIntensity.value=material.aoMapIntensity;}// uv repeat and offset setting priorities + uniforms.flipEnvMap.value=envMap.isCubeTexture?-1:1;uniforms.reflectivity.value=material.reflectivity;uniforms.refractionRatio.value=material.refractionRatio;uniforms.maxMipLevel.value=properties.get(envMap).__maxMipLevel;}if(material.lightMap){uniforms.lightMap.value=material.lightMap;uniforms.lightMapIntensity.value=material.lightMapIntensity;}if(material.aoMap){uniforms.aoMap.value=material.aoMap;uniforms.aoMapIntensity.value=material.aoMapIntensity;}// uv repeat and offset setting priorities // 1. color map // 2. specular map // 3. normal map @@ -18515,17 +18511,22 @@ // 5. alpha map // 6. emissive map var uvScaleMap;if(material.map){uvScaleMap=material.map;}else if(material.specularMap){uvScaleMap=material.specularMap;}else if(material.displacementMap){uvScaleMap=material.displacementMap;}else if(material.normalMap){uvScaleMap=material.normalMap;}else if(material.bumpMap){uvScaleMap=material.bumpMap;}else if(material.roughnessMap){uvScaleMap=material.roughnessMap;}else if(material.metalnessMap){uvScaleMap=material.metalnessMap;}else if(material.alphaMap){uvScaleMap=material.alphaMap;}else if(material.emissiveMap){uvScaleMap=material.emissiveMap;}if(uvScaleMap!==undefined){// backwards compatibility - if(uvScaleMap.isWebGLRenderTarget){uvScaleMap=uvScaleMap.texture;}if(uvScaleMap.matrixAutoUpdate===true){uvScaleMap.updateMatrix();}uniforms.uvTransform.value.copy(uvScaleMap.matrix);}}function refreshUniformsLine(uniforms,material){uniforms.diffuse.value.copy(material.color);uniforms.opacity.value=material.opacity;}function refreshUniformsDash(uniforms,material){uniforms.dashSize.value=material.dashSize;uniforms.totalSize.value=material.dashSize+material.gapSize;uniforms.scale.value=material.scale;}function refreshUniformsPoints(uniforms,material){uniforms.diffuse.value.copy(material.color);uniforms.opacity.value=material.opacity;uniforms.size.value=material.size*_pixelRatio;uniforms.scale.value=_height*0.5;if(material.map){uniforms.map.value=material.map;}if(material.alphaMap){uniforms.alphaMap.value=material.alphaMap;}// uv repeat and offset setting priorities + if(uvScaleMap.isWebGLRenderTarget){uvScaleMap=uvScaleMap.texture;}if(uvScaleMap.matrixAutoUpdate===true){uvScaleMap.updateMatrix();}uniforms.uvTransform.value.copy(uvScaleMap.matrix);}// uv repeat and offset setting priorities for uv2 + // 1. ao map + // 2. light map + var uv2ScaleMap;if(material.aoMap){uv2ScaleMap=material.aoMap;}else if(material.lightMap){uv2ScaleMap=material.lightMap;}if(uv2ScaleMap!==undefined){// backwards compatibility + if(uv2ScaleMap.isWebGLRenderTarget){uv2ScaleMap=uv2ScaleMap.texture;}if(uv2ScaleMap.matrixAutoUpdate===true){uv2ScaleMap.updateMatrix();}uniforms.uv2Transform.value.copy(uv2ScaleMap.matrix);}}function refreshUniformsLine(uniforms,material){uniforms.diffuse.value.copy(material.color);uniforms.opacity.value=material.opacity;}function refreshUniformsDash(uniforms,material){uniforms.dashSize.value=material.dashSize;uniforms.totalSize.value=material.dashSize+material.gapSize;uniforms.scale.value=material.scale;}function refreshUniformsPoints(uniforms,material){uniforms.diffuse.value.copy(material.color);uniforms.opacity.value=material.opacity;uniforms.size.value=material.size*_pixelRatio;uniforms.scale.value=_height*0.5;if(material.map){uniforms.map.value=material.map;}if(material.alphaMap){uniforms.alphaMap.value=material.alphaMap;}// uv repeat and offset setting priorities // 1. color map // 2. alpha map var uvScaleMap;if(material.map){uvScaleMap=material.map;}else if(material.alphaMap){uvScaleMap=material.alphaMap;}if(uvScaleMap!==undefined){if(uvScaleMap.matrixAutoUpdate===true){uvScaleMap.updateMatrix();}uniforms.uvTransform.value.copy(uvScaleMap.matrix);}}function refreshUniformsSprites(uniforms,material){uniforms.diffuse.value.copy(material.color);uniforms.opacity.value=material.opacity;uniforms.rotation.value=material.rotation;if(material.map){uniforms.map.value=material.map;}if(material.alphaMap){uniforms.alphaMap.value=material.alphaMap;}// uv repeat and offset setting priorities // 1. color map // 2. alpha map var uvScaleMap;if(material.map){uvScaleMap=material.map;}else if(material.alphaMap){uvScaleMap=material.alphaMap;}if(uvScaleMap!==undefined){if(uvScaleMap.matrixAutoUpdate===true){uvScaleMap.updateMatrix();}uniforms.uvTransform.value.copy(uvScaleMap.matrix);}}function refreshUniformsFog(uniforms,fog){uniforms.fogColor.value.copy(fog.color);if(fog.isFog){uniforms.fogNear.value=fog.near;uniforms.fogFar.value=fog.far;}else if(fog.isFogExp2){uniforms.fogDensity.value=fog.density;}}function refreshUniformsLambert(uniforms,material){if(material.emissiveMap){uniforms.emissiveMap.value=material.emissiveMap;}}function refreshUniformsPhong(uniforms,material){uniforms.specular.value.copy(material.specular);uniforms.shininess.value=Math.max(material.shininess,1e-4);// to prevent pow( 0.0, 0.0 ) - if(material.emissiveMap){uniforms.emissiveMap.value=material.emissiveMap;}if(material.bumpMap){uniforms.bumpMap.value=material.bumpMap;uniforms.bumpScale.value=material.bumpScale;if(material.side===BackSide)uniforms.bumpScale.value*=-1;}if(material.normalMap){uniforms.normalMap.value=material.normalMap;uniforms.normalScale.value.copy(material.normalScale);if(material.side===BackSide)uniforms.normalScale.value.negate();}if(material.displacementMap){uniforms.displacementMap.value=material.displacementMap;uniforms.displacementScale.value=material.displacementScale;uniforms.displacementBias.value=material.displacementBias;}}function refreshUniformsToon(uniforms,material){refreshUniformsPhong(uniforms,material);if(material.gradientMap){uniforms.gradientMap.value=material.gradientMap;}}function refreshUniformsStandard(uniforms,material){uniforms.roughness.value=material.roughness;uniforms.metalness.value=material.metalness;if(material.roughnessMap){uniforms.roughnessMap.value=material.roughnessMap;}if(material.metalnessMap){uniforms.metalnessMap.value=material.metalnessMap;}if(material.emissiveMap){uniforms.emissiveMap.value=material.emissiveMap;}if(material.bumpMap){uniforms.bumpMap.value=material.bumpMap;uniforms.bumpScale.value=material.bumpScale;if(material.side===BackSide)uniforms.bumpScale.value*=-1;}if(material.normalMap){uniforms.normalMap.value=material.normalMap;uniforms.normalScale.value.copy(material.normalScale);if(material.side===BackSide)uniforms.normalScale.value.negate();}if(material.displacementMap){uniforms.displacementMap.value=material.displacementMap;uniforms.displacementScale.value=material.displacementScale;uniforms.displacementBias.value=material.displacementBias;}if(material.envMap){//uniforms.envMap.value = material.envMap; // part of uniforms common - uniforms.envMapIntensity.value=material.envMapIntensity;}}function refreshUniformsPhysical(uniforms,material){refreshUniformsStandard(uniforms,material);uniforms.reflectivity.value=material.reflectivity;// also part of uniforms common + if(material.emissiveMap){uniforms.emissiveMap.value=material.emissiveMap;}if(material.bumpMap){uniforms.bumpMap.value=material.bumpMap;uniforms.bumpScale.value=material.bumpScale;if(material.side===BackSide)uniforms.bumpScale.value*=-1;}if(material.normalMap){uniforms.normalMap.value=material.normalMap;uniforms.normalScale.value.copy(material.normalScale);if(material.side===BackSide)uniforms.normalScale.value.negate();}if(material.displacementMap){uniforms.displacementMap.value=material.displacementMap;uniforms.displacementScale.value=material.displacementScale;uniforms.displacementBias.value=material.displacementBias;}}function refreshUniformsToon(uniforms,material){uniforms.specular.value.copy(material.specular);uniforms.shininess.value=Math.max(material.shininess,1e-4);// to prevent pow( 0.0, 0.0 ) + if(material.gradientMap){uniforms.gradientMap.value=material.gradientMap;}if(material.emissiveMap){uniforms.emissiveMap.value=material.emissiveMap;}if(material.bumpMap){uniforms.bumpMap.value=material.bumpMap;uniforms.bumpScale.value=material.bumpScale;if(material.side===BackSide)uniforms.bumpScale.value*=-1;}if(material.normalMap){uniforms.normalMap.value=material.normalMap;uniforms.normalScale.value.copy(material.normalScale);if(material.side===BackSide)uniforms.normalScale.value.negate();}if(material.displacementMap){uniforms.displacementMap.value=material.displacementMap;uniforms.displacementScale.value=material.displacementScale;uniforms.displacementBias.value=material.displacementBias;}}function refreshUniformsStandard(uniforms,material,environment){uniforms.roughness.value=material.roughness;uniforms.metalness.value=material.metalness;if(material.roughnessMap){uniforms.roughnessMap.value=material.roughnessMap;}if(material.metalnessMap){uniforms.metalnessMap.value=material.metalnessMap;}if(material.emissiveMap){uniforms.emissiveMap.value=material.emissiveMap;}if(material.bumpMap){uniforms.bumpMap.value=material.bumpMap;uniforms.bumpScale.value=material.bumpScale;if(material.side===BackSide)uniforms.bumpScale.value*=-1;}if(material.normalMap){uniforms.normalMap.value=material.normalMap;uniforms.normalScale.value.copy(material.normalScale);if(material.side===BackSide)uniforms.normalScale.value.negate();}if(material.displacementMap){uniforms.displacementMap.value=material.displacementMap;uniforms.displacementScale.value=material.displacementScale;uniforms.displacementBias.value=material.displacementBias;}if(material.envMap||environment){//uniforms.envMap.value = material.envMap; // part of uniforms common + uniforms.envMapIntensity.value=material.envMapIntensity;}}function refreshUniformsPhysical(uniforms,material,environment){refreshUniformsStandard(uniforms,material,environment);uniforms.reflectivity.value=material.reflectivity;// also part of uniforms common uniforms.clearcoat.value=material.clearcoat;uniforms.clearcoatRoughness.value=material.clearcoatRoughness;if(material.sheen)uniforms.sheen.value.copy(material.sheen);if(material.clearcoatNormalMap){uniforms.clearcoatNormalScale.value.copy(material.clearcoatNormalScale);uniforms.clearcoatNormalMap.value=material.clearcoatNormalMap;if(material.side===BackSide){uniforms.clearcoatNormalScale.value.negate();}}uniforms.transparency.value=material.transparency;}function refreshUniformsMatcap(uniforms,material){if(material.matcap){uniforms.matcap.value=material.matcap;}if(material.bumpMap){uniforms.bumpMap.value=material.bumpMap;uniforms.bumpScale.value=material.bumpScale;if(material.side===BackSide)uniforms.bumpScale.value*=-1;}if(material.normalMap){uniforms.normalMap.value=material.normalMap;uniforms.normalScale.value.copy(material.normalScale);if(material.side===BackSide)uniforms.normalScale.value.negate();}if(material.displacementMap){uniforms.displacementMap.value=material.displacementMap;uniforms.displacementScale.value=material.displacementScale;uniforms.displacementBias.value=material.displacementBias;}}function refreshUniformsDepth(uniforms,material){if(material.displacementMap){uniforms.displacementMap.value=material.displacementMap;uniforms.displacementScale.value=material.displacementScale;uniforms.displacementBias.value=material.displacementBias;}}function refreshUniformsDistance(uniforms,material){if(material.displacementMap){uniforms.displacementMap.value=material.displacementMap;uniforms.displacementScale.value=material.displacementScale;uniforms.displacementBias.value=material.displacementBias;}uniforms.referencePosition.value.copy(material.referencePosition);uniforms.nearDistance.value=material.nearDistance;uniforms.farDistance.value=material.farDistance;}function refreshUniformsNormal(uniforms,material){if(material.bumpMap){uniforms.bumpMap.value=material.bumpMap;uniforms.bumpScale.value=material.bumpScale;if(material.side===BackSide)uniforms.bumpScale.value*=-1;}if(material.normalMap){uniforms.normalMap.value=material.normalMap;uniforms.normalScale.value.copy(material.normalScale);if(material.side===BackSide)uniforms.normalScale.value.negate();}if(material.displacementMap){uniforms.displacementMap.value=material.displacementMap;uniforms.displacementScale.value=material.displacementScale;uniforms.displacementBias.value=material.displacementBias;}}// If uniforms are marked as clean, they don't need to be loaded to the GPU. - function markUniformsLightsNeedsUpdate(uniforms,value){uniforms.ambientLightColor.needsUpdate=value;uniforms.lightProbe.needsUpdate=value;uniforms.directionalLights.needsUpdate=value;uniforms.pointLights.needsUpdate=value;uniforms.spotLights.needsUpdate=value;uniforms.rectAreaLights.needsUpdate=value;uniforms.hemisphereLights.needsUpdate=value;}function materialNeedsLights(material){return material.isMeshLambertMaterial||material.isMeshPhongMaterial||material.isMeshStandardMaterial||material.isShadowMaterial||material.isShaderMaterial&&material.lights===true;}// + function markUniformsLightsNeedsUpdate(uniforms,value){uniforms.ambientLightColor.needsUpdate=value;uniforms.lightProbe.needsUpdate=value;uniforms.directionalLights.needsUpdate=value;uniforms.pointLights.needsUpdate=value;uniforms.spotLights.needsUpdate=value;uniforms.rectAreaLights.needsUpdate=value;uniforms.hemisphereLights.needsUpdate=value;}function materialNeedsLights(material){return material.isMeshLambertMaterial||material.isMeshToonMaterial||material.isMeshPhongMaterial||material.isMeshStandardMaterial||material.isShadowMaterial||material.isShaderMaterial&&material.lights===true;}// this.setFramebuffer=function(value){if(_framebuffer!==value&&_currentRenderTarget===null)_gl.bindFramebuffer(36160,value);_framebuffer=value;};this.getActiveCubeFace=function(){return _currentActiveCubeFace;};this.getActiveMipmapLevel=function(){return _currentActiveMipmapLevel;};this.getRenderTarget=function(){return _currentRenderTarget;};this.setRenderTarget=function(renderTarget,activeCubeFace,activeMipmapLevel){_currentRenderTarget=renderTarget;_currentActiveCubeFace=activeCubeFace;_currentActiveMipmapLevel=activeMipmapLevel;if(renderTarget&&properties.get(renderTarget).__webglFramebuffer===undefined){textures.setupRenderTarget(renderTarget);}var framebuffer=_framebuffer;var isCube=false;if(renderTarget){var __webglFramebuffer=properties.get(renderTarget).__webglFramebuffer;if(renderTarget.isWebGLRenderTargetCube){framebuffer=__webglFramebuffer[activeCubeFace||0];isCube=true;}else if(renderTarget.isWebGLMultisampleRenderTarget){framebuffer=properties.get(renderTarget).__webglMultisampledFramebuffer;}else{framebuffer=__webglFramebuffer;}_currentViewport.copy(renderTarget.viewport);_currentScissor.copy(renderTarget.scissor);_currentScissorTest=renderTarget.scissorTest;}else{_currentViewport.copy(_viewport).multiplyScalar(_pixelRatio).floor();_currentScissor.copy(_scissor).multiplyScalar(_pixelRatio).floor();_currentScissorTest=_scissorTest;}if(_currentFramebuffer!==framebuffer){_gl.bindFramebuffer(36160,framebuffer);_currentFramebuffer=framebuffer;}state.viewport(_currentViewport);state.scissor(_currentScissor);state.setScissorTest(_currentScissorTest);if(isCube){var textureProperties=properties.get(renderTarget.texture);_gl.framebufferTexture2D(36160,36064,34069+(activeCubeFace||0),textureProperties.__webglTexture,activeMipmapLevel||0);}};this.readRenderTargetPixels=function(renderTarget,x,y,width,height,buffer,activeCubeFaceIndex){if(!(renderTarget&&renderTarget.isWebGLRenderTarget)){console.error('THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.');return;}var framebuffer=properties.get(renderTarget).__webglFramebuffer;if(renderTarget.isWebGLRenderTargetCube&&activeCubeFaceIndex!==undefined){framebuffer=framebuffer[activeCubeFaceIndex];}if(framebuffer){var restore=false;if(framebuffer!==_currentFramebuffer){_gl.bindFramebuffer(36160,framebuffer);restore=true;}try{var texture=renderTarget.texture;var textureFormat=texture.format;var textureType=texture.type;if(textureFormat!==RGBAFormat&&utils.convert(textureFormat)!==_gl.getParameter(35739)){console.error('THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.');return;}if(textureType!==UnsignedByteType&&utils.convert(textureType)!==_gl.getParameter(35738)&&// IE11, Edge and Chrome Mac < 52 (#9513) !(textureType===FloatType&&(capabilities.isWebGL2||extensions.get('OES_texture_float')||extensions.get('WEBGL_color_buffer_float')))&&// Chrome Mac >= 52 and Firefox !(textureType===HalfFloatType&&(capabilities.isWebGL2?extensions.get('EXT_color_buffer_float'):extensions.get('EXT_color_buffer_half_float')))){console.error('THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.');return;}if(_gl.checkFramebufferStatus(36160)===36053){// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604) @@ -18540,7 +18541,7 @@ * @author benaadams / https://twitter.com/ben_a_adams */function InterleavedBuffer(array,stride){this.array=array;this.stride=stride;this.count=array!==undefined?array.length/stride:0;this.usage=StaticDrawUsage;this.updateRange={offset:0,count:-1};this.version=0;}Object.defineProperty(InterleavedBuffer.prototype,'needsUpdate',{set:function set(value){if(value===true)this.version++;}});Object.assign(InterleavedBuffer.prototype,{isInterleavedBuffer:true,onUploadCallback:function onUploadCallback(){},setUsage:function setUsage(value){this.usage=value;return this;},copy:function copy(source){this.array=new source.array.constructor(source.array);this.count=source.count;this.stride=source.stride;this.usage=source.usage;return this;},copyAt:function copyAt(index1,attribute,index2){index1*=this.stride;index2*=attribute.stride;for(var i=0,l=this.stride;i * } */function MeshStandardMaterial(parameters){Material.call(this);this.defines={'STANDARD':''};this.type='MeshStandardMaterial';this.color=new Color(0xffffff);// diffuse - this.roughness=0.5;this.metalness=0.5;this.map=null;this.lightMap=null;this.lightMapIntensity=1.0;this.aoMap=null;this.aoMapIntensity=1.0;this.emissive=new Color(0x000000);this.emissiveIntensity=1.0;this.emissiveMap=null;this.bumpMap=null;this.bumpScale=1;this.normalMap=null;this.normalMapType=TangentSpaceNormalMap;this.normalScale=new Vector2(1,1);this.displacementMap=null;this.displacementScale=1;this.displacementBias=0;this.roughnessMap=null;this.metalnessMap=null;this.alphaMap=null;this.envMap=null;this.envMapIntensity=1.0;this.refractionRatio=0.98;this.wireframe=false;this.wireframeLinewidth=1;this.wireframeLinecap='round';this.wireframeLinejoin='round';this.skinning=false;this.morphTargets=false;this.morphNormals=false;this.setValues(parameters);}MeshStandardMaterial.prototype=Object.create(Material.prototype);MeshStandardMaterial.prototype.constructor=MeshStandardMaterial;MeshStandardMaterial.prototype.isMeshStandardMaterial=true;MeshStandardMaterial.prototype.copy=function(source){Material.prototype.copy.call(this,source);this.defines={'STANDARD':''};this.color.copy(source.color);this.roughness=source.roughness;this.metalness=source.metalness;this.map=source.map;this.lightMap=source.lightMap;this.lightMapIntensity=source.lightMapIntensity;this.aoMap=source.aoMap;this.aoMapIntensity=source.aoMapIntensity;this.emissive.copy(source.emissive);this.emissiveMap=source.emissiveMap;this.emissiveIntensity=source.emissiveIntensity;this.bumpMap=source.bumpMap;this.bumpScale=source.bumpScale;this.normalMap=source.normalMap;this.normalMapType=source.normalMapType;this.normalScale.copy(source.normalScale);this.displacementMap=source.displacementMap;this.displacementScale=source.displacementScale;this.displacementBias=source.displacementBias;this.roughnessMap=source.roughnessMap;this.metalnessMap=source.metalnessMap;this.alphaMap=source.alphaMap;this.envMap=source.envMap;this.envMapIntensity=source.envMapIntensity;this.refractionRatio=source.refractionRatio;this.wireframe=source.wireframe;this.wireframeLinewidth=source.wireframeLinewidth;this.wireframeLinecap=source.wireframeLinecap;this.wireframeLinejoin=source.wireframeLinejoin;this.skinning=source.skinning;this.morphTargets=source.morphTargets;this.morphNormals=source.morphNormals;return this;};/** + this.roughness=1.0;this.metalness=0.0;this.map=null;this.lightMap=null;this.lightMapIntensity=1.0;this.aoMap=null;this.aoMapIntensity=1.0;this.emissive=new Color(0x000000);this.emissiveIntensity=1.0;this.emissiveMap=null;this.bumpMap=null;this.bumpScale=1;this.normalMap=null;this.normalMapType=TangentSpaceNormalMap;this.normalScale=new Vector2(1,1);this.displacementMap=null;this.displacementScale=1;this.displacementBias=0;this.roughnessMap=null;this.metalnessMap=null;this.alphaMap=null;this.envMap=null;this.envMapIntensity=1.0;this.refractionRatio=0.98;this.wireframe=false;this.wireframeLinewidth=1;this.wireframeLinecap='round';this.wireframeLinejoin='round';this.skinning=false;this.morphTargets=false;this.morphNormals=false;this.setValues(parameters);}MeshStandardMaterial.prototype=Object.create(Material.prototype);MeshStandardMaterial.prototype.constructor=MeshStandardMaterial;MeshStandardMaterial.prototype.isMeshStandardMaterial=true;MeshStandardMaterial.prototype.copy=function(source){Material.prototype.copy.call(this,source);this.defines={'STANDARD':''};this.color.copy(source.color);this.roughness=source.roughness;this.metalness=source.metalness;this.map=source.map;this.lightMap=source.lightMap;this.lightMapIntensity=source.lightMapIntensity;this.aoMap=source.aoMap;this.aoMapIntensity=source.aoMapIntensity;this.emissive.copy(source.emissive);this.emissiveMap=source.emissiveMap;this.emissiveIntensity=source.emissiveIntensity;this.bumpMap=source.bumpMap;this.bumpScale=source.bumpScale;this.normalMap=source.normalMap;this.normalMapType=source.normalMapType;this.normalScale.copy(source.normalScale);this.displacementMap=source.displacementMap;this.displacementScale=source.displacementScale;this.displacementBias=source.displacementBias;this.roughnessMap=source.roughnessMap;this.metalnessMap=source.metalnessMap;this.alphaMap=source.alphaMap;this.envMap=source.envMap;this.envMapIntensity=source.envMapIntensity;this.refractionRatio=source.refractionRatio;this.wireframe=source.wireframe;this.wireframeLinewidth=source.wireframeLinewidth;this.wireframeLinecap=source.wireframeLinecap;this.wireframeLinejoin=source.wireframeLinejoin;this.skinning=source.skinning;this.morphTargets=source.morphTargets;this.morphNormals=source.morphNormals;return this;};/** * @author WestLangley / http://github.com/WestLangley * * parameters = { @@ -19264,9 +19265,46 @@ * @author takahirox / http://github.com/takahirox * * parameters = { - * gradientMap: new THREE.Texture( ) + * color: , + * specular: , + * shininess: , + * + * map: new THREE.Texture( ), + * gradientMap: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * lightMapIntensity: + * + * aoMap: new THREE.Texture( ), + * aoMapIntensity: + * + * emissive: , + * emissiveIntensity: + * emissiveMap: new THREE.Texture( ), + * + * bumpMap: new THREE.Texture( ), + * bumpScale: , + * + * normalMap: new THREE.Texture( ), + * normalMapType: THREE.TangentSpaceNormalMap, + * normalScale: , + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: , + * + * specularMap: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * wireframe: , + * wireframeLinewidth: , + * + * skinning: , + * morphTargets: , + * morphNormals: * } - */function MeshToonMaterial(parameters){MeshPhongMaterial.call(this);this.defines={'TOON':''};this.type='MeshToonMaterial';this.gradientMap=null;this.setValues(parameters);}MeshToonMaterial.prototype=Object.create(MeshPhongMaterial.prototype);MeshToonMaterial.prototype.constructor=MeshToonMaterial;MeshToonMaterial.prototype.isMeshToonMaterial=true;MeshToonMaterial.prototype.copy=function(source){MeshPhongMaterial.prototype.copy.call(this,source);this.gradientMap=source.gradientMap;return this;};/** + */function MeshToonMaterial(parameters){Material.call(this);this.defines={'TOON':''};this.type='MeshToonMaterial';this.color=new Color(0xffffff);this.specular=new Color(0x111111);this.shininess=30;this.map=null;this.gradientMap=null;this.lightMap=null;this.lightMapIntensity=1.0;this.aoMap=null;this.aoMapIntensity=1.0;this.emissive=new Color(0x000000);this.emissiveIntensity=1.0;this.emissiveMap=null;this.bumpMap=null;this.bumpScale=1;this.normalMap=null;this.normalMapType=TangentSpaceNormalMap;this.normalScale=new Vector2(1,1);this.displacementMap=null;this.displacementScale=1;this.displacementBias=0;this.specularMap=null;this.alphaMap=null;this.wireframe=false;this.wireframeLinewidth=1;this.wireframeLinecap='round';this.wireframeLinejoin='round';this.skinning=false;this.morphTargets=false;this.morphNormals=false;this.setValues(parameters);}MeshToonMaterial.prototype=Object.create(Material.prototype);MeshToonMaterial.prototype.constructor=MeshToonMaterial;MeshToonMaterial.prototype.isMeshToonMaterial=true;MeshToonMaterial.prototype.copy=function(source){Material.prototype.copy.call(this,source);this.color.copy(source.color);this.specular.copy(source.specular);this.shininess=source.shininess;this.map=source.map;this.gradientMap=source.gradientMap;this.lightMap=source.lightMap;this.lightMapIntensity=source.lightMapIntensity;this.aoMap=source.aoMap;this.aoMapIntensity=source.aoMapIntensity;this.emissive.copy(source.emissive);this.emissiveMap=source.emissiveMap;this.emissiveIntensity=source.emissiveIntensity;this.bumpMap=source.bumpMap;this.bumpScale=source.bumpScale;this.normalMap=source.normalMap;this.normalMapType=source.normalMapType;this.normalScale.copy(source.normalScale);this.displacementMap=source.displacementMap;this.displacementScale=source.displacementScale;this.displacementBias=source.displacementBias;this.specularMap=source.specularMap;this.alphaMap=source.alphaMap;this.wireframe=source.wireframe;this.wireframeLinewidth=source.wireframeLinewidth;this.wireframeLinecap=source.wireframeLinecap;this.wireframeLinejoin=source.wireframeLinejoin;this.skinning=source.skinning;this.morphTargets=source.morphTargets;this.morphNormals=source.morphNormals;return this;};/** * @author mrdoob / http://mrdoob.com/ * @author WestLangley / http://github.com/WestLangley * @@ -19865,7 +19903,7 @@ var materials={};if(json!==undefined){var loader=new MaterialLoader();loader.setTextures(textures);for(var i=0,l=json.length;i0){var manager=new LoadingManager(onLoad);var loader=new ImageLoader(manager);loader.setCrossOrigin(this.crossOrigin);for(var i=0,il=json.length;i0){object=new SkinnedMesh(geometry,material);}else{object=new Mesh(geometry,material);}break;case'InstancedMesh':var geometry=getGeometry(data.geometry);var material=getMaterial(data.material);var count=data.count;var instanceMatrix=data.instanceMatrix;object=new InstancedMesh(geometry,material,count);object.instanceMatrix=new BufferAttribute(new Float32Array(instanceMatrix.array),16);break;case'LOD':object=new LOD();break;case'Line':object=new Line(getGeometry(data.geometry),getMaterial(data.material),data.mode);break;case'LineLoop':object=new LineLoop(getGeometry(data.geometry),getMaterial(data.material));break;case'LineSegments':object=new LineSegments(getGeometry(data.geometry),getMaterial(data.material));break;case'PointCloud':case'Points':object=new Points(getGeometry(data.geometry),getMaterial(data.material));break;case'Sprite':object=new Sprite(getMaterial(data.material));break;case'Group':object=new Group();break;default:object=new Object3D();}object.uuid=data.uuid;if(data.name!==undefined)object.name=data.name;if(data.matrix!==undefined){object.matrix.fromArray(data.matrix);if(data.matrixAutoUpdate!==undefined)object.matrixAutoUpdate=data.matrixAutoUpdate;if(object.matrixAutoUpdate)object.matrix.decompose(object.position,object.quaternion,object.scale);}else{if(data.position!==undefined)object.position.fromArray(data.position);if(data.rotation!==undefined)object.rotation.fromArray(data.rotation);if(data.quaternion!==undefined)object.quaternion.fromArray(data.quaternion);if(data.scale!==undefined)object.scale.fromArray(data.scale);}if(data.castShadow!==undefined)object.castShadow=data.castShadow;if(data.receiveShadow!==undefined)object.receiveShadow=data.receiveShadow;if(data.shadow){if(data.shadow.bias!==undefined)object.shadow.bias=data.shadow.bias;if(data.shadow.radius!==undefined)object.shadow.radius=data.shadow.radius;if(data.shadow.mapSize!==undefined)object.shadow.mapSize.fromArray(data.shadow.mapSize);if(data.shadow.camera!==undefined)object.shadow.camera=this.parseObject(data.shadow.camera);}if(data.visible!==undefined)object.visible=data.visible;if(data.frustumCulled!==undefined)object.frustumCulled=data.frustumCulled;if(data.renderOrder!==undefined)object.renderOrder=data.renderOrder;if(data.userData!==undefined)object.userData=data.userData;if(data.layers!==undefined)object.layers.mask=data.layers;if(data.drawMode!==undefined)object.setDrawMode(data.drawMode);if(data.children!==undefined){var children=data.children;for(var i=0;i0){object=new SkinnedMesh(geometry,material);}else{object=new Mesh(geometry,material);}break;case'InstancedMesh':var geometry=getGeometry(data.geometry);var material=getMaterial(data.material);var count=data.count;var instanceMatrix=data.instanceMatrix;object=new InstancedMesh(geometry,material,count);object.instanceMatrix=new BufferAttribute(new Float32Array(instanceMatrix.array),16);break;case'LOD':object=new LOD();break;case'Line':object=new Line(getGeometry(data.geometry),getMaterial(data.material),data.mode);break;case'LineLoop':object=new LineLoop(getGeometry(data.geometry),getMaterial(data.material));break;case'LineSegments':object=new LineSegments(getGeometry(data.geometry),getMaterial(data.material));break;case'PointCloud':case'Points':object=new Points(getGeometry(data.geometry),getMaterial(data.material));break;case'Sprite':object=new Sprite(getMaterial(data.material));break;case'Group':object=new Group();break;default:object=new Object3D();}object.uuid=data.uuid;if(data.name!==undefined)object.name=data.name;if(data.matrix!==undefined){object.matrix.fromArray(data.matrix);if(data.matrixAutoUpdate!==undefined)object.matrixAutoUpdate=data.matrixAutoUpdate;if(object.matrixAutoUpdate)object.matrix.decompose(object.position,object.quaternion,object.scale);}else{if(data.position!==undefined)object.position.fromArray(data.position);if(data.rotation!==undefined)object.rotation.fromArray(data.rotation);if(data.quaternion!==undefined)object.quaternion.fromArray(data.quaternion);if(data.scale!==undefined)object.scale.fromArray(data.scale);}if(data.castShadow!==undefined)object.castShadow=data.castShadow;if(data.receiveShadow!==undefined)object.receiveShadow=data.receiveShadow;if(data.shadow){if(data.shadow.bias!==undefined)object.shadow.bias=data.shadow.bias;if(data.shadow.radius!==undefined)object.shadow.radius=data.shadow.radius;if(data.shadow.mapSize!==undefined)object.shadow.mapSize.fromArray(data.shadow.mapSize);if(data.shadow.camera!==undefined)object.shadow.camera=this.parseObject(data.shadow.camera);}if(data.visible!==undefined)object.visible=data.visible;if(data.frustumCulled!==undefined)object.frustumCulled=data.frustumCulled;if(data.renderOrder!==undefined)object.renderOrder=data.renderOrder;if(data.userData!==undefined)object.userData=data.userData;if(data.layers!==undefined)object.layers.mask=data.layers;if(data.children!==undefined){var children=data.children;for(var i=0;ithis.max.x||point.ythis.max.y?false:true;},containsBox:function containsBox(box){return this.min.x<=box.min.x&&box.max.x<=this.max.x&&this.min.y<=box.min.y&&box.max.y<=this.max.y;},getParameter:function getParameter(point,target){// This can potentially have a divide by zero if the box // has a size dimension of 0. if(target===undefined){console.warn('THREE.Box2: .getParameter() target is now required');target=new Vector2();}return target.set((point.x-this.min.x)/(this.max.x-this.min.x),(point.y-this.min.y)/(this.max.y-this.min.y));},intersectsBox:function intersectsBox(box){// using 4 splitting planes to rule out intersections - return box.max.xthis.max.x||box.max.ythis.max.y?false:true;},clampPoint:function clampPoint(point,target){if(target===undefined){console.warn('THREE.Box2: .clampPoint() target is now required');target=new Vector2();}return target.copy(point).clamp(this.min,this.max);},distanceToPoint:function distanceToPoint(point){var clampedPoint=_vector$6.copy(point).clamp(this.min,this.max);return clampedPoint.sub(point).length();},intersect:function intersect(box){this.min.max(box.min);this.max.min(box.max);return this;},union:function union(box){this.min.min(box.min);this.max.max(box.max);return this;},translate:function translate(offset){this.min.add(offset);this.max.add(offset);return this;},equals:function equals(box){return box.min.equals(this.min)&&box.max.equals(this.max);}});/** + return box.max.xthis.max.x||box.max.ythis.max.y?false:true;},clampPoint:function clampPoint(point,target){if(target===undefined){console.warn('THREE.Box2: .clampPoint() target is now required');target=new Vector2();}return target.copy(point).clamp(this.min,this.max);},distanceToPoint:function distanceToPoint(point){var clampedPoint=_vector$8.copy(point).clamp(this.min,this.max);return clampedPoint.sub(point).length();},intersect:function intersect(box){this.min.max(box.min);this.max.min(box.max);return this;},union:function union(box){this.min.min(box.min);this.max.max(box.max);return this;},translate:function translate(offset){this.min.add(offset);this.max.add(offset);return this;},equals:function equals(box){return box.min.equals(this.min)&&box.max.equals(this.max);}});/** * @author bhouston / http://clara.io */var _startP=new Vector3();var _startEnd=new Vector3();function Line3(start,end){this.start=start!==undefined?start:new Vector3();this.end=end!==undefined?end:new Vector3();}Object.assign(Line3.prototype,{set:function set(start,end){this.start.copy(start);this.end.copy(end);return this;},clone:function clone(){return new this.constructor().copy(this);},copy:function copy(line){this.start.copy(line.start);this.end.copy(line.end);return this;},getCenter:function getCenter(target){if(target===undefined){console.warn('THREE.Line3: .getCenter() target is now required');target=new Vector3();}return target.addVectors(this.start,this.end).multiplyScalar(0.5);},delta:function delta(target){if(target===undefined){console.warn('THREE.Line3: .delta() target is now required');target=new Vector3();}return target.subVectors(this.end,this.start);},distanceSq:function distanceSq(){return this.start.distanceToSquared(this.end);},distance:function distance(){return this.start.distanceTo(this.end);},at:function at(t,target){if(target===undefined){console.warn('THREE.Line3: .at() target is now required');target=new Vector3();}return this.delta(target).multiplyScalar(t).add(this.start);},closestPointToPointParameter:function closestPointToPointParameter(point,clampToLine){_startP.subVectors(point,this.start);_startEnd.subVectors(this.end,this.start);var startEnd2=_startEnd.dot(_startEnd);var startEnd_startP=_startEnd.dot(_startP);var t=startEnd_startP/startEnd2;if(clampToLine){t=_Math.clamp(t,0,1);}return t;},closestPointToPoint:function closestPointToPoint(point,clampToLine,target){var t=this.closestPointToPointParameter(point,clampToLine);if(target===undefined){console.warn('THREE.Line3: .closestPointToPoint() target is now required');target=new Vector3();}return this.delta(target).multiplyScalar(t).add(this.start);},applyMatrix4:function applyMatrix4(matrix){this.start.applyMatrix4(matrix);this.end.applyMatrix4(matrix);return this;},equals:function equals(line){return line.start.equals(this.start)&&line.end.equals(this.end);}});/** * @author alteredq / http://alteredqualia.com/ */function ImmediateRenderObject(material){Object3D.call(this);this.material=material;this.render=function()/* renderCallback */{};}ImmediateRenderObject.prototype=Object.create(Object3D.prototype);ImmediateRenderObject.prototype.constructor=ImmediateRenderObject;ImmediateRenderObject.prototype.isImmediateRenderObject=true;/** - * @author mrdoob / http://mrdoob.com/ - * @author WestLangley / http://github.com/WestLangley - */var _v1$5=new Vector3();var _v2$3=new Vector3();var _normalMatrix$1=new Matrix3();var _keys=['a','b','c'];function VertexNormalsHelper(object,size,hex,linewidth){this.object=object;this.size=size!==undefined?size:1;var color=hex!==undefined?hex:0xff0000;var width=linewidth!==undefined?linewidth:1;// - var nNormals=0;var objGeometry=this.object.geometry;if(objGeometry&&objGeometry.isGeometry){nNormals=objGeometry.faces.length*3;}else if(objGeometry&&objGeometry.isBufferGeometry){nNormals=objGeometry.attributes.normal.count;}// - var geometry=new BufferGeometry();var positions=new Float32BufferAttribute(nNormals*2*3,3);geometry.setAttribute('position',positions);LineSegments.call(this,geometry,new LineBasicMaterial({color:color,linewidth:width}));// - this.matrixAutoUpdate=false;this.update();}VertexNormalsHelper.prototype=Object.create(LineSegments.prototype);VertexNormalsHelper.prototype.constructor=VertexNormalsHelper;VertexNormalsHelper.prototype.update=function(){this.object.updateMatrixWorld(true);_normalMatrix$1.getNormalMatrix(this.object.matrixWorld);var matrixWorld=this.object.matrixWorld;var position=this.geometry.attributes.position;// - var objGeometry=this.object.geometry;if(objGeometry&&objGeometry.isGeometry){var vertices=objGeometry.vertices;var faces=objGeometry.faces;var idx=0;for(var i=0,l=faces.length;i1)c.multiplyScalar(1/max);this.children[0].material.color.copy(this.material.color);}};RectAreaLightHelper.prototype.dispose=function(){this.geometry.dispose();this.material.dispose();this.children[0].geometry.dispose();this.children[0].material.dispose();};/** * @author alteredq / http://alteredqualia.com/ * @author mrdoob / http://mrdoob.com/ * @author Mugen87 / https://github.com/Mugen87 - */var _vector$9=new Vector3();var _color1=new Color();var _color2=new Color();function HemisphereLightHelper(light,size,color){Object3D.call(this);this.light=light;this.light.updateMatrixWorld();this.matrix=light.matrixWorld;this.matrixAutoUpdate=false;this.color=color;var geometry=new OctahedronBufferGeometry(size);geometry.rotateY(Math.PI*0.5);this.material=new MeshBasicMaterial({wireframe:true,fog:false});if(this.color===undefined)this.material.vertexColors=VertexColors;var position=geometry.getAttribute('position');var colors=new Float32Array(position.count*3);geometry.setAttribute('color',new BufferAttribute(colors,3));this.add(new Mesh(geometry,this.material));this.update();}HemisphereLightHelper.prototype=Object.create(Object3D.prototype);HemisphereLightHelper.prototype.constructor=HemisphereLightHelper;HemisphereLightHelper.prototype.dispose=function(){this.children[0].geometry.dispose();this.children[0].material.dispose();};HemisphereLightHelper.prototype.update=function(){var mesh=this.children[0];if(this.color!==undefined){this.material.color.set(this.color);}else{var colors=mesh.geometry.getAttribute('color');_color1.copy(this.light.color);_color2.copy(this.light.groundColor);for(var i=0,l=colors.count;i1&&arguments[1]!==undefined?arguments[1]:0;var near=arguments.length>2&&arguments[2]!==undefined?arguments[2]:0.1;var far=arguments.length>3&&arguments[3]!==undefined?arguments[3]:100;var cubeUVRenderTarget=_allocateTargets();_sceneToCubeUV(scene,near,far,cubeUVRenderTarget);if(sigma>0){_blur(cubeUVRenderTarget,0,0,sigma);}_applyPMREM(cubeUVRenderTarget);_cleanup();cubeUVRenderTarget.scissorTest=false;return cubeUVRenderTarget;},/** + * Generates a PMREM from an equirectangular texture, which can be either LDR + * (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512), + * as this matches best with the 256 x 256 cubemap output. + */fromEquirectangular:function fromEquirectangular(equirectangular){equirectangular.magFilter=NearestFilter;equirectangular.minFilter=NearestFilter;equirectangular.generateMipmaps=false;return this.fromCubemap(equirectangular);},/** + * Generates a PMREM from an cubemap texture, which can be either LDR + * (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256, + * as this matches best with the 256 x 256 cubemap output. + */fromCubemap:function fromCubemap(cubemap){var cubeUVRenderTarget=_allocateTargets(cubemap);_textureToCubeUV(cubemap,cubeUVRenderTarget);_applyPMREM(cubeUVRenderTarget);_cleanup();cubeUVRenderTarget.scissorTest=false;return cubeUVRenderTarget;},/** + * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during + * your texture's network fetch for increased concurrency. + */compileCubemapShader:function compileCubemapShader(){if(_cubemapShader==null){_cubemapShader=_getCubemapShader();_compileMaterial(_cubemapShader);}},/** + * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during + * your texture's network fetch for increased concurrency. + */compileEquirectangularShader:function compileEquirectangularShader(){if(_equirectShader==null){_equirectShader=_getEquirectShader();_compileMaterial(_equirectShader);}},/** + * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class, + * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on + * one of them will cause any others to also become unusable. + */dispose:function dispose(){_blurMaterial.dispose();if(_cubemapShader!=null)_cubemapShader.dispose();if(_equirectShader!=null)_equirectShader.dispose();for(var i=0;i<_lodPlanes.length;i++){_lodPlanes[i].dispose();}}};function _createPlanes(){var _lodPlanes=[];var _sizeLods=[];var _sigmas=[];var lod=LOD_MAX;for(var i=0;iLOD_MAX-LOD_MIN){sigma=EXTRA_LOD_SIGMA[i-LOD_MAX+LOD_MIN-1];}else if(i==0){sigma=0;}_sigmas.push(sigma);var texelSize=1.0/(sizeLod-1);var min=-texelSize/2;var max=1+texelSize/2;var uv1=[min,min,max,min,max,max,min,min,max,max,min,max];var cubeFaces=6;var vertices=6;var positionSize=3;var uvSize=2;var faceIndexSize=1;var position=new Float32Array(positionSize*vertices*cubeFaces);var uv=new Float32Array(uvSize*vertices*cubeFaces);var faceIndex=new Float32Array(faceIndexSize*vertices*cubeFaces);for(var face=0;face2?0:-1;var coordinates=[x,y,0,x+2/3,y,0,x+2/3,y+1,0,x,y,0,x+2/3,y+1,0,x,y+1,0];position.set(coordinates,positionSize*vertices*face);uv.set(uv1,uvSize*vertices*face);var fill=[face,face,face,face,face,face];faceIndex.set(fill,faceIndexSize*vertices*face);}var planes=new BufferGeometry();planes.setAttribute('position',new BufferAttribute(position,positionSize));planes.setAttribute('uv',new BufferAttribute(uv,uvSize));planes.setAttribute('faceIndex',new BufferAttribute(faceIndex,faceIndexSize));_lodPlanes.push(planes);if(lod>LOD_MIN){lod--;}}return {_lodPlanes:_lodPlanes,_sizeLods:_sizeLods,_sigmas:_sigmas};}function _allocateTargets(equirectangular){var params={magFilter:NearestFilter,minFilter:NearestFilter,generateMipmaps:false,type:equirectangular?equirectangular.type:UnsignedByteType,format:equirectangular?equirectangular.format:RGBEFormat,encoding:equirectangular?equirectangular.encoding:RGBEEncoding,depthBuffer:false,stencilBuffer:false};var cubeUVRenderTarget=_createRenderTarget(params);cubeUVRenderTarget.depthBuffer=equirectangular?false:true;_pingPongRenderTarget=_createRenderTarget(params);return cubeUVRenderTarget;}function _cleanup(){_pingPongRenderTarget.dispose();_renderer.setRenderTarget(null);var size=_renderer.getSize(new Vector2());_renderer.setViewport(0,0,size.x,size.y);}function _sceneToCubeUV(scene,near,far,cubeUVRenderTarget){var fov=90;var aspect=1;var cubeCamera=new PerspectiveCamera(fov,aspect,near,far);var upSign=[1,1,1,1,-1,1];var forwardSign=[1,1,-1,-1,-1,1];var outputEncoding=_renderer.outputEncoding;var toneMapping=_renderer.toneMapping;var toneMappingExposure=_renderer.toneMappingExposure;var clearColor=_renderer.getClearColor();var clearAlpha=_renderer.getClearAlpha();_renderer.toneMapping=LinearToneMapping;_renderer.toneMappingExposure=1.0;_renderer.outputEncoding=LinearEncoding;scene.scale.z*=-1;var background=scene.background;if(background&&background.isColor){background.convertSRGBToLinear();// Convert linear to RGBE + var maxComponent=Math.max(background.r,background.g,background.b);var fExp=Math.min(Math.max(Math.ceil(Math.log2(maxComponent)),-128.0),127.0);background=background.multiplyScalar(Math.pow(2.0,-fExp));var alpha=(fExp+128.0)/255.0;_renderer.setClearColor(background,alpha);scene.background=null;}_renderer.setRenderTarget(cubeUVRenderTarget);for(var i=0;i<6;i++){var col=i%3;if(col==0){cubeCamera.up.set(0,upSign[i],0);cubeCamera.lookAt(forwardSign[i],0,0);}else if(col==1){cubeCamera.up.set(0,0,upSign[i]);cubeCamera.lookAt(0,forwardSign[i],0);}else{cubeCamera.up.set(0,upSign[i],0);cubeCamera.lookAt(0,0,forwardSign[i]);}_setViewport(col*SIZE_MAX,i>2?SIZE_MAX:0,SIZE_MAX,SIZE_MAX);_renderer.render(scene,cubeCamera);}_renderer.toneMapping=toneMapping;_renderer.toneMappingExposure=toneMappingExposure;_renderer.outputEncoding=outputEncoding;_renderer.setClearColor(clearColor,clearAlpha);scene.scale.z*=-1;}function _textureToCubeUV(texture,cubeUVRenderTarget){var scene=new Scene();if(texture.isCubeTexture){if(_cubemapShader==null){_cubemapShader=_getCubemapShader();}}else{if(_equirectShader==null){_equirectShader=_getEquirectShader();}}var material=texture.isCubeTexture?_cubemapShader:_equirectShader;scene.add(new Mesh(_lodPlanes[0],material));var uniforms=material.uniforms;uniforms['envMap'].value=texture;if(!texture.isCubeTexture){uniforms['texelSize'].value.set(1.0/texture.image.width,1.0/texture.image.height);}uniforms['inputEncoding'].value=ENCODINGS[texture.encoding];uniforms['outputEncoding'].value=ENCODINGS[texture.encoding];_renderer.setRenderTarget(cubeUVRenderTarget);_setViewport(0,0,3*SIZE_MAX,2*SIZE_MAX);_renderer.render(scene,_flatCamera);}function _compileMaterial(material){var tmpScene=new Scene();tmpScene.add(new Mesh(_lodPlanes[0],material));_renderer.compile(tmpScene,_flatCamera);}function _createRenderTarget(params){var cubeUVRenderTarget=new WebGLRenderTarget(3*SIZE_MAX,3*SIZE_MAX,params);cubeUVRenderTarget.texture.mapping=CubeUVReflectionMapping;cubeUVRenderTarget.texture.name='PMREM.cubeUv';cubeUVRenderTarget.scissorTest=true;return cubeUVRenderTarget;}function _setViewport(x,y,width,height){var invDpr=1.0/_renderer.getPixelRatio();x*=invDpr;y*=invDpr;width*=invDpr;height*=invDpr;_renderer.setViewport(x,y,width,height);_renderer.setScissor(x,y,width,height);}function _applyPMREM(cubeUVRenderTarget){var autoClear=_renderer.autoClear;_renderer.autoClear=false;for(var i=1;iMAX_SAMPLES){console.warn("sigmaRadians, ".concat(sigmaRadians,", is too large and will clip, as it requested ").concat(samples," samples when the maximum is set to ").concat(MAX_SAMPLES));}var weights=[];var sum=0;for(var i=0;iLOD_MAX-LOD_MIN?lodOut-LOD_MAX+LOD_MIN:0);_renderer.setRenderTarget(targetOut);_setViewport(x,y,3*outputSize,2*outputSize);_renderer.render(blurScene,_flatCamera);}function _getBlurShader(maxSamples){var weights=new Float32Array(maxSamples);var poleAxis=new Vector3(0,1,0);var shaderMaterial=new RawShaderMaterial({defines:{'n':maxSamples},uniforms:{'envMap':{value:null},'samples':{value:1},'weights':{value:weights},'latitudinal':{value:false},'dTheta':{value:0},'mipInt':{value:0},'poleAxis':{value:poleAxis},'inputEncoding':{value:ENCODINGS[LinearEncoding]},'outputEncoding':{value:ENCODINGS[LinearEncoding]}},vertexShader:_getCommonVertexShader(),fragmentShader:"\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform sampler2D envMap;\nuniform int samples;\nuniform float weights[n];\nuniform bool latitudinal;\nuniform float dTheta;\nuniform float mipInt;\nuniform vec3 poleAxis;\n\n".concat(_getEncodings(),"\n\n#define ENVMAP_TYPE_CUBE_UV\n#include \n\nvoid main() {\n\tgl_FragColor = vec4(0.0);\n\tfor (int i = 0; i < n; i++) {\n\t\tif (i >= samples)\n\t\t\tbreak;\n\t\tfor (int dir = -1; dir < 2; dir += 2) {\n\t\t\tif (i == 0 && dir == 1)\n\t\t\t\tcontinue;\n\t\t\tvec3 axis = latitudinal ? poleAxis : cross(poleAxis, vOutputDirection);\n\t\t\tif (all(equal(axis, vec3(0.0))))\n\t\t\t\taxis = cross(vec3(0.0, 1.0, 0.0), vOutputDirection);\n\t\t\taxis = normalize(axis);\n\t\t\tfloat theta = dTheta * float(dir * i);\n\t\t\tfloat cosTheta = cos(theta);\n\t\t\t// Rodrigues' axis-angle rotation\n\t\t\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t\t\t\t+ cross(axis, vOutputDirection) * sin(theta)\n\t\t\t\t\t+ axis * dot(axis, vOutputDirection) * (1.0 - cosTheta);\n\t\t\tgl_FragColor.rgb +=\n\t\t\t\t\tweights[i] * bilinearCubeUV(envMap, sampleDirection, mipInt);\n\t\t}\n\t}\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t"),blending:NoBlending,depthTest:false,depthWrite:false});shaderMaterial.type='SphericalGaussianBlur';return shaderMaterial;}function _getEquirectShader(){var texelSize=new Vector2(1,1);var shaderMaterial=new RawShaderMaterial({uniforms:{'envMap':{value:null},'texelSize':{value:texelSize},'inputEncoding':{value:ENCODINGS[LinearEncoding]},'outputEncoding':{value:ENCODINGS[LinearEncoding]}},vertexShader:_getCommonVertexShader(),fragmentShader:"\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform sampler2D envMap;\nuniform vec2 texelSize;\n\n".concat(_getEncodings(),"\n\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n\nvoid main() {\n\tgl_FragColor = vec4(0.0);\n\tvec3 outputDirection = normalize(vOutputDirection);\n\tvec2 uv;\n\tuv.y = asin(clamp(outputDirection.y, -1.0, 1.0)) * RECIPROCAL_PI + 0.5;\n\tuv.x = atan(outputDirection.z, outputDirection.x) * RECIPROCAL_PI2 + 0.5;\n\tvec2 f = fract(uv / texelSize - 0.5);\n\tuv -= f * texelSize;\n\tvec3 tl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tuv.x += texelSize.x;\n\tvec3 tr = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tuv.y += texelSize.y;\n\tvec3 br = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tuv.x -= texelSize.x;\n\tvec3 bl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tvec3 tm = mix(tl, tr, f.x);\n\tvec3 bm = mix(bl, br, f.x);\n\tgl_FragColor.rgb = mix(tm, bm, f.y);\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t"),blending:NoBlending,depthTest:false,depthWrite:false});shaderMaterial.type='EquirectangularToCubeUV';return shaderMaterial;}function _getCubemapShader(){var shaderMaterial=new RawShaderMaterial({uniforms:{'envMap':{value:null},'inputEncoding':{value:ENCODINGS[LinearEncoding]},'outputEncoding':{value:ENCODINGS[LinearEncoding]}},vertexShader:_getCommonVertexShader(),fragmentShader:"\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform samplerCube envMap;\n\n".concat(_getEncodings(),"\n\nvoid main() {\n\tgl_FragColor = vec4(0.0);\n\tgl_FragColor.rgb = envMapTexelToLinear(textureCube(envMap, vec3( - vOutputDirection.x, vOutputDirection.yz ))).rgb;\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t"),blending:NoBlending,depthTest:false,depthWrite:false});shaderMaterial.type='CubemapToCubeUV';return shaderMaterial;}function _getCommonVertexShader(){return "\nprecision mediump float;\nprecision mediump int;\nattribute vec3 position;\nattribute vec2 uv;\nattribute float faceIndex;\nvarying vec3 vOutputDirection;\nvec3 getDirection(vec2 uv, float face) {\n\tuv = 2.0 * uv - 1.0;\n\tvec3 direction = vec3(uv, 1.0);\n\tif (face == 0.0) {\n\t\tdirection = direction.zyx;\n\t\tdirection.z *= -1.0;\n\t} else if (face == 1.0) {\n\t\tdirection = direction.xzy;\n\t\tdirection.z *= -1.0;\n\t} else if (face == 3.0) {\n\t\tdirection = direction.zyx;\n\t\tdirection.x *= -1.0;\n\t} else if (face == 4.0) {\n\t\tdirection = direction.xzy;\n\t\tdirection.y *= -1.0;\n\t} else if (face == 5.0) {\n\t\tdirection.xz *= -1.0;\n\t}\n\treturn direction;\n}\nvoid main() {\n\tvOutputDirection = getDirection(uv, faceIndex);\n\tgl_Position = vec4( position, 1.0 );\n}\n\t";}function _getEncodings(){return "\nuniform int inputEncoding;\nuniform int outputEncoding;\n\n#include \n\nvec4 inputTexelToLinear(vec4 value){\n\tif(inputEncoding == 0){\n\t\treturn value;\n\t}else if(inputEncoding == 1){\n\t\treturn sRGBToLinear(value);\n\t}else if(inputEncoding == 2){\n\t\treturn RGBEToLinear(value);\n\t}else if(inputEncoding == 3){\n\t\treturn RGBMToLinear(value, 7.0);\n\t}else if(inputEncoding == 4){\n\t\treturn RGBMToLinear(value, 16.0);\n\t}else if(inputEncoding == 5){\n\t\treturn RGBDToLinear(value, 256.0);\n\t}else{\n\t\treturn GammaToLinear(value, 2.2);\n\t}\n}\n\nvec4 linearToOutputTexel(vec4 value){\n\tif(outputEncoding == 0){\n\t\treturn value;\n\t}else if(outputEncoding == 1){\n\t\treturn LinearTosRGB(value);\n\t}else if(outputEncoding == 2){\n\t\treturn LinearToRGBE(value);\n\t}else if(outputEncoding == 3){\n\t\treturn LinearToRGBM(value, 7.0);\n\t}else if(outputEncoding == 4){\n\t\treturn LinearToRGBM(value, 16.0);\n\t}else if(outputEncoding == 5){\n\t\treturn LinearToRGBD(value, 256.0);\n\t}else{\n\t\treturn LinearToGamma(value, 2.2);\n\t}\n}\n\nvec4 envMapTexelToLinear(vec4 color) {\n\treturn inputTexelToLinear(color);\n}\n\t";}/** * @author mrdoob / http://mrdoob.com/ */function Face4(a,b,c,d,normal,color,materialIndex){console.warn('THREE.Face4 has been removed. A THREE.Face3 will be created instead.');return new Face3(a,b,c,normal,color,materialIndex);}var LineStrip=0;var LinePieces=1;function MeshFaceMaterial(materials){console.warn('THREE.MeshFaceMaterial has been removed. Use an Array instead.');return materials;}function MultiMaterial(materials){if(materials===undefined)materials=[];console.warn('THREE.MultiMaterial has been removed. Use an Array instead.');materials.isMultiMaterial=true;materials.materials=materials;materials.clone=function(){return materials.slice();};return materials;}function PointCloud(geometry,material){console.warn('THREE.PointCloud has been renamed to THREE.Points.');return new Points(geometry,material);}function Particle(material){console.warn('THREE.Particle has been renamed to THREE.Sprite.');return new Sprite(material);}function ParticleSystem(geometry,material){console.warn('THREE.ParticleSystem has been renamed to THREE.Points.');return new Points(geometry,material);}function PointCloudMaterial(parameters){console.warn('THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.');return new PointsMaterial(parameters);}function ParticleBasicMaterial(parameters){console.warn('THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.');return new PointsMaterial(parameters);}function ParticleSystemMaterial(parameters){console.warn('THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.');return new PointsMaterial(parameters);}function Vertex(x,y,z){console.warn('THREE.Vertex has been removed. Use THREE.Vector3 instead.');return new Vector3(x,y,z);}// function DynamicBufferAttribute(array,itemSize){console.warn('THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.');return new BufferAttribute(array,itemSize).setDynamic(true);}function Int8Attribute(array,itemSize){console.warn('THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.');return new Int8BufferAttribute(array,itemSize);}function Uint8Attribute(array,itemSize){console.warn('THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.');return new Uint8BufferAttribute(array,itemSize);}function Uint8ClampedAttribute(array,itemSize){console.warn('THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.');return new Uint8ClampedBufferAttribute(array,itemSize);}function Int16Attribute(array,itemSize){console.warn('THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.');return new Int16BufferAttribute(array,itemSize);}function Uint16Attribute(array,itemSize){console.warn('THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.');return new Uint16BufferAttribute(array,itemSize);}function Int32Attribute(array,itemSize){console.warn('THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.');return new Int32BufferAttribute(array,itemSize);}function Uint32Attribute(array,itemSize){console.warn('THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.');return new Uint32BufferAttribute(array,itemSize);}function Float32Attribute(array,itemSize){console.warn('THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.');return new Float32BufferAttribute(array,itemSize);}function Float64Attribute(array,itemSize){console.warn('THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.');return new Float64BufferAttribute(array,itemSize);}// @@ -20488,17 +20545,16 @@ function AxisHelper(size){console.warn('THREE.AxisHelper has been renamed to THREE.AxesHelper.');return new AxesHelper(size);}function BoundingBoxHelper(object,color){console.warn('THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.');return new BoxHelper(object,color);}function EdgesHelper(object,hex){console.warn('THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.');return new LineSegments(new EdgesGeometry(object.geometry),new LineBasicMaterial({color:hex!==undefined?hex:0xffffff}));}GridHelper.prototype.setColors=function(){console.error('THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.');};SkeletonHelper.prototype.update=function(){console.error('THREE.SkeletonHelper: update() no longer needs to be called.');};function WireframeHelper(object,hex){console.warn('THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.');return new LineSegments(new WireframeGeometry(object.geometry),new LineBasicMaterial({color:hex!==undefined?hex:0xffffff}));}// Object.assign(Loader.prototype,{extractUrlBase:function extractUrlBase(url){console.warn('THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.');return LoaderUtils.extractUrlBase(url);}});Loader.Handlers={add:function add()/* regex, loader */{console.error('THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.');},get:function get()/* file */{console.error('THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.');}};function XHRLoader(manager){console.warn('THREE.XHRLoader has been renamed to THREE.FileLoader.');return new FileLoader(manager);}function BinaryTextureLoader(manager){console.warn('THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.');return new DataTextureLoader(manager);}Object.assign(ObjectLoader.prototype,{setTexturePath:function setTexturePath(value){console.warn('THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().');return this.setResourcePath(value);}});// Object.assign(Box2.prototype,{center:function center(optionalTarget){console.warn('THREE.Box2: .center() has been renamed to .getCenter().');return this.getCenter(optionalTarget);},empty:function empty(){console.warn('THREE.Box2: .empty() has been renamed to .isEmpty().');return this.isEmpty();},isIntersectionBox:function isIntersectionBox(box){console.warn('THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().');return this.intersectsBox(box);},size:function size(optionalTarget){console.warn('THREE.Box2: .size() has been renamed to .getSize().');return this.getSize(optionalTarget);}});Object.assign(Box3.prototype,{center:function center(optionalTarget){console.warn('THREE.Box3: .center() has been renamed to .getCenter().');return this.getCenter(optionalTarget);},empty:function empty(){console.warn('THREE.Box3: .empty() has been renamed to .isEmpty().');return this.isEmpty();},isIntersectionBox:function isIntersectionBox(box){console.warn('THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().');return this.intersectsBox(box);},isIntersectionSphere:function isIntersectionSphere(sphere){console.warn('THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().');return this.intersectsSphere(sphere);},size:function size(optionalTarget){console.warn('THREE.Box3: .size() has been renamed to .getSize().');return this.getSize(optionalTarget);}});Line3.prototype.center=function(optionalTarget){console.warn('THREE.Line3: .center() has been renamed to .getCenter().');return this.getCenter(optionalTarget);};Object.assign(_Math,{random16:function random16(){console.warn('THREE.Math: .random16() has been deprecated. Use Math.random() instead.');return Math.random();},nearestPowerOfTwo:function nearestPowerOfTwo(value){console.warn('THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().');return _Math.floorPowerOfTwo(value);},nextPowerOfTwo:function nextPowerOfTwo(value){console.warn('THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().');return _Math.ceilPowerOfTwo(value);}});Object.assign(Matrix3.prototype,{flattenToArrayOffset:function flattenToArrayOffset(array,offset){console.warn("THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.");return this.toArray(array,offset);},multiplyVector3:function multiplyVector3(vector){console.warn('THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.');return vector.applyMatrix3(this);},multiplyVector3Array:function multiplyVector3Array()/* a */{console.error('THREE.Matrix3: .multiplyVector3Array() has been removed.');},applyToBuffer:function applyToBuffer(buffer/*, offset, length */){console.warn('THREE.Matrix3: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.');return this.applyToBufferAttribute(buffer);},applyToVector3Array:function applyToVector3Array()/* array, offset, length */{console.error('THREE.Matrix3: .applyToVector3Array() has been removed.');}});Object.assign(Matrix4.prototype,{extractPosition:function extractPosition(m){console.warn('THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().');return this.copyPosition(m);},flattenToArrayOffset:function flattenToArrayOffset(array,offset){console.warn("THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.");return this.toArray(array,offset);},getPosition:function getPosition(){console.warn('THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.');return new Vector3().setFromMatrixColumn(this,3);},setRotationFromQuaternion:function setRotationFromQuaternion(q){console.warn('THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().');return this.makeRotationFromQuaternion(q);},multiplyToArray:function multiplyToArray(){console.warn('THREE.Matrix4: .multiplyToArray() has been removed.');},multiplyVector3:function multiplyVector3(vector){console.warn('THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.');return vector.applyMatrix4(this);},multiplyVector4:function multiplyVector4(vector){console.warn('THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.');return vector.applyMatrix4(this);},multiplyVector3Array:function multiplyVector3Array()/* a */{console.error('THREE.Matrix4: .multiplyVector3Array() has been removed.');},rotateAxis:function rotateAxis(v){console.warn('THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.');v.transformDirection(this);},crossVector:function crossVector(vector){console.warn('THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.');return vector.applyMatrix4(this);},translate:function translate(){console.error('THREE.Matrix4: .translate() has been removed.');},rotateX:function rotateX(){console.error('THREE.Matrix4: .rotateX() has been removed.');},rotateY:function rotateY(){console.error('THREE.Matrix4: .rotateY() has been removed.');},rotateZ:function rotateZ(){console.error('THREE.Matrix4: .rotateZ() has been removed.');},rotateByAxis:function rotateByAxis(){console.error('THREE.Matrix4: .rotateByAxis() has been removed.');},applyToBuffer:function applyToBuffer(buffer/*, offset, length */){console.warn('THREE.Matrix4: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.');return this.applyToBufferAttribute(buffer);},applyToVector3Array:function applyToVector3Array()/* array, offset, length */{console.error('THREE.Matrix4: .applyToVector3Array() has been removed.');},makeFrustum:function makeFrustum(left,right,bottom,top,near,far){console.warn('THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.');return this.makePerspective(left,right,top,bottom,near,far);}});Plane.prototype.isIntersectionLine=function(line){console.warn('THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().');return this.intersectsLine(line);};Quaternion.prototype.multiplyVector3=function(vector){console.warn('THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.');return vector.applyQuaternion(this);};Object.assign(Ray.prototype,{isIntersectionBox:function isIntersectionBox(box){console.warn('THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().');return this.intersectsBox(box);},isIntersectionPlane:function isIntersectionPlane(plane){console.warn('THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().');return this.intersectsPlane(plane);},isIntersectionSphere:function isIntersectionSphere(sphere){console.warn('THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().');return this.intersectsSphere(sphere);}});Object.assign(Triangle.prototype,{area:function area(){console.warn('THREE.Triangle: .area() has been renamed to .getArea().');return this.getArea();},barycoordFromPoint:function barycoordFromPoint(point,target){console.warn('THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().');return this.getBarycoord(point,target);},midpoint:function midpoint(target){console.warn('THREE.Triangle: .midpoint() has been renamed to .getMidpoint().');return this.getMidpoint(target);},normal:function normal(target){console.warn('THREE.Triangle: .normal() has been renamed to .getNormal().');return this.getNormal(target);},plane:function plane(target){console.warn('THREE.Triangle: .plane() has been renamed to .getPlane().');return this.getPlane(target);}});Object.assign(Triangle,{barycoordFromPoint:function barycoordFromPoint(point,a,b,c,target){console.warn('THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().');return Triangle.getBarycoord(point,a,b,c,target);},normal:function normal(a,b,c,target){console.warn('THREE.Triangle: .normal() has been renamed to .getNormal().');return Triangle.getNormal(a,b,c,target);}});Object.assign(Shape.prototype,{extractAllPoints:function extractAllPoints(divisions){console.warn('THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.');return this.extractPoints(divisions);},extrude:function extrude(options){console.warn('THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.');return new ExtrudeGeometry(this,options);},makeGeometry:function makeGeometry(options){console.warn('THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.');return new ShapeGeometry(this,options);}});Object.assign(Vector2.prototype,{fromAttribute:function fromAttribute(attribute,index,offset){console.warn('THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().');return this.fromBufferAttribute(attribute,index,offset);},distanceToManhattan:function distanceToManhattan(v){console.warn('THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().');return this.manhattanDistanceTo(v);},lengthManhattan:function lengthManhattan(){console.warn('THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().');return this.manhattanLength();}});Object.assign(Vector3.prototype,{setEulerFromRotationMatrix:function setEulerFromRotationMatrix(){console.error('THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.');},setEulerFromQuaternion:function setEulerFromQuaternion(){console.error('THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.');},getPositionFromMatrix:function getPositionFromMatrix(m){console.warn('THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().');return this.setFromMatrixPosition(m);},getScaleFromMatrix:function getScaleFromMatrix(m){console.warn('THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().');return this.setFromMatrixScale(m);},getColumnFromMatrix:function getColumnFromMatrix(index,matrix){console.warn('THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().');return this.setFromMatrixColumn(matrix,index);},applyProjection:function applyProjection(m){console.warn('THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.');return this.applyMatrix4(m);},fromAttribute:function fromAttribute(attribute,index,offset){console.warn('THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().');return this.fromBufferAttribute(attribute,index,offset);},distanceToManhattan:function distanceToManhattan(v){console.warn('THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().');return this.manhattanDistanceTo(v);},lengthManhattan:function lengthManhattan(){console.warn('THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().');return this.manhattanLength();}});Object.assign(Vector4.prototype,{fromAttribute:function fromAttribute(attribute,index,offset){console.warn('THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().');return this.fromBufferAttribute(attribute,index,offset);},lengthManhattan:function lengthManhattan(){console.warn('THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().');return this.manhattanLength();}});// - Object.assign(Geometry.prototype,{computeTangents:function computeTangents(){console.error('THREE.Geometry: .computeTangents() has been removed.');},computeLineDistances:function computeLineDistances(){console.error('THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.');}});Object.assign(Object3D.prototype,{getChildByName:function getChildByName(name){console.warn('THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().');return this.getObjectByName(name);},renderDepth:function renderDepth(){console.warn('THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.');},translate:function translate(distance,axis){console.warn('THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.');return this.translateOnAxis(axis,distance);},getWorldRotation:function getWorldRotation(){console.error('THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.');}});Object.defineProperties(Object3D.prototype,{eulerOrder:{get:function get(){console.warn('THREE.Object3D: .eulerOrder is now .rotation.order.');return this.rotation.order;},set:function set(value){console.warn('THREE.Object3D: .eulerOrder is now .rotation.order.');this.rotation.order=value;}},useQuaternion:{get:function get(){console.warn('THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.');},set:function set(){console.warn('THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.');}}});Object.defineProperties(LOD.prototype,{objects:{get:function get(){console.warn('THREE.LOD: .objects has been renamed to .levels.');return this.levels;}}});Object.defineProperty(Skeleton.prototype,'useVertexTexture',{get:function get(){console.warn('THREE.Skeleton: useVertexTexture has been removed.');},set:function set(){console.warn('THREE.Skeleton: useVertexTexture has been removed.');}});SkinnedMesh.prototype.initBones=function(){console.error('THREE.SkinnedMesh: initBones() has been removed.');};Object.defineProperty(Curve.prototype,'__arcLengthDivisions',{get:function get(){console.warn('THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.');return this.arcLengthDivisions;},set:function set(value){console.warn('THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.');this.arcLengthDivisions=value;}});// + Object.assign(Geometry.prototype,{computeTangents:function computeTangents(){console.error('THREE.Geometry: .computeTangents() has been removed.');},computeLineDistances:function computeLineDistances(){console.error('THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.');}});Object.assign(Object3D.prototype,{getChildByName:function getChildByName(name){console.warn('THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().');return this.getObjectByName(name);},renderDepth:function renderDepth(){console.warn('THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.');},translate:function translate(distance,axis){console.warn('THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.');return this.translateOnAxis(axis,distance);},getWorldRotation:function getWorldRotation(){console.error('THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.');}});Object.defineProperties(Object3D.prototype,{eulerOrder:{get:function get(){console.warn('THREE.Object3D: .eulerOrder is now .rotation.order.');return this.rotation.order;},set:function set(value){console.warn('THREE.Object3D: .eulerOrder is now .rotation.order.');this.rotation.order=value;}},useQuaternion:{get:function get(){console.warn('THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.');},set:function set(){console.warn('THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.');}}});Object.assign(Mesh.prototype,{setDrawMode:function setDrawMode(){console.error('THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.');}});Object.defineProperties(Mesh.prototype,{drawMode:{get:function get(){console.error('THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.');return TrianglesDrawMode;},set:function set(){console.error('THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.');}}});Object.defineProperties(LOD.prototype,{objects:{get:function get(){console.warn('THREE.LOD: .objects has been renamed to .levels.');return this.levels;}}});Object.defineProperty(Skeleton.prototype,'useVertexTexture',{get:function get(){console.warn('THREE.Skeleton: useVertexTexture has been removed.');},set:function set(){console.warn('THREE.Skeleton: useVertexTexture has been removed.');}});SkinnedMesh.prototype.initBones=function(){console.error('THREE.SkinnedMesh: initBones() has been removed.');};Object.defineProperty(Curve.prototype,'__arcLengthDivisions',{get:function get(){console.warn('THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.');return this.arcLengthDivisions;},set:function set(value){console.warn('THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.');this.arcLengthDivisions=value;}});// PerspectiveCamera.prototype.setLens=function(focalLength,filmGauge){console.warn("THREE.PerspectiveCamera.setLens is deprecated. "+"Use .setFocalLength and .filmGauge for a photographic setup.");if(filmGauge!==undefined)this.filmGauge=filmGauge;this.setFocalLength(focalLength);};// Object.defineProperties(Light.prototype,{onlyShadow:{set:function set(){console.warn('THREE.Light: .onlyShadow has been removed.');}},shadowCameraFov:{set:function set(value){console.warn('THREE.Light: .shadowCameraFov is now .shadow.camera.fov.');this.shadow.camera.fov=value;}},shadowCameraLeft:{set:function set(value){console.warn('THREE.Light: .shadowCameraLeft is now .shadow.camera.left.');this.shadow.camera.left=value;}},shadowCameraRight:{set:function set(value){console.warn('THREE.Light: .shadowCameraRight is now .shadow.camera.right.');this.shadow.camera.right=value;}},shadowCameraTop:{set:function set(value){console.warn('THREE.Light: .shadowCameraTop is now .shadow.camera.top.');this.shadow.camera.top=value;}},shadowCameraBottom:{set:function set(value){console.warn('THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.');this.shadow.camera.bottom=value;}},shadowCameraNear:{set:function set(value){console.warn('THREE.Light: .shadowCameraNear is now .shadow.camera.near.');this.shadow.camera.near=value;}},shadowCameraFar:{set:function set(value){console.warn('THREE.Light: .shadowCameraFar is now .shadow.camera.far.');this.shadow.camera.far=value;}},shadowCameraVisible:{set:function set(){console.warn('THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.');}},shadowBias:{set:function set(value){console.warn('THREE.Light: .shadowBias is now .shadow.bias.');this.shadow.bias=value;}},shadowDarkness:{set:function set(){console.warn('THREE.Light: .shadowDarkness has been removed.');}},shadowMapWidth:{set:function set(value){console.warn('THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.');this.shadow.mapSize.width=value;}},shadowMapHeight:{set:function set(value){console.warn('THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.');this.shadow.mapSize.height=value;}}});// Object.defineProperties(BufferAttribute.prototype,{length:{get:function get(){console.warn('THREE.BufferAttribute: .length has been deprecated. Use .count instead.');return this.array.length;}},dynamic:{get:function get(){console.warn('THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.');return this.usage===DynamicDrawUsage;},set:function set()/* value */{console.warn('THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.');this.setUsage(DynamicDrawUsage);}}});Object.assign(BufferAttribute.prototype,{setDynamic:function setDynamic(value){console.warn('THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.');this.setUsage(value===true?DynamicDrawUsage:StaticDrawUsage);return this;},copyIndicesArray:function copyIndicesArray()/* indices */{console.error('THREE.BufferAttribute: .copyIndicesArray() has been removed.');},setArray:function setArray()/* array */{console.error('THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers');}});Object.assign(BufferGeometry.prototype,{addIndex:function addIndex(index){console.warn('THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().');this.setIndex(index);},addAttribute:function addAttribute(name,attribute){console.warn('THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().');if(!(attribute&&attribute.isBufferAttribute)&&!(attribute&&attribute.isInterleavedBufferAttribute)){console.warn('THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).');return this.setAttribute(name,new BufferAttribute(arguments[1],arguments[2]));}if(name==='index'){console.warn('THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.');this.setIndex(attribute);return this;}return this.setAttribute(name,attribute);},addDrawCall:function addDrawCall(start,count,indexOffset){if(indexOffset!==undefined){console.warn('THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.');}console.warn('THREE.BufferGeometry: .addDrawCall() is now .addGroup().');this.addGroup(start,count);},clearDrawCalls:function clearDrawCalls(){console.warn('THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().');this.clearGroups();},computeTangents:function computeTangents(){console.warn('THREE.BufferGeometry: .computeTangents() has been removed.');},computeOffsets:function computeOffsets(){console.warn('THREE.BufferGeometry: .computeOffsets() has been removed.');},removeAttribute:function removeAttribute(name){console.warn('THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().');return this.deleteAttribute(name);}});Object.defineProperties(BufferGeometry.prototype,{drawcalls:{get:function get(){console.error('THREE.BufferGeometry: .drawcalls has been renamed to .groups.');return this.groups;}},offsets:{get:function get(){console.warn('THREE.BufferGeometry: .offsets has been renamed to .groups.');return this.groups;}}});Object.defineProperties(InterleavedBuffer.prototype,{dynamic:{get:function get(){console.warn('THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.');return this.usage===DynamicDrawUsage;},set:function set(value){console.warn('THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.');this.setUsage(value);}}});Object.assign(InterleavedBuffer.prototype,{setDynamic:function setDynamic(value){console.warn('THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.');this.setUsage(value===true?DynamicDrawUsage:StaticDrawUsage);return this;},setArray:function setArray()/* array */{console.error('THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers');}});// Object.assign(ExtrudeBufferGeometry.prototype,{getArrays:function getArrays(){console.error('THREE.ExtrudeBufferGeometry: .getArrays() has been removed.');},addShapeList:function addShapeList(){console.error('THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.');},addShape:function addShape(){console.error('THREE.ExtrudeBufferGeometry: .addShape() has been removed.');}});// Object.defineProperties(Uniform.prototype,{dynamic:{set:function set(){console.warn('THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.');}},onUpdate:{value:function value(){console.warn('THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.');return this;}}});// Object.defineProperties(Material.prototype,{wrapAround:{get:function get(){console.warn('THREE.Material: .wrapAround has been removed.');},set:function set(){console.warn('THREE.Material: .wrapAround has been removed.');}},overdraw:{get:function get(){console.warn('THREE.Material: .overdraw has been removed.');},set:function set(){console.warn('THREE.Material: .overdraw has been removed.');}},wrapRGB:{get:function get(){console.warn('THREE.Material: .wrapRGB has been removed.');return new Color();}},shading:{get:function get(){console.error('THREE.'+this.type+': .shading has been removed. Use the boolean .flatShading instead.');},set:function set(value){console.warn('THREE.'+this.type+': .shading has been removed. Use the boolean .flatShading instead.');this.flatShading=value===FlatShading;}},stencilMask:{get:function get(){console.warn('THREE.'+this.type+': .stencilMask has been removed. Use .stencilFuncMask instead.');return this.stencilFuncMask;},set:function set(value){console.warn('THREE.'+this.type+': .stencilMask has been removed. Use .stencilFuncMask instead.');this.stencilFuncMask=value;}}});Object.defineProperties(MeshPhongMaterial.prototype,{metal:{get:function get(){console.warn('THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.');return false;},set:function set(){console.warn('THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead');}}});Object.defineProperties(ShaderMaterial.prototype,{derivatives:{get:function get(){console.warn('THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.');return this.extensions.derivatives;},set:function set(value){console.warn('THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.');this.extensions.derivatives=value;}}});// - Object.assign(WebGLRenderer.prototype,{clearTarget:function clearTarget(renderTarget,color,depth,stencil){console.warn('THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.');this.setRenderTarget(renderTarget);this.clear(color,depth,stencil);},animate:function animate(callback){console.warn('THREE.WebGLRenderer: .animate() is now .setAnimationLoop().');this.setAnimationLoop(callback);},getCurrentRenderTarget:function getCurrentRenderTarget(){console.warn('THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().');return this.getRenderTarget();},getMaxAnisotropy:function getMaxAnisotropy(){console.warn('THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().');return this.capabilities.getMaxAnisotropy();},getPrecision:function getPrecision(){console.warn('THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.');return this.capabilities.precision;},resetGLState:function resetGLState(){console.warn('THREE.WebGLRenderer: .resetGLState() is now .state.reset().');return this.state.reset();},supportsFloatTextures:function supportsFloatTextures(){console.warn('THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).');return this.extensions.get('OES_texture_float');},supportsHalfFloatTextures:function supportsHalfFloatTextures(){console.warn('THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).');return this.extensions.get('OES_texture_half_float');},supportsStandardDerivatives:function supportsStandardDerivatives(){console.warn('THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).');return this.extensions.get('OES_standard_derivatives');},supportsCompressedTextureS3TC:function supportsCompressedTextureS3TC(){console.warn('THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).');return this.extensions.get('WEBGL_compressed_texture_s3tc');},supportsCompressedTexturePVRTC:function supportsCompressedTexturePVRTC(){console.warn('THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).');return this.extensions.get('WEBGL_compressed_texture_pvrtc');},supportsBlendMinMax:function supportsBlendMinMax(){console.warn('THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).');return this.extensions.get('EXT_blend_minmax');},supportsVertexTextures:function supportsVertexTextures(){console.warn('THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.');return this.capabilities.vertexTextures;},supportsInstancedArrays:function supportsInstancedArrays(){console.warn('THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).');return this.extensions.get('ANGLE_instanced_arrays');},enableScissorTest:function enableScissorTest(boolean){console.warn('THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().');this.setScissorTest(boolean);},initMaterial:function initMaterial(){console.warn('THREE.WebGLRenderer: .initMaterial() has been removed.');},addPrePlugin:function addPrePlugin(){console.warn('THREE.WebGLRenderer: .addPrePlugin() has been removed.');},addPostPlugin:function addPostPlugin(){console.warn('THREE.WebGLRenderer: .addPostPlugin() has been removed.');},updateShadowMap:function updateShadowMap(){console.warn('THREE.WebGLRenderer: .updateShadowMap() has been removed.');},setFaceCulling:function setFaceCulling(){console.warn('THREE.WebGLRenderer: .setFaceCulling() has been removed.');},allocTextureUnit:function allocTextureUnit(){console.warn('THREE.WebGLRenderer: .allocTextureUnit() has been removed.');},setTexture:function setTexture(){console.warn('THREE.WebGLRenderer: .setTexture() has been removed.');},setTexture2D:function setTexture2D(){console.warn('THREE.WebGLRenderer: .setTexture2D() has been removed.');},setTextureCube:function setTextureCube(){console.warn('THREE.WebGLRenderer: .setTextureCube() has been removed.');},getActiveMipMapLevel:function getActiveMipMapLevel(){console.warn('THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().');return this.getActiveMipmapLevel();}});Object.defineProperties(WebGLRenderer.prototype,{shadowMapEnabled:{get:function get(){return this.shadowMap.enabled;},set:function set(value){console.warn('THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.');this.shadowMap.enabled=value;}},shadowMapType:{get:function get(){return this.shadowMap.type;},set:function set(value){console.warn('THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.');this.shadowMap.type=value;}},shadowMapCullFace:{get:function get(){console.warn('THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.');return undefined;},set:function set()/* value */{console.warn('THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.');}},context:{get:function get(){console.warn('THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.');return this.getContext();}}});Object.defineProperties(WebGLShadowMap.prototype,{cullFace:{get:function get(){console.warn('THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.');return undefined;},set:function set()/* cullFace */{console.warn('THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.');}},renderReverseSided:{get:function get(){console.warn('THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.');return undefined;},set:function set(){console.warn('THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.');}},renderSingleSided:{get:function get(){console.warn('THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.');return undefined;},set:function set(){console.warn('THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.');}}});// + Object.assign(WebGLRenderer.prototype,{clearTarget:function clearTarget(renderTarget,color,depth,stencil){console.warn('THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.');this.setRenderTarget(renderTarget);this.clear(color,depth,stencil);},animate:function animate(callback){console.warn('THREE.WebGLRenderer: .animate() is now .setAnimationLoop().');this.setAnimationLoop(callback);},getCurrentRenderTarget:function getCurrentRenderTarget(){console.warn('THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().');return this.getRenderTarget();},getMaxAnisotropy:function getMaxAnisotropy(){console.warn('THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().');return this.capabilities.getMaxAnisotropy();},getPrecision:function getPrecision(){console.warn('THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.');return this.capabilities.precision;},resetGLState:function resetGLState(){console.warn('THREE.WebGLRenderer: .resetGLState() is now .state.reset().');return this.state.reset();},supportsFloatTextures:function supportsFloatTextures(){console.warn('THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).');return this.extensions.get('OES_texture_float');},supportsHalfFloatTextures:function supportsHalfFloatTextures(){console.warn('THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).');return this.extensions.get('OES_texture_half_float');},supportsStandardDerivatives:function supportsStandardDerivatives(){console.warn('THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).');return this.extensions.get('OES_standard_derivatives');},supportsCompressedTextureS3TC:function supportsCompressedTextureS3TC(){console.warn('THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).');return this.extensions.get('WEBGL_compressed_texture_s3tc');},supportsCompressedTexturePVRTC:function supportsCompressedTexturePVRTC(){console.warn('THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).');return this.extensions.get('WEBGL_compressed_texture_pvrtc');},supportsBlendMinMax:function supportsBlendMinMax(){console.warn('THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).');return this.extensions.get('EXT_blend_minmax');},supportsVertexTextures:function supportsVertexTextures(){console.warn('THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.');return this.capabilities.vertexTextures;},supportsInstancedArrays:function supportsInstancedArrays(){console.warn('THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).');return this.extensions.get('ANGLE_instanced_arrays');},enableScissorTest:function enableScissorTest(boolean){console.warn('THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().');this.setScissorTest(boolean);},initMaterial:function initMaterial(){console.warn('THREE.WebGLRenderer: .initMaterial() has been removed.');},addPrePlugin:function addPrePlugin(){console.warn('THREE.WebGLRenderer: .addPrePlugin() has been removed.');},addPostPlugin:function addPostPlugin(){console.warn('THREE.WebGLRenderer: .addPostPlugin() has been removed.');},updateShadowMap:function updateShadowMap(){console.warn('THREE.WebGLRenderer: .updateShadowMap() has been removed.');},setFaceCulling:function setFaceCulling(){console.warn('THREE.WebGLRenderer: .setFaceCulling() has been removed.');},allocTextureUnit:function allocTextureUnit(){console.warn('THREE.WebGLRenderer: .allocTextureUnit() has been removed.');},setTexture:function setTexture(){console.warn('THREE.WebGLRenderer: .setTexture() has been removed.');},setTexture2D:function setTexture2D(){console.warn('THREE.WebGLRenderer: .setTexture2D() has been removed.');},setTextureCube:function setTextureCube(){console.warn('THREE.WebGLRenderer: .setTextureCube() has been removed.');},getActiveMipMapLevel:function getActiveMipMapLevel(){console.warn('THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().');return this.getActiveMipmapLevel();}});Object.defineProperties(WebGLRenderer.prototype,{shadowMapEnabled:{get:function get(){return this.shadowMap.enabled;},set:function set(value){console.warn('THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.');this.shadowMap.enabled=value;}},shadowMapType:{get:function get(){return this.shadowMap.type;},set:function set(value){console.warn('THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.');this.shadowMap.type=value;}},shadowMapCullFace:{get:function get(){console.warn('THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.');return undefined;},set:function set()/* value */{console.warn('THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.');}},context:{get:function get(){console.warn('THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.');return this.getContext();}},vr:{get:function get(){console.warn('THREE.WebGLRenderer: .vr has been renamed to .xr');return this.xr;}},gammaInput:{get:function get(){console.warn('THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.');return false;},set:function set(){console.warn('THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.');}},gammaOutput:{get:function get(){console.warn('THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.');return false;},set:function set(value){console.warn('THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.');this.outputEncoding=value===true?sRGBEncoding:LinearEncoding;}}});Object.defineProperties(WebGLShadowMap.prototype,{cullFace:{get:function get(){console.warn('THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.');return undefined;},set:function set()/* cullFace */{console.warn('THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.');}},renderReverseSided:{get:function get(){console.warn('THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.');return undefined;},set:function set(){console.warn('THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.');}},renderSingleSided:{get:function get(){console.warn('THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.');return undefined;},set:function set(){console.warn('THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.');}}});// Object.defineProperties(WebGLRenderTargetCube.prototype,{activeCubeFace:{set:function set()/* value */{console.warn('THREE.WebGLRenderTargetCube: .activeCubeFace has been removed. It is now the second parameter of WebGLRenderer.setRenderTarget().');}},activeMipMapLevel:{set:function set()/* value */{console.warn('THREE.WebGLRenderTargetCube: .activeMipMapLevel has been removed. It is now the third parameter of WebGLRenderer.setRenderTarget().');}}});// Object.defineProperties(WebGLRenderTarget.prototype,{wrapS:{get:function get(){console.warn('THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.');return this.texture.wrapS;},set:function set(value){console.warn('THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.');this.texture.wrapS=value;}},wrapT:{get:function get(){console.warn('THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.');return this.texture.wrapT;},set:function set(value){console.warn('THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.');this.texture.wrapT=value;}},magFilter:{get:function get(){console.warn('THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.');return this.texture.magFilter;},set:function set(value){console.warn('THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.');this.texture.magFilter=value;}},minFilter:{get:function get(){console.warn('THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.');return this.texture.minFilter;},set:function set(value){console.warn('THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.');this.texture.minFilter=value;}},anisotropy:{get:function get(){console.warn('THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.');return this.texture.anisotropy;},set:function set(value){console.warn('THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.');this.texture.anisotropy=value;}},offset:{get:function get(){console.warn('THREE.WebGLRenderTarget: .offset is now .texture.offset.');return this.texture.offset;},set:function set(value){console.warn('THREE.WebGLRenderTarget: .offset is now .texture.offset.');this.texture.offset=value;}},repeat:{get:function get(){console.warn('THREE.WebGLRenderTarget: .repeat is now .texture.repeat.');return this.texture.repeat;},set:function set(value){console.warn('THREE.WebGLRenderTarget: .repeat is now .texture.repeat.');this.texture.repeat=value;}},format:{get:function get(){console.warn('THREE.WebGLRenderTarget: .format is now .texture.format.');return this.texture.format;},set:function set(value){console.warn('THREE.WebGLRenderTarget: .format is now .texture.format.');this.texture.format=value;}},type:{get:function get(){console.warn('THREE.WebGLRenderTarget: .type is now .texture.type.');return this.texture.type;},set:function set(value){console.warn('THREE.WebGLRenderTarget: .type is now .texture.type.');this.texture.type=value;}},generateMipmaps:{get:function get(){console.warn('THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.');return this.texture.generateMipmaps;},set:function set(value){console.warn('THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.');this.texture.generateMipmaps=value;}}});// - Object.defineProperties(WebVRManager.prototype,{standing:{set:function set()/* value */{console.warn('THREE.WebVRManager: .standing has been removed.');}},userHeight:{set:function set()/* value */{console.warn('THREE.WebVRManager: .userHeight has been removed.');}}});// Object.defineProperties(Audio.prototype,{load:{value:function value(file){console.warn('THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.');var scope=this;var audioLoader=new AudioLoader();audioLoader.load(file,function(buffer){scope.setBuffer(buffer);});return this;}},startTime:{set:function set(){console.warn('THREE.Audio: .startTime is now .play( delay ).');}}});AudioAnalyser.prototype.getData=function(){console.warn('THREE.AudioAnalyser: .getData() is now .getFrequencyData().');return this.getFrequencyData();};// CubeCamera.prototype.updateCubeMap=function(renderer,scene){console.warn('THREE.CubeCamera: .updateCubeMap() is now .update().');return this.update(renderer,scene);};// var GeometryUtils={merge:function merge(geometry1,geometry2,materialIndexOffset){console.warn('THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.');var matrix;if(geometry2.isMesh){geometry2.matrixAutoUpdate&&geometry2.updateMatrix();matrix=geometry2.matrix;geometry2=geometry2.geometry;}geometry1.merge(geometry2,matrix,materialIndexOffset);},center:function center(geometry){console.warn('THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.');return geometry.center();}};ImageUtils.crossOrigin=undefined;ImageUtils.loadTexture=function(url,mapping,onLoad,onError){console.warn('THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.');var loader=new TextureLoader();loader.setCrossOrigin(this.crossOrigin);var texture=loader.load(url,onLoad,undefined,onError);if(mapping)texture.mapping=mapping;return texture;};ImageUtils.loadTextureCube=function(urls,mapping,onLoad,onError){console.warn('THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.');var loader=new CubeTextureLoader();loader.setCrossOrigin(this.crossOrigin);var texture=loader.load(urls,onLoad,undefined,onError);if(mapping)texture.mapping=mapping;return texture;};ImageUtils.loadCompressedTexture=function(){console.error('THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.');};ImageUtils.loadCompressedTextureCube=function(){console.error('THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.');};// @@ -20626,7 +20682,6 @@ Face3: Face3, Face4: Face4, FaceColors: FaceColors, - FaceNormalsHelper: FaceNormalsHelper, FileLoader: FileLoader, FlatShading: FlatShading, Float32Attribute: Float32Attribute, @@ -20695,7 +20750,6 @@ LessStencilFunc: LessStencilFunc, Light: Light, LightProbe: LightProbe, - LightProbeHelper: LightProbeHelper, LightShadow: LightShadow, Line: Line, Line3: Line3, @@ -20776,6 +20830,7 @@ OrthographicCamera: OrthographicCamera, PCFShadowMap: PCFShadowMap, PCFSoftShadowMap: PCFSoftShadowMap, + PMREMGenerator: PMREMGenerator, ParametricBufferGeometry: ParametricBufferGeometry, ParametricGeometry: ParametricGeometry, Particle: Particle, @@ -20798,7 +20853,6 @@ PolyhedronBufferGeometry: PolyhedronBufferGeometry, PolyhedronGeometry: PolyhedronGeometry, PositionalAudio: PositionalAudio, - PositionalAudioHelper: PositionalAudioHelper, PropertyBinding: PropertyBinding, PropertyMixer: PropertyMixer, QuadraticBezierCurve: QuadraticBezierCurve, @@ -20809,6 +20863,7 @@ REVISION: REVISION, RGBADepthPacking: RGBADepthPacking, RGBAFormat: RGBAFormat, + RGBAIntegerFormat: RGBAIntegerFormat, RGBA_ASTC_10x10_Format: RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format: RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format: RGBA_ASTC_10x6_Format, @@ -20832,18 +20887,21 @@ RGBEEncoding: RGBEEncoding, RGBEFormat: RGBEFormat, RGBFormat: RGBFormat, + RGBIntegerFormat: RGBIntegerFormat, RGBM16Encoding: RGBM16Encoding, RGBM7Encoding: RGBM7Encoding, RGB_ETC1_Format: RGB_ETC1_Format, RGB_PVRTC_2BPPV1_Format: RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format: RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format: RGB_S3TC_DXT1_Format, + RGFormat: RGFormat, + RGIntegerFormat: RGIntegerFormat, RawShaderMaterial: RawShaderMaterial, Ray: Ray, Raycaster: Raycaster, RectAreaLight: RectAreaLight, - RectAreaLightHelper: RectAreaLightHelper, RedFormat: RedFormat, + RedIntegerFormat: RedIntegerFormat, ReinhardToneMapping: ReinhardToneMapping, RepeatWrapping: RepeatWrapping, ReplaceStencilOp: ReplaceStencilOp, @@ -20938,7 +20996,6 @@ VectorKeyframeTrack: VectorKeyframeTrack, Vertex: Vertex, VertexColors: VertexColors, - VertexNormalsHelper: VertexNormalsHelper, VideoTexture: VideoTexture, WebGLMultisampleRenderTarget: WebGLMultisampleRenderTarget, WebGLRenderTarget: WebGLRenderTarget, @@ -26211,7 +26268,6 @@ } var symbol, - preErrorSymbol, state, action, r, @@ -26271,14 +26327,11 @@ stack.push(action[1]); symbol = null; - if (!preErrorSymbol) { + { yyleng = lexer.yyleng; yytext = lexer.yytext; yylineno = lexer.yylineno; yyloc = lexer.yylloc; - } else { - symbol = preErrorSymbol; - preErrorSymbol = null; } break; @@ -43740,6 +43793,8 @@ }]; var materials = new EntityList(materialList); + var selectors$2 = chem.selectors; + var Representation = /*#__PURE__*/ function () { @@ -43857,9 +43912,9 @@ return this.selectionGeo; } /** - * Create object that represents difference between current and another rep - * anotherRep could be undefined. In this case everything is reported. - */ + * Create object that represents difference between current and another rep + * anotherRep could be undefined. In this case everything is reported. + */ }, { key: "compare", @@ -43887,6 +43942,59 @@ diff.material = this.materialPreset.id; } + return diff; + } + /** + * Change representation. Write fields what was changed into new object, return it. + */ + + }, { + key: "change", + value: function change(repSettings, complex, mode, color) { + var diff = {}; // modify selector + + if (repSettings.selector) { + var newSelectorObject = selectors$2.parse(repSettings.selector).selector; + var newSelector = String(newSelectorObject); + + if (this.selectorString !== newSelector) { + diff.selector = newSelector; + this.selectorString = newSelector; + this.selector = newSelectorObject; + this.markAtoms(complex); + } + } // modify mode + + + if (repSettings.mode) { + var newMode = repSettings.mode; + + if (!lodash.isEqual(this.mode, newMode)) { + diff.mode = newMode; + this.setMode(mode); + } + } // modify colorer + + + if (repSettings.colorer) { + var newColorer = repSettings.colorer; + + if (!lodash.isEqual(this.colorer, newColorer)) { + diff.colorer = newColorer; + this.colorer = color; + } + } // modify material + + + if (repSettings.material) { + var newMaterial = repSettings.material; + + if (!lodash.isEqual(this.material, newMaterial)) { + diff.material = newMaterial; + this.setMaterialPreset(materials.get(repSettings.material)); + } + } + return diff; } }, { @@ -44337,7 +44445,7 @@ FragmentEditor: ComplexFragmentEditor }; - var selectors$2 = chem.selectors; + var selectors$3 = chem.selectors; function lookupAndCreate(entityList, specs) { if (!Array.isArray(specs)) { @@ -44438,13 +44546,13 @@ if (typeof rep.selector === 'string') { selectorString = rep.selector; - var _selectors$parse = selectors$2.parse(selectorString); + var _selectors$parse = selectors$3.parse(selectorString); selector = _selectors$parse.selector; } else if (typeof rep.selector === 'undefined') { selectorString = settings.now.presets["default"][0].selector; - var _selectors$parse2 = selectors$2.parse(selectorString); + var _selectors$parse2 = selectors$3.parse(selectorString); selector = _selectors$parse2.selector; } else { @@ -44513,7 +44621,9 @@ * @param {string=} rep.mode - Mode id. * @param {string=} rep.colorer - Colorer id. * @param {string=} rep.material - Material id. - * @returns {?object} Representation description. + * @returns {Object} {desc, index, status} field desc contains rep description, index - index of correspondent rep, + * status - one of three strings: 'created', 'changed', ''. 'created' means new rep was created during this function, + * 'changed' - rep was changed during this function. '' - something else. */ }, { @@ -44533,9 +44643,13 @@ if (index === this._reprList.length) { - this.repAdd(_rep); - _rep = undefined; + var res = this.repAdd(_rep); logger.warn("Rep ".concat(index, " does not exist! New representation was created.")); + return { + desc: res.desc, + index: index, + status: 'created' + }; } // gather description @@ -44545,72 +44659,41 @@ mode: target.mode.identify(), colorer: target.colorer.identify(), material: target.materialPreset.id - }; // if modification is requested + }; // modification is requested if (_rep) { - var changed = false; // modify selector + // modify + var diff = target.change(_rep, this._complex, lookupAndCreate(modes, _rep.mode), lookupAndCreate(colorers, _rep.colorer)); // something was changed - if (_rep.selector) { - var newSelectorObject = selectors$2.parse(_rep.selector).selector; - var newSelector = String(newSelectorObject); - - if (desc.selector !== newSelector) { - target.selectorString = desc.selector = newSelector; - target.selector = newSelectorObject; - target.markAtoms(this._complex); - changed = true; - logger.debug("rep[".concat(index, "].selector changed to").concat(newSelector)); - } - } // modify mode - - - if (_rep.mode) { - var newMode = _rep.mode; - - if (!lodash.isEqual(desc.mode, newMode)) { - desc.mode = newMode; - target.setMode(lookupAndCreate(modes, _rep.mode)); - changed = true; - logger.debug("rep[".concat(index, "].mode changed to ").concat(newMode)); // safety trick: lower resolution for surface modes + if (diff) { + target.needsRebuild = true; - if (target.mode.isSurface && (settings.now.resolution === 'ultra' || settings.now.resolution === 'high')) { - logger.report('Surface resolution was changed to "medium" to avoid hang-ups.'); - settings.set('resolution', 'medium'); + for (var key in diff) { + if (diff.hasOwnProperty(key)) { + desc.key = diff.key; + logger.debug("rep[".concat(index, "].").concat(key, " changed to").concat(diff.key)); } - } - } // modify colorer - + } // safety trick: lower resolution for surface modes - if (_rep.colorer) { - var newColorer = _rep.colorer; - if (!lodash.isEqual(desc.colorer, newColorer)) { - desc.colorer = newColorer; - target.colorer = lookupAndCreate(colorers, _rep.colorer); - changed = true; - logger.debug("rep[".concat(index, "].colorer changed to ").concat(newColorer)); + if (diff.mode && target.mode.isSurface && (settings.now.resolution === 'ultra' || settings.now.resolution === 'high')) { + logger.report('Surface resolution was changed to "medium" to avoid hang-ups.'); + settings.set('resolution', 'medium'); } - } // modify material - - if (_rep.material) { - var newMaterial = _rep.material; - - if (!lodash.isEqual(desc.material, newMaterial)) { - desc.material = newMaterial; - target.setMaterialPreset(materials.get(_rep.material)); - changed = true; - logger.debug("rep[".concat(index, "].material changed to").concat(newMaterial)); - } - } // finalize - - - if (changed) { - target.needsRebuild = true; + return { + desc: desc, + index: index, + status: 'changed' + }; } } - return desc; + return { + desc: desc, + index: index, + status: '' + }; } /** * Get representation (not just description) by index. @@ -44649,20 +44732,20 @@ /** * Add new representation. * @param {object=} rep - Representation description. - * @returns {number} Index of the new representation. + * @returns {Object} {desc, index} field desc contains added rep description, index - index of this rep. */ }, { key: "repAdd", value: function repAdd(rep) { if (this._reprList.length >= ComplexVisual.NUM_REPRESENTATION_BITS) { - return -1; + return null; } var newSelectionBit = this._getFreeReprIdx(); if (newSelectionBit < 0) { - return -1; // no more slots for representations + return null; // no more slots for representations } var originalSelection = this.buildSelectorFromMask(1 << this._selectionBit); // Fill in default values @@ -44676,7 +44759,7 @@ material: def.material }, rep); - var selector = typeof desc.selector === 'string' ? selectors$2.parse(desc.selector).selector : desc.selector; + var selector = typeof desc.selector === 'string' ? selectors$3.parse(desc.selector).selector : desc.selector; var target = new Representation(this._selectionBit, lookupAndCreate(modes, desc.mode), lookupAndCreate(colorers, desc.colorer), selector); target.selectorString = selector.toString(); target.setMaterialPreset(materials.get(desc.material)); @@ -44690,7 +44773,10 @@ this._complex.markAtoms(originalSelection, 1 << this._selectionBit); - return this._reprList.length - 1; + return { + desc: desc, + index: this._reprList.length - 1 + }; } /** * Remove representation. @@ -45129,7 +45215,7 @@ last = value; } else { if (!Number.isNaN(first)) { - result[k++] = new selectors$2.Range(first, last); + result[k++] = new selectors$3.Range(first, last); } first = last = value; @@ -45137,7 +45223,7 @@ } if (!Number.isNaN(first)) { - result[k] = new selectors$2.Range(first, last); + result[k] = new selectors$3.Range(first, last); } return result; @@ -45146,31 +45232,31 @@ var expression = null; if (chains.length === complex._chains.length) { - expression = selectors$2.all(); + expression = selectors$3.all(); } else { var selector; if (chains.length > 0) { - selector = selectors$2.chain(chains); - expression = expression ? selectors$2.or(expression, selector) : selector; // NOSONAR + selector = selectors$3.chain(chains); + expression = expression ? selectors$3.or(expression, selector) : selector; // NOSONAR } if (Object.keys(residues).length > 0) { for (var ch in residues) { if (residues.hasOwnProperty(ch)) { - selector = selectors$2.and(selectors$2.chain(ch), selectors$2.residx(optimizeList(residues[ch]))); - expression = expression ? selectors$2.or(expression, selector) : selector; + selector = selectors$3.and(selectors$3.chain(ch), selectors$3.residx(optimizeList(residues[ch]))); + expression = expression ? selectors$3.or(expression, selector) : selector; } } } if (atoms.length > 0) { - selector = selectors$2.serial(optimizeList(atoms)); - expression = expression ? selectors$2.or(expression, selector) : selector; + selector = selectors$3.serial(optimizeList(atoms)); + expression = expression ? selectors$3.or(expression, selector) : selector; } if (!expression) { - expression = selectors$2.none(); + expression = selectors$3.none(); } } @@ -46177,6 +46263,10 @@ this._frame.getMesh().material.visible = needShow; }; + /** + * @deprecated since 0.8.6. Will be removed in next major version + */ + function Profiler() { // bind method to get current time this.now = Timer.now; @@ -46261,6 +46351,11 @@ return mean / n; }; + /** + * Profiler tool. + * @deprecated since 0.8.6 + */ + function GfxProfiler(renderer) { this._renderer = renderer; @@ -53674,7 +53769,9 @@ TRANSLATE_PIVOT: 3 }; // pausing for this amount of time before releasing mouse button prevents inertial rotation (seconds) - var FULL_STOP_THRESHOLD = 0.1; // pivot -- local offset of the rotation pivot point + var FULL_STOP_THRESHOLD = 0.1; + var quaternion = new Quaternion(); + var matrix4 = new Matrix4(); // pivot -- local offset of the rotation pivot point function ObjectHandler(objects, camera, pivot, options) { this.objects = objects; @@ -53692,34 +53789,37 @@ }; } - ObjectHandler.prototype._rotate = function (quaternion) { - var zeroPivot = this.pivot.x === 0.0 && this.pivot.y === 0.0 && this.pivot.z === 0.0; - var m = this.object.matrix.clone(); - - if (zeroPivot) { - m.multiply(new Matrix4().makeRotationFromQuaternion(quaternion)); - } else { - m.multiply(new Matrix4().makeTranslation(this.pivot.x, this.pivot.y, this.pivot.z)); - m.multiply(new Matrix4().makeRotationFromQuaternion(quaternion)); - m.multiply(new Matrix4().makeTranslation(-this.pivot.x, -this.pivot.y, -this.pivot.z)); - } - + ObjectHandler.prototype._rotate = function () { var p = new Vector3(); var q = new Quaternion(); var s = new Vector3(); - m.decompose(p, q, s); // update objects + var m = new Matrix4(); + return function (quat) { + var zeroPivot = this.pivot.x === 0.0 && this.pivot.y === 0.0 && this.pivot.z === 0.0; + m.copy(this.object.matrix); - if (!zeroPivot) { - for (var i = 0; i < this.objects.length; ++i) { - this.objects[i].position.copy(p); + if (zeroPivot) { + m.multiply(matrix4.makeRotationFromQuaternion(quat)); + } else { + m.multiply(matrix4.makeTranslation(this.pivot.x, this.pivot.y, this.pivot.z)); + m.multiply(matrix4.makeRotationFromQuaternion(quat)); + m.multiply(matrix4.makeTranslation(-this.pivot.x, -this.pivot.y, -this.pivot.z)); } - } - for (var j = 0; j < this.objects.length; ++j) { - this.objects[j].quaternion.copy(q); - this.objects[j].updateMatrix(); - } - }; + m.decompose(p, q, s); // update objects + + if (!zeroPivot) { + for (var i = 0; i < this.objects.length; ++i) { + this.objects[i].position.copy(p); + } + } + + for (var j = 0; j < this.objects.length; ++j) { + this.objects[j].quaternion.copy(q); + this.objects[j].updateMatrix(); + } + }; + }(); ObjectHandler.prototype.setObjects = function (objects) { this.objects = objects; @@ -53729,133 +53829,145 @@ this.object = _objects2[0]; }; - ObjectHandler.prototype.rotate = function (mousePrevPos, mouseCurPos, aboutAxis) { - var rot = this.mouse2rotation(mousePrevPos, mouseCurPos, aboutAxis); - - if (rot.angle) { - this._rotate(new Quaternion().setFromAxisAngle(rot.axis, rot.angle)); - } - - this.lastRotation = rot; - }; + ObjectHandler.prototype.rotate = function () { + var rot = { + axis: new Vector3(), + angle: 0.0 + }; + return function (quat, mousePrevPos, mouseCurPos, aboutAxis) { + this.mouse2rotation(rot, mousePrevPos, mouseCurPos, aboutAxis); + quat.setFromAxisAngle(rot.axis, rot.angle); - ObjectHandler.prototype.translate = function (delta) { - // reverse-project viewport movement to view coords (compensate for screen aspect ratio) - var d = new Vector3(delta.x / this.camera.projectionMatrix.elements[0], delta.y / this.camera.projectionMatrix.elements[5], 0); - var dist = d.length(); - d.normalize(); // transform movement direction to object local coords + if (rot.angle) { + this._rotate(quat); + } - var invWorldMat = new Matrix4().getInverse(this.object.matrixWorld); - d.transformDirection(invWorldMat); // visible translate distance shouldn't depend on camera-to-object distance + this.lastRotation = rot; + }; + }(); - var pivot = this.pivot.clone(); - this.object.localToWorld(pivot); - dist *= Math.abs(pivot.z - this.camera.position.z); // visible translate distance shouldn't depend on object scale + ObjectHandler.prototype.translate = function () { + var dir = new Vector3(); + var pivot = new Vector3(); + return function (delta) { + // reverse-project viewport movement to view coords (compensate for screen aspect ratio) + dir.set(delta.x / this.camera.projectionMatrix.elements[0], delta.y / this.camera.projectionMatrix.elements[5], 0); + var dist = dir.length(); + dir.normalize(); // transform movement direction to object local coords - dist /= this.object.matrixWorld.getMaxScaleOnAxis(); // all objects are translated similar to principal object - // (we assume they all have identical pivot and scale) + dir.transformDirection(matrix4.getInverse(this.object.matrixWorld)); // visible translate distance shouldn't depend on camera-to-object distance - for (var i = 0; i < this.objects.length; ++i) { - this.objects[i].translateOnAxis(d, dist); - } - }; + pivot.copy(this.pivot); + this.object.localToWorld(pivot); + dist *= Math.abs(pivot.z - this.camera.position.z); // visible translate distance shouldn't depend on object scale - ObjectHandler.prototype.update = function (timeSinceLastUpdate, timeSinceMove) { - if (settings.now.autoRotation !== 0.0) { - // auto-rotation with constant speed - var axis; // if rotation axis is fixed or hasn't been defined yet + dist /= this.object.matrixWorld.getMaxScaleOnAxis(); // all objects are translated similar to principal object + // (we assume they all have identical pivot and scale) - if (settings.now.autoRotationAxisFixed || this.lastRotation.axis.length() === 0.0) { - // use Y-axis (transformed to local object coords) - var invM = new Matrix4().getInverse(this.object.matrixWorld); - axis = new Vector3(0, 1, 0).transformDirection(invM); - } else { - // use axis defined by last user rotation - axis = this.lastRotation.axis; + for (var i = 0; i < this.objects.length; ++i) { + this.objects[i].translateOnAxis(dir, dist); } + }; + }(); - this._rotate(new Quaternion().setFromAxisAngle(axis, settings.now.autoRotation * timeSinceLastUpdate)); + ObjectHandler.prototype.update = function () { + var axis = new Vector3(); + return function (timeSinceLastUpdate, timeSinceMove) { + if (settings.now.autoRotation !== 0.0) { + // auto-rotation with constant speed + // if rotation axis is fixed or hasn't been defined yet + if (settings.now.autoRotationAxisFixed || this.lastRotation.axis.length() === 0.0) { + // use Y-axis (transformed to local object coords) + axis.set(0, 1, 0).transformDirection(matrix4.getInverse(this.object.matrixWorld)); + } else { + // use axis defined by last user rotation + axis.copy(this.lastRotation.axis); + } - return true; - } + this._rotate(quaternion.setFromAxisAngle(axis, settings.now.autoRotation * timeSinceLastUpdate)); - if (this.options.intertia && this.lastRotation.angle) { - // inertial object rotation - var angle = this.lastRotation.angle * Math.pow(1.0 - this.options.dynamicDampingFactor, 40.0 * timeSinceMove); + return true; + } - if (Math.abs(angle) <= this.options.intertiaThreshold) { - this.lastRotation.angle = 0.0; - } else { - this._rotate(new Quaternion().setFromAxisAngle(this.lastRotation.axis, angle)); + if (this.options.intertia && this.lastRotation.angle) { + // inertial object rotation + var angle = this.lastRotation.angle * Math.pow(1.0 - this.options.dynamicDampingFactor, 40.0 * timeSinceMove); - return true; + if (Math.abs(angle) <= this.options.intertiaThreshold) { + this.lastRotation.angle = 0.0; + } else { + this._rotate(quaternion.setFromAxisAngle(this.lastRotation.axis, angle)); + + return true; + } } - } - return false; - }; + return false; + }; + }(); ObjectHandler.prototype.stop = function () { this.lastRotation.angle = 0.0; }; // calculate (axis, angle) pair from mouse/touch movement - ObjectHandler.prototype.mouse2rotation = function (mousePrev, mouseCur, aboutAxis) { - var res = { - axis: new Vector3(), - angle: 0.0 - }; + ObjectHandler.prototype.mouse2rotation = function () { + var center = new Vector3(); + var eye = new Vector3(); + var eyeDirection = new Vector3(); + var cameraUpDirection = new Vector3(); + var cameraSidewaysDirection = new Vector3(); + var moveDirection = new Vector3(); + var mouseDelta = new Vector2(); + return function (rot, mousePrev, mouseCur, aboutAxis) { + if (aboutAxis) { + rot.axis.copy(this.axis); + rot.angle = this.options.axisRotateFactor * (mouseCur.y - mousePrev.y); + /* cool method that allows rotation around Z axis to be "tied" to mouse cursor + res.axis.copy(this.axis); + var pivot = this.pivot.clone(); + this.object.localToWorld(pivot); + pivot.project(this.camera); + var v1 = new THREE.Vector3(mousePrev.x, mousePrev.y, this.camera.position.z); + v1.sub(pivot); + var v2 = new THREE.Vector3(mouseCur.x, mouseCur.y, this.camera.position.z); + v2.sub(pivot); + v1.sub(res.axis.clone().multiplyScalar(v1.dot(res.axis))); + v2.sub(res.axis.clone().multiplyScalar(v2.dot(res.axis))); + var abs = v1.length() * v2.length(); + if (abs > 0) { + res.angle = res.axis.dot(v1.cross(v2)) / abs; + } + */ + } else { + mouseDelta.subVectors(mouseCur, mousePrev); + var angle = mouseDelta.length(); - if (aboutAxis) { - res.axis.copy(this.axis); - res.angle = this.options.axisRotateFactor * (mouseCur.y - mousePrev.y); - /* cool method that allows rotation around Z axis to be "tied" to mouse cursor - res.axis.copy(this.axis); - var pivot = this.pivot.clone(); - this.object.localToWorld(pivot); - pivot.project(this.camera); - var v1 = new THREE.Vector3(mousePrev.x, mousePrev.y, this.camera.position.z); - v1.sub(pivot); - var v2 = new THREE.Vector3(mouseCur.x, mouseCur.y, this.camera.position.z); - v2.sub(pivot); - v1.sub(res.axis.clone().multiplyScalar(v1.dot(res.axis))); - v2.sub(res.axis.clone().multiplyScalar(v2.dot(res.axis))); - var abs = v1.length() * v2.length(); - if (abs > 0) { - res.angle = res.axis.dot(v1.cross(v2)) / abs; + if (angle === 0.0) { + return; } - */ - } else { - var mouseDelta = mouseCur.clone().sub(mousePrev); - var angle = mouseDelta.length(); - if (angle === 0.0) { - return res; + center.copy(this.pivot); + this.object.localToWorld(center); + eye.subVectors(this.camera.position, center); + eyeDirection.copy(eye).normalize(); + cameraUpDirection.copy(this.camera.up).normalize(); + cameraSidewaysDirection.crossVectors(cameraUpDirection, eyeDirection).normalize(); + cameraUpDirection.setLength(mouseDelta.y); + cameraSidewaysDirection.setLength(mouseDelta.x); + moveDirection.copy(cameraUpDirection.add(cameraSidewaysDirection)); + rot.axis.crossVectors(moveDirection, eye); + rot.angle = -angle * this.options.rotateFactor; } - var center = this.pivot.clone(); - this.object.localToWorld(center); - var eye = new Vector3().subVectors(this.camera.position, center); - var eyeDirection = eye.clone().normalize(); - var cameraUpDirection = this.camera.up.clone().normalize(); - var cameraSidewaysDirection = new Vector3().crossVectors(cameraUpDirection, eyeDirection).normalize(); - cameraUpDirection.setLength(mouseDelta.y); - cameraSidewaysDirection.setLength(mouseDelta.x); - var moveDirection = new Vector3().copy(cameraUpDirection.add(cameraSidewaysDirection)); - res.axis.crossVectors(moveDirection, eye); - res.angle = -angle * this.options.rotateFactor; - } - - var invWorldMat = new Matrix4().getInverse(this.object.matrixWorld); - res.axis.transformDirection(invWorldMat); // make sure angle is always positive (thus 'axis' defines both axis and direction of rotation) + rot.axis.transformDirection(matrix4.getInverse(this.object.matrixWorld)); // make sure angle is always positive (thus 'axis' defines both axis and direction of rotation) - if (res.angle < 0.0) { - res.axis.negate(); - res.angle = -res.angle; - } - - return res; - }; + if (rot.angle < 0.0) { + rot.axis.negate(); + rot.angle = -rot.angle; + } + }; + }(); function ObjectControls(object, objectPivot, camera, domElement, getAltObj) { EventDispatcher$1.call(this); @@ -54056,24 +54168,26 @@ // (uniform coords keep direct proportion with screen distance travelled by mouse regardless of screen aspect ratio) - ObjectControls.prototype.getMouseOnCircle = function (pageX, pageY) { + ObjectControls.prototype.convertMouseToOnCircle = function (coords, pageX, pageY) { var screenSize = Math.min(this.screen.width, this.screen.height); if (screenSize === 0) { - return new Vector2(0, 0); + coords.set(0, 0); + return; } - return new Vector2((pageX - this.screen.width * 0.5 - this.screen.left) / screenSize, (0.5 * this.screen.height + this.screen.top - pageY) / screenSize); + coords.set((pageX - this.screen.width * 0.5 - this.screen.left) / screenSize, (0.5 * this.screen.height + this.screen.top - pageY) / screenSize); }; // convert page coords of mouse/touch to viewport coords with both sides being [-1, 1] // (those are non-uniform coords affected by screen aspect ratio) - ObjectControls.prototype.getMouseViewport = function (pageX, pageY) { + ObjectControls.prototype.convertMouseToViewport = function (coords, pageX, pageY) { if (this.screen.width === 0 || this.screen.height === 0) { - return new Vector2(0, 0); + coords.set(0, 0); + return; } - return new Vector2(2.0 * (pageX - this.screen.width * 0.5 - this.screen.left) / this.screen.width, 2.0 * (0.5 * this.screen.height + this.screen.top - pageY) / this.screen.height); + coords.set(2.0 * (pageX - this.screen.width * 0.5 - this.screen.left) / this.screen.width, 2.0 * (0.5 * this.screen.height + this.screen.top - pageY) / this.screen.height); }; ObjectControls.prototype.stop = function () { @@ -54083,19 +54197,27 @@ }; // rotate object based on latest mouse/touch movement - ObjectControls.prototype.rotateByMouse = function (aboutZAxis) { - this._affectedObj.rotate(this._mousePrevPos, this._mouseCurPos, aboutZAxis); + ObjectControls.prototype.rotateByMouse = function () { + var quat = new Quaternion(); + return function (aboutZAxis) { + this._affectedObj.rotate(quat, this._mousePrevPos, this._mouseCurPos, aboutZAxis); - this.dispatchEvent({ - type: 'change', - action: 'rotate', - angle: this._affectedObj.lastRotation.angle - }); - }; // rotate object by specified quaternion + this.dispatchEvent({ + type: 'change', + action: 'rotate', + quaternion: quat + }); + }; + }(); // rotate object by specified quaternion ObjectControls.prototype.rotate = function (quat) { this.object.quaternion.multiply(quat); + this.dispatchEvent({ + type: 'change', + action: 'rotate', + quaternion: quat + }); }; // get object's orientation @@ -54110,17 +54232,18 @@ ObjectControls.prototype.translate = function () { - var delta = this._mouseCurPos.clone(); - - delta.sub(this._mousePrevPos); + var delta = new Vector2(); + return function () { + delta.subVectors(this._mouseCurPos, this._mousePrevPos); - this._affectedObj.translate(delta); + this._affectedObj.translate(delta); - this.dispatchEvent({ - type: 'change', - action: 'translate' - }); - }; // get object scale + this.dispatchEvent({ + type: 'change', + action: 'translate' + }); + }; + }(); // get object scale ObjectControls.prototype.getScale = function () { @@ -54139,61 +54262,71 @@ } this.setScale(this.object.scale.x * factor); + this.dispatchEvent({ + type: 'change', + action: 'zoom', + factor: factor + }); }; ObjectControls.prototype.update = function () { - var curTime = this._clock.getElapsedTime(); + var shift = new Vector2(); + return function () { + var curTime = this._clock.getElapsedTime(); - var timeSinceLastUpdate = curTime - this._lastUpdateTime; // update object handler + var timeSinceLastUpdate = curTime - this._lastUpdateTime; // update object handler - if (this._state === STATE.NONE) { - var timeSinceMove = curTime - this._lastMouseMoveTime; + if (this._state === STATE.NONE) { + var timeSinceMove = curTime - this._lastMouseMoveTime; - if (this._mainObj.update(timeSinceLastUpdate, timeSinceMove) || this._altObj.update(timeSinceLastUpdate, timeSinceMove)) { - this.dispatchEvent({ - type: 'change', - action: 'auto' - }); - } - } // apply arrow keys + if (this._mainObj.update(timeSinceLastUpdate, timeSinceMove) || this._altObj.update(timeSinceLastUpdate, timeSinceMove)) { + this.dispatchEvent({ + type: 'change', + action: 'auto' + }); + } + } // apply arrow keys - if (this._isKeysTranslatingObj) { - var speedX = Number(this._pressedKeys[VK_RIGHT]) - Number(this._pressedKeys[VK_LEFT]); - var speedY = Number(this._pressedKeys[VK_UP]) - Number(this._pressedKeys[VK_DOWN]); + if (this._isKeysTranslatingObj) { + var speedX = Number(this._pressedKeys[VK_RIGHT]) - Number(this._pressedKeys[VK_LEFT]); + var speedY = Number(this._pressedKeys[VK_UP]) - Number(this._pressedKeys[VK_DOWN]); - if (speedX !== 0.0 || speedY !== 0.0) { - var delta = timeSinceLastUpdate; // update object translation + if (speedX !== 0.0 || speedY !== 0.0) { + var delta = timeSinceLastUpdate; // update object translation - var altObj = this.getAltObj(); + var altObj = this.getAltObj(); - if (altObj.objects.length > 0) { - this._altObj.setObjects(altObj.objects); + if (altObj.objects.length > 0) { + this._altObj.setObjects(altObj.objects); - this._altObj.pivot = altObj.pivot; + this._altObj.pivot = altObj.pivot; - if ('axis' in altObj) { - this._altObj.axis = altObj.axis.clone(); - } else { - this._altObj.axis.set(0, 0, 1); - } + if ('axis' in altObj) { + this._altObj.axis = altObj.axis.clone(); + } else { + this._altObj.axis.set(0, 0, 1); + } - this._altObj.translate(new Vector2(delta * speedX, delta * speedY)); + shift.set(delta * speedX, delta * speedY); - this.dispatchEvent({ - type: 'change', - action: 'translate' - }); + this._altObj.translate(shift); + + this.dispatchEvent({ + type: 'change', + action: 'translate' + }); + } } } - } - this._lastUpdateTime = curTime; - }; + this._lastUpdateTime = curTime; + }; + }(); ObjectControls.prototype.reset = function () { this._state = STATE.NONE; - this.object.quaternion.copy(new Quaternion(0, 0, 0, 1)); + this.object.quaternion.copy(quaternion.set(0, 0, 0, 1)); }; // listeners @@ -54237,13 +54370,13 @@ } if (this._state === STATE.ROTATE) { - this._mouseCurPos.copy(this.getMouseOnCircle(event.pageX, event.pageY)); + this.convertMouseToOnCircle(this._mouseCurPos, event.pageX, event.pageY); this._mousePrevPos.copy(this._mouseCurPos); } if (this._state === STATE.TRANSLATE || this._state === STATE.TRANSLATE_PIVOT) { - this._mouseCurPos.copy(this.getMouseViewport(event.pageX, event.pageY)); + this.convertMouseToViewport(this._mouseCurPos, event.pageX, event.pageY); this._mousePrevPos.copy(this._mouseCurPos); } @@ -54261,8 +54394,7 @@ case STATE.ROTATE: this._mousePrevPos.copy(this._mouseCurPos); - this._mouseCurPos.copy(this.getMouseOnCircle(event.pageX, event.pageY)); - + this.convertMouseToOnCircle(this._mouseCurPos, event.pageX, event.pageY); this.rotateByMouse(event.altKey && !this._isAltObjFreeRotationAllowed || event.shiftKey); this._lastMouseMoveTime = this._clock.getElapsedTime(); break; @@ -54270,16 +54402,14 @@ case STATE.TRANSLATE: this._mousePrevPos.copy(this._mouseCurPos); - this._mouseCurPos.copy(this.getMouseViewport(event.pageX, event.pageY)); - + this.convertMouseToViewport(this._mouseCurPos, event.pageX, event.pageY); this.translate(); break; case STATE.TRANSLATE_PIVOT: this._mousePrevPos.copy(this._mouseCurPos); - this._mouseCurPos.copy(this.getMouseViewport(event.pageX, event.pageY)); - + this.convertMouseToViewport(this._mouseCurPos, event.pageX, event.pageY); this.translatePivotByMouse(); break; } @@ -54304,11 +54434,6 @@ var factor = 1.0 + delta * 0.05; factor = Math.max(factor, 0.01); this.scale(factor); - this.dispatchEvent({ - type: 'change', - action: 'zoom', - factor: factor - }); }; ObjectControls.prototype.mouseup = function (event) { @@ -54336,8 +54461,7 @@ switch (event.touches.length) { case 1: this._state = STATE.ROTATE; - - this._mouseCurPos.copy(this.getMouseOnCircle(event.touches[0].pageX, event.touches[0].pageY)); + this.convertMouseToOnCircle(this._mouseCurPos, event.touches[0].pageX, event.touches[0].pageY); this._mousePrevPos.copy(this._mouseCurPos); @@ -54375,8 +54499,7 @@ case STATE.ROTATE: this._mousePrevPos.copy(this._mouseCurPos); - this._mouseCurPos.copy(this.getMouseOnCircle(event.touches[0].pageX, event.touches[0].pageY)); - + this.convertMouseToOnCircle(this._mouseCurPos, event.touches[0].pageX, event.touches[0].pageY); this.rotateByMouse(false); this._lastMouseMoveTime = this._clock.getElapsedTime(); break; @@ -54387,14 +54510,9 @@ var dx = event.touches[0].pageX - event.touches[1].pageX; var dy = event.touches[0].pageY - event.touches[1].pageY; this._touchDistanceCur = Math.sqrt(dx * dx + dy * dy); - var oldScale = this.object.scale.x; var newScale = this._scaleStart * this._touchDistanceCur / this._touchDistanceStart; - this.setScale(newScale); - this.dispatchEvent({ - type: 'change', - action: 'zoom', - factor: oldScale === 0.0 ? 1.0 : newScale / oldScale - }); + var factor = newScale / this.object.scale.x; + this.scale(factor); } break; @@ -54430,11 +54548,12 @@ }; ObjectControls.prototype.translatePivotByMouse = function () { - var delta = this._mouseCurPos.clone(); - - delta.sub(this._mousePrevPos); - this.translatePivotInWorld(settings.now.translationSpeed * delta.x, settings.now.translationSpeed * delta.y, 0); - }; // Translate in WorldCS, translation is scaled with root scale matrix + var delta = new Vector2(); + return function () { + delta.subVectors(this._mouseCurPos, this._mousePrevPos); + this.translatePivotInWorld(settings.now.translationSpeed * delta.x, settings.now.translationSpeed * delta.y, 0); + }; + }(); // Translate in WorldCS, translation is scaled with root scale matrix ObjectControls.prototype.translatePivotInWorld = function (x, y, z) { @@ -54443,10 +54562,10 @@ pos.setX(pos.x + x); pos.setY(pos.y + y); pos.setZ(pos.z + z); - var invWorldMat = new Matrix4().getInverse(this.object.matrixWorld); - pos.applyMatrix4(invWorldMat); + pos.applyMatrix4(matrix4.getInverse(this.object.matrixWorld)); this.dispatchEvent({ - type: 'change' + type: 'change', + action: 'translatePivot' }); }; // Translate in ModelCS, x, y, z are Ang @@ -54457,7 +54576,17 @@ pos.setY(pos.y + y); pos.setZ(pos.z + z); this.dispatchEvent({ - type: 'change' + type: 'change', + action: 'translatePivot' + }); + }; // Set pivot + + + ObjectControls.prototype.setPivot = function (newPivot) { + this.objectPivot.position.copy(newPivot); + this.dispatchEvent({ + type: 'change', + action: 'translatePivot' }); }; @@ -56038,179 +56167,38 @@ return document.cookie.match(new RegExp("(?:^|; )".concat(key, "=([^;]*)"))); }; - var ViveController = - /*#__PURE__*/ - function (_THREE$Object3D) { - inherits(ViveController, _THREE$Object3D); - - function ViveController(id) { - var _this; - - classCallCheck(this, ViveController); - - _this = possibleConstructorReturn(this, getPrototypeOf(ViveController).call(this)); - _this.gamepad = null; - _this.axes = [0, 0]; - _this.thumbpadIsPressed = false; - _this.triggerIsPressed = false; - _this.gripsArePressed = false; - _this.menuIsPressed = false; - _this.matrixAutoUpdate = false; - _this.contrId = id; - _this.standingMatrix = new Matrix4(); - return _this; - } - - createClass(ViveController, [{ - key: "getGamepad", - value: function getGamepad() { - return this.gamepad; - } - }, { - key: "getButtonState", - value: function getButtonState(button) { - if (button === 'thumbpad') return this.thumbpadIsPressed; - if (button === 'trigger') return this.triggerIsPressed; - if (button === 'grips') return this.gripsArePressed; - if (button === 'menu') return this.menuIsPressed; - return null; - } - }, { - key: "findGamepad", - value: function findGamepad(id) { - // Iterate across gamepads as Vive Controllers may not be - // in position 0 and 1. - var gamepads = navigator.getGamepads && navigator.getGamepads(); - - for (var i = 0, j = 0; i < gamepads.length; i++) { - var gpad = gamepads[i]; - - if (gpad && (gpad.id === 'OpenVR Gamepad' || gpad.id.startsWith('Oculus Touch') || gpad.id.startsWith('Spatial Controller'))) { - if (j === id) { - return gpad; - } - - j++; - } - } - - return null; - } - }, { - key: "update", - value: function update() { - this.gamepad = this.findGamepad(this.contrId); - - if (this.gamepad && this.gamepad.pose) { - if (this.gamepad.pose === null) { - return; // No user action yet - } // Position and orientation. - - - var pose = this.gamepad.pose; - if (pose.position !== null) this.position.fromArray(pose.position); - if (pose.orientation !== null) this.quaternion.fromArray(pose.orientation); - this.matrix.compose(this.position, this.quaternion, this.scale); - this.matrix.premultiply(this.standingMatrix); - this.matrix.decompose(this.position, this.quaternion, this.scale); // someone may want to use on the frame - - this.matrixWorldNeedsUpdate = true; - this.visible = true; // Thumbpad and Buttons. - - if (this.axes[0] !== this.gamepad.axes[0] || this.axes[1] !== this.gamepad.axes[1]) { - // X axis: -1 = Left, +1 = Right. - // Y axis: -1 = Bottom, +1 = Top. - var _this$gamepad$axes = slicedToArray(this.gamepad.axes, 2); - - this.axes[0] = _this$gamepad$axes[0]; - this.axes[1] = _this$gamepad$axes[1]; - this.dispatchEvent({ - type: 'axischanged', - axes: this.axes - }); - } - - if (this.thumbpadIsPressed !== this.gamepad.buttons[0].pressed) { - this.thumbpadIsPressed = this.gamepad.buttons[0].pressed; - this.dispatchEvent({ - type: this.thumbpadIsPressed ? 'thumbpaddown' : 'thumbpadup', - axes: this.axes - }); - } - - if (this.triggerIsPressed !== this.gamepad.buttons[1].pressed) { - this.triggerIsPressed = this.gamepad.buttons[1].pressed; - this.dispatchEvent({ - type: this.triggerIsPressed ? 'triggerdown' : 'triggerup' - }); - } - - if (this.gripsArePressed !== this.gamepad.buttons[2].pressed) { - this.gripsArePressed = this.gamepad.buttons[2].pressed; - this.dispatchEvent({ - type: this.gripsArePressed ? 'gripsdown' : 'gripsup' - }); - } - - if (this.menuIsPressed !== this.gamepad.buttons[3].pressed) { - this.menuIsPressed = this.gamepad.buttons[3].pressed; - this.dispatchEvent({ - type: this.menuIsPressed ? 'menudown' : 'menuup' - }); - } - } else { - this.visible = false; - } - } - }]); - - return ViveController; - }(Object3D); - - var GeoViveController = - /*#__PURE__*/ - function (_ViveController) { - inherits(GeoViveController, _ViveController); - - function GeoViveController(id) { - var _this; - - classCallCheck(this, GeoViveController); - - _this = possibleConstructorReturn(this, getPrototypeOf(GeoViveController).call(this, id)); // visualize controllers with cylinders - - var geometry = new CylinderGeometry(0.04, 0.04, 0.3); - var material = new UberMaterial({ - lights: false, - overrideColor: true - }); - material.setUberOptions({ - fixedColor: new Color(0x4444ff) - }); - material.updateUniforms(); - var cylinder = new Mesh(geometry, material); - cylinder.quaternion.setFromAxisAngle(new Vector3(1, 0, 0), Math.PI / 2); - - _this.add(cylinder); - - return _this; - } - - return GeoViveController; - }(ViveController); - /* * Toggling WebVR is done through button.click because of limitations on calling requestPresent in webVR: * VRDisplay::requestPresent should be called from user gesture: * https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/requestPresent */ function createWebVRButton (webVRPoC) { - function showEnterVR(display, button) { + function showEnterVR(button) { button.style.display = ''; button.style.cursor = 'pointer'; button.style.left = 'calc(50% - 50px)'; button.style.width = '100px'; button.textContent = 'ENTER VR'; + var currentSession = null; + + function onSessionEnded() + /* event */ + { + currentSession.removeEventListener('end', onSessionEnded); + button.textContent = 'ENTER VR'; + currentSession = null; + } + + function onSessionStarted(session) { + session.addEventListener('end', onSessionEnded); + + webVRPoC._gfx.renderer.xr.setReferenceSpaceType('local'); + + webVRPoC._gfx.renderer.xr.setSession(session); + + button.textContent = 'EXIT VR'; + currentSession = session; + } button.onmouseenter = function () { button.style.opacity = '1.0'; @@ -56221,20 +56209,25 @@ }; button.onclick = function () { - if (display.isPresenting) { - display.exitPresent(); + if (currentSession === null) { + // WebXR's requestReferenceSpace only works if the corresponding feature + // was requested at session creation time. For simplicity, just ask for + // the interesting ones as optional features, but be aware that the + // requestReferenceSpace call will fail if it turns out to be unavailable. + // ('local' is always available for immersive sessions and doesn't need to + // be requested separately.) + var sessionInit = { + optionalFeatures: ['local-floor', 'bounded-floor'] + }; + navigator.xr.requestSession('immersive-vr', sessionInit).then(onSessionStarted); + webVRPoC.moveSceneBehindHeadset(); } else { - display.requestPresent([{ - source: webVRPoC.getCanvas() - }]); - webVRPoC.translateMolecule(); + currentSession.end(); } }; - - webVRPoC.setDevice(display); } - function showVRNotFound(button) { + function showWebXRNotFound(button) { button.style.display = ''; button.style.cursor = 'auto'; button.style.left = 'calc(50% - 75px)'; @@ -56243,7 +56236,6 @@ button.onmouseenter = null; button.onmouseleave = null; button.onclick = null; - webVRPoC.setDevice(null); } function stylizeElement(element) { @@ -56261,32 +56253,19 @@ element.style.zIndex = '999'; } - if ('getVRDisplays' in navigator) { + if ('xr' in navigator) { var button = document.createElement('button'); button.style.display = 'none'; stylizeElement(button); - window.addEventListener('vrdisplayconnect', function (event) { - showEnterVR(event.display, button); - }, false); - window.addEventListener('vrdisplaydisconnect', function (_event) { - showVRNotFound(button); - }, false); - window.addEventListener('vrdisplaypresentchange', function (event) { - button.textContent = event.display.isPresenting ? 'EXIT VR' : 'ENTER VR'; - }, false); - navigator.getVRDisplays().then(function (displays) { - if (displays.length > 0) { - showEnterVR(displays[0], button); - } else { - showVRNotFound(button); - } + navigator.xr.isSessionSupported('immersive-vr').then(function (supported) { + return supported ? showEnterVR(button) : showWebXRNotFound(button); }); return button; } var message = document.createElement('a'); message.href = 'https://webvr.info'; - message.innerHTML = 'WEBVR NOT SUPPORTED'; + message.innerHTML = 'WEBXR NOT SUPPORTED'; message.style.left = 'calc(50% - 90px)'; message.style.width = '180px'; message.style.textDecoration = 'none'; @@ -56301,7 +56280,6 @@ classCallCheck(this, WebVRPoC); this._mainCamera = new PerspectiveCamera(); - this._cameraWasStored = false; this._button = null; this._onToggle = onToggle; this._molContainer = new gfxutils.RCGroup(); @@ -56310,153 +56288,249 @@ this._user.add(this._scalingPivot); - this._controller1 = new GeoViveController(0); - this._controller2 = new GeoViveController(1); - - this._user.add(this._controller1); - - this._user.add(this._controller2); - + this._controller1 = null; + this._controller2 = null; this._pressedGripsCounter = 0; this._distance = 0; this._gfx = null; - var self = this; + } - function startScalingByControllers() { + createClass(WebVRPoC, [{ + key: "startScalingByControllers", + value: function startScalingByControllers() { // reset scale - self._distance = self._controller1.position.distanceTo(self._controller2.position); - gfxutils.getMiddlePoint(self._controller1.position, self._controller2.position, self._scalingPivot.position); + this._distance = this._controller1.position.distanceTo(this._controller2.position); + gfxutils.getMiddlePoint(this._controller1.position, this._controller2.position, this._scalingPivot.position); - self._scalingPivot.scale.set(1, 1, 1); + this._scalingPivot.scale.set(1, 1, 1); - self._scalingPivot.updateMatrix(); + this._scalingPivot.updateMatrix(); - self._scalingPivot.updateMatrixWorld(); // link molecule to pivot + this._scalingPivot.updateMatrixWorld(); // link molecule to pivot - self._scalingPivot.addSavingWorldTransform(self._molContainer); + this._scalingPivot.addSavingWorldTransform(this._molContainer); } + }, { + key: "stopScalingByControllers", + value: function stopScalingByControllers() { + this._gfx.scene.addSavingWorldTransform(this._molContainer); + } + }, { + key: "handleGripsDown", + value: function handleGripsDown(event) { + this._pressedGripsCounter++; - function stopScalingByControllers() { - self._gfx.scene.addSavingWorldTransform(self._molContainer); + if (this._pressedGripsCounter === 2) { + this.startScalingByControllers(); + } else if (this._pressedGripsCounter === 1) { + event.target.addSavingWorldTransform(this._molContainer); + } } + }, { + key: "handleGripsUp", + value: function handleGripsUp(event) { + this._pressedGripsCounter--; - function handleGripsDown(event) { - self._pressedGripsCounter++; + if (this._pressedGripsCounter === 1) { + this.stopScalingByControllers(); // reattach molecule to other controller - if (self._pressedGripsCounter === 2) { - startScalingByControllers(); - } else if (self._pressedGripsCounter === 1) { - event.target.addSavingWorldTransform(self._molContainer); + var anotherController = event.target === this._controller1 ? this._controller2 : this._controller1; + anotherController.addSavingWorldTransform(this._molContainer); + } else if (this._pressedGripsCounter === 0) { + this._gfx.scene.addSavingWorldTransform(this._molContainer); } } + }, { + key: "enable", + value: function enable(gfx) { + if (!gfx) { + logger.warn('WebVR couldn\'t be enabled, because gfx is not defined'); + return; + } + + this._gfx = gfx; + var renderer = gfx.renderer, + camera = gfx.camera; + + if (!renderer) { + throw new Error('No renderer is available to toggle WebVR'); + } + + if (!camera) { + throw new Error('No camera is available to toggle WebVR'); + } // enable xr in renderer - function handleGripsUp(event) { - self._pressedGripsCounter--; - if (self._pressedGripsCounter === 1) { - stopScalingByControllers(); // reattach molecule to other controller + renderer.xr.enabled = true; // add button for turning vr mode - var anotherController = event.target === self._controller1 ? self._controller2 : self._controller1; - anotherController.addSavingWorldTransform(self._molContainer); - } else if (self._pressedGripsCounter === 0) { - self._gfx.scene.addSavingWorldTransform(self._molContainer); + if (!this._button) { + this._button = createWebVRButton(this); + document.body.appendChild(this._button); + } else { + this._button.style.display = 'block'; + } // store fog setting + + + this._mainFog = settings.now.fog; + settings.set('fog', false); + + this._plugVRNodesIntoScene(gfx, renderer); + + this._setControllersListeners(); // make some Miew job + + + if (this._onToggle) { + this._onToggle(true); } } + }, { + key: "_plugVRNodesIntoScene", + value: function _plugVRNodesIntoScene(gfx, renderer) { + // store common scene camera + this._mainCamera.copy(gfx.camera); // add hierarchical structure for webVR into scene - self._controller1.addEventListener('gripsdown', handleGripsDown); - self._controller1.addEventListener('gripsup', handleGripsUp); + gfx.scene.add(this._user); // turn on webvr transformation - self._controller2.addEventListener('gripsdown', handleGripsDown); + gfx.scene.add(this._molContainer); - self._controller2.addEventListener('gripsup', handleGripsUp); - } - /** - * Turn the WebVR when it is supported - * NOTE: we toggle using button.click, because VRDisplay.requestPresent should be called from user gesture - */ + this._molContainer.add(gfx.root); + this._controller1 = renderer.xr.getController(0); + this._controller2 = renderer.xr.getController(1); - createClass(WebVRPoC, [{ - key: "toggle", - value: function toggle(enable, gfx) { - if (typeof gfx === 'undefined') { - logger.warn('WebVR couldn\'t be enabled, because gfx is not defined'); - } + var mesh = this._createControllerMesh(); - var self = this; - this._gfx = gfx; - var renderer = gfx ? gfx.renderer : null; + this._controller1.add(mesh); - if (!renderer) { - throw new Error('No renderer is available to toggle WebVR'); - } else if (!gfx.camera) { - throw new Error('No camera is available to toggle WebVR'); - } + this._controller2.add(mesh.clone()); - if (enable && !renderer.vr.enabled) { - // store common camera - self._mainCamera.copy(gfx.camera); + this._user.add(this._controller1); - self._cameraWasStored = true; // enable vr in renderer + this._user.add(this._controller2); + } + }, { + key: "_setControllersListeners", + value: function _setControllersListeners() { + var _this = this; - renderer.vr.enabled = true; + this._controller1.addEventListener('selectstart', function (event) { + _this.handleGripsDown(event); + }); - if (!this._button) { - self._button = createWebVRButton(this); - document.body.appendChild(self._button); - } else { - self._button.style.display = 'block'; - } // add hierarchical structure for webVR into scene + this._controller1.addEventListener('selectend', function (event) { + _this.handleGripsUp(event); + }); + + this._controller2.addEventListener('selectstart', function (event) { + _this.handleGripsDown(event); + }); + this._controller2.addEventListener('selectend', function (event) { + _this.handleGripsUp(event); + }); - if (self._user) { - gfx.scene.add(self._user); - } + this._controller1.addEventListener('squeezestart', function (event) { + _this.handleGripsDown(event); + }); + + this._controller1.addEventListener('squeezeend', function (event) { + _this.handleGripsUp(event); + }); + + this._controller2.addEventListener('squeezestart', function (event) { + _this.handleGripsDown(event); + }); - settings.set('fog', false); // turn on webvr transformation + this._controller2.addEventListener('squeezeend', function (event) { + _this.handleGripsUp(event); + }); + } + }, { + key: "disable", + value: function disable() { + if (!this._gfx) { + return; + } - gfx.scene.add(self._molContainer); + var _this$_gfx = this._gfx, + renderer = _this$_gfx.renderer, + camera = _this$_gfx.camera; - self._molContainer.add(gfx.root); + if (!renderer) { + throw new Error('No renderer is available to toggle WebVR'); + } // nullify webxr callback for animation frame - this._controller1.standingMatrix = renderer.vr.getStandingMatrix(); - this._controller2.standingMatrix = renderer.vr.getStandingMatrix(); - } else if (!enable && renderer.vr.enabled) { - // disable vr - var display = self.getDevice(); - if (display && display.isPresenting) { - display.exitPresent(); - } + renderer.setAnimationLoop(null); + var session = renderer.xr.getSession(); - renderer.vr.enabled = false; + if (session) { + session.end(); + } - if (self._button) { - self._button.style.display = 'none'; - } // restore common camera + renderer.xr.enabled = false; // remove button of VR entering + if (this._button) { + this._button.style.display = 'none'; + } // restore fog param - if (self._cameraWasStored) { - gfx.camera.copy(self._mainCamera); - } - settings.set('fog', true); // turn off webvr transformation + settings.set('fog', this._mainFog); - var root = self._molContainer.children[0]; - if (root) gfx.scene.add(root); + this._unplugVRNodesFromScene(camera); // make some Miew job - self._molContainer.parent.remove(self._molContainer); - if (self._user) { - gfx.scene.remove(self._user); - } + if (this._onToggle) { + this._onToggle(false); } + } + }, { + key: "_unplugVRNodesFromScene", + value: function _unplugVRNodesFromScene(camera) { + // restore common camera + if (this._mainCamera && camera) { + camera.copy(this._mainCamera); + } // turn off webvr transformation + + + var root = this._molContainer.children[0]; - if (self._onToggle) { - self._onToggle(enable); + if (root) { + this._gfx.scene.add(root); } + + this._molContainer.parent.remove(this._molContainer); + + if (this._user) { + this._gfx.scene.remove(this._user); + } // free scene nodes + + + this._molContainer = null; + this._user = null; + this._scalingPivot = null; + this._user = null; + this._controller1 = null; + this._controller2 = null; + } + }, { + key: "_createControllerMesh", + value: function _createControllerMesh() { + // visualize controllers with cylinders + var geometry = new CylinderGeometry(0.04, 0.04, 0.3); + var material = new UberMaterial({ + lights: false, + overrideColor: true + }); + material.setUberOptions({ + fixedColor: new Color(0x4444ff) + }); + material.updateUniforms(); + var cylinder = new Mesh(geometry, material); + cylinder.rotateX(-Math.PI / 2); + return cylinder; } }, { key: "updateMoleculeScale", @@ -56465,10 +56539,6 @@ return; } - this._controller1.update(); - - this._controller2.update(); - var self = this; // update molecule scaling by controllers if (self._pressedGripsCounter === 2) { @@ -56484,42 +56554,31 @@ self._distance = dist; } - } // reposition molecule right before the camera + } + /** + * Reposition molecule right before the camera. + * @note The proper way is to initiate headset in the place of common Miew's camera. + * But threejs limitations on setting new XRReferenceSpace enforce the molecule repositioning + * Hope, something will change. + */ }, { - key: "translateMolecule", - value: function translateMolecule() { - var device = this.getDevice(); - - if (!device) { - return; - } - + key: "moveSceneBehindHeadset", + value: function moveSceneBehindHeadset() { var gfx = this._gfx; var camera = gfx.camera; // set container position in camera space var container = this._molContainer; container.matrix.identity(); - container.position.set(0, 0, -1.3); + container.position.set(0, 0, -4.0); container.updateMatrix(); // update container world matrix container.matrixWorld.multiplyMatrices(camera.matrixWorld, container.matrix); // readd to scene gfx.scene.addSavingWorldTransform(container); - } - }, { - key: "getDevice", - value: function getDevice() { - var vr = this._gfx && this._gfx.renderer ? this._gfx.renderer.vr : null; - return vr && vr.enabled ? vr.getDevice() : null; - } - }, { - key: "setDevice", - value: function setDevice(display) { - var vr = this._gfx && this._gfx.renderer ? this._gfx.renderer.vr : null; - if (vr) { - vr.setDevice(display); + if (this._onToggle) { + this._onToggle(true); } } }, { @@ -56535,7 +56594,7 @@ var fragmentScreenQuadFromDistTex = "precision highp float;\r\n\r\nvarying vec2 vUv;\r\nuniform sampler2D srcTex;\r\nuniform vec3 aberration;\r\n\r\nvoid main() {\r\n vec2 uv = vUv * 2.0 - 1.0;\r\n \r\n gl_FragColor.r = texture2D(srcTex, 0.5 * (uv * aberration[0] + 1.0)).r;\r\n gl_FragColor.g = texture2D(srcTex, 0.5 * (uv * aberration[1] + 1.0)).g;\r\n gl_FragColor.b = texture2D(srcTex, 0.5 * (uv * aberration[2] + 1.0)).b;\r\n gl_FragColor.a = 1.0;\r\n}"; - var selectors$3 = chem.selectors, + var selectors$4 = chem.selectors, Atom$2 = chem.Atom, Residue$1 = chem.Residue, Chain$2 = chem.Chain, @@ -56662,7 +56721,9 @@ /** @type {JobHandle[]} */ this._loading = []; - /** @type {?number} */ + /** @type {?number} + * @deprecated until Animation system refactoring + */ this._animInterval = null; /** @type {object} */ @@ -56811,14 +56872,14 @@ this._objectControls.addEventListener('change', function (e) { if (settings.now.shadow.on) { self._updateShadowCamera(); - } // route rotate and zoom events to the external API + } // route rotate, zoom, translate and translatePivot events to the external API switch (e.action) { case 'rotate': self.dispatchEvent({ type: 'rotate', - angle: e.angle + quaternion: e.quaternion }); break; @@ -56830,6 +56891,9 @@ break; default: + self.dispatchEvent({ + type: e.action + }); } self.dispatchEvent({ @@ -56915,6 +56979,18 @@ Miew.prototype._showCanvas = function () { _setContainerContents(this._container, this._gfx.renderer.domElement); }; + + Miew.prototype._requestAnimationFrame = function (callback) { + var xr = this._gfx.renderer.xr; + + if (xr && xr.enabled) { + this._gfx.renderer.setAnimationLoop(callback); + + return; + } + + requestAnimationFrame(callback); + }; /** * Initialize WebGL and set 3D scene up. * @private @@ -56922,8 +56998,6 @@ Miew.prototype._initGfx = function () { - var _this = this; - var gfx = { width: this._container.clientWidth, height: this._container.clientHeight @@ -57080,14 +57154,7 @@ this._showCanvas(); - if (settings.now.stereo === 'WEBVR') { - this.webVR = new WebVRPoC(function () { - _this._needRender = true; - - _this._onResize(); - }); - this.webVR.toggle(true, gfx); - } + this._embedWebXR(settings.now.stereo === 'WEBVR'); this._container.appendChild(gfx.renderer2d.getElement()); // add FPS counter @@ -57351,7 +57418,7 @@ Miew.prototype.run = function () { - var _this2 = this; + var _this = this; if (!this._running) { this._running = true; @@ -57364,9 +57431,9 @@ this._objectControls.enable(true); viewInterpolator.resume(); - var device = this.webVR ? this.webVR.getDevice() : null; - (device || window).requestAnimationFrame(function () { - return _this2._onTick(); + + this._requestAnimationFrame(function () { + return _this._onTick(); }); } }; @@ -57456,7 +57523,7 @@ Miew.prototype._onTick = function () { - var _this3 = this; + var _this2 = this; if (this._halting) { this._running = false; @@ -57466,9 +57533,8 @@ this._fps.update(); - var device = this.webVR ? this.webVR.getDevice() : null; - (device || window).requestAnimationFrame(function () { - return _this3._onTick(); + this._requestAnimationFrame(function () { + return _this2._onTick(); }); this._onUpdate(); @@ -57476,7 +57542,7 @@ if (this._needRender) { this._onRender(); - this._needRender = !settings.now.suspendRender || settings.now.stereo === 'WEBVR' || !!device; + this._needRender = !settings.now.suspendRender || settings.now.stereo === 'WEBVR'; } }; @@ -57595,7 +57661,7 @@ this._updateFog(); - if (this._gfx.renderer.vr.enabled) { + if (this._gfx.renderer.xr.enabled) { this.webVR.updateMoleculeScale(); } }; @@ -57681,7 +57747,7 @@ gfx.renderer2d.render(gfx.scene, gfx.camera); - if (settings.now.axes && gfx.axes && !gfx.renderer.vr.enabled) { + if (settings.now.axes && gfx.axes && !gfx.renderer.xr.enabled) { gfx.axes.render(renderer); } }; @@ -57766,7 +57832,7 @@ gfx.renderer.setRenderTarget(target); gfx.renderer.clear(); - if (gfx.renderer.vr.enabled) { + if (gfx.renderer.xr.enabled) { gfx.renderer.render(gfx.scene, camera); return; } // clean buffer for normals texture @@ -58273,6 +58339,10 @@ return Promise.reject(new Error('Could not find suitable exporter for this source')); } + this.dispatchEvent({ + type: 'exporting' + }); + if (this._visuals[this._curVisualName] instanceof ComplexVisual) { var dataSource = null; @@ -58419,8 +58489,11 @@ return new Promise(function (resolve) { if (job.shouldCancel()) { throw new Error('Operation cancelled'); - } // allow for source shortcuts + } + job.notify({ + type: 'fetching' + }); // allow for source shortcuts source = resolveSourceShortcut(source, opts); // detect a proper loader @@ -58490,11 +58563,16 @@ console.time('fetch'); var promise = loader.load().then(function (data) { console.timeEnd('fetch'); - opts.context.logger.info('Fetching finished'); + opts.context.logger.info('Fetching finished'); // deprecated event since version 0.8.6 + job.notify({ type: 'fetchingFinished', data: data }); + job.notify({ + type: 'fetchingDone', + data: data + }); return data; })["catch"](function (error) { console.timeEnd('fetch'); @@ -58504,11 +58582,16 @@ opts.context.logger.debug(error.stack); } - opts.context.logger.error('Fetching failed'); + opts.context.logger.error('Fetching failed'); // deprecated event since version 0.8.6 + job.notify({ type: 'fetchingFinished', error: error }); + job.notify({ + type: 'fetchingDone', + error: error + }); throw error; }); resolve(promise); @@ -58518,11 +58601,15 @@ function _parseData(data, opts, job) { if (job.shouldCancel()) { return Promise.reject(new Error('Operation cancelled')); - } + } // deprecated event since version 0.8.6 + job.notify({ type: 'parse' }); + job.notify({ + type: 'parsing' + }); var TheParser = lodash.head(io.parsers.find({ format: opts.fileType, @@ -58541,11 +58628,16 @@ }); console.time('parse'); return parser.parse().then(function (dataSet) { - console.timeEnd('parse'); + console.timeEnd('parse'); // deprecated event since version 0.8.6 + job.notify({ type: 'parsingFinished', data: dataSet }); + job.notify({ + type: 'parsingDone', + data: dataSet + }); return dataSet; })["catch"](function (error) { console.timeEnd('parse'); @@ -58556,11 +58648,16 @@ opts.context.logger.debug(error.stack); } - opts.context.logger.error('Parsing failed'); + opts.context.logger.error('Parsing failed'); // deprecated event since version 0.8.6 + job.notify({ type: 'parsingFinished', error: error }); + job.notify({ + type: 'parsingDone', + error: error + }); throw error; }); } @@ -58577,7 +58674,7 @@ Miew.prototype.load = function (source, opts) { - var _this4 = this; + var _this3 = this; opts = lodash.merge({}, opts, { context: this @@ -58600,46 +58697,56 @@ } } - viewInterpolator.reset(); + viewInterpolator.reset(); // deprecated event since version 0.8.6 + this.dispatchEvent({ type: 'load', options: opts, source: source }); + this.dispatchEvent({ + type: 'loading', + options: opts, + source: source + }); var job = new JobHandle(); this._loading.push(job); job.addEventListener('notification', function (e) { - _this4.dispatchEvent(e.slaveEvent); + _this3.dispatchEvent(e.slaveEvent); }); this._spinner.spin(this._container); var onLoadEnd = function onLoadEnd(anything) { - var jobIndex = _this4._loading.indexOf(job); + var jobIndex = _this3._loading.indexOf(job); if (jobIndex !== -1) { - _this4._loading.splice(jobIndex, 1); + _this3._loading.splice(jobIndex, 1); } - _this4._spinner.stop(); + _this3._spinner.stop(); - _this4._refreshTitle(); + _this3._refreshTitle(); + job.notify({ + type: 'loadingDone', + anything: anything + }); return anything; }; return _fetchData(source, opts, job).then(function (data) { return _parseData(data, opts, job); }).then(function (object) { - var name = _this4._onLoad(object, opts); + var name = _this3._onLoad(object, opts); return onLoadEnd(name); })["catch"](function (err) { - _this4.logger.error('Could not load data'); + _this3.logger.error('Could not load data'); - _this4.logger.debug(err); + _this3.logger.debug(err); throw onLoadEnd(err); }); @@ -58659,6 +58766,13 @@ this._updateShadowCamera(); } }; + /** + * Start new animation. Now is broken. + * @param fileData - new data to animate + * @private + * @deprecated until animation system refactoring. + */ + Miew.prototype._startAnimation = function (fileData) { this._stopAnimation(); @@ -58696,6 +58810,12 @@ this._continueAnimation(); }; + /** + * Pause current animation. Now is broken. + * @private + * @deprecated until animation system refactoring. + */ + Miew.prototype._pauseAnimation = function () { if (this._animInterval === null) { @@ -58716,6 +58836,12 @@ }); } }; + /** + * Continue current animation after pausing. Now is broken. + * @private + * @deprecated until animation system refactoring. + */ + Miew.prototype._continueAnimation = function () { this._isAnimating = true; @@ -58762,6 +58888,12 @@ } }, minFrameTime); }; + /** + * Stop current animation. Now is broken. + * @private + * @deprecated until animation system refactoring. + */ + Miew.prototype._stopAnimation = function () { if (this._animInterval === null) { @@ -58881,11 +59013,13 @@ } if (opts.error) { + // deprecated event since version 0.8.6 this.dispatchEvent({ type: 'onParseError', error: opts.error }); } else { + // deprecated event since version 0.8.6 this.dispatchEvent({ type: 'onParseDone' }); @@ -58910,7 +59044,7 @@ }; Miew.prototype.loadEd = function (source) { - var _this5 = this; + var _this4 = this; this.resetEd(); @@ -58937,14 +59071,14 @@ } var parser = new TheParser(data); - parser.context = _this5; + parser.context = _this4; return parser.parse().then(function (dataSource) { - _this5._onLoadEd(dataSource); + _this4._onLoadEd(dataSource); }); })["catch"](function (error) { - _this5.logger.error('Could not load ED data'); + _this4.logger.error('Could not load ED data'); - _this5.logger.debug(error); + _this4.logger.debug(error); }); }; @@ -59041,15 +59175,21 @@ Miew.prototype.rebuild = function () { + var _this5 = this; + if (this._building) { this.logger.warn('Miew.rebuild(): already building!'); return; } - this._building = true; + this._building = true; // deprecated event since version 0.8.6 + this.dispatchEvent({ type: 'rebuild' }); + this.dispatchEvent({ + type: 'rebuilding' + }); this._rebuildObjects(); @@ -59080,6 +59220,10 @@ self._refreshTitle(); + _this5.dispatchEvent({ + type: 'buildingDone' + }); + self._building = false; }); }; @@ -59129,14 +59273,14 @@ var selector = visual.buildSelectorFromMask(1 << visual.getSelectionBit()); var defPreset = settings.now.presets["default"]; - var idx = visual.repAdd({ + var res = visual.repAdd({ selector: selector, mode: defPreset[0].mode.id, colorer: defPreset[0].colorer.id, material: defPreset[0].material.id }); - if (idx < 0) { + if (!res) { if (visual.repCount() === ComplexVisual.NUM_REPRESENTATION_BITS) { _this6.logger.warn("Number of representations is limited to ".concat(ComplexVisual.NUM_REPRESENTATION_BITS)); } @@ -59144,12 +59288,20 @@ return; } - visual.repCurrent(idx); + _this6.dispatchEvent({ + type: 'repAdded', + index: res.index, + name: visual.name + }); + + visual.repCurrent(res.index); changed.push(visual.name); }); if (changed.length > 0) { - this.logger.report("New representation from selection for complexes: ".concat(changed.join(', '))); + this.logger.report("New representation from selection for complexes: ".concat(changed.join(', '))); // deprecated event since 0.8.6 + // Use repAdded event instead it. Make attention there are some differences + this.dispatchEvent({ type: 'repAdd' }); @@ -59250,7 +59402,27 @@ Miew.prototype.rep = function (index, rep) { var visual = this._getComplexVisual(''); - return visual ? visual.rep(index, rep) : null; + if (!visual) { + return null; + } + + var res = visual.rep(index, rep); + + if (res.status === 'created') { + this.dispatchEvent({ + type: 'repAdded', + index: res.index, + name: visual.name + }); + } else if (res.status === 'changed') { + this.dispatchEvent({ + type: 'repChanged', + index: res.index, + name: visual.name + }); + } + + return res.desc; }; /** * Get representation (not just description) by index. @@ -59274,7 +59446,22 @@ Miew.prototype.repAdd = function (rep, name) { var visual = this._getComplexVisual(name); - return visual ? visual.repAdd(rep) : -1; + if (!visual) { + return -1; + } + + var res = visual.repAdd(rep); + + if (res) { + this.dispatchEvent({ + type: 'repAdded', + index: res.index, + name: name + }); + return res.index; + } + + return -1; }; /** * Remove representation. @@ -59285,7 +59472,16 @@ Miew.prototype.repRemove = function (index, name) { var visual = this._getComplexVisual(name); - return visual ? visual.repRemove(index) : null; + if (!visual) { + return; + } + + visual.repRemove(index); + this.dispatchEvent({ + type: 'repRemoved', + index: index, + name: name + }); }; /** * Hide representation. @@ -59749,69 +59945,80 @@ Miew.prototype.resetPivot = function () { var boundingBox = new Box3(); + var center = new Vector3(); + return function () { + boundingBox.makeEmpty(); - this._forEachVisual(function (visual) { - boundingBox.union(visual.getBoundaries().boundingBox); - }); + this._forEachVisual(function (visual) { + boundingBox.union(visual.getBoundaries().boundingBox); + }); - boundingBox.getCenter(this._gfx.pivot.position); + boundingBox.getCenter(center); - this._gfx.pivot.position.negate(); + this._objectControls.setPivot(center.negate()); - this.dispatchEvent({ - type: 'transform' - }); - }; + this.dispatchEvent({ + type: 'transform' + }); + }; + }(); - Miew.prototype.setPivotResidue = function (residue) { - var visual = this._getVisualForComplex(residue.getChain().getComplex()); + Miew.prototype.setPivotResidue = function () { + var center = new Vector3(); + return function (residue) { + var visual = this._getVisualForComplex(residue.getChain().getComplex()); - if (!visual) { - return; - } + if (!visual) { + return; + } - var pos = this._gfx.pivot.position; + if (residue._controlPoint) { + center.copy(residue._controlPoint); + } else { + var x = 0; + var y = 0; + var z = 0; + var amount = residue._atoms.length; - if (residue._controlPoint) { - pos.copy(residue._controlPoint); - } else { - var x = 0; - var y = 0; - var z = 0; - var amount = residue._atoms.length; + for (var i = 0; i < amount; ++i) { + var p = residue._atoms[i]._position; + x += p.x / amount; + y += p.y / amount; + z += p.z / amount; + } - for (var i = 0; i < amount; ++i) { - var p = residue._atoms[i]._position; - x += p.x / amount; - y += p.y / amount; - z += p.z / amount; + center.set(x, y, z); } - pos.set(x, y, z); - } + center.applyMatrix4(visual.matrix).negate(); - pos.applyMatrix4(visual.matrix); - pos.negate(); - this.dispatchEvent({ - type: 'transform' - }); - }; + this._objectControls.setPivot(center); - Miew.prototype.setPivotAtom = function (atom) { - var visual = this._getVisualForComplex(atom.getResidue().getChain().getComplex()); + this.dispatchEvent({ + type: 'transform' + }); + }; + }(); - if (!visual) { - return; - } + Miew.prototype.setPivotAtom = function () { + var center = new Vector3(); + return function (atom) { + var visual = this._getVisualForComplex(atom.getResidue().getChain().getComplex()); - var pos = this._gfx.pivot.position; - pos.copy(atom._position); - pos.applyMatrix4(visual.matrix); - pos.negate(); - this.dispatchEvent({ - type: 'transform' - }); - }; + if (!visual) { + return; + } + + center.copy(atom._position); + center.applyMatrix4(visual.matrix).negate(); + + this._objectControls.setPivot(center); + + this.dispatchEvent({ + type: 'transform' + }); + }; + }(); Miew.prototype.getSelectionCenter = function () { var _centerInVisual = new Vector3(0.0, 0.0, 0.0); @@ -59852,7 +60059,7 @@ var includesAtom = selector ? _includesInSelector : _includesInCurSelection; if (this.getSelectionCenter(_center, includesAtom, selector)) { - this._gfx.pivot.position.copy(_center); + this._objectControls.setPivot(_center); this.dispatchEvent({ type: 'transform' @@ -59862,6 +60069,11 @@ } }; }(); + /** + * Starts profiling tool + * @deprecated since 0.8.6. There are plans to make it a separate tool outside Miew + */ + Miew.prototype.benchmarkGfx = function (force) { var self = this; @@ -59870,7 +60082,8 @@ if (!force && !settings.now.autoResolution) { resolve(); return; - } + } // deprecated event since 0.8.6 + self.dispatchEvent({ type: 'profile' @@ -59995,10 +60208,23 @@ this._export(opts.fileType).then(function (dataString) { var filename = _this7._visuals[_this7._curVisualName]._complex.name; utils.download(dataString, filename, opts.fileType); + + _this7._refreshTitle(); + + _this7.dispatchEvent({ + type: 'exportingDone' + }); })["catch"](function (error) { _this7.logger.error('Could not export data'); _this7.logger.debug(error); + + _this7._refreshTitle(); + + _this7.dispatchEvent({ + type: 'exportingDone', + error: error + }); }); }; @@ -60441,67 +60667,96 @@ }); }; - Miew.prototype._initOnSettingsChanged = function () { + Miew.prototype._embedWebXR = function () { var _this8 = this; + // switch off + if (settings.now.stereo !== 'WEBVR') { + if (this.webVR) { + this.webVR.disable(); + } + + this.webVR = null; + return; + } // switch on + + + if (!this.webVR) { + this.webVR = new WebVRPoC(function () { + _this8._requestAnimationFrame(function () { + return _this8._onTick(); + }); + + _this8._needRender = true; + + _this8._onResize(); + }); + } + + this.webVR.enable(this._gfx); + }; + + Miew.prototype._initOnSettingsChanged = function () { + var _this9 = this; + var on = function on(props, func) { props = lodash.isArray(props) ? props : [props]; props.forEach(function (prop) { - _this8.settings.addEventListener("change:".concat(prop), func); + _this9.settings.addEventListener("change:".concat(prop), func); }); }; on('modes.VD.frame', function () { - var volume = _this8._getVolumeVisual(); + var volume = _this9._getVolumeVisual(); if (volume === null) return; volume.showFrame(settings.now.modes.VD.frame); - _this8._needRender = true; + _this9._needRender = true; }); on('modes.VD.isoMode', function () { - var volume = _this8._getVolumeVisual(); + var volume = _this9._getVolumeVisual(); if (volume === null) return; volume.getMesh().material.updateDefines(); - _this8._needRender = true; + _this9._needRender = true; }); on('bg.color', function () { - _this8._onBgColorChanged(); + _this9._onBgColorChanged(); }); on('ao', function () { var values = { normalsToGBuffer: settings.now.ao }; - _this8._setUberMaterialValues(values); + _this9._setUberMaterialValues(values); }); on('fogColor', function () { - _this8._onFogColorChanged(); + _this9._onFogColorChanged(); }); on('fogColorEnable', function () { - _this8._onFogColorChanged(); + _this9._onFogColorChanged(); }); on('bg.transparent', function (evt) { - var gfx = _this8._gfx; + var gfx = _this9._gfx; if (gfx) { gfx.renderer.setClearColor(settings.now.bg.color, Number(!settings.now.bg.transparent)); } // update materials - _this8._updateMaterials({ + _this9._updateMaterials({ fogTransparent: evt.value }); - _this8.rebuildAll(); + _this9.rebuildAll(); }); on('draft.clipPlane', function (evt) { // update materials - _this8._updateMaterials({ + _this9._updateMaterials({ clipPlane: evt.value }); - _this8.rebuildAll(); + _this9.rebuildAll(); }); on('shadow.on', function (evt) { // update materials @@ -60509,17 +60764,17 @@ shadowmap: evt.value, shadowmapType: settings.now.shadow.type }; - var gfx = _this8._gfx; + var gfx = _this9._gfx; if (gfx) { gfx.renderer.shadowMap.enabled = Boolean(values.shadowmap); } if (values.shadowmap) { - _this8._updateShadowCamera(); + _this9._updateShadowCamera(); } - _this8._updateMaterials(values, true, function (object) { + _this9._updateMaterials(values, true, function (object) { if (values.shadowmap) { gfxutils.prepareObjMaterialForShadow(object); } else { @@ -60527,83 +60782,73 @@ } }); - _this8._needRender = true; + _this9._needRender = true; }); on('shadow.type', function (evt) { // update materials if shadowmap is enable if (settings.now.shadow.on) { - _this8._updateMaterials({ + _this9._updateMaterials({ shadowmapType: evt.value }, true); - _this8._needRender = true; + _this9._needRender = true; } }); on('shadow.radius', function (evt) { - for (var i = 0; i < _this8._gfx.scene.children.length; i++) { - if (_this8._gfx.scene.children[i].shadow !== undefined) { - var light = _this8._gfx.scene.children[i]; + for (var i = 0; i < _this9._gfx.scene.children.length; i++) { + if (_this9._gfx.scene.children[i].shadow !== undefined) { + var light = _this9._gfx.scene.children[i]; light.shadow.radius = evt.value; - _this8._needRender = true; + _this9._needRender = true; } } }); on('fps', function () { - _this8._fps.show(settings.now.fps); + _this9._fps.show(settings.now.fps); }); on(['fog', 'fogNearFactor', 'fogFarFactor'], function () { - _this8._updateFog(); + _this9._updateFog(); - _this8._needRender = true; + _this9._needRender = true; }); on('fogAlpha', function () { var fogAlpha = settings.now.fogAlpha; if (fogAlpha < 0 || fogAlpha > 1) { - _this8.logger.warn('fogAlpha must belong range [0,1]'); + _this9.logger.warn('fogAlpha must belong range [0,1]'); } - _this8._fogAlphaChanged(); + _this9._fogAlphaChanged(); - _this8._needRender = true; + _this9._needRender = true; }); on('autoResolution', function (evt) { - if (evt.value && !_this8._gfxScore) { - _this8.logger.warn('Benchmarks are missed, autoresolution will not work! ' + 'Autoresolution should be set during miew startup.'); + if (evt.value && !_this9._gfxScore) { + _this9.logger.warn('Benchmarks are missed, autoresolution will not work! ' + 'Autoresolution should be set during miew startup.'); } }); on('stereo', function () { - if (settings.now.stereo === 'WEBVR' && typeof _this8.webVR === 'undefined') { - _this8.webVR = new WebVRPoC(function () { - _this8._needRender = true; - - _this8._onResize(); - }); - } + _this9._embedWebXR(settings.now.stereo === 'WEBVR'); - if (_this8.webVR) { - _this8.webVR.toggle(settings.now.stereo === 'WEBVR', _this8._gfx); - } - - _this8._needRender = true; + _this9._needRender = true; }); on(['transparency', 'palette'], function () { - _this8.rebuildAll(); + _this9.rebuildAll(); }); on('resolution', function () { // update complex visuals - _this8.rebuildAll(); // update volume visual + _this9.rebuildAll(); // update volume visual - var volume = _this8._getVolumeVisual(); + var volume = _this9._getVolumeVisual(); if (volume) { volume.getMesh().material.updateDefines(); - _this8._needRender = true; + _this9._needRender = true; } }); on(['axes', 'fxaa', 'ao', 'outline.on', 'outline.color', 'outline.threshold', 'outline.thickness'], function () { - _this8._needRender = true; + _this9._needRender = true; }); }; /** @@ -60633,7 +60878,7 @@ var sel = expression; if (lodash.isString(expression)) { - sel = selectors$3.parse(expression).selector; + sel = selectors$4.parse(expression).selector; } visual.select(sel, append); @@ -60828,7 +61073,7 @@ if (selector.obj === undefined && selector !== '') { - var sel = selectors$3.parse(selector); + var sel = selectors$4.parse(selector); if (sel.error === undefined) { this.setPivotSubset(sel); @@ -60853,11 +61098,11 @@ var visual = this._getComplexVisual(); if (!visual) { - return selectors$3.None(); + return selectors$4.None(); } if (selector instanceof String) { - selector = selectors$3.parse(selector); + selector = selectors$4.parse(selector); } var res = visual.within(selector, radius); @@ -61054,7 +61299,7 @@ }); }; - Miew.prototype.VERSION = "0.8.5" ; // Uncomment this to get debug trace: + Miew.prototype.VERSION = "0.8.6" ; // Uncomment this to get debug trace: // Miew.prototype.debugTracer = new utils.DebugTracer(Miew.prototype); lodash.assign(Miew, @@ -61459,7 +61704,7 @@ } return token; } - var symbol, preErrorSymbol, state, action, r, yyval = {}, p, len, newState, expected; + var symbol, state, action, r, yyval = {}, p, len, newState, expected; while (true) { state = stack[stack.length - 1]; if (this.defaultActions[state]) { @@ -61501,14 +61746,11 @@ lstack.push(lexer.yylloc); stack.push(action[1]); symbol = null; - if (!preErrorSymbol) { + { yyleng = lexer.yyleng; yytext = lexer.yytext; yylineno = lexer.yylineno; yyloc = lexer.yylloc; - } else { - symbol = preErrorSymbol; - preErrorSymbol = null; } break; case 2: @@ -62193,7 +62435,7 @@ } }; - var selectors$4 = Miew.chem.selectors, + var selectors$5 = Miew.chem.selectors, modes$1 = Miew.modes, colorers$1 = Miew.colorers, materials$1 = Miew.materials, @@ -62417,7 +62659,7 @@ value: function checkArg(key, arg, modificate) { if (key !== undefined && arg !== undefined) { if (keyRemap(key) === 'selector') { - var res = selectors$4.parse(arg); + var res = selectors$5.parse(arg); if (res.error !== undefined) { var selExc = { @@ -62579,8 +62821,8 @@ cliutils._ = lodash; cliutils.CreateObjectPair = CreateObjectPair; cliutils.keyRemap = keyRemap; - cliutils.Context = selectors$4.Context; - cliutils.ClearContext = selectors$4.ClearContext; + cliutils.Context = selectors$5.Context; + cliutils.ClearContext = selectors$5.ClearContext; cliutils.NULL = NULL; cliutils.notimplemented = function () { diff --git a/dist/Miew.js.map b/dist/Miew.js.map index b30111f6..ee52636e 100644 --- a/dist/Miew.js.map +++ b/dist/Miew.js.map @@ -1 +1 @@ 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/[\\xc0-\\xd6\\xd8-\\xf6\\xf8-\\xff\\u0100-\\u017f]/g;\n\n /** Used to ensure capturing order of template delimiters. */\n var reNoMatch = /($^)/;\n\n /** Used to match unescaped characters in compiled string literals. */\n var reUnescapedString = /['\\n\\r\\u2028\\u2029\\\\]/g;\n\n /** Used to compose unicode character classes. */\n var rsAstralRange = '\\\\ud800-\\\\udfff',\n rsComboMarksRange = '\\\\u0300-\\\\u036f',\n reComboHalfMarksRange = '\\\\ufe20-\\\\ufe2f',\n rsComboSymbolsRange = '\\\\u20d0-\\\\u20ff',\n rsComboRange = rsComboMarksRange + reComboHalfMarksRange + rsComboSymbolsRange,\n rsDingbatRange = '\\\\u2700-\\\\u27bf',\n rsLowerRange = 'a-z\\\\xdf-\\\\xf6\\\\xf8-\\\\xff',\n rsMathOpRange = '\\\\xac\\\\xb1\\\\xd7\\\\xf7',\n rsNonCharRange = '\\\\x00-\\\\x2f\\\\x3a-\\\\x40\\\\x5b-\\\\x60\\\\x7b-\\\\xbf',\n rsPunctuationRange = '\\\\u2000-\\\\u206f',\n rsSpaceRange = ' \\\\t\\\\x0b\\\\f\\\\xa0\\\\ufeff\\\\n\\\\r\\\\u2028\\\\u2029\\\\u1680\\\\u180e\\\\u2000\\\\u2001\\\\u2002\\\\u2003\\\\u2004\\\\u2005\\\\u2006\\\\u2007\\\\u2008\\\\u2009\\\\u200a\\\\u202f\\\\u205f\\\\u3000',\n rsUpperRange = 'A-Z\\\\xc0-\\\\xd6\\\\xd8-\\\\xde',\n rsVarRange = '\\\\ufe0e\\\\ufe0f',\n rsBreakRange = rsMathOpRange + rsNonCharRange + rsPunctuationRange + rsSpaceRange;\n\n /** Used to compose unicode capture groups. */\n var rsApos = \"['\\u2019]\",\n rsAstral = '[' + rsAstralRange + ']',\n rsBreak = '[' + rsBreakRange + ']',\n rsCombo = '[' + rsComboRange + ']',\n rsDigits = '\\\\d+',\n rsDingbat = '[' + rsDingbatRange + ']',\n rsLower = '[' + rsLowerRange + ']',\n rsMisc = '[^' + rsAstralRange + rsBreakRange + rsDigits + rsDingbatRange + rsLowerRange + rsUpperRange + ']',\n rsFitz = '\\\\ud83c[\\\\udffb-\\\\udfff]',\n rsModifier = '(?:' + rsCombo + '|' + rsFitz + ')',\n rsNonAstral = '[^' + rsAstralRange + ']',\n rsRegional = '(?:\\\\ud83c[\\\\udde6-\\\\uddff]){2}',\n rsSurrPair = '[\\\\ud800-\\\\udbff][\\\\udc00-\\\\udfff]',\n rsUpper = '[' + rsUpperRange + ']',\n rsZWJ = '\\\\u200d';\n\n /** Used to compose unicode regexes. */\n var rsMiscLower = '(?:' + rsLower + '|' + rsMisc + ')',\n rsMiscUpper = '(?:' + rsUpper + '|' + rsMisc + ')',\n rsOptContrLower = '(?:' + rsApos + '(?:d|ll|m|re|s|t|ve))?',\n rsOptContrUpper = '(?:' + rsApos + '(?:D|LL|M|RE|S|T|VE))?',\n reOptMod = rsModifier + '?',\n rsOptVar = '[' + rsVarRange + ']?',\n rsOptJoin = '(?:' + rsZWJ + '(?:' + [rsNonAstral, rsRegional, rsSurrPair].join('|') + ')' + rsOptVar + reOptMod + ')*',\n rsOrdLower = '\\\\d*(?:1st|2nd|3rd|(?![123])\\\\dth)(?=\\\\b|[A-Z_])',\n rsOrdUpper = '\\\\d*(?:1ST|2ND|3RD|(?![123])\\\\dTH)(?=\\\\b|[a-z_])',\n rsSeq = rsOptVar + reOptMod + rsOptJoin,\n rsEmoji = '(?:' + [rsDingbat, rsRegional, rsSurrPair].join('|') + ')' + rsSeq,\n rsSymbol = '(?:' + [rsNonAstral + rsCombo + '?', rsCombo, rsRegional, rsSurrPair, rsAstral].join('|') + ')';\n\n /** Used to match apostrophes. */\n var reApos = RegExp(rsApos, 'g');\n\n /**\n * Used to match [combining diacritical marks](https://en.wikipedia.org/wiki/Combining_Diacritical_Marks) and\n * [combining diacritical marks for symbols](https://en.wikipedia.org/wiki/Combining_Diacritical_Marks_for_Symbols).\n */\n var reComboMark = RegExp(rsCombo, 'g');\n\n /** Used to match [string symbols](https://mathiasbynens.be/notes/javascript-unicode). */\n var reUnicode = RegExp(rsFitz + '(?=' + rsFitz + ')|' + rsSymbol + rsSeq, 'g');\n\n /** Used to match complex or compound words. */\n var reUnicodeWord = RegExp([\n rsUpper + '?' + rsLower + '+' + rsOptContrLower + '(?=' + [rsBreak, rsUpper, '$'].join('|') + ')',\n rsMiscUpper + '+' + rsOptContrUpper + '(?=' + [rsBreak, rsUpper + rsMiscLower, '$'].join('|') + ')',\n rsUpper + '?' + rsMiscLower + '+' + rsOptContrLower,\n rsUpper + '+' + rsOptContrUpper,\n rsOrdUpper,\n rsOrdLower,\n rsDigits,\n rsEmoji\n ].join('|'), 'g');\n\n /** Used to detect strings with [zero-width joiners or code points from the astral planes](http://eev.ee/blog/2015/09/12/dark-corners-of-unicode/). */\n var reHasUnicode = RegExp('[' + rsZWJ + rsAstralRange + rsComboRange + rsVarRange + ']');\n\n /** Used to detect strings that need a more robust regexp to match words. */\n var reHasUnicodeWord = /[a-z][A-Z]|[A-Z]{2}[a-z]|[0-9][a-zA-Z]|[a-zA-Z][0-9]|[^a-zA-Z0-9 ]/;\n\n /** Used to assign default `context` object properties. */\n var contextProps = [\n 'Array', 'Buffer', 'DataView', 'Date', 'Error', 'Float32Array', 'Float64Array',\n 'Function', 'Int8Array', 'Int16Array', 'Int32Array', 'Map', 'Math', 'Object',\n 'Promise', 'RegExp', 'Set', 'String', 'Symbol', 'TypeError', 'Uint8Array',\n 'Uint8ClampedArray', 'Uint16Array', 'Uint32Array', 'WeakMap',\n '_', 'clearTimeout', 'isFinite', 'parseInt', 'setTimeout'\n ];\n\n /** Used to make template sourceURLs easier to identify. */\n var templateCounter = -1;\n\n /** Used to identify `toStringTag` values of typed arrays. */\n var typedArrayTags = {};\n typedArrayTags[float32Tag] = typedArrayTags[float64Tag] =\n typedArrayTags[int8Tag] = typedArrayTags[int16Tag] =\n typedArrayTags[int32Tag] = typedArrayTags[uint8Tag] =\n typedArrayTags[uint8ClampedTag] = typedArrayTags[uint16Tag] =\n typedArrayTags[uint32Tag] = true;\n typedArrayTags[argsTag] = typedArrayTags[arrayTag] =\n typedArrayTags[arrayBufferTag] = typedArrayTags[boolTag] =\n typedArrayTags[dataViewTag] = typedArrayTags[dateTag] =\n typedArrayTags[errorTag] = typedArrayTags[funcTag] =\n typedArrayTags[mapTag] = typedArrayTags[numberTag] =\n typedArrayTags[objectTag] = typedArrayTags[regexpTag] =\n typedArrayTags[setTag] = typedArrayTags[stringTag] =\n typedArrayTags[weakMapTag] = false;\n\n /** Used to identify `toStringTag` values supported by `_.clone`. */\n var cloneableTags = {};\n cloneableTags[argsTag] = cloneableTags[arrayTag] =\n cloneableTags[arrayBufferTag] = cloneableTags[dataViewTag] =\n cloneableTags[boolTag] = cloneableTags[dateTag] =\n cloneableTags[float32Tag] = cloneableTags[float64Tag] =\n cloneableTags[int8Tag] = cloneableTags[int16Tag] =\n cloneableTags[int32Tag] = cloneableTags[mapTag] =\n cloneableTags[numberTag] = cloneableTags[objectTag] =\n cloneableTags[regexpTag] = cloneableTags[setTag] =\n cloneableTags[stringTag] = cloneableTags[symbolTag] =\n cloneableTags[uint8Tag] = cloneableTags[uint8ClampedTag] =\n cloneableTags[uint16Tag] = cloneableTags[uint32Tag] = true;\n cloneableTags[errorTag] = cloneableTags[funcTag] =\n cloneableTags[weakMapTag] = false;\n\n /** Used to map Latin Unicode letters to basic Latin letters. */\n var deburredLetters = {\n // Latin-1 Supplement block.\n '\\xc0': 'A', '\\xc1': 'A', '\\xc2': 'A', '\\xc3': 'A', '\\xc4': 'A', '\\xc5': 'A',\n '\\xe0': 'a', '\\xe1': 'a', '\\xe2': 'a', '\\xe3': 'a', '\\xe4': 'a', '\\xe5': 'a',\n '\\xc7': 'C', '\\xe7': 'c',\n '\\xd0': 'D', '\\xf0': 'd',\n '\\xc8': 'E', '\\xc9': 'E', '\\xca': 'E', '\\xcb': 'E',\n '\\xe8': 'e', '\\xe9': 'e', '\\xea': 'e', '\\xeb': 'e',\n '\\xcc': 'I', '\\xcd': 'I', '\\xce': 'I', '\\xcf': 'I',\n '\\xec': 'i', '\\xed': 'i', '\\xee': 'i', '\\xef': 'i',\n '\\xd1': 'N', '\\xf1': 'n',\n '\\xd2': 'O', '\\xd3': 'O', '\\xd4': 'O', '\\xd5': 'O', '\\xd6': 'O', '\\xd8': 'O',\n '\\xf2': 'o', '\\xf3': 'o', '\\xf4': 'o', '\\xf5': 'o', '\\xf6': 'o', '\\xf8': 'o',\n '\\xd9': 'U', '\\xda': 'U', '\\xdb': 'U', '\\xdc': 'U',\n '\\xf9': 'u', '\\xfa': 'u', '\\xfb': 'u', '\\xfc': 'u',\n '\\xdd': 'Y', '\\xfd': 'y', '\\xff': 'y',\n '\\xc6': 'Ae', '\\xe6': 'ae',\n '\\xde': 'Th', '\\xfe': 'th',\n '\\xdf': 'ss',\n // Latin Extended-A block.\n '\\u0100': 'A', '\\u0102': 'A', '\\u0104': 'A',\n '\\u0101': 'a', '\\u0103': 'a', '\\u0105': 'a',\n '\\u0106': 'C', '\\u0108': 'C', '\\u010a': 'C', '\\u010c': 'C',\n '\\u0107': 'c', '\\u0109': 'c', '\\u010b': 'c', '\\u010d': 'c',\n '\\u010e': 'D', '\\u0110': 'D', '\\u010f': 'd', '\\u0111': 'd',\n '\\u0112': 'E', '\\u0114': 'E', '\\u0116': 'E', '\\u0118': 'E', '\\u011a': 'E',\n '\\u0113': 'e', '\\u0115': 'e', '\\u0117': 'e', '\\u0119': 'e', '\\u011b': 'e',\n '\\u011c': 'G', '\\u011e': 'G', '\\u0120': 'G', '\\u0122': 'G',\n '\\u011d': 'g', '\\u011f': 'g', '\\u0121': 'g', '\\u0123': 'g',\n '\\u0124': 'H', '\\u0126': 'H', '\\u0125': 'h', '\\u0127': 'h',\n '\\u0128': 'I', '\\u012a': 'I', '\\u012c': 'I', '\\u012e': 'I', '\\u0130': 'I',\n '\\u0129': 'i', '\\u012b': 'i', '\\u012d': 'i', '\\u012f': 'i', '\\u0131': 'i',\n '\\u0134': 'J', '\\u0135': 'j',\n '\\u0136': 'K', '\\u0137': 'k', '\\u0138': 'k',\n '\\u0139': 'L', '\\u013b': 'L', '\\u013d': 'L', '\\u013f': 'L', '\\u0141': 'L',\n '\\u013a': 'l', '\\u013c': 'l', '\\u013e': 'l', '\\u0140': 'l', '\\u0142': 'l',\n '\\u0143': 'N', '\\u0145': 'N', '\\u0147': 'N', '\\u014a': 'N',\n '\\u0144': 'n', '\\u0146': 'n', '\\u0148': 'n', '\\u014b': 'n',\n '\\u014c': 'O', '\\u014e': 'O', '\\u0150': 'O',\n '\\u014d': 'o', '\\u014f': 'o', '\\u0151': 'o',\n '\\u0154': 'R', '\\u0156': 'R', '\\u0158': 'R',\n '\\u0155': 'r', '\\u0157': 'r', '\\u0159': 'r',\n '\\u015a': 'S', '\\u015c': 'S', '\\u015e': 'S', '\\u0160': 'S',\n '\\u015b': 's', '\\u015d': 's', '\\u015f': 's', '\\u0161': 's',\n '\\u0162': 'T', '\\u0164': 'T', '\\u0166': 'T',\n '\\u0163': 't', '\\u0165': 't', '\\u0167': 't',\n '\\u0168': 'U', '\\u016a': 'U', '\\u016c': 'U', '\\u016e': 'U', '\\u0170': 'U', '\\u0172': 'U',\n '\\u0169': 'u', '\\u016b': 'u', '\\u016d': 'u', '\\u016f': 'u', '\\u0171': 'u', '\\u0173': 'u',\n '\\u0174': 'W', '\\u0175': 'w',\n '\\u0176': 'Y', '\\u0177': 'y', '\\u0178': 'Y',\n '\\u0179': 'Z', '\\u017b': 'Z', '\\u017d': 'Z',\n '\\u017a': 'z', '\\u017c': 'z', '\\u017e': 'z',\n '\\u0132': 'IJ', '\\u0133': 'ij',\n '\\u0152': 'Oe', '\\u0153': 'oe',\n '\\u0149': \"'n\", '\\u017f': 's'\n };\n\n /** Used to map characters to HTML entities. */\n var htmlEscapes = {\n '&': '&',\n '<': '<',\n '>': '>',\n '\"': '"',\n \"'\": '''\n };\n\n /** Used to map HTML entities to characters. */\n var htmlUnescapes = {\n '&': '&',\n '<': '<',\n '>': '>',\n '"': '\"',\n ''': \"'\"\n };\n\n /** Used to escape characters for inclusion in compiled string literals. */\n var stringEscapes = {\n '\\\\': '\\\\',\n \"'\": \"'\",\n '\\n': 'n',\n '\\r': 'r',\n '\\u2028': 'u2028',\n '\\u2029': 'u2029'\n };\n\n /** Built-in method references without a dependency on `root`. */\n var freeParseFloat = parseFloat,\n freeParseInt = parseInt;\n\n /** Detect free variable `global` from Node.js. */\n var freeGlobal = typeof global == 'object' && global && global.Object === Object && global;\n\n /** Detect free variable `self`. */\n var freeSelf = typeof self == 'object' && self && self.Object === Object && self;\n\n /** Used as a reference to the global object. */\n var root = freeGlobal || freeSelf || Function('return this')();\n\n /** Detect free variable `exports`. */\n var freeExports = typeof exports == 'object' && exports && !exports.nodeType && exports;\n\n /** Detect free variable `module`. */\n var freeModule = freeExports && typeof module == 'object' && module && !module.nodeType && module;\n\n /** Detect the popular CommonJS extension `module.exports`. */\n var moduleExports = freeModule && freeModule.exports === freeExports;\n\n /** Detect free variable `process` from Node.js. */\n var freeProcess = moduleExports && freeGlobal.process;\n\n /** Used to access faster Node.js helpers. */\n var nodeUtil = (function() {\n try {\n // Use `util.types` for Node.js 10+.\n var types = freeModule && freeModule.require && freeModule.require('util').types;\n\n if (types) {\n return types;\n }\n\n // Legacy `process.binding('util')` for Node.js < 10.\n return freeProcess && freeProcess.binding && freeProcess.binding('util');\n } catch (e) {}\n }());\n\n /* Node.js helper references. */\n var nodeIsArrayBuffer = nodeUtil && nodeUtil.isArrayBuffer,\n nodeIsDate = nodeUtil && nodeUtil.isDate,\n nodeIsMap = nodeUtil && nodeUtil.isMap,\n nodeIsRegExp = nodeUtil && nodeUtil.isRegExp,\n nodeIsSet = nodeUtil && nodeUtil.isSet,\n nodeIsTypedArray = nodeUtil && nodeUtil.isTypedArray;\n\n /*--------------------------------------------------------------------------*/\n\n /**\n * A faster alternative to `Function#apply`, this function invokes `func`\n * with the `this` binding of `thisArg` and the arguments of `args`.\n *\n * @private\n * @param {Function} func The function to invoke.\n * @param {*} thisArg The `this` binding of `func`.\n * @param {Array} args The arguments to invoke `func` with.\n * @returns {*} Returns the result of `func`.\n */\n function apply(func, thisArg, args) {\n switch (args.length) {\n case 0: return func.call(thisArg);\n case 1: return func.call(thisArg, args[0]);\n case 2: return func.call(thisArg, args[0], args[1]);\n case 3: return func.call(thisArg, args[0], args[1], args[2]);\n }\n return func.apply(thisArg, args);\n }\n\n /**\n * A specialized version of `baseAggregator` for arrays.\n *\n * @private\n * @param {Array} [array] The array to iterate over.\n * @param {Function} setter The function to set `accumulator` values.\n * @param {Function} iteratee The iteratee to transform keys.\n * @param {Object} accumulator The initial aggregated object.\n * @returns {Function} Returns `accumulator`.\n */\n function arrayAggregator(array, setter, iteratee, accumulator) {\n var index = -1,\n length = array == null ? 0 : array.length;\n\n while (++index < length) {\n var value = array[index];\n setter(accumulator, value, iteratee(value), array);\n }\n return accumulator;\n }\n\n /**\n * A specialized version of `_.forEach` for arrays without support for\n * iteratee shorthands.\n *\n * @private\n * @param {Array} [array] The array to iterate over.\n * @param {Function} iteratee The function invoked per iteration.\n * @returns {Array} Returns `array`.\n */\n function arrayEach(array, iteratee) {\n var index = -1,\n length = array == null ? 0 : array.length;\n\n while (++index < length) {\n if (iteratee(array[index], index, array) === false) {\n break;\n }\n }\n return array;\n }\n\n /**\n * A specialized version of `_.forEachRight` for arrays without support for\n * iteratee shorthands.\n *\n * @private\n * @param {Array} [array] The array to iterate over.\n * @param {Function} iteratee The function invoked per iteration.\n * @returns {Array} Returns `array`.\n */\n function arrayEachRight(array, iteratee) {\n var length = array == null ? 0 : array.length;\n\n while (length--) {\n if (iteratee(array[length], length, array) === false) {\n break;\n }\n }\n return array;\n }\n\n /**\n * A specialized version of `_.every` for arrays without support for\n * iteratee shorthands.\n *\n * @private\n * @param {Array} [array] The array to iterate over.\n * @param {Function} predicate The function invoked per iteration.\n * @returns {boolean} Returns `true` if all elements pass the predicate check,\n * else `false`.\n */\n function arrayEvery(array, predicate) {\n var index = -1,\n length = array == null ? 0 : array.length;\n\n while (++index < length) {\n if (!predicate(array[index], index, array)) {\n return false;\n }\n }\n return true;\n }\n\n /**\n * A specialized version of `_.filter` for arrays without support for\n * iteratee shorthands.\n *\n * @private\n * @param {Array} [array] The array to iterate over.\n * @param {Function} predicate The function invoked per iteration.\n * @returns {Array} Returns the new filtered array.\n */\n function arrayFilter(array, predicate) {\n var index = -1,\n length = array == null ? 0 : array.length,\n resIndex = 0,\n result = [];\n\n while (++index < length) {\n var value = array[index];\n if (predicate(value, index, array)) {\n result[resIndex++] = value;\n }\n }\n return result;\n }\n\n /**\n * A specialized version of `_.includes` for arrays without support for\n * specifying an index to search from.\n *\n * @private\n * @param {Array} [array] The array to inspect.\n * @param {*} target The value to search for.\n * @returns {boolean} Returns `true` if `target` is found, else `false`.\n */\n function arrayIncludes(array, value) {\n var length = array == null ? 0 : array.length;\n return !!length && baseIndexOf(array, value, 0) > -1;\n }\n\n /**\n * This function is like `arrayIncludes` except that it accepts a comparator.\n *\n * @private\n * @param {Array} [array] The array to inspect.\n * @param {*} target The value to search for.\n * @param {Function} comparator The comparator invoked per element.\n * @returns {boolean} Returns `true` if `target` is found, else `false`.\n */\n function arrayIncludesWith(array, value, comparator) {\n var index = -1,\n length = array == null ? 0 : array.length;\n\n while (++index < length) {\n if (comparator(value, array[index])) {\n return true;\n }\n }\n return false;\n }\n\n /**\n * A specialized version of `_.map` for arrays without support for iteratee\n * shorthands.\n *\n * @private\n * @param {Array} [array] The array to iterate over.\n * @param {Function} iteratee The function invoked per iteration.\n * @returns {Array} Returns the new mapped array.\n */\n function arrayMap(array, iteratee) {\n var index = -1,\n length = array == null ? 0 : array.length,\n result = Array(length);\n\n while (++index < length) {\n result[index] = iteratee(array[index], index, array);\n }\n return result;\n }\n\n /**\n * Appends the elements of `values` to `array`.\n *\n * @private\n * @param {Array} array The array to modify.\n * @param {Array} values The values to append.\n * @returns {Array} Returns `array`.\n */\n function arrayPush(array, values) {\n var index = -1,\n length = values.length,\n offset = array.length;\n\n while (++index < length) {\n array[offset + index] = values[index];\n }\n return array;\n }\n\n /**\n * A specialized version of `_.reduce` for arrays without support for\n * iteratee shorthands.\n *\n * @private\n * @param {Array} [array] The array to iterate over.\n * @param {Function} iteratee The function invoked per iteration.\n * @param {*} [accumulator] The initial value.\n * @param {boolean} [initAccum] Specify using the first element of `array` as\n * the initial value.\n * @returns {*} Returns the accumulated value.\n */\n function arrayReduce(array, iteratee, accumulator, initAccum) {\n var index = -1,\n length = array == null ? 0 : array.length;\n\n if (initAccum && length) {\n accumulator = array[++index];\n }\n while (++index < length) {\n accumulator = iteratee(accumulator, array[index], index, array);\n }\n return accumulator;\n }\n\n /**\n * A specialized version of `_.reduceRight` for arrays without support for\n * iteratee shorthands.\n *\n * @private\n * @param {Array} [array] The array to iterate over.\n * @param {Function} iteratee The function invoked per iteration.\n * @param {*} [accumulator] The initial value.\n * @param {boolean} [initAccum] Specify using the last element of `array` as\n * the initial value.\n * @returns {*} Returns the accumulated value.\n */\n function arrayReduceRight(array, iteratee, accumulator, initAccum) {\n var length = array == null ? 0 : array.length;\n if (initAccum && length) {\n accumulator = array[--length];\n }\n while (length--) {\n accumulator = iteratee(accumulator, array[length], length, array);\n }\n return accumulator;\n }\n\n /**\n * A specialized version of `_.some` for arrays without support for iteratee\n * shorthands.\n *\n * @private\n * @param {Array} [array] The array to iterate over.\n * @param {Function} predicate The function invoked per iteration.\n * @returns {boolean} Returns `true` if any element passes the predicate check,\n * else `false`.\n */\n function arraySome(array, predicate) {\n var index = -1,\n length = array == null ? 0 : array.length;\n\n while (++index < length) {\n if (predicate(array[index], index, array)) {\n return true;\n }\n }\n return false;\n }\n\n /**\n * Gets the size of an ASCII `string`.\n *\n * @private\n * @param {string} string The string inspect.\n * @returns {number} Returns the string size.\n */\n var asciiSize = baseProperty('length');\n\n /**\n * Converts an ASCII `string` to an array.\n *\n * @private\n * @param {string} string The string to convert.\n * @returns {Array} Returns the converted array.\n */\n function asciiToArray(string) {\n return string.split('');\n }\n\n /**\n * Splits an ASCII `string` into an array of its words.\n *\n * @private\n * @param {string} The string to inspect.\n * @returns {Array} Returns the words of `string`.\n */\n function asciiWords(string) {\n return string.match(reAsciiWord) || [];\n }\n\n /**\n * The base implementation of methods like `_.findKey` and `_.findLastKey`,\n * without support for iteratee shorthands, which iterates over `collection`\n * using `eachFunc`.\n *\n * @private\n * @param {Array|Object} collection The collection to inspect.\n * @param {Function} predicate The function invoked per iteration.\n * @param {Function} eachFunc The function to iterate over `collection`.\n * @returns {*} Returns the found element or its key, else `undefined`.\n */\n function baseFindKey(collection, predicate, eachFunc) {\n var result;\n eachFunc(collection, function(value, key, collection) {\n if (predicate(value, key, collection)) {\n result = key;\n return false;\n }\n });\n return result;\n }\n\n /**\n * The base implementation of `_.findIndex` and `_.findLastIndex` without\n * support for iteratee shorthands.\n *\n * @private\n * @param {Array} array The array to inspect.\n * @param {Function} predicate The function invoked per iteration.\n * @param {number} fromIndex The index to search from.\n * @param {boolean} [fromRight] Specify iterating from right to left.\n * @returns {number} Returns the index of the matched value, else `-1`.\n */\n function baseFindIndex(array, predicate, fromIndex, fromRight) {\n var length = array.length,\n index = fromIndex + (fromRight ? 1 : -1);\n\n while ((fromRight ? index-- : ++index < length)) {\n if (predicate(array[index], index, array)) {\n return index;\n }\n }\n return -1;\n }\n\n /**\n * The base implementation of `_.indexOf` without `fromIndex` bounds checks.\n *\n * @private\n * @param {Array} array The array to inspect.\n * @param {*} value The value to search for.\n * @param {number} fromIndex The index to search from.\n * @returns {number} Returns the index of the matched value, else `-1`.\n */\n function baseIndexOf(array, value, fromIndex) {\n return value === value\n ? strictIndexOf(array, value, fromIndex)\n : baseFindIndex(array, baseIsNaN, fromIndex);\n }\n\n /**\n * This function is like `baseIndexOf` except that it accepts a comparator.\n *\n * @private\n * @param {Array} array The array to inspect.\n * @param {*} value The value to search for.\n * @param {number} fromIndex The index to search from.\n * @param {Function} comparator The comparator invoked per element.\n * @returns {number} Returns the index of the matched value, else `-1`.\n */\n function baseIndexOfWith(array, value, fromIndex, comparator) {\n var index = fromIndex - 1,\n length = array.length;\n\n while (++index < length) {\n if (comparator(array[index], value)) {\n return index;\n }\n }\n return -1;\n }\n\n /**\n * The base implementation of `_.isNaN` without support for number objects.\n *\n * @private\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is `NaN`, else `false`.\n */\n function baseIsNaN(value) {\n return value !== value;\n }\n\n /**\n * The base implementation of `_.mean` and `_.meanBy` without support for\n * iteratee shorthands.\n *\n * @private\n * @param {Array} array The array to iterate over.\n * @param {Function} iteratee The function invoked per iteration.\n * @returns {number} Returns the mean.\n */\n function baseMean(array, iteratee) {\n var length = array == null ? 0 : array.length;\n return length ? (baseSum(array, iteratee) / length) : NAN;\n }\n\n /**\n * The base implementation of `_.property` without support for deep paths.\n *\n * @private\n * @param {string} key The key of the property to get.\n * @returns {Function} Returns the new accessor function.\n */\n function baseProperty(key) {\n return function(object) {\n return object == null ? undefined : object[key];\n };\n }\n\n /**\n * The base implementation of `_.propertyOf` without support for deep paths.\n *\n * @private\n * @param {Object} object The object to query.\n * @returns {Function} Returns the new accessor function.\n */\n function basePropertyOf(object) {\n return function(key) {\n return object == null ? undefined : object[key];\n };\n }\n\n /**\n * The base implementation of `_.reduce` and `_.reduceRight`, without support\n * for iteratee shorthands, which iterates over `collection` using `eachFunc`.\n *\n * @private\n * @param {Array|Object} collection The collection to iterate over.\n * @param {Function} iteratee The function invoked per iteration.\n * @param {*} accumulator The initial value.\n * @param {boolean} initAccum Specify using the first or last element of\n * `collection` as the initial value.\n * @param {Function} eachFunc The function to iterate over `collection`.\n * @returns {*} Returns the accumulated value.\n */\n function baseReduce(collection, iteratee, accumulator, initAccum, eachFunc) {\n eachFunc(collection, function(value, index, collection) {\n accumulator = initAccum\n ? (initAccum = false, value)\n : iteratee(accumulator, value, index, collection);\n });\n return accumulator;\n }\n\n /**\n * The base implementation of `_.sortBy` which uses `comparer` to define the\n * sort order of `array` and replaces criteria objects with their corresponding\n * values.\n *\n * @private\n * @param {Array} array The array to sort.\n * @param {Function} comparer The function to define sort order.\n * @returns {Array} Returns `array`.\n */\n function baseSortBy(array, comparer) {\n var length = array.length;\n\n array.sort(comparer);\n while (length--) {\n array[length] = array[length].value;\n }\n return array;\n }\n\n /**\n * The base implementation of `_.sum` and `_.sumBy` without support for\n * iteratee shorthands.\n *\n * @private\n * @param {Array} array The array to iterate over.\n * @param {Function} iteratee The function invoked per iteration.\n * @returns {number} Returns the sum.\n */\n function baseSum(array, iteratee) {\n var result,\n index = -1,\n length = array.length;\n\n while (++index < length) {\n var current = iteratee(array[index]);\n if (current !== undefined) {\n result = result === undefined ? current : (result + current);\n }\n }\n return result;\n }\n\n /**\n * The base implementation of `_.times` without support for iteratee shorthands\n * or max array length checks.\n *\n * @private\n * @param {number} n The number of times to invoke `iteratee`.\n * @param {Function} iteratee The function invoked per iteration.\n * @returns {Array} Returns the array of results.\n */\n function baseTimes(n, iteratee) {\n var index = -1,\n result = Array(n);\n\n while (++index < n) {\n result[index] = iteratee(index);\n }\n return result;\n }\n\n /**\n * The base implementation of `_.toPairs` and `_.toPairsIn` which creates an array\n * of key-value pairs for `object` corresponding to the property names of `props`.\n *\n * @private\n * @param {Object} object The object to query.\n * @param {Array} props The property names to get values for.\n * @returns {Object} Returns the key-value pairs.\n */\n function baseToPairs(object, props) {\n return arrayMap(props, function(key) {\n return [key, object[key]];\n });\n }\n\n /**\n * The base implementation of `_.unary` without support for storing metadata.\n *\n * @private\n * @param {Function} func The function to cap arguments for.\n * @returns {Function} Returns the new capped function.\n */\n function baseUnary(func) {\n return function(value) {\n return func(value);\n };\n }\n\n /**\n * The base implementation of `_.values` and `_.valuesIn` which creates an\n * array of `object` property values corresponding to the property names\n * of `props`.\n *\n * @private\n * @param {Object} object The object to query.\n * @param {Array} props The property names to get values for.\n * @returns {Object} Returns the array of property values.\n */\n function baseValues(object, props) {\n return arrayMap(props, function(key) {\n return object[key];\n });\n }\n\n /**\n * Checks if a `cache` value for `key` exists.\n *\n * @private\n * @param {Object} cache The cache to query.\n * @param {string} key The key of the entry to check.\n * @returns {boolean} Returns `true` if an entry for `key` exists, else `false`.\n */\n function cacheHas(cache, key) {\n return cache.has(key);\n }\n\n /**\n * Used by `_.trim` and `_.trimStart` to get the index of the first string symbol\n * that is not found in the character symbols.\n *\n * @private\n * @param {Array} strSymbols The string symbols to inspect.\n * @param {Array} chrSymbols The character symbols to find.\n * @returns {number} Returns the index of the first unmatched string symbol.\n */\n function charsStartIndex(strSymbols, chrSymbols) {\n var index = -1,\n length = strSymbols.length;\n\n while (++index < length && baseIndexOf(chrSymbols, strSymbols[index], 0) > -1) {}\n return index;\n }\n\n /**\n * Used by `_.trim` and `_.trimEnd` to get the index of the last string symbol\n * that is not found in the character symbols.\n *\n * @private\n * @param {Array} strSymbols The string symbols to inspect.\n * @param {Array} chrSymbols The character symbols to find.\n * @returns {number} Returns the index of the last unmatched string symbol.\n */\n function charsEndIndex(strSymbols, chrSymbols) {\n var index = strSymbols.length;\n\n while (index-- && baseIndexOf(chrSymbols, strSymbols[index], 0) > -1) {}\n return index;\n }\n\n /**\n * Gets the number of `placeholder` occurrences in `array`.\n *\n * @private\n * @param {Array} array The array to inspect.\n * @param {*} placeholder The placeholder to search for.\n * @returns {number} Returns the placeholder count.\n */\n function countHolders(array, placeholder) {\n var length = array.length,\n result = 0;\n\n while (length--) {\n if (array[length] === placeholder) {\n ++result;\n }\n }\n return result;\n }\n\n /**\n * Used by `_.deburr` to convert Latin-1 Supplement and Latin Extended-A\n * letters to basic Latin letters.\n *\n * @private\n * @param {string} letter The matched letter to deburr.\n * @returns {string} Returns the deburred letter.\n */\n var deburrLetter = basePropertyOf(deburredLetters);\n\n /**\n * Used by `_.escape` to convert characters to HTML entities.\n *\n * @private\n * @param {string} chr The matched character to escape.\n * @returns {string} Returns the escaped character.\n */\n var escapeHtmlChar = basePropertyOf(htmlEscapes);\n\n /**\n * Used by `_.template` to escape characters for inclusion in compiled string literals.\n *\n * @private\n * @param {string} chr The matched character to escape.\n * @returns {string} Returns the escaped character.\n */\n function escapeStringChar(chr) {\n return '\\\\' + stringEscapes[chr];\n }\n\n /**\n * Gets the value at `key` of `object`.\n *\n * @private\n * @param {Object} [object] The object to query.\n * @param {string} key The key of the property to get.\n * @returns {*} Returns the property value.\n */\n function getValue(object, key) {\n return object == null ? undefined : object[key];\n }\n\n /**\n * Checks if `string` contains Unicode symbols.\n *\n * @private\n * @param {string} string The string to inspect.\n * @returns {boolean} Returns `true` if a symbol is found, else `false`.\n */\n function hasUnicode(string) {\n return reHasUnicode.test(string);\n }\n\n /**\n * Checks if `string` contains a word composed of Unicode symbols.\n *\n * @private\n * @param {string} string The string to inspect.\n * @returns {boolean} Returns `true` if a word is found, else `false`.\n */\n function hasUnicodeWord(string) {\n return reHasUnicodeWord.test(string);\n }\n\n /**\n * Converts `iterator` to an array.\n *\n * @private\n * @param {Object} iterator The iterator to convert.\n * @returns {Array} Returns the converted array.\n */\n function iteratorToArray(iterator) {\n var data,\n result = [];\n\n while (!(data = iterator.next()).done) {\n result.push(data.value);\n }\n return result;\n }\n\n /**\n * Converts `map` to its key-value pairs.\n *\n * @private\n * @param {Object} map The map to convert.\n * @returns {Array} Returns the key-value pairs.\n */\n function mapToArray(map) {\n var index = -1,\n result = Array(map.size);\n\n map.forEach(function(value, key) {\n result[++index] = [key, value];\n });\n return result;\n }\n\n /**\n * Creates a unary function that invokes `func` with its argument transformed.\n *\n * @private\n * @param {Function} func The function to wrap.\n * @param {Function} transform The argument transform.\n * @returns {Function} Returns the new function.\n */\n function overArg(func, transform) {\n return function(arg) {\n return func(transform(arg));\n };\n }\n\n /**\n * Replaces all `placeholder` elements in `array` with an internal placeholder\n * and returns an array of their indexes.\n *\n * @private\n * @param {Array} array The array to modify.\n * @param {*} placeholder The placeholder to replace.\n * @returns {Array} Returns the new array of placeholder indexes.\n */\n function replaceHolders(array, placeholder) {\n var index = -1,\n length = array.length,\n resIndex = 0,\n result = [];\n\n while (++index < length) {\n var value = array[index];\n if (value === placeholder || value === PLACEHOLDER) {\n array[index] = PLACEHOLDER;\n result[resIndex++] = index;\n }\n }\n return result;\n }\n\n /**\n * Converts `set` to an array of its values.\n *\n * @private\n * @param {Object} set The set to convert.\n * @returns {Array} Returns the values.\n */\n function setToArray(set) {\n var index = -1,\n result = Array(set.size);\n\n set.forEach(function(value) {\n result[++index] = value;\n });\n return result;\n }\n\n /**\n * Converts `set` to its value-value pairs.\n *\n * @private\n * @param {Object} set The set to convert.\n * @returns {Array} Returns the value-value pairs.\n */\n function setToPairs(set) {\n var index = -1,\n result = Array(set.size);\n\n set.forEach(function(value) {\n result[++index] = [value, value];\n });\n return result;\n }\n\n /**\n * A specialized version of `_.indexOf` which performs strict equality\n * comparisons of values, i.e. `===`.\n *\n * @private\n * @param {Array} array The array to inspect.\n * @param {*} value The value to search for.\n * @param {number} fromIndex The index to search from.\n * @returns {number} Returns the index of the matched value, else `-1`.\n */\n function strictIndexOf(array, value, fromIndex) {\n var index = fromIndex - 1,\n length = array.length;\n\n while (++index < length) {\n if (array[index] === value) {\n return index;\n }\n }\n return -1;\n }\n\n /**\n * A specialized version of `_.lastIndexOf` which performs strict equality\n * comparisons of values, i.e. `===`.\n *\n * @private\n * @param {Array} array The array to inspect.\n * @param {*} value The value to search for.\n * @param {number} fromIndex The index to search from.\n * @returns {number} Returns the index of the matched value, else `-1`.\n */\n function strictLastIndexOf(array, value, fromIndex) {\n var index = fromIndex + 1;\n while (index--) {\n if (array[index] === value) {\n return index;\n }\n }\n return index;\n }\n\n /**\n * Gets the number of symbols in `string`.\n *\n * @private\n * @param {string} string The string to inspect.\n * @returns {number} Returns the string size.\n */\n function stringSize(string) {\n return hasUnicode(string)\n ? unicodeSize(string)\n : asciiSize(string);\n }\n\n /**\n * Converts `string` to an array.\n *\n * @private\n * @param {string} string The string to convert.\n * @returns {Array} Returns the converted array.\n */\n function stringToArray(string) {\n return hasUnicode(string)\n ? unicodeToArray(string)\n : asciiToArray(string);\n }\n\n /**\n * Used by `_.unescape` to convert HTML entities to characters.\n *\n * @private\n * @param {string} chr The matched character to unescape.\n * @returns {string} Returns the unescaped character.\n */\n var unescapeHtmlChar = basePropertyOf(htmlUnescapes);\n\n /**\n * Gets the size of a Unicode `string`.\n *\n * @private\n * @param {string} string The string inspect.\n * @returns {number} Returns the string size.\n */\n function unicodeSize(string) {\n var result = reUnicode.lastIndex = 0;\n while (reUnicode.test(string)) {\n ++result;\n }\n return result;\n }\n\n /**\n * Converts a Unicode `string` to an array.\n *\n * @private\n * @param {string} string The string to convert.\n * @returns {Array} Returns the converted array.\n */\n function unicodeToArray(string) {\n return string.match(reUnicode) || [];\n }\n\n /**\n * Splits a Unicode `string` into an array of its words.\n *\n * @private\n * @param {string} The string to inspect.\n * @returns {Array} Returns the words of `string`.\n */\n function unicodeWords(string) {\n return string.match(reUnicodeWord) || [];\n }\n\n /*--------------------------------------------------------------------------*/\n\n /**\n * Create a new pristine `lodash` function using the `context` object.\n *\n * @static\n * @memberOf _\n * @since 1.1.0\n * @category Util\n * @param {Object} [context=root] The context object.\n * @returns {Function} Returns a new `lodash` function.\n * @example\n *\n * _.mixin({ 'foo': _.constant('foo') });\n *\n * var lodash = _.runInContext();\n * lodash.mixin({ 'bar': lodash.constant('bar') });\n *\n * _.isFunction(_.foo);\n * // => true\n * _.isFunction(_.bar);\n * // => false\n *\n * lodash.isFunction(lodash.foo);\n * // => false\n * lodash.isFunction(lodash.bar);\n * // => true\n *\n * // Create a suped-up `defer` in Node.js.\n * var defer = _.runInContext({ 'setTimeout': setImmediate }).defer;\n */\n var runInContext = (function runInContext(context) {\n context = context == null ? root : _.defaults(root.Object(), context, _.pick(root, contextProps));\n\n /** Built-in constructor references. */\n var Array = context.Array,\n Date = context.Date,\n Error = context.Error,\n Function = context.Function,\n Math = context.Math,\n Object = context.Object,\n RegExp = context.RegExp,\n String = context.String,\n TypeError = context.TypeError;\n\n /** Used for built-in method references. */\n var arrayProto = Array.prototype,\n funcProto = Function.prototype,\n objectProto = Object.prototype;\n\n /** Used to detect overreaching core-js shims. */\n var coreJsData = context['__core-js_shared__'];\n\n /** Used to resolve the decompiled source of functions. */\n var funcToString = funcProto.toString;\n\n /** Used to check objects for own properties. */\n var hasOwnProperty = objectProto.hasOwnProperty;\n\n /** Used to generate unique IDs. */\n var idCounter = 0;\n\n /** Used to detect methods masquerading as native. */\n var maskSrcKey = (function() {\n var uid = /[^.]+$/.exec(coreJsData && coreJsData.keys && coreJsData.keys.IE_PROTO || '');\n return uid ? ('Symbol(src)_1.' + uid) : '';\n }());\n\n /**\n * Used to resolve the\n * [`toStringTag`](http://ecma-international.org/ecma-262/7.0/#sec-object.prototype.tostring)\n * of values.\n */\n var nativeObjectToString = objectProto.toString;\n\n /** Used to infer the `Object` constructor. */\n var objectCtorString = funcToString.call(Object);\n\n /** Used to restore the original `_` reference in `_.noConflict`. */\n var oldDash = root._;\n\n /** Used to detect if a method is native. */\n var reIsNative = RegExp('^' +\n funcToString.call(hasOwnProperty).replace(reRegExpChar, '\\\\$&')\n .replace(/hasOwnProperty|(function).*?(?=\\\\\\()| for .+?(?=\\\\\\])/g, '$1.*?') + '$'\n );\n\n /** Built-in value references. */\n var Buffer = moduleExports ? context.Buffer : undefined,\n Symbol = context.Symbol,\n Uint8Array = context.Uint8Array,\n allocUnsafe = Buffer ? Buffer.allocUnsafe : undefined,\n getPrototype = overArg(Object.getPrototypeOf, Object),\n objectCreate = Object.create,\n propertyIsEnumerable = objectProto.propertyIsEnumerable,\n splice = arrayProto.splice,\n spreadableSymbol = Symbol ? Symbol.isConcatSpreadable : undefined,\n symIterator = Symbol ? Symbol.iterator : undefined,\n symToStringTag = Symbol ? Symbol.toStringTag : undefined;\n\n var defineProperty = (function() {\n try {\n var func = getNative(Object, 'defineProperty');\n func({}, '', {});\n return func;\n } catch (e) {}\n }());\n\n /** Mocked built-ins. */\n var ctxClearTimeout = context.clearTimeout !== root.clearTimeout && context.clearTimeout,\n ctxNow = Date && Date.now !== root.Date.now && Date.now,\n ctxSetTimeout = context.setTimeout !== root.setTimeout && context.setTimeout;\n\n /* Built-in method references for those with the same name as other `lodash` methods. */\n var nativeCeil = Math.ceil,\n nativeFloor = Math.floor,\n nativeGetSymbols = Object.getOwnPropertySymbols,\n nativeIsBuffer = Buffer ? Buffer.isBuffer : undefined,\n nativeIsFinite = context.isFinite,\n nativeJoin = arrayProto.join,\n nativeKeys = overArg(Object.keys, Object),\n nativeMax = Math.max,\n nativeMin = Math.min,\n nativeNow = Date.now,\n nativeParseInt = context.parseInt,\n nativeRandom = Math.random,\n nativeReverse = arrayProto.reverse;\n\n /* Built-in method references that are verified to be native. */\n var DataView = getNative(context, 'DataView'),\n Map = getNative(context, 'Map'),\n Promise = getNative(context, 'Promise'),\n Set = getNative(context, 'Set'),\n WeakMap = getNative(context, 'WeakMap'),\n nativeCreate = getNative(Object, 'create');\n\n /** Used to store function metadata. */\n var metaMap = WeakMap && new WeakMap;\n\n /** Used to lookup unminified function names. */\n var realNames = {};\n\n /** Used to detect maps, sets, and weakmaps. */\n var dataViewCtorString = toSource(DataView),\n mapCtorString = toSource(Map),\n promiseCtorString = toSource(Promise),\n setCtorString = toSource(Set),\n weakMapCtorString = toSource(WeakMap);\n\n /** Used to convert symbols to primitives and strings. */\n var symbolProto = Symbol ? Symbol.prototype : undefined,\n symbolValueOf = symbolProto ? symbolProto.valueOf : undefined,\n symbolToString = symbolProto ? symbolProto.toString : undefined;\n\n /*------------------------------------------------------------------------*/\n\n /**\n * Creates a `lodash` object which wraps `value` to enable implicit method\n * chain sequences. Methods that operate on and return arrays, collections,\n * and functions can be chained together. Methods that retrieve a single value\n * or may return a primitive value will automatically end the chain sequence\n * and return the unwrapped value. Otherwise, the value must be unwrapped\n * with `_#value`.\n *\n * Explicit chain sequences, which must be unwrapped with `_#value`, may be\n * enabled using `_.chain`.\n *\n * The execution of chained methods is lazy, that is, it's deferred until\n * `_#value` is implicitly or explicitly called.\n *\n * Lazy evaluation allows several methods to support shortcut fusion.\n * Shortcut fusion is an optimization to merge iteratee calls; this avoids\n * the creation of intermediate arrays and can greatly reduce the number of\n * iteratee executions. Sections of a chain sequence qualify for shortcut\n * fusion if the section is applied to an array and iteratees accept only\n * one argument. The heuristic for whether a section qualifies for shortcut\n * fusion is subject to change.\n *\n * Chaining is supported in custom builds as long as the `_#value` method is\n * directly or indirectly included in the build.\n *\n * In addition to lodash methods, wrappers have `Array` and `String` methods.\n *\n * The wrapper `Array` methods are:\n * `concat`, `join`, `pop`, `push`, `shift`, `sort`, `splice`, and `unshift`\n *\n * The wrapper `String` methods are:\n * `replace` and `split`\n *\n * The wrapper methods that support shortcut fusion are:\n * `at`, `compact`, `drop`, `dropRight`, `dropWhile`, `filter`, `find`,\n * `findLast`, `head`, `initial`, `last`, `map`, `reject`, `reverse`, `slice`,\n * `tail`, `take`, `takeRight`, `takeRightWhile`, `takeWhile`, and `toArray`\n *\n * The chainable wrapper methods are:\n * `after`, `ary`, `assign`, `assignIn`, `assignInWith`, `assignWith`, `at`,\n * `before`, `bind`, `bindAll`, `bindKey`, `castArray`, `chain`, `chunk`,\n * `commit`, `compact`, `concat`, `conforms`, `constant`, `countBy`, `create`,\n * `curry`, `debounce`, `defaults`, `defaultsDeep`, `defer`, `delay`,\n * `difference`, `differenceBy`, `differenceWith`, `drop`, `dropRight`,\n * `dropRightWhile`, `dropWhile`, `extend`, `extendWith`, `fill`, `filter`,\n * `flatMap`, `flatMapDeep`, `flatMapDepth`, `flatten`, `flattenDeep`,\n * `flattenDepth`, `flip`, `flow`, `flowRight`, `fromPairs`, `functions`,\n * `functionsIn`, `groupBy`, `initial`, `intersection`, `intersectionBy`,\n * `intersectionWith`, `invert`, `invertBy`, `invokeMap`, `iteratee`, `keyBy`,\n * `keys`, `keysIn`, `map`, `mapKeys`, `mapValues`, `matches`, `matchesProperty`,\n * `memoize`, `merge`, `mergeWith`, `method`, `methodOf`, `mixin`, `negate`,\n * `nthArg`, `omit`, `omitBy`, `once`, `orderBy`, `over`, `overArgs`,\n * `overEvery`, `overSome`, `partial`, `partialRight`, `partition`, `pick`,\n * `pickBy`, `plant`, `property`, `propertyOf`, `pull`, `pullAll`, `pullAllBy`,\n * `pullAllWith`, `pullAt`, `push`, `range`, `rangeRight`, `rearg`, `reject`,\n * `remove`, `rest`, `reverse`, `sampleSize`, `set`, `setWith`, `shuffle`,\n * `slice`, `sort`, `sortBy`, `splice`, `spread`, `tail`, `take`, `takeRight`,\n * `takeRightWhile`, `takeWhile`, `tap`, `throttle`, `thru`, `toArray`,\n * `toPairs`, `toPairsIn`, `toPath`, `toPlainObject`, `transform`, `unary`,\n * `union`, `unionBy`, `unionWith`, `uniq`, `uniqBy`, `uniqWith`, `unset`,\n * `unshift`, `unzip`, `unzipWith`, `update`, `updateWith`, `values`,\n * `valuesIn`, `without`, `wrap`, `xor`, `xorBy`, `xorWith`, `zip`,\n * `zipObject`, `zipObjectDeep`, and `zipWith`\n *\n * The wrapper methods that are **not** chainable by default are:\n * `add`, `attempt`, `camelCase`, `capitalize`, `ceil`, `clamp`, `clone`,\n * `cloneDeep`, `cloneDeepWith`, `cloneWith`, `conformsTo`, `deburr`,\n * `defaultTo`, `divide`, `each`, `eachRight`, `endsWith`, `eq`, `escape`,\n * `escapeRegExp`, `every`, `find`, `findIndex`, `findKey`, `findLast`,\n * `findLastIndex`, `findLastKey`, `first`, `floor`, `forEach`, `forEachRight`,\n * `forIn`, `forInRight`, `forOwn`, `forOwnRight`, `get`, `gt`, `gte`, `has`,\n * `hasIn`, `head`, `identity`, `includes`, `indexOf`, `inRange`, `invoke`,\n * `isArguments`, `isArray`, `isArrayBuffer`, `isArrayLike`, `isArrayLikeObject`,\n * `isBoolean`, `isBuffer`, `isDate`, `isElement`, `isEmpty`, `isEqual`,\n * `isEqualWith`, `isError`, `isFinite`, `isFunction`, `isInteger`, `isLength`,\n * `isMap`, `isMatch`, `isMatchWith`, `isNaN`, `isNative`, `isNil`, `isNull`,\n * `isNumber`, `isObject`, `isObjectLike`, `isPlainObject`, `isRegExp`,\n * `isSafeInteger`, `isSet`, `isString`, `isUndefined`, `isTypedArray`,\n * `isWeakMap`, `isWeakSet`, `join`, `kebabCase`, `last`, `lastIndexOf`,\n * `lowerCase`, `lowerFirst`, `lt`, `lte`, `max`, `maxBy`, `mean`, `meanBy`,\n * `min`, `minBy`, `multiply`, `noConflict`, `noop`, `now`, `nth`, `pad`,\n * `padEnd`, `padStart`, `parseInt`, `pop`, `random`, `reduce`, `reduceRight`,\n * `repeat`, `result`, `round`, `runInContext`, `sample`, `shift`, `size`,\n * `snakeCase`, `some`, `sortedIndex`, `sortedIndexBy`, `sortedLastIndex`,\n * `sortedLastIndexBy`, `startCase`, `startsWith`, `stubArray`, `stubFalse`,\n * `stubObject`, `stubString`, `stubTrue`, `subtract`, `sum`, `sumBy`,\n * `template`, `times`, `toFinite`, `toInteger`, `toJSON`, `toLength`,\n * `toLower`, `toNumber`, `toSafeInteger`, `toString`, `toUpper`, `trim`,\n * `trimEnd`, `trimStart`, `truncate`, `unescape`, `uniqueId`, `upperCase`,\n * `upperFirst`, `value`, and `words`\n *\n * @name _\n * @constructor\n * @category Seq\n * @param {*} value The value to wrap in a `lodash` instance.\n * @returns {Object} Returns the new `lodash` wrapper instance.\n * @example\n *\n * function square(n) {\n * return n * n;\n * }\n *\n * var wrapped = _([1, 2, 3]);\n *\n * // Returns an unwrapped value.\n * wrapped.reduce(_.add);\n * // => 6\n *\n * // Returns a wrapped value.\n * var squares = wrapped.map(square);\n *\n * _.isArray(squares);\n * // => false\n *\n * _.isArray(squares.value());\n * // => true\n */\n function lodash(value) {\n if (isObjectLike(value) && !isArray(value) && !(value instanceof LazyWrapper)) {\n if (value instanceof LodashWrapper) {\n return value;\n }\n if (hasOwnProperty.call(value, '__wrapped__')) {\n return wrapperClone(value);\n }\n }\n return new LodashWrapper(value);\n }\n\n /**\n * The base implementation of `_.create` without support for assigning\n * properties to the created object.\n *\n * @private\n * @param {Object} proto The object to inherit from.\n * @returns {Object} Returns the new object.\n */\n var baseCreate = (function() {\n function object() {}\n return function(proto) {\n if (!isObject(proto)) {\n return {};\n }\n if (objectCreate) {\n return objectCreate(proto);\n }\n object.prototype = proto;\n var result = new object;\n object.prototype = undefined;\n return result;\n };\n }());\n\n /**\n * The function whose prototype chain sequence wrappers inherit from.\n *\n * @private\n */\n function baseLodash() {\n // No operation performed.\n }\n\n /**\n * The base constructor for creating `lodash` wrapper objects.\n *\n * @private\n * @param {*} value The value to wrap.\n * @param {boolean} [chainAll] Enable explicit method chain sequences.\n */\n function LodashWrapper(value, chainAll) {\n this.__wrapped__ = value;\n this.__actions__ = [];\n this.__chain__ = !!chainAll;\n this.__index__ = 0;\n this.__values__ = undefined;\n }\n\n /**\n * By default, the template delimiters used by lodash are like those in\n * embedded Ruby (ERB) as well as ES2015 template strings. Change the\n * following template settings to use alternative delimiters.\n *\n * @static\n * @memberOf _\n * @type {Object}\n */\n lodash.templateSettings = {\n\n /**\n * Used to detect `data` property values to be HTML-escaped.\n *\n * @memberOf _.templateSettings\n * @type {RegExp}\n */\n 'escape': reEscape,\n\n /**\n * Used to detect code to be evaluated.\n *\n * @memberOf _.templateSettings\n * @type {RegExp}\n */\n 'evaluate': reEvaluate,\n\n /**\n * Used to detect `data` property values to inject.\n *\n * @memberOf _.templateSettings\n * @type {RegExp}\n */\n 'interpolate': reInterpolate,\n\n /**\n * Used to reference the data object in the template text.\n *\n * @memberOf _.templateSettings\n * @type {string}\n */\n 'variable': '',\n\n /**\n * Used to import variables into the compiled template.\n *\n * @memberOf _.templateSettings\n * @type {Object}\n */\n 'imports': {\n\n /**\n * A reference to the `lodash` function.\n *\n * @memberOf _.templateSettings.imports\n * @type {Function}\n */\n '_': lodash\n }\n };\n\n // Ensure wrappers are instances of `baseLodash`.\n lodash.prototype = baseLodash.prototype;\n lodash.prototype.constructor = lodash;\n\n LodashWrapper.prototype = baseCreate(baseLodash.prototype);\n LodashWrapper.prototype.constructor = LodashWrapper;\n\n /*------------------------------------------------------------------------*/\n\n /**\n * Creates a lazy wrapper object which wraps `value` to enable lazy evaluation.\n *\n * @private\n * @constructor\n * @param {*} value The value to wrap.\n */\n function LazyWrapper(value) {\n this.__wrapped__ = value;\n this.__actions__ = [];\n this.__dir__ = 1;\n this.__filtered__ = false;\n this.__iteratees__ = [];\n this.__takeCount__ = MAX_ARRAY_LENGTH;\n this.__views__ = [];\n }\n\n /**\n * Creates a clone of the lazy wrapper object.\n *\n * @private\n * @name clone\n * @memberOf LazyWrapper\n * @returns {Object} Returns the cloned `LazyWrapper` object.\n */\n function lazyClone() {\n var result = new LazyWrapper(this.__wrapped__);\n result.__actions__ = copyArray(this.__actions__);\n result.__dir__ = this.__dir__;\n result.__filtered__ = this.__filtered__;\n result.__iteratees__ = copyArray(this.__iteratees__);\n result.__takeCount__ = this.__takeCount__;\n result.__views__ = copyArray(this.__views__);\n return result;\n }\n\n /**\n * Reverses the direction of lazy iteration.\n *\n * @private\n * @name reverse\n * @memberOf LazyWrapper\n * @returns {Object} Returns the new reversed `LazyWrapper` object.\n */\n function lazyReverse() {\n if (this.__filtered__) {\n var result = new LazyWrapper(this);\n result.__dir__ = -1;\n result.__filtered__ = true;\n } else {\n result = this.clone();\n result.__dir__ *= -1;\n }\n return result;\n }\n\n /**\n * Extracts the unwrapped value from its lazy wrapper.\n *\n * @private\n * @name value\n * @memberOf LazyWrapper\n * @returns {*} Returns the unwrapped value.\n */\n function lazyValue() {\n var array = this.__wrapped__.value(),\n dir = this.__dir__,\n isArr = isArray(array),\n isRight = dir < 0,\n arrLength = isArr ? array.length : 0,\n view = getView(0, arrLength, this.__views__),\n start = view.start,\n end = view.end,\n length = end - start,\n index = isRight ? end : (start - 1),\n iteratees = this.__iteratees__,\n iterLength = iteratees.length,\n resIndex = 0,\n takeCount = nativeMin(length, this.__takeCount__);\n\n if (!isArr || (!isRight && arrLength == length && takeCount == length)) {\n return baseWrapperValue(array, this.__actions__);\n }\n var result = [];\n\n outer:\n while (length-- && resIndex < takeCount) {\n index += dir;\n\n var iterIndex = -1,\n value = array[index];\n\n while (++iterIndex < iterLength) {\n var data = iteratees[iterIndex],\n iteratee = data.iteratee,\n type = data.type,\n computed = iteratee(value);\n\n if (type == LAZY_MAP_FLAG) {\n value = computed;\n } else if (!computed) {\n if (type == LAZY_FILTER_FLAG) {\n continue outer;\n } else {\n break outer;\n }\n }\n }\n result[resIndex++] = value;\n }\n return result;\n }\n\n // Ensure `LazyWrapper` is an instance of `baseLodash`.\n LazyWrapper.prototype = baseCreate(baseLodash.prototype);\n LazyWrapper.prototype.constructor = LazyWrapper;\n\n /*------------------------------------------------------------------------*/\n\n /**\n * Creates a hash object.\n *\n * @private\n * @constructor\n * @param {Array} [entries] The key-value pairs to cache.\n */\n function Hash(entries) {\n var index = -1,\n length = entries == null ? 0 : entries.length;\n\n this.clear();\n while (++index < length) {\n var entry = entries[index];\n this.set(entry[0], entry[1]);\n }\n }\n\n /**\n * Removes all key-value entries from the hash.\n *\n * @private\n * @name clear\n * @memberOf Hash\n */\n function hashClear() {\n this.__data__ = nativeCreate ? nativeCreate(null) : {};\n this.size = 0;\n }\n\n /**\n * Removes `key` and its value from the hash.\n *\n * @private\n * @name delete\n * @memberOf Hash\n * @param {Object} hash The hash to modify.\n * @param {string} key The key of the value to remove.\n * @returns {boolean} Returns `true` if the entry was removed, else `false`.\n */\n function hashDelete(key) {\n var result = this.has(key) && delete this.__data__[key];\n this.size -= result ? 1 : 0;\n return result;\n }\n\n /**\n * Gets the hash value for `key`.\n *\n * @private\n * @name get\n * @memberOf Hash\n * @param {string} key The key of the value to get.\n * @returns {*} Returns the entry value.\n */\n function hashGet(key) {\n var data = this.__data__;\n if (nativeCreate) {\n var result = data[key];\n return result === HASH_UNDEFINED ? undefined : result;\n }\n return hasOwnProperty.call(data, key) ? data[key] : undefined;\n }\n\n /**\n * Checks if a hash value for `key` exists.\n *\n * @private\n * @name has\n * @memberOf Hash\n * @param {string} key The key of the entry to check.\n * @returns {boolean} Returns `true` if an entry for `key` exists, else `false`.\n */\n function hashHas(key) {\n var data = this.__data__;\n return nativeCreate ? (data[key] !== undefined) : hasOwnProperty.call(data, key);\n }\n\n /**\n * Sets the hash `key` to `value`.\n *\n * @private\n * @name set\n * @memberOf Hash\n * @param {string} key The key of the value to set.\n * @param {*} value The value to set.\n * @returns {Object} Returns the hash instance.\n */\n function hashSet(key, value) {\n var data = this.__data__;\n this.size += this.has(key) ? 0 : 1;\n data[key] = (nativeCreate && value === undefined) ? HASH_UNDEFINED : value;\n return this;\n }\n\n // Add methods to `Hash`.\n Hash.prototype.clear = hashClear;\n Hash.prototype['delete'] = hashDelete;\n Hash.prototype.get = hashGet;\n Hash.prototype.has = hashHas;\n Hash.prototype.set = hashSet;\n\n /*------------------------------------------------------------------------*/\n\n /**\n * Creates an list cache object.\n *\n * @private\n * @constructor\n * @param {Array} [entries] The key-value pairs to cache.\n */\n function ListCache(entries) {\n var index = -1,\n length = entries == null ? 0 : entries.length;\n\n this.clear();\n while (++index < length) {\n var entry = entries[index];\n this.set(entry[0], entry[1]);\n }\n }\n\n /**\n * Removes all key-value entries from the list cache.\n *\n * @private\n * @name clear\n * @memberOf ListCache\n */\n function listCacheClear() {\n this.__data__ = [];\n this.size = 0;\n }\n\n /**\n * Removes `key` and its value from the list cache.\n *\n * @private\n * @name delete\n * @memberOf ListCache\n * @param {string} key The key of the value to remove.\n * @returns {boolean} Returns `true` if the entry was removed, else `false`.\n */\n function listCacheDelete(key) {\n var data = this.__data__,\n index = assocIndexOf(data, key);\n\n if (index < 0) {\n return false;\n }\n var lastIndex = data.length - 1;\n if (index == lastIndex) {\n data.pop();\n } else {\n splice.call(data, index, 1);\n }\n --this.size;\n return true;\n }\n\n /**\n * Gets the list cache value for `key`.\n *\n * @private\n * @name get\n * @memberOf ListCache\n * @param {string} key The key of the value to get.\n * @returns {*} Returns the entry value.\n */\n function listCacheGet(key) {\n var data = this.__data__,\n index = assocIndexOf(data, key);\n\n return index < 0 ? undefined : data[index][1];\n }\n\n /**\n * Checks if a list cache value for `key` exists.\n *\n * @private\n * @name has\n * @memberOf ListCache\n * @param {string} key The key of the entry to check.\n * @returns {boolean} Returns `true` if an entry for `key` exists, else `false`.\n */\n function listCacheHas(key) {\n return assocIndexOf(this.__data__, key) > -1;\n }\n\n /**\n * Sets the list cache `key` to `value`.\n *\n * @private\n * @name set\n * @memberOf ListCache\n * @param {string} key The key of the value to set.\n * @param {*} value The value to set.\n * @returns {Object} Returns the list cache instance.\n */\n function listCacheSet(key, value) {\n var data = this.__data__,\n index = assocIndexOf(data, key);\n\n if (index < 0) {\n ++this.size;\n data.push([key, value]);\n } else {\n data[index][1] = value;\n }\n return this;\n }\n\n // Add methods to `ListCache`.\n ListCache.prototype.clear = listCacheClear;\n ListCache.prototype['delete'] = listCacheDelete;\n ListCache.prototype.get = listCacheGet;\n ListCache.prototype.has = listCacheHas;\n ListCache.prototype.set = listCacheSet;\n\n /*------------------------------------------------------------------------*/\n\n /**\n * Creates a map cache object to store key-value pairs.\n *\n * @private\n * @constructor\n * @param {Array} [entries] The key-value pairs to cache.\n */\n function MapCache(entries) {\n var index = -1,\n length = entries == null ? 0 : entries.length;\n\n this.clear();\n while (++index < length) {\n var entry = entries[index];\n this.set(entry[0], entry[1]);\n }\n }\n\n /**\n * Removes all key-value entries from the map.\n *\n * @private\n * @name clear\n * @memberOf MapCache\n */\n function mapCacheClear() {\n this.size = 0;\n this.__data__ = {\n 'hash': new Hash,\n 'map': new (Map || ListCache),\n 'string': new Hash\n };\n }\n\n /**\n * Removes `key` and its value from the map.\n *\n * @private\n * @name delete\n * @memberOf MapCache\n * @param {string} key The key of the value to remove.\n * @returns {boolean} Returns `true` if the entry was removed, else `false`.\n */\n function mapCacheDelete(key) {\n var result = getMapData(this, key)['delete'](key);\n this.size -= result ? 1 : 0;\n return result;\n }\n\n /**\n * Gets the map value for `key`.\n *\n * @private\n * @name get\n * @memberOf MapCache\n * @param {string} key The key of the value to get.\n * @returns {*} Returns the entry value.\n */\n function mapCacheGet(key) {\n return getMapData(this, key).get(key);\n }\n\n /**\n * Checks if a map value for `key` exists.\n *\n * @private\n * @name has\n * @memberOf MapCache\n * @param {string} key The key of the entry to check.\n * @returns {boolean} Returns `true` if an entry for `key` exists, else `false`.\n */\n function mapCacheHas(key) {\n return getMapData(this, key).has(key);\n }\n\n /**\n * Sets the map `key` to `value`.\n *\n * @private\n * @name set\n * @memberOf MapCache\n * @param {string} key The key of the value to set.\n * @param {*} value The value to set.\n * @returns {Object} Returns the map cache instance.\n */\n function mapCacheSet(key, value) {\n var data = getMapData(this, key),\n size = data.size;\n\n data.set(key, value);\n this.size += data.size == size ? 0 : 1;\n return this;\n }\n\n // Add methods to `MapCache`.\n MapCache.prototype.clear = mapCacheClear;\n MapCache.prototype['delete'] = mapCacheDelete;\n MapCache.prototype.get = mapCacheGet;\n MapCache.prototype.has = mapCacheHas;\n MapCache.prototype.set = mapCacheSet;\n\n /*------------------------------------------------------------------------*/\n\n /**\n *\n * Creates an array cache object to store unique values.\n *\n * @private\n * @constructor\n * @param {Array} [values] The values to cache.\n */\n function SetCache(values) {\n var index = -1,\n length = values == null ? 0 : values.length;\n\n this.__data__ = new MapCache;\n while (++index < length) {\n this.add(values[index]);\n }\n }\n\n /**\n * Adds `value` to the array cache.\n *\n * @private\n * @name add\n * @memberOf SetCache\n * @alias push\n * @param {*} value The value to cache.\n * @returns {Object} Returns the cache instance.\n */\n function setCacheAdd(value) {\n this.__data__.set(value, HASH_UNDEFINED);\n return this;\n }\n\n /**\n * Checks if `value` is in the array cache.\n *\n * @private\n * @name has\n * @memberOf SetCache\n * @param {*} value The value to search for.\n * @returns {number} Returns `true` if `value` is found, else `false`.\n */\n function setCacheHas(value) {\n return this.__data__.has(value);\n }\n\n // Add methods to `SetCache`.\n SetCache.prototype.add = SetCache.prototype.push = setCacheAdd;\n SetCache.prototype.has = setCacheHas;\n\n /*------------------------------------------------------------------------*/\n\n /**\n * Creates a stack cache object to store key-value pairs.\n *\n * @private\n * @constructor\n * @param {Array} [entries] The key-value pairs to cache.\n */\n function Stack(entries) {\n var data = this.__data__ = new ListCache(entries);\n this.size = data.size;\n }\n\n /**\n * Removes all key-value entries from the stack.\n *\n * @private\n * @name clear\n * @memberOf Stack\n */\n function stackClear() {\n this.__data__ = new ListCache;\n this.size = 0;\n }\n\n /**\n * Removes `key` and its value from the stack.\n *\n * @private\n * @name delete\n * @memberOf Stack\n * @param {string} key The key of the value to remove.\n * @returns {boolean} Returns `true` if the entry was removed, else `false`.\n */\n function stackDelete(key) {\n var data = this.__data__,\n result = data['delete'](key);\n\n this.size = data.size;\n return result;\n }\n\n /**\n * Gets the stack value for `key`.\n *\n * @private\n * @name get\n * @memberOf Stack\n * @param {string} key The key of the value to get.\n * @returns {*} Returns the entry value.\n */\n function stackGet(key) {\n return this.__data__.get(key);\n }\n\n /**\n * Checks if a stack value for `key` exists.\n *\n * @private\n * @name has\n * @memberOf Stack\n * @param {string} key The key of the entry to check.\n * @returns {boolean} Returns `true` if an entry for `key` exists, else `false`.\n */\n function stackHas(key) {\n return this.__data__.has(key);\n }\n\n /**\n * Sets the stack `key` to `value`.\n *\n * @private\n * @name set\n * @memberOf Stack\n * @param {string} key The key of the value to set.\n * @param {*} value The value to set.\n * @returns {Object} Returns the stack cache instance.\n */\n function stackSet(key, value) {\n var data = this.__data__;\n if (data instanceof ListCache) {\n var pairs = data.__data__;\n if (!Map || (pairs.length < LARGE_ARRAY_SIZE - 1)) {\n pairs.push([key, value]);\n this.size = ++data.size;\n return this;\n }\n data = this.__data__ = new MapCache(pairs);\n }\n data.set(key, value);\n this.size = data.size;\n return this;\n }\n\n // Add methods to `Stack`.\n Stack.prototype.clear = stackClear;\n Stack.prototype['delete'] = stackDelete;\n Stack.prototype.get = stackGet;\n Stack.prototype.has = stackHas;\n Stack.prototype.set = stackSet;\n\n /*------------------------------------------------------------------------*/\n\n /**\n * Creates an array of the enumerable property names of the array-like `value`.\n *\n * @private\n * @param {*} value The value to query.\n * @param {boolean} inherited Specify returning inherited property names.\n * @returns {Array} Returns the array of property names.\n */\n function arrayLikeKeys(value, inherited) {\n var isArr = isArray(value),\n isArg = !isArr && isArguments(value),\n isBuff = !isArr && !isArg && isBuffer(value),\n isType = !isArr && !isArg && !isBuff && isTypedArray(value),\n skipIndexes = isArr || isArg || isBuff || isType,\n result = skipIndexes ? baseTimes(value.length, String) : [],\n length = result.length;\n\n for (var key in value) {\n if ((inherited || hasOwnProperty.call(value, key)) &&\n !(skipIndexes && (\n // Safari 9 has enumerable `arguments.length` in strict mode.\n key == 'length' ||\n // Node.js 0.10 has enumerable non-index properties on buffers.\n (isBuff && (key == 'offset' || key == 'parent')) ||\n // PhantomJS 2 has enumerable non-index properties on typed arrays.\n (isType && (key == 'buffer' || key == 'byteLength' || key == 'byteOffset')) ||\n // Skip index properties.\n isIndex(key, length)\n ))) {\n result.push(key);\n }\n }\n return result;\n }\n\n /**\n * A specialized version of `_.sample` for arrays.\n *\n * @private\n * @param {Array} array The array to sample.\n * @returns {*} Returns the random element.\n */\n function arraySample(array) {\n var length = array.length;\n return length ? array[baseRandom(0, length - 1)] : undefined;\n }\n\n /**\n * A specialized version of `_.sampleSize` for arrays.\n *\n * @private\n * @param {Array} array The array to sample.\n * @param {number} n The number of elements to sample.\n * @returns {Array} Returns the random elements.\n */\n function arraySampleSize(array, n) {\n return shuffleSelf(copyArray(array), baseClamp(n, 0, array.length));\n }\n\n /**\n * A specialized version of `_.shuffle` for arrays.\n *\n * @private\n * @param {Array} array The array to shuffle.\n * @returns {Array} Returns the new shuffled array.\n */\n function arrayShuffle(array) {\n return shuffleSelf(copyArray(array));\n }\n\n /**\n * This function is like `assignValue` except that it doesn't assign\n * `undefined` values.\n *\n * @private\n * @param {Object} object The object to modify.\n * @param {string} key The key of the property to assign.\n * @param {*} value The value to assign.\n */\n function assignMergeValue(object, key, value) {\n if ((value !== undefined && !eq(object[key], value)) ||\n (value === undefined && !(key in object))) {\n baseAssignValue(object, key, value);\n }\n }\n\n /**\n * Assigns `value` to `key` of `object` if the existing value is not equivalent\n * using [`SameValueZero`](http://ecma-international.org/ecma-262/7.0/#sec-samevaluezero)\n * for equality comparisons.\n *\n * @private\n * @param {Object} object The object to modify.\n * @param {string} key The key of the property to assign.\n * @param {*} value The value to assign.\n */\n function assignValue(object, key, value) {\n var objValue = object[key];\n if (!(hasOwnProperty.call(object, key) && eq(objValue, value)) ||\n (value === undefined && !(key in object))) {\n baseAssignValue(object, key, value);\n }\n }\n\n /**\n * Gets the index at which the `key` is found in `array` of key-value pairs.\n *\n * @private\n * @param {Array} array The array to inspect.\n * @param {*} key The key to search for.\n * @returns {number} Returns the index of the matched value, else `-1`.\n */\n function assocIndexOf(array, key) {\n var length = array.length;\n while (length--) {\n if (eq(array[length][0], key)) {\n return length;\n }\n }\n return -1;\n }\n\n /**\n * Aggregates elements of `collection` on `accumulator` with keys transformed\n * by `iteratee` and values set by `setter`.\n *\n * @private\n * @param {Array|Object} collection The collection to iterate over.\n * @param {Function} setter The function to set `accumulator` values.\n * @param {Function} iteratee The iteratee to transform keys.\n * @param {Object} accumulator The initial aggregated object.\n * @returns {Function} Returns `accumulator`.\n */\n function baseAggregator(collection, setter, iteratee, accumulator) {\n baseEach(collection, function(value, key, collection) {\n setter(accumulator, value, iteratee(value), collection);\n });\n return accumulator;\n }\n\n /**\n * The base implementation of `_.assign` without support for multiple sources\n * or `customizer` functions.\n *\n * @private\n * @param {Object} object The destination object.\n * @param {Object} source The source object.\n * @returns {Object} Returns `object`.\n */\n function baseAssign(object, source) {\n return object && copyObject(source, keys(source), object);\n }\n\n /**\n * The base implementation of `_.assignIn` without support for multiple sources\n * or `customizer` functions.\n *\n * @private\n * @param {Object} object The destination object.\n * @param {Object} source The source object.\n * @returns {Object} Returns `object`.\n */\n function baseAssignIn(object, source) {\n return object && copyObject(source, keysIn(source), object);\n }\n\n /**\n * The base implementation of `assignValue` and `assignMergeValue` without\n * value checks.\n *\n * @private\n * @param {Object} object The object to modify.\n * @param {string} key The key of the property to assign.\n * @param {*} value The value to assign.\n */\n function baseAssignValue(object, key, value) {\n if (key == '__proto__' && defineProperty) {\n defineProperty(object, key, {\n 'configurable': true,\n 'enumerable': true,\n 'value': value,\n 'writable': true\n });\n } else {\n object[key] = value;\n }\n }\n\n /**\n * The base implementation of `_.at` without support for individual paths.\n *\n * @private\n * @param {Object} object The object to iterate over.\n * @param {string[]} paths The property paths to pick.\n * @returns {Array} Returns the picked elements.\n */\n function baseAt(object, paths) {\n var index = -1,\n length = paths.length,\n result = Array(length),\n skip = object == null;\n\n while (++index < length) {\n result[index] = skip ? undefined : get(object, paths[index]);\n }\n return result;\n }\n\n /**\n * The base implementation of `_.clamp` which doesn't coerce arguments.\n *\n * @private\n * @param {number} number The number to clamp.\n * @param {number} [lower] The lower bound.\n * @param {number} upper The upper bound.\n * @returns {number} Returns the clamped number.\n */\n function baseClamp(number, lower, upper) {\n if (number === number) {\n if (upper !== undefined) {\n number = number <= upper ? number : upper;\n }\n if (lower !== undefined) {\n number = number >= lower ? number : lower;\n }\n }\n return number;\n }\n\n /**\n * The base implementation of `_.clone` and `_.cloneDeep` which tracks\n * traversed objects.\n *\n * @private\n * @param {*} value The value to clone.\n * @param {boolean} bitmask The bitmask flags.\n * 1 - Deep clone\n * 2 - Flatten inherited properties\n * 4 - Clone symbols\n * @param {Function} [customizer] The function to customize cloning.\n * @param {string} [key] The key of `value`.\n * @param {Object} [object] The parent object of `value`.\n * @param {Object} [stack] Tracks traversed objects and their clone counterparts.\n * @returns {*} Returns the cloned value.\n */\n function baseClone(value, bitmask, customizer, key, object, stack) {\n var result,\n isDeep = bitmask & CLONE_DEEP_FLAG,\n isFlat = bitmask & CLONE_FLAT_FLAG,\n isFull = bitmask & CLONE_SYMBOLS_FLAG;\n\n if (customizer) {\n result = object ? customizer(value, key, object, stack) : customizer(value);\n }\n if (result !== undefined) {\n return result;\n }\n if (!isObject(value)) {\n return value;\n }\n var isArr = isArray(value);\n if (isArr) {\n result = initCloneArray(value);\n if (!isDeep) {\n return copyArray(value, result);\n }\n } else {\n var tag = getTag(value),\n isFunc = tag == funcTag || tag == genTag;\n\n if (isBuffer(value)) {\n return cloneBuffer(value, isDeep);\n }\n if (tag == objectTag || tag == argsTag || (isFunc && !object)) {\n result = (isFlat || isFunc) ? {} : initCloneObject(value);\n if (!isDeep) {\n return isFlat\n ? copySymbolsIn(value, baseAssignIn(result, value))\n : copySymbols(value, baseAssign(result, value));\n }\n } else {\n if (!cloneableTags[tag]) {\n return object ? value : {};\n }\n result = initCloneByTag(value, tag, isDeep);\n }\n }\n // Check for circular references and return its corresponding clone.\n stack || (stack = new Stack);\n var stacked = stack.get(value);\n if (stacked) {\n return stacked;\n }\n stack.set(value, result);\n\n if (isSet(value)) {\n value.forEach(function(subValue) {\n result.add(baseClone(subValue, bitmask, customizer, subValue, value, stack));\n });\n } else if (isMap(value)) {\n value.forEach(function(subValue, key) {\n result.set(key, baseClone(subValue, bitmask, customizer, key, value, stack));\n });\n }\n\n var keysFunc = isFull\n ? (isFlat ? getAllKeysIn : getAllKeys)\n : (isFlat ? keysIn : keys);\n\n var props = isArr ? undefined : keysFunc(value);\n arrayEach(props || value, function(subValue, key) {\n if (props) {\n key = subValue;\n subValue = value[key];\n }\n // Recursively populate clone (susceptible to call stack limits).\n assignValue(result, key, baseClone(subValue, bitmask, customizer, key, value, stack));\n });\n return result;\n }\n\n /**\n * The base implementation of `_.conforms` which doesn't clone `source`.\n *\n * @private\n * @param {Object} source The object of property predicates to conform to.\n * @returns {Function} Returns the new spec function.\n */\n function baseConforms(source) {\n var props = keys(source);\n return function(object) {\n return baseConformsTo(object, source, props);\n };\n }\n\n /**\n * The base implementation of `_.conformsTo` which accepts `props` to check.\n *\n * @private\n * @param {Object} object The object to inspect.\n * @param {Object} source The object of property predicates to conform to.\n * @returns {boolean} Returns `true` if `object` conforms, else `false`.\n */\n function baseConformsTo(object, source, props) {\n var length = props.length;\n if (object == null) {\n return !length;\n }\n object = Object(object);\n while (length--) {\n var key = props[length],\n predicate = source[key],\n value = object[key];\n\n if ((value === undefined && !(key in object)) || !predicate(value)) {\n return false;\n }\n }\n return true;\n }\n\n /**\n * The base implementation of `_.delay` and `_.defer` which accepts `args`\n * to provide to `func`.\n *\n * @private\n * @param {Function} func The function to delay.\n * @param {number} wait The number of milliseconds to delay invocation.\n * @param {Array} args The arguments to provide to `func`.\n * @returns {number|Object} Returns the timer id or timeout object.\n */\n function baseDelay(func, wait, args) {\n if (typeof func != 'function') {\n throw new TypeError(FUNC_ERROR_TEXT);\n }\n return setTimeout(function() { func.apply(undefined, args); }, wait);\n }\n\n /**\n * The base implementation of methods like `_.difference` without support\n * for excluding multiple arrays or iteratee shorthands.\n *\n * @private\n * @param {Array} array The array to inspect.\n * @param {Array} values The values to exclude.\n * @param {Function} [iteratee] The iteratee invoked per element.\n * @param {Function} [comparator] The comparator invoked per element.\n * @returns {Array} Returns the new array of filtered values.\n */\n function baseDifference(array, values, iteratee, comparator) {\n var index = -1,\n includes = arrayIncludes,\n isCommon = true,\n length = array.length,\n result = [],\n valuesLength = values.length;\n\n if (!length) {\n return result;\n }\n if (iteratee) {\n values = arrayMap(values, baseUnary(iteratee));\n }\n if (comparator) {\n includes = arrayIncludesWith;\n isCommon = false;\n }\n else if (values.length >= LARGE_ARRAY_SIZE) {\n includes = cacheHas;\n isCommon = false;\n values = new SetCache(values);\n }\n outer:\n while (++index < length) {\n var value = array[index],\n computed = iteratee == null ? value : iteratee(value);\n\n value = (comparator || value !== 0) ? value : 0;\n if (isCommon && computed === computed) {\n var valuesIndex = valuesLength;\n while (valuesIndex--) {\n if (values[valuesIndex] === computed) {\n continue outer;\n }\n }\n result.push(value);\n }\n else if (!includes(values, computed, comparator)) {\n result.push(value);\n }\n }\n return result;\n }\n\n /**\n * The base implementation of `_.forEach` without support for iteratee shorthands.\n *\n * @private\n * @param {Array|Object} collection The collection to iterate over.\n * @param {Function} iteratee The function invoked per iteration.\n * @returns {Array|Object} Returns `collection`.\n */\n var baseEach = createBaseEach(baseForOwn);\n\n /**\n * The base implementation of `_.forEachRight` without support for iteratee shorthands.\n *\n * @private\n * @param {Array|Object} collection The collection to iterate over.\n * @param {Function} iteratee The function invoked per iteration.\n * @returns {Array|Object} Returns `collection`.\n */\n var baseEachRight = createBaseEach(baseForOwnRight, true);\n\n /**\n * The base implementation of `_.every` without support for iteratee shorthands.\n *\n * @private\n * @param {Array|Object} collection The collection to iterate over.\n * @param {Function} predicate The function invoked per iteration.\n * @returns {boolean} Returns `true` if all elements pass the predicate check,\n * else `false`\n */\n function baseEvery(collection, predicate) {\n var result = true;\n baseEach(collection, function(value, index, collection) {\n result = !!predicate(value, index, collection);\n return result;\n });\n return result;\n }\n\n /**\n * The base implementation of methods like `_.max` and `_.min` which accepts a\n * `comparator` to determine the extremum value.\n *\n * @private\n * @param {Array} array The array to iterate over.\n * @param {Function} iteratee The iteratee invoked per iteration.\n * @param {Function} comparator The comparator used to compare values.\n * @returns {*} Returns the extremum value.\n */\n function baseExtremum(array, iteratee, comparator) {\n var index = -1,\n length = array.length;\n\n while (++index < length) {\n var value = array[index],\n current = iteratee(value);\n\n if (current != null && (computed === undefined\n ? (current === current && !isSymbol(current))\n : comparator(current, computed)\n )) {\n var computed = current,\n result = value;\n }\n }\n return result;\n }\n\n /**\n * The base implementation of `_.fill` without an iteratee call guard.\n *\n * @private\n * @param {Array} array The array to fill.\n * @param {*} value The value to fill `array` with.\n * @param {number} [start=0] The start position.\n * @param {number} [end=array.length] The end position.\n * @returns {Array} Returns `array`.\n */\n function baseFill(array, value, start, end) {\n var length = array.length;\n\n start = toInteger(start);\n if (start < 0) {\n start = -start > length ? 0 : (length + start);\n }\n end = (end === undefined || end > length) ? length : toInteger(end);\n if (end < 0) {\n end += length;\n }\n end = start > end ? 0 : toLength(end);\n while (start < end) {\n array[start++] = value;\n }\n return array;\n }\n\n /**\n * The base implementation of `_.filter` without support for iteratee shorthands.\n *\n * @private\n * @param {Array|Object} collection The collection to iterate over.\n * @param {Function} predicate The function invoked per iteration.\n * @returns {Array} Returns the new filtered array.\n */\n function baseFilter(collection, predicate) {\n var result = [];\n baseEach(collection, function(value, index, collection) {\n if (predicate(value, index, collection)) {\n result.push(value);\n }\n });\n return result;\n }\n\n /**\n * The base implementation of `_.flatten` with support for restricting flattening.\n *\n * @private\n * @param {Array} array The array to flatten.\n * @param {number} depth The maximum recursion depth.\n * @param {boolean} [predicate=isFlattenable] The function invoked per iteration.\n * @param {boolean} [isStrict] Restrict to values that pass `predicate` checks.\n * @param {Array} [result=[]] The initial result value.\n * @returns {Array} Returns the new flattened array.\n */\n function baseFlatten(array, depth, predicate, isStrict, result) {\n var index = -1,\n length = array.length;\n\n predicate || (predicate = isFlattenable);\n result || (result = []);\n\n while (++index < length) {\n var value = array[index];\n if (depth > 0 && predicate(value)) {\n if (depth > 1) {\n // Recursively flatten arrays (susceptible to call stack limits).\n baseFlatten(value, depth - 1, predicate, isStrict, result);\n } else {\n arrayPush(result, value);\n }\n } else if (!isStrict) {\n result[result.length] = value;\n }\n }\n return result;\n }\n\n /**\n * The base implementation of `baseForOwn` which iterates over `object`\n * properties returned by `keysFunc` and invokes `iteratee` for each property.\n * Iteratee functions may exit iteration early by explicitly returning `false`.\n *\n * @private\n * @param {Object} object The object to iterate over.\n * @param {Function} iteratee The function invoked per iteration.\n * @param {Function} keysFunc The function to get the keys of `object`.\n * @returns {Object} Returns `object`.\n */\n var baseFor = createBaseFor();\n\n /**\n * This function is like `baseFor` except that it iterates over properties\n * in the opposite order.\n *\n * @private\n * @param {Object} object The object to iterate over.\n * @param {Function} iteratee The function invoked per iteration.\n * @param {Function} keysFunc The function to get the keys of `object`.\n * @returns {Object} Returns `object`.\n */\n var baseForRight = createBaseFor(true);\n\n /**\n * The base implementation of `_.forOwn` without support for iteratee shorthands.\n *\n * @private\n * @param {Object} object The object to iterate over.\n * @param {Function} iteratee The function invoked per iteration.\n * @returns {Object} Returns `object`.\n */\n function baseForOwn(object, iteratee) {\n return object && baseFor(object, iteratee, keys);\n }\n\n /**\n * The base implementation of `_.forOwnRight` without support for iteratee shorthands.\n *\n * @private\n * @param {Object} object The object to iterate over.\n * @param {Function} iteratee The function invoked per iteration.\n * @returns {Object} Returns `object`.\n */\n function baseForOwnRight(object, iteratee) {\n return object && baseForRight(object, iteratee, keys);\n }\n\n /**\n * The base implementation of `_.functions` which creates an array of\n * `object` function property names filtered from `props`.\n *\n * @private\n * @param {Object} object The object to inspect.\n * @param {Array} props The property names to filter.\n * @returns {Array} Returns the function names.\n */\n function baseFunctions(object, props) {\n return arrayFilter(props, function(key) {\n return isFunction(object[key]);\n });\n }\n\n /**\n * The base implementation of `_.get` without support for default values.\n *\n * @private\n * @param {Object} object The object to query.\n * @param {Array|string} path The path of the property to get.\n * @returns {*} Returns the resolved value.\n */\n function baseGet(object, path) {\n path = castPath(path, object);\n\n var index = 0,\n length = path.length;\n\n while (object != null && index < length) {\n object = object[toKey(path[index++])];\n }\n return (index && index == length) ? object : undefined;\n }\n\n /**\n * The base implementation of `getAllKeys` and `getAllKeysIn` which uses\n * `keysFunc` and `symbolsFunc` to get the enumerable property names and\n * symbols of `object`.\n *\n * @private\n * @param {Object} object The object to query.\n * @param {Function} keysFunc The function to get the keys of `object`.\n * @param {Function} symbolsFunc The function to get the symbols of `object`.\n * @returns {Array} Returns the array of property names and symbols.\n */\n function baseGetAllKeys(object, keysFunc, symbolsFunc) {\n var result = keysFunc(object);\n return isArray(object) ? result : arrayPush(result, symbolsFunc(object));\n }\n\n /**\n * The base implementation of `getTag` without fallbacks for buggy environments.\n *\n * @private\n * @param {*} value The value to query.\n * @returns {string} Returns the `toStringTag`.\n */\n function baseGetTag(value) {\n if (value == null) {\n return value === undefined ? undefinedTag : nullTag;\n }\n return (symToStringTag && symToStringTag in Object(value))\n ? getRawTag(value)\n : objectToString(value);\n }\n\n /**\n * The base implementation of `_.gt` which doesn't coerce arguments.\n *\n * @private\n * @param {*} value The value to compare.\n * @param {*} other The other value to compare.\n * @returns {boolean} Returns `true` if `value` is greater than `other`,\n * else `false`.\n */\n function baseGt(value, other) {\n return value > other;\n }\n\n /**\n * The base implementation of `_.has` without support for deep paths.\n *\n * @private\n * @param {Object} [object] The object to query.\n * @param {Array|string} key The key to check.\n * @returns {boolean} Returns `true` if `key` exists, else `false`.\n */\n function baseHas(object, key) {\n return object != null && hasOwnProperty.call(object, key);\n }\n\n /**\n * The base implementation of `_.hasIn` without support for deep paths.\n *\n * @private\n * @param {Object} [object] The object to query.\n * @param {Array|string} key The key to check.\n * @returns {boolean} Returns `true` if `key` exists, else `false`.\n */\n function baseHasIn(object, key) {\n return object != null && key in Object(object);\n }\n\n /**\n * The base implementation of `_.inRange` which doesn't coerce arguments.\n *\n * @private\n * @param {number} number The number to check.\n * @param {number} start The start of the range.\n * @param {number} end The end of the range.\n * @returns {boolean} Returns `true` if `number` is in the range, else `false`.\n */\n function baseInRange(number, start, end) {\n return number >= nativeMin(start, end) && number < nativeMax(start, end);\n }\n\n /**\n * The base implementation of methods like `_.intersection`, without support\n * for iteratee shorthands, that accepts an array of arrays to inspect.\n *\n * @private\n * @param {Array} arrays The arrays to inspect.\n * @param {Function} [iteratee] The iteratee invoked per element.\n * @param {Function} [comparator] The comparator invoked per element.\n * @returns {Array} Returns the new array of shared values.\n */\n function baseIntersection(arrays, iteratee, comparator) {\n var includes = comparator ? arrayIncludesWith : arrayIncludes,\n length = arrays[0].length,\n othLength = arrays.length,\n othIndex = othLength,\n caches = Array(othLength),\n maxLength = Infinity,\n result = [];\n\n while (othIndex--) {\n var array = arrays[othIndex];\n if (othIndex && iteratee) {\n array = arrayMap(array, baseUnary(iteratee));\n }\n maxLength = nativeMin(array.length, maxLength);\n caches[othIndex] = !comparator && (iteratee || (length >= 120 && array.length >= 120))\n ? new SetCache(othIndex && array)\n : undefined;\n }\n array = arrays[0];\n\n var index = -1,\n seen = caches[0];\n\n outer:\n while (++index < length && result.length < maxLength) {\n var value = array[index],\n computed = iteratee ? iteratee(value) : value;\n\n value = (comparator || value !== 0) ? value : 0;\n if (!(seen\n ? cacheHas(seen, computed)\n : includes(result, computed, comparator)\n )) {\n othIndex = othLength;\n while (--othIndex) {\n var cache = caches[othIndex];\n if (!(cache\n ? cacheHas(cache, computed)\n : includes(arrays[othIndex], computed, comparator))\n ) {\n continue outer;\n }\n }\n if (seen) {\n seen.push(computed);\n }\n result.push(value);\n }\n }\n return result;\n }\n\n /**\n * The base implementation of `_.invert` and `_.invertBy` which inverts\n * `object` with values transformed by `iteratee` and set by `setter`.\n *\n * @private\n * @param {Object} object The object to iterate over.\n * @param {Function} setter The function to set `accumulator` values.\n * @param {Function} iteratee The iteratee to transform values.\n * @param {Object} accumulator The initial inverted object.\n * @returns {Function} Returns `accumulator`.\n */\n function baseInverter(object, setter, iteratee, accumulator) {\n baseForOwn(object, function(value, key, object) {\n setter(accumulator, iteratee(value), key, object);\n });\n return accumulator;\n }\n\n /**\n * The base implementation of `_.invoke` without support for individual\n * method arguments.\n *\n * @private\n * @param {Object} object The object to query.\n * @param {Array|string} path The path of the method to invoke.\n * @param {Array} args The arguments to invoke the method with.\n * @returns {*} Returns the result of the invoked method.\n */\n function baseInvoke(object, path, args) {\n path = castPath(path, object);\n object = parent(object, path);\n var func = object == null ? object : object[toKey(last(path))];\n return func == null ? undefined : apply(func, object, args);\n }\n\n /**\n * The base implementation of `_.isArguments`.\n *\n * @private\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is an `arguments` object,\n */\n function baseIsArguments(value) {\n return isObjectLike(value) && baseGetTag(value) == argsTag;\n }\n\n /**\n * The base implementation of `_.isArrayBuffer` without Node.js optimizations.\n *\n * @private\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is an array buffer, else `false`.\n */\n function baseIsArrayBuffer(value) {\n return isObjectLike(value) && baseGetTag(value) == arrayBufferTag;\n }\n\n /**\n * The base implementation of `_.isDate` without Node.js optimizations.\n *\n * @private\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is a date object, else `false`.\n */\n function baseIsDate(value) {\n return isObjectLike(value) && baseGetTag(value) == dateTag;\n }\n\n /**\n * The base implementation of `_.isEqual` which supports partial comparisons\n * and tracks traversed objects.\n *\n * @private\n * @param {*} value The value to compare.\n * @param {*} other The other value to compare.\n * @param {boolean} bitmask The bitmask flags.\n * 1 - Unordered comparison\n * 2 - Partial comparison\n * @param {Function} [customizer] The function to customize comparisons.\n * @param {Object} [stack] Tracks traversed `value` and `other` objects.\n * @returns {boolean} Returns `true` if the values are equivalent, else `false`.\n */\n function baseIsEqual(value, other, bitmask, customizer, stack) {\n if (value === other) {\n return true;\n }\n if (value == null || other == null || (!isObjectLike(value) && !isObjectLike(other))) {\n return value !== value && other !== other;\n }\n return baseIsEqualDeep(value, other, bitmask, customizer, baseIsEqual, stack);\n }\n\n /**\n * A specialized version of `baseIsEqual` for arrays and objects which performs\n * deep comparisons and tracks traversed objects enabling objects with circular\n * references to be compared.\n *\n * @private\n * @param {Object} object The object to compare.\n * @param {Object} other The other object to compare.\n * @param {number} bitmask The bitmask flags. See `baseIsEqual` for more details.\n * @param {Function} customizer The function to customize comparisons.\n * @param {Function} equalFunc The function to determine equivalents of values.\n * @param {Object} [stack] Tracks traversed `object` and `other` objects.\n * @returns {boolean} Returns `true` if the objects are equivalent, else `false`.\n */\n function baseIsEqualDeep(object, other, bitmask, customizer, equalFunc, stack) {\n var objIsArr = isArray(object),\n othIsArr = isArray(other),\n objTag = objIsArr ? arrayTag : getTag(object),\n othTag = othIsArr ? arrayTag : getTag(other);\n\n objTag = objTag == argsTag ? objectTag : objTag;\n othTag = othTag == argsTag ? objectTag : othTag;\n\n var objIsObj = objTag == objectTag,\n othIsObj = othTag == objectTag,\n isSameTag = objTag == othTag;\n\n if (isSameTag && isBuffer(object)) {\n if (!isBuffer(other)) {\n return false;\n }\n objIsArr = true;\n objIsObj = false;\n }\n if (isSameTag && !objIsObj) {\n stack || (stack = new Stack);\n return (objIsArr || isTypedArray(object))\n ? equalArrays(object, other, bitmask, customizer, equalFunc, stack)\n : equalByTag(object, other, objTag, bitmask, customizer, equalFunc, stack);\n }\n if (!(bitmask & COMPARE_PARTIAL_FLAG)) {\n var objIsWrapped = objIsObj && hasOwnProperty.call(object, '__wrapped__'),\n othIsWrapped = othIsObj && hasOwnProperty.call(other, '__wrapped__');\n\n if (objIsWrapped || othIsWrapped) {\n var objUnwrapped = objIsWrapped ? object.value() : object,\n othUnwrapped = othIsWrapped ? other.value() : other;\n\n stack || (stack = new Stack);\n return equalFunc(objUnwrapped, othUnwrapped, bitmask, customizer, stack);\n }\n }\n if (!isSameTag) {\n return false;\n }\n stack || (stack = new Stack);\n return equalObjects(object, other, bitmask, customizer, equalFunc, stack);\n }\n\n /**\n * The base implementation of `_.isMap` without Node.js optimizations.\n *\n * @private\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is a map, else `false`.\n */\n function baseIsMap(value) {\n return isObjectLike(value) && getTag(value) == mapTag;\n }\n\n /**\n * The base implementation of `_.isMatch` without support for iteratee shorthands.\n *\n * @private\n * @param {Object} object The object to inspect.\n * @param {Object} source The object of property values to match.\n * @param {Array} matchData The property names, values, and compare flags to match.\n * @param {Function} [customizer] The function to customize comparisons.\n * @returns {boolean} Returns `true` if `object` is a match, else `false`.\n */\n function baseIsMatch(object, source, matchData, customizer) {\n var index = matchData.length,\n length = index,\n noCustomizer = !customizer;\n\n if (object == null) {\n return !length;\n }\n object = Object(object);\n while (index--) {\n var data = matchData[index];\n if ((noCustomizer && data[2])\n ? data[1] !== object[data[0]]\n : !(data[0] in object)\n ) {\n return false;\n }\n }\n while (++index < length) {\n data = matchData[index];\n var key = data[0],\n objValue = object[key],\n srcValue = data[1];\n\n if (noCustomizer && data[2]) {\n if (objValue === undefined && !(key in object)) {\n return false;\n }\n } else {\n var stack = new Stack;\n if (customizer) {\n var result = customizer(objValue, srcValue, key, object, source, stack);\n }\n if (!(result === undefined\n ? baseIsEqual(srcValue, objValue, COMPARE_PARTIAL_FLAG | COMPARE_UNORDERED_FLAG, customizer, stack)\n : result\n )) {\n return false;\n }\n }\n }\n return true;\n }\n\n /**\n * The base implementation of `_.isNative` without bad shim checks.\n *\n * @private\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is a native function,\n * else `false`.\n */\n function baseIsNative(value) {\n if (!isObject(value) || isMasked(value)) {\n return false;\n }\n var pattern = isFunction(value) ? reIsNative : reIsHostCtor;\n return pattern.test(toSource(value));\n }\n\n /**\n * The base implementation of `_.isRegExp` without Node.js optimizations.\n *\n * @private\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is a regexp, else `false`.\n */\n function baseIsRegExp(value) {\n return isObjectLike(value) && baseGetTag(value) == regexpTag;\n }\n\n /**\n * The base implementation of `_.isSet` without Node.js optimizations.\n *\n * @private\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is a set, else `false`.\n */\n function baseIsSet(value) {\n return isObjectLike(value) && getTag(value) == setTag;\n }\n\n /**\n * The base implementation of `_.isTypedArray` without Node.js optimizations.\n *\n * @private\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is a typed array, else `false`.\n */\n function baseIsTypedArray(value) {\n return isObjectLike(value) &&\n isLength(value.length) && !!typedArrayTags[baseGetTag(value)];\n }\n\n /**\n * The base implementation of `_.iteratee`.\n *\n * @private\n * @param {*} [value=_.identity] The value to convert to an iteratee.\n * @returns {Function} Returns the iteratee.\n */\n function baseIteratee(value) {\n // Don't store the `typeof` result in a variable to avoid a JIT bug in Safari 9.\n // See https://bugs.webkit.org/show_bug.cgi?id=156034 for more details.\n if (typeof value == 'function') {\n return value;\n }\n if (value == null) {\n return identity;\n }\n if (typeof value == 'object') {\n return isArray(value)\n ? baseMatchesProperty(value[0], value[1])\n : baseMatches(value);\n }\n return property(value);\n }\n\n /**\n * The base implementation of `_.keys` which doesn't treat sparse arrays as dense.\n *\n * @private\n * @param {Object} object The object to query.\n * @returns {Array} Returns the array of property names.\n */\n function baseKeys(object) {\n if (!isPrototype(object)) {\n return nativeKeys(object);\n }\n var result = [];\n for (var key in Object(object)) {\n if (hasOwnProperty.call(object, key) && key != 'constructor') {\n result.push(key);\n }\n }\n return result;\n }\n\n /**\n * The base implementation of `_.keysIn` which doesn't treat sparse arrays as dense.\n *\n * @private\n * @param {Object} object The object to query.\n * @returns {Array} Returns the array of property names.\n */\n function baseKeysIn(object) {\n if (!isObject(object)) {\n return nativeKeysIn(object);\n }\n var isProto = isPrototype(object),\n result = [];\n\n for (var key in object) {\n if (!(key == 'constructor' && (isProto || !hasOwnProperty.call(object, key)))) {\n result.push(key);\n }\n }\n return result;\n }\n\n /**\n * The base implementation of `_.lt` which doesn't coerce arguments.\n *\n * @private\n * @param {*} value The value to compare.\n * @param {*} other The other value to compare.\n * @returns {boolean} Returns `true` if `value` is less than `other`,\n * else `false`.\n */\n function baseLt(value, other) {\n return value < other;\n }\n\n /**\n * The base implementation of `_.map` without support for iteratee shorthands.\n *\n * @private\n * @param {Array|Object} collection The collection to iterate over.\n * @param {Function} iteratee The function invoked per iteration.\n * @returns {Array} Returns the new mapped array.\n */\n function baseMap(collection, iteratee) {\n var index = -1,\n result = isArrayLike(collection) ? Array(collection.length) : [];\n\n baseEach(collection, function(value, key, collection) {\n result[++index] = iteratee(value, key, collection);\n });\n return result;\n }\n\n /**\n * The base implementation of `_.matches` which doesn't clone `source`.\n *\n * @private\n * @param {Object} source The object of property values to match.\n * @returns {Function} Returns the new spec function.\n */\n function baseMatches(source) {\n var matchData = getMatchData(source);\n if (matchData.length == 1 && matchData[0][2]) {\n return matchesStrictComparable(matchData[0][0], matchData[0][1]);\n }\n return function(object) {\n return object === source || baseIsMatch(object, source, matchData);\n };\n }\n\n /**\n * The base implementation of `_.matchesProperty` which doesn't clone `srcValue`.\n *\n * @private\n * @param {string} path The path of the property to get.\n * @param {*} srcValue The value to match.\n * @returns {Function} Returns the new spec function.\n */\n function baseMatchesProperty(path, srcValue) {\n if (isKey(path) && isStrictComparable(srcValue)) {\n return matchesStrictComparable(toKey(path), srcValue);\n }\n return function(object) {\n var objValue = get(object, path);\n return (objValue === undefined && objValue === srcValue)\n ? hasIn(object, path)\n : baseIsEqual(srcValue, objValue, COMPARE_PARTIAL_FLAG | COMPARE_UNORDERED_FLAG);\n };\n }\n\n /**\n * The base implementation of `_.merge` without support for multiple sources.\n *\n * @private\n * @param {Object} object The destination object.\n * @param {Object} source The source object.\n * @param {number} srcIndex The index of `source`.\n * @param {Function} [customizer] The function to customize merged values.\n * @param {Object} [stack] Tracks traversed source values and their merged\n * counterparts.\n */\n function baseMerge(object, source, srcIndex, customizer, stack) {\n if (object === source) {\n return;\n }\n baseFor(source, function(srcValue, key) {\n stack || (stack = new Stack);\n if (isObject(srcValue)) {\n baseMergeDeep(object, source, key, srcIndex, baseMerge, customizer, stack);\n }\n else {\n var newValue = customizer\n ? customizer(safeGet(object, key), srcValue, (key + ''), object, source, stack)\n : undefined;\n\n if (newValue === undefined) {\n newValue = srcValue;\n }\n assignMergeValue(object, key, newValue);\n }\n }, keysIn);\n }\n\n /**\n * A specialized version of `baseMerge` for arrays and objects which performs\n * deep merges and tracks traversed objects enabling objects with circular\n * references to be merged.\n *\n * @private\n * @param {Object} object The destination object.\n * @param {Object} source The source object.\n * @param {string} key The key of the value to merge.\n * @param {number} srcIndex The index of `source`.\n * @param {Function} mergeFunc The function to merge values.\n * @param {Function} [customizer] The function to customize assigned values.\n * @param {Object} [stack] Tracks traversed source values and their merged\n * counterparts.\n */\n function baseMergeDeep(object, source, key, srcIndex, mergeFunc, customizer, stack) {\n var objValue = safeGet(object, key),\n srcValue = safeGet(source, key),\n stacked = stack.get(srcValue);\n\n if (stacked) {\n assignMergeValue(object, key, stacked);\n return;\n }\n var newValue = customizer\n ? customizer(objValue, srcValue, (key + ''), object, source, stack)\n : undefined;\n\n var isCommon = newValue === undefined;\n\n if (isCommon) {\n var isArr = isArray(srcValue),\n isBuff = !isArr && isBuffer(srcValue),\n isTyped = !isArr && !isBuff && isTypedArray(srcValue);\n\n newValue = srcValue;\n if (isArr || isBuff || isTyped) {\n if (isArray(objValue)) {\n newValue = objValue;\n }\n else if (isArrayLikeObject(objValue)) {\n newValue = copyArray(objValue);\n }\n else if (isBuff) {\n isCommon = false;\n newValue = cloneBuffer(srcValue, true);\n }\n else if (isTyped) {\n isCommon = false;\n newValue = cloneTypedArray(srcValue, true);\n }\n else {\n newValue = [];\n }\n }\n else if (isPlainObject(srcValue) || isArguments(srcValue)) {\n newValue = objValue;\n if (isArguments(objValue)) {\n newValue = toPlainObject(objValue);\n }\n else if (!isObject(objValue) || isFunction(objValue)) {\n newValue = initCloneObject(srcValue);\n }\n }\n else {\n isCommon = false;\n }\n }\n if (isCommon) {\n // Recursively merge objects and arrays (susceptible to call stack limits).\n stack.set(srcValue, newValue);\n mergeFunc(newValue, srcValue, srcIndex, customizer, stack);\n stack['delete'](srcValue);\n }\n assignMergeValue(object, key, newValue);\n }\n\n /**\n * The base implementation of `_.nth` which doesn't coerce arguments.\n *\n * @private\n * @param {Array} array The array to query.\n * @param {number} n The index of the element to return.\n * @returns {*} Returns the nth element of `array`.\n */\n function baseNth(array, n) {\n var length = array.length;\n if (!length) {\n return;\n }\n n += n < 0 ? length : 0;\n return isIndex(n, length) ? array[n] : undefined;\n }\n\n /**\n * The base implementation of `_.orderBy` without param guards.\n *\n * @private\n * @param {Array|Object} collection The collection to iterate over.\n * @param {Function[]|Object[]|string[]} iteratees The iteratees to sort by.\n * @param {string[]} orders The sort orders of `iteratees`.\n * @returns {Array} Returns the new sorted array.\n */\n function baseOrderBy(collection, iteratees, orders) {\n var index = -1;\n iteratees = arrayMap(iteratees.length ? iteratees : [identity], baseUnary(getIteratee()));\n\n var result = baseMap(collection, function(value, key, collection) {\n var criteria = arrayMap(iteratees, function(iteratee) {\n return iteratee(value);\n });\n return { 'criteria': criteria, 'index': ++index, 'value': value };\n });\n\n return baseSortBy(result, function(object, other) {\n return compareMultiple(object, other, orders);\n });\n }\n\n /**\n * The base implementation of `_.pick` without support for individual\n * property identifiers.\n *\n * @private\n * @param {Object} object The source object.\n * @param {string[]} paths The property paths to pick.\n * @returns {Object} Returns the new object.\n */\n function basePick(object, paths) {\n return basePickBy(object, paths, function(value, path) {\n return hasIn(object, path);\n });\n }\n\n /**\n * The base implementation of `_.pickBy` without support for iteratee shorthands.\n *\n * @private\n * @param {Object} object The source object.\n * @param {string[]} paths The property paths to pick.\n * @param {Function} predicate The function invoked per property.\n * @returns {Object} Returns the new object.\n */\n function basePickBy(object, paths, predicate) {\n var index = -1,\n length = paths.length,\n result = {};\n\n while (++index < length) {\n var path = paths[index],\n value = baseGet(object, path);\n\n if (predicate(value, path)) {\n baseSet(result, castPath(path, object), value);\n }\n }\n return result;\n }\n\n /**\n * A specialized version of `baseProperty` which supports deep paths.\n *\n * @private\n * @param {Array|string} path The path of the property to get.\n * @returns {Function} Returns the new accessor function.\n */\n function basePropertyDeep(path) {\n return function(object) {\n return baseGet(object, path);\n };\n }\n\n /**\n * The base implementation of `_.pullAllBy` without support for iteratee\n * shorthands.\n *\n * @private\n * @param {Array} array The array to modify.\n * @param {Array} values The values to remove.\n * @param {Function} [iteratee] The iteratee invoked per element.\n * @param {Function} [comparator] The comparator invoked per element.\n * @returns {Array} Returns `array`.\n */\n function basePullAll(array, values, iteratee, comparator) {\n var indexOf = comparator ? baseIndexOfWith : baseIndexOf,\n index = -1,\n length = values.length,\n seen = array;\n\n if (array === values) {\n values = copyArray(values);\n }\n if (iteratee) {\n seen = arrayMap(array, baseUnary(iteratee));\n }\n while (++index < length) {\n var fromIndex = 0,\n value = values[index],\n computed = iteratee ? iteratee(value) : value;\n\n while ((fromIndex = indexOf(seen, computed, fromIndex, comparator)) > -1) {\n if (seen !== array) {\n splice.call(seen, fromIndex, 1);\n }\n splice.call(array, fromIndex, 1);\n }\n }\n return array;\n }\n\n /**\n * The base implementation of `_.pullAt` without support for individual\n * indexes or capturing the removed elements.\n *\n * @private\n * @param {Array} array The array to modify.\n * @param {number[]} indexes The indexes of elements to remove.\n * @returns {Array} Returns `array`.\n */\n function basePullAt(array, indexes) {\n var length = array ? indexes.length : 0,\n lastIndex = length - 1;\n\n while (length--) {\n var index = indexes[length];\n if (length == lastIndex || index !== previous) {\n var previous = index;\n if (isIndex(index)) {\n splice.call(array, index, 1);\n } else {\n baseUnset(array, index);\n }\n }\n }\n return array;\n }\n\n /**\n * The base implementation of `_.random` without support for returning\n * floating-point numbers.\n *\n * @private\n * @param {number} lower The lower bound.\n * @param {number} upper The upper bound.\n * @returns {number} Returns the random number.\n */\n function baseRandom(lower, upper) {\n return lower + nativeFloor(nativeRandom() * (upper - lower + 1));\n }\n\n /**\n * The base implementation of `_.range` and `_.rangeRight` which doesn't\n * coerce arguments.\n *\n * @private\n * @param {number} start The start of the range.\n * @param {number} end The end of the range.\n * @param {number} step The value to increment or decrement by.\n * @param {boolean} [fromRight] Specify iterating from right to left.\n * @returns {Array} Returns the range of numbers.\n */\n function baseRange(start, end, step, fromRight) {\n var index = -1,\n length = nativeMax(nativeCeil((end - start) / (step || 1)), 0),\n result = Array(length);\n\n while (length--) {\n result[fromRight ? length : ++index] = start;\n start += step;\n }\n return result;\n }\n\n /**\n * The base implementation of `_.repeat` which doesn't coerce arguments.\n *\n * @private\n * @param {string} string The string to repeat.\n * @param {number} n The number of times to repeat the string.\n * @returns {string} Returns the repeated string.\n */\n function baseRepeat(string, n) {\n var result = '';\n if (!string || n < 1 || n > MAX_SAFE_INTEGER) {\n return result;\n }\n // Leverage the exponentiation by squaring algorithm for a faster repeat.\n // See https://en.wikipedia.org/wiki/Exponentiation_by_squaring for more details.\n do {\n if (n % 2) {\n result += string;\n }\n n = nativeFloor(n / 2);\n if (n) {\n string += string;\n }\n } while (n);\n\n return result;\n }\n\n /**\n * The base implementation of `_.rest` which doesn't validate or coerce arguments.\n *\n * @private\n * @param {Function} func The function to apply a rest parameter to.\n * @param {number} [start=func.length-1] The start position of the rest parameter.\n * @returns {Function} Returns the new function.\n */\n function baseRest(func, start) {\n return setToString(overRest(func, start, identity), func + '');\n }\n\n /**\n * The base implementation of `_.sample`.\n *\n * @private\n * @param {Array|Object} collection The collection to sample.\n * @returns {*} Returns the random element.\n */\n function baseSample(collection) {\n return arraySample(values(collection));\n }\n\n /**\n * The base implementation of `_.sampleSize` without param guards.\n *\n * @private\n * @param {Array|Object} collection The collection to sample.\n * @param {number} n The number of elements to sample.\n * @returns {Array} Returns the random elements.\n */\n function baseSampleSize(collection, n) {\n var array = values(collection);\n return shuffleSelf(array, baseClamp(n, 0, array.length));\n }\n\n /**\n * The base implementation of `_.set`.\n *\n * @private\n * @param {Object} object The object to modify.\n * @param {Array|string} path The path of the property to set.\n * @param {*} value The value to set.\n * @param {Function} [customizer] The function to customize path creation.\n * @returns {Object} Returns `object`.\n */\n function baseSet(object, path, value, customizer) {\n if (!isObject(object)) {\n return object;\n }\n path = castPath(path, object);\n\n var index = -1,\n length = path.length,\n lastIndex = length - 1,\n nested = object;\n\n while (nested != null && ++index < length) {\n var key = toKey(path[index]),\n newValue = value;\n\n if (index != lastIndex) {\n var objValue = nested[key];\n newValue = customizer ? customizer(objValue, key, nested) : undefined;\n if (newValue === undefined) {\n newValue = isObject(objValue)\n ? objValue\n : (isIndex(path[index + 1]) ? [] : {});\n }\n }\n assignValue(nested, key, newValue);\n nested = nested[key];\n }\n return object;\n }\n\n /**\n * The base implementation of `setData` without support for hot loop shorting.\n *\n * @private\n * @param {Function} func The function to associate metadata with.\n * @param {*} data The metadata.\n * @returns {Function} Returns `func`.\n */\n var baseSetData = !metaMap ? identity : function(func, data) {\n metaMap.set(func, data);\n return func;\n };\n\n /**\n * The base implementation of `setToString` without support for hot loop shorting.\n *\n * @private\n * @param {Function} func The function to modify.\n * @param {Function} string The `toString` result.\n * @returns {Function} Returns `func`.\n */\n var baseSetToString = !defineProperty ? identity : function(func, string) {\n return defineProperty(func, 'toString', {\n 'configurable': true,\n 'enumerable': false,\n 'value': constant(string),\n 'writable': true\n });\n };\n\n /**\n * The base implementation of `_.shuffle`.\n *\n * @private\n * @param {Array|Object} collection The collection to shuffle.\n * @returns {Array} Returns the new shuffled array.\n */\n function baseShuffle(collection) {\n return shuffleSelf(values(collection));\n }\n\n /**\n * The base implementation of `_.slice` without an iteratee call guard.\n *\n * @private\n * @param {Array} array The array to slice.\n * @param {number} [start=0] The start position.\n * @param {number} [end=array.length] The end position.\n * @returns {Array} Returns the slice of `array`.\n */\n function baseSlice(array, start, end) {\n var index = -1,\n length = array.length;\n\n if (start < 0) {\n start = -start > length ? 0 : (length + start);\n }\n end = end > length ? length : end;\n if (end < 0) {\n end += length;\n }\n length = start > end ? 0 : ((end - start) >>> 0);\n start >>>= 0;\n\n var result = Array(length);\n while (++index < length) {\n result[index] = array[index + start];\n }\n return result;\n }\n\n /**\n * The base implementation of `_.some` without support for iteratee shorthands.\n *\n * @private\n * @param {Array|Object} collection The collection to iterate over.\n * @param {Function} predicate The function invoked per iteration.\n * @returns {boolean} Returns `true` if any element passes the predicate check,\n * else `false`.\n */\n function baseSome(collection, predicate) {\n var result;\n\n baseEach(collection, function(value, index, collection) {\n result = predicate(value, index, collection);\n return !result;\n });\n return !!result;\n }\n\n /**\n * The base implementation of `_.sortedIndex` and `_.sortedLastIndex` which\n * performs a binary search of `array` to determine the index at which `value`\n * should be inserted into `array` in order to maintain its sort order.\n *\n * @private\n * @param {Array} array The sorted array to inspect.\n * @param {*} value The value to evaluate.\n * @param {boolean} [retHighest] Specify returning the highest qualified index.\n * @returns {number} Returns the index at which `value` should be inserted\n * into `array`.\n */\n function baseSortedIndex(array, value, retHighest) {\n var low = 0,\n high = array == null ? low : array.length;\n\n if (typeof value == 'number' && value === value && high <= HALF_MAX_ARRAY_LENGTH) {\n while (low < high) {\n var mid = (low + high) >>> 1,\n computed = array[mid];\n\n if (computed !== null && !isSymbol(computed) &&\n (retHighest ? (computed <= value) : (computed < value))) {\n low = mid + 1;\n } else {\n high = mid;\n }\n }\n return high;\n }\n return baseSortedIndexBy(array, value, identity, retHighest);\n }\n\n /**\n * The base implementation of `_.sortedIndexBy` and `_.sortedLastIndexBy`\n * which invokes `iteratee` for `value` and each element of `array` to compute\n * their sort ranking. The iteratee is invoked with one argument; (value).\n *\n * @private\n * @param {Array} array The sorted array to inspect.\n * @param {*} value The value to evaluate.\n * @param {Function} iteratee The iteratee invoked per element.\n * @param {boolean} [retHighest] Specify returning the highest qualified index.\n * @returns {number} Returns the index at which `value` should be inserted\n * into `array`.\n */\n function baseSortedIndexBy(array, value, iteratee, retHighest) {\n value = iteratee(value);\n\n var low = 0,\n high = array == null ? 0 : array.length,\n valIsNaN = value !== value,\n valIsNull = value === null,\n valIsSymbol = isSymbol(value),\n valIsUndefined = value === undefined;\n\n while (low < high) {\n var mid = nativeFloor((low + high) / 2),\n computed = iteratee(array[mid]),\n othIsDefined = computed !== undefined,\n othIsNull = computed === null,\n othIsReflexive = computed === computed,\n othIsSymbol = isSymbol(computed);\n\n if (valIsNaN) {\n var setLow = retHighest || othIsReflexive;\n } else if (valIsUndefined) {\n setLow = othIsReflexive && (retHighest || othIsDefined);\n } else if (valIsNull) {\n setLow = othIsReflexive && othIsDefined && (retHighest || !othIsNull);\n } else if (valIsSymbol) {\n setLow = othIsReflexive && othIsDefined && !othIsNull && (retHighest || !othIsSymbol);\n } else if (othIsNull || othIsSymbol) {\n setLow = false;\n } else {\n setLow = retHighest ? (computed <= value) : (computed < value);\n }\n if (setLow) {\n low = mid + 1;\n } else {\n high = mid;\n }\n }\n return nativeMin(high, MAX_ARRAY_INDEX);\n }\n\n /**\n * The base implementation of `_.sortedUniq` and `_.sortedUniqBy` without\n * support for iteratee shorthands.\n *\n * @private\n * @param {Array} array The array to inspect.\n * @param {Function} [iteratee] The iteratee invoked per element.\n * @returns {Array} Returns the new duplicate free array.\n */\n function baseSortedUniq(array, iteratee) {\n var index = -1,\n length = array.length,\n resIndex = 0,\n result = [];\n\n while (++index < length) {\n var value = array[index],\n computed = iteratee ? iteratee(value) : value;\n\n if (!index || !eq(computed, seen)) {\n var seen = computed;\n result[resIndex++] = value === 0 ? 0 : value;\n }\n }\n return result;\n }\n\n /**\n * The base implementation of `_.toNumber` which doesn't ensure correct\n * conversions of binary, hexadecimal, or octal string values.\n *\n * @private\n * @param {*} value The value to process.\n * @returns {number} Returns the number.\n */\n function baseToNumber(value) {\n if (typeof value == 'number') {\n return value;\n }\n if (isSymbol(value)) {\n return NAN;\n }\n return +value;\n }\n\n /**\n * The base implementation of `_.toString` which doesn't convert nullish\n * values to empty strings.\n *\n * @private\n * @param {*} value The value to process.\n * @returns {string} Returns the string.\n */\n function baseToString(value) {\n // Exit early for strings to avoid a performance hit in some environments.\n if (typeof value == 'string') {\n return value;\n }\n if (isArray(value)) {\n // Recursively convert values (susceptible to call stack limits).\n return arrayMap(value, baseToString) + '';\n }\n if (isSymbol(value)) {\n return symbolToString ? symbolToString.call(value) : '';\n }\n var result = (value + '');\n return (result == '0' && (1 / value) == -INFINITY) ? '-0' : result;\n }\n\n /**\n * The base implementation of `_.uniqBy` without support for iteratee shorthands.\n *\n * @private\n * @param {Array} array The array to inspect.\n * @param {Function} [iteratee] The iteratee invoked per element.\n * @param {Function} [comparator] The comparator invoked per element.\n * @returns {Array} Returns the new duplicate free array.\n */\n function baseUniq(array, iteratee, comparator) {\n var index = -1,\n includes = arrayIncludes,\n length = array.length,\n isCommon = true,\n result = [],\n seen = result;\n\n if (comparator) {\n isCommon = false;\n includes = arrayIncludesWith;\n }\n else if (length >= LARGE_ARRAY_SIZE) {\n var set = iteratee ? null : createSet(array);\n if (set) {\n return setToArray(set);\n }\n isCommon = false;\n includes = cacheHas;\n seen = new SetCache;\n }\n else {\n seen = iteratee ? [] : result;\n }\n outer:\n while (++index < length) {\n var value = array[index],\n computed = iteratee ? iteratee(value) : value;\n\n value = (comparator || value !== 0) ? value : 0;\n if (isCommon && computed === computed) {\n var seenIndex = seen.length;\n while (seenIndex--) {\n if (seen[seenIndex] === computed) {\n continue outer;\n }\n }\n if (iteratee) {\n seen.push(computed);\n }\n result.push(value);\n }\n else if (!includes(seen, computed, comparator)) {\n if (seen !== result) {\n seen.push(computed);\n }\n result.push(value);\n }\n }\n return result;\n }\n\n /**\n * The base implementation of `_.unset`.\n *\n * @private\n * @param {Object} object The object to modify.\n * @param {Array|string} path The property path to unset.\n * @returns {boolean} Returns `true` if the property is deleted, else `false`.\n */\n function baseUnset(object, path) {\n path = castPath(path, object);\n object = parent(object, path);\n return object == null || delete object[toKey(last(path))];\n }\n\n /**\n * The base implementation of `_.update`.\n *\n * @private\n * @param {Object} object The object to modify.\n * @param {Array|string} path The path of the property to update.\n * @param {Function} updater The function to produce the updated value.\n * @param {Function} [customizer] The function to customize path creation.\n * @returns {Object} Returns `object`.\n */\n function baseUpdate(object, path, updater, customizer) {\n return baseSet(object, path, updater(baseGet(object, path)), customizer);\n }\n\n /**\n * The base implementation of methods like `_.dropWhile` and `_.takeWhile`\n * without support for iteratee shorthands.\n *\n * @private\n * @param {Array} array The array to query.\n * @param {Function} predicate The function invoked per iteration.\n * @param {boolean} [isDrop] Specify dropping elements instead of taking them.\n * @param {boolean} [fromRight] Specify iterating from right to left.\n * @returns {Array} Returns the slice of `array`.\n */\n function baseWhile(array, predicate, isDrop, fromRight) {\n var length = array.length,\n index = fromRight ? length : -1;\n\n while ((fromRight ? index-- : ++index < length) &&\n predicate(array[index], index, array)) {}\n\n return isDrop\n ? baseSlice(array, (fromRight ? 0 : index), (fromRight ? index + 1 : length))\n : baseSlice(array, (fromRight ? index + 1 : 0), (fromRight ? length : index));\n }\n\n /**\n * The base implementation of `wrapperValue` which returns the result of\n * performing a sequence of actions on the unwrapped `value`, where each\n * successive action is supplied the return value of the previous.\n *\n * @private\n * @param {*} value The unwrapped value.\n * @param {Array} actions Actions to perform to resolve the unwrapped value.\n * @returns {*} Returns the resolved value.\n */\n function baseWrapperValue(value, actions) {\n var result = value;\n if (result instanceof LazyWrapper) {\n result = result.value();\n }\n return arrayReduce(actions, function(result, action) {\n return action.func.apply(action.thisArg, arrayPush([result], action.args));\n }, result);\n }\n\n /**\n * The base implementation of methods like `_.xor`, without support for\n * iteratee shorthands, that accepts an array of arrays to inspect.\n *\n * @private\n * @param {Array} arrays The arrays to inspect.\n * @param {Function} [iteratee] The iteratee invoked per element.\n * @param {Function} [comparator] The comparator invoked per element.\n * @returns {Array} Returns the new array of values.\n */\n function baseXor(arrays, iteratee, comparator) {\n var length = arrays.length;\n if (length < 2) {\n return length ? baseUniq(arrays[0]) : [];\n }\n var index = -1,\n result = Array(length);\n\n while (++index < length) {\n var array = arrays[index],\n othIndex = -1;\n\n while (++othIndex < length) {\n if (othIndex != index) {\n result[index] = baseDifference(result[index] || array, arrays[othIndex], iteratee, comparator);\n }\n }\n }\n return baseUniq(baseFlatten(result, 1), iteratee, comparator);\n }\n\n /**\n * This base implementation of `_.zipObject` which assigns values using `assignFunc`.\n *\n * @private\n * @param {Array} props The property identifiers.\n * @param {Array} values The property values.\n * @param {Function} assignFunc The function to assign values.\n * @returns {Object} Returns the new object.\n */\n function baseZipObject(props, values, assignFunc) {\n var index = -1,\n length = props.length,\n valsLength = values.length,\n result = {};\n\n while (++index < length) {\n var value = index < valsLength ? values[index] : undefined;\n assignFunc(result, props[index], value);\n }\n return result;\n }\n\n /**\n * Casts `value` to an empty array if it's not an array like object.\n *\n * @private\n * @param {*} value The value to inspect.\n * @returns {Array|Object} Returns the cast array-like object.\n */\n function castArrayLikeObject(value) {\n return isArrayLikeObject(value) ? value : [];\n }\n\n /**\n * Casts `value` to `identity` if it's not a function.\n *\n * @private\n * @param {*} value The value to inspect.\n * @returns {Function} Returns cast function.\n */\n function castFunction(value) {\n return typeof value == 'function' ? value : identity;\n }\n\n /**\n * Casts `value` to a path array if it's not one.\n *\n * @private\n * @param {*} value The value to inspect.\n * @param {Object} [object] The object to query keys on.\n * @returns {Array} Returns the cast property path array.\n */\n function castPath(value, object) {\n if (isArray(value)) {\n return value;\n }\n return isKey(value, object) ? [value] : stringToPath(toString(value));\n }\n\n /**\n * A `baseRest` alias which can be replaced with `identity` by module\n * replacement plugins.\n *\n * @private\n * @type {Function}\n * @param {Function} func The function to apply a rest parameter to.\n * @returns {Function} Returns the new function.\n */\n var castRest = baseRest;\n\n /**\n * Casts `array` to a slice if it's needed.\n *\n * @private\n * @param {Array} array The array to inspect.\n * @param {number} start The start position.\n * @param {number} [end=array.length] The end position.\n * @returns {Array} Returns the cast slice.\n */\n function castSlice(array, start, end) {\n var length = array.length;\n end = end === undefined ? length : end;\n return (!start && end >= length) ? array : baseSlice(array, start, end);\n }\n\n /**\n * A simple wrapper around the global [`clearTimeout`](https://mdn.io/clearTimeout).\n *\n * @private\n * @param {number|Object} id The timer id or timeout object of the timer to clear.\n */\n var clearTimeout = ctxClearTimeout || function(id) {\n return root.clearTimeout(id);\n };\n\n /**\n * Creates a clone of `buffer`.\n *\n * @private\n * @param {Buffer} buffer The buffer to clone.\n * @param {boolean} [isDeep] Specify a deep clone.\n * @returns {Buffer} Returns the cloned buffer.\n */\n function cloneBuffer(buffer, isDeep) {\n if (isDeep) {\n return buffer.slice();\n }\n var length = buffer.length,\n result = allocUnsafe ? allocUnsafe(length) : new buffer.constructor(length);\n\n buffer.copy(result);\n return result;\n }\n\n /**\n * Creates a clone of `arrayBuffer`.\n *\n * @private\n * @param {ArrayBuffer} arrayBuffer The array buffer to clone.\n * @returns {ArrayBuffer} Returns the cloned array buffer.\n */\n function cloneArrayBuffer(arrayBuffer) {\n var result = new arrayBuffer.constructor(arrayBuffer.byteLength);\n new Uint8Array(result).set(new Uint8Array(arrayBuffer));\n return result;\n }\n\n /**\n * Creates a clone of `dataView`.\n *\n * @private\n * @param {Object} dataView The data view to clone.\n * @param {boolean} [isDeep] Specify a deep clone.\n * @returns {Object} Returns the cloned data view.\n */\n function cloneDataView(dataView, isDeep) {\n var buffer = isDeep ? cloneArrayBuffer(dataView.buffer) : dataView.buffer;\n return new dataView.constructor(buffer, dataView.byteOffset, dataView.byteLength);\n }\n\n /**\n * Creates a clone of `regexp`.\n *\n * @private\n * @param {Object} regexp The regexp to clone.\n * @returns {Object} Returns the cloned regexp.\n */\n function cloneRegExp(regexp) {\n var result = new regexp.constructor(regexp.source, reFlags.exec(regexp));\n result.lastIndex = regexp.lastIndex;\n return result;\n }\n\n /**\n * Creates a clone of the `symbol` object.\n *\n * @private\n * @param {Object} symbol The symbol object to clone.\n * @returns {Object} Returns the cloned symbol object.\n */\n function cloneSymbol(symbol) {\n return symbolValueOf ? Object(symbolValueOf.call(symbol)) : {};\n }\n\n /**\n * Creates a clone of `typedArray`.\n *\n * @private\n * @param {Object} typedArray The typed array to clone.\n * @param {boolean} [isDeep] Specify a deep clone.\n * @returns {Object} Returns the cloned typed array.\n */\n function cloneTypedArray(typedArray, isDeep) {\n var buffer = isDeep ? cloneArrayBuffer(typedArray.buffer) : typedArray.buffer;\n return new typedArray.constructor(buffer, typedArray.byteOffset, typedArray.length);\n }\n\n /**\n * Compares values to sort them in ascending order.\n *\n * @private\n * @param {*} value The value to compare.\n * @param {*} other The other value to compare.\n * @returns {number} Returns the sort order indicator for `value`.\n */\n function compareAscending(value, other) {\n if (value !== other) {\n var valIsDefined = value !== undefined,\n valIsNull = value === null,\n valIsReflexive = value === value,\n valIsSymbol = isSymbol(value);\n\n var othIsDefined = other !== undefined,\n othIsNull = other === null,\n othIsReflexive = other === other,\n othIsSymbol = isSymbol(other);\n\n if ((!othIsNull && !othIsSymbol && !valIsSymbol && value > other) ||\n (valIsSymbol && othIsDefined && othIsReflexive && !othIsNull && !othIsSymbol) ||\n (valIsNull && othIsDefined && othIsReflexive) ||\n (!valIsDefined && othIsReflexive) ||\n !valIsReflexive) {\n return 1;\n }\n if ((!valIsNull && !valIsSymbol && !othIsSymbol && value < other) ||\n (othIsSymbol && valIsDefined && valIsReflexive && !valIsNull && !valIsSymbol) ||\n (othIsNull && valIsDefined && valIsReflexive) ||\n (!othIsDefined && valIsReflexive) ||\n !othIsReflexive) {\n return -1;\n }\n }\n return 0;\n }\n\n /**\n * Used by `_.orderBy` to compare multiple properties of a value to another\n * and stable sort them.\n *\n * If `orders` is unspecified, all values are sorted in ascending order. Otherwise,\n * specify an order of \"desc\" for descending or \"asc\" for ascending sort order\n * of corresponding values.\n *\n * @private\n * @param {Object} object The object to compare.\n * @param {Object} other The other object to compare.\n * @param {boolean[]|string[]} orders The order to sort by for each property.\n * @returns {number} Returns the sort order indicator for `object`.\n */\n function compareMultiple(object, other, orders) {\n var index = -1,\n objCriteria = object.criteria,\n othCriteria = other.criteria,\n length = objCriteria.length,\n ordersLength = orders.length;\n\n while (++index < length) {\n var result = compareAscending(objCriteria[index], othCriteria[index]);\n if (result) {\n if (index >= ordersLength) {\n return result;\n }\n var order = orders[index];\n return result * (order == 'desc' ? -1 : 1);\n }\n }\n // Fixes an `Array#sort` bug in the JS engine embedded in Adobe applications\n // that causes it, under certain circumstances, to provide the same value for\n // `object` and `other`. See https://github.com/jashkenas/underscore/pull/1247\n // for more details.\n //\n // This also ensures a stable sort in V8 and other engines.\n // See https://bugs.chromium.org/p/v8/issues/detail?id=90 for more details.\n return object.index - other.index;\n }\n\n /**\n * Creates an array that is the composition of partially applied arguments,\n * placeholders, and provided arguments into a single array of arguments.\n *\n * @private\n * @param {Array} args The provided arguments.\n * @param {Array} partials The arguments to prepend to those provided.\n * @param {Array} holders The `partials` placeholder indexes.\n * @params {boolean} [isCurried] Specify composing for a curried function.\n * @returns {Array} Returns the new array of composed arguments.\n */\n function composeArgs(args, partials, holders, isCurried) {\n var argsIndex = -1,\n argsLength = args.length,\n holdersLength = holders.length,\n leftIndex = -1,\n leftLength = partials.length,\n rangeLength = nativeMax(argsLength - holdersLength, 0),\n result = Array(leftLength + rangeLength),\n isUncurried = !isCurried;\n\n while (++leftIndex < leftLength) {\n result[leftIndex] = partials[leftIndex];\n }\n while (++argsIndex < holdersLength) {\n if (isUncurried || argsIndex < argsLength) {\n result[holders[argsIndex]] = args[argsIndex];\n }\n }\n while (rangeLength--) {\n result[leftIndex++] = args[argsIndex++];\n }\n return result;\n }\n\n /**\n * This function is like `composeArgs` except that the arguments composition\n * is tailored for `_.partialRight`.\n *\n * @private\n * @param {Array} args The provided arguments.\n * @param {Array} partials The arguments to append to those provided.\n * @param {Array} holders The `partials` placeholder indexes.\n * @params {boolean} [isCurried] Specify composing for a curried function.\n * @returns {Array} Returns the new array of composed arguments.\n */\n function composeArgsRight(args, partials, holders, isCurried) {\n var argsIndex = -1,\n argsLength = args.length,\n holdersIndex = -1,\n holdersLength = holders.length,\n rightIndex = -1,\n rightLength = partials.length,\n rangeLength = nativeMax(argsLength - holdersLength, 0),\n result = Array(rangeLength + rightLength),\n isUncurried = !isCurried;\n\n while (++argsIndex < rangeLength) {\n result[argsIndex] = args[argsIndex];\n }\n var offset = argsIndex;\n while (++rightIndex < rightLength) {\n result[offset + rightIndex] = partials[rightIndex];\n }\n while (++holdersIndex < holdersLength) {\n if (isUncurried || argsIndex < argsLength) {\n result[offset + holders[holdersIndex]] = args[argsIndex++];\n }\n }\n return result;\n }\n\n /**\n * Copies the values of `source` to `array`.\n *\n * @private\n * @param {Array} source The array to copy values from.\n * @param {Array} [array=[]] The array to copy values to.\n * @returns {Array} Returns `array`.\n */\n function copyArray(source, array) {\n var index = -1,\n length = source.length;\n\n array || (array = Array(length));\n while (++index < length) {\n array[index] = source[index];\n }\n return array;\n }\n\n /**\n * Copies properties of `source` to `object`.\n *\n * @private\n * @param {Object} source The object to copy properties from.\n * @param {Array} props The property identifiers to copy.\n * @param {Object} [object={}] The object to copy properties to.\n * @param {Function} [customizer] The function to customize copied values.\n * @returns {Object} Returns `object`.\n */\n function copyObject(source, props, object, customizer) {\n var isNew = !object;\n object || (object = {});\n\n var index = -1,\n length = props.length;\n\n while (++index < length) {\n var key = props[index];\n\n var newValue = customizer\n ? customizer(object[key], source[key], key, object, source)\n : undefined;\n\n if (newValue === undefined) {\n newValue = source[key];\n }\n if (isNew) {\n baseAssignValue(object, key, newValue);\n } else {\n assignValue(object, key, newValue);\n }\n }\n return object;\n }\n\n /**\n * Copies own symbols of `source` to `object`.\n *\n * @private\n * @param {Object} source The object to copy symbols from.\n * @param {Object} [object={}] The object to copy symbols to.\n * @returns {Object} Returns `object`.\n */\n function copySymbols(source, object) {\n return copyObject(source, getSymbols(source), object);\n }\n\n /**\n * Copies own and inherited symbols of `source` to `object`.\n *\n * @private\n * @param {Object} source The object to copy symbols from.\n * @param {Object} [object={}] The object to copy symbols to.\n * @returns {Object} Returns `object`.\n */\n function copySymbolsIn(source, object) {\n return copyObject(source, getSymbolsIn(source), object);\n }\n\n /**\n * Creates a function like `_.groupBy`.\n *\n * @private\n * @param {Function} setter The function to set accumulator values.\n * @param {Function} [initializer] The accumulator object initializer.\n * @returns {Function} Returns the new aggregator function.\n */\n function createAggregator(setter, initializer) {\n return function(collection, iteratee) {\n var func = isArray(collection) ? arrayAggregator : baseAggregator,\n accumulator = initializer ? initializer() : {};\n\n return func(collection, setter, getIteratee(iteratee, 2), accumulator);\n };\n }\n\n /**\n * Creates a function like `_.assign`.\n *\n * @private\n * @param {Function} assigner The function to assign values.\n * @returns {Function} Returns the new assigner function.\n */\n function createAssigner(assigner) {\n return baseRest(function(object, sources) {\n var index = -1,\n length = sources.length,\n customizer = length > 1 ? sources[length - 1] : undefined,\n guard = length > 2 ? sources[2] : undefined;\n\n customizer = (assigner.length > 3 && typeof customizer == 'function')\n ? (length--, customizer)\n : undefined;\n\n if (guard && isIterateeCall(sources[0], sources[1], guard)) {\n customizer = length < 3 ? undefined : customizer;\n length = 1;\n }\n object = Object(object);\n while (++index < length) {\n var source = sources[index];\n if (source) {\n assigner(object, source, index, customizer);\n }\n }\n return object;\n });\n }\n\n /**\n * Creates a `baseEach` or `baseEachRight` function.\n *\n * @private\n * @param {Function} eachFunc The function to iterate over a collection.\n * @param {boolean} [fromRight] Specify iterating from right to left.\n * @returns {Function} Returns the new base function.\n */\n function createBaseEach(eachFunc, fromRight) {\n return function(collection, iteratee) {\n if (collection == null) {\n return collection;\n }\n if (!isArrayLike(collection)) {\n return eachFunc(collection, iteratee);\n }\n var length = collection.length,\n index = fromRight ? length : -1,\n iterable = Object(collection);\n\n while ((fromRight ? index-- : ++index < length)) {\n if (iteratee(iterable[index], index, iterable) === false) {\n break;\n }\n }\n return collection;\n };\n }\n\n /**\n * Creates a base function for methods like `_.forIn` and `_.forOwn`.\n *\n * @private\n * @param {boolean} [fromRight] Specify iterating from right to left.\n * @returns {Function} Returns the new base function.\n */\n function createBaseFor(fromRight) {\n return function(object, iteratee, keysFunc) {\n var index = -1,\n iterable = Object(object),\n props = keysFunc(object),\n length = props.length;\n\n while (length--) {\n var key = props[fromRight ? length : ++index];\n if (iteratee(iterable[key], key, iterable) === false) {\n break;\n }\n }\n return object;\n };\n }\n\n /**\n * Creates a function that wraps `func` to invoke it with the optional `this`\n * binding of `thisArg`.\n *\n * @private\n * @param {Function} func The function to wrap.\n * @param {number} bitmask The bitmask flags. See `createWrap` for more details.\n * @param {*} [thisArg] The `this` binding of `func`.\n * @returns {Function} Returns the new wrapped function.\n */\n function createBind(func, bitmask, thisArg) {\n var isBind = bitmask & WRAP_BIND_FLAG,\n Ctor = createCtor(func);\n\n function wrapper() {\n var fn = (this && this !== root && this instanceof wrapper) ? Ctor : func;\n return fn.apply(isBind ? thisArg : this, arguments);\n }\n return wrapper;\n }\n\n /**\n * Creates a function like `_.lowerFirst`.\n *\n * @private\n * @param {string} methodName The name of the `String` case method to use.\n * @returns {Function} Returns the new case function.\n */\n function createCaseFirst(methodName) {\n return function(string) {\n string = toString(string);\n\n var strSymbols = hasUnicode(string)\n ? stringToArray(string)\n : undefined;\n\n var chr = strSymbols\n ? strSymbols[0]\n : string.charAt(0);\n\n var trailing = strSymbols\n ? castSlice(strSymbols, 1).join('')\n : string.slice(1);\n\n return chr[methodName]() + trailing;\n };\n }\n\n /**\n * Creates a function like `_.camelCase`.\n *\n * @private\n * @param {Function} callback The function to combine each word.\n * @returns {Function} Returns the new compounder function.\n */\n function createCompounder(callback) {\n return function(string) {\n return arrayReduce(words(deburr(string).replace(reApos, '')), callback, '');\n };\n }\n\n /**\n * Creates a function that produces an instance of `Ctor` regardless of\n * whether it was invoked as part of a `new` expression or by `call` or `apply`.\n *\n * @private\n * @param {Function} Ctor The constructor to wrap.\n * @returns {Function} Returns the new wrapped function.\n */\n function createCtor(Ctor) {\n return function() {\n // Use a `switch` statement to work with class constructors. See\n // http://ecma-international.org/ecma-262/7.0/#sec-ecmascript-function-objects-call-thisargument-argumentslist\n // for more details.\n var args = arguments;\n switch (args.length) {\n case 0: return new Ctor;\n case 1: return new Ctor(args[0]);\n case 2: return new Ctor(args[0], args[1]);\n case 3: return new Ctor(args[0], args[1], args[2]);\n case 4: return new Ctor(args[0], args[1], args[2], args[3]);\n case 5: return new Ctor(args[0], args[1], args[2], args[3], args[4]);\n case 6: return new Ctor(args[0], args[1], args[2], args[3], args[4], args[5]);\n case 7: return new Ctor(args[0], args[1], args[2], args[3], args[4], args[5], args[6]);\n }\n var thisBinding = baseCreate(Ctor.prototype),\n result = Ctor.apply(thisBinding, args);\n\n // Mimic the constructor's `return` behavior.\n // See https://es5.github.io/#x13.2.2 for more details.\n return isObject(result) ? result : thisBinding;\n };\n }\n\n /**\n * Creates a function that wraps `func` to enable currying.\n *\n * @private\n * @param {Function} func The function to wrap.\n * @param {number} bitmask The bitmask flags. See `createWrap` for more details.\n * @param {number} arity The arity of `func`.\n * @returns {Function} Returns the new wrapped function.\n */\n function createCurry(func, bitmask, arity) {\n var Ctor = createCtor(func);\n\n function wrapper() {\n var length = arguments.length,\n args = Array(length),\n index = length,\n placeholder = getHolder(wrapper);\n\n while (index--) {\n args[index] = arguments[index];\n }\n var holders = (length < 3 && args[0] !== placeholder && args[length - 1] !== placeholder)\n ? []\n : replaceHolders(args, placeholder);\n\n length -= holders.length;\n if (length < arity) {\n return createRecurry(\n func, bitmask, createHybrid, wrapper.placeholder, undefined,\n args, holders, undefined, undefined, arity - length);\n }\n var fn = (this && this !== root && this instanceof wrapper) ? Ctor : func;\n return apply(fn, this, args);\n }\n return wrapper;\n }\n\n /**\n * Creates a `_.find` or `_.findLast` function.\n *\n * @private\n * @param {Function} findIndexFunc The function to find the collection index.\n * @returns {Function} Returns the new find function.\n */\n function createFind(findIndexFunc) {\n return function(collection, predicate, fromIndex) {\n var iterable = Object(collection);\n if (!isArrayLike(collection)) {\n var iteratee = getIteratee(predicate, 3);\n collection = keys(collection);\n predicate = function(key) { return iteratee(iterable[key], key, iterable); };\n }\n var index = findIndexFunc(collection, predicate, fromIndex);\n return index > -1 ? iterable[iteratee ? collection[index] : index] : undefined;\n };\n }\n\n /**\n * Creates a `_.flow` or `_.flowRight` function.\n *\n * @private\n * @param {boolean} [fromRight] Specify iterating from right to left.\n * @returns {Function} Returns the new flow function.\n */\n function createFlow(fromRight) {\n return flatRest(function(funcs) {\n var length = funcs.length,\n index = length,\n prereq = LodashWrapper.prototype.thru;\n\n if (fromRight) {\n funcs.reverse();\n }\n while (index--) {\n var func = funcs[index];\n if (typeof func != 'function') {\n throw new TypeError(FUNC_ERROR_TEXT);\n }\n if (prereq && !wrapper && getFuncName(func) == 'wrapper') {\n var wrapper = new LodashWrapper([], true);\n }\n }\n index = wrapper ? index : length;\n while (++index < length) {\n func = funcs[index];\n\n var funcName = getFuncName(func),\n data = funcName == 'wrapper' ? getData(func) : undefined;\n\n if (data && isLaziable(data[0]) &&\n data[1] == (WRAP_ARY_FLAG | WRAP_CURRY_FLAG | WRAP_PARTIAL_FLAG | WRAP_REARG_FLAG) &&\n !data[4].length && data[9] == 1\n ) {\n wrapper = wrapper[getFuncName(data[0])].apply(wrapper, data[3]);\n } else {\n wrapper = (func.length == 1 && isLaziable(func))\n ? wrapper[funcName]()\n : wrapper.thru(func);\n }\n }\n return function() {\n var args = arguments,\n value = args[0];\n\n if (wrapper && args.length == 1 && isArray(value)) {\n return wrapper.plant(value).value();\n }\n var index = 0,\n result = length ? funcs[index].apply(this, args) : value;\n\n while (++index < length) {\n result = funcs[index].call(this, result);\n }\n return result;\n };\n });\n }\n\n /**\n * Creates a function that wraps `func` to invoke it with optional `this`\n * binding of `thisArg`, partial application, and currying.\n *\n * @private\n * @param {Function|string} func The function or method name to wrap.\n * @param {number} bitmask The bitmask flags. See `createWrap` for more details.\n * @param {*} [thisArg] The `this` binding of `func`.\n * @param {Array} [partials] The arguments to prepend to those provided to\n * the new function.\n * @param {Array} [holders] The `partials` placeholder indexes.\n * @param {Array} [partialsRight] The arguments to append to those provided\n * to the new function.\n * @param {Array} [holdersRight] The `partialsRight` placeholder indexes.\n * @param {Array} [argPos] The argument positions of the new function.\n * @param {number} [ary] The arity cap of `func`.\n * @param {number} [arity] The arity of `func`.\n * @returns {Function} Returns the new wrapped function.\n */\n function createHybrid(func, bitmask, thisArg, partials, holders, partialsRight, holdersRight, argPos, ary, arity) {\n var isAry = bitmask & WRAP_ARY_FLAG,\n isBind = bitmask & WRAP_BIND_FLAG,\n isBindKey = bitmask & WRAP_BIND_KEY_FLAG,\n isCurried = bitmask & (WRAP_CURRY_FLAG | WRAP_CURRY_RIGHT_FLAG),\n isFlip = bitmask & WRAP_FLIP_FLAG,\n Ctor = isBindKey ? undefined : createCtor(func);\n\n function wrapper() {\n var length = arguments.length,\n args = Array(length),\n index = length;\n\n while (index--) {\n args[index] = arguments[index];\n }\n if (isCurried) {\n var placeholder = getHolder(wrapper),\n holdersCount = countHolders(args, placeholder);\n }\n if (partials) {\n args = composeArgs(args, partials, holders, isCurried);\n }\n if (partialsRight) {\n args = composeArgsRight(args, partialsRight, holdersRight, isCurried);\n }\n length -= holdersCount;\n if (isCurried && length < arity) {\n var newHolders = replaceHolders(args, placeholder);\n return createRecurry(\n func, bitmask, createHybrid, wrapper.placeholder, thisArg,\n args, newHolders, argPos, ary, arity - length\n );\n }\n var thisBinding = isBind ? thisArg : this,\n fn = isBindKey ? thisBinding[func] : func;\n\n length = args.length;\n if (argPos) {\n args = reorder(args, argPos);\n } else if (isFlip && length > 1) {\n args.reverse();\n }\n if (isAry && ary < length) {\n args.length = ary;\n }\n if (this && this !== root && this instanceof wrapper) {\n fn = Ctor || createCtor(fn);\n }\n return fn.apply(thisBinding, args);\n }\n return wrapper;\n }\n\n /**\n * Creates a function like `_.invertBy`.\n *\n * @private\n * @param {Function} setter The function to set accumulator values.\n * @param {Function} toIteratee The function to resolve iteratees.\n * @returns {Function} Returns the new inverter function.\n */\n function createInverter(setter, toIteratee) {\n return function(object, iteratee) {\n return baseInverter(object, setter, toIteratee(iteratee), {});\n };\n }\n\n /**\n * Creates a function that performs a mathematical operation on two values.\n *\n * @private\n * @param {Function} operator The function to perform the operation.\n * @param {number} [defaultValue] The value used for `undefined` arguments.\n * @returns {Function} Returns the new mathematical operation function.\n */\n function createMathOperation(operator, defaultValue) {\n return function(value, other) {\n var result;\n if (value === undefined && other === undefined) {\n return defaultValue;\n }\n if (value !== undefined) {\n result = value;\n }\n if (other !== undefined) {\n if (result === undefined) {\n return other;\n }\n if (typeof value == 'string' || typeof other == 'string') {\n value = baseToString(value);\n other = baseToString(other);\n } else {\n value = baseToNumber(value);\n other = baseToNumber(other);\n }\n result = operator(value, other);\n }\n return result;\n };\n }\n\n /**\n * Creates a function like `_.over`.\n *\n * @private\n * @param {Function} arrayFunc The function to iterate over iteratees.\n * @returns {Function} Returns the new over function.\n */\n function createOver(arrayFunc) {\n return flatRest(function(iteratees) {\n iteratees = arrayMap(iteratees, baseUnary(getIteratee()));\n return baseRest(function(args) {\n var thisArg = this;\n return arrayFunc(iteratees, function(iteratee) {\n return apply(iteratee, thisArg, args);\n });\n });\n });\n }\n\n /**\n * Creates the padding for `string` based on `length`. The `chars` string\n * is truncated if the number of characters exceeds `length`.\n *\n * @private\n * @param {number} length The padding length.\n * @param {string} [chars=' '] The string used as padding.\n * @returns {string} Returns the padding for `string`.\n */\n function createPadding(length, chars) {\n chars = chars === undefined ? ' ' : baseToString(chars);\n\n var charsLength = chars.length;\n if (charsLength < 2) {\n return charsLength ? baseRepeat(chars, length) : chars;\n }\n var result = baseRepeat(chars, nativeCeil(length / stringSize(chars)));\n return hasUnicode(chars)\n ? castSlice(stringToArray(result), 0, length).join('')\n : result.slice(0, length);\n }\n\n /**\n * Creates a function that wraps `func` to invoke it with the `this` binding\n * of `thisArg` and `partials` prepended to the arguments it receives.\n *\n * @private\n * @param {Function} func The function to wrap.\n * @param {number} bitmask The bitmask flags. See `createWrap` for more details.\n * @param {*} thisArg The `this` binding of `func`.\n * @param {Array} partials The arguments to prepend to those provided to\n * the new function.\n * @returns {Function} Returns the new wrapped function.\n */\n function createPartial(func, bitmask, thisArg, partials) {\n var isBind = bitmask & WRAP_BIND_FLAG,\n Ctor = createCtor(func);\n\n function wrapper() {\n var argsIndex = -1,\n argsLength = arguments.length,\n leftIndex = -1,\n leftLength = partials.length,\n args = Array(leftLength + argsLength),\n fn = (this && this !== root && this instanceof wrapper) ? Ctor : func;\n\n while (++leftIndex < leftLength) {\n args[leftIndex] = partials[leftIndex];\n }\n while (argsLength--) {\n args[leftIndex++] = arguments[++argsIndex];\n }\n return apply(fn, isBind ? thisArg : this, args);\n }\n return wrapper;\n }\n\n /**\n * Creates a `_.range` or `_.rangeRight` function.\n *\n * @private\n * @param {boolean} [fromRight] Specify iterating from right to left.\n * @returns {Function} Returns the new range function.\n */\n function createRange(fromRight) {\n return function(start, end, step) {\n if (step && typeof step != 'number' && isIterateeCall(start, end, step)) {\n end = step = undefined;\n }\n // Ensure the sign of `-0` is preserved.\n start = toFinite(start);\n if (end === undefined) {\n end = start;\n start = 0;\n } else {\n end = toFinite(end);\n }\n step = step === undefined ? (start < end ? 1 : -1) : toFinite(step);\n return baseRange(start, end, step, fromRight);\n };\n }\n\n /**\n * Creates a function that performs a relational operation on two values.\n *\n * @private\n * @param {Function} operator The function to perform the operation.\n * @returns {Function} Returns the new relational operation function.\n */\n function createRelationalOperation(operator) {\n return function(value, other) {\n if (!(typeof value == 'string' && typeof other == 'string')) {\n value = toNumber(value);\n other = toNumber(other);\n }\n return operator(value, other);\n };\n }\n\n /**\n * Creates a function that wraps `func` to continue currying.\n *\n * @private\n * @param {Function} func The function to wrap.\n * @param {number} bitmask The bitmask flags. See `createWrap` for more details.\n * @param {Function} wrapFunc The function to create the `func` wrapper.\n * @param {*} placeholder The placeholder value.\n * @param {*} [thisArg] The `this` binding of `func`.\n * @param {Array} [partials] The arguments to prepend to those provided to\n * the new function.\n * @param {Array} [holders] The `partials` placeholder indexes.\n * @param {Array} [argPos] The argument positions of the new function.\n * @param {number} [ary] The arity cap of `func`.\n * @param {number} [arity] The arity of `func`.\n * @returns {Function} Returns the new wrapped function.\n */\n function createRecurry(func, bitmask, wrapFunc, placeholder, thisArg, partials, holders, argPos, ary, arity) {\n var isCurry = bitmask & WRAP_CURRY_FLAG,\n newHolders = isCurry ? holders : undefined,\n newHoldersRight = isCurry ? undefined : holders,\n newPartials = isCurry ? partials : undefined,\n newPartialsRight = isCurry ? undefined : partials;\n\n bitmask |= (isCurry ? WRAP_PARTIAL_FLAG : WRAP_PARTIAL_RIGHT_FLAG);\n bitmask &= ~(isCurry ? WRAP_PARTIAL_RIGHT_FLAG : WRAP_PARTIAL_FLAG);\n\n if (!(bitmask & WRAP_CURRY_BOUND_FLAG)) {\n bitmask &= ~(WRAP_BIND_FLAG | WRAP_BIND_KEY_FLAG);\n }\n var newData = [\n func, bitmask, thisArg, newPartials, newHolders, newPartialsRight,\n newHoldersRight, argPos, ary, arity\n ];\n\n var result = wrapFunc.apply(undefined, newData);\n if (isLaziable(func)) {\n setData(result, newData);\n }\n result.placeholder = placeholder;\n return setWrapToString(result, func, bitmask);\n }\n\n /**\n * Creates a function like `_.round`.\n *\n * @private\n * @param {string} methodName The name of the `Math` method to use when rounding.\n * @returns {Function} Returns the new round function.\n */\n function createRound(methodName) {\n var func = Math[methodName];\n return function(number, precision) {\n number = toNumber(number);\n precision = precision == null ? 0 : nativeMin(toInteger(precision), 292);\n if (precision && nativeIsFinite(number)) {\n // Shift with exponential notation to avoid floating-point issues.\n // See [MDN](https://mdn.io/round#Examples) for more details.\n var pair = (toString(number) + 'e').split('e'),\n value = func(pair[0] + 'e' + (+pair[1] + precision));\n\n pair = (toString(value) + 'e').split('e');\n return +(pair[0] + 'e' + (+pair[1] - precision));\n }\n return func(number);\n };\n }\n\n /**\n * Creates a set object of `values`.\n *\n * @private\n * @param {Array} values The values to add to the set.\n * @returns {Object} Returns the new set.\n */\n var createSet = !(Set && (1 / setToArray(new Set([,-0]))[1]) == INFINITY) ? noop : function(values) {\n return new Set(values);\n };\n\n /**\n * Creates a `_.toPairs` or `_.toPairsIn` function.\n *\n * @private\n * @param {Function} keysFunc The function to get the keys of a given object.\n * @returns {Function} Returns the new pairs function.\n */\n function createToPairs(keysFunc) {\n return function(object) {\n var tag = getTag(object);\n if (tag == mapTag) {\n return mapToArray(object);\n }\n if (tag == setTag) {\n return setToPairs(object);\n }\n return baseToPairs(object, keysFunc(object));\n };\n }\n\n /**\n * Creates a function that either curries or invokes `func` with optional\n * `this` binding and partially applied arguments.\n *\n * @private\n * @param {Function|string} func The function or method name to wrap.\n * @param {number} bitmask The bitmask flags.\n * 1 - `_.bind`\n * 2 - `_.bindKey`\n * 4 - `_.curry` or `_.curryRight` of a bound function\n * 8 - `_.curry`\n * 16 - `_.curryRight`\n * 32 - `_.partial`\n * 64 - `_.partialRight`\n * 128 - `_.rearg`\n * 256 - `_.ary`\n * 512 - `_.flip`\n * @param {*} [thisArg] The `this` binding of `func`.\n * @param {Array} [partials] The arguments to be partially applied.\n * @param {Array} [holders] The `partials` placeholder indexes.\n * @param {Array} [argPos] The argument positions of the new function.\n * @param {number} [ary] The arity cap of `func`.\n * @param {number} [arity] The arity of `func`.\n * @returns {Function} Returns the new wrapped function.\n */\n function createWrap(func, bitmask, thisArg, partials, holders, argPos, ary, arity) {\n var isBindKey = bitmask & WRAP_BIND_KEY_FLAG;\n if (!isBindKey && typeof func != 'function') {\n throw new TypeError(FUNC_ERROR_TEXT);\n }\n var length = partials ? partials.length : 0;\n if (!length) {\n bitmask &= ~(WRAP_PARTIAL_FLAG | WRAP_PARTIAL_RIGHT_FLAG);\n partials = holders = undefined;\n }\n ary = ary === undefined ? ary : nativeMax(toInteger(ary), 0);\n arity = arity === undefined ? arity : toInteger(arity);\n length -= holders ? holders.length : 0;\n\n if (bitmask & WRAP_PARTIAL_RIGHT_FLAG) {\n var partialsRight = partials,\n holdersRight = holders;\n\n partials = holders = undefined;\n }\n var data = isBindKey ? undefined : getData(func);\n\n var newData = [\n func, bitmask, thisArg, partials, holders, partialsRight, holdersRight,\n argPos, ary, arity\n ];\n\n if (data) {\n mergeData(newData, data);\n }\n func = newData[0];\n bitmask = newData[1];\n thisArg = newData[2];\n partials = newData[3];\n holders = newData[4];\n arity = newData[9] = newData[9] === undefined\n ? (isBindKey ? 0 : func.length)\n : nativeMax(newData[9] - length, 0);\n\n if (!arity && bitmask & (WRAP_CURRY_FLAG | WRAP_CURRY_RIGHT_FLAG)) {\n bitmask &= ~(WRAP_CURRY_FLAG | WRAP_CURRY_RIGHT_FLAG);\n }\n if (!bitmask || bitmask == WRAP_BIND_FLAG) {\n var result = createBind(func, bitmask, thisArg);\n } else if (bitmask == WRAP_CURRY_FLAG || bitmask == WRAP_CURRY_RIGHT_FLAG) {\n result = createCurry(func, bitmask, arity);\n } else if ((bitmask == WRAP_PARTIAL_FLAG || bitmask == (WRAP_BIND_FLAG | WRAP_PARTIAL_FLAG)) && !holders.length) {\n result = createPartial(func, bitmask, thisArg, partials);\n } else {\n result = createHybrid.apply(undefined, newData);\n }\n var setter = data ? baseSetData : setData;\n return setWrapToString(setter(result, newData), func, bitmask);\n }\n\n /**\n * Used by `_.defaults` to customize its `_.assignIn` use to assign properties\n * of source objects to the destination object for all destination properties\n * that resolve to `undefined`.\n *\n * @private\n * @param {*} objValue The destination value.\n * @param {*} srcValue The source value.\n * @param {string} key The key of the property to assign.\n * @param {Object} object The parent object of `objValue`.\n * @returns {*} Returns the value to assign.\n */\n function customDefaultsAssignIn(objValue, srcValue, key, object) {\n if (objValue === undefined ||\n (eq(objValue, objectProto[key]) && !hasOwnProperty.call(object, key))) {\n return srcValue;\n }\n return objValue;\n }\n\n /**\n * Used by `_.defaultsDeep` to customize its `_.merge` use to merge source\n * objects into destination objects that are passed thru.\n *\n * @private\n * @param {*} objValue The destination value.\n * @param {*} srcValue The source value.\n * @param {string} key The key of the property to merge.\n * @param {Object} object The parent object of `objValue`.\n * @param {Object} source The parent object of `srcValue`.\n * @param {Object} [stack] Tracks traversed source values and their merged\n * counterparts.\n * @returns {*} Returns the value to assign.\n */\n function customDefaultsMerge(objValue, srcValue, key, object, source, stack) {\n if (isObject(objValue) && isObject(srcValue)) {\n // Recursively merge objects and arrays (susceptible to call stack limits).\n stack.set(srcValue, objValue);\n baseMerge(objValue, srcValue, undefined, customDefaultsMerge, stack);\n stack['delete'](srcValue);\n }\n return objValue;\n }\n\n /**\n * Used by `_.omit` to customize its `_.cloneDeep` use to only clone plain\n * objects.\n *\n * @private\n * @param {*} value The value to inspect.\n * @param {string} key The key of the property to inspect.\n * @returns {*} Returns the uncloned value or `undefined` to defer cloning to `_.cloneDeep`.\n */\n function customOmitClone(value) {\n return isPlainObject(value) ? undefined : value;\n }\n\n /**\n * A specialized version of `baseIsEqualDeep` for arrays with support for\n * partial deep comparisons.\n *\n * @private\n * @param {Array} array The array to compare.\n * @param {Array} other The other array to compare.\n * @param {number} bitmask The bitmask flags. See `baseIsEqual` for more details.\n * @param {Function} customizer The function to customize comparisons.\n * @param {Function} equalFunc The function to determine equivalents of values.\n * @param {Object} stack Tracks traversed `array` and `other` objects.\n * @returns {boolean} Returns `true` if the arrays are equivalent, else `false`.\n */\n function equalArrays(array, other, bitmask, customizer, equalFunc, stack) {\n var isPartial = bitmask & COMPARE_PARTIAL_FLAG,\n arrLength = array.length,\n othLength = other.length;\n\n if (arrLength != othLength && !(isPartial && othLength > arrLength)) {\n return false;\n }\n // Assume cyclic values are equal.\n var stacked = stack.get(array);\n if (stacked && stack.get(other)) {\n return stacked == other;\n }\n var index = -1,\n result = true,\n seen = (bitmask & COMPARE_UNORDERED_FLAG) ? new SetCache : undefined;\n\n stack.set(array, other);\n stack.set(other, array);\n\n // Ignore non-index properties.\n while (++index < arrLength) {\n var arrValue = array[index],\n othValue = other[index];\n\n if (customizer) {\n var compared = isPartial\n ? customizer(othValue, arrValue, index, other, array, stack)\n : customizer(arrValue, othValue, index, array, other, stack);\n }\n if (compared !== undefined) {\n if (compared) {\n continue;\n }\n result = false;\n break;\n }\n // Recursively compare arrays (susceptible to call stack limits).\n if (seen) {\n if (!arraySome(other, function(othValue, othIndex) {\n if (!cacheHas(seen, othIndex) &&\n (arrValue === othValue || equalFunc(arrValue, othValue, bitmask, customizer, stack))) {\n return seen.push(othIndex);\n }\n })) {\n result = false;\n break;\n }\n } else if (!(\n arrValue === othValue ||\n equalFunc(arrValue, othValue, bitmask, customizer, stack)\n )) {\n result = false;\n break;\n }\n }\n stack['delete'](array);\n stack['delete'](other);\n return result;\n }\n\n /**\n * A specialized version of `baseIsEqualDeep` for comparing objects of\n * the same `toStringTag`.\n *\n * **Note:** This function only supports comparing values with tags of\n * `Boolean`, `Date`, `Error`, `Number`, `RegExp`, or `String`.\n *\n * @private\n * @param {Object} object The object to compare.\n * @param {Object} other The other object to compare.\n * @param {string} tag The `toStringTag` of the objects to compare.\n * @param {number} bitmask The bitmask flags. See `baseIsEqual` for more details.\n * @param {Function} customizer The function to customize comparisons.\n * @param {Function} equalFunc The function to determine equivalents of values.\n * @param {Object} stack Tracks traversed `object` and `other` objects.\n * @returns {boolean} Returns `true` if the objects are equivalent, else `false`.\n */\n function equalByTag(object, other, tag, bitmask, customizer, equalFunc, stack) {\n switch (tag) {\n case dataViewTag:\n if ((object.byteLength != other.byteLength) ||\n (object.byteOffset != other.byteOffset)) {\n return false;\n }\n object = object.buffer;\n other = other.buffer;\n\n case arrayBufferTag:\n if ((object.byteLength != other.byteLength) ||\n !equalFunc(new Uint8Array(object), new Uint8Array(other))) {\n return false;\n }\n return true;\n\n case boolTag:\n case dateTag:\n case numberTag:\n // Coerce booleans to `1` or `0` and dates to milliseconds.\n // Invalid dates are coerced to `NaN`.\n return eq(+object, +other);\n\n case errorTag:\n return object.name == other.name && object.message == other.message;\n\n case regexpTag:\n case stringTag:\n // Coerce regexes to strings and treat strings, primitives and objects,\n // as equal. See http://www.ecma-international.org/ecma-262/7.0/#sec-regexp.prototype.tostring\n // for more details.\n return object == (other + '');\n\n case mapTag:\n var convert = mapToArray;\n\n case setTag:\n var isPartial = bitmask & COMPARE_PARTIAL_FLAG;\n convert || (convert = setToArray);\n\n if (object.size != other.size && !isPartial) {\n return false;\n }\n // Assume cyclic values are equal.\n var stacked = stack.get(object);\n if (stacked) {\n return stacked == other;\n }\n bitmask |= COMPARE_UNORDERED_FLAG;\n\n // Recursively compare objects (susceptible to call stack limits).\n stack.set(object, other);\n var result = equalArrays(convert(object), convert(other), bitmask, customizer, equalFunc, stack);\n stack['delete'](object);\n return result;\n\n case symbolTag:\n if (symbolValueOf) {\n return symbolValueOf.call(object) == symbolValueOf.call(other);\n }\n }\n return false;\n }\n\n /**\n * A specialized version of `baseIsEqualDeep` for objects with support for\n * partial deep comparisons.\n *\n * @private\n * @param {Object} object The object to compare.\n * @param {Object} other The other object to compare.\n * @param {number} bitmask The bitmask flags. See `baseIsEqual` for more details.\n * @param {Function} customizer The function to customize comparisons.\n * @param {Function} equalFunc The function to determine equivalents of values.\n * @param {Object} stack Tracks traversed `object` and `other` objects.\n * @returns {boolean} Returns `true` if the objects are equivalent, else `false`.\n */\n function equalObjects(object, other, bitmask, customizer, equalFunc, stack) {\n var isPartial = bitmask & COMPARE_PARTIAL_FLAG,\n objProps = getAllKeys(object),\n objLength = objProps.length,\n othProps = getAllKeys(other),\n othLength = othProps.length;\n\n if (objLength != othLength && !isPartial) {\n return false;\n }\n var index = objLength;\n while (index--) {\n var key = objProps[index];\n if (!(isPartial ? key in other : hasOwnProperty.call(other, key))) {\n return false;\n }\n }\n // Assume cyclic values are equal.\n var stacked = stack.get(object);\n if (stacked && stack.get(other)) {\n return stacked == other;\n }\n var result = true;\n stack.set(object, other);\n stack.set(other, object);\n\n var skipCtor = isPartial;\n while (++index < objLength) {\n key = objProps[index];\n var objValue = object[key],\n othValue = other[key];\n\n if (customizer) {\n var compared = isPartial\n ? customizer(othValue, objValue, key, other, object, stack)\n : customizer(objValue, othValue, key, object, other, stack);\n }\n // Recursively compare objects (susceptible to call stack limits).\n if (!(compared === undefined\n ? (objValue === othValue || equalFunc(objValue, othValue, bitmask, customizer, stack))\n : compared\n )) {\n result = false;\n break;\n }\n skipCtor || (skipCtor = key == 'constructor');\n }\n if (result && !skipCtor) {\n var objCtor = object.constructor,\n othCtor = other.constructor;\n\n // Non `Object` object instances with different constructors are not equal.\n if (objCtor != othCtor &&\n ('constructor' in object && 'constructor' in other) &&\n !(typeof objCtor == 'function' && objCtor instanceof objCtor &&\n typeof othCtor == 'function' && othCtor instanceof othCtor)) {\n result = false;\n }\n }\n stack['delete'](object);\n stack['delete'](other);\n return result;\n }\n\n /**\n * A specialized version of `baseRest` which flattens the rest array.\n *\n * @private\n * @param {Function} func The function to apply a rest parameter to.\n * @returns {Function} Returns the new function.\n */\n function flatRest(func) {\n return setToString(overRest(func, undefined, flatten), func + '');\n }\n\n /**\n * Creates an array of own enumerable property names and symbols of `object`.\n *\n * @private\n * @param {Object} object The object to query.\n * @returns {Array} Returns the array of property names and symbols.\n */\n function getAllKeys(object) {\n return baseGetAllKeys(object, keys, getSymbols);\n }\n\n /**\n * Creates an array of own and inherited enumerable property names and\n * symbols of `object`.\n *\n * @private\n * @param {Object} object The object to query.\n * @returns {Array} Returns the array of property names and symbols.\n */\n function getAllKeysIn(object) {\n return baseGetAllKeys(object, keysIn, getSymbolsIn);\n }\n\n /**\n * Gets metadata for `func`.\n *\n * @private\n * @param {Function} func The function to query.\n * @returns {*} Returns the metadata for `func`.\n */\n var getData = !metaMap ? noop : function(func) {\n return metaMap.get(func);\n };\n\n /**\n * Gets the name of `func`.\n *\n * @private\n * @param {Function} func The function to query.\n * @returns {string} Returns the function name.\n */\n function getFuncName(func) {\n var result = (func.name + ''),\n array = realNames[result],\n length = hasOwnProperty.call(realNames, result) ? array.length : 0;\n\n while (length--) {\n var data = array[length],\n otherFunc = data.func;\n if (otherFunc == null || otherFunc == func) {\n return data.name;\n }\n }\n return result;\n }\n\n /**\n * Gets the argument placeholder value for `func`.\n *\n * @private\n * @param {Function} func The function to inspect.\n * @returns {*} Returns the placeholder value.\n */\n function getHolder(func) {\n var object = hasOwnProperty.call(lodash, 'placeholder') ? lodash : func;\n return object.placeholder;\n }\n\n /**\n * Gets the appropriate \"iteratee\" function. If `_.iteratee` is customized,\n * this function returns the custom method, otherwise it returns `baseIteratee`.\n * If arguments are provided, the chosen function is invoked with them and\n * its result is returned.\n *\n * @private\n * @param {*} [value] The value to convert to an iteratee.\n * @param {number} [arity] The arity of the created iteratee.\n * @returns {Function} Returns the chosen function or its result.\n */\n function getIteratee() {\n var result = lodash.iteratee || iteratee;\n result = result === iteratee ? baseIteratee : result;\n return arguments.length ? result(arguments[0], arguments[1]) : result;\n }\n\n /**\n * Gets the data for `map`.\n *\n * @private\n * @param {Object} map The map to query.\n * @param {string} key The reference key.\n * @returns {*} Returns the map data.\n */\n function getMapData(map, key) {\n var data = map.__data__;\n return isKeyable(key)\n ? data[typeof key == 'string' ? 'string' : 'hash']\n : data.map;\n }\n\n /**\n * Gets the property names, values, and compare flags of `object`.\n *\n * @private\n * @param {Object} object The object to query.\n * @returns {Array} Returns the match data of `object`.\n */\n function getMatchData(object) {\n var result = keys(object),\n length = result.length;\n\n while (length--) {\n var key = result[length],\n value = object[key];\n\n result[length] = [key, value, isStrictComparable(value)];\n }\n return result;\n }\n\n /**\n * Gets the native function at `key` of `object`.\n *\n * @private\n * @param {Object} object The object to query.\n * @param {string} key The key of the method to get.\n * @returns {*} Returns the function if it's native, else `undefined`.\n */\n function getNative(object, key) {\n var value = getValue(object, key);\n return baseIsNative(value) ? value : undefined;\n }\n\n /**\n * A specialized version of `baseGetTag` which ignores `Symbol.toStringTag` values.\n *\n * @private\n * @param {*} value The value to query.\n * @returns {string} Returns the raw `toStringTag`.\n */\n function getRawTag(value) {\n var isOwn = hasOwnProperty.call(value, symToStringTag),\n tag = value[symToStringTag];\n\n try {\n value[symToStringTag] = undefined;\n var unmasked = true;\n } catch (e) {}\n\n var result = nativeObjectToString.call(value);\n if (unmasked) {\n if (isOwn) {\n value[symToStringTag] = tag;\n } else {\n delete value[symToStringTag];\n }\n }\n return result;\n }\n\n /**\n * Creates an array of the own enumerable symbols of `object`.\n *\n * @private\n * @param {Object} object The object to query.\n * @returns {Array} Returns the array of symbols.\n */\n var getSymbols = !nativeGetSymbols ? stubArray : function(object) {\n if (object == null) {\n return [];\n }\n object = Object(object);\n return arrayFilter(nativeGetSymbols(object), function(symbol) {\n return propertyIsEnumerable.call(object, symbol);\n });\n };\n\n /**\n * Creates an array of the own and inherited enumerable symbols of `object`.\n *\n * @private\n * @param {Object} object The object to query.\n * @returns {Array} Returns the array of symbols.\n */\n var getSymbolsIn = !nativeGetSymbols ? stubArray : function(object) {\n var result = [];\n while (object) {\n arrayPush(result, getSymbols(object));\n object = getPrototype(object);\n }\n return result;\n };\n\n /**\n * Gets the `toStringTag` of `value`.\n *\n * @private\n * @param {*} value The value to query.\n * @returns {string} Returns the `toStringTag`.\n */\n var getTag = baseGetTag;\n\n // Fallback for data views, maps, sets, and weak maps in IE 11 and promises in Node.js < 6.\n if ((DataView && getTag(new DataView(new ArrayBuffer(1))) != dataViewTag) ||\n (Map && getTag(new Map) != mapTag) ||\n (Promise && getTag(Promise.resolve()) != promiseTag) ||\n (Set && getTag(new Set) != setTag) ||\n (WeakMap && getTag(new WeakMap) != weakMapTag)) {\n getTag = function(value) {\n var result = baseGetTag(value),\n Ctor = result == objectTag ? value.constructor : undefined,\n ctorString = Ctor ? toSource(Ctor) : '';\n\n if (ctorString) {\n switch (ctorString) {\n case dataViewCtorString: return dataViewTag;\n case mapCtorString: return mapTag;\n case promiseCtorString: return promiseTag;\n case setCtorString: return setTag;\n case weakMapCtorString: return weakMapTag;\n }\n }\n return result;\n };\n }\n\n /**\n * Gets the view, applying any `transforms` to the `start` and `end` positions.\n *\n * @private\n * @param {number} start The start of the view.\n * @param {number} end The end of the view.\n * @param {Array} transforms The transformations to apply to the view.\n * @returns {Object} Returns an object containing the `start` and `end`\n * positions of the view.\n */\n function getView(start, end, transforms) {\n var index = -1,\n length = transforms.length;\n\n while (++index < length) {\n var data = transforms[index],\n size = data.size;\n\n switch (data.type) {\n case 'drop': start += size; break;\n case 'dropRight': end -= size; break;\n case 'take': end = nativeMin(end, start + size); break;\n case 'takeRight': start = nativeMax(start, end - size); break;\n }\n }\n return { 'start': start, 'end': end };\n }\n\n /**\n * Extracts wrapper details from the `source` body comment.\n *\n * @private\n * @param {string} source The source to inspect.\n * @returns {Array} Returns the wrapper details.\n */\n function getWrapDetails(source) {\n var match = source.match(reWrapDetails);\n return match ? match[1].split(reSplitDetails) : [];\n }\n\n /**\n * Checks if `path` exists on `object`.\n *\n * @private\n * @param {Object} object The object to query.\n * @param {Array|string} path The path to check.\n * @param {Function} hasFunc The function to check properties.\n * @returns {boolean} Returns `true` if `path` exists, else `false`.\n */\n function hasPath(object, path, hasFunc) {\n path = castPath(path, object);\n\n var index = -1,\n length = path.length,\n result = false;\n\n while (++index < length) {\n var key = toKey(path[index]);\n if (!(result = object != null && hasFunc(object, key))) {\n break;\n }\n object = object[key];\n }\n if (result || ++index != length) {\n return result;\n }\n length = object == null ? 0 : object.length;\n return !!length && isLength(length) && isIndex(key, length) &&\n (isArray(object) || isArguments(object));\n }\n\n /**\n * Initializes an array clone.\n *\n * @private\n * @param {Array} array The array to clone.\n * @returns {Array} Returns the initialized clone.\n */\n function initCloneArray(array) {\n var length = array.length,\n result = new array.constructor(length);\n\n // Add properties assigned by `RegExp#exec`.\n if (length && typeof array[0] == 'string' && hasOwnProperty.call(array, 'index')) {\n result.index = array.index;\n result.input = array.input;\n }\n return result;\n }\n\n /**\n * Initializes an object clone.\n *\n * @private\n * @param {Object} object The object to clone.\n * @returns {Object} Returns the initialized clone.\n */\n function initCloneObject(object) {\n return (typeof object.constructor == 'function' && !isPrototype(object))\n ? baseCreate(getPrototype(object))\n : {};\n }\n\n /**\n * Initializes an object clone based on its `toStringTag`.\n *\n * **Note:** This function only supports cloning values with tags of\n * `Boolean`, `Date`, `Error`, `Map`, `Number`, `RegExp`, `Set`, or `String`.\n *\n * @private\n * @param {Object} object The object to clone.\n * @param {string} tag The `toStringTag` of the object to clone.\n * @param {boolean} [isDeep] Specify a deep clone.\n * @returns {Object} Returns the initialized clone.\n */\n function initCloneByTag(object, tag, isDeep) {\n var Ctor = object.constructor;\n switch (tag) {\n case arrayBufferTag:\n return cloneArrayBuffer(object);\n\n case boolTag:\n case dateTag:\n return new Ctor(+object);\n\n case dataViewTag:\n return cloneDataView(object, isDeep);\n\n case float32Tag: case float64Tag:\n case int8Tag: case int16Tag: case int32Tag:\n case uint8Tag: case uint8ClampedTag: case uint16Tag: case uint32Tag:\n return cloneTypedArray(object, isDeep);\n\n case mapTag:\n return new Ctor;\n\n case numberTag:\n case stringTag:\n return new Ctor(object);\n\n case regexpTag:\n return cloneRegExp(object);\n\n case setTag:\n return new Ctor;\n\n case symbolTag:\n return cloneSymbol(object);\n }\n }\n\n /**\n * Inserts wrapper `details` in a comment at the top of the `source` body.\n *\n * @private\n * @param {string} source The source to modify.\n * @returns {Array} details The details to insert.\n * @returns {string} Returns the modified source.\n */\n function insertWrapDetails(source, details) {\n var length = details.length;\n if (!length) {\n return source;\n }\n var lastIndex = length - 1;\n details[lastIndex] = (length > 1 ? '& ' : '') + details[lastIndex];\n details = details.join(length > 2 ? ', ' : ' ');\n return source.replace(reWrapComment, '{\\n/* [wrapped with ' + details + '] */\\n');\n }\n\n /**\n * Checks if `value` is a flattenable `arguments` object or array.\n *\n * @private\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is flattenable, else `false`.\n */\n function isFlattenable(value) {\n return isArray(value) || isArguments(value) ||\n !!(spreadableSymbol && value && value[spreadableSymbol]);\n }\n\n /**\n * Checks if `value` is a valid array-like index.\n *\n * @private\n * @param {*} value The value to check.\n * @param {number} [length=MAX_SAFE_INTEGER] The upper bounds of a valid index.\n * @returns {boolean} Returns `true` if `value` is a valid index, else `false`.\n */\n function isIndex(value, length) {\n var type = typeof value;\n length = length == null ? MAX_SAFE_INTEGER : length;\n\n return !!length &&\n (type == 'number' ||\n (type != 'symbol' && reIsUint.test(value))) &&\n (value > -1 && value % 1 == 0 && value < length);\n }\n\n /**\n * Checks if the given arguments are from an iteratee call.\n *\n * @private\n * @param {*} value The potential iteratee value argument.\n * @param {*} index The potential iteratee index or key argument.\n * @param {*} object The potential iteratee object argument.\n * @returns {boolean} Returns `true` if the arguments are from an iteratee call,\n * else `false`.\n */\n function isIterateeCall(value, index, object) {\n if (!isObject(object)) {\n return false;\n }\n var type = typeof index;\n if (type == 'number'\n ? (isArrayLike(object) && isIndex(index, object.length))\n : (type == 'string' && index in object)\n ) {\n return eq(object[index], value);\n }\n return false;\n }\n\n /**\n * Checks if `value` is a property name and not a property path.\n *\n * @private\n * @param {*} value The value to check.\n * @param {Object} [object] The object to query keys on.\n * @returns {boolean} Returns `true` if `value` is a property name, else `false`.\n */\n function isKey(value, object) {\n if (isArray(value)) {\n return false;\n }\n var type = typeof value;\n if (type == 'number' || type == 'symbol' || type == 'boolean' ||\n value == null || isSymbol(value)) {\n return true;\n }\n return reIsPlainProp.test(value) || !reIsDeepProp.test(value) ||\n (object != null && value in Object(object));\n }\n\n /**\n * Checks if `value` is suitable for use as unique object key.\n *\n * @private\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is suitable, else `false`.\n */\n function isKeyable(value) {\n var type = typeof value;\n return (type == 'string' || type == 'number' || type == 'symbol' || type == 'boolean')\n ? (value !== '__proto__')\n : (value === null);\n }\n\n /**\n * Checks if `func` has a lazy counterpart.\n *\n * @private\n * @param {Function} func The function to check.\n * @returns {boolean} Returns `true` if `func` has a lazy counterpart,\n * else `false`.\n */\n function isLaziable(func) {\n var funcName = getFuncName(func),\n other = lodash[funcName];\n\n if (typeof other != 'function' || !(funcName in LazyWrapper.prototype)) {\n return false;\n }\n if (func === other) {\n return true;\n }\n var data = getData(other);\n return !!data && func === data[0];\n }\n\n /**\n * Checks if `func` has its source masked.\n *\n * @private\n * @param {Function} func The function to check.\n * @returns {boolean} Returns `true` if `func` is masked, else `false`.\n */\n function isMasked(func) {\n return !!maskSrcKey && (maskSrcKey in func);\n }\n\n /**\n * Checks if `func` is capable of being masked.\n *\n * @private\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `func` is maskable, else `false`.\n */\n var isMaskable = coreJsData ? isFunction : stubFalse;\n\n /**\n * Checks if `value` is likely a prototype object.\n *\n * @private\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is a prototype, else `false`.\n */\n function isPrototype(value) {\n var Ctor = value && value.constructor,\n proto = (typeof Ctor == 'function' && Ctor.prototype) || objectProto;\n\n return value === proto;\n }\n\n /**\n * Checks if `value` is suitable for strict equality comparisons, i.e. `===`.\n *\n * @private\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` if suitable for strict\n * equality comparisons, else `false`.\n */\n function isStrictComparable(value) {\n return value === value && !isObject(value);\n }\n\n /**\n * A specialized version of `matchesProperty` for source values suitable\n * for strict equality comparisons, i.e. `===`.\n *\n * @private\n * @param {string} key The key of the property to get.\n * @param {*} srcValue The value to match.\n * @returns {Function} Returns the new spec function.\n */\n function matchesStrictComparable(key, srcValue) {\n return function(object) {\n if (object == null) {\n return false;\n }\n return object[key] === srcValue &&\n (srcValue !== undefined || (key in Object(object)));\n };\n }\n\n /**\n * A specialized version of `_.memoize` which clears the memoized function's\n * cache when it exceeds `MAX_MEMOIZE_SIZE`.\n *\n * @private\n * @param {Function} func The function to have its output memoized.\n * @returns {Function} Returns the new memoized function.\n */\n function memoizeCapped(func) {\n var result = memoize(func, function(key) {\n if (cache.size === MAX_MEMOIZE_SIZE) {\n cache.clear();\n }\n return key;\n });\n\n var cache = result.cache;\n return result;\n }\n\n /**\n * Merges the function metadata of `source` into `data`.\n *\n * Merging metadata reduces the number of wrappers used to invoke a function.\n * This is possible because methods like `_.bind`, `_.curry`, and `_.partial`\n * may be applied regardless of execution order. Methods like `_.ary` and\n * `_.rearg` modify function arguments, making the order in which they are\n * executed important, preventing the merging of metadata. However, we make\n * an exception for a safe combined case where curried functions have `_.ary`\n * and or `_.rearg` applied.\n *\n * @private\n * @param {Array} data The destination metadata.\n * @param {Array} source The source metadata.\n * @returns {Array} Returns `data`.\n */\n function mergeData(data, source) {\n var bitmask = data[1],\n srcBitmask = source[1],\n newBitmask = bitmask | srcBitmask,\n isCommon = newBitmask < (WRAP_BIND_FLAG | WRAP_BIND_KEY_FLAG | WRAP_ARY_FLAG);\n\n var isCombo =\n ((srcBitmask == WRAP_ARY_FLAG) && (bitmask == WRAP_CURRY_FLAG)) ||\n ((srcBitmask == WRAP_ARY_FLAG) && (bitmask == WRAP_REARG_FLAG) && (data[7].length <= source[8])) ||\n ((srcBitmask == (WRAP_ARY_FLAG | WRAP_REARG_FLAG)) && (source[7].length <= source[8]) && (bitmask == WRAP_CURRY_FLAG));\n\n // Exit early if metadata can't be merged.\n if (!(isCommon || isCombo)) {\n return data;\n }\n // Use source `thisArg` if available.\n if (srcBitmask & WRAP_BIND_FLAG) {\n data[2] = source[2];\n // Set when currying a bound function.\n newBitmask |= bitmask & WRAP_BIND_FLAG ? 0 : WRAP_CURRY_BOUND_FLAG;\n }\n // Compose partial arguments.\n var value = source[3];\n if (value) {\n var partials = data[3];\n data[3] = partials ? composeArgs(partials, value, source[4]) : value;\n data[4] = partials ? replaceHolders(data[3], PLACEHOLDER) : source[4];\n }\n // Compose partial right arguments.\n value = source[5];\n if (value) {\n partials = data[5];\n data[5] = partials ? composeArgsRight(partials, value, source[6]) : value;\n data[6] = partials ? replaceHolders(data[5], PLACEHOLDER) : source[6];\n }\n // Use source `argPos` if available.\n value = source[7];\n if (value) {\n data[7] = value;\n }\n // Use source `ary` if it's smaller.\n if (srcBitmask & WRAP_ARY_FLAG) {\n data[8] = data[8] == null ? source[8] : nativeMin(data[8], source[8]);\n }\n // Use source `arity` if one is not provided.\n if (data[9] == null) {\n data[9] = source[9];\n }\n // Use source `func` and merge bitmasks.\n data[0] = source[0];\n data[1] = newBitmask;\n\n return data;\n }\n\n /**\n * This function is like\n * [`Object.keys`](http://ecma-international.org/ecma-262/7.0/#sec-object.keys)\n * except that it includes inherited enumerable properties.\n *\n * @private\n * @param {Object} object The object to query.\n * @returns {Array} Returns the array of property names.\n */\n function nativeKeysIn(object) {\n var result = [];\n if (object != null) {\n for (var key in Object(object)) {\n result.push(key);\n }\n }\n return result;\n }\n\n /**\n * Converts `value` to a string using `Object.prototype.toString`.\n *\n * @private\n * @param {*} value The value to convert.\n * @returns {string} Returns the converted string.\n */\n function objectToString(value) {\n return nativeObjectToString.call(value);\n }\n\n /**\n * A specialized version of `baseRest` which transforms the rest array.\n *\n * @private\n * @param {Function} func The function to apply a rest parameter to.\n * @param {number} [start=func.length-1] The start position of the rest parameter.\n * @param {Function} transform The rest array transform.\n * @returns {Function} Returns the new function.\n */\n function overRest(func, start, transform) {\n start = nativeMax(start === undefined ? (func.length - 1) : start, 0);\n return function() {\n var args = arguments,\n index = -1,\n length = nativeMax(args.length - start, 0),\n array = Array(length);\n\n while (++index < length) {\n array[index] = args[start + index];\n }\n index = -1;\n var otherArgs = Array(start + 1);\n while (++index < start) {\n otherArgs[index] = args[index];\n }\n otherArgs[start] = transform(array);\n return apply(func, this, otherArgs);\n };\n }\n\n /**\n * Gets the parent value at `path` of `object`.\n *\n * @private\n * @param {Object} object The object to query.\n * @param {Array} path The path to get the parent value of.\n * @returns {*} Returns the parent value.\n */\n function parent(object, path) {\n return path.length < 2 ? object : baseGet(object, baseSlice(path, 0, -1));\n }\n\n /**\n * Reorder `array` according to the specified indexes where the element at\n * the first index is assigned as the first element, the element at\n * the second index is assigned as the second element, and so on.\n *\n * @private\n * @param {Array} array The array to reorder.\n * @param {Array} indexes The arranged array indexes.\n * @returns {Array} Returns `array`.\n */\n function reorder(array, indexes) {\n var arrLength = array.length,\n length = nativeMin(indexes.length, arrLength),\n oldArray = copyArray(array);\n\n while (length--) {\n var index = indexes[length];\n array[length] = isIndex(index, arrLength) ? oldArray[index] : undefined;\n }\n return array;\n }\n\n /**\n * Gets the value at `key`, unless `key` is \"__proto__\" or \"constructor\".\n *\n * @private\n * @param {Object} object The object to query.\n * @param {string} key The key of the property to get.\n * @returns {*} Returns the property value.\n */\n function safeGet(object, key) {\n if (key === 'constructor' && typeof object[key] === 'function') {\n return;\n }\n\n if (key == '__proto__') {\n return;\n }\n\n return object[key];\n }\n\n /**\n * Sets metadata for `func`.\n *\n * **Note:** If this function becomes hot, i.e. is invoked a lot in a short\n * period of time, it will trip its breaker and transition to an identity\n * function to avoid garbage collection pauses in V8. See\n * [V8 issue 2070](https://bugs.chromium.org/p/v8/issues/detail?id=2070)\n * for more details.\n *\n * @private\n * @param {Function} func The function to associate metadata with.\n * @param {*} data The metadata.\n * @returns {Function} Returns `func`.\n */\n var setData = shortOut(baseSetData);\n\n /**\n * A simple wrapper around the global [`setTimeout`](https://mdn.io/setTimeout).\n *\n * @private\n * @param {Function} func The function to delay.\n * @param {number} wait The number of milliseconds to delay invocation.\n * @returns {number|Object} Returns the timer id or timeout object.\n */\n var setTimeout = ctxSetTimeout || function(func, wait) {\n return root.setTimeout(func, wait);\n };\n\n /**\n * Sets the `toString` method of `func` to return `string`.\n *\n * @private\n * @param {Function} func The function to modify.\n * @param {Function} string The `toString` result.\n * @returns {Function} Returns `func`.\n */\n var setToString = shortOut(baseSetToString);\n\n /**\n * Sets the `toString` method of `wrapper` to mimic the source of `reference`\n * with wrapper details in a comment at the top of the source body.\n *\n * @private\n * @param {Function} wrapper The function to modify.\n * @param {Function} reference The reference function.\n * @param {number} bitmask The bitmask flags. See `createWrap` for more details.\n * @returns {Function} Returns `wrapper`.\n */\n function setWrapToString(wrapper, reference, bitmask) {\n var source = (reference + '');\n return setToString(wrapper, insertWrapDetails(source, updateWrapDetails(getWrapDetails(source), bitmask)));\n }\n\n /**\n * Creates a function that'll short out and invoke `identity` instead\n * of `func` when it's called `HOT_COUNT` or more times in `HOT_SPAN`\n * milliseconds.\n *\n * @private\n * @param {Function} func The function to restrict.\n * @returns {Function} Returns the new shortable function.\n */\n function shortOut(func) {\n var count = 0,\n lastCalled = 0;\n\n return function() {\n var stamp = nativeNow(),\n remaining = HOT_SPAN - (stamp - lastCalled);\n\n lastCalled = stamp;\n if (remaining > 0) {\n if (++count >= HOT_COUNT) {\n return arguments[0];\n }\n } else {\n count = 0;\n }\n return func.apply(undefined, arguments);\n };\n }\n\n /**\n * A specialized version of `_.shuffle` which mutates and sets the size of `array`.\n *\n * @private\n * @param {Array} array The array to shuffle.\n * @param {number} [size=array.length] The size of `array`.\n * @returns {Array} Returns `array`.\n */\n function shuffleSelf(array, size) {\n var index = -1,\n length = array.length,\n lastIndex = length - 1;\n\n size = size === undefined ? length : size;\n while (++index < size) {\n var rand = baseRandom(index, lastIndex),\n value = array[rand];\n\n array[rand] = array[index];\n array[index] = value;\n }\n array.length = size;\n return array;\n }\n\n /**\n * Converts `string` to a property path array.\n *\n * @private\n * @param {string} string The string to convert.\n * @returns {Array} Returns the property path array.\n */\n var stringToPath = memoizeCapped(function(string) {\n var result = [];\n if (string.charCodeAt(0) === 46 /* . */) {\n result.push('');\n }\n string.replace(rePropName, function(match, number, quote, subString) {\n result.push(quote ? subString.replace(reEscapeChar, '$1') : (number || match));\n });\n return result;\n });\n\n /**\n * Converts `value` to a string key if it's not a string or symbol.\n *\n * @private\n * @param {*} value The value to inspect.\n * @returns {string|symbol} Returns the key.\n */\n function toKey(value) {\n if (typeof value == 'string' || isSymbol(value)) {\n return value;\n }\n var result = (value + '');\n return (result == '0' && (1 / value) == -INFINITY) ? '-0' : result;\n }\n\n /**\n * Converts `func` to its source code.\n *\n * @private\n * @param {Function} func The function to convert.\n * @returns {string} Returns the source code.\n */\n function toSource(func) {\n if (func != null) {\n try {\n return funcToString.call(func);\n } catch (e) {}\n try {\n return (func + '');\n } catch (e) {}\n }\n return '';\n }\n\n /**\n * Updates wrapper `details` based on `bitmask` flags.\n *\n * @private\n * @returns {Array} details The details to modify.\n * @param {number} bitmask The bitmask flags. See `createWrap` for more details.\n * @returns {Array} Returns `details`.\n */\n function updateWrapDetails(details, bitmask) {\n arrayEach(wrapFlags, function(pair) {\n var value = '_.' + pair[0];\n if ((bitmask & pair[1]) && !arrayIncludes(details, value)) {\n details.push(value);\n }\n });\n return details.sort();\n }\n\n /**\n * Creates a clone of `wrapper`.\n *\n * @private\n * @param {Object} wrapper The wrapper to clone.\n * @returns {Object} Returns the cloned wrapper.\n */\n function wrapperClone(wrapper) {\n if (wrapper instanceof LazyWrapper) {\n return wrapper.clone();\n }\n var result = new LodashWrapper(wrapper.__wrapped__, wrapper.__chain__);\n result.__actions__ = copyArray(wrapper.__actions__);\n result.__index__ = wrapper.__index__;\n result.__values__ = wrapper.__values__;\n return result;\n }\n\n /*------------------------------------------------------------------------*/\n\n /**\n * Creates an array of elements split into groups the length of `size`.\n * If `array` can't be split evenly, the final chunk will be the remaining\n * elements.\n *\n * @static\n * @memberOf _\n * @since 3.0.0\n * @category Array\n * @param {Array} array The array to process.\n * @param {number} [size=1] The length of each chunk\n * @param- {Object} [guard] Enables use as an iteratee for methods like `_.map`.\n * @returns {Array} Returns the new array of chunks.\n * @example\n *\n * _.chunk(['a', 'b', 'c', 'd'], 2);\n * // => [['a', 'b'], ['c', 'd']]\n *\n * _.chunk(['a', 'b', 'c', 'd'], 3);\n * // => [['a', 'b', 'c'], ['d']]\n */\n function chunk(array, size, guard) {\n if ((guard ? isIterateeCall(array, size, guard) : size === undefined)) {\n size = 1;\n } else {\n size = nativeMax(toInteger(size), 0);\n }\n var length = array == null ? 0 : array.length;\n if (!length || size < 1) {\n return [];\n }\n var index = 0,\n resIndex = 0,\n result = Array(nativeCeil(length / size));\n\n while (index < length) {\n result[resIndex++] = baseSlice(array, index, (index += size));\n }\n return result;\n }\n\n /**\n * Creates an array with all falsey values removed. The values `false`, `null`,\n * `0`, `\"\"`, `undefined`, and `NaN` are falsey.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Array\n * @param {Array} array The array to compact.\n * @returns {Array} Returns the new array of filtered values.\n * @example\n *\n * _.compact([0, 1, false, 2, '', 3]);\n * // => [1, 2, 3]\n */\n function compact(array) {\n var index = -1,\n length = array == null ? 0 : array.length,\n resIndex = 0,\n result = [];\n\n while (++index < length) {\n var value = array[index];\n if (value) {\n result[resIndex++] = value;\n }\n }\n return result;\n }\n\n /**\n * Creates a new array concatenating `array` with any additional arrays\n * and/or values.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Array\n * @param {Array} array The array to concatenate.\n * @param {...*} [values] The values to concatenate.\n * @returns {Array} Returns the new concatenated array.\n * @example\n *\n * var array = [1];\n * var other = _.concat(array, 2, [3], [[4]]);\n *\n * console.log(other);\n * // => [1, 2, 3, [4]]\n *\n * console.log(array);\n * // => [1]\n */\n function concat() {\n var length = arguments.length;\n if (!length) {\n return [];\n }\n var args = Array(length - 1),\n array = arguments[0],\n index = length;\n\n while (index--) {\n args[index - 1] = arguments[index];\n }\n return arrayPush(isArray(array) ? copyArray(array) : [array], baseFlatten(args, 1));\n }\n\n /**\n * Creates an array of `array` values not included in the other given arrays\n * using [`SameValueZero`](http://ecma-international.org/ecma-262/7.0/#sec-samevaluezero)\n * for equality comparisons. The order and references of result values are\n * determined by the first array.\n *\n * **Note:** Unlike `_.pullAll`, this method returns a new array.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Array\n * @param {Array} array The array to inspect.\n * @param {...Array} [values] The values to exclude.\n * @returns {Array} Returns the new array of filtered values.\n * @see _.without, _.xor\n * @example\n *\n * _.difference([2, 1], [2, 3]);\n * // => [1]\n */\n var difference = baseRest(function(array, values) {\n return isArrayLikeObject(array)\n ? baseDifference(array, baseFlatten(values, 1, isArrayLikeObject, true))\n : [];\n });\n\n /**\n * This method is like `_.difference` except that it accepts `iteratee` which\n * is invoked for each element of `array` and `values` to generate the criterion\n * by which they're compared. The order and references of result values are\n * determined by the first array. The iteratee is invoked with one argument:\n * (value).\n *\n * **Note:** Unlike `_.pullAllBy`, this method returns a new array.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Array\n * @param {Array} array The array to inspect.\n * @param {...Array} [values] The values to exclude.\n * @param {Function} [iteratee=_.identity] The iteratee invoked per element.\n * @returns {Array} Returns the new array of filtered values.\n * @example\n *\n * _.differenceBy([2.1, 1.2], [2.3, 3.4], Math.floor);\n * // => [1.2]\n *\n * // The `_.property` iteratee shorthand.\n * _.differenceBy([{ 'x': 2 }, { 'x': 1 }], [{ 'x': 1 }], 'x');\n * // => [{ 'x': 2 }]\n */\n var differenceBy = baseRest(function(array, values) {\n var iteratee = last(values);\n if (isArrayLikeObject(iteratee)) {\n iteratee = undefined;\n }\n return isArrayLikeObject(array)\n ? baseDifference(array, baseFlatten(values, 1, isArrayLikeObject, true), getIteratee(iteratee, 2))\n : [];\n });\n\n /**\n * This method is like `_.difference` except that it accepts `comparator`\n * which is invoked to compare elements of `array` to `values`. The order and\n * references of result values are determined by the first array. The comparator\n * is invoked with two arguments: (arrVal, othVal).\n *\n * **Note:** Unlike `_.pullAllWith`, this method returns a new array.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Array\n * @param {Array} array The array to inspect.\n * @param {...Array} [values] The values to exclude.\n * @param {Function} [comparator] The comparator invoked per element.\n * @returns {Array} Returns the new array of filtered values.\n * @example\n *\n * var objects = [{ 'x': 1, 'y': 2 }, { 'x': 2, 'y': 1 }];\n *\n * _.differenceWith(objects, [{ 'x': 1, 'y': 2 }], _.isEqual);\n * // => [{ 'x': 2, 'y': 1 }]\n */\n var differenceWith = baseRest(function(array, values) {\n var comparator = last(values);\n if (isArrayLikeObject(comparator)) {\n comparator = undefined;\n }\n return isArrayLikeObject(array)\n ? baseDifference(array, baseFlatten(values, 1, isArrayLikeObject, true), undefined, comparator)\n : [];\n });\n\n /**\n * Creates a slice of `array` with `n` elements dropped from the beginning.\n *\n * @static\n * @memberOf _\n * @since 0.5.0\n * @category Array\n * @param {Array} array The array to query.\n * @param {number} [n=1] The number of elements to drop.\n * @param- {Object} [guard] Enables use as an iteratee for methods like `_.map`.\n * @returns {Array} Returns the slice of `array`.\n * @example\n *\n * _.drop([1, 2, 3]);\n * // => [2, 3]\n *\n * _.drop([1, 2, 3], 2);\n * // => [3]\n *\n * _.drop([1, 2, 3], 5);\n * // => []\n *\n * _.drop([1, 2, 3], 0);\n * // => [1, 2, 3]\n */\n function drop(array, n, guard) {\n var length = array == null ? 0 : array.length;\n if (!length) {\n return [];\n }\n n = (guard || n === undefined) ? 1 : toInteger(n);\n return baseSlice(array, n < 0 ? 0 : n, length);\n }\n\n /**\n * Creates a slice of `array` with `n` elements dropped from the end.\n *\n * @static\n * @memberOf _\n * @since 3.0.0\n * @category Array\n * @param {Array} array The array to query.\n * @param {number} [n=1] The number of elements to drop.\n * @param- {Object} [guard] Enables use as an iteratee for methods like `_.map`.\n * @returns {Array} Returns the slice of `array`.\n * @example\n *\n * _.dropRight([1, 2, 3]);\n * // => [1, 2]\n *\n * _.dropRight([1, 2, 3], 2);\n * // => [1]\n *\n * _.dropRight([1, 2, 3], 5);\n * // => []\n *\n * _.dropRight([1, 2, 3], 0);\n * // => [1, 2, 3]\n */\n function dropRight(array, n, guard) {\n var length = array == null ? 0 : array.length;\n if (!length) {\n return [];\n }\n n = (guard || n === undefined) ? 1 : toInteger(n);\n n = length - n;\n return baseSlice(array, 0, n < 0 ? 0 : n);\n }\n\n /**\n * Creates a slice of `array` excluding elements dropped from the end.\n * Elements are dropped until `predicate` returns falsey. The predicate is\n * invoked with three arguments: (value, index, array).\n *\n * @static\n * @memberOf _\n * @since 3.0.0\n * @category Array\n * @param {Array} array The array to query.\n * @param {Function} [predicate=_.identity] The function invoked per iteration.\n * @returns {Array} Returns the slice of `array`.\n * @example\n *\n * var users = [\n * { 'user': 'barney', 'active': true },\n * { 'user': 'fred', 'active': false },\n * { 'user': 'pebbles', 'active': false }\n * ];\n *\n * _.dropRightWhile(users, function(o) { return !o.active; });\n * // => objects for ['barney']\n *\n * // The `_.matches` iteratee shorthand.\n * _.dropRightWhile(users, { 'user': 'pebbles', 'active': false });\n * // => objects for ['barney', 'fred']\n *\n * // The `_.matchesProperty` iteratee shorthand.\n * _.dropRightWhile(users, ['active', false]);\n * // => objects for ['barney']\n *\n * // The `_.property` iteratee shorthand.\n * _.dropRightWhile(users, 'active');\n * // => objects for ['barney', 'fred', 'pebbles']\n */\n function dropRightWhile(array, predicate) {\n return (array && array.length)\n ? baseWhile(array, getIteratee(predicate, 3), true, true)\n : [];\n }\n\n /**\n * Creates a slice of `array` excluding elements dropped from the beginning.\n * Elements are dropped until `predicate` returns falsey. The predicate is\n * invoked with three arguments: (value, index, array).\n *\n * @static\n * @memberOf _\n * @since 3.0.0\n * @category Array\n * @param {Array} array The array to query.\n * @param {Function} [predicate=_.identity] The function invoked per iteration.\n * @returns {Array} Returns the slice of `array`.\n * @example\n *\n * var users = [\n * { 'user': 'barney', 'active': false },\n * { 'user': 'fred', 'active': false },\n * { 'user': 'pebbles', 'active': true }\n * ];\n *\n * _.dropWhile(users, function(o) { return !o.active; });\n * // => objects for ['pebbles']\n *\n * // The `_.matches` iteratee shorthand.\n * _.dropWhile(users, { 'user': 'barney', 'active': false });\n * // => objects for ['fred', 'pebbles']\n *\n * // The `_.matchesProperty` iteratee shorthand.\n * _.dropWhile(users, ['active', false]);\n * // => objects for ['pebbles']\n *\n * // The `_.property` iteratee shorthand.\n * _.dropWhile(users, 'active');\n * // => objects for ['barney', 'fred', 'pebbles']\n */\n function dropWhile(array, predicate) {\n return (array && array.length)\n ? baseWhile(array, getIteratee(predicate, 3), true)\n : [];\n }\n\n /**\n * Fills elements of `array` with `value` from `start` up to, but not\n * including, `end`.\n *\n * **Note:** This method mutates `array`.\n *\n * @static\n * @memberOf _\n * @since 3.2.0\n * @category Array\n * @param {Array} array The array to fill.\n * @param {*} value The value to fill `array` with.\n * @param {number} [start=0] The start position.\n * @param {number} [end=array.length] The end position.\n * @returns {Array} Returns `array`.\n * @example\n *\n * var array = [1, 2, 3];\n *\n * _.fill(array, 'a');\n * console.log(array);\n * // => ['a', 'a', 'a']\n *\n * _.fill(Array(3), 2);\n * // => [2, 2, 2]\n *\n * _.fill([4, 6, 8, 10], '*', 1, 3);\n * // => [4, '*', '*', 10]\n */\n function fill(array, value, start, end) {\n var length = array == null ? 0 : array.length;\n if (!length) {\n return [];\n }\n if (start && typeof start != 'number' && isIterateeCall(array, value, start)) {\n start = 0;\n end = length;\n }\n return baseFill(array, value, start, end);\n }\n\n /**\n * This method is like `_.find` except that it returns the index of the first\n * element `predicate` returns truthy for instead of the element itself.\n *\n * @static\n * @memberOf _\n * @since 1.1.0\n * @category Array\n * @param {Array} array The array to inspect.\n * @param {Function} [predicate=_.identity] The function invoked per iteration.\n * @param {number} [fromIndex=0] The index to search from.\n * @returns {number} Returns the index of the found element, else `-1`.\n * @example\n *\n * var users = [\n * { 'user': 'barney', 'active': false },\n * { 'user': 'fred', 'active': false },\n * { 'user': 'pebbles', 'active': true }\n * ];\n *\n * _.findIndex(users, function(o) { return o.user == 'barney'; });\n * // => 0\n *\n * // The `_.matches` iteratee shorthand.\n * _.findIndex(users, { 'user': 'fred', 'active': false });\n * // => 1\n *\n * // The `_.matchesProperty` iteratee shorthand.\n * _.findIndex(users, ['active', false]);\n * // => 0\n *\n * // The `_.property` iteratee shorthand.\n * _.findIndex(users, 'active');\n * // => 2\n */\n function findIndex(array, predicate, fromIndex) {\n var length = array == null ? 0 : array.length;\n if (!length) {\n return -1;\n }\n var index = fromIndex == null ? 0 : toInteger(fromIndex);\n if (index < 0) {\n index = nativeMax(length + index, 0);\n }\n return baseFindIndex(array, getIteratee(predicate, 3), index);\n }\n\n /**\n * This method is like `_.findIndex` except that it iterates over elements\n * of `collection` from right to left.\n *\n * @static\n * @memberOf _\n * @since 2.0.0\n * @category Array\n * @param {Array} array The array to inspect.\n * @param {Function} [predicate=_.identity] The function invoked per iteration.\n * @param {number} [fromIndex=array.length-1] The index to search from.\n * @returns {number} Returns the index of the found element, else `-1`.\n * @example\n *\n * var users = [\n * { 'user': 'barney', 'active': true },\n * { 'user': 'fred', 'active': false },\n * { 'user': 'pebbles', 'active': false }\n * ];\n *\n * _.findLastIndex(users, function(o) { return o.user == 'pebbles'; });\n * // => 2\n *\n * // The `_.matches` iteratee shorthand.\n * _.findLastIndex(users, { 'user': 'barney', 'active': true });\n * // => 0\n *\n * // The `_.matchesProperty` iteratee shorthand.\n * _.findLastIndex(users, ['active', false]);\n * // => 2\n *\n * // The `_.property` iteratee shorthand.\n * _.findLastIndex(users, 'active');\n * // => 0\n */\n function findLastIndex(array, predicate, fromIndex) {\n var length = array == null ? 0 : array.length;\n if (!length) {\n return -1;\n }\n var index = length - 1;\n if (fromIndex !== undefined) {\n index = toInteger(fromIndex);\n index = fromIndex < 0\n ? nativeMax(length + index, 0)\n : nativeMin(index, length - 1);\n }\n return baseFindIndex(array, getIteratee(predicate, 3), index, true);\n }\n\n /**\n * Flattens `array` a single level deep.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Array\n * @param {Array} array The array to flatten.\n * @returns {Array} Returns the new flattened array.\n * @example\n *\n * _.flatten([1, [2, [3, [4]], 5]]);\n * // => [1, 2, [3, [4]], 5]\n */\n function flatten(array) {\n var length = array == null ? 0 : array.length;\n return length ? baseFlatten(array, 1) : [];\n }\n\n /**\n * Recursively flattens `array`.\n *\n * @static\n * @memberOf _\n * @since 3.0.0\n * @category Array\n * @param {Array} array The array to flatten.\n * @returns {Array} Returns the new flattened array.\n * @example\n *\n * _.flattenDeep([1, [2, [3, [4]], 5]]);\n * // => [1, 2, 3, 4, 5]\n */\n function flattenDeep(array) {\n var length = array == null ? 0 : array.length;\n return length ? baseFlatten(array, INFINITY) : [];\n }\n\n /**\n * Recursively flatten `array` up to `depth` times.\n *\n * @static\n * @memberOf _\n * @since 4.4.0\n * @category Array\n * @param {Array} array The array to flatten.\n * @param {number} [depth=1] The maximum recursion depth.\n * @returns {Array} Returns the new flattened array.\n * @example\n *\n * var array = [1, [2, [3, [4]], 5]];\n *\n * _.flattenDepth(array, 1);\n * // => [1, 2, [3, [4]], 5]\n *\n * _.flattenDepth(array, 2);\n * // => [1, 2, 3, [4], 5]\n */\n function flattenDepth(array, depth) {\n var length = array == null ? 0 : array.length;\n if (!length) {\n return [];\n }\n depth = depth === undefined ? 1 : toInteger(depth);\n return baseFlatten(array, depth);\n }\n\n /**\n * The inverse of `_.toPairs`; this method returns an object composed\n * from key-value `pairs`.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Array\n * @param {Array} pairs The key-value pairs.\n * @returns {Object} Returns the new object.\n * @example\n *\n * _.fromPairs([['a', 1], ['b', 2]]);\n * // => { 'a': 1, 'b': 2 }\n */\n function fromPairs(pairs) {\n var index = -1,\n length = pairs == null ? 0 : pairs.length,\n result = {};\n\n while (++index < length) {\n var pair = pairs[index];\n result[pair[0]] = pair[1];\n }\n return result;\n }\n\n /**\n * Gets the first element of `array`.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @alias first\n * @category Array\n * @param {Array} array The array to query.\n * @returns {*} Returns the first element of `array`.\n * @example\n *\n * _.head([1, 2, 3]);\n * // => 1\n *\n * _.head([]);\n * // => undefined\n */\n function head(array) {\n return (array && array.length) ? array[0] : undefined;\n }\n\n /**\n * Gets the index at which the first occurrence of `value` is found in `array`\n * using [`SameValueZero`](http://ecma-international.org/ecma-262/7.0/#sec-samevaluezero)\n * for equality comparisons. If `fromIndex` is negative, it's used as the\n * offset from the end of `array`.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Array\n * @param {Array} array The array to inspect.\n * @param {*} value The value to search for.\n * @param {number} [fromIndex=0] The index to search from.\n * @returns {number} Returns the index of the matched value, else `-1`.\n * @example\n *\n * _.indexOf([1, 2, 1, 2], 2);\n * // => 1\n *\n * // Search from the `fromIndex`.\n * _.indexOf([1, 2, 1, 2], 2, 2);\n * // => 3\n */\n function indexOf(array, value, fromIndex) {\n var length = array == null ? 0 : array.length;\n if (!length) {\n return -1;\n }\n var index = fromIndex == null ? 0 : toInteger(fromIndex);\n if (index < 0) {\n index = nativeMax(length + index, 0);\n }\n return baseIndexOf(array, value, index);\n }\n\n /**\n * Gets all but the last element of `array`.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Array\n * @param {Array} array The array to query.\n * @returns {Array} Returns the slice of `array`.\n * @example\n *\n * _.initial([1, 2, 3]);\n * // => [1, 2]\n */\n function initial(array) {\n var length = array == null ? 0 : array.length;\n return length ? baseSlice(array, 0, -1) : [];\n }\n\n /**\n * Creates an array of unique values that are included in all given arrays\n * using [`SameValueZero`](http://ecma-international.org/ecma-262/7.0/#sec-samevaluezero)\n * for equality comparisons. The order and references of result values are\n * determined by the first array.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Array\n * @param {...Array} [arrays] The arrays to inspect.\n * @returns {Array} Returns the new array of intersecting values.\n * @example\n *\n * _.intersection([2, 1], [2, 3]);\n * // => [2]\n */\n var intersection = baseRest(function(arrays) {\n var mapped = arrayMap(arrays, castArrayLikeObject);\n return (mapped.length && mapped[0] === arrays[0])\n ? baseIntersection(mapped)\n : [];\n });\n\n /**\n * This method is like `_.intersection` except that it accepts `iteratee`\n * which is invoked for each element of each `arrays` to generate the criterion\n * by which they're compared. The order and references of result values are\n * determined by the first array. The iteratee is invoked with one argument:\n * (value).\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Array\n * @param {...Array} [arrays] The arrays to inspect.\n * @param {Function} [iteratee=_.identity] The iteratee invoked per element.\n * @returns {Array} Returns the new array of intersecting values.\n * @example\n *\n * _.intersectionBy([2.1, 1.2], [2.3, 3.4], Math.floor);\n * // => [2.1]\n *\n * // The `_.property` iteratee shorthand.\n * _.intersectionBy([{ 'x': 1 }], [{ 'x': 2 }, { 'x': 1 }], 'x');\n * // => [{ 'x': 1 }]\n */\n var intersectionBy = baseRest(function(arrays) {\n var iteratee = last(arrays),\n mapped = arrayMap(arrays, castArrayLikeObject);\n\n if (iteratee === last(mapped)) {\n iteratee = undefined;\n } else {\n mapped.pop();\n }\n return (mapped.length && mapped[0] === arrays[0])\n ? baseIntersection(mapped, getIteratee(iteratee, 2))\n : [];\n });\n\n /**\n * This method is like `_.intersection` except that it accepts `comparator`\n * which is invoked to compare elements of `arrays`. The order and references\n * of result values are determined by the first array. The comparator is\n * invoked with two arguments: (arrVal, othVal).\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Array\n * @param {...Array} [arrays] The arrays to inspect.\n * @param {Function} [comparator] The comparator invoked per element.\n * @returns {Array} Returns the new array of intersecting values.\n * @example\n *\n * var objects = [{ 'x': 1, 'y': 2 }, { 'x': 2, 'y': 1 }];\n * var others = [{ 'x': 1, 'y': 1 }, { 'x': 1, 'y': 2 }];\n *\n * _.intersectionWith(objects, others, _.isEqual);\n * // => [{ 'x': 1, 'y': 2 }]\n */\n var intersectionWith = baseRest(function(arrays) {\n var comparator = last(arrays),\n mapped = arrayMap(arrays, castArrayLikeObject);\n\n comparator = typeof comparator == 'function' ? comparator : undefined;\n if (comparator) {\n mapped.pop();\n }\n return (mapped.length && mapped[0] === arrays[0])\n ? baseIntersection(mapped, undefined, comparator)\n : [];\n });\n\n /**\n * Converts all elements in `array` into a string separated by `separator`.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Array\n * @param {Array} array The array to convert.\n * @param {string} [separator=','] The element separator.\n * @returns {string} Returns the joined string.\n * @example\n *\n * _.join(['a', 'b', 'c'], '~');\n * // => 'a~b~c'\n */\n function join(array, separator) {\n return array == null ? '' : nativeJoin.call(array, separator);\n }\n\n /**\n * Gets the last element of `array`.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Array\n * @param {Array} array The array to query.\n * @returns {*} Returns the last element of `array`.\n * @example\n *\n * _.last([1, 2, 3]);\n * // => 3\n */\n function last(array) {\n var length = array == null ? 0 : array.length;\n return length ? array[length - 1] : undefined;\n }\n\n /**\n * This method is like `_.indexOf` except that it iterates over elements of\n * `array` from right to left.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Array\n * @param {Array} array The array to inspect.\n * @param {*} value The value to search for.\n * @param {number} [fromIndex=array.length-1] The index to search from.\n * @returns {number} Returns the index of the matched value, else `-1`.\n * @example\n *\n * _.lastIndexOf([1, 2, 1, 2], 2);\n * // => 3\n *\n * // Search from the `fromIndex`.\n * _.lastIndexOf([1, 2, 1, 2], 2, 2);\n * // => 1\n */\n function lastIndexOf(array, value, fromIndex) {\n var length = array == null ? 0 : array.length;\n if (!length) {\n return -1;\n }\n var index = length;\n if (fromIndex !== undefined) {\n index = toInteger(fromIndex);\n index = index < 0 ? nativeMax(length + index, 0) : nativeMin(index, length - 1);\n }\n return value === value\n ? strictLastIndexOf(array, value, index)\n : baseFindIndex(array, baseIsNaN, index, true);\n }\n\n /**\n * Gets the element at index `n` of `array`. If `n` is negative, the nth\n * element from the end is returned.\n *\n * @static\n * @memberOf _\n * @since 4.11.0\n * @category Array\n * @param {Array} array The array to query.\n * @param {number} [n=0] The index of the element to return.\n * @returns {*} Returns the nth element of `array`.\n * @example\n *\n * var array = ['a', 'b', 'c', 'd'];\n *\n * _.nth(array, 1);\n * // => 'b'\n *\n * _.nth(array, -2);\n * // => 'c';\n */\n function nth(array, n) {\n return (array && array.length) ? baseNth(array, toInteger(n)) : undefined;\n }\n\n /**\n * Removes all given values from `array` using\n * [`SameValueZero`](http://ecma-international.org/ecma-262/7.0/#sec-samevaluezero)\n * for equality comparisons.\n *\n * **Note:** Unlike `_.without`, this method mutates `array`. Use `_.remove`\n * to remove elements from an array by predicate.\n *\n * @static\n * @memberOf _\n * @since 2.0.0\n * @category Array\n * @param {Array} array The array to modify.\n * @param {...*} [values] The values to remove.\n * @returns {Array} Returns `array`.\n * @example\n *\n * var array = ['a', 'b', 'c', 'a', 'b', 'c'];\n *\n * _.pull(array, 'a', 'c');\n * console.log(array);\n * // => ['b', 'b']\n */\n var pull = baseRest(pullAll);\n\n /**\n * This method is like `_.pull` except that it accepts an array of values to remove.\n *\n * **Note:** Unlike `_.difference`, this method mutates `array`.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Array\n * @param {Array} array The array to modify.\n * @param {Array} values The values to remove.\n * @returns {Array} Returns `array`.\n * @example\n *\n * var array = ['a', 'b', 'c', 'a', 'b', 'c'];\n *\n * _.pullAll(array, ['a', 'c']);\n * console.log(array);\n * // => ['b', 'b']\n */\n function pullAll(array, values) {\n return (array && array.length && values && values.length)\n ? basePullAll(array, values)\n : array;\n }\n\n /**\n * This method is like `_.pullAll` except that it accepts `iteratee` which is\n * invoked for each element of `array` and `values` to generate the criterion\n * by which they're compared. The iteratee is invoked with one argument: (value).\n *\n * **Note:** Unlike `_.differenceBy`, this method mutates `array`.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Array\n * @param {Array} array The array to modify.\n * @param {Array} values The values to remove.\n * @param {Function} [iteratee=_.identity] The iteratee invoked per element.\n * @returns {Array} Returns `array`.\n * @example\n *\n * var array = [{ 'x': 1 }, { 'x': 2 }, { 'x': 3 }, { 'x': 1 }];\n *\n * _.pullAllBy(array, [{ 'x': 1 }, { 'x': 3 }], 'x');\n * console.log(array);\n * // => [{ 'x': 2 }]\n */\n function pullAllBy(array, values, iteratee) {\n return (array && array.length && values && values.length)\n ? basePullAll(array, values, getIteratee(iteratee, 2))\n : array;\n }\n\n /**\n * This method is like `_.pullAll` except that it accepts `comparator` which\n * is invoked to compare elements of `array` to `values`. The comparator is\n * invoked with two arguments: (arrVal, othVal).\n *\n * **Note:** Unlike `_.differenceWith`, this method mutates `array`.\n *\n * @static\n * @memberOf _\n * @since 4.6.0\n * @category Array\n * @param {Array} array The array to modify.\n * @param {Array} values The values to remove.\n * @param {Function} [comparator] The comparator invoked per element.\n * @returns {Array} Returns `array`.\n * @example\n *\n * var array = [{ 'x': 1, 'y': 2 }, { 'x': 3, 'y': 4 }, { 'x': 5, 'y': 6 }];\n *\n * _.pullAllWith(array, [{ 'x': 3, 'y': 4 }], _.isEqual);\n * console.log(array);\n * // => [{ 'x': 1, 'y': 2 }, { 'x': 5, 'y': 6 }]\n */\n function pullAllWith(array, values, comparator) {\n return (array && array.length && values && values.length)\n ? basePullAll(array, values, undefined, comparator)\n : array;\n }\n\n /**\n * Removes elements from `array` corresponding to `indexes` and returns an\n * array of removed elements.\n *\n * **Note:** Unlike `_.at`, this method mutates `array`.\n *\n * @static\n * @memberOf _\n * @since 3.0.0\n * @category Array\n * @param {Array} array The array to modify.\n * @param {...(number|number[])} [indexes] The indexes of elements to remove.\n * @returns {Array} Returns the new array of removed elements.\n * @example\n *\n * var array = ['a', 'b', 'c', 'd'];\n * var pulled = _.pullAt(array, [1, 3]);\n *\n * console.log(array);\n * // => ['a', 'c']\n *\n * console.log(pulled);\n * // => ['b', 'd']\n */\n var pullAt = flatRest(function(array, indexes) {\n var length = array == null ? 0 : array.length,\n result = baseAt(array, indexes);\n\n basePullAt(array, arrayMap(indexes, function(index) {\n return isIndex(index, length) ? +index : index;\n }).sort(compareAscending));\n\n return result;\n });\n\n /**\n * Removes all elements from `array` that `predicate` returns truthy for\n * and returns an array of the removed elements. The predicate is invoked\n * with three arguments: (value, index, array).\n *\n * **Note:** Unlike `_.filter`, this method mutates `array`. Use `_.pull`\n * to pull elements from an array by value.\n *\n * @static\n * @memberOf _\n * @since 2.0.0\n * @category Array\n * @param {Array} array The array to modify.\n * @param {Function} [predicate=_.identity] The function invoked per iteration.\n * @returns {Array} Returns the new array of removed elements.\n * @example\n *\n * var array = [1, 2, 3, 4];\n * var evens = _.remove(array, function(n) {\n * return n % 2 == 0;\n * });\n *\n * console.log(array);\n * // => [1, 3]\n *\n * console.log(evens);\n * // => [2, 4]\n */\n function remove(array, predicate) {\n var result = [];\n if (!(array && array.length)) {\n return result;\n }\n var index = -1,\n indexes = [],\n length = array.length;\n\n predicate = getIteratee(predicate, 3);\n while (++index < length) {\n var value = array[index];\n if (predicate(value, index, array)) {\n result.push(value);\n indexes.push(index);\n }\n }\n basePullAt(array, indexes);\n return result;\n }\n\n /**\n * Reverses `array` so that the first element becomes the last, the second\n * element becomes the second to last, and so on.\n *\n * **Note:** This method mutates `array` and is based on\n * [`Array#reverse`](https://mdn.io/Array/reverse).\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Array\n * @param {Array} array The array to modify.\n * @returns {Array} Returns `array`.\n * @example\n *\n * var array = [1, 2, 3];\n *\n * _.reverse(array);\n * // => [3, 2, 1]\n *\n * console.log(array);\n * // => [3, 2, 1]\n */\n function reverse(array) {\n return array == null ? array : nativeReverse.call(array);\n }\n\n /**\n * Creates a slice of `array` from `start` up to, but not including, `end`.\n *\n * **Note:** This method is used instead of\n * [`Array#slice`](https://mdn.io/Array/slice) to ensure dense arrays are\n * returned.\n *\n * @static\n * @memberOf _\n * @since 3.0.0\n * @category Array\n * @param {Array} array The array to slice.\n * @param {number} [start=0] The start position.\n * @param {number} [end=array.length] The end position.\n * @returns {Array} Returns the slice of `array`.\n */\n function slice(array, start, end) {\n var length = array == null ? 0 : array.length;\n if (!length) {\n return [];\n }\n if (end && typeof end != 'number' && isIterateeCall(array, start, end)) {\n start = 0;\n end = length;\n }\n else {\n start = start == null ? 0 : toInteger(start);\n end = end === undefined ? length : toInteger(end);\n }\n return baseSlice(array, start, end);\n }\n\n /**\n * Uses a binary search to determine the lowest index at which `value`\n * should be inserted into `array` in order to maintain its sort order.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Array\n * @param {Array} array The sorted array to inspect.\n * @param {*} value The value to evaluate.\n * @returns {number} Returns the index at which `value` should be inserted\n * into `array`.\n * @example\n *\n * _.sortedIndex([30, 50], 40);\n * // => 1\n */\n function sortedIndex(array, value) {\n return baseSortedIndex(array, value);\n }\n\n /**\n * This method is like `_.sortedIndex` except that it accepts `iteratee`\n * which is invoked for `value` and each element of `array` to compute their\n * sort ranking. The iteratee is invoked with one argument: (value).\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Array\n * @param {Array} array The sorted array to inspect.\n * @param {*} value The value to evaluate.\n * @param {Function} [iteratee=_.identity] The iteratee invoked per element.\n * @returns {number} Returns the index at which `value` should be inserted\n * into `array`.\n * @example\n *\n * var objects = [{ 'x': 4 }, { 'x': 5 }];\n *\n * _.sortedIndexBy(objects, { 'x': 4 }, function(o) { return o.x; });\n * // => 0\n *\n * // The `_.property` iteratee shorthand.\n * _.sortedIndexBy(objects, { 'x': 4 }, 'x');\n * // => 0\n */\n function sortedIndexBy(array, value, iteratee) {\n return baseSortedIndexBy(array, value, getIteratee(iteratee, 2));\n }\n\n /**\n * This method is like `_.indexOf` except that it performs a binary\n * search on a sorted `array`.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Array\n * @param {Array} array The array to inspect.\n * @param {*} value The value to search for.\n * @returns {number} Returns the index of the matched value, else `-1`.\n * @example\n *\n * _.sortedIndexOf([4, 5, 5, 5, 6], 5);\n * // => 1\n */\n function sortedIndexOf(array, value) {\n var length = array == null ? 0 : array.length;\n if (length) {\n var index = baseSortedIndex(array, value);\n if (index < length && eq(array[index], value)) {\n return index;\n }\n }\n return -1;\n }\n\n /**\n * This method is like `_.sortedIndex` except that it returns the highest\n * index at which `value` should be inserted into `array` in order to\n * maintain its sort order.\n *\n * @static\n * @memberOf _\n * @since 3.0.0\n * @category Array\n * @param {Array} array The sorted array to inspect.\n * @param {*} value The value to evaluate.\n * @returns {number} Returns the index at which `value` should be inserted\n * into `array`.\n * @example\n *\n * _.sortedLastIndex([4, 5, 5, 5, 6], 5);\n * // => 4\n */\n function sortedLastIndex(array, value) {\n return baseSortedIndex(array, value, true);\n }\n\n /**\n * This method is like `_.sortedLastIndex` except that it accepts `iteratee`\n * which is invoked for `value` and each element of `array` to compute their\n * sort ranking. The iteratee is invoked with one argument: (value).\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Array\n * @param {Array} array The sorted array to inspect.\n * @param {*} value The value to evaluate.\n * @param {Function} [iteratee=_.identity] The iteratee invoked per element.\n * @returns {number} Returns the index at which `value` should be inserted\n * into `array`.\n * @example\n *\n * var objects = [{ 'x': 4 }, { 'x': 5 }];\n *\n * _.sortedLastIndexBy(objects, { 'x': 4 }, function(o) { return o.x; });\n * // => 1\n *\n * // The `_.property` iteratee shorthand.\n * _.sortedLastIndexBy(objects, { 'x': 4 }, 'x');\n * // => 1\n */\n function sortedLastIndexBy(array, value, iteratee) {\n return baseSortedIndexBy(array, value, getIteratee(iteratee, 2), true);\n }\n\n /**\n * This method is like `_.lastIndexOf` except that it performs a binary\n * search on a sorted `array`.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Array\n * @param {Array} array The array to inspect.\n * @param {*} value The value to search for.\n * @returns {number} Returns the index of the matched value, else `-1`.\n * @example\n *\n * _.sortedLastIndexOf([4, 5, 5, 5, 6], 5);\n * // => 3\n */\n function sortedLastIndexOf(array, value) {\n var length = array == null ? 0 : array.length;\n if (length) {\n var index = baseSortedIndex(array, value, true) - 1;\n if (eq(array[index], value)) {\n return index;\n }\n }\n return -1;\n }\n\n /**\n * This method is like `_.uniq` except that it's designed and optimized\n * for sorted arrays.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Array\n * @param {Array} array The array to inspect.\n * @returns {Array} Returns the new duplicate free array.\n * @example\n *\n * _.sortedUniq([1, 1, 2]);\n * // => [1, 2]\n */\n function sortedUniq(array) {\n return (array && array.length)\n ? baseSortedUniq(array)\n : [];\n }\n\n /**\n * This method is like `_.uniqBy` except that it's designed and optimized\n * for sorted arrays.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Array\n * @param {Array} array The array to inspect.\n * @param {Function} [iteratee] The iteratee invoked per element.\n * @returns {Array} Returns the new duplicate free array.\n * @example\n *\n * _.sortedUniqBy([1.1, 1.2, 2.3, 2.4], Math.floor);\n * // => [1.1, 2.3]\n */\n function sortedUniqBy(array, iteratee) {\n return (array && array.length)\n ? baseSortedUniq(array, getIteratee(iteratee, 2))\n : [];\n }\n\n /**\n * Gets all but the first element of `array`.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Array\n * @param {Array} array The array to query.\n * @returns {Array} Returns the slice of `array`.\n * @example\n *\n * _.tail([1, 2, 3]);\n * // => [2, 3]\n */\n function tail(array) {\n var length = array == null ? 0 : array.length;\n return length ? baseSlice(array, 1, length) : [];\n }\n\n /**\n * Creates a slice of `array` with `n` elements taken from the beginning.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Array\n * @param {Array} array The array to query.\n * @param {number} [n=1] The number of elements to take.\n * @param- {Object} [guard] Enables use as an iteratee for methods like `_.map`.\n * @returns {Array} Returns the slice of `array`.\n * @example\n *\n * _.take([1, 2, 3]);\n * // => [1]\n *\n * _.take([1, 2, 3], 2);\n * // => [1, 2]\n *\n * _.take([1, 2, 3], 5);\n * // => [1, 2, 3]\n *\n * _.take([1, 2, 3], 0);\n * // => []\n */\n function take(array, n, guard) {\n if (!(array && array.length)) {\n return [];\n }\n n = (guard || n === undefined) ? 1 : toInteger(n);\n return baseSlice(array, 0, n < 0 ? 0 : n);\n }\n\n /**\n * Creates a slice of `array` with `n` elements taken from the end.\n *\n * @static\n * @memberOf _\n * @since 3.0.0\n * @category Array\n * @param {Array} array The array to query.\n * @param {number} [n=1] The number of elements to take.\n * @param- {Object} [guard] Enables use as an iteratee for methods like `_.map`.\n * @returns {Array} Returns the slice of `array`.\n * @example\n *\n * _.takeRight([1, 2, 3]);\n * // => [3]\n *\n * _.takeRight([1, 2, 3], 2);\n * // => [2, 3]\n *\n * _.takeRight([1, 2, 3], 5);\n * // => [1, 2, 3]\n *\n * _.takeRight([1, 2, 3], 0);\n * // => []\n */\n function takeRight(array, n, guard) {\n var length = array == null ? 0 : array.length;\n if (!length) {\n return [];\n }\n n = (guard || n === undefined) ? 1 : toInteger(n);\n n = length - n;\n return baseSlice(array, n < 0 ? 0 : n, length);\n }\n\n /**\n * Creates a slice of `array` with elements taken from the end. Elements are\n * taken until `predicate` returns falsey. The predicate is invoked with\n * three arguments: (value, index, array).\n *\n * @static\n * @memberOf _\n * @since 3.0.0\n * @category Array\n * @param {Array} array The array to query.\n * @param {Function} [predicate=_.identity] The function invoked per iteration.\n * @returns {Array} Returns the slice of `array`.\n * @example\n *\n * var users = [\n * { 'user': 'barney', 'active': true },\n * { 'user': 'fred', 'active': false },\n * { 'user': 'pebbles', 'active': false }\n * ];\n *\n * _.takeRightWhile(users, function(o) { return !o.active; });\n * // => objects for ['fred', 'pebbles']\n *\n * // The `_.matches` iteratee shorthand.\n * _.takeRightWhile(users, { 'user': 'pebbles', 'active': false });\n * // => objects for ['pebbles']\n *\n * // The `_.matchesProperty` iteratee shorthand.\n * _.takeRightWhile(users, ['active', false]);\n * // => objects for ['fred', 'pebbles']\n *\n * // The `_.property` iteratee shorthand.\n * _.takeRightWhile(users, 'active');\n * // => []\n */\n function takeRightWhile(array, predicate) {\n return (array && array.length)\n ? baseWhile(array, getIteratee(predicate, 3), false, true)\n : [];\n }\n\n /**\n * Creates a slice of `array` with elements taken from the beginning. Elements\n * are taken until `predicate` returns falsey. The predicate is invoked with\n * three arguments: (value, index, array).\n *\n * @static\n * @memberOf _\n * @since 3.0.0\n * @category Array\n * @param {Array} array The array to query.\n * @param {Function} [predicate=_.identity] The function invoked per iteration.\n * @returns {Array} Returns the slice of `array`.\n * @example\n *\n * var users = [\n * { 'user': 'barney', 'active': false },\n * { 'user': 'fred', 'active': false },\n * { 'user': 'pebbles', 'active': true }\n * ];\n *\n * _.takeWhile(users, function(o) { return !o.active; });\n * // => objects for ['barney', 'fred']\n *\n * // The `_.matches` iteratee shorthand.\n * _.takeWhile(users, { 'user': 'barney', 'active': false });\n * // => objects for ['barney']\n *\n * // The `_.matchesProperty` iteratee shorthand.\n * _.takeWhile(users, ['active', false]);\n * // => objects for ['barney', 'fred']\n *\n * // The `_.property` iteratee shorthand.\n * _.takeWhile(users, 'active');\n * // => []\n */\n function takeWhile(array, predicate) {\n return (array && array.length)\n ? baseWhile(array, getIteratee(predicate, 3))\n : [];\n }\n\n /**\n * Creates an array of unique values, in order, from all given arrays using\n * [`SameValueZero`](http://ecma-international.org/ecma-262/7.0/#sec-samevaluezero)\n * for equality comparisons.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Array\n * @param {...Array} [arrays] The arrays to inspect.\n * @returns {Array} Returns the new array of combined values.\n * @example\n *\n * _.union([2], [1, 2]);\n * // => [2, 1]\n */\n var union = baseRest(function(arrays) {\n return baseUniq(baseFlatten(arrays, 1, isArrayLikeObject, true));\n });\n\n /**\n * This method is like `_.union` except that it accepts `iteratee` which is\n * invoked for each element of each `arrays` to generate the criterion by\n * which uniqueness is computed. Result values are chosen from the first\n * array in which the value occurs. The iteratee is invoked with one argument:\n * (value).\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Array\n * @param {...Array} [arrays] The arrays to inspect.\n * @param {Function} [iteratee=_.identity] The iteratee invoked per element.\n * @returns {Array} Returns the new array of combined values.\n * @example\n *\n * _.unionBy([2.1], [1.2, 2.3], Math.floor);\n * // => [2.1, 1.2]\n *\n * // The `_.property` iteratee shorthand.\n * _.unionBy([{ 'x': 1 }], [{ 'x': 2 }, { 'x': 1 }], 'x');\n * // => [{ 'x': 1 }, { 'x': 2 }]\n */\n var unionBy = baseRest(function(arrays) {\n var iteratee = last(arrays);\n if (isArrayLikeObject(iteratee)) {\n iteratee = undefined;\n }\n return baseUniq(baseFlatten(arrays, 1, isArrayLikeObject, true), getIteratee(iteratee, 2));\n });\n\n /**\n * This method is like `_.union` except that it accepts `comparator` which\n * is invoked to compare elements of `arrays`. Result values are chosen from\n * the first array in which the value occurs. The comparator is invoked\n * with two arguments: (arrVal, othVal).\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Array\n * @param {...Array} [arrays] The arrays to inspect.\n * @param {Function} [comparator] The comparator invoked per element.\n * @returns {Array} Returns the new array of combined values.\n * @example\n *\n * var objects = [{ 'x': 1, 'y': 2 }, { 'x': 2, 'y': 1 }];\n * var others = [{ 'x': 1, 'y': 1 }, { 'x': 1, 'y': 2 }];\n *\n * _.unionWith(objects, others, _.isEqual);\n * // => [{ 'x': 1, 'y': 2 }, { 'x': 2, 'y': 1 }, { 'x': 1, 'y': 1 }]\n */\n var unionWith = baseRest(function(arrays) {\n var comparator = last(arrays);\n comparator = typeof comparator == 'function' ? comparator : undefined;\n return baseUniq(baseFlatten(arrays, 1, isArrayLikeObject, true), undefined, comparator);\n });\n\n /**\n * Creates a duplicate-free version of an array, using\n * [`SameValueZero`](http://ecma-international.org/ecma-262/7.0/#sec-samevaluezero)\n * for equality comparisons, in which only the first occurrence of each element\n * is kept. The order of result values is determined by the order they occur\n * in the array.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Array\n * @param {Array} array The array to inspect.\n * @returns {Array} Returns the new duplicate free array.\n * @example\n *\n * _.uniq([2, 1, 2]);\n * // => [2, 1]\n */\n function uniq(array) {\n return (array && array.length) ? baseUniq(array) : [];\n }\n\n /**\n * This method is like `_.uniq` except that it accepts `iteratee` which is\n * invoked for each element in `array` to generate the criterion by which\n * uniqueness is computed. The order of result values is determined by the\n * order they occur in the array. The iteratee is invoked with one argument:\n * (value).\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Array\n * @param {Array} array The array to inspect.\n * @param {Function} [iteratee=_.identity] The iteratee invoked per element.\n * @returns {Array} Returns the new duplicate free array.\n * @example\n *\n * _.uniqBy([2.1, 1.2, 2.3], Math.floor);\n * // => [2.1, 1.2]\n *\n * // The `_.property` iteratee shorthand.\n * _.uniqBy([{ 'x': 1 }, { 'x': 2 }, { 'x': 1 }], 'x');\n * // => [{ 'x': 1 }, { 'x': 2 }]\n */\n function uniqBy(array, iteratee) {\n return (array && array.length) ? baseUniq(array, getIteratee(iteratee, 2)) : [];\n }\n\n /**\n * This method is like `_.uniq` except that it accepts `comparator` which\n * is invoked to compare elements of `array`. The order of result values is\n * determined by the order they occur in the array.The comparator is invoked\n * with two arguments: (arrVal, othVal).\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Array\n * @param {Array} array The array to inspect.\n * @param {Function} [comparator] The comparator invoked per element.\n * @returns {Array} Returns the new duplicate free array.\n * @example\n *\n * var objects = [{ 'x': 1, 'y': 2 }, { 'x': 2, 'y': 1 }, { 'x': 1, 'y': 2 }];\n *\n * _.uniqWith(objects, _.isEqual);\n * // => [{ 'x': 1, 'y': 2 }, { 'x': 2, 'y': 1 }]\n */\n function uniqWith(array, comparator) {\n comparator = typeof comparator == 'function' ? comparator : undefined;\n return (array && array.length) ? baseUniq(array, undefined, comparator) : [];\n }\n\n /**\n * This method is like `_.zip` except that it accepts an array of grouped\n * elements and creates an array regrouping the elements to their pre-zip\n * configuration.\n *\n * @static\n * @memberOf _\n * @since 1.2.0\n * @category Array\n * @param {Array} array The array of grouped elements to process.\n * @returns {Array} Returns the new array of regrouped elements.\n * @example\n *\n * var zipped = _.zip(['a', 'b'], [1, 2], [true, false]);\n * // => [['a', 1, true], ['b', 2, false]]\n *\n * _.unzip(zipped);\n * // => [['a', 'b'], [1, 2], [true, false]]\n */\n function unzip(array) {\n if (!(array && array.length)) {\n return [];\n }\n var length = 0;\n array = arrayFilter(array, function(group) {\n if (isArrayLikeObject(group)) {\n length = nativeMax(group.length, length);\n return true;\n }\n });\n return baseTimes(length, function(index) {\n return arrayMap(array, baseProperty(index));\n });\n }\n\n /**\n * This method is like `_.unzip` except that it accepts `iteratee` to specify\n * how regrouped values should be combined. The iteratee is invoked with the\n * elements of each group: (...group).\n *\n * @static\n * @memberOf _\n * @since 3.8.0\n * @category Array\n * @param {Array} array The array of grouped elements to process.\n * @param {Function} [iteratee=_.identity] The function to combine\n * regrouped values.\n * @returns {Array} Returns the new array of regrouped elements.\n * @example\n *\n * var zipped = _.zip([1, 2], [10, 20], [100, 200]);\n * // => [[1, 10, 100], [2, 20, 200]]\n *\n * _.unzipWith(zipped, _.add);\n * // => [3, 30, 300]\n */\n function unzipWith(array, iteratee) {\n if (!(array && array.length)) {\n return [];\n }\n var result = unzip(array);\n if (iteratee == null) {\n return result;\n }\n return arrayMap(result, function(group) {\n return apply(iteratee, undefined, group);\n });\n }\n\n /**\n * Creates an array excluding all given values using\n * [`SameValueZero`](http://ecma-international.org/ecma-262/7.0/#sec-samevaluezero)\n * for equality comparisons.\n *\n * **Note:** Unlike `_.pull`, this method returns a new array.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Array\n * @param {Array} array The array to inspect.\n * @param {...*} [values] The values to exclude.\n * @returns {Array} Returns the new array of filtered values.\n * @see _.difference, _.xor\n * @example\n *\n * _.without([2, 1, 2, 3], 1, 2);\n * // => [3]\n */\n var without = baseRest(function(array, values) {\n return isArrayLikeObject(array)\n ? baseDifference(array, values)\n : [];\n });\n\n /**\n * Creates an array of unique values that is the\n * [symmetric difference](https://en.wikipedia.org/wiki/Symmetric_difference)\n * of the given arrays. The order of result values is determined by the order\n * they occur in the arrays.\n *\n * @static\n * @memberOf _\n * @since 2.4.0\n * @category Array\n * @param {...Array} [arrays] The arrays to inspect.\n * @returns {Array} Returns the new array of filtered values.\n * @see _.difference, _.without\n * @example\n *\n * _.xor([2, 1], [2, 3]);\n * // => [1, 3]\n */\n var xor = baseRest(function(arrays) {\n return baseXor(arrayFilter(arrays, isArrayLikeObject));\n });\n\n /**\n * This method is like `_.xor` except that it accepts `iteratee` which is\n * invoked for each element of each `arrays` to generate the criterion by\n * which by which they're compared. The order of result values is determined\n * by the order they occur in the arrays. The iteratee is invoked with one\n * argument: (value).\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Array\n * @param {...Array} [arrays] The arrays to inspect.\n * @param {Function} [iteratee=_.identity] The iteratee invoked per element.\n * @returns {Array} Returns the new array of filtered values.\n * @example\n *\n * _.xorBy([2.1, 1.2], [2.3, 3.4], Math.floor);\n * // => [1.2, 3.4]\n *\n * // The `_.property` iteratee shorthand.\n * _.xorBy([{ 'x': 1 }], [{ 'x': 2 }, { 'x': 1 }], 'x');\n * // => [{ 'x': 2 }]\n */\n var xorBy = baseRest(function(arrays) {\n var iteratee = last(arrays);\n if (isArrayLikeObject(iteratee)) {\n iteratee = undefined;\n }\n return baseXor(arrayFilter(arrays, isArrayLikeObject), getIteratee(iteratee, 2));\n });\n\n /**\n * This method is like `_.xor` except that it accepts `comparator` which is\n * invoked to compare elements of `arrays`. The order of result values is\n * determined by the order they occur in the arrays. The comparator is invoked\n * with two arguments: (arrVal, othVal).\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Array\n * @param {...Array} [arrays] The arrays to inspect.\n * @param {Function} [comparator] The comparator invoked per element.\n * @returns {Array} Returns the new array of filtered values.\n * @example\n *\n * var objects = [{ 'x': 1, 'y': 2 }, { 'x': 2, 'y': 1 }];\n * var others = [{ 'x': 1, 'y': 1 }, { 'x': 1, 'y': 2 }];\n *\n * _.xorWith(objects, others, _.isEqual);\n * // => [{ 'x': 2, 'y': 1 }, { 'x': 1, 'y': 1 }]\n */\n var xorWith = baseRest(function(arrays) {\n var comparator = last(arrays);\n comparator = typeof comparator == 'function' ? comparator : undefined;\n return baseXor(arrayFilter(arrays, isArrayLikeObject), undefined, comparator);\n });\n\n /**\n * Creates an array of grouped elements, the first of which contains the\n * first elements of the given arrays, the second of which contains the\n * second elements of the given arrays, and so on.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Array\n * @param {...Array} [arrays] The arrays to process.\n * @returns {Array} Returns the new array of grouped elements.\n * @example\n *\n * _.zip(['a', 'b'], [1, 2], [true, false]);\n * // => [['a', 1, true], ['b', 2, false]]\n */\n var zip = baseRest(unzip);\n\n /**\n * This method is like `_.fromPairs` except that it accepts two arrays,\n * one of property identifiers and one of corresponding values.\n *\n * @static\n * @memberOf _\n * @since 0.4.0\n * @category Array\n * @param {Array} [props=[]] The property identifiers.\n * @param {Array} [values=[]] The property values.\n * @returns {Object} Returns the new object.\n * @example\n *\n * _.zipObject(['a', 'b'], [1, 2]);\n * // => { 'a': 1, 'b': 2 }\n */\n function zipObject(props, values) {\n return baseZipObject(props || [], values || [], assignValue);\n }\n\n /**\n * This method is like `_.zipObject` except that it supports property paths.\n *\n * @static\n * @memberOf _\n * @since 4.1.0\n * @category Array\n * @param {Array} [props=[]] The property identifiers.\n * @param {Array} [values=[]] The property values.\n * @returns {Object} Returns the new object.\n * @example\n *\n * _.zipObjectDeep(['a.b[0].c', 'a.b[1].d'], [1, 2]);\n * // => { 'a': { 'b': [{ 'c': 1 }, { 'd': 2 }] } }\n */\n function zipObjectDeep(props, values) {\n return baseZipObject(props || [], values || [], baseSet);\n }\n\n /**\n * This method is like `_.zip` except that it accepts `iteratee` to specify\n * how grouped values should be combined. The iteratee is invoked with the\n * elements of each group: (...group).\n *\n * @static\n * @memberOf _\n * @since 3.8.0\n * @category Array\n * @param {...Array} [arrays] The arrays to process.\n * @param {Function} [iteratee=_.identity] The function to combine\n * grouped values.\n * @returns {Array} Returns the new array of grouped elements.\n * @example\n *\n * _.zipWith([1, 2], [10, 20], [100, 200], function(a, b, c) {\n * return a + b + c;\n * });\n * // => [111, 222]\n */\n var zipWith = baseRest(function(arrays) {\n var length = arrays.length,\n iteratee = length > 1 ? arrays[length - 1] : undefined;\n\n iteratee = typeof iteratee == 'function' ? (arrays.pop(), iteratee) : undefined;\n return unzipWith(arrays, iteratee);\n });\n\n /*------------------------------------------------------------------------*/\n\n /**\n * Creates a `lodash` wrapper instance that wraps `value` with explicit method\n * chain sequences enabled. The result of such sequences must be unwrapped\n * with `_#value`.\n *\n * @static\n * @memberOf _\n * @since 1.3.0\n * @category Seq\n * @param {*} value The value to wrap.\n * @returns {Object} Returns the new `lodash` wrapper instance.\n * @example\n *\n * var users = [\n * { 'user': 'barney', 'age': 36 },\n * { 'user': 'fred', 'age': 40 },\n * { 'user': 'pebbles', 'age': 1 }\n * ];\n *\n * var youngest = _\n * .chain(users)\n * .sortBy('age')\n * .map(function(o) {\n * return o.user + ' is ' + o.age;\n * })\n * .head()\n * .value();\n * // => 'pebbles is 1'\n */\n function chain(value) {\n var result = lodash(value);\n result.__chain__ = true;\n return result;\n }\n\n /**\n * This method invokes `interceptor` and returns `value`. The interceptor\n * is invoked with one argument; (value). The purpose of this method is to\n * \"tap into\" a method chain sequence in order to modify intermediate results.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Seq\n * @param {*} value The value to provide to `interceptor`.\n * @param {Function} interceptor The function to invoke.\n * @returns {*} Returns `value`.\n * @example\n *\n * _([1, 2, 3])\n * .tap(function(array) {\n * // Mutate input array.\n * array.pop();\n * })\n * .reverse()\n * .value();\n * // => [2, 1]\n */\n function tap(value, interceptor) {\n interceptor(value);\n return value;\n }\n\n /**\n * This method is like `_.tap` except that it returns the result of `interceptor`.\n * The purpose of this method is to \"pass thru\" values replacing intermediate\n * results in a method chain sequence.\n *\n * @static\n * @memberOf _\n * @since 3.0.0\n * @category Seq\n * @param {*} value The value to provide to `interceptor`.\n * @param {Function} interceptor The function to invoke.\n * @returns {*} Returns the result of `interceptor`.\n * @example\n *\n * _(' abc ')\n * .chain()\n * .trim()\n * .thru(function(value) {\n * return [value];\n * })\n * .value();\n * // => ['abc']\n */\n function thru(value, interceptor) {\n return interceptor(value);\n }\n\n /**\n * This method is the wrapper version of `_.at`.\n *\n * @name at\n * @memberOf _\n * @since 1.0.0\n * @category Seq\n * @param {...(string|string[])} [paths] The property paths to pick.\n * @returns {Object} Returns the new `lodash` wrapper instance.\n * @example\n *\n * var object = { 'a': [{ 'b': { 'c': 3 } }, 4] };\n *\n * _(object).at(['a[0].b.c', 'a[1]']).value();\n * // => [3, 4]\n */\n var wrapperAt = flatRest(function(paths) {\n var length = paths.length,\n start = length ? paths[0] : 0,\n value = this.__wrapped__,\n interceptor = function(object) { return baseAt(object, paths); };\n\n if (length > 1 || this.__actions__.length ||\n !(value instanceof LazyWrapper) || !isIndex(start)) {\n return this.thru(interceptor);\n }\n value = value.slice(start, +start + (length ? 1 : 0));\n value.__actions__.push({\n 'func': thru,\n 'args': [interceptor],\n 'thisArg': undefined\n });\n return new LodashWrapper(value, this.__chain__).thru(function(array) {\n if (length && !array.length) {\n array.push(undefined);\n }\n return array;\n });\n });\n\n /**\n * Creates a `lodash` wrapper instance with explicit method chain sequences enabled.\n *\n * @name chain\n * @memberOf _\n * @since 0.1.0\n * @category Seq\n * @returns {Object} Returns the new `lodash` wrapper instance.\n * @example\n *\n * var users = [\n * { 'user': 'barney', 'age': 36 },\n * { 'user': 'fred', 'age': 40 }\n * ];\n *\n * // A sequence without explicit chaining.\n * _(users).head();\n * // => { 'user': 'barney', 'age': 36 }\n *\n * // A sequence with explicit chaining.\n * _(users)\n * .chain()\n * .head()\n * .pick('user')\n * .value();\n * // => { 'user': 'barney' }\n */\n function wrapperChain() {\n return chain(this);\n }\n\n /**\n * Executes the chain sequence and returns the wrapped result.\n *\n * @name commit\n * @memberOf _\n * @since 3.2.0\n * @category Seq\n * @returns {Object} Returns the new `lodash` wrapper instance.\n * @example\n *\n * var array = [1, 2];\n * var wrapped = _(array).push(3);\n *\n * console.log(array);\n * // => [1, 2]\n *\n * wrapped = wrapped.commit();\n * console.log(array);\n * // => [1, 2, 3]\n *\n * wrapped.last();\n * // => 3\n *\n * console.log(array);\n * // => [1, 2, 3]\n */\n function wrapperCommit() {\n return new LodashWrapper(this.value(), this.__chain__);\n }\n\n /**\n * Gets the next value on a wrapped object following the\n * [iterator protocol](https://mdn.io/iteration_protocols#iterator).\n *\n * @name next\n * @memberOf _\n * @since 4.0.0\n * @category Seq\n * @returns {Object} Returns the next iterator value.\n * @example\n *\n * var wrapped = _([1, 2]);\n *\n * wrapped.next();\n * // => { 'done': false, 'value': 1 }\n *\n * wrapped.next();\n * // => { 'done': false, 'value': 2 }\n *\n * wrapped.next();\n * // => { 'done': true, 'value': undefined }\n */\n function wrapperNext() {\n if (this.__values__ === undefined) {\n this.__values__ = toArray(this.value());\n }\n var done = this.__index__ >= this.__values__.length,\n value = done ? undefined : this.__values__[this.__index__++];\n\n return { 'done': done, 'value': value };\n }\n\n /**\n * Enables the wrapper to be iterable.\n *\n * @name Symbol.iterator\n * @memberOf _\n * @since 4.0.0\n * @category Seq\n * @returns {Object} Returns the wrapper object.\n * @example\n *\n * var wrapped = _([1, 2]);\n *\n * wrapped[Symbol.iterator]() === wrapped;\n * // => true\n *\n * Array.from(wrapped);\n * // => [1, 2]\n */\n function wrapperToIterator() {\n return this;\n }\n\n /**\n * Creates a clone of the chain sequence planting `value` as the wrapped value.\n *\n * @name plant\n * @memberOf _\n * @since 3.2.0\n * @category Seq\n * @param {*} value The value to plant.\n * @returns {Object} Returns the new `lodash` wrapper instance.\n * @example\n *\n * function square(n) {\n * return n * n;\n * }\n *\n * var wrapped = _([1, 2]).map(square);\n * var other = wrapped.plant([3, 4]);\n *\n * other.value();\n * // => [9, 16]\n *\n * wrapped.value();\n * // => [1, 4]\n */\n function wrapperPlant(value) {\n var result,\n parent = this;\n\n while (parent instanceof baseLodash) {\n var clone = wrapperClone(parent);\n clone.__index__ = 0;\n clone.__values__ = undefined;\n if (result) {\n previous.__wrapped__ = clone;\n } else {\n result = clone;\n }\n var previous = clone;\n parent = parent.__wrapped__;\n }\n previous.__wrapped__ = value;\n return result;\n }\n\n /**\n * This method is the wrapper version of `_.reverse`.\n *\n * **Note:** This method mutates the wrapped array.\n *\n * @name reverse\n * @memberOf _\n * @since 0.1.0\n * @category Seq\n * @returns {Object} Returns the new `lodash` wrapper instance.\n * @example\n *\n * var array = [1, 2, 3];\n *\n * _(array).reverse().value()\n * // => [3, 2, 1]\n *\n * console.log(array);\n * // => [3, 2, 1]\n */\n function wrapperReverse() {\n var value = this.__wrapped__;\n if (value instanceof LazyWrapper) {\n var wrapped = value;\n if (this.__actions__.length) {\n wrapped = new LazyWrapper(this);\n }\n wrapped = wrapped.reverse();\n wrapped.__actions__.push({\n 'func': thru,\n 'args': [reverse],\n 'thisArg': undefined\n });\n return new LodashWrapper(wrapped, this.__chain__);\n }\n return this.thru(reverse);\n }\n\n /**\n * Executes the chain sequence to resolve the unwrapped value.\n *\n * @name value\n * @memberOf _\n * @since 0.1.0\n * @alias toJSON, valueOf\n * @category Seq\n * @returns {*} Returns the resolved unwrapped value.\n * @example\n *\n * _([1, 2, 3]).value();\n * // => [1, 2, 3]\n */\n function wrapperValue() {\n return baseWrapperValue(this.__wrapped__, this.__actions__);\n }\n\n /*------------------------------------------------------------------------*/\n\n /**\n * Creates an object composed of keys generated from the results of running\n * each element of `collection` thru `iteratee`. The corresponding value of\n * each key is the number of times the key was returned by `iteratee`. The\n * iteratee is invoked with one argument: (value).\n *\n * @static\n * @memberOf _\n * @since 0.5.0\n * @category Collection\n * @param {Array|Object} collection The collection to iterate over.\n * @param {Function} [iteratee=_.identity] The iteratee to transform keys.\n * @returns {Object} Returns the composed aggregate object.\n * @example\n *\n * _.countBy([6.1, 4.2, 6.3], Math.floor);\n * // => { '4': 1, '6': 2 }\n *\n * // The `_.property` iteratee shorthand.\n * _.countBy(['one', 'two', 'three'], 'length');\n * // => { '3': 2, '5': 1 }\n */\n var countBy = createAggregator(function(result, value, key) {\n if (hasOwnProperty.call(result, key)) {\n ++result[key];\n } else {\n baseAssignValue(result, key, 1);\n }\n });\n\n /**\n * Checks if `predicate` returns truthy for **all** elements of `collection`.\n * Iteration is stopped once `predicate` returns falsey. The predicate is\n * invoked with three arguments: (value, index|key, collection).\n *\n * **Note:** This method returns `true` for\n * [empty collections](https://en.wikipedia.org/wiki/Empty_set) because\n * [everything is true](https://en.wikipedia.org/wiki/Vacuous_truth) of\n * elements of empty collections.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Collection\n * @param {Array|Object} collection The collection to iterate over.\n * @param {Function} [predicate=_.identity] The function invoked per iteration.\n * @param- {Object} [guard] Enables use as an iteratee for methods like `_.map`.\n * @returns {boolean} Returns `true` if all elements pass the predicate check,\n * else `false`.\n * @example\n *\n * _.every([true, 1, null, 'yes'], Boolean);\n * // => false\n *\n * var users = [\n * { 'user': 'barney', 'age': 36, 'active': false },\n * { 'user': 'fred', 'age': 40, 'active': false }\n * ];\n *\n * // The `_.matches` iteratee shorthand.\n * _.every(users, { 'user': 'barney', 'active': false });\n * // => false\n *\n * // The `_.matchesProperty` iteratee shorthand.\n * _.every(users, ['active', false]);\n * // => true\n *\n * // The `_.property` iteratee shorthand.\n * _.every(users, 'active');\n * // => false\n */\n function every(collection, predicate, guard) {\n var func = isArray(collection) ? arrayEvery : baseEvery;\n if (guard && isIterateeCall(collection, predicate, guard)) {\n predicate = undefined;\n }\n return func(collection, getIteratee(predicate, 3));\n }\n\n /**\n * Iterates over elements of `collection`, returning an array of all elements\n * `predicate` returns truthy for. The predicate is invoked with three\n * arguments: (value, index|key, collection).\n *\n * **Note:** Unlike `_.remove`, this method returns a new array.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Collection\n * @param {Array|Object} collection The collection to iterate over.\n * @param {Function} [predicate=_.identity] The function invoked per iteration.\n * @returns {Array} Returns the new filtered array.\n * @see _.reject\n * @example\n *\n * var users = [\n * { 'user': 'barney', 'age': 36, 'active': true },\n * { 'user': 'fred', 'age': 40, 'active': false }\n * ];\n *\n * _.filter(users, function(o) { return !o.active; });\n * // => objects for ['fred']\n *\n * // The `_.matches` iteratee shorthand.\n * _.filter(users, { 'age': 36, 'active': true });\n * // => objects for ['barney']\n *\n * // The `_.matchesProperty` iteratee shorthand.\n * _.filter(users, ['active', false]);\n * // => objects for ['fred']\n *\n * // The `_.property` iteratee shorthand.\n * _.filter(users, 'active');\n * // => objects for ['barney']\n */\n function filter(collection, predicate) {\n var func = isArray(collection) ? arrayFilter : baseFilter;\n return func(collection, getIteratee(predicate, 3));\n }\n\n /**\n * Iterates over elements of `collection`, returning the first element\n * `predicate` returns truthy for. The predicate is invoked with three\n * arguments: (value, index|key, collection).\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Collection\n * @param {Array|Object} collection The collection to inspect.\n * @param {Function} [predicate=_.identity] The function invoked per iteration.\n * @param {number} [fromIndex=0] The index to search from.\n * @returns {*} Returns the matched element, else `undefined`.\n * @example\n *\n * var users = [\n * { 'user': 'barney', 'age': 36, 'active': true },\n * { 'user': 'fred', 'age': 40, 'active': false },\n * { 'user': 'pebbles', 'age': 1, 'active': true }\n * ];\n *\n * _.find(users, function(o) { return o.age < 40; });\n * // => object for 'barney'\n *\n * // The `_.matches` iteratee shorthand.\n * _.find(users, { 'age': 1, 'active': true });\n * // => object for 'pebbles'\n *\n * // The `_.matchesProperty` iteratee shorthand.\n * _.find(users, ['active', false]);\n * // => object for 'fred'\n *\n * // The `_.property` iteratee shorthand.\n * _.find(users, 'active');\n * // => object for 'barney'\n */\n var find = createFind(findIndex);\n\n /**\n * This method is like `_.find` except that it iterates over elements of\n * `collection` from right to left.\n *\n * @static\n * @memberOf _\n * @since 2.0.0\n * @category Collection\n * @param {Array|Object} collection The collection to inspect.\n * @param {Function} [predicate=_.identity] The function invoked per iteration.\n * @param {number} [fromIndex=collection.length-1] The index to search from.\n * @returns {*} Returns the matched element, else `undefined`.\n * @example\n *\n * _.findLast([1, 2, 3, 4], function(n) {\n * return n % 2 == 1;\n * });\n * // => 3\n */\n var findLast = createFind(findLastIndex);\n\n /**\n * Creates a flattened array of values by running each element in `collection`\n * thru `iteratee` and flattening the mapped results. The iteratee is invoked\n * with three arguments: (value, index|key, collection).\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Collection\n * @param {Array|Object} collection The collection to iterate over.\n * @param {Function} [iteratee=_.identity] The function invoked per iteration.\n * @returns {Array} Returns the new flattened array.\n * @example\n *\n * function duplicate(n) {\n * return [n, n];\n * }\n *\n * _.flatMap([1, 2], duplicate);\n * // => [1, 1, 2, 2]\n */\n function flatMap(collection, iteratee) {\n return baseFlatten(map(collection, iteratee), 1);\n }\n\n /**\n * This method is like `_.flatMap` except that it recursively flattens the\n * mapped results.\n *\n * @static\n * @memberOf _\n * @since 4.7.0\n * @category Collection\n * @param {Array|Object} collection The collection to iterate over.\n * @param {Function} [iteratee=_.identity] The function invoked per iteration.\n * @returns {Array} Returns the new flattened array.\n * @example\n *\n * function duplicate(n) {\n * return [[[n, n]]];\n * }\n *\n * _.flatMapDeep([1, 2], duplicate);\n * // => [1, 1, 2, 2]\n */\n function flatMapDeep(collection, iteratee) {\n return baseFlatten(map(collection, iteratee), INFINITY);\n }\n\n /**\n * This method is like `_.flatMap` except that it recursively flattens the\n * mapped results up to `depth` times.\n *\n * @static\n * @memberOf _\n * @since 4.7.0\n * @category Collection\n * @param {Array|Object} collection The collection to iterate over.\n * @param {Function} [iteratee=_.identity] The function invoked per iteration.\n * @param {number} [depth=1] The maximum recursion depth.\n * @returns {Array} Returns the new flattened array.\n * @example\n *\n * function duplicate(n) {\n * return [[[n, n]]];\n * }\n *\n * _.flatMapDepth([1, 2], duplicate, 2);\n * // => [[1, 1], [2, 2]]\n */\n function flatMapDepth(collection, iteratee, depth) {\n depth = depth === undefined ? 1 : toInteger(depth);\n return baseFlatten(map(collection, iteratee), depth);\n }\n\n /**\n * Iterates over elements of `collection` and invokes `iteratee` for each element.\n * The iteratee is invoked with three arguments: (value, index|key, collection).\n * Iteratee functions may exit iteration early by explicitly returning `false`.\n *\n * **Note:** As with other \"Collections\" methods, objects with a \"length\"\n * property are iterated like arrays. To avoid this behavior use `_.forIn`\n * or `_.forOwn` for object iteration.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @alias each\n * @category Collection\n * @param {Array|Object} collection The collection to iterate over.\n * @param {Function} [iteratee=_.identity] The function invoked per iteration.\n * @returns {Array|Object} Returns `collection`.\n * @see _.forEachRight\n * @example\n *\n * _.forEach([1, 2], function(value) {\n * console.log(value);\n * });\n * // => Logs `1` then `2`.\n *\n * _.forEach({ 'a': 1, 'b': 2 }, function(value, key) {\n * console.log(key);\n * });\n * // => Logs 'a' then 'b' (iteration order is not guaranteed).\n */\n function forEach(collection, iteratee) {\n var func = isArray(collection) ? arrayEach : baseEach;\n return func(collection, getIteratee(iteratee, 3));\n }\n\n /**\n * This method is like `_.forEach` except that it iterates over elements of\n * `collection` from right to left.\n *\n * @static\n * @memberOf _\n * @since 2.0.0\n * @alias eachRight\n * @category Collection\n * @param {Array|Object} collection The collection to iterate over.\n * @param {Function} [iteratee=_.identity] The function invoked per iteration.\n * @returns {Array|Object} Returns `collection`.\n * @see _.forEach\n * @example\n *\n * _.forEachRight([1, 2], function(value) {\n * console.log(value);\n * });\n * // => Logs `2` then `1`.\n */\n function forEachRight(collection, iteratee) {\n var func = isArray(collection) ? arrayEachRight : baseEachRight;\n return func(collection, getIteratee(iteratee, 3));\n }\n\n /**\n * Creates an object composed of keys generated from the results of running\n * each element of `collection` thru `iteratee`. The order of grouped values\n * is determined by the order they occur in `collection`. The corresponding\n * value of each key is an array of elements responsible for generating the\n * key. The iteratee is invoked with one argument: (value).\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Collection\n * @param {Array|Object} collection The collection to iterate over.\n * @param {Function} [iteratee=_.identity] The iteratee to transform keys.\n * @returns {Object} Returns the composed aggregate object.\n * @example\n *\n * _.groupBy([6.1, 4.2, 6.3], Math.floor);\n * // => { '4': [4.2], '6': [6.1, 6.3] }\n *\n * // The `_.property` iteratee shorthand.\n * _.groupBy(['one', 'two', 'three'], 'length');\n * // => { '3': ['one', 'two'], '5': ['three'] }\n */\n var groupBy = createAggregator(function(result, value, key) {\n if (hasOwnProperty.call(result, key)) {\n result[key].push(value);\n } else {\n baseAssignValue(result, key, [value]);\n }\n });\n\n /**\n * Checks if `value` is in `collection`. If `collection` is a string, it's\n * checked for a substring of `value`, otherwise\n * [`SameValueZero`](http://ecma-international.org/ecma-262/7.0/#sec-samevaluezero)\n * is used for equality comparisons. If `fromIndex` is negative, it's used as\n * the offset from the end of `collection`.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Collection\n * @param {Array|Object|string} collection The collection to inspect.\n * @param {*} value The value to search for.\n * @param {number} [fromIndex=0] The index to search from.\n * @param- {Object} [guard] Enables use as an iteratee for methods like `_.reduce`.\n * @returns {boolean} Returns `true` if `value` is found, else `false`.\n * @example\n *\n * _.includes([1, 2, 3], 1);\n * // => true\n *\n * _.includes([1, 2, 3], 1, 2);\n * // => false\n *\n * _.includes({ 'a': 1, 'b': 2 }, 1);\n * // => true\n *\n * _.includes('abcd', 'bc');\n * // => true\n */\n function includes(collection, value, fromIndex, guard) {\n collection = isArrayLike(collection) ? collection : values(collection);\n fromIndex = (fromIndex && !guard) ? toInteger(fromIndex) : 0;\n\n var length = collection.length;\n if (fromIndex < 0) {\n fromIndex = nativeMax(length + fromIndex, 0);\n }\n return isString(collection)\n ? (fromIndex <= length && collection.indexOf(value, fromIndex) > -1)\n : (!!length && baseIndexOf(collection, value, fromIndex) > -1);\n }\n\n /**\n * Invokes the method at `path` of each element in `collection`, returning\n * an array of the results of each invoked method. Any additional arguments\n * are provided to each invoked method. If `path` is a function, it's invoked\n * for, and `this` bound to, each element in `collection`.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Collection\n * @param {Array|Object} collection The collection to iterate over.\n * @param {Array|Function|string} path The path of the method to invoke or\n * the function invoked per iteration.\n * @param {...*} [args] The arguments to invoke each method with.\n * @returns {Array} Returns the array of results.\n * @example\n *\n * _.invokeMap([[5, 1, 7], [3, 2, 1]], 'sort');\n * // => [[1, 5, 7], [1, 2, 3]]\n *\n * _.invokeMap([123, 456], String.prototype.split, '');\n * // => [['1', '2', '3'], ['4', '5', '6']]\n */\n var invokeMap = baseRest(function(collection, path, args) {\n var index = -1,\n isFunc = typeof path == 'function',\n result = isArrayLike(collection) ? Array(collection.length) : [];\n\n baseEach(collection, function(value) {\n result[++index] = isFunc ? apply(path, value, args) : baseInvoke(value, path, args);\n });\n return result;\n });\n\n /**\n * Creates an object composed of keys generated from the results of running\n * each element of `collection` thru `iteratee`. The corresponding value of\n * each key is the last element responsible for generating the key. The\n * iteratee is invoked with one argument: (value).\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Collection\n * @param {Array|Object} collection The collection to iterate over.\n * @param {Function} [iteratee=_.identity] The iteratee to transform keys.\n * @returns {Object} Returns the composed aggregate object.\n * @example\n *\n * var array = [\n * { 'dir': 'left', 'code': 97 },\n * { 'dir': 'right', 'code': 100 }\n * ];\n *\n * _.keyBy(array, function(o) {\n * return String.fromCharCode(o.code);\n * });\n * // => { 'a': { 'dir': 'left', 'code': 97 }, 'd': { 'dir': 'right', 'code': 100 } }\n *\n * _.keyBy(array, 'dir');\n * // => { 'left': { 'dir': 'left', 'code': 97 }, 'right': { 'dir': 'right', 'code': 100 } }\n */\n var keyBy = createAggregator(function(result, value, key) {\n baseAssignValue(result, key, value);\n });\n\n /**\n * Creates an array of values by running each element in `collection` thru\n * `iteratee`. The iteratee is invoked with three arguments:\n * (value, index|key, collection).\n *\n * Many lodash methods are guarded to work as iteratees for methods like\n * `_.every`, `_.filter`, `_.map`, `_.mapValues`, `_.reject`, and `_.some`.\n *\n * The guarded methods are:\n * `ary`, `chunk`, `curry`, `curryRight`, `drop`, `dropRight`, `every`,\n * `fill`, `invert`, `parseInt`, `random`, `range`, `rangeRight`, `repeat`,\n * `sampleSize`, `slice`, `some`, `sortBy`, `split`, `take`, `takeRight`,\n * `template`, `trim`, `trimEnd`, `trimStart`, and `words`\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Collection\n * @param {Array|Object} collection The collection to iterate over.\n * @param {Function} [iteratee=_.identity] The function invoked per iteration.\n * @returns {Array} Returns the new mapped array.\n * @example\n *\n * function square(n) {\n * return n * n;\n * }\n *\n * _.map([4, 8], square);\n * // => [16, 64]\n *\n * _.map({ 'a': 4, 'b': 8 }, square);\n * // => [16, 64] (iteration order is not guaranteed)\n *\n * var users = [\n * { 'user': 'barney' },\n * { 'user': 'fred' }\n * ];\n *\n * // The `_.property` iteratee shorthand.\n * _.map(users, 'user');\n * // => ['barney', 'fred']\n */\n function map(collection, iteratee) {\n var func = isArray(collection) ? arrayMap : baseMap;\n return func(collection, getIteratee(iteratee, 3));\n }\n\n /**\n * This method is like `_.sortBy` except that it allows specifying the sort\n * orders of the iteratees to sort by. If `orders` is unspecified, all values\n * are sorted in ascending order. Otherwise, specify an order of \"desc\" for\n * descending or \"asc\" for ascending sort order of corresponding values.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Collection\n * @param {Array|Object} collection The collection to iterate over.\n * @param {Array[]|Function[]|Object[]|string[]} [iteratees=[_.identity]]\n * The iteratees to sort by.\n * @param {string[]} [orders] The sort orders of `iteratees`.\n * @param- {Object} [guard] Enables use as an iteratee for methods like `_.reduce`.\n * @returns {Array} Returns the new sorted array.\n * @example\n *\n * var users = [\n * { 'user': 'fred', 'age': 48 },\n * { 'user': 'barney', 'age': 34 },\n * { 'user': 'fred', 'age': 40 },\n * { 'user': 'barney', 'age': 36 }\n * ];\n *\n * // Sort by `user` in ascending order and by `age` in descending order.\n * _.orderBy(users, ['user', 'age'], ['asc', 'desc']);\n * // => objects for [['barney', 36], ['barney', 34], ['fred', 48], ['fred', 40]]\n */\n function orderBy(collection, iteratees, orders, guard) {\n if (collection == null) {\n return [];\n }\n if (!isArray(iteratees)) {\n iteratees = iteratees == null ? [] : [iteratees];\n }\n orders = guard ? undefined : orders;\n if (!isArray(orders)) {\n orders = orders == null ? [] : [orders];\n }\n return baseOrderBy(collection, iteratees, orders);\n }\n\n /**\n * Creates an array of elements split into two groups, the first of which\n * contains elements `predicate` returns truthy for, the second of which\n * contains elements `predicate` returns falsey for. The predicate is\n * invoked with one argument: (value).\n *\n * @static\n * @memberOf _\n * @since 3.0.0\n * @category Collection\n * @param {Array|Object} collection The collection to iterate over.\n * @param {Function} [predicate=_.identity] The function invoked per iteration.\n * @returns {Array} Returns the array of grouped elements.\n * @example\n *\n * var users = [\n * { 'user': 'barney', 'age': 36, 'active': false },\n * { 'user': 'fred', 'age': 40, 'active': true },\n * { 'user': 'pebbles', 'age': 1, 'active': false }\n * ];\n *\n * _.partition(users, function(o) { return o.active; });\n * // => objects for [['fred'], ['barney', 'pebbles']]\n *\n * // The `_.matches` iteratee shorthand.\n * _.partition(users, { 'age': 1, 'active': false });\n * // => objects for [['pebbles'], ['barney', 'fred']]\n *\n * // The `_.matchesProperty` iteratee shorthand.\n * _.partition(users, ['active', false]);\n * // => objects for [['barney', 'pebbles'], ['fred']]\n *\n * // The `_.property` iteratee shorthand.\n * _.partition(users, 'active');\n * // => objects for [['fred'], ['barney', 'pebbles']]\n */\n var partition = createAggregator(function(result, value, key) {\n result[key ? 0 : 1].push(value);\n }, function() { return [[], []]; });\n\n /**\n * Reduces `collection` to a value which is the accumulated result of running\n * each element in `collection` thru `iteratee`, where each successive\n * invocation is supplied the return value of the previous. If `accumulator`\n * is not given, the first element of `collection` is used as the initial\n * value. The iteratee is invoked with four arguments:\n * (accumulator, value, index|key, collection).\n *\n * Many lodash methods are guarded to work as iteratees for methods like\n * `_.reduce`, `_.reduceRight`, and `_.transform`.\n *\n * The guarded methods are:\n * `assign`, `defaults`, `defaultsDeep`, `includes`, `merge`, `orderBy`,\n * and `sortBy`\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Collection\n * @param {Array|Object} collection The collection to iterate over.\n * @param {Function} [iteratee=_.identity] The function invoked per iteration.\n * @param {*} [accumulator] The initial value.\n * @returns {*} Returns the accumulated value.\n * @see _.reduceRight\n * @example\n *\n * _.reduce([1, 2], function(sum, n) {\n * return sum + n;\n * }, 0);\n * // => 3\n *\n * _.reduce({ 'a': 1, 'b': 2, 'c': 1 }, function(result, value, key) {\n * (result[value] || (result[value] = [])).push(key);\n * return result;\n * }, {});\n * // => { '1': ['a', 'c'], '2': ['b'] } (iteration order is not guaranteed)\n */\n function reduce(collection, iteratee, accumulator) {\n var func = isArray(collection) ? arrayReduce : baseReduce,\n initAccum = arguments.length < 3;\n\n return func(collection, getIteratee(iteratee, 4), accumulator, initAccum, baseEach);\n }\n\n /**\n * This method is like `_.reduce` except that it iterates over elements of\n * `collection` from right to left.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Collection\n * @param {Array|Object} collection The collection to iterate over.\n * @param {Function} [iteratee=_.identity] The function invoked per iteration.\n * @param {*} [accumulator] The initial value.\n * @returns {*} Returns the accumulated value.\n * @see _.reduce\n * @example\n *\n * var array = [[0, 1], [2, 3], [4, 5]];\n *\n * _.reduceRight(array, function(flattened, other) {\n * return flattened.concat(other);\n * }, []);\n * // => [4, 5, 2, 3, 0, 1]\n */\n function reduceRight(collection, iteratee, accumulator) {\n var func = isArray(collection) ? arrayReduceRight : baseReduce,\n initAccum = arguments.length < 3;\n\n return func(collection, getIteratee(iteratee, 4), accumulator, initAccum, baseEachRight);\n }\n\n /**\n * The opposite of `_.filter`; this method returns the elements of `collection`\n * that `predicate` does **not** return truthy for.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Collection\n * @param {Array|Object} collection The collection to iterate over.\n * @param {Function} [predicate=_.identity] The function invoked per iteration.\n * @returns {Array} Returns the new filtered array.\n * @see _.filter\n * @example\n *\n * var users = [\n * { 'user': 'barney', 'age': 36, 'active': false },\n * { 'user': 'fred', 'age': 40, 'active': true }\n * ];\n *\n * _.reject(users, function(o) { return !o.active; });\n * // => objects for ['fred']\n *\n * // The `_.matches` iteratee shorthand.\n * _.reject(users, { 'age': 40, 'active': true });\n * // => objects for ['barney']\n *\n * // The `_.matchesProperty` iteratee shorthand.\n * _.reject(users, ['active', false]);\n * // => objects for ['fred']\n *\n * // The `_.property` iteratee shorthand.\n * _.reject(users, 'active');\n * // => objects for ['barney']\n */\n function reject(collection, predicate) {\n var func = isArray(collection) ? arrayFilter : baseFilter;\n return func(collection, negate(getIteratee(predicate, 3)));\n }\n\n /**\n * Gets a random element from `collection`.\n *\n * @static\n * @memberOf _\n * @since 2.0.0\n * @category Collection\n * @param {Array|Object} collection The collection to sample.\n * @returns {*} Returns the random element.\n * @example\n *\n * _.sample([1, 2, 3, 4]);\n * // => 2\n */\n function sample(collection) {\n var func = isArray(collection) ? arraySample : baseSample;\n return func(collection);\n }\n\n /**\n * Gets `n` random elements at unique keys from `collection` up to the\n * size of `collection`.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Collection\n * @param {Array|Object} collection The collection to sample.\n * @param {number} [n=1] The number of elements to sample.\n * @param- {Object} [guard] Enables use as an iteratee for methods like `_.map`.\n * @returns {Array} Returns the random elements.\n * @example\n *\n * _.sampleSize([1, 2, 3], 2);\n * // => [3, 1]\n *\n * _.sampleSize([1, 2, 3], 4);\n * // => [2, 3, 1]\n */\n function sampleSize(collection, n, guard) {\n if ((guard ? isIterateeCall(collection, n, guard) : n === undefined)) {\n n = 1;\n } else {\n n = toInteger(n);\n }\n var func = isArray(collection) ? arraySampleSize : baseSampleSize;\n return func(collection, n);\n }\n\n /**\n * Creates an array of shuffled values, using a version of the\n * [Fisher-Yates shuffle](https://en.wikipedia.org/wiki/Fisher-Yates_shuffle).\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Collection\n * @param {Array|Object} collection The collection to shuffle.\n * @returns {Array} Returns the new shuffled array.\n * @example\n *\n * _.shuffle([1, 2, 3, 4]);\n * // => [4, 1, 3, 2]\n */\n function shuffle(collection) {\n var func = isArray(collection) ? arrayShuffle : baseShuffle;\n return func(collection);\n }\n\n /**\n * Gets the size of `collection` by returning its length for array-like\n * values or the number of own enumerable string keyed properties for objects.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Collection\n * @param {Array|Object|string} collection The collection to inspect.\n * @returns {number} Returns the collection size.\n * @example\n *\n * _.size([1, 2, 3]);\n * // => 3\n *\n * _.size({ 'a': 1, 'b': 2 });\n * // => 2\n *\n * _.size('pebbles');\n * // => 7\n */\n function size(collection) {\n if (collection == null) {\n return 0;\n }\n if (isArrayLike(collection)) {\n return isString(collection) ? stringSize(collection) : collection.length;\n }\n var tag = getTag(collection);\n if (tag == mapTag || tag == setTag) {\n return collection.size;\n }\n return baseKeys(collection).length;\n }\n\n /**\n * Checks if `predicate` returns truthy for **any** element of `collection`.\n * Iteration is stopped once `predicate` returns truthy. The predicate is\n * invoked with three arguments: (value, index|key, collection).\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Collection\n * @param {Array|Object} collection The collection to iterate over.\n * @param {Function} [predicate=_.identity] The function invoked per iteration.\n * @param- {Object} [guard] Enables use as an iteratee for methods like `_.map`.\n * @returns {boolean} Returns `true` if any element passes the predicate check,\n * else `false`.\n * @example\n *\n * _.some([null, 0, 'yes', false], Boolean);\n * // => true\n *\n * var users = [\n * { 'user': 'barney', 'active': true },\n * { 'user': 'fred', 'active': false }\n * ];\n *\n * // The `_.matches` iteratee shorthand.\n * _.some(users, { 'user': 'barney', 'active': false });\n * // => false\n *\n * // The `_.matchesProperty` iteratee shorthand.\n * _.some(users, ['active', false]);\n * // => true\n *\n * // The `_.property` iteratee shorthand.\n * _.some(users, 'active');\n * // => true\n */\n function some(collection, predicate, guard) {\n var func = isArray(collection) ? arraySome : baseSome;\n if (guard && isIterateeCall(collection, predicate, guard)) {\n predicate = undefined;\n }\n return func(collection, getIteratee(predicate, 3));\n }\n\n /**\n * Creates an array of elements, sorted in ascending order by the results of\n * running each element in a collection thru each iteratee. This method\n * performs a stable sort, that is, it preserves the original sort order of\n * equal elements. The iteratees are invoked with one argument: (value).\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Collection\n * @param {Array|Object} collection The collection to iterate over.\n * @param {...(Function|Function[])} [iteratees=[_.identity]]\n * The iteratees to sort by.\n * @returns {Array} Returns the new sorted array.\n * @example\n *\n * var users = [\n * { 'user': 'fred', 'age': 48 },\n * { 'user': 'barney', 'age': 36 },\n * { 'user': 'fred', 'age': 40 },\n * { 'user': 'barney', 'age': 34 }\n * ];\n *\n * _.sortBy(users, [function(o) { return o.user; }]);\n * // => objects for [['barney', 36], ['barney', 34], ['fred', 48], ['fred', 40]]\n *\n * _.sortBy(users, ['user', 'age']);\n * // => objects for [['barney', 34], ['barney', 36], ['fred', 40], ['fred', 48]]\n */\n var sortBy = baseRest(function(collection, iteratees) {\n if (collection == null) {\n return [];\n }\n var length = iteratees.length;\n if (length > 1 && isIterateeCall(collection, iteratees[0], iteratees[1])) {\n iteratees = [];\n } else if (length > 2 && isIterateeCall(iteratees[0], iteratees[1], iteratees[2])) {\n iteratees = [iteratees[0]];\n }\n return baseOrderBy(collection, baseFlatten(iteratees, 1), []);\n });\n\n /*------------------------------------------------------------------------*/\n\n /**\n * Gets the timestamp of the number of milliseconds that have elapsed since\n * the Unix epoch (1 January 1970 00:00:00 UTC).\n *\n * @static\n * @memberOf _\n * @since 2.4.0\n * @category Date\n * @returns {number} Returns the timestamp.\n * @example\n *\n * _.defer(function(stamp) {\n * console.log(_.now() - stamp);\n * }, _.now());\n * // => Logs the number of milliseconds it took for the deferred invocation.\n */\n var now = ctxNow || function() {\n return root.Date.now();\n };\n\n /*------------------------------------------------------------------------*/\n\n /**\n * The opposite of `_.before`; this method creates a function that invokes\n * `func` once it's called `n` or more times.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Function\n * @param {number} n The number of calls before `func` is invoked.\n * @param {Function} func The function to restrict.\n * @returns {Function} Returns the new restricted function.\n * @example\n *\n * var saves = ['profile', 'settings'];\n *\n * var done = _.after(saves.length, function() {\n * console.log('done saving!');\n * });\n *\n * _.forEach(saves, function(type) {\n * asyncSave({ 'type': type, 'complete': done });\n * });\n * // => Logs 'done saving!' after the two async saves have completed.\n */\n function after(n, func) {\n if (typeof func != 'function') {\n throw new TypeError(FUNC_ERROR_TEXT);\n }\n n = toInteger(n);\n return function() {\n if (--n < 1) {\n return func.apply(this, arguments);\n }\n };\n }\n\n /**\n * Creates a function that invokes `func`, with up to `n` arguments,\n * ignoring any additional arguments.\n *\n * @static\n * @memberOf _\n * @since 3.0.0\n * @category Function\n * @param {Function} func The function to cap arguments for.\n * @param {number} [n=func.length] The arity cap.\n * @param- {Object} [guard] Enables use as an iteratee for methods like `_.map`.\n * @returns {Function} Returns the new capped function.\n * @example\n *\n * _.map(['6', '8', '10'], _.ary(parseInt, 1));\n * // => [6, 8, 10]\n */\n function ary(func, n, guard) {\n n = guard ? undefined : n;\n n = (func && n == null) ? func.length : n;\n return createWrap(func, WRAP_ARY_FLAG, undefined, undefined, undefined, undefined, n);\n }\n\n /**\n * Creates a function that invokes `func`, with the `this` binding and arguments\n * of the created function, while it's called less than `n` times. Subsequent\n * calls to the created function return the result of the last `func` invocation.\n *\n * @static\n * @memberOf _\n * @since 3.0.0\n * @category Function\n * @param {number} n The number of calls at which `func` is no longer invoked.\n * @param {Function} func The function to restrict.\n * @returns {Function} Returns the new restricted function.\n * @example\n *\n * jQuery(element).on('click', _.before(5, addContactToList));\n * // => Allows adding up to 4 contacts to the list.\n */\n function before(n, func) {\n var result;\n if (typeof func != 'function') {\n throw new TypeError(FUNC_ERROR_TEXT);\n }\n n = toInteger(n);\n return function() {\n if (--n > 0) {\n result = func.apply(this, arguments);\n }\n if (n <= 1) {\n func = undefined;\n }\n return result;\n };\n }\n\n /**\n * Creates a function that invokes `func` with the `this` binding of `thisArg`\n * and `partials` prepended to the arguments it receives.\n *\n * The `_.bind.placeholder` value, which defaults to `_` in monolithic builds,\n * may be used as a placeholder for partially applied arguments.\n *\n * **Note:** Unlike native `Function#bind`, this method doesn't set the \"length\"\n * property of bound functions.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Function\n * @param {Function} func The function to bind.\n * @param {*} thisArg The `this` binding of `func`.\n * @param {...*} [partials] The arguments to be partially applied.\n * @returns {Function} Returns the new bound function.\n * @example\n *\n * function greet(greeting, punctuation) {\n * return greeting + ' ' + this.user + punctuation;\n * }\n *\n * var object = { 'user': 'fred' };\n *\n * var bound = _.bind(greet, object, 'hi');\n * bound('!');\n * // => 'hi fred!'\n *\n * // Bound with placeholders.\n * var bound = _.bind(greet, object, _, '!');\n * bound('hi');\n * // => 'hi fred!'\n */\n var bind = baseRest(function(func, thisArg, partials) {\n var bitmask = WRAP_BIND_FLAG;\n if (partials.length) {\n var holders = replaceHolders(partials, getHolder(bind));\n bitmask |= WRAP_PARTIAL_FLAG;\n }\n return createWrap(func, bitmask, thisArg, partials, holders);\n });\n\n /**\n * Creates a function that invokes the method at `object[key]` with `partials`\n * prepended to the arguments it receives.\n *\n * This method differs from `_.bind` by allowing bound functions to reference\n * methods that may be redefined or don't yet exist. See\n * [Peter Michaux's article](http://peter.michaux.ca/articles/lazy-function-definition-pattern)\n * for more details.\n *\n * The `_.bindKey.placeholder` value, which defaults to `_` in monolithic\n * builds, may be used as a placeholder for partially applied arguments.\n *\n * @static\n * @memberOf _\n * @since 0.10.0\n * @category Function\n * @param {Object} object The object to invoke the method on.\n * @param {string} key The key of the method.\n * @param {...*} [partials] The arguments to be partially applied.\n * @returns {Function} Returns the new bound function.\n * @example\n *\n * var object = {\n * 'user': 'fred',\n * 'greet': function(greeting, punctuation) {\n * return greeting + ' ' + this.user + punctuation;\n * }\n * };\n *\n * var bound = _.bindKey(object, 'greet', 'hi');\n * bound('!');\n * // => 'hi fred!'\n *\n * object.greet = function(greeting, punctuation) {\n * return greeting + 'ya ' + this.user + punctuation;\n * };\n *\n * bound('!');\n * // => 'hiya fred!'\n *\n * // Bound with placeholders.\n * var bound = _.bindKey(object, 'greet', _, '!');\n * bound('hi');\n * // => 'hiya fred!'\n */\n var bindKey = baseRest(function(object, key, partials) {\n var bitmask = WRAP_BIND_FLAG | WRAP_BIND_KEY_FLAG;\n if (partials.length) {\n var holders = replaceHolders(partials, getHolder(bindKey));\n bitmask |= WRAP_PARTIAL_FLAG;\n }\n return createWrap(key, bitmask, object, partials, holders);\n });\n\n /**\n * Creates a function that accepts arguments of `func` and either invokes\n * `func` returning its result, if at least `arity` number of arguments have\n * been provided, or returns a function that accepts the remaining `func`\n * arguments, and so on. The arity of `func` may be specified if `func.length`\n * is not sufficient.\n *\n * The `_.curry.placeholder` value, which defaults to `_` in monolithic builds,\n * may be used as a placeholder for provided arguments.\n *\n * **Note:** This method doesn't set the \"length\" property of curried functions.\n *\n * @static\n * @memberOf _\n * @since 2.0.0\n * @category Function\n * @param {Function} func The function to curry.\n * @param {number} [arity=func.length] The arity of `func`.\n * @param- {Object} [guard] Enables use as an iteratee for methods like `_.map`.\n * @returns {Function} Returns the new curried function.\n * @example\n *\n * var abc = function(a, b, c) {\n * return [a, b, c];\n * };\n *\n * var curried = _.curry(abc);\n *\n * curried(1)(2)(3);\n * // => [1, 2, 3]\n *\n * curried(1, 2)(3);\n * // => [1, 2, 3]\n *\n * curried(1, 2, 3);\n * // => [1, 2, 3]\n *\n * // Curried with placeholders.\n * curried(1)(_, 3)(2);\n * // => [1, 2, 3]\n */\n function curry(func, arity, guard) {\n arity = guard ? undefined : arity;\n var result = createWrap(func, WRAP_CURRY_FLAG, undefined, undefined, undefined, undefined, undefined, arity);\n result.placeholder = curry.placeholder;\n return result;\n }\n\n /**\n * This method is like `_.curry` except that arguments are applied to `func`\n * in the manner of `_.partialRight` instead of `_.partial`.\n *\n * The `_.curryRight.placeholder` value, which defaults to `_` in monolithic\n * builds, may be used as a placeholder for provided arguments.\n *\n * **Note:** This method doesn't set the \"length\" property of curried functions.\n *\n * @static\n * @memberOf _\n * @since 3.0.0\n * @category Function\n * @param {Function} func The function to curry.\n * @param {number} [arity=func.length] The arity of `func`.\n * @param- {Object} [guard] Enables use as an iteratee for methods like `_.map`.\n * @returns {Function} Returns the new curried function.\n * @example\n *\n * var abc = function(a, b, c) {\n * return [a, b, c];\n * };\n *\n * var curried = _.curryRight(abc);\n *\n * curried(3)(2)(1);\n * // => [1, 2, 3]\n *\n * curried(2, 3)(1);\n * // => [1, 2, 3]\n *\n * curried(1, 2, 3);\n * // => [1, 2, 3]\n *\n * // Curried with placeholders.\n * curried(3)(1, _)(2);\n * // => [1, 2, 3]\n */\n function curryRight(func, arity, guard) {\n arity = guard ? undefined : arity;\n var result = createWrap(func, WRAP_CURRY_RIGHT_FLAG, undefined, undefined, undefined, undefined, undefined, arity);\n result.placeholder = curryRight.placeholder;\n return result;\n }\n\n /**\n * Creates a debounced function that delays invoking `func` until after `wait`\n * milliseconds have elapsed since the last time the debounced function was\n * invoked. The debounced function comes with a `cancel` method to cancel\n * delayed `func` invocations and a `flush` method to immediately invoke them.\n * Provide `options` to indicate whether `func` should be invoked on the\n * leading and/or trailing edge of the `wait` timeout. The `func` is invoked\n * with the last arguments provided to the debounced function. Subsequent\n * calls to the debounced function return the result of the last `func`\n * invocation.\n *\n * **Note:** If `leading` and `trailing` options are `true`, `func` is\n * invoked on the trailing edge of the timeout only if the debounced function\n * is invoked more than once during the `wait` timeout.\n *\n * If `wait` is `0` and `leading` is `false`, `func` invocation is deferred\n * until to the next tick, similar to `setTimeout` with a timeout of `0`.\n *\n * See [David Corbacho's article](https://css-tricks.com/debouncing-throttling-explained-examples/)\n * for details over the differences between `_.debounce` and `_.throttle`.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Function\n * @param {Function} func The function to debounce.\n * @param {number} [wait=0] The number of milliseconds to delay.\n * @param {Object} [options={}] The options object.\n * @param {boolean} [options.leading=false]\n * Specify invoking on the leading edge of the timeout.\n * @param {number} [options.maxWait]\n * The maximum time `func` is allowed to be delayed before it's invoked.\n * @param {boolean} [options.trailing=true]\n * Specify invoking on the trailing edge of the timeout.\n * @returns {Function} Returns the new debounced function.\n * @example\n *\n * // Avoid costly calculations while the window size is in flux.\n * jQuery(window).on('resize', _.debounce(calculateLayout, 150));\n *\n * // Invoke `sendMail` when clicked, debouncing subsequent calls.\n * jQuery(element).on('click', _.debounce(sendMail, 300, {\n * 'leading': true,\n * 'trailing': false\n * }));\n *\n * // Ensure `batchLog` is invoked once after 1 second of debounced calls.\n * var debounced = _.debounce(batchLog, 250, { 'maxWait': 1000 });\n * var source = new EventSource('/stream');\n * jQuery(source).on('message', debounced);\n *\n * // Cancel the trailing debounced invocation.\n * jQuery(window).on('popstate', debounced.cancel);\n */\n function debounce(func, wait, options) {\n var lastArgs,\n lastThis,\n maxWait,\n result,\n timerId,\n lastCallTime,\n lastInvokeTime = 0,\n leading = false,\n maxing = false,\n trailing = true;\n\n if (typeof func != 'function') {\n throw new TypeError(FUNC_ERROR_TEXT);\n }\n wait = toNumber(wait) || 0;\n if (isObject(options)) {\n leading = !!options.leading;\n maxing = 'maxWait' in options;\n maxWait = maxing ? nativeMax(toNumber(options.maxWait) || 0, wait) : maxWait;\n trailing = 'trailing' in options ? !!options.trailing : trailing;\n }\n\n function invokeFunc(time) {\n var args = lastArgs,\n thisArg = lastThis;\n\n lastArgs = lastThis = undefined;\n lastInvokeTime = time;\n result = func.apply(thisArg, args);\n return result;\n }\n\n function leadingEdge(time) {\n // Reset any `maxWait` timer.\n lastInvokeTime = time;\n // Start the timer for the trailing edge.\n timerId = setTimeout(timerExpired, wait);\n // Invoke the leading edge.\n return leading ? invokeFunc(time) : result;\n }\n\n function remainingWait(time) {\n var timeSinceLastCall = time - lastCallTime,\n timeSinceLastInvoke = time - lastInvokeTime,\n timeWaiting = wait - timeSinceLastCall;\n\n return maxing\n ? nativeMin(timeWaiting, maxWait - timeSinceLastInvoke)\n : timeWaiting;\n }\n\n function shouldInvoke(time) {\n var timeSinceLastCall = time - lastCallTime,\n timeSinceLastInvoke = time - lastInvokeTime;\n\n // Either this is the first call, activity has stopped and we're at the\n // trailing edge, the system time has gone backwards and we're treating\n // it as the trailing edge, or we've hit the `maxWait` limit.\n return (lastCallTime === undefined || (timeSinceLastCall >= wait) ||\n (timeSinceLastCall < 0) || (maxing && timeSinceLastInvoke >= maxWait));\n }\n\n function timerExpired() {\n var time = now();\n if (shouldInvoke(time)) {\n return trailingEdge(time);\n }\n // Restart the timer.\n timerId = setTimeout(timerExpired, remainingWait(time));\n }\n\n function trailingEdge(time) {\n timerId = undefined;\n\n // Only invoke if we have `lastArgs` which means `func` has been\n // debounced at least once.\n if (trailing && lastArgs) {\n return invokeFunc(time);\n }\n lastArgs = lastThis = undefined;\n return result;\n }\n\n function cancel() {\n if (timerId !== undefined) {\n clearTimeout(timerId);\n }\n lastInvokeTime = 0;\n lastArgs = lastCallTime = lastThis = timerId = undefined;\n }\n\n function flush() {\n return timerId === undefined ? result : trailingEdge(now());\n }\n\n function debounced() {\n var time = now(),\n isInvoking = shouldInvoke(time);\n\n lastArgs = arguments;\n lastThis = this;\n lastCallTime = time;\n\n if (isInvoking) {\n if (timerId === undefined) {\n return leadingEdge(lastCallTime);\n }\n if (maxing) {\n // Handle invocations in a tight loop.\n clearTimeout(timerId);\n timerId = setTimeout(timerExpired, wait);\n return invokeFunc(lastCallTime);\n }\n }\n if (timerId === undefined) {\n timerId = setTimeout(timerExpired, wait);\n }\n return result;\n }\n debounced.cancel = cancel;\n debounced.flush = flush;\n return debounced;\n }\n\n /**\n * Defers invoking the `func` until the current call stack has cleared. Any\n * additional arguments are provided to `func` when it's invoked.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Function\n * @param {Function} func The function to defer.\n * @param {...*} [args] The arguments to invoke `func` with.\n * @returns {number} Returns the timer id.\n * @example\n *\n * _.defer(function(text) {\n * console.log(text);\n * }, 'deferred');\n * // => Logs 'deferred' after one millisecond.\n */\n var defer = baseRest(function(func, args) {\n return baseDelay(func, 1, args);\n });\n\n /**\n * Invokes `func` after `wait` milliseconds. Any additional arguments are\n * provided to `func` when it's invoked.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Function\n * @param {Function} func The function to delay.\n * @param {number} wait The number of milliseconds to delay invocation.\n * @param {...*} [args] The arguments to invoke `func` with.\n * @returns {number} Returns the timer id.\n * @example\n *\n * _.delay(function(text) {\n * console.log(text);\n * }, 1000, 'later');\n * // => Logs 'later' after one second.\n */\n var delay = baseRest(function(func, wait, args) {\n return baseDelay(func, toNumber(wait) || 0, args);\n });\n\n /**\n * Creates a function that invokes `func` with arguments reversed.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Function\n * @param {Function} func The function to flip arguments for.\n * @returns {Function} Returns the new flipped function.\n * @example\n *\n * var flipped = _.flip(function() {\n * return _.toArray(arguments);\n * });\n *\n * flipped('a', 'b', 'c', 'd');\n * // => ['d', 'c', 'b', 'a']\n */\n function flip(func) {\n return createWrap(func, WRAP_FLIP_FLAG);\n }\n\n /**\n * Creates a function that memoizes the result of `func`. If `resolver` is\n * provided, it determines the cache key for storing the result based on the\n * arguments provided to the memoized function. By default, the first argument\n * provided to the memoized function is used as the map cache key. The `func`\n * is invoked with the `this` binding of the memoized function.\n *\n * **Note:** The cache is exposed as the `cache` property on the memoized\n * function. Its creation may be customized by replacing the `_.memoize.Cache`\n * constructor with one whose instances implement the\n * [`Map`](http://ecma-international.org/ecma-262/7.0/#sec-properties-of-the-map-prototype-object)\n * method interface of `clear`, `delete`, `get`, `has`, and `set`.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Function\n * @param {Function} func The function to have its output memoized.\n * @param {Function} [resolver] The function to resolve the cache key.\n * @returns {Function} Returns the new memoized function.\n * @example\n *\n * var object = { 'a': 1, 'b': 2 };\n * var other = { 'c': 3, 'd': 4 };\n *\n * var values = _.memoize(_.values);\n * values(object);\n * // => [1, 2]\n *\n * values(other);\n * // => [3, 4]\n *\n * object.a = 2;\n * values(object);\n * // => [1, 2]\n *\n * // Modify the result cache.\n * values.cache.set(object, ['a', 'b']);\n * values(object);\n * // => ['a', 'b']\n *\n * // Replace `_.memoize.Cache`.\n * _.memoize.Cache = WeakMap;\n */\n function memoize(func, resolver) {\n if (typeof func != 'function' || (resolver != null && typeof resolver != 'function')) {\n throw new TypeError(FUNC_ERROR_TEXT);\n }\n var memoized = function() {\n var args = arguments,\n key = resolver ? resolver.apply(this, args) : args[0],\n cache = memoized.cache;\n\n if (cache.has(key)) {\n return cache.get(key);\n }\n var result = func.apply(this, args);\n memoized.cache = cache.set(key, result) || cache;\n return result;\n };\n memoized.cache = new (memoize.Cache || MapCache);\n return memoized;\n }\n\n // Expose `MapCache`.\n memoize.Cache = MapCache;\n\n /**\n * Creates a function that negates the result of the predicate `func`. The\n * `func` predicate is invoked with the `this` binding and arguments of the\n * created function.\n *\n * @static\n * @memberOf _\n * @since 3.0.0\n * @category Function\n * @param {Function} predicate The predicate to negate.\n * @returns {Function} Returns the new negated function.\n * @example\n *\n * function isEven(n) {\n * return n % 2 == 0;\n * }\n *\n * _.filter([1, 2, 3, 4, 5, 6], _.negate(isEven));\n * // => [1, 3, 5]\n */\n function negate(predicate) {\n if (typeof predicate != 'function') {\n throw new TypeError(FUNC_ERROR_TEXT);\n }\n return function() {\n var args = arguments;\n switch (args.length) {\n case 0: return !predicate.call(this);\n case 1: return !predicate.call(this, args[0]);\n case 2: return !predicate.call(this, args[0], args[1]);\n case 3: return !predicate.call(this, args[0], args[1], args[2]);\n }\n return !predicate.apply(this, args);\n };\n }\n\n /**\n * Creates a function that is restricted to invoking `func` once. Repeat calls\n * to the function return the value of the first invocation. The `func` is\n * invoked with the `this` binding and arguments of the created function.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Function\n * @param {Function} func The function to restrict.\n * @returns {Function} Returns the new restricted function.\n * @example\n *\n * var initialize = _.once(createApplication);\n * initialize();\n * initialize();\n * // => `createApplication` is invoked once\n */\n function once(func) {\n return before(2, func);\n }\n\n /**\n * Creates a function that invokes `func` with its arguments transformed.\n *\n * @static\n * @since 4.0.0\n * @memberOf _\n * @category Function\n * @param {Function} func The function to wrap.\n * @param {...(Function|Function[])} [transforms=[_.identity]]\n * The argument transforms.\n * @returns {Function} Returns the new function.\n * @example\n *\n * function doubled(n) {\n * return n * 2;\n * }\n *\n * function square(n) {\n * return n * n;\n * }\n *\n * var func = _.overArgs(function(x, y) {\n * return [x, y];\n * }, [square, doubled]);\n *\n * func(9, 3);\n * // => [81, 6]\n *\n * func(10, 5);\n * // => [100, 10]\n */\n var overArgs = castRest(function(func, transforms) {\n transforms = (transforms.length == 1 && isArray(transforms[0]))\n ? arrayMap(transforms[0], baseUnary(getIteratee()))\n : arrayMap(baseFlatten(transforms, 1), baseUnary(getIteratee()));\n\n var funcsLength = transforms.length;\n return baseRest(function(args) {\n var index = -1,\n length = nativeMin(args.length, funcsLength);\n\n while (++index < length) {\n args[index] = transforms[index].call(this, args[index]);\n }\n return apply(func, this, args);\n });\n });\n\n /**\n * Creates a function that invokes `func` with `partials` prepended to the\n * arguments it receives. This method is like `_.bind` except it does **not**\n * alter the `this` binding.\n *\n * The `_.partial.placeholder` value, which defaults to `_` in monolithic\n * builds, may be used as a placeholder for partially applied arguments.\n *\n * **Note:** This method doesn't set the \"length\" property of partially\n * applied functions.\n *\n * @static\n * @memberOf _\n * @since 0.2.0\n * @category Function\n * @param {Function} func The function to partially apply arguments to.\n * @param {...*} [partials] The arguments to be partially applied.\n * @returns {Function} Returns the new partially applied function.\n * @example\n *\n * function greet(greeting, name) {\n * return greeting + ' ' + name;\n * }\n *\n * var sayHelloTo = _.partial(greet, 'hello');\n * sayHelloTo('fred');\n * // => 'hello fred'\n *\n * // Partially applied with placeholders.\n * var greetFred = _.partial(greet, _, 'fred');\n * greetFred('hi');\n * // => 'hi fred'\n */\n var partial = baseRest(function(func, partials) {\n var holders = replaceHolders(partials, getHolder(partial));\n return createWrap(func, WRAP_PARTIAL_FLAG, undefined, partials, holders);\n });\n\n /**\n * This method is like `_.partial` except that partially applied arguments\n * are appended to the arguments it receives.\n *\n * The `_.partialRight.placeholder` value, which defaults to `_` in monolithic\n * builds, may be used as a placeholder for partially applied arguments.\n *\n * **Note:** This method doesn't set the \"length\" property of partially\n * applied functions.\n *\n * @static\n * @memberOf _\n * @since 1.0.0\n * @category Function\n * @param {Function} func The function to partially apply arguments to.\n * @param {...*} [partials] The arguments to be partially applied.\n * @returns {Function} Returns the new partially applied function.\n * @example\n *\n * function greet(greeting, name) {\n * return greeting + ' ' + name;\n * }\n *\n * var greetFred = _.partialRight(greet, 'fred');\n * greetFred('hi');\n * // => 'hi fred'\n *\n * // Partially applied with placeholders.\n * var sayHelloTo = _.partialRight(greet, 'hello', _);\n * sayHelloTo('fred');\n * // => 'hello fred'\n */\n var partialRight = baseRest(function(func, partials) {\n var holders = replaceHolders(partials, getHolder(partialRight));\n return createWrap(func, WRAP_PARTIAL_RIGHT_FLAG, undefined, partials, holders);\n });\n\n /**\n * Creates a function that invokes `func` with arguments arranged according\n * to the specified `indexes` where the argument value at the first index is\n * provided as the first argument, the argument value at the second index is\n * provided as the second argument, and so on.\n *\n * @static\n * @memberOf _\n * @since 3.0.0\n * @category Function\n * @param {Function} func The function to rearrange arguments for.\n * @param {...(number|number[])} indexes The arranged argument indexes.\n * @returns {Function} Returns the new function.\n * @example\n *\n * var rearged = _.rearg(function(a, b, c) {\n * return [a, b, c];\n * }, [2, 0, 1]);\n *\n * rearged('b', 'c', 'a')\n * // => ['a', 'b', 'c']\n */\n var rearg = flatRest(function(func, indexes) {\n return createWrap(func, WRAP_REARG_FLAG, undefined, undefined, undefined, indexes);\n });\n\n /**\n * Creates a function that invokes `func` with the `this` binding of the\n * created function and arguments from `start` and beyond provided as\n * an array.\n *\n * **Note:** This method is based on the\n * [rest parameter](https://mdn.io/rest_parameters).\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Function\n * @param {Function} func The function to apply a rest parameter to.\n * @param {number} [start=func.length-1] The start position of the rest parameter.\n * @returns {Function} Returns the new function.\n * @example\n *\n * var say = _.rest(function(what, names) {\n * return what + ' ' + _.initial(names).join(', ') +\n * (_.size(names) > 1 ? ', & ' : '') + _.last(names);\n * });\n *\n * say('hello', 'fred', 'barney', 'pebbles');\n * // => 'hello fred, barney, & pebbles'\n */\n function rest(func, start) {\n if (typeof func != 'function') {\n throw new TypeError(FUNC_ERROR_TEXT);\n }\n start = start === undefined ? start : toInteger(start);\n return baseRest(func, start);\n }\n\n /**\n * Creates a function that invokes `func` with the `this` binding of the\n * create function and an array of arguments much like\n * [`Function#apply`](http://www.ecma-international.org/ecma-262/7.0/#sec-function.prototype.apply).\n *\n * **Note:** This method is based on the\n * [spread operator](https://mdn.io/spread_operator).\n *\n * @static\n * @memberOf _\n * @since 3.2.0\n * @category Function\n * @param {Function} func The function to spread arguments over.\n * @param {number} [start=0] The start position of the spread.\n * @returns {Function} Returns the new function.\n * @example\n *\n * var say = _.spread(function(who, what) {\n * return who + ' says ' + what;\n * });\n *\n * say(['fred', 'hello']);\n * // => 'fred says hello'\n *\n * var numbers = Promise.all([\n * Promise.resolve(40),\n * Promise.resolve(36)\n * ]);\n *\n * numbers.then(_.spread(function(x, y) {\n * return x + y;\n * }));\n * // => a Promise of 76\n */\n function spread(func, start) {\n if (typeof func != 'function') {\n throw new TypeError(FUNC_ERROR_TEXT);\n }\n start = start == null ? 0 : nativeMax(toInteger(start), 0);\n return baseRest(function(args) {\n var array = args[start],\n otherArgs = castSlice(args, 0, start);\n\n if (array) {\n arrayPush(otherArgs, array);\n }\n return apply(func, this, otherArgs);\n });\n }\n\n /**\n * Creates a throttled function that only invokes `func` at most once per\n * every `wait` milliseconds. The throttled function comes with a `cancel`\n * method to cancel delayed `func` invocations and a `flush` method to\n * immediately invoke them. Provide `options` to indicate whether `func`\n * should be invoked on the leading and/or trailing edge of the `wait`\n * timeout. The `func` is invoked with the last arguments provided to the\n * throttled function. Subsequent calls to the throttled function return the\n * result of the last `func` invocation.\n *\n * **Note:** If `leading` and `trailing` options are `true`, `func` is\n * invoked on the trailing edge of the timeout only if the throttled function\n * is invoked more than once during the `wait` timeout.\n *\n * If `wait` is `0` and `leading` is `false`, `func` invocation is deferred\n * until to the next tick, similar to `setTimeout` with a timeout of `0`.\n *\n * See [David Corbacho's article](https://css-tricks.com/debouncing-throttling-explained-examples/)\n * for details over the differences between `_.throttle` and `_.debounce`.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Function\n * @param {Function} func The function to throttle.\n * @param {number} [wait=0] The number of milliseconds to throttle invocations to.\n * @param {Object} [options={}] The options object.\n * @param {boolean} [options.leading=true]\n * Specify invoking on the leading edge of the timeout.\n * @param {boolean} [options.trailing=true]\n * Specify invoking on the trailing edge of the timeout.\n * @returns {Function} Returns the new throttled function.\n * @example\n *\n * // Avoid excessively updating the position while scrolling.\n * jQuery(window).on('scroll', _.throttle(updatePosition, 100));\n *\n * // Invoke `renewToken` when the click event is fired, but not more than once every 5 minutes.\n * var throttled = _.throttle(renewToken, 300000, { 'trailing': false });\n * jQuery(element).on('click', throttled);\n *\n * // Cancel the trailing throttled invocation.\n * jQuery(window).on('popstate', throttled.cancel);\n */\n function throttle(func, wait, options) {\n var leading = true,\n trailing = true;\n\n if (typeof func != 'function') {\n throw new TypeError(FUNC_ERROR_TEXT);\n }\n if (isObject(options)) {\n leading = 'leading' in options ? !!options.leading : leading;\n trailing = 'trailing' in options ? !!options.trailing : trailing;\n }\n return debounce(func, wait, {\n 'leading': leading,\n 'maxWait': wait,\n 'trailing': trailing\n });\n }\n\n /**\n * Creates a function that accepts up to one argument, ignoring any\n * additional arguments.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Function\n * @param {Function} func The function to cap arguments for.\n * @returns {Function} Returns the new capped function.\n * @example\n *\n * _.map(['6', '8', '10'], _.unary(parseInt));\n * // => [6, 8, 10]\n */\n function unary(func) {\n return ary(func, 1);\n }\n\n /**\n * Creates a function that provides `value` to `wrapper` as its first\n * argument. Any additional arguments provided to the function are appended\n * to those provided to the `wrapper`. The wrapper is invoked with the `this`\n * binding of the created function.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Function\n * @param {*} value The value to wrap.\n * @param {Function} [wrapper=identity] The wrapper function.\n * @returns {Function} Returns the new function.\n * @example\n *\n * var p = _.wrap(_.escape, function(func, text) {\n * return '

' + func(text) + '

';\n * });\n *\n * p('fred, barney, & pebbles');\n * // => '

fred, barney, & pebbles

'\n */\n function wrap(value, wrapper) {\n return partial(castFunction(wrapper), value);\n }\n\n /*------------------------------------------------------------------------*/\n\n /**\n * Casts `value` as an array if it's not one.\n *\n * @static\n * @memberOf _\n * @since 4.4.0\n * @category Lang\n * @param {*} value The value to inspect.\n * @returns {Array} Returns the cast array.\n * @example\n *\n * _.castArray(1);\n * // => [1]\n *\n * _.castArray({ 'a': 1 });\n * // => [{ 'a': 1 }]\n *\n * _.castArray('abc');\n * // => ['abc']\n *\n * _.castArray(null);\n * // => [null]\n *\n * _.castArray(undefined);\n * // => [undefined]\n *\n * _.castArray();\n * // => []\n *\n * var array = [1, 2, 3];\n * console.log(_.castArray(array) === array);\n * // => true\n */\n function castArray() {\n if (!arguments.length) {\n return [];\n }\n var value = arguments[0];\n return isArray(value) ? value : [value];\n }\n\n /**\n * Creates a shallow clone of `value`.\n *\n * **Note:** This method is loosely based on the\n * [structured clone algorithm](https://mdn.io/Structured_clone_algorithm)\n * and supports cloning arrays, array buffers, booleans, date objects, maps,\n * numbers, `Object` objects, regexes, sets, strings, symbols, and typed\n * arrays. The own enumerable properties of `arguments` objects are cloned\n * as plain objects. An empty object is returned for uncloneable values such\n * as error objects, functions, DOM nodes, and WeakMaps.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Lang\n * @param {*} value The value to clone.\n * @returns {*} Returns the cloned value.\n * @see _.cloneDeep\n * @example\n *\n * var objects = [{ 'a': 1 }, { 'b': 2 }];\n *\n * var shallow = _.clone(objects);\n * console.log(shallow[0] === objects[0]);\n * // => true\n */\n function clone(value) {\n return baseClone(value, CLONE_SYMBOLS_FLAG);\n }\n\n /**\n * This method is like `_.clone` except that it accepts `customizer` which\n * is invoked to produce the cloned value. If `customizer` returns `undefined`,\n * cloning is handled by the method instead. The `customizer` is invoked with\n * up to four arguments; (value [, index|key, object, stack]).\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Lang\n * @param {*} value The value to clone.\n * @param {Function} [customizer] The function to customize cloning.\n * @returns {*} Returns the cloned value.\n * @see _.cloneDeepWith\n * @example\n *\n * function customizer(value) {\n * if (_.isElement(value)) {\n * return value.cloneNode(false);\n * }\n * }\n *\n * var el = _.cloneWith(document.body, customizer);\n *\n * console.log(el === document.body);\n * // => false\n * console.log(el.nodeName);\n * // => 'BODY'\n * console.log(el.childNodes.length);\n * // => 0\n */\n function cloneWith(value, customizer) {\n customizer = typeof customizer == 'function' ? customizer : undefined;\n return baseClone(value, CLONE_SYMBOLS_FLAG, customizer);\n }\n\n /**\n * This method is like `_.clone` except that it recursively clones `value`.\n *\n * @static\n * @memberOf _\n * @since 1.0.0\n * @category Lang\n * @param {*} value The value to recursively clone.\n * @returns {*} Returns the deep cloned value.\n * @see _.clone\n * @example\n *\n * var objects = [{ 'a': 1 }, { 'b': 2 }];\n *\n * var deep = _.cloneDeep(objects);\n * console.log(deep[0] === objects[0]);\n * // => false\n */\n function cloneDeep(value) {\n return baseClone(value, CLONE_DEEP_FLAG | CLONE_SYMBOLS_FLAG);\n }\n\n /**\n * This method is like `_.cloneWith` except that it recursively clones `value`.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Lang\n * @param {*} value The value to recursively clone.\n * @param {Function} [customizer] The function to customize cloning.\n * @returns {*} Returns the deep cloned value.\n * @see _.cloneWith\n * @example\n *\n * function customizer(value) {\n * if (_.isElement(value)) {\n * return value.cloneNode(true);\n * }\n * }\n *\n * var el = _.cloneDeepWith(document.body, customizer);\n *\n * console.log(el === document.body);\n * // => false\n * console.log(el.nodeName);\n * // => 'BODY'\n * console.log(el.childNodes.length);\n * // => 20\n */\n function cloneDeepWith(value, customizer) {\n customizer = typeof customizer == 'function' ? customizer : undefined;\n return baseClone(value, CLONE_DEEP_FLAG | CLONE_SYMBOLS_FLAG, customizer);\n }\n\n /**\n * Checks if `object` conforms to `source` by invoking the predicate\n * properties of `source` with the corresponding property values of `object`.\n *\n * **Note:** This method is equivalent to `_.conforms` when `source` is\n * partially applied.\n *\n * @static\n * @memberOf _\n * @since 4.14.0\n * @category Lang\n * @param {Object} object The object to inspect.\n * @param {Object} source The object of property predicates to conform to.\n * @returns {boolean} Returns `true` if `object` conforms, else `false`.\n * @example\n *\n * var object = { 'a': 1, 'b': 2 };\n *\n * _.conformsTo(object, { 'b': function(n) { return n > 1; } });\n * // => true\n *\n * _.conformsTo(object, { 'b': function(n) { return n > 2; } });\n * // => false\n */\n function conformsTo(object, source) {\n return source == null || baseConformsTo(object, source, keys(source));\n }\n\n /**\n * Performs a\n * [`SameValueZero`](http://ecma-international.org/ecma-262/7.0/#sec-samevaluezero)\n * comparison between two values to determine if they are equivalent.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Lang\n * @param {*} value The value to compare.\n * @param {*} other The other value to compare.\n * @returns {boolean} Returns `true` if the values are equivalent, else `false`.\n * @example\n *\n * var object = { 'a': 1 };\n * var other = { 'a': 1 };\n *\n * _.eq(object, object);\n * // => true\n *\n * _.eq(object, other);\n * // => false\n *\n * _.eq('a', 'a');\n * // => true\n *\n * _.eq('a', Object('a'));\n * // => false\n *\n * _.eq(NaN, NaN);\n * // => true\n */\n function eq(value, other) {\n return value === other || (value !== value && other !== other);\n }\n\n /**\n * Checks if `value` is greater than `other`.\n *\n * @static\n * @memberOf _\n * @since 3.9.0\n * @category Lang\n * @param {*} value The value to compare.\n * @param {*} other The other value to compare.\n * @returns {boolean} Returns `true` if `value` is greater than `other`,\n * else `false`.\n * @see _.lt\n * @example\n *\n * _.gt(3, 1);\n * // => true\n *\n * _.gt(3, 3);\n * // => false\n *\n * _.gt(1, 3);\n * // => false\n */\n var gt = createRelationalOperation(baseGt);\n\n /**\n * Checks if `value` is greater than or equal to `other`.\n *\n * @static\n * @memberOf _\n * @since 3.9.0\n * @category Lang\n * @param {*} value The value to compare.\n * @param {*} other The other value to compare.\n * @returns {boolean} Returns `true` if `value` is greater than or equal to\n * `other`, else `false`.\n * @see _.lte\n * @example\n *\n * _.gte(3, 1);\n * // => true\n *\n * _.gte(3, 3);\n * // => true\n *\n * _.gte(1, 3);\n * // => false\n */\n var gte = createRelationalOperation(function(value, other) {\n return value >= other;\n });\n\n /**\n * Checks if `value` is likely an `arguments` object.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is an `arguments` object,\n * else `false`.\n * @example\n *\n * _.isArguments(function() { return arguments; }());\n * // => true\n *\n * _.isArguments([1, 2, 3]);\n * // => false\n */\n var isArguments = baseIsArguments(function() { return arguments; }()) ? baseIsArguments : function(value) {\n return isObjectLike(value) && hasOwnProperty.call(value, 'callee') &&\n !propertyIsEnumerable.call(value, 'callee');\n };\n\n /**\n * Checks if `value` is classified as an `Array` object.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is an array, else `false`.\n * @example\n *\n * _.isArray([1, 2, 3]);\n * // => true\n *\n * _.isArray(document.body.children);\n * // => false\n *\n * _.isArray('abc');\n * // => false\n *\n * _.isArray(_.noop);\n * // => false\n */\n var isArray = Array.isArray;\n\n /**\n * Checks if `value` is classified as an `ArrayBuffer` object.\n *\n * @static\n * @memberOf _\n * @since 4.3.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is an array buffer, else `false`.\n * @example\n *\n * _.isArrayBuffer(new ArrayBuffer(2));\n * // => true\n *\n * _.isArrayBuffer(new Array(2));\n * // => false\n */\n var isArrayBuffer = nodeIsArrayBuffer ? baseUnary(nodeIsArrayBuffer) : baseIsArrayBuffer;\n\n /**\n * Checks if `value` is array-like. A value is considered array-like if it's\n * not a function and has a `value.length` that's an integer greater than or\n * equal to `0` and less than or equal to `Number.MAX_SAFE_INTEGER`.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is array-like, else `false`.\n * @example\n *\n * _.isArrayLike([1, 2, 3]);\n * // => true\n *\n * _.isArrayLike(document.body.children);\n * // => true\n *\n * _.isArrayLike('abc');\n * // => true\n *\n * _.isArrayLike(_.noop);\n * // => false\n */\n function isArrayLike(value) {\n return value != null && isLength(value.length) && !isFunction(value);\n }\n\n /**\n * This method is like `_.isArrayLike` except that it also checks if `value`\n * is an object.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is an array-like object,\n * else `false`.\n * @example\n *\n * _.isArrayLikeObject([1, 2, 3]);\n * // => true\n *\n * _.isArrayLikeObject(document.body.children);\n * // => true\n *\n * _.isArrayLikeObject('abc');\n * // => false\n *\n * _.isArrayLikeObject(_.noop);\n * // => false\n */\n function isArrayLikeObject(value) {\n return isObjectLike(value) && isArrayLike(value);\n }\n\n /**\n * Checks if `value` is classified as a boolean primitive or object.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is a boolean, else `false`.\n * @example\n *\n * _.isBoolean(false);\n * // => true\n *\n * _.isBoolean(null);\n * // => false\n */\n function isBoolean(value) {\n return value === true || value === false ||\n (isObjectLike(value) && baseGetTag(value) == boolTag);\n }\n\n /**\n * Checks if `value` is a buffer.\n *\n * @static\n * @memberOf _\n * @since 4.3.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is a buffer, else `false`.\n * @example\n *\n * _.isBuffer(new Buffer(2));\n * // => true\n *\n * _.isBuffer(new Uint8Array(2));\n * // => false\n */\n var isBuffer = nativeIsBuffer || stubFalse;\n\n /**\n * Checks if `value` is classified as a `Date` object.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is a date object, else `false`.\n * @example\n *\n * _.isDate(new Date);\n * // => true\n *\n * _.isDate('Mon April 23 2012');\n * // => false\n */\n var isDate = nodeIsDate ? baseUnary(nodeIsDate) : baseIsDate;\n\n /**\n * Checks if `value` is likely a DOM element.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is a DOM element, else `false`.\n * @example\n *\n * _.isElement(document.body);\n * // => true\n *\n * _.isElement('');\n * // => false\n */\n function isElement(value) {\n return isObjectLike(value) && value.nodeType === 1 && !isPlainObject(value);\n }\n\n /**\n * Checks if `value` is an empty object, collection, map, or set.\n *\n * Objects are considered empty if they have no own enumerable string keyed\n * properties.\n *\n * Array-like values such as `arguments` objects, arrays, buffers, strings, or\n * jQuery-like collections are considered empty if they have a `length` of `0`.\n * Similarly, maps and sets are considered empty if they have a `size` of `0`.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is empty, else `false`.\n * @example\n *\n * _.isEmpty(null);\n * // => true\n *\n * _.isEmpty(true);\n * // => true\n *\n * _.isEmpty(1);\n * // => true\n *\n * _.isEmpty([1, 2, 3]);\n * // => false\n *\n * _.isEmpty({ 'a': 1 });\n * // => false\n */\n function isEmpty(value) {\n if (value == null) {\n return true;\n }\n if (isArrayLike(value) &&\n (isArray(value) || typeof value == 'string' || typeof value.splice == 'function' ||\n isBuffer(value) || isTypedArray(value) || isArguments(value))) {\n return !value.length;\n }\n var tag = getTag(value);\n if (tag == mapTag || tag == setTag) {\n return !value.size;\n }\n if (isPrototype(value)) {\n return !baseKeys(value).length;\n }\n for (var key in value) {\n if (hasOwnProperty.call(value, key)) {\n return false;\n }\n }\n return true;\n }\n\n /**\n * Performs a deep comparison between two values to determine if they are\n * equivalent.\n *\n * **Note:** This method supports comparing arrays, array buffers, booleans,\n * date objects, error objects, maps, numbers, `Object` objects, regexes,\n * sets, strings, symbols, and typed arrays. `Object` objects are compared\n * by their own, not inherited, enumerable properties. Functions and DOM\n * nodes are compared by strict equality, i.e. `===`.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Lang\n * @param {*} value The value to compare.\n * @param {*} other The other value to compare.\n * @returns {boolean} Returns `true` if the values are equivalent, else `false`.\n * @example\n *\n * var object = { 'a': 1 };\n * var other = { 'a': 1 };\n *\n * _.isEqual(object, other);\n * // => true\n *\n * object === other;\n * // => false\n */\n function isEqual(value, other) {\n return baseIsEqual(value, other);\n }\n\n /**\n * This method is like `_.isEqual` except that it accepts `customizer` which\n * is invoked to compare values. If `customizer` returns `undefined`, comparisons\n * are handled by the method instead. The `customizer` is invoked with up to\n * six arguments: (objValue, othValue [, index|key, object, other, stack]).\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Lang\n * @param {*} value The value to compare.\n * @param {*} other The other value to compare.\n * @param {Function} [customizer] The function to customize comparisons.\n * @returns {boolean} Returns `true` if the values are equivalent, else `false`.\n * @example\n *\n * function isGreeting(value) {\n * return /^h(?:i|ello)$/.test(value);\n * }\n *\n * function customizer(objValue, othValue) {\n * if (isGreeting(objValue) && isGreeting(othValue)) {\n * return true;\n * }\n * }\n *\n * var array = ['hello', 'goodbye'];\n * var other = ['hi', 'goodbye'];\n *\n * _.isEqualWith(array, other, customizer);\n * // => true\n */\n function isEqualWith(value, other, customizer) {\n customizer = typeof customizer == 'function' ? customizer : undefined;\n var result = customizer ? customizer(value, other) : undefined;\n return result === undefined ? baseIsEqual(value, other, undefined, customizer) : !!result;\n }\n\n /**\n * Checks if `value` is an `Error`, `EvalError`, `RangeError`, `ReferenceError`,\n * `SyntaxError`, `TypeError`, or `URIError` object.\n *\n * @static\n * @memberOf _\n * @since 3.0.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is an error object, else `false`.\n * @example\n *\n * _.isError(new Error);\n * // => true\n *\n * _.isError(Error);\n * // => false\n */\n function isError(value) {\n if (!isObjectLike(value)) {\n return false;\n }\n var tag = baseGetTag(value);\n return tag == errorTag || tag == domExcTag ||\n (typeof value.message == 'string' && typeof value.name == 'string' && !isPlainObject(value));\n }\n\n /**\n * Checks if `value` is a finite primitive number.\n *\n * **Note:** This method is based on\n * [`Number.isFinite`](https://mdn.io/Number/isFinite).\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is a finite number, else `false`.\n * @example\n *\n * _.isFinite(3);\n * // => true\n *\n * _.isFinite(Number.MIN_VALUE);\n * // => true\n *\n * _.isFinite(Infinity);\n * // => false\n *\n * _.isFinite('3');\n * // => false\n */\n function isFinite(value) {\n return typeof value == 'number' && nativeIsFinite(value);\n }\n\n /**\n * Checks if `value` is classified as a `Function` object.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is a function, else `false`.\n * @example\n *\n * _.isFunction(_);\n * // => true\n *\n * _.isFunction(/abc/);\n * // => false\n */\n function isFunction(value) {\n if (!isObject(value)) {\n return false;\n }\n // The use of `Object#toString` avoids issues with the `typeof` operator\n // in Safari 9 which returns 'object' for typed arrays and other constructors.\n var tag = baseGetTag(value);\n return tag == funcTag || tag == genTag || tag == asyncTag || tag == proxyTag;\n }\n\n /**\n * Checks if `value` is an integer.\n *\n * **Note:** This method is based on\n * [`Number.isInteger`](https://mdn.io/Number/isInteger).\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is an integer, else `false`.\n * @example\n *\n * _.isInteger(3);\n * // => true\n *\n * _.isInteger(Number.MIN_VALUE);\n * // => false\n *\n * _.isInteger(Infinity);\n * // => false\n *\n * _.isInteger('3');\n * // => false\n */\n function isInteger(value) {\n return typeof value == 'number' && value == toInteger(value);\n }\n\n /**\n * Checks if `value` is a valid array-like length.\n *\n * **Note:** This method is loosely based on\n * [`ToLength`](http://ecma-international.org/ecma-262/7.0/#sec-tolength).\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is a valid length, else `false`.\n * @example\n *\n * _.isLength(3);\n * // => true\n *\n * _.isLength(Number.MIN_VALUE);\n * // => false\n *\n * _.isLength(Infinity);\n * // => false\n *\n * _.isLength('3');\n * // => false\n */\n function isLength(value) {\n return typeof value == 'number' &&\n value > -1 && value % 1 == 0 && value <= MAX_SAFE_INTEGER;\n }\n\n /**\n * Checks if `value` is the\n * [language type](http://www.ecma-international.org/ecma-262/7.0/#sec-ecmascript-language-types)\n * of `Object`. (e.g. arrays, functions, objects, regexes, `new Number(0)`, and `new String('')`)\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is an object, else `false`.\n * @example\n *\n * _.isObject({});\n * // => true\n *\n * _.isObject([1, 2, 3]);\n * // => true\n *\n * _.isObject(_.noop);\n * // => true\n *\n * _.isObject(null);\n * // => false\n */\n function isObject(value) {\n var type = typeof value;\n return value != null && (type == 'object' || type == 'function');\n }\n\n /**\n * Checks if `value` is object-like. A value is object-like if it's not `null`\n * and has a `typeof` result of \"object\".\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is object-like, else `false`.\n * @example\n *\n * _.isObjectLike({});\n * // => true\n *\n * _.isObjectLike([1, 2, 3]);\n * // => true\n *\n * _.isObjectLike(_.noop);\n * // => false\n *\n * _.isObjectLike(null);\n * // => false\n */\n function isObjectLike(value) {\n return value != null && typeof value == 'object';\n }\n\n /**\n * Checks if `value` is classified as a `Map` object.\n *\n * @static\n * @memberOf _\n * @since 4.3.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is a map, else `false`.\n * @example\n *\n * _.isMap(new Map);\n * // => true\n *\n * _.isMap(new WeakMap);\n * // => false\n */\n var isMap = nodeIsMap ? baseUnary(nodeIsMap) : baseIsMap;\n\n /**\n * Performs a partial deep comparison between `object` and `source` to\n * determine if `object` contains equivalent property values.\n *\n * **Note:** This method is equivalent to `_.matches` when `source` is\n * partially applied.\n *\n * Partial comparisons will match empty array and empty object `source`\n * values against any array or object value, respectively. See `_.isEqual`\n * for a list of supported value comparisons.\n *\n * @static\n * @memberOf _\n * @since 3.0.0\n * @category Lang\n * @param {Object} object The object to inspect.\n * @param {Object} source The object of property values to match.\n * @returns {boolean} Returns `true` if `object` is a match, else `false`.\n * @example\n *\n * var object = { 'a': 1, 'b': 2 };\n *\n * _.isMatch(object, { 'b': 2 });\n * // => true\n *\n * _.isMatch(object, { 'b': 1 });\n * // => false\n */\n function isMatch(object, source) {\n return object === source || baseIsMatch(object, source, getMatchData(source));\n }\n\n /**\n * This method is like `_.isMatch` except that it accepts `customizer` which\n * is invoked to compare values. If `customizer` returns `undefined`, comparisons\n * are handled by the method instead. The `customizer` is invoked with five\n * arguments: (objValue, srcValue, index|key, object, source).\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Lang\n * @param {Object} object The object to inspect.\n * @param {Object} source The object of property values to match.\n * @param {Function} [customizer] The function to customize comparisons.\n * @returns {boolean} Returns `true` if `object` is a match, else `false`.\n * @example\n *\n * function isGreeting(value) {\n * return /^h(?:i|ello)$/.test(value);\n * }\n *\n * function customizer(objValue, srcValue) {\n * if (isGreeting(objValue) && isGreeting(srcValue)) {\n * return true;\n * }\n * }\n *\n * var object = { 'greeting': 'hello' };\n * var source = { 'greeting': 'hi' };\n *\n * _.isMatchWith(object, source, customizer);\n * // => true\n */\n function isMatchWith(object, source, customizer) {\n customizer = typeof customizer == 'function' ? customizer : undefined;\n return baseIsMatch(object, source, getMatchData(source), customizer);\n }\n\n /**\n * Checks if `value` is `NaN`.\n *\n * **Note:** This method is based on\n * [`Number.isNaN`](https://mdn.io/Number/isNaN) and is not the same as\n * global [`isNaN`](https://mdn.io/isNaN) which returns `true` for\n * `undefined` and other non-number values.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is `NaN`, else `false`.\n * @example\n *\n * _.isNaN(NaN);\n * // => true\n *\n * _.isNaN(new Number(NaN));\n * // => true\n *\n * isNaN(undefined);\n * // => true\n *\n * _.isNaN(undefined);\n * // => false\n */\n function isNaN(value) {\n // An `NaN` primitive is the only value that is not equal to itself.\n // Perform the `toStringTag` check first to avoid errors with some\n // ActiveX objects in IE.\n return isNumber(value) && value != +value;\n }\n\n /**\n * Checks if `value` is a pristine native function.\n *\n * **Note:** This method can't reliably detect native functions in the presence\n * of the core-js package because core-js circumvents this kind of detection.\n * Despite multiple requests, the core-js maintainer has made it clear: any\n * attempt to fix the detection will be obstructed. As a result, we're left\n * with little choice but to throw an error. Unfortunately, this also affects\n * packages, like [babel-polyfill](https://www.npmjs.com/package/babel-polyfill),\n * which rely on core-js.\n *\n * @static\n * @memberOf _\n * @since 3.0.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is a native function,\n * else `false`.\n * @example\n *\n * _.isNative(Array.prototype.push);\n * // => true\n *\n * _.isNative(_);\n * // => false\n */\n function isNative(value) {\n if (isMaskable(value)) {\n throw new Error(CORE_ERROR_TEXT);\n }\n return baseIsNative(value);\n }\n\n /**\n * Checks if `value` is `null`.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is `null`, else `false`.\n * @example\n *\n * _.isNull(null);\n * // => true\n *\n * _.isNull(void 0);\n * // => false\n */\n function isNull(value) {\n return value === null;\n }\n\n /**\n * Checks if `value` is `null` or `undefined`.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is nullish, else `false`.\n * @example\n *\n * _.isNil(null);\n * // => true\n *\n * _.isNil(void 0);\n * // => true\n *\n * _.isNil(NaN);\n * // => false\n */\n function isNil(value) {\n return value == null;\n }\n\n /**\n * Checks if `value` is classified as a `Number` primitive or object.\n *\n * **Note:** To exclude `Infinity`, `-Infinity`, and `NaN`, which are\n * classified as numbers, use the `_.isFinite` method.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is a number, else `false`.\n * @example\n *\n * _.isNumber(3);\n * // => true\n *\n * _.isNumber(Number.MIN_VALUE);\n * // => true\n *\n * _.isNumber(Infinity);\n * // => true\n *\n * _.isNumber('3');\n * // => false\n */\n function isNumber(value) {\n return typeof value == 'number' ||\n (isObjectLike(value) && baseGetTag(value) == numberTag);\n }\n\n /**\n * Checks if `value` is a plain object, that is, an object created by the\n * `Object` constructor or one with a `[[Prototype]]` of `null`.\n *\n * @static\n * @memberOf _\n * @since 0.8.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is a plain object, else `false`.\n * @example\n *\n * function Foo() {\n * this.a = 1;\n * }\n *\n * _.isPlainObject(new Foo);\n * // => false\n *\n * _.isPlainObject([1, 2, 3]);\n * // => false\n *\n * _.isPlainObject({ 'x': 0, 'y': 0 });\n * // => true\n *\n * _.isPlainObject(Object.create(null));\n * // => true\n */\n function isPlainObject(value) {\n if (!isObjectLike(value) || baseGetTag(value) != objectTag) {\n return false;\n }\n var proto = getPrototype(value);\n if (proto === null) {\n return true;\n }\n var Ctor = hasOwnProperty.call(proto, 'constructor') && proto.constructor;\n return typeof Ctor == 'function' && Ctor instanceof Ctor &&\n funcToString.call(Ctor) == objectCtorString;\n }\n\n /**\n * Checks if `value` is classified as a `RegExp` object.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is a regexp, else `false`.\n * @example\n *\n * _.isRegExp(/abc/);\n * // => true\n *\n * _.isRegExp('/abc/');\n * // => false\n */\n var isRegExp = nodeIsRegExp ? baseUnary(nodeIsRegExp) : baseIsRegExp;\n\n /**\n * Checks if `value` is a safe integer. An integer is safe if it's an IEEE-754\n * double precision number which isn't the result of a rounded unsafe integer.\n *\n * **Note:** This method is based on\n * [`Number.isSafeInteger`](https://mdn.io/Number/isSafeInteger).\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is a safe integer, else `false`.\n * @example\n *\n * _.isSafeInteger(3);\n * // => true\n *\n * _.isSafeInteger(Number.MIN_VALUE);\n * // => false\n *\n * _.isSafeInteger(Infinity);\n * // => false\n *\n * _.isSafeInteger('3');\n * // => false\n */\n function isSafeInteger(value) {\n return isInteger(value) && value >= -MAX_SAFE_INTEGER && value <= MAX_SAFE_INTEGER;\n }\n\n /**\n * Checks if `value` is classified as a `Set` object.\n *\n * @static\n * @memberOf _\n * @since 4.3.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is a set, else `false`.\n * @example\n *\n * _.isSet(new Set);\n * // => true\n *\n * _.isSet(new WeakSet);\n * // => false\n */\n var isSet = nodeIsSet ? baseUnary(nodeIsSet) : baseIsSet;\n\n /**\n * Checks if `value` is classified as a `String` primitive or object.\n *\n * @static\n * @since 0.1.0\n * @memberOf _\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is a string, else `false`.\n * @example\n *\n * _.isString('abc');\n * // => true\n *\n * _.isString(1);\n * // => false\n */\n function isString(value) {\n return typeof value == 'string' ||\n (!isArray(value) && isObjectLike(value) && baseGetTag(value) == stringTag);\n }\n\n /**\n * Checks if `value` is classified as a `Symbol` primitive or object.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is a symbol, else `false`.\n * @example\n *\n * _.isSymbol(Symbol.iterator);\n * // => true\n *\n * _.isSymbol('abc');\n * // => false\n */\n function isSymbol(value) {\n return typeof value == 'symbol' ||\n (isObjectLike(value) && baseGetTag(value) == symbolTag);\n }\n\n /**\n * Checks if `value` is classified as a typed array.\n *\n * @static\n * @memberOf _\n * @since 3.0.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is a typed array, else `false`.\n * @example\n *\n * _.isTypedArray(new Uint8Array);\n * // => true\n *\n * _.isTypedArray([]);\n * // => false\n */\n var isTypedArray = nodeIsTypedArray ? baseUnary(nodeIsTypedArray) : baseIsTypedArray;\n\n /**\n * Checks if `value` is `undefined`.\n *\n * @static\n * @since 0.1.0\n * @memberOf _\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is `undefined`, else `false`.\n * @example\n *\n * _.isUndefined(void 0);\n * // => true\n *\n * _.isUndefined(null);\n * // => false\n */\n function isUndefined(value) {\n return value === undefined;\n }\n\n /**\n * Checks if `value` is classified as a `WeakMap` object.\n *\n * @static\n * @memberOf _\n * @since 4.3.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is a weak map, else `false`.\n * @example\n *\n * _.isWeakMap(new WeakMap);\n * // => true\n *\n * _.isWeakMap(new Map);\n * // => false\n */\n function isWeakMap(value) {\n return isObjectLike(value) && getTag(value) == weakMapTag;\n }\n\n /**\n * Checks if `value` is classified as a `WeakSet` object.\n *\n * @static\n * @memberOf _\n * @since 4.3.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is a weak set, else `false`.\n * @example\n *\n * _.isWeakSet(new WeakSet);\n * // => true\n *\n * _.isWeakSet(new Set);\n * // => false\n */\n function isWeakSet(value) {\n return isObjectLike(value) && baseGetTag(value) == weakSetTag;\n }\n\n /**\n * Checks if `value` is less than `other`.\n *\n * @static\n * @memberOf _\n * @since 3.9.0\n * @category Lang\n * @param {*} value The value to compare.\n * @param {*} other The other value to compare.\n * @returns {boolean} Returns `true` if `value` is less than `other`,\n * else `false`.\n * @see _.gt\n * @example\n *\n * _.lt(1, 3);\n * // => true\n *\n * _.lt(3, 3);\n * // => false\n *\n * _.lt(3, 1);\n * // => false\n */\n var lt = createRelationalOperation(baseLt);\n\n /**\n * Checks if `value` is less than or equal to `other`.\n *\n * @static\n * @memberOf _\n * @since 3.9.0\n * @category Lang\n * @param {*} value The value to compare.\n * @param {*} other The other value to compare.\n * @returns {boolean} Returns `true` if `value` is less than or equal to\n * `other`, else `false`.\n * @see _.gte\n * @example\n *\n * _.lte(1, 3);\n * // => true\n *\n * _.lte(3, 3);\n * // => true\n *\n * _.lte(3, 1);\n * // => false\n */\n var lte = createRelationalOperation(function(value, other) {\n return value <= other;\n });\n\n /**\n * Converts `value` to an array.\n *\n * @static\n * @since 0.1.0\n * @memberOf _\n * @category Lang\n * @param {*} value The value to convert.\n * @returns {Array} Returns the converted array.\n * @example\n *\n * _.toArray({ 'a': 1, 'b': 2 });\n * // => [1, 2]\n *\n * _.toArray('abc');\n * // => ['a', 'b', 'c']\n *\n * _.toArray(1);\n * // => []\n *\n * _.toArray(null);\n * // => []\n */\n function toArray(value) {\n if (!value) {\n return [];\n }\n if (isArrayLike(value)) {\n return isString(value) ? stringToArray(value) : copyArray(value);\n }\n if (symIterator && value[symIterator]) {\n return iteratorToArray(value[symIterator]());\n }\n var tag = getTag(value),\n func = tag == mapTag ? mapToArray : (tag == setTag ? setToArray : values);\n\n return func(value);\n }\n\n /**\n * Converts `value` to a finite number.\n *\n * @static\n * @memberOf _\n * @since 4.12.0\n * @category Lang\n * @param {*} value The value to convert.\n * @returns {number} Returns the converted number.\n * @example\n *\n * _.toFinite(3.2);\n * // => 3.2\n *\n * _.toFinite(Number.MIN_VALUE);\n * // => 5e-324\n *\n * _.toFinite(Infinity);\n * // => 1.7976931348623157e+308\n *\n * _.toFinite('3.2');\n * // => 3.2\n */\n function toFinite(value) {\n if (!value) {\n return value === 0 ? value : 0;\n }\n value = toNumber(value);\n if (value === INFINITY || value === -INFINITY) {\n var sign = (value < 0 ? -1 : 1);\n return sign * MAX_INTEGER;\n }\n return value === value ? value : 0;\n }\n\n /**\n * Converts `value` to an integer.\n *\n * **Note:** This method is loosely based on\n * [`ToInteger`](http://www.ecma-international.org/ecma-262/7.0/#sec-tointeger).\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Lang\n * @param {*} value The value to convert.\n * @returns {number} Returns the converted integer.\n * @example\n *\n * _.toInteger(3.2);\n * // => 3\n *\n * _.toInteger(Number.MIN_VALUE);\n * // => 0\n *\n * _.toInteger(Infinity);\n * // => 1.7976931348623157e+308\n *\n * _.toInteger('3.2');\n * // => 3\n */\n function toInteger(value) {\n var result = toFinite(value),\n remainder = result % 1;\n\n return result === result ? (remainder ? result - remainder : result) : 0;\n }\n\n /**\n * Converts `value` to an integer suitable for use as the length of an\n * array-like object.\n *\n * **Note:** This method is based on\n * [`ToLength`](http://ecma-international.org/ecma-262/7.0/#sec-tolength).\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Lang\n * @param {*} value The value to convert.\n * @returns {number} Returns the converted integer.\n * @example\n *\n * _.toLength(3.2);\n * // => 3\n *\n * _.toLength(Number.MIN_VALUE);\n * // => 0\n *\n * _.toLength(Infinity);\n * // => 4294967295\n *\n * _.toLength('3.2');\n * // => 3\n */\n function toLength(value) {\n return value ? baseClamp(toInteger(value), 0, MAX_ARRAY_LENGTH) : 0;\n }\n\n /**\n * Converts `value` to a number.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Lang\n * @param {*} value The value to process.\n * @returns {number} Returns the number.\n * @example\n *\n * _.toNumber(3.2);\n * // => 3.2\n *\n * _.toNumber(Number.MIN_VALUE);\n * // => 5e-324\n *\n * _.toNumber(Infinity);\n * // => Infinity\n *\n * _.toNumber('3.2');\n * // => 3.2\n */\n function toNumber(value) {\n if (typeof value == 'number') {\n return value;\n }\n if (isSymbol(value)) {\n return NAN;\n }\n if (isObject(value)) {\n var other = typeof value.valueOf == 'function' ? value.valueOf() : value;\n value = isObject(other) ? (other + '') : other;\n }\n if (typeof value != 'string') {\n return value === 0 ? value : +value;\n }\n value = value.replace(reTrim, '');\n var isBinary = reIsBinary.test(value);\n return (isBinary || reIsOctal.test(value))\n ? freeParseInt(value.slice(2), isBinary ? 2 : 8)\n : (reIsBadHex.test(value) ? NAN : +value);\n }\n\n /**\n * Converts `value` to a plain object flattening inherited enumerable string\n * keyed properties of `value` to own properties of the plain object.\n *\n * @static\n * @memberOf _\n * @since 3.0.0\n * @category Lang\n * @param {*} value The value to convert.\n * @returns {Object} Returns the converted plain object.\n * @example\n *\n * function Foo() {\n * this.b = 2;\n * }\n *\n * Foo.prototype.c = 3;\n *\n * _.assign({ 'a': 1 }, new Foo);\n * // => { 'a': 1, 'b': 2 }\n *\n * _.assign({ 'a': 1 }, _.toPlainObject(new Foo));\n * // => { 'a': 1, 'b': 2, 'c': 3 }\n */\n function toPlainObject(value) {\n return copyObject(value, keysIn(value));\n }\n\n /**\n * Converts `value` to a safe integer. A safe integer can be compared and\n * represented correctly.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Lang\n * @param {*} value The value to convert.\n * @returns {number} Returns the converted integer.\n * @example\n *\n * _.toSafeInteger(3.2);\n * // => 3\n *\n * _.toSafeInteger(Number.MIN_VALUE);\n * // => 0\n *\n * _.toSafeInteger(Infinity);\n * // => 9007199254740991\n *\n * _.toSafeInteger('3.2');\n * // => 3\n */\n function toSafeInteger(value) {\n return value\n ? baseClamp(toInteger(value), -MAX_SAFE_INTEGER, MAX_SAFE_INTEGER)\n : (value === 0 ? value : 0);\n }\n\n /**\n * Converts `value` to a string. An empty string is returned for `null`\n * and `undefined` values. The sign of `-0` is preserved.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Lang\n * @param {*} value The value to convert.\n * @returns {string} Returns the converted string.\n * @example\n *\n * _.toString(null);\n * // => ''\n *\n * _.toString(-0);\n * // => '-0'\n *\n * _.toString([1, 2, 3]);\n * // => '1,2,3'\n */\n function toString(value) {\n return value == null ? '' : baseToString(value);\n }\n\n /*------------------------------------------------------------------------*/\n\n /**\n * Assigns own enumerable string keyed properties of source objects to the\n * destination object. Source objects are applied from left to right.\n * Subsequent sources overwrite property assignments of previous sources.\n *\n * **Note:** This method mutates `object` and is loosely based on\n * [`Object.assign`](https://mdn.io/Object/assign).\n *\n * @static\n * @memberOf _\n * @since 0.10.0\n * @category Object\n * @param {Object} object The destination object.\n * @param {...Object} [sources] The source objects.\n * @returns {Object} Returns `object`.\n * @see _.assignIn\n * @example\n *\n * function Foo() {\n * this.a = 1;\n * }\n *\n * function Bar() {\n * this.c = 3;\n * }\n *\n * Foo.prototype.b = 2;\n * Bar.prototype.d = 4;\n *\n * _.assign({ 'a': 0 }, new Foo, new Bar);\n * // => { 'a': 1, 'c': 3 }\n */\n var assign = createAssigner(function(object, source) {\n if (isPrototype(source) || isArrayLike(source)) {\n copyObject(source, keys(source), object);\n return;\n }\n for (var key in source) {\n if (hasOwnProperty.call(source, key)) {\n assignValue(object, key, source[key]);\n }\n }\n });\n\n /**\n * This method is like `_.assign` except that it iterates over own and\n * inherited source properties.\n *\n * **Note:** This method mutates `object`.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @alias extend\n * @category Object\n * @param {Object} object The destination object.\n * @param {...Object} [sources] The source objects.\n * @returns {Object} Returns `object`.\n * @see _.assign\n * @example\n *\n * function Foo() {\n * this.a = 1;\n * }\n *\n * function Bar() {\n * this.c = 3;\n * }\n *\n * Foo.prototype.b = 2;\n * Bar.prototype.d = 4;\n *\n * _.assignIn({ 'a': 0 }, new Foo, new Bar);\n * // => { 'a': 1, 'b': 2, 'c': 3, 'd': 4 }\n */\n var assignIn = createAssigner(function(object, source) {\n copyObject(source, keysIn(source), object);\n });\n\n /**\n * This method is like `_.assignIn` except that it accepts `customizer`\n * which is invoked to produce the assigned values. If `customizer` returns\n * `undefined`, assignment is handled by the method instead. The `customizer`\n * is invoked with five arguments: (objValue, srcValue, key, object, source).\n *\n * **Note:** This method mutates `object`.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @alias extendWith\n * @category Object\n * @param {Object} object The destination object.\n * @param {...Object} sources The source objects.\n * @param {Function} [customizer] The function to customize assigned values.\n * @returns {Object} Returns `object`.\n * @see _.assignWith\n * @example\n *\n * function customizer(objValue, srcValue) {\n * return _.isUndefined(objValue) ? srcValue : objValue;\n * }\n *\n * var defaults = _.partialRight(_.assignInWith, customizer);\n *\n * defaults({ 'a': 1 }, { 'b': 2 }, { 'a': 3 });\n * // => { 'a': 1, 'b': 2 }\n */\n var assignInWith = createAssigner(function(object, source, srcIndex, customizer) {\n copyObject(source, keysIn(source), object, customizer);\n });\n\n /**\n * This method is like `_.assign` except that it accepts `customizer`\n * which is invoked to produce the assigned values. If `customizer` returns\n * `undefined`, assignment is handled by the method instead. The `customizer`\n * is invoked with five arguments: (objValue, srcValue, key, object, source).\n *\n * **Note:** This method mutates `object`.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Object\n * @param {Object} object The destination object.\n * @param {...Object} sources The source objects.\n * @param {Function} [customizer] The function to customize assigned values.\n * @returns {Object} Returns `object`.\n * @see _.assignInWith\n * @example\n *\n * function customizer(objValue, srcValue) {\n * return _.isUndefined(objValue) ? srcValue : objValue;\n * }\n *\n * var defaults = _.partialRight(_.assignWith, customizer);\n *\n * defaults({ 'a': 1 }, { 'b': 2 }, { 'a': 3 });\n * // => { 'a': 1, 'b': 2 }\n */\n var assignWith = createAssigner(function(object, source, srcIndex, customizer) {\n copyObject(source, keys(source), object, customizer);\n });\n\n /**\n * Creates an array of values corresponding to `paths` of `object`.\n *\n * @static\n * @memberOf _\n * @since 1.0.0\n * @category Object\n * @param {Object} object The object to iterate over.\n * @param {...(string|string[])} [paths] The property paths to pick.\n * @returns {Array} Returns the picked values.\n * @example\n *\n * var object = { 'a': [{ 'b': { 'c': 3 } }, 4] };\n *\n * _.at(object, ['a[0].b.c', 'a[1]']);\n * // => [3, 4]\n */\n var at = flatRest(baseAt);\n\n /**\n * Creates an object that inherits from the `prototype` object. If a\n * `properties` object is given, its own enumerable string keyed properties\n * are assigned to the created object.\n *\n * @static\n * @memberOf _\n * @since 2.3.0\n * @category Object\n * @param {Object} prototype The object to inherit from.\n * @param {Object} [properties] The properties to assign to the object.\n * @returns {Object} Returns the new object.\n * @example\n *\n * function Shape() {\n * this.x = 0;\n * this.y = 0;\n * }\n *\n * function Circle() {\n * Shape.call(this);\n * }\n *\n * Circle.prototype = _.create(Shape.prototype, {\n * 'constructor': Circle\n * });\n *\n * var circle = new Circle;\n * circle instanceof Circle;\n * // => true\n *\n * circle instanceof Shape;\n * // => true\n */\n function create(prototype, properties) {\n var result = baseCreate(prototype);\n return properties == null ? result : baseAssign(result, properties);\n }\n\n /**\n * Assigns own and inherited enumerable string keyed properties of source\n * objects to the destination object for all destination properties that\n * resolve to `undefined`. Source objects are applied from left to right.\n * Once a property is set, additional values of the same property are ignored.\n *\n * **Note:** This method mutates `object`.\n *\n * @static\n * @since 0.1.0\n * @memberOf _\n * @category Object\n * @param {Object} object The destination object.\n * @param {...Object} [sources] The source objects.\n * @returns {Object} Returns `object`.\n * @see _.defaultsDeep\n * @example\n *\n * _.defaults({ 'a': 1 }, { 'b': 2 }, { 'a': 3 });\n * // => { 'a': 1, 'b': 2 }\n */\n var defaults = baseRest(function(object, sources) {\n object = Object(object);\n\n var index = -1;\n var length = sources.length;\n var guard = length > 2 ? sources[2] : undefined;\n\n if (guard && isIterateeCall(sources[0], sources[1], guard)) {\n length = 1;\n }\n\n while (++index < length) {\n var source = sources[index];\n var props = keysIn(source);\n var propsIndex = -1;\n var propsLength = props.length;\n\n while (++propsIndex < propsLength) {\n var key = props[propsIndex];\n var value = object[key];\n\n if (value === undefined ||\n (eq(value, objectProto[key]) && !hasOwnProperty.call(object, key))) {\n object[key] = source[key];\n }\n }\n }\n\n return object;\n });\n\n /**\n * This method is like `_.defaults` except that it recursively assigns\n * default properties.\n *\n * **Note:** This method mutates `object`.\n *\n * @static\n * @memberOf _\n * @since 3.10.0\n * @category Object\n * @param {Object} object The destination object.\n * @param {...Object} [sources] The source objects.\n * @returns {Object} Returns `object`.\n * @see _.defaults\n * @example\n *\n * _.defaultsDeep({ 'a': { 'b': 2 } }, { 'a': { 'b': 1, 'c': 3 } });\n * // => { 'a': { 'b': 2, 'c': 3 } }\n */\n var defaultsDeep = baseRest(function(args) {\n args.push(undefined, customDefaultsMerge);\n return apply(mergeWith, undefined, args);\n });\n\n /**\n * This method is like `_.find` except that it returns the key of the first\n * element `predicate` returns truthy for instead of the element itself.\n *\n * @static\n * @memberOf _\n * @since 1.1.0\n * @category Object\n * @param {Object} object The object to inspect.\n * @param {Function} [predicate=_.identity] The function invoked per iteration.\n * @returns {string|undefined} Returns the key of the matched element,\n * else `undefined`.\n * @example\n *\n * var users = {\n * 'barney': { 'age': 36, 'active': true },\n * 'fred': { 'age': 40, 'active': false },\n * 'pebbles': { 'age': 1, 'active': true }\n * };\n *\n * _.findKey(users, function(o) { return o.age < 40; });\n * // => 'barney' (iteration order is not guaranteed)\n *\n * // The `_.matches` iteratee shorthand.\n * _.findKey(users, { 'age': 1, 'active': true });\n * // => 'pebbles'\n *\n * // The `_.matchesProperty` iteratee shorthand.\n * _.findKey(users, ['active', false]);\n * // => 'fred'\n *\n * // The `_.property` iteratee shorthand.\n * _.findKey(users, 'active');\n * // => 'barney'\n */\n function findKey(object, predicate) {\n return baseFindKey(object, getIteratee(predicate, 3), baseForOwn);\n }\n\n /**\n * This method is like `_.findKey` except that it iterates over elements of\n * a collection in the opposite order.\n *\n * @static\n * @memberOf _\n * @since 2.0.0\n * @category Object\n * @param {Object} object The object to inspect.\n * @param {Function} [predicate=_.identity] The function invoked per iteration.\n * @returns {string|undefined} Returns the key of the matched element,\n * else `undefined`.\n * @example\n *\n * var users = {\n * 'barney': { 'age': 36, 'active': true },\n * 'fred': { 'age': 40, 'active': false },\n * 'pebbles': { 'age': 1, 'active': true }\n * };\n *\n * _.findLastKey(users, function(o) { return o.age < 40; });\n * // => returns 'pebbles' assuming `_.findKey` returns 'barney'\n *\n * // The `_.matches` iteratee shorthand.\n * _.findLastKey(users, { 'age': 36, 'active': true });\n * // => 'barney'\n *\n * // The `_.matchesProperty` iteratee shorthand.\n * _.findLastKey(users, ['active', false]);\n * // => 'fred'\n *\n * // The `_.property` iteratee shorthand.\n * _.findLastKey(users, 'active');\n * // => 'pebbles'\n */\n function findLastKey(object, predicate) {\n return baseFindKey(object, getIteratee(predicate, 3), baseForOwnRight);\n }\n\n /**\n * Iterates over own and inherited enumerable string keyed properties of an\n * object and invokes `iteratee` for each property. The iteratee is invoked\n * with three arguments: (value, key, object). Iteratee functions may exit\n * iteration early by explicitly returning `false`.\n *\n * @static\n * @memberOf _\n * @since 0.3.0\n * @category Object\n * @param {Object} object The object to iterate over.\n * @param {Function} [iteratee=_.identity] The function invoked per iteration.\n * @returns {Object} Returns `object`.\n * @see _.forInRight\n * @example\n *\n * function Foo() {\n * this.a = 1;\n * this.b = 2;\n * }\n *\n * Foo.prototype.c = 3;\n *\n * _.forIn(new Foo, function(value, key) {\n * console.log(key);\n * });\n * // => Logs 'a', 'b', then 'c' (iteration order is not guaranteed).\n */\n function forIn(object, iteratee) {\n return object == null\n ? object\n : baseFor(object, getIteratee(iteratee, 3), keysIn);\n }\n\n /**\n * This method is like `_.forIn` except that it iterates over properties of\n * `object` in the opposite order.\n *\n * @static\n * @memberOf _\n * @since 2.0.0\n * @category Object\n * @param {Object} object The object to iterate over.\n * @param {Function} [iteratee=_.identity] The function invoked per iteration.\n * @returns {Object} Returns `object`.\n * @see _.forIn\n * @example\n *\n * function Foo() {\n * this.a = 1;\n * this.b = 2;\n * }\n *\n * Foo.prototype.c = 3;\n *\n * _.forInRight(new Foo, function(value, key) {\n * console.log(key);\n * });\n * // => Logs 'c', 'b', then 'a' assuming `_.forIn` logs 'a', 'b', then 'c'.\n */\n function forInRight(object, iteratee) {\n return object == null\n ? object\n : baseForRight(object, getIteratee(iteratee, 3), keysIn);\n }\n\n /**\n * Iterates over own enumerable string keyed properties of an object and\n * invokes `iteratee` for each property. The iteratee is invoked with three\n * arguments: (value, key, object). Iteratee functions may exit iteration\n * early by explicitly returning `false`.\n *\n * @static\n * @memberOf _\n * @since 0.3.0\n * @category Object\n * @param {Object} object The object to iterate over.\n * @param {Function} [iteratee=_.identity] The function invoked per iteration.\n * @returns {Object} Returns `object`.\n * @see _.forOwnRight\n * @example\n *\n * function Foo() {\n * this.a = 1;\n * this.b = 2;\n * }\n *\n * Foo.prototype.c = 3;\n *\n * _.forOwn(new Foo, function(value, key) {\n * console.log(key);\n * });\n * // => Logs 'a' then 'b' (iteration order is not guaranteed).\n */\n function forOwn(object, iteratee) {\n return object && baseForOwn(object, getIteratee(iteratee, 3));\n }\n\n /**\n * This method is like `_.forOwn` except that it iterates over properties of\n * `object` in the opposite order.\n *\n * @static\n * @memberOf _\n * @since 2.0.0\n * @category Object\n * @param {Object} object The object to iterate over.\n * @param {Function} [iteratee=_.identity] The function invoked per iteration.\n * @returns {Object} Returns `object`.\n * @see _.forOwn\n * @example\n *\n * function Foo() {\n * this.a = 1;\n * this.b = 2;\n * }\n *\n * Foo.prototype.c = 3;\n *\n * _.forOwnRight(new Foo, function(value, key) {\n * console.log(key);\n * });\n * // => Logs 'b' then 'a' assuming `_.forOwn` logs 'a' then 'b'.\n */\n function forOwnRight(object, iteratee) {\n return object && baseForOwnRight(object, getIteratee(iteratee, 3));\n }\n\n /**\n * Creates an array of function property names from own enumerable properties\n * of `object`.\n *\n * @static\n * @since 0.1.0\n * @memberOf _\n * @category Object\n * @param {Object} object The object to inspect.\n * @returns {Array} Returns the function names.\n * @see _.functionsIn\n * @example\n *\n * function Foo() {\n * this.a = _.constant('a');\n * this.b = _.constant('b');\n * }\n *\n * Foo.prototype.c = _.constant('c');\n *\n * _.functions(new Foo);\n * // => ['a', 'b']\n */\n function functions(object) {\n return object == null ? [] : baseFunctions(object, keys(object));\n }\n\n /**\n * Creates an array of function property names from own and inherited\n * enumerable properties of `object`.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Object\n * @param {Object} object The object to inspect.\n * @returns {Array} Returns the function names.\n * @see _.functions\n * @example\n *\n * function Foo() {\n * this.a = _.constant('a');\n * this.b = _.constant('b');\n * }\n *\n * Foo.prototype.c = _.constant('c');\n *\n * _.functionsIn(new Foo);\n * // => ['a', 'b', 'c']\n */\n function functionsIn(object) {\n return object == null ? [] : baseFunctions(object, keysIn(object));\n }\n\n /**\n * Gets the value at `path` of `object`. If the resolved value is\n * `undefined`, the `defaultValue` is returned in its place.\n *\n * @static\n * @memberOf _\n * @since 3.7.0\n * @category Object\n * @param {Object} object The object to query.\n * @param {Array|string} path The path of the property to get.\n * @param {*} [defaultValue] The value returned for `undefined` resolved values.\n * @returns {*} Returns the resolved value.\n * @example\n *\n * var object = { 'a': [{ 'b': { 'c': 3 } }] };\n *\n * _.get(object, 'a[0].b.c');\n * // => 3\n *\n * _.get(object, ['a', '0', 'b', 'c']);\n * // => 3\n *\n * _.get(object, 'a.b.c', 'default');\n * // => 'default'\n */\n function get(object, path, defaultValue) {\n var result = object == null ? undefined : baseGet(object, path);\n return result === undefined ? defaultValue : result;\n }\n\n /**\n * Checks if `path` is a direct property of `object`.\n *\n * @static\n * @since 0.1.0\n * @memberOf _\n * @category Object\n * @param {Object} object The object to query.\n * @param {Array|string} path The path to check.\n * @returns {boolean} Returns `true` if `path` exists, else `false`.\n * @example\n *\n * var object = { 'a': { 'b': 2 } };\n * var other = _.create({ 'a': _.create({ 'b': 2 }) });\n *\n * _.has(object, 'a');\n * // => true\n *\n * _.has(object, 'a.b');\n * // => true\n *\n * _.has(object, ['a', 'b']);\n * // => true\n *\n * _.has(other, 'a');\n * // => false\n */\n function has(object, path) {\n return object != null && hasPath(object, path, baseHas);\n }\n\n /**\n * Checks if `path` is a direct or inherited property of `object`.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Object\n * @param {Object} object The object to query.\n * @param {Array|string} path The path to check.\n * @returns {boolean} Returns `true` if `path` exists, else `false`.\n * @example\n *\n * var object = _.create({ 'a': _.create({ 'b': 2 }) });\n *\n * _.hasIn(object, 'a');\n * // => true\n *\n * _.hasIn(object, 'a.b');\n * // => true\n *\n * _.hasIn(object, ['a', 'b']);\n * // => true\n *\n * _.hasIn(object, 'b');\n * // => false\n */\n function hasIn(object, path) {\n return object != null && hasPath(object, path, baseHasIn);\n }\n\n /**\n * Creates an object composed of the inverted keys and values of `object`.\n * If `object` contains duplicate values, subsequent values overwrite\n * property assignments of previous values.\n *\n * @static\n * @memberOf _\n * @since 0.7.0\n * @category Object\n * @param {Object} object The object to invert.\n * @returns {Object} Returns the new inverted object.\n * @example\n *\n * var object = { 'a': 1, 'b': 2, 'c': 1 };\n *\n * _.invert(object);\n * // => { '1': 'c', '2': 'b' }\n */\n var invert = createInverter(function(result, value, key) {\n if (value != null &&\n typeof value.toString != 'function') {\n value = nativeObjectToString.call(value);\n }\n\n result[value] = key;\n }, constant(identity));\n\n /**\n * This method is like `_.invert` except that the inverted object is generated\n * from the results of running each element of `object` thru `iteratee`. The\n * corresponding inverted value of each inverted key is an array of keys\n * responsible for generating the inverted value. The iteratee is invoked\n * with one argument: (value).\n *\n * @static\n * @memberOf _\n * @since 4.1.0\n * @category Object\n * @param {Object} object The object to invert.\n * @param {Function} [iteratee=_.identity] The iteratee invoked per element.\n * @returns {Object} Returns the new inverted object.\n * @example\n *\n * var object = { 'a': 1, 'b': 2, 'c': 1 };\n *\n * _.invertBy(object);\n * // => { '1': ['a', 'c'], '2': ['b'] }\n *\n * _.invertBy(object, function(value) {\n * return 'group' + value;\n * });\n * // => { 'group1': ['a', 'c'], 'group2': ['b'] }\n */\n var invertBy = createInverter(function(result, value, key) {\n if (value != null &&\n typeof value.toString != 'function') {\n value = nativeObjectToString.call(value);\n }\n\n if (hasOwnProperty.call(result, value)) {\n result[value].push(key);\n } else {\n result[value] = [key];\n }\n }, getIteratee);\n\n /**\n * Invokes the method at `path` of `object`.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Object\n * @param {Object} object The object to query.\n * @param {Array|string} path The path of the method to invoke.\n * @param {...*} [args] The arguments to invoke the method with.\n * @returns {*} Returns the result of the invoked method.\n * @example\n *\n * var object = { 'a': [{ 'b': { 'c': [1, 2, 3, 4] } }] };\n *\n * _.invoke(object, 'a[0].b.c.slice', 1, 3);\n * // => [2, 3]\n */\n var invoke = baseRest(baseInvoke);\n\n /**\n * Creates an array of the own enumerable property names of `object`.\n *\n * **Note:** Non-object values are coerced to objects. See the\n * [ES spec](http://ecma-international.org/ecma-262/7.0/#sec-object.keys)\n * for more details.\n *\n * @static\n * @since 0.1.0\n * @memberOf _\n * @category Object\n * @param {Object} object The object to query.\n * @returns {Array} Returns the array of property names.\n * @example\n *\n * function Foo() {\n * this.a = 1;\n * this.b = 2;\n * }\n *\n * Foo.prototype.c = 3;\n *\n * _.keys(new Foo);\n * // => ['a', 'b'] (iteration order is not guaranteed)\n *\n * _.keys('hi');\n * // => ['0', '1']\n */\n function keys(object) {\n return isArrayLike(object) ? arrayLikeKeys(object) : baseKeys(object);\n }\n\n /**\n * Creates an array of the own and inherited enumerable property names of `object`.\n *\n * **Note:** Non-object values are coerced to objects.\n *\n * @static\n * @memberOf _\n * @since 3.0.0\n * @category Object\n * @param {Object} object The object to query.\n * @returns {Array} Returns the array of property names.\n * @example\n *\n * function Foo() {\n * this.a = 1;\n * this.b = 2;\n * }\n *\n * Foo.prototype.c = 3;\n *\n * _.keysIn(new Foo);\n * // => ['a', 'b', 'c'] (iteration order is not guaranteed)\n */\n function keysIn(object) {\n return isArrayLike(object) ? arrayLikeKeys(object, true) : baseKeysIn(object);\n }\n\n /**\n * The opposite of `_.mapValues`; this method creates an object with the\n * same values as `object` and keys generated by running each own enumerable\n * string keyed property of `object` thru `iteratee`. The iteratee is invoked\n * with three arguments: (value, key, object).\n *\n * @static\n * @memberOf _\n * @since 3.8.0\n * @category Object\n * @param {Object} object The object to iterate over.\n * @param {Function} [iteratee=_.identity] The function invoked per iteration.\n * @returns {Object} Returns the new mapped object.\n * @see _.mapValues\n * @example\n *\n * _.mapKeys({ 'a': 1, 'b': 2 }, function(value, key) {\n * return key + value;\n * });\n * // => { 'a1': 1, 'b2': 2 }\n */\n function mapKeys(object, iteratee) {\n var result = {};\n iteratee = getIteratee(iteratee, 3);\n\n baseForOwn(object, function(value, key, object) {\n baseAssignValue(result, iteratee(value, key, object), value);\n });\n return result;\n }\n\n /**\n * Creates an object with the same keys as `object` and values generated\n * by running each own enumerable string keyed property of `object` thru\n * `iteratee`. The iteratee is invoked with three arguments:\n * (value, key, object).\n *\n * @static\n * @memberOf _\n * @since 2.4.0\n * @category Object\n * @param {Object} object The object to iterate over.\n * @param {Function} [iteratee=_.identity] The function invoked per iteration.\n * @returns {Object} Returns the new mapped object.\n * @see _.mapKeys\n * @example\n *\n * var users = {\n * 'fred': { 'user': 'fred', 'age': 40 },\n * 'pebbles': { 'user': 'pebbles', 'age': 1 }\n * };\n *\n * _.mapValues(users, function(o) { return o.age; });\n * // => { 'fred': 40, 'pebbles': 1 } (iteration order is not guaranteed)\n *\n * // The `_.property` iteratee shorthand.\n * _.mapValues(users, 'age');\n * // => { 'fred': 40, 'pebbles': 1 } (iteration order is not guaranteed)\n */\n function mapValues(object, iteratee) {\n var result = {};\n iteratee = getIteratee(iteratee, 3);\n\n baseForOwn(object, function(value, key, object) {\n baseAssignValue(result, key, iteratee(value, key, object));\n });\n return result;\n }\n\n /**\n * This method is like `_.assign` except that it recursively merges own and\n * inherited enumerable string keyed properties of source objects into the\n * destination object. Source properties that resolve to `undefined` are\n * skipped if a destination value exists. Array and plain object properties\n * are merged recursively. Other objects and value types are overridden by\n * assignment. Source objects are applied from left to right. Subsequent\n * sources overwrite property assignments of previous sources.\n *\n * **Note:** This method mutates `object`.\n *\n * @static\n * @memberOf _\n * @since 0.5.0\n * @category Object\n * @param {Object} object The destination object.\n * @param {...Object} [sources] The source objects.\n * @returns {Object} Returns `object`.\n * @example\n *\n * var object = {\n * 'a': [{ 'b': 2 }, { 'd': 4 }]\n * };\n *\n * var other = {\n * 'a': [{ 'c': 3 }, { 'e': 5 }]\n * };\n *\n * _.merge(object, other);\n * // => { 'a': [{ 'b': 2, 'c': 3 }, { 'd': 4, 'e': 5 }] }\n */\n var merge = createAssigner(function(object, source, srcIndex) {\n baseMerge(object, source, srcIndex);\n });\n\n /**\n * This method is like `_.merge` except that it accepts `customizer` which\n * is invoked to produce the merged values of the destination and source\n * properties. If `customizer` returns `undefined`, merging is handled by the\n * method instead. The `customizer` is invoked with six arguments:\n * (objValue, srcValue, key, object, source, stack).\n *\n * **Note:** This method mutates `object`.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Object\n * @param {Object} object The destination object.\n * @param {...Object} sources The source objects.\n * @param {Function} customizer The function to customize assigned values.\n * @returns {Object} Returns `object`.\n * @example\n *\n * function customizer(objValue, srcValue) {\n * if (_.isArray(objValue)) {\n * return objValue.concat(srcValue);\n * }\n * }\n *\n * var object = { 'a': [1], 'b': [2] };\n * var other = { 'a': [3], 'b': [4] };\n *\n * _.mergeWith(object, other, customizer);\n * // => { 'a': [1, 3], 'b': [2, 4] }\n */\n var mergeWith = createAssigner(function(object, source, srcIndex, customizer) {\n baseMerge(object, source, srcIndex, customizer);\n });\n\n /**\n * The opposite of `_.pick`; this method creates an object composed of the\n * own and inherited enumerable property paths of `object` that are not omitted.\n *\n * **Note:** This method is considerably slower than `_.pick`.\n *\n * @static\n * @since 0.1.0\n * @memberOf _\n * @category Object\n * @param {Object} object The source object.\n * @param {...(string|string[])} [paths] The property paths to omit.\n * @returns {Object} Returns the new object.\n * @example\n *\n * var object = { 'a': 1, 'b': '2', 'c': 3 };\n *\n * _.omit(object, ['a', 'c']);\n * // => { 'b': '2' }\n */\n var omit = flatRest(function(object, paths) {\n var result = {};\n if (object == null) {\n return result;\n }\n var isDeep = false;\n paths = arrayMap(paths, function(path) {\n path = castPath(path, object);\n isDeep || (isDeep = path.length > 1);\n return path;\n });\n copyObject(object, getAllKeysIn(object), result);\n if (isDeep) {\n result = baseClone(result, CLONE_DEEP_FLAG | CLONE_FLAT_FLAG | CLONE_SYMBOLS_FLAG, customOmitClone);\n }\n var length = paths.length;\n while (length--) {\n baseUnset(result, paths[length]);\n }\n return result;\n });\n\n /**\n * The opposite of `_.pickBy`; this method creates an object composed of\n * the own and inherited enumerable string keyed properties of `object` that\n * `predicate` doesn't return truthy for. The predicate is invoked with two\n * arguments: (value, key).\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Object\n * @param {Object} object The source object.\n * @param {Function} [predicate=_.identity] The function invoked per property.\n * @returns {Object} Returns the new object.\n * @example\n *\n * var object = { 'a': 1, 'b': '2', 'c': 3 };\n *\n * _.omitBy(object, _.isNumber);\n * // => { 'b': '2' }\n */\n function omitBy(object, predicate) {\n return pickBy(object, negate(getIteratee(predicate)));\n }\n\n /**\n * Creates an object composed of the picked `object` properties.\n *\n * @static\n * @since 0.1.0\n * @memberOf _\n * @category Object\n * @param {Object} object The source object.\n * @param {...(string|string[])} [paths] The property paths to pick.\n * @returns {Object} Returns the new object.\n * @example\n *\n * var object = { 'a': 1, 'b': '2', 'c': 3 };\n *\n * _.pick(object, ['a', 'c']);\n * // => { 'a': 1, 'c': 3 }\n */\n var pick = flatRest(function(object, paths) {\n return object == null ? {} : basePick(object, paths);\n });\n\n /**\n * Creates an object composed of the `object` properties `predicate` returns\n * truthy for. The predicate is invoked with two arguments: (value, key).\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Object\n * @param {Object} object The source object.\n * @param {Function} [predicate=_.identity] The function invoked per property.\n * @returns {Object} Returns the new object.\n * @example\n *\n * var object = { 'a': 1, 'b': '2', 'c': 3 };\n *\n * _.pickBy(object, _.isNumber);\n * // => { 'a': 1, 'c': 3 }\n */\n function pickBy(object, predicate) {\n if (object == null) {\n return {};\n }\n var props = arrayMap(getAllKeysIn(object), function(prop) {\n return [prop];\n });\n predicate = getIteratee(predicate);\n return basePickBy(object, props, function(value, path) {\n return predicate(value, path[0]);\n });\n }\n\n /**\n * This method is like `_.get` except that if the resolved value is a\n * function it's invoked with the `this` binding of its parent object and\n * its result is returned.\n *\n * @static\n * @since 0.1.0\n * @memberOf _\n * @category Object\n * @param {Object} object The object to query.\n * @param {Array|string} path The path of the property to resolve.\n * @param {*} [defaultValue] The value returned for `undefined` resolved values.\n * @returns {*} Returns the resolved value.\n * @example\n *\n * var object = { 'a': [{ 'b': { 'c1': 3, 'c2': _.constant(4) } }] };\n *\n * _.result(object, 'a[0].b.c1');\n * // => 3\n *\n * _.result(object, 'a[0].b.c2');\n * // => 4\n *\n * _.result(object, 'a[0].b.c3', 'default');\n * // => 'default'\n *\n * _.result(object, 'a[0].b.c3', _.constant('default'));\n * // => 'default'\n */\n function result(object, path, defaultValue) {\n path = castPath(path, object);\n\n var index = -1,\n length = path.length;\n\n // Ensure the loop is entered when path is empty.\n if (!length) {\n length = 1;\n object = undefined;\n }\n while (++index < length) {\n var value = object == null ? undefined : object[toKey(path[index])];\n if (value === undefined) {\n index = length;\n value = defaultValue;\n }\n object = isFunction(value) ? value.call(object) : value;\n }\n return object;\n }\n\n /**\n * Sets the value at `path` of `object`. If a portion of `path` doesn't exist,\n * it's created. Arrays are created for missing index properties while objects\n * are created for all other missing properties. Use `_.setWith` to customize\n * `path` creation.\n *\n * **Note:** This method mutates `object`.\n *\n * @static\n * @memberOf _\n * @since 3.7.0\n * @category Object\n * @param {Object} object The object to modify.\n * @param {Array|string} path The path of the property to set.\n * @param {*} value The value to set.\n * @returns {Object} Returns `object`.\n * @example\n *\n * var object = { 'a': [{ 'b': { 'c': 3 } }] };\n *\n * _.set(object, 'a[0].b.c', 4);\n * console.log(object.a[0].b.c);\n * // => 4\n *\n * _.set(object, ['x', '0', 'y', 'z'], 5);\n * console.log(object.x[0].y.z);\n * // => 5\n */\n function set(object, path, value) {\n return object == null ? object : baseSet(object, path, value);\n }\n\n /**\n * This method is like `_.set` except that it accepts `customizer` which is\n * invoked to produce the objects of `path`. If `customizer` returns `undefined`\n * path creation is handled by the method instead. The `customizer` is invoked\n * with three arguments: (nsValue, key, nsObject).\n *\n * **Note:** This method mutates `object`.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Object\n * @param {Object} object The object to modify.\n * @param {Array|string} path The path of the property to set.\n * @param {*} value The value to set.\n * @param {Function} [customizer] The function to customize assigned values.\n * @returns {Object} Returns `object`.\n * @example\n *\n * var object = {};\n *\n * _.setWith(object, '[0][1]', 'a', Object);\n * // => { '0': { '1': 'a' } }\n */\n function setWith(object, path, value, customizer) {\n customizer = typeof customizer == 'function' ? customizer : undefined;\n return object == null ? object : baseSet(object, path, value, customizer);\n }\n\n /**\n * Creates an array of own enumerable string keyed-value pairs for `object`\n * which can be consumed by `_.fromPairs`. If `object` is a map or set, its\n * entries are returned.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @alias entries\n * @category Object\n * @param {Object} object The object to query.\n * @returns {Array} Returns the key-value pairs.\n * @example\n *\n * function Foo() {\n * this.a = 1;\n * this.b = 2;\n * }\n *\n * Foo.prototype.c = 3;\n *\n * _.toPairs(new Foo);\n * // => [['a', 1], ['b', 2]] (iteration order is not guaranteed)\n */\n var toPairs = createToPairs(keys);\n\n /**\n * Creates an array of own and inherited enumerable string keyed-value pairs\n * for `object` which can be consumed by `_.fromPairs`. If `object` is a map\n * or set, its entries are returned.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @alias entriesIn\n * @category Object\n * @param {Object} object The object to query.\n * @returns {Array} Returns the key-value pairs.\n * @example\n *\n * function Foo() {\n * this.a = 1;\n * this.b = 2;\n * }\n *\n * Foo.prototype.c = 3;\n *\n * _.toPairsIn(new Foo);\n * // => [['a', 1], ['b', 2], ['c', 3]] (iteration order is not guaranteed)\n */\n var toPairsIn = createToPairs(keysIn);\n\n /**\n * An alternative to `_.reduce`; this method transforms `object` to a new\n * `accumulator` object which is the result of running each of its own\n * enumerable string keyed properties thru `iteratee`, with each invocation\n * potentially mutating the `accumulator` object. If `accumulator` is not\n * provided, a new object with the same `[[Prototype]]` will be used. The\n * iteratee is invoked with four arguments: (accumulator, value, key, object).\n * Iteratee functions may exit iteration early by explicitly returning `false`.\n *\n * @static\n * @memberOf _\n * @since 1.3.0\n * @category Object\n * @param {Object} object The object to iterate over.\n * @param {Function} [iteratee=_.identity] The function invoked per iteration.\n * @param {*} [accumulator] The custom accumulator value.\n * @returns {*} Returns the accumulated value.\n * @example\n *\n * _.transform([2, 3, 4], function(result, n) {\n * result.push(n *= n);\n * return n % 2 == 0;\n * }, []);\n * // => [4, 9]\n *\n * _.transform({ 'a': 1, 'b': 2, 'c': 1 }, function(result, value, key) {\n * (result[value] || (result[value] = [])).push(key);\n * }, {});\n * // => { '1': ['a', 'c'], '2': ['b'] }\n */\n function transform(object, iteratee, accumulator) {\n var isArr = isArray(object),\n isArrLike = isArr || isBuffer(object) || isTypedArray(object);\n\n iteratee = getIteratee(iteratee, 4);\n if (accumulator == null) {\n var Ctor = object && object.constructor;\n if (isArrLike) {\n accumulator = isArr ? new Ctor : [];\n }\n else if (isObject(object)) {\n accumulator = isFunction(Ctor) ? baseCreate(getPrototype(object)) : {};\n }\n else {\n accumulator = {};\n }\n }\n (isArrLike ? arrayEach : baseForOwn)(object, function(value, index, object) {\n return iteratee(accumulator, value, index, object);\n });\n return accumulator;\n }\n\n /**\n * Removes the property at `path` of `object`.\n *\n * **Note:** This method mutates `object`.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Object\n * @param {Object} object The object to modify.\n * @param {Array|string} path The path of the property to unset.\n * @returns {boolean} Returns `true` if the property is deleted, else `false`.\n * @example\n *\n * var object = { 'a': [{ 'b': { 'c': 7 } }] };\n * _.unset(object, 'a[0].b.c');\n * // => true\n *\n * console.log(object);\n * // => { 'a': [{ 'b': {} }] };\n *\n * _.unset(object, ['a', '0', 'b', 'c']);\n * // => true\n *\n * console.log(object);\n * // => { 'a': [{ 'b': {} }] };\n */\n function unset(object, path) {\n return object == null ? true : baseUnset(object, path);\n }\n\n /**\n * This method is like `_.set` except that accepts `updater` to produce the\n * value to set. Use `_.updateWith` to customize `path` creation. The `updater`\n * is invoked with one argument: (value).\n *\n * **Note:** This method mutates `object`.\n *\n * @static\n * @memberOf _\n * @since 4.6.0\n * @category Object\n * @param {Object} object The object to modify.\n * @param {Array|string} path The path of the property to set.\n * @param {Function} updater The function to produce the updated value.\n * @returns {Object} Returns `object`.\n * @example\n *\n * var object = { 'a': [{ 'b': { 'c': 3 } }] };\n *\n * _.update(object, 'a[0].b.c', function(n) { return n * n; });\n * console.log(object.a[0].b.c);\n * // => 9\n *\n * _.update(object, 'x[0].y.z', function(n) { return n ? n + 1 : 0; });\n * console.log(object.x[0].y.z);\n * // => 0\n */\n function update(object, path, updater) {\n return object == null ? object : baseUpdate(object, path, castFunction(updater));\n }\n\n /**\n * This method is like `_.update` except that it accepts `customizer` which is\n * invoked to produce the objects of `path`. If `customizer` returns `undefined`\n * path creation is handled by the method instead. The `customizer` is invoked\n * with three arguments: (nsValue, key, nsObject).\n *\n * **Note:** This method mutates `object`.\n *\n * @static\n * @memberOf _\n * @since 4.6.0\n * @category Object\n * @param {Object} object The object to modify.\n * @param {Array|string} path The path of the property to set.\n * @param {Function} updater The function to produce the updated value.\n * @param {Function} [customizer] The function to customize assigned values.\n * @returns {Object} Returns `object`.\n * @example\n *\n * var object = {};\n *\n * _.updateWith(object, '[0][1]', _.constant('a'), Object);\n * // => { '0': { '1': 'a' } }\n */\n function updateWith(object, path, updater, customizer) {\n customizer = typeof customizer == 'function' ? customizer : undefined;\n return object == null ? object : baseUpdate(object, path, castFunction(updater), customizer);\n }\n\n /**\n * Creates an array of the own enumerable string keyed property values of `object`.\n *\n * **Note:** Non-object values are coerced to objects.\n *\n * @static\n * @since 0.1.0\n * @memberOf _\n * @category Object\n * @param {Object} object The object to query.\n * @returns {Array} Returns the array of property values.\n * @example\n *\n * function Foo() {\n * this.a = 1;\n * this.b = 2;\n * }\n *\n * Foo.prototype.c = 3;\n *\n * _.values(new Foo);\n * // => [1, 2] (iteration order is not guaranteed)\n *\n * _.values('hi');\n * // => ['h', 'i']\n */\n function values(object) {\n return object == null ? [] : baseValues(object, keys(object));\n }\n\n /**\n * Creates an array of the own and inherited enumerable string keyed property\n * values of `object`.\n *\n * **Note:** Non-object values are coerced to objects.\n *\n * @static\n * @memberOf _\n * @since 3.0.0\n * @category Object\n * @param {Object} object The object to query.\n * @returns {Array} Returns the array of property values.\n * @example\n *\n * function Foo() {\n * this.a = 1;\n * this.b = 2;\n * }\n *\n * Foo.prototype.c = 3;\n *\n * _.valuesIn(new Foo);\n * // => [1, 2, 3] (iteration order is not guaranteed)\n */\n function valuesIn(object) {\n return object == null ? [] : baseValues(object, keysIn(object));\n }\n\n /*------------------------------------------------------------------------*/\n\n /**\n * Clamps `number` within the inclusive `lower` and `upper` bounds.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Number\n * @param {number} number The number to clamp.\n * @param {number} [lower] The lower bound.\n * @param {number} upper The upper bound.\n * @returns {number} Returns the clamped number.\n * @example\n *\n * _.clamp(-10, -5, 5);\n * // => -5\n *\n * _.clamp(10, -5, 5);\n * // => 5\n */\n function clamp(number, lower, upper) {\n if (upper === undefined) {\n upper = lower;\n lower = undefined;\n }\n if (upper !== undefined) {\n upper = toNumber(upper);\n upper = upper === upper ? upper : 0;\n }\n if (lower !== undefined) {\n lower = toNumber(lower);\n lower = lower === lower ? lower : 0;\n }\n return baseClamp(toNumber(number), lower, upper);\n }\n\n /**\n * Checks if `n` is between `start` and up to, but not including, `end`. If\n * `end` is not specified, it's set to `start` with `start` then set to `0`.\n * If `start` is greater than `end` the params are swapped to support\n * negative ranges.\n *\n * @static\n * @memberOf _\n * @since 3.3.0\n * @category Number\n * @param {number} number The number to check.\n * @param {number} [start=0] The start of the range.\n * @param {number} end The end of the range.\n * @returns {boolean} Returns `true` if `number` is in the range, else `false`.\n * @see _.range, _.rangeRight\n * @example\n *\n * _.inRange(3, 2, 4);\n * // => true\n *\n * _.inRange(4, 8);\n * // => true\n *\n * _.inRange(4, 2);\n * // => false\n *\n * _.inRange(2, 2);\n * // => false\n *\n * _.inRange(1.2, 2);\n * // => true\n *\n * _.inRange(5.2, 4);\n * // => false\n *\n * _.inRange(-3, -2, -6);\n * // => true\n */\n function inRange(number, start, end) {\n start = toFinite(start);\n if (end === undefined) {\n end = start;\n start = 0;\n } else {\n end = toFinite(end);\n }\n number = toNumber(number);\n return baseInRange(number, start, end);\n }\n\n /**\n * Produces a random number between the inclusive `lower` and `upper` bounds.\n * If only one argument is provided a number between `0` and the given number\n * is returned. If `floating` is `true`, or either `lower` or `upper` are\n * floats, a floating-point number is returned instead of an integer.\n *\n * **Note:** JavaScript follows the IEEE-754 standard for resolving\n * floating-point values which can produce unexpected results.\n *\n * @static\n * @memberOf _\n * @since 0.7.0\n * @category Number\n * @param {number} [lower=0] The lower bound.\n * @param {number} [upper=1] The upper bound.\n * @param {boolean} [floating] Specify returning a floating-point number.\n * @returns {number} Returns the random number.\n * @example\n *\n * _.random(0, 5);\n * // => an integer between 0 and 5\n *\n * _.random(5);\n * // => also an integer between 0 and 5\n *\n * _.random(5, true);\n * // => a floating-point number between 0 and 5\n *\n * _.random(1.2, 5.2);\n * // => a floating-point number between 1.2 and 5.2\n */\n function random(lower, upper, floating) {\n if (floating && typeof floating != 'boolean' && isIterateeCall(lower, upper, floating)) {\n upper = floating = undefined;\n }\n if (floating === undefined) {\n if (typeof upper == 'boolean') {\n floating = upper;\n upper = undefined;\n }\n else if (typeof lower == 'boolean') {\n floating = lower;\n lower = undefined;\n }\n }\n if (lower === undefined && upper === undefined) {\n lower = 0;\n upper = 1;\n }\n else {\n lower = toFinite(lower);\n if (upper === undefined) {\n upper = lower;\n lower = 0;\n } else {\n upper = toFinite(upper);\n }\n }\n if (lower > upper) {\n var temp = lower;\n lower = upper;\n upper = temp;\n }\n if (floating || lower % 1 || upper % 1) {\n var rand = nativeRandom();\n return nativeMin(lower + (rand * (upper - lower + freeParseFloat('1e-' + ((rand + '').length - 1)))), upper);\n }\n return baseRandom(lower, upper);\n }\n\n /*------------------------------------------------------------------------*/\n\n /**\n * Converts `string` to [camel case](https://en.wikipedia.org/wiki/CamelCase).\n *\n * @static\n * @memberOf _\n * @since 3.0.0\n * @category String\n * @param {string} [string=''] The string to convert.\n * @returns {string} Returns the camel cased string.\n * @example\n *\n * _.camelCase('Foo Bar');\n * // => 'fooBar'\n *\n * _.camelCase('--foo-bar--');\n * // => 'fooBar'\n *\n * _.camelCase('__FOO_BAR__');\n * // => 'fooBar'\n */\n var camelCase = createCompounder(function(result, word, index) {\n word = word.toLowerCase();\n return result + (index ? capitalize(word) : word);\n });\n\n /**\n * Converts the first character of `string` to upper case and the remaining\n * to lower case.\n *\n * @static\n * @memberOf _\n * @since 3.0.0\n * @category String\n * @param {string} [string=''] The string to capitalize.\n * @returns {string} Returns the capitalized string.\n * @example\n *\n * _.capitalize('FRED');\n * // => 'Fred'\n */\n function capitalize(string) {\n return upperFirst(toString(string).toLowerCase());\n }\n\n /**\n * Deburrs `string` by converting\n * [Latin-1 Supplement](https://en.wikipedia.org/wiki/Latin-1_Supplement_(Unicode_block)#Character_table)\n * and [Latin Extended-A](https://en.wikipedia.org/wiki/Latin_Extended-A)\n * letters to basic Latin letters and removing\n * [combining diacritical marks](https://en.wikipedia.org/wiki/Combining_Diacritical_Marks).\n *\n * @static\n * @memberOf _\n * @since 3.0.0\n * @category String\n * @param {string} [string=''] The string to deburr.\n * @returns {string} Returns the deburred string.\n * @example\n *\n * _.deburr('déjà vu');\n * // => 'deja vu'\n */\n function deburr(string) {\n string = toString(string);\n return string && string.replace(reLatin, deburrLetter).replace(reComboMark, '');\n }\n\n /**\n * Checks if `string` ends with the given target string.\n *\n * @static\n * @memberOf _\n * @since 3.0.0\n * @category String\n * @param {string} [string=''] The string to inspect.\n * @param {string} [target] The string to search for.\n * @param {number} [position=string.length] The position to search up to.\n * @returns {boolean} Returns `true` if `string` ends with `target`,\n * else `false`.\n * @example\n *\n * _.endsWith('abc', 'c');\n * // => true\n *\n * _.endsWith('abc', 'b');\n * // => false\n *\n * _.endsWith('abc', 'b', 2);\n * // => true\n */\n function endsWith(string, target, position) {\n string = toString(string);\n target = baseToString(target);\n\n var length = string.length;\n position = position === undefined\n ? length\n : baseClamp(toInteger(position), 0, length);\n\n var end = position;\n position -= target.length;\n return position >= 0 && string.slice(position, end) == target;\n }\n\n /**\n * Converts the characters \"&\", \"<\", \">\", '\"', and \"'\" in `string` to their\n * corresponding HTML entities.\n *\n * **Note:** No other characters are escaped. To escape additional\n * characters use a third-party library like [_he_](https://mths.be/he).\n *\n * Though the \">\" character is escaped for symmetry, characters like\n * \">\" and \"/\" don't need escaping in HTML and have no special meaning\n * unless they're part of a tag or unquoted attribute value. See\n * [Mathias Bynens's article](https://mathiasbynens.be/notes/ambiguous-ampersands)\n * (under \"semi-related fun fact\") for more details.\n *\n * When working with HTML you should always\n * [quote attribute values](http://wonko.com/post/html-escaping) to reduce\n * XSS vectors.\n *\n * @static\n * @since 0.1.0\n * @memberOf _\n * @category String\n * @param {string} [string=''] The string to escape.\n * @returns {string} Returns the escaped string.\n * @example\n *\n * _.escape('fred, barney, & pebbles');\n * // => 'fred, barney, & pebbles'\n */\n function escape(string) {\n string = toString(string);\n return (string && reHasUnescapedHtml.test(string))\n ? string.replace(reUnescapedHtml, escapeHtmlChar)\n : string;\n }\n\n /**\n * Escapes the `RegExp` special characters \"^\", \"$\", \"\\\", \".\", \"*\", \"+\",\n * \"?\", \"(\", \")\", \"[\", \"]\", \"{\", \"}\", and \"|\" in `string`.\n *\n * @static\n * @memberOf _\n * @since 3.0.0\n * @category String\n * @param {string} [string=''] The string to escape.\n * @returns {string} Returns the escaped string.\n * @example\n *\n * _.escapeRegExp('[lodash](https://lodash.com/)');\n * // => '\\[lodash\\]\\(https://lodash\\.com/\\)'\n */\n function escapeRegExp(string) {\n string = toString(string);\n return (string && reHasRegExpChar.test(string))\n ? string.replace(reRegExpChar, '\\\\$&')\n : string;\n }\n\n /**\n * Converts `string` to\n * [kebab case](https://en.wikipedia.org/wiki/Letter_case#Special_case_styles).\n *\n * @static\n * @memberOf _\n * @since 3.0.0\n * @category String\n * @param {string} [string=''] The string to convert.\n * @returns {string} Returns the kebab cased string.\n * @example\n *\n * _.kebabCase('Foo Bar');\n * // => 'foo-bar'\n *\n * _.kebabCase('fooBar');\n * // => 'foo-bar'\n *\n * _.kebabCase('__FOO_BAR__');\n * // => 'foo-bar'\n */\n var kebabCase = createCompounder(function(result, word, index) {\n return result + (index ? '-' : '') + word.toLowerCase();\n });\n\n /**\n * Converts `string`, as space separated words, to lower case.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category String\n * @param {string} [string=''] The string to convert.\n * @returns {string} Returns the lower cased string.\n * @example\n *\n * _.lowerCase('--Foo-Bar--');\n * // => 'foo bar'\n *\n * _.lowerCase('fooBar');\n * // => 'foo bar'\n *\n * _.lowerCase('__FOO_BAR__');\n * // => 'foo bar'\n */\n var lowerCase = createCompounder(function(result, word, index) {\n return result + (index ? ' ' : '') + word.toLowerCase();\n });\n\n /**\n * Converts the first character of `string` to lower case.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category String\n * @param {string} [string=''] The string to convert.\n * @returns {string} Returns the converted string.\n * @example\n *\n * _.lowerFirst('Fred');\n * // => 'fred'\n *\n * _.lowerFirst('FRED');\n * // => 'fRED'\n */\n var lowerFirst = createCaseFirst('toLowerCase');\n\n /**\n * Pads `string` on the left and right sides if it's shorter than `length`.\n * Padding characters are truncated if they can't be evenly divided by `length`.\n *\n * @static\n * @memberOf _\n * @since 3.0.0\n * @category String\n * @param {string} [string=''] The string to pad.\n * @param {number} [length=0] The padding length.\n * @param {string} [chars=' '] The string used as padding.\n * @returns {string} Returns the padded string.\n * @example\n *\n * _.pad('abc', 8);\n * // => ' abc '\n *\n * _.pad('abc', 8, '_-');\n * // => '_-abc_-_'\n *\n * _.pad('abc', 3);\n * // => 'abc'\n */\n function pad(string, length, chars) {\n string = toString(string);\n length = toInteger(length);\n\n var strLength = length ? stringSize(string) : 0;\n if (!length || strLength >= length) {\n return string;\n }\n var mid = (length - strLength) / 2;\n return (\n createPadding(nativeFloor(mid), chars) +\n string +\n createPadding(nativeCeil(mid), chars)\n );\n }\n\n /**\n * Pads `string` on the right side if it's shorter than `length`. Padding\n * characters are truncated if they exceed `length`.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category String\n * @param {string} [string=''] The string to pad.\n * @param {number} [length=0] The padding length.\n * @param {string} [chars=' '] The string used as padding.\n * @returns {string} Returns the padded string.\n * @example\n *\n * _.padEnd('abc', 6);\n * // => 'abc '\n *\n * _.padEnd('abc', 6, '_-');\n * // => 'abc_-_'\n *\n * _.padEnd('abc', 3);\n * // => 'abc'\n */\n function padEnd(string, length, chars) {\n string = toString(string);\n length = toInteger(length);\n\n var strLength = length ? stringSize(string) : 0;\n return (length && strLength < length)\n ? (string + createPadding(length - strLength, chars))\n : string;\n }\n\n /**\n * Pads `string` on the left side if it's shorter than `length`. Padding\n * characters are truncated if they exceed `length`.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category String\n * @param {string} [string=''] The string to pad.\n * @param {number} [length=0] The padding length.\n * @param {string} [chars=' '] The string used as padding.\n * @returns {string} Returns the padded string.\n * @example\n *\n * _.padStart('abc', 6);\n * // => ' abc'\n *\n * _.padStart('abc', 6, '_-');\n * // => '_-_abc'\n *\n * _.padStart('abc', 3);\n * // => 'abc'\n */\n function padStart(string, length, chars) {\n string = toString(string);\n length = toInteger(length);\n\n var strLength = length ? stringSize(string) : 0;\n return (length && strLength < length)\n ? (createPadding(length - strLength, chars) + string)\n : string;\n }\n\n /**\n * Converts `string` to an integer of the specified radix. If `radix` is\n * `undefined` or `0`, a `radix` of `10` is used unless `value` is a\n * hexadecimal, in which case a `radix` of `16` is used.\n *\n * **Note:** This method aligns with the\n * [ES5 implementation](https://es5.github.io/#x15.1.2.2) of `parseInt`.\n *\n * @static\n * @memberOf _\n * @since 1.1.0\n * @category String\n * @param {string} string The string to convert.\n * @param {number} [radix=10] The radix to interpret `value` by.\n * @param- {Object} [guard] Enables use as an iteratee for methods like `_.map`.\n * @returns {number} Returns the converted integer.\n * @example\n *\n * _.parseInt('08');\n * // => 8\n *\n * _.map(['6', '08', '10'], _.parseInt);\n * // => [6, 8, 10]\n */\n function parseInt(string, radix, guard) {\n if (guard || radix == null) {\n radix = 0;\n } else if (radix) {\n radix = +radix;\n }\n return nativeParseInt(toString(string).replace(reTrimStart, ''), radix || 0);\n }\n\n /**\n * Repeats the given string `n` times.\n *\n * @static\n * @memberOf _\n * @since 3.0.0\n * @category String\n * @param {string} [string=''] The string to repeat.\n * @param {number} [n=1] The number of times to repeat the string.\n * @param- {Object} [guard] Enables use as an iteratee for methods like `_.map`.\n * @returns {string} Returns the repeated string.\n * @example\n *\n * _.repeat('*', 3);\n * // => '***'\n *\n * _.repeat('abc', 2);\n * // => 'abcabc'\n *\n * _.repeat('abc', 0);\n * // => ''\n */\n function repeat(string, n, guard) {\n if ((guard ? isIterateeCall(string, n, guard) : n === undefined)) {\n n = 1;\n } else {\n n = toInteger(n);\n }\n return baseRepeat(toString(string), n);\n }\n\n /**\n * Replaces matches for `pattern` in `string` with `replacement`.\n *\n * **Note:** This method is based on\n * [`String#replace`](https://mdn.io/String/replace).\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category String\n * @param {string} [string=''] The string to modify.\n * @param {RegExp|string} pattern The pattern to replace.\n * @param {Function|string} replacement The match replacement.\n * @returns {string} Returns the modified string.\n * @example\n *\n * _.replace('Hi Fred', 'Fred', 'Barney');\n * // => 'Hi Barney'\n */\n function replace() {\n var args = arguments,\n string = toString(args[0]);\n\n return args.length < 3 ? string : string.replace(args[1], args[2]);\n }\n\n /**\n * Converts `string` to\n * [snake case](https://en.wikipedia.org/wiki/Snake_case).\n *\n * @static\n * @memberOf _\n * @since 3.0.0\n * @category String\n * @param {string} [string=''] The string to convert.\n * @returns {string} Returns the snake cased string.\n * @example\n *\n * _.snakeCase('Foo Bar');\n * // => 'foo_bar'\n *\n * _.snakeCase('fooBar');\n * // => 'foo_bar'\n *\n * _.snakeCase('--FOO-BAR--');\n * // => 'foo_bar'\n */\n var snakeCase = createCompounder(function(result, word, index) {\n return result + (index ? '_' : '') + word.toLowerCase();\n });\n\n /**\n * Splits `string` by `separator`.\n *\n * **Note:** This method is based on\n * [`String#split`](https://mdn.io/String/split).\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category String\n * @param {string} [string=''] The string to split.\n * @param {RegExp|string} separator The separator pattern to split by.\n * @param {number} [limit] The length to truncate results to.\n * @returns {Array} Returns the string segments.\n * @example\n *\n * _.split('a-b-c', '-', 2);\n * // => ['a', 'b']\n */\n function split(string, separator, limit) {\n if (limit && typeof limit != 'number' && isIterateeCall(string, separator, limit)) {\n separator = limit = undefined;\n }\n limit = limit === undefined ? MAX_ARRAY_LENGTH : limit >>> 0;\n if (!limit) {\n return [];\n }\n string = toString(string);\n if (string && (\n typeof separator == 'string' ||\n (separator != null && !isRegExp(separator))\n )) {\n separator = baseToString(separator);\n if (!separator && hasUnicode(string)) {\n return castSlice(stringToArray(string), 0, limit);\n }\n }\n return string.split(separator, limit);\n }\n\n /**\n * Converts `string` to\n * [start case](https://en.wikipedia.org/wiki/Letter_case#Stylistic_or_specialised_usage).\n *\n * @static\n * @memberOf _\n * @since 3.1.0\n * @category String\n * @param {string} [string=''] The string to convert.\n * @returns {string} Returns the start cased string.\n * @example\n *\n * _.startCase('--foo-bar--');\n * // => 'Foo Bar'\n *\n * _.startCase('fooBar');\n * // => 'Foo Bar'\n *\n * _.startCase('__FOO_BAR__');\n * // => 'FOO BAR'\n */\n var startCase = createCompounder(function(result, word, index) {\n return result + (index ? ' ' : '') + upperFirst(word);\n });\n\n /**\n * Checks if `string` starts with the given target string.\n *\n * @static\n * @memberOf _\n * @since 3.0.0\n * @category String\n * @param {string} [string=''] The string to inspect.\n * @param {string} [target] The string to search for.\n * @param {number} [position=0] The position to search from.\n * @returns {boolean} Returns `true` if `string` starts with `target`,\n * else `false`.\n * @example\n *\n * _.startsWith('abc', 'a');\n * // => true\n *\n * _.startsWith('abc', 'b');\n * // => false\n *\n * _.startsWith('abc', 'b', 1);\n * // => true\n */\n function startsWith(string, target, position) {\n string = toString(string);\n position = position == null\n ? 0\n : baseClamp(toInteger(position), 0, string.length);\n\n target = baseToString(target);\n return string.slice(position, position + target.length) == target;\n }\n\n /**\n * Creates a compiled template function that can interpolate data properties\n * in \"interpolate\" delimiters, HTML-escape interpolated data properties in\n * \"escape\" delimiters, and execute JavaScript in \"evaluate\" delimiters. Data\n * properties may be accessed as free variables in the template. If a setting\n * object is given, it takes precedence over `_.templateSettings` values.\n *\n * **Note:** In the development build `_.template` utilizes\n * [sourceURLs](http://www.html5rocks.com/en/tutorials/developertools/sourcemaps/#toc-sourceurl)\n * for easier debugging.\n *\n * For more information on precompiling templates see\n * [lodash's custom builds documentation](https://lodash.com/custom-builds).\n *\n * For more information on Chrome extension sandboxes see\n * [Chrome's extensions documentation](https://developer.chrome.com/extensions/sandboxingEval).\n *\n * @static\n * @since 0.1.0\n * @memberOf _\n * @category String\n * @param {string} [string=''] The template string.\n * @param {Object} [options={}] The options object.\n * @param {RegExp} [options.escape=_.templateSettings.escape]\n * The HTML \"escape\" delimiter.\n * @param {RegExp} [options.evaluate=_.templateSettings.evaluate]\n * The \"evaluate\" delimiter.\n * @param {Object} [options.imports=_.templateSettings.imports]\n * An object to import into the template as free variables.\n * @param {RegExp} [options.interpolate=_.templateSettings.interpolate]\n * The \"interpolate\" delimiter.\n * @param {string} [options.sourceURL='lodash.templateSources[n]']\n * The sourceURL of the compiled template.\n * @param {string} [options.variable='obj']\n * The data object variable name.\n * @param- {Object} [guard] Enables use as an iteratee for methods like `_.map`.\n * @returns {Function} Returns the compiled template function.\n * @example\n *\n * // Use the \"interpolate\" delimiter to create a compiled template.\n * var compiled = _.template('hello <%= user %>!');\n * compiled({ 'user': 'fred' });\n * // => 'hello fred!'\n *\n * // Use the HTML \"escape\" delimiter to escape data property values.\n * var compiled = _.template('<%- value %>');\n * compiled({ 'value': '