(function (global, factory) {
    typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :
    typeof define === 'function' && define.amd ? define(['exports'], factory) :
    (factory((global.THREE = {})));
}(this, (function (exports) { 'use strict';

    // Polyfills

    if ( Number.EPSILON === undefined ) {

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

    }

    if ( Number.isInteger === undefined ) {

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

        Number.isInteger = function ( value ) {

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

        };

    }

    //

    if ( Math.sign === undefined ) {

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

        Math.sign = function ( x ) {

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

        };

    }

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

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

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

            get: function () {

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

            }

        } );

    }

    if ( Object.assign === undefined ) {

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

        ( function () {

            Object.assign = function ( target ) {

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

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

                }

                var output = Object( target );

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

                    var source = arguments[ index ];

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

                        for ( var nextKey in source ) {

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

                                output[ nextKey ] = source[ nextKey ];

                            }

                        }

                    }

                }

                return output;

            };

        } )();

    }

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

    function EventDispatcher() {}

    Object.assign( EventDispatcher.prototype, {

        addEventListener: function ( type, listener ) {

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

            var listeners = this._listeners;

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

                listeners[ type ] = [];

            }

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

                listeners[ type ].push( listener );

            }

        },

        hasEventListener: function ( type, listener ) {

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

            var listeners = this._listeners;

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

        },

        removeEventListener: function ( type, listener ) {

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

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

            if ( listenerArray !== undefined ) {

                var index = listenerArray.indexOf( listener );

                if ( index !== - 1 ) {

                    listenerArray.splice( index, 1 );

                }

            }

        },

        dispatchEvent: function ( event ) {

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

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

            if ( listenerArray !== undefined ) {

                event.target = this;

                var array = listenerArray.slice( 0 );

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

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

                }

            }

        }

    } );

    var REVISION = '94';
    var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2 };
    var CullFaceNone = 0;
    var CullFaceBack = 1;
    var CullFaceFront = 2;
    var CullFaceFrontBack = 3;
    var FrontFaceDirectionCW = 0;
    var FrontFaceDirectionCCW = 1;
    var BasicShadowMap = 0;
    var PCFShadowMap = 1;
    var PCFSoftShadowMap = 2;
    var FrontSide = 0;
    var BackSide = 1;
    var DoubleSide = 2;
    var FlatShading = 1;
    var SmoothShading = 2;
    var NoColors = 0;
    var FaceColors = 1;
    var VertexColors = 2;
    var NoBlending = 0;
    var NormalBlending = 1;
    var AdditiveBlending = 2;
    var SubtractiveBlending = 3;
    var MultiplyBlending = 4;
    var CustomBlending = 5;
    var AddEquation = 100;
    var SubtractEquation = 101;
    var ReverseSubtractEquation = 102;
    var MinEquation = 103;
    var MaxEquation = 104;
    var ZeroFactor = 200;
    var OneFactor = 201;
    var SrcColorFactor = 202;
    var OneMinusSrcColorFactor = 203;
    var SrcAlphaFactor = 204;
    var OneMinusSrcAlphaFactor = 205;
    var DstAlphaFactor = 206;
    var OneMinusDstAlphaFactor = 207;
    var DstColorFactor = 208;
    var OneMinusDstColorFactor = 209;
    var SrcAlphaSaturateFactor = 210;
    var NeverDepth = 0;
    var AlwaysDepth = 1;
    var LessDepth = 2;
    var LessEqualDepth = 3;
    var EqualDepth = 4;
    var GreaterEqualDepth = 5;
    var GreaterDepth = 6;
    var NotEqualDepth = 7;
    var MultiplyOperation = 0;
    var MixOperation = 1;
    var AddOperation = 2;
    var NoToneMapping = 0;
    var LinearToneMapping = 1;
    var ReinhardToneMapping = 2;
    var Uncharted2ToneMapping = 3;
    var CineonToneMapping = 4;
    var UVMapping = 300;
    var CubeReflectionMapping = 301;
    var CubeRefractionMapping = 302;
    var EquirectangularReflectionMapping = 303;
    var EquirectangularRefractionMapping = 304;
    var SphericalReflectionMapping = 305;
    var CubeUVReflectionMapping = 306;
    var CubeUVRefractionMapping = 307;
    var RepeatWrapping = 1000;
    var ClampToEdgeWrapping = 1001;
    var MirroredRepeatWrapping = 1002;
    var NearestFilter = 1003;
    var NearestMipMapNearestFilter = 1004;
    var NearestMipMapLinearFilter = 1005;
    var LinearFilter = 1006;
    var LinearMipMapNearestFilter = 1007;
    var LinearMipMapLinearFilter = 1008;
    var UnsignedByteType = 1009;
    var ByteType = 1010;
    var ShortType = 1011;
    var UnsignedShortType = 1012;
    var IntType = 1013;
    var UnsignedIntType = 1014;
    var FloatType = 1015;
    var HalfFloatType = 1016;
    var UnsignedShort4444Type = 1017;
    var UnsignedShort5551Type = 1018;
    var UnsignedShort565Type = 1019;
    var UnsignedInt248Type = 1020;
    var AlphaFormat = 1021;
    var RGBFormat = 1022;
    var RGBAFormat = 1023;
    var LuminanceFormat = 1024;
    var LuminanceAlphaFormat = 1025;
    var RGBEFormat = RGBAFormat;
    var DepthFormat = 1026;
    var DepthStencilFormat = 1027;
    var RGB_S3TC_DXT1_Format = 33776;
    var RGBA_S3TC_DXT1_Format = 33777;
    var RGBA_S3TC_DXT3_Format = 33778;
    var RGBA_S3TC_DXT5_Format = 33779;
    var RGB_PVRTC_4BPPV1_Format = 35840;
    var RGB_PVRTC_2BPPV1_Format = 35841;
    var RGBA_PVRTC_4BPPV1_Format = 35842;
    var RGBA_PVRTC_2BPPV1_Format = 35843;
    var RGB_ETC1_Format = 36196;
    var RGBA_ASTC_4x4_Format = 37808;
    var RGBA_ASTC_5x4_Format = 37809;
    var RGBA_ASTC_5x5_Format = 37810;
    var RGBA_ASTC_6x5_Format = 37811;
    var RGBA_ASTC_6x6_Format = 37812;
    var RGBA_ASTC_8x5_Format = 37813;
    var RGBA_ASTC_8x6_Format = 37814;
    var RGBA_ASTC_8x8_Format = 37815;
    var RGBA_ASTC_10x5_Format = 37816;
    var RGBA_ASTC_10x6_Format = 37817;
    var RGBA_ASTC_10x8_Format = 37818;
    var RGBA_ASTC_10x10_Format = 37819;
    var RGBA_ASTC_12x10_Format = 37820;
    var RGBA_ASTC_12x12_Format = 37821;
    var LoopOnce = 2200;
    var LoopRepeat = 2201;
    var LoopPingPong = 2202;
    var InterpolateDiscrete = 2300;
    var InterpolateLinear = 2301;
    var InterpolateSmooth = 2302;
    var ZeroCurvatureEnding = 2400;
    var ZeroSlopeEnding = 2401;
    var WrapAroundEnding = 2402;
    var TrianglesDrawMode = 0;
    var TriangleStripDrawMode = 1;
    var TriangleFanDrawMode = 2;
    var LinearEncoding = 3000;
    var sRGBEncoding = 3001;
    var GammaEncoding = 3007;
    var RGBEEncoding = 3002;
    var LogLuvEncoding = 3003;
    var RGBM7Encoding = 3004;
    var RGBM16Encoding = 3005;
    var RGBDEncoding = 3006;
    var BasicDepthPacking = 3200;
    var RGBADepthPacking = 3201;
    var TangentSpaceNormalMap = 0;
    var ObjectSpaceNormalMap = 1;

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

    var _Math = {

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

        generateUUID: ( function () {

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

            var lut = [];

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

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

            }

            return function generateUUID() {

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

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

            };

        } )(),

        clamp: function ( value, min, max ) {

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

        },

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

        euclideanModulo: function ( n, m ) {

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

        },

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

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

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

        },

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

        lerp: function ( x, y, t ) {

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

        },

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

        smoothstep: function ( x, min, max ) {

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

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

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

        },

        smootherstep: function ( x, min, max ) {

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

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

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

        },

        // Random integer from <low, high> interval

        randInt: function ( low, high ) {

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

        },

        // Random float from <low, high> interval

        randFloat: function ( low, high ) {

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

        },

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

        randFloatSpread: function ( range ) {

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

        },

        degToRad: function ( degrees ) {

            return degrees * _Math.DEG2RAD;

        },

        radToDeg: function ( radians ) {

            return radians * _Math.RAD2DEG;

        },

        isPowerOfTwo: function ( value ) {

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

        },

        ceilPowerOfTwo: function ( value ) {

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

        },

        floorPowerOfTwo: function ( value ) {

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

        }

    };

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

    function Vector2( x, y ) {

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

    }

    Object.defineProperties( Vector2.prototype, {

        "width": {

            get: function () {

                return this.x;

            },

            set: function ( value ) {

                this.x = value;

            }

        },

        "height": {

            get: function () {

                return this.y;

            },

            set: function ( value ) {

                this.y = value;

            }

        }

    } );

    Object.assign( Vector2.prototype, {

        isVector2: true,

        set: function ( x, y ) {

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

            return this;

        },

        setScalar: function ( scalar ) {

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

            return this;

        },

        setX: function ( x ) {

            this.x = x;

            return this;

        },

        setY: function ( y ) {

            this.y = y;

            return this;

        },

        setComponent: function ( index, value ) {

            switch ( index ) {

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

            }

            return this;

        },

        getComponent: function ( index ) {

            switch ( index ) {

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

            }

        },

        clone: function () {

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

        },

        copy: function ( v ) {

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

            return this;

        },

        add: function ( v, w ) {

            if ( w !== undefined ) {

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

            }

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

            return this;

        },

        addScalar: function ( s ) {

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

            return this;

        },

        addVectors: function ( a, b ) {

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

            return this;

        },

        addScaledVector: function ( v, s ) {

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

            return this;

        },

        sub: function ( v, w ) {

            if ( w !== undefined ) {

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

            }

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

            return this;

        },

        subScalar: function ( s ) {

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

            return this;

        },

        subVectors: function ( a, b ) {

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

            return this;

        },

        multiply: function ( v ) {

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

            return this;

        },

        multiplyScalar: function ( scalar ) {

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

            return this;

        },

        divide: function ( v ) {

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

            return this;

        },

        divideScalar: function ( scalar ) {

            return this.multiplyScalar( 1 / scalar );

        },

        applyMatrix3: function ( m ) {

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

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

            return this;

        },

        min: function ( v ) {

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

            return this;

        },

        max: function ( v ) {

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

            return this;

        },

        clamp: function ( min, max ) {

            // assumes min < max, componentwise

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

            return this;

        },

        clampScalar: function () {

            var min = new Vector2();
            var max = new Vector2();

            return function clampScalar( minVal, maxVal ) {

                min.set( minVal, minVal );
                max.set( maxVal, maxVal );

                return this.clamp( min, max );

            };

        }(),

        clampLength: function ( min, max ) {

            var length = this.length();

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

        },

        floor: function () {

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

            return this;

        },

        ceil: function () {

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

            return this;

        },

        round: function () {

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

            return this;

        },

        roundToZero: function () {

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

            return this;

        },

        negate: function () {

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

            return this;

        },

        dot: function ( v ) {

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

        },

        lengthSq: function () {

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

        },

        length: function () {

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

        },

        manhattanLength: function () {

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

        },

        normalize: function () {

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

        },

        angle: function () {

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

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

            if ( angle < 0 ) angle += 2 * Math.PI;

            return angle;

        },

        distanceTo: function ( v ) {

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

        },

        distanceToSquared: function ( v ) {

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

        },

        manhattanDistanceTo: function ( v ) {

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

        },

        setLength: function ( length ) {

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

        },

        lerp: function ( v, alpha ) {

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

            return this;

        },

        lerpVectors: function ( v1, v2, alpha ) {

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

        },

        equals: function ( v ) {

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

        },

        fromArray: function ( array, offset ) {

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

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

            return this;

        },

        toArray: function ( array, offset ) {

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

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

            return array;

        },

        fromBufferAttribute: function ( attribute, index, offset ) {

            if ( offset !== undefined ) {

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

            }

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

            return this;

        },

        rotateAround: function ( center, angle ) {

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

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

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

            return this;

        }

    } );

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

    function Matrix4() {

        this.elements = [

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

        ];

        if ( arguments.length > 0 ) {

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

        }

    }

    Object.assign( Matrix4.prototype, {

        isMatrix4: true,

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

            var te = this.elements;

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

            return this;

        },

        identity: function () {

            this.set(

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

            );

            return this;

        },

        clone: function () {

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

        },

        copy: function ( m ) {

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

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

            return this;

        },

        copyPosition: function ( m ) {

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

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

            return this;

        },

        extractBasis: function ( xAxis, yAxis, zAxis ) {

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

            return this;

        },

        makeBasis: function ( xAxis, yAxis, zAxis ) {

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

            return this;

        },

        extractRotation: function () {

            var v1 = new Vector3();

            return function extractRotation( m ) {

                // this method does not support reflection matrices

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

                var scaleX = 1 / v1.setFromMatrixColumn( m, 0 ).length();
                var scaleY = 1 / v1.setFromMatrixColumn( m, 1 ).length();
                var scaleZ = 1 / v1.setFromMatrixColumn( m, 2 ).length();

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

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

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

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

                return this;

            };

        }(),

        makeRotationFromEuler: function ( euler ) {

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

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

            }

            var te = this.elements;

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

            }

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

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

            return this;

        },

        makeRotationFromQuaternion: function () {

            var zero = new Vector3( 0, 0, 0 );
            var one = new Vector3( 1, 1, 1 );

            return function makeRotationFromQuaternion( q ) {

                return this.compose( zero, q, one );

            };

        }(),

        lookAt: function () {

            var x = new Vector3();
            var y = new Vector3();
            var z = new Vector3();

            return function lookAt( eye, target, up ) {

                var te = this.elements;

                z.subVectors( eye, target );

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

                    // eye and target are in the same position

                    z.z = 1;

                }

                z.normalize();
                x.crossVectors( up, z );

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

                    // up and z are parallel

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

                        z.x += 0.0001;

                    } else {

                        z.z += 0.0001;

                    }

                    z.normalize();
                    x.crossVectors( up, z );

                }

                x.normalize();
                y.crossVectors( z, x );

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

                return this;

            };

        }(),

        multiply: function ( m, n ) {

            if ( n !== undefined ) {

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

            }

            return this.multiplyMatrices( this, m );

        },

        premultiply: function ( m ) {

            return this.multiplyMatrices( m, this );

        },

        multiplyMatrices: function ( a, b ) {

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

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

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

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

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

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

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

            return this;

        },

        multiplyScalar: function ( s ) {

            var te = this.elements;

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

            return this;

        },

        applyToBufferAttribute: function () {

            var v1 = new Vector3();

            return function applyToBufferAttribute( attribute ) {

                for ( var i = 0, l = attribute.count; i < l; i ++ ) {

                    v1.x = attribute.getX( i );
                    v1.y = attribute.getY( i );
                    v1.z = attribute.getZ( i );

                    v1.applyMatrix4( this );

                    attribute.setXYZ( i, v1.x, v1.y, v1.z );

                }

                return attribute;

            };

        }(),

        determinant: function () {

            var te = this.elements;

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

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

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

            );

        },

        transpose: function () {

            var te = this.elements;
            var tmp;

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

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

            return this;

        },

        setPosition: function ( v ) {

            var te = this.elements;

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

            return this;

        },

        getInverse: function ( m, throwOnDegenerate ) {

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

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

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

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

            if ( det === 0 ) {

                var msg = "THREE.Matrix4: .getInverse() can't invert matrix, determinant is 0";

                if ( throwOnDegenerate === true ) {

                    throw new Error( msg );

                } else {

                    console.warn( msg );

                }

                return this.identity();

            }

            var detInv = 1 / det;

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

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

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

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

            return this;

        },

        scale: function ( v ) {

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

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

            return this;

        },

        getMaxScaleOnAxis: function () {

            var te = this.elements;

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

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

        },

        makeTranslation: function ( x, y, z ) {

            this.set(

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

            );

            return this;

        },

        makeRotationX: function ( theta ) {

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

            this.set(

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

            );

            return this;

        },

        makeRotationY: function ( theta ) {

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

            this.set(

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

            );

            return this;

        },

        makeRotationZ: function ( theta ) {

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

            this.set(

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

            );

            return this;

        },

        makeRotationAxis: function ( axis, angle ) {

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

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

            this.set(

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

            );

             return this;

        },

        makeScale: function ( x, y, z ) {

            this.set(

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

            );

            return this;

        },

        makeShear: function ( x, y, z ) {

            this.set(

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

            );

            return this;

        },

        compose: function ( position, quaternion, scale ) {

            var te = this.elements;

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

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

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

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

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

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

                return this;

        },

        decompose: function () {

            var vector = new Vector3();
            var matrix = new Matrix4();

            return function decompose( position, quaternion, scale ) {

                var te = this.elements;

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

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

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

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

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

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

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

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

                quaternion.setFromRotationMatrix( matrix );

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

                return this;

            };

        }(),

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

            if ( far === undefined ) {

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

            }

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

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

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

            return this;

        },

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

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

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

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

            return this;

        },

        equals: function ( matrix ) {

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

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

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

            }

            return true;

        },

        fromArray: function ( array, offset ) {

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

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

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

            }

            return this;

        },

        toArray: function ( array, offset ) {

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

            var te = this.elements;

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

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

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

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

            return array;

        }

    } );

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

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

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

    }

    Object.assign( Quaternion, {

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

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

        },

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

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

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

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

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

                var s = 1 - t,

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

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

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

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

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

                }

                var tDir = t * dir;

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

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

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

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

                }

            }

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

        }

    } );

    Object.defineProperties( Quaternion.prototype, {

        x: {

            get: function () {

                return this._x;

            },

            set: function ( value ) {

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

            }

        },

        y: {

            get: function () {

                return this._y;

            },

            set: function ( value ) {

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

            }

        },

        z: {

            get: function () {

                return this._z;

            },

            set: function ( value ) {

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

            }

        },

        w: {

            get: function () {

                return this._w;

            },

            set: function ( value ) {

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

            }

        }

    } );

    Object.assign( Quaternion.prototype, {

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

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

            this.onChangeCallback();

            return this;

        },

        clone: function () {

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

        },

        copy: function ( quaternion ) {

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

            this.onChangeCallback();

            return this;

        },

        setFromEuler: function ( euler, update ) {

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

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

            }

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

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

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

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

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

            if ( order === 'XYZ' ) {

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

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

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

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

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

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

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

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

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

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

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

            }

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

            return this;

        },

        setFromAxisAngle: function ( axis, angle ) {

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

            // assumes axis is normalized

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

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

            this.onChangeCallback();

            return this;

        },

        setFromRotationMatrix: function ( m ) {

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

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

            var te = m.elements,

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

                trace = m11 + m22 + m33,
                s;

            if ( trace > 0 ) {

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

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

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

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

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

            } else if ( m22 > m33 ) {

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

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

            } else {

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

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

            }

            this.onChangeCallback();

            return this;

        },

        setFromUnitVectors: function () {

            // assumes direction vectors vFrom and vTo are normalized

            var v1 = new Vector3();
            var r;

            var EPS = 0.000001;

            return function setFromUnitVectors( vFrom, vTo ) {

                if ( v1 === undefined ) v1 = new Vector3();

                r = vFrom.dot( vTo ) + 1;

                if ( r < EPS ) {

                    r = 0;

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

                        v1.set( - vFrom.y, vFrom.x, 0 );

                    } else {

                        v1.set( 0, - vFrom.z, vFrom.y );

                    }

                } else {

                    v1.crossVectors( vFrom, vTo );

                }

                this._x = v1.x;
                this._y = v1.y;
                this._z = v1.z;
                this._w = r;

                return this.normalize();

            };

        }(),

        inverse: function () {

            // quaternion is assumed to have unit length

            return this.conjugate();

        },

        conjugate: function () {

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

            this.onChangeCallback();

            return this;

        },

        dot: function ( v ) {

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

        },

        lengthSq: function () {

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

        },

        length: function () {

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

        },

        normalize: function () {

            var l = this.length();

            if ( l === 0 ) {

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

            } else {

                l = 1 / l;

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

            }

            this.onChangeCallback();

            return this;

        },

        multiply: function ( q, p ) {

            if ( p !== undefined ) {

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

            }

            return this.multiplyQuaternions( this, q );

        },

        premultiply: function ( q ) {

            return this.multiplyQuaternions( q, this );

        },

        multiplyQuaternions: function ( a, b ) {

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

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

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

            this.onChangeCallback();

            return this;

        },

        slerp: function ( qb, t ) {

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

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

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

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

            if ( cosHalfTheta < 0 ) {

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

                cosHalfTheta = - cosHalfTheta;

            } else {

                this.copy( qb );

            }

            if ( cosHalfTheta >= 1.0 ) {

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

                return this;

            }

            var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;

            if ( sqrSinHalfTheta <= Number.EPSILON ) {

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

                return this.normalize();

            }

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

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

            this.onChangeCallback();

            return this;

        },

        equals: function ( quaternion ) {

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

        },

        fromArray: function ( array, offset ) {

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

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

            this.onChangeCallback();

            return this;

        },

        toArray: function ( array, offset ) {

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

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

            return array;

        },

        onChange: function ( callback ) {

            this.onChangeCallback = callback;

            return this;

        },

        onChangeCallback: function () {}

    } );

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

    function Vector3( x, y, z ) {

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

    }

    Object.assign( Vector3.prototype, {

        isVector3: true,

        set: function ( x, y, z ) {

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

            return this;

        },

        setScalar: function ( scalar ) {

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

            return this;

        },

        setX: function ( x ) {

            this.x = x;

            return this;

        },

        setY: function ( y ) {

            this.y = y;

            return this;

        },

        setZ: function ( z ) {

            this.z = z;

            return this;

        },

        setComponent: function ( index, value ) {

            switch ( index ) {

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

            }

            return this;

        },

        getComponent: function ( index ) {

            switch ( index ) {

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

            }

        },

        clone: function () {

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

        },

        copy: function ( v ) {

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

            return this;

        },

        add: function ( v, w ) {

            if ( w !== undefined ) {

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

            }

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

            return this;

        },

        addScalar: function ( s ) {

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

            return this;

        },

        addVectors: function ( a, b ) {

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

            return this;

        },

        addScaledVector: function ( v, s ) {

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

            return this;

        },

        sub: function ( v, w ) {

            if ( w !== undefined ) {

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

            }

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

            return this;

        },

        subScalar: function ( s ) {

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

            return this;

        },

        subVectors: function ( a, b ) {

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

            return this;

        },

        multiply: function ( v, w ) {

            if ( w !== undefined ) {

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

            }

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

            return this;

        },

        multiplyScalar: function ( scalar ) {

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

            return this;

        },

        multiplyVectors: function ( a, b ) {

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

            return this;

        },

        applyEuler: function () {

            var quaternion = new Quaternion();

            return function applyEuler( euler ) {

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

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

                }

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

            };

        }(),

        applyAxisAngle: function () {

            var quaternion = new Quaternion();

            return function applyAxisAngle( axis, angle ) {

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

            };

        }(),

        applyMatrix3: function ( m ) {

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

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

            return this;

        },

        applyMatrix4: function ( m ) {

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

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

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

            return this;

        },

        applyQuaternion: function ( q ) {

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

            // calculate quat * vector

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

            // calculate result * inverse quat

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

            return this;

        },

        project: function () {

            var matrix = new Matrix4();

            return function project( camera ) {

                matrix.multiplyMatrices( camera.projectionMatrix, matrix.getInverse( camera.matrixWorld ) );
                return this.applyMatrix4( matrix );

            };

        }(),

        unproject: function () {

            var matrix = new Matrix4();

            return function unproject( camera ) {

                matrix.multiplyMatrices( camera.matrixWorld, matrix.getInverse( camera.projectionMatrix ) );
                return this.applyMatrix4( matrix );

            };

        }(),

        transformDirection: function ( m ) {

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

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

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

            return this.normalize();

        },

        divide: function ( v ) {

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

            return this;

        },

        divideScalar: function ( scalar ) {

            return this.multiplyScalar( 1 / scalar );

        },

        min: function ( v ) {

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

            return this;

        },

        max: function ( v ) {

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

            return this;

        },

        clamp: function ( min, max ) {

            // assumes min < max, componentwise

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

            return this;

        },

        clampScalar: function () {

            var min = new Vector3();
            var max = new Vector3();

            return function clampScalar( minVal, maxVal ) {

                min.set( minVal, minVal, minVal );
                max.set( maxVal, maxVal, maxVal );

                return this.clamp( min, max );

            };

        }(),

        clampLength: function ( min, max ) {

            var length = this.length();

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

        },

        floor: function () {

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

            return this;

        },

        ceil: function () {

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

            return this;

        },

        round: function () {

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

            return this;

        },

        roundToZero: function () {

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

            return this;

        },

        negate: function () {

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

            return this;

        },

        dot: function ( v ) {

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

        },

        // TODO lengthSquared?

        lengthSq: function () {

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

        },

        length: function () {

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

        },

        manhattanLength: function () {

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

        },

        normalize: function () {

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

        },

        setLength: function ( length ) {

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

        },

        lerp: function ( v, alpha ) {

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

            return this;

        },

        lerpVectors: function ( v1, v2, alpha ) {

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

        },

        cross: function ( v, w ) {

            if ( w !== undefined ) {

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

            }

            return this.crossVectors( this, v );

        },

        crossVectors: function ( a, b ) {

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

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

            return this;

        },

        projectOnVector: function ( vector ) {

            var scalar = vector.dot( this ) / vector.lengthSq();

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

        },

        projectOnPlane: function () {

            var v1 = new Vector3();

            return function projectOnPlane( planeNormal ) {

                v1.copy( this ).projectOnVector( planeNormal );

                return this.sub( v1 );

            };

        }(),

        reflect: function () {

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

            var v1 = new Vector3();

            return function reflect( normal ) {

                return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );

            };

        }(),

        angleTo: function ( v ) {

            var theta = this.dot( v ) / ( Math.sqrt( this.lengthSq() * v.lengthSq() ) );

            // clamp, to handle numerical problems

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

        },

        distanceTo: function ( v ) {

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

        },

        distanceToSquared: function ( v ) {

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

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

        },

        manhattanDistanceTo: function ( v ) {

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

        },

        setFromSpherical: function ( s ) {

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

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

            return this;

        },

        setFromCylindrical: function ( c ) {

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

            return this;

        },

        setFromMatrixPosition: function ( m ) {

            var e = m.elements;

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

            return this;

        },

        setFromMatrixScale: function ( m ) {

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

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

            return this;

        },

        setFromMatrixColumn: function ( m, index ) {

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

        },

        equals: function ( v ) {

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

        },

        fromArray: function ( array, offset ) {

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

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

            return this;

        },

        toArray: function ( array, offset ) {

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

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

            return array;

        },

        fromBufferAttribute: function ( attribute, index, offset ) {

            if ( offset !== undefined ) {

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

            }

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

            return this;

        }

    } );

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

    function Matrix3() {

        this.elements = [

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

        ];

        if ( arguments.length > 0 ) {

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

        }

    }

    Object.assign( Matrix3.prototype, {

        isMatrix3: true,

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

            var te = this.elements;

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

            return this;

        },

        identity: function () {

            this.set(

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

            );

            return this;

        },

        clone: function () {

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

        },

        copy: function ( m ) {

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

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

            return this;

        },

        setFromMatrix4: function ( m ) {

            var me = m.elements;

            this.set(

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

            );

            return this;

        },

        applyToBufferAttribute: function () {

            var v1 = new Vector3();

            return function applyToBufferAttribute( attribute ) {

                for ( var i = 0, l = attribute.count; i < l; i ++ ) {

                    v1.x = attribute.getX( i );
                    v1.y = attribute.getY( i );
                    v1.z = attribute.getZ( i );

                    v1.applyMatrix3( this );

                    attribute.setXYZ( i, v1.x, v1.y, v1.z );

                }

                return attribute;

            };

        }(),

        multiply: function ( m ) {

            return this.multiplyMatrices( this, m );

        },

        premultiply: function ( m ) {

            return this.multiplyMatrices( m, this );

        },

        multiplyMatrices: function ( a, b ) {

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

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

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

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

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

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

            return this;

        },

        multiplyScalar: function ( s ) {

            var te = this.elements;

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

            return this;

        },

        determinant: function () {

            var te = this.elements;

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

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

        },

        getInverse: function ( matrix, throwOnDegenerate ) {

            if ( matrix && matrix.isMatrix4 ) {

                console.error( "THREE.Matrix3: .getInverse() no longer takes a Matrix4 argument." );

            }

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

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

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

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

            if ( det === 0 ) {

                var msg = "THREE.Matrix3: .getInverse() can't invert matrix, determinant is 0";

                if ( throwOnDegenerate === true ) {

                    throw new Error( msg );

                } else {

                    console.warn( msg );

                }

                return this.identity();

            }

            var detInv = 1 / det;

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

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

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

            return this;

        },

        transpose: function () {

            var tmp, m = this.elements;

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

            return this;

        },

        getNormalMatrix: function ( matrix4 ) {

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

        },

        transposeIntoArray: function ( r ) {

            var m = this.elements;

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

            return this;

        },

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

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

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

        },

        scale: function ( sx, sy ) {

            var te = this.elements;

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

            return this;

        },

        rotate: function ( theta ) {

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

            var te = this.elements;

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

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

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

            return this;

        },

        translate: function ( tx, ty ) {

            var te = this.elements;

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

            return this;

        },

        equals: function ( matrix ) {

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

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

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

            }

            return true;

        },

        fromArray: function ( array, offset ) {

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

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

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

            }

            return this;

        },

        toArray: function ( array, offset ) {

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

            var te = this.elements;

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

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

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

            return array;

        }

    } );

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

    var textureId = 0;

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

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

        this.uuid = _Math.generateUUID();

        this.name = '';

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

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

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

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

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

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

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

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

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

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

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

    }

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

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

        constructor: Texture,

        isTexture: true,

        updateMatrix: function () {

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

        },

        clone: function () {

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

        },

        copy: function ( source ) {

            this.name = source.name;

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

            this.mapping = source.mapping;

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

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

            this.anisotropy = source.anisotropy;

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

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

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

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

            return this;

        },

        toJSON: function ( meta ) {

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

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

                return meta.textures[ this.uuid ];

            }

            function getDataURL( image ) {

                var canvas;

                if ( image instanceof HTMLCanvasElement ) {

                    canvas = image;

                } else {

                    canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
                    canvas.width = image.width;
                    canvas.height = image.height;

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

                    if ( image instanceof ImageData ) {

                        context.putImageData( image, 0, 0 );

                    } else {

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

                    }

                }

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

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

                } else {

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

                }

            }

            var output = {

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

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

                mapping: this.mapping,

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

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

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

                flipY: this.flipY

            };

            if ( this.image !== undefined ) {

                // TODO: Move to THREE.Image

                var image = this.image;

                if ( image.uuid === undefined ) {

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

                }

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

                    var url;

                    if ( Array.isArray( image ) ) {

                        // process array of images e.g. CubeTexture

                        url = [];

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

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

                        }

                    } else {

                        // process single image

                        url = getDataURL( image );

                    }

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

                }

                output.image = image.uuid;

            }

            if ( ! isRootObject ) {

                meta.textures[ this.uuid ] = output;

            }

            return output;

        },

        dispose: function () {

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

        },

        transformUv: function ( uv ) {

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

            uv.applyMatrix3( this.matrix );

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

                switch ( this.wrapS ) {

                    case RepeatWrapping:

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

                    case ClampToEdgeWrapping:

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

                    case MirroredRepeatWrapping:

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

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

                        } else {

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

                        }
                        break;

                }

            }

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

                switch ( this.wrapT ) {

                    case RepeatWrapping:

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

                    case ClampToEdgeWrapping:

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

                    case MirroredRepeatWrapping:

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

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

                        } else {

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

                        }
                        break;

                }

            }

            if ( this.flipY ) {

                uv.y = 1 - uv.y;

            }

        }

    } );

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

        set: function ( value ) {

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

        }

    } );

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

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

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

    }

    Object.assign( Vector4.prototype, {

        isVector4: true,

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

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

            return this;

        },

        setScalar: function ( scalar ) {

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

            return this;

        },

        setX: function ( x ) {

            this.x = x;

            return this;

        },

        setY: function ( y ) {

            this.y = y;

            return this;

        },

        setZ: function ( z ) {

            this.z = z;

            return this;

        },

        setW: function ( w ) {

            this.w = w;

            return this;

        },

        setComponent: function ( index, value ) {

            switch ( index ) {

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

            }

            return this;

        },

        getComponent: function ( index ) {

            switch ( index ) {

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

            }

        },

        clone: function () {

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

        },

        copy: function ( v ) {

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

            return this;

        },

        add: function ( v, w ) {

            if ( w !== undefined ) {

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

            }

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

            return this;

        },

        addScalar: function ( s ) {

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

            return this;

        },

        addVectors: function ( a, b ) {

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

            return this;

        },

        addScaledVector: function ( v, s ) {

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

            return this;

        },

        sub: function ( v, w ) {

            if ( w !== undefined ) {

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

            }

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

            return this;

        },

        subScalar: function ( s ) {

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

            return this;

        },

        subVectors: function ( a, b ) {

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

            return this;

        },

        multiplyScalar: function ( scalar ) {

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

            return this;

        },

        applyMatrix4: function ( m ) {

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

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

            return this;

        },

        divideScalar: function ( scalar ) {

            return this.multiplyScalar( 1 / scalar );

        },

        setAxisAngleFromQuaternion: function ( q ) {

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

            // q is assumed to be normalized

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

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

            if ( s < 0.0001 ) {

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

            } else {

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

            }

            return this;

        },

        setAxisAngleFromRotationMatrix: function ( m ) {

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

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

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

                te = m.elements,

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

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

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

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

                    // this singularity is identity matrix so angle = 0

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

                    return this; // zero angle, arbitrary axis

                }

                // otherwise this singularity is angle = 180

                angle = Math.PI;

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

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

                    // m11 is the largest diagonal term

                    if ( xx < epsilon ) {

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

                    } else {

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

                    }

                } else if ( yy > zz ) {

                    // m22 is the largest diagonal term

                    if ( yy < epsilon ) {

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

                    } else {

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

                    }

                } else {

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

                    if ( zz < epsilon ) {

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

                    } else {

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

                    }

                }

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

                return this; // return 180 deg rotation

            }

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

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

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

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

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

            return this;

        },

        min: function ( v ) {

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

            return this;

        },

        max: function ( v ) {

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

            return this;

        },

        clamp: function ( min, max ) {

            // assumes min < max, componentwise

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

            return this;

        },

        clampScalar: function () {

            var min, max;

            return function clampScalar( minVal, maxVal ) {

                if ( min === undefined ) {

                    min = new Vector4();
                    max = new Vector4();

                }

                min.set( minVal, minVal, minVal, minVal );
                max.set( maxVal, maxVal, maxVal, maxVal );

                return this.clamp( min, max );

            };

        }(),

        clampLength: function ( min, max ) {

            var length = this.length();

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

        },

        floor: function () {

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

            return this;

        },

        ceil: function () {

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

            return this;

        },

        round: function () {

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

            return this;

        },

        roundToZero: function () {

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

            return this;

        },

        negate: function () {

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

            return this;

        },

        dot: function ( v ) {

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

        },

        lengthSq: function () {

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

        },

        length: function () {

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

        },

        manhattanLength: function () {

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

        },

        normalize: function () {

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

        },

        setLength: function ( length ) {

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

        },

        lerp: function ( v, alpha ) {

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

            return this;

        },

        lerpVectors: function ( v1, v2, alpha ) {

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

        },

        equals: function ( v ) {

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

        },

        fromArray: function ( array, offset ) {

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

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

            return this;

        },

        toArray: function ( array, offset ) {

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

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

            return array;

        },

        fromBufferAttribute: function ( attribute, index, offset ) {

            if ( offset !== undefined ) {

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

            }

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

            return this;

        }

    } );

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

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

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

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

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

        options = options || {};

        if ( options.minFilter === undefined ) options.minFilter = LinearFilter;

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

        this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : true;

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

    }

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

        constructor: WebGLRenderTarget,

        isWebGLRenderTarget: true,

        setSize: function ( width, height ) {

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

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

                this.dispose();

            }

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

        },

        clone: function () {

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

        },

        copy: function ( source ) {

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

            this.viewport.copy( source.viewport );

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

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

            return this;

        },

        dispose: function () {

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

        }

    } );

    /**
     * @author alteredq / http://alteredqualia.com
     */

    function WebGLRenderTargetCube( width, height, options ) {

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

        this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5
        this.activeMipMapLevel = 0;

    }

    WebGLRenderTargetCube.prototype = Object.create( WebGLRenderTarget.prototype );
    WebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube;

    WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true;

    /**
     * @author alteredq / http://alteredqualia.com/
     */

    function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {

        Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );

        this.image = { data: data, width: width, height: height };

        this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
        this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;

        this.generateMipmaps = false;
        this.flipY = false;
        this.unpackAlignment = 1;

    }

    DataTexture.prototype = Object.create( Texture.prototype );
    DataTexture.prototype.constructor = DataTexture;

    DataTexture.prototype.isDataTexture = true;

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

    function Box3( min, max ) {

        this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
        this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );

    }

    Object.assign( Box3.prototype, {

        isBox3: true,

        set: function ( min, max ) {

            this.min.copy( min );
            this.max.copy( max );

            return this;

        },

        setFromArray: function ( array ) {

            var minX = + Infinity;
            var minY = + Infinity;
            var minZ = + Infinity;

            var maxX = - Infinity;
            var maxY = - Infinity;
            var maxZ = - Infinity;

            for ( var i = 0, l = array.length; i < l; i += 3 ) {

                var x = array[ i ];
                var y = array[ i + 1 ];
                var z = array[ i + 2 ];

                if ( x < minX ) minX = x;
                if ( y < minY ) minY = y;
                if ( z < minZ ) minZ = z;

                if ( x > maxX ) maxX = x;
                if ( y > maxY ) maxY = y;
                if ( z > maxZ ) maxZ = z;

            }

            this.min.set( minX, minY, minZ );
            this.max.set( maxX, maxY, maxZ );

            return this;

        },

        setFromBufferAttribute: function ( attribute ) {

            var minX = + Infinity;
            var minY = + Infinity;
            var minZ = + Infinity;

            var maxX = - Infinity;
            var maxY = - Infinity;
            var maxZ = - Infinity;

            for ( var i = 0, l = attribute.count; i < l; i ++ ) {

                var x = attribute.getX( i );
                var y = attribute.getY( i );
                var z = attribute.getZ( i );

                if ( x < minX ) minX = x;
                if ( y < minY ) minY = y;
                if ( z < minZ ) minZ = z;

                if ( x > maxX ) maxX = x;
                if ( y > maxY ) maxY = y;
                if ( z > maxZ ) maxZ = z;

            }

            this.min.set( minX, minY, minZ );
            this.max.set( maxX, maxY, maxZ );

            return this;

        },

        setFromPoints: function ( points ) {

            this.makeEmpty();

            for ( var i = 0, il = points.length; i < il; i ++ ) {

                this.expandByPoint( points[ i ] );

            }

            return this;

        },

        setFromCenterAndSize: function () {

            var v1 = new Vector3();

            return function setFromCenterAndSize( center, size ) {

                var halfSize = v1.copy( size ).multiplyScalar( 0.5 );

                this.min.copy( center ).sub( halfSize );
                this.max.copy( center ).add( halfSize );

                return this;

            };

        }(),

        setFromObject: function ( object ) {

            this.makeEmpty();

            return this.expandByObject( object );

        },

        clone: function () {

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

        },

        copy: function ( box ) {

            this.min.copy( box.min );
            this.max.copy( box.max );

            return this;

        },

        makeEmpty: function () {

            this.min.x = this.min.y = this.min.z = + Infinity;
            this.max.x = this.max.y = this.max.z = - Infinity;

            return this;

        },

        isEmpty: function () {

            // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes

            return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );

        },

        getCenter: function ( target ) {

            if ( target === undefined ) {

                console.warn( 'THREE.Box3: .getCenter() target is now required' );
                target = new Vector3();

            }

            return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );

        },

        getSize: function ( target ) {

            if ( target === undefined ) {

                console.warn( 'THREE.Box3: .getSize() target is now required' );
                target = new Vector3();

            }

            return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );

        },

        expandByPoint: function ( point ) {

            this.min.min( point );
            this.max.max( point );

            return this;

        },

        expandByVector: function ( vector ) {

            this.min.sub( vector );
            this.max.add( vector );

            return this;

        },

        expandByScalar: function ( scalar ) {

            this.min.addScalar( - scalar );
            this.max.addScalar( scalar );

            return this;

        },

        expandByObject: function () {

            // Computes the world-axis-aligned bounding box of an object (including its children),
            // accounting for both the object's, and children's, world transforms

            var scope, i, l;

            var v1 = new Vector3();

            function traverse( node ) {

                var geometry = node.geometry;

                if ( geometry !== undefined ) {

                    if ( geometry.isGeometry ) {

                        var vertices = geometry.vertices;

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

                            v1.copy( vertices[ i ] );
                            v1.applyMatrix4( node.matrixWorld );

                            scope.expandByPoint( v1 );

                        }

                    } else if ( geometry.isBufferGeometry ) {

                        var attribute = geometry.attributes.position;

                        if ( attribute !== undefined ) {

                            for ( i = 0, l = attribute.count; i < l; i ++ ) {

                                v1.fromBufferAttribute( attribute, i ).applyMatrix4( node.matrixWorld );

                                scope.expandByPoint( v1 );

                            }

                        }

                    }

                }

            }

            return function expandByObject( object ) {

                scope = this;

                object.updateMatrixWorld( true );

                object.traverse( traverse );

                return this;

            };

        }(),

        containsPoint: function ( point ) {

            return point.x < this.min.x || point.x > this.max.x ||
                point.y < this.min.y || point.y > this.max.y ||
                point.z < this.min.z || point.z > this.max.z ? false : true;

        },

        containsBox: function ( box ) {

            return this.min.x <= box.min.x && box.max.x <= this.max.x &&
                this.min.y <= box.min.y && box.max.y <= this.max.y &&
                this.min.z <= box.min.z && box.max.z <= this.max.z;

        },

        getParameter: function ( point, target ) {

            // This can potentially have a divide by zero if the box
            // has a size dimension of 0.

            if ( target === undefined ) {

                console.warn( 'THREE.Box3: .getParameter() target is now required' );
                target = new Vector3();

            }

            return target.set(
                ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
                ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
                ( point.z - this.min.z ) / ( this.max.z - this.min.z )
            );

        },

        intersectsBox: function ( box ) {

            // using 6 splitting planes to rule out intersections.
            return box.max.x < this.min.x || box.min.x > this.max.x ||
                box.max.y < this.min.y || box.min.y > this.max.y ||
                box.max.z < this.min.z || box.min.z > this.max.z ? false : true;

        },

        intersectsSphere: ( function () {

            var closestPoint = new Vector3();

            return function intersectsSphere( sphere ) {

                // Find the point on the AABB closest to the sphere center.
                this.clampPoint( sphere.center, closestPoint );

                // If that point is inside the sphere, the AABB and sphere intersect.
                return closestPoint.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );

            };

        } )(),

        intersectsPlane: function ( plane ) {

            // We compute the minimum and maximum dot product values. If those values
            // are on the same side (back or front) of the plane, then there is no intersection.

            var min, max;

            if ( plane.normal.x > 0 ) {

                min = plane.normal.x * this.min.x;
                max = plane.normal.x * this.max.x;

            } else {

                min = plane.normal.x * this.max.x;
                max = plane.normal.x * this.min.x;

            }

            if ( plane.normal.y > 0 ) {

                min += plane.normal.y * this.min.y;
                max += plane.normal.y * this.max.y;

            } else {

                min += plane.normal.y * this.max.y;
                max += plane.normal.y * this.min.y;

            }

            if ( plane.normal.z > 0 ) {

                min += plane.normal.z * this.min.z;
                max += plane.normal.z * this.max.z;

            } else {

                min += plane.normal.z * this.max.z;
                max += plane.normal.z * this.min.z;

            }

            return ( min <= plane.constant && max >= plane.constant );

        },

        intersectsTriangle: ( function () {

            // triangle centered vertices
            var v0 = new Vector3();
            var v1 = new Vector3();
            var v2 = new Vector3();

            // triangle edge vectors
            var f0 = new Vector3();
            var f1 = new Vector3();
            var f2 = new Vector3();

            var testAxis = new Vector3();

            var center = new Vector3();
            var extents = new Vector3();

            var triangleNormal = new Vector3();

            function satForAxes( axes ) {

                var i, j;

                for ( i = 0, j = axes.length - 3; i <= j; i += 3 ) {

                    testAxis.fromArray( axes, i );
                    // project the aabb onto the seperating axis
                    var r = extents.x * Math.abs( testAxis.x ) + extents.y * Math.abs( testAxis.y ) + extents.z * Math.abs( testAxis.z );
                    // project all 3 vertices of the triangle onto the seperating axis
                    var p0 = v0.dot( testAxis );
                    var p1 = v1.dot( testAxis );
                    var p2 = v2.dot( testAxis );
                    // actual test, basically see if either of the most extreme of the triangle points intersects r
                    if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {

                        // points of the projected triangle are outside the projected half-length of the aabb
                        // the axis is seperating and we can exit
                        return false;

                    }

                }

                return true;

            }

            return function intersectsTriangle( triangle ) {

                if ( this.isEmpty() ) {

                    return false;

                }

                // compute box center and extents
                this.getCenter( center );
                extents.subVectors( this.max, center );

                // translate triangle to aabb origin
                v0.subVectors( triangle.a, center );
                v1.subVectors( triangle.b, center );
                v2.subVectors( triangle.c, center );

                // compute edge vectors for triangle
                f0.subVectors( v1, v0 );
                f1.subVectors( v2, v1 );
                f2.subVectors( v0, v2 );

                // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
                // make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation
                // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
                var axes = [
                    0, - f0.z, f0.y, 0, - f1.z, f1.y, 0, - f2.z, f2.y,
                    f0.z, 0, - f0.x, f1.z, 0, - f1.x, f2.z, 0, - f2.x,
                    - f0.y, f0.x, 0, - f1.y, f1.x, 0, - f2.y, f2.x, 0
                ];
                if ( ! satForAxes( axes ) ) {

                    return false;

                }

                // test 3 face normals from the aabb
                axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
                if ( ! satForAxes( axes ) ) {

                    return false;

                }

                // finally testing the face normal of the triangle
                // use already existing triangle edge vectors here
                triangleNormal.crossVectors( f0, f1 );
                axes = [ triangleNormal.x, triangleNormal.y, triangleNormal.z ];
                return satForAxes( axes );

            };

        } )(),

        clampPoint: function ( point, target ) {

            if ( target === undefined ) {

                console.warn( 'THREE.Box3: .clampPoint() target is now required' );
                target = new Vector3();

            }

            return target.copy( point ).clamp( this.min, this.max );

        },

        distanceToPoint: function () {

            var v1 = new Vector3();

            return function distanceToPoint( point ) {

                var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
                return clampedPoint.sub( point ).length();

            };

        }(),

        getBoundingSphere: function () {

            var v1 = new Vector3();

            return function getBoundingSphere( target ) {

                if ( target === undefined ) {

                    console.warn( 'THREE.Box3: .getBoundingSphere() target is now required' );
                    target = new Sphere();

                }

                this.getCenter( target.center );

                target.radius = this.getSize( v1 ).length() * 0.5;

                return target;

            };

        }(),

        intersect: function ( box ) {

            this.min.max( box.min );
            this.max.min( box.max );

            // ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values.
            if ( this.isEmpty() ) this.makeEmpty();

            return this;

        },

        union: function ( box ) {

            this.min.min( box.min );
            this.max.max( box.max );

            return this;

        },

        applyMatrix4: function ( matrix ) {

            // transform of empty box is an empty box.
            if ( this.isEmpty( ) ) return this;

            var m = matrix.elements;

            var xax = m[ 0 ] * this.min.x, xay = m[ 1 ] * this.min.x, xaz = m[ 2 ] * this.min.x;
            var xbx = m[ 0 ] * this.max.x, xby = m[ 1 ] * this.max.x, xbz = m[ 2 ] * this.max.x;
            var yax = m[ 4 ] * this.min.y, yay = m[ 5 ] * this.min.y, yaz = m[ 6 ] * this.min.y;
            var ybx = m[ 4 ] * this.max.y, yby = m[ 5 ] * this.max.y, ybz = m[ 6 ] * this.max.y;
            var zax = m[ 8 ] * this.min.z, zay = m[ 9 ] * this.min.z, zaz = m[ 10 ] * this.min.z;
            var zbx = m[ 8 ] * this.max.z, zby = m[ 9 ] * this.max.z, zbz = m[ 10 ] * this.max.z;

            this.min.x = Math.min( xax, xbx ) + Math.min( yax, ybx ) + Math.min( zax, zbx ) + m[ 12 ];
            this.min.y = Math.min( xay, xby ) + Math.min( yay, yby ) + Math.min( zay, zby ) + m[ 13 ];
            this.min.z = Math.min( xaz, xbz ) + Math.min( yaz, ybz ) + Math.min( zaz, zbz ) + m[ 14 ];
            this.max.x = Math.max( xax, xbx ) + Math.max( yax, ybx ) + Math.max( zax, zbx ) + m[ 12 ];
            this.max.y = Math.max( xay, xby ) + Math.max( yay, yby ) + Math.max( zay, zby ) + m[ 13 ];
            this.max.z = Math.max( xaz, xbz ) + Math.max( yaz, ybz ) + Math.max( zaz, zbz ) + m[ 14 ];

            return this;

        },

        translate: function ( offset ) {

            this.min.add( offset );
            this.max.add( offset );

            return this;

        },

        equals: function ( box ) {

            return box.min.equals( this.min ) && box.max.equals( this.max );

        }

    } );

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

    function Sphere( center, radius ) {

        this.center = ( center !== undefined ) ? center : new Vector3();
        this.radius = ( radius !== undefined ) ? radius : 0;

    }

    Object.assign( Sphere.prototype, {

        set: function ( center, radius ) {

            this.center.copy( center );
            this.radius = radius;

            return this;

        },

        setFromPoints: function () {

            var box = new Box3();

            return function setFromPoints( points, optionalCenter ) {

                var center = this.center;

                if ( optionalCenter !== undefined ) {

                    center.copy( optionalCenter );

                } else {

                    box.setFromPoints( points ).getCenter( center );

                }

                var maxRadiusSq = 0;

                for ( var i = 0, il = points.length; i < il; i ++ ) {

                    maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );

                }

                this.radius = Math.sqrt( maxRadiusSq );

                return this;

            };

        }(),

        clone: function () {

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

        },

        copy: function ( sphere ) {

            this.center.copy( sphere.center );
            this.radius = sphere.radius;

            return this;

        },

        empty: function () {

            return ( this.radius <= 0 );

        },

        containsPoint: function ( point ) {

            return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );

        },

        distanceToPoint: function ( point ) {

            return ( point.distanceTo( this.center ) - this.radius );

        },

        intersectsSphere: function ( sphere ) {

            var radiusSum = this.radius + sphere.radius;

            return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );

        },

        intersectsBox: function ( box ) {

            return box.intersectsSphere( this );

        },

        intersectsPlane: function ( plane ) {

            return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;

        },

        clampPoint: function ( point, target ) {

            var deltaLengthSq = this.center.distanceToSquared( point );

            if ( target === undefined ) {

                console.warn( 'THREE.Sphere: .clampPoint() target is now required' );
                target = new Vector3();

            }

            target.copy( point );

            if ( deltaLengthSq > ( this.radius * this.radius ) ) {

                target.sub( this.center ).normalize();
                target.multiplyScalar( this.radius ).add( this.center );

            }

            return target;

        },

        getBoundingBox: function ( target ) {

            if ( target === undefined ) {

                console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );
                target = new Box3();

            }

            target.set( this.center, this.center );
            target.expandByScalar( this.radius );

            return target;

        },

        applyMatrix4: function ( matrix ) {

            this.center.applyMatrix4( matrix );
            this.radius = this.radius * matrix.getMaxScaleOnAxis();

            return this;

        },

        translate: function ( offset ) {

            this.center.add( offset );

            return this;

        },

        equals: function ( sphere ) {

            return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );

        }

    } );

    /**
     * @author bhouston / http://clara.io
     */

    function Plane( normal, constant ) {

        // normal is assumed to be normalized

        this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
        this.constant = ( constant !== undefined ) ? constant : 0;

    }

    Object.assign( Plane.prototype, {

        set: function ( normal, constant ) {

            this.normal.copy( normal );
            this.constant = constant;

            return this;

        },

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

            this.normal.set( x, y, z );
            this.constant = w;

            return this;

        },

        setFromNormalAndCoplanarPoint: function ( normal, point ) {

            this.normal.copy( normal );
            this.constant = - point.dot( this.normal );

            return this;

        },

        setFromCoplanarPoints: function () {

            var v1 = new Vector3();
            var v2 = new Vector3();

            return function setFromCoplanarPoints( a, b, c ) {

                var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize();

                // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?

                this.setFromNormalAndCoplanarPoint( normal, a );

                return this;

            };

        }(),

        clone: function () {

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

        },

        copy: function ( plane ) {

            this.normal.copy( plane.normal );
            this.constant = plane.constant;

            return this;

        },

        normalize: function () {

            // Note: will lead to a divide by zero if the plane is invalid.

            var inverseNormalLength = 1.0 / this.normal.length();
            this.normal.multiplyScalar( inverseNormalLength );
            this.constant *= inverseNormalLength;

            return this;

        },

        negate: function () {

            this.constant *= - 1;
            this.normal.negate();

            return this;

        },

        distanceToPoint: function ( point ) {

            return this.normal.dot( point ) + this.constant;

        },

        distanceToSphere: function ( sphere ) {

            return this.distanceToPoint( sphere.center ) - sphere.radius;

        },

        projectPoint: function ( point, target ) {

            if ( target === undefined ) {

                console.warn( 'THREE.Plane: .projectPoint() target is now required' );
                target = new Vector3();

            }

            return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );

        },

        intersectLine: function () {

            var v1 = new Vector3();

            return function intersectLine( line, target ) {

                if ( target === undefined ) {

                    console.warn( 'THREE.Plane: .intersectLine() target is now required' );
                    target = new Vector3();

                }

                var direction = line.delta( v1 );

                var denominator = this.normal.dot( direction );

                if ( denominator === 0 ) {

                    // line is coplanar, return origin
                    if ( this.distanceToPoint( line.start ) === 0 ) {

                        return target.copy( line.start );

                    }

                    // Unsure if this is the correct method to handle this case.
                    return undefined;

                }

                var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;

                if ( t < 0 || t > 1 ) {

                    return undefined;

                }

                return target.copy( direction ).multiplyScalar( t ).add( line.start );

            };

        }(),

        intersectsLine: function ( line ) {

            // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.

            var startSign = this.distanceToPoint( line.start );
            var endSign = this.distanceToPoint( line.end );

            return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );

        },

        intersectsBox: function ( box ) {

            return box.intersectsPlane( this );

        },

        intersectsSphere: function ( sphere ) {

            return sphere.intersectsPlane( this );

        },

        coplanarPoint: function ( target ) {

            if ( target === undefined ) {

                console.warn( 'THREE.Plane: .coplanarPoint() target is now required' );
                target = new Vector3();

            }

            return target.copy( this.normal ).multiplyScalar( - this.constant );

        },

        applyMatrix4: function () {

            var v1 = new Vector3();
            var m1 = new Matrix3();

            return function applyMatrix4( matrix, optionalNormalMatrix ) {

                var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix );

                var referencePoint = this.coplanarPoint( v1 ).applyMatrix4( matrix );

                var normal = this.normal.applyMatrix3( normalMatrix ).normalize();

                this.constant = - referencePoint.dot( normal );

                return this;

            };

        }(),

        translate: function ( offset ) {

            this.constant -= offset.dot( this.normal );

            return this;

        },

        equals: function ( plane ) {

            return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );

        }

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author alteredq / http://alteredqualia.com/
     * @author bhouston / http://clara.io
     */

    function Frustum( p0, p1, p2, p3, p4, p5 ) {

        this.planes = [

            ( p0 !== undefined ) ? p0 : new Plane(),
            ( p1 !== undefined ) ? p1 : new Plane(),
            ( p2 !== undefined ) ? p2 : new Plane(),
            ( p3 !== undefined ) ? p3 : new Plane(),
            ( p4 !== undefined ) ? p4 : new Plane(),
            ( p5 !== undefined ) ? p5 : new Plane()

        ];

    }

    Object.assign( Frustum.prototype, {

        set: function ( p0, p1, p2, p3, p4, p5 ) {

            var planes = this.planes;

            planes[ 0 ].copy( p0 );
            planes[ 1 ].copy( p1 );
            planes[ 2 ].copy( p2 );
            planes[ 3 ].copy( p3 );
            planes[ 4 ].copy( p4 );
            planes[ 5 ].copy( p5 );

            return this;

        },

        clone: function () {

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

        },

        copy: function ( frustum ) {

            var planes = this.planes;

            for ( var i = 0; i < 6; i ++ ) {

                planes[ i ].copy( frustum.planes[ i ] );

            }

            return this;

        },

        setFromMatrix: function ( m ) {

            var planes = this.planes;
            var me = m.elements;
            var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
            var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
            var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
            var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];

            planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
            planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
            planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
            planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
            planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
            planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();

            return this;

        },

        intersectsObject: function () {

            var sphere = new Sphere();

            return function intersectsObject( object ) {

                var geometry = object.geometry;

                if ( geometry.boundingSphere === null )
                    geometry.computeBoundingSphere();

                sphere.copy( geometry.boundingSphere )
                    .applyMatrix4( object.matrixWorld );

                return this.intersectsSphere( sphere );

            };

        }(),

        intersectsSprite: function () {

            var sphere = new Sphere();

            return function intersectsSprite( sprite ) {

                sphere.center.set( 0, 0, 0 );
                sphere.radius = 0.7071067811865476;
                sphere.applyMatrix4( sprite.matrixWorld );

                return this.intersectsSphere( sphere );

            };

        }(),

        intersectsSphere: function ( sphere ) {

            var planes = this.planes;
            var center = sphere.center;
            var negRadius = - sphere.radius;

            for ( var i = 0; i < 6; i ++ ) {

                var distance = planes[ i ].distanceToPoint( center );

                if ( distance < negRadius ) {

                    return false;

                }

            }

            return true;

        },

        intersectsBox: function () {

            var p1 = new Vector3(),
                p2 = new Vector3();

            return function intersectsBox( box ) {

                var planes = this.planes;

                for ( var i = 0; i < 6; i ++ ) {

                    var plane = planes[ i ];

                    p1.x = plane.normal.x > 0 ? box.min.x : box.max.x;
                    p2.x = plane.normal.x > 0 ? box.max.x : box.min.x;
                    p1.y = plane.normal.y > 0 ? box.min.y : box.max.y;
                    p2.y = plane.normal.y > 0 ? box.max.y : box.min.y;
                    p1.z = plane.normal.z > 0 ? box.min.z : box.max.z;
                    p2.z = plane.normal.z > 0 ? box.max.z : box.min.z;

                    var d1 = plane.distanceToPoint( p1 );
                    var d2 = plane.distanceToPoint( p2 );

                    // if both outside plane, no intersection

                    if ( d1 < 0 && d2 < 0 ) {

                        return false;

                    }

                }

                return true;

            };

        }(),

        containsPoint: function ( point ) {

            var planes = this.planes;

            for ( var i = 0; i < 6; i ++ ) {

                if ( planes[ i ].distanceToPoint( point ) < 0 ) {

                    return false;

                }

            }

            return true;

        }

    } );

    var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif\n";

    var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif\n";

    var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif\n";

    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( PHYSICAL )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif\n";

    var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";

    var begin_vertex = "\nvec3 transformed = vec3( position );\n";

    var beginnormal_vertex = "\nvec3 objectNormal = vec3( normal );\n";

    var bsdfs = "float punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n\tif( decayExponent > 0.0 ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\t\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\t\tfloat maxDistanceCutoffFactor = pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t\treturn distanceFalloff * maxDistanceCutoffFactor;\n#else\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n#endif\n\t}\n\treturn 1.0;\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}\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 GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNL = saturate( dot( geometry.normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( geometry.normal, 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_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 GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\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\tvec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw;\n\treturn specularColor * AB.x + AB.y;\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";

    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\n";

    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\n";

    var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\t#if ! defined( PHYSICAL ) && ! defined( PHONG )\n\t\tvarying vec3 vViewPosition;\n\t#endif\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif\n";

    var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\n\tvarying vec3 vViewPosition;\n#endif\n";

    var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n";

    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\n";

    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#define saturate(a) clamp( a, 0.0, 1.0 )\n#define whiteCompliment(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}\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};\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}\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(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\n";

    var defaultnormal_vertex = "vec3 transformedNormal = normalMatrix * objectNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n";

    var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif\n";

    var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\n#endif\n";

    var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif\n";

    var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif\n";

    var encodings_fragment = "  gl_FragColor = linearToOutputTexel( gl_FragColor );\n";

    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.xyz, vec3( gammaFactor ) ), value.w );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.xyz, vec3( 1.0 / gammaFactor ) ), value.w );\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.w );\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.w );\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.xyz * value.w * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.x, 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.x, 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 = value.rgb * cLogLuvM;\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 = Xp_Y_XYZp.rgb * cLogLuvInverseM;\n\treturn vec4( max(vRGB, 0.0), 1.0 );\n}\n";

    var envmap_fragment = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\treflectVec = normalize( reflectVec );\n\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\tenvColor = envMapTexelToLinear( envColor );\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif\n";

    var envmap_pars_fragment = "#if defined( USE_ENVMAP ) || defined( PHYSICAL )\n\tuniform float reflectivity;\n\tuniform float envMapIntensity;\n#endif\n#ifdef USE_ENVMAP\n\t#if ! defined( PHYSICAL ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) )\n\t\tvarying vec3 vWorldPosition;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\tuniform float flipEnvMap;\n\tuniform int maxMipLevel;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( PHYSICAL )\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif\n";

    var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif\n";

    var envmap_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif\n";

    var fog_vertex = "\n#ifdef USE_FOG\nfogDepth = -mvPosition.z;\n#endif";

    var fog_pars_vertex = "#ifdef USE_FOG\n  varying float fogDepth;\n#endif\n";

    var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 ) );\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\n";

    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\n";

    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\n";

    var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif\n";

    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 = normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = 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\tvLightFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n#endif\n";

    var lights_pars_begin = "uniform vec3 ambientLightColor;\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\n";

    var lights_pars_maps = "#if defined( USE_ENVMAP ) && defined( PHYSICAL )\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( 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 blinnShininessExponent, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + 0.79248 - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in GeometricContext geometry, const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( -geometry.viewDir, geometry.normal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( -geometry.viewDir, geometry.normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, 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(queryReflectVec, BlinnExponentToGGXRoughness(blinnShininessExponent));\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\n";

    var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;\n";

    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)\n";

    var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\n#ifdef STANDARD\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.clearCoat = saturate( clearCoat );\tmaterial.clearCoatRoughness = clamp( clearCoatRoughness, 0.04, 1.0 );\n#endif\n";

    var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n\t#ifndef STANDARD\n\t\tfloat clearCoat;\n\t\tfloat clearCoatRoughness;\n\t#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#ifndef STANDARD\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.directSpecular += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness );\n\treflectedLight.directDiffuse += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\t#ifndef STANDARD\n\t\treflectedLight.directSpecular += irradiance * material.clearCoat * BRDF_Specular_GGX( directLight, geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\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 clearCoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifndef STANDARD\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\tfloat dotNL = dotNV;\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.indirectSpecular += ( 1.0 - clearCoatDHR ) * radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );\n\t#ifndef STANDARD\n\t\treflectedLight.indirectSpecular += clearCoatRadiance * material.clearCoat * BRDF_Specular_GGX_Environment( geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\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\n#define Material_BlinnShininessExponent( material )   GGXRoughnessToBlinnExponent( material.specularRoughness )\n#define Material_ClearCoat_BlinnShininessExponent( material )   GGXRoughnessToBlinnExponent( material.clearCoatRoughness )\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}\n";

    var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = normalize( vViewPosition );\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#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? 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#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( spotLight.shadow, directLight.visible ) ) ? 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#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? 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 irradiance = getAmbientLightIrradiance( ambientLightColor );\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\n";

    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( PHYSICAL ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tirradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry, Material_BlinnShininessExponent( material ), maxMipLevel );\n\t#ifndef STANDARD\n\t\tclearCoatRadiance += getLightProbeIndirectRadiance( geometry, Material_ClearCoat_BlinnShininessExponent( material ), maxMipLevel );\n\t#endif\n#endif\n";

    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, clearCoatRadiance, geometry, material, reflectedLight );\n#endif\n";

    var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";

    var logdepthbuf_pars_fragment = "#ifdef USE_LOGDEPTHBUF\n\tuniform float logDepthBufFC;\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#endif\n#endif\n";

    var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#endif\n\tuniform float logDepthBufFC;\n#endif";

    var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t#else\n\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\tgl_Position.z *= gl_Position.w;\n\t#endif\n#endif\n";

    var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif\n";

    var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n";

    var map_particle_fragment = "#ifdef USE_MAP\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n";

    var map_particle_pars_fragment = "#ifdef USE_MAP\n\tuniform mat3 uvTransform;\n\tuniform sampler2D map;\n#endif\n";

    var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif\n";

    var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";

    var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n\tobjectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n\tobjectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n\tobjectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n#endif\n";

    var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif";

    var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n\ttransformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n\ttransformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n\ttransformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n\ttransformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n\ttransformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n\ttransformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n\t#endif\n#endif\n";

    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#endif\n";

    var normal_fragment_maps = "#ifdef USE_NORMALMAP\n\t#ifdef OBJECTSPACE_NORMALMAP\n\t\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\t#ifdef FLIP_SIDED\n\t\t\tnormal = - normal;\n\t\t#endif\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t\tnormal = normalize( normalMatrix * normal );\n\t#else\n\t\tnormal = perturbNormal2Arb( -vViewPosition, normal );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif\n";

    var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n\t#ifdef OBJECTSPACE_NORMALMAP\n\t\tuniform mat3 normalMatrix;\n\t#else\n\t\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\n\t\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\t\tvec2 st0 = dFdx( vUv.st );\n\t\t\tvec2 st1 = dFdy( vUv.st );\n\t\t\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\n\t\t\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\n\t\t\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\n\t\t\tvec3 N = normalize( surf_norm );\n\t\t\tmat3 tsn = mat3( S, T, N );\n\t\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\t\tmapN.xy *= normalScale;\n\t\t\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t\treturn normalize( tsn * mapN );\n\t\t}\n\t#endif\n#endif\n";

    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}\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}\n";

    var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif\n";

    var project_vertex = "vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\ngl_Position = projectionMatrix * mvPosition;\n";

    var dithering_fragment = "#if defined( DITHERING )\n  gl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif\n";

    var dithering_pars_fragment = "#if defined( 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\n";

    var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif\n";

    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_LIGHTS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\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 ) / size;\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\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( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, 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( 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 / 9.0 );\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#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 )\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\n";

    var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n#endif\n";

    var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n#endif\n";

    var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\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\tshadow *= bool( directionalLight.shadow ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\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\tshadow *= bool( spotLight.shadow ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\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\tshadow *= bool( pointLight.shadow ) ? 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}\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 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\n";

    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\n";

    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#endif\n";

    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  gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif\n";

    var tonemapping_pars_fragment = "#ifndef saturate\n\t#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}\n";

    var uv_pars_fragment = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n#endif";

    var uv_pars_vertex = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n\tuniform mat3 uvTransform;\n#endif\n";

    var uv_vertex = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\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 = modelMatrix * vec4( transformed, 1.0 );\n#endif\n";

    var cube_frag = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldPosition;\nvoid main() {\n\tgl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );\n\tgl_FragColor.a *= opacity;\n}\n";

    var cube_vert = "varying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\tgl_Position.z = gl_Position.w;\n}\n";

    var depth_frag = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <logdepthbuf_fragment>\n\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}\n";

    var depth_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n}\n";

    var distanceRGBA_frag = "#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main () {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}\n";

    var distanceRGBA_vert = "#define DISTANCE\nvarying vec3 vWorldPosition;\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\tvWorldPosition = worldPosition.xyz;\n}\n";

    var equirect_frag = "uniform sampler2D tEquirect;\nvarying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldPosition );\n\tvec2 sampleUV;\n\tsampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n}\n";

    var equirect_vert = "varying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n}\n";

    var linedashed_frag = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <color_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n";

    var linedashed_vert = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\tvLineDistance = scale * lineDistance;\n\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}\n";

    var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\treflectedLight.indirectDiffuse += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n";

    var meshbasic_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_ENVMAP\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <envmap_vertex>\n\t#include <fog_vertex>\n}\n";

    var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <emissivemap_fragment>\n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#include <lightmap_fragment>\n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}\n";

    var meshlambert_vert = "#define LAMBERT\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <lights_lambert_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}\n";

    var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}\n";

    var meshphong_vert = "#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}\n";

    var meshphysical_frag = "#define PHYSICAL\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifndef STANDARD\n\tuniform float clearCoat;\n\tuniform float clearCoatRoughness;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <lights_pars_begin>\n#include <lights_pars_maps>\n#include <lights_physical_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}\n";

    var meshphysical_vert = "#define PHYSICAL\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}\n";

    var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || ( defined( USE_NORMALMAP ) && ! defined( OBJECTSPACE_NORMALMAP ) )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <packing>\n#include <uv_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\nvoid main() {\n\t#include <logdepthbuf_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}\n";

    var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || ( defined( USE_NORMALMAP ) && ! defined( OBJECTSPACE_NORMALMAP ) )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || ( defined( USE_NORMALMAP ) && ! defined( OBJECTSPACE_NORMALMAP ) )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}\n";

    var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n";

    var points_vert = "uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\t#ifdef USE_SIZEATTENUATION\n\t\tgl_PointSize = size * ( scale / - mvPosition.z );\n\t#else\n\t\tgl_PointSize = size;\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <fog_vertex>\n}\n";

    var shadow_frag = "uniform vec3 color;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include <fog_fragment>\n}\n";

    var shadow_vert = "#include <fog_pars_vertex>\n#include <shadowmap_pars_vertex>\nvoid main() {\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}\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_pars_fragment: envmap_pars_fragment,
        envmap_pars_vertex: envmap_pars_vertex,
        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_pars_maps: lights_pars_maps,
        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,
        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,

        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,
        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
    };

    /**
     * Uniform Utilities
     */

    var UniformsUtils = {

        merge: function ( uniforms ) {

            var merged = {};

            for ( var u = 0; u < uniforms.length; u ++ ) {

                var tmp = this.clone( uniforms[ u ] );

                for ( var p in tmp ) {

                    merged[ p ] = tmp[ p ];

                }

            }

            return merged;

        },

        clone: function ( uniforms_src ) {

            var uniforms_dst = {};

            for ( var u in uniforms_src ) {

                uniforms_dst[ u ] = {};

                for ( var p in uniforms_src[ u ] ) {

                    var parameter_src = uniforms_src[ u ][ p ];

                    if ( parameter_src && ( parameter_src.isColor ||
                        parameter_src.isMatrix3 || parameter_src.isMatrix4 ||
                        parameter_src.isVector2 || parameter_src.isVector3 || parameter_src.isVector4 ||
                        parameter_src.isTexture ) ) {

                        uniforms_dst[ u ][ p ] = parameter_src.clone();

                    } else if ( Array.isArray( parameter_src ) ) {

                        uniforms_dst[ u ][ p ] = parameter_src.slice();

                    } else {

                        uniforms_dst[ u ][ p ] = parameter_src;

                    }

                }

            }

            return uniforms_dst;

        }

    };

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

    var ColorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
        'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
        'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
        'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
        'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
        'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
        'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
        'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
        'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
        'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
        'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
        'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
        'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
        'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
        'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
        'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
        'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
        'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
        'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
        'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
        'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
        'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
        'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
        'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };

    function Color( r, g, b ) {

        if ( g === undefined && b === undefined ) {

            // r is THREE.Color, hex or string
            return this.set( r );

        }

        return this.setRGB( r, g, b );

    }

    Object.assign( Color.prototype, {

        isColor: true,

        r: 1, g: 1, b: 1,

        set: function ( value ) {

            if ( value && value.isColor ) {

                this.copy( value );

            } else if ( typeof value === 'number' ) {

                this.setHex( value );

            } else if ( typeof value === 'string' ) {

                this.setStyle( value );

            }

            return this;

        },

        setScalar: function ( scalar ) {

            this.r = scalar;
            this.g = scalar;
            this.b = scalar;

            return this;

        },

        setHex: function ( hex ) {

            hex = Math.floor( hex );

            this.r = ( hex >> 16 & 255 ) / 255;
            this.g = ( hex >> 8 & 255 ) / 255;
            this.b = ( hex & 255 ) / 255;

            return this;

        },

        setRGB: function ( r, g, b ) {

            this.r = r;
            this.g = g;
            this.b = b;

            return this;

        },

        setHSL: function () {

            function hue2rgb( p, q, t ) {

                if ( t < 0 ) t += 1;
                if ( t > 1 ) t -= 1;
                if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
                if ( t < 1 / 2 ) return q;
                if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
                return p;

            }

            return function setHSL( h, s, l ) {

                // h,s,l ranges are in 0.0 - 1.0
                h = _Math.euclideanModulo( h, 1 );
                s = _Math.clamp( s, 0, 1 );
                l = _Math.clamp( l, 0, 1 );

                if ( s === 0 ) {

                    this.r = this.g = this.b = l;

                } else {

                    var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
                    var q = ( 2 * l ) - p;

                    this.r = hue2rgb( q, p, h + 1 / 3 );
                    this.g = hue2rgb( q, p, h );
                    this.b = hue2rgb( q, p, h - 1 / 3 );

                }

                return this;

            };

        }(),

        setStyle: function ( style ) {

            function handleAlpha( string ) {

                if ( string === undefined ) return;

                if ( parseFloat( string ) < 1 ) {

                    console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );

                }

            }


            var m;

            if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {

                // rgb / hsl

                var color;
                var name = m[ 1 ];
                var components = m[ 2 ];

                switch ( name ) {

                    case 'rgb':
                    case 'rgba':

                        if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {

                            // rgb(255,0,0) rgba(255,0,0,0.5)
                            this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
                            this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
                            this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;

                            handleAlpha( color[ 5 ] );

                            return this;

                        }

                        if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {

                            // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
                            this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
                            this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
                            this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;

                            handleAlpha( color[ 5 ] );

                            return this;

                        }

                        break;

                    case 'hsl':
                    case 'hsla':

                        if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {

                            // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
                            var h = parseFloat( color[ 1 ] ) / 360;
                            var s = parseInt( color[ 2 ], 10 ) / 100;
                            var l = parseInt( color[ 3 ], 10 ) / 100;

                            handleAlpha( color[ 5 ] );

                            return this.setHSL( h, s, l );

                        }

                        break;

                }

            } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {

                // hex color

                var hex = m[ 1 ];
                var size = hex.length;

                if ( size === 3 ) {

                    // #ff0
                    this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
                    this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
                    this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;

                    return this;

                } else if ( size === 6 ) {

                    // #ff0000
                    this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
                    this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
                    this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;

                    return this;

                }

            }

            if ( style && style.length > 0 ) {

                // color keywords
                var hex = ColorKeywords[ style ];

                if ( hex !== undefined ) {

                    // red
                    this.setHex( hex );

                } else {

                    // unknown color
                    console.warn( 'THREE.Color: Unknown color ' + style );

                }

            }

            return this;

        },

        clone: function () {

            return new this.constructor( this.r, this.g, this.b );

        },

        copy: function ( color ) {

            this.r = color.r;
            this.g = color.g;
            this.b = color.b;

            return this;

        },

        copyGammaToLinear: function ( color, gammaFactor ) {

            if ( gammaFactor === undefined ) gammaFactor = 2.0;

            this.r = Math.pow( color.r, gammaFactor );
            this.g = Math.pow( color.g, gammaFactor );
            this.b = Math.pow( color.b, gammaFactor );

            return this;

        },

        copyLinearToGamma: function ( color, gammaFactor ) {

            if ( gammaFactor === undefined ) gammaFactor = 2.0;

            var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;

            this.r = Math.pow( color.r, safeInverse );
            this.g = Math.pow( color.g, safeInverse );
            this.b = Math.pow( color.b, safeInverse );

            return this;

        },

        convertGammaToLinear: function ( gammaFactor ) {

            this.copyGammaToLinear( this, gammaFactor );

            return this;

        },

        convertLinearToGamma: function ( gammaFactor ) {

            this.copyLinearToGamma( this, gammaFactor );

            return this;

        },

        copySRGBToLinear: function () {

            function SRGBToLinear( c ) {

                return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );

            }

            return function copySRGBToLinear( color ) {

                this.r = SRGBToLinear( color.r );
                this.g = SRGBToLinear( color.g );
                this.b = SRGBToLinear( color.b );

                return this;

            };

        }(),

        copyLinearToSRGB: function () {

            function LinearToSRGB( c ) {

                return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;

            }

            return function copyLinearToSRGB( color ) {

                this.r = LinearToSRGB( color.r );
                this.g = LinearToSRGB( color.g );
                this.b = LinearToSRGB( color.b );

                return this;

            };

        }(),

        convertSRGBToLinear: function () {

            this.copySRGBToLinear( this );

            return this;

        },

        convertLinearToSRGB: function () {

            this.copyLinearToSRGB( this );

            return this;

        },

        getHex: function () {

            return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;

        },

        getHexString: function () {

            return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );

        },

        getHSL: function ( target ) {

            // h,s,l ranges are in 0.0 - 1.0

            if ( target === undefined ) {

                console.warn( 'THREE.Color: .getHSL() target is now required' );
                target = { h: 0, s: 0, l: 0 };

            }

            var r = this.r, g = this.g, b = this.b;

            var max = Math.max( r, g, b );
            var min = Math.min( r, g, b );

            var hue, saturation;
            var lightness = ( min + max ) / 2.0;

            if ( min === max ) {

                hue = 0;
                saturation = 0;

            } else {

                var delta = max - min;

                saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );

                switch ( max ) {

                    case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
                    case g: hue = ( b - r ) / delta + 2; break;
                    case b: hue = ( r - g ) / delta + 4; break;

                }

                hue /= 6;

            }

            target.h = hue;
            target.s = saturation;
            target.l = lightness;

            return target;

        },

        getStyle: function () {

            return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';

        },

        offsetHSL: function () {

            var hsl = {};

            return function ( h, s, l ) {

                this.getHSL( hsl );

                hsl.h += h; hsl.s += s; hsl.l += l;

                this.setHSL( hsl.h, hsl.s, hsl.l );

                return this;

            };

        }(),

        add: function ( color ) {

            this.r += color.r;
            this.g += color.g;
            this.b += color.b;

            return this;

        },

        addColors: function ( color1, color2 ) {

            this.r = color1.r + color2.r;
            this.g = color1.g + color2.g;
            this.b = color1.b + color2.b;

            return this;

        },

        addScalar: function ( s ) {

            this.r += s;
            this.g += s;
            this.b += s;

            return this;

        },

        sub: function ( color ) {

            this.r = Math.max( 0, this.r - color.r );
            this.g = Math.max( 0, this.g - color.g );
            this.b = Math.max( 0, this.b - color.b );

            return this;

        },

        multiply: function ( color ) {

            this.r *= color.r;
            this.g *= color.g;
            this.b *= color.b;

            return this;

        },

        multiplyScalar: function ( s ) {

            this.r *= s;
            this.g *= s;
            this.b *= s;

            return this;

        },

        lerp: function ( color, alpha ) {

            this.r += ( color.r - this.r ) * alpha;
            this.g += ( color.g - this.g ) * alpha;
            this.b += ( color.b - this.b ) * alpha;

            return this;

        },

        equals: function ( c ) {

            return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );

        },

        fromArray: function ( array, offset ) {

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

            this.r = array[ offset ];
            this.g = array[ offset + 1 ];
            this.b = array[ offset + 2 ];

            return this;

        },

        toArray: function ( array, offset ) {

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

            array[ offset ] = this.r;
            array[ offset + 1 ] = this.g;
            array[ offset + 2 ] = this.b;

            return array;

        },

        toJSON: function () {

            return this.getHex();

        }

    } );

    /**
     * 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: [] },

            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 },
            uvTransform: { value: new Matrix3() }

        }

    };

    /**
     * @author alteredq / http://alteredqualia.com/
     * @author mrdoob / http://mrdoob.com/
     * @author mikael emtinger / http://gomo.se/
     */

    var ShaderLib = {

        basic: {

            uniforms: UniformsUtils.merge( [
                UniformsLib.common,
                UniformsLib.specularmap,
                UniformsLib.envmap,
                UniformsLib.aomap,
                UniformsLib.lightmap,
                UniformsLib.fog
            ] ),

            vertexShader: ShaderChunk.meshbasic_vert,
            fragmentShader: ShaderChunk.meshbasic_frag

        },

        lambert: {

            uniforms: UniformsUtils.merge( [
                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: UniformsUtils.merge( [
                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: UniformsUtils.merge( [
                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

        },

        points: {

            uniforms: UniformsUtils.merge( [
                UniformsLib.points,
                UniformsLib.fog
            ] ),

            vertexShader: ShaderChunk.points_vert,
            fragmentShader: ShaderChunk.points_frag

        },

        dashed: {

            uniforms: UniformsUtils.merge( [
                UniformsLib.common,
                UniformsLib.fog,
                {
                    scale: { value: 1 },
                    dashSize: { value: 1 },
                    totalSize: { value: 2 }
                }
            ] ),

            vertexShader: ShaderChunk.linedashed_vert,
            fragmentShader: ShaderChunk.linedashed_frag

        },

        depth: {

            uniforms: UniformsUtils.merge( [
                UniformsLib.common,
                UniformsLib.displacementmap
            ] ),

            vertexShader: ShaderChunk.depth_vert,
            fragmentShader: ShaderChunk.depth_frag

        },

        normal: {

            uniforms: UniformsUtils.merge( [
                UniformsLib.common,
                UniformsLib.bumpmap,
                UniformsLib.normalmap,
                UniformsLib.displacementmap,
                {
                    opacity: { value: 1.0 }
                }
            ] ),

            vertexShader: ShaderChunk.normal_vert,
            fragmentShader: ShaderChunk.normal_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: UniformsUtils.merge( [
                UniformsLib.common,
                UniformsLib.displacementmap,
                {
                    referencePosition: { value: new Vector3() },
                    nearDistance: { value: 1 },
                    farDistance: { value: 1000 }
                }
            ] ),

            vertexShader: ShaderChunk.distanceRGBA_vert,
            fragmentShader: ShaderChunk.distanceRGBA_frag

        },

        shadow: {

            uniforms: UniformsUtils.merge( [
                UniformsLib.lights,
                UniformsLib.fog,
                {
                    color: { value: new Color( 0x00000 ) },
                    opacity: { value: 1.0 }
                },
            ] ),

            vertexShader: ShaderChunk.shadow_vert,
            fragmentShader: ShaderChunk.shadow_frag

        }

    };

    ShaderLib.physical = {

        uniforms: UniformsUtils.merge( [
            ShaderLib.standard.uniforms,
            {
                clearCoat: { value: 0 },
                clearCoatRoughness: { value: 0 }
            }
        ] ),

        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 () {

                if ( isAnimating === true ) return;
                if ( animationLoop === null ) return;

                context.requestAnimationFrame( onAnimationFrame );

                isAnimating = true;

            },

            stop: function () {

                isAnimating = false;

            },

            setAnimationLoop: function ( callback ) {

                animationLoop = callback;

            },

            setContext: function ( value ) {

                context = value;

            }

        };

    }

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

    function WebGLAttributes( gl ) {

        var buffers = new WeakMap();

        function createBuffer( attribute, bufferType ) {

            var array = attribute.array;
            var usage = attribute.dynamic ? gl.DYNAMIC_DRAW : gl.STATIC_DRAW;

            var buffer = gl.createBuffer();

            gl.bindBuffer( bufferType, buffer );
            gl.bufferData( bufferType, array, usage );

            attribute.onUploadCallback();

            var type = gl.FLOAT;

            if ( array instanceof Float32Array ) {

                type = gl.FLOAT;

            } else if ( array instanceof Float64Array ) {

                console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );

            } else if ( array instanceof Uint16Array ) {

                type = gl.UNSIGNED_SHORT;

            } else if ( array instanceof Int16Array ) {

                type = gl.SHORT;

            } else if ( array instanceof Uint32Array ) {

                type = gl.UNSIGNED_INT;

            } else if ( array instanceof Int32Array ) {

                type = gl.INT;

            } else if ( array instanceof Int8Array ) {

                type = gl.BYTE;

            } else if ( array instanceof Uint8Array ) {

                type = gl.UNSIGNED_BYTE;

            }

            return {
                buffer: buffer,
                type: type,
                bytesPerElement: array.BYTES_PER_ELEMENT,
                version: attribute.version
            };

        }

        function updateBuffer( buffer, attribute, bufferType ) {

            var array = attribute.array;
            var updateRange = attribute.updateRange;

            gl.bindBuffer( bufferType, buffer );

            if ( attribute.dynamic === false ) {

                gl.bufferData( bufferType, array, gl.STATIC_DRAW );

            } else if ( updateRange.count === - 1 ) {

                // Not using update ranges

                gl.bufferSubData( bufferType, 0, array );

            } else if ( updateRange.count === 0 ) {

                console.error( 'THREE.WebGLObjects.updateBuffer: dynamic THREE.BufferAttribute marked as needsUpdate but updateRange.count is 0, ensure you are using set methods or updating manually.' );

            } else {

                gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
                    array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );

                updateRange.count = - 1; // reset range

            }

        }

        //

        function get( attribute ) {

            if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;

            return buffers.get( attribute );

        }

        function remove( attribute ) {

            if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;

            var data = buffers.get( attribute );

            if ( data ) {

                gl.deleteBuffer( data.buffer );

                buffers.delete( attribute );

            }

        }

        function update( attribute, bufferType ) {

            if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;

            var data = buffers.get( attribute );

            if ( data === undefined ) {

                buffers.set( attribute, createBuffer( attribute, bufferType ) );

            } else if ( data.version < attribute.version ) {

                updateBuffer( data.buffer, attribute, bufferType );

                data.version = attribute.version;

            }

        }

        return {

            get: get,
            remove: remove,
            update: update

        };

    }

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

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

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

    }

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

    Euler.DefaultOrder = 'XYZ';

    Object.defineProperties( Euler.prototype, {

        x: {

            get: function () {

                return this._x;

            },

            set: function ( value ) {

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

            }

        },

        y: {

            get: function () {

                return this._y;

            },

            set: function ( value ) {

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

            }

        },

        z: {

            get: function () {

                return this._z;

            },

            set: function ( value ) {

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

            }

        },

        order: {

            get: function () {

                return this._order;

            },

            set: function ( value ) {

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

            }

        }

    } );

    Object.assign( Euler.prototype, {

        isEuler: true,

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

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

            this.onChangeCallback();

            return this;

        },

        clone: function () {

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

        },

        copy: function ( euler ) {

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

            this.onChangeCallback();

            return this;

        },

        setFromRotationMatrix: function ( m, order, update ) {

            var clamp = _Math.clamp;

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

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

            order = order || this._order;

            if ( order === 'XYZ' ) {

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

                if ( Math.abs( m13 ) < 0.99999 ) {

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

                } else {

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

                }

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

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

                if ( Math.abs( m23 ) < 0.99999 ) {

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

                } else {

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

                }

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

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

                if ( Math.abs( m32 ) < 0.99999 ) {

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

                } else {

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

                }

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

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

                if ( Math.abs( m31 ) < 0.99999 ) {

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

                } else {

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

                }

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

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

                if ( Math.abs( m21 ) < 0.99999 ) {

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

                } else {

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

                }

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

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

                if ( Math.abs( m12 ) < 0.99999 ) {

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

                } else {

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

                }

            } else {

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

            }

            this._order = order;

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

            return this;

        },

        setFromQuaternion: function () {

            var matrix = new Matrix4();

            return function setFromQuaternion( q, order, update ) {

                matrix.makeRotationFromQuaternion( q );

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

            };

        }(),

        setFromVector3: function ( v, order ) {

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

        },

        reorder: function () {

            // WARNING: this discards revolution information -bhouston

            var q = new Quaternion();

            return function reorder( newOrder ) {

                q.setFromEuler( this );

                return this.setFromQuaternion( q, newOrder );

            };

        }(),

        equals: function ( euler ) {

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

        },

        fromArray: function ( array ) {

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

            this.onChangeCallback();

            return this;

        },

        toArray: function ( array, offset ) {

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

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

            return array;

        },

        toVector3: function ( optionalResult ) {

            if ( optionalResult ) {

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

            } else {

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

            }

        },

        onChange: function ( callback ) {

            this.onChangeCallback = callback;

            return this;

        },

        onChangeCallback: function () {}

    } );

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

    function Layers() {

        this.mask = 1 | 0;

    }

    Object.assign( Layers.prototype, {

        set: function ( channel ) {

            this.mask = 1 << channel | 0;

        },

        enable: function ( channel ) {

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

        },

        toggle: function ( channel ) {

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

        },

        disable: function ( channel ) {

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

        },

        test: function ( layers ) {

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

        }

    } );

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

    var object3DId = 0;

    function Object3D() {

        Object.defineProperty( this, 'id', { value: object3DId ++ } );

        this.uuid = _Math.generateUUID();

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

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

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

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

        function onRotationChange() {

            quaternion.setFromEuler( rotation, false );

        }

        function onQuaternionChange() {

            rotation.setFromQuaternion( quaternion, undefined, false );

        }

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

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

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

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

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

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

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

        this.userData = {};

    }

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

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

        constructor: Object3D,

        isObject3D: true,

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

        applyMatrix: function ( matrix ) {

            this.matrix.multiplyMatrices( matrix, this.matrix );

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

        },

        applyQuaternion: function ( q ) {

            this.quaternion.premultiply( q );

            return this;

        },

        setRotationFromAxisAngle: function ( axis, angle ) {

            // assumes axis is normalized

            this.quaternion.setFromAxisAngle( axis, angle );

        },

        setRotationFromEuler: function ( euler ) {

            this.quaternion.setFromEuler( euler, true );

        },

        setRotationFromMatrix: function ( m ) {

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

            this.quaternion.setFromRotationMatrix( m );

        },

        setRotationFromQuaternion: function ( q ) {

            // assumes q is normalized

            this.quaternion.copy( q );

        },

        rotateOnAxis: function () {

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

            var q1 = new Quaternion();

            return function rotateOnAxis( axis, angle ) {

                q1.setFromAxisAngle( axis, angle );

                this.quaternion.multiply( q1 );

                return this;

            };

        }(),

        rotateOnWorldAxis: function () {

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

            var q1 = new Quaternion();

            return function rotateOnWorldAxis( axis, angle ) {

                q1.setFromAxisAngle( axis, angle );

                this.quaternion.premultiply( q1 );

                return this;

            };

        }(),

        rotateX: function () {

            var v1 = new Vector3( 1, 0, 0 );

            return function rotateX( angle ) {

                return this.rotateOnAxis( v1, angle );

            };

        }(),

        rotateY: function () {

            var v1 = new Vector3( 0, 1, 0 );

            return function rotateY( angle ) {

                return this.rotateOnAxis( v1, angle );

            };

        }(),

        rotateZ: function () {

            var v1 = new Vector3( 0, 0, 1 );

            return function rotateZ( angle ) {

                return this.rotateOnAxis( v1, angle );

            };

        }(),

        translateOnAxis: function () {

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

            var v1 = new Vector3();

            return function translateOnAxis( axis, distance ) {

                v1.copy( axis ).applyQuaternion( this.quaternion );

                this.position.add( v1.multiplyScalar( distance ) );

                return this;

            };

        }(),

        translateX: function () {

            var v1 = new Vector3( 1, 0, 0 );

            return function translateX( distance ) {

                return this.translateOnAxis( v1, distance );

            };

        }(),

        translateY: function () {

            var v1 = new Vector3( 0, 1, 0 );

            return function translateY( distance ) {

                return this.translateOnAxis( v1, distance );

            };

        }(),

        translateZ: function () {

            var v1 = new Vector3( 0, 0, 1 );

            return function translateZ( distance ) {

                return this.translateOnAxis( v1, distance );

            };

        }(),

        localToWorld: function ( vector ) {

            return vector.applyMatrix4( this.matrixWorld );

        },

        worldToLocal: function () {

            var m1 = new Matrix4();

            return function worldToLocal( vector ) {

                return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) );

            };

        }(),

        lookAt: function () {

            // This method does not support objects with rotated and/or translated parent(s)

            var m1 = new Matrix4();
            var vector = new Vector3();

            return function lookAt( x, y, z ) {

                if ( x.isVector3 ) {

                    vector.copy( x );

                } else {

                    vector.set( x, y, z );

                }

                if ( this.isCamera ) {

                    m1.lookAt( this.position, vector, this.up );

                } else {

                    m1.lookAt( vector, this.position, this.up );

                }

                this.quaternion.setFromRotationMatrix( m1 );

            };

        }(),

        add: function ( object ) {

            if ( arguments.length > 1 ) {

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

                    this.add( arguments[ i ] );

                }

                return this;

            }

            if ( object === this ) {

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

            }

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

                if ( object.parent !== null ) {

                    object.parent.remove( object );

                }

                object.parent = this;
                object.dispatchEvent( { type: 'added' } );

                this.children.push( object );

            } else {

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

            }

            return this;

        },

        remove: function ( object ) {

            if ( arguments.length > 1 ) {

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

                    this.remove( arguments[ i ] );

                }

                return this;

            }

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

            if ( index !== - 1 ) {

                object.parent = null;

                object.dispatchEvent( { type: 'removed' } );

                this.children.splice( index, 1 );

            }

            return this;

        },

        getObjectById: function ( id ) {

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

        },

        getObjectByName: function ( name ) {

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

        },

        getObjectByProperty: function ( name, value ) {

            if ( this[ name ] === value ) return this;

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

                var child = this.children[ i ];
                var object = child.getObjectByProperty( name, value );

                if ( object !== undefined ) {

                    return object;

                }

            }

            return undefined;

        },

        getWorldPosition: function ( target ) {

            if ( target === undefined ) {

                console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );
                target = new Vector3();

            }

            this.updateMatrixWorld( true );

            return target.setFromMatrixPosition( this.matrixWorld );

        },

        getWorldQuaternion: function () {

            var position = new Vector3();
            var scale = new Vector3();

            return function getWorldQuaternion( target ) {

                if ( target === undefined ) {

                    console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );
                    target = new Quaternion();

                }

                this.updateMatrixWorld( true );

                this.matrixWorld.decompose( position, target, scale );

                return target;

            };

        }(),

        getWorldScale: function () {

            var position = new Vector3();
            var quaternion = new Quaternion();

            return function getWorldScale( target ) {

                if ( target === undefined ) {

                    console.warn( 'THREE.Object3D: .getWorldScale() target is now required' );
                    target = new Vector3();

                }

                this.updateMatrixWorld( true );

                this.matrixWorld.decompose( position, quaternion, target );

                return target;

            };

        }(),

        getWorldDirection: function () {

            var quaternion = new Quaternion();

            return function getWorldDirection( target ) {

                if ( target === undefined ) {

                    console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );
                    target = new Vector3();

                }

                this.getWorldQuaternion( quaternion );

                return target.set( 0, 0, 1 ).applyQuaternion( quaternion );

            };

        }(),

        raycast: function () {},

        traverse: function ( callback ) {

            callback( this );

            var children = this.children;

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

                children[ i ].traverse( callback );

            }

        },

        traverseVisible: function ( callback ) {

            if ( this.visible === false ) return;

            callback( this );

            var children = this.children;

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

                children[ i ].traverseVisible( callback );

            }

        },

        traverseAncestors: function ( callback ) {

            var parent = this.parent;

            if ( parent !== null ) {

                callback( parent );

                parent.traverseAncestors( callback );

            }

        },

        updateMatrix: function () {

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

            this.matrixWorldNeedsUpdate = true;

        },

        updateMatrixWorld: function ( force ) {

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

            if ( this.matrixWorldNeedsUpdate || force ) {

                if ( this.parent === null ) {

                    this.matrixWorld.copy( this.matrix );

                } else {

                    this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );

                }

                this.matrixWorldNeedsUpdate = false;

                force = true;

            }

            // update children

            var children = this.children;

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

                children[ i ].updateMatrixWorld( force );

            }

        },

        toJSON: function ( meta ) {

            // meta is a string when called from JSON.stringify
            var isRootObject = ( meta === undefined || typeof meta === 'string' );

            var output = {};

            // meta is a hash used to collect geometries, materials.
            // not providing it implies that this is the root object
            // being serialized.
            if ( isRootObject ) {

                // initialize meta obj
                meta = {
                    geometries: {},
                    materials: {},
                    textures: {},
                    images: {},
                    shapes: {}
                };

                output.metadata = {
                    version: 4.5,
                    type: 'Object',
                    generator: 'Object3D.toJSON'
                };

            }

            // standard Object3D serialization

            var object = {};

            object.uuid = this.uuid;
            object.type = this.type;

            if ( this.name !== '' ) object.name = this.name;
            if ( this.castShadow === true ) object.castShadow = true;
            if ( this.receiveShadow === true ) object.receiveShadow = true;
            if ( this.visible === false ) object.visible = false;
            if ( this.frustumCulled === false ) object.frustumCulled = false;
            if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;
            if ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData;

            object.layers = this.layers.mask;
            object.matrix = this.matrix.toArray();

            if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;

            //

            function serialize( library, element ) {

                if ( library[ element.uuid ] === undefined ) {

                    library[ element.uuid ] = element.toJSON( meta );

                }

                return element.uuid;

            }

            if ( this.geometry !== undefined ) {

                object.geometry = serialize( meta.geometries, this.geometry );

                var parameters = this.geometry.parameters;

                if ( parameters !== undefined && parameters.shapes !== undefined ) {

                    var shapes = parameters.shapes;

                    if ( Array.isArray( shapes ) ) {

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

                            var shape = shapes[ i ];

                            serialize( meta.shapes, shape );

                        }

                    } else {

                        serialize( meta.shapes, shapes );

                    }

                }

            }

            if ( this.material !== undefined ) {

                if ( Array.isArray( this.material ) ) {

                    var uuids = [];

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

                        uuids.push( serialize( meta.materials, this.material[ i ] ) );

                    }

                    object.material = uuids;

                } else {

                    object.material = serialize( meta.materials, this.material );

                }

            }

            //

            if ( this.children.length > 0 ) {

                object.children = [];

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

                    object.children.push( this.children[ i ].toJSON( meta ).object );

                }

            }

            if ( isRootObject ) {

                var geometries = extractFromCache( meta.geometries );
                var materials = extractFromCache( meta.materials );
                var textures = extractFromCache( meta.textures );
                var images = extractFromCache( meta.images );
                var shapes = extractFromCache( meta.shapes );

                if ( geometries.length > 0 ) output.geometries = geometries;
                if ( materials.length > 0 ) output.materials = materials;
                if ( textures.length > 0 ) output.textures = textures;
                if ( images.length > 0 ) output.images = images;
                if ( shapes.length > 0 ) output.shapes = shapes;

            }

            output.object = object;

            return output;

            // extract data from the cache hash
            // remove metadata on each item
            // and return as array
            function extractFromCache( cache ) {

                var values = [];
                for ( var key in cache ) {

                    var data = cache[ key ];
                    delete data.metadata;
                    values.push( data );

                }
                return values;

            }

        },

        clone: function ( recursive ) {

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

        },

        copy: function ( source, recursive ) {

            if ( recursive === undefined ) recursive = true;

            this.name = source.name;

            this.up.copy( source.up );

            this.position.copy( source.position );
            this.quaternion.copy( source.quaternion );
            this.scale.copy( source.scale );

            this.matrix.copy( source.matrix );
            this.matrixWorld.copy( source.matrixWorld );

            this.matrixAutoUpdate = source.matrixAutoUpdate;
            this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;

            this.layers.mask = source.layers.mask;
            this.visible = source.visible;

            this.castShadow = source.castShadow;
            this.receiveShadow = source.receiveShadow;

            this.frustumCulled = source.frustumCulled;
            this.renderOrder = source.renderOrder;

            this.userData = JSON.parse( JSON.stringify( source.userData ) );

            if ( recursive === true ) {

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

                    var child = source.children[ i ];
                    this.add( child.clone() );

                }

            }

            return this;

        }

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author mikael emtinger / http://gomo.se/
     * @author WestLangley / http://github.com/WestLangley
    */

    function Camera() {

        Object3D.call( this );

        this.type = 'Camera';

        this.matrixWorldInverse = new Matrix4();
        this.projectionMatrix = new Matrix4();

    }

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

        constructor: Camera,

        isCamera: true,

        copy: function ( source, recursive ) {

            Object3D.prototype.copy.call( this, source, recursive );

            this.matrixWorldInverse.copy( source.matrixWorldInverse );
            this.projectionMatrix.copy( source.projectionMatrix );

            return this;

        },

        getWorldDirection: function () {

            var quaternion = new Quaternion();

            return function getWorldDirection( target ) {

                if ( target === undefined ) {

                    console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
                    target = new Vector3();

                }

                this.getWorldQuaternion( quaternion );

                return target.set( 0, 0, - 1 ).applyQuaternion( quaternion );

            };

        }(),

        updateMatrixWorld: function ( force ) {

            Object3D.prototype.updateMatrixWorld.call( this, force );

            this.matrixWorldInverse.getInverse( this.matrixWorld );

        },

        clone: function () {

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

        }

    } );

    /**
     * @author alteredq / http://alteredqualia.com/
     * @author arose / http://github.com/arose
     */

    function OrthographicCamera( left, right, top, bottom, near, far ) {

        Camera.call( this );

        this.type = 'OrthographicCamera';

        this.zoom = 1;
        this.view = null;

        this.left = left;
        this.right = right;
        this.top = top;
        this.bottom = bottom;

        this.near = ( near !== undefined ) ? near : 0.1;
        this.far = ( far !== undefined ) ? far : 2000;

        this.updateProjectionMatrix();

    }

    OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {

        constructor: OrthographicCamera,

        isOrthographicCamera: true,

        copy: function ( source, recursive ) {

            Camera.prototype.copy.call( this, source, recursive );

            this.left = source.left;
            this.right = source.right;
            this.top = source.top;
            this.bottom = source.bottom;
            this.near = source.near;
            this.far = source.far;

            this.zoom = source.zoom;
            this.view = source.view === null ? null : Object.assign( {}, source.view );

            return this;

        },

        setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {

            if ( this.view === null ) {

                this.view = {
                    enabled: true,
                    fullWidth: 1,
                    fullHeight: 1,
                    offsetX: 0,
                    offsetY: 0,
                    width: 1,
                    height: 1
                };

            }

            this.view.enabled = true;
            this.view.fullWidth = fullWidth;
            this.view.fullHeight = fullHeight;
            this.view.offsetX = x;
            this.view.offsetY = y;
            this.view.width = width;
            this.view.height = height;

            this.updateProjectionMatrix();

        },

        clearViewOffset: function () {

            if ( this.view !== null ) {

                this.view.enabled = false;

            }

            this.updateProjectionMatrix();

        },

        updateProjectionMatrix: function () {

            var dx = ( this.right - this.left ) / ( 2 * this.zoom );
            var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
            var cx = ( this.right + this.left ) / 2;
            var cy = ( this.top + this.bottom ) / 2;

            var left = cx - dx;
            var right = cx + dx;
            var top = cy + dy;
            var bottom = cy - dy;

            if ( this.view !== null && this.view.enabled ) {

                var zoomW = this.zoom / ( this.view.width / this.view.fullWidth );
                var zoomH = this.zoom / ( this.view.height / this.view.fullHeight );
                var scaleW = ( this.right - this.left ) / this.view.width;
                var scaleH = ( this.top - this.bottom ) / this.view.height;

                left += scaleW * ( this.view.offsetX / zoomW );
                right = left + scaleW * ( this.view.width / zoomW );
                top -= scaleH * ( this.view.offsetY / zoomH );
                bottom = top - scaleH * ( this.view.height / zoomH );

            }

            this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );

        },

        toJSON: function ( meta ) {

            var data = Object3D.prototype.toJSON.call( this, meta );

            data.object.zoom = this.zoom;
            data.object.left = this.left;
            data.object.right = this.right;
            data.object.top = this.top;
            data.object.bottom = this.bottom;
            data.object.near = this.near;
            data.object.far = this.far;

            if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );

            return data;

        }

    } );

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

    function Face3( a, b, c, normal, color, materialIndex ) {

        this.a = a;
        this.b = b;
        this.c = c;

        this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();
        this.vertexNormals = Array.isArray( normal ) ? normal : [];

        this.color = ( color && color.isColor ) ? color : new Color();
        this.vertexColors = Array.isArray( color ) ? color : [];

        this.materialIndex = materialIndex !== undefined ? materialIndex : 0;

    }

    Object.assign( Face3.prototype, {

        clone: function () {

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

        },

        copy: function ( source ) {

            this.a = source.a;
            this.b = source.b;
            this.c = source.c;

            this.normal.copy( source.normal );
            this.color.copy( source.color );

            this.materialIndex = source.materialIndex;

            for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {

                this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();

            }

            for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) {

                this.vertexColors[ i ] = source.vertexColors[ i ].clone();

            }

            return this;

        }

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author kile / http://kile.stravaganza.org/
     * @author alteredq / http://alteredqualia.com/
     * @author mikael emtinger / http://gomo.se/
     * @author zz85 / http://www.lab4games.net/zz85/blog
     * @author bhouston / http://clara.io
     */

    var geometryId = 0; // Geometry uses even numbers as Id

    function Geometry() {

        Object.defineProperty( this, 'id', { value: geometryId += 2 } );

        this.uuid = _Math.generateUUID();

        this.name = '';
        this.type = 'Geometry';

        this.vertices = [];
        this.colors = [];
        this.faces = [];
        this.faceVertexUvs = [[]];

        this.morphTargets = [];
        this.morphNormals = [];

        this.skinWeights = [];
        this.skinIndices = [];

        this.lineDistances = [];

        this.boundingBox = null;
        this.boundingSphere = null;

        // update flags

        this.elementsNeedUpdate = false;
        this.verticesNeedUpdate = false;
        this.uvsNeedUpdate = false;
        this.normalsNeedUpdate = false;
        this.colorsNeedUpdate = false;
        this.lineDistancesNeedUpdate = false;
        this.groupsNeedUpdate = false;

    }

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

        constructor: Geometry,

        isGeometry: true,

        applyMatrix: function ( matrix ) {

            var normalMatrix = new Matrix3().getNormalMatrix( matrix );

            for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {

                var vertex = this.vertices[ i ];
                vertex.applyMatrix4( matrix );

            }

            for ( var i = 0, il = this.faces.length; i < il; i ++ ) {

                var face = this.faces[ i ];
                face.normal.applyMatrix3( normalMatrix ).normalize();

                for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {

                    face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();

                }

            }

            if ( this.boundingBox !== null ) {

                this.computeBoundingBox();

            }

            if ( this.boundingSphere !== null ) {

                this.computeBoundingSphere();

            }

            this.verticesNeedUpdate = true;
            this.normalsNeedUpdate = true;

            return this;

        },

        rotateX: function () {

            // rotate geometry around world x-axis

            var m1 = new Matrix4();

            return function rotateX( angle ) {

                m1.makeRotationX( angle );

                this.applyMatrix( m1 );

                return this;

            };

        }(),

        rotateY: function () {

            // rotate geometry around world y-axis

            var m1 = new Matrix4();

            return function rotateY( angle ) {

                m1.makeRotationY( angle );

                this.applyMatrix( m1 );

                return this;

            };

        }(),

        rotateZ: function () {

            // rotate geometry around world z-axis

            var m1 = new Matrix4();

            return function rotateZ( angle ) {

                m1.makeRotationZ( angle );

                this.applyMatrix( m1 );

                return this;

            };

        }(),

        translate: function () {

            // translate geometry

            var m1 = new Matrix4();

            return function translate( x, y, z ) {

                m1.makeTranslation( x, y, z );

                this.applyMatrix( m1 );

                return this;

            };

        }(),

        scale: function () {

            // scale geometry

            var m1 = new Matrix4();

            return function scale( x, y, z ) {

                m1.makeScale( x, y, z );

                this.applyMatrix( m1 );

                return this;

            };

        }(),

        lookAt: function () {

            var obj = new Object3D();

            return function lookAt( vector ) {

                obj.lookAt( vector );

                obj.updateMatrix();

                this.applyMatrix( obj.matrix );

            };

        }(),

        fromBufferGeometry: function ( geometry ) {

            var scope = this;

            var indices = geometry.index !== null ? geometry.index.array : undefined;
            var attributes = geometry.attributes;

            var positions = attributes.position.array;
            var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
            var colors = attributes.color !== undefined ? attributes.color.array : undefined;
            var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
            var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined;

            if ( uvs2 !== undefined ) this.faceVertexUvs[ 1 ] = [];

            var tempNormals = [];
            var tempUVs = [];
            var tempUVs2 = [];

            for ( var i = 0, j = 0; i < positions.length; i += 3, j += 2 ) {

                scope.vertices.push( new Vector3( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] ) );

                if ( normals !== undefined ) {

                    tempNormals.push( new Vector3( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] ) );

                }

                if ( colors !== undefined ) {

                    scope.colors.push( new Color( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] ) );

                }

                if ( uvs !== undefined ) {

                    tempUVs.push( new Vector2( uvs[ j ], uvs[ j + 1 ] ) );

                }

                if ( uvs2 !== undefined ) {

                    tempUVs2.push( new Vector2( uvs2[ j ], uvs2[ j + 1 ] ) );

                }

            }

            function addFace( a, b, c, materialIndex ) {

                var vertexNormals = normals !== undefined ? [ tempNormals[ a ].clone(), tempNormals[ b ].clone(), tempNormals[ c ].clone() ] : [];
                var vertexColors = colors !== undefined ? [ scope.colors[ a ].clone(), scope.colors[ b ].clone(), scope.colors[ c ].clone() ] : [];

                var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );

                scope.faces.push( face );

                if ( uvs !== undefined ) {

                    scope.faceVertexUvs[ 0 ].push( [ tempUVs[ a ].clone(), tempUVs[ b ].clone(), tempUVs[ c ].clone() ] );

                }

                if ( uvs2 !== undefined ) {

                    scope.faceVertexUvs[ 1 ].push( [ tempUVs2[ a ].clone(), tempUVs2[ b ].clone(), tempUVs2[ c ].clone() ] );

                }

            }

            var groups = geometry.groups;

            if ( groups.length > 0 ) {

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

                    var group = groups[ i ];

                    var start = group.start;
                    var count = group.count;

                    for ( var j = start, jl = start + count; j < jl; j += 3 ) {

                        if ( indices !== undefined ) {

                            addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex );

                        } else {

                            addFace( j, j + 1, j + 2, group.materialIndex );

                        }

                    }

                }

            } else {

                if ( indices !== undefined ) {

                    for ( var i = 0; i < indices.length; i += 3 ) {

                        addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );

                    }

                } else {

                    for ( var i = 0; i < positions.length / 3; i += 3 ) {

                        addFace( i, i + 1, i + 2 );

                    }

                }

            }

            this.computeFaceNormals();

            if ( geometry.boundingBox !== null ) {

                this.boundingBox = geometry.boundingBox.clone();

            }

            if ( geometry.boundingSphere !== null ) {

                this.boundingSphere = geometry.boundingSphere.clone();

            }

            return this;

        },

        center: function () {

            var offset = new Vector3();

            return function center() {

                this.computeBoundingBox();

                this.boundingBox.getCenter( offset ).negate();

                this.translate( offset.x, offset.y, offset.z );

                return this;

            };

        }(),

        normalize: function () {

            this.computeBoundingSphere();

            var center = this.boundingSphere.center;
            var radius = this.boundingSphere.radius;

            var s = radius === 0 ? 1 : 1.0 / radius;

            var matrix = new Matrix4();
            matrix.set(
                s, 0, 0, - s * center.x,
                0, s, 0, - s * center.y,
                0, 0, s, - s * center.z,
                0, 0, 0, 1
            );

            this.applyMatrix( matrix );

            return this;

        },

        computeFaceNormals: function () {

            var cb = new Vector3(), ab = new Vector3();

            for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {

                var face = this.faces[ f ];

                var vA = this.vertices[ face.a ];
                var vB = this.vertices[ face.b ];
                var vC = this.vertices[ face.c ];

                cb.subVectors( vC, vB );
                ab.subVectors( vA, vB );
                cb.cross( ab );

                cb.normalize();

                face.normal.copy( cb );

            }

        },

        computeVertexNormals: function ( areaWeighted ) {

            if ( areaWeighted === undefined ) areaWeighted = true;

            var v, vl, f, fl, face, vertices;

            vertices = new Array( this.vertices.length );

            for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {

                vertices[ v ] = new Vector3();

            }

            if ( areaWeighted ) {

                // vertex normals weighted by triangle areas
                // http://www.iquilezles.org/www/articles/normals/normals.htm

                var vA, vB, vC;
                var cb = new Vector3(), ab = new Vector3();

                for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

                    face = this.faces[ f ];

                    vA = this.vertices[ face.a ];
                    vB = this.vertices[ face.b ];
                    vC = this.vertices[ face.c ];

                    cb.subVectors( vC, vB );
                    ab.subVectors( vA, vB );
                    cb.cross( ab );

                    vertices[ face.a ].add( cb );
                    vertices[ face.b ].add( cb );
                    vertices[ face.c ].add( cb );

                }

            } else {

                this.computeFaceNormals();

                for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

                    face = this.faces[ f ];

                    vertices[ face.a ].add( face.normal );
                    vertices[ face.b ].add( face.normal );
                    vertices[ face.c ].add( face.normal );

                }

            }

            for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {

                vertices[ v ].normalize();

            }

            for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

                face = this.faces[ f ];

                var vertexNormals = face.vertexNormals;

                if ( vertexNormals.length === 3 ) {

                    vertexNormals[ 0 ].copy( vertices[ face.a ] );
                    vertexNormals[ 1 ].copy( vertices[ face.b ] );
                    vertexNormals[ 2 ].copy( vertices[ face.c ] );

                } else {

                    vertexNormals[ 0 ] = vertices[ face.a ].clone();
                    vertexNormals[ 1 ] = vertices[ face.b ].clone();
                    vertexNormals[ 2 ] = vertices[ face.c ].clone();

                }

            }

            if ( this.faces.length > 0 ) {

                this.normalsNeedUpdate = true;

            }

        },

        computeFlatVertexNormals: function () {

            var f, fl, face;

            this.computeFaceNormals();

            for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

                face = this.faces[ f ];

                var vertexNormals = face.vertexNormals;

                if ( vertexNormals.length === 3 ) {

                    vertexNormals[ 0 ].copy( face.normal );
                    vertexNormals[ 1 ].copy( face.normal );
                    vertexNormals[ 2 ].copy( face.normal );

                } else {

                    vertexNormals[ 0 ] = face.normal.clone();
                    vertexNormals[ 1 ] = face.normal.clone();
                    vertexNormals[ 2 ] = face.normal.clone();

                }

            }

            if ( this.faces.length > 0 ) {

                this.normalsNeedUpdate = true;

            }

        },

        computeMorphNormals: function () {

            var i, il, f, fl, face;

            // save original normals
            // - create temp variables on first access
            //   otherwise just copy (for faster repeated calls)

            for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

                face = this.faces[ f ];

                if ( ! face.__originalFaceNormal ) {

                    face.__originalFaceNormal = face.normal.clone();

                } else {

                    face.__originalFaceNormal.copy( face.normal );

                }

                if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];

                for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {

                    if ( ! face.__originalVertexNormals[ i ] ) {

                        face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();

                    } else {

                        face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );

                    }

                }

            }

            // use temp geometry to compute face and vertex normals for each morph

            var tmpGeo = new Geometry();
            tmpGeo.faces = this.faces;

            for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {

                // create on first access

                if ( ! this.morphNormals[ i ] ) {

                    this.morphNormals[ i ] = {};
                    this.morphNormals[ i ].faceNormals = [];
                    this.morphNormals[ i ].vertexNormals = [];

                    var dstNormalsFace = this.morphNormals[ i ].faceNormals;
                    var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;

                    var faceNormal, vertexNormals;

                    for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

                        faceNormal = new Vector3();
                        vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };

                        dstNormalsFace.push( faceNormal );
                        dstNormalsVertex.push( vertexNormals );

                    }

                }

                var morphNormals = this.morphNormals[ i ];

                // set vertices to morph target

                tmpGeo.vertices = this.morphTargets[ i ].vertices;

                // compute morph normals

                tmpGeo.computeFaceNormals();
                tmpGeo.computeVertexNormals();

                // store morph normals

                var faceNormal, vertexNormals;

                for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

                    face = this.faces[ f ];

                    faceNormal = morphNormals.faceNormals[ f ];
                    vertexNormals = morphNormals.vertexNormals[ f ];

                    faceNormal.copy( face.normal );

                    vertexNormals.a.copy( face.vertexNormals[ 0 ] );
                    vertexNormals.b.copy( face.vertexNormals[ 1 ] );
                    vertexNormals.c.copy( face.vertexNormals[ 2 ] );

                }

            }

            // restore original normals

            for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

                face = this.faces[ f ];

                face.normal = face.__originalFaceNormal;
                face.vertexNormals = face.__originalVertexNormals;

            }

        },

        computeBoundingBox: function () {

            if ( this.boundingBox === null ) {

                this.boundingBox = new Box3();

            }

            this.boundingBox.setFromPoints( this.vertices );

        },

        computeBoundingSphere: function () {

            if ( this.boundingSphere === null ) {

                this.boundingSphere = new Sphere();

            }

            this.boundingSphere.setFromPoints( this.vertices );

        },

        merge: function ( geometry, matrix, materialIndexOffset ) {

            if ( ! ( geometry && geometry.isGeometry ) ) {

                console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
                return;

            }

            var normalMatrix,
                vertexOffset = this.vertices.length,
                vertices1 = this.vertices,
                vertices2 = geometry.vertices,
                faces1 = this.faces,
                faces2 = geometry.faces,
                uvs1 = this.faceVertexUvs[ 0 ],
                uvs2 = geometry.faceVertexUvs[ 0 ],
                colors1 = this.colors,
                colors2 = geometry.colors;

            if ( materialIndexOffset === undefined ) materialIndexOffset = 0;

            if ( matrix !== undefined ) {

                normalMatrix = new Matrix3().getNormalMatrix( matrix );

            }

            // vertices

            for ( var i = 0, il = vertices2.length; i < il; i ++ ) {

                var vertex = vertices2[ i ];

                var vertexCopy = vertex.clone();

                if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix );

                vertices1.push( vertexCopy );

            }

            // colors

            for ( var i = 0, il = colors2.length; i < il; i ++ ) {

                colors1.push( colors2[ i ].clone() );

            }

            // faces

            for ( i = 0, il = faces2.length; i < il; i ++ ) {

                var face = faces2[ i ], faceCopy, normal, color,
                    faceVertexNormals = face.vertexNormals,
                    faceVertexColors = face.vertexColors;

                faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
                faceCopy.normal.copy( face.normal );

                if ( normalMatrix !== undefined ) {

                    faceCopy.normal.applyMatrix3( normalMatrix ).normalize();

                }

                for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {

                    normal = faceVertexNormals[ j ].clone();

                    if ( normalMatrix !== undefined ) {

                        normal.applyMatrix3( normalMatrix ).normalize();

                    }

                    faceCopy.vertexNormals.push( normal );

                }

                faceCopy.color.copy( face.color );

                for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {

                    color = faceVertexColors[ j ];
                    faceCopy.vertexColors.push( color.clone() );

                }

                faceCopy.materialIndex = face.materialIndex + materialIndexOffset;

                faces1.push( faceCopy );

            }

            // uvs

            for ( i = 0, il = uvs2.length; i < il; i ++ ) {

                var uv = uvs2[ i ], uvCopy = [];

                if ( uv === undefined ) {

                    continue;

                }

                for ( var j = 0, jl = uv.length; j < jl; j ++ ) {

                    uvCopy.push( uv[ j ].clone() );

                }

                uvs1.push( uvCopy );

            }

        },

        mergeMesh: function ( mesh ) {

            if ( ! ( mesh && mesh.isMesh ) ) {

                console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
                return;

            }

            if ( mesh.matrixAutoUpdate ) mesh.updateMatrix();

            this.merge( mesh.geometry, mesh.matrix );

        },

        /*
         * Checks for duplicate vertices with hashmap.
         * Duplicated vertices are removed
         * and faces' vertices are updated.
         */

        mergeVertices: function () {

            var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
            var unique = [], changes = [];

            var v, key;
            var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
            var precision = Math.pow( 10, precisionPoints );
            var i, il, face;
            var indices, j, jl;

            for ( i = 0, il = this.vertices.length; i < il; i ++ ) {

                v = this.vertices[ i ];
                key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );

                if ( verticesMap[ key ] === undefined ) {

                    verticesMap[ key ] = i;
                    unique.push( this.vertices[ i ] );
                    changes[ i ] = unique.length - 1;

                } else {

                    //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
                    changes[ i ] = changes[ verticesMap[ key ] ];

                }

            }


            // if faces are completely degenerate after merging vertices, we
            // have to remove them from the geometry.
            var faceIndicesToRemove = [];

            for ( i = 0, il = this.faces.length; i < il; i ++ ) {

                face = this.faces[ i ];

                face.a = changes[ face.a ];
                face.b = changes[ face.b ];
                face.c = changes[ face.c ];

                indices = [ face.a, face.b, face.c ];

                // if any duplicate vertices are found in a Face3
                // we have to remove the face as nothing can be saved
                for ( var n = 0; n < 3; n ++ ) {

                    if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {

                        faceIndicesToRemove.push( i );
                        break;

                    }

                }

            }

            for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {

                var idx = faceIndicesToRemove[ i ];

                this.faces.splice( idx, 1 );

                for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {

                    this.faceVertexUvs[ j ].splice( idx, 1 );

                }

            }

            // Use unique set of vertices

            var diff = this.vertices.length - unique.length;
            this.vertices = unique;
            return diff;

        },

        setFromPoints: function ( points ) {

            this.vertices = [];

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

                var point = points[ i ];
                this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );

            }

            return this;

        },

        sortFacesByMaterialIndex: function () {

            var faces = this.faces;
            var length = faces.length;

            // tag faces

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

                faces[ i ]._id = i;

            }

            // sort faces

            function materialIndexSort( a, b ) {

                return a.materialIndex - b.materialIndex;

            }

            faces.sort( materialIndexSort );

            // sort uvs

            var uvs1 = this.faceVertexUvs[ 0 ];
            var uvs2 = this.faceVertexUvs[ 1 ];

            var newUvs1, newUvs2;

            if ( uvs1 && uvs1.length === length ) newUvs1 = [];
            if ( uvs2 && uvs2.length === length ) newUvs2 = [];

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

                var id = faces[ i ]._id;

                if ( newUvs1 ) newUvs1.push( uvs1[ id ] );
                if ( newUvs2 ) newUvs2.push( uvs2[ id ] );

            }

            if ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1;
            if ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2;

        },

        toJSON: function () {

            var data = {
                metadata: {
                    version: 4.5,
                    type: 'Geometry',
                    generator: 'Geometry.toJSON'
                }
            };

            // standard Geometry serialization

            data.uuid = this.uuid;
            data.type = this.type;
            if ( this.name !== '' ) data.name = this.name;

            if ( this.parameters !== undefined ) {

                var parameters = this.parameters;

                for ( var key in parameters ) {

                    if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];

                }

                return data;

            }

            var vertices = [];

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

                var vertex = this.vertices[ i ];
                vertices.push( vertex.x, vertex.y, vertex.z );

            }

            var faces = [];
            var normals = [];
            var normalsHash = {};
            var colors = [];
            var colorsHash = {};
            var uvs = [];
            var uvsHash = {};

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

                var face = this.faces[ i ];

                var hasMaterial = true;
                var hasFaceUv = false; // deprecated
                var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
                var hasFaceNormal = face.normal.length() > 0;
                var hasFaceVertexNormal = face.vertexNormals.length > 0;
                var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
                var hasFaceVertexColor = face.vertexColors.length > 0;

                var faceType = 0;

                faceType = setBit( faceType, 0, 0 ); // isQuad
                faceType = setBit( faceType, 1, hasMaterial );
                faceType = setBit( faceType, 2, hasFaceUv );
                faceType = setBit( faceType, 3, hasFaceVertexUv );
                faceType = setBit( faceType, 4, hasFaceNormal );
                faceType = setBit( faceType, 5, hasFaceVertexNormal );
                faceType = setBit( faceType, 6, hasFaceColor );
                faceType = setBit( faceType, 7, hasFaceVertexColor );

                faces.push( faceType );
                faces.push( face.a, face.b, face.c );
                faces.push( face.materialIndex );

                if ( hasFaceVertexUv ) {

                    var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];

                    faces.push(
                        getUvIndex( faceVertexUvs[ 0 ] ),
                        getUvIndex( faceVertexUvs[ 1 ] ),
                        getUvIndex( faceVertexUvs[ 2 ] )
                    );

                }

                if ( hasFaceNormal ) {

                    faces.push( getNormalIndex( face.normal ) );

                }

                if ( hasFaceVertexNormal ) {

                    var vertexNormals = face.vertexNormals;

                    faces.push(
                        getNormalIndex( vertexNormals[ 0 ] ),
                        getNormalIndex( vertexNormals[ 1 ] ),
                        getNormalIndex( vertexNormals[ 2 ] )
                    );

                }

                if ( hasFaceColor ) {

                    faces.push( getColorIndex( face.color ) );

                }

                if ( hasFaceVertexColor ) {

                    var vertexColors = face.vertexColors;

                    faces.push(
                        getColorIndex( vertexColors[ 0 ] ),
                        getColorIndex( vertexColors[ 1 ] ),
                        getColorIndex( vertexColors[ 2 ] )
                    );

                }

            }

            function setBit( value, position, enabled ) {

                return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );

            }

            function getNormalIndex( normal ) {

                var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();

                if ( normalsHash[ hash ] !== undefined ) {

                    return normalsHash[ hash ];

                }

                normalsHash[ hash ] = normals.length / 3;
                normals.push( normal.x, normal.y, normal.z );

                return normalsHash[ hash ];

            }

            function getColorIndex( color ) {

                var hash = color.r.toString() + color.g.toString() + color.b.toString();

                if ( colorsHash[ hash ] !== undefined ) {

                    return colorsHash[ hash ];

                }

                colorsHash[ hash ] = colors.length;
                colors.push( color.getHex() );

                return colorsHash[ hash ];

            }

            function getUvIndex( uv ) {

                var hash = uv.x.toString() + uv.y.toString();

                if ( uvsHash[ hash ] !== undefined ) {

                    return uvsHash[ hash ];

                }

                uvsHash[ hash ] = uvs.length / 2;
                uvs.push( uv.x, uv.y );

                return uvsHash[ hash ];

            }

            data.data = {};

            data.data.vertices = vertices;
            data.data.normals = normals;
            if ( colors.length > 0 ) data.data.colors = colors;
            if ( uvs.length > 0 ) data.data.uvs = [ uvs ]; // temporal backward compatibility
            data.data.faces = faces;

            return data;

        },

        clone: function () {

            /*
             // Handle primitives

             var parameters = this.parameters;

             if ( parameters !== undefined ) {

             var values = [];

             for ( var key in parameters ) {

             values.push( parameters[ key ] );

             }

             var geometry = Object.create( this.constructor.prototype );
             this.constructor.apply( geometry, values );
             return geometry;

             }

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

            return new Geometry().copy( this );

        },

        copy: function ( source ) {

            var i, il, j, jl, k, kl;

            // reset

            this.vertices = [];
            this.colors = [];
            this.faces = [];
            this.faceVertexUvs = [[]];
            this.morphTargets = [];
            this.morphNormals = [];
            this.skinWeights = [];
            this.skinIndices = [];
            this.lineDistances = [];
            this.boundingBox = null;
            this.boundingSphere = null;

            // name

            this.name = source.name;

            // vertices

            var vertices = source.vertices;

            for ( i = 0, il = vertices.length; i < il; i ++ ) {

                this.vertices.push( vertices[ i ].clone() );

            }

            // colors

            var colors = source.colors;

            for ( i = 0, il = colors.length; i < il; i ++ ) {

                this.colors.push( colors[ i ].clone() );

            }

            // faces

            var faces = source.faces;

            for ( i = 0, il = faces.length; i < il; i ++ ) {

                this.faces.push( faces[ i ].clone() );

            }

            // face vertex uvs

            for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {

                var faceVertexUvs = source.faceVertexUvs[ i ];

                if ( this.faceVertexUvs[ i ] === undefined ) {

                    this.faceVertexUvs[ i ] = [];

                }

                for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {

                    var uvs = faceVertexUvs[ j ], uvsCopy = [];

                    for ( k = 0, kl = uvs.length; k < kl; k ++ ) {

                        var uv = uvs[ k ];

                        uvsCopy.push( uv.clone() );

                    }

                    this.faceVertexUvs[ i ].push( uvsCopy );

                }

            }

            // morph targets

            var morphTargets = source.morphTargets;

            for ( i = 0, il = morphTargets.length; i < il; i ++ ) {

                var morphTarget = {};
                morphTarget.name = morphTargets[ i ].name;

                // vertices

                if ( morphTargets[ i ].vertices !== undefined ) {

                    morphTarget.vertices = [];

                    for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {

                        morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );

                    }

                }

                // normals

                if ( morphTargets[ i ].normals !== undefined ) {

                    morphTarget.normals = [];

                    for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {

                        morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );

                    }

                }

                this.morphTargets.push( morphTarget );

            }

            // morph normals

            var morphNormals = source.morphNormals;

            for ( i = 0, il = morphNormals.length; i < il; i ++ ) {

                var morphNormal = {};

                // vertex normals

                if ( morphNormals[ i ].vertexNormals !== undefined ) {

                    morphNormal.vertexNormals = [];

                    for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {

                        var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];
                        var destVertexNormal = {};

                        destVertexNormal.a = srcVertexNormal.a.clone();
                        destVertexNormal.b = srcVertexNormal.b.clone();
                        destVertexNormal.c = srcVertexNormal.c.clone();

                        morphNormal.vertexNormals.push( destVertexNormal );

                    }

                }

                // face normals

                if ( morphNormals[ i ].faceNormals !== undefined ) {

                    morphNormal.faceNormals = [];

                    for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {

                        morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );

                    }

                }

                this.morphNormals.push( morphNormal );

            }

            // skin weights

            var skinWeights = source.skinWeights;

            for ( i = 0, il = skinWeights.length; i < il; i ++ ) {

                this.skinWeights.push( skinWeights[ i ].clone() );

            }

            // skin indices

            var skinIndices = source.skinIndices;

            for ( i = 0, il = skinIndices.length; i < il; i ++ ) {

                this.skinIndices.push( skinIndices[ i ].clone() );

            }

            // line distances

            var lineDistances = source.lineDistances;

            for ( i = 0, il = lineDistances.length; i < il; i ++ ) {

                this.lineDistances.push( lineDistances[ i ] );

            }

            // bounding box

            var boundingBox = source.boundingBox;

            if ( boundingBox !== null ) {

                this.boundingBox = boundingBox.clone();

            }

            // bounding sphere

            var boundingSphere = source.boundingSphere;

            if ( boundingSphere !== null ) {

                this.boundingSphere = boundingSphere.clone();

            }

            // update flags

            this.elementsNeedUpdate = source.elementsNeedUpdate;
            this.verticesNeedUpdate = source.verticesNeedUpdate;
            this.uvsNeedUpdate = source.uvsNeedUpdate;
            this.normalsNeedUpdate = source.normalsNeedUpdate;
            this.colorsNeedUpdate = source.colorsNeedUpdate;
            this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
            this.groupsNeedUpdate = source.groupsNeedUpdate;

            return this;

        },

        dispose: function () {

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

        }

    } );

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

    function BufferAttribute( array, itemSize, normalized ) {

        if ( Array.isArray( array ) ) {

            throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );

        }

        this.name = '';

        this.array = array;
        this.itemSize = itemSize;
        this.count = array !== undefined ? array.length / itemSize : 0;
        this.normalized = normalized === true;

        this.dynamic = false;
        this.updateRange = { offset: 0, count: - 1 };

        this.version = 0;

    }

    Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {

        set: function ( value ) {

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

        }

    } );

    Object.assign( BufferAttribute.prototype, {

        isBufferAttribute: true,

        onUploadCallback: function () {},

        setArray: function ( array ) {

            if ( Array.isArray( array ) ) {

                throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );

            }

            this.count = array !== undefined ? array.length / this.itemSize : 0;
            this.array = array;

            return this;

        },

        setDynamic: function ( value ) {

            this.dynamic = value;

            return this;

        },

        copy: function ( source ) {

            this.name = source.name;
            this.array = new source.array.constructor( source.array );
            this.itemSize = source.itemSize;
            this.count = source.count;
            this.normalized = source.normalized;

            this.dynamic = source.dynamic;

            return this;

        },

        copyAt: function ( index1, attribute, index2 ) {

            index1 *= this.itemSize;
            index2 *= attribute.itemSize;

            for ( var i = 0, l = this.itemSize; i < l; i ++ ) {

                this.array[ index1 + i ] = attribute.array[ index2 + i ];

            }

            return this;

        },

        copyArray: function ( array ) {

            this.array.set( array );

            return this;

        },

        copyColorsArray: function ( colors ) {

            var array = this.array, offset = 0;

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

                var color = colors[ i ];

                if ( color === undefined ) {

                    console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
                    color = new Color();

                }

                array[ offset ++ ] = color.r;
                array[ offset ++ ] = color.g;
                array[ offset ++ ] = color.b;

            }

            return this;

        },

        copyVector2sArray: function ( vectors ) {

            var array = this.array, offset = 0;

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

                var vector = vectors[ i ];

                if ( vector === undefined ) {

                    console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
                    vector = new Vector2();

                }

                array[ offset ++ ] = vector.x;
                array[ offset ++ ] = vector.y;

            }

            return this;

        },

        copyVector3sArray: function ( vectors ) {

            var array = this.array, offset = 0;

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

                var vector = vectors[ i ];

                if ( vector === undefined ) {

                    console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
                    vector = new Vector3();

                }

                array[ offset ++ ] = vector.x;
                array[ offset ++ ] = vector.y;
                array[ offset ++ ] = vector.z;

            }

            return this;

        },

        copyVector4sArray: function ( vectors ) {

            var array = this.array, offset = 0;

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

                var vector = vectors[ i ];

                if ( vector === undefined ) {

                    console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
                    vector = new Vector4();

                }

                array[ offset ++ ] = vector.x;
                array[ offset ++ ] = vector.y;
                array[ offset ++ ] = vector.z;
                array[ offset ++ ] = vector.w;

            }

            return this;

        },

        set: function ( value, offset ) {

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

            this.array.set( value, offset );

            return this;

        },

        getX: function ( index ) {

            return this.array[ index * this.itemSize ];

        },

        setX: function ( index, x ) {

            this.array[ index * this.itemSize ] = x;

            return this;

        },

        getY: function ( index ) {

            return this.array[ index * this.itemSize + 1 ];

        },

        setY: function ( index, y ) {

            this.array[ index * this.itemSize + 1 ] = y;

            return this;

        },

        getZ: function ( index ) {

            return this.array[ index * this.itemSize + 2 ];

        },

        setZ: function ( index, z ) {

            this.array[ index * this.itemSize + 2 ] = z;

            return this;

        },

        getW: function ( index ) {

            return this.array[ index * this.itemSize + 3 ];

        },

        setW: function ( index, w ) {

            this.array[ index * this.itemSize + 3 ] = w;

            return this;

        },

        setXY: function ( index, x, y ) {

            index *= this.itemSize;

            this.array[ index + 0 ] = x;
            this.array[ index + 1 ] = y;

            return this;

        },

        setXYZ: function ( index, x, y, z ) {

            index *= this.itemSize;

            this.array[ index + 0 ] = x;
            this.array[ index + 1 ] = y;
            this.array[ index + 2 ] = z;

            return this;

        },

        setXYZW: function ( index, x, y, z, w ) {

            index *= this.itemSize;

            this.array[ index + 0 ] = x;
            this.array[ index + 1 ] = y;
            this.array[ index + 2 ] = z;
            this.array[ index + 3 ] = w;

            return this;

        },

        onUpload: function ( callback ) {

            this.onUploadCallback = callback;

            return this;

        },

        clone: function () {

            return new this.constructor( this.array, this.itemSize ).copy( this );

        }

    } );

    //

    function Int8BufferAttribute( array, itemSize, normalized ) {

        BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );

    }

    Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
    Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;


    function Uint8BufferAttribute( array, itemSize, normalized ) {

        BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );

    }

    Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
    Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;


    function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {

        BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );

    }

    Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
    Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;


    function Int16BufferAttribute( array, itemSize, normalized ) {

        BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );

    }

    Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
    Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;


    function Uint16BufferAttribute( array, itemSize, normalized ) {

        BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );

    }

    Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
    Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;


    function Int32BufferAttribute( array, itemSize, normalized ) {

        BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );

    }

    Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
    Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;


    function Uint32BufferAttribute( array, itemSize, normalized ) {

        BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );

    }

    Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
    Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;


    function Float32BufferAttribute( array, itemSize, normalized ) {

        BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );

    }

    Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
    Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;


    function Float64BufferAttribute( array, itemSize, normalized ) {

        BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );

    }

    Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
    Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;

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

    function DirectGeometry() {

        this.vertices = [];
        this.normals = [];
        this.colors = [];
        this.uvs = [];
        this.uvs2 = [];

        this.groups = [];

        this.morphTargets = {};

        this.skinWeights = [];
        this.skinIndices = [];

        // this.lineDistances = [];

        this.boundingBox = null;
        this.boundingSphere = null;

        // update flags

        this.verticesNeedUpdate = false;
        this.normalsNeedUpdate = false;
        this.colorsNeedUpdate = false;
        this.uvsNeedUpdate = false;
        this.groupsNeedUpdate = false;

    }

    Object.assign( DirectGeometry.prototype, {

        computeGroups: function ( geometry ) {

            var group;
            var groups = [];
            var materialIndex = undefined;

            var faces = geometry.faces;

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

                var face = faces[ i ];

                // materials

                if ( face.materialIndex !== materialIndex ) {

                    materialIndex = face.materialIndex;

                    if ( group !== undefined ) {

                        group.count = ( i * 3 ) - group.start;
                        groups.push( group );

                    }

                    group = {
                        start: i * 3,
                        materialIndex: materialIndex
                    };

                }

            }

            if ( group !== undefined ) {

                group.count = ( i * 3 ) - group.start;
                groups.push( group );

            }

            this.groups = groups;

        },

        fromGeometry: function ( geometry ) {

            var faces = geometry.faces;
            var vertices = geometry.vertices;
            var faceVertexUvs = geometry.faceVertexUvs;

            var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
            var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;

            // morphs

            var morphTargets = geometry.morphTargets;
            var morphTargetsLength = morphTargets.length;

            var morphTargetsPosition;

            if ( morphTargetsLength > 0 ) {

                morphTargetsPosition = [];

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

                    morphTargetsPosition[ i ] = [];

                }

                this.morphTargets.position = morphTargetsPosition;

            }

            var morphNormals = geometry.morphNormals;
            var morphNormalsLength = morphNormals.length;

            var morphTargetsNormal;

            if ( morphNormalsLength > 0 ) {

                morphTargetsNormal = [];

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

                    morphTargetsNormal[ i ] = [];

                }

                this.morphTargets.normal = morphTargetsNormal;

            }

            // skins

            var skinIndices = geometry.skinIndices;
            var skinWeights = geometry.skinWeights;

            var hasSkinIndices = skinIndices.length === vertices.length;
            var hasSkinWeights = skinWeights.length === vertices.length;

            //

            if ( vertices.length > 0 && faces.length === 0 ) {

                console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );

            }

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

                var face = faces[ i ];

                this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );

                var vertexNormals = face.vertexNormals;

                if ( vertexNormals.length === 3 ) {

                    this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );

                } else {

                    var normal = face.normal;

                    this.normals.push( normal, normal, normal );

                }

                var vertexColors = face.vertexColors;

                if ( vertexColors.length === 3 ) {

                    this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );

                } else {

                    var color = face.color;

                    this.colors.push( color, color, color );

                }

                if ( hasFaceVertexUv === true ) {

                    var vertexUvs = faceVertexUvs[ 0 ][ i ];

                    if ( vertexUvs !== undefined ) {

                        this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );

                    } else {

                        console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );

                        this.uvs.push( new Vector2(), new Vector2(), new Vector2() );

                    }

                }

                if ( hasFaceVertexUv2 === true ) {

                    var vertexUvs = faceVertexUvs[ 1 ][ i ];

                    if ( vertexUvs !== undefined ) {

                        this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );

                    } else {

                        console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );

                        this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );

                    }

                }

                // morphs

                for ( var j = 0; j < morphTargetsLength; j ++ ) {

                    var morphTarget = morphTargets[ j ].vertices;

                    morphTargetsPosition[ j ].push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );

                }

                for ( var j = 0; j < morphNormalsLength; j ++ ) {

                    var morphNormal = morphNormals[ j ].vertexNormals[ i ];

                    morphTargetsNormal[ j ].push( morphNormal.a, morphNormal.b, morphNormal.c );

                }

                // skins

                if ( hasSkinIndices ) {

                    this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );

                }

                if ( hasSkinWeights ) {

                    this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );

                }

            }

            this.computeGroups( geometry );

            this.verticesNeedUpdate = geometry.verticesNeedUpdate;
            this.normalsNeedUpdate = geometry.normalsNeedUpdate;
            this.colorsNeedUpdate = geometry.colorsNeedUpdate;
            this.uvsNeedUpdate = geometry.uvsNeedUpdate;
            this.groupsNeedUpdate = geometry.groupsNeedUpdate;

            return this;

        }

    } );

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

    function arrayMax( array ) {

        if ( array.length === 0 ) return - Infinity;

        var max = array[ 0 ];

        for ( var i = 1, l = array.length; i < l; ++ i ) {

            if ( array[ i ] > max ) max = array[ i ];

        }

        return max;

    }

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

    var bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id

    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.groups = [];

        this.boundingBox = null;
        this.boundingSphere = null;

        this.drawRange = { start: 0, count: Infinity };

        this.userData = {};

    }

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

        constructor: BufferGeometry,

        isBufferGeometry: true,

        getIndex: function () {

            return this.index;

        },

        setIndex: function ( index ) {

            if ( Array.isArray( index ) ) {

                this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );

            } else {

                this.index = index;

            }

        },

        addAttribute: function ( name, attribute ) {

            if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {

                console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );

                return this.addAttribute( 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;

            }

            this.attributes[ name ] = attribute;

            return this;

        },

        getAttribute: function ( name ) {

            return this.attributes[ name ];

        },

        removeAttribute: function ( name ) {

            delete this.attributes[ name ];

            return this;

        },

        addGroup: function ( start, count, materialIndex ) {

            this.groups.push( {

                start: start,
                count: count,
                materialIndex: materialIndex !== undefined ? materialIndex : 0

            } );

        },

        clearGroups: function () {

            this.groups = [];

        },

        setDrawRange: function ( start, count ) {

            this.drawRange.start = start;
            this.drawRange.count = count;

        },

        applyMatrix: function ( 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;

            }

            if ( this.boundingBox !== null ) {

                this.computeBoundingBox();

            }

            if ( this.boundingSphere !== null ) {

                this.computeBoundingSphere();

            }

            return this;

        },

        rotateX: function () {

            // rotate geometry around world x-axis

            var m1 = new Matrix4();

            return function rotateX( angle ) {

                m1.makeRotationX( angle );

                this.applyMatrix( m1 );

                return this;

            };

        }(),

        rotateY: function () {

            // rotate geometry around world y-axis

            var m1 = new Matrix4();

            return function rotateY( angle ) {

                m1.makeRotationY( angle );

                this.applyMatrix( m1 );

                return this;

            };

        }(),

        rotateZ: function () {

            // rotate geometry around world z-axis

            var m1 = new Matrix4();

            return function rotateZ( angle ) {

                m1.makeRotationZ( angle );

                this.applyMatrix( m1 );

                return this;

            };

        }(),

        translate: function () {

            // translate geometry

            var m1 = new Matrix4();

            return function translate( x, y, z ) {

                m1.makeTranslation( x, y, z );

                this.applyMatrix( m1 );

                return this;

            };

        }(),

        scale: function () {

            // scale geometry

            var m1 = new Matrix4();

            return function scale( x, y, z ) {

                m1.makeScale( x, y, z );

                this.applyMatrix( m1 );

                return this;

            };

        }(),

        lookAt: function () {

            var obj = new Object3D();

            return function lookAt( vector ) {

                obj.lookAt( vector );

                obj.updateMatrix();

                this.applyMatrix( obj.matrix );

            };

        }(),

        center: function () {

            var offset = new Vector3();

            return function center() {

                this.computeBoundingBox();

                this.boundingBox.getCenter( offset ).negate();

                this.translate( offset.x, offset.y, offset.z );

                return this;

            };

        }(),

        setFromObject: function ( object ) {

            // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );

            var geometry = object.geometry;

            if ( object.isPoints || object.isLine ) {

                var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
                var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );

                this.addAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
                this.addAttribute( 'color', colors.copyColorsArray( geometry.colors ) );

                if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {

                    var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );

                    this.addAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );

                }

                if ( geometry.boundingSphere !== null ) {

                    this.boundingSphere = geometry.boundingSphere.clone();

                }

                if ( geometry.boundingBox !== null ) {

                    this.boundingBox = geometry.boundingBox.clone();

                }

            } else if ( object.isMesh ) {

                if ( geometry && geometry.isGeometry ) {

                    this.fromGeometry( geometry );

                }

            }

            return this;

        },

        setFromPoints: function ( points ) {

            var position = [];

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

                var point = points[ i ];
                position.push( point.x, point.y, point.z || 0 );

            }

            this.addAttribute( 'position', new Float32BufferAttribute( position, 3 ) );

            return this;

        },

        updateFromObject: function ( object ) {

            var geometry = object.geometry;

            if ( object.isMesh ) {

                var direct = geometry.__directGeometry;

                if ( geometry.elementsNeedUpdate === true ) {

                    direct = undefined;
                    geometry.elementsNeedUpdate = false;

                }

                if ( direct === undefined ) {

                    return this.fromGeometry( geometry );

                }

                direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
                direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
                direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
                direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
                direct.groupsNeedUpdate = geometry.groupsNeedUpdate;

                geometry.verticesNeedUpdate = false;
                geometry.normalsNeedUpdate = false;
                geometry.colorsNeedUpdate = false;
                geometry.uvsNeedUpdate = false;
                geometry.groupsNeedUpdate = false;

                geometry = direct;

            }

            var attribute;

            if ( geometry.verticesNeedUpdate === true ) {

                attribute = this.attributes.position;

                if ( attribute !== undefined ) {

                    attribute.copyVector3sArray( geometry.vertices );
                    attribute.needsUpdate = true;

                }

                geometry.verticesNeedUpdate = false;

            }

            if ( geometry.normalsNeedUpdate === true ) {

                attribute = this.attributes.normal;

                if ( attribute !== undefined ) {

                    attribute.copyVector3sArray( geometry.normals );
                    attribute.needsUpdate = true;

                }

                geometry.normalsNeedUpdate = false;

            }

            if ( geometry.colorsNeedUpdate === true ) {

                attribute = this.attributes.color;

                if ( attribute !== undefined ) {

                    attribute.copyColorsArray( geometry.colors );
                    attribute.needsUpdate = true;

                }

                geometry.colorsNeedUpdate = false;

            }

            if ( geometry.uvsNeedUpdate ) {

                attribute = this.attributes.uv;

                if ( attribute !== undefined ) {

                    attribute.copyVector2sArray( geometry.uvs );
                    attribute.needsUpdate = true;

                }

                geometry.uvsNeedUpdate = false;

            }

            if ( geometry.lineDistancesNeedUpdate ) {

                attribute = this.attributes.lineDistance;

                if ( attribute !== undefined ) {

                    attribute.copyArray( geometry.lineDistances );
                    attribute.needsUpdate = true;

                }

                geometry.lineDistancesNeedUpdate = false;

            }

            if ( geometry.groupsNeedUpdate ) {

                geometry.computeGroups( object.geometry );
                this.groups = geometry.groups;

                geometry.groupsNeedUpdate = false;

            }

            return this;

        },

        fromGeometry: function ( geometry ) {

            geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );

            return this.fromDirectGeometry( geometry.__directGeometry );

        },

        fromDirectGeometry: function ( geometry ) {

            var positions = new Float32Array( geometry.vertices.length * 3 );
            this.addAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );

            if ( geometry.normals.length > 0 ) {

                var normals = new Float32Array( geometry.normals.length * 3 );
                this.addAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );

            }

            if ( geometry.colors.length > 0 ) {

                var colors = new Float32Array( geometry.colors.length * 3 );
                this.addAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );

            }

            if ( geometry.uvs.length > 0 ) {

                var uvs = new Float32Array( geometry.uvs.length * 2 );
                this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );

            }

            if ( geometry.uvs2.length > 0 ) {

                var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
                this.addAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );

            }

            // groups

            this.groups = geometry.groups;

            // morphs

            for ( var name in geometry.morphTargets ) {

                var array = [];
                var morphTargets = geometry.morphTargets[ name ];

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

                    var morphTarget = morphTargets[ i ];

                    var attribute = new Float32BufferAttribute( morphTarget.length * 3, 3 );

                    array.push( attribute.copyVector3sArray( morphTarget ) );

                }

                this.morphAttributes[ name ] = array;

            }

            // skinning

            if ( geometry.skinIndices.length > 0 ) {

                var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
                this.addAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );

            }

            if ( geometry.skinWeights.length > 0 ) {

                var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
                this.addAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );

            }

            //

            if ( geometry.boundingSphere !== null ) {

                this.boundingSphere = geometry.boundingSphere.clone();

            }

            if ( geometry.boundingBox !== null ) {

                this.boundingBox = geometry.boundingBox.clone();

            }

            return this;

        },

        computeBoundingBox: function () {

            if ( this.boundingBox === null ) {

                this.boundingBox = new Box3();

            }

            var position = this.attributes.position;

            if ( position !== undefined ) {

                this.boundingBox.setFromBufferAttribute( position );

            } else {

                this.boundingBox.makeEmpty();

            }

            if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {

                console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );

            }

        },

        computeBoundingSphere: function () {

            var box = new Box3();
            var vector = new Vector3();

            return function computeBoundingSphere() {

                if ( this.boundingSphere === null ) {

                    this.boundingSphere = new Sphere();

                }

                var position = this.attributes.position;

                if ( position ) {

                    var center = this.boundingSphere.center;

                    box.setFromBufferAttribute( position );
                    box.getCenter( center );

                    // hoping to find a boundingSphere with a radius smaller than the
                    // boundingSphere of the boundingBox: sqrt(3) smaller in the best case

                    var maxRadiusSq = 0;

                    for ( var i = 0, il = position.count; i < il; i ++ ) {

                        vector.x = position.getX( i );
                        vector.y = position.getY( i );
                        vector.z = position.getZ( i );
                        maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );

                    }

                    this.boundingSphere.radius = Math.sqrt( maxRadiusSq );

                    if ( isNaN( this.boundingSphere.radius ) ) {

                        console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );

                    }

                }

            };

        }(),

        computeFaceNormals: function () {

            // backwards compatibility

        },

        computeVertexNormals: function () {

            var index = this.index;
            var attributes = this.attributes;
            var groups = this.groups;

            if ( attributes.position ) {

                var positions = attributes.position.array;

                if ( attributes.normal === undefined ) {

                    this.addAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) );

                } else {

                    // reset existing normals to zero

                    var array = attributes.normal.array;

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

                        array[ i ] = 0;

                    }

                }

                var normals = attributes.normal.array;

                var vA, vB, vC;
                var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
                var cb = new Vector3(), ab = new Vector3();

                // indexed elements

                if ( index ) {

                    var indices = index.array;

                    if ( groups.length === 0 ) {

                        this.addGroup( 0, indices.length );

                    }

                    for ( var j = 0, jl = groups.length; j < jl; ++ j ) {

                        var group = groups[ j ];

                        var start = group.start;
                        var count = group.count;

                        for ( var i = start, il = start + count; i < il; i += 3 ) {

                            vA = indices[ i + 0 ] * 3;
                            vB = indices[ i + 1 ] * 3;
                            vC = indices[ i + 2 ] * 3;

                            pA.fromArray( positions, vA );
                            pB.fromArray( positions, vB );
                            pC.fromArray( positions, vC );

                            cb.subVectors( pC, pB );
                            ab.subVectors( pA, pB );
                            cb.cross( ab );

                            normals[ vA ] += cb.x;
                            normals[ vA + 1 ] += cb.y;
                            normals[ vA + 2 ] += cb.z;

                            normals[ vB ] += cb.x;
                            normals[ vB + 1 ] += cb.y;
                            normals[ vB + 2 ] += cb.z;

                            normals[ vC ] += cb.x;
                            normals[ vC + 1 ] += cb.y;
                            normals[ vC + 2 ] += cb.z;

                        }

                    }

                } else {

                    // non-indexed elements (unconnected triangle soup)

                    for ( var i = 0, il = positions.length; i < il; i += 9 ) {

                        pA.fromArray( positions, i );
                        pB.fromArray( positions, i + 3 );
                        pC.fromArray( positions, i + 6 );

                        cb.subVectors( pC, pB );
                        ab.subVectors( pA, pB );
                        cb.cross( ab );

                        normals[ i ] = cb.x;
                        normals[ i + 1 ] = cb.y;
                        normals[ i + 2 ] = cb.z;

                        normals[ i + 3 ] = cb.x;
                        normals[ i + 4 ] = cb.y;
                        normals[ i + 5 ] = cb.z;

                        normals[ i + 6 ] = cb.x;
                        normals[ i + 7 ] = cb.y;
                        normals[ i + 8 ] = cb.z;

                    }

                }

                this.normalizeNormals();

                attributes.normal.needsUpdate = true;

            }

        },

        merge: function ( geometry, offset ) {

            if ( ! ( geometry && geometry.isBufferGeometry ) ) {

                console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
                return;

            }

            if ( offset === undefined ) {

                offset = 0;

                console.warn(
                    'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
                    + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
                );

            }

            var attributes = this.attributes;

            for ( var key in attributes ) {

                if ( geometry.attributes[ key ] === undefined ) continue;

                var attribute1 = attributes[ key ];
                var attributeArray1 = attribute1.array;

                var attribute2 = geometry.attributes[ key ];
                var attributeArray2 = attribute2.array;

                var attributeSize = attribute2.itemSize;

                for ( var i = 0, j = attributeSize * offset; i < attributeArray2.length; i ++, j ++ ) {

                    attributeArray1[ j ] = attributeArray2[ i ];

                }

            }

            return this;

        },

        normalizeNormals: function () {

            var vector = new Vector3();

            return function normalizeNormals() {

                var normals = this.attributes.normal;

                for ( var i = 0, il = normals.count; i < il; i ++ ) {

                    vector.x = normals.getX( i );
                    vector.y = normals.getY( i );
                    vector.z = normals.getZ( i );

                    vector.normalize();

                    normals.setXYZ( i, vector.x, vector.y, vector.z );

                }

            };

        }(),

        toNonIndexed: function () {

            if ( this.index === null ) {

                console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
                return this;

            }

            var geometry2 = new BufferGeometry();

            var indices = this.index.array;
            var attributes = this.attributes;

            for ( var name in attributes ) {

                var attribute = attributes[ name ];

                var array = attribute.array;
                var itemSize = attribute.itemSize;

                var array2 = new array.constructor( indices.length * itemSize );

                var index = 0, index2 = 0;

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

                    index = indices[ i ] * itemSize;

                    for ( var j = 0; j < itemSize; j ++ ) {

                        array2[ index2 ++ ] = array[ index ++ ];

                    }

                }

                geometry2.addAttribute( name, new BufferAttribute( array2, itemSize ) );

            }

            var groups = this.groups;

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

                var group = groups[ i ];
                geometry2.addGroup( group.start, group.count, group.materialIndex );

            }

            return geometry2;

        },

        toJSON: function () {

            var data = {
                metadata: {
                    version: 4.5,
                    type: 'BufferGeometry',
                    generator: 'BufferGeometry.toJSON'
                }
            };

            // standard BufferGeometry serialization

            data.uuid = this.uuid;
            data.type = this.type;
            if ( this.name !== '' ) data.name = this.name;
            if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;

            if ( this.parameters !== undefined ) {

                var parameters = this.parameters;

                for ( var key in parameters ) {

                    if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];

                }

                return data;

            }

            data.data = { attributes: {} };

            var index = this.index;

            if ( index !== null ) {

                var array = Array.prototype.slice.call( index.array );

                data.data.index = {
                    type: index.array.constructor.name,
                    array: array
                };

            }

            var attributes = this.attributes;

            for ( var key in attributes ) {

                var attribute = attributes[ key ];

                var array = Array.prototype.slice.call( attribute.array );

                data.data.attributes[ key ] = {
                    itemSize: attribute.itemSize,
                    type: attribute.array.constructor.name,
                    array: array,
                    normalized: attribute.normalized
                };

            }

            var groups = this.groups;

            if ( groups.length > 0 ) {

                data.data.groups = JSON.parse( JSON.stringify( groups ) );

            }

            var boundingSphere = this.boundingSphere;

            if ( boundingSphere !== null ) {

                data.data.boundingSphere = {
                    center: boundingSphere.center.toArray(),
                    radius: boundingSphere.radius
                };

            }

            return data;

        },

        clone: function () {

            /*
             // Handle primitives

             var parameters = this.parameters;

             if ( parameters !== undefined ) {

             var values = [];

             for ( var key in parameters ) {

             values.push( parameters[ key ] );

             }

             var geometry = Object.create( this.constructor.prototype );
             this.constructor.apply( geometry, values );
             return geometry;

             }

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

            return new BufferGeometry().copy( this );

        },

        copy: function ( source ) {

            var name, i, l;

            // reset

            this.index = null;
            this.attributes = {};
            this.morphAttributes = {};
            this.groups = [];
            this.boundingBox = null;
            this.boundingSphere = null;

            // name

            this.name = source.name;

            // index

            var index = source.index;

            if ( index !== null ) {

                this.setIndex( index.clone() );

            }

            // attributes

            var attributes = source.attributes;

            for ( name in attributes ) {

                var attribute = attributes[ name ];
                this.addAttribute( name, attribute.clone() );

            }

            // morph attributes

            var morphAttributes = source.morphAttributes;

            for ( name in morphAttributes ) {

                var array = [];
                var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes

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

                    array.push( morphAttribute[ i ].clone() );

                }

                this.morphAttributes[ name ] = array;

            }

            // groups

            var groups = source.groups;

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

                var group = groups[ i ];
                this.addGroup( group.start, group.count, group.materialIndex );

            }

            // bounding box

            var boundingBox = source.boundingBox;

            if ( boundingBox !== null ) {

                this.boundingBox = boundingBox.clone();

            }

            // bounding sphere

            var boundingSphere = source.boundingSphere;

            if ( boundingSphere !== null ) {

                this.boundingSphere = boundingSphere.clone();

            }

            // draw range

            this.drawRange.start = source.drawRange.start;
            this.drawRange.count = source.drawRange.count;

            // user data

            this.userData = source.userData;

            return this;

        },

        dispose: function () {

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

        }

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author Mugen87 / https://github.com/Mugen87
     */

    // BoxGeometry

    function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {

        Geometry.call( this );

        this.type = 'BoxGeometry';

        this.parameters = {
            width: width,
            height: height,
            depth: depth,
            widthSegments: widthSegments,
            heightSegments: heightSegments,
            depthSegments: depthSegments
        };

        this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
        this.mergeVertices();

    }

    BoxGeometry.prototype = Object.create( Geometry.prototype );
    BoxGeometry.prototype.constructor = BoxGeometry;

    // BoxBufferGeometry

    function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {

        BufferGeometry.call( this );

        this.type = 'BoxBufferGeometry';

        this.parameters = {
            width: width,
            height: height,
            depth: depth,
            widthSegments: widthSegments,
            heightSegments: heightSegments,
            depthSegments: depthSegments
        };

        var scope = this;

        width = width || 1;
        height = height || 1;
        depth = depth || 1;

        // segments

        widthSegments = Math.floor( widthSegments ) || 1;
        heightSegments = Math.floor( heightSegments ) || 1;
        depthSegments = Math.floor( depthSegments ) || 1;

        // buffers

        var indices = [];
        var vertices = [];
        var normals = [];
        var uvs = [];

        // helper variables

        var numberOfVertices = 0;
        var groupStart = 0;

        // build each side of the box geometry

        buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
        buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
        buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
        buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
        buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
        buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz

        // build geometry

        this.setIndex( indices );
        this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
        this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
        this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

        function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {

            var segmentWidth = width / gridX;
            var segmentHeight = height / gridY;

            var widthHalf = width / 2;
            var heightHalf = height / 2;
            var depthHalf = depth / 2;

            var gridX1 = gridX + 1;
            var gridY1 = gridY + 1;

            var vertexCounter = 0;
            var groupCount = 0;

            var ix, iy;

            var vector = new Vector3();

            // generate vertices, normals and uvs

            for ( iy = 0; iy < gridY1; iy ++ ) {

                var y = iy * segmentHeight - heightHalf;

                for ( ix = 0; ix < gridX1; ix ++ ) {

                    var x = ix * segmentWidth - widthHalf;

                    // set values to correct vector component

                    vector[ u ] = x * udir;
                    vector[ v ] = y * vdir;
                    vector[ w ] = depthHalf;

                    // now apply vector to vertex buffer

                    vertices.push( vector.x, vector.y, vector.z );

                    // set values to correct vector component

                    vector[ u ] = 0;
                    vector[ v ] = 0;
                    vector[ w ] = depth > 0 ? 1 : - 1;

                    // now apply vector to normal buffer

                    normals.push( vector.x, vector.y, vector.z );

                    // uvs

                    uvs.push( ix / gridX );
                    uvs.push( 1 - ( iy / gridY ) );

                    // counters

                    vertexCounter += 1;

                }

            }

            // indices

            // 1. you need three indices to draw a single face
            // 2. a single segment consists of two faces
            // 3. so we need to generate six (2*3) indices per segment

            for ( iy = 0; iy < gridY; iy ++ ) {

                for ( ix = 0; ix < gridX; ix ++ ) {

                    var a = numberOfVertices + ix + gridX1 * iy;
                    var b = numberOfVertices + ix + gridX1 * ( iy + 1 );
                    var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
                    var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;

                    // faces

                    indices.push( a, b, d );
                    indices.push( b, c, d );

                    // increase counter

                    groupCount += 6;

                }

            }

            // add a group to the geometry. this will ensure multi material support

            scope.addGroup( groupStart, groupCount, materialIndex );

            // calculate new start value for groups

            groupStart += groupCount;

            // update total number of vertices

            numberOfVertices += vertexCounter;

        }

    }

    BoxBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
    BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author Mugen87 / https://github.com/Mugen87
     */

    // PlaneGeometry

    function PlaneGeometry( width, height, widthSegments, heightSegments ) {

        Geometry.call( this );

        this.type = 'PlaneGeometry';

        this.parameters = {
            width: width,
            height: height,
            widthSegments: widthSegments,
            heightSegments: heightSegments
        };

        this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
        this.mergeVertices();

    }

    PlaneGeometry.prototype = Object.create( Geometry.prototype );
    PlaneGeometry.prototype.constructor = PlaneGeometry;

    // PlaneBufferGeometry

    function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {

        BufferGeometry.call( this );

        this.type = 'PlaneBufferGeometry';

        this.parameters = {
            width: width,
            height: height,
            widthSegments: widthSegments,
            heightSegments: heightSegments
        };

        width = width || 1;
        height = height || 1;

        var width_half = width / 2;
        var height_half = height / 2;

        var gridX = Math.floor( widthSegments ) || 1;
        var gridY = Math.floor( heightSegments ) || 1;

        var gridX1 = gridX + 1;
        var gridY1 = gridY + 1;

        var segment_width = width / gridX;
        var segment_height = height / gridY;

        var ix, iy;

        // buffers

        var indices = [];
        var vertices = [];
        var normals = [];
        var uvs = [];

        // generate vertices, normals and uvs

        for ( iy = 0; iy < gridY1; iy ++ ) {

            var y = iy * segment_height - height_half;

            for ( ix = 0; ix < gridX1; ix ++ ) {

                var x = ix * segment_width - width_half;

                vertices.push( x, - y, 0 );

                normals.push( 0, 0, 1 );

                uvs.push( ix / gridX );
                uvs.push( 1 - ( iy / gridY ) );

            }

        }

        // indices

        for ( iy = 0; iy < gridY; iy ++ ) {

            for ( ix = 0; ix < gridX; ix ++ ) {

                var a = ix + gridX1 * iy;
                var b = ix + gridX1 * ( iy + 1 );
                var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
                var d = ( ix + 1 ) + gridX1 * iy;

                // faces

                indices.push( a, b, d );
                indices.push( b, c, d );

            }

        }

        // build geometry

        this.setIndex( indices );
        this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
        this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
        this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

    }

    PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
    PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;

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

    var materialId = 0;

    function Material() {

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

        this.uuid = _Math.generateUUID();

        this.name = '';
        this.type = 'Material';

        this.fog = true;
        this.lights = true;

        this.blending = NormalBlending;
        this.side = FrontSide;
        this.flatShading = false;
        this.vertexColors = NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors

        this.opacity = 1;
        this.transparent = false;

        this.blendSrc = SrcAlphaFactor;
        this.blendDst = OneMinusSrcAlphaFactor;
        this.blendEquation = AddEquation;
        this.blendSrcAlpha = null;
        this.blendDstAlpha = null;
        this.blendEquationAlpha = null;

        this.depthFunc = LessEqualDepth;
        this.depthTest = true;
        this.depthWrite = true;

        this.clippingPlanes = null;
        this.clipIntersection = false;
        this.clipShadows = false;

        this.shadowSide = null;

        this.colorWrite = true;

        this.precision = null; // override the renderer's default precision for this material

        this.polygonOffset = false;
        this.polygonOffsetFactor = 0;
        this.polygonOffsetUnits = 0;

        this.dithering = false;

        this.alphaTest = 0;
        this.premultipliedAlpha = false;

        this.overdraw = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer

        this.visible = true;

        this.userData = {};

        this.needsUpdate = true;

    }

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

        constructor: Material,

        isMaterial: true,

        onBeforeCompile: function () {},

        setValues: function ( values ) {

            if ( values === undefined ) return;

            for ( var key in values ) {

                var newValue = values[ key ];

                if ( newValue === undefined ) {

                    console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
                    continue;

                }

                // for backward compatability if shading is set in the constructor
                if ( key === 'shading' ) {

                    console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
                    this.flatShading = ( newValue === FlatShading ) ? true : false;
                    continue;

                }

                var currentValue = this[ key ];

                if ( currentValue === undefined ) {

                    console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
                    continue;

                }

                if ( currentValue && currentValue.isColor ) {

                    currentValue.set( newValue );

                } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {

                    currentValue.copy( newValue );

                } else if ( key === 'overdraw' ) {

                    // ensure overdraw is backwards-compatible with legacy boolean type
                    this[ key ] = Number( newValue );

                } else {

                    this[ key ] = newValue;

                }

            }

        },

        toJSON: function ( meta ) {

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

            if ( isRoot ) {

                meta = {
                    textures: {},
                    images: {}
                };

            }

            var data = {
                metadata: {
                    version: 4.5,
                    type: 'Material',
                    generator: 'Material.toJSON'
                }
            };

            // standard Material serialization
            data.uuid = this.uuid;
            data.type = this.type;

            if ( this.name !== '' ) data.name = this.name;

            if ( this.color && this.color.isColor ) data.color = this.color.getHex();

            if ( this.roughness !== undefined ) data.roughness = this.roughness;
            if ( this.metalness !== undefined ) data.metalness = this.metalness;

            if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
            if ( this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;

            if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
            if ( this.shininess !== undefined ) data.shininess = this.shininess;
            if ( this.clearCoat !== undefined ) data.clearCoat = this.clearCoat;
            if ( this.clearCoatRoughness !== undefined ) data.clearCoatRoughness = this.clearCoatRoughness;

            if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
            if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
            if ( this.lightMap && this.lightMap.isTexture ) data.lightMap = this.lightMap.toJSON( meta ).uuid;

            if ( this.aoMap && this.aoMap.isTexture ) {

                data.aoMap = this.aoMap.toJSON( meta ).uuid;
                data.aoMapIntensity = this.aoMapIntensity;

            }

            if ( this.bumpMap && this.bumpMap.isTexture ) {

                data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
                data.bumpScale = this.bumpScale;

            }

            if ( this.normalMap && this.normalMap.isTexture ) {

                data.normalMap = this.normalMap.toJSON( meta ).uuid;
                data.normalMapType = this.normalMapType;
                data.normalScale = this.normalScale.toArray();

            }

            if ( this.displacementMap && this.displacementMap.isTexture ) {

                data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
                data.displacementScale = this.displacementScale;
                data.displacementBias = this.displacementBias;

            }

            if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
            if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;

            if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
            if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;

            if ( this.envMap && this.envMap.isTexture ) {

                data.envMap = this.envMap.toJSON( meta ).uuid;
                data.reflectivity = this.reflectivity; // Scale behind envMap

            }

            if ( this.gradientMap && this.gradientMap.isTexture ) {

                data.gradientMap = this.gradientMap.toJSON( meta ).uuid;

            }

            if ( this.size !== undefined ) data.size = this.size;
            if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;

            if ( this.blending !== NormalBlending ) data.blending = this.blending;
            if ( this.flatShading === true ) data.flatShading = this.flatShading;
            if ( this.side !== FrontSide ) data.side = this.side;
            if ( this.vertexColors !== NoColors ) data.vertexColors = this.vertexColors;

            if ( this.opacity < 1 ) data.opacity = this.opacity;
            if ( this.transparent === true ) data.transparent = this.transparent;

            data.depthFunc = this.depthFunc;
            data.depthTest = this.depthTest;
            data.depthWrite = this.depthWrite;

            // rotation (SpriteMaterial)
            if ( this.rotation !== 0 ) data.rotation = this.rotation;

            if ( this.linewidth !== 1 ) data.linewidth = this.linewidth;
            if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
            if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
            if ( this.scale !== undefined ) data.scale = this.scale;

            if ( this.dithering === true ) data.dithering = true;

            if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
            if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha;

            if ( this.wireframe === true ) data.wireframe = this.wireframe;
            if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
            if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
            if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;

            if ( this.morphTargets === true ) data.morphTargets = true;
            if ( this.skinning === true ) data.skinning = true;

            if ( this.visible === false ) data.visible = false;
            if ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData;

            // TODO: Copied from Object3D.toJSON

            function extractFromCache( cache ) {

                var values = [];

                for ( var key in cache ) {

                    var data = cache[ key ];
                    delete data.metadata;
                    values.push( data );

                }

                return values;

            }

            if ( isRoot ) {

                var textures = extractFromCache( meta.textures );
                var images = extractFromCache( meta.images );

                if ( textures.length > 0 ) data.textures = textures;
                if ( images.length > 0 ) data.images = images;

            }

            return data;

        },

        clone: function () {

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

        },

        copy: function ( source ) {

            this.name = source.name;

            this.fog = source.fog;
            this.lights = source.lights;

            this.blending = source.blending;
            this.side = source.side;
            this.flatShading = source.flatShading;
            this.vertexColors = source.vertexColors;

            this.opacity = source.opacity;
            this.transparent = source.transparent;

            this.blendSrc = source.blendSrc;
            this.blendDst = source.blendDst;
            this.blendEquation = source.blendEquation;
            this.blendSrcAlpha = source.blendSrcAlpha;
            this.blendDstAlpha = source.blendDstAlpha;
            this.blendEquationAlpha = source.blendEquationAlpha;

            this.depthFunc = source.depthFunc;
            this.depthTest = source.depthTest;
            this.depthWrite = source.depthWrite;

            this.colorWrite = source.colorWrite;

            this.precision = source.precision;

            this.polygonOffset = source.polygonOffset;
            this.polygonOffsetFactor = source.polygonOffsetFactor;
            this.polygonOffsetUnits = source.polygonOffsetUnits;

            this.dithering = source.dithering;

            this.alphaTest = source.alphaTest;
            this.premultipliedAlpha = source.premultipliedAlpha;

            this.overdraw = source.overdraw;

            this.visible = source.visible;
            this.userData = JSON.parse( JSON.stringify( source.userData ) );

            this.clipShadows = source.clipShadows;
            this.clipIntersection = source.clipIntersection;

            var srcPlanes = source.clippingPlanes,
                dstPlanes = null;

            if ( srcPlanes !== null ) {

                var n = srcPlanes.length;
                dstPlanes = new Array( n );

                for ( var i = 0; i !== n; ++ i )
                    dstPlanes[ i ] = srcPlanes[ i ].clone();

            }

            this.clippingPlanes = dstPlanes;

            this.shadowSide = source.shadowSide;

            return this;

        },

        dispose: function () {

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

        }

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author alteredq / http://alteredqualia.com/
     *
     * parameters = {
     *  color: <hex>,
     *  opacity: <float>,
     *  map: new THREE.Texture( <Image> ),
     *
     *  lightMap: new THREE.Texture( <Image> ),
     *  lightMapIntensity: <float>
     *
     *  aoMap: new THREE.Texture( <Image> ),
     *  aoMapIntensity: <float>
     *
     *  specularMap: new THREE.Texture( <Image> ),
     *
     *  alphaMap: new THREE.Texture( <Image> ),
     *
     *  envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
     *  combine: THREE.Multiply,
     *  reflectivity: <float>,
     *  refractionRatio: <float>,
     *
     *  depthTest: <bool>,
     *  depthWrite: <bool>,
     *
     *  wireframe: <boolean>,
     *  wireframeLinewidth: <float>,
     *
     *  skinning: <bool>,
     *  morphTargets: <bool>
     * }
     */

    function MeshBasicMaterial( parameters ) {

        Material.call( this );

        this.type = 'MeshBasicMaterial';

        this.color = new Color( 0xffffff ); // emissive

        this.map = null;

        this.lightMap = null;
        this.lightMapIntensity = 1.0;

        this.aoMap = null;
        this.aoMapIntensity = 1.0;

        this.specularMap = null;

        this.alphaMap = null;

        this.envMap = null;
        this.combine = MultiplyOperation;
        this.reflectivity = 1;
        this.refractionRatio = 0.98;

        this.wireframe = false;
        this.wireframeLinewidth = 1;
        this.wireframeLinecap = 'round';
        this.wireframeLinejoin = 'round';

        this.skinning = false;
        this.morphTargets = false;

        this.lights = false;

        this.setValues( parameters );

    }

    MeshBasicMaterial.prototype = Object.create( Material.prototype );
    MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;

    MeshBasicMaterial.prototype.isMeshBasicMaterial = true;

    MeshBasicMaterial.prototype.copy = function ( source ) {

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

        this.color.copy( source.color );

        this.map = source.map;

        this.lightMap = source.lightMap;
        this.lightMapIntensity = source.lightMapIntensity;

        this.aoMap = source.aoMap;
        this.aoMapIntensity = source.aoMapIntensity;

        this.specularMap = source.specularMap;

        this.alphaMap = source.alphaMap;

        this.envMap = source.envMap;
        this.combine = source.combine;
        this.reflectivity = source.reflectivity;
        this.refractionRatio = source.refractionRatio;

        this.wireframe = source.wireframe;
        this.wireframeLinewidth = source.wireframeLinewidth;
        this.wireframeLinecap = source.wireframeLinecap;
        this.wireframeLinejoin = source.wireframeLinejoin;

        this.skinning = source.skinning;
        this.morphTargets = source.morphTargets;

        return this;

    };

    /**
     * @author alteredq / http://alteredqualia.com/
     *
     * parameters = {
     *  defines: { "label" : "value" },
     *  uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
     *
     *  fragmentShader: <string>,
     *  vertexShader: <string>,
     *
     *  wireframe: <boolean>,
     *  wireframeLinewidth: <float>,
     *
     *  lights: <bool>,
     *
     *  skinning: <bool>,
     *  morphTargets: <bool>,
     *  morphNormals: <bool>
     * }
     */

    function ShaderMaterial( parameters ) {

        Material.call( this );

        this.type = 'ShaderMaterial';

        this.defines = {};
        this.uniforms = {};

        this.vertexShader = 'void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}';
        this.fragmentShader = 'void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}';

        this.linewidth = 1;

        this.wireframe = false;
        this.wireframeLinewidth = 1;

        this.fog = false; // set to use scene fog
        this.lights = false; // set to use scene lights
        this.clipping = false; // set to use user-defined clipping planes

        this.skinning = false; // set to use skinning attribute streams
        this.morphTargets = false; // set to use morph targets
        this.morphNormals = false; // set to use morph normals

        this.extensions = {
            derivatives: false, // set to use derivatives
            fragDepth: false, // set to use fragment depth values
            drawBuffers: false, // set to use draw buffers
            shaderTextureLOD: false // set to use shader texture LOD
        };

        // When rendered geometry doesn't include these attributes but the material does,
        // use these default values in WebGL. This avoids errors when buffer data is missing.
        this.defaultAttributeValues = {
            'color': [ 1, 1, 1 ],
            'uv': [ 0, 0 ],
            'uv2': [ 0, 0 ]
        };

        this.index0AttributeName = undefined;
        this.uniformsNeedUpdate = false;

        if ( parameters !== undefined ) {

            if ( parameters.attributes !== undefined ) {

                console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );

            }

            this.setValues( parameters );

        }

    }

    ShaderMaterial.prototype = Object.create( Material.prototype );
    ShaderMaterial.prototype.constructor = ShaderMaterial;

    ShaderMaterial.prototype.isShaderMaterial = true;

    ShaderMaterial.prototype.copy = function ( source ) {

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

        this.fragmentShader = source.fragmentShader;
        this.vertexShader = source.vertexShader;

        this.uniforms = UniformsUtils.clone( source.uniforms );

        this.defines = Object.assign( {}, source.defines );

        this.wireframe = source.wireframe;
        this.wireframeLinewidth = source.wireframeLinewidth;

        this.lights = source.lights;
        this.clipping = source.clipping;

        this.skinning = source.skinning;

        this.morphTargets = source.morphTargets;
        this.morphNormals = source.morphNormals;

        this.extensions = source.extensions;

        return this;

    };

    ShaderMaterial.prototype.toJSON = function ( meta ) {

        var data = Material.prototype.toJSON.call( this, meta );

        data.uniforms = this.uniforms;
        data.vertexShader = this.vertexShader;
        data.fragmentShader = this.fragmentShader;

        return data;

    };

    /**
     * @author bhouston / http://clara.io
     */

    function Ray( origin, direction ) {

        this.origin = ( origin !== undefined ) ? origin : new Vector3();
        this.direction = ( direction !== undefined ) ? direction : new Vector3();

    }

    Object.assign( Ray.prototype, {

        set: function ( origin, direction ) {

            this.origin.copy( origin );
            this.direction.copy( direction );

            return this;

        },

        clone: function () {

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

        },

        copy: function ( ray ) {

            this.origin.copy( ray.origin );
            this.direction.copy( ray.direction );

            return this;

        },

        at: function ( t, target ) {

            if ( target === undefined ) {

                console.warn( 'THREE.Ray: .at() target is now required' );
                target = new Vector3();

            }

            return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );

        },

        lookAt: function ( v ) {

            this.direction.copy( v ).sub( this.origin ).normalize();

            return this;

        },

        recast: function () {

            var v1 = new Vector3();

            return function recast( t ) {

                this.origin.copy( this.at( t, v1 ) );

                return this;

            };

        }(),

        closestPointToPoint: function ( point, target ) {

            if ( target === undefined ) {

                console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );
                target = new Vector3();

            }

            target.subVectors( point, this.origin );

            var directionDistance = target.dot( this.direction );

            if ( directionDistance < 0 ) {

                return target.copy( this.origin );

            }

            return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );

        },

        distanceToPoint: function ( point ) {

            return Math.sqrt( this.distanceSqToPoint( point ) );

        },

        distanceSqToPoint: function () {

            var v1 = new Vector3();

            return function distanceSqToPoint( point ) {

                var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction );

                // point behind the ray

                if ( directionDistance < 0 ) {

                    return this.origin.distanceToSquared( point );

                }

                v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );

                return v1.distanceToSquared( point );

            };

        }(),

        distanceSqToSegment: function () {

            var segCenter = new Vector3();
            var segDir = new Vector3();
            var diff = new Vector3();

            return function distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {

                // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
                // It returns the min distance between the ray and the segment
                // defined by v0 and v1
                // It can also set two optional targets :
                // - The closest point on the ray
                // - The closest point on the segment

                segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
                segDir.copy( v1 ).sub( v0 ).normalize();
                diff.copy( this.origin ).sub( segCenter );

                var segExtent = v0.distanceTo( v1 ) * 0.5;
                var a01 = - this.direction.dot( segDir );
                var b0 = diff.dot( this.direction );
                var b1 = - diff.dot( segDir );
                var c = diff.lengthSq();
                var det = Math.abs( 1 - a01 * a01 );
                var s0, s1, sqrDist, extDet;

                if ( det > 0 ) {

                    // The ray and segment are not parallel.

                    s0 = a01 * b1 - b0;
                    s1 = a01 * b0 - b1;
                    extDet = segExtent * det;

                    if ( s0 >= 0 ) {

                        if ( s1 >= - extDet ) {

                            if ( s1 <= extDet ) {

                                // region 0
                                // Minimum at interior points of ray and segment.

                                var invDet = 1 / det;
                                s0 *= invDet;
                                s1 *= invDet;
                                sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;

                            } else {

                                // region 1

                                s1 = segExtent;
                                s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
                                sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;

                            }

                        } else {

                            // region 5

                            s1 = - segExtent;
                            s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
                            sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;

                        }

                    } else {

                        if ( s1 <= - extDet ) {

                            // region 4

                            s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
                            s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
                            sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;

                        } else if ( s1 <= extDet ) {

                            // region 3

                            s0 = 0;
                            s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
                            sqrDist = s1 * ( s1 + 2 * b1 ) + c;

                        } else {

                            // region 2

                            s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
                            s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
                            sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;

                        }

                    }

                } else {

                    // Ray and segment are parallel.

                    s1 = ( a01 > 0 ) ? - segExtent : segExtent;
                    s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
                    sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;

                }

                if ( optionalPointOnRay ) {

                    optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );

                }

                if ( optionalPointOnSegment ) {

                    optionalPointOnSegment.copy( segDir ).multiplyScalar( s1 ).add( segCenter );

                }

                return sqrDist;

            };

        }(),

        intersectSphere: function () {

            var v1 = new Vector3();

            return function intersectSphere( sphere, target ) {

                v1.subVectors( sphere.center, this.origin );
                var tca = v1.dot( this.direction );
                var d2 = v1.dot( v1 ) - tca * tca;
                var radius2 = sphere.radius * sphere.radius;

                if ( d2 > radius2 ) return null;

                var thc = Math.sqrt( radius2 - d2 );

                // t0 = first intersect point - entrance on front of sphere
                var t0 = tca - thc;

                // t1 = second intersect point - exit point on back of sphere
                var t1 = tca + thc;

                // test to see if both t0 and t1 are behind the ray - if so, return null
                if ( t0 < 0 && t1 < 0 ) return null;

                // test to see if t0 is behind the ray:
                // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
                // in order to always return an intersect point that is in front of the ray.
                if ( t0 < 0 ) return this.at( t1, target );

                // else t0 is in front of the ray, so return the first collision point scaled by t0
                return this.at( t0, target );

            };

        }(),

        intersectsSphere: function ( sphere ) {

            return this.distanceToPoint( sphere.center ) <= sphere.radius;

        },

        distanceToPlane: function ( plane ) {

            var denominator = plane.normal.dot( this.direction );

            if ( denominator === 0 ) {

                // line is coplanar, return origin
                if ( plane.distanceToPoint( this.origin ) === 0 ) {

                    return 0;

                }

                // Null is preferable to undefined since undefined means.... it is undefined

                return null;

            }

            var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;

            // Return if the ray never intersects the plane

            return t >= 0 ? t : null;

        },

        intersectPlane: function ( plane, target ) {

            var t = this.distanceToPlane( plane );

            if ( t === null ) {

                return null;

            }

            return this.at( t, target );

        },

        intersectsPlane: function ( plane ) {

            // check if the ray lies on the plane first

            var distToPoint = plane.distanceToPoint( this.origin );

            if ( distToPoint === 0 ) {

                return true;

            }

            var denominator = plane.normal.dot( this.direction );

            if ( denominator * distToPoint < 0 ) {

                return true;

            }

            // ray origin is behind the plane (and is pointing behind it)

            return false;

        },

        intersectBox: function ( box, target ) {

            var tmin, tmax, tymin, tymax, tzmin, tzmax;

            var invdirx = 1 / this.direction.x,
                invdiry = 1 / this.direction.y,
                invdirz = 1 / this.direction.z;

            var origin = this.origin;

            if ( invdirx >= 0 ) {

                tmin = ( box.min.x - origin.x ) * invdirx;
                tmax = ( box.max.x - origin.x ) * invdirx;

            } else {

                tmin = ( box.max.x - origin.x ) * invdirx;
                tmax = ( box.min.x - origin.x ) * invdirx;

            }

            if ( invdiry >= 0 ) {

                tymin = ( box.min.y - origin.y ) * invdiry;
                tymax = ( box.max.y - origin.y ) * invdiry;

            } else {

                tymin = ( box.max.y - origin.y ) * invdiry;
                tymax = ( box.min.y - origin.y ) * invdiry;

            }

            if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;

            // These lines also handle the case where tmin or tmax is NaN
            // (result of 0 * Infinity). x !== x returns true if x is NaN

            if ( tymin > tmin || tmin !== tmin ) tmin = tymin;

            if ( tymax < tmax || tmax !== tmax ) tmax = tymax;

            if ( invdirz >= 0 ) {

                tzmin = ( box.min.z - origin.z ) * invdirz;
                tzmax = ( box.max.z - origin.z ) * invdirz;

            } else {

                tzmin = ( box.max.z - origin.z ) * invdirz;
                tzmax = ( box.min.z - origin.z ) * invdirz;

            }

            if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;

            if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;

            if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;

            //return point closest to the ray (positive side)

            if ( tmax < 0 ) return null;

            return this.at( tmin >= 0 ? tmin : tmax, target );

        },

        intersectsBox: ( function () {

            var v = new Vector3();

            return function intersectsBox( box ) {

                return this.intersectBox( box, v ) !== null;

            };

        } )(),

        intersectTriangle: function () {

            // Compute the offset origin, edges, and normal.
            var diff = new Vector3();
            var edge1 = new Vector3();
            var edge2 = new Vector3();
            var normal = new Vector3();

            return function intersectTriangle( a, b, c, backfaceCulling, target ) {

                // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h

                edge1.subVectors( b, a );
                edge2.subVectors( c, a );
                normal.crossVectors( edge1, edge2 );

                // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
                // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
                //   |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
                //   |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
                //   |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
                var DdN = this.direction.dot( normal );
                var sign;

                if ( DdN > 0 ) {

                    if ( backfaceCulling ) return null;
                    sign = 1;

                } else if ( DdN < 0 ) {

                    sign = - 1;
                    DdN = - DdN;

                } else {

                    return null;

                }

                diff.subVectors( this.origin, a );
                var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) );

                // b1 < 0, no intersection
                if ( DdQxE2 < 0 ) {

                    return null;

                }

                var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) );

                // b2 < 0, no intersection
                if ( DdE1xQ < 0 ) {

                    return null;

                }

                // b1+b2 > 1, no intersection
                if ( DdQxE2 + DdE1xQ > DdN ) {

                    return null;

                }

                // Line intersects triangle, check if ray does.
                var QdN = - sign * diff.dot( normal );

                // t < 0, no intersection
                if ( QdN < 0 ) {

                    return null;

                }

                // Ray intersects triangle.
                return this.at( QdN / DdN, target );

            };

        }(),

        applyMatrix4: function ( matrix4 ) {

            this.origin.applyMatrix4( matrix4 );
            this.direction.transformDirection( matrix4 );

            return this;

        },

        equals: function ( ray ) {

            return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );

        }

    } );

    /**
     * @author bhouston / http://clara.io
     */

    function Line3( start, end ) {

        this.start = ( start !== undefined ) ? start : new Vector3();
        this.end = ( end !== undefined ) ? end : new Vector3();

    }

    Object.assign( Line3.prototype, {

        set: function ( start, end ) {

            this.start.copy( start );
            this.end.copy( end );

            return this;

        },

        clone: function () {

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

        },

        copy: function ( line ) {

            this.start.copy( line.start );
            this.end.copy( line.end );

            return this;

        },

        getCenter: function ( target ) {

            if ( target === undefined ) {

                console.warn( 'THREE.Line3: .getCenter() target is now required' );
                target = new Vector3();

            }

            return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );

        },

        delta: function ( target ) {

            if ( target === undefined ) {

                console.warn( 'THREE.Line3: .delta() target is now required' );
                target = new Vector3();

            }

            return target.subVectors( this.end, this.start );

        },

        distanceSq: function () {

            return this.start.distanceToSquared( this.end );

        },

        distance: function () {

            return this.start.distanceTo( this.end );

        },

        at: function ( t, target ) {

            if ( target === undefined ) {

                console.warn( 'THREE.Line3: .at() target is now required' );
                target = new Vector3();

            }

            return this.delta( target ).multiplyScalar( t ).add( this.start );

        },

        closestPointToPointParameter: function () {

            var startP = new Vector3();
            var startEnd = new Vector3();

            return 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 ( point, clampToLine, target ) {

            var t = this.closestPointToPointParameter( point, clampToLine );

            if ( target === undefined ) {

                console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );
                target = new Vector3();

            }

            return this.delta( target ).multiplyScalar( t ).add( this.start );

        },

        applyMatrix4: function ( matrix ) {

            this.start.applyMatrix4( matrix );
            this.end.applyMatrix4( matrix );

            return this;

        },

        equals: function ( line ) {

            return line.start.equals( this.start ) && line.end.equals( this.end );

        }

    } );

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

    function Triangle( a, b, c ) {

        this.a = ( a !== undefined ) ? a : new Vector3();
        this.b = ( b !== undefined ) ? b : new Vector3();
        this.c = ( c !== undefined ) ? c : new Vector3();

    }

    Object.assign( Triangle, {

        getNormal: function () {

            var v0 = new Vector3();

            return function getNormal( a, b, c, target ) {

                if ( target === undefined ) {

                    console.warn( 'THREE.Triangle: .getNormal() target is now required' );
                    target = new Vector3();

                }

                target.subVectors( c, b );
                v0.subVectors( a, b );
                target.cross( v0 );

                var targetLengthSq = target.lengthSq();
                if ( targetLengthSq > 0 ) {

                    return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );

                }

                return target.set( 0, 0, 0 );

            };

        }(),

        // static/instance method to calculate barycentric coordinates
        // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
        getBarycoord: function () {

            var v0 = new Vector3();
            var v1 = new Vector3();
            var v2 = new Vector3();

            return function getBarycoord( point, a, b, c, target ) {

                v0.subVectors( c, a );
                v1.subVectors( b, a );
                v2.subVectors( point, a );

                var dot00 = v0.dot( v0 );
                var dot01 = v0.dot( v1 );
                var dot02 = v0.dot( v2 );
                var dot11 = v1.dot( v1 );
                var dot12 = v1.dot( v2 );

                var denom = ( dot00 * dot11 - dot01 * dot01 );

                if ( target === undefined ) {

                    console.warn( 'THREE.Triangle: .getBarycoord() target is now required' );
                    target = new Vector3();

                }

                // collinear or singular triangle
                if ( denom === 0 ) {

                    // arbitrary location outside of triangle?
                    // not sure if this is the best idea, maybe should be returning undefined
                    return target.set( - 2, - 1, - 1 );

                }

                var invDenom = 1 / denom;
                var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
                var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;

                // barycentric coordinates must always sum to 1
                return target.set( 1 - u - v, v, u );

            };

        }(),

        containsPoint: function () {

            var v1 = new Vector3();

            return function containsPoint( point, a, b, c ) {

                Triangle.getBarycoord( point, a, b, c, v1 );

                return ( v1.x >= 0 ) && ( v1.y >= 0 ) && ( ( v1.x + v1.y ) <= 1 );

            };

        }()

    } );

    Object.assign( Triangle.prototype, {

        set: function ( a, b, c ) {

            this.a.copy( a );
            this.b.copy( b );
            this.c.copy( c );

            return this;

        },

        setFromPointsAndIndices: function ( points, i0, i1, i2 ) {

            this.a.copy( points[ i0 ] );
            this.b.copy( points[ i1 ] );
            this.c.copy( points[ i2 ] );

            return this;

        },

        clone: function () {

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

        },

        copy: function ( triangle ) {

            this.a.copy( triangle.a );
            this.b.copy( triangle.b );
            this.c.copy( triangle.c );

            return this;

        },

        getArea: function () {

            var v0 = new Vector3();
            var v1 = new Vector3();

            return function getArea() {

                v0.subVectors( this.c, this.b );
                v1.subVectors( this.a, this.b );

                return v0.cross( v1 ).length() * 0.5;

            };

        }(),

        getMidpoint: function ( target ) {

            if ( target === undefined ) {

                console.warn( 'THREE.Triangle: .getMidpoint() target is now required' );
                target = new Vector3();

            }

            return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );

        },

        getNormal: function ( target ) {

            return Triangle.getNormal( this.a, this.b, this.c, target );

        },

        getPlane: function ( target ) {

            if ( target === undefined ) {

                console.warn( 'THREE.Triangle: .getPlane() target is now required' );
                target = new Vector3();

            }

            return target.setFromCoplanarPoints( this.a, this.b, this.c );

        },

        getBarycoord: function ( point, target ) {

            return Triangle.getBarycoord( point, this.a, this.b, this.c, target );

        },

        containsPoint: function ( point ) {

            return Triangle.containsPoint( point, this.a, this.b, this.c );

        },

        intersectsBox: function ( box ) {

            return box.intersectsTriangle( this );

        },

        closestPointToPoint: function () {

            var plane = new Plane();
            var edgeList = [ new Line3(), new Line3(), new Line3() ];
            var projectedPoint = new Vector3();
            var closestPoint = new Vector3();

            return function closestPointToPoint( point, target ) {

                if ( target === undefined ) {

                    console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );
                    target = new Vector3();

                }

                var minDistance = Infinity;

                // project the point onto the plane of the triangle

                plane.setFromCoplanarPoints( this.a, this.b, this.c );
                plane.projectPoint( point, projectedPoint );

                // check if the projection lies within the triangle

                if ( this.containsPoint( projectedPoint ) === true ) {

                    // if so, this is the closest point

                    target.copy( projectedPoint );

                } else {

                    // if not, the point falls outside the triangle. the target is the closest point to the triangle's edges or vertices

                    edgeList[ 0 ].set( this.a, this.b );
                    edgeList[ 1 ].set( this.b, this.c );
                    edgeList[ 2 ].set( this.c, this.a );

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

                        edgeList[ i ].closestPointToPoint( projectedPoint, true, closestPoint );

                        var distance = projectedPoint.distanceToSquared( closestPoint );

                        if ( distance < minDistance ) {

                            minDistance = distance;

                            target.copy( closestPoint );

                        }

                    }

                }

                return target;

            };

        }(),

        equals: function ( triangle ) {

            return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );

        }

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author alteredq / http://alteredqualia.com/
     * @author mikael emtinger / http://gomo.se/
     * @author jonobr1 / http://jonobr1.com/
     */

    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.drawMode = TrianglesDrawMode;

        this.updateMorphTargets();

    }

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

        constructor: Mesh,

        isMesh: true,

        setDrawMode: function ( value ) {

            this.drawMode = value;

        },

        copy: function ( source ) {

            Object3D.prototype.copy.call( this, source );

            this.drawMode = source.drawMode;

            if ( source.morphTargetInfluences !== undefined ) {

                this.morphTargetInfluences = source.morphTargetInfluences.slice();

            }

            if ( source.morphTargetDictionary !== undefined ) {

                this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );

            }

            return this;

        },

        updateMorphTargets: function () {

            var geometry = this.geometry;
            var m, ml, name;

            if ( geometry.isBufferGeometry ) {

                var morphAttributes = geometry.morphAttributes;
                var keys = Object.keys( morphAttributes );

                if ( keys.length > 0 ) {

                    var morphAttribute = morphAttributes[ keys[ 0 ] ];

                    if ( morphAttribute !== undefined ) {

                        this.morphTargetInfluences = [];
                        this.morphTargetDictionary = {};

                        for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {

                            name = morphAttribute[ m ].name || String( m );

                            this.morphTargetInfluences.push( 0 );
                            this.morphTargetDictionary[ name ] = m;

                        }

                    }

                }

            } else {

                var morphTargets = geometry.morphTargets;

                if ( morphTargets !== undefined && morphTargets.length > 0 ) {

                    this.morphTargetInfluences = [];
                    this.morphTargetDictionary = {};

                    for ( m = 0, ml = morphTargets.length; m < ml; m ++ ) {

                        name = morphTargets[ m ].name || String( m );

                        this.morphTargetInfluences.push( 0 );
                        this.morphTargetDictionary[ name ] = m;

                    }

                }

            }

        },

        raycast: ( function () {

            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 uvA = new Vector2();
            var uvB = new Vector2();
            var uvC = new Vector2();

            var barycoord = new Vector3();

            var intersectionPoint = new Vector3();
            var intersectionPointWorld = new Vector3();

            function uvIntersection( point, p1, p2, p3, uv1, uv2, uv3 ) {

                Triangle.getBarycoord( point, p1, p2, p3, barycoord );

                uv1.multiplyScalar( barycoord.x );
                uv2.multiplyScalar( barycoord.y );
                uv3.multiplyScalar( barycoord.z );

                uv1.add( uv2 ).add( uv3 );

                return uv1.clone();

            }

            function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {

                var intersect;

                if ( material.side === BackSide ) {

                    intersect = ray.intersectTriangle( pC, pB, pA, true, point );

                } else {

                    intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );

                }

                if ( intersect === null ) return null;

                intersectionPointWorld.copy( point );
                intersectionPointWorld.applyMatrix4( object.matrixWorld );

                var distance = raycaster.ray.origin.distanceTo( intersectionPointWorld );

                if ( distance < raycaster.near || distance > raycaster.far ) return null;

                return {
                    distance: distance,
                    point: intersectionPointWorld.clone(),
                    object: object
                };

            }

            function checkBufferGeometryIntersection( object, material, raycaster, ray, position, uv, a, b, c ) {

                vA.fromBufferAttribute( position, a );
                vB.fromBufferAttribute( position, b );
                vC.fromBufferAttribute( position, c );

                var intersection = checkIntersection( object, material, raycaster, ray, vA, vB, vC, intersectionPoint );

                if ( intersection ) {

                    if ( uv ) {

                        uvA.fromBufferAttribute( uv, a );
                        uvB.fromBufferAttribute( uv, b );
                        uvC.fromBufferAttribute( uv, c );

                        intersection.uv = uvIntersection( intersectionPoint, vA, vB, vC, uvA, uvB, uvC );

                    }

                    var face = new Face3( a, b, c );
                    Triangle.getNormal( vA, vB, vC, face.normal );

                    intersection.face = face;

                }

                return intersection;

            }

            return 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;

                }

                var intersection;

                if ( geometry.isBufferGeometry ) {

                    var a, b, c;
                    var index = geometry.index;
                    var position = geometry.attributes.position;
                    var uv = geometry.attributes.uv;
                    var groups = geometry.groups;
                    var drawRange = geometry.drawRange;
                    var i, j, il, jl;
                    var group, groupMaterial;
                    var start, end;

                    if ( index !== null ) {

                        // indexed buffer geometry

                        if ( Array.isArray( material ) ) {

                            for ( i = 0, il = groups.length; i < il; i ++ ) {

                                group = groups[ i ];
                                groupMaterial = material[ group.materialIndex ];

                                start = Math.max( group.start, drawRange.start );
                                end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );

                                for ( j = start, jl = end; j < jl; j += 3 ) {

                                    a = index.getX( i );
                                    b = index.getX( i + 1 );
                                    c = index.getX( i + 2 );

                                    intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, ray, position, uv, a, b, c );

                                    if ( intersection ) {

                                        intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
                                        intersects.push( intersection );

                                    }

                                }

                            }

                        } else {

                            start = Math.max( 0, drawRange.start );
                            end = Math.min( index.count, ( drawRange.start + drawRange.count ) );

                            for ( i = start, il = end; i < il; i += 3 ) {

                                a = index.getX( i );
                                b = index.getX( i + 1 );
                                c = index.getX( i + 2 );

                                intersection = checkBufferGeometryIntersection( this, material, raycaster, ray, position, uv, a, b, c );

                                if ( intersection ) {

                                    intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
                                    intersects.push( intersection );

                                }

                            }

                        }

                    } else if ( position !== undefined ) {

                        // non-indexed buffer geometry

                        if ( Array.isArray( material ) ) {

                            for ( i = 0, il = groups.length; i < il; i ++ ) {

                                group = groups[ i ];
                                groupMaterial = material[ group.materialIndex ];

                                start = Math.max( group.start, drawRange.start );
                                end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );

                                for ( j = start, jl = end; j < jl; j += 3 ) {

                                    a = j;
                                    b = j + 1;
                                    c = j + 2;

                                    intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, ray, position, uv, a, b, c );

                                    if ( intersection ) {

                                        intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
                                        intersects.push( intersection );

                                    }

                                }

                            }

                        } else {

                            start = Math.max( 0, drawRange.start );
                            end = Math.min( position.count, ( drawRange.start + drawRange.count ) );

                            for ( i = start, il = end; i < il; i += 3 ) {

                                a = i;
                                b = i + 1;
                                c = i + 2;

                                intersection = checkBufferGeometryIntersection( this, material, raycaster, ray, position, uv, a, b, c );

                                if ( intersection ) {

                                    intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
                                    intersects.push( intersection );

                                }

                            }

                        }

                    }

                } else if ( geometry.isGeometry ) {

                    var fvA, fvB, fvC;
                    var isMultiMaterial = Array.isArray( material );

                    var vertices = geometry.vertices;
                    var faces = geometry.faces;
                    var uvs;

                    var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
                    if ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs;

                    for ( var f = 0, fl = faces.length; f < fl; f ++ ) {

                        var face = faces[ f ];
                        var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;

                        if ( faceMaterial === undefined ) continue;

                        fvA = vertices[ face.a ];
                        fvB = vertices[ face.b ];
                        fvC = vertices[ face.c ];

                        if ( faceMaterial.morphTargets === true ) {

                            var morphTargets = geometry.morphTargets;
                            var morphInfluences = this.morphTargetInfluences;

                            vA.set( 0, 0, 0 );
                            vB.set( 0, 0, 0 );
                            vC.set( 0, 0, 0 );

                            for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {

                                var influence = morphInfluences[ t ];

                                if ( influence === 0 ) continue;

                                var targets = morphTargets[ t ].vertices;

                                vA.addScaledVector( tempA.subVectors( targets[ face.a ], fvA ), influence );
                                vB.addScaledVector( tempB.subVectors( targets[ face.b ], fvB ), influence );
                                vC.addScaledVector( tempC.subVectors( targets[ face.c ], fvC ), influence );

                            }

                            vA.add( fvA );
                            vB.add( fvB );
                            vC.add( fvC );

                            fvA = vA;
                            fvB = vB;
                            fvC = vC;

                        }

                        intersection = checkIntersection( this, faceMaterial, raycaster, ray, fvA, fvB, fvC, intersectionPoint );

                        if ( intersection ) {

                            if ( uvs && uvs[ f ] ) {

                                var uvs_f = uvs[ f ];
                                uvA.copy( uvs_f[ 0 ] );
                                uvB.copy( uvs_f[ 1 ] );
                                uvC.copy( uvs_f[ 2 ] );

                                intersection.uv = uvIntersection( intersectionPoint, fvA, fvB, fvC, uvA, uvB, uvC );

                            }

                            intersection.face = face;
                            intersection.faceIndex = f;
                            intersects.push( intersection );

                        }

                    }

                }

            };

        }() ),

        clone: function () {

            return new this.constructor( this.geometry, this.material ).copy( this );

        }

    } );

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

    function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {

        var clearColor = new Color( 0x000000 );
        var clearAlpha = 0;

        var planeCamera, planeMesh;
        var boxMesh;

        function render( renderList, scene, camera, forceClear ) {

            var background = scene.background;

            if ( background === null ) {

                setClear( clearColor, clearAlpha );

            } else if ( background && background.isColor ) {

                setClear( background, 1 );
                forceClear = true;

            }

            if ( renderer.autoClear || forceClear ) {

                renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );

            }

            if ( background && background.isCubeTexture ) {

                if ( boxMesh === undefined ) {

                    boxMesh = new Mesh(
                        new BoxBufferGeometry( 1, 1, 1 ),
                        new ShaderMaterial( {
                            uniforms: ShaderLib.cube.uniforms,
                            vertexShader: ShaderLib.cube.vertexShader,
                            fragmentShader: ShaderLib.cube.fragmentShader,
                            side: BackSide,
                            depthTest: true,
                            depthWrite: false,
                            fog: false
                        } )
                    );

                    boxMesh.geometry.removeAttribute( 'normal' );
                    boxMesh.geometry.removeAttribute( 'uv' );

                    boxMesh.onBeforeRender = function ( renderer, scene, camera ) {

                        this.matrixWorld.copyPosition( camera.matrixWorld );

                    };

                    objects.update( boxMesh );

                }

                boxMesh.material.uniforms.tCube.value = background;

                renderList.push( boxMesh, boxMesh.geometry, boxMesh.material, 0, null );

            } else if ( background && background.isTexture ) {

                if ( planeCamera === undefined ) {

                    planeCamera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );

                    planeMesh = new Mesh(
                        new PlaneBufferGeometry( 2, 2 ),
                        new MeshBasicMaterial( { depthTest: false, depthWrite: false, fog: false } )
                    );

                    objects.update( planeMesh );

                }

                planeMesh.material.map = background;

                // TODO Push this to renderList

                renderer.renderBufferDirect( planeCamera, null, planeMesh.geometry, planeMesh.material, planeMesh, null );

            }

        }

        function setClear( color, alpha ) {

            state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );

        }

        return {

            getClearColor: function () {

                return clearColor;

            },
            setClearColor: function ( color, alpha ) {

                clearColor.set( color );
                clearAlpha = alpha !== undefined ? alpha : 1;
                setClear( clearColor, clearAlpha );

            },
            getClearAlpha: function () {

                return clearAlpha;

            },
            setClearAlpha: function ( alpha ) {

                clearAlpha = alpha;
                setClear( clearColor, clearAlpha );

            },
            render: render

        };

    }

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

    function WebGLBufferRenderer( gl, extensions, info ) {

        var mode;

        function setMode( value ) {

            mode = value;

        }

        function render( start, count ) {

            gl.drawArrays( mode, start, count );

            info.update( count, mode );

        }

        function renderInstances( geometry, start, count ) {

            var extension = extensions.get( 'ANGLE_instanced_arrays' );

            if ( extension === null ) {

                console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
                return;

            }

            extension.drawArraysInstancedANGLE( mode, start, count, geometry.maxInstancedCount );

            info.update( count, mode, geometry.maxInstancedCount );

        }

        //

        this.setMode = setMode;
        this.render = render;
        this.renderInstances = renderInstances;

    }

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

    function WebGLCapabilities( gl, extensions, parameters ) {

        var maxAnisotropy;

        function getMaxAnisotropy() {

            if ( maxAnisotropy !== undefined ) return maxAnisotropy;

            var extension = extensions.get( 'EXT_texture_filter_anisotropic' );

            if ( extension !== null ) {

                maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );

            } else {

                maxAnisotropy = 0;

            }

            return maxAnisotropy;

        }

        function getMaxPrecision( precision ) {

            if ( precision === 'highp' ) {

                if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.HIGH_FLOAT ).precision > 0 &&
                     gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.HIGH_FLOAT ).precision > 0 ) {

                    return 'highp';

                }

                precision = 'mediump';

            }

            if ( precision === 'mediump' ) {

                if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.MEDIUM_FLOAT ).precision > 0 &&
                     gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT ).precision > 0 ) {

                    return 'mediump';

                }

            }

            return 'lowp';

        }

        var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
        var maxPrecision = getMaxPrecision( precision );

        if ( maxPrecision !== precision ) {

            console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
            precision = maxPrecision;

        }

        var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;

        var maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS );
        var maxVertexTextures = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
        var maxTextureSize = gl.getParameter( gl.MAX_TEXTURE_SIZE );
        var maxCubemapSize = gl.getParameter( gl.MAX_CUBE_MAP_TEXTURE_SIZE );

        var maxAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS );
        var maxVertexUniforms = gl.getParameter( gl.MAX_VERTEX_UNIFORM_VECTORS );
        var maxVaryings = gl.getParameter( gl.MAX_VARYING_VECTORS );
        var maxFragmentUniforms = gl.getParameter( gl.MAX_FRAGMENT_UNIFORM_VECTORS );

        var vertexTextures = maxVertexTextures > 0;
        var floatFragmentTextures = !! extensions.get( 'OES_texture_float' );
        var floatVertexTextures = vertexTextures && floatFragmentTextures;

        return {

            getMaxAnisotropy: getMaxAnisotropy,
            getMaxPrecision: getMaxPrecision,

            precision: precision,
            logarithmicDepthBuffer: logarithmicDepthBuffer,

            maxTextures: maxTextures,
            maxVertexTextures: maxVertexTextures,
            maxTextureSize: maxTextureSize,
            maxCubemapSize: maxCubemapSize,

            maxAttributes: maxAttributes,
            maxVertexUniforms: maxVertexUniforms,
            maxVaryings: maxVaryings,
            maxFragmentUniforms: maxFragmentUniforms,

            vertexTextures: vertexTextures,
            floatFragmentTextures: floatFragmentTextures,
            floatVertexTextures: floatVertexTextures

        };

    }

    /**
     * @author tschw
     */

    function WebGLClipping() {

        var scope = this,

            globalState = null,
            numGlobalPlanes = 0,
            localClippingEnabled = false,
            renderingShadows = false,

            plane = new Plane(),
            viewNormalMatrix = new Matrix3(),

            uniform = { value: null, needsUpdate: false };

        this.uniform = uniform;
        this.numPlanes = 0;
        this.numIntersection = 0;

        this.init = function ( planes, enableLocalClipping, camera ) {

            var enabled =
                planes.length !== 0 ||
                enableLocalClipping ||
                // enable state of previous frame - the clipping code has to
                // run another frame in order to reset the state:
                numGlobalPlanes !== 0 ||
                localClippingEnabled;

            localClippingEnabled = enableLocalClipping;

            globalState = projectPlanes( planes, camera, 0 );
            numGlobalPlanes = planes.length;

            return enabled;

        };

        this.beginShadows = function () {

            renderingShadows = true;
            projectPlanes( null );

        };

        this.endShadows = function () {

            renderingShadows = false;
            resetGlobalState();

        };

        this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {

            if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {

                // there's no local clipping

                if ( renderingShadows ) {

                    // there's no global clipping

                    projectPlanes( null );

                } else {

                    resetGlobalState();

                }

            } else {

                var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
                    lGlobal = nGlobal * 4,

                    dstArray = cache.clippingState || null;

                uniform.value = dstArray; // ensure unique state

                dstArray = projectPlanes( planes, camera, lGlobal, fromCache );

                for ( var i = 0; i !== lGlobal; ++ i ) {

                    dstArray[ i ] = globalState[ i ];

                }

                cache.clippingState = dstArray;
                this.numIntersection = clipIntersection ? this.numPlanes : 0;
                this.numPlanes += nGlobal;

            }


        };

        function resetGlobalState() {

            if ( uniform.value !== globalState ) {

                uniform.value = globalState;
                uniform.needsUpdate = numGlobalPlanes > 0;

            }

            scope.numPlanes = numGlobalPlanes;
            scope.numIntersection = 0;

        }

        function projectPlanes( planes, camera, dstOffset, skipTransform ) {

            var nPlanes = planes !== null ? planes.length : 0,
                dstArray = null;

            if ( nPlanes !== 0 ) {

                dstArray = uniform.value;

                if ( skipTransform !== true || dstArray === null ) {

                    var flatSize = dstOffset + nPlanes * 4,
                        viewMatrix = camera.matrixWorldInverse;

                    viewNormalMatrix.getNormalMatrix( viewMatrix );

                    if ( dstArray === null || dstArray.length < flatSize ) {

                        dstArray = new Float32Array( flatSize );

                    }

                    for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {

                        plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );

                        plane.normal.toArray( dstArray, i4 );
                        dstArray[ i4 + 3 ] = plane.constant;

                    }

                }

                uniform.value = dstArray;
                uniform.needsUpdate = true;

            }

            scope.numPlanes = nPlanes;

            return dstArray;

        }

    }

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

    function WebGLExtensions( gl ) {

        var extensions = {};

        return {

            get: function ( name ) {

                if ( extensions[ name ] !== undefined ) {

                    return extensions[ name ];

                }

                var extension;

                switch ( name ) {

                    case 'WEBGL_depth_texture':
                        extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
                        break;

                    case 'EXT_texture_filter_anisotropic':
                        extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
                        break;

                    case 'WEBGL_compressed_texture_s3tc':
                        extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
                        break;

                    case 'WEBGL_compressed_texture_pvrtc':
                        extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
                        break;

                    default:
                        extension = gl.getExtension( name );

                }

                if ( extension === null ) {

                    console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );

                }

                extensions[ name ] = extension;

                return extension;

            }

        };

    }

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

    function WebGLGeometries( gl, attributes, info ) {

        var geometries = {};
        var wireframeAttributes = {};

        function onGeometryDispose( event ) {

            var geometry = event.target;
            var buffergeometry = geometries[ geometry.id ];

            if ( buffergeometry.index !== null ) {

                attributes.remove( buffergeometry.index );

            }

            for ( var name in buffergeometry.attributes ) {

                attributes.remove( buffergeometry.attributes[ name ] );

            }

            geometry.removeEventListener( 'dispose', onGeometryDispose );

            delete geometries[ geometry.id ];

            // TODO Remove duplicate code

            var attribute = wireframeAttributes[ geometry.id ];

            if ( attribute ) {

                attributes.remove( attribute );
                delete wireframeAttributes[ geometry.id ];

            }

            attribute = wireframeAttributes[ buffergeometry.id ];

            if ( attribute ) {

                attributes.remove( attribute );
                delete wireframeAttributes[ buffergeometry.id ];

            }

            //

            info.memory.geometries --;

        }

        function get( object, geometry ) {

            var buffergeometry = geometries[ geometry.id ];

            if ( buffergeometry ) return buffergeometry;

            geometry.addEventListener( 'dispose', onGeometryDispose );

            if ( geometry.isBufferGeometry ) {

                buffergeometry = geometry;

            } else if ( geometry.isGeometry ) {

                if ( geometry._bufferGeometry === undefined ) {

                    geometry._bufferGeometry = new BufferGeometry().setFromObject( object );

                }

                buffergeometry = geometry._bufferGeometry;

            }

            geometries[ geometry.id ] = buffergeometry;

            info.memory.geometries ++;

            return buffergeometry;

        }

        function update( geometry ) {

            var index = geometry.index;
            var geometryAttributes = geometry.attributes;

            if ( index !== null ) {

                attributes.update( index, gl.ELEMENT_ARRAY_BUFFER );

            }

            for ( var name in geometryAttributes ) {

                attributes.update( geometryAttributes[ name ], gl.ARRAY_BUFFER );

            }

            // morph targets

            var morphAttributes = geometry.morphAttributes;

            for ( var name in morphAttributes ) {

                var array = morphAttributes[ name ];

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

                    attributes.update( array[ i ], gl.ARRAY_BUFFER );

                }

            }

        }

        function getWireframeAttribute( geometry ) {

            var attribute = wireframeAttributes[ geometry.id ];

            if ( attribute ) return attribute;

            var indices = [];

            var geometryIndex = geometry.index;
            var geometryAttributes = geometry.attributes;

            // console.time( 'wireframe' );

            if ( geometryIndex !== null ) {

                var array = geometryIndex.array;

                for ( var i = 0, l = array.length; i < l; i += 3 ) {

                    var a = array[ i + 0 ];
                    var b = array[ i + 1 ];
                    var c = array[ i + 2 ];

                    indices.push( a, b, b, c, c, a );

                }

            } else {

                var array = geometryAttributes.position.array;

                for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {

                    var a = i + 0;
                    var b = i + 1;
                    var c = i + 2;

                    indices.push( a, b, b, c, c, a );

                }

            }

            // console.timeEnd( 'wireframe' );

            attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );

            attributes.update( attribute, gl.ELEMENT_ARRAY_BUFFER );

            wireframeAttributes[ geometry.id ] = attribute;

            return attribute;

        }

        return {

            get: get,
            update: update,

            getWireframeAttribute: getWireframeAttribute

        };

    }

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

    function WebGLIndexedBufferRenderer( gl, extensions, info ) {

        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 ) {

            var extension = extensions.get( 'ANGLE_instanced_arrays' );

            if ( extension === null ) {

                console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
                return;

            }

            extension.drawElementsInstancedANGLE( mode, count, type, start * bytesPerElement, geometry.maxInstancedCount );

            info.update( count, mode, geometry.maxInstancedCount );

        }

        //

        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 gl.TRIANGLES:
                    render.triangles += instanceCount * ( count / 3 );
                    break;

                case gl.TRIANGLE_STRIP:
                case gl.TRIANGLE_FAN:
                    render.triangles += instanceCount * ( count - 2 );
                    break;

                case gl.LINES:
                    render.lines += instanceCount * ( count / 2 );
                    break;

                case gl.LINE_STRIP:
                    render.lines += instanceCount * ( count - 1 );
                    break;

                case gl.LINE_LOOP:
                    render.lines += instanceCount * count;
                    break;

                case gl.POINTS:
                    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

                influences = [];

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

                    influences[ i ] = [ i, 0 ];

                }

                influencesList[ geometry.id ] = influences;

            }

            var morphTargets = material.morphTargets && geometry.morphAttributes.position;
            var morphNormals = material.morphNormals && geometry.morphAttributes.normal;

            // Remove current morphAttributes

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

                var influence = influences[ i ];

                if ( influence[ 1 ] !== 0 ) {

                    if ( morphTargets ) geometry.removeAttribute( 'morphTarget' + i );
                    if ( morphNormals ) geometry.removeAttribute( 'morphNormal' + i );

                }

            }

            // Collect influences

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

                var influence = influences[ i ];

                influence[ 0 ] = i;
                influence[ 1 ] = objectInfluences[ i ];

            }

            influences.sort( absNumericalSort );

            // Add morphAttributes

            for ( var i = 0; i < 8; i ++ ) {

                var influence = influences[ i ];

                if ( influence ) {

                    var index = influence[ 0 ];
                    var value = influence[ 1 ];

                    if ( value ) {

                        if ( morphTargets ) geometry.addAttribute( 'morphTarget' + i, morphTargets[ index ] );
                        if ( morphNormals ) geometry.addAttribute( 'morphNormal' + i, morphNormals[ index ] );

                        morphInfluences[ i ] = value;
                        continue;

                    }

                }

                morphInfluences[ i ] = 0;

            }

            program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );

        }

        return {

            update: update

        };

    }

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

    function WebGLObjects( geometries, info ) {

        var updateList = {};

        function update( object ) {

            var frame = info.render.frame;

            var geometry = object.geometry;
            var buffergeometry = geometries.get( object, geometry );

            // Update once per frame

            if ( updateList[ buffergeometry.id ] !== frame ) {

                if ( geometry.isGeometry ) {

                    buffergeometry.updateFromObject( object );

                }

                geometries.update( buffergeometry );

                updateList[ buffergeometry.id ] = frame;

            }

            return buffergeometry;

        }

        function dispose() {

            updateList = {};

        }

        return {

            update: update,
            dispose: dispose

        };

    }

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

    function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {

        images = images !== undefined ? images : [];
        mapping = mapping !== undefined ? mapping : CubeReflectionMapping;

        Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );

        this.flipY = false;

    }

    CubeTexture.prototype = Object.create( Texture.prototype );
    CubeTexture.prototype.constructor = CubeTexture;

    CubeTexture.prototype.isCubeTexture = true;

    Object.defineProperty( CubeTexture.prototype, 'images', {

        get: function () {

            return this.image;

        },

        set: function ( value ) {

            this.image = value;

        }

    } );

    /**
     * @author tschw
     * @author Mugen87 / https://github.com/Mugen87
     * @author mrdoob / http://mrdoob.com/
     *
     * Uniforms of a program.
     * Those form a tree structure with a special top-level container for the root,
     * which you get by calling 'new WebGLUniforms( gl, program, renderer )'.
     *
     *
     * Properties of inner nodes including the top-level container:
     *
     * .seq - array of nested uniforms
     * .map - nested uniforms by name
     *
     *
     * Methods of all nodes except the top-level container:
     *
     * .setValue( gl, value, [renderer] )
     *
     *      uploads a uniform value(s)
     *      the 'renderer' parameter is needed for sampler uniforms
     *
     *
     * Static methods of the top-level container (renderer factorizations):
     *
     * .upload( gl, seq, values, renderer )
     *
     *      sets uniforms in 'seq' to 'values[id].value'
     *
     * .seqWithValue( seq, values ) : filteredSeq
     *
     *      filters 'seq' entries with corresponding entry in values
     *
     *
     * Methods of the top-level container (renderer factorizations):
     *
     * .setValue( gl, name, value )
     *
     *      sets uniform with  name 'name' to 'value'
     *
     * .set( gl, obj, prop )
     *
     *      sets uniform from object and property with same name than uniform
     *
     * .setOptional( gl, obj, prop )
     *
     *      like .set for an optional property of the object
     *
     */

    var emptyTexture = new Texture();
    var emptyCubeTexture = new CubeTexture();

    // --- Base for inner nodes (including the root) ---

    function UniformContainer() {

        this.seq = [];
        this.map = {};

    }

    // --- Utilities ---

    // Array Caches (provide typed arrays for temporary by size)

    var arrayCacheF32 = [];
    var arrayCacheI32 = [];

    // Float32Array caches used for uploading Matrix uniforms

    var mat4array = new Float32Array( 16 );
    var mat3array = new Float32Array( 9 );
    var mat2array = new Float32Array( 4 );

    // Flattening for arrays of vectors and matrices

    function flatten( array, nBlocks, blockSize ) {

        var firstElem = array[ 0 ];

        if ( firstElem <= 0 || firstElem > 0 ) return array;
        // unoptimized: ! isNaN( firstElem )
        // see http://jacksondunstan.com/articles/983

        var n = nBlocks * blockSize,
            r = arrayCacheF32[ n ];

        if ( r === undefined ) {

            r = new Float32Array( n );
            arrayCacheF32[ n ] = r;

        }

        if ( nBlocks !== 0 ) {

            firstElem.toArray( r, 0 );

            for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {

                offset += blockSize;
                array[ i ].toArray( r, offset );

            }

        }

        return r;

    }

    function arraysEqual( a, b ) {

        if ( a.length !== b.length ) return false;

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

            if ( a[ i ] !== b[ i ] ) return false;

        }

        return true;

    }

    function copyArray( a, b ) {

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

            a[ i ] = b[ i ];

        }

    }

    // Texture unit allocation

    function allocTexUnits( renderer, n ) {

        var r = arrayCacheI32[ n ];

        if ( r === undefined ) {

            r = new Int32Array( n );
            arrayCacheI32[ n ] = r;

        }

        for ( var i = 0; i !== n; ++ i )
            r[ i ] = renderer.allocTextureUnit();

        return r;

    }

    // --- Setters ---

    // Note: Defining these methods externally, because they come in a bunch
    // and this way their names minify.

    // Single scalar

    function setValue1f( gl, v ) {

        var cache = this.cache;

        if ( cache[ 0 ] === v ) return;

        gl.uniform1f( this.addr, v );

        cache[ 0 ] = v;

    }

    function setValue1i( gl, v ) {

        var cache = this.cache;

        if ( cache[ 0 ] === v ) return;

        gl.uniform1i( this.addr, v );

        cache[ 0 ] = v;

    }

    // Single float vector (from flat array or THREE.VectorN)

    function setValue2fv( gl, v ) {

        var cache = this.cache;

        if ( v.x !== undefined ) {

            if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {

                gl.uniform2f( this.addr, v.x, v.y );

                cache[ 0 ] = v.x;
                cache[ 1 ] = v.y;

            }

        } else {

            if ( arraysEqual( cache, v ) ) return;

            gl.uniform2fv( this.addr, v );

            copyArray( cache, v );

        }

    }

    function setValue3fv( gl, v ) {

        var cache = this.cache;

        if ( v.x !== undefined ) {

            if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {

                gl.uniform3f( this.addr, v.x, v.y, v.z );

                cache[ 0 ] = v.x;
                cache[ 1 ] = v.y;
                cache[ 2 ] = v.z;

            }

        } else if ( v.r !== undefined ) {

            if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {

                gl.uniform3f( this.addr, v.r, v.g, v.b );

                cache[ 0 ] = v.r;
                cache[ 1 ] = v.g;
                cache[ 2 ] = v.b;

            }

        } else {

            if ( arraysEqual( cache, v ) ) return;

            gl.uniform3fv( this.addr, v );

            copyArray( cache, v );

        }

    }

    function setValue4fv( gl, v ) {

        var cache = this.cache;

        if ( v.x !== undefined ) {

            if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {

                gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );

                cache[ 0 ] = v.x;
                cache[ 1 ] = v.y;
                cache[ 2 ] = v.z;
                cache[ 3 ] = v.w;

            }

        } else {

            if ( arraysEqual( cache, v ) ) return;

            gl.uniform4fv( this.addr, v );

            copyArray( cache, v );

        }

    }

    // Single matrix (from flat array or MatrixN)

    function setValue2fm( gl, v ) {

        var cache = this.cache;
        var elements = v.elements;

        if ( elements === undefined ) {

            if ( arraysEqual( cache, v ) ) return;

            gl.uniformMatrix2fv( this.addr, false, v );

            copyArray( cache, v );

        } else {

            if ( arraysEqual( cache, elements ) ) return;

            mat2array.set( elements );

            gl.uniformMatrix2fv( this.addr, false, mat2array );

            copyArray( cache, elements );

        }

    }

    function setValue3fm( gl, v ) {

        var cache = this.cache;
        var elements = v.elements;

        if ( elements === undefined ) {

            if ( arraysEqual( cache, v ) ) return;

            gl.uniformMatrix3fv( this.addr, false, v );

            copyArray( cache, v );

        } else {

            if ( arraysEqual( cache, elements ) ) return;

            mat3array.set( elements );

            gl.uniformMatrix3fv( this.addr, false, mat3array );

            copyArray( cache, elements );

        }

    }

    function setValue4fm( gl, v ) {

        var cache = this.cache;
        var elements = v.elements;

        if ( elements === undefined ) {

            if ( arraysEqual( cache, v ) ) return;

            gl.uniformMatrix4fv( this.addr, false, v );

            copyArray( cache, v );

        } else {

            if ( arraysEqual( cache, elements ) ) return;

            mat4array.set( elements );

            gl.uniformMatrix4fv( this.addr, false, mat4array );

            copyArray( cache, elements );

        }

    }

    // Single texture (2D / Cube)

    function setValueT1( gl, v, renderer ) {

        var cache = this.cache;
        var unit = renderer.allocTextureUnit();

        if ( cache[ 0 ] !== unit ) {

            gl.uniform1i( this.addr, unit );
            cache[ 0 ] = unit;

        }

        renderer.setTexture2D( v || emptyTexture, unit );

    }

    function setValueT6( gl, v, renderer ) {

        var cache = this.cache;
        var unit = renderer.allocTextureUnit();

        if ( cache[ 0 ] !== unit ) {

            gl.uniform1i( this.addr, unit );
            cache[ 0 ] = unit;

        }

        renderer.setTextureCube( v || emptyCubeTexture, unit );

    }

    // Integer / Boolean vectors or arrays thereof (always flat arrays)

    function setValue2iv( gl, v ) {

        var cache = this.cache;

        if ( arraysEqual( cache, v ) ) return;

        gl.uniform2iv( this.addr, v );

        copyArray( cache, v );

    }

    function setValue3iv( gl, v ) {

        var cache = this.cache;

        if ( arraysEqual( cache, v ) ) return;

        gl.uniform3iv( this.addr, v );

        copyArray( cache, v );

    }

    function setValue4iv( gl, v ) {

        var cache = this.cache;

        if ( arraysEqual( cache, v ) ) return;

        gl.uniform4iv( this.addr, v );

        copyArray( cache, v );

    }

    // Helper to pick the right setter for the singular case

    function getSingularSetter( type ) {

        switch ( type ) {

            case 0x1406: return setValue1f; // FLOAT
            case 0x8b50: return setValue2fv; // _VEC2
            case 0x8b51: return setValue3fv; // _VEC3
            case 0x8b52: return setValue4fv; // _VEC4

            case 0x8b5a: return setValue2fm; // _MAT2
            case 0x8b5b: return setValue3fm; // _MAT3
            case 0x8b5c: return setValue4fm; // _MAT4

            case 0x8b5e: case 0x8d66: return setValueT1; // SAMPLER_2D, SAMPLER_EXTERNAL_OES
            case 0x8b60: return setValueT6; // SAMPLER_CUBE

            case 0x1404: case 0x8b56: return setValue1i; // INT, BOOL
            case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2
            case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3
            case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4

        }

    }

    // Array of scalars

    function setValue1fv( gl, v ) {

        var cache = this.cache;

        if ( arraysEqual( cache, v ) ) return;

        gl.uniform1fv( this.addr, v );

        copyArray( cache, v );

    }
    function setValue1iv( gl, v ) {

        var cache = this.cache;

        if ( arraysEqual( cache, v ) ) return;

        gl.uniform1iv( this.addr, v );

        copyArray( cache, v );

    }

    // Array of vectors (flat or from THREE classes)

    function setValueV2a( gl, v ) {

        var cache = this.cache;
        var data = flatten( v, this.size, 2 );

        if ( arraysEqual( cache, data ) ) return;

        gl.uniform2fv( this.addr, data );

        this.updateCache( data );

    }

    function setValueV3a( gl, v ) {

        var cache = this.cache;
        var data = flatten( v, this.size, 3 );

        if ( arraysEqual( cache, data ) ) return;

        gl.uniform3fv( this.addr, data );

        this.updateCache( data );

    }

    function setValueV4a( gl, v ) {

        var cache = this.cache;
        var data = flatten( v, this.size, 4 );

        if ( arraysEqual( cache, data ) ) return;

        gl.uniform4fv( this.addr, data );

        this.updateCache( data );

    }

    // Array of matrices (flat or from THREE clases)

    function setValueM2a( gl, v ) {

        var cache = this.cache;
        var data = flatten( v, this.size, 4 );

        if ( arraysEqual( cache, data ) ) return;

        gl.uniformMatrix2fv( this.addr, false, data );

        this.updateCache( data );

    }

    function setValueM3a( gl, v ) {

        var cache = this.cache;
        var data = flatten( v, this.size, 9 );

        if ( arraysEqual( cache, data ) ) return;

        gl.uniformMatrix3fv( this.addr, false, data );

        this.updateCache( data );

    }

    function setValueM4a( gl, v ) {

        var cache = this.cache;
        var data = flatten( v, this.size, 16 );

        if ( arraysEqual( cache, data ) ) return;

        gl.uniformMatrix4fv( this.addr, false, data );

        this.updateCache( data );

    }

    // Array of textures (2D / Cube)

    function setValueT1a( gl, v, renderer ) {

        var cache = this.cache;
        var n = v.length;

        var units = allocTexUnits( renderer, n );

        if ( arraysEqual( cache, units ) === false ) {

            gl.uniform1iv( this.addr, units );
            copyArray( cache, units );

        }

        for ( var i = 0; i !== n; ++ i ) {

            renderer.setTexture2D( v[ i ] || emptyTexture, units[ i ] );

        }

    }

    function setValueT6a( gl, v, renderer ) {

        var cache = this.cache;
        var n = v.length;

        var units = allocTexUnits( renderer, n );

        if ( arraysEqual( cache, units ) === false ) {

            gl.uniform1iv( this.addr, units );
            copyArray( cache, units );

        }

        for ( var i = 0; i !== n; ++ i ) {

            renderer.setTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );

        }

    }

    // Helper to pick the right setter for a pure (bottom-level) array

    function getPureArraySetter( type ) {

        switch ( type ) {

            case 0x1406: return setValue1fv; // FLOAT
            case 0x8b50: return setValueV2a; // _VEC2
            case 0x8b51: return setValueV3a; // _VEC3
            case 0x8b52: return setValueV4a; // _VEC4

            case 0x8b5a: return setValueM2a; // _MAT2
            case 0x8b5b: return setValueM3a; // _MAT3
            case 0x8b5c: return setValueM4a; // _MAT4

            case 0x8b5e: return setValueT1a; // SAMPLER_2D
            case 0x8b60: return setValueT6a; // SAMPLER_CUBE

            case 0x1404: case 0x8b56: return setValue1iv; // INT, BOOL
            case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2
            case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3
            case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4

        }

    }

    // --- Uniform Classes ---

    function SingleUniform( id, activeInfo, addr ) {

        this.id = id;
        this.addr = addr;
        this.cache = [];
        this.setValue = getSingularSetter( activeInfo.type );

        // this.path = activeInfo.name; // DEBUG

    }

    function PureArrayUniform( id, activeInfo, addr ) {

        this.id = id;
        this.addr = addr;
        this.cache = [];
        this.size = activeInfo.size;
        this.setValue = getPureArraySetter( activeInfo.type );

        // this.path = activeInfo.name; // DEBUG

    }

    PureArrayUniform.prototype.updateCache = function ( data ) {

        var cache = this.cache;

        if ( data instanceof Float32Array && cache.length !== data.length ) {

            this.cache = new Float32Array( data.length );

        }

        copyArray( cache, data );

    };

    function StructuredUniform( id ) {

        this.id = id;

        UniformContainer.call( this ); // mix-in

    }

    StructuredUniform.prototype.setValue = function ( gl, value ) {

        // Note: Don't need an extra 'renderer' parameter, since samplers
        // are not allowed in structured uniforms.

        var seq = this.seq;

        for ( var i = 0, n = seq.length; i !== n; ++ i ) {

            var u = seq[ i ];
            u.setValue( gl, value[ u.id ] );

        }

    };

    // --- Top-level ---

    // Parser - builds up the property tree from the path strings

    var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;

    // extracts
    //  - the identifier (member name or array index)
    //  - followed by an optional right bracket (found when array index)
    //  - followed by an optional left bracket or dot (type of subscript)
    //
    // Note: These portions can be read in a non-overlapping fashion and
    // allow straightforward parsing of the hierarchy that WebGL encodes
    // in the uniform names.

    function addUniform( container, uniformObject ) {

        container.seq.push( uniformObject );
        container.map[ uniformObject.id ] = uniformObject;

    }

    function parseUniform( activeInfo, addr, container ) {

        var path = activeInfo.name,
            pathLength = path.length;

        // reset RegExp object, because of the early exit of a previous run
        RePathPart.lastIndex = 0;

        while ( true ) {

            var match = RePathPart.exec( path ),
                matchEnd = RePathPart.lastIndex,

                id = match[ 1 ],
                idIsIndex = match[ 2 ] === ']',
                subscript = match[ 3 ];

            if ( idIsIndex ) id = id | 0; // convert to integer

            if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {

                // bare name or "pure" bottom-level array "[0]" suffix

                addUniform( container, subscript === undefined ?
                    new SingleUniform( id, activeInfo, addr ) :
                    new PureArrayUniform( id, activeInfo, addr ) );

                break;

            } else {

                // step into inner node / create it in case it doesn't exist

                var map = container.map, next = map[ id ];

                if ( next === undefined ) {

                    next = new StructuredUniform( id );
                    addUniform( container, next );

                }

                container = next;

            }

        }

    }

    // Root Container

    function WebGLUniforms( gl, program, renderer ) {

        UniformContainer.call( this );

        this.renderer = renderer;

        var n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS );

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

            var info = gl.getActiveUniform( program, i ),
                addr = gl.getUniformLocation( program, info.name );

            parseUniform( info, addr, this );

        }

    }

    WebGLUniforms.prototype.setValue = function ( gl, name, value ) {

        var u = this.map[ name ];

        if ( u !== undefined ) u.setValue( gl, value, this.renderer );

    };

    WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {

        var v = object[ name ];

        if ( v !== undefined ) this.setValue( gl, name, v );

    };


    // Static interface

    WebGLUniforms.upload = function ( gl, seq, values, renderer ) {

        for ( var i = 0, n = seq.length; i !== n; ++ i ) {

            var u = seq[ i ],
                v = values[ u.id ];

            if ( v.needsUpdate !== false ) {

                // note: always updating when .needsUpdate is undefined
                u.setValue( gl, v.value, renderer );

            }

        }

    };

    WebGLUniforms.seqWithValue = function ( seq, values ) {

        var r = [];

        for ( var i = 0, n = seq.length; i !== n; ++ i ) {

            var u = seq[ i ];
            if ( u.id in values ) r.push( u );

        }

        return r;

    };

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

    function addLineNumbers( string ) {

        var lines = string.split( '\n' );

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

            lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];

        }

        return lines.join( '\n' );

    }

    function WebGLShader( gl, type, string ) {

        var shader = gl.createShader( type );

        gl.shaderSource( shader, string );
        gl.compileShader( shader );

        if ( gl.getShaderParameter( shader, gl.COMPILE_STATUS ) === false ) {

            console.error( 'THREE.WebGLShader: Shader couldn\'t compile.' );

        }

        if ( gl.getShaderInfoLog( shader ) !== '' ) {

            console.warn( 'THREE.WebGLShader: gl.getShaderInfoLog()', type === gl.VERTEX_SHADER ? 'vertex' : 'fragment', gl.getShaderInfoLog( shader ), addLineNumbers( string ) );

        }

        // --enable-privileged-webgl-extension
        // console.log( type, gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );

        return shader;

    }

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

    var programIdCount = 0;

    function getEncodingComponents( encoding ) {

        switch ( encoding ) {

            case LinearEncoding:
                return [ 'Linear', '( value )' ];
            case sRGBEncoding:
                return [ 'sRGB', '( value )' ];
            case RGBEEncoding:
                return [ 'RGBE', '( value )' ];
            case RGBM7Encoding:
                return [ 'RGBM', '( value, 7.0 )' ];
            case RGBM16Encoding:
                return [ 'RGBM', '( value, 16.0 )' ];
            case RGBDEncoding:
                return [ 'RGBD', '( value, 256.0 )' ];
            case GammaEncoding:
                return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
            default:
                throw new Error( 'unsupported encoding: ' + encoding );

        }

    }

    function getTexelDecodingFunction( functionName, encoding ) {

        var components = getEncodingComponents( encoding );
        return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';

    }

    function getTexelEncodingFunction( functionName, encoding ) {

        var components = getEncodingComponents( encoding );
        return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';

    }

    function getToneMappingFunction( functionName, toneMapping ) {

        var toneMappingName;

        switch ( toneMapping ) {

            case LinearToneMapping:
                toneMappingName = 'Linear';
                break;

            case ReinhardToneMapping:
                toneMappingName = 'Reinhard';
                break;

            case Uncharted2ToneMapping:
                toneMappingName = 'Uncharted2';
                break;

            case CineonToneMapping:
                toneMappingName = 'OptimizedCineon';
                break;

            default:
                throw new Error( 'unsupported toneMapping: ' + toneMapping );

        }

        return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';

    }

    function generateExtensions( extensions, parameters, rendererExtensions ) {

        extensions = extensions || {};

        var chunks = [
            ( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || ( parameters.normalMap && ! parameters.objectSpaceNormalMap ) || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',
            ( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '',
            ( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '',
            ( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : ''
        ];

        return chunks.filter( filterEmptyLine ).join( '\n' );

    }

    function generateDefines( defines ) {

        var chunks = [];

        for ( var name in defines ) {

            var value = defines[ name ];

            if ( value === false ) continue;

            chunks.push( '#define ' + name + ' ' + value );

        }

        return chunks.join( '\n' );

    }

    function fetchAttributeLocations( gl, program ) {

        var attributes = {};

        var n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES );

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

            var info = gl.getActiveAttrib( program, i );
            var name = info.name;

            // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );

            attributes[ name ] = gl.getAttribLocation( program, name );

        }

        return attributes;

    }

    function filterEmptyLine( string ) {

        return string !== '';

    }

    function replaceLightNums( string, parameters ) {

        return string
            .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
            .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
            .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
            .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
            .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights );

    }

    function replaceClippingPlaneNums( string, parameters ) {

        return string
            .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
            .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );

    }

    function parseIncludes( string ) {

        var pattern = /^[ \t]*#include +<([\w\d.]+)>/gm;

        function replace( match, include ) {

            var replace = ShaderChunk[ include ];

            if ( replace === undefined ) {

                throw new Error( 'Can not resolve #include <' + include + '>' );

            }

            return parseIncludes( replace );

        }

        return string.replace( pattern, replace );

    }

    function unrollLoops( string ) {

        var pattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;

        function replace( match, start, end, snippet ) {

            var unroll = '';

            for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {

                unroll += snippet.replace( /\[ i \]/g, '[ ' + i + ' ]' );

            }

            return unroll;

        }

        return string.replace( pattern, replace );

    }

    function WebGLProgram( renderer, extensions, code, material, shader, parameters ) {

        var gl = renderer.context;

        var defines = material.defines;

        var vertexShader = shader.vertexShader;
        var fragmentShader = shader.fragmentShader;

        var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';

        if ( parameters.shadowMapType === PCFShadowMap ) {

            shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';

        } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {

            shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';

        }

        var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
        var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
        var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';

        if ( parameters.envMap ) {

            switch ( material.envMap.mapping ) {

                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;

            }

            switch ( material.envMap.mapping ) {

                case CubeRefractionMapping:
                case EquirectangularRefractionMapping:
                    envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
                    break;

            }

            switch ( material.combine ) {

                case MultiplyOperation:
                    envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
                    break;

                case MixOperation:
                    envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
                    break;

                case AddOperation:
                    envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
                    break;

            }

        }

        var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;

        // console.log( 'building new program ' );

        //

        var customExtensions = generateExtensions( material.extensions, parameters, extensions );

        var customDefines = generateDefines( defines );

        //

        var program = gl.createProgram();

        var prefixVertex, prefixFragment;

        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 = [

                'precision ' + parameters.precision + ' float;',
                'precision ' + parameters.precision + ' int;',

                '#define SHADER_NAME ' + shader.name,

                customDefines,

                parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',

                '#define GAMMA_FACTOR ' + gammaFactorDefine,

                '#define MAX_BONES ' + parameters.maxBones,
                ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
                ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',

                parameters.map ? '#define USE_MAP' : '',
                parameters.envMap ? '#define USE_ENVMAP' : '',
                parameters.envMap ? '#define ' + envMapModeDefine : '',
                parameters.lightMap ? '#define USE_LIGHTMAP' : '',
                parameters.aoMap ? '#define USE_AOMAP' : '',
                parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
                parameters.bumpMap ? '#define USE_BUMPMAP' : '',
                parameters.normalMap ? '#define USE_NORMALMAP' : '',
                ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
                parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
                parameters.specularMap ? '#define USE_SPECULARMAP' : '',
                parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
                parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
                parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
                parameters.vertexColors ? '#define USE_COLOR' : '',

                parameters.flatShading ? '#define FLAT_SHADED' : '',

                parameters.skinning ? '#define USE_SKINNING' : '',
                parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',

                parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
                parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
                parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
                parameters.flipSided ? '#define FLIP_SIDED' : '',

                parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
                parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',

                parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',

                parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
                parameters.logarithmicDepthBuffer && 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;',

                'attribute vec3 position;',
                'attribute vec3 normal;',
                'attribute vec2 uv;',

                '#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,

                'precision ' + parameters.precision + ' float;',
                'precision ' + parameters.precision + ' int;',

                '#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 && parameters.fog ) ? '#define USE_FOG' : '',
                ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',

                parameters.map ? '#define USE_MAP' : '',
                parameters.envMap ? '#define USE_ENVMAP' : '',
                parameters.envMap ? '#define ' + envMapTypeDefine : '',
                parameters.envMap ? '#define ' + envMapModeDefine : '',
                parameters.envMap ? '#define ' + envMapBlendingDefine : '',
                parameters.lightMap ? '#define USE_LIGHTMAP' : '',
                parameters.aoMap ? '#define USE_AOMAP' : '',
                parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
                parameters.bumpMap ? '#define USE_BUMPMAP' : '',
                parameters.normalMap ? '#define USE_NORMALMAP' : '',
                ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
                parameters.specularMap ? '#define USE_SPECULARMAP' : '',
                parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
                parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
                parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
                parameters.vertexColors ? '#define USE_COLOR' : '',

                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 && extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '',

                parameters.envMap && extensions.get( 'EXT_shader_texture_lod' ) ? '#define TEXTURE_LOD_EXT' : '',

                'uniform mat4 viewMatrix;',
                'uniform vec3 cameraPosition;',

                ( 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.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.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 = parseIncludes( vertexShader );
        vertexShader = replaceLightNums( vertexShader, parameters );
        vertexShader = replaceClippingPlaneNums( vertexShader, parameters );

        fragmentShader = parseIncludes( fragmentShader );
        fragmentShader = replaceLightNums( fragmentShader, parameters );
        fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );

        vertexShader = unrollLoops( vertexShader );
        fragmentShader = unrollLoops( fragmentShader );

        var vertexGlsl = prefixVertex + vertexShader;
        var fragmentGlsl = prefixFragment + fragmentShader;

        // console.log( '*VERTEX*', vertexGlsl );
        // console.log( '*FRAGMENT*', fragmentGlsl );

        var glVertexShader = WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl );
        var glFragmentShader = WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl );

        gl.attachShader( program, glVertexShader );
        gl.attachShader( program, glFragmentShader );

        // Force a particular attribute to index 0.

        if ( material.index0AttributeName !== undefined ) {

            gl.bindAttribLocation( program, 0, material.index0AttributeName );

        } else if ( parameters.morphTargets === true ) {

            // programs with morphTargets displace position out of attribute 0
            gl.bindAttribLocation( program, 0, 'position' );

        }

        gl.linkProgram( program );

        var programLog = gl.getProgramInfoLog( program ).trim();
        var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
        var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();

        var runnable = true;
        var haveDiagnostics = true;

        // console.log( '**VERTEX**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glVertexShader ) );
        // console.log( '**FRAGMENT**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glFragmentShader ) );

        if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) {

            runnable = false;

            console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), 'gl.VALIDATE_STATUS', gl.getProgramParameter( program, gl.VALIDATE_STATUS ), 'gl.getProgramInfoLog', programLog, vertexLog, fragmentLog );

        } else if ( programLog !== '' ) {

            console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );

        } else if ( vertexLog === '' || fragmentLog === '' ) {

            haveDiagnostics = false;

        }

        if ( haveDiagnostics ) {

            this.diagnostics = {

                runnable: runnable,
                material: material,

                programLog: programLog,

                vertexShader: {

                    log: vertexLog,
                    prefix: prefixVertex

                },

                fragmentShader: {

                    log: fragmentLog,
                    prefix: prefixFragment

                }

            };

        }

        // clean up

        gl.deleteShader( glVertexShader );
        gl.deleteShader( glFragmentShader );

        // set up caching for uniform locations

        var cachedUniforms;

        this.getUniforms = function () {

            if ( cachedUniforms === undefined ) {

                cachedUniforms = new WebGLUniforms( gl, program, renderer );

            }

            return cachedUniforms;

        };

        // set up caching for attribute locations

        var cachedAttributes;

        this.getAttributes = function () {

            if ( cachedAttributes === undefined ) {

                cachedAttributes = fetchAttributeLocations( gl, program );

            }

            return cachedAttributes;

        };

        // free resource

        this.destroy = function () {

            gl.deleteProgram( program );
            this.program = undefined;

        };

        // DEPRECATED

        Object.defineProperties( this, {

            uniforms: {
                get: function () {

                    console.warn( 'THREE.WebGLProgram: .uniforms is now .getUniforms().' );
                    return this.getUniforms();

                }
            },

            attributes: {
                get: function () {

                    console.warn( 'THREE.WebGLProgram: .attributes is now .getAttributes().' );
                    return this.getAttributes();

                }
            }

        } );


        //

        this.name = shader.name;
        this.id = programIdCount ++;
        this.code = code;
        this.usedTimes = 1;
        this.program = program;
        this.vertexShader = glVertexShader;
        this.fragmentShader = glFragmentShader;

        return this;

    }

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

    function WebGLPrograms( renderer, extensions, capabilities ) {

        var programs = [];

        var shaderIDs = {
            MeshDepthMaterial: 'depth',
            MeshDistanceMaterial: 'distanceRGBA',
            MeshNormalMaterial: 'normal',
            MeshBasicMaterial: 'basic',
            MeshLambertMaterial: 'lambert',
            MeshPhongMaterial: 'phong',
            MeshToonMaterial: 'phong',
            MeshStandardMaterial: 'physical',
            MeshPhysicalMaterial: 'physical',
            LineBasicMaterial: 'basic',
            LineDashedMaterial: 'dashed',
            PointsMaterial: 'points',
            ShadowMaterial: 'shadow'
        };

        var parameterNames = [
            "precision", "supportsVertexTextures", "map", "mapEncoding", "envMap", "envMapMode", "envMapEncoding",
            "lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "displacementMap", "specularMap",
            "roughnessMap", "metalnessMap", "gradientMap",
            "alphaMap", "combine", "vertexColors", "fog", "useFog", "fogExp",
            "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
            "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
            "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
            "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
            "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
            "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering"
        ];


        function allocateBones( object ) {

            var skeleton = object.skeleton;
            var bones = skeleton.bones;

            if ( capabilities.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 = capabilities.maxVertexUniforms;
                var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );

                var maxBones = Math.min( nVertexMatrices, bones.length );

                if ( maxBones < bones.length ) {

                    console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
                    return 0;

                }

                return maxBones;

            }

        }

        function getTextureEncodingFromMap( map, gammaOverrideLinear ) {

            var encoding;

            if ( ! map ) {

                encoding = LinearEncoding;

            } else if ( map.isTexture ) {

                encoding = map.encoding;

            } else if ( map.isWebGLRenderTarget ) {

                console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
                encoding = map.texture.encoding;

            }

            // add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point.
            if ( encoding === LinearEncoding && gammaOverrideLinear ) {

                encoding = GammaEncoding;

            }

            return encoding;

        }

        this.getParameters = function ( material, lights, shadows, fog, nClipPlanes, nClipIntersection, object ) {

            var shaderID = shaderIDs[ material.type ];

            // heuristics to create shader parameters according to lights in the scene
            // (not to blow over maxLights budget)

            var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
            var precision = capabilities.precision;

            if ( material.precision !== null ) {

                precision = capabilities.getMaxPrecision( material.precision );

                if ( precision !== material.precision ) {

                    console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );

                }

            }

            var currentRenderTarget = renderer.getRenderTarget();

            var parameters = {

                shaderID: shaderID,

                precision: precision,
                supportsVertexTextures: capabilities.vertexTextures,
                outputEncoding: getTextureEncodingFromMap( ( ! currentRenderTarget ) ? null : currentRenderTarget.texture, renderer.gammaOutput ),
                map: !! material.map,
                mapEncoding: getTextureEncodingFromMap( material.map, renderer.gammaInput ),
                envMap: !! material.envMap,
                envMapMode: material.envMap && material.envMap.mapping,
                envMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ),
                envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === CubeUVReflectionMapping ) || ( material.envMap.mapping === CubeUVRefractionMapping ) ),
                lightMap: !! material.lightMap,
                aoMap: !! material.aoMap,
                emissiveMap: !! material.emissiveMap,
                emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap, renderer.gammaInput ),
                bumpMap: !! material.bumpMap,
                normalMap: !! material.normalMap,
                objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
                displacementMap: !! material.displacementMap,
                roughnessMap: !! material.roughnessMap,
                metalnessMap: !! material.metalnessMap,
                specularMap: !! material.specularMap,
                alphaMap: !! material.alphaMap,

                gradientMap: !! material.gradientMap,

                combine: material.combine,

                vertexColors: material.vertexColors,

                fog: !! fog,
                useFog: material.fog,
                fogExp: ( fog && fog.isFogExp2 ),

                flatShading: material.flatShading,

                sizeAttenuation: material.sizeAttenuation,
                logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer,

                skinning: material.skinning && maxBones > 0,
                maxBones: maxBones,
                useVertexTexture: capabilities.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,

                numClippingPlanes: nClipPlanes,
                numClipIntersection: nClipIntersection,

                dithering: material.dithering,

                shadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && shadows.length > 0,
                shadowMapType: renderer.shadowMap.type,

                toneMapping: renderer.toneMapping,
                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.getProgramCode = 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; i < parameterNames.length; i ++ ) {

                array.push( parameters[ parameterNames[ i ] ] );

            }

            array.push( material.onBeforeCompile.toString() );

            array.push( renderer.gammaOutput );

            return array.join();

        };

        this.acquireProgram = function ( material, shader, parameters, code ) {

            var program;

            // Check if code has been already compiled
            for ( var p = 0, pl = programs.length; p < pl; p ++ ) {

                var programInfo = programs[ p ];

                if ( programInfo.code === code ) {

                    program = programInfo;
                    ++ program.usedTimes;

                    break;

                }

            }

            if ( program === undefined ) {

                program = new WebGLProgram( renderer, extensions, code, material, shader, parameters );
                programs.push( program );

            }

            return program;

        };

        this.releaseProgram = function ( program ) {

            if ( -- program.usedTimes === 0 ) {

                // Remove from unordered set
                var i = programs.indexOf( program );
                programs[ i ] = programs[ programs.length - 1 ];
                programs.pop();

                // Free WebGL resources
                program.destroy();

            }

        };

        // Exposed for resource monitoring & error feedback via renderer.info:
        this.programs = programs;

    }

    /**
     * @author fordacious / fordacious.github.io
     */

    function WebGLProperties() {

        var properties = new WeakMap();

        function get( object ) {

            var map = properties.get( object );

            if ( map === undefined ) {

                map = {};
                properties.set( object, map );

            }

            return map;

        }

        function remove( object ) {

            properties.delete( object );

        }

        function update( object, key, value ) {

            properties.get( object )[ key ] = value;

        }

        function dispose() {

            properties = new WeakMap();

        }

        return {
            get: get,
            remove: remove,
            update: update,
            dispose: dispose
        };

    }

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

    function painterSortStable( a, b ) {

        if ( a.renderOrder !== b.renderOrder ) {

            return a.renderOrder - b.renderOrder;

        } else if ( a.program && b.program && 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.renderOrder !== b.renderOrder ) {

            return a.renderOrder - b.renderOrder;

        } 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 = [];

        function init() {

            renderItemsIndex = 0;

            opaque.length = 0;
            transparent.length = 0;

        }

        function push( object, geometry, material, z, group ) {

            var renderItem = renderItems[ renderItemsIndex ];

            if ( renderItem === undefined ) {

                renderItem = {
                    id: object.id,
                    object: object,
                    geometry: geometry,
                    material: material,
                    program: material.program,
                    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;
                renderItem.renderOrder = object.renderOrder;
                renderItem.z = z;
                renderItem.group = group;

            }

            ( material.transparent === true ? transparent : opaque ).push( renderItem );

            renderItemsIndex ++;

        }

        function sort() {

            if ( opaque.length > 1 ) opaque.sort( painterSortStable );
            if ( transparent.length > 1 ) transparent.sort( reversePainterSortStable );

        }

        return {
            opaque: opaque,
            transparent: transparent,

            init: init,
            push: push,

            sort: sort
        };

    }

    function WebGLRenderLists() {

        var lists = {};

        function get( scene, camera ) {

            var hash = scene.id + ',' + camera.id;
            var list = lists[ hash ];

            if ( list === undefined ) {

                // console.log( 'THREE.WebGLRenderLists:', hash );

                list = new WebGLRenderList();
                lists[ hash ] = list;

            }

            return list;

        }

        function dispose() {

            lists = {};

        }

        return {
            get: get,
            dispose: dispose
        };

    }

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

    function UniformsCache() {

        var lights = {};

        return {

            get: function ( light ) {

                if ( lights[ light.id ] !== undefined ) {

                    return lights[ light.id ];

                }

                var uniforms;

                switch ( light.type ) {

                    case 'DirectionalLight':
                        uniforms = {
                            direction: new Vector3(),
                            color: new Color(),

                            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 count = 0;

    function WebGLLights() {

        var cache = new UniformsCache();

        var state = {

            id: count ++,

            hash: '',

            ambient: [ 0, 0, 0 ],
            directional: [],
            directionalShadowMap: [],
            directionalShadowMatrix: [],
            spot: [],
            spotShadowMap: [],
            spotShadowMatrix: [],
            rectArea: [],
            point: [],
            pointShadowMap: [],
            pointShadowMatrix: [],
            hemi: []

        };

        var vector3 = new Vector3();
        var matrix4 = new Matrix4();
        var matrix42 = new Matrix4();

        function setup( lights, shadows, camera ) {

            var r = 0, g = 0, b = 0;

            var directionalLength = 0;
            var pointLength = 0;
            var spotLength = 0;
            var rectAreaLength = 0;
            var hemiLength = 0;

            var viewMatrix = camera.matrixWorldInverse;

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

                var light = lights[ i ];

                var color = light.color;
                var intensity = light.intensity;
                var distance = light.distance;

                var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;

                if ( light.isAmbientLight ) {

                    r += color.r * intensity;
                    g += color.g * intensity;
                    b += color.b * intensity;

                } else if ( light.isDirectionalLight ) {

                    var uniforms = cache.get( light );

                    uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
                    uniforms.direction.setFromMatrixPosition( light.matrixWorld );
                    vector3.setFromMatrixPosition( light.target.matrixWorld );
                    uniforms.direction.sub( vector3 );
                    uniforms.direction.transformDirection( viewMatrix );

                    uniforms.shadow = light.castShadow;

                    if ( light.castShadow ) {

                        var shadow = light.shadow;

                        uniforms.shadowBias = shadow.bias;
                        uniforms.shadowRadius = shadow.radius;
                        uniforms.shadowMapSize = shadow.mapSize;

                    }

                    state.directionalShadowMap[ directionalLength ] = shadowMap;
                    state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
                    state.directional[ directionalLength ] = uniforms;

                    directionalLength ++;

                } else if ( light.isSpotLight ) {

                    var uniforms = cache.get( light );

                    uniforms.position.setFromMatrixPosition( light.matrixWorld );
                    uniforms.position.applyMatrix4( viewMatrix );

                    uniforms.color.copy( color ).multiplyScalar( intensity );
                    uniforms.distance = distance;

                    uniforms.direction.setFromMatrixPosition( light.matrixWorld );
                    vector3.setFromMatrixPosition( light.target.matrixWorld );
                    uniforms.direction.sub( vector3 );
                    uniforms.direction.transformDirection( viewMatrix );

                    uniforms.coneCos = Math.cos( light.angle );
                    uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
                    uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;

                    uniforms.shadow = light.castShadow;

                    if ( light.castShadow ) {

                        var shadow = light.shadow;

                        uniforms.shadowBias = shadow.bias;
                        uniforms.shadowRadius = shadow.radius;
                        uniforms.shadowMapSize = shadow.mapSize;

                    }

                    state.spotShadowMap[ spotLength ] = shadowMap;
                    state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
                    state.spot[ spotLength ] = uniforms;

                    spotLength ++;

                } else if ( light.isRectAreaLight ) {

                    var uniforms = cache.get( light );

                    // (a) intensity is the total visible light emitted
                    //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );

                    // (b) intensity is the brightness of the light
                    uniforms.color.copy( color ).multiplyScalar( intensity );

                    uniforms.position.setFromMatrixPosition( light.matrixWorld );
                    uniforms.position.applyMatrix4( viewMatrix );

                    // extract local rotation of light to derive width/height half vectors
                    matrix42.identity();
                    matrix4.copy( light.matrixWorld );
                    matrix4.premultiply( viewMatrix );
                    matrix42.extractRotation( matrix4 );

                    uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
                    uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );

                    uniforms.halfWidth.applyMatrix4( matrix42 );
                    uniforms.halfHeight.applyMatrix4( matrix42 );

                    // TODO (abelnation): RectAreaLight distance?
                    // uniforms.distance = distance;

                    state.rectArea[ rectAreaLength ] = uniforms;

                    rectAreaLength ++;

                } else if ( light.isPointLight ) {

                    var uniforms = cache.get( light );

                    uniforms.position.setFromMatrixPosition( light.matrixWorld );
                    uniforms.position.applyMatrix4( viewMatrix );

                    uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
                    uniforms.distance = light.distance;
                    uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;

                    uniforms.shadow = light.castShadow;

                    if ( light.castShadow ) {

                        var shadow = light.shadow;

                        uniforms.shadowBias = shadow.bias;
                        uniforms.shadowRadius = shadow.radius;
                        uniforms.shadowMapSize = shadow.mapSize;
                        uniforms.shadowCameraNear = shadow.camera.near;
                        uniforms.shadowCameraFar = shadow.camera.far;

                    }

                    state.pointShadowMap[ pointLength ] = shadowMap;
                    state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
                    state.point[ pointLength ] = uniforms;

                    pointLength ++;

                } else if ( light.isHemisphereLight ) {

                    var uniforms = cache.get( light );

                    uniforms.direction.setFromMatrixPosition( light.matrixWorld );
                    uniforms.direction.transformDirection( viewMatrix );
                    uniforms.direction.normalize();

                    uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
                    uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );

                    state.hemi[ hemiLength ] = uniforms;

                    hemiLength ++;

                }

            }

            state.ambient[ 0 ] = r;
            state.ambient[ 1 ] = g;
            state.ambient[ 2 ] = b;

            state.directional.length = directionalLength;
            state.spot.length = spotLength;
            state.rectArea.length = rectAreaLength;
            state.point.length = pointLength;
            state.hemi.length = hemiLength;

            state.hash = state.id + ',' + directionalLength + ',' + pointLength + ',' + spotLength + ',' + rectAreaLength + ',' + hemiLength + ',' + shadows.length;

        }

        return {
            setup: setup,
            state: state
        };

    }

    /**
     * @author Mugen87 / https://github.com/Mugen87
     */

    function WebGLRenderState() {

        var lights = new WebGLLights();

        var lightsArray = [];
        var shadowsArray = [];
        var spritesArray = [];

        function init() {

            lightsArray.length = 0;
            shadowsArray.length = 0;
            spritesArray.length = 0;

        }

        function pushLight( light ) {

            lightsArray.push( light );

        }

        function pushShadow( shadowLight ) {

            shadowsArray.push( shadowLight );

        }

        function pushSprite( sprite ) {

            spritesArray.push( sprite );

        }

        function setupLights( camera ) {

            lights.setup( lightsArray, shadowsArray, camera );

        }

        var state = {
            lightsArray: lightsArray,
            shadowsArray: shadowsArray,
            spritesArray: spritesArray,

            lights: lights
        };

        return {
            init: init,
            state: state,
            setupLights: setupLights,

            pushLight: pushLight,
            pushShadow: pushShadow,
            pushSprite: pushSprite
        };

    }

    function WebGLRenderStates() {

        var renderStates = {};

        function get( scene, camera ) {

            var hash = scene.id + ',' + camera.id;

            var renderState = renderStates[ hash ];

            if ( renderState === undefined ) {

                renderState = new WebGLRenderState();
                renderStates[ hash ] = renderState;

            }

            return renderState;

        }

        function dispose() {

            renderStates = {};

        }

        return {
            get: get,
            dispose: dispose
        };

    }

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author alteredq / http://alteredqualia.com/
     * @author bhouston / https://clara.io
     * @author WestLangley / http://github.com/WestLangley
     *
     * parameters = {
     *
     *  opacity: <float>,
     *
     *  map: new THREE.Texture( <Image> ),
     *
     *  alphaMap: new THREE.Texture( <Image> ),
     *
     *  displacementMap: new THREE.Texture( <Image> ),
     *  displacementScale: <float>,
     *  displacementBias: <float>,
     *
     *  wireframe: <boolean>,
     *  wireframeLinewidth: <float>
     * }
     */

    function MeshDepthMaterial( parameters ) {

        Material.call( this );

        this.type = 'MeshDepthMaterial';

        this.depthPacking = BasicDepthPacking;

        this.skinning = false;
        this.morphTargets = false;

        this.map = null;

        this.alphaMap = null;

        this.displacementMap = null;
        this.displacementScale = 1;
        this.displacementBias = 0;

        this.wireframe = false;
        this.wireframeLinewidth = 1;

        this.fog = false;
        this.lights = false;

        this.setValues( parameters );

    }

    MeshDepthMaterial.prototype = Object.create( Material.prototype );
    MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;

    MeshDepthMaterial.prototype.isMeshDepthMaterial = true;

    MeshDepthMaterial.prototype.copy = function ( source ) {

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

        this.depthPacking = source.depthPacking;

        this.skinning = source.skinning;
        this.morphTargets = source.morphTargets;

        this.map = source.map;

        this.alphaMap = source.alphaMap;

        this.displacementMap = source.displacementMap;
        this.displacementScale = source.displacementScale;
        this.displacementBias = source.displacementBias;

        this.wireframe = source.wireframe;
        this.wireframeLinewidth = source.wireframeLinewidth;

        return this;

    };

    /**
     * @author WestLangley / http://github.com/WestLangley
     *
     * parameters = {
     *
     *  referencePosition: <float>,
     *  nearDistance: <float>,
     *  farDistance: <float>,
     *
     *  skinning: <bool>,
     *  morphTargets: <bool>,
     *
     *  map: new THREE.Texture( <Image> ),
     *
     *  alphaMap: new THREE.Texture( <Image> ),
     *
     *  displacementMap: new THREE.Texture( <Image> ),
     *  displacementScale: <float>,
     *  displacementBias: <float>
     *
     * }
     */

    function MeshDistanceMaterial( parameters ) {

        Material.call( this );

        this.type = 'MeshDistanceMaterial';

        this.referencePosition = new Vector3();
        this.nearDistance = 1;
        this.farDistance = 1000;

        this.skinning = false;
        this.morphTargets = false;

        this.map = null;

        this.alphaMap = null;

        this.displacementMap = null;
        this.displacementScale = 1;
        this.displacementBias = 0;

        this.fog = false;
        this.lights = 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;

    };

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

    function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {

        var _frustum = new Frustum(),
            _projScreenMatrix = new Matrix4(),

            _shadowMapSize = new Vector2(),
            _maxShadowMapSize = new Vector2( maxTextureSize, maxTextureSize ),

            _lookTarget = new Vector3(),
            _lightPositionWorld = new Vector3(),

            _MorphingFlag = 1,
            _SkinningFlag = 2,

            _NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1,

            _depthMaterials = new Array( _NumberOfMaterialVariants ),
            _distanceMaterials = new Array( _NumberOfMaterialVariants ),

            _materialCache = {};

        var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };

        var cubeDirections = [
            new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
            new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
        ];

        var cubeUps = [
            new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
            new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
        ];

        var cube2DViewPorts = [
            new Vector4(), new Vector4(), new Vector4(),
            new Vector4(), new Vector4(), new Vector4()
        ];

        // init

        for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) {

            var useMorphing = ( i & _MorphingFlag ) !== 0;
            var useSkinning = ( i & _SkinningFlag ) !== 0;

            var depthMaterial = new MeshDepthMaterial( {

                depthPacking: RGBADepthPacking,

                morphTargets: useMorphing,
                skinning: useSkinning

            } );

            _depthMaterials[ i ] = depthMaterial;

            //

            var distanceMaterial = new MeshDistanceMaterial( {

                morphTargets: useMorphing,
                skinning: useSkinning

            } );

            _distanceMaterials[ i ] = distanceMaterial;

        }

        //

        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;

            // TODO Clean up (needed in case of contextlost)
            var _gl = _renderer.context;
            var _state = _renderer.state;

            // Set GL state for depth map.
            _state.disable( _gl.BLEND );
            _state.buffers.color.setClear( 1, 1, 1, 1 );
            _state.buffers.depth.setTest( true );
            _state.setScissorTest( false );

            // render depth map

            var faceCount;

            for ( var i = 0, il = lights.length; i < il; i ++ ) {

                var light = lights[ i ];
                var shadow = light.shadow;
                var isPointLight = light && light.isPointLight;

                if ( shadow === undefined ) {

                    console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
                    continue;

                }

                var shadowCamera = shadow.camera;

                _shadowMapSize.copy( shadow.mapSize );
                _shadowMapSize.min( _maxShadowMapSize );

                if ( isPointLight ) {

                    var vpWidth = _shadowMapSize.x;
                    var vpHeight = _shadowMapSize.y;

                    // These viewports map a cube-map onto a 2D texture with the
                    // following orientation:
                    //
                    //  xzXZ
                    //   y Y
                    //
                    // X - Positive x direction
                    // x - Negative x direction
                    // Y - Positive y direction
                    // y - Negative y direction
                    // Z - Positive z direction
                    // z - Negative z direction

                    // positive X
                    cube2DViewPorts[ 0 ].set( vpWidth * 2, vpHeight, vpWidth, vpHeight );
                    // negative X
                    cube2DViewPorts[ 1 ].set( 0, vpHeight, vpWidth, vpHeight );
                    // positive Z
                    cube2DViewPorts[ 2 ].set( vpWidth * 3, vpHeight, vpWidth, vpHeight );
                    // negative Z
                    cube2DViewPorts[ 3 ].set( vpWidth, vpHeight, vpWidth, vpHeight );
                    // positive Y
                    cube2DViewPorts[ 4 ].set( vpWidth * 3, 0, vpWidth, vpHeight );
                    // negative Y
                    cube2DViewPorts[ 5 ].set( vpWidth, 0, vpWidth, vpHeight );

                    _shadowMapSize.x *= 4.0;
                    _shadowMapSize.y *= 2.0;

                }

                if ( shadow.map === null ) {

                    var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };

                    shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
                    shadow.map.texture.name = light.name + ".shadowMap";

                    shadowCamera.updateProjectionMatrix();

                }

                if ( shadow.isSpotLightShadow ) {

                    shadow.update( light );

                }

                var shadowMap = shadow.map;
                var shadowMatrix = shadow.matrix;

                _lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
                shadowCamera.position.copy( _lightPositionWorld );

                if ( isPointLight ) {

                    faceCount = 6;

                    // for point lights we set the shadow matrix to be a translation-only matrix
                    // equal to inverse of the light's position

                    shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );

                } else {

                    faceCount = 1;

                    _lookTarget.setFromMatrixPosition( light.target.matrixWorld );
                    shadowCamera.lookAt( _lookTarget );
                    shadowCamera.updateMatrixWorld();

                    // compute shadow matrix

                    shadowMatrix.set(
                        0.5, 0.0, 0.0, 0.5,
                        0.0, 0.5, 0.0, 0.5,
                        0.0, 0.0, 0.5, 0.5,
                        0.0, 0.0, 0.0, 1.0
                    );

                    shadowMatrix.multiply( shadowCamera.projectionMatrix );
                    shadowMatrix.multiply( shadowCamera.matrixWorldInverse );

                }

                _renderer.setRenderTarget( shadowMap );
                _renderer.clear();

                // render shadow map for each cube face (if omni-directional) or
                // run a single pass if not

                for ( var face = 0; face < faceCount; face ++ ) {

                    if ( isPointLight ) {

                        _lookTarget.copy( shadowCamera.position );
                        _lookTarget.add( cubeDirections[ face ] );
                        shadowCamera.up.copy( cubeUps[ face ] );
                        shadowCamera.lookAt( _lookTarget );
                        shadowCamera.updateMatrixWorld();

                        var vpDimensions = cube2DViewPorts[ face ];
                        _state.viewport( vpDimensions );

                    }

                    // update camera matrices and frustum

                    _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
                    _frustum.setFromMatrix( _projScreenMatrix );

                    // set object matrices & frustum culling

                    renderObject( scene, camera, shadowCamera, isPointLight );

                }

            }

            scope.needsUpdate = false;

        };

        function getDepthMaterial( object, material, isPointLight, lightPositionWorld, shadowCameraNear, shadowCameraFar ) {

            var geometry = object.geometry;

            var result = null;

            var materialVariants = _depthMaterials;
            var customMaterial = object.customDepthMaterial;

            if ( isPointLight ) {

                materialVariants = _distanceMaterials;
                customMaterial = object.customDistanceMaterial;

            }

            if ( ! customMaterial ) {

                var useMorphing = false;

                if ( material.morphTargets ) {

                    if ( geometry && geometry.isBufferGeometry ) {

                        useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;

                    } else if ( geometry && geometry.isGeometry ) {

                        useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0;

                    }

                }

                if ( object.isSkinnedMesh && material.skinning === false ) {

                    console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );

                }

                var useSkinning = object.isSkinnedMesh && material.skinning;

                var variantIndex = 0;

                if ( useMorphing ) variantIndex |= _MorphingFlag;
                if ( useSkinning ) variantIndex |= _SkinningFlag;

                result = materialVariants[ variantIndex ];

            } else {

                result = customMaterial;

            }

            if ( _renderer.localClippingEnabled &&
                    material.clipShadows === true &&
                    material.clippingPlanes.length !== 0 ) {

                // in this case we need a unique material instance reflecting the
                // appropriate state

                var keyA = result.uuid, keyB = material.uuid;

                var materialsForVariant = _materialCache[ keyA ];

                if ( materialsForVariant === undefined ) {

                    materialsForVariant = {};
                    _materialCache[ keyA ] = materialsForVariant;

                }

                var cachedMaterial = materialsForVariant[ keyB ];

                if ( cachedMaterial === undefined ) {

                    cachedMaterial = result.clone();
                    materialsForVariant[ keyB ] = cachedMaterial;

                }

                result = cachedMaterial;

            }

            result.visible = material.visible;
            result.wireframe = material.wireframe;

            result.side = ( material.shadowSide != null ) ? material.shadowSide : shadowSide[ material.side ];

            result.clipShadows = material.clipShadows;
            result.clippingPlanes = material.clippingPlanes;
            result.clipIntersection = material.clipIntersection;

            result.wireframeLinewidth = material.wireframeLinewidth;
            result.linewidth = material.linewidth;

            if ( isPointLight && result.isMeshDistanceMaterial ) {

                result.referencePosition.copy( lightPositionWorld );
                result.nearDistance = shadowCameraNear;
                result.farDistance = shadowCameraFar;

            }

            return result;

        }

        function renderObject( object, camera, shadowCamera, isPointLight ) {

            if ( object.visible === false ) return;

            var visible = object.layers.test( camera.layers );

            if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {

                if ( object.castShadow && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {

                    object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );

                    var geometry = _objects.update( object );
                    var material = object.material;

                    if ( Array.isArray( material ) ) {

                        var groups = geometry.groups;

                        for ( var k = 0, kl = groups.length; k < kl; k ++ ) {

                            var group = groups[ k ];
                            var groupMaterial = material[ group.materialIndex ];

                            if ( groupMaterial && groupMaterial.visible ) {

                                var depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld, shadowCamera.near, shadowCamera.far );
                                _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );

                            }

                        }

                    } else if ( material.visible ) {

                        var depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld, shadowCamera.near, shadowCamera.far );
                        _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );

                    }

                }

            }

            var children = object.children;

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

                renderObject( children[ i ], camera, shadowCamera, isPointLight );

            }

        }

    }

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

    function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {

        Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );

        this.needsUpdate = true;

    }

    CanvasTexture.prototype = Object.create( Texture.prototype );
    CanvasTexture.prototype.constructor = CanvasTexture;
    CanvasTexture.prototype.isCanvasTexture = true;

    /**
     * @author mikael emtinger / http://gomo.se/
     * @author alteredq / http://alteredqualia.com/
     */

    function WebGLSpriteRenderer( renderer, gl, state, textures, capabilities ) {

        var vertexBuffer, elementBuffer;
        var program, attributes, uniforms;

        var texture;

        // decompose matrixWorld

        var spritePosition = new Vector3();
        var spriteRotation = new Quaternion();
        var spriteScale = new Vector3();

        function init() {

            var vertices = new Float32Array( [
                - 0.5, - 0.5, 0, 0,
                  0.5, - 0.5, 1, 0,
                  0.5, 0.5, 1, 1,
                - 0.5, 0.5, 0, 1
            ] );

            var faces = new Uint16Array( [
                0, 1, 2,
                0, 2, 3
            ] );

            vertexBuffer = gl.createBuffer();
            elementBuffer = gl.createBuffer();

            gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
            gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW );

            gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
            gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW );

            program = createProgram();

            attributes = {
                position: gl.getAttribLocation( program, 'position' ),
                uv: gl.getAttribLocation( program, 'uv' )
            };

            uniforms = {
                uvOffset: gl.getUniformLocation( program, 'uvOffset' ),
                uvScale: gl.getUniformLocation( program, 'uvScale' ),

                rotation: gl.getUniformLocation( program, 'rotation' ),
                center: gl.getUniformLocation( program, 'center' ),
                scale: gl.getUniformLocation( program, 'scale' ),

                color: gl.getUniformLocation( program, 'color' ),
                map: gl.getUniformLocation( program, 'map' ),
                opacity: gl.getUniformLocation( program, 'opacity' ),

                modelViewMatrix: gl.getUniformLocation( program, 'modelViewMatrix' ),
                projectionMatrix: gl.getUniformLocation( program, 'projectionMatrix' ),

                fogType: gl.getUniformLocation( program, 'fogType' ),
                fogDensity: gl.getUniformLocation( program, 'fogDensity' ),
                fogNear: gl.getUniformLocation( program, 'fogNear' ),
                fogFar: gl.getUniformLocation( program, 'fogFar' ),
                fogColor: gl.getUniformLocation( program, 'fogColor' ),
                fogDepth: gl.getUniformLocation( program, 'fogDepth' ),

                alphaTest: gl.getUniformLocation( program, 'alphaTest' )
            };

            var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
            canvas.width = 8;
            canvas.height = 8;

            var context = canvas.getContext( '2d' );
            context.fillStyle = 'white';
            context.fillRect( 0, 0, 8, 8 );

            texture = new CanvasTexture( canvas );

        }

        this.render = function ( sprites, scene, camera ) {

            if ( sprites.length === 0 ) return;

            // setup gl

            if ( program === undefined ) {

                init();

            }

            state.useProgram( program );

            state.initAttributes();
            state.enableAttribute( attributes.position );
            state.enableAttribute( attributes.uv );
            state.disableUnusedAttributes();

            state.disable( gl.CULL_FACE );
            state.enable( gl.BLEND );

            gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
            gl.vertexAttribPointer( attributes.position, 2, gl.FLOAT, false, 2 * 8, 0 );
            gl.vertexAttribPointer( attributes.uv, 2, gl.FLOAT, false, 2 * 8, 8 );

            gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );

            gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.projectionMatrix.elements );

            state.activeTexture( gl.TEXTURE0 );
            gl.uniform1i( uniforms.map, 0 );

            var oldFogType = 0;
            var sceneFogType = 0;
            var fog = scene.fog;

            if ( fog ) {

                gl.uniform3f( uniforms.fogColor, fog.color.r, fog.color.g, fog.color.b );

                if ( fog.isFog ) {

                    gl.uniform1f( uniforms.fogNear, fog.near );
                    gl.uniform1f( uniforms.fogFar, fog.far );

                    gl.uniform1i( uniforms.fogType, 1 );
                    oldFogType = 1;
                    sceneFogType = 1;

                } else if ( fog.isFogExp2 ) {

                    gl.uniform1f( uniforms.fogDensity, fog.density );

                    gl.uniform1i( uniforms.fogType, 2 );
                    oldFogType = 2;
                    sceneFogType = 2;

                }

            } else {

                gl.uniform1i( uniforms.fogType, 0 );
                oldFogType = 0;
                sceneFogType = 0;

            }


            // update positions and sort

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

                var sprite = sprites[ i ];

                sprite.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, sprite.matrixWorld );
                sprite.z = - sprite.modelViewMatrix.elements[ 14 ];

            }

            sprites.sort( painterSortStable );

            // render all sprites

            var scale = [];
            var center = [];

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

                var sprite = sprites[ i ];
                var material = sprite.material;

                if ( material.visible === false ) continue;

                sprite.onBeforeRender( renderer, scene, camera, undefined, material, undefined );

                gl.uniform1f( uniforms.alphaTest, material.alphaTest );
                gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite.modelViewMatrix.elements );

                sprite.matrixWorld.decompose( spritePosition, spriteRotation, spriteScale );

                scale[ 0 ] = spriteScale.x;
                scale[ 1 ] = spriteScale.y;

                center[ 0 ] = sprite.center.x - 0.5;
                center[ 1 ] = sprite.center.y - 0.5;

                var fogType = 0;

                if ( scene.fog && material.fog ) {

                    fogType = sceneFogType;

                }

                if ( oldFogType !== fogType ) {

                    gl.uniform1i( uniforms.fogType, fogType );
                    oldFogType = fogType;

                }

                if ( material.map !== null ) {

                    gl.uniform2f( uniforms.uvOffset, material.map.offset.x, material.map.offset.y );
                    gl.uniform2f( uniforms.uvScale, material.map.repeat.x, material.map.repeat.y );

                } else {

                    gl.uniform2f( uniforms.uvOffset, 0, 0 );
                    gl.uniform2f( uniforms.uvScale, 1, 1 );

                }

                gl.uniform1f( uniforms.opacity, material.opacity );
                gl.uniform3f( uniforms.color, material.color.r, material.color.g, material.color.b );

                gl.uniform1f( uniforms.rotation, material.rotation );
                gl.uniform2fv( uniforms.center, center );
                gl.uniform2fv( uniforms.scale, scale );

                state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
                state.buffers.depth.setTest( material.depthTest );
                state.buffers.depth.setMask( material.depthWrite );
                state.buffers.color.setMask( material.colorWrite );

                textures.setTexture2D( material.map || texture, 0 );

                gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );

                sprite.onAfterRender( renderer, scene, camera, undefined, material, undefined );

            }

            // restore gl

            state.enable( gl.CULL_FACE );

            state.reset();

        };

        function createProgram() {

            var program = gl.createProgram();

            var vertexShader = gl.createShader( gl.VERTEX_SHADER );
            var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER );

            gl.shaderSource( vertexShader, [

                'precision ' + capabilities.precision + ' float;',

                '#define SHADER_NAME ' + 'SpriteMaterial',

                'uniform mat4 modelViewMatrix;',
                'uniform mat4 projectionMatrix;',
                'uniform float rotation;',
                'uniform vec2 center;',
                'uniform vec2 scale;',
                'uniform vec2 uvOffset;',
                'uniform vec2 uvScale;',

                'attribute vec2 position;',
                'attribute vec2 uv;',

                'varying vec2 vUV;',
                'varying float fogDepth;',

                'void main() {',

                '   vUV = uvOffset + uv * uvScale;',

                '   vec2 alignedPosition = ( position - center ) * scale;',

                '   vec2 rotatedPosition;',
                '   rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;',
                '   rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;',

                '   vec4 mvPosition;',

                '   mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );',
                '   mvPosition.xy += rotatedPosition;',

                '   gl_Position = projectionMatrix * mvPosition;',

                '   fogDepth = - mvPosition.z;',

                '}'

            ].join( '\n' ) );

            gl.shaderSource( fragmentShader, [

                'precision ' + capabilities.precision + ' float;',

                '#define SHADER_NAME ' + 'SpriteMaterial',

                'uniform vec3 color;',
                'uniform sampler2D map;',
                'uniform float opacity;',

                'uniform int fogType;',
                'uniform vec3 fogColor;',
                'uniform float fogDensity;',
                'uniform float fogNear;',
                'uniform float fogFar;',
                'uniform float alphaTest;',

                'varying vec2 vUV;',
                'varying float fogDepth;',

                'void main() {',

                '   vec4 texture = texture2D( map, vUV );',

                '   gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );',

                '   if ( gl_FragColor.a < alphaTest ) discard;',

                '   if ( fogType > 0 ) {',

                '       float fogFactor = 0.0;',

                '       if ( fogType == 1 ) {',

                '           fogFactor = smoothstep( fogNear, fogFar, fogDepth );',

                '       } else {',

                '           const float LOG2 = 1.442695;',
                '           fogFactor = exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 );',
                '           fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );',

                '       }',

                '       gl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );',

                '   }',

                '}'

            ].join( '\n' ) );

            gl.compileShader( vertexShader );
            gl.compileShader( fragmentShader );

            gl.attachShader( program, vertexShader );
            gl.attachShader( program, fragmentShader );

            gl.linkProgram( program );

            return program;

        }

        function painterSortStable( a, b ) {

            if ( a.renderOrder !== b.renderOrder ) {

                return a.renderOrder - b.renderOrder;

            } else if ( a.z !== b.z ) {

                return b.z - a.z;

            } else {

                return b.id - a.id;

            }

        }

    }

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

    function WebGLState( gl, extensions, utils ) {

        function ColorBuffer() {

            var locked = false;

            var color = new Vector4();
            var currentColorMask = null;
            var currentColorClear = new Vector4( 0, 0, 0, 0 );

            return {

                setMask: function ( colorMask ) {

                    if ( currentColorMask !== colorMask && ! locked ) {

                        gl.colorMask( colorMask, colorMask, colorMask, colorMask );
                        currentColorMask = colorMask;

                    }

                },

                setLocked: function ( lock ) {

                    locked = lock;

                },

                setClear: function ( r, g, b, a, premultipliedAlpha ) {

                    if ( premultipliedAlpha === true ) {

                        r *= a; g *= a; b *= a;

                    }

                    color.set( r, g, b, a );

                    if ( currentColorClear.equals( color ) === false ) {

                        gl.clearColor( r, g, b, a );
                        currentColorClear.copy( color );

                    }

                },

                reset: function () {

                    locked = false;

                    currentColorMask = null;
                    currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state

                }

            };

        }

        function DepthBuffer() {

            var locked = false;

            var currentDepthMask = null;
            var currentDepthFunc = null;
            var currentDepthClear = null;

            return {

                setTest: function ( depthTest ) {

                    if ( depthTest ) {

                        enable( gl.DEPTH_TEST );

                    } else {

                        disable( gl.DEPTH_TEST );

                    }

                },

                setMask: function ( depthMask ) {

                    if ( currentDepthMask !== depthMask && ! locked ) {

                        gl.depthMask( depthMask );
                        currentDepthMask = depthMask;

                    }

                },

                setFunc: function ( depthFunc ) {

                    if ( currentDepthFunc !== depthFunc ) {

                        if ( depthFunc ) {

                            switch ( depthFunc ) {

                                case NeverDepth:

                                    gl.depthFunc( gl.NEVER );
                                    break;

                                case AlwaysDepth:

                                    gl.depthFunc( gl.ALWAYS );
                                    break;

                                case LessDepth:

                                    gl.depthFunc( gl.LESS );
                                    break;

                                case LessEqualDepth:

                                    gl.depthFunc( gl.LEQUAL );
                                    break;

                                case EqualDepth:

                                    gl.depthFunc( gl.EQUAL );
                                    break;

                                case GreaterEqualDepth:

                                    gl.depthFunc( gl.GEQUAL );
                                    break;

                                case GreaterDepth:

                                    gl.depthFunc( gl.GREATER );
                                    break;

                                case NotEqualDepth:

                                    gl.depthFunc( gl.NOTEQUAL );
                                    break;

                                default:

                                    gl.depthFunc( gl.LEQUAL );

                            }

                        } else {

                            gl.depthFunc( gl.LEQUAL );

                        }

                        currentDepthFunc = depthFunc;

                    }

                },

                setLocked: function ( lock ) {

                    locked = lock;

                },

                setClear: function ( depth ) {

                    if ( currentDepthClear !== depth ) {

                        gl.clearDepth( depth );
                        currentDepthClear = depth;

                    }

                },

                reset: function () {

                    locked = false;

                    currentDepthMask = null;
                    currentDepthFunc = null;
                    currentDepthClear = null;

                }

            };

        }

        function StencilBuffer() {

            var locked = false;

            var currentStencilMask = null;
            var currentStencilFunc = null;
            var currentStencilRef = null;
            var currentStencilFuncMask = null;
            var currentStencilFail = null;
            var currentStencilZFail = null;
            var currentStencilZPass = null;
            var currentStencilClear = null;

            return {

                setTest: function ( stencilTest ) {

                    if ( stencilTest ) {

                        enable( gl.STENCIL_TEST );

                    } else {

                        disable( gl.STENCIL_TEST );

                    }

                },

                setMask: function ( stencilMask ) {

                    if ( currentStencilMask !== stencilMask && ! locked ) {

                        gl.stencilMask( stencilMask );
                        currentStencilMask = stencilMask;

                    }

                },

                setFunc: function ( stencilFunc, stencilRef, stencilMask ) {

                    if ( currentStencilFunc !== stencilFunc ||
                         currentStencilRef  !== stencilRef  ||
                         currentStencilFuncMask !== stencilMask ) {

                        gl.stencilFunc( stencilFunc, stencilRef, stencilMask );

                        currentStencilFunc = stencilFunc;
                        currentStencilRef = stencilRef;
                        currentStencilFuncMask = stencilMask;

                    }

                },

                setOp: function ( stencilFail, stencilZFail, stencilZPass ) {

                    if ( currentStencilFail  !== stencilFail    ||
                         currentStencilZFail !== stencilZFail ||
                         currentStencilZPass !== stencilZPass ) {

                        gl.stencilOp( stencilFail, stencilZFail, stencilZPass );

                        currentStencilFail = stencilFail;
                        currentStencilZFail = stencilZFail;
                        currentStencilZPass = stencilZPass;

                    }

                },

                setLocked: function ( lock ) {

                    locked = lock;

                },

                setClear: function ( stencil ) {

                    if ( currentStencilClear !== stencil ) {

                        gl.clearStencil( stencil );
                        currentStencilClear = stencil;

                    }

                },

                reset: function () {

                    locked = false;

                    currentStencilMask = null;
                    currentStencilFunc = null;
                    currentStencilRef = null;
                    currentStencilFuncMask = null;
                    currentStencilFail = null;
                    currentStencilZFail = null;
                    currentStencilZPass = null;
                    currentStencilClear = null;

                }

            };

        }

        //

        var colorBuffer = new ColorBuffer();
        var depthBuffer = new DepthBuffer();
        var stencilBuffer = new StencilBuffer();

        var maxVertexAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS );
        var newAttributes = new Uint8Array( maxVertexAttributes );
        var enabledAttributes = new Uint8Array( maxVertexAttributes );
        var attributeDivisors = new Uint8Array( maxVertexAttributes );

        var capabilities = {};

        var compressedTextureFormats = null;

        var currentProgram = null;

        var currentBlending = null;
        var currentBlendEquation = null;
        var currentBlendSrc = null;
        var currentBlendDst = null;
        var currentBlendEquationAlpha = null;
        var currentBlendSrcAlpha = null;
        var currentBlendDstAlpha = null;
        var currentPremultipledAlpha = false;

        var currentFlipSided = null;
        var currentCullFace = null;

        var currentLineWidth = null;

        var currentPolygonOffsetFactor = null;
        var currentPolygonOffsetUnits = null;

        var maxTextures = gl.getParameter( gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS );

        var lineWidthAvailable = false;
        var version = 0;
        var glVersion = gl.getParameter( gl.VERSION );

        if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {

            version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] );
            lineWidthAvailable = ( version >= 1.0 );

        } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {

            version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] );
            lineWidthAvailable = ( version >= 2.0 );

        }

        var currentTextureSlot = null;
        var currentBoundTextures = {};

        var currentScissor = new Vector4();
        var currentViewport = new Vector4();

        function createTexture( type, target, count ) {

            var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
            var texture = gl.createTexture();

            gl.bindTexture( type, texture );
            gl.texParameteri( type, gl.TEXTURE_MIN_FILTER, gl.NEAREST );
            gl.texParameteri( type, gl.TEXTURE_MAG_FILTER, gl.NEAREST );

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

                gl.texImage2D( target + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data );

            }

            return texture;

        }

        var emptyTextures = {};
        emptyTextures[ gl.TEXTURE_2D ] = createTexture( gl.TEXTURE_2D, gl.TEXTURE_2D, 1 );
        emptyTextures[ gl.TEXTURE_CUBE_MAP ] = createTexture( gl.TEXTURE_CUBE_MAP, gl.TEXTURE_CUBE_MAP_POSITIVE_X, 6 );

        // init

        colorBuffer.setClear( 0, 0, 0, 1 );
        depthBuffer.setClear( 1 );
        stencilBuffer.setClear( 0 );

        enable( gl.DEPTH_TEST );
        depthBuffer.setFunc( LessEqualDepth );

        setFlipSided( false );
        setCullFace( CullFaceBack );
        enable( gl.CULL_FACE );

        enable( gl.BLEND );
        setBlending( NormalBlending );

        //

        function initAttributes() {

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

                newAttributes[ i ] = 0;

            }

        }

        function enableAttribute( attribute ) {

            enableAttributeAndDivisor( attribute, 0 );

        }

        function enableAttributeAndDivisor( attribute, meshPerAttribute ) {

            newAttributes[ attribute ] = 1;

            if ( enabledAttributes[ attribute ] === 0 ) {

                gl.enableVertexAttribArray( attribute );
                enabledAttributes[ attribute ] = 1;

            }

            if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {

                var extension = extensions.get( 'ANGLE_instanced_arrays' );

                extension.vertexAttribDivisorANGLE( attribute, meshPerAttribute );
                attributeDivisors[ attribute ] = meshPerAttribute;

            }

        }

        function disableUnusedAttributes() {

            for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {

                if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {

                    gl.disableVertexAttribArray( i );
                    enabledAttributes[ i ] = 0;

                }

            }

        }

        function enable( id ) {

            if ( capabilities[ id ] !== true ) {

                gl.enable( id );
                capabilities[ id ] = true;

            }

        }

        function disable( id ) {

            if ( capabilities[ id ] !== false ) {

                gl.disable( id );
                capabilities[ id ] = false;

            }

        }

        function getCompressedTextureFormats() {

            if ( compressedTextureFormats === null ) {

                compressedTextureFormats = [];

                if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) ||
                     extensions.get( 'WEBGL_compressed_texture_s3tc' ) ||
                     extensions.get( 'WEBGL_compressed_texture_etc1' ) ||
                     extensions.get( 'WEBGL_compressed_texture_astc' ) ) {

                    var formats = gl.getParameter( gl.COMPRESSED_TEXTURE_FORMATS );

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

                        compressedTextureFormats.push( formats[ i ] );

                    }

                }

            }

            return compressedTextureFormats;

        }

        function useProgram( program ) {

            if ( currentProgram !== program ) {

                gl.useProgram( program );

                currentProgram = program;

                return true;

            }

            return false;

        }

        function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {

            if ( blending !== NoBlending ) {

                enable( gl.BLEND );

            } else {

                disable( gl.BLEND );

            }

            if ( blending !== CustomBlending ) {

                if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {

                    switch ( blending ) {

                        case AdditiveBlending:

                            if ( premultipliedAlpha ) {

                                gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
                                gl.blendFuncSeparate( gl.ONE, gl.ONE, gl.ONE, gl.ONE );

                            } else {

                                gl.blendEquation( gl.FUNC_ADD );
                                gl.blendFunc( gl.SRC_ALPHA, gl.ONE );

                            }
                            break;

                        case SubtractiveBlending:

                            if ( premultipliedAlpha ) {

                                gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
                                gl.blendFuncSeparate( gl.ZERO, gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ONE_MINUS_SRC_ALPHA );

                            } else {

                                gl.blendEquation( gl.FUNC_ADD );
                                gl.blendFunc( gl.ZERO, gl.ONE_MINUS_SRC_COLOR );

                            }
                            break;

                        case MultiplyBlending:

                            if ( premultipliedAlpha ) {

                                gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
                                gl.blendFuncSeparate( gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA );

                            } else {

                                gl.blendEquation( gl.FUNC_ADD );
                                gl.blendFunc( gl.ZERO, gl.SRC_COLOR );

                            }
                            break;

                        default:

                            if ( premultipliedAlpha ) {

                                gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
                                gl.blendFuncSeparate( gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );

                            } else {

                                gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
                                gl.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );

                            }

                    }

                }

                currentBlendEquation = null;
                currentBlendSrc = null;
                currentBlendDst = null;
                currentBlendEquationAlpha = null;
                currentBlendSrcAlpha = null;
                currentBlendDstAlpha = null;

            } else {

                blendEquationAlpha = blendEquationAlpha || blendEquation;
                blendSrcAlpha = blendSrcAlpha || blendSrc;
                blendDstAlpha = blendDstAlpha || blendDst;

                if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {

                    gl.blendEquationSeparate( utils.convert( blendEquation ), utils.convert( blendEquationAlpha ) );

                    currentBlendEquation = blendEquation;
                    currentBlendEquationAlpha = blendEquationAlpha;

                }

                if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {

                    gl.blendFuncSeparate( utils.convert( blendSrc ), utils.convert( blendDst ), utils.convert( blendSrcAlpha ), utils.convert( blendDstAlpha ) );

                    currentBlendSrc = blendSrc;
                    currentBlendDst = blendDst;
                    currentBlendSrcAlpha = blendSrcAlpha;
                    currentBlendDstAlpha = blendDstAlpha;

                }

            }

            currentBlending = blending;
            currentPremultipledAlpha = premultipliedAlpha;

        }

        function setMaterial( material, frontFaceCW ) {

            material.side === DoubleSide
                ? disable( gl.CULL_FACE )
                : enable( gl.CULL_FACE );

            var flipSided = ( material.side === BackSide );
            if ( frontFaceCW ) flipSided = ! flipSided;

            setFlipSided( flipSided );

            ( material.blending === NormalBlending && material.transparent === false )
                ? setBlending( NoBlending )
                : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );

            depthBuffer.setFunc( material.depthFunc );
            depthBuffer.setTest( material.depthTest );
            depthBuffer.setMask( material.depthWrite );
            colorBuffer.setMask( material.colorWrite );

            setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );

        }

        //

        function setFlipSided( flipSided ) {

            if ( currentFlipSided !== flipSided ) {

                if ( flipSided ) {

                    gl.frontFace( gl.CW );

                } else {

                    gl.frontFace( gl.CCW );

                }

                currentFlipSided = flipSided;

            }

        }

        function setCullFace( cullFace ) {

            if ( cullFace !== CullFaceNone ) {

                enable( gl.CULL_FACE );

                if ( cullFace !== currentCullFace ) {

                    if ( cullFace === CullFaceBack ) {

                        gl.cullFace( gl.BACK );

                    } else if ( cullFace === CullFaceFront ) {

                        gl.cullFace( gl.FRONT );

                    } else {

                        gl.cullFace( gl.FRONT_AND_BACK );

                    }

                }

            } else {

                disable( gl.CULL_FACE );

            }

            currentCullFace = cullFace;

        }

        function setLineWidth( width ) {

            if ( width !== currentLineWidth ) {

                if ( lineWidthAvailable ) gl.lineWidth( width );

                currentLineWidth = width;

            }

        }

        function setPolygonOffset( polygonOffset, factor, units ) {

            if ( polygonOffset ) {

                enable( gl.POLYGON_OFFSET_FILL );

                if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {

                    gl.polygonOffset( factor, units );

                    currentPolygonOffsetFactor = factor;
                    currentPolygonOffsetUnits = units;

                }

            } else {

                disable( gl.POLYGON_OFFSET_FILL );

            }

        }

        function setScissorTest( scissorTest ) {

            if ( scissorTest ) {

                enable( gl.SCISSOR_TEST );

            } else {

                disable( gl.SCISSOR_TEST );

            }

        }

        // texture

        function activeTexture( webglSlot ) {

            if ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1;

            if ( currentTextureSlot !== webglSlot ) {

                gl.activeTexture( webglSlot );
                currentTextureSlot = webglSlot;

            }

        }

        function bindTexture( webglType, webglTexture ) {

            if ( currentTextureSlot === null ) {

                activeTexture();

            }

            var boundTexture = currentBoundTextures[ currentTextureSlot ];

            if ( boundTexture === undefined ) {

                boundTexture = { type: undefined, texture: undefined };
                currentBoundTextures[ currentTextureSlot ] = boundTexture;

            }

            if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {

                gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );

                boundTexture.type = webglType;
                boundTexture.texture = webglTexture;

            }

        }

        function compressedTexImage2D() {

            try {

                gl.compressedTexImage2D.apply( gl, arguments );

            } catch ( error ) {

                console.error( 'THREE.WebGLState:', error );

            }

        }

        function texImage2D() {

            try {

                gl.texImage2D.apply( gl, arguments );

            } catch ( error ) {

                console.error( 'THREE.WebGLState:', error );

            }

        }

        //

        function scissor( scissor ) {

            if ( currentScissor.equals( scissor ) === false ) {

                gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
                currentScissor.copy( scissor );

            }

        }

        function viewport( viewport ) {

            if ( currentViewport.equals( viewport ) === false ) {

                gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
                currentViewport.copy( viewport );

            }

        }

        //

        function reset() {

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

                if ( enabledAttributes[ i ] === 1 ) {

                    gl.disableVertexAttribArray( i );
                    enabledAttributes[ i ] = 0;

                }

            }

            capabilities = {};

            compressedTextureFormats = null;

            currentTextureSlot = null;
            currentBoundTextures = {};

            currentProgram = null;

            currentBlending = null;

            currentFlipSided = null;
            currentCullFace = null;

            colorBuffer.reset();
            depthBuffer.reset();
            stencilBuffer.reset();

        }

        return {

            buffers: {
                color: colorBuffer,
                depth: depthBuffer,
                stencil: stencilBuffer
            },

            initAttributes: initAttributes,
            enableAttribute: enableAttribute,
            enableAttributeAndDivisor: enableAttributeAndDivisor,
            disableUnusedAttributes: disableUnusedAttributes,
            enable: enable,
            disable: disable,
            getCompressedTextureFormats: getCompressedTextureFormats,

            useProgram: useProgram,

            setBlending: setBlending,
            setMaterial: setMaterial,

            setFlipSided: setFlipSided,
            setCullFace: setCullFace,

            setLineWidth: setLineWidth,
            setPolygonOffset: setPolygonOffset,

            setScissorTest: setScissorTest,

            activeTexture: activeTexture,
            bindTexture: bindTexture,
            compressedTexImage2D: compressedTexImage2D,
            texImage2D: texImage2D,

            scissor: scissor,
            viewport: viewport,

            reset: reset

        };

    }

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

    function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {

        var _isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && _gl instanceof WebGL2RenderingContext ); /* global WebGL2RenderingContext */
        var _videoTextures = {};
        var _canvas;

        //

        function clampToMaxSize( image, maxSize ) {

            if ( image.width > maxSize || image.height > maxSize ) {

                if ( 'data' in image ) {

                    console.warn( 'THREE.WebGLRenderer: image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
                    return;

                }

                // Warning: Scaling through the canvas will only work with images that use
                // premultiplied alpha.

                var scale = maxSize / Math.max( image.width, image.height );

                var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
                canvas.width = Math.floor( image.width * scale );
                canvas.height = Math.floor( image.height * scale );

                var context = canvas.getContext( '2d' );
                context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );

                console.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );

                return canvas;

            }

            return image;

        }

        function isPowerOfTwo( image ) {

            return _Math.isPowerOfTwo( image.width ) && _Math.isPowerOfTwo( image.height );

        }

        function makePowerOfTwo( image ) {

            if ( image instanceof HTMLImageElement || image instanceof HTMLCanvasElement || image instanceof ImageBitmap ) {

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

                _canvas.width = _Math.floorPowerOfTwo( image.width );
                _canvas.height = _Math.floorPowerOfTwo( image.height );

                var context = _canvas.getContext( '2d' );
                context.drawImage( image, 0, 0, _canvas.width, _canvas.height );

                console.warn( 'THREE.WebGLRenderer: image is not power of two (' + image.width + 'x' + image.height + '). Resized to ' + _canvas.width + 'x' + _canvas.height, image );

                return _canvas;

            }

            return image;

        }

        function textureNeedsPowerOfTwo( texture ) {

            return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
                ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );

        }

        function textureNeedsGenerateMipmaps( texture, isPowerOfTwo ) {

            return texture.generateMipmaps && isPowerOfTwo &&
                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;

        }

        // Fallback filters for non-power-of-2 textures

        function filterFallback( f ) {

            if ( f === NearestFilter || f === NearestMipMapNearestFilter || f === NearestMipMapLinearFilter ) {

                return _gl.NEAREST;

            }

            return _gl.LINEAR;

        }

        //

        function onTextureDispose( event ) {

            var texture = event.target;

            texture.removeEventListener( 'dispose', onTextureDispose );

            deallocateTexture( texture );

            if ( texture.isVideoTexture ) {

                delete _videoTextures[ texture.id ];

            }

            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 ( texture.image && textureProperties.__image__webglTextureCube ) {

                // cube texture

                _gl.deleteTexture( textureProperties.__image__webglTextureCube );

            } else {

                // 2D texture

                if ( textureProperties.__webglInit === undefined ) return;

                _gl.deleteTexture( textureProperties.__webglTexture );

            }

            // remove all webgl properties
            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 );

            }

            properties.remove( renderTarget.texture );
            properties.remove( renderTarget );

        }

        //



        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', texture );

                } else if ( image.complete === false ) {

                    console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture );

                } else {

                    uploadTexture( textureProperties, texture, slot );
                    return;

                }

            }

            state.activeTexture( _gl.TEXTURE0 + slot );
            state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );

        }

        function setTextureCube( texture, slot ) {

            var textureProperties = properties.get( texture );

            if ( texture.image.length === 6 ) {

                if ( texture.version > 0 && textureProperties.__version !== texture.version ) {

                    if ( ! textureProperties.__image__webglTextureCube ) {

                        texture.addEventListener( 'dispose', onTextureDispose );

                        textureProperties.__image__webglTextureCube = _gl.createTexture();

                        info.memory.textures ++;

                    }

                    state.activeTexture( _gl.TEXTURE0 + slot );
                    state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );

                    _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, 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 ] = clampToMaxSize( texture.image[ i ], capabilities.maxCubemapSize );

                        } else {

                            cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];

                        }

                    }

                    var image = cubeImage[ 0 ],
                        isPowerOfTwoImage = isPowerOfTwo( image ),
                        glFormat = utils.convert( texture.format ),
                        glType = utils.convert( texture.type );

                    setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isPowerOfTwoImage );

                    for ( var i = 0; i < 6; i ++ ) {

                        if ( ! isCompressed ) {

                            if ( isDataTexture ) {

                                state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );

                            } else {

                                state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );

                            }

                        } else {

                            var mipmap, mipmaps = cubeImage[ i ].mipmaps;

                            for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {

                                mipmap = mipmaps[ j ];

                                if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {

                                    if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {

                                        state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );

                                    } else {

                                        console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );

                                    }

                                } else {

                                    state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );

                                }

                            }

                        }

                    }

                    if ( ! isCompressed ) {

                        textureProperties.__maxMipLevel = 0;

                    } else {

                        textureProperties.__maxMipLevel = mipmaps.length - 1;

                    }

                    if ( textureNeedsGenerateMipmaps( texture, isPowerOfTwoImage ) ) {

                        // We assume images for cube map have the same size.
                        generateMipmap( _gl.TEXTURE_CUBE_MAP, texture, image.width, image.height );

                    }

                    textureProperties.__version = texture.version;

                    if ( texture.onUpdate ) texture.onUpdate( texture );

                } else {

                    state.activeTexture( _gl.TEXTURE0 + slot );
                    state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );

                }

            }

        }

        function setTextureCubeDynamic( texture, slot ) {

            state.activeTexture( _gl.TEXTURE0 + slot );
            state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture );

        }

        function setTextureParameters( textureType, texture, isPowerOfTwoImage ) {

            var extension;

            if ( isPowerOfTwoImage ) {

                _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, utils.convert( texture.wrapS ) );
                _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, utils.convert( texture.wrapT ) );

                _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, utils.convert( texture.magFilter ) );
                _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, utils.convert( texture.minFilter ) );

            } else {

                _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
                _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );

                if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {

                    console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.', texture );

                }

                _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
                _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );

                if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {

                    console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.', texture );

                }

            }

            extension = extensions.get( 'EXT_texture_filter_anisotropic' );

            if ( extension ) {

                if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return;
                if ( texture.type === HalfFloatType && extensions.get( 'OES_texture_half_float_linear' ) === null ) return;

                if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {

                    _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
                    properties.get( texture ).__currentAnisotropy = texture.anisotropy;

                }

            }

        }

        function uploadTexture( textureProperties, texture, slot ) {

            if ( textureProperties.__webglInit === undefined ) {

                textureProperties.__webglInit = true;

                texture.addEventListener( 'dispose', onTextureDispose );

                textureProperties.__webglTexture = _gl.createTexture();

                info.memory.textures ++;

            }

            state.activeTexture( _gl.TEXTURE0 + slot );
            state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );

            _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
            _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
            _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );

            var image = clampToMaxSize( texture.image, capabilities.maxTextureSize );

            if ( textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( image ) === false ) {

                image = makePowerOfTwo( image );

            }

            var isPowerOfTwoImage = isPowerOfTwo( image ),
                glFormat = utils.convert( texture.format ),
                glType = utils.convert( texture.type );

            setTextureParameters( _gl.TEXTURE_2D, texture, isPowerOfTwoImage );

            var mipmap, mipmaps = texture.mipmaps;

            if ( texture.isDepthTexture ) {

                // populate depth texture with dummy data

                var internalFormat = _gl.DEPTH_COMPONENT;

                if ( texture.type === FloatType ) {

                    if ( ! _isWebGL2 ) throw new Error( 'Float Depth Texture only supported in WebGL2.0' );
                    internalFormat = _gl.DEPTH_COMPONENT32F;

                } else if ( _isWebGL2 ) {

                    // WebGL 2.0 requires signed internalformat for glTexImage2D
                    internalFormat = _gl.DEPTH_COMPONENT16;

                }

                if ( texture.format === DepthFormat && internalFormat === _gl.DEPTH_COMPONENT ) {

                    // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
                    // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
                    // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
                    if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {

                        console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );

                        texture.type = UnsignedShortType;
                        glType = utils.convert( texture.type );

                    }

                }

                // Depth stencil textures need the DEPTH_STENCIL internal format
                // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
                if ( texture.format === DepthStencilFormat ) {

                    internalFormat = _gl.DEPTH_STENCIL;

                    // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
                    // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
                    // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
                    if ( texture.type !== UnsignedInt248Type ) {

                        console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );

                        texture.type = UnsignedInt248Type;
                        glType = utils.convert( texture.type );

                    }

                }

                state.texImage2D( _gl.TEXTURE_2D, 0, internalFormat, image.width, image.height, 0, glFormat, glType, null );

            } else if ( texture.isDataTexture ) {

                // use manually created mipmaps if available
                // if there are no manual mipmaps
                // set 0 level mipmap and then use GL to generate other mipmap levels

                if ( mipmaps.length > 0 && isPowerOfTwoImage ) {

                    for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {

                        mipmap = mipmaps[ i ];
                        state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );

                    }

                    texture.generateMipmaps = false;
                    textureProperties.__maxMipLevel = mipmaps.length - 1;

                } else {

                    state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
                    textureProperties.__maxMipLevel = 0;

                }

            } else if ( texture.isCompressedTexture ) {

                for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {

                    mipmap = mipmaps[ i ];

                    if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {

                        if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {

                            state.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );

                        } else {

                            console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );

                        }

                    } else {

                        state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );

                    }

                }

                textureProperties.__maxMipLevel = mipmaps.length - 1;

            } else {

                // regular Texture (image, video, canvas)

                // use manually created mipmaps if available
                // if there are no manual mipmaps
                // set 0 level mipmap and then use GL to generate other mipmap levels

                if ( mipmaps.length > 0 && isPowerOfTwoImage ) {

                    for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {

                        mipmap = mipmaps[ i ];
                        state.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );

                    }

                    texture.generateMipmaps = false;
                    textureProperties.__maxMipLevel = mipmaps.length - 1;

                } else {

                    state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, image );
                    textureProperties.__maxMipLevel = 0;

                }

            }

            if ( textureNeedsGenerateMipmaps( texture, isPowerOfTwoImage ) ) {

                generateMipmap( _gl.TEXTURE_2D, texture, image.width, image.height );

            }

            textureProperties.__version = texture.version;

            if ( texture.onUpdate ) texture.onUpdate( texture );

        }

        // Render targets

        // Setup storage for target texture and bind it to correct framebuffer
        function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {

            var glFormat = utils.convert( renderTarget.texture.format );
            var glType = utils.convert( renderTarget.texture.type );
            state.texImage2D( textureTarget, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
            _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
            _gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
            _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );

        }

        // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
        function setupRenderBufferStorage( renderbuffer, renderTarget ) {

            _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );

            if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {

                _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
                _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );

            } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {

                _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
                _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );

            } else {

                // FIXME: We don't support !depth !stencil
                _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );

            }

            _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );

        }

        // Setup resources for a Depth Texture for a FBO (needs an extension)
        function setupDepthTexture( framebuffer, renderTarget ) {

            var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
            if ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );

            _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );

            if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {

                throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );

            }

            // upload an empty depth texture with framebuffer size
            if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
                    renderTarget.depthTexture.image.width !== renderTarget.width ||
                    renderTarget.depthTexture.image.height !== renderTarget.height ) {

                renderTarget.depthTexture.image.width = renderTarget.width;
                renderTarget.depthTexture.image.height = renderTarget.height;
                renderTarget.depthTexture.needsUpdate = true;

            }

            setTexture2D( renderTarget.depthTexture, 0 );

            var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;

            if ( renderTarget.depthTexture.format === DepthFormat ) {

                _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );

            } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {

                _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );

            } else {

                throw new Error( 'Unknown depthTexture format' );

            }

        }

        // Setup GL resources for a non-texture depth buffer
        function setupDepthRenderbuffer( renderTarget ) {

            var renderTargetProperties = properties.get( renderTarget );

            var isCube = ( renderTarget.isWebGLRenderTargetCube === true );

            if ( renderTarget.depthTexture ) {

                if ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );

                setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );

            } else {

                if ( isCube ) {

                    renderTargetProperties.__webglDepthbuffer = [];

                    for ( var i = 0; i < 6; i ++ ) {

                        _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] );
                        renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
                        setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );

                    }

                } else {

                    _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );
                    renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
                    setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );

                }

            }

            _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );

        }

        // Set up GL resources for the render target
        function setupRenderTarget( renderTarget ) {

            var renderTargetProperties = properties.get( renderTarget );
            var textureProperties = properties.get( renderTarget.texture );

            renderTarget.addEventListener( 'dispose', onRenderTargetDispose );

            textureProperties.__webglTexture = _gl.createTexture();

            info.memory.textures ++;

            var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
            var isTargetPowerOfTwo = isPowerOfTwo( renderTarget );

            // Setup framebuffer

            if ( isCube ) {

                renderTargetProperties.__webglFramebuffer = [];

                for ( var i = 0; i < 6; i ++ ) {

                    renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();

                }

            } else {

                renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();

            }

            // Setup color buffer

            if ( isCube ) {

                state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );
                setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, isTargetPowerOfTwo );

                for ( var i = 0; i < 6; i ++ ) {

                    setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );

                }

                if ( textureNeedsGenerateMipmaps( renderTarget.texture, isTargetPowerOfTwo ) ) {

                    generateMipmap( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, renderTarget.width, renderTarget.height );

                }

                state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );

            } else {

                state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
                setTextureParameters( _gl.TEXTURE_2D, renderTarget.texture, isTargetPowerOfTwo );
                setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D );

                if ( textureNeedsGenerateMipmaps( renderTarget.texture, isTargetPowerOfTwo ) ) {

                    generateMipmap( _gl.TEXTURE_2D, renderTarget.texture, renderTarget.width, renderTarget.height );

                }

                state.bindTexture( _gl.TEXTURE_2D, null );

            }

            // Setup depth and stencil buffers

            if ( renderTarget.depthBuffer ) {

                setupDepthRenderbuffer( renderTarget );

            }

        }

        function updateRenderTargetMipmap( renderTarget ) {

            var texture = renderTarget.texture;
            var isTargetPowerOfTwo = isPowerOfTwo( renderTarget );

            if ( textureNeedsGenerateMipmaps( texture, isTargetPowerOfTwo ) ) {

                var target = renderTarget.isWebGLRenderTargetCube ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D;
                var webglTexture = properties.get( texture ).__webglTexture;

                state.bindTexture( target, webglTexture );
                generateMipmap( target, texture, renderTarget.width, renderTarget.height );
                state.bindTexture( target, null );

            }

        }

        function updateVideoTexture( texture ) {

            var id = texture.id;
            var frame = info.render.frame;

            // Check the last frame we updated the VideoTexture

            if ( _videoTextures[ id ] !== frame ) {

                _videoTextures[ id ] = frame;
                texture.update();

            }

        }

        this.setTexture2D = setTexture2D;
        this.setTextureCube = setTextureCube;
        this.setTextureCubeDynamic = setTextureCubeDynamic;
        this.setupRenderTarget = setupRenderTarget;
        this.updateRenderTargetMipmap = updateRenderTargetMipmap;

    }

    /**
     * @author thespite / http://www.twitter.com/thespite
     */

    function WebGLUtils( gl, extensions ) {

        function convert( p ) {

            var extension;

            if ( p === RepeatWrapping ) return gl.REPEAT;
            if ( p === ClampToEdgeWrapping ) return gl.CLAMP_TO_EDGE;
            if ( p === MirroredRepeatWrapping ) return gl.MIRRORED_REPEAT;

            if ( p === NearestFilter ) return gl.NEAREST;
            if ( p === NearestMipMapNearestFilter ) return gl.NEAREST_MIPMAP_NEAREST;
            if ( p === NearestMipMapLinearFilter ) return gl.NEAREST_MIPMAP_LINEAR;

            if ( p === LinearFilter ) return gl.LINEAR;
            if ( p === LinearMipMapNearestFilter ) return gl.LINEAR_MIPMAP_NEAREST;
            if ( p === LinearMipMapLinearFilter ) return gl.LINEAR_MIPMAP_LINEAR;

            if ( p === UnsignedByteType ) return gl.UNSIGNED_BYTE;
            if ( p === UnsignedShort4444Type ) return gl.UNSIGNED_SHORT_4_4_4_4;
            if ( p === UnsignedShort5551Type ) return gl.UNSIGNED_SHORT_5_5_5_1;
            if ( p === UnsignedShort565Type ) return gl.UNSIGNED_SHORT_5_6_5;

            if ( p === ByteType ) return gl.BYTE;
            if ( p === ShortType ) return gl.SHORT;
            if ( p === UnsignedShortType ) return gl.UNSIGNED_SHORT;
            if ( p === IntType ) return gl.INT;
            if ( p === UnsignedIntType ) return gl.UNSIGNED_INT;
            if ( p === FloatType ) return gl.FLOAT;

            if ( p === HalfFloatType ) {

                extension = extensions.get( 'OES_texture_half_float' );

                if ( extension !== null ) return extension.HALF_FLOAT_OES;

            }

            if ( p === AlphaFormat ) return gl.ALPHA;
            if ( p === RGBFormat ) return gl.RGB;
            if ( p === RGBAFormat ) return gl.RGBA;
            if ( p === LuminanceFormat ) return gl.LUMINANCE;
            if ( p === LuminanceAlphaFormat ) return gl.LUMINANCE_ALPHA;
            if ( p === DepthFormat ) return gl.DEPTH_COMPONENT;
            if ( p === DepthStencilFormat ) return gl.DEPTH_STENCIL;

            if ( p === AddEquation ) return gl.FUNC_ADD;
            if ( p === SubtractEquation ) return gl.FUNC_SUBTRACT;
            if ( p === ReverseSubtractEquation ) return gl.FUNC_REVERSE_SUBTRACT;

            if ( p === ZeroFactor ) return gl.ZERO;
            if ( p === OneFactor ) return gl.ONE;
            if ( p === SrcColorFactor ) return gl.SRC_COLOR;
            if ( p === OneMinusSrcColorFactor ) return gl.ONE_MINUS_SRC_COLOR;
            if ( p === SrcAlphaFactor ) return gl.SRC_ALPHA;
            if ( p === OneMinusSrcAlphaFactor ) return gl.ONE_MINUS_SRC_ALPHA;
            if ( p === DstAlphaFactor ) return gl.DST_ALPHA;
            if ( p === OneMinusDstAlphaFactor ) return gl.ONE_MINUS_DST_ALPHA;

            if ( p === DstColorFactor ) return gl.DST_COLOR;
            if ( p === OneMinusDstColorFactor ) return gl.ONE_MINUS_DST_COLOR;
            if ( p === SrcAlphaSaturateFactor ) return gl.SRC_ALPHA_SATURATE;

            if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
                p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {

                extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );

                if ( extension !== null ) {

                    if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
                    if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
                    if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
                    if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;

                }

            }

            if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
                p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {

                extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );

                if ( extension !== null ) {

                    if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
                    if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
                    if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
                    if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;

                }

            }

            if ( p === RGB_ETC1_Format ) {

                extension = extensions.get( 'WEBGL_compressed_texture_etc1' );

                if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL;

            }

            if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
                p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
                p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
                p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
                p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) {

                extension = extensions.get( 'WEBGL_compressed_texture_astc' );

                if ( extension !== null ) {

                    return p;

                }

            }

            if ( p === MinEquation || p === MaxEquation ) {

                extension = extensions.get( 'EXT_blend_minmax' );

                if ( extension !== null ) {

                    if ( p === MinEquation ) return extension.MIN_EXT;
                    if ( p === MaxEquation ) return extension.MAX_EXT;

                }

            }

            if ( p === UnsignedInt248Type ) {

                extension = extensions.get( 'WEBGL_depth_texture' );

                if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL;

            }

            return 0;

        }

        return { convert: convert };

    }

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

    function Group() {

        Object3D.call( this );

        this.type = 'Group';

    }

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

        constructor: Group,

        isGroup: true

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author greggman / http://games.greggman.com/
     * @author zz85 / http://www.lab4games.net/zz85/blog
     * @author tschw
     */

    function PerspectiveCamera( fov, aspect, near, far ) {

        Camera.call( this );

        this.type = 'PerspectiveCamera';

        this.fov = fov !== undefined ? fov : 50;
        this.zoom = 1;

        this.near = near !== undefined ? near : 0.1;
        this.far = far !== undefined ? far : 2000;
        this.focus = 10;

        this.aspect = aspect !== undefined ? aspect : 1;
        this.view = null;

        this.filmGauge = 35;    // width of the film (default in millimeters)
        this.filmOffset = 0;    // horizontal film offset (same unit as gauge)

        this.updateProjectionMatrix();

    }

    PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {

        constructor: PerspectiveCamera,

        isPerspectiveCamera: true,

        copy: function ( source, recursive ) {

            Camera.prototype.copy.call( this, source, recursive );

            this.fov = source.fov;
            this.zoom = source.zoom;

            this.near = source.near;
            this.far = source.far;
            this.focus = source.focus;

            this.aspect = source.aspect;
            this.view = source.view === null ? null : Object.assign( {}, source.view );

            this.filmGauge = source.filmGauge;
            this.filmOffset = source.filmOffset;

            return this;

        },

        /**
         * Sets the FOV by focal length in respect to the current .filmGauge.
         *
         * The default film gauge is 35, so that the focal length can be specified for
         * a 35mm (full frame) camera.
         *
         * Values for focal length and film gauge must have the same unit.
         */
        setFocalLength: function ( focalLength ) {

            // see http://www.bobatkins.com/photography/technical/field_of_view.html
            var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;

            this.fov = _Math.RAD2DEG * 2 * Math.atan( vExtentSlope );
            this.updateProjectionMatrix();

        },

        /**
         * Calculates the focal length from the current .fov and .filmGauge.
         */
        getFocalLength: function () {

            var vExtentSlope = Math.tan( _Math.DEG2RAD * 0.5 * this.fov );

            return 0.5 * this.getFilmHeight() / vExtentSlope;

        },

        getEffectiveFOV: function () {

            return _Math.RAD2DEG * 2 * Math.atan(
                Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom );

        },

        getFilmWidth: function () {

            // film not completely covered in portrait format (aspect < 1)
            return this.filmGauge * Math.min( this.aspect, 1 );

        },

        getFilmHeight: function () {

            // film not completely covered in landscape format (aspect > 1)
            return this.filmGauge / Math.max( this.aspect, 1 );

        },

        /**
         * Sets an offset in a larger frustum. This is useful for multi-window or
         * multi-monitor/multi-machine setups.
         *
         * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
         * the monitors are in grid like this
         *
         *   +---+---+---+
         *   | A | B | C |
         *   +---+---+---+
         *   | D | E | F |
         *   +---+---+---+
         *
         * then for each monitor you would call it like this
         *
         *   var w = 1920;
         *   var h = 1080;
         *   var fullWidth = w * 3;
         *   var fullHeight = h * 2;
         *
         *   --A--
         *   camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
         *   --B--
         *   camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
         *   --C--
         *   camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
         *   --D--
         *   camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
         *   --E--
         *   camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
         *   --F--
         *   camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
         *
         *   Note there is no reason monitors have to be the same size or in a grid.
         */
        setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {

            this.aspect = fullWidth / fullHeight;

            if ( this.view === null ) {

                this.view = {
                    enabled: true,
                    fullWidth: 1,
                    fullHeight: 1,
                    offsetX: 0,
                    offsetY: 0,
                    width: 1,
                    height: 1
                };

            }

            this.view.enabled = true;
            this.view.fullWidth = fullWidth;
            this.view.fullHeight = fullHeight;
            this.view.offsetX = x;
            this.view.offsetY = y;
            this.view.width = width;
            this.view.height = height;

            this.updateProjectionMatrix();

        },

        clearViewOffset: function () {

            if ( this.view !== null ) {

                this.view.enabled = false;

            }

            this.updateProjectionMatrix();

        },

        updateProjectionMatrix: function () {

            var near = this.near,
                top = near * Math.tan(
                    _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom,
                height = 2 * top,
                width = this.aspect * height,
                left = - 0.5 * width,
                view = this.view;

            if ( this.view !== null && this.view.enabled ) {

                var fullWidth = view.fullWidth,
                    fullHeight = view.fullHeight;

                left += view.offsetX * width / fullWidth;
                top -= view.offsetY * height / fullHeight;
                width *= view.width / fullWidth;
                height *= view.height / fullHeight;

            }

            var skew = this.filmOffset;
            if ( skew !== 0 ) left += near * skew / this.getFilmWidth();

            this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );

        },

        toJSON: function ( meta ) {

            var data = Object3D.prototype.toJSON.call( this, meta );

            data.object.fov = this.fov;
            data.object.zoom = this.zoom;

            data.object.near = this.near;
            data.object.far = this.far;
            data.object.focus = this.focus;

            data.object.aspect = this.aspect;

            if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );

            data.object.filmGauge = this.filmGauge;
            data.object.filmOffset = this.filmOffset;

            return data;

        }

    } );

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

    function ArrayCamera( array ) {

        PerspectiveCamera.call( this );

        this.cameras = array || [];

    }

    ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {

        constructor: ArrayCamera,

        isArrayCamera: true

    } );

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

    function WebVRManager( renderer ) {

        var scope = this;

        var device = null;
        var frameData = null;

        var poseTarget = null;

        var controllers = [];
        var standingMatrix = new Matrix4();
        var standingMatrixInverse = new Matrix4();

        if ( typeof window !== 'undefined' && 'VRFrameData' in window ) {

            frameData = new window.VRFrameData();
            window.addEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange, false );

        }

        var matrixWorldInverse = new Matrix4();
        var tempQuaternion = new Quaternion();
        var tempPosition = new Vector3();

        var cameraL = new PerspectiveCamera();
        cameraL.bounds = new Vector4( 0.0, 0.0, 0.5, 1.0 );
        cameraL.layers.enable( 1 );

        var cameraR = new PerspectiveCamera();
        cameraR.bounds = new Vector4( 0.5, 0.0, 0.5, 1.0 );
        cameraR.layers.enable( 2 );

        var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
        cameraVR.layers.enable( 1 );
        cameraVR.layers.enable( 2 );

        //

        function isPresenting() {

            return device !== null && device.isPresenting === true;

        }

        var currentSize, currentPixelRatio;

        function onVRDisplayPresentChange() {

            if ( isPresenting() ) {

                var eyeParameters = device.getEyeParameters( 'left' );
                var renderWidth = eyeParameters.renderWidth;
                var renderHeight = eyeParameters.renderHeight;

                currentPixelRatio = renderer.getPixelRatio();
                currentSize = renderer.getSize();

                renderer.setDrawingBufferSize( renderWidth * 2, renderHeight, 1 );

                animation.start();

            } else if ( scope.enabled ) {

                renderer.setDrawingBufferSize( currentSize.width, currentSize.height, currentPixelRatio );

                animation.stop();

            }

        }

        //

        var isTriggerPressed = false;

        function findGamepad( id ) {

            var gamepads = navigator.getGamepads && navigator.getGamepads();

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

                var gamepad = gamepads[ i ];

                if ( gamepad && ( gamepad.id === 'Daydream Controller' ||
                    gamepad.id === 'Gear VR Controller' || gamepad.id === 'Oculus Go Controller' ||
                    gamepad.id === 'OpenVR Gamepad' || gamepad.id.startsWith( 'Oculus Touch' ) ||
                    gamepad.id.startsWith( 'Spatial Controller' ) ) ) {

                    if ( j === id ) return gamepad;

                    j ++;

                }

            }

        }

        function updateControllers() {

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

                var controller = controllers[ i ];

                var gamepad = findGamepad( i );

                if ( gamepad !== undefined && gamepad.pose !== undefined ) {

                    if ( gamepad.pose === null ) return;

                    //  Pose

                    var pose = gamepad.pose;

                    if ( pose.hasPosition === false ) controller.position.set( 0.2, - 0.6, - 0.05 );

                    if ( pose.position !== null ) controller.position.fromArray( pose.position );
                    if ( pose.orientation !== null ) controller.quaternion.fromArray( pose.orientation );
                    controller.matrix.compose( controller.position, controller.quaternion, controller.scale );
                    controller.matrix.premultiply( standingMatrix );
                    controller.matrix.decompose( controller.position, controller.quaternion, controller.scale );
                    controller.matrixWorldNeedsUpdate = true;
                    controller.visible = true;

                    //  Trigger

                    var buttonId = gamepad.id === 'Daydream Controller' ? 0 : 1;

                    if ( isTriggerPressed !== gamepad.buttons[ buttonId ].pressed ) {

                        isTriggerPressed = gamepad.buttons[ buttonId ].pressed;

                        if ( isTriggerPressed ) {

                            controller.dispatchEvent( { type: 'selectstart' } );

                        } else {

                            controller.dispatchEvent( { type: 'selectend' } );
                            controller.dispatchEvent( { type: 'select' } );

                        }

                    }

                } else {

                    controller.visible = false;

                }

            }

        }

        //

        this.enabled = false;
        this.userHeight = 1.6;

        this.getController = function ( id ) {

            var controller = controllers[ id ];

            if ( controller === undefined ) {

                controller = new Group();
                controller.matrixAutoUpdate = false;
                controller.visible = false;

                controllers[ id ] = controller;

            }

            return controller;

        };

        this.getDevice = function () {

            return device;

        };

        this.setDevice = function ( value ) {

            if ( value !== undefined ) device = value;

            animation.setContext( value );

        };

        this.setPoseTarget = function ( object ) {

            if ( object !== undefined ) poseTarget = object;

        };

        this.getCamera = function ( camera ) {

            if ( device === null ) {

                camera.position.set( 0, scope.userHeight, 0 );
                return camera;

            }

            device.depthNear = camera.near;
            device.depthFar = camera.far;

            device.getFrameData( frameData );

            //

            var stageParameters = device.stageParameters;

            if ( stageParameters ) {

                standingMatrix.fromArray( stageParameters.sittingToStandingTransform );

            } else {

                standingMatrix.makeTranslation( 0, scope.userHeight, 0 );

            }


            var pose = frameData.pose;
            var poseObject = poseTarget !== null ? poseTarget : camera;

            // We want to manipulate poseObject by its position and quaternion components since users may rely on them.
            poseObject.matrix.copy( standingMatrix );
            poseObject.matrix.decompose( poseObject.position, poseObject.quaternion, poseObject.scale );

            if ( pose.orientation !== null ) {

                tempQuaternion.fromArray( pose.orientation );
                poseObject.quaternion.multiply( tempQuaternion );

            }

            if ( pose.position !== null ) {

                tempQuaternion.setFromRotationMatrix( standingMatrix );
                tempPosition.fromArray( pose.position );
                tempPosition.applyQuaternion( tempQuaternion );
                poseObject.position.add( tempPosition );

            }

            poseObject.updateMatrixWorld();

            if ( device.isPresenting === false ) return camera;

            //

            cameraL.near = camera.near;
            cameraR.near = camera.near;

            cameraL.far = camera.far;
            cameraR.far = camera.far;

            cameraVR.matrixWorld.copy( camera.matrixWorld );
            cameraVR.matrixWorldInverse.copy( camera.matrixWorldInverse );

            cameraL.matrixWorldInverse.fromArray( frameData.leftViewMatrix );
            cameraR.matrixWorldInverse.fromArray( frameData.rightViewMatrix );

            // TODO (mrdoob) Double check this code

            standingMatrixInverse.getInverse( standingMatrix );

            cameraL.matrixWorldInverse.multiply( standingMatrixInverse );
            cameraR.matrixWorldInverse.multiply( standingMatrixInverse );

            var parent = poseObject.parent;

            if ( parent !== null ) {

                matrixWorldInverse.getInverse( parent.matrixWorld );

                cameraL.matrixWorldInverse.multiply( matrixWorldInverse );
                cameraR.matrixWorldInverse.multiply( matrixWorldInverse );

            }

            // envMap and Mirror needs camera.matrixWorld

            cameraL.matrixWorld.getInverse( cameraL.matrixWorldInverse );
            cameraR.matrixWorld.getInverse( cameraR.matrixWorldInverse );

            cameraL.projectionMatrix.fromArray( frameData.leftProjectionMatrix );
            cameraR.projectionMatrix.fromArray( frameData.rightProjectionMatrix );

            // HACK (mrdoob)
            // https://github.com/w3c/webvr/issues/203

            cameraVR.projectionMatrix.copy( cameraL.projectionMatrix );

            //

            var layers = device.getLayers();

            if ( layers.length ) {

                var layer = layers[ 0 ];

                if ( layer.leftBounds !== null && layer.leftBounds.length === 4 ) {

                    cameraL.bounds.fromArray( layer.leftBounds );

                }

                if ( layer.rightBounds !== null && layer.rightBounds.length === 4 ) {

                    cameraR.bounds.fromArray( layer.rightBounds );

                }

            }

            updateControllers();

            return cameraVR;

        };

        this.getStandingMatrix = function () {

            return standingMatrix;

        };

        this.isPresenting = isPresenting;

        // Animation Loop

        var animation = new WebGLAnimation();

        this.setAnimationLoop = function ( callback ) {

            animation.setAnimationLoop( callback );

        };

        this.submitFrame = function () {

            if ( isPresenting() ) device.submitFrame();

        };

        this.dispose = function () {

            if ( typeof window !== 'undefined' ) {

                window.removeEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange );

            }

        };

    }

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

    function WebXRManager( renderer ) {

        var gl = renderer.context;

        var device = null;
        var session = null;

        var frameOfRef = null;

        var pose = null;

        var controllers = [];
        var inputSources = [];

        function isPresenting() {

            return session !== null && frameOfRef !== null;


        }

        //

        var cameraL = new PerspectiveCamera();
        cameraL.layers.enable( 1 );
        cameraL.viewport = new Vector4();

        var cameraR = new PerspectiveCamera();
        cameraR.layers.enable( 2 );
        cameraR.viewport = new Vector4();

        var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
        cameraVR.layers.enable( 1 );
        cameraVR.layers.enable( 2 );

        //

        this.enabled = false;

        this.getController = function ( id ) {

            var controller = controllers[ id ];

            if ( controller === undefined ) {

                controller = new Group();
                controller.matrixAutoUpdate = false;
                controller.visible = false;

                controllers[ id ] = controller;

            }

            return controller;

        };

        this.getDevice = function () {

            return device;

        };

        this.setDevice = function ( value ) {

            if ( value !== undefined ) device = value;

            gl.setCompatibleXRDevice( value );

        };

        //

        function onSessionEvent( event ) {

            var controller = controllers[ inputSources.indexOf( event.inputSource ) ];
            if ( controller ) controller.dispatchEvent( { type: event.type } );

        }

        function onSessionEnd() {

            renderer.setFramebuffer( null );
            animation.stop();

        }

        this.setSession = function ( value, options ) {

            session = value;

            if ( session !== null ) {

                session.addEventListener( 'select', onSessionEvent );
                session.addEventListener( 'selectstart', onSessionEvent );
                session.addEventListener( 'selectend', onSessionEvent );
                session.addEventListener( 'end', onSessionEnd );

                session.baseLayer = new XRWebGLLayer( session, gl );
                session.requestFrameOfReference( options.frameOfReferenceType ).then( function ( value ) {

                    frameOfRef = value;

                    renderer.setFramebuffer( session.baseLayer.framebuffer );

                    animation.setContext( session );
                    animation.start();

                } );

                //

                inputSources = session.getInputSources();

                session.addEventListener( 'inputsourceschange', function () {

                    inputSources = session.getInputSources();
                    console.log( inputSources );

                } );

            }

        };

        function updateCamera( camera, parent ) {

            if ( parent === null ) {

                camera.matrixWorld.copy( camera.matrix );

            } else {

                camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );

            }

            camera.matrixWorldInverse.getInverse( camera.matrixWorld );

        }

        this.getCamera = function ( camera ) {

            if ( isPresenting() ) {

                var parent = camera.parent;
                var cameras = cameraVR.cameras;

                // apply camera.parent to cameraVR

                updateCamera( cameraVR, parent );

                for ( var i = 0; i < cameras.length; i ++ ) {

                    updateCamera( cameras[ i ], parent );

                }

                // update camera and its children

                camera.matrixWorld.copy( cameraVR.matrixWorld );

                var children = camera.children;

                for ( var i = 0, l = children.length; i < l; i ++ ) {

                    children[ i ].updateMatrixWorld( true );

                }

                return cameraVR;

            }

            return camera;

        };

        this.isPresenting = isPresenting;

        // Animation Loop

        var onAnimationFrameCallback = null;

        function onAnimationFrame( time, frame ) {

            pose = frame.getDevicePose( frameOfRef );

            if ( pose !== null ) {

                var layer = session.baseLayer;
                var views = frame.views;

                for ( var i = 0; i < views.length; i ++ ) {

                    var view = views[ i ];
                    var viewport = layer.getViewport( view );
                    var viewMatrix = pose.getViewMatrix( view );

                    var camera = cameraVR.cameras[ i ];
                    camera.matrix.fromArray( viewMatrix ).getInverse( camera.matrix );
                    camera.projectionMatrix.fromArray( view.projectionMatrix );
                    camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );

                    if ( i === 0 ) {

                        cameraVR.matrix.copy( camera.matrix );

                        // HACK (mrdoob)
                        // https://github.com/w3c/webvr/issues/203

                        cameraVR.projectionMatrix.copy( camera.projectionMatrix );

                    }

                }

            }

            //

            for ( var i = 0; i < controllers.length; i ++ ) {

                var controller = controllers[ i ];

                var inputSource = inputSources[ i ];

                if ( inputSource ) {

                    var inputPose = frame.getInputPose( inputSource, frameOfRef );

                    if ( inputPose !== null ) {

                        controller.matrix.elements = inputPose.pointerMatrix;
                        controller.matrix.decompose( controller.position, controller.rotation, controller.scale );
                        controller.visible = true;

                        continue;

                    }

                }

                controller.visible = false;

            }

            if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );

        }

        var animation = new WebGLAnimation();
        animation.setAnimationLoop( onAnimationFrame );

        this.setAnimationLoop = function ( callback ) {

            onAnimationFrameCallback = callback;

        };

        this.dispose = function () {};

        // DEPRECATED

        this.getStandingMatrix = function () {

            console.warn( 'THREE.WebXRManager: getStandingMatrix() is no longer needed.' );
            return new THREE.Matrix4();

        };

        this.submitFrame = function () {};

    }

    /**
     * @author supereggbert / http://www.paulbrunt.co.uk/
     * @author mrdoob / http://mrdoob.com/
     * @author alteredq / http://alteredqualia.com/
     * @author szimek / https://github.com/szimek/
     * @author tschw
     */

    function WebGLRenderer( parameters ) {

        console.log( 'THREE.WebGLRenderer', REVISION );

        parameters = parameters || {};

        var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
            _context = parameters.context !== undefined ? parameters.context : null,

            _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
            _depth = parameters.depth !== undefined ? parameters.depth : true,
            _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
            _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
            _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
            _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
            _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default';

        var currentRenderList = null;
        var currentRenderState = null;

        // public properties

        this.domElement = _canvas;
        this.context = null;

        // clearing

        this.autoClear = true;
        this.autoClearColor = true;
        this.autoClearDepth = true;
        this.autoClearStencil = true;

        // scene graph

        this.sortObjects = true;

        // user-defined clipping

        this.clippingPlanes = [];
        this.localClippingEnabled = false;

        // physically based shading

        this.gammaFactor = 2.0; // for backwards compatibility
        this.gammaInput = false;
        this.gammaOutput = false;

        // physical lights

        this.physicallyCorrectLights = false;

        // tone mapping

        this.toneMapping = LinearToneMapping;
        this.toneMappingExposure = 1.0;
        this.toneMappingWhitePoint = 1.0;

        // morphs

        this.maxMorphTargets = 8;
        this.maxMorphNormals = 4;

        // internal properties

        var _this = this,

            _isContextLost = false,

            // internal state cache

            _framebuffer = null,

            _currentRenderTarget = null,
            _currentFramebuffer = null,
            _currentMaterialId = - 1,
            _currentGeometryProgram = '',

            _currentCamera = null,
            _currentArrayCamera = null,

            _currentViewport = new Vector4(),
            _currentScissor = new Vector4(),
            _currentScissorTest = null,

            //

            _usedTextureUnits = 0,

            //

            _width = _canvas.width,
            _height = _canvas.height,

            _pixelRatio = 1,

            _viewport = new Vector4( 0, 0, _width, _height ),
            _scissor = new Vector4( 0, 0, _width, _height ),
            _scissorTest = false,

            // frustum

            _frustum = new Frustum(),

            // clipping

            _clipping = new WebGLClipping(),
            _clippingEnabled = false,
            _localClippingEnabled = false,

            // camera matrices cache

            _projScreenMatrix = new Matrix4(),

            _vector3 = new Vector3();

        function getTargetPixelRatio() {

            return _currentRenderTarget === null ? _pixelRatio : 1;

        }

        // initialize

        var _gl;

        try {

            var contextAttributes = {
                alpha: _alpha,
                depth: _depth,
                stencil: _stencil,
                antialias: _antialias,
                premultipliedAlpha: _premultipliedAlpha,
                preserveDrawingBuffer: _preserveDrawingBuffer,
                powerPreference: _powerPreference
            };

            // event listeners must be registered before WebGL context is created, see #12753

            _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
            _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );

            _gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );

            if ( _gl === null ) {

                if ( _canvas.getContext( 'webgl' ) !== null ) {

                    throw new Error( 'Error creating WebGL context with your selected attributes.' );

                } else {

                    throw new Error( 'Error creating WebGL context.' );

                }

            }

            // Some experimental-webgl implementations do not have getShaderPrecisionFormat

            if ( _gl.getShaderPrecisionFormat === undefined ) {

                _gl.getShaderPrecisionFormat = function () {

                    return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };

                };

            }

        } catch ( error ) {

            console.error( 'THREE.WebGLRenderer: ' + error.message );

        }

        var extensions, capabilities, state, info;
        var properties, textures, attributes, geometries, objects;
        var programCache, renderLists, renderStates;

        var background, morphtargets, bufferRenderer, indexedBufferRenderer;
        var spriteRenderer;

        var utils;

        function initGLContext() {

            extensions = new WebGLExtensions( _gl );
            extensions.get( 'WEBGL_depth_texture' );
            extensions.get( 'OES_texture_float' );
            extensions.get( 'OES_texture_float_linear' );
            extensions.get( 'OES_texture_half_float' );
            extensions.get( 'OES_texture_half_float_linear' );
            extensions.get( 'OES_standard_derivatives' );
            extensions.get( 'OES_element_index_uint' );
            extensions.get( 'ANGLE_instanced_arrays' );

            utils = new WebGLUtils( _gl, extensions );

            capabilities = new WebGLCapabilities( _gl, extensions, parameters );

            state = new WebGLState( _gl, extensions, utils );
            state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
            state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );

            info = new WebGLInfo( _gl );
            properties = new WebGLProperties();
            textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
            attributes = new WebGLAttributes( _gl );
            geometries = new WebGLGeometries( _gl, attributes, info );
            objects = new WebGLObjects( geometries, info );
            morphtargets = new WebGLMorphtargets( _gl );
            programCache = new WebGLPrograms( _this, extensions, capabilities );
            renderLists = new WebGLRenderLists();
            renderStates = new WebGLRenderStates();

            background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );

            bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info );
            indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info );

            spriteRenderer = new WebGLSpriteRenderer( _this, _gl, state, textures, capabilities );

            info.programs = programCache.programs;

            _this.context = _gl;
            _this.capabilities = capabilities;
            _this.extensions = extensions;
            _this.properties = properties;
            _this.renderLists = renderLists;
            _this.state = state;
            _this.info = info;

        }

        initGLContext();

        // vr

        var vr = ( 'xr' in navigator ) ? new WebXRManager( _this ) : new WebVRManager( _this );

        this.vr = vr;

        // shadow map

        var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );

        this.shadowMap = shadowMap;

        // API

        this.getContext = function () {

            return _gl;

        };

        this.getContextAttributes = function () {

            return _gl.getContextAttributes();

        };

        this.forceContextLoss = function () {

            var extension = extensions.get( 'WEBGL_lose_context' );
            if ( extension ) extension.loseContext();

        };

        this.forceContextRestore = function () {

            var extension = extensions.get( 'WEBGL_lose_context' );
            if ( extension ) extension.restoreContext();

        };

        this.getPixelRatio = function () {

            return _pixelRatio;

        };

        this.setPixelRatio = function ( value ) {

            if ( value === undefined ) return;

            _pixelRatio = value;

            this.setSize( _width, _height, false );

        };

        this.getSize = function () {

            return {
                width: _width,
                height: _height
            };

        };

        this.setSize = function ( width, height, updateStyle ) {

            if ( vr.isPresenting() ) {

                console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
                return;

            }

            _width = width;
            _height = height;

            _canvas.width = width * _pixelRatio;
            _canvas.height = height * _pixelRatio;

            if ( updateStyle !== false ) {

                _canvas.style.width = width + 'px';
                _canvas.style.height = height + 'px';

            }

            this.setViewport( 0, 0, width, height );

        };

        this.getDrawingBufferSize = function () {

            return {
                width: _width * _pixelRatio,
                height: _height * _pixelRatio
            };

        };

        this.setDrawingBufferSize = function ( width, height, pixelRatio ) {

            _width = width;
            _height = height;

            _pixelRatio = pixelRatio;

            _canvas.width = width * pixelRatio;
            _canvas.height = height * pixelRatio;

            this.setViewport( 0, 0, width, height );

        };

        this.getCurrentViewport = function () {

            return _currentViewport;

        };

        this.setViewport = function ( x, y, width, height ) {

            _viewport.set( x, _height - y - height, width, height );
            state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );

        };

        this.setScissor = function ( x, y, width, height ) {

            _scissor.set( x, _height - y - height, width, height );
            state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );

        };

        this.setScissorTest = function ( boolean ) {

            state.setScissorTest( _scissorTest = boolean );

        };

        // Clearing

        this.getClearColor = function () {

            return background.getClearColor();

        };

        this.setClearColor = function () {

            background.setClearColor.apply( background, arguments );

        };

        this.getClearAlpha = function () {

            return background.getClearAlpha();

        };

        this.setClearAlpha = function () {

            background.setClearAlpha.apply( background, arguments );

        };

        this.clear = function ( color, depth, stencil ) {

            var bits = 0;

            if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
            if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
            if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;

            _gl.clear( bits );

        };

        this.clearColor = function () {

            this.clear( true, false, false );

        };

        this.clearDepth = function () {

            this.clear( false, true, false );

        };

        this.clearStencil = function () {

            this.clear( false, false, true );

        };

        this.clearTarget = function ( renderTarget, color, depth, stencil ) {

            this.setRenderTarget( renderTarget );
            this.clear( color, depth, stencil );

        };

        //

        this.dispose = function () {

            _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
            _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );

            renderLists.dispose();
            renderStates.dispose();
            properties.dispose();
            objects.dispose();

            vr.dispose();

            animation.stop();

        };

        // Events

        function onContextLost( event ) {

            event.preventDefault();

            console.log( 'THREE.WebGLRenderer: Context Lost.' );

            _isContextLost = true;

        }

        function onContextRestore( /* event */ ) {

            console.log( 'THREE.WebGLRenderer: Context Restored.' );

            _isContextLost = false;

            initGLContext();

        }

        function onMaterialDispose( event ) {

            var material = event.target;

            material.removeEventListener( 'dispose', onMaterialDispose );

            deallocateMaterial( material );

        }

        // Buffer deallocation

        function deallocateMaterial( material ) {

            releaseMaterialProgramReference( material );

            properties.remove( material );

        }


        function releaseMaterialProgramReference( material ) {

            var programInfo = properties.get( material ).program;

            material.program = undefined;

            if ( programInfo !== undefined ) {

                programCache.releaseProgram( programInfo );

            }

        }

        // Buffer rendering

        function renderObjectImmediate( object, program, material ) {

            object.render( function ( object ) {

                _this.renderBufferImmediate( object, program, material );

            } );

        }

        this.renderBufferImmediate = function ( object, program, material ) {

            state.initAttributes();

            var buffers = properties.get( object );

            if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
            if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
            if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
            if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();

            var programAttributes = program.getAttributes();

            if ( object.hasPositions ) {

                _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
                _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );

                state.enableAttribute( programAttributes.position );
                _gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );

            }

            if ( object.hasNormals ) {

                _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );

                if ( ! material.isMeshPhongMaterial &&
                    ! material.isMeshStandardMaterial &&
                    ! material.isMeshNormalMaterial &&
                    material.flatShading === true ) {

                    for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {

                        var array = object.normalArray;

                        var nx = ( array[ i + 0 ] + array[ i + 3 ] + array[ i + 6 ] ) / 3;
                        var ny = ( array[ i + 1 ] + array[ i + 4 ] + array[ i + 7 ] ) / 3;
                        var nz = ( array[ i + 2 ] + array[ i + 5 ] + array[ i + 8 ] ) / 3;

                        array[ i + 0 ] = nx;
                        array[ i + 1 ] = ny;
                        array[ i + 2 ] = nz;

                        array[ i + 3 ] = nx;
                        array[ i + 4 ] = ny;
                        array[ i + 5 ] = nz;

                        array[ i + 6 ] = nx;
                        array[ i + 7 ] = ny;
                        array[ i + 8 ] = nz;

                    }

                }

                _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );

                state.enableAttribute( programAttributes.normal );

                _gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );

            }

            if ( object.hasUvs && material.map ) {

                _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
                _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );

                state.enableAttribute( programAttributes.uv );

                _gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 );

            }

            if ( object.hasColors && material.vertexColors !== NoColors ) {

                _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
                _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );

                state.enableAttribute( programAttributes.color );

                _gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );

            }

            state.disableUnusedAttributes();

            _gl.drawArrays( _gl.TRIANGLES, 0, object.count );

            object.count = 0;

        };

        this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {

            var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );

            state.setMaterial( material, frontFaceCW );

            var program = setProgram( camera, fog, material, object );
            var geometryProgram = geometry.id + '_' + program.id + '_' + ( material.wireframe === true );

            var updateBuffers = false;

            if ( geometryProgram !== _currentGeometryProgram ) {

                _currentGeometryProgram = geometryProgram;
                updateBuffers = true;

            }

            if ( object.morphTargetInfluences ) {

                morphtargets.update( object, geometry, material, program );

                updateBuffers = true;

            }

            //

            var index = geometry.index;
            var position = geometry.attributes.position;
            var rangeFactor = 1;

            if ( material.wireframe === true ) {

                index = geometries.getWireframeAttribute( geometry );
                rangeFactor = 2;

            }

            var attribute;
            var renderer = bufferRenderer;

            if ( index !== null ) {

                attribute = attributes.get( index );

                renderer = indexedBufferRenderer;
                renderer.setIndex( attribute );

            }

            if ( updateBuffers ) {

                setupVertexAttributes( material, program, geometry );

                if ( index !== null ) {

                    _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );

                }

            }

            //

            var dataCount = Infinity;

            if ( index !== null ) {

                dataCount = index.count;

            } else if ( position !== undefined ) {

                dataCount = position.count;

            }

            var rangeStart = geometry.drawRange.start * rangeFactor;
            var rangeCount = geometry.drawRange.count * rangeFactor;

            var groupStart = group !== null ? group.start * rangeFactor : 0;
            var groupCount = group !== null ? group.count * rangeFactor : Infinity;

            var drawStart = Math.max( rangeStart, groupStart );
            var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;

            var drawCount = Math.max( 0, drawEnd - drawStart + 1 );

            if ( drawCount === 0 ) return;

            //

            if ( object.isMesh ) {

                if ( material.wireframe === true ) {

                    state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
                    renderer.setMode( _gl.LINES );

                } else {

                    switch ( object.drawMode ) {

                        case TrianglesDrawMode:
                            renderer.setMode( _gl.TRIANGLES );
                            break;

                        case TriangleStripDrawMode:
                            renderer.setMode( _gl.TRIANGLE_STRIP );
                            break;

                        case TriangleFanDrawMode:
                            renderer.setMode( _gl.TRIANGLE_FAN );
                            break;

                    }

                }


            } else if ( object.isLine ) {

                var lineWidth = material.linewidth;

                if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material

                state.setLineWidth( lineWidth * getTargetPixelRatio() );

                if ( object.isLineSegments ) {

                    renderer.setMode( _gl.LINES );

                } else if ( object.isLineLoop ) {

                    renderer.setMode( _gl.LINE_LOOP );

                } else {

                    renderer.setMode( _gl.LINE_STRIP );

                }

            } else if ( object.isPoints ) {

                renderer.setMode( _gl.POINTS );

            }

            if ( geometry && geometry.isInstancedBufferGeometry ) {

                if ( geometry.maxInstancedCount > 0 ) {

                    renderer.renderInstances( geometry, drawStart, drawCount );

                }

            } else {

                renderer.render( drawStart, drawCount );

            }

        };

        function setupVertexAttributes( material, program, geometry ) {

            if ( geometry && geometry.isInstancedBufferGeometry ) {

                if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {

                    console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
                    return;

                }

            }

            state.initAttributes();

            var geometryAttributes = geometry.attributes;

            var programAttributes = program.getAttributes();

            var materialDefaultAttributeValues = material.defaultAttributeValues;

            for ( var name in programAttributes ) {

                var programAttribute = programAttributes[ name ];

                if ( programAttribute >= 0 ) {

                    var geometryAttribute = geometryAttributes[ name ];

                    if ( geometryAttribute !== undefined ) {

                        var normalized = geometryAttribute.normalized;
                        var size = geometryAttribute.itemSize;

                        var attribute = attributes.get( geometryAttribute );

                        // TODO Attribute may not be available on context restore

                        if ( attribute === undefined ) continue;

                        var buffer = attribute.buffer;
                        var type = attribute.type;
                        var bytesPerElement = attribute.bytesPerElement;

                        if ( geometryAttribute.isInterleavedBufferAttribute ) {

                            var data = geometryAttribute.data;
                            var stride = data.stride;
                            var offset = geometryAttribute.offset;

                            if ( data && data.isInstancedInterleavedBuffer ) {

                                state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );

                                if ( geometry.maxInstancedCount === undefined ) {

                                    geometry.maxInstancedCount = data.meshPerAttribute * data.count;

                                }

                            } else {

                                state.enableAttribute( programAttribute );

                            }

                            _gl.bindBuffer( _gl.ARRAY_BUFFER, 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( _gl.ARRAY_BUFFER, buffer );
                            _gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );

                        }

                    } 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 < object.material.length; i ++ ) {

                            initMaterial( object.material[ i ], scene.fog, object );

                        }

                    } else {

                        initMaterial( object.material, scene.fog, object );

                    }

                }

            } );

        };

        // Animation Loop

        var onAnimationFrameCallback = null;

        function onAnimationFrame( time ) {

            if ( vr.isPresenting() ) return;
            if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );

        }

        var animation = new WebGLAnimation();
        animation.setAnimationLoop( onAnimationFrame );

        if ( typeof window !== 'undefined' ) animation.setContext( window );

        this.setAnimationLoop = function ( callback ) {

            onAnimationFrameCallback = callback;
            vr.setAnimationLoop( callback );

            animation.start();

        };

        // Rendering

        this.render = function ( scene, camera, renderTarget, forceClear ) {

            if ( ! ( camera && camera.isCamera ) ) {

                console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
                return;

            }

            if ( _isContextLost ) return;

            // reset caching for this frame

            _currentGeometryProgram = '';
            _currentMaterialId = - 1;
            _currentCamera = null;

            // update scene graph

            if ( scene.autoUpdate === true ) scene.updateMatrixWorld();

            // update camera matrices and frustum

            if ( camera.parent === null ) camera.updateMatrixWorld();

            if ( vr.enabled ) {

                camera = vr.getCamera( camera );

            }

            //

            currentRenderState = renderStates.get( scene, camera );
            currentRenderState.init();

            scene.onBeforeRender( _this, scene, camera, renderTarget );

            _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
            _frustum.setFromMatrix( _projScreenMatrix );

            _localClippingEnabled = this.localClippingEnabled;
            _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );

            currentRenderList = renderLists.get( scene, camera );
            currentRenderList.init();

            projectObject( scene, camera, _this.sortObjects );

            if ( _this.sortObjects === true ) {

                currentRenderList.sort();

            }

            //

            if ( _clippingEnabled ) _clipping.beginShadows();

            var shadowsArray = currentRenderState.state.shadowsArray;

            shadowMap.render( shadowsArray, scene, camera );

            currentRenderState.setupLights( camera );

            if ( _clippingEnabled ) _clipping.endShadows();

            //

            if ( this.info.autoReset ) this.info.reset();

            if ( renderTarget === undefined ) {

                renderTarget = null;

            }

            this.setRenderTarget( renderTarget );

            //

            background.render( currentRenderList, scene, camera, forceClear );

            // render scene

            var opaqueObjects = currentRenderList.opaque;
            var transparentObjects = currentRenderList.transparent;

            if ( scene.overrideMaterial ) {

                var overrideMaterial = scene.overrideMaterial;

                if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
                if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );

            } else {

                // opaque pass (front-to-back order)

                if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );

                // transparent pass (back-to-front order)

                if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );

            }

            // custom renderers

            var spritesArray = currentRenderState.state.spritesArray;

            spriteRenderer.render( spritesArray, scene, camera );

            // Generate mipmap if we're using any kind of mipmap filtering

            if ( renderTarget ) {

                textures.updateRenderTargetMipmap( renderTarget );

            }

            // Ensure depth buffer writing is enabled so it can be cleared on next render

            state.buffers.depth.setTest( true );
            state.buffers.depth.setMask( true );
            state.buffers.color.setMask( true );

            state.setPolygonOffset( false );

            scene.onAfterRender( _this, scene, camera );

            if ( vr.enabled ) {

                vr.submitFrame();

            }

            // _gl.finish();

            currentRenderList = null;
            currentRenderState = null;

        };

        /*
        // TODO Duplicated code (Frustum)

        var _sphere = new Sphere();

        function isObjectViewable( object ) {

            var geometry = object.geometry;

            if ( geometry.boundingSphere === null )
                geometry.computeBoundingSphere();

            _sphere.copy( geometry.boundingSphere ).
            applyMatrix4( object.matrixWorld );

            return isSphereViewable( _sphere );

        }

        function isSpriteViewable( sprite ) {

            _sphere.center.set( 0, 0, 0 );
            _sphere.radius = 0.7071067811865476;
            _sphere.applyMatrix4( sprite.matrixWorld );

            return isSphereViewable( _sphere );

        }

        function isSphereViewable( sphere ) {

            if ( ! _frustum.intersectsSphere( sphere ) ) return false;

            var numPlanes = _clipping.numPlanes;

            if ( numPlanes === 0 ) return true;

            var planes = _this.clippingPlanes,

                center = sphere.center,
                negRad = - sphere.radius,
                i = 0;

            do {

                // out when deeper than radius in the negative halfspace
                if ( planes[ i ].distanceToPoint( center ) < negRad ) return false;

            } while ( ++ i !== numPlanes );

            return true;

        }
        */

        function projectObject( object, camera, sortObjects ) {

            if ( object.visible === false ) return;

            var visible = object.layers.test( camera.layers );

            if ( visible ) {

                if ( object.isLight ) {

                    currentRenderState.pushLight( object );

                    if ( object.castShadow ) {

                        currentRenderState.pushShadow( object );

                    }

                } else if ( object.isSprite ) {

                    if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {

                        currentRenderState.pushSprite( object );

                    }

                } else if ( object.isImmediateRenderObject ) {

                    if ( sortObjects ) {

                        _vector3.setFromMatrixPosition( object.matrixWorld )
                            .applyMatrix4( _projScreenMatrix );

                    }

                    currentRenderList.push( object, null, object.material, _vector3.z, null );

                } else if ( object.isMesh || object.isLine || object.isPoints ) {

                    if ( object.isSkinnedMesh ) {

                        object.skeleton.update();

                    }

                    if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {

                        if ( sortObjects ) {

                            _vector3.setFromMatrixPosition( object.matrixWorld )
                                .applyMatrix4( _projScreenMatrix );

                        }

                        var geometry = objects.update( object );
                        var material = object.material;

                        if ( Array.isArray( material ) ) {

                            var groups = geometry.groups;

                            for ( var i = 0, l = groups.length; i < l; i ++ ) {

                                var group = groups[ i ];
                                var groupMaterial = material[ group.materialIndex ];

                                if ( groupMaterial && groupMaterial.visible ) {

                                    currentRenderList.push( object, geometry, groupMaterial, _vector3.z, group );

                                }

                            }

                        } else if ( material.visible ) {

                            currentRenderList.push( object, geometry, material, _vector3.z, null );

                        }

                    }

                }

            }

            var children = object.children;

            for ( var i = 0, l = children.length; i < l; i ++ ) {

                projectObject( children[ i ], camera, sortObjects );

            }

        }

        function renderObjects( renderList, scene, camera, overrideMaterial ) {

            for ( var i = 0, l = renderList.length; i < l; i ++ ) {

                var renderItem = renderList[ i ];

                var object = renderItem.object;
                var geometry = renderItem.geometry;
                var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
                var group = renderItem.group;

                if ( camera.isArrayCamera ) {

                    _currentArrayCamera = camera;

                    var cameras = camera.cameras;

                    for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {

                        var camera2 = cameras[ j ];

                        if ( object.layers.test( camera2.layers ) ) {

                            if ( 'viewport' in camera2 ) { // XR

                                state.viewport( _currentViewport.copy( camera2.viewport ) );

                            } else {

                                var bounds = camera2.bounds;

                                var x = bounds.x * _width;
                                var y = bounds.y * _height;
                                var width = bounds.z * _width;
                                var height = bounds.w * _height;

                                state.viewport( _currentViewport.set( x, y, width, height ).multiplyScalar( _pixelRatio ) );

                            }

                            renderObject( object, scene, camera2, geometry, material, group );

                        }

                    }

                } else {

                    _currentArrayCamera = null;

                    renderObject( object, scene, camera, geometry, material, group );

                }

            }

        }

        function renderObject( object, scene, camera, geometry, material, group ) {

            object.onBeforeRender( _this, scene, camera, geometry, material, group );
            currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );

            object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
            object.normalMatrix.getNormalMatrix( object.modelViewMatrix );

            if ( object.isImmediateRenderObject ) {

                var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );

                state.setMaterial( material, frontFaceCW );

                var program = setProgram( camera, scene.fog, material, object );

                _currentGeometryProgram = '';

                renderObjectImmediate( object, program, material );

            } else {

                _this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );

            }

            object.onAfterRender( _this, scene, camera, geometry, material, group );
            currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );

        }

        function initMaterial( material, fog, object ) {

            var materialProperties = properties.get( material );

            var lights = currentRenderState.state.lights;
            var shadowsArray = currentRenderState.state.shadowsArray;

            var parameters = programCache.getParameters(
                material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );

            var code = programCache.getProgramCode( material, parameters );

            var program = materialProperties.program;
            var programChange = true;

            if ( program === undefined ) {

                // new material
                material.addEventListener( 'dispose', onMaterialDispose );

            } else if ( program.code !== code ) {

                // changed glsl or parameters
                releaseMaterialProgramReference( material );

            } else if ( materialProperties.lightsHash !== lights.state.hash ) {

                properties.update( material, 'lightsHash', lights.state.hash );
                programChange = false;

            } else if ( parameters.shaderID !== undefined ) {

                // same glsl and uniform list
                return;

            } else {

                // only rebuild uniform list
                programChange = false;

            }

            if ( programChange ) {

                if ( parameters.shaderID ) {

                    var shader = ShaderLib[ parameters.shaderID ];

                    materialProperties.shader = {
                        name: material.type,
                        uniforms: UniformsUtils.clone( shader.uniforms ),
                        vertexShader: shader.vertexShader,
                        fragmentShader: shader.fragmentShader
                    };

                } else {

                    materialProperties.shader = {
                        name: material.type,
                        uniforms: material.uniforms,
                        vertexShader: material.vertexShader,
                        fragmentShader: material.fragmentShader
                    };

                }

                material.onBeforeCompile( materialProperties.shader, _this );

                program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );

                materialProperties.program = program;
                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 = fog;

            // store the light setup it was created for

            materialProperties.lightsHash = lights.state.hash;

            if ( material.lights ) {

                // wire up the material to this renderer's lighting state

                uniforms.ambientLightColor.value = lights.state.ambient;
                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 ) {

            _usedTextureUnits = 0;

            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.needsUpdate === false ) {

                if ( materialProperties.program === undefined ) {

                    material.needsUpdate = true;

                } else if ( material.fog && materialProperties.fog !== fog ) {

                    material.needsUpdate = true;

                } else if ( material.lights && materialProperties.lightsHash !== lights.state.hash ) {

                    material.needsUpdate = true;

                } else if ( materialProperties.numClippingPlanes !== undefined &&
                    ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
                    materialProperties.numIntersection !== _clipping.numIntersection ) ) {

                    material.needsUpdate = true;

                }

            }

            if ( material.needsUpdate ) {

                initMaterial( material, fog, object );
                material.needsUpdate = false;

            }

            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 || camera !== _currentCamera ) {

                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 ) );

                }

                // Avoid unneeded uniform updates per ArrayCamera's sub-camera

                if ( _currentCamera !== ( _currentArrayCamera || camera ) ) {

                    _currentCamera = ( _currentArrayCamera || 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 ||
                    material.skinning ) {

                    p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );

                }

            }

            // skinning uniforms must be set even if material didn't change
            // auto-setting of texture unit for bone texture must go before other textures
            // 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)
                            //      RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
                            //  with  8x8  pixel texture max   16 bones * 4 pixels =  (8 * 8)
                            //       16x16 pixel texture max   64 bones * 4 pixels = (16 * 16)
                            //       32x32 pixel texture max  256 bones * 4 pixels = (32 * 32)
                            //       64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)


                            var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
                            size = _Math.ceilPowerOfTwo( size );
                            size = Math.max( size, 4 );

                            var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
                            boneMatrices.set( skeleton.boneMatrices ); // copy current values

                            var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
                            boneTexture.needsUpdate = true;

                            skeleton.boneMatrices = boneMatrices;
                            skeleton.boneTexture = boneTexture;
                            skeleton.boneTextureSize = size;

                        }

                        p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture );
                        p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );

                    } else {

                        p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );

                    }

                }

            }

            if ( refreshMaterial ) {

                p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
                p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );

                if ( material.lights ) {

                    // the current material requires lighting info

                    // note: all lighting uniforms are always set correctly
                    // they simply reference the renderer's state for their
                    // values
                    //
                    // use the current material's .needsUpdate flags to set
                    // the GL state when required

                    markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );

                }

                // refresh uniforms common to several materials

                if ( fog && material.fog ) {

                    refreshUniformsFog( m_uniforms, fog );

                }

                if ( material.isMeshBasicMaterial ) {

                    refreshUniformsCommon( m_uniforms, material );

                } else if ( material.isMeshLambertMaterial ) {

                    refreshUniformsCommon( m_uniforms, material );
                    refreshUniformsLambert( m_uniforms, material );

                } else if ( material.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.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.isShadowMaterial ) {

                    m_uniforms.color.value = 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, _this );

            }

            if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {

                WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, _this );
                material.uniformsNeedUpdate = false;

            }

            // common matrices

            p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
            p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
            p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );

            return program;

        }

        // Uniforms (refresh uniforms objects)

        function refreshUniformsCommon( uniforms, material ) {

            uniforms.opacity.value = material.opacity;

            if ( material.color ) {

                uniforms.diffuse.value = 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:
                //  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 && 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
            // 1. color map
            // 2. specular map
            // 3. normal map
            // 4. bump map
            // 5. alpha map
            // 6. emissive map

            var uvScaleMap;

            if ( material.map ) {

                uvScaleMap = material.map;

            } else if ( material.specularMap ) {

                uvScaleMap = material.specularMap;

            } else if ( material.displacementMap ) {

                uvScaleMap = material.displacementMap;

            } else if ( material.normalMap ) {

                uvScaleMap = material.normalMap;

            } else if ( material.bumpMap ) {

                uvScaleMap = material.bumpMap;

            } else if ( material.roughnessMap ) {

                uvScaleMap = material.roughnessMap;

            } else if ( material.metalnessMap ) {

                uvScaleMap = material.metalnessMap;

            } else if ( material.alphaMap ) {

                uvScaleMap = material.alphaMap;

            } else if ( material.emissiveMap ) {

                uvScaleMap = material.emissiveMap;

            }

            if ( uvScaleMap !== undefined ) {

                // backwards compatibility
                if ( uvScaleMap.isWebGLRenderTarget ) {

                    uvScaleMap = uvScaleMap.texture;

                }

                if ( uvScaleMap.matrixAutoUpdate === true ) {

                    uvScaleMap.updateMatrix();

                }

                uniforms.uvTransform.value.copy( uvScaleMap.matrix );

            }

        }

        function refreshUniformsLine( uniforms, material ) {

            uniforms.diffuse.value = 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 = material.color;
            uniforms.opacity.value = material.opacity;
            uniforms.size.value = material.size * _pixelRatio;
            uniforms.scale.value = _height * 0.5;

            uniforms.map.value = material.map;

            if ( material.map !== null ) {

                if ( material.map.matrixAutoUpdate === true ) {

                    material.map.updateMatrix();

                }

                uniforms.uvTransform.value.copy( material.map.matrix );

            }

        }

        function refreshUniformsFog( uniforms, fog ) {

            uniforms.fogColor.value = 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 = 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

            uniforms.clearCoat.value = material.clearCoat;
            uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

        }

        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.directionalLights.needsUpdate = value;
            uniforms.pointLights.needsUpdate = value;
            uniforms.spotLights.needsUpdate = value;
            uniforms.rectAreaLights.needsUpdate = value;
            uniforms.hemisphereLights.needsUpdate = value;

        }

        // Textures

        function allocTextureUnit() {

            var textureUnit = _usedTextureUnits;

            if ( textureUnit >= capabilities.maxTextures ) {

                console.warn( 'THREE.WebGLRenderer: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );

            }

            _usedTextureUnits += 1;

            return textureUnit;

        }

        this.allocTextureUnit = allocTextureUnit;

        // this.setTexture2D = setTexture2D;
        this.setTexture2D = ( function () {

            var warned = false;

            // backwards compatibility: peel texture.texture
            return function setTexture2D( texture, slot ) {

                if ( texture && texture.isWebGLRenderTarget ) {

                    if ( ! warned ) {

                        console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
                        warned = true;

                    }

                    texture = texture.texture;

                }

                textures.setTexture2D( texture, slot );

            };

        }() );

        this.setTexture = ( function () {

            var warned = false;

            return function setTexture( texture, slot ) {

                if ( ! warned ) {

                    console.warn( "THREE.WebGLRenderer: .setTexture is deprecated, use setTexture2D instead." );
                    warned = true;

                }

                textures.setTexture2D( texture, slot );

            };

        }() );

        this.setTextureCube = ( function () {

            var warned = false;

            return function setTextureCube( texture, slot ) {

                // backwards compatibility: peel texture.texture
                if ( texture && texture.isWebGLRenderTargetCube ) {

                    if ( ! warned ) {

                        console.warn( "THREE.WebGLRenderer.setTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
                        warned = true;

                    }

                    texture = texture.texture;

                }

                // currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
                // TODO: unify these code paths
                if ( ( texture && texture.isCubeTexture ) ||
                    ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {

                    // CompressedTexture can have Array in image :/

                    // this function alone should take care of cube textures
                    textures.setTextureCube( texture, slot );

                } else {

                    // assumed: texture property of THREE.WebGLRenderTargetCube

                    textures.setTextureCubeDynamic( texture, slot );

                }

            };

        }() );

        //

        this.setFramebuffer = function ( value ) {

            _framebuffer = value;

        };

        this.getRenderTarget = function () {

            return _currentRenderTarget;

        };

        this.setRenderTarget = function ( renderTarget ) {

            _currentRenderTarget = renderTarget;

            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[ renderTarget.activeCubeFace ];
                    isCube = true;

                } else {

                    framebuffer = __webglFramebuffer;

                }

                _currentViewport.copy( renderTarget.viewport );
                _currentScissor.copy( renderTarget.scissor );
                _currentScissorTest = renderTarget.scissorTest;

            } else {

                _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
                _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
                _currentScissorTest = _scissorTest;

            }

            if ( _currentFramebuffer !== framebuffer ) {

                _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
                _currentFramebuffer = framebuffer;

            }

            state.viewport( _currentViewport );
            state.scissor( _currentScissor );
            state.setScissorTest( _currentScissorTest );

            if ( isCube ) {

                var textureProperties = properties.get( renderTarget.texture );
                _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, renderTarget.activeMipMapLevel );

            }

        };

        this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {

            if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {

                console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
                return;

            }

            var framebuffer = properties.get( renderTarget ).__webglFramebuffer;

            if ( framebuffer ) {

                var restore = false;

                if ( framebuffer !== _currentFramebuffer ) {

                    _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );

                    restore = true;

                }

                try {

                    var texture = renderTarget.texture;
                    var textureFormat = texture.format;
                    var textureType = texture.type;

                    if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {

                        console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
                        return;

                    }

                    if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
                        ! ( textureType === FloatType && ( extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
                        ! ( textureType === HalfFloatType && 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( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {

                        // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

                        if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {

                            _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );

                        }

                    } else {

                        console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

                    }

                } finally {

                    if ( restore ) {

                        _gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );

                    }

                }

            }

        };

        this.copyFramebufferToTexture = function ( position, texture, level ) {

            var width = texture.image.width;
            var height = texture.image.height;
            var glFormat = utils.convert( texture.format );

            this.setTexture2D( texture, 0 );

            _gl.copyTexImage2D( _gl.TEXTURE_2D, level || 0, glFormat, position.x, position.y, width, height, 0 );

        };

        this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {

            var width = srcTexture.image.width;
            var height = srcTexture.image.height;
            var glFormat = utils.convert( dstTexture.format );
            var glType = utils.convert( dstTexture.type );

            this.setTexture2D( dstTexture, 0 );

            if ( srcTexture.isDataTexture ) {

                _gl.texSubImage2D( _gl.TEXTURE_2D, level || 0, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );

            } else {

                _gl.texSubImage2D( _gl.TEXTURE_2D, level || 0, position.x, position.y, glFormat, glType, srcTexture.image );

            }

        };

    }

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author alteredq / http://alteredqualia.com/
     */

    function FogExp2( color, density ) {

        this.name = '';

        this.color = new Color( color );
        this.density = ( density !== undefined ) ? density : 0.00025;

    }

    FogExp2.prototype.isFogExp2 = true;

    FogExp2.prototype.clone = function () {

        return new FogExp2( this.color, this.density );

    };

    FogExp2.prototype.toJSON = function ( /* meta */ ) {

        return {
            type: 'FogExp2',
            color: this.color.getHex(),
            density: this.density
        };

    };

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author alteredq / http://alteredqualia.com/
     */

    function Fog( color, near, far ) {

        this.name = '';

        this.color = new Color( color );

        this.near = ( near !== undefined ) ? near : 1;
        this.far = ( far !== undefined ) ? far : 1000;

    }

    Fog.prototype.isFog = true;

    Fog.prototype.clone = function () {

        return new Fog( this.color, this.near, this.far );

    };

    Fog.prototype.toJSON = function ( /* meta */ ) {

        return {
            type: 'Fog',
            color: this.color.getHex(),
            near: this.near,
            far: this.far
        };

    };

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function Scene() {

        Object3D.call( this );

        this.type = 'Scene';

        this.background = null;
        this.fog = null;
        this.overrideMaterial = null;

        this.autoUpdate = true; // checked by the renderer

    }

    Scene.prototype = Object.assign( Object.create( Object3D.prototype ), {

        constructor: Scene,

        copy: function ( source, recursive ) {

            Object3D.prototype.copy.call( this, source, recursive );

            if ( source.background !== null ) this.background = source.background.clone();
            if ( source.fog !== null ) this.fog = source.fog.clone();
            if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();

            this.autoUpdate = source.autoUpdate;
            this.matrixAutoUpdate = source.matrixAutoUpdate;

            return this;

        },

        toJSON: function ( meta ) {

            var data = Object3D.prototype.toJSON.call( this, meta );

            if ( this.background !== null ) data.object.background = this.background.toJSON( meta );
            if ( this.fog !== null ) data.object.fog = this.fog.toJSON();

            return data;

        }

    } );

    /**
     * @author alteredq / http://alteredqualia.com/
     *
     * parameters = {
     *  color: <hex>,
     *  opacity: <float>,
     *  map: new THREE.Texture( <Image> ),
     *
     *  uvOffset: new THREE.Vector2(),
     *  uvScale: new THREE.Vector2()
     * }
     */

    function SpriteMaterial( parameters ) {

        Material.call( this );

        this.type = 'SpriteMaterial';

        this.color = new Color( 0xffffff );
        this.map = null;

        this.rotation = 0;

        this.fog = false;
        this.lights = false;

        this.setValues( parameters );

    }

    SpriteMaterial.prototype = Object.create( Material.prototype );
    SpriteMaterial.prototype.constructor = SpriteMaterial;
    SpriteMaterial.prototype.isSpriteMaterial = true;

    SpriteMaterial.prototype.copy = function ( source ) {

        Material.prototype.copy.call( this, source );

        this.color.copy( source.color );
        this.map = source.map;

        this.rotation = source.rotation;

        return this;

    };

    /**
     * @author mikael emtinger / http://gomo.se/
     * @author alteredq / http://alteredqualia.com/
     */

    function Sprite( material ) {

        Object3D.call( this );

        this.type = 'Sprite';

        this.material = ( material !== undefined ) ? material : new SpriteMaterial();

        this.center = new Vector2( 0.5, 0.5 );

    }

    Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {

        constructor: Sprite,

        isSprite: true,

        raycast: ( function () {

            var intersectPoint = new Vector3();
            var worldScale = new Vector3();
            var mvPosition = new Vector3();

            var alignedPosition = new Vector2();
            var rotatedPosition = new Vector2();
            var viewWorldMatrix = new Matrix4();

            var vA = new Vector3();
            var vB = new Vector3();
            var vC = new Vector3();

            function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {

                // compute position in camera space
                alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );

                // to check if rotation is not zero
                if ( sin !== undefined ) {

                    rotatedPosition.x = ( cos * alignedPosition.x ) - ( sin * alignedPosition.y );
                    rotatedPosition.y = ( sin * alignedPosition.x ) + ( cos * alignedPosition.y );

                } else {

                    rotatedPosition.copy( alignedPosition );

                }


                vertexPosition.copy( mvPosition );
                vertexPosition.x += rotatedPosition.x;
                vertexPosition.y += rotatedPosition.y;

                // transform to world space
                vertexPosition.applyMatrix4( viewWorldMatrix );

            }

            return function raycast( raycaster, intersects ) {

                worldScale.setFromMatrixScale( this.matrixWorld );
                viewWorldMatrix.getInverse( this.modelViewMatrix ).premultiply( this.matrixWorld );
                mvPosition.setFromMatrixPosition( this.modelViewMatrix );

                var rotation = this.material.rotation;
                var sin, cos;
                if ( rotation !== 0 ) {

                    cos = Math.cos( rotation );
                    sin = Math.sin( rotation );

                }

                var center = this.center;

                transformVertex( vA.set( - 0.5, - 0.5, 0 ), mvPosition, center, worldScale, sin, cos );
                transformVertex( vB.set( 0.5, - 0.5, 0 ), mvPosition, center, worldScale, sin, cos );
                transformVertex( vC.set( 0.5, 0.5, 0 ), mvPosition, center, worldScale, sin, cos );

                // check first triangle
                var intersect = raycaster.ray.intersectTriangle( vA, vB, vC, false, intersectPoint );

                if ( intersect === null ) {

                    // check second triangle
                    transformVertex( vB.set( - 0.5, 0.5, 0 ), mvPosition, center, worldScale, sin, cos );
                    intersect = raycaster.ray.intersectTriangle( vA, vC, vB, false, intersectPoint );
                    if ( intersect === null ) {

                        return;

                    }

                }

                var distance = raycaster.ray.origin.distanceTo( intersectPoint );

                if ( distance < raycaster.near || distance > raycaster.far ) return;

                intersects.push( {

                    distance: distance,
                    point: intersectPoint.clone(),
                    face: null,
                    object: this

                } );

            };

        }() ),

        clone: function () {

            return new this.constructor( this.material ).copy( this );

        },

        copy: function ( source ) {

            Object3D.prototype.copy.call( this, source );

            if ( source.center !== undefined ) this.center.copy( source.center );

            return this;

        }


    } );

    /**
     * @author mikael emtinger / http://gomo.se/
     * @author alteredq / http://alteredqualia.com/
     * @author mrdoob / http://mrdoob.com/
     */

    function LOD() {

        Object3D.call( this );

        this.type = 'LOD';

        Object.defineProperties( this, {
            levels: {
                enumerable: true,
                value: []
            }
        } );

    }

    LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {

        constructor: LOD,

        copy: function ( source ) {

            Object3D.prototype.copy.call( this, source, false );

            var levels = source.levels;

            for ( var i = 0, l = levels.length; i < l; i ++ ) {

                var level = levels[ i ];

                this.addLevel( level.object.clone(), level.distance );

            }

            return this;

        },

        addLevel: function ( object, distance ) {

            if ( distance === undefined ) distance = 0;

            distance = Math.abs( distance );

            var levels = this.levels;

            for ( var l = 0; l < levels.length; l ++ ) {

                if ( distance < levels[ l ].distance ) {

                    break;

                }

            }

            levels.splice( l, 0, { distance: distance, object: object } );

            this.add( object );

        },

        getObjectForDistance: function ( distance ) {

            var levels = this.levels;

            for ( var i = 1, l = levels.length; i < l; i ++ ) {

                if ( distance < levels[ i ].distance ) {

                    break;

                }

            }

            return levels[ i - 1 ].object;

        },

        raycast: ( function () {

            var matrixPosition = new Vector3();

            return function raycast( raycaster, intersects ) {

                matrixPosition.setFromMatrixPosition( this.matrixWorld );

                var distance = raycaster.ray.origin.distanceTo( matrixPosition );

                this.getObjectForDistance( distance ).raycast( raycaster, intersects );

            };

        }() ),

        update: function () {

            var v1 = new Vector3();
            var v2 = new Vector3();

            return function update( camera ) {

                var levels = this.levels;

                if ( levels.length > 1 ) {

                    v1.setFromMatrixPosition( camera.matrixWorld );
                    v2.setFromMatrixPosition( this.matrixWorld );

                    var distance = v1.distanceTo( v2 );

                    levels[ 0 ].object.visible = true;

                    for ( var i = 1, l = levels.length; i < l; i ++ ) {

                        if ( distance >= levels[ i ].distance ) {

                            levels[ i - 1 ].object.visible = false;
                            levels[ i ].object.visible = true;

                        } else {

                            break;

                        }

                    }

                    for ( ; i < l; i ++ ) {

                        levels[ i ].object.visible = false;

                    }

                }

            };

        }(),

        toJSON: function ( meta ) {

            var data = Object3D.prototype.toJSON.call( this, meta );

            data.object.levels = [];

            var levels = this.levels;

            for ( var i = 0, l = levels.length; i < l; i ++ ) {

                var level = levels[ i ];

                data.object.levels.push( {
                    object: level.object.uuid,
                    distance: level.distance
                } );

            }

            return data;

        }

    } );

    /**
     * @author mikael emtinger / http://gomo.se/
     * @author alteredq / http://alteredqualia.com/
     * @author michael guerrero / http://realitymeltdown.com
     * @author ikerr / http://verold.com
     */

    function Skeleton( bones, boneInverses ) {

        // copy the bone array

        bones = bones || [];

        this.bones = bones.slice( 0 );
        this.boneMatrices = new Float32Array( this.bones.length * 16 );

        // use the supplied bone inverses or calculate the inverses

        if ( boneInverses === undefined ) {

            this.calculateInverses();

        } else {

            if ( this.bones.length === boneInverses.length ) {

                this.boneInverses = boneInverses.slice( 0 );

            } else {

                console.warn( 'THREE.Skeleton boneInverses is the wrong length.' );

                this.boneInverses = [];

                for ( var i = 0, il = this.bones.length; i < il; i ++ ) {

                    this.boneInverses.push( new Matrix4() );

                }

            }

        }

    }

    Object.assign( Skeleton.prototype, {

        calculateInverses: function () {

            this.boneInverses = [];

            for ( var i = 0, il = this.bones.length; i < il; i ++ ) {

                var inverse = new Matrix4();

                if ( this.bones[ i ] ) {

                    inverse.getInverse( this.bones[ i ].matrixWorld );

                }

                this.boneInverses.push( inverse );

            }

        },

        pose: function () {

            var bone, i, il;

            // recover the bind-time world matrices

            for ( i = 0, il = this.bones.length; i < il; i ++ ) {

                bone = this.bones[ i ];

                if ( bone ) {

                    bone.matrixWorld.getInverse( this.boneInverses[ i ] );

                }

            }

            // compute the local matrices, positions, rotations and scales

            for ( i = 0, il = this.bones.length; i < il; i ++ ) {

                bone = this.bones[ i ];

                if ( bone ) {

                    if ( bone.parent && bone.parent.isBone ) {

                        bone.matrix.getInverse( bone.parent.matrixWorld );
                        bone.matrix.multiply( bone.matrixWorld );

                    } else {

                        bone.matrix.copy( bone.matrixWorld );

                    }

                    bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );

                }

            }

        },

        update: ( function () {

            var offsetMatrix = new Matrix4();
            var identityMatrix = new Matrix4();

            return function update() {

                var bones = this.bones;
                var boneInverses = this.boneInverses;
                var boneMatrices = this.boneMatrices;
                var boneTexture = this.boneTexture;

                // flatten bone matrices to array

                for ( var i = 0, il = bones.length; i < il; i ++ ) {

                    // compute the offset between the current and the original transform

                    var matrix = bones[ i ] ? bones[ i ].matrixWorld : identityMatrix;

                    offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
                    offsetMatrix.toArray( boneMatrices, i * 16 );

                }

                if ( boneTexture !== undefined ) {

                    boneTexture.needsUpdate = true;

                }

            };

        } )(),

        clone: function () {

            return new Skeleton( this.bones, this.boneInverses );

        },

        getBoneByName: function ( name ) {

            for ( var i = 0, il = this.bones.length; i < il; i ++ ) {

                var bone = this.bones[ i ];

                if ( bone.name === name ) {

                    return bone;

                }

            }

            return undefined;

        }

    } );

    /**
     * @author mikael emtinger / http://gomo.se/
     * @author alteredq / http://alteredqualia.com/
     * @author ikerr / http://verold.com
     */

    function Bone() {

        Object3D.call( this );

        this.type = 'Bone';

    }

    Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {

        constructor: Bone,

        isBone: true

    } );

    /**
     * @author mikael emtinger / http://gomo.se/
     * @author alteredq / http://alteredqualia.com/
     * @author ikerr / http://verold.com
     */

    function SkinnedMesh( geometry, material ) {

        Mesh.call( this, geometry, material );

        this.type = 'SkinnedMesh';

        this.bindMode = 'attached';
        this.bindMatrix = new Matrix4();
        this.bindMatrixInverse = new Matrix4();

        var bones = this.initBones();
        var skeleton = new Skeleton( bones );

        this.bind( skeleton, this.matrixWorld );

        this.normalizeSkinWeights();

    }

    SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {

        constructor: SkinnedMesh,

        isSkinnedMesh: true,

        initBones: function () {

            var bones = [], bone, gbone;
            var i, il;

            if ( this.geometry && this.geometry.bones !== undefined ) {

                // first, create array of 'Bone' objects from geometry data

                for ( i = 0, il = this.geometry.bones.length; i < il; i ++ ) {

                    gbone = this.geometry.bones[ i ];

                    // create new 'Bone' object

                    bone = new Bone();
                    bones.push( bone );

                    // apply values

                    bone.name = gbone.name;
                    bone.position.fromArray( gbone.pos );
                    bone.quaternion.fromArray( gbone.rotq );
                    if ( gbone.scl !== undefined ) bone.scale.fromArray( gbone.scl );

                }

                // second, create bone hierarchy

                for ( i = 0, il = this.geometry.bones.length; i < il; i ++ ) {

                    gbone = this.geometry.bones[ i ];

                    if ( ( gbone.parent !== - 1 ) && ( gbone.parent !== null ) && ( bones[ gbone.parent ] !== undefined ) ) {

                        // subsequent bones in the hierarchy

                        bones[ gbone.parent ].add( bones[ i ] );

                    } else {

                        // topmost bone, immediate child of the skinned mesh

                        this.add( bones[ i ] );

                    }

                }

            }

            // now the bones are part of the scene graph and children of the skinned mesh.
            // let's update the corresponding matrices

            this.updateMatrixWorld( true );

            return bones;

        },

        bind: function ( skeleton, bindMatrix ) {

            this.skeleton = skeleton;

            if ( bindMatrix === undefined ) {

                this.updateMatrixWorld( true );

                this.skeleton.calculateInverses();

                bindMatrix = this.matrixWorld;

            }

            this.bindMatrix.copy( bindMatrix );
            this.bindMatrixInverse.getInverse( bindMatrix );

        },

        pose: function () {

            this.skeleton.pose();

        },

        normalizeSkinWeights: function () {

            var scale, i;

            if ( this.geometry && this.geometry.isGeometry ) {

                for ( i = 0; i < this.geometry.skinWeights.length; i ++ ) {

                    var sw = this.geometry.skinWeights[ i ];

                    scale = 1.0 / sw.manhattanLength();

                    if ( scale !== Infinity ) {

                        sw.multiplyScalar( scale );

                    } else {

                        sw.set( 1, 0, 0, 0 ); // do something reasonable

                    }

                }

            } else if ( this.geometry && this.geometry.isBufferGeometry ) {

                var vec = new Vector4();

                var skinWeight = this.geometry.attributes.skinWeight;

                for ( i = 0; i < skinWeight.count; i ++ ) {

                    vec.x = skinWeight.getX( i );
                    vec.y = skinWeight.getY( i );
                    vec.z = skinWeight.getZ( i );
                    vec.w = skinWeight.getW( i );

                    scale = 1.0 / vec.manhattanLength();

                    if ( scale !== Infinity ) {

                        vec.multiplyScalar( scale );

                    } else {

                        vec.set( 1, 0, 0, 0 ); // do something reasonable

                    }

                    skinWeight.setXYZW( i, vec.x, vec.y, vec.z, vec.w );

                }

            }

        },

        updateMatrixWorld: function ( force ) {

            Mesh.prototype.updateMatrixWorld.call( this, force );

            if ( this.bindMode === 'attached' ) {

                this.bindMatrixInverse.getInverse( this.matrixWorld );

            } else if ( this.bindMode === 'detached' ) {

                this.bindMatrixInverse.getInverse( this.bindMatrix );

            } else {

                console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );

            }

        },

        clone: function () {

            return new this.constructor( this.geometry, this.material ).copy( this );

        }

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author alteredq / http://alteredqualia.com/
     *
     * parameters = {
     *  color: <hex>,
     *  opacity: <float>,
     *
     *  linewidth: <float>,
     *  linecap: "round",
     *  linejoin: "round"
     * }
     */

    function LineBasicMaterial( parameters ) {

        Material.call( this );

        this.type = 'LineBasicMaterial';

        this.color = new Color( 0xffffff );

        this.linewidth = 1;
        this.linecap = 'round';
        this.linejoin = 'round';

        this.lights = false;

        this.setValues( parameters );

    }

    LineBasicMaterial.prototype = Object.create( Material.prototype );
    LineBasicMaterial.prototype.constructor = LineBasicMaterial;

    LineBasicMaterial.prototype.isLineBasicMaterial = true;

    LineBasicMaterial.prototype.copy = function ( source ) {

        Material.prototype.copy.call( this, source );

        this.color.copy( source.color );

        this.linewidth = source.linewidth;
        this.linecap = source.linecap;
        this.linejoin = source.linejoin;

        return this;

    };

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function Line( geometry, material, mode ) {

        if ( mode === 1 ) {

            console.warn( 'THREE.Line: parameter THREE.LinePieces no longer supported. Created THREE.LineSegments instead.' );
            return new LineSegments( geometry, material );

        }

        Object3D.call( this );

        this.type = 'Line';

        this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
        this.material = material !== undefined ? material : new LineBasicMaterial( { color: Math.random() * 0xffffff } );

    }

    Line.prototype = Object.assign( Object.create( Object3D.prototype ), {

        constructor: Line,

        isLine: true,

        computeLineDistances: ( function () {

            var start = new Vector3();
            var end = new Vector3();

            return function computeLineDistances() {

                var geometry = this.geometry;

                if ( geometry.isBufferGeometry ) {

                    // we assume non-indexed geometry

                    if ( geometry.index === null ) {

                        var positionAttribute = geometry.attributes.position;
                        var lineDistances = [ 0 ];

                        for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {

                            start.fromBufferAttribute( positionAttribute, i - 1 );
                            end.fromBufferAttribute( positionAttribute, i );

                            lineDistances[ i ] = lineDistances[ i - 1 ];
                            lineDistances[ i ] += start.distanceTo( end );

                        }

                        geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );

                    } else {

                        console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );

                    }

                } else if ( geometry.isGeometry ) {

                    var vertices = geometry.vertices;
                    var lineDistances = geometry.lineDistances;

                    lineDistances[ 0 ] = 0;

                    for ( var i = 1, l = vertices.length; i < l; i ++ ) {

                        lineDistances[ i ] = lineDistances[ i - 1 ];
                        lineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] );

                    }

                }

                return this;

            };

        }() ),

        raycast: ( function () {

            var inverseMatrix = new Matrix4();
            var ray = new Ray();
            var sphere = new Sphere();

            return function raycast( raycaster, intersects ) {

                var precision = raycaster.linePrecision;
                var precisionSq = precision * precision;

                var geometry = this.geometry;
                var matrixWorld = this.matrixWorld;

                // 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 );

                var vStart = new Vector3();
                var vEnd = new Vector3();
                var interSegment = new Vector3();
                var interRay = new Vector3();
                var step = ( this && this.isLineSegments ) ? 2 : 1;

                if ( geometry.isBufferGeometry ) {

                    var index = geometry.index;
                    var attributes = geometry.attributes;
                    var positions = attributes.position.array;

                    if ( index !== null ) {

                        var indices = index.array;

                        for ( var i = 0, l = indices.length - 1; i < l; i += step ) {

                            var a = indices[ i ];
                            var b = indices[ i + 1 ];

                            vStart.fromArray( positions, a * 3 );
                            vEnd.fromArray( positions, b * 3 );

                            var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );

                            if ( distSq > precisionSq ) continue;

                            interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation

                            var distance = raycaster.ray.origin.distanceTo( interRay );

                            if ( distance < raycaster.near || distance > raycaster.far ) continue;

                            intersects.push( {

                                distance: distance,
                                // What do we want? intersection point on the ray or on the segment??
                                // point: raycaster.ray.at( distance ),
                                point: interSegment.clone().applyMatrix4( this.matrixWorld ),
                                index: i,
                                face: null,
                                faceIndex: null,
                                object: this

                            } );

                        }

                    } else {

                        for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {

                            vStart.fromArray( positions, 3 * i );
                            vEnd.fromArray( positions, 3 * i + 3 );

                            var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );

                            if ( distSq > precisionSq ) continue;

                            interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation

                            var distance = raycaster.ray.origin.distanceTo( interRay );

                            if ( distance < raycaster.near || distance > raycaster.far ) continue;

                            intersects.push( {

                                distance: distance,
                                // What do we want? intersection point on the ray or on the segment??
                                // point: raycaster.ray.at( distance ),
                                point: interSegment.clone().applyMatrix4( this.matrixWorld ),
                                index: i,
                                face: null,
                                faceIndex: null,
                                object: this

                            } );

                        }

                    }

                } else if ( geometry.isGeometry ) {

                    var vertices = geometry.vertices;
                    var nbVertices = vertices.length;

                    for ( var i = 0; i < nbVertices - 1; i += step ) {

                        var distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );

                        if ( distSq > precisionSq ) continue;

                        interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation

                        var distance = raycaster.ray.origin.distanceTo( interRay );

                        if ( distance < raycaster.near || distance > raycaster.far ) continue;

                        intersects.push( {

                            distance: distance,
                            // What do we want? intersection point on the ray or on the segment??
                            // point: raycaster.ray.at( distance ),
                            point: interSegment.clone().applyMatrix4( this.matrixWorld ),
                            index: i,
                            face: null,
                            faceIndex: null,
                            object: this

                        } );

                    }

                }

            };

        }() ),

        clone: function () {

            return new this.constructor( this.geometry, this.material ).copy( this );

        }

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function LineSegments( geometry, material ) {

        Line.call( this, geometry, material );

        this.type = 'LineSegments';

    }

    LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {

        constructor: LineSegments,

        isLineSegments: true,

        computeLineDistances: ( function () {

            var start = new Vector3();
            var end = new Vector3();

            return function computeLineDistances() {

                var geometry = this.geometry;

                if ( geometry.isBufferGeometry ) {

                    // we assume non-indexed geometry

                    if ( geometry.index === null ) {

                        var positionAttribute = geometry.attributes.position;
                        var lineDistances = [];

                        for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) {

                            start.fromBufferAttribute( positionAttribute, i );
                            end.fromBufferAttribute( positionAttribute, i + 1 );

                            lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
                            lineDistances[ i + 1 ] = lineDistances[ i ] + start.distanceTo( end );

                        }

                        geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );

                    } else {

                        console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );

                    }

                } else if ( geometry.isGeometry ) {

                    var vertices = geometry.vertices;
                    var lineDistances = geometry.lineDistances;

                    for ( var i = 0, l = vertices.length; i < l; i += 2 ) {

                        start.copy( vertices[ i ] );
                        end.copy( vertices[ i + 1 ] );

                        lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
                        lineDistances[ i + 1 ] = lineDistances[ i ] + start.distanceTo( end );

                    }

                }

                return this;

            };

        }() )

    } );

    /**
     * @author mgreter / http://github.com/mgreter
     */

    function LineLoop( geometry, material ) {

        Line.call( this, geometry, material );

        this.type = 'LineLoop';

    }

    LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {

        constructor: LineLoop,

        isLineLoop: true,

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author alteredq / http://alteredqualia.com/
     *
     * parameters = {
     *  color: <hex>,
     *  opacity: <float>,
     *  map: new THREE.Texture( <Image> ),
     *
     *  size: <float>,
     *  sizeAttenuation: <bool>
     *
     *  morphTargets: <bool>
     * }
     */

    function PointsMaterial( parameters ) {

        Material.call( this );

        this.type = 'PointsMaterial';

        this.color = new Color( 0xffffff );

        this.map = null;

        this.size = 1;
        this.sizeAttenuation = true;

        this.morphTargets = false;

        this.lights = false;

        this.setValues( parameters );

    }

    PointsMaterial.prototype = Object.create( Material.prototype );
    PointsMaterial.prototype.constructor = PointsMaterial;

    PointsMaterial.prototype.isPointsMaterial = true;

    PointsMaterial.prototype.copy = function ( source ) {

        Material.prototype.copy.call( this, source );

        this.color.copy( source.color );

        this.map = source.map;

        this.size = source.size;
        this.sizeAttenuation = source.sizeAttenuation;

        this.morphTargets = source.morphTargets;

        return this;

    };

    /**
     * @author alteredq / http://alteredqualia.com/
     */

    function Points( geometry, material ) {

        Object3D.call( this );

        this.type = 'Points';

        this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
        this.material = material !== undefined ? material : new PointsMaterial( { color: Math.random() * 0xffffff } );

    }

    Points.prototype = Object.assign( Object.create( Object3D.prototype ), {

        constructor: Points,

        isPoints: true,

        raycast: ( function () {

            var inverseMatrix = new Matrix4();
            var ray = new Ray();
            var sphere = new Sphere();

            return function raycast( raycaster, intersects ) {

                var object = this;
                var geometry = this.geometry;
                var matrixWorld = this.matrixWorld;
                var threshold = raycaster.params.Points.threshold;

                // Checking boundingSphere distance to ray

                if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();

                sphere.copy( geometry.boundingSphere );
                sphere.applyMatrix4( matrixWorld );
                sphere.radius += threshold;

                if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;

                //

                inverseMatrix.getInverse( matrixWorld );
                ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );

                var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
                var localThresholdSq = localThreshold * localThreshold;
                var position = new Vector3();
                var intersectPoint = new Vector3();

                function testPoint( point, index ) {

                    var rayPointDistanceSq = ray.distanceSqToPoint( point );

                    if ( rayPointDistanceSq < localThresholdSq ) {

                        ray.closestPointToPoint( point, intersectPoint );
                        intersectPoint.applyMatrix4( matrixWorld );

                        var distance = raycaster.ray.origin.distanceTo( intersectPoint );

                        if ( distance < raycaster.near || distance > raycaster.far ) return;

                        intersects.push( {

                            distance: distance,
                            distanceToRay: Math.sqrt( rayPointDistanceSq ),
                            point: intersectPoint.clone(),
                            index: index,
                            face: null,
                            object: object

                        } );

                    }

                }

                if ( geometry.isBufferGeometry ) {

                    var index = geometry.index;
                    var attributes = geometry.attributes;
                    var positions = attributes.position.array;

                    if ( index !== null ) {

                        var indices = index.array;

                        for ( var i = 0, il = indices.length; i < il; i ++ ) {

                            var a = indices[ i ];

                            position.fromArray( positions, a * 3 );

                            testPoint( position, a );

                        }

                    } else {

                        for ( var i = 0, l = positions.length / 3; i < l; i ++ ) {

                            position.fromArray( positions, i * 3 );

                            testPoint( position, i );

                        }

                    }

                } else {

                    var vertices = geometry.vertices;

                    for ( var i = 0, l = vertices.length; i < l; i ++ ) {

                        testPoint( vertices[ i ], i );

                    }

                }

            };

        }() ),

        clone: function () {

            return new this.constructor( this.geometry, this.material ).copy( this );

        }

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {

        Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );

        this.generateMipmaps = false;

    }

    VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {

        constructor: VideoTexture,

        isVideoTexture: true,

        update: function () {

            var video = this.image;

            if ( video.readyState >= video.HAVE_CURRENT_DATA ) {

                this.needsUpdate = true;

            }

        }

    } );

    /**
     * @author alteredq / http://alteredqualia.com/
     */

    function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {

        Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );

        this.image = { width: width, height: height };
        this.mipmaps = mipmaps;

        // no flipping for cube textures
        // (also flipping doesn't work for compressed textures )

        this.flipY = false;

        // can't generate mipmaps for compressed textures
        // mips must be embedded in DDS files

        this.generateMipmaps = false;

    }

    CompressedTexture.prototype = Object.create( Texture.prototype );
    CompressedTexture.prototype.constructor = CompressedTexture;

    CompressedTexture.prototype.isCompressedTexture = true;

    /**
     * @author Matt DesLauriers / @mattdesl
     * @author atix / arthursilber.de
     */

    function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {

        format = format !== undefined ? format : DepthFormat;

        if ( format !== DepthFormat && format !== DepthStencilFormat ) {

            throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );

        }

        if ( type === undefined && format === DepthFormat ) type = UnsignedShortType;
        if ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;

        Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );

        this.image = { width: width, height: height };

        this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
        this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;

        this.flipY = false;
        this.generateMipmaps    = false;

    }

    DepthTexture.prototype = Object.create( Texture.prototype );
    DepthTexture.prototype.constructor = DepthTexture;
    DepthTexture.prototype.isDepthTexture = true;

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author Mugen87 / https://github.com/Mugen87
     */

    function WireframeGeometry( geometry ) {

        BufferGeometry.call( this );

        this.type = 'WireframeGeometry';

        // buffer

        var vertices = [];

        // helper variables

        var i, j, l, o, ol;
        var edge = [ 0, 0 ], edges = {}, e, edge1, edge2;
        var key, keys = [ 'a', 'b', 'c' ];
        var vertex;

        // different logic for Geometry and BufferGeometry

        if ( geometry && geometry.isGeometry ) {

            // create a data structure that contains all edges without duplicates

            var faces = geometry.faces;

            for ( i = 0, l = faces.length; i < l; i ++ ) {

                var face = faces[ i ];

                for ( j = 0; j < 3; j ++ ) {

                    edge1 = face[ keys[ j ] ];
                    edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
                    edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
                    edge[ 1 ] = Math.max( edge1, edge2 );

                    key = edge[ 0 ] + ',' + edge[ 1 ];

                    if ( edges[ key ] === undefined ) {

                        edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };

                    }

                }

            }

            // generate vertices

            for ( key in edges ) {

                e = edges[ key ];

                vertex = geometry.vertices[ e.index1 ];
                vertices.push( vertex.x, vertex.y, vertex.z );

                vertex = geometry.vertices[ e.index2 ];
                vertices.push( vertex.x, vertex.y, vertex.z );

            }

        } else if ( geometry && geometry.isBufferGeometry ) {

            var position, indices, groups;
            var group, start, count;
            var index1, index2;

            vertex = new Vector3();

            if ( geometry.index !== null ) {

                // indexed BufferGeometry

                position = geometry.attributes.position;
                indices = geometry.index;
                groups = geometry.groups;

                if ( groups.length === 0 ) {

                    groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];

                }

                // create a data structure that contains all eges without duplicates

                for ( o = 0, ol = groups.length; o < ol; ++ o ) {

                    group = groups[ o ];

                    start = group.start;
                    count = group.count;

                    for ( i = start, l = ( start + count ); i < l; i += 3 ) {

                        for ( j = 0; j < 3; j ++ ) {

                            edge1 = indices.getX( i + j );
                            edge2 = indices.getX( i + ( j + 1 ) % 3 );
                            edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
                            edge[ 1 ] = Math.max( edge1, edge2 );

                            key = edge[ 0 ] + ',' + edge[ 1 ];

                            if ( edges[ key ] === undefined ) {

                                edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };

                            }

                        }

                    }

                }

                // generate vertices

                for ( key in edges ) {

                    e = edges[ key ];

                    vertex.fromBufferAttribute( position, e.index1 );
                    vertices.push( vertex.x, vertex.y, vertex.z );

                    vertex.fromBufferAttribute( position, e.index2 );
                    vertices.push( vertex.x, vertex.y, vertex.z );

                }

            } else {

                // non-indexed BufferGeometry

                position = geometry.attributes.position;

                for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) {

                    for ( j = 0; j < 3; j ++ ) {

                        // three edges per triangle, an edge is represented as (index1, index2)
                        // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)

                        index1 = 3 * i + j;
                        vertex.fromBufferAttribute( position, index1 );
                        vertices.push( vertex.x, vertex.y, vertex.z );

                        index2 = 3 * i + ( ( j + 1 ) % 3 );
                        vertex.fromBufferAttribute( position, index2 );
                        vertices.push( vertex.x, vertex.y, vertex.z );

                    }

                }

            }

        }

        // build geometry

        this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );

    }

    WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
    WireframeGeometry.prototype.constructor = WireframeGeometry;

    /**
     * @author zz85 / https://github.com/zz85
     * @author Mugen87 / https://github.com/Mugen87
     *
     * Parametric Surfaces Geometry
     * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
     */

    // ParametricGeometry

    function ParametricGeometry( func, slices, stacks ) {

        Geometry.call( this );

        this.type = 'ParametricGeometry';

        this.parameters = {
            func: func,
            slices: slices,
            stacks: stacks
        };

        this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
        this.mergeVertices();

    }

    ParametricGeometry.prototype = Object.create( Geometry.prototype );
    ParametricGeometry.prototype.constructor = ParametricGeometry;

    // ParametricBufferGeometry

    function ParametricBufferGeometry( func, slices, stacks ) {

        BufferGeometry.call( this );

        this.type = 'ParametricBufferGeometry';

        this.parameters = {
            func: func,
            slices: slices,
            stacks: stacks
        };

        // buffers

        var indices = [];
        var vertices = [];
        var normals = [];
        var uvs = [];

        var EPS = 0.00001;

        var normal = new Vector3();

        var p0 = new Vector3(), p1 = new Vector3();
        var pu = new Vector3(), pv = new Vector3();

        var i, j;

        if ( func.length < 3 ) {

            console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );

        }

        // generate vertices, normals and uvs

        var sliceCount = slices + 1;

        for ( i = 0; i <= stacks; i ++ ) {

            var v = i / stacks;

            for ( j = 0; j <= slices; j ++ ) {

                var u = j / slices;

                // vertex

                func( u, v, p0 );
                vertices.push( p0.x, p0.y, p0.z );

                // normal

                // approximate tangent vectors via finite differences

                if ( u - EPS >= 0 ) {

                    func( u - EPS, v, p1 );
                    pu.subVectors( p0, p1 );

                } else {

                    func( u + EPS, v, p1 );
                    pu.subVectors( p1, p0 );

                }

                if ( v - EPS >= 0 ) {

                    func( u, v - EPS, p1 );
                    pv.subVectors( p0, p1 );

                } else {

                    func( u, v + EPS, p1 );
                    pv.subVectors( p1, p0 );

                }

                // cross product of tangent vectors returns surface normal

                normal.crossVectors( pu, pv ).normalize();
                normals.push( normal.x, normal.y, normal.z );

                // uv

                uvs.push( u, v );

            }

        }

        // generate indices

        for ( i = 0; i < stacks; i ++ ) {

            for ( j = 0; j < slices; j ++ ) {

                var a = i * sliceCount + j;
                var b = i * sliceCount + j + 1;
                var c = ( i + 1 ) * sliceCount + j + 1;
                var d = ( i + 1 ) * sliceCount + j;

                // faces one and two

                indices.push( a, b, d );
                indices.push( b, c, d );

            }

        }

        // build geometry

        this.setIndex( indices );
        this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
        this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
        this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

    }

    ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
    ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;

    /**
     * @author clockworkgeek / https://github.com/clockworkgeek
     * @author timothypratley / https://github.com/timothypratley
     * @author WestLangley / http://github.com/WestLangley
     * @author Mugen87 / https://github.com/Mugen87
     */

    // PolyhedronGeometry

    function PolyhedronGeometry( vertices, indices, radius, detail ) {

        Geometry.call( this );

        this.type = 'PolyhedronGeometry';

        this.parameters = {
            vertices: vertices,
            indices: indices,
            radius: radius,
            detail: detail
        };

        this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
        this.mergeVertices();

    }

    PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
    PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;

    // PolyhedronBufferGeometry

    function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {

        BufferGeometry.call( this );

        this.type = 'PolyhedronBufferGeometry';

        this.parameters = {
            vertices: vertices,
            indices: indices,
            radius: radius,
            detail: detail
        };

        radius = radius || 1;
        detail = detail || 0;

        // default buffer data

        var vertexBuffer = [];
        var uvBuffer = [];

        // the subdivision creates the vertex buffer data

        subdivide( detail );

        // all vertices should lie on a conceptual sphere with a given radius

        appplyRadius( radius );

        // finally, create the uv data

        generateUVs();

        // build non-indexed geometry

        this.addAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
        this.addAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
        this.addAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );

        if ( detail === 0 ) {

            this.computeVertexNormals(); // flat normals

        } else {

            this.normalizeNormals(); // smooth normals

        }

        // helper functions

        function subdivide( detail ) {

            var a = new Vector3();
            var b = new Vector3();
            var c = new Vector3();

            // iterate over all faces and apply a subdivison with the given detail value

            for ( var i = 0; i < indices.length; i += 3 ) {

                // get the vertices of the face

                getVertexByIndex( indices[ i + 0 ], a );
                getVertexByIndex( indices[ i + 1 ], b );
                getVertexByIndex( indices[ i + 2 ], c );

                // perform subdivision

                subdivideFace( a, b, c, detail );

            }

        }

        function subdivideFace( a, b, c, detail ) {

            var cols = Math.pow( 2, detail );

            // we use this multidimensional array as a data structure for creating the subdivision

            var v = [];

            var i, j;

            // construct all of the vertices for this subdivision

            for ( i = 0; i <= cols; i ++ ) {

                v[ i ] = [];

                var aj = a.clone().lerp( c, i / cols );
                var bj = b.clone().lerp( c, i / cols );

                var rows = cols - i;

                for ( j = 0; j <= rows; j ++ ) {

                    if ( j === 0 && i === cols ) {

                        v[ i ][ j ] = aj;

                    } else {

                        v[ i ][ j ] = aj.clone().lerp( bj, j / rows );

                    }

                }

            }

            // construct all of the faces

            for ( i = 0; i < cols; i ++ ) {

                for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {

                    var k = Math.floor( j / 2 );

                    if ( j % 2 === 0 ) {

                        pushVertex( v[ i ][ k + 1 ] );
                        pushVertex( v[ i + 1 ][ k ] );
                        pushVertex( v[ i ][ k ] );

                    } else {

                        pushVertex( v[ i ][ k + 1 ] );
                        pushVertex( v[ i + 1 ][ k + 1 ] );
                        pushVertex( v[ i + 1 ][ k ] );

                    }

                }

            }

        }

        function appplyRadius( radius ) {

            var vertex = new Vector3();

            // iterate over the entire buffer and apply the radius to each vertex

            for ( var i = 0; i < vertexBuffer.length; i += 3 ) {

                vertex.x = vertexBuffer[ i + 0 ];
                vertex.y = vertexBuffer[ i + 1 ];
                vertex.z = vertexBuffer[ i + 2 ];

                vertex.normalize().multiplyScalar( radius );

                vertexBuffer[ i + 0 ] = vertex.x;
                vertexBuffer[ i + 1 ] = vertex.y;
                vertexBuffer[ i + 2 ] = vertex.z;

            }

        }

        function generateUVs() {

            var vertex = new Vector3();

            for ( var i = 0; i < vertexBuffer.length; i += 3 ) {

                vertex.x = vertexBuffer[ i + 0 ];
                vertex.y = vertexBuffer[ i + 1 ];
                vertex.z = vertexBuffer[ i + 2 ];

                var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
                var v = inclination( vertex ) / Math.PI + 0.5;
                uvBuffer.push( u, 1 - v );

            }

            correctUVs();

            correctSeam();

        }

        function correctSeam() {

            // handle case when face straddles the seam, see #3269

            for ( var i = 0; i < uvBuffer.length; i += 6 ) {

                // uv data of a single face

                var x0 = uvBuffer[ i + 0 ];
                var x1 = uvBuffer[ i + 2 ];
                var x2 = uvBuffer[ i + 4 ];

                var max = Math.max( x0, x1, x2 );
                var min = Math.min( x0, x1, x2 );

                // 0.9 is somewhat arbitrary

                if ( max > 0.9 && min < 0.1 ) {

                    if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
                    if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
                    if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;

                }

            }

        }

        function pushVertex( vertex ) {

            vertexBuffer.push( vertex.x, vertex.y, vertex.z );

        }

        function getVertexByIndex( index, vertex ) {

            var stride = index * 3;

            vertex.x = vertices[ stride + 0 ];
            vertex.y = vertices[ stride + 1 ];
            vertex.z = vertices[ stride + 2 ];

        }

        function correctUVs() {

            var a = new Vector3();
            var b = new Vector3();
            var c = new Vector3();

            var centroid = new Vector3();

            var uvA = new Vector2();
            var uvB = new Vector2();
            var uvC = new Vector2();

            for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {

                a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
                b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
                c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );

                uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
                uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
                uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );

                centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );

                var azi = azimuth( centroid );

                correctUV( uvA, j + 0, a, azi );
                correctUV( uvB, j + 2, b, azi );
                correctUV( uvC, j + 4, c, azi );

            }

        }

        function correctUV( uv, stride, vector, azimuth ) {

            if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {

                uvBuffer[ stride ] = uv.x - 1;

            }

            if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {

                uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;

            }

        }

        // Angle around the Y axis, counter-clockwise when looking from above.

        function azimuth( vector ) {

            return Math.atan2( vector.z, - vector.x );

        }


        // Angle above the XZ plane.

        function inclination( vector ) {

            return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );

        }

    }

    PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
    PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;

    /**
     * @author timothypratley / https://github.com/timothypratley
     * @author Mugen87 / https://github.com/Mugen87
     */

    // TetrahedronGeometry

    function TetrahedronGeometry( radius, detail ) {

        Geometry.call( this );

        this.type = 'TetrahedronGeometry';

        this.parameters = {
            radius: radius,
            detail: detail
        };

        this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
        this.mergeVertices();

    }

    TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
    TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;

    // TetrahedronBufferGeometry

    function TetrahedronBufferGeometry( radius, detail ) {

        var vertices = [
            1, 1, 1,    - 1, - 1, 1,    - 1, 1, - 1,    1, - 1, - 1
        ];

        var indices = [
            2, 1, 0,    0, 3, 2,    1, 3, 0,    2, 3, 1
        ];

        PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );

        this.type = 'TetrahedronBufferGeometry';

        this.parameters = {
            radius: radius,
            detail: detail
        };

    }

    TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
    TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;

    /**
     * @author timothypratley / https://github.com/timothypratley
     * @author Mugen87 / https://github.com/Mugen87
     */

    // OctahedronGeometry

    function OctahedronGeometry( radius, detail ) {

        Geometry.call( this );

        this.type = 'OctahedronGeometry';

        this.parameters = {
            radius: radius,
            detail: detail
        };

        this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
        this.mergeVertices();

    }

    OctahedronGeometry.prototype = Object.create( Geometry.prototype );
    OctahedronGeometry.prototype.constructor = OctahedronGeometry;

    // OctahedronBufferGeometry

    function OctahedronBufferGeometry( radius, detail ) {

        var vertices = [
            1, 0, 0,    - 1, 0, 0,  0, 1, 0,
            0, - 1, 0,  0, 0, 1,    0, 0, - 1
        ];

        var indices = [
            0, 2, 4,    0, 4, 3,    0, 3, 5,
            0, 5, 2,    1, 2, 5,    1, 5, 3,
            1, 3, 4,    1, 4, 2
        ];

        PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );

        this.type = 'OctahedronBufferGeometry';

        this.parameters = {
            radius: radius,
            detail: detail
        };

    }

    OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
    OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;

    /**
     * @author timothypratley / https://github.com/timothypratley
     * @author Mugen87 / https://github.com/Mugen87
     */

    // IcosahedronGeometry

    function IcosahedronGeometry( radius, detail ) {

        Geometry.call( this );

        this.type = 'IcosahedronGeometry';

        this.parameters = {
            radius: radius,
            detail: detail
        };

        this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
        this.mergeVertices();

    }

    IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
    IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;

    // IcosahedronBufferGeometry

    function IcosahedronBufferGeometry( radius, detail ) {

        var t = ( 1 + Math.sqrt( 5 ) ) / 2;

        var vertices = [
            - 1, t, 0,  1, t, 0,    - 1, - t, 0,    1, - t, 0,
             0, - 1, t,     0, 1, t,    0, - 1, - t,    0, 1, - t,
             t, 0, - 1,     t, 0, 1,    - t, 0, - 1,    - t, 0, 1
        ];

        var indices = [
             0, 11, 5,  0, 5, 1,    0, 1, 7,    0, 7, 10,   0, 10, 11,
             1, 5, 9,   5, 11, 4,   11, 10, 2,  10, 7, 6,   7, 1, 8,
             3, 9, 4,   3, 4, 2,    3, 2, 6,    3, 6, 8,    3, 8, 9,
             4, 9, 5,   2, 4, 11,   6, 2, 10,   8, 6, 7,    9, 8, 1
        ];

        PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );

        this.type = 'IcosahedronBufferGeometry';

        this.parameters = {
            radius: radius,
            detail: detail
        };

    }

    IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
    IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;

    /**
     * @author Abe Pazos / https://hamoid.com
     * @author Mugen87 / https://github.com/Mugen87
     */

    // DodecahedronGeometry

    function DodecahedronGeometry( radius, detail ) {

        Geometry.call( this );

        this.type = 'DodecahedronGeometry';

        this.parameters = {
            radius: radius,
            detail: detail
        };

        this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
        this.mergeVertices();

    }

    DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
    DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;

    // DodecahedronBufferGeometry

    function DodecahedronBufferGeometry( radius, detail ) {

        var t = ( 1 + Math.sqrt( 5 ) ) / 2;
        var r = 1 / t;

        var vertices = [

            // (±1, ±1, ±1)
            - 1, - 1, - 1,  - 1, - 1, 1,
            - 1, 1, - 1, - 1, 1, 1,
            1, - 1, - 1, 1, - 1, 1,
            1, 1, - 1, 1, 1, 1,

            // (0, ±1/φ, ±φ)
             0, - r, - t, 0, - r, t,
             0, r, - t, 0, r, t,

            // (±1/φ, ±φ, 0)
            - r, - t, 0, - r, t, 0,
             r, - t, 0, r, t, 0,

            // (±φ, 0, ±1/φ)
            - t, 0, - r, t, 0, - r,
            - t, 0, r, t, 0, r
        ];

        var indices = [
            3, 11, 7,   3, 7, 15,   3, 15, 13,
            7, 19, 17,  7, 17, 6,   7, 6, 15,
            17, 4, 8,   17, 8, 10,  17, 10, 6,
            8, 0, 16,   8, 16, 2,   8, 2, 10,
            0, 12, 1,   0, 1, 18,   0, 18, 16,
            6, 10, 2,   6, 2, 13,   6, 13, 15,
            2, 16, 18,  2, 18, 3,   2, 3, 13,
            18, 1, 9,   18, 9, 11,  18, 11, 3,
            4, 14, 12,  4, 12, 0,   4, 0, 8,
            11, 9, 5,   11, 5, 19,  11, 19, 7,
            19, 5, 14,  19, 14, 4,  19, 4, 17,
            1, 12, 14,  1, 14, 5,   1, 5, 9
        ];

        PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );

        this.type = 'DodecahedronBufferGeometry';

        this.parameters = {
            radius: radius,
            detail: detail
        };

    }

    DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
    DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;

    /**
     * @author oosmoxiecode / https://github.com/oosmoxiecode
     * @author WestLangley / https://github.com/WestLangley
     * @author zz85 / https://github.com/zz85
     * @author miningold / https://github.com/miningold
     * @author jonobr1 / https://github.com/jonobr1
     * @author Mugen87 / https://github.com/Mugen87
     *
     */

    // TubeGeometry

    function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {

        Geometry.call( this );

        this.type = 'TubeGeometry';

        this.parameters = {
            path: path,
            tubularSegments: tubularSegments,
            radius: radius,
            radialSegments: radialSegments,
            closed: closed
        };

        if ( taper !== undefined ) console.warn( 'THREE.TubeGeometry: taper has been removed.' );

        var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );

        // expose internals

        this.tangents = bufferGeometry.tangents;
        this.normals = bufferGeometry.normals;
        this.binormals = bufferGeometry.binormals;

        // create geometry

        this.fromBufferGeometry( bufferGeometry );
        this.mergeVertices();

    }

    TubeGeometry.prototype = Object.create( Geometry.prototype );
    TubeGeometry.prototype.constructor = TubeGeometry;

    // TubeBufferGeometry

    function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {

        BufferGeometry.call( this );

        this.type = 'TubeBufferGeometry';

        this.parameters = {
            path: path,
            tubularSegments: tubularSegments,
            radius: radius,
            radialSegments: radialSegments,
            closed: closed
        };

        tubularSegments = tubularSegments || 64;
        radius = radius || 1;
        radialSegments = radialSegments || 8;
        closed = closed || false;

        var frames = path.computeFrenetFrames( tubularSegments, closed );

        // expose internals

        this.tangents = frames.tangents;
        this.normals = frames.normals;
        this.binormals = frames.binormals;

        // helper variables

        var vertex = new Vector3();
        var normal = new Vector3();
        var uv = new Vector2();
        var P = new Vector3();

        var i, j;

        // buffer

        var vertices = [];
        var normals = [];
        var uvs = [];
        var indices = [];

        // create buffer data

        generateBufferData();

        // build geometry

        this.setIndex( indices );
        this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
        this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
        this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

        // functions

        function generateBufferData() {

            for ( i = 0; i < tubularSegments; i ++ ) {

                generateSegment( i );

            }

            // if the geometry is not closed, generate the last row of vertices and normals
            // at the regular position on the given path
            //
            // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)

            generateSegment( ( closed === false ) ? tubularSegments : 0 );

            // uvs are generated in a separate function.
            // this makes it easy compute correct values for closed geometries

            generateUVs();

            // finally create faces

            generateIndices();

        }

        function generateSegment( i ) {

            // we use getPointAt to sample evenly distributed points from the given path

            P = path.getPointAt( i / tubularSegments, P );

            // retrieve corresponding normal and binormal

            var N = frames.normals[ i ];
            var B = frames.binormals[ i ];

            // generate normals and vertices for the current segment

            for ( j = 0; j <= radialSegments; j ++ ) {

                var v = j / radialSegments * Math.PI * 2;

                var sin = Math.sin( v );
                var cos = - Math.cos( v );

                // normal

                normal.x = ( cos * N.x + sin * B.x );
                normal.y = ( cos * N.y + sin * B.y );
                normal.z = ( cos * N.z + sin * B.z );
                normal.normalize();

                normals.push( normal.x, normal.y, normal.z );

                // vertex

                vertex.x = P.x + radius * normal.x;
                vertex.y = P.y + radius * normal.y;
                vertex.z = P.z + radius * normal.z;

                vertices.push( vertex.x, vertex.y, vertex.z );

            }

        }

        function generateIndices() {

            for ( j = 1; j <= tubularSegments; j ++ ) {

                for ( i = 1; i <= radialSegments; i ++ ) {

                    var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
                    var b = ( radialSegments + 1 ) * j + ( i - 1 );
                    var c = ( radialSegments + 1 ) * j + i;
                    var d = ( radialSegments + 1 ) * ( j - 1 ) + i;

                    // faces

                    indices.push( a, b, d );
                    indices.push( b, c, d );

                }

            }

        }

        function generateUVs() {

            for ( i = 0; i <= tubularSegments; i ++ ) {

                for ( j = 0; j <= radialSegments; j ++ ) {

                    uv.x = i / tubularSegments;
                    uv.y = j / radialSegments;

                    uvs.push( uv.x, uv.y );

                }

            }

        }

    }

    TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
    TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;

    /**
     * @author oosmoxiecode
     * @author Mugen87 / https://github.com/Mugen87
     *
     * based on http://www.blackpawn.com/texts/pqtorus/
     */

    // TorusKnotGeometry

    function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {

        Geometry.call( this );

        this.type = 'TorusKnotGeometry';

        this.parameters = {
            radius: radius,
            tube: tube,
            tubularSegments: tubularSegments,
            radialSegments: radialSegments,
            p: p,
            q: q
        };

        if ( heightScale !== undefined ) console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' );

        this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
        this.mergeVertices();

    }

    TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
    TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;

    // TorusKnotBufferGeometry

    function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {

        BufferGeometry.call( this );

        this.type = 'TorusKnotBufferGeometry';

        this.parameters = {
            radius: radius,
            tube: tube,
            tubularSegments: tubularSegments,
            radialSegments: radialSegments,
            p: p,
            q: q
        };

        radius = radius || 1;
        tube = tube || 0.4;
        tubularSegments = Math.floor( tubularSegments ) || 64;
        radialSegments = Math.floor( radialSegments ) || 8;
        p = p || 2;
        q = q || 3;

        // buffers

        var indices = [];
        var vertices = [];
        var normals = [];
        var uvs = [];

        // helper variables

        var i, j;

        var vertex = new Vector3();
        var normal = new Vector3();

        var P1 = new Vector3();
        var P2 = new Vector3();

        var B = new Vector3();
        var T = new Vector3();
        var N = new Vector3();

        // generate vertices, normals and uvs

        for ( i = 0; i <= tubularSegments; ++ i ) {

            // the radian "u" is used to calculate the position on the torus curve of the current tubular segement

            var u = i / tubularSegments * p * Math.PI * 2;

            // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
            // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions

            calculatePositionOnCurve( u, p, q, radius, P1 );
            calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );

            // calculate orthonormal basis

            T.subVectors( P2, P1 );
            N.addVectors( P2, P1 );
            B.crossVectors( T, N );
            N.crossVectors( B, T );

            // normalize B, N. T can be ignored, we don't use it

            B.normalize();
            N.normalize();

            for ( j = 0; j <= radialSegments; ++ j ) {

                // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
                // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.

                var v = j / radialSegments * Math.PI * 2;
                var cx = - tube * Math.cos( v );
                var cy = tube * Math.sin( v );

                // now calculate the final vertex position.
                // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve

                vertex.x = P1.x + ( cx * N.x + cy * B.x );
                vertex.y = P1.y + ( cx * N.y + cy * B.y );
                vertex.z = P1.z + ( cx * N.z + cy * B.z );

                vertices.push( vertex.x, vertex.y, vertex.z );

                // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)

                normal.subVectors( vertex, P1 ).normalize();

                normals.push( normal.x, normal.y, normal.z );

                // uv

                uvs.push( i / tubularSegments );
                uvs.push( j / radialSegments );

            }

        }

        // generate indices

        for ( j = 1; j <= tubularSegments; j ++ ) {

            for ( i = 1; i <= radialSegments; i ++ ) {

                // indices

                var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
                var b = ( radialSegments + 1 ) * j + ( i - 1 );
                var c = ( radialSegments + 1 ) * j + i;
                var d = ( radialSegments + 1 ) * ( j - 1 ) + i;

                // faces

                indices.push( a, b, d );
                indices.push( b, c, d );

            }

        }

        // build geometry

        this.setIndex( indices );
        this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
        this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
        this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

        // this function calculates the current position on the torus curve

        function calculatePositionOnCurve( u, p, q, radius, position ) {

            var cu = Math.cos( u );
            var su = Math.sin( u );
            var quOverP = q / p * u;
            var cs = Math.cos( quOverP );

            position.x = radius * ( 2 + cs ) * 0.5 * cu;
            position.y = radius * ( 2 + cs ) * su * 0.5;
            position.z = radius * Math.sin( quOverP ) * 0.5;

        }

    }

    TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
    TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;

    /**
     * @author oosmoxiecode
     * @author mrdoob / http://mrdoob.com/
     * @author Mugen87 / https://github.com/Mugen87
     */

    // TorusGeometry

    function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {

        Geometry.call( this );

        this.type = 'TorusGeometry';

        this.parameters = {
            radius: radius,
            tube: tube,
            radialSegments: radialSegments,
            tubularSegments: tubularSegments,
            arc: arc
        };

        this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
        this.mergeVertices();

    }

    TorusGeometry.prototype = Object.create( Geometry.prototype );
    TorusGeometry.prototype.constructor = TorusGeometry;

    // TorusBufferGeometry

    function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {

        BufferGeometry.call( this );

        this.type = 'TorusBufferGeometry';

        this.parameters = {
            radius: radius,
            tube: tube,
            radialSegments: radialSegments,
            tubularSegments: tubularSegments,
            arc: arc
        };

        radius = radius || 1;
        tube = tube || 0.4;
        radialSegments = Math.floor( radialSegments ) || 8;
        tubularSegments = Math.floor( tubularSegments ) || 6;
        arc = arc || Math.PI * 2;

        // buffers

        var indices = [];
        var vertices = [];
        var normals = [];
        var uvs = [];

        // helper variables

        var center = new Vector3();
        var vertex = new Vector3();
        var normal = new Vector3();

        var j, i;

        // generate vertices, normals and uvs

        for ( j = 0; j <= radialSegments; j ++ ) {

            for ( i = 0; i <= tubularSegments; i ++ ) {

                var u = i / tubularSegments * arc;
                var v = j / radialSegments * Math.PI * 2;

                // vertex

                vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
                vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
                vertex.z = tube * Math.sin( v );

                vertices.push( vertex.x, vertex.y, vertex.z );

                // normal

                center.x = radius * Math.cos( u );
                center.y = radius * Math.sin( u );
                normal.subVectors( vertex, center ).normalize();

                normals.push( normal.x, normal.y, normal.z );

                // uv

                uvs.push( i / tubularSegments );
                uvs.push( j / radialSegments );

            }

        }

        // generate indices

        for ( j = 1; j <= radialSegments; j ++ ) {

            for ( i = 1; i <= tubularSegments; i ++ ) {

                // indices

                var a = ( tubularSegments + 1 ) * j + i - 1;
                var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
                var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
                var d = ( tubularSegments + 1 ) * j + i;

                // faces

                indices.push( a, b, d );
                indices.push( b, c, d );

            }

        }

        // build geometry

        this.setIndex( indices );
        this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
        this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
        this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

    }

    TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
    TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;

    /**
     * @author Mugen87 / https://github.com/Mugen87
     * Port from https://github.com/mapbox/earcut (v2.1.2)
     */

    var Earcut = {

        triangulate: function ( data, holeIndices, dim ) {

            dim = dim || 2;

            var hasHoles = holeIndices && holeIndices.length,
                outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length,
                outerNode = linkedList( data, 0, outerLen, dim, true ),
                triangles = [];

            if ( ! outerNode ) return triangles;

            var minX, minY, maxX, maxY, x, y, invSize;

            if ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim );

            // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox

            if ( data.length > 80 * dim ) {

                minX = maxX = data[ 0 ];
                minY = maxY = data[ 1 ];

                for ( var i = dim; i < outerLen; i += dim ) {

                    x = data[ i ];
                    y = data[ i + 1 ];
                    if ( x < minX ) minX = x;
                    if ( y < minY ) minY = y;
                    if ( x > maxX ) maxX = x;
                    if ( y > maxY ) maxY = y;

                }

                // minX, minY and invSize are later used to transform coords into integers for z-order calculation

                invSize = Math.max( maxX - minX, maxY - minY );
                invSize = invSize !== 0 ? 1 / invSize : 0;

            }

            earcutLinked( outerNode, triangles, dim, minX, minY, invSize );

            return triangles;

        }

    };

    // create a circular doubly linked list from polygon points in the specified winding order

    function linkedList( data, start, end, dim, clockwise ) {

        var i, last;

        if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {

            for ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );

        } else {

            for ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );

        }

        if ( last && equals( last, last.next ) ) {

            removeNode( last );
            last = last.next;

        }

        return last;

    }

    // eliminate colinear or duplicate points

    function filterPoints( start, end ) {

        if ( ! start ) return start;
        if ( ! end ) end = start;

        var p = start, again;

        do {

            again = false;

            if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {

                removeNode( p );
                p = end = p.prev;
                if ( p === p.next ) break;
                again = true;

            } else {

                p = p.next;

            }

        } while ( again || p !== end );

        return end;

    }

    // main ear slicing loop which triangulates a polygon (given as a linked list)

    function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {

        if ( ! ear ) return;

        // interlink polygon nodes in z-order

        if ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize );

        var stop = ear, prev, next;

        // iterate through ears, slicing them one by one

        while ( ear.prev !== ear.next ) {

            prev = ear.prev;
            next = ear.next;

            if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {

                // cut off the triangle
                triangles.push( prev.i / dim );
                triangles.push( ear.i / dim );
                triangles.push( next.i / dim );

                removeNode( ear );

                // skipping the next vertice leads to less sliver triangles
                ear = next.next;
                stop = next.next;

                continue;

            }

            ear = next;

            // if we looped through the whole remaining polygon and can't find any more ears

            if ( ear === stop ) {

                // try filtering points and slicing again

                if ( ! pass ) {

                    earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );

                    // if this didn't work, try curing all small self-intersections locally

                } else if ( pass === 1 ) {

                    ear = cureLocalIntersections( ear, triangles, dim );
                    earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );

                // as a last resort, try splitting the remaining polygon into two

                } else if ( pass === 2 ) {

                    splitEarcut( ear, triangles, dim, minX, minY, invSize );

                }

                break;

            }

        }

    }

    // check whether a polygon node forms a valid ear with adjacent nodes

    function isEar( ear ) {

        var a = ear.prev,
            b = ear,
            c = ear.next;

        if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear

        // now make sure we don't have other points inside the potential ear
        var p = ear.next.next;

        while ( p !== ear.prev ) {

            if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) && area( p.prev, p, p.next ) >= 0 ) {

                return false;

            }

            p = p.next;

        }

        return true;

    }

    function isEarHashed( ear, minX, minY, invSize ) {

        var a = ear.prev,
            b = ear,
            c = ear.next;

        if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear

        // triangle bbox; min & max are calculated like this for speed

        var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
            minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
            maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
            maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );

        // z-order range for the current triangle bbox;

        var minZ = zOrder( minTX, minTY, minX, minY, invSize ),
            maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );

        // first look for points inside the triangle in increasing z-order

        var p = ear.nextZ;

        while ( p && p.z <= maxZ ) {

            if ( p !== ear.prev && p !== ear.next &&
                    pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
                    area( p.prev, p, p.next ) >= 0 ) return false;
            p = p.nextZ;

        }

        // then look for points in decreasing z-order

        p = ear.prevZ;

        while ( p && p.z >= minZ ) {

            if ( p !== ear.prev && p !== ear.next &&
                    pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
                    area( p.prev, p, p.next ) >= 0 ) return false;

            p = p.prevZ;

        }

        return true;

    }

    // go through all polygon nodes and cure small local self-intersections

    function cureLocalIntersections( start, triangles, dim ) {

        var p = start;

        do {

            var a = p.prev, b = p.next.next;

            if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {

                triangles.push( a.i / dim );
                triangles.push( p.i / dim );
                triangles.push( b.i / dim );

                // remove two nodes involved

                removeNode( p );
                removeNode( p.next );

                p = start = b;

            }

            p = p.next;

        } while ( p !== start );

        return p;

    }

    // try splitting polygon into two and triangulate them independently

    function splitEarcut( start, triangles, dim, minX, minY, invSize ) {

        // look for a valid diagonal that divides the polygon into two

        var a = start;

        do {

            var b = a.next.next;

            while ( b !== a.prev ) {

                if ( a.i !== b.i && isValidDiagonal( a, b ) ) {

                    // split the polygon in two by the diagonal

                    var c = splitPolygon( a, b );

                    // filter colinear points around the cuts

                    a = filterPoints( a, a.next );
                    c = filterPoints( c, c.next );

                    // run earcut on each half

                    earcutLinked( a, triangles, dim, minX, minY, invSize );
                    earcutLinked( c, triangles, dim, minX, minY, invSize );
                    return;

                }

                b = b.next;

            }

            a = a.next;

        } while ( a !== start );

    }

    // link every hole into the outer loop, producing a single-ring polygon without holes

    function eliminateHoles( data, holeIndices, outerNode, dim ) {

        var queue = [], i, len, start, end, list;

        for ( i = 0, len = holeIndices.length; i < len; i ++ ) {

            start = holeIndices[ i ] * dim;
            end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
            list = linkedList( data, start, end, dim, false );
            if ( list === list.next ) list.steiner = true;
            queue.push( getLeftmost( list ) );

        }

        queue.sort( compareX );

        // process holes from left to right

        for ( i = 0; i < queue.length; i ++ ) {

            eliminateHole( queue[ i ], outerNode );
            outerNode = filterPoints( outerNode, outerNode.next );

        }

        return outerNode;

    }

    function compareX( a, b ) {

        return a.x - b.x;

    }

    // find a bridge between vertices that connects hole with an outer ring and and link it

    function eliminateHole( hole, outerNode ) {

        outerNode = findHoleBridge( hole, outerNode );

        if ( outerNode ) {

            var b = splitPolygon( outerNode, hole );

            filterPoints( b, b.next );

        }

    }

    // David Eberly's algorithm for finding a bridge between hole and outer polygon

    function findHoleBridge( hole, outerNode ) {

        var p = outerNode,
            hx = hole.x,
            hy = hole.y,
            qx = - Infinity,
            m;

        // find a segment intersected by a ray from the hole's leftmost point to the left;
        // segment's endpoint with lesser x will be potential connection point

        do {

            if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {

                var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );

                if ( x <= hx && x > qx ) {

                    qx = x;

                    if ( x === hx ) {

                        if ( hy === p.y ) return p;
                        if ( hy === p.next.y ) return p.next;

                    }

                    m = p.x < p.next.x ? p : p.next;

                }

            }

            p = p.next;

        } while ( p !== outerNode );

        if ( ! m ) return null;

        if ( hx === qx ) return m.prev; // hole touches outer segment; pick lower endpoint

        // look for points inside the triangle of hole point, segment intersection and endpoint;
        // if there are no points found, we have a valid connection;
        // otherwise choose the point of the minimum angle with the ray as connection point

        var stop = m,
            mx = m.x,
            my = m.y,
            tanMin = Infinity,
            tan;

        p = m.next;

        while ( p !== stop ) {

            if ( hx >= p.x && p.x >= mx && hx !== p.x &&
                            pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {

                tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential

                if ( ( tan < tanMin || ( tan === tanMin && p.x > m.x ) ) && locallyInside( p, hole ) ) {

                    m = p;
                    tanMin = tan;

                }

            }

            p = p.next;

        }

        return m;

    }

    // interlink polygon nodes in z-order

    function indexCurve( start, minX, minY, invSize ) {

        var p = start;

        do {

            if ( p.z === null ) p.z = zOrder( p.x, p.y, minX, minY, invSize );
            p.prevZ = p.prev;
            p.nextZ = p.next;
            p = p.next;

        } while ( p !== start );

        p.prevZ.nextZ = null;
        p.prevZ = null;

        sortLinked( p );

    }

    // Simon Tatham's linked list merge sort algorithm
    // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html

    function sortLinked( list ) {

        var i, p, q, e, tail, numMerges, pSize, qSize, inSize = 1;

        do {

            p = list;
            list = null;
            tail = null;
            numMerges = 0;

            while ( p ) {

                numMerges ++;
                q = p;
                pSize = 0;

                for ( i = 0; i < inSize; i ++ ) {

                    pSize ++;
                    q = q.nextZ;
                    if ( ! q ) break;

                }

                qSize = inSize;

                while ( pSize > 0 || ( qSize > 0 && q ) ) {

                    if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {

                        e = p;
                        p = p.nextZ;
                        pSize --;

                    } else {

                        e = q;
                        q = q.nextZ;
                        qSize --;

                    }

                    if ( tail ) tail.nextZ = e;
                    else list = e;

                    e.prevZ = tail;
                    tail = e;

                }

                p = q;

            }

            tail.nextZ = null;
            inSize *= 2;

        } while ( numMerges > 1 );

        return list;

    }

    // z-order of a point given coords and inverse of the longer side of data bbox

    function zOrder( x, y, minX, minY, invSize ) {

        // coords are transformed into non-negative 15-bit integer range

        x = 32767 * ( x - minX ) * invSize;
        y = 32767 * ( y - minY ) * invSize;

        x = ( x | ( x << 8 ) ) & 0x00FF00FF;
        x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
        x = ( x | ( x << 2 ) ) & 0x33333333;
        x = ( x | ( x << 1 ) ) & 0x55555555;

        y = ( y | ( y << 8 ) ) & 0x00FF00FF;
        y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
        y = ( y | ( y << 2 ) ) & 0x33333333;
        y = ( y | ( y << 1 ) ) & 0x55555555;

        return x | ( y << 1 );

    }

    // find the leftmost node of a polygon ring

    function getLeftmost( start ) {

        var p = start, leftmost = start;

        do {

            if ( p.x < leftmost.x ) leftmost = p;
            p = p.next;

        } while ( p !== start );

        return leftmost;

    }

    // check if a point lies within a convex triangle

    function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {

        return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
         ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
         ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;

    }

    // check if a diagonal between two polygon nodes is valid (lies in polygon interior)

    function isValidDiagonal( a, b ) {

        return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) &&
            locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b );

    }

    // signed area of a triangle

    function area( p, q, r ) {

        return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );

    }

    // check if two points are equal

    function equals( p1, p2 ) {

        return p1.x === p2.x && p1.y === p2.y;

    }

    // check if two segments intersect

    function intersects( p1, q1, p2, q2 ) {

        if ( ( equals( p1, q1 ) && equals( p2, q2 ) ) ||
                ( equals( p1, q2 ) && equals( p2, q1 ) ) ) return true;

        return area( p1, q1, p2 ) > 0 !== area( p1, q1, q2 ) > 0 &&
                     area( p2, q2, p1 ) > 0 !== area( p2, q2, q1 ) > 0;

    }

    // check if a polygon diagonal intersects any polygon segments

    function intersectsPolygon( a, b ) {

        var p = a;

        do {

            if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
                            intersects( p, p.next, a, b ) ) {

                return true;

            }

            p = p.next;

        } while ( p !== a );

        return false;

    }

    // check if a polygon diagonal is locally inside the polygon

    function locallyInside( a, b ) {

        return area( a.prev, a, a.next ) < 0 ?
            area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
            area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;

    }

    // check if the middle point of a polygon diagonal is inside the polygon

    function middleInside( a, b ) {

        var p = a,
            inside = false,
            px = ( a.x + b.x ) / 2,
            py = ( a.y + b.y ) / 2;

        do {

            if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
                            ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) ) {

                inside = ! inside;

            }

            p = p.next;

        } while ( p !== a );

        return inside;

    }

    // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
    // if one belongs to the outer ring and another to a hole, it merges it into a single ring

    function splitPolygon( a, b ) {

        var a2 = new Node( a.i, a.x, a.y ),
            b2 = new Node( b.i, b.x, b.y ),
            an = a.next,
            bp = b.prev;

        a.next = b;
        b.prev = a;

        a2.next = an;
        an.prev = a2;

        b2.next = a2;
        a2.prev = b2;

        bp.next = b2;
        b2.prev = bp;

        return b2;

    }

    // create a node and optionally link it with previous one (in a circular doubly linked list)

    function insertNode( i, x, y, last ) {

        var p = new Node( i, x, y );

        if ( ! last ) {

            p.prev = p;
            p.next = p;

        } else {

            p.next = last.next;
            p.prev = last;
            last.next.prev = p;
            last.next = p;

        }

        return p;

    }

    function removeNode( p ) {

        p.next.prev = p.prev;
        p.prev.next = p.next;

        if ( p.prevZ ) p.prevZ.nextZ = p.nextZ;
        if ( p.nextZ ) p.nextZ.prevZ = p.prevZ;

    }

    function Node( i, x, y ) {

        // vertice index in coordinates array
        this.i = i;

        // vertex coordinates
        this.x = x;
        this.y = y;

        // previous and next vertice nodes in a polygon ring
        this.prev = null;
        this.next = null;

        // z-order curve value
        this.z = null;

        // previous and next nodes in z-order
        this.prevZ = null;
        this.nextZ = null;

        // indicates whether this is a steiner point
        this.steiner = false;

    }

    function signedArea( data, start, end, dim ) {

        var sum = 0;

        for ( var i = start, j = end - dim; i < end; i += dim ) {

            sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
            j = i;

        }

        return sum;

    }

    /**
     * @author zz85 / http://www.lab4games.net/zz85/blog
     */

    var ShapeUtils = {

        // calculate area of the contour polygon

        area: function ( contour ) {

            var n = contour.length;
            var a = 0.0;

            for ( var p = n - 1, q = 0; q < n; p = q ++ ) {

                a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;

            }

            return a * 0.5;

        },

        isClockWise: function ( pts ) {

            return ShapeUtils.area( pts ) < 0;

        },

        triangulateShape: function ( contour, holes ) {

            var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
            var holeIndices = []; // array of hole indices
            var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]

            removeDupEndPts( contour );
            addContour( vertices, contour );

            //

            var holeIndex = contour.length;

            holes.forEach( removeDupEndPts );

            for ( var i = 0; i < holes.length; i ++ ) {

                holeIndices.push( holeIndex );
                holeIndex += holes[ i ].length;
                addContour( vertices, holes[ i ] );

            }

            //

            var triangles = Earcut.triangulate( vertices, holeIndices );

            //

            for ( var i = 0; i < triangles.length; i += 3 ) {

                faces.push( triangles.slice( i, i + 3 ) );

            }

            return faces;

        }

    };

    function removeDupEndPts( points ) {

        var l = points.length;

        if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {

            points.pop();

        }

    }

    function addContour( vertices, contour ) {

        for ( var i = 0; i < contour.length; i ++ ) {

            vertices.push( contour[ i ].x );
            vertices.push( contour[ i ].y );

        }

    }

    /**
     * @author zz85 / http://www.lab4games.net/zz85/blog
     *
     * Creates extruded geometry from a path shape.
     *
     * parameters = {
     *
     *  curveSegments: <int>, // number of points on the curves
     *  steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
     *  depth: <float>, // Depth to extrude the shape
     *
     *  bevelEnabled: <bool>, // turn on bevel
     *  bevelThickness: <float>, // how deep into the original shape bevel goes
     *  bevelSize: <float>, // how far from shape outline is bevel
     *  bevelSegments: <int>, // number of bevel layers
     *
     *  extrudePath: <THREE.Curve> // curve to extrude shape along
     *
     *  UVGenerator: <Object> // object that provides UV generator functions
     *
     * }
     */

    // ExtrudeGeometry

    function ExtrudeGeometry( shapes, options ) {

        Geometry.call( this );

        this.type = 'ExtrudeGeometry';

        this.parameters = {
            shapes: shapes,
            options: options
        };

        this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
        this.mergeVertices();

    }

    ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
    ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;

    ExtrudeGeometry.prototype.toJSON = function () {

        var data = Geometry.prototype.toJSON.call( this );

        var shapes = this.parameters.shapes;
        var options = this.parameters.options;

        return toJSON( shapes, options, data );

    };

    // ExtrudeBufferGeometry

    function ExtrudeBufferGeometry( shapes, options ) {

        BufferGeometry.call( this );

        this.type = 'ExtrudeBufferGeometry';

        this.parameters = {
            shapes: shapes,
            options: options
        };

        shapes = Array.isArray( shapes ) ? shapes : [ shapes ];

        var scope = this;

        var verticesArray = [];
        var uvArray = [];

        for ( var i = 0, l = shapes.length; i < l; i ++ ) {

            var shape = shapes[ i ];
            addShape( shape );

        }

        // build geometry

        this.addAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
        this.addAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );

        this.computeVertexNormals();

        // functions

        function addShape( shape ) {

            var placeholder = [];

            // options

            var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
            var steps = options.steps !== undefined ? options.steps : 1;
            var depth = options.depth !== undefined ? options.depth : 100;

            var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
            var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
            var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
            var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;

            var extrudePath = options.extrudePath;

            var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;

            // deprecated options

            if ( options.amount !== undefined ) {

                console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
                depth = options.amount;

            }

            //

            var extrudePts, extrudeByPath = false;
            var splineTube, binormal, normal, position2;

            if ( extrudePath ) {

                extrudePts = extrudePath.getSpacedPoints( steps );

                extrudeByPath = true;
                bevelEnabled = false; // bevels not supported for path extrusion

                // SETUP TNB variables

                // TODO1 - have a .isClosed in spline?

                splineTube = extrudePath.computeFrenetFrames( steps, false );

                // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);

                binormal = new Vector3();
                normal = new Vector3();
                position2 = new Vector3();

            }

            // Safeguards if bevels are not enabled

            if ( ! bevelEnabled ) {

                bevelSegments = 0;
                bevelThickness = 0;
                bevelSize = 0;

            }

            // Variables initialization

            var ahole, h, hl; // looping of holes

            var shapePoints = shape.extractPoints( curveSegments );

            var vertices = shapePoints.shape;
            var holes = shapePoints.holes;

            var reverse = ! ShapeUtils.isClockWise( vertices );

            if ( reverse ) {

                vertices = vertices.reverse();

                // Maybe we should also check if holes are in the opposite direction, just to be safe ...

                for ( h = 0, hl = holes.length; h < hl; h ++ ) {

                    ahole = holes[ h ];

                    if ( ShapeUtils.isClockWise( ahole ) ) {

                        holes[ h ] = ahole.reverse();

                    }

                }

            }


            var faces = ShapeUtils.triangulateShape( vertices, holes );

            /* Vertices */

            var contour = vertices; // vertices has all points but contour has only points of circumference

            for ( h = 0, hl = holes.length; h < hl; h ++ ) {

                ahole = holes[ h ];

                vertices = vertices.concat( ahole );

            }


            function scalePt2( pt, vec, size ) {

                if ( ! vec ) console.error( "THREE.ExtrudeGeometry: vec does not exist" );

                return vec.clone().multiplyScalar( size ).add( pt );

            }

            var b, bs, t, z,
                vert, vlen = vertices.length,
                face, flen = faces.length;


            // Find directions for point movement


            function getBevelVec( inPt, inPrev, inNext ) {

                // computes for inPt the corresponding point inPt' on a new contour
                //   shifted by 1 unit (length of normalized vector) to the left
                // if we walk along contour clockwise, this new contour is outside the old one
                //
                // inPt' is the intersection of the two lines parallel to the two
                //  adjacent edges of inPt at a distance of 1 unit on the left side.

                var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt

                // good reading for geometry algorithms (here: line-line intersection)
                // http://geomalgorithms.com/a05-_intersect-1.html

                var v_prev_x = inPt.x - inPrev.x,
                    v_prev_y = inPt.y - inPrev.y;
                var v_next_x = inNext.x - inPt.x,
                    v_next_y = inNext.y - inPt.y;

                var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );

                // check for collinear edges
                var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );

                if ( Math.abs( collinear0 ) > Number.EPSILON ) {

                    // not collinear

                    // length of vectors for normalizing

                    var v_prev_len = Math.sqrt( v_prev_lensq );
                    var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );

                    // shift adjacent points by unit vectors to the left

                    var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
                    var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );

                    var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
                    var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );

                    // scaling factor for v_prev to intersection point

                    var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
                            ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
                        ( v_prev_x * v_next_y - v_prev_y * v_next_x );

                    // vector from inPt to intersection point

                    v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
                    v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );

                    // Don't normalize!, otherwise sharp corners become ugly
                    //  but prevent crazy spikes
                    var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
                    if ( v_trans_lensq <= 2 ) {

                        return new Vector2( v_trans_x, v_trans_y );

                    } else {

                        shrink_by = Math.sqrt( v_trans_lensq / 2 );

                    }

                } else {

                    // handle special case of collinear edges

                    var direction_eq = false; // assumes: opposite
                    if ( v_prev_x > Number.EPSILON ) {

                        if ( v_next_x > Number.EPSILON ) {

                            direction_eq = true;

                        }

                    } else {

                        if ( v_prev_x < - Number.EPSILON ) {

                            if ( v_next_x < - Number.EPSILON ) {

                                direction_eq = true;

                            }

                        } else {

                            if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {

                                direction_eq = true;

                            }

                        }

                    }

                    if ( direction_eq ) {

                        // console.log("Warning: lines are a straight sequence");
                        v_trans_x = - v_prev_y;
                        v_trans_y = v_prev_x;
                        shrink_by = Math.sqrt( v_prev_lensq );

                    } else {

                        // console.log("Warning: lines are a straight spike");
                        v_trans_x = v_prev_x;
                        v_trans_y = v_prev_y;
                        shrink_by = Math.sqrt( v_prev_lensq / 2 );

                    }

                }

                return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );

            }


            var contourMovements = [];

            for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {

                if ( j === il ) j = 0;
                if ( k === il ) k = 0;

                //  (j)---(i)---(k)
                // console.log('i,j,k', i, j , k)

                contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );

            }

            var holesMovements = [],
                oneHoleMovements, verticesMovements = contourMovements.concat();

            for ( h = 0, hl = holes.length; h < hl; h ++ ) {

                ahole = holes[ h ];

                oneHoleMovements = [];

                for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {

                    if ( j === il ) j = 0;
                    if ( k === il ) k = 0;

                    //  (j)---(i)---(k)
                    oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );

                }

                holesMovements.push( oneHoleMovements );
                verticesMovements = verticesMovements.concat( oneHoleMovements );

            }


            // Loop bevelSegments, 1 for the front, 1 for the back

            for ( b = 0; b < bevelSegments; b ++ ) {

                //for ( b = bevelSegments; b > 0; b -- ) {

                t = b / bevelSegments;
                z = bevelThickness * Math.cos( t * Math.PI / 2 );
                bs = bevelSize * Math.sin( t * Math.PI / 2 );

                // contract shape

                for ( i = 0, il = contour.length; i < il; i ++ ) {

                    vert = scalePt2( contour[ i ], contourMovements[ i ], bs );

                    v( vert.x, vert.y, - z );

                }

                // expand holes

                for ( h = 0, hl = holes.length; h < hl; h ++ ) {

                    ahole = holes[ h ];
                    oneHoleMovements = holesMovements[ h ];

                    for ( i = 0, il = ahole.length; i < il; i ++ ) {

                        vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );

                        v( vert.x, vert.y, - z );

                    }

                }

            }

            bs = bevelSize;

            // Back facing vertices

            for ( i = 0; i < vlen; i ++ ) {

                vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];

                if ( ! extrudeByPath ) {

                    v( vert.x, vert.y, 0 );

                } else {

                    // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );

                    normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
                    binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );

                    position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );

                    v( position2.x, position2.y, position2.z );

                }

            }

            // Add stepped vertices...
            // Including front facing vertices

            var s;

            for ( s = 1; s <= steps; s ++ ) {

                for ( i = 0; i < vlen; i ++ ) {

                    vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];

                    if ( ! extrudeByPath ) {

                        v( vert.x, vert.y, depth / steps * s );

                    } else {

                        // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );

                        normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
                        binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );

                        position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );

                        v( position2.x, position2.y, position2.z );

                    }

                }

            }


            // Add bevel segments planes

            //for ( b = 1; b <= bevelSegments; b ++ ) {
            for ( b = bevelSegments - 1; b >= 0; b -- ) {

                t = b / bevelSegments;
                z = bevelThickness * Math.cos( t * Math.PI / 2 );
                bs = bevelSize * Math.sin( t * Math.PI / 2 );

                // contract shape

                for ( i = 0, il = contour.length; i < il; i ++ ) {

                    vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
                    v( vert.x, vert.y, depth + z );

                }

                // expand holes

                for ( h = 0, hl = holes.length; h < hl; h ++ ) {

                    ahole = holes[ h ];
                    oneHoleMovements = holesMovements[ h ];

                    for ( i = 0, il = ahole.length; i < il; i ++ ) {

                        vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );

                        if ( ! extrudeByPath ) {

                            v( vert.x, vert.y, depth + z );

                        } else {

                            v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );

                        }

                    }

                }

            }

            /* Faces */

            // Top and bottom faces

            buildLidFaces();

            // Sides faces

            buildSideFaces();


            /////  Internal functions

            function buildLidFaces() {

                var start = verticesArray.length / 3;

                if ( bevelEnabled ) {

                    var layer = 0; // steps + 1
                    var offset = vlen * layer;

                    // Bottom faces

                    for ( i = 0; i < flen; i ++ ) {

                        face = faces[ i ];
                        f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );

                    }

                    layer = steps + bevelSegments * 2;
                    offset = vlen * layer;

                    // Top faces

                    for ( i = 0; i < flen; i ++ ) {

                        face = faces[ i ];
                        f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );

                    }

                } else {

                    // Bottom faces

                    for ( i = 0; i < flen; i ++ ) {

                        face = faces[ i ];
                        f3( face[ 2 ], face[ 1 ], face[ 0 ] );

                    }

                    // Top faces

                    for ( i = 0; i < flen; i ++ ) {

                        face = faces[ i ];
                        f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );

                    }

                }

                scope.addGroup( start, verticesArray.length / 3 - start, 0 );

            }

            // Create faces for the z-sides of the shape

            function buildSideFaces() {

                var start = verticesArray.length / 3;
                var layeroffset = 0;
                sidewalls( contour, layeroffset );
                layeroffset += contour.length;

                for ( h = 0, hl = holes.length; h < hl; h ++ ) {

                    ahole = holes[ h ];
                    sidewalls( ahole, layeroffset );

                    //, true
                    layeroffset += ahole.length;

                }


                scope.addGroup( start, verticesArray.length / 3 - start, 1 );


            }

            function sidewalls( contour, layeroffset ) {

                var j, k;
                i = contour.length;

                while ( -- i >= 0 ) {

                    j = i;
                    k = i - 1;
                    if ( k < 0 ) k = contour.length - 1;

                    //console.log('b', i,j, i-1, k,vertices.length);

                    var s = 0,
                        sl = steps + bevelSegments * 2;

                    for ( s = 0; s < sl; s ++ ) {

                        var slen1 = vlen * s;
                        var slen2 = vlen * ( s + 1 );

                        var a = layeroffset + j + slen1,
                            b = layeroffset + k + slen1,
                            c = layeroffset + k + slen2,
                            d = layeroffset + j + slen2;

                        f4( a, b, c, d );

                    }

                }

            }

            function v( x, y, z ) {

                placeholder.push( x );
                placeholder.push( y );
                placeholder.push( z );

            }


            function f3( a, b, c ) {

                addVertex( a );
                addVertex( b );
                addVertex( c );

                var nextIndex = verticesArray.length / 3;
                var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );

                addUV( uvs[ 0 ] );
                addUV( uvs[ 1 ] );
                addUV( uvs[ 2 ] );

            }

            function f4( a, b, c, d ) {

                addVertex( a );
                addVertex( b );
                addVertex( d );

                addVertex( b );
                addVertex( c );
                addVertex( d );


                var nextIndex = verticesArray.length / 3;
                var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );

                addUV( uvs[ 0 ] );
                addUV( uvs[ 1 ] );
                addUV( uvs[ 3 ] );

                addUV( uvs[ 1 ] );
                addUV( uvs[ 2 ] );
                addUV( uvs[ 3 ] );

            }

            function addVertex( index ) {

                verticesArray.push( placeholder[ index * 3 + 0 ] );
                verticesArray.push( placeholder[ index * 3 + 1 ] );
                verticesArray.push( placeholder[ index * 3 + 2 ] );

            }


            function addUV( vector2 ) {

                uvArray.push( vector2.x );
                uvArray.push( vector2.y );

            }

        }

    }

    ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
    ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;

    ExtrudeBufferGeometry.prototype.toJSON = function () {

        var data = BufferGeometry.prototype.toJSON.call( this );

        var shapes = this.parameters.shapes;
        var options = this.parameters.options;

        return toJSON( shapes, options, data );

    };

    //

    var WorldUVGenerator = {

        generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {

            var a_x = vertices[ indexA * 3 ];
            var a_y = vertices[ indexA * 3 + 1 ];
            var b_x = vertices[ indexB * 3 ];
            var b_y = vertices[ indexB * 3 + 1 ];
            var c_x = vertices[ indexC * 3 ];
            var c_y = vertices[ indexC * 3 + 1 ];

            return [
                new Vector2( a_x, a_y ),
                new Vector2( b_x, b_y ),
                new Vector2( c_x, c_y )
            ];

        },

        generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {

            var a_x = vertices[ indexA * 3 ];
            var a_y = vertices[ indexA * 3 + 1 ];
            var a_z = vertices[ indexA * 3 + 2 ];
            var b_x = vertices[ indexB * 3 ];
            var b_y = vertices[ indexB * 3 + 1 ];
            var b_z = vertices[ indexB * 3 + 2 ];
            var c_x = vertices[ indexC * 3 ];
            var c_y = vertices[ indexC * 3 + 1 ];
            var c_z = vertices[ indexC * 3 + 2 ];
            var d_x = vertices[ indexD * 3 ];
            var d_y = vertices[ indexD * 3 + 1 ];
            var d_z = vertices[ indexD * 3 + 2 ];

            if ( Math.abs( a_y - b_y ) < 0.01 ) {

                return [
                    new Vector2( a_x, 1 - a_z ),
                    new Vector2( b_x, 1 - b_z ),
                    new Vector2( c_x, 1 - c_z ),
                    new Vector2( d_x, 1 - d_z )
                ];

            } else {

                return [
                    new Vector2( a_y, 1 - a_z ),
                    new Vector2( b_y, 1 - b_z ),
                    new Vector2( c_y, 1 - c_z ),
                    new Vector2( d_y, 1 - d_z )
                ];

            }

        }
    };

    function toJSON( shapes, options, data ) {

        //

        data.shapes = [];

        if ( Array.isArray( shapes ) ) {

            for ( var i = 0, l = shapes.length; i < l; i ++ ) {

                var shape = shapes[ i ];

                data.shapes.push( shape.uuid );

            }

        } else {

            data.shapes.push( shapes.uuid );

        }

        //

        if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();

        return data;

    }

    /**
     * @author zz85 / http://www.lab4games.net/zz85/blog
     * @author alteredq / http://alteredqualia.com/
     *
     * Text = 3D Text
     *
     * parameters = {
     *  font: <THREE.Font>, // font
     *
     *  size: <float>, // size of the text
     *  height: <float>, // thickness to extrude text
     *  curveSegments: <int>, // number of points on the curves
     *
     *  bevelEnabled: <bool>, // turn on bevel
     *  bevelThickness: <float>, // how deep into text bevel goes
     *  bevelSize: <float> // how far from text outline is bevel
     * }
     */

    // TextGeometry

    function TextGeometry( text, parameters ) {

        Geometry.call( this );

        this.type = 'TextGeometry';

        this.parameters = {
            text: text,
            parameters: parameters
        };

        this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
        this.mergeVertices();

    }

    TextGeometry.prototype = Object.create( Geometry.prototype );
    TextGeometry.prototype.constructor = TextGeometry;

    // TextBufferGeometry

    function TextBufferGeometry( text, parameters ) {

        parameters = parameters || {};

        var font = parameters.font;

        if ( ! ( font && font.isFont ) ) {

            console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
            return new Geometry();

        }

        var shapes = font.generateShapes( text, parameters.size );

        // translate parameters to ExtrudeGeometry API

        parameters.depth = parameters.height !== undefined ? parameters.height : 50;

        // defaults

        if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
        if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
        if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;

        ExtrudeBufferGeometry.call( this, shapes, parameters );

        this.type = 'TextBufferGeometry';

    }

    TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
    TextBufferGeometry.prototype.constructor = TextBufferGeometry;

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author benaadams / https://twitter.com/ben_a_adams
     * @author Mugen87 / https://github.com/Mugen87
     */

    // SphereGeometry

    function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {

        Geometry.call( this );

        this.type = 'SphereGeometry';

        this.parameters = {
            radius: radius,
            widthSegments: widthSegments,
            heightSegments: heightSegments,
            phiStart: phiStart,
            phiLength: phiLength,
            thetaStart: thetaStart,
            thetaLength: thetaLength
        };

        this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
        this.mergeVertices();

    }

    SphereGeometry.prototype = Object.create( Geometry.prototype );
    SphereGeometry.prototype.constructor = SphereGeometry;

    // SphereBufferGeometry

    function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {

        BufferGeometry.call( this );

        this.type = 'SphereBufferGeometry';

        this.parameters = {
            radius: radius,
            widthSegments: widthSegments,
            heightSegments: heightSegments,
            phiStart: phiStart,
            phiLength: phiLength,
            thetaStart: thetaStart,
            thetaLength: thetaLength
        };

        radius = radius || 1;

        widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
        heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );

        phiStart = phiStart !== undefined ? phiStart : 0;
        phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;

        thetaStart = thetaStart !== undefined ? thetaStart : 0;
        thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;

        var thetaEnd = thetaStart + thetaLength;

        var ix, iy;

        var index = 0;
        var grid = [];

        var vertex = new Vector3();
        var normal = new Vector3();

        // buffers

        var indices = [];
        var vertices = [];
        var normals = [];
        var uvs = [];

        // generate vertices, normals and uvs

        for ( iy = 0; iy <= heightSegments; iy ++ ) {

            var verticesRow = [];

            var v = iy / heightSegments;

            for ( ix = 0; ix <= widthSegments; ix ++ ) {

                var u = ix / widthSegments;

                // vertex

                vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
                vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
                vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );

                vertices.push( vertex.x, vertex.y, vertex.z );

                // normal

                normal.set( vertex.x, vertex.y, vertex.z ).normalize();
                normals.push( normal.x, normal.y, normal.z );

                // uv

                uvs.push( u, 1 - v );

                verticesRow.push( index ++ );

            }

            grid.push( verticesRow );

        }

        // indices

        for ( iy = 0; iy < heightSegments; iy ++ ) {

            for ( ix = 0; ix < widthSegments; ix ++ ) {

                var a = grid[ iy ][ ix + 1 ];
                var b = grid[ iy ][ ix ];
                var c = grid[ iy + 1 ][ ix ];
                var d = grid[ iy + 1 ][ ix + 1 ];

                if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
                if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );

            }

        }

        // build geometry

        this.setIndex( indices );
        this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
        this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
        this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

    }

    SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
    SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;

    /**
     * @author Kaleb Murphy
     * @author Mugen87 / https://github.com/Mugen87
     */

    // RingGeometry

    function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {

        Geometry.call( this );

        this.type = 'RingGeometry';

        this.parameters = {
            innerRadius: innerRadius,
            outerRadius: outerRadius,
            thetaSegments: thetaSegments,
            phiSegments: phiSegments,
            thetaStart: thetaStart,
            thetaLength: thetaLength
        };

        this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
        this.mergeVertices();

    }

    RingGeometry.prototype = Object.create( Geometry.prototype );
    RingGeometry.prototype.constructor = RingGeometry;

    // RingBufferGeometry

    function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {

        BufferGeometry.call( this );

        this.type = 'RingBufferGeometry';

        this.parameters = {
            innerRadius: innerRadius,
            outerRadius: outerRadius,
            thetaSegments: thetaSegments,
            phiSegments: phiSegments,
            thetaStart: thetaStart,
            thetaLength: thetaLength
        };

        innerRadius = innerRadius || 0.5;
        outerRadius = outerRadius || 1;

        thetaStart = thetaStart !== undefined ? thetaStart : 0;
        thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;

        thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
        phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;

        // buffers

        var indices = [];
        var vertices = [];
        var normals = [];
        var uvs = [];

        // some helper variables

        var segment;
        var radius = innerRadius;
        var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
        var vertex = new Vector3();
        var uv = new Vector2();
        var j, i;

        // generate vertices, normals and uvs

        for ( j = 0; j <= phiSegments; j ++ ) {

            for ( i = 0; i <= thetaSegments; i ++ ) {

                // values are generate from the inside of the ring to the outside

                segment = thetaStart + i / thetaSegments * thetaLength;

                // vertex

                vertex.x = radius * Math.cos( segment );
                vertex.y = radius * Math.sin( segment );

                vertices.push( vertex.x, vertex.y, vertex.z );

                // normal

                normals.push( 0, 0, 1 );

                // uv

                uv.x = ( vertex.x / outerRadius + 1 ) / 2;
                uv.y = ( vertex.y / outerRadius + 1 ) / 2;

                uvs.push( uv.x, uv.y );

            }

            // increase the radius for next row of vertices

            radius += radiusStep;

        }

        // indices

        for ( j = 0; j < phiSegments; j ++ ) {

            var thetaSegmentLevel = j * ( thetaSegments + 1 );

            for ( i = 0; i < thetaSegments; i ++ ) {

                segment = i + thetaSegmentLevel;

                var a = segment;
                var b = segment + thetaSegments + 1;
                var c = segment + thetaSegments + 2;
                var d = segment + 1;

                // faces

                indices.push( a, b, d );
                indices.push( b, c, d );

            }

        }

        // build geometry

        this.setIndex( indices );
        this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
        this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
        this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

    }

    RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
    RingBufferGeometry.prototype.constructor = RingBufferGeometry;

    /**
     * @author astrodud / http://astrodud.isgreat.org/
     * @author zz85 / https://github.com/zz85
     * @author bhouston / http://clara.io
     * @author Mugen87 / https://github.com/Mugen87
     */

    // LatheGeometry

    function LatheGeometry( points, segments, phiStart, phiLength ) {

        Geometry.call( this );

        this.type = 'LatheGeometry';

        this.parameters = {
            points: points,
            segments: segments,
            phiStart: phiStart,
            phiLength: phiLength
        };

        this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
        this.mergeVertices();

    }

    LatheGeometry.prototype = Object.create( Geometry.prototype );
    LatheGeometry.prototype.constructor = LatheGeometry;

    // LatheBufferGeometry

    function LatheBufferGeometry( points, segments, phiStart, phiLength ) {

        BufferGeometry.call( this );

        this.type = 'LatheBufferGeometry';

        this.parameters = {
            points: points,
            segments: segments,
            phiStart: phiStart,
            phiLength: phiLength
        };

        segments = Math.floor( segments ) || 12;
        phiStart = phiStart || 0;
        phiLength = phiLength || Math.PI * 2;

        // clamp phiLength so it's in range of [ 0, 2PI ]

        phiLength = _Math.clamp( phiLength, 0, Math.PI * 2 );


        // buffers

        var indices = [];
        var vertices = [];
        var uvs = [];

        // helper variables

        var base;
        var inverseSegments = 1.0 / segments;
        var vertex = new Vector3();
        var uv = new Vector2();
        var i, j;

        // generate vertices and uvs

        for ( i = 0; i <= segments; i ++ ) {

            var phi = phiStart + i * inverseSegments * phiLength;

            var sin = Math.sin( phi );
            var cos = Math.cos( phi );

            for ( j = 0; j <= ( points.length - 1 ); j ++ ) {

                // vertex

                vertex.x = points[ j ].x * sin;
                vertex.y = points[ j ].y;
                vertex.z = points[ j ].x * cos;

                vertices.push( vertex.x, vertex.y, vertex.z );

                // uv

                uv.x = i / segments;
                uv.y = j / ( points.length - 1 );

                uvs.push( uv.x, uv.y );


            }

        }

        // indices

        for ( i = 0; i < segments; i ++ ) {

            for ( j = 0; j < ( points.length - 1 ); j ++ ) {

                base = j + i * points.length;

                var a = base;
                var b = base + points.length;
                var c = base + points.length + 1;
                var d = base + 1;

                // faces

                indices.push( a, b, d );
                indices.push( b, c, d );

            }

        }

        // build geometry

        this.setIndex( indices );
        this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
        this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

        // generate normals

        this.computeVertexNormals();

        // if the geometry is closed, we need to average the normals along the seam.
        // because the corresponding vertices are identical (but still have different UVs).

        if ( phiLength === Math.PI * 2 ) {

            var normals = this.attributes.normal.array;
            var n1 = new Vector3();
            var n2 = new Vector3();
            var n = new Vector3();

            // this is the buffer offset for the last line of vertices

            base = segments * points.length * 3;

            for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) {

                // select the normal of the vertex in the first line

                n1.x = normals[ j + 0 ];
                n1.y = normals[ j + 1 ];
                n1.z = normals[ j + 2 ];

                // select the normal of the vertex in the last line

                n2.x = normals[ base + j + 0 ];
                n2.y = normals[ base + j + 1 ];
                n2.z = normals[ base + j + 2 ];

                // average normals

                n.addVectors( n1, n2 ).normalize();

                // assign the new values to both normals

                normals[ j + 0 ] = normals[ base + j + 0 ] = n.x;
                normals[ j + 1 ] = normals[ base + j + 1 ] = n.y;
                normals[ j + 2 ] = normals[ base + j + 2 ] = n.z;

            }

        }

    }

    LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
    LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;

    /**
     * @author jonobr1 / http://jonobr1.com
     * @author Mugen87 / https://github.com/Mugen87
     */

    // ShapeGeometry

    function ShapeGeometry( shapes, curveSegments ) {

        Geometry.call( this );

        this.type = 'ShapeGeometry';

        if ( typeof curveSegments === 'object' ) {

            console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );

            curveSegments = curveSegments.curveSegments;

        }

        this.parameters = {
            shapes: shapes,
            curveSegments: curveSegments
        };

        this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
        this.mergeVertices();

    }

    ShapeGeometry.prototype = Object.create( Geometry.prototype );
    ShapeGeometry.prototype.constructor = ShapeGeometry;

    ShapeGeometry.prototype.toJSON = function () {

        var data = Geometry.prototype.toJSON.call( this );

        var shapes = this.parameters.shapes;

        return toJSON$1( shapes, data );

    };

    // ShapeBufferGeometry

    function ShapeBufferGeometry( shapes, curveSegments ) {

        BufferGeometry.call( this );

        this.type = 'ShapeBufferGeometry';

        this.parameters = {
            shapes: shapes,
            curveSegments: curveSegments
        };

        curveSegments = curveSegments || 12;

        // buffers

        var indices = [];
        var vertices = [];
        var normals = [];
        var uvs = [];

        // helper variables

        var groupStart = 0;
        var groupCount = 0;

        // allow single and array values for "shapes" parameter

        if ( Array.isArray( shapes ) === false ) {

            addShape( shapes );

        } else {

            for ( var i = 0; i < shapes.length; i ++ ) {

                addShape( shapes[ i ] );

                this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support

                groupStart += groupCount;
                groupCount = 0;

            }

        }

        // build geometry

        this.setIndex( indices );
        this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
        this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
        this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );


        // helper functions

        function addShape( shape ) {

            var i, l, shapeHole;

            var indexOffset = vertices.length / 3;
            var points = shape.extractPoints( curveSegments );

            var shapeVertices = points.shape;
            var shapeHoles = points.holes;

            // check direction of vertices

            if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {

                shapeVertices = shapeVertices.reverse();

                // also check if holes are in the opposite direction

                for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {

                    shapeHole = shapeHoles[ i ];

                    if ( ShapeUtils.isClockWise( shapeHole ) === true ) {

                        shapeHoles[ i ] = shapeHole.reverse();

                    }

                }

            }

            var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );

            // join vertices of inner and outer paths to a single array

            for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {

                shapeHole = shapeHoles[ i ];
                shapeVertices = shapeVertices.concat( shapeHole );

            }

            // vertices, normals, uvs

            for ( i = 0, l = shapeVertices.length; i < l; i ++ ) {

                var vertex = shapeVertices[ i ];

                vertices.push( vertex.x, vertex.y, 0 );
                normals.push( 0, 0, 1 );
                uvs.push( vertex.x, vertex.y ); // world uvs

            }

            // incides

            for ( i = 0, l = faces.length; i < l; i ++ ) {

                var face = faces[ i ];

                var a = face[ 0 ] + indexOffset;
                var b = face[ 1 ] + indexOffset;
                var c = face[ 2 ] + indexOffset;

                indices.push( a, b, c );
                groupCount += 3;

            }

        }

    }

    ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
    ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;

    ShapeBufferGeometry.prototype.toJSON = function () {

        var data = BufferGeometry.prototype.toJSON.call( this );

        var shapes = this.parameters.shapes;

        return toJSON$1( shapes, data );

    };

    //

    function toJSON$1( shapes, data ) {

        data.shapes = [];

        if ( Array.isArray( shapes ) ) {

            for ( var i = 0, l = shapes.length; i < l; i ++ ) {

                var shape = shapes[ i ];

                data.shapes.push( shape.uuid );

            }

        } else {

            data.shapes.push( shapes.uuid );

        }

        return data;

    }

    /**
     * @author WestLangley / http://github.com/WestLangley
     * @author Mugen87 / https://github.com/Mugen87
     */

    function EdgesGeometry( geometry, thresholdAngle ) {

        BufferGeometry.call( this );

        this.type = 'EdgesGeometry';

        this.parameters = {
            thresholdAngle: thresholdAngle
        };

        thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;

        // buffer

        var vertices = [];

        // helper variables

        var thresholdDot = Math.cos( _Math.DEG2RAD * thresholdAngle );
        var edge = [ 0, 0 ], edges = {}, edge1, edge2;
        var key, keys = [ 'a', 'b', 'c' ];

        // prepare source geometry

        var geometry2;

        if ( geometry.isBufferGeometry ) {

            geometry2 = new Geometry();
            geometry2.fromBufferGeometry( geometry );

        } else {

            geometry2 = geometry.clone();

        }

        geometry2.mergeVertices();
        geometry2.computeFaceNormals();

        var sourceVertices = geometry2.vertices;
        var faces = geometry2.faces;

        // now create a data structure where each entry represents an edge with its adjoining faces

        for ( var i = 0, l = faces.length; i < l; i ++ ) {

            var face = faces[ i ];

            for ( var j = 0; j < 3; j ++ ) {

                edge1 = face[ keys[ j ] ];
                edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
                edge[ 0 ] = Math.min( edge1, edge2 );
                edge[ 1 ] = Math.max( edge1, edge2 );

                key = edge[ 0 ] + ',' + edge[ 1 ];

                if ( edges[ key ] === undefined ) {

                    edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };

                } else {

                    edges[ key ].face2 = i;

                }

            }

        }

        // generate vertices

        for ( key in edges ) {

            var e = edges[ key ];

            // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.

            if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {

                var vertex = sourceVertices[ e.index1 ];
                vertices.push( vertex.x, vertex.y, vertex.z );

                vertex = sourceVertices[ e.index2 ];
                vertices.push( vertex.x, vertex.y, vertex.z );

            }

        }

        // build geometry

        this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );

    }

    EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
    EdgesGeometry.prototype.constructor = EdgesGeometry;

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author Mugen87 / https://github.com/Mugen87
     */

    // CylinderGeometry

    function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {

        Geometry.call( this );

        this.type = 'CylinderGeometry';

        this.parameters = {
            radiusTop: radiusTop,
            radiusBottom: radiusBottom,
            height: height,
            radialSegments: radialSegments,
            heightSegments: heightSegments,
            openEnded: openEnded,
            thetaStart: thetaStart,
            thetaLength: thetaLength
        };

        this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
        this.mergeVertices();

    }

    CylinderGeometry.prototype = Object.create( Geometry.prototype );
    CylinderGeometry.prototype.constructor = CylinderGeometry;

    // CylinderBufferGeometry

    function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {

        BufferGeometry.call( this );

        this.type = 'CylinderBufferGeometry';

        this.parameters = {
            radiusTop: radiusTop,
            radiusBottom: radiusBottom,
            height: height,
            radialSegments: radialSegments,
            heightSegments: heightSegments,
            openEnded: openEnded,
            thetaStart: thetaStart,
            thetaLength: thetaLength
        };

        var scope = this;

        radiusTop = radiusTop !== undefined ? radiusTop : 1;
        radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;
        height = height || 1;

        radialSegments = Math.floor( radialSegments ) || 8;
        heightSegments = Math.floor( heightSegments ) || 1;

        openEnded = openEnded !== undefined ? openEnded : false;
        thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
        thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;

        // buffers

        var indices = [];
        var vertices = [];
        var normals = [];
        var uvs = [];

        // helper variables

        var index = 0;
        var indexArray = [];
        var halfHeight = height / 2;
        var groupStart = 0;

        // generate geometry

        generateTorso();

        if ( openEnded === false ) {

            if ( radiusTop > 0 ) generateCap( true );
            if ( radiusBottom > 0 ) generateCap( false );

        }

        // build geometry

        this.setIndex( indices );
        this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
        this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
        this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

        function generateTorso() {

            var x, y;
            var normal = new Vector3();
            var vertex = new Vector3();

            var groupCount = 0;

            // this will be used to calculate the normal
            var slope = ( radiusBottom - radiusTop ) / height;

            // generate vertices, normals and uvs

            for ( y = 0; y <= heightSegments; y ++ ) {

                var indexRow = [];

                var v = y / heightSegments;

                // calculate the radius of the current row

                var radius = v * ( radiusBottom - radiusTop ) + radiusTop;

                for ( x = 0; x <= radialSegments; x ++ ) {

                    var u = x / radialSegments;

                    var theta = u * thetaLength + thetaStart;

                    var sinTheta = Math.sin( theta );
                    var cosTheta = Math.cos( theta );

                    // vertex

                    vertex.x = radius * sinTheta;
                    vertex.y = - v * height + halfHeight;
                    vertex.z = radius * cosTheta;
                    vertices.push( vertex.x, vertex.y, vertex.z );

                    // normal

                    normal.set( sinTheta, slope, cosTheta ).normalize();
                    normals.push( normal.x, normal.y, normal.z );

                    // uv

                    uvs.push( u, 1 - v );

                    // save index of vertex in respective row

                    indexRow.push( index ++ );

                }

                // now save vertices of the row in our index array

                indexArray.push( indexRow );

            }

            // generate indices

            for ( x = 0; x < radialSegments; x ++ ) {

                for ( y = 0; y < heightSegments; y ++ ) {

                    // we use the index array to access the correct indices

                    var a = indexArray[ y ][ x ];
                    var b = indexArray[ y + 1 ][ x ];
                    var c = indexArray[ y + 1 ][ x + 1 ];
                    var d = indexArray[ y ][ x + 1 ];

                    // faces

                    indices.push( a, b, d );
                    indices.push( b, c, d );

                    // update group counter

                    groupCount += 6;

                }

            }

            // add a group to the geometry. this will ensure multi material support

            scope.addGroup( groupStart, groupCount, 0 );

            // calculate new start value for groups

            groupStart += groupCount;

        }

        function generateCap( top ) {

            var x, centerIndexStart, centerIndexEnd;

            var uv = new Vector2();
            var vertex = new Vector3();

            var groupCount = 0;

            var radius = ( top === true ) ? radiusTop : radiusBottom;
            var sign = ( top === true ) ? 1 : - 1;

            // save the index of the first center vertex
            centerIndexStart = index;

            // first we generate the center vertex data of the cap.
            // because the geometry needs one set of uvs per face,
            // we must generate a center vertex per face/segment

            for ( x = 1; x <= radialSegments; x ++ ) {

                // vertex

                vertices.push( 0, halfHeight * sign, 0 );

                // normal

                normals.push( 0, sign, 0 );

                // uv

                uvs.push( 0.5, 0.5 );

                // increase index

                index ++;

            }

            // save the index of the last center vertex

            centerIndexEnd = index;

            // now we generate the surrounding vertices, normals and uvs

            for ( x = 0; x <= radialSegments; x ++ ) {

                var u = x / radialSegments;
                var theta = u * thetaLength + thetaStart;

                var cosTheta = Math.cos( theta );
                var sinTheta = Math.sin( theta );

                // vertex

                vertex.x = radius * sinTheta;
                vertex.y = halfHeight * sign;
                vertex.z = radius * cosTheta;
                vertices.push( vertex.x, vertex.y, vertex.z );

                // normal

                normals.push( 0, sign, 0 );

                // uv

                uv.x = ( cosTheta * 0.5 ) + 0.5;
                uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
                uvs.push( uv.x, uv.y );

                // increase index

                index ++;

            }

            // generate indices

            for ( x = 0; x < radialSegments; x ++ ) {

                var c = centerIndexStart + x;
                var i = centerIndexEnd + x;

                if ( top === true ) {

                    // face top

                    indices.push( i, i + 1, c );

                } else {

                    // face bottom

                    indices.push( i + 1, i, c );

                }

                groupCount += 3;

            }

            // add a group to the geometry. this will ensure multi material support

            scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );

            // calculate new start value for groups

            groupStart += groupCount;

        }

    }

    CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
    CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;

    /**
     * @author abelnation / http://github.com/abelnation
     */

    // ConeGeometry

    function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {

        CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );

        this.type = 'ConeGeometry';

        this.parameters = {
            radius: radius,
            height: height,
            radialSegments: radialSegments,
            heightSegments: heightSegments,
            openEnded: openEnded,
            thetaStart: thetaStart,
            thetaLength: thetaLength
        };

    }

    ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
    ConeGeometry.prototype.constructor = ConeGeometry;

    // ConeBufferGeometry

    function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {

        CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );

        this.type = 'ConeBufferGeometry';

        this.parameters = {
            radius: radius,
            height: height,
            radialSegments: radialSegments,
            heightSegments: heightSegments,
            openEnded: openEnded,
            thetaStart: thetaStart,
            thetaLength: thetaLength
        };

    }

    ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
    ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;

    /**
     * @author benaadams / https://twitter.com/ben_a_adams
     * @author Mugen87 / https://github.com/Mugen87
     * @author hughes
     */

    // CircleGeometry

    function CircleGeometry( radius, segments, thetaStart, thetaLength ) {

        Geometry.call( this );

        this.type = 'CircleGeometry';

        this.parameters = {
            radius: radius,
            segments: segments,
            thetaStart: thetaStart,
            thetaLength: thetaLength
        };

        this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
        this.mergeVertices();

    }

    CircleGeometry.prototype = Object.create( Geometry.prototype );
    CircleGeometry.prototype.constructor = CircleGeometry;

    // CircleBufferGeometry

    function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {

        BufferGeometry.call( this );

        this.type = 'CircleBufferGeometry';

        this.parameters = {
            radius: radius,
            segments: segments,
            thetaStart: thetaStart,
            thetaLength: thetaLength
        };

        radius = radius || 1;
        segments = segments !== undefined ? Math.max( 3, segments ) : 8;

        thetaStart = thetaStart !== undefined ? thetaStart : 0;
        thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;

        // buffers

        var indices = [];
        var vertices = [];
        var normals = [];
        var uvs = [];

        // helper variables

        var i, s;
        var vertex = new Vector3();
        var uv = new Vector2();

        // center point

        vertices.push( 0, 0, 0 );
        normals.push( 0, 0, 1 );
        uvs.push( 0.5, 0.5 );

        for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) {

            var segment = thetaStart + s / segments * thetaLength;

            // vertex

            vertex.x = radius * Math.cos( segment );
            vertex.y = radius * Math.sin( segment );

            vertices.push( vertex.x, vertex.y, vertex.z );

            // normal

            normals.push( 0, 0, 1 );

            // uvs

            uv.x = ( vertices[ i ] / radius + 1 ) / 2;
            uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;

            uvs.push( uv.x, uv.y );

        }

        // indices

        for ( i = 1; i <= segments; i ++ ) {

            indices.push( i, i + 1, 0 );

        }

        // build geometry

        this.setIndex( indices );
        this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
        this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
        this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

    }

    CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
    CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;



    var Geometries = /*#__PURE__*/Object.freeze({
        WireframeGeometry: WireframeGeometry,
        ParametricGeometry: ParametricGeometry,
        ParametricBufferGeometry: ParametricBufferGeometry,
        TetrahedronGeometry: TetrahedronGeometry,
        TetrahedronBufferGeometry: TetrahedronBufferGeometry,
        OctahedronGeometry: OctahedronGeometry,
        OctahedronBufferGeometry: OctahedronBufferGeometry,
        IcosahedronGeometry: IcosahedronGeometry,
        IcosahedronBufferGeometry: IcosahedronBufferGeometry,
        DodecahedronGeometry: DodecahedronGeometry,
        DodecahedronBufferGeometry: DodecahedronBufferGeometry,
        PolyhedronGeometry: PolyhedronGeometry,
        PolyhedronBufferGeometry: PolyhedronBufferGeometry,
        TubeGeometry: TubeGeometry,
        TubeBufferGeometry: TubeBufferGeometry,
        TorusKnotGeometry: TorusKnotGeometry,
        TorusKnotBufferGeometry: TorusKnotBufferGeometry,
        TorusGeometry: TorusGeometry,
        TorusBufferGeometry: TorusBufferGeometry,
        TextGeometry: TextGeometry,
        TextBufferGeometry: TextBufferGeometry,
        SphereGeometry: SphereGeometry,
        SphereBufferGeometry: SphereBufferGeometry,
        RingGeometry: RingGeometry,
        RingBufferGeometry: RingBufferGeometry,
        PlaneGeometry: PlaneGeometry,
        PlaneBufferGeometry: PlaneBufferGeometry,
        LatheGeometry: LatheGeometry,
        LatheBufferGeometry: LatheBufferGeometry,
        ShapeGeometry: ShapeGeometry,
        ShapeBufferGeometry: ShapeBufferGeometry,
        ExtrudeGeometry: ExtrudeGeometry,
        ExtrudeBufferGeometry: ExtrudeBufferGeometry,
        EdgesGeometry: EdgesGeometry,
        ConeGeometry: ConeGeometry,
        ConeBufferGeometry: ConeBufferGeometry,
        CylinderGeometry: CylinderGeometry,
        CylinderBufferGeometry: CylinderBufferGeometry,
        CircleGeometry: CircleGeometry,
        CircleBufferGeometry: CircleBufferGeometry,
        BoxGeometry: BoxGeometry,
        BoxBufferGeometry: BoxBufferGeometry
    });

    /**
     * @author mrdoob / http://mrdoob.com/
     *
     * parameters = {
     *  color: <THREE.Color>
     * }
     */

    function ShadowMaterial( parameters ) {

        Material.call( this );

        this.type = 'ShadowMaterial';

        this.color = new Color( 0x000000 );
        this.transparent = true;

        this.setValues( parameters );

    }

    ShadowMaterial.prototype = Object.create( Material.prototype );
    ShadowMaterial.prototype.constructor = ShadowMaterial;

    ShadowMaterial.prototype.isShadowMaterial = true;

    ShadowMaterial.prototype.copy = function ( source ) {

        Material.prototype.copy.call( this, source );

        this.color.copy( source.color );

        return this;

    };

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function RawShaderMaterial( parameters ) {

        ShaderMaterial.call( this, parameters );

        this.type = 'RawShaderMaterial';

    }

    RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
    RawShaderMaterial.prototype.constructor = RawShaderMaterial;

    RawShaderMaterial.prototype.isRawShaderMaterial = true;

    /**
     * @author WestLangley / http://github.com/WestLangley
     *
     * parameters = {
     *  color: <hex>,
     *  roughness: <float>,
     *  metalness: <float>,
     *  opacity: <float>,
     *
     *  map: new THREE.Texture( <Image> ),
     *
     *  lightMap: new THREE.Texture( <Image> ),
     *  lightMapIntensity: <float>
     *
     *  aoMap: new THREE.Texture( <Image> ),
     *  aoMapIntensity: <float>
     *
     *  emissive: <hex>,
     *  emissiveIntensity: <float>
     *  emissiveMap: new THREE.Texture( <Image> ),
     *
     *  bumpMap: new THREE.Texture( <Image> ),
     *  bumpScale: <float>,
     *
     *  normalMap: new THREE.Texture( <Image> ),
     *  normalMapType: THREE.TangentSpaceNormalMap,
     *  normalScale: <Vector2>,
     *
     *  displacementMap: new THREE.Texture( <Image> ),
     *  displacementScale: <float>,
     *  displacementBias: <float>,
     *
     *  roughnessMap: new THREE.Texture( <Image> ),
     *
     *  metalnessMap: new THREE.Texture( <Image> ),
     *
     *  alphaMap: new THREE.Texture( <Image> ),
     *
     *  envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
     *  envMapIntensity: <float>
     *
     *  refractionRatio: <float>,
     *
     *  wireframe: <boolean>,
     *  wireframeLinewidth: <float>,
     *
     *  skinning: <bool>,
     *  morphTargets: <bool>,
     *  morphNormals: <bool>
     * }
     */

    function MeshStandardMaterial( parameters ) {

        Material.call( this );

        this.defines = { 'STANDARD': '' };

        this.type = 'MeshStandardMaterial';

        this.color = new Color( 0xffffff ); // diffuse
        this.roughness = 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;

    };

    /**
     * @author WestLangley / http://github.com/WestLangley
     *
     * parameters = {
     *  reflectivity: <float>
     * }
     */

    function MeshPhysicalMaterial( parameters ) {

        MeshStandardMaterial.call( this );

        this.defines = { 'PHYSICAL': '' };

        this.type = 'MeshPhysicalMaterial';

        this.reflectivity = 0.5; // maps to F0 = 0.04

        this.clearCoat = 0.0;
        this.clearCoatRoughness = 0.0;

        this.setValues( parameters );

    }

    MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
    MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;

    MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;

    MeshPhysicalMaterial.prototype.copy = function ( source ) {

        MeshStandardMaterial.prototype.copy.call( this, source );

        this.defines = { 'PHYSICAL': '' };

        this.reflectivity = source.reflectivity;

        this.clearCoat = source.clearCoat;
        this.clearCoatRoughness = source.clearCoatRoughness;

        return this;

    };

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author alteredq / http://alteredqualia.com/
     *
     * parameters = {
     *  color: <hex>,
     *  specular: <hex>,
     *  shininess: <float>,
     *  opacity: <float>,
     *
     *  map: new THREE.Texture( <Image> ),
     *
     *  lightMap: new THREE.Texture( <Image> ),
     *  lightMapIntensity: <float>
     *
     *  aoMap: new THREE.Texture( <Image> ),
     *  aoMapIntensity: <float>
     *
     *  emissive: <hex>,
     *  emissiveIntensity: <float>
     *  emissiveMap: new THREE.Texture( <Image> ),
     *
     *  bumpMap: new THREE.Texture( <Image> ),
     *  bumpScale: <float>,
     *
     *  normalMap: new THREE.Texture( <Image> ),
     *  normalMapType: THREE.TangentSpaceNormalMap,
     *  normalScale: <Vector2>,
     *
     *  displacementMap: new THREE.Texture( <Image> ),
     *  displacementScale: <float>,
     *  displacementBias: <float>,
     *
     *  specularMap: new THREE.Texture( <Image> ),
     *
     *  alphaMap: new THREE.Texture( <Image> ),
     *
     *  envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
     *  combine: THREE.Multiply,
     *  reflectivity: <float>,
     *  refractionRatio: <float>,
     *
     *  wireframe: <boolean>,
     *  wireframeLinewidth: <float>,
     *
     *  skinning: <bool>,
     *  morphTargets: <bool>,
     *  morphNormals: <bool>
     * }
     */

    function MeshPhongMaterial( parameters ) {

        Material.call( this );

        this.type = 'MeshPhongMaterial';

        this.color = new Color( 0xffffff ); // diffuse
        this.specular = new Color( 0x111111 );
        this.shininess = 30;

        this.map = null;

        this.lightMap = null;
        this.lightMapIntensity = 1.0;

        this.aoMap = null;
        this.aoMapIntensity = 1.0;

        this.emissive = new Color( 0x000000 );
        this.emissiveIntensity = 1.0;
        this.emissiveMap = null;

        this.bumpMap = null;
        this.bumpScale = 1;

        this.normalMap = null;
        this.normalMapType = TangentSpaceNormalMap;
        this.normalScale = new Vector2( 1, 1 );

        this.displacementMap = null;
        this.displacementScale = 1;
        this.displacementBias = 0;

        this.specularMap = null;

        this.alphaMap = null;

        this.envMap = null;
        this.combine = MultiplyOperation;
        this.reflectivity = 1;
        this.refractionRatio = 0.98;

        this.wireframe = false;
        this.wireframeLinewidth = 1;
        this.wireframeLinecap = 'round';
        this.wireframeLinejoin = 'round';

        this.skinning = false;
        this.morphTargets = false;
        this.morphNormals = false;

        this.setValues( parameters );

    }

    MeshPhongMaterial.prototype = Object.create( Material.prototype );
    MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;

    MeshPhongMaterial.prototype.isMeshPhongMaterial = true;

    MeshPhongMaterial.prototype.copy = function ( source ) {

        Material.prototype.copy.call( this, source );

        this.color.copy( source.color );
        this.specular.copy( source.specular );
        this.shininess = source.shininess;

        this.map = source.map;

        this.lightMap = source.lightMap;
        this.lightMapIntensity = source.lightMapIntensity;

        this.aoMap = source.aoMap;
        this.aoMapIntensity = source.aoMapIntensity;

        this.emissive.copy( source.emissive );
        this.emissiveMap = source.emissiveMap;
        this.emissiveIntensity = source.emissiveIntensity;

        this.bumpMap = source.bumpMap;
        this.bumpScale = source.bumpScale;

        this.normalMap = source.normalMap;
        this.normalMapType = source.normalMapType;
        this.normalScale.copy( source.normalScale );

        this.displacementMap = source.displacementMap;
        this.displacementScale = source.displacementScale;
        this.displacementBias = source.displacementBias;

        this.specularMap = source.specularMap;

        this.alphaMap = source.alphaMap;

        this.envMap = source.envMap;
        this.combine = source.combine;
        this.reflectivity = source.reflectivity;
        this.refractionRatio = source.refractionRatio;

        this.wireframe = source.wireframe;
        this.wireframeLinewidth = source.wireframeLinewidth;
        this.wireframeLinecap = source.wireframeLinecap;
        this.wireframeLinejoin = source.wireframeLinejoin;

        this.skinning = source.skinning;
        this.morphTargets = source.morphTargets;
        this.morphNormals = source.morphNormals;

        return this;

    };

    /**
     * @author takahirox / http://github.com/takahirox
     *
     * parameters = {
     *  gradientMap: new THREE.Texture( <Image> )
     * }
     */

    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;

    };

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author WestLangley / http://github.com/WestLangley
     *
     * parameters = {
     *  opacity: <float>,
     *
     *  bumpMap: new THREE.Texture( <Image> ),
     *  bumpScale: <float>,
     *
     *  normalMap: new THREE.Texture( <Image> ),
     *  normalMapType: THREE.TangentSpaceNormalMap,
     *  normalScale: <Vector2>,
     *
     *  displacementMap: new THREE.Texture( <Image> ),
     *  displacementScale: <float>,
     *  displacementBias: <float>,
     *
     *  wireframe: <boolean>,
     *  wireframeLinewidth: <float>
     *
     *  skinning: <bool>,
     *  morphTargets: <bool>,
     *  morphNormals: <bool>
     * }
     */

    function MeshNormalMaterial( parameters ) {

        Material.call( this );

        this.type = 'MeshNormalMaterial';

        this.bumpMap = null;
        this.bumpScale = 1;

        this.normalMap = null;
        this.normalMapType = TangentSpaceNormalMap;
        this.normalScale = new Vector2( 1, 1 );

        this.displacementMap = null;
        this.displacementScale = 1;
        this.displacementBias = 0;

        this.wireframe = false;
        this.wireframeLinewidth = 1;

        this.fog = false;
        this.lights = false;

        this.skinning = false;
        this.morphTargets = false;
        this.morphNormals = false;

        this.setValues( parameters );

    }

    MeshNormalMaterial.prototype = Object.create( Material.prototype );
    MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;

    MeshNormalMaterial.prototype.isMeshNormalMaterial = true;

    MeshNormalMaterial.prototype.copy = function ( source ) {

        Material.prototype.copy.call( this, source );

        this.bumpMap = source.bumpMap;
        this.bumpScale = source.bumpScale;

        this.normalMap = source.normalMap;
        this.normalMapType = source.normalMapType;
        this.normalScale.copy( source.normalScale );

        this.displacementMap = source.displacementMap;
        this.displacementScale = source.displacementScale;
        this.displacementBias = source.displacementBias;

        this.wireframe = source.wireframe;
        this.wireframeLinewidth = source.wireframeLinewidth;

        this.skinning = source.skinning;
        this.morphTargets = source.morphTargets;
        this.morphNormals = source.morphNormals;

        return this;

    };

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author alteredq / http://alteredqualia.com/
     *
     * parameters = {
     *  color: <hex>,
     *  opacity: <float>,
     *
     *  map: new THREE.Texture( <Image> ),
     *
     *  lightMap: new THREE.Texture( <Image> ),
     *  lightMapIntensity: <float>
     *
     *  aoMap: new THREE.Texture( <Image> ),
     *  aoMapIntensity: <float>
     *
     *  emissive: <hex>,
     *  emissiveIntensity: <float>
     *  emissiveMap: new THREE.Texture( <Image> ),
     *
     *  specularMap: new THREE.Texture( <Image> ),
     *
     *  alphaMap: new THREE.Texture( <Image> ),
     *
     *  envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
     *  combine: THREE.Multiply,
     *  reflectivity: <float>,
     *  refractionRatio: <float>,
     *
     *  wireframe: <boolean>,
     *  wireframeLinewidth: <float>,
     *
     *  skinning: <bool>,
     *  morphTargets: <bool>,
     *  morphNormals: <bool>
     * }
     */

    function MeshLambertMaterial( parameters ) {

        Material.call( this );

        this.type = 'MeshLambertMaterial';

        this.color = new Color( 0xffffff ); // diffuse

        this.map = null;

        this.lightMap = null;
        this.lightMapIntensity = 1.0;

        this.aoMap = null;
        this.aoMapIntensity = 1.0;

        this.emissive = new Color( 0x000000 );
        this.emissiveIntensity = 1.0;
        this.emissiveMap = null;

        this.specularMap = null;

        this.alphaMap = null;

        this.envMap = null;
        this.combine = MultiplyOperation;
        this.reflectivity = 1;
        this.refractionRatio = 0.98;

        this.wireframe = false;
        this.wireframeLinewidth = 1;
        this.wireframeLinecap = 'round';
        this.wireframeLinejoin = 'round';

        this.skinning = false;
        this.morphTargets = false;
        this.morphNormals = false;

        this.setValues( parameters );

    }

    MeshLambertMaterial.prototype = Object.create( Material.prototype );
    MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;

    MeshLambertMaterial.prototype.isMeshLambertMaterial = true;

    MeshLambertMaterial.prototype.copy = function ( source ) {

        Material.prototype.copy.call( this, source );

        this.color.copy( source.color );

        this.map = source.map;

        this.lightMap = source.lightMap;
        this.lightMapIntensity = source.lightMapIntensity;

        this.aoMap = source.aoMap;
        this.aoMapIntensity = source.aoMapIntensity;

        this.emissive.copy( source.emissive );
        this.emissiveMap = source.emissiveMap;
        this.emissiveIntensity = source.emissiveIntensity;

        this.specularMap = source.specularMap;

        this.alphaMap = source.alphaMap;

        this.envMap = source.envMap;
        this.combine = source.combine;
        this.reflectivity = source.reflectivity;
        this.refractionRatio = source.refractionRatio;

        this.wireframe = source.wireframe;
        this.wireframeLinewidth = source.wireframeLinewidth;
        this.wireframeLinecap = source.wireframeLinecap;
        this.wireframeLinejoin = source.wireframeLinejoin;

        this.skinning = source.skinning;
        this.morphTargets = source.morphTargets;
        this.morphNormals = source.morphNormals;

        return this;

    };

    /**
     * @author alteredq / http://alteredqualia.com/
     *
     * parameters = {
     *  color: <hex>,
     *  opacity: <float>,
     *
     *  linewidth: <float>,
     *
     *  scale: <float>,
     *  dashSize: <float>,
     *  gapSize: <float>
     * }
     */

    function LineDashedMaterial( parameters ) {

        LineBasicMaterial.call( this );

        this.type = 'LineDashedMaterial';

        this.scale = 1;
        this.dashSize = 3;
        this.gapSize = 1;

        this.setValues( parameters );

    }

    LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );
    LineDashedMaterial.prototype.constructor = LineDashedMaterial;

    LineDashedMaterial.prototype.isLineDashedMaterial = true;

    LineDashedMaterial.prototype.copy = function ( source ) {

        LineBasicMaterial.prototype.copy.call( this, source );

        this.scale = source.scale;
        this.dashSize = source.dashSize;
        this.gapSize = source.gapSize;

        return this;

    };



    var Materials = /*#__PURE__*/Object.freeze({
        ShadowMaterial: ShadowMaterial,
        SpriteMaterial: SpriteMaterial,
        RawShaderMaterial: RawShaderMaterial,
        ShaderMaterial: ShaderMaterial,
        PointsMaterial: PointsMaterial,
        MeshPhysicalMaterial: MeshPhysicalMaterial,
        MeshStandardMaterial: MeshStandardMaterial,
        MeshPhongMaterial: MeshPhongMaterial,
        MeshToonMaterial: MeshToonMaterial,
        MeshNormalMaterial: MeshNormalMaterial,
        MeshLambertMaterial: MeshLambertMaterial,
        MeshDepthMaterial: MeshDepthMaterial,
        MeshDistanceMaterial: MeshDistanceMaterial,
        MeshBasicMaterial: MeshBasicMaterial,
        LineDashedMaterial: LineDashedMaterial,
        LineBasicMaterial: LineBasicMaterial,
        Material: Material
    });

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    var Cache = {

        enabled: false,

        files: {},

        add: function ( key, file ) {

            if ( this.enabled === false ) return;

            // console.log( 'THREE.Cache', 'Adding key:', key );

            this.files[ key ] = file;

        },

        get: function ( key ) {

            if ( this.enabled === false ) return;

            // console.log( 'THREE.Cache', 'Checking key:', key );

            return this.files[ key ];

        },

        remove: function ( key ) {

            delete this.files[ key ];

        },

        clear: function () {

            this.files = {};

        }

    };

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function LoadingManager( onLoad, onProgress, onError ) {

        var scope = this;

        var isLoading = false;
        var itemsLoaded = 0;
        var itemsTotal = 0;
        var urlModifier = undefined;

        this.onStart = undefined;
        this.onLoad = onLoad;
        this.onProgress = onProgress;
        this.onError = onError;

        this.itemStart = function ( url ) {

            itemsTotal ++;

            if ( isLoading === false ) {

                if ( scope.onStart !== undefined ) {

                    scope.onStart( url, itemsLoaded, itemsTotal );

                }

            }

            isLoading = true;

        };

        this.itemEnd = function ( url ) {

            itemsLoaded ++;

            if ( scope.onProgress !== undefined ) {

                scope.onProgress( url, itemsLoaded, itemsTotal );

            }

            if ( itemsLoaded === itemsTotal ) {

                isLoading = false;

                if ( scope.onLoad !== undefined ) {

                    scope.onLoad();

                }

            }

        };

        this.itemError = function ( url ) {

            if ( scope.onError !== undefined ) {

                scope.onError( url );

            }

        };

        this.resolveURL = function ( url ) {

            if ( urlModifier ) {

                return urlModifier( url );

            }

            return url;

        };

        this.setURLModifier = function ( transform ) {

            urlModifier = transform;
            return this;

        };

    }

    var DefaultLoadingManager = new LoadingManager();

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    var loading = {};

    function FileLoader( manager ) {

        this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;

    }

    Object.assign( FileLoader.prototype, {

        load: function ( url, onLoad, onProgress, onError ) {

            if ( url === undefined ) url = '';

            if ( this.path !== undefined ) url = this.path + url;

            url = this.manager.resolveURL( url );

            var scope = this;

            var cached = Cache.get( url );

            if ( cached !== undefined ) {

                scope.manager.itemStart( url );

                setTimeout( function () {

                    if ( onLoad ) onLoad( cached );

                    scope.manager.itemEnd( url );

                }, 0 );

                return cached;

            }

            // Check if request is duplicate

            if ( loading[ url ] !== undefined ) {

                loading[ url ].push( {

                    onLoad: onLoad,
                    onProgress: onProgress,
                    onError: onError

                } );

                return;

            }

            // Check for data: URI
            var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
            var dataUriRegexResult = url.match( dataUriRegex );

            // Safari can not handle Data URIs through XMLHttpRequest so process manually
            if ( dataUriRegexResult ) {

                var mimeType = dataUriRegexResult[ 1 ];
                var isBase64 = !! dataUriRegexResult[ 2 ];
                var data = dataUriRegexResult[ 3 ];

                data = window.decodeURIComponent( data );

                if ( isBase64 ) data = window.atob( data );

                try {

                    var response;
                    var responseType = ( this.responseType || '' ).toLowerCase();

                    switch ( responseType ) {

                        case 'arraybuffer':
                        case 'blob':

                            var view = new Uint8Array( data.length );

                            for ( var i = 0; i < data.length; i ++ ) {

                                view[ i ] = data.charCodeAt( i );

                            }

                            if ( responseType === 'blob' ) {

                                response = new Blob( [ view.buffer ], { type: mimeType } );

                            } else {

                                response = view.buffer;

                            }

                            break;

                        case 'document':

                            var parser = new DOMParser();
                            response = parser.parseFromString( data, mimeType );

                            break;

                        case 'json':

                            response = JSON.parse( data );

                            break;

                        default: // 'text' or other

                            response = data;

                            break;

                    }

                    // Wait for next browser tick like standard XMLHttpRequest event dispatching does
                    window.setTimeout( function () {

                        if ( onLoad ) onLoad( response );

                        scope.manager.itemEnd( url );

                    }, 0 );

                } catch ( error ) {

                    // Wait for next browser tick like standard XMLHttpRequest event dispatching does
                    window.setTimeout( function () {

                        if ( onError ) onError( error );

                        scope.manager.itemEnd( url );
                        scope.manager.itemError( url );

                    }, 0 );

                }

            } else {

                // Initialise array for duplicate requests

                loading[ url ] = [];

                loading[ url ].push( {

                    onLoad: onLoad,
                    onProgress: onProgress,
                    onError: onError

                } );

                var request = new XMLHttpRequest();

                request.open( 'GET', url, true );

                request.addEventListener( 'load', function ( event ) {

                    var response = this.response;

                    Cache.add( url, response );

                    var callbacks = loading[ url ];

                    delete loading[ url ];

                    if ( this.status === 200 || this.status === 0 ) {

                        // Some browsers return HTTP Status 0 when using non-http protocol
                        // e.g. 'file://' or 'data://'. Handle as success.

                        if ( this.status === 0 ) console.warn( 'THREE.FileLoader: HTTP Status 0 received.' );

                        for ( var i = 0, il = callbacks.length; i < il; i ++ ) {

                            var callback = callbacks[ i ];
                            if ( callback.onLoad ) callback.onLoad( response );

                        }

                        scope.manager.itemEnd( url );

                    } else {

                        for ( var i = 0, il = callbacks.length; i < il; i ++ ) {

                            var callback = callbacks[ i ];
                            if ( callback.onError ) callback.onError( event );

                        }

                        scope.manager.itemEnd( url );
                        scope.manager.itemError( url );

                    }

                }, false );

                request.addEventListener( 'progress', function ( event ) {

                    var callbacks = loading[ url ];

                    for ( var i = 0, il = callbacks.length; i < il; i ++ ) {

                        var callback = callbacks[ i ];
                        if ( callback.onProgress ) callback.onProgress( event );

                    }

                }, false );

                request.addEventListener( 'error', function ( event ) {

                    var callbacks = loading[ url ];

                    delete loading[ url ];

                    for ( var i = 0, il = callbacks.length; i < il; i ++ ) {

                        var callback = callbacks[ i ];
                        if ( callback.onError ) callback.onError( event );

                    }

                    scope.manager.itemEnd( url );
                    scope.manager.itemError( url );

                }, false );

                if ( this.responseType !== undefined ) request.responseType = this.responseType;
                if ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials;

                if ( request.overrideMimeType ) request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' );

                for ( var header in this.requestHeader ) {

                    request.setRequestHeader( header, this.requestHeader[ header ] );

                }

                request.send( null );

            }

            scope.manager.itemStart( url );

            return request;

        },

        setPath: function ( value ) {

            this.path = value;
            return this;

        },

        setResponseType: function ( value ) {

            this.responseType = value;
            return this;

        },

        setWithCredentials: function ( value ) {

            this.withCredentials = value;
            return this;

        },

        setMimeType: function ( value ) {

            this.mimeType = value;
            return this;

        },

        setRequestHeader: function ( value ) {

            this.requestHeader = value;
            return this;

        }

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     *
     * Abstract Base class to block based textures loader (dds, pvr, ...)
     */

    function CompressedTextureLoader( manager ) {

        this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;

        // override in sub classes
        this._parser = null;

    }

    Object.assign( CompressedTextureLoader.prototype, {

        load: function ( url, onLoad, onProgress, onError ) {

            var scope = this;

            var images = [];

            var texture = new CompressedTexture();
            texture.image = images;

            var loader = new FileLoader( this.manager );
            loader.setPath( this.path );
            loader.setResponseType( 'arraybuffer' );

            function loadTexture( i ) {

                loader.load( url[ i ], function ( buffer ) {

                    var texDatas = scope._parser( buffer, true );

                    images[ i ] = {
                        width: texDatas.width,
                        height: texDatas.height,
                        format: texDatas.format,
                        mipmaps: texDatas.mipmaps
                    };

                    loaded += 1;

                    if ( loaded === 6 ) {

                        if ( texDatas.mipmapCount === 1 )
                            texture.minFilter = LinearFilter;

                        texture.format = texDatas.format;
                        texture.needsUpdate = true;

                        if ( onLoad ) onLoad( texture );

                    }

                }, onProgress, onError );

            }

            if ( Array.isArray( url ) ) {

                var loaded = 0;

                for ( var i = 0, il = url.length; i < il; ++ i ) {

                    loadTexture( i );

                }

            } else {

                // compressed cubemap texture stored in a single DDS file

                loader.load( url, function ( buffer ) {

                    var texDatas = scope._parser( buffer, true );

                    if ( texDatas.isCubemap ) {

                        var faces = texDatas.mipmaps.length / texDatas.mipmapCount;

                        for ( var f = 0; f < faces; f ++ ) {

                            images[ f ] = { mipmaps: [] };

                            for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {

                                images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
                                images[ f ].format = texDatas.format;
                                images[ f ].width = texDatas.width;
                                images[ f ].height = texDatas.height;

                            }

                        }

                    } else {

                        texture.image.width = texDatas.width;
                        texture.image.height = texDatas.height;
                        texture.mipmaps = texDatas.mipmaps;

                    }

                    if ( texDatas.mipmapCount === 1 ) {

                        texture.minFilter = LinearFilter;

                    }

                    texture.format = texDatas.format;
                    texture.needsUpdate = true;

                    if ( onLoad ) onLoad( texture );

                }, onProgress, onError );

            }

            return texture;

        },

        setPath: function ( value ) {

            this.path = value;
            return this;

        }

    } );

    /**
     * @author Nikos M. / https://github.com/foo123/
     *
     * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
     */

    function DataTextureLoader( manager ) {

        this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;

        // override in sub classes
        this._parser = null;

    }

    Object.assign( DataTextureLoader.prototype, {

        load: function ( url, onLoad, onProgress, onError ) {

            var scope = this;

            var texture = new DataTexture();

            var loader = new FileLoader( this.manager );
            loader.setResponseType( 'arraybuffer' );

            loader.load( url, function ( buffer ) {

                var texData = scope._parser( buffer );

                if ( ! texData ) return;

                if ( undefined !== texData.image ) {

                    texture.image = texData.image;

                } else if ( undefined !== texData.data ) {

                    texture.image.width = texData.width;
                    texture.image.height = texData.height;
                    texture.image.data = texData.data;

                }

                texture.wrapS = undefined !== texData.wrapS ? texData.wrapS : ClampToEdgeWrapping;
                texture.wrapT = undefined !== texData.wrapT ? texData.wrapT : ClampToEdgeWrapping;

                texture.magFilter = undefined !== texData.magFilter ? texData.magFilter : LinearFilter;
                texture.minFilter = undefined !== texData.minFilter ? texData.minFilter : LinearMipMapLinearFilter;

                texture.anisotropy = undefined !== texData.anisotropy ? texData.anisotropy : 1;

                if ( undefined !== texData.format ) {

                    texture.format = texData.format;

                }
                if ( undefined !== texData.type ) {

                    texture.type = texData.type;

                }

                if ( undefined !== texData.mipmaps ) {

                    texture.mipmaps = texData.mipmaps;

                }

                if ( 1 === texData.mipmapCount ) {

                    texture.minFilter = LinearFilter;

                }

                texture.needsUpdate = true;

                if ( onLoad ) onLoad( texture, texData );

            }, onProgress, onError );


            return texture;

        }

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */


    function ImageLoader( manager ) {

        this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;

    }

    Object.assign( ImageLoader.prototype, {

        crossOrigin: 'anonymous',

        load: function ( url, onLoad, onProgress, onError ) {

            if ( url === undefined ) url = '';

            if ( this.path !== undefined ) url = this.path + url;

            url = this.manager.resolveURL( url );

            var scope = this;

            var cached = Cache.get( url );

            if ( cached !== undefined ) {

                scope.manager.itemStart( url );

                setTimeout( function () {

                    if ( onLoad ) onLoad( cached );

                    scope.manager.itemEnd( url );

                }, 0 );

                return cached;

            }

            var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );

            function onImageLoad() {

                image.removeEventListener( 'load', onImageLoad, false );
                image.removeEventListener( 'error', onImageError, false );

                Cache.add( url, this );

                if ( onLoad ) onLoad( this );

                scope.manager.itemEnd( url );

            }

            function onImageError( event ) {

                image.removeEventListener( 'load', onImageLoad, false );
                image.removeEventListener( 'error', onImageError, false );

                if ( onError ) onError( event );

                scope.manager.itemEnd( url );
                scope.manager.itemError( url );

            }

            image.addEventListener( 'load', onImageLoad, false );
            image.addEventListener( 'error', onImageError, false );

            if ( url.substr( 0, 5 ) !== 'data:' ) {

                if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;

            }

            scope.manager.itemStart( url );

            image.src = url;

            return image;

        },

        setCrossOrigin: function ( value ) {

            this.crossOrigin = value;
            return this;

        },

        setPath: function ( value ) {

            this.path = value;
            return this;

        }

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */


    function CubeTextureLoader( manager ) {

        this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;

    }

    Object.assign( CubeTextureLoader.prototype, {

        crossOrigin: 'anonymous',

        load: function ( urls, onLoad, onProgress, onError ) {

            var texture = new CubeTexture();

            var loader = new ImageLoader( this.manager );
            loader.setCrossOrigin( this.crossOrigin );
            loader.setPath( this.path );

            var loaded = 0;

            function loadTexture( i ) {

                loader.load( urls[ i ], function ( image ) {

                    texture.images[ i ] = image;

                    loaded ++;

                    if ( loaded === 6 ) {

                        texture.needsUpdate = true;

                        if ( onLoad ) onLoad( texture );

                    }

                }, undefined, onError );

            }

            for ( var i = 0; i < urls.length; ++ i ) {

                loadTexture( i );

            }

            return texture;

        },

        setCrossOrigin: function ( value ) {

            this.crossOrigin = value;
            return this;

        },

        setPath: function ( value ) {

            this.path = value;
            return this;

        }

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */


    function TextureLoader( manager ) {

        this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;

    }

    Object.assign( TextureLoader.prototype, {

        crossOrigin: 'anonymous',

        load: function ( url, onLoad, onProgress, onError ) {

            var texture = new Texture();

            var loader = new ImageLoader( this.manager );
            loader.setCrossOrigin( this.crossOrigin );
            loader.setPath( this.path );

            loader.load( url, function ( image ) {

                texture.image = image;

                // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
                var isJPEG = url.search( /\.(jpg|jpeg)$/ ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;

                texture.format = isJPEG ? RGBFormat : RGBAFormat;
                texture.needsUpdate = true;

                if ( onLoad !== undefined ) {

                    onLoad( texture );

                }

            }, onProgress, onError );

            return texture;

        },

        setCrossOrigin: function ( value ) {

            this.crossOrigin = value;
            return this;

        },

        setPath: function ( value ) {

            this.path = value;
            return this;

        }

    } );

    /**
     * @author zz85 / http://www.lab4games.net/zz85/blog
     * Extensible curve object
     *
     * Some common of curve methods:
     * .getPoint( t, optionalTarget ), .getTangent( t )
     * .getPointAt( u, optionalTarget ), .getTangentAt( u )
     * .getPoints(), .getSpacedPoints()
     * .getLength()
     * .updateArcLengths()
     *
     * This following curves inherit from THREE.Curve:
     *
     * -- 2D curves --
     * THREE.ArcCurve
     * THREE.CubicBezierCurve
     * THREE.EllipseCurve
     * THREE.LineCurve
     * THREE.QuadraticBezierCurve
     * THREE.SplineCurve
     *
     * -- 3D curves --
     * THREE.CatmullRomCurve3
     * THREE.CubicBezierCurve3
     * THREE.LineCurve3
     * THREE.QuadraticBezierCurve3
     *
     * A series of curves can be represented as a THREE.CurvePath.
     *
     **/

    /**************************************************************
     *  Abstract Curve base class
     **************************************************************/

    function Curve() {

        this.type = 'Curve';

        this.arcLengthDivisions = 200;

    }

    Object.assign( Curve.prototype, {

        // Virtual base class method to overwrite and implement in subclasses
        //  - t [0 .. 1]

        getPoint: function ( /* t, optionalTarget */ ) {

            console.warn( 'THREE.Curve: .getPoint() not implemented.' );
            return null;

        },

        // Get point at relative position in curve according to arc length
        // - u [0 .. 1]

        getPointAt: function ( u, optionalTarget ) {

            var t = this.getUtoTmapping( u );
            return this.getPoint( t, optionalTarget );

        },

        // Get sequence of points using getPoint( t )

        getPoints: function ( divisions ) {

            if ( divisions === undefined ) divisions = 5;

            var points = [];

            for ( var d = 0; d <= divisions; d ++ ) {

                points.push( this.getPoint( d / divisions ) );

            }

            return points;

        },

        // Get sequence of points using getPointAt( u )

        getSpacedPoints: function ( divisions ) {

            if ( divisions === undefined ) divisions = 5;

            var points = [];

            for ( var d = 0; d <= divisions; d ++ ) {

                points.push( this.getPointAt( d / divisions ) );

            }

            return points;

        },

        // Get total curve arc length

        getLength: function () {

            var lengths = this.getLengths();
            return lengths[ lengths.length - 1 ];

        },

        // Get list of cumulative segment lengths

        getLengths: function ( divisions ) {

            if ( divisions === undefined ) divisions = this.arcLengthDivisions;

            if ( this.cacheArcLengths &&
                ( this.cacheArcLengths.length === divisions + 1 ) &&
                ! this.needsUpdate ) {

                return this.cacheArcLengths;

            }

            this.needsUpdate = false;

            var cache = [];
            var current, last = this.getPoint( 0 );
            var p, sum = 0;

            cache.push( 0 );

            for ( p = 1; p <= divisions; p ++ ) {

                current = this.getPoint( p / divisions );
                sum += current.distanceTo( last );
                cache.push( sum );
                last = current;

            }

            this.cacheArcLengths = cache;

            return cache; // { sums: cache, sum: sum }; Sum is in the last element.

        },

        updateArcLengths: function () {

            this.needsUpdate = true;
            this.getLengths();

        },

        // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant

        getUtoTmapping: function ( u, distance ) {

            var arcLengths = this.getLengths();

            var i = 0, il = arcLengths.length;

            var targetArcLength; // The targeted u distance value to get

            if ( distance ) {

                targetArcLength = distance;

            } else {

                targetArcLength = u * arcLengths[ il - 1 ];

            }

            // binary search for the index with largest value smaller than target u distance

            var low = 0, high = il - 1, comparison;

            while ( low <= high ) {

                i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats

                comparison = arcLengths[ i ] - targetArcLength;

                if ( comparison < 0 ) {

                    low = i + 1;

                } else if ( comparison > 0 ) {

                    high = i - 1;

                } else {

                    high = i;
                    break;

                    // DONE

                }

            }

            i = high;

            if ( arcLengths[ i ] === targetArcLength ) {

                return i / ( il - 1 );

            }

            // we could get finer grain at lengths, or use simple interpolation between two points

            var lengthBefore = arcLengths[ i ];
            var lengthAfter = arcLengths[ i + 1 ];

            var segmentLength = lengthAfter - lengthBefore;

            // determine where we are between the 'before' and 'after' points

            var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;

            // add that fractional amount to t

            var t = ( i + segmentFraction ) / ( il - 1 );

            return t;

        },

        // Returns a unit vector tangent at t
        // In case any sub curve does not implement its tangent derivation,
        // 2 points a small delta apart will be used to find its gradient
        // which seems to give a reasonable approximation

        getTangent: function ( t ) {

            var delta = 0.0001;
            var t1 = t - delta;
            var t2 = t + delta;

            // Capping in case of danger

            if ( t1 < 0 ) t1 = 0;
            if ( t2 > 1 ) t2 = 1;

            var pt1 = this.getPoint( t1 );
            var pt2 = this.getPoint( t2 );

            var vec = pt2.clone().sub( pt1 );
            return vec.normalize();

        },

        getTangentAt: function ( u ) {

            var t = this.getUtoTmapping( u );
            return this.getTangent( t );

        },

        computeFrenetFrames: function ( segments, closed ) {

            // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf

            var normal = new Vector3();

            var tangents = [];
            var normals = [];
            var binormals = [];

            var vec = new Vector3();
            var mat = new Matrix4();

            var i, u, theta;

            // compute the tangent vectors for each segment on the curve

            for ( i = 0; i <= segments; i ++ ) {

                u = i / segments;

                tangents[ i ] = this.getTangentAt( u );
                tangents[ i ].normalize();

            }

            // select an initial normal vector perpendicular to the first tangent vector,
            // and in the direction of the minimum tangent xyz component

            normals[ 0 ] = new Vector3();
            binormals[ 0 ] = new Vector3();
            var min = Number.MAX_VALUE;
            var tx = Math.abs( tangents[ 0 ].x );
            var ty = Math.abs( tangents[ 0 ].y );
            var tz = Math.abs( tangents[ 0 ].z );

            if ( tx <= min ) {

                min = tx;
                normal.set( 1, 0, 0 );

            }

            if ( ty <= min ) {

                min = ty;
                normal.set( 0, 1, 0 );

            }

            if ( tz <= min ) {

                normal.set( 0, 0, 1 );

            }

            vec.crossVectors( tangents[ 0 ], normal ).normalize();

            normals[ 0 ].crossVectors( tangents[ 0 ], vec );
            binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );


            // compute the slowly-varying normal and binormal vectors for each segment on the curve

            for ( i = 1; i <= segments; i ++ ) {

                normals[ i ] = normals[ i - 1 ].clone();

                binormals[ i ] = binormals[ i - 1 ].clone();

                vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );

                if ( vec.length() > Number.EPSILON ) {

                    vec.normalize();

                    theta = Math.acos( _Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors

                    normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );

                }

                binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );

            }

            // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same

            if ( closed === true ) {

                theta = Math.acos( _Math.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
                theta /= segments;

                if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {

                    theta = - theta;

                }

                for ( i = 1; i <= segments; i ++ ) {

                    // twist a little...
                    normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
                    binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );

                }

            }

            return {
                tangents: tangents,
                normals: normals,
                binormals: binormals
            };

        },

        clone: function () {

            return new this.constructor().copy( this );

        },

        copy: function ( source ) {

            this.arcLengthDivisions = source.arcLengthDivisions;

            return this;

        },

        toJSON: function () {

            var data = {
                metadata: {
                    version: 4.5,
                    type: 'Curve',
                    generator: 'Curve.toJSON'
                }
            };

            data.arcLengthDivisions = this.arcLengthDivisions;
            data.type = this.type;

            return data;

        },

        fromJSON: function ( json ) {

            this.arcLengthDivisions = json.arcLengthDivisions;

            return this;

        }

    } );

    function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {

        Curve.call( this );

        this.type = 'EllipseCurve';

        this.aX = aX || 0;
        this.aY = aY || 0;

        this.xRadius = xRadius || 1;
        this.yRadius = yRadius || 1;

        this.aStartAngle = aStartAngle || 0;
        this.aEndAngle = aEndAngle || 2 * Math.PI;

        this.aClockwise = aClockwise || false;

        this.aRotation = aRotation || 0;

    }

    EllipseCurve.prototype = Object.create( Curve.prototype );
    EllipseCurve.prototype.constructor = EllipseCurve;

    EllipseCurve.prototype.isEllipseCurve = true;

    EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {

        var point = optionalTarget || new Vector2();

        var twoPi = Math.PI * 2;
        var deltaAngle = this.aEndAngle - this.aStartAngle;
        var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;

        // ensures that deltaAngle is 0 .. 2 PI
        while ( deltaAngle < 0 ) deltaAngle += twoPi;
        while ( deltaAngle > twoPi ) deltaAngle -= twoPi;

        if ( deltaAngle < Number.EPSILON ) {

            if ( samePoints ) {

                deltaAngle = 0;

            } else {

                deltaAngle = twoPi;

            }

        }

        if ( this.aClockwise === true && ! samePoints ) {

            if ( deltaAngle === twoPi ) {

                deltaAngle = - twoPi;

            } else {

                deltaAngle = deltaAngle - twoPi;

            }

        }

        var angle = this.aStartAngle + t * deltaAngle;
        var x = this.aX + this.xRadius * Math.cos( angle );
        var y = this.aY + this.yRadius * Math.sin( angle );

        if ( this.aRotation !== 0 ) {

            var cos = Math.cos( this.aRotation );
            var sin = Math.sin( this.aRotation );

            var tx = x - this.aX;
            var ty = y - this.aY;

            // Rotate the point about the center of the ellipse.
            x = tx * cos - ty * sin + this.aX;
            y = tx * sin + ty * cos + this.aY;

        }

        return point.set( x, y );

    };

    EllipseCurve.prototype.copy = function ( source ) {

        Curve.prototype.copy.call( this, source );

        this.aX = source.aX;
        this.aY = source.aY;

        this.xRadius = source.xRadius;
        this.yRadius = source.yRadius;

        this.aStartAngle = source.aStartAngle;
        this.aEndAngle = source.aEndAngle;

        this.aClockwise = source.aClockwise;

        this.aRotation = source.aRotation;

        return this;

    };


    EllipseCurve.prototype.toJSON = function () {

        var data = Curve.prototype.toJSON.call( this );

        data.aX = this.aX;
        data.aY = this.aY;

        data.xRadius = this.xRadius;
        data.yRadius = this.yRadius;

        data.aStartAngle = this.aStartAngle;
        data.aEndAngle = this.aEndAngle;

        data.aClockwise = this.aClockwise;

        data.aRotation = this.aRotation;

        return data;

    };

    EllipseCurve.prototype.fromJSON = function ( json ) {

        Curve.prototype.fromJSON.call( this, json );

        this.aX = json.aX;
        this.aY = json.aY;

        this.xRadius = json.xRadius;
        this.yRadius = json.yRadius;

        this.aStartAngle = json.aStartAngle;
        this.aEndAngle = json.aEndAngle;

        this.aClockwise = json.aClockwise;

        this.aRotation = json.aRotation;

        return this;

    };

    function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {

        EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );

        this.type = 'ArcCurve';

    }

    ArcCurve.prototype = Object.create( EllipseCurve.prototype );
    ArcCurve.prototype.constructor = ArcCurve;

    ArcCurve.prototype.isArcCurve = true;

    /**
     * @author zz85 https://github.com/zz85
     *
     * Centripetal CatmullRom Curve - which is useful for avoiding
     * cusps and self-intersections in non-uniform catmull rom curves.
     * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
     *
     * curve.type accepts centripetal(default), chordal and catmullrom
     * curve.tension is used for catmullrom which defaults to 0.5
     */


    /*
    Based on an optimized c++ solution in
     - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
     - http://ideone.com/NoEbVM

    This CubicPoly class could be used for reusing some variables and calculations,
    but for three.js curve use, it could be possible inlined and flatten into a single function call
    which can be placed in CurveUtils.
    */

    function CubicPoly() {

        var c0 = 0, c1 = 0, c2 = 0, c3 = 0;

        /*
         * Compute coefficients for a cubic polynomial
         *   p(s) = c0 + c1*s + c2*s^2 + c3*s^3
         * such that
         *   p(0) = x0, p(1) = x1
         *  and
         *   p'(0) = t0, p'(1) = t1.
         */
        function init( x0, x1, t0, t1 ) {

            c0 = x0;
            c1 = t0;
            c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
            c3 = 2 * x0 - 2 * x1 + t0 + t1;

        }

        return {

            initCatmullRom: function ( x0, x1, x2, x3, tension ) {

                init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );

            },

            initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {

                // compute tangents when parameterized in [t1,t2]
                var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
                var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;

                // rescale tangents for parametrization in [0,1]
                t1 *= dt1;
                t2 *= dt1;

                init( x1, x2, t1, t2 );

            },

            calc: function ( t ) {

                var t2 = t * t;
                var t3 = t2 * t;
                return c0 + c1 * t + c2 * t2 + c3 * t3;

            }

        };

    }

    //

    var tmp = new Vector3();
    var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();

    function CatmullRomCurve3( points, closed, curveType, tension ) {

        Curve.call( this );

        this.type = 'CatmullRomCurve3';

        this.points = points || [];
        this.closed = closed || false;
        this.curveType = curveType || 'centripetal';
        this.tension = tension || 0.5;

    }

    CatmullRomCurve3.prototype = Object.create( Curve.prototype );
    CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;

    CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;

    CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {

        var point = optionalTarget || new Vector3();

        var points = this.points;
        var l = points.length;

        var p = ( l - ( this.closed ? 0 : 1 ) ) * t;
        var intPoint = Math.floor( p );
        var weight = p - intPoint;

        if ( this.closed ) {

            intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;

        } else if ( weight === 0 && intPoint === l - 1 ) {

            intPoint = l - 2;
            weight = 1;

        }

        var p0, p1, p2, p3; // 4 points

        if ( this.closed || intPoint > 0 ) {

            p0 = points[ ( intPoint - 1 ) % l ];

        } else {

            // extrapolate first point
            tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
            p0 = tmp;

        }

        p1 = points[ intPoint % l ];
        p2 = points[ ( intPoint + 1 ) % l ];

        if ( this.closed || intPoint + 2 < l ) {

            p3 = points[ ( intPoint + 2 ) % l ];

        } else {

            // extrapolate last point
            tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
            p3 = tmp;

        }

        if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {

            // init Centripetal / Chordal Catmull-Rom
            var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
            var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
            var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
            var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );

            // safety check for repeated points
            if ( dt1 < 1e-4 ) dt1 = 1.0;
            if ( dt0 < 1e-4 ) dt0 = dt1;
            if ( dt2 < 1e-4 ) dt2 = dt1;

            px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
            py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
            pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );

        } else if ( this.curveType === 'catmullrom' ) {

            px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
            py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
            pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );

        }

        point.set(
            px.calc( weight ),
            py.calc( weight ),
            pz.calc( weight )
        );

        return point;

    };

    CatmullRomCurve3.prototype.copy = function ( source ) {

        Curve.prototype.copy.call( this, source );

        this.points = [];

        for ( var i = 0, l = source.points.length; i < l; i ++ ) {

            var point = source.points[ i ];

            this.points.push( point.clone() );

        }

        this.closed = source.closed;
        this.curveType = source.curveType;
        this.tension = source.tension;

        return this;

    };

    CatmullRomCurve3.prototype.toJSON = function () {

        var data = Curve.prototype.toJSON.call( this );

        data.points = [];

        for ( var i = 0, l = this.points.length; i < l; i ++ ) {

            var point = this.points[ i ];
            data.points.push( point.toArray() );

        }

        data.closed = this.closed;
        data.curveType = this.curveType;
        data.tension = this.tension;

        return data;

    };

    CatmullRomCurve3.prototype.fromJSON = function ( json ) {

        Curve.prototype.fromJSON.call( this, json );

        this.points = [];

        for ( var i = 0, l = json.points.length; i < l; i ++ ) {

            var point = json.points[ i ];
            this.points.push( new Vector3().fromArray( point ) );

        }

        this.closed = json.closed;
        this.curveType = json.curveType;
        this.tension = json.tension;

        return this;

    };

    /**
     * @author zz85 / http://www.lab4games.net/zz85/blog
     *
     * Bezier Curves formulas obtained from
     * http://en.wikipedia.org/wiki/Bézier_curve
     */

    function CatmullRom( t, p0, p1, p2, p3 ) {

        var v0 = ( p2 - p0 ) * 0.5;
        var v1 = ( p3 - p1 ) * 0.5;
        var t2 = t * t;
        var t3 = t * t2;
        return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;

    }

    //

    function QuadraticBezierP0( t, p ) {

        var k = 1 - t;
        return k * k * p;

    }

    function QuadraticBezierP1( t, p ) {

        return 2 * ( 1 - t ) * t * p;

    }

    function QuadraticBezierP2( t, p ) {

        return t * t * p;

    }

    function QuadraticBezier( t, p0, p1, p2 ) {

        return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
            QuadraticBezierP2( t, p2 );

    }

    //

    function CubicBezierP0( t, p ) {

        var k = 1 - t;
        return k * k * k * p;

    }

    function CubicBezierP1( t, p ) {

        var k = 1 - t;
        return 3 * k * k * t * p;

    }

    function CubicBezierP2( t, p ) {

        return 3 * ( 1 - t ) * t * t * p;

    }

    function CubicBezierP3( t, p ) {

        return t * t * t * p;

    }

    function CubicBezier( t, p0, p1, p2, p3 ) {

        return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
            CubicBezierP3( t, p3 );

    }

    function CubicBezierCurve( v0, v1, v2, v3 ) {

        Curve.call( this );

        this.type = 'CubicBezierCurve';

        this.v0 = v0 || new Vector2();
        this.v1 = v1 || new Vector2();
        this.v2 = v2 || new Vector2();
        this.v3 = v3 || new Vector2();

    }

    CubicBezierCurve.prototype = Object.create( Curve.prototype );
    CubicBezierCurve.prototype.constructor = CubicBezierCurve;

    CubicBezierCurve.prototype.isCubicBezierCurve = true;

    CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {

        var point = optionalTarget || new Vector2();

        var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;

        point.set(
            CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
            CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
        );

        return point;

    };

    CubicBezierCurve.prototype.copy = function ( source ) {

        Curve.prototype.copy.call( this, source );

        this.v0.copy( source.v0 );
        this.v1.copy( source.v1 );
        this.v2.copy( source.v2 );
        this.v3.copy( source.v3 );

        return this;

    };

    CubicBezierCurve.prototype.toJSON = function () {

        var data = Curve.prototype.toJSON.call( this );

        data.v0 = this.v0.toArray();
        data.v1 = this.v1.toArray();
        data.v2 = this.v2.toArray();
        data.v3 = this.v3.toArray();

        return data;

    };

    CubicBezierCurve.prototype.fromJSON = function ( json ) {

        Curve.prototype.fromJSON.call( this, json );

        this.v0.fromArray( json.v0 );
        this.v1.fromArray( json.v1 );
        this.v2.fromArray( json.v2 );
        this.v3.fromArray( json.v3 );

        return this;

    };

    function CubicBezierCurve3( v0, v1, v2, v3 ) {

        Curve.call( this );

        this.type = 'CubicBezierCurve3';

        this.v0 = v0 || new Vector3();
        this.v1 = v1 || new Vector3();
        this.v2 = v2 || new Vector3();
        this.v3 = v3 || new Vector3();

    }

    CubicBezierCurve3.prototype = Object.create( Curve.prototype );
    CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;

    CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;

    CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {

        var point = optionalTarget || new Vector3();

        var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;

        point.set(
            CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
            CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
            CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
        );

        return point;

    };

    CubicBezierCurve3.prototype.copy = function ( source ) {

        Curve.prototype.copy.call( this, source );

        this.v0.copy( source.v0 );
        this.v1.copy( source.v1 );
        this.v2.copy( source.v2 );
        this.v3.copy( source.v3 );

        return this;

    };

    CubicBezierCurve3.prototype.toJSON = function () {

        var data = Curve.prototype.toJSON.call( this );

        data.v0 = this.v0.toArray();
        data.v1 = this.v1.toArray();
        data.v2 = this.v2.toArray();
        data.v3 = this.v3.toArray();

        return data;

    };

    CubicBezierCurve3.prototype.fromJSON = function ( json ) {

        Curve.prototype.fromJSON.call( this, json );

        this.v0.fromArray( json.v0 );
        this.v1.fromArray( json.v1 );
        this.v2.fromArray( json.v2 );
        this.v3.fromArray( json.v3 );

        return this;

    };

    function LineCurve( v1, v2 ) {

        Curve.call( this );

        this.type = 'LineCurve';

        this.v1 = v1 || new Vector2();
        this.v2 = v2 || new Vector2();

    }

    LineCurve.prototype = Object.create( Curve.prototype );
    LineCurve.prototype.constructor = LineCurve;

    LineCurve.prototype.isLineCurve = true;

    LineCurve.prototype.getPoint = function ( t, optionalTarget ) {

        var point = optionalTarget || new Vector2();

        if ( t === 1 ) {

            point.copy( this.v2 );

        } else {

            point.copy( this.v2 ).sub( this.v1 );
            point.multiplyScalar( t ).add( this.v1 );

        }

        return point;

    };

    // Line curve is linear, so we can overwrite default getPointAt

    LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {

        return this.getPoint( u, optionalTarget );

    };

    LineCurve.prototype.getTangent = function ( /* t */ ) {

        var tangent = this.v2.clone().sub( this.v1 );

        return tangent.normalize();

    };

    LineCurve.prototype.copy = function ( source ) {

        Curve.prototype.copy.call( this, source );

        this.v1.copy( source.v1 );
        this.v2.copy( source.v2 );

        return this;

    };

    LineCurve.prototype.toJSON = function () {

        var data = Curve.prototype.toJSON.call( this );

        data.v1 = this.v1.toArray();
        data.v2 = this.v2.toArray();

        return data;

    };

    LineCurve.prototype.fromJSON = function ( json ) {

        Curve.prototype.fromJSON.call( this, json );

        this.v1.fromArray( json.v1 );
        this.v2.fromArray( json.v2 );

        return this;

    };

    function LineCurve3( v1, v2 ) {

        Curve.call( this );

        this.type = 'LineCurve3';

        this.v1 = v1 || new Vector3();
        this.v2 = v2 || new Vector3();

    }

    LineCurve3.prototype = Object.create( Curve.prototype );
    LineCurve3.prototype.constructor = LineCurve3;

    LineCurve3.prototype.isLineCurve3 = true;

    LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {

        var point = optionalTarget || new Vector3();

        if ( t === 1 ) {

            point.copy( this.v2 );

        } else {

            point.copy( this.v2 ).sub( this.v1 );
            point.multiplyScalar( t ).add( this.v1 );

        }

        return point;

    };

    // Line curve is linear, so we can overwrite default getPointAt

    LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {

        return this.getPoint( u, optionalTarget );

    };

    LineCurve3.prototype.copy = function ( source ) {

        Curve.prototype.copy.call( this, source );

        this.v1.copy( source.v1 );
        this.v2.copy( source.v2 );

        return this;

    };

    LineCurve3.prototype.toJSON = function () {

        var data = Curve.prototype.toJSON.call( this );

        data.v1 = this.v1.toArray();
        data.v2 = this.v2.toArray();

        return data;

    };

    LineCurve3.prototype.fromJSON = function ( json ) {

        Curve.prototype.fromJSON.call( this, json );

        this.v1.fromArray( json.v1 );
        this.v2.fromArray( json.v2 );

        return this;

    };

    function QuadraticBezierCurve( v0, v1, v2 ) {

        Curve.call( this );

        this.type = 'QuadraticBezierCurve';

        this.v0 = v0 || new Vector2();
        this.v1 = v1 || new Vector2();
        this.v2 = v2 || new Vector2();

    }

    QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
    QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;

    QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;

    QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {

        var point = optionalTarget || new Vector2();

        var v0 = this.v0, v1 = this.v1, v2 = this.v2;

        point.set(
            QuadraticBezier( t, v0.x, v1.x, v2.x ),
            QuadraticBezier( t, v0.y, v1.y, v2.y )
        );

        return point;

    };

    QuadraticBezierCurve.prototype.copy = function ( source ) {

        Curve.prototype.copy.call( this, source );

        this.v0.copy( source.v0 );
        this.v1.copy( source.v1 );
        this.v2.copy( source.v2 );

        return this;

    };

    QuadraticBezierCurve.prototype.toJSON = function () {

        var data = Curve.prototype.toJSON.call( this );

        data.v0 = this.v0.toArray();
        data.v1 = this.v1.toArray();
        data.v2 = this.v2.toArray();

        return data;

    };

    QuadraticBezierCurve.prototype.fromJSON = function ( json ) {

        Curve.prototype.fromJSON.call( this, json );

        this.v0.fromArray( json.v0 );
        this.v1.fromArray( json.v1 );
        this.v2.fromArray( json.v2 );

        return this;

    };

    function QuadraticBezierCurve3( v0, v1, v2 ) {

        Curve.call( this );

        this.type = 'QuadraticBezierCurve3';

        this.v0 = v0 || new Vector3();
        this.v1 = v1 || new Vector3();
        this.v2 = v2 || new Vector3();

    }

    QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
    QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;

    QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;

    QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {

        var point = optionalTarget || new Vector3();

        var v0 = this.v0, v1 = this.v1, v2 = this.v2;

        point.set(
            QuadraticBezier( t, v0.x, v1.x, v2.x ),
            QuadraticBezier( t, v0.y, v1.y, v2.y ),
            QuadraticBezier( t, v0.z, v1.z, v2.z )
        );

        return point;

    };

    QuadraticBezierCurve3.prototype.copy = function ( source ) {

        Curve.prototype.copy.call( this, source );

        this.v0.copy( source.v0 );
        this.v1.copy( source.v1 );
        this.v2.copy( source.v2 );

        return this;

    };

    QuadraticBezierCurve3.prototype.toJSON = function () {

        var data = Curve.prototype.toJSON.call( this );

        data.v0 = this.v0.toArray();
        data.v1 = this.v1.toArray();
        data.v2 = this.v2.toArray();

        return data;

    };

    QuadraticBezierCurve3.prototype.fromJSON = function ( json ) {

        Curve.prototype.fromJSON.call( this, json );

        this.v0.fromArray( json.v0 );
        this.v1.fromArray( json.v1 );
        this.v2.fromArray( json.v2 );

        return this;

    };

    function SplineCurve( points /* array of Vector2 */ ) {

        Curve.call( this );

        this.type = 'SplineCurve';

        this.points = points || [];

    }

    SplineCurve.prototype = Object.create( Curve.prototype );
    SplineCurve.prototype.constructor = SplineCurve;

    SplineCurve.prototype.isSplineCurve = true;

    SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {

        var point = optionalTarget || new Vector2();

        var points = this.points;
        var p = ( points.length - 1 ) * t;

        var intPoint = Math.floor( p );
        var weight = p - intPoint;

        var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
        var p1 = points[ intPoint ];
        var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
        var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];

        point.set(
            CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
            CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
        );

        return point;

    };

    SplineCurve.prototype.copy = function ( source ) {

        Curve.prototype.copy.call( this, source );

        this.points = [];

        for ( var i = 0, l = source.points.length; i < l; i ++ ) {

            var point = source.points[ i ];

            this.points.push( point.clone() );

        }

        return this;

    };

    SplineCurve.prototype.toJSON = function () {

        var data = Curve.prototype.toJSON.call( this );

        data.points = [];

        for ( var i = 0, l = this.points.length; i < l; i ++ ) {

            var point = this.points[ i ];
            data.points.push( point.toArray() );

        }

        return data;

    };

    SplineCurve.prototype.fromJSON = function ( json ) {

        Curve.prototype.fromJSON.call( this, json );

        this.points = [];

        for ( var i = 0, l = json.points.length; i < l; i ++ ) {

            var point = json.points[ i ];
            this.points.push( new Vector2().fromArray( point ) );

        }

        return this;

    };



    var Curves = /*#__PURE__*/Object.freeze({
        ArcCurve: ArcCurve,
        CatmullRomCurve3: CatmullRomCurve3,
        CubicBezierCurve: CubicBezierCurve,
        CubicBezierCurve3: CubicBezierCurve3,
        EllipseCurve: EllipseCurve,
        LineCurve: LineCurve,
        LineCurve3: LineCurve3,
        QuadraticBezierCurve: QuadraticBezierCurve,
        QuadraticBezierCurve3: QuadraticBezierCurve3,
        SplineCurve: SplineCurve
    });

    /**
     * @author zz85 / http://www.lab4games.net/zz85/blog
     *
     **/

    /**************************************************************
     *  Curved Path - a curve path is simply a array of connected
     *  curves, but retains the api of a curve
     **************************************************************/

    function CurvePath() {

        Curve.call( this );

        this.type = 'CurvePath';

        this.curves = [];
        this.autoClose = false; // Automatically closes the path

    }

    CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {

        constructor: CurvePath,

        add: function ( curve ) {

            this.curves.push( curve );

        },

        closePath: function () {

            // Add a line curve if start and end of lines are not connected
            var startPoint = this.curves[ 0 ].getPoint( 0 );
            var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );

            if ( ! startPoint.equals( endPoint ) ) {

                this.curves.push( new LineCurve( endPoint, startPoint ) );

            }

        },

        // To get accurate point with reference to
        // entire path distance at time t,
        // following has to be done:

        // 1. Length of each sub path have to be known
        // 2. Locate and identify type of curve
        // 3. Get t for the curve
        // 4. Return curve.getPointAt(t')

        getPoint: function ( t ) {

            var d = t * this.getLength();
            var curveLengths = this.getCurveLengths();
            var i = 0;

            // To think about boundaries points.

            while ( i < curveLengths.length ) {

                if ( curveLengths[ i ] >= d ) {

                    var diff = curveLengths[ i ] - d;
                    var curve = this.curves[ i ];

                    var segmentLength = curve.getLength();
                    var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;

                    return curve.getPointAt( u );

                }

                i ++;

            }

            return null;

            // loop where sum != 0, sum > d , sum+1 <d

        },

        // We cannot use the default THREE.Curve getPoint() with getLength() because in
        // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
        // getPoint() depends on getLength

        getLength: function () {

            var lens = this.getCurveLengths();
            return lens[ lens.length - 1 ];

        },

        // cacheLengths must be recalculated.
        updateArcLengths: function () {

            this.needsUpdate = true;
            this.cacheLengths = null;
            this.getCurveLengths();

        },

        // Compute lengths and cache them
        // We cannot overwrite getLengths() because UtoT mapping uses it.

        getCurveLengths: function () {

            // We use cache values if curves and cache array are same length

            if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {

                return this.cacheLengths;

            }

            // Get length of sub-curve
            // Push sums into cached array

            var lengths = [], sums = 0;

            for ( var i = 0, l = this.curves.length; i < l; i ++ ) {

                sums += this.curves[ i ].getLength();
                lengths.push( sums );

            }

            this.cacheLengths = lengths;

            return lengths;

        },

        getSpacedPoints: function ( divisions ) {

            if ( divisions === undefined ) divisions = 40;

            var points = [];

            for ( var i = 0; i <= divisions; i ++ ) {

                points.push( this.getPoint( i / divisions ) );

            }

            if ( this.autoClose ) {

                points.push( points[ 0 ] );

            }

            return points;

        },

        getPoints: function ( divisions ) {

            divisions = divisions || 12;

            var points = [], last;

            for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {

                var curve = curves[ i ];
                var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
                    : ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1
                        : ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
                            : divisions;

                var pts = curve.getPoints( resolution );

                for ( var j = 0; j < pts.length; j ++ ) {

                    var point = pts[ j ];

                    if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates

                    points.push( point );
                    last = point;

                }

            }

            if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {

                points.push( points[ 0 ] );

            }

            return points;

        },

        copy: function ( source ) {

            Curve.prototype.copy.call( this, source );

            this.curves = [];

            for ( var i = 0, l = source.curves.length; i < l; i ++ ) {

                var curve = source.curves[ i ];

                this.curves.push( curve.clone() );

            }

            this.autoClose = source.autoClose;

            return this;

        },

        toJSON: function () {

            var data = Curve.prototype.toJSON.call( this );

            data.autoClose = this.autoClose;
            data.curves = [];

            for ( var i = 0, l = this.curves.length; i < l; i ++ ) {

                var curve = this.curves[ i ];
                data.curves.push( curve.toJSON() );

            }

            return data;

        },

        fromJSON: function ( json ) {

            Curve.prototype.fromJSON.call( this, json );

            this.autoClose = json.autoClose;
            this.curves = [];

            for ( var i = 0, l = json.curves.length; i < l; i ++ ) {

                var curve = json.curves[ i ];
                this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );

            }

            return this;

        }

    } );

    /**
     * @author zz85 / http://www.lab4games.net/zz85/blog
     * Creates free form 2d path using series of points, lines or curves.
     **/

    function Path( points ) {

        CurvePath.call( this );

        this.type = 'Path';

        this.currentPoint = new Vector2();

        if ( points ) {

            this.setFromPoints( points );

        }

    }

    Path.prototype = Object.assign( Object.create( CurvePath.prototype ), {

        constructor: Path,

        setFromPoints: function ( points ) {

            this.moveTo( points[ 0 ].x, points[ 0 ].y );

            for ( var i = 1, l = points.length; i < l; i ++ ) {

                this.lineTo( points[ i ].x, points[ i ].y );

            }

        },

        moveTo: function ( x, y ) {

            this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?

        },

        lineTo: function ( x, y ) {

            var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
            this.curves.push( curve );

            this.currentPoint.set( x, y );

        },

        quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {

            var curve = new QuadraticBezierCurve(
                this.currentPoint.clone(),
                new Vector2( aCPx, aCPy ),
                new Vector2( aX, aY )
            );

            this.curves.push( curve );

            this.currentPoint.set( aX, aY );

        },

        bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {

            var curve = new CubicBezierCurve(
                this.currentPoint.clone(),
                new Vector2( aCP1x, aCP1y ),
                new Vector2( aCP2x, aCP2y ),
                new Vector2( aX, aY )
            );

            this.curves.push( curve );

            this.currentPoint.set( aX, aY );

        },

        splineThru: function ( pts /*Array of Vector*/ ) {

            var npts = [ this.currentPoint.clone() ].concat( pts );

            var curve = new SplineCurve( npts );
            this.curves.push( curve );

            this.currentPoint.copy( pts[ pts.length - 1 ] );

        },

        arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {

            var x0 = this.currentPoint.x;
            var y0 = this.currentPoint.y;

            this.absarc( aX + x0, aY + y0, aRadius,
                aStartAngle, aEndAngle, aClockwise );

        },

        absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {

            this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );

        },

        ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {

            var x0 = this.currentPoint.x;
            var y0 = this.currentPoint.y;

            this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );

        },

        absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {

            var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );

            if ( this.curves.length > 0 ) {

                // if a previous curve is present, attempt to join
                var firstPoint = curve.getPoint( 0 );

                if ( ! firstPoint.equals( this.currentPoint ) ) {

                    this.lineTo( firstPoint.x, firstPoint.y );

                }

            }

            this.curves.push( curve );

            var lastPoint = curve.getPoint( 1 );
            this.currentPoint.copy( lastPoint );

        },

        copy: function ( source ) {

            CurvePath.prototype.copy.call( this, source );

            this.currentPoint.copy( source.currentPoint );

            return this;

        },

        toJSON: function () {

            var data = CurvePath.prototype.toJSON.call( this );

            data.currentPoint = this.currentPoint.toArray();

            return data;

        },

        fromJSON: function ( json ) {

            CurvePath.prototype.fromJSON.call( this, json );

            this.currentPoint.fromArray( json.currentPoint );

            return this;

        }

    } );

    /**
     * @author zz85 / http://www.lab4games.net/zz85/blog
     * Defines a 2d shape plane using paths.
     **/

    // STEP 1 Create a path.
    // STEP 2 Turn path into shape.
    // STEP 3 ExtrudeGeometry takes in Shape/Shapes
    // STEP 3a - Extract points from each shape, turn to vertices
    // STEP 3b - Triangulate each shape, add faces.

    function Shape( points ) {

        Path.call( this, points );

        this.uuid = _Math.generateUUID();

        this.type = 'Shape';

        this.holes = [];

    }

    Shape.prototype = Object.assign( Object.create( Path.prototype ), {

        constructor: Shape,

        getPointsHoles: function ( divisions ) {

            var holesPts = [];

            for ( var i = 0, l = this.holes.length; i < l; i ++ ) {

                holesPts[ i ] = this.holes[ i ].getPoints( divisions );

            }

            return holesPts;

        },

        // get points of shape and holes (keypoints based on segments parameter)

        extractPoints: function ( divisions ) {

            return {

                shape: this.getPoints( divisions ),
                holes: this.getPointsHoles( divisions )

            };

        },

        copy: function ( source ) {

            Path.prototype.copy.call( this, source );

            this.holes = [];

            for ( var i = 0, l = source.holes.length; i < l; i ++ ) {

                var hole = source.holes[ i ];

                this.holes.push( hole.clone() );

            }

            return this;

        },

        toJSON: function () {

            var data = Path.prototype.toJSON.call( this );

            data.uuid = this.uuid;
            data.holes = [];

            for ( var i = 0, l = this.holes.length; i < l; i ++ ) {

                var hole = this.holes[ i ];
                data.holes.push( hole.toJSON() );

            }

            return data;

        },

        fromJSON: function ( json ) {

            Path.prototype.fromJSON.call( this, json );

            this.uuid = json.uuid;
            this.holes = [];

            for ( var i = 0, l = json.holes.length; i < l; i ++ ) {

                var hole = json.holes[ i ];
                this.holes.push( new Path().fromJSON( hole ) );

            }

            return this;

        }

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author alteredq / http://alteredqualia.com/
     */

    function Light( color, intensity ) {

        Object3D.call( this );

        this.type = 'Light';

        this.color = new Color( color );
        this.intensity = intensity !== undefined ? intensity : 1;

        this.receiveShadow = undefined;

    }

    Light.prototype = Object.assign( Object.create( Object3D.prototype ), {

        constructor: Light,

        isLight: true,

        copy: function ( source ) {

            Object3D.prototype.copy.call( this, source );

            this.color.copy( source.color );
            this.intensity = source.intensity;

            return this;

        },

        toJSON: function ( meta ) {

            var data = Object3D.prototype.toJSON.call( this, meta );

            data.object.color = this.color.getHex();
            data.object.intensity = this.intensity;

            if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();

            if ( this.distance !== undefined ) data.object.distance = this.distance;
            if ( this.angle !== undefined ) data.object.angle = this.angle;
            if ( this.decay !== undefined ) data.object.decay = this.decay;
            if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;

            if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();

            return data;

        }

    } );

    /**
     * @author alteredq / http://alteredqualia.com/
     */

    function HemisphereLight( skyColor, groundColor, intensity ) {

        Light.call( this, skyColor, intensity );

        this.type = 'HemisphereLight';

        this.castShadow = undefined;

        this.position.copy( Object3D.DefaultUp );
        this.updateMatrix();

        this.groundColor = new Color( groundColor );

    }

    HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {

        constructor: HemisphereLight,

        isHemisphereLight: true,

        copy: function ( source ) {

            Light.prototype.copy.call( this, source );

            this.groundColor.copy( source.groundColor );

            return this;

        }

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function LightShadow( camera ) {

        this.camera = camera;

        this.bias = 0;
        this.radius = 1;

        this.mapSize = new Vector2( 512, 512 );

        this.map = null;
        this.matrix = new Matrix4();

    }

    Object.assign( LightShadow.prototype, {

        copy: function ( source ) {

            this.camera = source.camera.clone();

            this.bias = source.bias;
            this.radius = source.radius;

            this.mapSize.copy( source.mapSize );

            return this;

        },

        clone: function () {

            return new this.constructor().copy( this );

        },

        toJSON: function () {

            var object = {};

            if ( this.bias !== 0 ) object.bias = this.bias;
            if ( this.radius !== 1 ) object.radius = this.radius;
            if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();

            object.camera = this.camera.toJSON( false ).object;
            delete object.camera.matrix;

            return object;

        }

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function SpotLightShadow() {

        LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );

    }

    SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {

        constructor: SpotLightShadow,

        isSpotLightShadow: true,

        update: function ( light ) {

            var camera = this.camera;

            var fov = _Math.RAD2DEG * 2 * light.angle;
            var aspect = this.mapSize.width / this.mapSize.height;
            var far = light.distance || camera.far;

            if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {

                camera.fov = fov;
                camera.aspect = aspect;
                camera.far = far;
                camera.updateProjectionMatrix();

            }

        }

    } );

    /**
     * @author alteredq / http://alteredqualia.com/
     */

    function SpotLight( color, intensity, distance, angle, penumbra, decay ) {

        Light.call( this, color, intensity );

        this.type = 'SpotLight';

        this.position.copy( Object3D.DefaultUp );
        this.updateMatrix();

        this.target = new Object3D();

        Object.defineProperty( this, 'power', {
            get: function () {

                // intensity = power per solid angle.
                // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
                return this.intensity * Math.PI;

            },
            set: function ( power ) {

                // intensity = power per solid angle.
                // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
                this.intensity = power / Math.PI;

            }
        } );

        this.distance = ( distance !== undefined ) ? distance : 0;
        this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
        this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
        this.decay = ( decay !== undefined ) ? decay : 1;   // for physically correct lights, should be 2.

        this.shadow = new SpotLightShadow();

    }

    SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {

        constructor: SpotLight,

        isSpotLight: true,

        copy: function ( source ) {

            Light.prototype.copy.call( this, source );

            this.distance = source.distance;
            this.angle = source.angle;
            this.penumbra = source.penumbra;
            this.decay = source.decay;

            this.target = source.target.clone();

            this.shadow = source.shadow.clone();

            return this;

        }

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */


    function PointLight( color, intensity, distance, decay ) {

        Light.call( this, color, intensity );

        this.type = 'PointLight';

        Object.defineProperty( this, 'power', {
            get: function () {

                // intensity = power per solid angle.
                // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
                return this.intensity * 4 * Math.PI;

            },
            set: function ( power ) {

                // intensity = power per solid angle.
                // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
                this.intensity = power / ( 4 * Math.PI );

            }
        } );

        this.distance = ( distance !== undefined ) ? distance : 0;
        this.decay = ( decay !== undefined ) ? decay : 1;   // for physically correct lights, should be 2.

        this.shadow = new LightShadow( new PerspectiveCamera( 90, 1, 0.5, 500 ) );

    }

    PointLight.prototype = Object.assign( Object.create( Light.prototype ), {

        constructor: PointLight,

        isPointLight: true,

        copy: function ( source ) {

            Light.prototype.copy.call( this, source );

            this.distance = source.distance;
            this.decay = source.decay;

            this.shadow = source.shadow.clone();

            return this;

        }

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function DirectionalLightShadow( ) {

        LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );

    }

    DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {

        constructor: DirectionalLightShadow

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author alteredq / http://alteredqualia.com/
     */

    function DirectionalLight( color, intensity ) {

        Light.call( this, color, intensity );

        this.type = 'DirectionalLight';

        this.position.copy( Object3D.DefaultUp );
        this.updateMatrix();

        this.target = new Object3D();

        this.shadow = new DirectionalLightShadow();

    }

    DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {

        constructor: DirectionalLight,

        isDirectionalLight: true,

        copy: function ( source ) {

            Light.prototype.copy.call( this, source );

            this.target = source.target.clone();

            this.shadow = source.shadow.clone();

            return this;

        }

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function AmbientLight( color, intensity ) {

        Light.call( this, color, intensity );

        this.type = 'AmbientLight';

        this.castShadow = undefined;

    }

    AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {

        constructor: AmbientLight,

        isAmbientLight: true

    } );

    /**
     * @author abelnation / http://github.com/abelnation
     */

    function RectAreaLight( color, intensity, width, height ) {

        Light.call( this, color, intensity );

        this.type = 'RectAreaLight';

        this.width = ( width !== undefined ) ? width : 10;
        this.height = ( height !== undefined ) ? height : 10;

    }

    RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {

        constructor: RectAreaLight,

        isRectAreaLight: true,

        copy: function ( source ) {

            Light.prototype.copy.call( this, source );

            this.width = source.width;
            this.height = source.height;

            return this;

        },

        toJSON: function ( meta ) {

            var data = Light.prototype.toJSON.call( this, meta );

            data.object.width = this.width;
            data.object.height = this.height;

            return data;

        }

    } );

    /**
     *
     * A Track that interpolates Strings
     *
     *
     * @author Ben Houston / http://clara.io/
     * @author David Sarno / http://lighthaus.us/
     * @author tschw
     */

    function StringKeyframeTrack( name, times, values, interpolation ) {

        KeyframeTrack.call( this, name, times, values, interpolation );

    }

    StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {

        constructor: StringKeyframeTrack,

        ValueTypeName: 'string',
        ValueBufferType: Array,

        DefaultInterpolation: InterpolateDiscrete,

        InterpolantFactoryMethodLinear: undefined,

        InterpolantFactoryMethodSmooth: undefined

    } );

    /**
     *
     * A Track of Boolean keyframe values.
     *
     *
     * @author Ben Houston / http://clara.io/
     * @author David Sarno / http://lighthaus.us/
     * @author tschw
     */

    function BooleanKeyframeTrack( name, times, values ) {

        KeyframeTrack.call( this, name, times, values );

    }

    BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {

        constructor: BooleanKeyframeTrack,

        ValueTypeName: 'bool',
        ValueBufferType: Array,

        DefaultInterpolation: InterpolateDiscrete,

        InterpolantFactoryMethodLinear: undefined,
        InterpolantFactoryMethodSmooth: undefined

        // Note: Actually this track could have a optimized / compressed
        // representation of a single value and a custom interpolant that
        // computes "firstValue ^ isOdd( index )".

    } );

    /**
     * Abstract base class of interpolants over parametric samples.
     *
     * The parameter domain is one dimensional, typically the time or a path
     * along a curve defined by the data.
     *
     * The sample values can have any dimensionality and derived classes may
     * apply special interpretations to the data.
     *
     * This class provides the interval seek in a Template Method, deferring
     * the actual interpolation to derived classes.
     *
     * Time complexity is O(1) for linear access crossing at most two points
     * and O(log N) for random access, where N is the number of positions.
     *
     * References:
     *
     *      http://www.oodesign.com/template-method-pattern.html
     *
     * @author tschw
     */

    function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {

        this.parameterPositions = parameterPositions;
        this._cachedIndex = 0;

        this.resultBuffer = resultBuffer !== undefined ?
            resultBuffer : new sampleValues.constructor( sampleSize );
        this.sampleValues = sampleValues;
        this.valueSize = sampleSize;

    }

    Object.assign( Interpolant.prototype, {

        evaluate: function ( t ) {

            var pp = this.parameterPositions,
                i1 = this._cachedIndex,

                t1 = pp[ i1 ],
                t0 = pp[ i1 - 1 ];

            validate_interval: {

                seek: {

                    var right;

                    linear_scan: {

                        //- See http://jsperf.com/comparison-to-undefined/3
                        //- slower code:
                        //-
                        //-                 if ( t >= t1 || t1 === undefined ) {
                        forward_scan: if ( ! ( t < t1 ) ) {

                            for ( var giveUpAt = i1 + 2; ; ) {

                                if ( t1 === undefined ) {

                                    if ( t < t0 ) break forward_scan;

                                    // after end

                                    i1 = pp.length;
                                    this._cachedIndex = i1;
                                    return this.afterEnd_( i1 - 1, t, t0 );

                                }

                                if ( i1 === giveUpAt ) break; // this loop

                                t0 = t1;
                                t1 = pp[ ++ i1 ];

                                if ( t < t1 ) {

                                    // we have arrived at the sought interval
                                    break seek;

                                }

                            }

                            // prepare binary search on the right side of the index
                            right = pp.length;
                            break linear_scan;

                        }

                        //- slower code:
                        //-                 if ( t < t0 || t0 === undefined ) {
                        if ( ! ( t >= t0 ) ) {

                            // looping?

                            var t1global = pp[ 1 ];

                            if ( t < t1global ) {

                                i1 = 2; // + 1, using the scan for the details
                                t0 = t1global;

                            }

                            // linear reverse scan

                            for ( var giveUpAt = i1 - 2; ; ) {

                                if ( t0 === undefined ) {

                                    // before start

                                    this._cachedIndex = 0;
                                    return this.beforeStart_( 0, t, t1 );

                                }

                                if ( i1 === giveUpAt ) break; // this loop

                                t1 = t0;
                                t0 = pp[ -- i1 - 1 ];

                                if ( t >= t0 ) {

                                    // we have arrived at the sought interval
                                    break seek;

                                }

                            }

                            // prepare binary search on the left side of the index
                            right = i1;
                            i1 = 0;
                            break linear_scan;

                        }

                        // the interval is valid

                        break validate_interval;

                    } // linear scan

                    // binary search

                    while ( i1 < right ) {

                        var mid = ( i1 + right ) >>> 1;

                        if ( t < pp[ mid ] ) {

                            right = mid;

                        } else {

                            i1 = mid + 1;

                        }

                    }

                    t1 = pp[ i1 ];
                    t0 = pp[ i1 - 1 ];

                    // check boundary cases, again

                    if ( t0 === undefined ) {

                        this._cachedIndex = 0;
                        return this.beforeStart_( 0, t, t1 );

                    }

                    if ( t1 === undefined ) {

                        i1 = pp.length;
                        this._cachedIndex = i1;
                        return this.afterEnd_( i1 - 1, t0, t );

                    }

                } // seek

                this._cachedIndex = i1;

                this.intervalChanged_( i1, t0, t1 );

            } // validate_interval

            return this.interpolate_( i1, t0, t, t1 );

        },

        settings: null, // optional, subclass-specific settings structure
        // Note: The indirection allows central control of many interpolants.

        // --- Protected interface

        DefaultSettings_: {},

        getSettings_: function () {

            return this.settings || this.DefaultSettings_;

        },

        copySampleValue_: function ( index ) {

            // copies a sample value to the result buffer

            var result = this.resultBuffer,
                values = this.sampleValues,
                stride = this.valueSize,
                offset = index * stride;

            for ( var i = 0; i !== stride; ++ i ) {

                result[ i ] = values[ offset + i ];

            }

            return result;

        },

        // Template methods for derived classes:

        interpolate_: function ( /* i1, t0, t, t1 */ ) {

            throw new Error( 'call to abstract method' );
            // implementations shall return this.resultBuffer

        },

        intervalChanged_: function ( /* i1, t0, t1 */ ) {

            // empty

        }

    } );

    //!\ DECLARE ALIAS AFTER assign prototype !
    Object.assign( Interpolant.prototype, {

        //( 0, t, t0 ), returns this.resultBuffer
        beforeStart_: Interpolant.prototype.copySampleValue_,

        //( N-1, tN-1, t ), returns this.resultBuffer
        afterEnd_: Interpolant.prototype.copySampleValue_,

    } );

    /**
     * Spherical linear unit quaternion interpolant.
     *
     * @author tschw
     */

    function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {

        Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );

    }

    QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {

        constructor: QuaternionLinearInterpolant,

        interpolate_: function ( i1, t0, t, t1 ) {

            var result = this.resultBuffer,
                values = this.sampleValues,
                stride = this.valueSize,

                offset = i1 * stride,

                alpha = ( t - t0 ) / ( t1 - t0 );

            for ( var end = offset + stride; offset !== end; offset += 4 ) {

                Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );

            }

            return result;

        }

    } );

    /**
     *
     * A Track of quaternion keyframe values.
     *
     * @author Ben Houston / http://clara.io/
     * @author David Sarno / http://lighthaus.us/
     * @author tschw
     */

    function QuaternionKeyframeTrack( name, times, values, interpolation ) {

        KeyframeTrack.call( this, name, times, values, interpolation );

    }

    QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {

        constructor: QuaternionKeyframeTrack,

        ValueTypeName: 'quaternion',

        // ValueBufferType is inherited

        DefaultInterpolation: InterpolateLinear,

        InterpolantFactoryMethodLinear: function ( result ) {

            return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );

        },

        InterpolantFactoryMethodSmooth: undefined // not yet implemented

    } );

    /**
     *
     * A Track of keyframe values that represent color.
     *
     *
     * @author Ben Houston / http://clara.io/
     * @author David Sarno / http://lighthaus.us/
     * @author tschw
     */

    function ColorKeyframeTrack( name, times, values, interpolation ) {

        KeyframeTrack.call( this, name, times, values, interpolation );

    }

    ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {

        constructor: ColorKeyframeTrack,

        ValueTypeName: 'color'

        // ValueBufferType is inherited

        // DefaultInterpolation is inherited

        // Note: Very basic implementation and nothing special yet.
        // However, this is the place for color space parameterization.

    } );

    /**
     *
     * A Track of numeric keyframe values.
     *
     * @author Ben Houston / http://clara.io/
     * @author David Sarno / http://lighthaus.us/
     * @author tschw
     */

    function NumberKeyframeTrack( name, times, values, interpolation ) {

        KeyframeTrack.call( this, name, times, values, interpolation );

    }

    NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {

        constructor: NumberKeyframeTrack,

        ValueTypeName: 'number'

        // ValueBufferType is inherited

        // DefaultInterpolation is inherited

    } );

    /**
     * Fast and simple cubic spline interpolant.
     *
     * It was derived from a Hermitian construction setting the first derivative
     * at each sample position to the linear slope between neighboring positions
     * over their parameter interval.
     *
     * @author tschw
     */

    function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {

        Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );

        this._weightPrev = - 0;
        this._offsetPrev = - 0;
        this._weightNext = - 0;
        this._offsetNext = - 0;

    }

    CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {

        constructor: CubicInterpolant,

        DefaultSettings_: {

            endingStart: ZeroCurvatureEnding,
            endingEnd: ZeroCurvatureEnding

        },

        intervalChanged_: function ( i1, t0, t1 ) {

            var pp = this.parameterPositions,
                iPrev = i1 - 2,
                iNext = i1 + 1,

                tPrev = pp[ iPrev ],
                tNext = pp[ iNext ];

            if ( tPrev === undefined ) {

                switch ( this.getSettings_().endingStart ) {

                    case ZeroSlopeEnding:

                        // f'(t0) = 0
                        iPrev = i1;
                        tPrev = 2 * t0 - t1;

                        break;

                    case WrapAroundEnding:

                        // use the other end of the curve
                        iPrev = pp.length - 2;
                        tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];

                        break;

                    default: // ZeroCurvatureEnding

                        // f''(t0) = 0 a.k.a. Natural Spline
                        iPrev = i1;
                        tPrev = t1;

                }

            }

            if ( tNext === undefined ) {

                switch ( this.getSettings_().endingEnd ) {

                    case ZeroSlopeEnding:

                        // f'(tN) = 0
                        iNext = i1;
                        tNext = 2 * t1 - t0;

                        break;

                    case WrapAroundEnding:

                        // use the other end of the curve
                        iNext = 1;
                        tNext = t1 + pp[ 1 ] - pp[ 0 ];

                        break;

                    default: // ZeroCurvatureEnding

                        // f''(tN) = 0, a.k.a. Natural Spline
                        iNext = i1 - 1;
                        tNext = t0;

                }

            }

            var halfDt = ( t1 - t0 ) * 0.5,
                stride = this.valueSize;

            this._weightPrev = halfDt / ( t0 - tPrev );
            this._weightNext = halfDt / ( tNext - t1 );
            this._offsetPrev = iPrev * stride;
            this._offsetNext = iNext * stride;

        },

        interpolate_: function ( i1, t0, t, t1 ) {

            var result = this.resultBuffer,
                values = this.sampleValues,
                stride = this.valueSize,

                o1 = i1 * stride,       o0 = o1 - stride,
                oP = this._offsetPrev,  oN = this._offsetNext,
                wP = this._weightPrev,  wN = this._weightNext,

                p = ( t - t0 ) / ( t1 - t0 ),
                pp = p * p,
                ppp = pp * p;

            // evaluate polynomials

            var sP = - wP * ppp + 2 * wP * pp - wP * p;
            var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
            var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
            var sN = wN * ppp - wN * pp;

            // combine data linearly

            for ( var i = 0; i !== stride; ++ i ) {

                result[ i ] =
                        sP * values[ oP + i ] +
                        s0 * values[ o0 + i ] +
                        s1 * values[ o1 + i ] +
                        sN * values[ oN + i ];

            }

            return result;

        }

    } );

    /**
     * @author tschw
     */

    function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {

        Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );

    }

    LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {

        constructor: LinearInterpolant,

        interpolate_: function ( i1, t0, t, t1 ) {

            var result = this.resultBuffer,
                values = this.sampleValues,
                stride = this.valueSize,

                offset1 = i1 * stride,
                offset0 = offset1 - stride,

                weight1 = ( t - t0 ) / ( t1 - t0 ),
                weight0 = 1 - weight1;

            for ( var i = 0; i !== stride; ++ i ) {

                result[ i ] =
                        values[ offset0 + i ] * weight0 +
                        values[ offset1 + i ] * weight1;

            }

            return result;

        }

    } );

    /**
     *
     * Interpolant that evaluates to the sample value at the position preceeding
     * the parameter.
     *
     * @author tschw
     */

    function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {

        Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );

    }

    DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {

        constructor: DiscreteInterpolant,

        interpolate_: function ( i1 /*, t0, t, t1 */ ) {

            return this.copySampleValue_( i1 - 1 );

        }

    } );

    /**
     * @author tschw
     * @author Ben Houston / http://clara.io/
     * @author David Sarno / http://lighthaus.us/
     */

    var AnimationUtils = {

        // same as Array.prototype.slice, but also works on typed arrays
        arraySlice: function ( array, from, to ) {

            if ( AnimationUtils.isTypedArray( array ) ) {

                // in ios9 array.subarray(from, undefined) will return empty array
                // but array.subarray(from) or array.subarray(from, len) is correct
                return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );

            }

            return array.slice( from, to );

        },

        // converts an array to a specific type
        convertArray: function ( array, type, forceClone ) {

            if ( ! array || // let 'undefined' and 'null' pass
                    ! forceClone && array.constructor === type ) return array;

            if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {

                return new type( array ); // create typed array

            }

            return Array.prototype.slice.call( array ); // create Array

        },

        isTypedArray: function ( object ) {

            return ArrayBuffer.isView( object ) &&
                    ! ( object instanceof DataView );

        },

        // returns an array by which times and values can be sorted
        getKeyframeOrder: function ( times ) {

            function compareTime( i, j ) {

                return times[ i ] - times[ j ];

            }

            var n = times.length;
            var result = new Array( n );
            for ( var i = 0; i !== n; ++ i ) result[ i ] = i;

            result.sort( compareTime );

            return result;

        },

        // uses the array previously returned by 'getKeyframeOrder' to sort data
        sortedArray: function ( values, stride, order ) {

            var nValues = values.length;
            var result = new values.constructor( nValues );

            for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {

                var srcOffset = order[ i ] * stride;

                for ( var j = 0; j !== stride; ++ j ) {

                    result[ dstOffset ++ ] = values[ srcOffset + j ];

                }

            }

            return result;

        },

        // function for parsing AOS keyframe formats
        flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {

            var i = 1, key = jsonKeys[ 0 ];

            while ( key !== undefined && key[ valuePropertyName ] === undefined ) {

                key = jsonKeys[ i ++ ];

            }

            if ( key === undefined ) return; // no data

            var value = key[ valuePropertyName ];
            if ( value === undefined ) return; // no data

            if ( Array.isArray( value ) ) {

                do {

                    value = key[ valuePropertyName ];

                    if ( value !== undefined ) {

                        times.push( key.time );
                        values.push.apply( values, value ); // push all elements

                    }

                    key = jsonKeys[ i ++ ];

                } while ( key !== undefined );

            } else if ( value.toArray !== undefined ) {

                // ...assume THREE.Math-ish

                do {

                    value = key[ valuePropertyName ];

                    if ( value !== undefined ) {

                        times.push( key.time );
                        value.toArray( values, values.length );

                    }

                    key = jsonKeys[ i ++ ];

                } while ( key !== undefined );

            } else {

                // otherwise push as-is

                do {

                    value = key[ valuePropertyName ];

                    if ( value !== undefined ) {

                        times.push( key.time );
                        values.push( value );

                    }

                    key = jsonKeys[ i ++ ];

                } while ( key !== undefined );

            }

        }

    };

    /**
     *
     * A timed sequence of keyframes for a specific property.
     *
     *
     * @author Ben Houston / http://clara.io/
     * @author David Sarno / http://lighthaus.us/
     * @author tschw
     */

    function KeyframeTrack( name, times, values, interpolation ) {

        if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );
        if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );

        this.name = name;

        this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
        this.values = AnimationUtils.convertArray( values, this.ValueBufferType );

        this.setInterpolation( interpolation || this.DefaultInterpolation );

        this.validate();
        this.optimize();

    }

    // Static methods:

    Object.assign( KeyframeTrack, {

        // Serialization (in static context, because of constructor invocation
        // and automatic invocation of .toJSON):

        parse: function ( json ) {

            if ( json.type === undefined ) {

                throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );

            }

            var trackType = KeyframeTrack._getTrackTypeForValueTypeName( json.type );

            if ( json.times === undefined ) {

                var times = [], values = [];

                AnimationUtils.flattenJSON( json.keys, times, values, 'value' );

                json.times = times;
                json.values = values;

            }

            // derived classes can define a static parse method
            if ( trackType.parse !== undefined ) {

                return trackType.parse( json );

            } else {

                // by default, we assume a constructor compatible with the base
                return new trackType( json.name, json.times, json.values, json.interpolation );

            }

        },

        toJSON: function ( track ) {

            var trackType = track.constructor;

            var json;

            // derived classes can define a static toJSON method
            if ( trackType.toJSON !== undefined ) {

                json = trackType.toJSON( track );

            } else {

                // by default, we assume the data can be serialized as-is
                json = {

                    'name': track.name,
                    'times': AnimationUtils.convertArray( track.times, Array ),
                    'values': AnimationUtils.convertArray( track.values, Array )

                };

                var interpolation = track.getInterpolation();

                if ( interpolation !== track.DefaultInterpolation ) {

                    json.interpolation = interpolation;

                }

            }

            json.type = track.ValueTypeName; // mandatory

            return json;

        },

        _getTrackTypeForValueTypeName: function ( typeName ) {

            switch ( typeName.toLowerCase() ) {

                case 'scalar':
                case 'double':
                case 'float':
                case 'number':
                case 'integer':

                    return NumberKeyframeTrack;

                case 'vector':
                case 'vector2':
                case 'vector3':
                case 'vector4':

                    return VectorKeyframeTrack;

                case 'color':

                    return ColorKeyframeTrack;

                case 'quaternion':

                    return QuaternionKeyframeTrack;

                case 'bool':
                case 'boolean':

                    return BooleanKeyframeTrack;

                case 'string':

                    return StringKeyframeTrack;

            }

            throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );

        }

    } );

    Object.assign( KeyframeTrack.prototype, {

        constructor: KeyframeTrack,

        TimeBufferType: Float32Array,

        ValueBufferType: Float32Array,

        DefaultInterpolation: InterpolateLinear,

        InterpolantFactoryMethodDiscrete: function ( result ) {

            return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );

        },

        InterpolantFactoryMethodLinear: function ( result ) {

            return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );

        },

        InterpolantFactoryMethodSmooth: function ( result ) {

            return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );

        },

        setInterpolation: function ( interpolation ) {

            var factoryMethod;

            switch ( interpolation ) {

                case InterpolateDiscrete:

                    factoryMethod = this.InterpolantFactoryMethodDiscrete;

                    break;

                case InterpolateLinear:

                    factoryMethod = this.InterpolantFactoryMethodLinear;

                    break;

                case InterpolateSmooth:

                    factoryMethod = this.InterpolantFactoryMethodSmooth;

                    break;

            }

            if ( factoryMethod === undefined ) {

                var message = "unsupported interpolation for " +
                    this.ValueTypeName + " keyframe track named " + this.name;

                if ( this.createInterpolant === undefined ) {

                    // fall back to default, unless the default itself is messed up
                    if ( interpolation !== this.DefaultInterpolation ) {

                        this.setInterpolation( this.DefaultInterpolation );

                    } else {

                        throw new Error( message ); // fatal, in this case

                    }

                }

                console.warn( 'THREE.KeyframeTrack:', message );
                return;

            }

            this.createInterpolant = factoryMethod;

        },

        getInterpolation: function () {

            switch ( this.createInterpolant ) {

                case this.InterpolantFactoryMethodDiscrete:

                    return InterpolateDiscrete;

                case this.InterpolantFactoryMethodLinear:

                    return InterpolateLinear;

                case this.InterpolantFactoryMethodSmooth:

                    return InterpolateSmooth;

            }

        },

        getValueSize: function () {

            return this.values.length / this.times.length;

        },

        // move all keyframes either forwards or backwards in time
        shift: function ( timeOffset ) {

            if ( timeOffset !== 0.0 ) {

                var times = this.times;

                for ( var i = 0, n = times.length; i !== n; ++ i ) {

                    times[ i ] += timeOffset;

                }

            }

            return this;

        },

        // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
        scale: function ( timeScale ) {

            if ( timeScale !== 1.0 ) {

                var times = this.times;

                for ( var i = 0, n = times.length; i !== n; ++ i ) {

                    times[ i ] *= timeScale;

                }

            }

            return this;

        },

        // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
        // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
        trim: function ( startTime, endTime ) {

            var times = this.times,
                nKeys = times.length,
                from = 0,
                to = nKeys - 1;

            while ( from !== nKeys && times[ from ] < startTime ) {

                ++ from;

            }

            while ( to !== - 1 && times[ to ] > endTime ) {

                -- to;

            }

            ++ to; // inclusive -> exclusive bound

            if ( from !== 0 || to !== nKeys ) {

                // empty tracks are forbidden, so keep at least one keyframe
                if ( from >= to ) to = Math.max( to, 1 ), from = to - 1;

                var stride = this.getValueSize();
                this.times = AnimationUtils.arraySlice( times, from, to );
                this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );

            }

            return this;

        },

        // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
        validate: function () {

            var valid = true;

            var valueSize = this.getValueSize();
            if ( valueSize - Math.floor( valueSize ) !== 0 ) {

                console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
                valid = false;

            }

            var times = this.times,
                values = this.values,

                nKeys = times.length;

            if ( nKeys === 0 ) {

                console.error( 'THREE.KeyframeTrack: Track is empty.', this );
                valid = false;

            }

            var prevTime = null;

            for ( var i = 0; i !== nKeys; i ++ ) {

                var currTime = times[ i ];

                if ( typeof currTime === 'number' && isNaN( currTime ) ) {

                    console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
                    valid = false;
                    break;

                }

                if ( prevTime !== null && prevTime > currTime ) {

                    console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
                    valid = false;
                    break;

                }

                prevTime = currTime;

            }

            if ( values !== undefined ) {

                if ( AnimationUtils.isTypedArray( values ) ) {

                    for ( var i = 0, n = values.length; i !== n; ++ i ) {

                        var value = values[ i ];

                        if ( isNaN( value ) ) {

                            console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );
                            valid = false;
                            break;

                        }

                    }

                }

            }

            return valid;

        },

        // removes equivalent sequential keys as common in morph target sequences
        // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
        optimize: function () {

            var times = this.times,
                values = this.values,
                stride = this.getValueSize(),

                smoothInterpolation = this.getInterpolation() === InterpolateSmooth,

                writeIndex = 1,
                lastIndex = times.length - 1;

            for ( var i = 1; i < lastIndex; ++ i ) {

                var keep = false;

                var time = times[ i ];
                var timeNext = times[ i + 1 ];

                // remove adjacent keyframes scheduled at the same time

                if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {

                    if ( ! smoothInterpolation ) {

                        // remove unnecessary keyframes same as their neighbors

                        var offset = i * stride,
                            offsetP = offset - stride,
                            offsetN = offset + stride;

                        for ( var j = 0; j !== stride; ++ j ) {

                            var value = values[ offset + j ];

                            if ( value !== values[ offsetP + j ] ||
                                value !== values[ offsetN + j ] ) {

                                keep = true;
                                break;

                            }

                        }

                    } else {

                        keep = true;

                    }

                }

                // in-place compaction

                if ( keep ) {

                    if ( i !== writeIndex ) {

                        times[ writeIndex ] = times[ i ];

                        var readOffset = i * stride,
                            writeOffset = writeIndex * stride;

                        for ( var j = 0; j !== stride; ++ j ) {

                            values[ writeOffset + j ] = values[ readOffset + j ];

                        }

                    }

                    ++ writeIndex;

                }

            }

            // flush last keyframe (compaction looks ahead)

            if ( lastIndex > 0 ) {

                times[ writeIndex ] = times[ lastIndex ];

                for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {

                    values[ writeOffset + j ] = values[ readOffset + j ];

                }

                ++ writeIndex;

            }

            if ( writeIndex !== times.length ) {

                this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
                this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );

            }

            return this;

        }

    } );

    /**
     *
     * A Track of vectored keyframe values.
     *
     *
     * @author Ben Houston / http://clara.io/
     * @author David Sarno / http://lighthaus.us/
     * @author tschw
     */

    function VectorKeyframeTrack( name, times, values, interpolation ) {

        KeyframeTrack.call( this, name, times, values, interpolation );

    }

    VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {

        constructor: VectorKeyframeTrack,

        ValueTypeName: 'vector'

        // ValueBufferType is inherited

        // DefaultInterpolation is inherited

    } );

    /**
     *
     * Reusable set of Tracks that represent an animation.
     *
     * @author Ben Houston / http://clara.io/
     * @author David Sarno / http://lighthaus.us/
     */

    function AnimationClip( name, duration, tracks ) {

        this.name = name;
        this.tracks = tracks;
        this.duration = ( duration !== undefined ) ? duration : - 1;

        this.uuid = _Math.generateUUID();

        // this means it should figure out its duration by scanning the tracks
        if ( this.duration < 0 ) {

            this.resetDuration();

        }

        this.optimize();

    }

    Object.assign( AnimationClip, {

        parse: function ( json ) {

            var tracks = [],
                jsonTracks = json.tracks,
                frameTime = 1.0 / ( json.fps || 1.0 );

            for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {

                tracks.push( KeyframeTrack.parse( jsonTracks[ i ] ).scale( frameTime ) );

            }

            return new AnimationClip( json.name, json.duration, tracks );

        },

        toJSON: function ( clip ) {

            var tracks = [],
                clipTracks = clip.tracks;

            var json = {

                'name': clip.name,
                'duration': clip.duration,
                'tracks': tracks,
                'uuid': clip.uuid

            };

            for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {

                tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );

            }

            return json;

        },

        CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {

            var numMorphTargets = morphTargetSequence.length;
            var tracks = [];

            for ( var i = 0; i < numMorphTargets; i ++ ) {

                var times = [];
                var values = [];

                times.push(
                    ( i + numMorphTargets - 1 ) % numMorphTargets,
                    i,
                    ( i + 1 ) % numMorphTargets );

                values.push( 0, 1, 0 );

                var order = AnimationUtils.getKeyframeOrder( times );
                times = AnimationUtils.sortedArray( times, 1, order );
                values = AnimationUtils.sortedArray( values, 1, order );

                // if there is a key at the first frame, duplicate it as the
                // last frame as well for perfect loop.
                if ( ! noLoop && times[ 0 ] === 0 ) {

                    times.push( numMorphTargets );
                    values.push( values[ 0 ] );

                }

                tracks.push(
                    new NumberKeyframeTrack(
                        '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
                        times, values
                    ).scale( 1.0 / fps ) );

            }

            return new AnimationClip( name, - 1, tracks );

        },

        findByName: function ( objectOrClipArray, name ) {

            var clipArray = objectOrClipArray;

            if ( ! Array.isArray( objectOrClipArray ) ) {

                var o = objectOrClipArray;
                clipArray = o.geometry && o.geometry.animations || o.animations;

            }

            for ( var i = 0; i < clipArray.length; i ++ ) {

                if ( clipArray[ i ].name === name ) {

                    return clipArray[ i ];

                }

            }

            return null;

        },

        CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {

            var animationToMorphTargets = {};

            // tested with https://regex101.com/ on trick sequences
            // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
            var pattern = /^([\w-]*?)([\d]+)$/;

            // sort morph target names into animation groups based
            // patterns like Walk_001, Walk_002, Run_001, Run_002
            for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {

                var morphTarget = morphTargets[ i ];
                var parts = morphTarget.name.match( pattern );

                if ( parts && parts.length > 1 ) {

                    var name = parts[ 1 ];

                    var animationMorphTargets = animationToMorphTargets[ name ];
                    if ( ! animationMorphTargets ) {

                        animationToMorphTargets[ name ] = animationMorphTargets = [];

                    }

                    animationMorphTargets.push( morphTarget );

                }

            }

            var clips = [];

            for ( var name in animationToMorphTargets ) {

                clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );

            }

            return clips;

        },

        // parse the animation.hierarchy format
        parseAnimation: function ( animation, bones ) {

            if ( ! animation ) {

                console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
                return null;

            }

            var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {

                // only return track if there are actually keys.
                if ( animationKeys.length !== 0 ) {

                    var times = [];
                    var values = [];

                    AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );

                    // empty keys are filtered out, so check again
                    if ( times.length !== 0 ) {

                        destTracks.push( new trackType( trackName, times, values ) );

                    }

                }

            };

            var tracks = [];

            var clipName = animation.name || 'default';
            // automatic length determination in AnimationClip.
            var duration = animation.length || - 1;
            var fps = animation.fps || 30;

            var hierarchyTracks = animation.hierarchy || [];

            for ( var h = 0; h < hierarchyTracks.length; h ++ ) {

                var animationKeys = hierarchyTracks[ h ].keys;

                // skip empty tracks
                if ( ! animationKeys || animationKeys.length === 0 ) continue;

                // process morph targets
                if ( animationKeys[ 0 ].morphTargets ) {

                    // figure out all morph targets used in this track
                    var morphTargetNames = {};

                    for ( var k = 0; k < animationKeys.length; k ++ ) {

                        if ( animationKeys[ k ].morphTargets ) {

                            for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {

                                morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;

                            }

                        }

                    }

                    // create a track for each morph target with all zero
                    // morphTargetInfluences except for the keys in which
                    // the morphTarget is named.
                    for ( var morphTargetName in morphTargetNames ) {

                        var times = [];
                        var values = [];

                        for ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {

                            var animationKey = animationKeys[ k ];

                            times.push( animationKey.time );
                            values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );

                        }

                        tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );

                    }

                    duration = morphTargetNames.length * ( fps || 1.0 );

                } else {

                    // ...assume skeletal animation

                    var boneName = '.bones[' + bones[ h ].name + ']';

                    addNonemptyTrack(
                        VectorKeyframeTrack, boneName + '.position',
                        animationKeys, 'pos', tracks );

                    addNonemptyTrack(
                        QuaternionKeyframeTrack, boneName + '.quaternion',
                        animationKeys, 'rot', tracks );

                    addNonemptyTrack(
                        VectorKeyframeTrack, boneName + '.scale',
                        animationKeys, 'scl', tracks );

                }

            }

            if ( tracks.length === 0 ) {

                return null;

            }

            var clip = new AnimationClip( clipName, duration, tracks );

            return clip;

        }

    } );

    Object.assign( AnimationClip.prototype, {

        resetDuration: function () {

            var tracks = this.tracks, duration = 0;

            for ( var i = 0, n = tracks.length; i !== n; ++ i ) {

                var track = this.tracks[ i ];

                duration = Math.max( duration, track.times[ track.times.length - 1 ] );

            }

            this.duration = duration;

        },

        trim: function () {

            for ( var i = 0; i < this.tracks.length; i ++ ) {

                this.tracks[ i ].trim( 0, this.duration );

            }

            return this;

        },

        optimize: function () {

            for ( var i = 0; i < this.tracks.length; i ++ ) {

                this.tracks[ i ].optimize();

            }

            return this;

        }

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function MaterialLoader( manager ) {

        this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
        this.textures = {};

    }

    Object.assign( MaterialLoader.prototype, {

        load: function ( url, onLoad, onProgress, onError ) {

            var scope = this;

            var loader = new FileLoader( scope.manager );
            loader.load( url, function ( text ) {

                onLoad( scope.parse( JSON.parse( text ) ) );

            }, onProgress, onError );

        },

        setTextures: function ( value ) {

            this.textures = value;

        },

        parse: function ( json ) {

            var textures = this.textures;

            function getTexture( name ) {

                if ( textures[ name ] === undefined ) {

                    console.warn( 'THREE.MaterialLoader: Undefined texture', name );

                }

                return textures[ name ];

            }

            var material = new Materials[ json.type ]();

            if ( json.uuid !== undefined ) material.uuid = json.uuid;
            if ( json.name !== undefined ) material.name = json.name;
            if ( json.color !== undefined ) material.color.setHex( json.color );
            if ( json.roughness !== undefined ) material.roughness = json.roughness;
            if ( json.metalness !== undefined ) material.metalness = json.metalness;
            if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive );
            if ( json.specular !== undefined ) material.specular.setHex( json.specular );
            if ( json.shininess !== undefined ) material.shininess = json.shininess;
            if ( json.clearCoat !== undefined ) material.clearCoat = json.clearCoat;
            if ( json.clearCoatRoughness !== undefined ) material.clearCoatRoughness = json.clearCoatRoughness;
            if ( json.uniforms !== undefined ) material.uniforms = json.uniforms;
            if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
            if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
            if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors;
            if ( json.fog !== undefined ) material.fog = json.fog;
            if ( json.flatShading !== undefined ) material.flatShading = json.flatShading;
            if ( json.blending !== undefined ) material.blending = json.blending;
            if ( json.side !== undefined ) material.side = json.side;
            if ( json.opacity !== undefined ) material.opacity = json.opacity;
            if ( json.transparent !== undefined ) material.transparent = json.transparent;
            if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
            if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
            if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
            if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;
            if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
            if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
            if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;
            if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;

            if ( json.rotation !== undefined ) material.rotation = json.rotation;

            if ( json.linewidth !== 1 ) material.linewidth = json.linewidth;
            if ( json.dashSize !== undefined ) material.dashSize = json.dashSize;
            if ( json.gapSize !== undefined ) material.gapSize = json.gapSize;
            if ( json.scale !== undefined ) material.scale = json.scale;

            if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;
            if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;
            if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;

            if ( json.skinning !== undefined ) material.skinning = json.skinning;
            if ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets;
            if ( json.dithering !== undefined ) material.dithering = json.dithering;

            if ( json.visible !== undefined ) material.visible = json.visible;
            if ( json.userData !== undefined ) material.userData = json.userData;

            // Deprecated

            if ( json.shading !== undefined ) material.flatShading = json.shading === 1; // THREE.FlatShading

            // for PointsMaterial

            if ( json.size !== undefined ) material.size = json.size;
            if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;

            // maps

            if ( json.map !== undefined ) material.map = getTexture( json.map );

            if ( json.alphaMap !== undefined ) {

                material.alphaMap = getTexture( json.alphaMap );
                material.transparent = true;

            }

            if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );
            if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;

            if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );
            if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;
            if ( json.normalScale !== undefined ) {

                var normalScale = json.normalScale;

                if ( Array.isArray( normalScale ) === false ) {

                    // Blender exporter used to export a scalar. See #7459

                    normalScale = [ normalScale, normalScale ];

                }

                material.normalScale = new Vector2().fromArray( normalScale );

            }

            if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );
            if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
            if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;

            if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );
            if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );

            if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );
            if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;

            if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );

            if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );

            if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;

            if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );
            if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;

            if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );
            if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;

            if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );

            return material;

        }

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function BufferGeometryLoader( manager ) {

        this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;

    }

    Object.assign( BufferGeometryLoader.prototype, {

        load: function ( url, onLoad, onProgress, onError ) {

            var scope = this;

            var loader = new FileLoader( scope.manager );
            loader.load( url, function ( text ) {

                onLoad( scope.parse( JSON.parse( text ) ) );

            }, onProgress, onError );

        },

        parse: function ( json ) {

            var geometry = new BufferGeometry();

            var index = json.data.index;

            if ( index !== undefined ) {

                var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
                geometry.setIndex( new BufferAttribute( typedArray, 1 ) );

            }

            var attributes = json.data.attributes;

            for ( var key in attributes ) {

                var attribute = attributes[ key ];
                var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );

                geometry.addAttribute( key, new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized ) );

            }

            var groups = json.data.groups || json.data.drawcalls || json.data.offsets;

            if ( groups !== undefined ) {

                for ( var i = 0, n = groups.length; i !== n; ++ i ) {

                    var group = groups[ i ];

                    geometry.addGroup( group.start, group.count, group.materialIndex );

                }

            }

            var boundingSphere = json.data.boundingSphere;

            if ( boundingSphere !== undefined ) {

                var center = new Vector3();

                if ( boundingSphere.center !== undefined ) {

                    center.fromArray( boundingSphere.center );

                }

                geometry.boundingSphere = new Sphere( center, boundingSphere.radius );

            }

            return geometry;

        }

    } );

    var TYPED_ARRAYS = {
        Int8Array: Int8Array,
        Uint8Array: Uint8Array,
        // Workaround for IE11 pre KB2929437. See #11440
        Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
        Int16Array: Int16Array,
        Uint16Array: Uint16Array,
        Int32Array: Int32Array,
        Uint32Array: Uint32Array,
        Float32Array: Float32Array,
        Float64Array: Float64Array
    };

    /**
     * @author alteredq / http://alteredqualia.com/
     */

    function Loader() {}

    Loader.Handlers = {

        handlers: [],

        add: function ( regex, loader ) {

            this.handlers.push( regex, loader );

        },

        get: function ( file ) {

            var handlers = this.handlers;

            for ( var i = 0, l = handlers.length; i < l; i += 2 ) {

                var regex = handlers[ i ];
                var loader = handlers[ i + 1 ];

                if ( regex.test( file ) ) {

                    return loader;

                }

            }

            return null;

        }

    };

    Object.assign( Loader.prototype, {

        crossOrigin: 'anonymous',

        onLoadStart: function () {},

        onLoadProgress: function () {},

        onLoadComplete: function () {},

        initMaterials: function ( materials, texturePath, crossOrigin ) {

            var array = [];

            for ( var i = 0; i < materials.length; ++ i ) {

                array[ i ] = this.createMaterial( materials[ i ], texturePath, crossOrigin );

            }

            return array;

        },

        createMaterial: ( function () {

            var BlendingMode = {
                NoBlending: NoBlending,
                NormalBlending: NormalBlending,
                AdditiveBlending: AdditiveBlending,
                SubtractiveBlending: SubtractiveBlending,
                MultiplyBlending: MultiplyBlending,
                CustomBlending: CustomBlending
            };

            var color = new Color();
            var textureLoader = new TextureLoader();
            var materialLoader = new MaterialLoader();

            return function createMaterial( m, texturePath, crossOrigin ) {

                // convert from old material format

                var textures = {};

                function loadTexture( path, repeat, offset, wrap, anisotropy ) {

                    var fullPath = texturePath + path;
                    var loader = Loader.Handlers.get( fullPath );

                    var texture;

                    if ( loader !== null ) {

                        texture = loader.load( fullPath );

                    } else {

                        textureLoader.setCrossOrigin( crossOrigin );
                        texture = textureLoader.load( fullPath );

                    }

                    if ( repeat !== undefined ) {

                        texture.repeat.fromArray( repeat );

                        if ( repeat[ 0 ] !== 1 ) texture.wrapS = RepeatWrapping;
                        if ( repeat[ 1 ] !== 1 ) texture.wrapT = RepeatWrapping;

                    }

                    if ( offset !== undefined ) {

                        texture.offset.fromArray( offset );

                    }

                    if ( wrap !== undefined ) {

                        if ( wrap[ 0 ] === 'repeat' ) texture.wrapS = RepeatWrapping;
                        if ( wrap[ 0 ] === 'mirror' ) texture.wrapS = MirroredRepeatWrapping;

                        if ( wrap[ 1 ] === 'repeat' ) texture.wrapT = RepeatWrapping;
                        if ( wrap[ 1 ] === 'mirror' ) texture.wrapT = MirroredRepeatWrapping;

                    }

                    if ( anisotropy !== undefined ) {

                        texture.anisotropy = anisotropy;

                    }

                    var uuid = _Math.generateUUID();

                    textures[ uuid ] = texture;

                    return uuid;

                }

                //

                var json = {
                    uuid: _Math.generateUUID(),
                    type: 'MeshLambertMaterial'
                };

                for ( var name in m ) {

                    var value = m[ name ];

                    switch ( name ) {

                        case 'DbgColor':
                        case 'DbgIndex':
                        case 'opticalDensity':
                        case 'illumination':
                            break;
                        case 'DbgName':
                            json.name = value;
                            break;
                        case 'blending':
                            json.blending = BlendingMode[ value ];
                            break;
                        case 'colorAmbient':
                        case 'mapAmbient':
                            console.warn( 'THREE.Loader.createMaterial:', name, 'is no longer supported.' );
                            break;
                        case 'colorDiffuse':
                            json.color = color.fromArray( value ).getHex();
                            break;
                        case 'colorSpecular':
                            json.specular = color.fromArray( value ).getHex();
                            break;
                        case 'colorEmissive':
                            json.emissive = color.fromArray( value ).getHex();
                            break;
                        case 'specularCoef':
                            json.shininess = value;
                            break;
                        case 'shading':
                            if ( value.toLowerCase() === 'basic' ) json.type = 'MeshBasicMaterial';
                            if ( value.toLowerCase() === 'phong' ) json.type = 'MeshPhongMaterial';
                            if ( value.toLowerCase() === 'standard' ) json.type = 'MeshStandardMaterial';
                            break;
                        case 'mapDiffuse':
                            json.map = loadTexture( value, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy );
                            break;
                        case 'mapDiffuseRepeat':
                        case 'mapDiffuseOffset':
                        case 'mapDiffuseWrap':
                        case 'mapDiffuseAnisotropy':
                            break;
                        case 'mapEmissive':
                            json.emissiveMap = loadTexture( value, m.mapEmissiveRepeat, m.mapEmissiveOffset, m.mapEmissiveWrap, m.mapEmissiveAnisotropy );
                            break;
                        case 'mapEmissiveRepeat':
                        case 'mapEmissiveOffset':
                        case 'mapEmissiveWrap':
                        case 'mapEmissiveAnisotropy':
                            break;
                        case 'mapLight':
                            json.lightMap = loadTexture( value, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy );
                            break;
                        case 'mapLightRepeat':
                        case 'mapLightOffset':
                        case 'mapLightWrap':
                        case 'mapLightAnisotropy':
                            break;
                        case 'mapAO':
                            json.aoMap = loadTexture( value, m.mapAORepeat, m.mapAOOffset, m.mapAOWrap, m.mapAOAnisotropy );
                            break;
                        case 'mapAORepeat':
                        case 'mapAOOffset':
                        case 'mapAOWrap':
                        case 'mapAOAnisotropy':
                            break;
                        case 'mapBump':
                            json.bumpMap = loadTexture( value, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy );
                            break;
                        case 'mapBumpScale':
                            json.bumpScale = value;
                            break;
                        case 'mapBumpRepeat':
                        case 'mapBumpOffset':
                        case 'mapBumpWrap':
                        case 'mapBumpAnisotropy':
                            break;
                        case 'mapNormal':
                            json.normalMap = loadTexture( value, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy );
                            break;
                        case 'mapNormalFactor':
                            json.normalScale = value;
                            break;
                        case 'mapNormalRepeat':
                        case 'mapNormalOffset':
                        case 'mapNormalWrap':
                        case 'mapNormalAnisotropy':
                            break;
                        case 'mapSpecular':
                            json.specularMap = loadTexture( value, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy );
                            break;
                        case 'mapSpecularRepeat':
                        case 'mapSpecularOffset':
                        case 'mapSpecularWrap':
                        case 'mapSpecularAnisotropy':
                            break;
                        case 'mapMetalness':
                            json.metalnessMap = loadTexture( value, m.mapMetalnessRepeat, m.mapMetalnessOffset, m.mapMetalnessWrap, m.mapMetalnessAnisotropy );
                            break;
                        case 'mapMetalnessRepeat':
                        case 'mapMetalnessOffset':
                        case 'mapMetalnessWrap':
                        case 'mapMetalnessAnisotropy':
                            break;
                        case 'mapRoughness':
                            json.roughnessMap = loadTexture( value, m.mapRoughnessRepeat, m.mapRoughnessOffset, m.mapRoughnessWrap, m.mapRoughnessAnisotropy );
                            break;
                        case 'mapRoughnessRepeat':
                        case 'mapRoughnessOffset':
                        case 'mapRoughnessWrap':
                        case 'mapRoughnessAnisotropy':
                            break;
                        case 'mapAlpha':
                            json.alphaMap = loadTexture( value, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy );
                            break;
                        case 'mapAlphaRepeat':
                        case 'mapAlphaOffset':
                        case 'mapAlphaWrap':
                        case 'mapAlphaAnisotropy':
                            break;
                        case 'flipSided':
                            json.side = BackSide;
                            break;
                        case 'doubleSided':
                            json.side = DoubleSide;
                            break;
                        case 'transparency':
                            console.warn( 'THREE.Loader.createMaterial: transparency has been renamed to opacity' );
                            json.opacity = value;
                            break;
                        case 'depthTest':
                        case 'depthWrite':
                        case 'colorWrite':
                        case 'opacity':
                        case 'reflectivity':
                        case 'transparent':
                        case 'visible':
                        case 'wireframe':
                            json[ name ] = value;
                            break;
                        case 'vertexColors':
                            if ( value === true ) json.vertexColors = VertexColors;
                            if ( value === 'face' ) json.vertexColors = FaceColors;
                            break;
                        default:
                            console.error( 'THREE.Loader.createMaterial: Unsupported', name, value );
                            break;

                    }

                }

                if ( json.type === 'MeshBasicMaterial' ) delete json.emissive;
                if ( json.type !== 'MeshPhongMaterial' ) delete json.specular;

                if ( json.opacity < 1 ) json.transparent = true;

                materialLoader.setTextures( textures );

                return materialLoader.parse( json );

            };

        } )()

    } );

    /**
     * @author Don McCurdy / https://www.donmccurdy.com
     */

    var LoaderUtils = {

        decodeText: function ( array ) {

            if ( typeof TextDecoder !== 'undefined' ) {

                return new TextDecoder().decode( array );

            }

            // Avoid the String.fromCharCode.apply(null, array) shortcut, which
            // throws a "maximum call stack size exceeded" error for large arrays.

            var s = '';

            for ( var i = 0, il = array.length; i < il; i ++ ) {

                // Implicitly assumes little-endian.
                s += String.fromCharCode( array[ i ] );

            }

            // Merges multi-byte utf-8 characters.
            return decodeURIComponent( escape( s ) );

        },

        extractUrlBase: function ( url ) {

            var index = url.lastIndexOf( '/' );

            if ( index === - 1 ) return './';

            return url.substr( 0, index + 1 );

        }

    };

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author alteredq / http://alteredqualia.com/
     */

    function JSONLoader( manager ) {

        if ( typeof manager === 'boolean' ) {

            console.warn( 'THREE.JSONLoader: showStatus parameter has been removed from constructor.' );
            manager = undefined;

        }

        this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;

        this.withCredentials = false;

    }

    Object.assign( JSONLoader.prototype, {

        crossOrigin: 'anonymous',

        load: function ( url, onLoad, onProgress, onError ) {

            var scope = this;

            var texturePath = this.texturePath && ( typeof this.texturePath === 'string' ) ? this.texturePath : LoaderUtils.extractUrlBase( url );

            var loader = new FileLoader( this.manager );
            loader.setWithCredentials( this.withCredentials );
            loader.load( url, function ( text ) {

                var json = JSON.parse( text );
                var metadata = json.metadata;

                if ( metadata !== undefined ) {

                    var type = metadata.type;

                    if ( type !== undefined ) {

                        if ( type.toLowerCase() === 'object' ) {

                            console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.ObjectLoader instead.' );
                            return;

                        }

                    }

                }

                var object = scope.parse( json, texturePath );
                onLoad( object.geometry, object.materials );

            }, onProgress, onError );

        },

        setCrossOrigin: function ( value ) {

            this.crossOrigin = value;
            return this;

        },

        setTexturePath: function ( value ) {

            this.texturePath = value;
            return this;

        },

        parse: ( function () {

            function parseModel( json, geometry ) {

                function isBitSet( value, position ) {

                    return value & ( 1 << position );

                }

                var i, j, fi,

                    offset, zLength,

                    colorIndex, normalIndex, uvIndex, materialIndex,

                    type,
                    isQuad,
                    hasMaterial,
                    hasFaceVertexUv,
                    hasFaceNormal, hasFaceVertexNormal,
                    hasFaceColor, hasFaceVertexColor,

                    vertex, face, faceA, faceB, hex, normal,

                    uvLayer, uv, u, v,

                    faces = json.faces,
                    vertices = json.vertices,
                    normals = json.normals,
                    colors = json.colors,

                    scale = json.scale,

                    nUvLayers = 0;


                if ( json.uvs !== undefined ) {

                    // disregard empty arrays

                    for ( i = 0; i < json.uvs.length; i ++ ) {

                        if ( json.uvs[ i ].length ) nUvLayers ++;

                    }

                    for ( i = 0; i < nUvLayers; i ++ ) {

                        geometry.faceVertexUvs[ i ] = [];

                    }

                }

                offset = 0;
                zLength = vertices.length;

                while ( offset < zLength ) {

                    vertex = new Vector3();

                    vertex.x = vertices[ offset ++ ] * scale;
                    vertex.y = vertices[ offset ++ ] * scale;
                    vertex.z = vertices[ offset ++ ] * scale;

                    geometry.vertices.push( vertex );

                }

                offset = 0;
                zLength = faces.length;

                while ( offset < zLength ) {

                    type = faces[ offset ++ ];

                    isQuad = isBitSet( type, 0 );
                    hasMaterial = isBitSet( type, 1 );
                    hasFaceVertexUv = isBitSet( type, 3 );
                    hasFaceNormal = isBitSet( type, 4 );
                    hasFaceVertexNormal = isBitSet( type, 5 );
                    hasFaceColor = isBitSet( type, 6 );
                    hasFaceVertexColor = isBitSet( type, 7 );

                    // console.log("type", type, "bits", isQuad, hasMaterial, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor);

                    if ( isQuad ) {

                        faceA = new Face3();
                        faceA.a = faces[ offset ];
                        faceA.b = faces[ offset + 1 ];
                        faceA.c = faces[ offset + 3 ];

                        faceB = new Face3();
                        faceB.a = faces[ offset + 1 ];
                        faceB.b = faces[ offset + 2 ];
                        faceB.c = faces[ offset + 3 ];

                        offset += 4;

                        if ( hasMaterial ) {

                            materialIndex = faces[ offset ++ ];
                            faceA.materialIndex = materialIndex;
                            faceB.materialIndex = materialIndex;

                        }

                        // to get face <=> uv index correspondence

                        fi = geometry.faces.length;

                        if ( hasFaceVertexUv ) {

                            for ( i = 0; i < nUvLayers; i ++ ) {

                                uvLayer = json.uvs[ i ];

                                geometry.faceVertexUvs[ i ][ fi ] = [];
                                geometry.faceVertexUvs[ i ][ fi + 1 ] = [];

                                for ( j = 0; j < 4; j ++ ) {

                                    uvIndex = faces[ offset ++ ];

                                    u = uvLayer[ uvIndex * 2 ];
                                    v = uvLayer[ uvIndex * 2 + 1 ];

                                    uv = new Vector2( u, v );

                                    if ( j !== 2 ) geometry.faceVertexUvs[ i ][ fi ].push( uv );
                                    if ( j !== 0 ) geometry.faceVertexUvs[ i ][ fi + 1 ].push( uv );

                                }

                            }

                        }

                        if ( hasFaceNormal ) {

                            normalIndex = faces[ offset ++ ] * 3;

                            faceA.normal.set(
                                normals[ normalIndex ++ ],
                                normals[ normalIndex ++ ],
                                normals[ normalIndex ]
                            );

                            faceB.normal.copy( faceA.normal );

                        }

                        if ( hasFaceVertexNormal ) {

                            for ( i = 0; i < 4; i ++ ) {

                                normalIndex = faces[ offset ++ ] * 3;

                                normal = new Vector3(
                                    normals[ normalIndex ++ ],
                                    normals[ normalIndex ++ ],
                                    normals[ normalIndex ]
                                );


                                if ( i !== 2 ) faceA.vertexNormals.push( normal );
                                if ( i !== 0 ) faceB.vertexNormals.push( normal );

                            }

                        }


                        if ( hasFaceColor ) {

                            colorIndex = faces[ offset ++ ];
                            hex = colors[ colorIndex ];

                            faceA.color.setHex( hex );
                            faceB.color.setHex( hex );

                        }


                        if ( hasFaceVertexColor ) {

                            for ( i = 0; i < 4; i ++ ) {

                                colorIndex = faces[ offset ++ ];
                                hex = colors[ colorIndex ];

                                if ( i !== 2 ) faceA.vertexColors.push( new Color( hex ) );
                                if ( i !== 0 ) faceB.vertexColors.push( new Color( hex ) );

                            }

                        }

                        geometry.faces.push( faceA );
                        geometry.faces.push( faceB );

                    } else {

                        face = new Face3();
                        face.a = faces[ offset ++ ];
                        face.b = faces[ offset ++ ];
                        face.c = faces[ offset ++ ];

                        if ( hasMaterial ) {

                            materialIndex = faces[ offset ++ ];
                            face.materialIndex = materialIndex;

                        }

                        // to get face <=> uv index correspondence

                        fi = geometry.faces.length;

                        if ( hasFaceVertexUv ) {

                            for ( i = 0; i < nUvLayers; i ++ ) {

                                uvLayer = json.uvs[ i ];

                                geometry.faceVertexUvs[ i ][ fi ] = [];

                                for ( j = 0; j < 3; j ++ ) {

                                    uvIndex = faces[ offset ++ ];

                                    u = uvLayer[ uvIndex * 2 ];
                                    v = uvLayer[ uvIndex * 2 + 1 ];

                                    uv = new Vector2( u, v );

                                    geometry.faceVertexUvs[ i ][ fi ].push( uv );

                                }

                            }

                        }

                        if ( hasFaceNormal ) {

                            normalIndex = faces[ offset ++ ] * 3;

                            face.normal.set(
                                normals[ normalIndex ++ ],
                                normals[ normalIndex ++ ],
                                normals[ normalIndex ]
                            );

                        }

                        if ( hasFaceVertexNormal ) {

                            for ( i = 0; i < 3; i ++ ) {

                                normalIndex = faces[ offset ++ ] * 3;

                                normal = new Vector3(
                                    normals[ normalIndex ++ ],
                                    normals[ normalIndex ++ ],
                                    normals[ normalIndex ]
                                );

                                face.vertexNormals.push( normal );

                            }

                        }


                        if ( hasFaceColor ) {

                            colorIndex = faces[ offset ++ ];
                            face.color.setHex( colors[ colorIndex ] );

                        }


                        if ( hasFaceVertexColor ) {

                            for ( i = 0; i < 3; i ++ ) {

                                colorIndex = faces[ offset ++ ];
                                face.vertexColors.push( new Color( colors[ colorIndex ] ) );

                            }

                        }

                        geometry.faces.push( face );

                    }

                }

            }

            function parseSkin( json, geometry ) {

                var influencesPerVertex = ( json.influencesPerVertex !== undefined ) ? json.influencesPerVertex : 2;

                if ( json.skinWeights ) {

                    for ( var i = 0, l = json.skinWeights.length; i < l; i += influencesPerVertex ) {

                        var x = json.skinWeights[ i ];
                        var y = ( influencesPerVertex > 1 ) ? json.skinWeights[ i + 1 ] : 0;
                        var z = ( influencesPerVertex > 2 ) ? json.skinWeights[ i + 2 ] : 0;
                        var w = ( influencesPerVertex > 3 ) ? json.skinWeights[ i + 3 ] : 0;

                        geometry.skinWeights.push( new Vector4( x, y, z, w ) );

                    }

                }

                if ( json.skinIndices ) {

                    for ( var i = 0, l = json.skinIndices.length; i < l; i += influencesPerVertex ) {

                        var a = json.skinIndices[ i ];
                        var b = ( influencesPerVertex > 1 ) ? json.skinIndices[ i + 1 ] : 0;
                        var c = ( influencesPerVertex > 2 ) ? json.skinIndices[ i + 2 ] : 0;
                        var d = ( influencesPerVertex > 3 ) ? json.skinIndices[ i + 3 ] : 0;

                        geometry.skinIndices.push( new Vector4( a, b, c, d ) );

                    }

                }

                geometry.bones = json.bones;

                if ( geometry.bones && geometry.bones.length > 0 && ( geometry.skinWeights.length !== geometry.skinIndices.length || geometry.skinIndices.length !== geometry.vertices.length ) ) {

                    console.warn( 'When skinning, number of vertices (' + geometry.vertices.length + '), skinIndices (' +
                        geometry.skinIndices.length + '), and skinWeights (' + geometry.skinWeights.length + ') should match.' );

                }

            }

            function parseMorphing( json, geometry ) {

                var scale = json.scale;

                if ( json.morphTargets !== undefined ) {

                    for ( var i = 0, l = json.morphTargets.length; i < l; i ++ ) {

                        geometry.morphTargets[ i ] = {};
                        geometry.morphTargets[ i ].name = json.morphTargets[ i ].name;
                        geometry.morphTargets[ i ].vertices = [];

                        var dstVertices = geometry.morphTargets[ i ].vertices;
                        var srcVertices = json.morphTargets[ i ].vertices;

                        for ( var v = 0, vl = srcVertices.length; v < vl; v += 3 ) {

                            var vertex = new Vector3();
                            vertex.x = srcVertices[ v ] * scale;
                            vertex.y = srcVertices[ v + 1 ] * scale;
                            vertex.z = srcVertices[ v + 2 ] * scale;

                            dstVertices.push( vertex );

                        }

                    }

                }

                if ( json.morphColors !== undefined && json.morphColors.length > 0 ) {

                    console.warn( 'THREE.JSONLoader: "morphColors" no longer supported. Using them as face colors.' );

                    var faces = geometry.faces;
                    var morphColors = json.morphColors[ 0 ].colors;

                    for ( var i = 0, l = faces.length; i < l; i ++ ) {

                        faces[ i ].color.fromArray( morphColors, i * 3 );

                    }

                }

            }

            function parseAnimations( json, geometry ) {

                var outputAnimations = [];

                // parse old style Bone/Hierarchy animations
                var animations = [];

                if ( json.animation !== undefined ) {

                    animations.push( json.animation );

                }

                if ( json.animations !== undefined ) {

                    if ( json.animations.length ) {

                        animations = animations.concat( json.animations );

                    } else {

                        animations.push( json.animations );

                    }

                }

                for ( var i = 0; i < animations.length; i ++ ) {

                    var clip = AnimationClip.parseAnimation( animations[ i ], geometry.bones );
                    if ( clip ) outputAnimations.push( clip );

                }

                // parse implicit morph animations
                if ( geometry.morphTargets ) {

                    // TODO: Figure out what an appropraite FPS is for morph target animations -- defaulting to 10, but really it is completely arbitrary.
                    var morphAnimationClips = AnimationClip.CreateClipsFromMorphTargetSequences( geometry.morphTargets, 10 );
                    outputAnimations = outputAnimations.concat( morphAnimationClips );

                }

                if ( outputAnimations.length > 0 ) geometry.animations = outputAnimations;

            }

            return function parse( json, texturePath ) {

                if ( json.data !== undefined ) {

                    // Geometry 4.0 spec
                    json = json.data;

                }

                if ( json.scale !== undefined ) {

                    json.scale = 1.0 / json.scale;

                } else {

                    json.scale = 1.0;

                }

                var geometry = new Geometry();

                parseModel( json, geometry );
                parseSkin( json, geometry );
                parseMorphing( json, geometry );
                parseAnimations( json, geometry );

                geometry.computeFaceNormals();
                geometry.computeBoundingSphere();

                if ( json.materials === undefined || json.materials.length === 0 ) {

                    return { geometry: geometry };

                } else {

                    var materials = Loader.prototype.initMaterials( json.materials, texturePath, this.crossOrigin );

                    return { geometry: geometry, materials: materials };

                }

            };

        } )()

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function ObjectLoader( manager ) {

        this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
        this.texturePath = '';

    }

    Object.assign( ObjectLoader.prototype, {

        crossOrigin: 'anonymous',

        load: function ( url, onLoad, onProgress, onError ) {

            if ( this.texturePath === '' ) {

                this.texturePath = url.substring( 0, url.lastIndexOf( '/' ) + 1 );

            }

            var scope = this;

            var loader = new FileLoader( scope.manager );
            loader.load( url, function ( text ) {

                var json = null;

                try {

                    json = JSON.parse( text );

                } catch ( error ) {

                    if ( onError !== undefined ) onError( error );

                    console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );

                    return;

                }

                var metadata = json.metadata;

                if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {

                    console.error( 'THREE.ObjectLoader: Can\'t load ' + url + '. Use THREE.JSONLoader instead.' );
                    return;

                }

                scope.parse( json, onLoad );

            }, onProgress, onError );

        },

        setTexturePath: function ( value ) {

            this.texturePath = value;
            return this;

        },

        setCrossOrigin: function ( value ) {

            this.crossOrigin = value;
            return this;

        },

        parse: function ( json, onLoad ) {

            var shapes = this.parseShape( json.shapes );
            var geometries = this.parseGeometries( json.geometries, shapes );

            var images = this.parseImages( json.images, function () {

                if ( onLoad !== undefined ) onLoad( object );

            } );

            var textures = this.parseTextures( json.textures, images );
            var materials = this.parseMaterials( json.materials, textures );

            var object = this.parseObject( json.object, geometries, materials );

            if ( json.animations ) {

                object.animations = this.parseAnimations( json.animations );

            }

            if ( json.images === undefined || json.images.length === 0 ) {

                if ( onLoad !== undefined ) onLoad( object );

            }

            return object;

        },

        parseShape: function ( json ) {

            var shapes = {};

            if ( json !== undefined ) {

                for ( var i = 0, l = json.length; i < l; i ++ ) {

                    var shape = new Shape().fromJSON( json[ i ] );

                    shapes[ shape.uuid ] = shape;

                }

            }

            return shapes;

        },

        parseGeometries: function ( json, shapes ) {

            var geometries = {};

            if ( json !== undefined ) {

                var geometryLoader = new JSONLoader();
                var bufferGeometryLoader = new BufferGeometryLoader();

                for ( var i = 0, l = json.length; i < l; i ++ ) {

                    var geometry;
                    var data = json[ i ];

                    switch ( data.type ) {

                        case 'PlaneGeometry':
                        case 'PlaneBufferGeometry':

                            geometry = new Geometries[ data.type ](
                                data.width,
                                data.height,
                                data.widthSegments,
                                data.heightSegments
                            );

                            break;

                        case 'BoxGeometry':
                        case 'BoxBufferGeometry':
                        case 'CubeGeometry': // backwards compatible

                            geometry = new Geometries[ data.type ](
                                data.width,
                                data.height,
                                data.depth,
                                data.widthSegments,
                                data.heightSegments,
                                data.depthSegments
                            );

                            break;

                        case 'CircleGeometry':
                        case 'CircleBufferGeometry':

                            geometry = new Geometries[ data.type ](
                                data.radius,
                                data.segments,
                                data.thetaStart,
                                data.thetaLength
                            );

                            break;

                        case 'CylinderGeometry':
                        case 'CylinderBufferGeometry':

                            geometry = new Geometries[ data.type ](
                                data.radiusTop,
                                data.radiusBottom,
                                data.height,
                                data.radialSegments,
                                data.heightSegments,
                                data.openEnded,
                                data.thetaStart,
                                data.thetaLength
                            );

                            break;

                        case 'ConeGeometry':
                        case 'ConeBufferGeometry':

                            geometry = new Geometries[ data.type ](
                                data.radius,
                                data.height,
                                data.radialSegments,
                                data.heightSegments,
                                data.openEnded,
                                data.thetaStart,
                                data.thetaLength
                            );

                            break;

                        case 'SphereGeometry':
                        case 'SphereBufferGeometry':

                            geometry = new Geometries[ data.type ](
                                data.radius,
                                data.widthSegments,
                                data.heightSegments,
                                data.phiStart,
                                data.phiLength,
                                data.thetaStart,
                                data.thetaLength
                            );

                            break;

                        case 'DodecahedronGeometry':
                        case 'DodecahedronBufferGeometry':
                        case 'IcosahedronGeometry':
                        case 'IcosahedronBufferGeometry':
                        case 'OctahedronGeometry':
                        case 'OctahedronBufferGeometry':
                        case 'TetrahedronGeometry':
                        case 'TetrahedronBufferGeometry':

                            geometry = new Geometries[ data.type ](
                                data.radius,
                                data.detail
                            );

                            break;

                        case 'RingGeometry':
                        case 'RingBufferGeometry':

                            geometry = new Geometries[ data.type ](
                                data.innerRadius,
                                data.outerRadius,
                                data.thetaSegments,
                                data.phiSegments,
                                data.thetaStart,
                                data.thetaLength
                            );

                            break;

                        case 'TorusGeometry':
                        case 'TorusBufferGeometry':

                            geometry = new Geometries[ data.type ](
                                data.radius,
                                data.tube,
                                data.radialSegments,
                                data.tubularSegments,
                                data.arc
                            );

                            break;

                        case 'TorusKnotGeometry':
                        case 'TorusKnotBufferGeometry':

                            geometry = new Geometries[ data.type ](
                                data.radius,
                                data.tube,
                                data.tubularSegments,
                                data.radialSegments,
                                data.p,
                                data.q
                            );

                            break;

                        case 'LatheGeometry':
                        case 'LatheBufferGeometry':

                            geometry = new Geometries[ data.type ](
                                data.points,
                                data.segments,
                                data.phiStart,
                                data.phiLength
                            );

                            break;

                        case 'PolyhedronGeometry':
                        case 'PolyhedronBufferGeometry':

                            geometry = new Geometries[ data.type ](
                                data.vertices,
                                data.indices,
                                data.radius,
                                data.details
                            );

                            break;

                        case 'ShapeGeometry':
                        case 'ShapeBufferGeometry':

                            var geometryShapes = [];

                            for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {

                                var shape = shapes[ data.shapes[ j ] ];

                                geometryShapes.push( shape );

                            }

                            geometry = new Geometries[ data.type ](
                                geometryShapes,
                                data.curveSegments
                            );

                            break;


                        case 'ExtrudeGeometry':
                        case 'ExtrudeBufferGeometry':

                            var geometryShapes = [];

                            for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {

                                var shape = shapes[ data.shapes[ j ] ];

                                geometryShapes.push( shape );

                            }

                            var extrudePath = data.options.extrudePath;

                            if ( extrudePath !== undefined ) {

                                data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );

                            }

                            geometry = new Geometries[ data.type ](
                                geometryShapes,
                                data.options
                            );

                            break;

                        case 'BufferGeometry':

                            geometry = bufferGeometryLoader.parse( data );

                            break;

                        case 'Geometry':

                            geometry = geometryLoader.parse( data, this.texturePath ).geometry;

                            break;

                        default:

                            console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );

                            continue;

                    }

                    geometry.uuid = data.uuid;

                    if ( data.name !== undefined ) geometry.name = data.name;
                    if ( geometry.isBufferGeometry === true && data.userData !== undefined ) geometry.userData = data.userData;

                    geometries[ data.uuid ] = geometry;

                }

            }

            return geometries;

        },

        parseMaterials: function ( json, textures ) {

            var materials = {};

            if ( json !== undefined ) {

                var loader = new MaterialLoader();
                loader.setTextures( textures );

                for ( var i = 0, l = json.length; i < l; i ++ ) {

                    var data = json[ i ];

                    if ( data.type === 'MultiMaterial' ) {

                        // Deprecated

                        var array = [];

                        for ( var j = 0; j < data.materials.length; j ++ ) {

                            array.push( loader.parse( data.materials[ j ] ) );

                        }

                        materials[ data.uuid ] = array;

                    } else {

                        materials[ data.uuid ] = loader.parse( data );

                    }

                }

            }

            return materials;

        },

        parseAnimations: function ( json ) {

            var animations = [];

            for ( var i = 0; i < json.length; i ++ ) {

                var data = json[ i ];

                var clip = AnimationClip.parse( data );

                if ( data.uuid !== undefined ) clip.uuid = data.uuid;

                animations.push( clip );

            }

            return animations;

        },

        parseImages: function ( json, onLoad ) {

            var scope = this;
            var images = {};

            function loadImage( url ) {

                scope.manager.itemStart( url );

                return loader.load( url, function () {

                    scope.manager.itemEnd( url );

                }, undefined, function () {

                    scope.manager.itemEnd( url );
                    scope.manager.itemError( url );

                } );

            }

            if ( json !== undefined && json.length > 0 ) {

                var manager = new LoadingManager( onLoad );

                var loader = new ImageLoader( manager );
                loader.setCrossOrigin( this.crossOrigin );

                for ( var i = 0, il = json.length; i < il; i ++ ) {

                    var image = json[ i ];
                    var url = image.url;

                    if ( Array.isArray( url ) ) {

                        // load array of images e.g CubeTexture

                        images[ image.uuid ] = [];

                        for ( var j = 0, jl = url.length; j < jl; j ++ ) {

                            var currentUrl = url[ j ];

                            var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.texturePath + currentUrl;

                            images[ image.uuid ].push( loadImage( path ) );

                        }

                    } else {

                        // load single image

                        var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.texturePath + image.url;

                        images[ image.uuid ] = loadImage( path );

                    }

                }

            }

            return images;

        },

        parseTextures: function ( json, images ) {

            function parseConstant( value, type ) {

                if ( typeof value === 'number' ) return value;

                console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );

                return type[ value ];

            }

            var textures = {};

            if ( json !== undefined ) {

                for ( var i = 0, l = json.length; i < l; i ++ ) {

                    var data = json[ i ];

                    if ( data.image === undefined ) {

                        console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );

                    }

                    if ( images[ data.image ] === undefined ) {

                        console.warn( 'THREE.ObjectLoader: Undefined image', data.image );

                    }

                    var texture;

                    if ( Array.isArray( images[ data.image ] ) ) {

                        texture = new CubeTexture( images[ data.image ] );

                    } else {

                        texture = new Texture( images[ data.image ] );

                    }

                    texture.needsUpdate = true;

                    texture.uuid = data.uuid;

                    if ( data.name !== undefined ) texture.name = data.name;

                    if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );

                    if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
                    if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
                    if ( data.center !== undefined ) texture.center.fromArray( data.center );
                    if ( data.rotation !== undefined ) texture.rotation = data.rotation;

                    if ( data.wrap !== undefined ) {

                        texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
                        texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );

                    }

                    if ( data.format !== undefined ) texture.format = data.format;

                    if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );
                    if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );
                    if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;

                    if ( data.flipY !== undefined ) texture.flipY = data.flipY;

                    textures[ data.uuid ] = texture;

                }

            }

            return textures;

        },

        parseObject: function ( data, geometries, materials ) {

            var object;

            function getGeometry( name ) {

                if ( geometries[ name ] === undefined ) {

                    console.warn( 'THREE.ObjectLoader: Undefined geometry', name );

                }

                return geometries[ name ];

            }

            function getMaterial( name ) {

                if ( name === undefined ) return undefined;

                if ( Array.isArray( name ) ) {

                    var array = [];

                    for ( var i = 0, l = name.length; i < l; i ++ ) {

                        var uuid = name[ i ];

                        if ( materials[ uuid ] === undefined ) {

                            console.warn( 'THREE.ObjectLoader: Undefined material', uuid );

                        }

                        array.push( materials[ uuid ] );

                    }

                    return array;

                }

                if ( materials[ name ] === undefined ) {

                    console.warn( 'THREE.ObjectLoader: Undefined material', name );

                }

                return materials[ name ];

            }

            switch ( data.type ) {

                case 'Scene':

                    object = new Scene();

                    if ( data.background !== undefined ) {

                        if ( Number.isInteger( data.background ) ) {

                            object.background = new Color( data.background );

                        }

                    }

                    if ( data.fog !== undefined ) {

                        if ( data.fog.type === 'Fog' ) {

                            object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );

                        } else if ( data.fog.type === 'FogExp2' ) {

                            object.fog = new FogExp2( data.fog.color, data.fog.density );

                        }

                    }

                    break;

                case 'PerspectiveCamera':

                    object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );

                    if ( data.focus !== undefined ) object.focus = data.focus;
                    if ( data.zoom !== undefined ) object.zoom = data.zoom;
                    if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
                    if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
                    if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );

                    break;

                case 'OrthographicCamera':

                    object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );

                    if ( data.zoom !== undefined ) object.zoom = data.zoom;
                    if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );

                    break;

                case 'AmbientLight':

                    object = new AmbientLight( data.color, data.intensity );

                    break;

                case 'DirectionalLight':

                    object = new DirectionalLight( data.color, data.intensity );

                    break;

                case 'PointLight':

                    object = new PointLight( data.color, data.intensity, data.distance, data.decay );

                    break;

                case 'RectAreaLight':

                    object = new RectAreaLight( data.color, data.intensity, data.width, data.height );

                    break;

                case 'SpotLight':

                    object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );

                    break;

                case 'HemisphereLight':

                    object = new HemisphereLight( data.color, data.groundColor, data.intensity );

                    break;

                case 'SkinnedMesh':

                    console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );

                case 'Mesh':

                    var geometry = getGeometry( data.geometry );
                    var material = getMaterial( data.material );

                    if ( geometry.bones && geometry.bones.length > 0 ) {

                        object = new SkinnedMesh( geometry, material );

                    } else {

                        object = new Mesh( geometry, material );

                    }

                    break;

                case 'LOD':

                    object = new LOD();

                    break;

                case 'Line':

                    object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );

                    break;

                case 'LineLoop':

                    object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );

                    break;

                case 'LineSegments':

                    object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );

                    break;

                case 'PointCloud':
                case 'Points':

                    object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );

                    break;

                case 'Sprite':

                    object = new Sprite( getMaterial( data.material ) );

                    break;

                case 'Group':

                    object = new Group();

                    break;

                default:

                    object = new Object3D();

            }

            object.uuid = data.uuid;

            if ( data.name !== undefined ) object.name = data.name;

            if ( data.matrix !== undefined ) {

                object.matrix.fromArray( data.matrix );

                if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;
                if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );

            } else {

                if ( data.position !== undefined ) object.position.fromArray( data.position );
                if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
                if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
                if ( data.scale !== undefined ) object.scale.fromArray( data.scale );

            }

            if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
            if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;

            if ( data.shadow ) {

                if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
                if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
                if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
                if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );

            }

            if ( data.visible !== undefined ) object.visible = data.visible;
            if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;
            if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;
            if ( data.userData !== undefined ) object.userData = data.userData;
            if ( data.layers !== undefined ) object.layers.mask = data.layers;

            if ( data.children !== undefined ) {

                var children = data.children;

                for ( var i = 0; i < children.length; i ++ ) {

                    object.add( this.parseObject( children[ i ], geometries, materials ) );

                }

            }

            if ( data.type === 'LOD' ) {

                var levels = data.levels;

                for ( var l = 0; l < levels.length; l ++ ) {

                    var level = levels[ l ];
                    var child = object.getObjectByProperty( 'uuid', level.object );

                    if ( child !== undefined ) {

                        object.addLevel( child, level.distance );

                    }

                }

            }

            return object;

        }

    } );

    var TEXTURE_MAPPING = {
        UVMapping: UVMapping,
        CubeReflectionMapping: CubeReflectionMapping,
        CubeRefractionMapping: CubeRefractionMapping,
        EquirectangularReflectionMapping: EquirectangularReflectionMapping,
        EquirectangularRefractionMapping: EquirectangularRefractionMapping,
        SphericalReflectionMapping: SphericalReflectionMapping,
        CubeUVReflectionMapping: CubeUVReflectionMapping,
        CubeUVRefractionMapping: CubeUVRefractionMapping
    };

    var TEXTURE_WRAPPING = {
        RepeatWrapping: RepeatWrapping,
        ClampToEdgeWrapping: ClampToEdgeWrapping,
        MirroredRepeatWrapping: MirroredRepeatWrapping
    };

    var TEXTURE_FILTER = {
        NearestFilter: NearestFilter,
        NearestMipMapNearestFilter: NearestMipMapNearestFilter,
        NearestMipMapLinearFilter: NearestMipMapLinearFilter,
        LinearFilter: LinearFilter,
        LinearMipMapNearestFilter: LinearMipMapNearestFilter,
        LinearMipMapLinearFilter: LinearMipMapLinearFilter
    };

    /**
     * @author thespite / http://clicktorelease.com/
     */


    function ImageBitmapLoader( manager ) {

        if ( typeof createImageBitmap === 'undefined' ) {

            console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );

        }

        if ( typeof fetch === 'undefined' ) {

            console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );

        }

        this.manager = manager !== undefined ? manager : DefaultLoadingManager;
        this.options = undefined;

    }

    ImageBitmapLoader.prototype = {

        constructor: ImageBitmapLoader,

        setOptions: function setOptions( options ) {

            this.options = options;

            return this;

        },

        load: function ( url, onLoad, onProgress, onError ) {

            if ( url === undefined ) url = '';

            if ( this.path !== undefined ) url = this.path + url;

            url = this.manager.resolveURL( url );

            var scope = this;

            var cached = Cache.get( url );

            if ( cached !== undefined ) {

                scope.manager.itemStart( url );

                setTimeout( function () {

                    if ( onLoad ) onLoad( cached );

                    scope.manager.itemEnd( url );

                }, 0 );

                return cached;

            }

            fetch( url ).then( function ( res ) {

                return res.blob();

            } ).then( function ( blob ) {

                return createImageBitmap( blob, scope.options );

            } ).then( function ( imageBitmap ) {

                Cache.add( url, imageBitmap );

                if ( onLoad ) onLoad( imageBitmap );

                scope.manager.itemEnd( url );

            } ).catch( function ( e ) {

                if ( onError ) onError( e );

                scope.manager.itemEnd( url );
                scope.manager.itemError( url );

            } );

        },

        setCrossOrigin: function ( /* value */ ) {

            return this;

        },

        setPath: function ( value ) {

            this.path = value;
            return this;

        }

    };

    /**
     * @author zz85 / http://www.lab4games.net/zz85/blog
     * minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
     **/

    function ShapePath() {

        this.type = 'ShapePath';

        this.color = new Color();

        this.subPaths = [];
        this.currentPath = null;

    }

    Object.assign( ShapePath.prototype, {

        moveTo: function ( x, y ) {

            this.currentPath = new Path();
            this.subPaths.push( this.currentPath );
            this.currentPath.moveTo( x, y );

        },

        lineTo: function ( x, y ) {

            this.currentPath.lineTo( x, y );

        },

        quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {

            this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );

        },

        bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {

            this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );

        },

        splineThru: function ( pts ) {

            this.currentPath.splineThru( pts );

        },

        toShapes: function ( isCCW, noHoles ) {

            function toShapesNoHoles( inSubpaths ) {

                var shapes = [];

                for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {

                    var tmpPath = inSubpaths[ i ];

                    var tmpShape = new Shape();
                    tmpShape.curves = tmpPath.curves;

                    shapes.push( tmpShape );

                }

                return shapes;

            }

            function isPointInsidePolygon( inPt, inPolygon ) {

                var polyLen = inPolygon.length;

                // inPt on polygon contour => immediate success    or
                // toggling of inside/outside at every single! intersection point of an edge
                //  with the horizontal line through inPt, left of inPt
                //  not counting lowerY endpoints of edges and whole edges on that line
                var inside = false;
                for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {

                    var edgeLowPt = inPolygon[ p ];
                    var edgeHighPt = inPolygon[ q ];

                    var edgeDx = edgeHighPt.x - edgeLowPt.x;
                    var edgeDy = edgeHighPt.y - edgeLowPt.y;

                    if ( Math.abs( edgeDy ) > Number.EPSILON ) {

                        // not parallel
                        if ( edgeDy < 0 ) {

                            edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
                            edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;

                        }
                        if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) )        continue;

                        if ( inPt.y === edgeLowPt.y ) {

                            if ( inPt.x === edgeLowPt.x )       return  true;       // inPt is on contour ?
                            // continue;                // no intersection or edgeLowPt => doesn't count !!!

                        } else {

                            var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
                            if ( perpEdge === 0 )               return  true;       // inPt is on contour ?
                            if ( perpEdge < 0 )                 continue;
                            inside = ! inside;      // true intersection left of inPt

                        }

                    } else {

                        // parallel or collinear
                        if ( inPt.y !== edgeLowPt.y )       continue;           // parallel
                        // edge lies on the same horizontal line as inPt
                        if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
                             ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) )      return  true;   // inPt: Point on contour !
                        // continue;

                    }

                }

                return  inside;

            }

            var isClockWise = ShapeUtils.isClockWise;

            var subPaths = this.subPaths;
            if ( subPaths.length === 0 ) return [];

            if ( noHoles === true ) return  toShapesNoHoles( subPaths );


            var solid, tmpPath, tmpShape, shapes = [];

            if ( subPaths.length === 1 ) {

                tmpPath = subPaths[ 0 ];
                tmpShape = new Shape();
                tmpShape.curves = tmpPath.curves;
                shapes.push( tmpShape );
                return shapes;

            }

            var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
            holesFirst = isCCW ? ! holesFirst : holesFirst;

            // console.log("Holes first", holesFirst);

            var betterShapeHoles = [];
            var newShapes = [];
            var newShapeHoles = [];
            var mainIdx = 0;
            var tmpPoints;

            newShapes[ mainIdx ] = undefined;
            newShapeHoles[ mainIdx ] = [];

            for ( var i = 0, l = subPaths.length; i < l; i ++ ) {

                tmpPath = subPaths[ i ];
                tmpPoints = tmpPath.getPoints();
                solid = isClockWise( tmpPoints );
                solid = isCCW ? ! solid : solid;

                if ( solid ) {

                    if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++;

                    newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
                    newShapes[ mainIdx ].s.curves = tmpPath.curves;

                    if ( holesFirst )   mainIdx ++;
                    newShapeHoles[ mainIdx ] = [];

                    //console.log('cw', i);

                } else {

                    newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );

                    //console.log('ccw', i);

                }

            }

            // only Holes? -> probably all Shapes with wrong orientation
            if ( ! newShapes[ 0 ] ) return  toShapesNoHoles( subPaths );


            if ( newShapes.length > 1 ) {

                var ambiguous = false;
                var toChange = [];

                for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {

                    betterShapeHoles[ sIdx ] = [];

                }

                for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {

                    var sho = newShapeHoles[ sIdx ];

                    for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {

                        var ho = sho[ hIdx ];
                        var hole_unassigned = true;

                        for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {

                            if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {

                                if ( sIdx !== s2Idx )   toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );
                                if ( hole_unassigned ) {

                                    hole_unassigned = false;
                                    betterShapeHoles[ s2Idx ].push( ho );

                                } else {

                                    ambiguous = true;

                                }

                            }

                        }
                        if ( hole_unassigned ) {

                            betterShapeHoles[ sIdx ].push( ho );

                        }

                    }

                }
                // console.log("ambiguous: ", ambiguous);
                if ( toChange.length > 0 ) {

                    // console.log("to change: ", toChange);
                    if ( ! ambiguous )  newShapeHoles = betterShapeHoles;

                }

            }

            var tmpHoles;

            for ( var i = 0, il = newShapes.length; i < il; i ++ ) {

                tmpShape = newShapes[ i ].s;
                shapes.push( tmpShape );
                tmpHoles = newShapeHoles[ i ];

                for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {

                    tmpShape.holes.push( tmpHoles[ j ].h );

                }

            }

            //console.log("shape", shapes);

            return shapes;

        }

    } );

    /**
     * @author zz85 / http://www.lab4games.net/zz85/blog
     * @author mrdoob / http://mrdoob.com/
     */


    function Font( data ) {

        this.type = 'Font';

        this.data = data;

    }

    Object.assign( Font.prototype, {

        isFont: true,

        generateShapes: function ( text, size ) {

            if ( size === undefined ) size = 100;

            var shapes = [];
            var paths = createPaths( text, size, this.data );

            for ( var p = 0, pl = paths.length; p < pl; p ++ ) {

                Array.prototype.push.apply( shapes, paths[ p ].toShapes() );

            }

            return shapes;

        }

    } );

    function createPaths( text, size, data ) {

        var chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // see #13988
        var scale = size / data.resolution;
        var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;

        var paths = [];

        var offsetX = 0, offsetY = 0;

        for ( var i = 0; i < chars.length; i ++ ) {

            var char = chars[ i ];

            if ( char === '\n' ) {

                offsetX = 0;
                offsetY -= line_height;

            } else {

                var ret = createPath( char, scale, offsetX, offsetY, data );
                offsetX += ret.offsetX;
                paths.push( ret.path );

            }

        }

        return paths;

    }

    function createPath( char, scale, offsetX, offsetY, data ) {

        var glyph = data.glyphs[ char ] || data.glyphs[ '?' ];

        if ( ! glyph ) return;

        var path = new ShapePath();

        var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;

        if ( glyph.o ) {

            var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );

            for ( var i = 0, l = outline.length; i < l; ) {

                var action = outline[ i ++ ];

                switch ( action ) {

                    case 'm': // moveTo

                        x = outline[ i ++ ] * scale + offsetX;
                        y = outline[ i ++ ] * scale + offsetY;

                        path.moveTo( x, y );

                        break;

                    case 'l': // lineTo

                        x = outline[ i ++ ] * scale + offsetX;
                        y = outline[ i ++ ] * scale + offsetY;

                        path.lineTo( x, y );

                        break;

                    case 'q': // quadraticCurveTo

                        cpx = outline[ i ++ ] * scale + offsetX;
                        cpy = outline[ i ++ ] * scale + offsetY;
                        cpx1 = outline[ i ++ ] * scale + offsetX;
                        cpy1 = outline[ i ++ ] * scale + offsetY;

                        path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );

                        break;

                    case 'b': // bezierCurveTo

                        cpx = outline[ i ++ ] * scale + offsetX;
                        cpy = outline[ i ++ ] * scale + offsetY;
                        cpx1 = outline[ i ++ ] * scale + offsetX;
                        cpy1 = outline[ i ++ ] * scale + offsetY;
                        cpx2 = outline[ i ++ ] * scale + offsetX;
                        cpy2 = outline[ i ++ ] * scale + offsetY;

                        path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );

                        break;

                }

            }

        }

        return { offsetX: glyph.ha * scale, path: path };

    }

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function FontLoader( manager ) {

        this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;

    }

    Object.assign( FontLoader.prototype, {

        load: function ( url, onLoad, onProgress, onError ) {

            var scope = this;

            var loader = new FileLoader( this.manager );
            loader.setPath( this.path );
            loader.load( url, function ( text ) {

                var json;

                try {

                    json = JSON.parse( text );

                } catch ( e ) {

                    console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
                    json = JSON.parse( text.substring( 65, text.length - 2 ) );

                }

                var font = scope.parse( json );

                if ( onLoad ) onLoad( font );

            }, onProgress, onError );

        },

        parse: function ( json ) {

            return new Font( json );

        },

        setPath: function ( value ) {

            this.path = value;
            return this;

        }

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    var context;

    var AudioContext = {

        getContext: function () {

            if ( context === undefined ) {

                context = new ( window.AudioContext || window.webkitAudioContext )();

            }

            return context;

        },

        setContext: function ( value ) {

            context = value;

        }

    };

    /**
     * @author Reece Aaron Lecrivain / http://reecenotes.com/
     */

    function AudioLoader( manager ) {

        this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;

    }

    Object.assign( AudioLoader.prototype, {

        load: function ( url, onLoad, onProgress, onError ) {

            var loader = new FileLoader( this.manager );
            loader.setResponseType( 'arraybuffer' );
            loader.load( url, function ( buffer ) {

                // Create a copy of the buffer. The `decodeAudioData` method
                // detaches the buffer when complete, preventing reuse.
                var bufferCopy = buffer.slice( 0 );

                var context = AudioContext.getContext();
                context.decodeAudioData( bufferCopy, function ( audioBuffer ) {

                    onLoad( audioBuffer );

                } );

            }, onProgress, onError );

        }

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function StereoCamera() {

        this.type = 'StereoCamera';

        this.aspect = 1;

        this.eyeSep = 0.064;

        this.cameraL = new PerspectiveCamera();
        this.cameraL.layers.enable( 1 );
        this.cameraL.matrixAutoUpdate = false;

        this.cameraR = new PerspectiveCamera();
        this.cameraR.layers.enable( 2 );
        this.cameraR.matrixAutoUpdate = false;

    }

    Object.assign( StereoCamera.prototype, {

        update: ( function () {

            var instance, focus, fov, aspect, near, far, zoom, eyeSep;

            var eyeRight = new Matrix4();
            var eyeLeft = new Matrix4();

            return function update( camera ) {

                var needsUpdate = instance !== this || focus !== camera.focus || fov !== camera.fov ||
                                                    aspect !== camera.aspect * this.aspect || near !== camera.near ||
                                                    far !== camera.far || zoom !== camera.zoom || eyeSep !== this.eyeSep;

                if ( needsUpdate ) {

                    instance = this;
                    focus = camera.focus;
                    fov = camera.fov;
                    aspect = camera.aspect * this.aspect;
                    near = camera.near;
                    far = camera.far;
                    zoom = camera.zoom;

                    // Off-axis stereoscopic effect based on
                    // http://paulbourke.net/stereographics/stereorender/

                    var projectionMatrix = camera.projectionMatrix.clone();
                    eyeSep = this.eyeSep / 2;
                    var eyeSepOnProjection = eyeSep * near / focus;
                    var ymax = ( near * Math.tan( _Math.DEG2RAD * fov * 0.5 ) ) / zoom;
                    var xmin, xmax;

                    // translate xOffset

                    eyeLeft.elements[ 12 ] = - eyeSep;
                    eyeRight.elements[ 12 ] = eyeSep;

                    // for left eye

                    xmin = - ymax * aspect + eyeSepOnProjection;
                    xmax = ymax * aspect + eyeSepOnProjection;

                    projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin );
                    projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );

                    this.cameraL.projectionMatrix.copy( projectionMatrix );

                    // for right eye

                    xmin = - ymax * aspect - eyeSepOnProjection;
                    xmax = ymax * aspect - eyeSepOnProjection;

                    projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin );
                    projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );

                    this.cameraR.projectionMatrix.copy( projectionMatrix );

                }

                this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( eyeLeft );
                this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( eyeRight );

            };

        } )()

    } );

    /**
     * Camera for rendering cube maps
     *  - renders scene into axis-aligned cube
     *
     * @author alteredq / http://alteredqualia.com/
     */

    function CubeCamera( near, far, cubeResolution ) {

        Object3D.call( this );

        this.type = 'CubeCamera';

        var fov = 90, aspect = 1;

        var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
        cameraPX.up.set( 0, - 1, 0 );
        cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
        this.add( cameraPX );

        var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
        cameraNX.up.set( 0, - 1, 0 );
        cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
        this.add( cameraNX );

        var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
        cameraPY.up.set( 0, 0, 1 );
        cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
        this.add( cameraPY );

        var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
        cameraNY.up.set( 0, 0, - 1 );
        cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
        this.add( cameraNY );

        var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
        cameraPZ.up.set( 0, - 1, 0 );
        cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
        this.add( cameraPZ );

        var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
        cameraNZ.up.set( 0, - 1, 0 );
        cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
        this.add( cameraNZ );

        var options = { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };

        this.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options );
        this.renderTarget.texture.name = "CubeCamera";

        this.update = function ( renderer, scene ) {

            if ( this.parent === null ) this.updateMatrixWorld();

            var renderTarget = this.renderTarget;
            var generateMipmaps = renderTarget.texture.generateMipmaps;

            renderTarget.texture.generateMipmaps = false;

            renderTarget.activeCubeFace = 0;
            renderer.render( scene, cameraPX, renderTarget );

            renderTarget.activeCubeFace = 1;
            renderer.render( scene, cameraNX, renderTarget );

            renderTarget.activeCubeFace = 2;
            renderer.render( scene, cameraPY, renderTarget );

            renderTarget.activeCubeFace = 3;
            renderer.render( scene, cameraNY, renderTarget );

            renderTarget.activeCubeFace = 4;
            renderer.render( scene, cameraPZ, renderTarget );

            renderTarget.texture.generateMipmaps = generateMipmaps;

            renderTarget.activeCubeFace = 5;
            renderer.render( scene, cameraNZ, renderTarget );

            renderer.setRenderTarget( null );

        };

        this.clear = function ( renderer, color, depth, stencil ) {

            var renderTarget = this.renderTarget;

            for ( var i = 0; i < 6; i ++ ) {

                renderTarget.activeCubeFace = i;
                renderer.setRenderTarget( renderTarget );

                renderer.clear( color, depth, stencil );

            }

            renderer.setRenderTarget( null );

        };

    }

    CubeCamera.prototype = Object.create( Object3D.prototype );
    CubeCamera.prototype.constructor = CubeCamera;

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function AudioListener() {

        Object3D.call( this );

        this.type = 'AudioListener';

        this.context = AudioContext.getContext();

        this.gain = this.context.createGain();
        this.gain.connect( this.context.destination );

        this.filter = null;

    }

    AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {

        constructor: AudioListener,

        getInput: function () {

            return this.gain;

        },

        removeFilter: function ( ) {

            if ( this.filter !== null ) {

                this.gain.disconnect( this.filter );
                this.filter.disconnect( this.context.destination );
                this.gain.connect( this.context.destination );
                this.filter = null;

            }

            return this;

        },

        getFilter: function () {

            return this.filter;

        },

        setFilter: function ( value ) {

            if ( this.filter !== null ) {

                this.gain.disconnect( this.filter );
                this.filter.disconnect( this.context.destination );

            } else {

                this.gain.disconnect( this.context.destination );

            }

            this.filter = value;
            this.gain.connect( this.filter );
            this.filter.connect( this.context.destination );

            return this;

        },

        getMasterVolume: function () {

            return this.gain.gain.value;

        },

        setMasterVolume: function ( value ) {

            this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );

            return this;

        },

        updateMatrixWorld: ( function () {

            var position = new Vector3();
            var quaternion = new Quaternion();
            var scale = new Vector3();

            var orientation = new Vector3();

            return function updateMatrixWorld( force ) {

                Object3D.prototype.updateMatrixWorld.call( this, force );

                var listener = this.context.listener;
                var up = this.up;

                this.matrixWorld.decompose( position, quaternion, scale );

                orientation.set( 0, 0, - 1 ).applyQuaternion( quaternion );

                if ( listener.positionX ) {

                    listener.positionX.setValueAtTime( position.x, this.context.currentTime );
                    listener.positionY.setValueAtTime( position.y, this.context.currentTime );
                    listener.positionZ.setValueAtTime( position.z, this.context.currentTime );
                    listener.forwardX.setValueAtTime( orientation.x, this.context.currentTime );
                    listener.forwardY.setValueAtTime( orientation.y, this.context.currentTime );
                    listener.forwardZ.setValueAtTime( orientation.z, this.context.currentTime );
                    listener.upX.setValueAtTime( up.x, this.context.currentTime );
                    listener.upY.setValueAtTime( up.y, this.context.currentTime );
                    listener.upZ.setValueAtTime( up.z, this.context.currentTime );

                } else {

                    listener.setPosition( position.x, position.y, position.z );
                    listener.setOrientation( orientation.x, orientation.y, orientation.z, up.x, up.y, up.z );

                }

            };

        } )()

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author Reece Aaron Lecrivain / http://reecenotes.com/
     */

    function Audio( listener ) {

        Object3D.call( this );

        this.type = 'Audio';

        this.context = listener.context;

        this.gain = this.context.createGain();
        this.gain.connect( listener.getInput() );

        this.autoplay = false;

        this.buffer = null;
        this.loop = false;
        this.startTime = 0;
        this.offset = 0;
        this.playbackRate = 1;
        this.isPlaying = false;
        this.hasPlaybackControl = true;
        this.sourceType = 'empty';

        this.filters = [];

    }

    Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {

        constructor: Audio,

        getOutput: function () {

            return this.gain;

        },

        setNodeSource: function ( audioNode ) {

            this.hasPlaybackControl = false;
            this.sourceType = 'audioNode';
            this.source = audioNode;
            this.connect();

            return this;

        },

        setMediaElementSource: function ( mediaElement ) {

            this.hasPlaybackControl = false;
            this.sourceType = 'mediaNode';
            this.source = this.context.createMediaElementSource( mediaElement );
            this.connect();

            return this;

        },

        setBuffer: function ( audioBuffer ) {

            this.buffer = audioBuffer;
            this.sourceType = 'buffer';

            if ( this.autoplay ) this.play();

            return this;

        },

        play: function () {

            if ( this.isPlaying === true ) {

                console.warn( 'THREE.Audio: Audio is already playing.' );
                return;

            }

            if ( this.hasPlaybackControl === false ) {

                console.warn( 'THREE.Audio: this Audio has no playback control.' );
                return;

            }

            var source = this.context.createBufferSource();

            source.buffer = this.buffer;
            source.loop = this.loop;
            source.onended = this.onEnded.bind( this );
            source.playbackRate.setValueAtTime( this.playbackRate, this.startTime );
            this.startTime = this.context.currentTime;
            source.start( this.startTime, this.offset );

            this.isPlaying = true;

            this.source = source;

            return this.connect();

        },

        pause: function () {

            if ( this.hasPlaybackControl === false ) {

                console.warn( 'THREE.Audio: this Audio has no playback control.' );
                return;

            }

            if ( this.isPlaying === true ) {

                this.source.stop();
                this.offset += ( this.context.currentTime - this.startTime ) * this.playbackRate;
                this.isPlaying = false;

            }

            return this;

        },

        stop: function () {

            if ( this.hasPlaybackControl === false ) {

                console.warn( 'THREE.Audio: this Audio has no playback control.' );
                return;

            }

            this.source.stop();
            this.offset = 0;
            this.isPlaying = false;

            return this;

        },

        connect: function () {

            if ( this.filters.length > 0 ) {

                this.source.connect( this.filters[ 0 ] );

                for ( var i = 1, l = this.filters.length; i < l; i ++ ) {

                    this.filters[ i - 1 ].connect( this.filters[ i ] );

                }

                this.filters[ this.filters.length - 1 ].connect( this.getOutput() );

            } else {

                this.source.connect( this.getOutput() );

            }

            return this;

        },

        disconnect: function () {

            if ( this.filters.length > 0 ) {

                this.source.disconnect( this.filters[ 0 ] );

                for ( var i = 1, l = this.filters.length; i < l; i ++ ) {

                    this.filters[ i - 1 ].disconnect( this.filters[ i ] );

                }

                this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );

            } else {

                this.source.disconnect( this.getOutput() );

            }

            return this;

        },

        getFilters: function () {

            return this.filters;

        },

        setFilters: function ( value ) {

            if ( ! value ) value = [];

            if ( this.isPlaying === true ) {

                this.disconnect();
                this.filters = value;
                this.connect();

            } else {

                this.filters = value;

            }

            return this;

        },

        getFilter: function () {

            return this.getFilters()[ 0 ];

        },

        setFilter: function ( filter ) {

            return this.setFilters( filter ? [ filter ] : [] );

        },

        setPlaybackRate: function ( value ) {

            if ( this.hasPlaybackControl === false ) {

                console.warn( 'THREE.Audio: this Audio has no playback control.' );
                return;

            }

            this.playbackRate = value;

            if ( this.isPlaying === true ) {

                this.source.playbackRate.setValueAtTime( this.playbackRate, this.context.currentTime );

            }

            return this;

        },

        getPlaybackRate: function () {

            return this.playbackRate;

        },

        onEnded: function () {

            this.isPlaying = false;

        },

        getLoop: function () {

            if ( this.hasPlaybackControl === false ) {

                console.warn( 'THREE.Audio: this Audio has no playback control.' );
                return false;

            }

            return this.loop;

        },

        setLoop: function ( value ) {

            if ( this.hasPlaybackControl === false ) {

                console.warn( 'THREE.Audio: this Audio has no playback control.' );
                return;

            }

            this.loop = value;

            if ( this.isPlaying === true ) {

                this.source.loop = this.loop;

            }

            return this;

        },

        getVolume: function () {

            return this.gain.gain.value;

        },

        setVolume: function ( value ) {

            this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );

            return this;

        }

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function PositionalAudio( listener ) {

        Audio.call( this, listener );

        this.panner = this.context.createPanner();
        this.panner.connect( this.gain );

    }

    PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {

        constructor: PositionalAudio,

        getOutput: function () {

            return this.panner;

        },

        getRefDistance: function () {

            return this.panner.refDistance;

        },

        setRefDistance: function ( value ) {

            this.panner.refDistance = value;

            return this;

        },

        getRolloffFactor: function () {

            return this.panner.rolloffFactor;

        },

        setRolloffFactor: function ( value ) {

            this.panner.rolloffFactor = value;

            return this;

        },

        getDistanceModel: function () {

            return this.panner.distanceModel;

        },

        setDistanceModel: function ( value ) {

            this.panner.distanceModel = value;

            return this;

        },

        getMaxDistance: function () {

            return this.panner.maxDistance;

        },

        setMaxDistance: function ( value ) {

            this.panner.maxDistance = value;

            return this;

        },

        setDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) {

            this.panner.coneInnerAngle = coneInnerAngle;
            this.panner.coneOuterAngle = coneOuterAngle;
            this.panner.coneOuterGain = coneOuterGain;

            return this;

        },

        updateMatrixWorld: ( function () {

            var position = new Vector3();
            var quaternion = new Quaternion();
            var scale = new Vector3();

            var orientation = new Vector3();

            return function updateMatrixWorld( force ) {

                Object3D.prototype.updateMatrixWorld.call( this, force );

                var panner = this.panner;
                this.matrixWorld.decompose( position, quaternion, scale );

                orientation.set( 0, 0, 1 ).applyQuaternion( quaternion );

                panner.setPosition( position.x, position.y, position.z );
                panner.setOrientation( orientation.x, orientation.y, orientation.z );

            };

        } )()


    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function AudioAnalyser( audio, fftSize ) {

        this.analyser = audio.context.createAnalyser();
        this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;

        this.data = new Uint8Array( this.analyser.frequencyBinCount );

        audio.getOutput().connect( this.analyser );

    }

    Object.assign( AudioAnalyser.prototype, {

        getFrequencyData: function () {

            this.analyser.getByteFrequencyData( this.data );

            return this.data;

        },

        getAverageFrequency: function () {

            var value = 0, data = this.getFrequencyData();

            for ( var i = 0; i < data.length; i ++ ) {

                value += data[ i ];

            }

            return value / data.length;

        }

    } );

    /**
     *
     * Buffered scene graph property that allows weighted accumulation.
     *
     *
     * @author Ben Houston / http://clara.io/
     * @author David Sarno / http://lighthaus.us/
     * @author tschw
     */

    function PropertyMixer( binding, typeName, valueSize ) {

        this.binding = binding;
        this.valueSize = valueSize;

        var bufferType = Float64Array,
            mixFunction;

        switch ( typeName ) {

            case 'quaternion':
                mixFunction = this._slerp;
                break;

            case 'string':
            case 'bool':
                bufferType = Array;
                mixFunction = this._select;
                break;

            default:
                mixFunction = this._lerp;

        }

        this.buffer = new bufferType( valueSize * 4 );
        // layout: [ incoming | accu0 | accu1 | orig ]
        //
        // interpolators can use .buffer as their .result
        // the data then goes to 'incoming'
        //
        // 'accu0' and 'accu1' are used frame-interleaved for
        // the cumulative result and are compared to detect
        // changes
        //
        // 'orig' stores the original state of the property

        this._mixBufferRegion = mixFunction;

        this.cumulativeWeight = 0;

        this.useCount = 0;
        this.referenceCount = 0;

    }

    Object.assign( PropertyMixer.prototype, {

        // accumulate data in the 'incoming' region into 'accu<i>'
        accumulate: function ( accuIndex, weight ) {

            // note: happily accumulating nothing when weight = 0, the caller knows
            // the weight and shouldn't have made the call in the first place

            var buffer = this.buffer,
                stride = this.valueSize,
                offset = accuIndex * stride + stride,

                currentWeight = this.cumulativeWeight;

            if ( currentWeight === 0 ) {

                // accuN := incoming * weight

                for ( var i = 0; i !== stride; ++ i ) {

                    buffer[ offset + i ] = buffer[ i ];

                }

                currentWeight = weight;

            } else {

                // accuN := accuN + incoming * weight

                currentWeight += weight;
                var mix = weight / currentWeight;
                this._mixBufferRegion( buffer, offset, 0, mix, stride );

            }

            this.cumulativeWeight = currentWeight;

        },

        // apply the state of 'accu<i>' to the binding when accus differ
        apply: function ( accuIndex ) {

            var stride = this.valueSize,
                buffer = this.buffer,
                offset = accuIndex * stride + stride,

                weight = this.cumulativeWeight,

                binding = this.binding;

            this.cumulativeWeight = 0;

            if ( weight < 1 ) {

                // accuN := accuN + original * ( 1 - cumulativeWeight )

                var originalValueOffset = stride * 3;

                this._mixBufferRegion(
                    buffer, offset, originalValueOffset, 1 - weight, stride );

            }

            for ( var i = stride, e = stride + stride; i !== e; ++ i ) {

                if ( buffer[ i ] !== buffer[ i + stride ] ) {

                    // value has changed -> update scene graph

                    binding.setValue( buffer, offset );
                    break;

                }

            }

        },

        // remember the state of the bound property and copy it to both accus
        saveOriginalState: function () {

            var binding = this.binding;

            var buffer = this.buffer,
                stride = this.valueSize,

                originalValueOffset = stride * 3;

            binding.getValue( buffer, originalValueOffset );

            // accu[0..1] := orig -- initially detect changes against the original
            for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {

                buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];

            }

            this.cumulativeWeight = 0;

        },

        // apply the state previously taken via 'saveOriginalState' to the binding
        restoreOriginalState: function () {

            var originalValueOffset = this.valueSize * 3;
            this.binding.setValue( this.buffer, originalValueOffset );

        },


        // mix functions

        _select: function ( buffer, dstOffset, srcOffset, t, stride ) {

            if ( t >= 0.5 ) {

                for ( var i = 0; i !== stride; ++ i ) {

                    buffer[ dstOffset + i ] = buffer[ srcOffset + i ];

                }

            }

        },

        _slerp: function ( buffer, dstOffset, srcOffset, t ) {

            Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );

        },

        _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {

            var s = 1 - t;

            for ( var i = 0; i !== stride; ++ i ) {

                var j = dstOffset + i;

                buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;

            }

        }

    } );

    /**
     *
     * A reference to a real property in the scene graph.
     *
     *
     * @author Ben Houston / http://clara.io/
     * @author David Sarno / http://lighthaus.us/
     * @author tschw
     */

    // Characters [].:/ are reserved for track binding syntax.
    var RESERVED_CHARS_RE = '\\[\\]\\.:\\/';

    function Composite( targetGroup, path, optionalParsedPath ) {

        var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );

        this._targetGroup = targetGroup;
        this._bindings = targetGroup.subscribe_( path, parsedPath );

    }

    Object.assign( Composite.prototype, {

        getValue: function ( array, offset ) {

            this.bind(); // bind all binding

            var firstValidIndex = this._targetGroup.nCachedObjects_,
                binding = this._bindings[ firstValidIndex ];

            // and only call .getValue on the first
            if ( binding !== undefined ) binding.getValue( array, offset );

        },

        setValue: function ( array, offset ) {

            var bindings = this._bindings;

            for ( var i = this._targetGroup.nCachedObjects_,
                      n = bindings.length; i !== n; ++ i ) {

                bindings[ i ].setValue( array, offset );

            }

        },

        bind: function () {

            var bindings = this._bindings;

            for ( var i = this._targetGroup.nCachedObjects_,
                      n = bindings.length; i !== n; ++ i ) {

                bindings[ i ].bind();

            }

        },

        unbind: function () {

            var bindings = this._bindings;

            for ( var i = this._targetGroup.nCachedObjects_,
                      n = bindings.length; i !== n; ++ i ) {

                bindings[ i ].unbind();

            }

        }

    } );


    function PropertyBinding( rootNode, path, parsedPath ) {

        this.path = path;
        this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );

        this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;

        this.rootNode = rootNode;

    }

    Object.assign( PropertyBinding, {

        Composite: Composite,

        create: function ( root, path, parsedPath ) {

            if ( ! ( root && root.isAnimationObjectGroup ) ) {

                return new PropertyBinding( root, path, parsedPath );

            } else {

                return new PropertyBinding.Composite( root, path, parsedPath );

            }

        },

        /**
         * Replaces spaces with underscores and removes unsupported characters from
         * node names, to ensure compatibility with parseTrackName().
         *
         * @param  {string} name Node name to be sanitized.
         * @return {string}
         */
        sanitizeNodeName: ( function () {

            var reservedRe = new RegExp( '[' + RESERVED_CHARS_RE + ']', 'g' );

            return function sanitizeNodeName( name ) {

                return name.replace( /\s/g, '_' ).replace( reservedRe, '' );

            };

        }() ),

        parseTrackName: function () {

            // Attempts to allow node names from any language. ES5's `\w` regexp matches
            // only latin characters, and the unicode \p{L} is not yet supported. So
            // instead, we exclude reserved characters and match everything else.
            var wordChar = '[^' + RESERVED_CHARS_RE + ']';
            var wordCharOrDot = '[^' + RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';

            // Parent directories, delimited by '/' or ':'. Currently unused, but must
            // be matched to parse the rest of the track name.
            var directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', wordChar );

            // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
            var nodeRe = /(WCOD+)?/.source.replace( 'WCOD', wordCharOrDot );

            // Object on target node, and accessor. May not contain reserved
            // characters. Accessor may contain any character except closing bracket.
            var objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', wordChar );

            // Property and accessor. May not contain reserved characters. Accessor may
            // contain any non-bracket characters.
            var propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', wordChar );

            var trackRe = new RegExp( ''
                + '^'
                + directoryRe
                + nodeRe
                + objectRe
                + propertyRe
                + '$'
            );

            var supportedObjectNames = [ 'material', 'materials', 'bones' ];

            return function parseTrackName( trackName ) {

                var matches = trackRe.exec( trackName );

                if ( ! matches ) {

                    throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );

                }

                var results = {
                    // directoryName: matches[ 1 ], // (tschw) currently unused
                    nodeName: matches[ 2 ],
                    objectName: matches[ 3 ],
                    objectIndex: matches[ 4 ],
                    propertyName: matches[ 5 ], // required
                    propertyIndex: matches[ 6 ]
                };

                var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );

                if ( lastDot !== undefined && lastDot !== - 1 ) {

                    var objectName = results.nodeName.substring( lastDot + 1 );

                    // Object names must be checked against a whitelist. Otherwise, there
                    // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
                    // 'bar' could be the objectName, or part of a nodeName (which can
                    // include '.' characters).
                    if ( supportedObjectNames.indexOf( objectName ) !== - 1 ) {

                        results.nodeName = results.nodeName.substring( 0, lastDot );
                        results.objectName = objectName;

                    }

                }

                if ( results.propertyName === null || results.propertyName.length === 0 ) {

                    throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );

                }

                return results;

            };

        }(),

        findNode: function ( root, nodeName ) {

            if ( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {

                return root;

            }

            // search into skeleton bones.
            if ( root.skeleton ) {

                var bone = root.skeleton.getBoneByName( nodeName );

                if ( bone !== undefined ) {

                    return bone;

                }

            }

            // search into node subtree.
            if ( root.children ) {

                var searchNodeSubtree = function ( children ) {

                    for ( var i = 0; i < children.length; i ++ ) {

                        var childNode = children[ i ];

                        if ( childNode.name === nodeName || childNode.uuid === nodeName ) {

                            return childNode;

                        }

                        var result = searchNodeSubtree( childNode.children );

                        if ( result ) return result;

                    }

                    return null;

                };

                var subTreeNode = searchNodeSubtree( root.children );

                if ( subTreeNode ) {

                    return subTreeNode;

                }

            }

            return null;

        }

    } );

    Object.assign( PropertyBinding.prototype, { // prototype, continued

        // these are used to "bind" a nonexistent property
        _getValue_unavailable: function () {},
        _setValue_unavailable: function () {},

        BindingType: {
            Direct: 0,
            EntireArray: 1,
            ArrayElement: 2,
            HasFromToArray: 3
        },

        Versioning: {
            None: 0,
            NeedsUpdate: 1,
            MatrixWorldNeedsUpdate: 2
        },

        GetterByBindingType: [

            function getValue_direct( buffer, offset ) {

                buffer[ offset ] = this.node[ this.propertyName ];

            },

            function getValue_array( buffer, offset ) {

                var source = this.resolvedProperty;

                for ( var i = 0, n = source.length; i !== n; ++ i ) {

                    buffer[ offset ++ ] = source[ i ];

                }

            },

            function getValue_arrayElement( buffer, offset ) {

                buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];

            },

            function getValue_toArray( buffer, offset ) {

                this.resolvedProperty.toArray( buffer, offset );

            }

        ],

        SetterByBindingTypeAndVersioning: [

            [
                // Direct

                function setValue_direct( buffer, offset ) {

                    this.targetObject[ this.propertyName ] = buffer[ offset ];

                },

                function setValue_direct_setNeedsUpdate( buffer, offset ) {

                    this.targetObject[ this.propertyName ] = buffer[ offset ];
                    this.targetObject.needsUpdate = true;

                },

                function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {

                    this.targetObject[ this.propertyName ] = buffer[ offset ];
                    this.targetObject.matrixWorldNeedsUpdate = true;

                }

            ], [

                // EntireArray

                function setValue_array( buffer, offset ) {

                    var dest = this.resolvedProperty;

                    for ( var i = 0, n = dest.length; i !== n; ++ i ) {

                        dest[ i ] = buffer[ offset ++ ];

                    }

                },

                function setValue_array_setNeedsUpdate( buffer, offset ) {

                    var dest = this.resolvedProperty;

                    for ( var i = 0, n = dest.length; i !== n; ++ i ) {

                        dest[ i ] = buffer[ offset ++ ];

                    }

                    this.targetObject.needsUpdate = true;

                },

                function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {

                    var dest = this.resolvedProperty;

                    for ( var i = 0, n = dest.length; i !== n; ++ i ) {

                        dest[ i ] = buffer[ offset ++ ];

                    }

                    this.targetObject.matrixWorldNeedsUpdate = true;

                }

            ], [

                // ArrayElement

                function setValue_arrayElement( buffer, offset ) {

                    this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];

                },

                function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {

                    this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
                    this.targetObject.needsUpdate = true;

                },

                function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {

                    this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
                    this.targetObject.matrixWorldNeedsUpdate = true;

                }

            ], [

                // HasToFromArray

                function setValue_fromArray( buffer, offset ) {

                    this.resolvedProperty.fromArray( buffer, offset );

                },

                function setValue_fromArray_setNeedsUpdate( buffer, offset ) {

                    this.resolvedProperty.fromArray( buffer, offset );
                    this.targetObject.needsUpdate = true;

                },

                function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {

                    this.resolvedProperty.fromArray( buffer, offset );
                    this.targetObject.matrixWorldNeedsUpdate = true;

                }

            ]

        ],

        getValue: function getValue_unbound( targetArray, offset ) {

            this.bind();
            this.getValue( targetArray, offset );

            // Note: This class uses a State pattern on a per-method basis:
            // 'bind' sets 'this.getValue' / 'setValue' and shadows the
            // prototype version of these methods with one that represents
            // the bound state. When the property is not found, the methods
            // become no-ops.

        },

        setValue: function getValue_unbound( sourceArray, offset ) {

            this.bind();
            this.setValue( sourceArray, offset );

        },

        // create getter / setter pair for a property in the scene graph
        bind: function () {

            var targetObject = this.node,
                parsedPath = this.parsedPath,

                objectName = parsedPath.objectName,
                propertyName = parsedPath.propertyName,
                propertyIndex = parsedPath.propertyIndex;

            if ( ! targetObject ) {

                targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;

                this.node = targetObject;

            }

            // set fail state so we can just 'return' on error
            this.getValue = this._getValue_unavailable;
            this.setValue = this._setValue_unavailable;

            // ensure there is a value node
            if ( ! targetObject ) {

                console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
                return;

            }

            if ( objectName ) {

                var objectIndex = parsedPath.objectIndex;

                // special cases were we need to reach deeper into the hierarchy to get the face materials....
                switch ( objectName ) {

                    case 'materials':

                        if ( ! targetObject.material ) {

                            console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
                            return;

                        }

                        if ( ! targetObject.material.materials ) {

                            console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
                            return;

                        }

                        targetObject = targetObject.material.materials;

                        break;

                    case 'bones':

                        if ( ! targetObject.skeleton ) {

                            console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
                            return;

                        }

                        // potential future optimization: skip this if propertyIndex is already an integer
                        // and convert the integer string to a true integer.

                        targetObject = targetObject.skeleton.bones;

                        // support resolving morphTarget names into indices.
                        for ( var i = 0; i < targetObject.length; i ++ ) {

                            if ( targetObject[ i ].name === objectIndex ) {

                                objectIndex = i;
                                break;

                            }

                        }

                        break;

                    default:

                        if ( targetObject[ objectName ] === undefined ) {

                            console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
                            return;

                        }

                        targetObject = targetObject[ objectName ];

                }


                if ( objectIndex !== undefined ) {

                    if ( targetObject[ objectIndex ] === undefined ) {

                        console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
                        return;

                    }

                    targetObject = targetObject[ objectIndex ];

                }

            }

            // resolve property
            var nodeProperty = targetObject[ propertyName ];

            if ( nodeProperty === undefined ) {

                var nodeName = parsedPath.nodeName;

                console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
                    '.' + propertyName + ' but it wasn\'t found.', targetObject );
                return;

            }

            // determine versioning scheme
            var versioning = this.Versioning.None;

            if ( targetObject.needsUpdate !== undefined ) { // material

                versioning = this.Versioning.NeedsUpdate;
                this.targetObject = targetObject;

            } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform

                versioning = this.Versioning.MatrixWorldNeedsUpdate;
                this.targetObject = targetObject;

            }

            // determine how the property gets bound
            var bindingType = this.BindingType.Direct;

            if ( propertyIndex !== undefined ) {

                // access a sub element of the property array (only primitives are supported right now)

                if ( propertyName === "morphTargetInfluences" ) {

                    // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.

                    // support resolving morphTarget names into indices.
                    if ( ! targetObject.geometry ) {

                        console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
                        return;

                    }

                    if ( targetObject.geometry.isBufferGeometry ) {

                        if ( ! targetObject.geometry.morphAttributes ) {

                            console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
                            return;

                        }

                        for ( var i = 0; i < this.node.geometry.morphAttributes.position.length; i ++ ) {

                            if ( targetObject.geometry.morphAttributes.position[ i ].name === propertyIndex ) {

                                propertyIndex = i;
                                break;

                            }

                        }


                    } else {

                        if ( ! targetObject.geometry.morphTargets ) {

                            console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.', this );
                            return;

                        }

                        for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) {

                            if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) {

                                propertyIndex = i;
                                break;

                            }

                        }

                    }

                }

                bindingType = this.BindingType.ArrayElement;

                this.resolvedProperty = nodeProperty;
                this.propertyIndex = propertyIndex;

            } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {

                // must use copy for Object3D.Euler/Quaternion

                bindingType = this.BindingType.HasFromToArray;

                this.resolvedProperty = nodeProperty;

            } else if ( Array.isArray( nodeProperty ) ) {

                bindingType = this.BindingType.EntireArray;

                this.resolvedProperty = nodeProperty;

            } else {

                this.propertyName = propertyName;

            }

            // select getter / setter
            this.getValue = this.GetterByBindingType[ bindingType ];
            this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];

        },

        unbind: function () {

            this.node = null;

            // back to the prototype version of getValue / setValue
            // note: avoiding to mutate the shape of 'this' via 'delete'
            this.getValue = this._getValue_unbound;
            this.setValue = this._setValue_unbound;

        }

    } );

    //!\ DECLARE ALIAS AFTER assign prototype !
    Object.assign( PropertyBinding.prototype, {

        // initial state of these methods that calls 'bind'
        _getValue_unbound: PropertyBinding.prototype.getValue,
        _setValue_unbound: PropertyBinding.prototype.setValue,

    } );

    /**
     *
     * A group of objects that receives a shared animation state.
     *
     * Usage:
     *
     *  -   Add objects you would otherwise pass as 'root' to the
     *      constructor or the .clipAction method of AnimationMixer.
     *
     *  -   Instead pass this object as 'root'.
     *
     *  -   You can also add and remove objects later when the mixer
     *      is running.
     *
     * Note:
     *
     *      Objects of this class appear as one object to the mixer,
     *      so cache control of the individual objects must be done
     *      on the group.
     *
     * Limitation:
     *
     *  -   The animated properties must be compatible among the
     *      all objects in the group.
     *
     *  -   A single property can either be controlled through a
     *      target group or directly, but not both.
     *
     * @author tschw
     */

    function AnimationObjectGroup() {

        this.uuid = _Math.generateUUID();

        // cached objects followed by the active ones
        this._objects = Array.prototype.slice.call( arguments );

        this.nCachedObjects_ = 0;           // threshold
        // note: read by PropertyBinding.Composite

        var indices = {};
        this._indicesByUUID = indices;      // for bookkeeping

        for ( var i = 0, n = arguments.length; i !== n; ++ i ) {

            indices[ arguments[ i ].uuid ] = i;

        }

        this._paths = [];                   // inside: string
        this._parsedPaths = [];             // inside: { we don't care, here }
        this._bindings = [];                // inside: Array< PropertyBinding >
        this._bindingsIndicesByPath = {};   // inside: indices in these arrays

        var scope = this;

        this.stats = {

            objects: {
                get total() {

                    return scope._objects.length;

                },
                get inUse() {

                    return this.total - scope.nCachedObjects_;

                }
            },
            get bindingsPerObject() {

                return scope._bindings.length;

            }

        };

    }

    Object.assign( AnimationObjectGroup.prototype, {

        isAnimationObjectGroup: true,

        add: function () {

            var objects = this._objects,
                nObjects = objects.length,
                nCachedObjects = this.nCachedObjects_,
                indicesByUUID = this._indicesByUUID,
                paths = this._paths,
                parsedPaths = this._parsedPaths,
                bindings = this._bindings,
                nBindings = bindings.length,
                knownObject = undefined;

            for ( var i = 0, n = arguments.length; i !== n; ++ i ) {

                var object = arguments[ i ],
                    uuid = object.uuid,
                    index = indicesByUUID[ uuid ];

                if ( index === undefined ) {

                    // unknown object -> add it to the ACTIVE region

                    index = nObjects ++;
                    indicesByUUID[ uuid ] = index;
                    objects.push( object );

                    // accounting is done, now do the same for all bindings

                    for ( var j = 0, m = nBindings; j !== m; ++ j ) {

                        bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );

                    }

                } else if ( index < nCachedObjects ) {

                    knownObject = objects[ index ];

                    // move existing object to the ACTIVE region

                    var firstActiveIndex = -- nCachedObjects,
                        lastCachedObject = objects[ firstActiveIndex ];

                    indicesByUUID[ lastCachedObject.uuid ] = index;
                    objects[ index ] = lastCachedObject;

                    indicesByUUID[ uuid ] = firstActiveIndex;
                    objects[ firstActiveIndex ] = object;

                    // accounting is done, now do the same for all bindings

                    for ( var j = 0, m = nBindings; j !== m; ++ j ) {

                        var bindingsForPath = bindings[ j ],
                            lastCached = bindingsForPath[ firstActiveIndex ],
                            binding = bindingsForPath[ index ];

                        bindingsForPath[ index ] = lastCached;

                        if ( binding === undefined ) {

                            // since we do not bother to create new bindings
                            // for objects that are cached, the binding may
                            // or may not exist

                            binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );

                        }

                        bindingsForPath[ firstActiveIndex ] = binding;

                    }

                } else if ( objects[ index ] !== knownObject ) {

                    console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
                            'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );

                } // else the object is already where we want it to be

            } // for arguments

            this.nCachedObjects_ = nCachedObjects;

        },

        remove: function () {

            var objects = this._objects,
                nCachedObjects = this.nCachedObjects_,
                indicesByUUID = this._indicesByUUID,
                bindings = this._bindings,
                nBindings = bindings.length;

            for ( var i = 0, n = arguments.length; i !== n; ++ i ) {

                var object = arguments[ i ],
                    uuid = object.uuid,
                    index = indicesByUUID[ uuid ];

                if ( index !== undefined && index >= nCachedObjects ) {

                    // move existing object into the CACHED region

                    var lastCachedIndex = nCachedObjects ++,
                        firstActiveObject = objects[ lastCachedIndex ];

                    indicesByUUID[ firstActiveObject.uuid ] = index;
                    objects[ index ] = firstActiveObject;

                    indicesByUUID[ uuid ] = lastCachedIndex;
                    objects[ lastCachedIndex ] = object;

                    // accounting is done, now do the same for all bindings

                    for ( var j = 0, m = nBindings; j !== m; ++ j ) {

                        var bindingsForPath = bindings[ j ],
                            firstActive = bindingsForPath[ lastCachedIndex ],
                            binding = bindingsForPath[ index ];

                        bindingsForPath[ index ] = firstActive;
                        bindingsForPath[ lastCachedIndex ] = binding;

                    }

                }

            } // for arguments

            this.nCachedObjects_ = nCachedObjects;

        },

        // remove & forget
        uncache: function () {

            var objects = this._objects,
                nObjects = objects.length,
                nCachedObjects = this.nCachedObjects_,
                indicesByUUID = this._indicesByUUID,
                bindings = this._bindings,
                nBindings = bindings.length;

            for ( var i = 0, n = arguments.length; i !== n; ++ i ) {

                var object = arguments[ i ],
                    uuid = object.uuid,
                    index = indicesByUUID[ uuid ];

                if ( index !== undefined ) {

                    delete indicesByUUID[ uuid ];

                    if ( index < nCachedObjects ) {

                        // object is cached, shrink the CACHED region

                        var firstActiveIndex = -- nCachedObjects,
                            lastCachedObject = objects[ firstActiveIndex ],
                            lastIndex = -- nObjects,
                            lastObject = objects[ lastIndex ];

                        // last cached object takes this object's place
                        indicesByUUID[ lastCachedObject.uuid ] = index;
                        objects[ index ] = lastCachedObject;

                        // last object goes to the activated slot and pop
                        indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
                        objects[ firstActiveIndex ] = lastObject;
                        objects.pop();

                        // accounting is done, now do the same for all bindings

                        for ( var j = 0, m = nBindings; j !== m; ++ j ) {

                            var bindingsForPath = bindings[ j ],
                                lastCached = bindingsForPath[ firstActiveIndex ],
                                last = bindingsForPath[ lastIndex ];

                            bindingsForPath[ index ] = lastCached;
                            bindingsForPath[ firstActiveIndex ] = last;
                            bindingsForPath.pop();

                        }

                    } else {

                        // object is active, just swap with the last and pop

                        var lastIndex = -- nObjects,
                            lastObject = objects[ lastIndex ];

                        indicesByUUID[ lastObject.uuid ] = index;
                        objects[ index ] = lastObject;
                        objects.pop();

                        // accounting is done, now do the same for all bindings

                        for ( var j = 0, m = nBindings; j !== m; ++ j ) {

                            var bindingsForPath = bindings[ j ];

                            bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
                            bindingsForPath.pop();

                        }

                    } // cached or active

                } // if object is known

            } // for arguments

            this.nCachedObjects_ = nCachedObjects;

        },

        // Internal interface used by befriended PropertyBinding.Composite:

        subscribe_: function ( path, parsedPath ) {

            // returns an array of bindings for the given path that is changed
            // according to the contained objects in the group

            var indicesByPath = this._bindingsIndicesByPath,
                index = indicesByPath[ path ],
                bindings = this._bindings;

            if ( index !== undefined ) return bindings[ index ];

            var paths = this._paths,
                parsedPaths = this._parsedPaths,
                objects = this._objects,
                nObjects = objects.length,
                nCachedObjects = this.nCachedObjects_,
                bindingsForPath = new Array( nObjects );

            index = bindings.length;

            indicesByPath[ path ] = index;

            paths.push( path );
            parsedPaths.push( parsedPath );
            bindings.push( bindingsForPath );

            for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {

                var object = objects[ i ];
                bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );

            }

            return bindingsForPath;

        },

        unsubscribe_: function ( path ) {

            // tells the group to forget about a property path and no longer
            // update the array previously obtained with 'subscribe_'

            var indicesByPath = this._bindingsIndicesByPath,
                index = indicesByPath[ path ];

            if ( index !== undefined ) {

                var paths = this._paths,
                    parsedPaths = this._parsedPaths,
                    bindings = this._bindings,
                    lastBindingsIndex = bindings.length - 1,
                    lastBindings = bindings[ lastBindingsIndex ],
                    lastBindingsPath = path[ lastBindingsIndex ];

                indicesByPath[ lastBindingsPath ] = index;

                bindings[ index ] = lastBindings;
                bindings.pop();

                parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
                parsedPaths.pop();

                paths[ index ] = paths[ lastBindingsIndex ];
                paths.pop();

            }

        }

    } );

    /**
     *
     * Action provided by AnimationMixer for scheduling clip playback on specific
     * objects.
     *
     * @author Ben Houston / http://clara.io/
     * @author David Sarno / http://lighthaus.us/
     * @author tschw
     *
     */

    function AnimationAction( mixer, clip, localRoot ) {

        this._mixer = mixer;
        this._clip = clip;
        this._localRoot = localRoot || null;

        var tracks = clip.tracks,
            nTracks = tracks.length,
            interpolants = new Array( nTracks );

        var interpolantSettings = {
            endingStart: ZeroCurvatureEnding,
            endingEnd: ZeroCurvatureEnding
        };

        for ( var i = 0; i !== nTracks; ++ i ) {

            var interpolant = tracks[ i ].createInterpolant( null );
            interpolants[ i ] = interpolant;
            interpolant.settings = interpolantSettings;

        }

        this._interpolantSettings = interpolantSettings;

        this._interpolants = interpolants;  // bound by the mixer

        // inside: PropertyMixer (managed by the mixer)
        this._propertyBindings = new Array( nTracks );

        this._cacheIndex = null;            // for the memory manager
        this._byClipCacheIndex = null;      // for the memory manager

        this._timeScaleInterpolant = null;
        this._weightInterpolant = null;

        this.loop = LoopRepeat;
        this._loopCount = - 1;

        // global mixer time when the action is to be started
        // it's set back to 'null' upon start of the action
        this._startTime = null;

        // scaled local time of the action
        // gets clamped or wrapped to 0..clip.duration according to loop
        this.time = 0;

        this.timeScale = 1;
        this._effectiveTimeScale = 1;

        this.weight = 1;
        this._effectiveWeight = 1;

        this.repetitions = Infinity;        // no. of repetitions when looping

        this.paused = false;                // true -> zero effective time scale
        this.enabled = true;                // false -> zero effective weight

        this.clampWhenFinished  = false;    // keep feeding the last frame?

        this.zeroSlopeAtStart   = true;     // for smooth interpolation w/o separate
        this.zeroSlopeAtEnd     = true;     // clips for start, loop and end

    }

    Object.assign( AnimationAction.prototype, {

        // State & Scheduling

        play: function () {

            this._mixer._activateAction( this );

            return this;

        },

        stop: function () {

            this._mixer._deactivateAction( this );

            return this.reset();

        },

        reset: function () {

            this.paused = false;
            this.enabled = true;

            this.time = 0;          // restart clip
            this._loopCount = - 1;  // forget previous loops
            this._startTime = null; // forget scheduling

            return this.stopFading().stopWarping();

        },

        isRunning: function () {

            return this.enabled && ! this.paused && this.timeScale !== 0 &&
                    this._startTime === null && this._mixer._isActiveAction( this );

        },

        // return true when play has been called
        isScheduled: function () {

            return this._mixer._isActiveAction( this );

        },

        startAt: function ( time ) {

            this._startTime = time;

            return this;

        },

        setLoop: function ( mode, repetitions ) {

            this.loop = mode;
            this.repetitions = repetitions;

            return this;

        },

        // Weight

        // set the weight stopping any scheduled fading
        // although .enabled = false yields an effective weight of zero, this
        // method does *not* change .enabled, because it would be confusing
        setEffectiveWeight: function ( weight ) {

            this.weight = weight;

            // note: same logic as when updated at runtime
            this._effectiveWeight = this.enabled ? weight : 0;

            return this.stopFading();

        },

        // return the weight considering fading and .enabled
        getEffectiveWeight: function () {

            return this._effectiveWeight;

        },

        fadeIn: function ( duration ) {

            return this._scheduleFading( duration, 0, 1 );

        },

        fadeOut: function ( duration ) {

            return this._scheduleFading( duration, 1, 0 );

        },

        crossFadeFrom: function ( fadeOutAction, duration, warp ) {

            fadeOutAction.fadeOut( duration );
            this.fadeIn( duration );

            if ( warp ) {

                var fadeInDuration = this._clip.duration,
                    fadeOutDuration = fadeOutAction._clip.duration,

                    startEndRatio = fadeOutDuration / fadeInDuration,
                    endStartRatio = fadeInDuration / fadeOutDuration;

                fadeOutAction.warp( 1.0, startEndRatio, duration );
                this.warp( endStartRatio, 1.0, duration );

            }

            return this;

        },

        crossFadeTo: function ( fadeInAction, duration, warp ) {

            return fadeInAction.crossFadeFrom( this, duration, warp );

        },

        stopFading: function () {

            var weightInterpolant = this._weightInterpolant;

            if ( weightInterpolant !== null ) {

                this._weightInterpolant = null;
                this._mixer._takeBackControlInterpolant( weightInterpolant );

            }

            return this;

        },

        // Time Scale Control

        // set the time scale stopping any scheduled warping
        // although .paused = true yields an effective time scale of zero, this
        // method does *not* change .paused, because it would be confusing
        setEffectiveTimeScale: function ( timeScale ) {

            this.timeScale = timeScale;
            this._effectiveTimeScale = this.paused ? 0 : timeScale;

            return this.stopWarping();

        },

        // return the time scale considering warping and .paused
        getEffectiveTimeScale: function () {

            return this._effectiveTimeScale;

        },

        setDuration: function ( duration ) {

            this.timeScale = this._clip.duration / duration;

            return this.stopWarping();

        },

        syncWith: function ( action ) {

            this.time = action.time;
            this.timeScale = action.timeScale;

            return this.stopWarping();

        },

        halt: function ( duration ) {

            return this.warp( this._effectiveTimeScale, 0, duration );

        },

        warp: function ( startTimeScale, endTimeScale, duration ) {

            var mixer = this._mixer, now = mixer.time,
                interpolant = this._timeScaleInterpolant,

                timeScale = this.timeScale;

            if ( interpolant === null ) {

                interpolant = mixer._lendControlInterpolant();
                this._timeScaleInterpolant = interpolant;

            }

            var times = interpolant.parameterPositions,
                values = interpolant.sampleValues;

            times[ 0 ] = now;
            times[ 1 ] = now + duration;

            values[ 0 ] = startTimeScale / timeScale;
            values[ 1 ] = endTimeScale / timeScale;

            return this;

        },

        stopWarping: function () {

            var timeScaleInterpolant = this._timeScaleInterpolant;

            if ( timeScaleInterpolant !== null ) {

                this._timeScaleInterpolant = null;
                this._mixer._takeBackControlInterpolant( timeScaleInterpolant );

            }

            return this;

        },

        // Object Accessors

        getMixer: function () {

            return this._mixer;

        },

        getClip: function () {

            return this._clip;

        },

        getRoot: function () {

            return this._localRoot || this._mixer._root;

        },

        // Interna

        _update: function ( time, deltaTime, timeDirection, accuIndex ) {

            // called by the mixer

            if ( ! this.enabled ) {

                // call ._updateWeight() to update ._effectiveWeight

                this._updateWeight( time );
                return;

            }

            var startTime = this._startTime;

            if ( startTime !== null ) {

                // check for scheduled start of action

                var timeRunning = ( time - startTime ) * timeDirection;
                if ( timeRunning < 0 || timeDirection === 0 ) {

                    return; // yet to come / don't decide when delta = 0

                }

                // start

                this._startTime = null; // unschedule
                deltaTime = timeDirection * timeRunning;

            }

            // apply time scale and advance time

            deltaTime *= this._updateTimeScale( time );
            var clipTime = this._updateTime( deltaTime );

            // note: _updateTime may disable the action resulting in
            // an effective weight of 0

            var weight = this._updateWeight( time );

            if ( weight > 0 ) {

                var interpolants = this._interpolants;
                var propertyMixers = this._propertyBindings;

                for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {

                    interpolants[ j ].evaluate( clipTime );
                    propertyMixers[ j ].accumulate( accuIndex, weight );

                }

            }

        },

        _updateWeight: function ( time ) {

            var weight = 0;

            if ( this.enabled ) {

                weight = this.weight;
                var interpolant = this._weightInterpolant;

                if ( interpolant !== null ) {

                    var interpolantValue = interpolant.evaluate( time )[ 0 ];

                    weight *= interpolantValue;

                    if ( time > interpolant.parameterPositions[ 1 ] ) {

                        this.stopFading();

                        if ( interpolantValue === 0 ) {

                            // faded out, disable
                            this.enabled = false;

                        }

                    }

                }

            }

            this._effectiveWeight = weight;
            return weight;

        },

        _updateTimeScale: function ( time ) {

            var timeScale = 0;

            if ( ! this.paused ) {

                timeScale = this.timeScale;

                var interpolant = this._timeScaleInterpolant;

                if ( interpolant !== null ) {

                    var interpolantValue = interpolant.evaluate( time )[ 0 ];

                    timeScale *= interpolantValue;

                    if ( time > interpolant.parameterPositions[ 1 ] ) {

                        this.stopWarping();

                        if ( timeScale === 0 ) {

                            // motion has halted, pause
                            this.paused = true;

                        } else {

                            // warp done - apply final time scale
                            this.timeScale = timeScale;

                        }

                    }

                }

            }

            this._effectiveTimeScale = timeScale;
            return timeScale;

        },

        _updateTime: function ( deltaTime ) {

            var time = this.time + deltaTime;

            if ( deltaTime === 0 ) return time;

            var duration = this._clip.duration,

                loop = this.loop,
                loopCount = this._loopCount;

            if ( loop === LoopOnce ) {

                if ( loopCount === - 1 ) {

                    // just started

                    this._loopCount = 0;
                    this._setEndings( true, true, false );

                }

                handle_stop: {

                    if ( time >= duration ) {

                        time = duration;

                    } else if ( time < 0 ) {

                        time = 0;

                    } else break handle_stop;

                    if ( this.clampWhenFinished ) this.paused = true;
                    else this.enabled = false;

                    this._mixer.dispatchEvent( {
                        type: 'finished', action: this,
                        direction: deltaTime < 0 ? - 1 : 1
                    } );

                }

            } else { // repetitive Repeat or PingPong

                var pingPong = ( loop === LoopPingPong );

                if ( loopCount === - 1 ) {

                    // just started

                    if ( deltaTime >= 0 ) {

                        loopCount = 0;

                        this._setEndings( true, this.repetitions === 0, pingPong );

                    } else {

                        // when looping in reverse direction, the initial
                        // transition through zero counts as a repetition,
                        // so leave loopCount at -1

                        this._setEndings( this.repetitions === 0, true, pingPong );

                    }

                }

                if ( time >= duration || time < 0 ) {

                    // wrap around

                    var loopDelta = Math.floor( time / duration ); // signed
                    time -= duration * loopDelta;

                    loopCount += Math.abs( loopDelta );

                    var pending = this.repetitions - loopCount;

                    if ( pending <= 0 ) {

                        // have to stop (switch state, clamp time, fire event)

                        if ( this.clampWhenFinished ) this.paused = true;
                        else this.enabled = false;

                        time = deltaTime > 0 ? duration : 0;

                        this._mixer.dispatchEvent( {
                            type: 'finished', action: this,
                            direction: deltaTime > 0 ? 1 : - 1
                        } );

                    } else {

                        // keep running

                        if ( pending === 1 ) {

                            // entering the last round

                            var atStart = deltaTime < 0;
                            this._setEndings( atStart, ! atStart, pingPong );

                        } else {

                            this._setEndings( false, false, pingPong );

                        }

                        this._loopCount = loopCount;

                        this._mixer.dispatchEvent( {
                            type: 'loop', action: this, loopDelta: loopDelta
                        } );

                    }

                }

                if ( pingPong && ( loopCount & 1 ) === 1 ) {

                    // invert time for the "pong round"

                    this.time = time;
                    return duration - time;

                }

            }

            this.time = time;
            return time;

        },

        _setEndings: function ( atStart, atEnd, pingPong ) {

            var settings = this._interpolantSettings;

            if ( pingPong ) {

                settings.endingStart    = ZeroSlopeEnding;
                settings.endingEnd      = ZeroSlopeEnding;

            } else {

                // assuming for LoopOnce atStart == atEnd == true

                if ( atStart ) {

                    settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;

                } else {

                    settings.endingStart = WrapAroundEnding;

                }

                if ( atEnd ) {

                    settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;

                } else {

                    settings.endingEnd   = WrapAroundEnding;

                }

            }

        },

        _scheduleFading: function ( duration, weightNow, weightThen ) {

            var mixer = this._mixer, now = mixer.time,
                interpolant = this._weightInterpolant;

            if ( interpolant === null ) {

                interpolant = mixer._lendControlInterpolant();
                this._weightInterpolant = interpolant;

            }

            var times = interpolant.parameterPositions,
                values = interpolant.sampleValues;

            times[ 0 ] = now;               values[ 0 ] = weightNow;
            times[ 1 ] = now + duration;    values[ 1 ] = weightThen;

            return this;

        }

    } );

    /**
     *
     * Player for AnimationClips.
     *
     *
     * @author Ben Houston / http://clara.io/
     * @author David Sarno / http://lighthaus.us/
     * @author tschw
     */

    function AnimationMixer( root ) {

        this._root = root;
        this._initMemoryManager();
        this._accuIndex = 0;

        this.time = 0;

        this.timeScale = 1.0;

    }

    AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {

        constructor: AnimationMixer,

        _bindAction: function ( action, prototypeAction ) {

            var root = action._localRoot || this._root,
                tracks = action._clip.tracks,
                nTracks = tracks.length,
                bindings = action._propertyBindings,
                interpolants = action._interpolants,
                rootUuid = root.uuid,
                bindingsByRoot = this._bindingsByRootAndName,
                bindingsByName = bindingsByRoot[ rootUuid ];

            if ( bindingsByName === undefined ) {

                bindingsByName = {};
                bindingsByRoot[ rootUuid ] = bindingsByName;

            }

            for ( var i = 0; i !== nTracks; ++ i ) {

                var track = tracks[ i ],
                    trackName = track.name,
                    binding = bindingsByName[ trackName ];

                if ( binding !== undefined ) {

                    bindings[ i ] = binding;

                } else {

                    binding = bindings[ i ];

                    if ( binding !== undefined ) {

                        // existing binding, make sure the cache knows

                        if ( binding._cacheIndex === null ) {

                            ++ binding.referenceCount;
                            this._addInactiveBinding( binding, rootUuid, trackName );

                        }

                        continue;

                    }

                    var path = prototypeAction && prototypeAction.
                        _propertyBindings[ i ].binding.parsedPath;

                    binding = new PropertyMixer(
                        PropertyBinding.create( root, trackName, path ),
                        track.ValueTypeName, track.getValueSize() );

                    ++ binding.referenceCount;
                    this._addInactiveBinding( binding, rootUuid, trackName );

                    bindings[ i ] = binding;

                }

                interpolants[ i ].resultBuffer = binding.buffer;

            }

        },

        _activateAction: function ( action ) {

            if ( ! this._isActiveAction( action ) ) {

                if ( action._cacheIndex === null ) {

                    // this action has been forgotten by the cache, but the user
                    // appears to be still using it -> rebind

                    var rootUuid = ( action._localRoot || this._root ).uuid,
                        clipUuid = action._clip.uuid,
                        actionsForClip = this._actionsByClip[ clipUuid ];

                    this._bindAction( action,
                        actionsForClip && actionsForClip.knownActions[ 0 ] );

                    this._addInactiveAction( action, clipUuid, rootUuid );

                }

                var bindings = action._propertyBindings;

                // increment reference counts / sort out state
                for ( var i = 0, n = bindings.length; i !== n; ++ i ) {

                    var binding = bindings[ i ];

                    if ( binding.useCount ++ === 0 ) {

                        this._lendBinding( binding );
                        binding.saveOriginalState();

                    }

                }

                this._lendAction( action );

            }

        },

        _deactivateAction: function ( action ) {

            if ( this._isActiveAction( action ) ) {

                var bindings = action._propertyBindings;

                // decrement reference counts / sort out state
                for ( var i = 0, n = bindings.length; i !== n; ++ i ) {

                    var binding = bindings[ i ];

                    if ( -- binding.useCount === 0 ) {

                        binding.restoreOriginalState();
                        this._takeBackBinding( binding );

                    }

                }

                this._takeBackAction( action );

            }

        },

        // Memory manager

        _initMemoryManager: function () {

            this._actions = []; // 'nActiveActions' followed by inactive ones
            this._nActiveActions = 0;

            this._actionsByClip = {};
            // inside:
            // {
            //      knownActions: Array< AnimationAction >  - used as prototypes
            //      actionByRoot: AnimationAction           - lookup
            // }


            this._bindings = []; // 'nActiveBindings' followed by inactive ones
            this._nActiveBindings = 0;

            this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >


            this._controlInterpolants = []; // same game as above
            this._nActiveControlInterpolants = 0;

            var scope = this;

            this.stats = {

                actions: {
                    get total() {

                        return scope._actions.length;

                    },
                    get inUse() {

                        return scope._nActiveActions;

                    }
                },
                bindings: {
                    get total() {

                        return scope._bindings.length;

                    },
                    get inUse() {

                        return scope._nActiveBindings;

                    }
                },
                controlInterpolants: {
                    get total() {

                        return scope._controlInterpolants.length;

                    },
                    get inUse() {

                        return scope._nActiveControlInterpolants;

                    }
                }

            };

        },

        // Memory management for AnimationAction objects

        _isActiveAction: function ( action ) {

            var index = action._cacheIndex;
            return index !== null && index < this._nActiveActions;

        },

        _addInactiveAction: function ( action, clipUuid, rootUuid ) {

            var actions = this._actions,
                actionsByClip = this._actionsByClip,
                actionsForClip = actionsByClip[ clipUuid ];

            if ( actionsForClip === undefined ) {

                actionsForClip = {

                    knownActions: [ action ],
                    actionByRoot: {}

                };

                action._byClipCacheIndex = 0;

                actionsByClip[ clipUuid ] = actionsForClip;

            } else {

                var knownActions = actionsForClip.knownActions;

                action._byClipCacheIndex = knownActions.length;
                knownActions.push( action );

            }

            action._cacheIndex = actions.length;
            actions.push( action );

            actionsForClip.actionByRoot[ rootUuid ] = action;

        },

        _removeInactiveAction: function ( action ) {

            var actions = this._actions,
                lastInactiveAction = actions[ actions.length - 1 ],
                cacheIndex = action._cacheIndex;

            lastInactiveAction._cacheIndex = cacheIndex;
            actions[ cacheIndex ] = lastInactiveAction;
            actions.pop();

            action._cacheIndex = null;


            var clipUuid = action._clip.uuid,
                actionsByClip = this._actionsByClip,
                actionsForClip = actionsByClip[ clipUuid ],
                knownActionsForClip = actionsForClip.knownActions,

                lastKnownAction =
                    knownActionsForClip[ knownActionsForClip.length - 1 ],

                byClipCacheIndex = action._byClipCacheIndex;

            lastKnownAction._byClipCacheIndex = byClipCacheIndex;
            knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
            knownActionsForClip.pop();

            action._byClipCacheIndex = null;


            var actionByRoot = actionsForClip.actionByRoot,
                rootUuid = ( action._localRoot || this._root ).uuid;

            delete actionByRoot[ rootUuid ];

            if ( knownActionsForClip.length === 0 ) {

                delete actionsByClip[ clipUuid ];

            }

            this._removeInactiveBindingsForAction( action );

        },

        _removeInactiveBindingsForAction: function ( action ) {

            var bindings = action._propertyBindings;
            for ( var i = 0, n = bindings.length; i !== n; ++ i ) {

                var binding = bindings[ i ];

                if ( -- binding.referenceCount === 0 ) {

                    this._removeInactiveBinding( binding );

                }

            }

        },

        _lendAction: function ( action ) {

            // [ active actions |  inactive actions  ]
            // [  active actions >| inactive actions ]
            //                 s        a
            //                  <-swap->
            //                 a        s

            var actions = this._actions,
                prevIndex = action._cacheIndex,

                lastActiveIndex = this._nActiveActions ++,

                firstInactiveAction = actions[ lastActiveIndex ];

            action._cacheIndex = lastActiveIndex;
            actions[ lastActiveIndex ] = action;

            firstInactiveAction._cacheIndex = prevIndex;
            actions[ prevIndex ] = firstInactiveAction;

        },

        _takeBackAction: function ( action ) {

            // [  active actions  | inactive actions ]
            // [ active actions |< inactive actions  ]
            //        a        s
            //         <-swap->
            //        s        a

            var actions = this._actions,
                prevIndex = action._cacheIndex,

                firstInactiveIndex = -- this._nActiveActions,

                lastActiveAction = actions[ firstInactiveIndex ];

            action._cacheIndex = firstInactiveIndex;
            actions[ firstInactiveIndex ] = action;

            lastActiveAction._cacheIndex = prevIndex;
            actions[ prevIndex ] = lastActiveAction;

        },

        // Memory management for PropertyMixer objects

        _addInactiveBinding: function ( binding, rootUuid, trackName ) {

            var bindingsByRoot = this._bindingsByRootAndName,
                bindingByName = bindingsByRoot[ rootUuid ],

                bindings = this._bindings;

            if ( bindingByName === undefined ) {

                bindingByName = {};
                bindingsByRoot[ rootUuid ] = bindingByName;

            }

            bindingByName[ trackName ] = binding;

            binding._cacheIndex = bindings.length;
            bindings.push( binding );

        },

        _removeInactiveBinding: function ( binding ) {

            var bindings = this._bindings,
                propBinding = binding.binding,
                rootUuid = propBinding.rootNode.uuid,
                trackName = propBinding.path,
                bindingsByRoot = this._bindingsByRootAndName,
                bindingByName = bindingsByRoot[ rootUuid ],

                lastInactiveBinding = bindings[ bindings.length - 1 ],
                cacheIndex = binding._cacheIndex;

            lastInactiveBinding._cacheIndex = cacheIndex;
            bindings[ cacheIndex ] = lastInactiveBinding;
            bindings.pop();

            delete bindingByName[ trackName ];

            remove_empty_map: {

                for ( var _ in bindingByName ) break remove_empty_map; // eslint-disable-line no-unused-vars

                delete bindingsByRoot[ rootUuid ];

            }

        },

        _lendBinding: function ( binding ) {

            var bindings = this._bindings,
                prevIndex = binding._cacheIndex,

                lastActiveIndex = this._nActiveBindings ++,

                firstInactiveBinding = bindings[ lastActiveIndex ];

            binding._cacheIndex = lastActiveIndex;
            bindings[ lastActiveIndex ] = binding;

            firstInactiveBinding._cacheIndex = prevIndex;
            bindings[ prevIndex ] = firstInactiveBinding;

        },

        _takeBackBinding: function ( binding ) {

            var bindings = this._bindings,
                prevIndex = binding._cacheIndex,

                firstInactiveIndex = -- this._nActiveBindings,

                lastActiveBinding = bindings[ firstInactiveIndex ];

            binding._cacheIndex = firstInactiveIndex;
            bindings[ firstInactiveIndex ] = binding;

            lastActiveBinding._cacheIndex = prevIndex;
            bindings[ prevIndex ] = lastActiveBinding;

        },


        // Memory management of Interpolants for weight and time scale

        _lendControlInterpolant: function () {

            var interpolants = this._controlInterpolants,
                lastActiveIndex = this._nActiveControlInterpolants ++,
                interpolant = interpolants[ lastActiveIndex ];

            if ( interpolant === undefined ) {

                interpolant = new LinearInterpolant(
                    new Float32Array( 2 ), new Float32Array( 2 ),
                    1, this._controlInterpolantsResultBuffer );

                interpolant.__cacheIndex = lastActiveIndex;
                interpolants[ lastActiveIndex ] = interpolant;

            }

            return interpolant;

        },

        _takeBackControlInterpolant: function ( interpolant ) {

            var interpolants = this._controlInterpolants,
                prevIndex = interpolant.__cacheIndex,

                firstInactiveIndex = -- this._nActiveControlInterpolants,

                lastActiveInterpolant = interpolants[ firstInactiveIndex ];

            interpolant.__cacheIndex = firstInactiveIndex;
            interpolants[ firstInactiveIndex ] = interpolant;

            lastActiveInterpolant.__cacheIndex = prevIndex;
            interpolants[ prevIndex ] = lastActiveInterpolant;

        },

        _controlInterpolantsResultBuffer: new Float32Array( 1 ),

        // return an action for a clip optionally using a custom root target
        // object (this method allocates a lot of dynamic memory in case a
        // previously unknown clip/root combination is specified)
        clipAction: function ( clip, optionalRoot ) {

            var root = optionalRoot || this._root,
                rootUuid = root.uuid,

                clipObject = typeof clip === 'string' ?
                    AnimationClip.findByName( root, clip ) : clip,

                clipUuid = clipObject !== null ? clipObject.uuid : clip,

                actionsForClip = this._actionsByClip[ clipUuid ],
                prototypeAction = null;

            if ( actionsForClip !== undefined ) {

                var existingAction =
                        actionsForClip.actionByRoot[ rootUuid ];

                if ( existingAction !== undefined ) {

                    return existingAction;

                }

                // we know the clip, so we don't have to parse all
                // the bindings again but can just copy
                prototypeAction = actionsForClip.knownActions[ 0 ];

                // also, take the clip from the prototype action
                if ( clipObject === null )
                    clipObject = prototypeAction._clip;

            }

            // clip must be known when specified via string
            if ( clipObject === null ) return null;

            // allocate all resources required to run it
            var newAction = new AnimationAction( this, clipObject, optionalRoot );

            this._bindAction( newAction, prototypeAction );

            // and make the action known to the memory manager
            this._addInactiveAction( newAction, clipUuid, rootUuid );

            return newAction;

        },

        // get an existing action
        existingAction: function ( clip, optionalRoot ) {

            var root = optionalRoot || this._root,
                rootUuid = root.uuid,

                clipObject = typeof clip === 'string' ?
                    AnimationClip.findByName( root, clip ) : clip,

                clipUuid = clipObject ? clipObject.uuid : clip,

                actionsForClip = this._actionsByClip[ clipUuid ];

            if ( actionsForClip !== undefined ) {

                return actionsForClip.actionByRoot[ rootUuid ] || null;

            }

            return null;

        },

        // deactivates all previously scheduled actions
        stopAllAction: function () {

            var actions = this._actions,
                nActions = this._nActiveActions,
                bindings = this._bindings,
                nBindings = this._nActiveBindings;

            this._nActiveActions = 0;
            this._nActiveBindings = 0;

            for ( var i = 0; i !== nActions; ++ i ) {

                actions[ i ].reset();

            }

            for ( var i = 0; i !== nBindings; ++ i ) {

                bindings[ i ].useCount = 0;

            }

            return this;

        },

        // advance the time and update apply the animation
        update: function ( deltaTime ) {

            deltaTime *= this.timeScale;

            var actions = this._actions,
                nActions = this._nActiveActions,

                time = this.time += deltaTime,
                timeDirection = Math.sign( deltaTime ),

                accuIndex = this._accuIndex ^= 1;

            // run active actions

            for ( var i = 0; i !== nActions; ++ i ) {

                var action = actions[ i ];

                action._update( time, deltaTime, timeDirection, accuIndex );

            }

            // update scene graph

            var bindings = this._bindings,
                nBindings = this._nActiveBindings;

            for ( var i = 0; i !== nBindings; ++ i ) {

                bindings[ i ].apply( accuIndex );

            }

            return this;

        },

        // return this mixer's root target object
        getRoot: function () {

            return this._root;

        },

        // free all resources specific to a particular clip
        uncacheClip: function ( clip ) {

            var actions = this._actions,
                clipUuid = clip.uuid,
                actionsByClip = this._actionsByClip,
                actionsForClip = actionsByClip[ clipUuid ];

            if ( actionsForClip !== undefined ) {

                // note: just calling _removeInactiveAction would mess up the
                // iteration state and also require updating the state we can
                // just throw away

                var actionsToRemove = actionsForClip.knownActions;

                for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {

                    var action = actionsToRemove[ i ];

                    this._deactivateAction( action );

                    var cacheIndex = action._cacheIndex,
                        lastInactiveAction = actions[ actions.length - 1 ];

                    action._cacheIndex = null;
                    action._byClipCacheIndex = null;

                    lastInactiveAction._cacheIndex = cacheIndex;
                    actions[ cacheIndex ] = lastInactiveAction;
                    actions.pop();

                    this._removeInactiveBindingsForAction( action );

                }

                delete actionsByClip[ clipUuid ];

            }

        },

        // free all resources specific to a particular root target object
        uncacheRoot: function ( root ) {

            var rootUuid = root.uuid,
                actionsByClip = this._actionsByClip;

            for ( var clipUuid in actionsByClip ) {

                var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
                    action = actionByRoot[ rootUuid ];

                if ( action !== undefined ) {

                    this._deactivateAction( action );
                    this._removeInactiveAction( action );

                }

            }

            var bindingsByRoot = this._bindingsByRootAndName,
                bindingByName = bindingsByRoot[ rootUuid ];

            if ( bindingByName !== undefined ) {

                for ( var trackName in bindingByName ) {

                    var binding = bindingByName[ trackName ];
                    binding.restoreOriginalState();
                    this._removeInactiveBinding( binding );

                }

            }

        },

        // remove a targeted clip from the cache
        uncacheAction: function ( clip, optionalRoot ) {

            var action = this.existingAction( clip, optionalRoot );

            if ( action !== null ) {

                this._deactivateAction( action );
                this._removeInactiveAction( action );

            }

        }

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function Uniform( value ) {

        if ( typeof value === 'string' ) {

            console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
            value = arguments[ 1 ];

        }

        this.value = value;

    }

    Uniform.prototype.clone = function () {

        return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );

    };

    /**
     * @author benaadams / https://twitter.com/ben_a_adams
     */

    function InstancedBufferGeometry() {

        BufferGeometry.call( this );

        this.type = 'InstancedBufferGeometry';
        this.maxInstancedCount = undefined;

    }

    InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {

        constructor: InstancedBufferGeometry,

        isInstancedBufferGeometry: true,

        copy: function ( source ) {

            BufferGeometry.prototype.copy.call( this, source );

            this.maxInstancedCount = source.maxInstancedCount;

            return this;

        },

        clone: function () {

            return new this.constructor().copy( this );

        }

    } );

    /**
     * @author benaadams / https://twitter.com/ben_a_adams
     */

    function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {

        this.data = interleavedBuffer;
        this.itemSize = itemSize;
        this.offset = offset;

        this.normalized = normalized === true;

    }

    Object.defineProperties( InterleavedBufferAttribute.prototype, {

        count: {

            get: function () {

                return this.data.count;

            }

        },

        array: {

            get: function () {

                return this.data.array;

            }

        }

    } );

    Object.assign( InterleavedBufferAttribute.prototype, {

        isInterleavedBufferAttribute: true,

        setX: function ( index, x ) {

            this.data.array[ index * this.data.stride + this.offset ] = x;

            return this;

        },

        setY: function ( index, y ) {

            this.data.array[ index * this.data.stride + this.offset + 1 ] = y;

            return this;

        },

        setZ: function ( index, z ) {

            this.data.array[ index * this.data.stride + this.offset + 2 ] = z;

            return this;

        },

        setW: function ( index, w ) {

            this.data.array[ index * this.data.stride + this.offset + 3 ] = w;

            return this;

        },

        getX: function ( index ) {

            return this.data.array[ index * this.data.stride + this.offset ];

        },

        getY: function ( index ) {

            return this.data.array[ index * this.data.stride + this.offset + 1 ];

        },

        getZ: function ( index ) {

            return this.data.array[ index * this.data.stride + this.offset + 2 ];

        },

        getW: function ( index ) {

            return this.data.array[ index * this.data.stride + this.offset + 3 ];

        },

        setXY: function ( index, x, y ) {

            index = index * this.data.stride + this.offset;

            this.data.array[ index + 0 ] = x;
            this.data.array[ index + 1 ] = y;

            return this;

        },

        setXYZ: function ( index, x, y, z ) {

            index = index * this.data.stride + this.offset;

            this.data.array[ index + 0 ] = x;
            this.data.array[ index + 1 ] = y;
            this.data.array[ index + 2 ] = z;

            return this;

        },

        setXYZW: function ( index, x, y, z, w ) {

            index = index * this.data.stride + this.offset;

            this.data.array[ index + 0 ] = x;
            this.data.array[ index + 1 ] = y;
            this.data.array[ index + 2 ] = z;
            this.data.array[ index + 3 ] = w;

            return this;

        }

    } );

    /**
     * @author 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.dynamic = false;
        this.updateRange = { offset: 0, count: - 1 };

        this.version = 0;

    }

    Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {

        set: function ( value ) {

            if ( value === true ) this.version ++;

        }

    } );

    Object.assign( InterleavedBuffer.prototype, {

        isInterleavedBuffer: true,

        onUploadCallback: function () {},

        setArray: function ( array ) {

            if ( Array.isArray( array ) ) {

                throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );

            }

            this.count = array !== undefined ? array.length / this.stride : 0;
            this.array = array;

            return this;

        },

        setDynamic: function ( value ) {

            this.dynamic = value;

            return this;

        },

        copy: function ( source ) {

            this.array = new source.array.constructor( source.array );
            this.count = source.count;
            this.stride = source.stride;
            this.dynamic = source.dynamic;

            return this;

        },

        copyAt: function ( index1, attribute, index2 ) {

            index1 *= this.stride;
            index2 *= attribute.stride;

            for ( var i = 0, l = this.stride; i < l; i ++ ) {

                this.array[ index1 + i ] = attribute.array[ index2 + i ];

            }

            return this;

        },

        set: function ( value, offset ) {

            if ( offset === undefined ) offset = 0;

            this.array.set( value, offset );

            return this;

        },

        clone: function () {

            return new this.constructor().copy( this );

        },

        onUpload: function ( callback ) {

            this.onUploadCallback = callback;

            return this;

        }

    } );

    /**
     * @author benaadams / https://twitter.com/ben_a_adams
     */

    function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {

        InterleavedBuffer.call( this, array, stride );

        this.meshPerAttribute = meshPerAttribute || 1;

    }

    InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {

        constructor: InstancedInterleavedBuffer,

        isInstancedInterleavedBuffer: true,

        copy: function ( source ) {

            InterleavedBuffer.prototype.copy.call( this, source );

            this.meshPerAttribute = source.meshPerAttribute;

            return this;

        }

    } );

    /**
     * @author benaadams / https://twitter.com/ben_a_adams
     */

    function InstancedBufferAttribute( array, itemSize, meshPerAttribute ) {

        BufferAttribute.call( this, array, itemSize );

        this.meshPerAttribute = meshPerAttribute || 1;

    }

    InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {

        constructor: InstancedBufferAttribute,

        isInstancedBufferAttribute: true,

        copy: function ( source ) {

            BufferAttribute.prototype.copy.call( this, source );

            this.meshPerAttribute = source.meshPerAttribute;

            return this;

        }

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author bhouston / http://clara.io/
     * @author stephomi / http://stephaneginier.com/
     */

    function Raycaster( origin, direction, near, far ) {

        this.ray = new Ray( origin, direction );
        // direction is assumed to be normalized (for accurate distance calculations)

        this.near = near || 0;
        this.far = far || Infinity;

        this.params = {
            Mesh: {},
            Line: {},
            LOD: {},
            Points: { threshold: 1 },
            Sprite: {}
        };

        Object.defineProperties( this.params, {
            PointCloud: {
                get: function () {

                    console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
                    return this.Points;

                }
            }
        } );

    }

    function ascSort( a, b ) {

        return a.distance - b.distance;

    }

    function intersectObject( object, raycaster, intersects, recursive ) {

        if ( object.visible === false ) return;

        object.raycast( raycaster, intersects );

        if ( recursive === true ) {

            var children = object.children;

            for ( var i = 0, l = children.length; i < l; i ++ ) {

                intersectObject( children[ i ], raycaster, intersects, true );

            }

        }

    }

    Object.assign( Raycaster.prototype, {

        linePrecision: 1,

        set: function ( origin, direction ) {

            // direction is assumed to be normalized (for accurate distance calculations)

            this.ray.set( origin, direction );

        },

        setFromCamera: function ( coords, camera ) {

            if ( ( camera && camera.isPerspectiveCamera ) ) {

                this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
                this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();

            } else if ( ( camera && camera.isOrthographicCamera ) ) {

                this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
                this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );

            } else {

                console.error( 'THREE.Raycaster: Unsupported camera type.' );

            }

        },

        intersectObject: function ( object, recursive, optionalTarget ) {

            var intersects = optionalTarget || [];

            intersectObject( object, this, intersects, recursive );

            intersects.sort( ascSort );

            return intersects;

        },

        intersectObjects: function ( objects, recursive, optionalTarget ) {

            var intersects = optionalTarget || [];

            if ( Array.isArray( objects ) === false ) {

                console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
                return intersects;

            }

            for ( var i = 0, l = objects.length; i < l; i ++ ) {

                intersectObject( objects[ i ], this, intersects, recursive );

            }

            intersects.sort( ascSort );

            return intersects;

        }

    } );

    /**
     * @author alteredq / http://alteredqualia.com/
     */

    function Clock( autoStart ) {

        this.autoStart = ( autoStart !== undefined ) ? autoStart : true;

        this.startTime = 0;
        this.oldTime = 0;
        this.elapsedTime = 0;

        this.running = false;

    }

    Object.assign( Clock.prototype, {

        start: function () {

            this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732

            this.oldTime = this.startTime;
            this.elapsedTime = 0;
            this.running = true;

        },

        stop: function () {

            this.getElapsedTime();
            this.running = false;
            this.autoStart = false;

        },

        getElapsedTime: function () {

            this.getDelta();
            return this.elapsedTime;

        },

        getDelta: function () {

            var diff = 0;

            if ( this.autoStart && ! this.running ) {

                this.start();
                return 0;

            }

            if ( this.running ) {

                var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();

                diff = ( newTime - this.oldTime ) / 1000;
                this.oldTime = newTime;

                this.elapsedTime += diff;

            }

            return diff;

        }

    } );

    /**
     * @author bhouston / http://clara.io
     * @author WestLangley / http://github.com/WestLangley
     *
     * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
     *
     * The poles (phi) are at the positive and negative y axis.
     * The equator starts at positive z.
     */

    function Spherical( radius, phi, theta ) {

        this.radius = ( radius !== undefined ) ? radius : 1.0;
        this.phi = ( phi !== undefined ) ? phi : 0; // up / down towards top and bottom pole
        this.theta = ( theta !== undefined ) ? theta : 0; // around the equator of the sphere

        return this;

    }

    Object.assign( Spherical.prototype, {

        set: function ( radius, phi, theta ) {

            this.radius = radius;
            this.phi = phi;
            this.theta = theta;

            return this;

        },

        clone: function () {

            return new this.constructor().copy( this );

        },

        copy: function ( other ) {

            this.radius = other.radius;
            this.phi = other.phi;
            this.theta = other.theta;

            return this;

        },

        // restrict phi to be betwee EPS and PI-EPS
        makeSafe: function () {

            var EPS = 0.000001;
            this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );

            return this;

        },

        setFromVector3: function ( vec3 ) {

            this.radius = vec3.length();

            if ( this.radius === 0 ) {

                this.theta = 0;
                this.phi = 0;

            } else {

                this.theta = Math.atan2( vec3.x, vec3.z ); // equator angle around y-up axis
                this.phi = Math.acos( _Math.clamp( vec3.y / this.radius, - 1, 1 ) ); // polar angle

            }

            return this;

        }

    } );

    /**
     * @author Mugen87 / https://github.com/Mugen87
     *
     * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
     *
     */

    function Cylindrical( radius, theta, y ) {

        this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
        this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
        this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane

        return this;

    }

    Object.assign( Cylindrical.prototype, {

        set: function ( radius, theta, y ) {

            this.radius = radius;
            this.theta = theta;
            this.y = y;

            return this;

        },

        clone: function () {

            return new this.constructor().copy( this );

        },

        copy: function ( other ) {

            this.radius = other.radius;
            this.theta = other.theta;
            this.y = other.y;

            return this;

        },

        setFromVector3: function ( vec3 ) {

            this.radius = Math.sqrt( vec3.x * vec3.x + vec3.z * vec3.z );
            this.theta = Math.atan2( vec3.x, vec3.z );
            this.y = vec3.y;

            return this;

        }

    } );

    /**
     * @author bhouston / http://clara.io
     */

    function Box2( min, max ) {

        this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
        this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );

    }

    Object.assign( Box2.prototype, {

        set: function ( min, max ) {

            this.min.copy( min );
            this.max.copy( max );

            return this;

        },

        setFromPoints: function ( points ) {

            this.makeEmpty();

            for ( var i = 0, il = points.length; i < il; i ++ ) {

                this.expandByPoint( points[ i ] );

            }

            return this;

        },

        setFromCenterAndSize: function () {

            var v1 = new Vector2();

            return function setFromCenterAndSize( center, size ) {

                var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
                this.min.copy( center ).sub( halfSize );
                this.max.copy( center ).add( halfSize );

                return this;

            };

        }(),

        clone: function () {

            return new this.constructor().copy( this );

        },

        copy: function ( box ) {

            this.min.copy( box.min );
            this.max.copy( box.max );

            return this;

        },

        makeEmpty: function () {

            this.min.x = this.min.y = + Infinity;
            this.max.x = this.max.y = - Infinity;

            return this;

        },

        isEmpty: function () {

            // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes

            return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );

        },

        getCenter: function ( target ) {

            if ( target === undefined ) {

                console.warn( 'THREE.Box2: .getCenter() target is now required' );
                target = new Vector2();

            }

            return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );

        },

        getSize: function ( target ) {

            if ( target === undefined ) {

                console.warn( 'THREE.Box2: .getSize() target is now required' );
                target = new Vector2();

            }

            return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );

        },

        expandByPoint: function ( point ) {

            this.min.min( point );
            this.max.max( point );

            return this;

        },

        expandByVector: function ( vector ) {

            this.min.sub( vector );
            this.max.add( vector );

            return this;

        },

        expandByScalar: function ( scalar ) {

            this.min.addScalar( - scalar );
            this.max.addScalar( scalar );

            return this;

        },

        containsPoint: function ( point ) {

            return point.x < this.min.x || point.x > this.max.x ||
                point.y < this.min.y || point.y > this.max.y ? false : true;

        },

        containsBox: function ( box ) {

            return this.min.x <= box.min.x && box.max.x <= this.max.x &&
                this.min.y <= box.min.y && box.max.y <= this.max.y;

        },

        getParameter: function ( point, target ) {

            // This can potentially have a divide by zero if the box
            // has a size dimension of 0.

            if ( target === undefined ) {

                console.warn( 'THREE.Box2: .getParameter() target is now required' );
                target = new Vector2();

            }

            return target.set(
                ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
                ( point.y - this.min.y ) / ( this.max.y - this.min.y )
            );

        },

        intersectsBox: function ( box ) {

            // using 4 splitting planes to rule out intersections

            return box.max.x < this.min.x || box.min.x > this.max.x ||
                box.max.y < this.min.y || box.min.y > this.max.y ? false : true;

        },

        clampPoint: function ( point, target ) {

            if ( target === undefined ) {

                console.warn( 'THREE.Box2: .clampPoint() target is now required' );
                target = new Vector2();

            }

            return target.copy( point ).clamp( this.min, this.max );

        },

        distanceToPoint: function () {

            var v1 = new Vector2();

            return function distanceToPoint( point ) {

                var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
                return clampedPoint.sub( point ).length();

            };

        }(),

        intersect: function ( box ) {

            this.min.max( box.min );
            this.max.min( box.max );

            return this;

        },

        union: function ( box ) {

            this.min.min( box.min );
            this.max.max( box.max );

            return this;

        },

        translate: function ( offset ) {

            this.min.add( offset );
            this.max.add( offset );

            return this;

        },

        equals: function ( box ) {

            return box.min.equals( this.min ) && box.max.equals( this.max );

        }

    } );

    /**
     * @author 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
     */

    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.addAttribute( '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 () {

        var v1 = new Vector3();
        var v2 = new Vector3();
        var normalMatrix = new Matrix3();

        return function update() {

            var keys = [ 'a', 'b', 'c' ];

            this.object.updateMatrixWorld( true );

            normalMatrix.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; i < l; i ++ ) {

                    var face = faces[ i ];

                    for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {

                        var vertex = vertices[ face[ keys[ j ] ] ];

                        var normal = face.vertexNormals[ j ];

                        v1.copy( vertex ).applyMatrix4( matrixWorld );

                        v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );

                        position.setXYZ( idx, v1.x, v1.y, v1.z );

                        idx = idx + 1;

                        position.setXYZ( idx, v2.x, v2.y, v2.z );

                        idx = idx + 1;

                    }

                }

            } else if ( objGeometry && objGeometry.isBufferGeometry ) {

                var objPos = objGeometry.attributes.position;

                var objNorm = objGeometry.attributes.normal;

                var idx = 0;

                // for simplicity, ignore index and drawcalls, and render every normal

                for ( var j = 0, jl = objPos.count; j < jl; j ++ ) {

                    v1.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld );

                    v2.set( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) );

                    v2.applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );

                    position.setXYZ( idx, v1.x, v1.y, v1.z );

                    idx = idx + 1;

                    position.setXYZ( idx, v2.x, v2.y, v2.z );

                    idx = idx + 1;

                }

            }

            position.needsUpdate = true;

        };

    }() );

    /**
     * @author alteredq / http://alteredqualia.com/
     * @author mrdoob / http://mrdoob.com/
     * @author WestLangley / http://github.com/WestLangley
     */

    function SpotLightHelper( light, color ) {

        Object3D.call( this );

        this.light = light;
        this.light.updateMatrixWorld();

        this.matrix = light.matrixWorld;
        this.matrixAutoUpdate = false;

        this.color = color;

        var geometry = new BufferGeometry();

        var positions = [
            0, 0, 0,    0, 0, 1,
            0, 0, 0,    1, 0, 1,
            0, 0, 0,    - 1, 0, 1,
            0, 0, 0,    0, 1, 1,
            0, 0, 0,    0, - 1, 1
        ];

        for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {

            var p1 = ( i / l ) * Math.PI * 2;
            var p2 = ( j / l ) * Math.PI * 2;

            positions.push(
                Math.cos( p1 ), Math.sin( p1 ), 1,
                Math.cos( p2 ), Math.sin( p2 ), 1
            );

        }

        geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );

        var material = new LineBasicMaterial( { fog: false } );

        this.cone = new LineSegments( geometry, material );
        this.add( this.cone );

        this.update();

    }

    SpotLightHelper.prototype = Object.create( Object3D.prototype );
    SpotLightHelper.prototype.constructor = SpotLightHelper;

    SpotLightHelper.prototype.dispose = function () {

        this.cone.geometry.dispose();
        this.cone.material.dispose();

    };

    SpotLightHelper.prototype.update = function () {

        var vector = new Vector3();
        var vector2 = new Vector3();

        return function update() {

            this.light.updateMatrixWorld();

            var coneLength = this.light.distance ? this.light.distance : 1000;
            var coneWidth = coneLength * Math.tan( this.light.angle );

            this.cone.scale.set( coneWidth, coneWidth, coneLength );

            vector.setFromMatrixPosition( this.light.matrixWorld );
            vector2.setFromMatrixPosition( this.light.target.matrixWorld );

            this.cone.lookAt( vector2.sub( vector ) );

            if ( this.color !== undefined ) {

                this.cone.material.color.set( this.color );

            } else {

                this.cone.material.color.copy( this.light.color );

            }

        };

    }();

    /**
     * @author Sean Griffin / http://twitter.com/sgrif
     * @author Michael Guerrero / http://realitymeltdown.com
     * @author mrdoob / http://mrdoob.com/
     * @author ikerr / http://verold.com
     * @author Mugen87 / https://github.com/Mugen87
     */

    function getBoneList( object ) {

        var boneList = [];

        if ( object && object.isBone ) {

            boneList.push( object );

        }

        for ( var i = 0; i < object.children.length; i ++ ) {

            boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );

        }

        return boneList;

    }

    function SkeletonHelper( object ) {

        var bones = getBoneList( object );

        var geometry = new BufferGeometry();

        var vertices = [];
        var colors = [];

        var color1 = new Color( 0, 0, 1 );
        var color2 = new Color( 0, 1, 0 );

        for ( var i = 0; i < bones.length; i ++ ) {

            var bone = bones[ i ];

            if ( bone.parent && bone.parent.isBone ) {

                vertices.push( 0, 0, 0 );
                vertices.push( 0, 0, 0 );
                colors.push( color1.r, color1.g, color1.b );
                colors.push( color2.r, color2.g, color2.b );

            }

        }

        geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
        geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );

        var material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } );

        LineSegments.call( this, geometry, material );

        this.root = object;
        this.bones = bones;

        this.matrix = object.matrixWorld;
        this.matrixAutoUpdate = false;

    }

    SkeletonHelper.prototype = Object.create( LineSegments.prototype );
    SkeletonHelper.prototype.constructor = SkeletonHelper;

    SkeletonHelper.prototype.updateMatrixWorld = function () {

        var vector = new Vector3();

        var boneMatrix = new Matrix4();
        var matrixWorldInv = new Matrix4();

        return function updateMatrixWorld( force ) {

            var bones = this.bones;

            var geometry = this.geometry;
            var position = geometry.getAttribute( 'position' );

            matrixWorldInv.getInverse( this.root.matrixWorld );

            for ( var i = 0, j = 0; i < bones.length; i ++ ) {

                var bone = bones[ i ];

                if ( bone.parent && bone.parent.isBone ) {

                    boneMatrix.multiplyMatrices( matrixWorldInv, bone.matrixWorld );
                    vector.setFromMatrixPosition( boneMatrix );
                    position.setXYZ( j, vector.x, vector.y, vector.z );

                    boneMatrix.multiplyMatrices( matrixWorldInv, bone.parent.matrixWorld );
                    vector.setFromMatrixPosition( boneMatrix );
                    position.setXYZ( j + 1, vector.x, vector.y, vector.z );

                    j += 2;

                }

            }

            geometry.getAttribute( 'position' ).needsUpdate = true;

            Object3D.prototype.updateMatrixWorld.call( this, force );

        };

    }();

    /**
     * @author alteredq / http://alteredqualia.com/
     * @author mrdoob / http://mrdoob.com/
     */

    function PointLightHelper( light, sphereSize, color ) {

        this.light = light;
        this.light.updateMatrixWorld();

        this.color = color;

        var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
        var material = new MeshBasicMaterial( { wireframe: true, fog: false } );

        Mesh.call( this, geometry, material );

        this.matrix = this.light.matrixWorld;
        this.matrixAutoUpdate = false;

        this.update();


        /*
        var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
        var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );

        this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
        this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );

        var d = light.distance;

        if ( d === 0.0 ) {

            this.lightDistance.visible = false;

        } else {

            this.lightDistance.scale.set( d, d, d );

        }

        this.add( this.lightDistance );
        */

    }

    PointLightHelper.prototype = Object.create( Mesh.prototype );
    PointLightHelper.prototype.constructor = PointLightHelper;

    PointLightHelper.prototype.dispose = function () {

        this.geometry.dispose();
        this.material.dispose();

    };

    PointLightHelper.prototype.update = function () {

        if ( this.color !== undefined ) {

            this.material.color.set( this.color );

        } else {

            this.material.color.copy( this.light.color );

        }

        /*
        var d = this.light.distance;

        if ( d === 0.0 ) {

            this.lightDistance.visible = false;

        } else {

            this.lightDistance.visible = true;
            this.lightDistance.scale.set( d, d, d );

        }
        */

    };

    /**
     * @author abelnation / http://github.com/abelnation
     * @author Mugen87 / http://github.com/Mugen87
     * @author WestLangley / http://github.com/WestLangley
     */

    function RectAreaLightHelper( light, color ) {

        Object3D.call( this );

        this.light = light;
        this.light.updateMatrixWorld();

        this.matrix = light.matrixWorld;
        this.matrixAutoUpdate = false;

        this.color = color;

        var material = new LineBasicMaterial( { fog: false } );

        var geometry = new BufferGeometry();

        geometry.addAttribute( 'position', new BufferAttribute( new Float32Array( 5 * 3 ), 3 ) );

        this.line = new Line( geometry, material );
        this.add( this.line );


        this.update();

    }

    RectAreaLightHelper.prototype = Object.create( Object3D.prototype );
    RectAreaLightHelper.prototype.constructor = RectAreaLightHelper;

    RectAreaLightHelper.prototype.dispose = function () {

        this.children[ 0 ].geometry.dispose();
        this.children[ 0 ].material.dispose();

    };

    RectAreaLightHelper.prototype.update = function () {

        // calculate new dimensions of the helper

        var hx = this.light.width * 0.5;
        var hy = this.light.height * 0.5;

        var position = this.line.geometry.attributes.position;
        var array = position.array;

        // update vertices

        array[ 0 ] = hx; array[ 1 ] = - hy; array[ 2 ] = 0;
        array[ 3 ] = hx; array[ 4 ] = hy; array[ 5 ] = 0;
        array[ 6 ] = - hx; array[ 7 ] = hy; array[ 8 ] = 0;
        array[ 9 ] = - hx; array[ 10 ] = - hy; array[ 11 ] = 0;
        array[ 12 ] = hx; array[ 13 ] = - hy; array[ 14 ] = 0;

        position.needsUpdate = true;

        if ( this.color !== undefined ) {

            this.line.material.color.set( this.color );

        } else {

            this.line.material.color.copy( this.light.color );

        }

    };

    /**
     * @author alteredq / http://alteredqualia.com/
     * @author mrdoob / http://mrdoob.com/
     * @author Mugen87 / https://github.com/Mugen87
     */

    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.addAttribute( '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 vector = new Vector3();

        var color1 = new Color();
        var color2 = new Color();

        return function update() {

            var mesh = this.children[ 0 ];

            if ( this.color !== undefined ) {

                this.material.color.set( this.color );

            } else {

                var colors = mesh.geometry.getAttribute( 'color' );

                color1.copy( this.light.color );
                color2.copy( this.light.groundColor );

                for ( var i = 0, l = colors.count; i < l; i ++ ) {

                    var color = ( i < ( l / 2 ) ) ? color1 : color2;

                    colors.setXYZ( i, color.r, color.g, color.b );

                }

                colors.needsUpdate = true;

            }

            mesh.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() );

        };

    }();

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function GridHelper( size, divisions, color1, color2 ) {

        size = size || 10;
        divisions = divisions || 10;
        color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
        color2 = new Color( color2 !== undefined ? color2 : 0x888888 );

        var center = divisions / 2;
        var step = size / divisions;
        var halfSize = size / 2;

        var vertices = [], colors = [];

        for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {

            vertices.push( - halfSize, 0, k, halfSize, 0, k );
            vertices.push( k, 0, - halfSize, k, 0, halfSize );

            var color = i === center ? color1 : color2;

            color.toArray( colors, j ); j += 3;
            color.toArray( colors, j ); j += 3;
            color.toArray( colors, j ); j += 3;
            color.toArray( colors, j ); j += 3;

        }

        var geometry = new BufferGeometry();
        geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
        geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );

        var material = new LineBasicMaterial( { vertexColors: VertexColors } );

        LineSegments.call( this, geometry, material );

    }

    GridHelper.prototype = Object.create( LineSegments.prototype );
    GridHelper.prototype.constructor = GridHelper;

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author Mugen87 / http://github.com/Mugen87
     * @author Hectate / http://www.github.com/Hectate
     */

    function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {

        radius = radius || 10;
        radials = radials || 16;
        circles = circles || 8;
        divisions = divisions || 64;
        color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
        color2 = new Color( color2 !== undefined ? color2 : 0x888888 );

        var vertices = [];
        var colors = [];

        var x, z;
        var v, i, j, r, color;

        // create the radials

        for ( i = 0; i <= radials; i ++ ) {

            v = ( i / radials ) * ( Math.PI * 2 );

            x = Math.sin( v ) * radius;
            z = Math.cos( v ) * radius;

            vertices.push( 0, 0, 0 );
            vertices.push( x, 0, z );

            color = ( i & 1 ) ? color1 : color2;

            colors.push( color.r, color.g, color.b );
            colors.push( color.r, color.g, color.b );

        }

        // create the circles

        for ( i = 0; i <= circles; i ++ ) {

            color = ( i & 1 ) ? color1 : color2;

            r = radius - ( radius / circles * i );

            for ( j = 0; j < divisions; j ++ ) {

                // first vertex

                v = ( j / divisions ) * ( Math.PI * 2 );

                x = Math.sin( v ) * r;
                z = Math.cos( v ) * r;

                vertices.push( x, 0, z );
                colors.push( color.r, color.g, color.b );

                // second vertex

                v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );

                x = Math.sin( v ) * r;
                z = Math.cos( v ) * r;

                vertices.push( x, 0, z );
                colors.push( color.r, color.g, color.b );

            }

        }

        var geometry = new BufferGeometry();
        geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
        geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );

        var material = new LineBasicMaterial( { vertexColors: VertexColors } );

        LineSegments.call( this, geometry, material );

    }

    PolarGridHelper.prototype = Object.create( LineSegments.prototype );
    PolarGridHelper.prototype.constructor = PolarGridHelper;

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author WestLangley / http://github.com/WestLangley
     */

    function FaceNormalsHelper( object, size, hex, linewidth ) {

        // FaceNormalsHelper only supports THREE.Geometry

        this.object = object;

        this.size = ( size !== undefined ) ? size : 1;

        var color = ( hex !== undefined ) ? hex : 0xffff00;

        var width = ( linewidth !== undefined ) ? linewidth : 1;

        //

        var nNormals = 0;

        var objGeometry = this.object.geometry;

        if ( objGeometry && objGeometry.isGeometry ) {

            nNormals = objGeometry.faces.length;

        } else {

            console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' );

        }

        //

        var geometry = new BufferGeometry();

        var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );

        geometry.addAttribute( 'position', positions );

        LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );

        //

        this.matrixAutoUpdate = false;
        this.update();

    }

    FaceNormalsHelper.prototype = Object.create( LineSegments.prototype );
    FaceNormalsHelper.prototype.constructor = FaceNormalsHelper;

    FaceNormalsHelper.prototype.update = ( function () {

        var v1 = new Vector3();
        var v2 = new Vector3();
        var normalMatrix = new Matrix3();

        return function update() {

            this.object.updateMatrixWorld( true );

            normalMatrix.getNormalMatrix( this.object.matrixWorld );

            var matrixWorld = this.object.matrixWorld;

            var position = this.geometry.attributes.position;

            //

            var objGeometry = this.object.geometry;

            var vertices = objGeometry.vertices;

            var faces = objGeometry.faces;

            var idx = 0;

            for ( var i = 0, l = faces.length; i < l; i ++ ) {

                var face = faces[ i ];

                var normal = face.normal;

                v1.copy( vertices[ face.a ] )
                    .add( vertices[ face.b ] )
                    .add( vertices[ face.c ] )
                    .divideScalar( 3 )
                    .applyMatrix4( matrixWorld );

                v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );

                position.setXYZ( idx, v1.x, v1.y, v1.z );

                idx = idx + 1;

                position.setXYZ( idx, v2.x, v2.y, v2.z );

                idx = idx + 1;

            }

            position.needsUpdate = true;

        };

    }() );

    /**
     * @author alteredq / http://alteredqualia.com/
     * @author mrdoob / http://mrdoob.com/
     * @author WestLangley / http://github.com/WestLangley
     */

    function DirectionalLightHelper( light, size, color ) {

        Object3D.call( this );

        this.light = light;
        this.light.updateMatrixWorld();

        this.matrix = light.matrixWorld;
        this.matrixAutoUpdate = false;

        this.color = color;

        if ( size === undefined ) size = 1;

        var geometry = new BufferGeometry();
        geometry.addAttribute( 'position', new Float32BufferAttribute( [
            - size, size, 0,
            size, size, 0,
            size, - size, 0,
            - size, - size, 0,
            - size, size, 0
        ], 3 ) );

        var material = new LineBasicMaterial( { fog: false } );

        this.lightPlane = new Line( geometry, material );
        this.add( this.lightPlane );

        geometry = new BufferGeometry();
        geometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );

        this.targetLine = new Line( geometry, material );
        this.add( this.targetLine );

        this.update();

    }

    DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
    DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;

    DirectionalLightHelper.prototype.dispose = function () {

        this.lightPlane.geometry.dispose();
        this.lightPlane.material.dispose();
        this.targetLine.geometry.dispose();
        this.targetLine.material.dispose();

    };

    DirectionalLightHelper.prototype.update = function () {

        var v1 = new Vector3();
        var v2 = new Vector3();
        var v3 = new Vector3();

        return function update() {

            v1.setFromMatrixPosition( this.light.matrixWorld );
            v2.setFromMatrixPosition( this.light.target.matrixWorld );
            v3.subVectors( v2, v1 );

            this.lightPlane.lookAt( v3 );

            if ( this.color !== undefined ) {

                this.lightPlane.material.color.set( this.color );
                this.targetLine.material.color.set( this.color );

            } else {

                this.lightPlane.material.color.copy( this.light.color );
                this.targetLine.material.color.copy( this.light.color );

            }

            this.targetLine.lookAt( v3 );
            this.targetLine.scale.z = v3.length();

        };

    }();

    /**
     * @author alteredq / http://alteredqualia.com/
     * @author Mugen87 / https://github.com/Mugen87
     *
     *  - shows frustum, line of sight and up of the camera
     *  - suitable for fast updates
     *  - based on frustum visualization in lightgl.js shadowmap example
     *      http://evanw.github.com/lightgl.js/tests/shadowmap.html
     */

    function CameraHelper( camera ) {

        var geometry = new BufferGeometry();
        var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: FaceColors } );

        var vertices = [];
        var colors = [];

        var pointMap = {};

        // colors

        var colorFrustum = new Color( 0xffaa00 );
        var colorCone = new Color( 0xff0000 );
        var colorUp = new Color( 0x00aaff );
        var colorTarget = new Color( 0xffffff );
        var colorCross = new Color( 0x333333 );

        // near

        addLine( 'n1', 'n2', colorFrustum );
        addLine( 'n2', 'n4', colorFrustum );
        addLine( 'n4', 'n3', colorFrustum );
        addLine( 'n3', 'n1', colorFrustum );

        // far

        addLine( 'f1', 'f2', colorFrustum );
        addLine( 'f2', 'f4', colorFrustum );
        addLine( 'f4', 'f3', colorFrustum );
        addLine( 'f3', 'f1', colorFrustum );

        // sides

        addLine( 'n1', 'f1', colorFrustum );
        addLine( 'n2', 'f2', colorFrustum );
        addLine( 'n3', 'f3', colorFrustum );
        addLine( 'n4', 'f4', colorFrustum );

        // cone

        addLine( 'p', 'n1', colorCone );
        addLine( 'p', 'n2', colorCone );
        addLine( 'p', 'n3', colorCone );
        addLine( 'p', 'n4', colorCone );

        // up

        addLine( 'u1', 'u2', colorUp );
        addLine( 'u2', 'u3', colorUp );
        addLine( 'u3', 'u1', colorUp );

        // target

        addLine( 'c', 't', colorTarget );
        addLine( 'p', 'c', colorCross );

        // cross

        addLine( 'cn1', 'cn2', colorCross );
        addLine( 'cn3', 'cn4', colorCross );

        addLine( 'cf1', 'cf2', colorCross );
        addLine( 'cf3', 'cf4', colorCross );

        function addLine( a, b, color ) {

            addPoint( a, color );
            addPoint( b, color );

        }

        function addPoint( id, color ) {

            vertices.push( 0, 0, 0 );
            colors.push( color.r, color.g, color.b );

            if ( pointMap[ id ] === undefined ) {

                pointMap[ id ] = [];

            }

            pointMap[ id ].push( ( vertices.length / 3 ) - 1 );

        }

        geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
        geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );

        LineSegments.call( this, geometry, material );

        this.camera = camera;
        if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();

        this.matrix = camera.matrixWorld;
        this.matrixAutoUpdate = false;

        this.pointMap = pointMap;

        this.update();

    }

    CameraHelper.prototype = Object.create( LineSegments.prototype );
    CameraHelper.prototype.constructor = CameraHelper;

    CameraHelper.prototype.update = function () {

        var geometry, pointMap;

        var vector = new Vector3();
        var camera = new Camera();

        function setPoint( point, x, y, z ) {

            vector.set( x, y, z ).unproject( camera );

            var points = pointMap[ point ];

            if ( points !== undefined ) {

                var position = geometry.getAttribute( 'position' );

                for ( var i = 0, l = points.length; i < l; i ++ ) {

                    position.setXYZ( points[ i ], vector.x, vector.y, vector.z );

                }

            }

        }

        return function update() {

            geometry = this.geometry;
            pointMap = this.pointMap;

            var w = 1, h = 1;

            // we need just camera projection matrix
            // world matrix must be identity

            camera.projectionMatrix.copy( this.camera.projectionMatrix );

            // center / target

            setPoint( 'c', 0, 0, - 1 );
            setPoint( 't', 0, 0, 1 );

            // near

            setPoint( 'n1', - w, - h, - 1 );
            setPoint( 'n2', w, - h, - 1 );
            setPoint( 'n3', - w, h, - 1 );
            setPoint( 'n4', w, h, - 1 );

            // far

            setPoint( 'f1', - w, - h, 1 );
            setPoint( 'f2', w, - h, 1 );
            setPoint( 'f3', - w, h, 1 );
            setPoint( 'f4', w, h, 1 );

            // up

            setPoint( 'u1', w * 0.7, h * 1.1, - 1 );
            setPoint( 'u2', - w * 0.7, h * 1.1, - 1 );
            setPoint( 'u3', 0, h * 2, - 1 );

            // cross

            setPoint( 'cf1', - w, 0, 1 );
            setPoint( 'cf2', w, 0, 1 );
            setPoint( 'cf3', 0, - h, 1 );
            setPoint( 'cf4', 0, h, 1 );

            setPoint( 'cn1', - w, 0, - 1 );
            setPoint( 'cn2', w, 0, - 1 );
            setPoint( 'cn3', 0, - h, - 1 );
            setPoint( 'cn4', 0, h, - 1 );

            geometry.getAttribute( 'position' ).needsUpdate = true;

        };

    }();

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author Mugen87 / http://github.com/Mugen87
     */

    function BoxHelper( object, color ) {

        this.object = object;

        if ( color === undefined ) color = 0xffff00;

        var indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );
        var positions = new Float32Array( 8 * 3 );

        var geometry = new BufferGeometry();
        geometry.setIndex( new BufferAttribute( indices, 1 ) );
        geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );

        LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );

        this.matrixAutoUpdate = false;

        this.update();

    }

    BoxHelper.prototype = Object.create( LineSegments.prototype );
    BoxHelper.prototype.constructor = BoxHelper;

    BoxHelper.prototype.update = ( function () {

        var box = new Box3();

        return function update( object ) {

            if ( object !== undefined ) {

                console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );

            }

            if ( this.object !== undefined ) {

                box.setFromObject( this.object );

            }

            if ( box.isEmpty() ) return;

            var min = box.min;
            var max = box.max;

            /*
              5____4
            1/___0/|
            | 6__|_7
            2/___3/

            0: max.x, max.y, max.z
            1: min.x, max.y, max.z
            2: min.x, min.y, max.z
            3: max.x, min.y, max.z
            4: max.x, max.y, min.z
            5: min.x, max.y, min.z
            6: min.x, min.y, min.z
            7: max.x, min.y, min.z
            */

            var position = this.geometry.attributes.position;
            var array = position.array;

            array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
            array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
            array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
            array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
            array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
            array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
            array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
            array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;

            position.needsUpdate = true;

            this.geometry.computeBoundingSphere();

        };

    } )();

    BoxHelper.prototype.setFromObject = function ( object ) {

        this.object = object;
        this.update();

        return this;

    };

    /**
     * @author WestLangley / http://github.com/WestLangley
     */

    function Box3Helper( box, hex ) {

        this.type = 'Box3Helper';

        this.box = box;

        var color = ( hex !== undefined ) ? hex : 0xffff00;

        var indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );

        var positions = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, - 1, - 1, 1, - 1, - 1, - 1, - 1, 1, - 1, - 1 ];

        var geometry = new BufferGeometry();

        geometry.setIndex( new BufferAttribute( indices, 1 ) );

        geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );

        LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );

        this.geometry.computeBoundingSphere();

    }

    Box3Helper.prototype = Object.create( LineSegments.prototype );
    Box3Helper.prototype.constructor = Box3Helper;

    Box3Helper.prototype.updateMatrixWorld = function ( force ) {

        var box = this.box;

        if ( box.isEmpty() ) return;

        box.getCenter( this.position );

        box.getSize( this.scale );

        this.scale.multiplyScalar( 0.5 );

        Object3D.prototype.updateMatrixWorld.call( this, force );

    };

    /**
     * @author WestLangley / http://github.com/WestLangley
     */

    function PlaneHelper( plane, size, hex ) {

        this.type = 'PlaneHelper';

        this.plane = plane;

        this.size = ( size === undefined ) ? 1 : size;

        var color = ( hex !== undefined ) ? hex : 0xffff00;

        var positions = [ 1, - 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0 ];

        var geometry = new BufferGeometry();
        geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
        geometry.computeBoundingSphere();

        Line.call( this, geometry, new LineBasicMaterial( { color: color } ) );

        //

        var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];

        var geometry2 = new BufferGeometry();
        geometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
        geometry2.computeBoundingSphere();

        this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false } ) ) );

    }

    PlaneHelper.prototype = Object.create( Line.prototype );
    PlaneHelper.prototype.constructor = PlaneHelper;

    PlaneHelper.prototype.updateMatrixWorld = function ( force ) {

        var scale = - this.plane.constant;

        if ( Math.abs( scale ) < 1e-8 ) scale = 1e-8; // sign does not matter

        this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );

        this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here

        this.lookAt( this.plane.normal );

        Object3D.prototype.updateMatrixWorld.call( this, force );

    };

    /**
     * @author WestLangley / http://github.com/WestLangley
     * @author zz85 / http://github.com/zz85
     * @author bhouston / http://clara.io
     *
     * Creates an arrow for visualizing directions
     *
     * Parameters:
     *  dir - Vector3
     *  origin - Vector3
     *  length - Number
     *  color - color in hex value
     *  headLength - Number
     *  headWidth - Number
     */

    var lineGeometry, coneGeometry;

    function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {

        // dir is assumed to be normalized

        Object3D.call( this );

        if ( color === undefined ) color = 0xffff00;
        if ( length === undefined ) length = 1;
        if ( headLength === undefined ) headLength = 0.2 * length;
        if ( headWidth === undefined ) headWidth = 0.2 * headLength;

        if ( lineGeometry === undefined ) {

            lineGeometry = new BufferGeometry();
            lineGeometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );

            coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
            coneGeometry.translate( 0, - 0.5, 0 );

        }

        this.position.copy( origin );

        this.line = new Line( lineGeometry, new LineBasicMaterial( { color: color } ) );
        this.line.matrixAutoUpdate = false;
        this.add( this.line );

        this.cone = new Mesh( coneGeometry, new MeshBasicMaterial( { color: color } ) );
        this.cone.matrixAutoUpdate = false;
        this.add( this.cone );

        this.setDirection( dir );
        this.setLength( length, headLength, headWidth );

    }

    ArrowHelper.prototype = Object.create( Object3D.prototype );
    ArrowHelper.prototype.constructor = ArrowHelper;

    ArrowHelper.prototype.setDirection = ( function () {

        var axis = new Vector3();
        var radians;

        return function setDirection( dir ) {

            // dir is assumed to be normalized

            if ( dir.y > 0.99999 ) {

                this.quaternion.set( 0, 0, 0, 1 );

            } else if ( dir.y < - 0.99999 ) {

                this.quaternion.set( 1, 0, 0, 0 );

            } else {

                axis.set( dir.z, 0, - dir.x ).normalize();

                radians = Math.acos( dir.y );

                this.quaternion.setFromAxisAngle( axis, radians );

            }

        };

    }() );

    ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {

        if ( headLength === undefined ) headLength = 0.2 * length;
        if ( headWidth === undefined ) headWidth = 0.2 * headLength;

        this.line.scale.set( 1, Math.max( 0, length - headLength ), 1 );
        this.line.updateMatrix();

        this.cone.scale.set( headWidth, headLength, headWidth );
        this.cone.position.y = length;
        this.cone.updateMatrix();

    };

    ArrowHelper.prototype.setColor = function ( color ) {

        this.line.material.color.copy( color );
        this.cone.material.color.copy( color );

    };

    /**
     * @author sroucheray / http://sroucheray.org/
     * @author mrdoob / http://mrdoob.com/
     */

    function AxesHelper( size ) {

        size = size || 1;

        var vertices = [
            0, 0, 0,    size, 0, 0,
            0, 0, 0,    0, size, 0,
            0, 0, 0,    0, 0, size
        ];

        var colors = [
            1, 0, 0,    1, 0.6, 0,
            0, 1, 0,    0.6, 1, 0,
            0, 0, 1,    0, 0.6, 1
        ];

        var geometry = new BufferGeometry();
        geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
        geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );

        var material = new LineBasicMaterial( { vertexColors: VertexColors } );

        LineSegments.call( this, geometry, material );

    }

    AxesHelper.prototype = Object.create( LineSegments.prototype );
    AxesHelper.prototype.constructor = AxesHelper;

    /**
     * @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 );

    }

    //

    Curve.create = function ( construct, getPoint ) {

        console.log( 'THREE.Curve.create() has been deprecated' );

        construct.prototype = Object.create( Curve.prototype );
        construct.prototype.constructor = construct;
        construct.prototype.getPoint = getPoint;

        return construct;

    };

    //

    Object.assign( CurvePath.prototype, {

        createPointsGeometry: function ( divisions ) {

            console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );

            // generate geometry from path points (for Line or Points objects)

            var pts = this.getPoints( divisions );
            return this.createGeometry( pts );

        },

        createSpacedPointsGeometry: function ( divisions ) {

            console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );

            // generate geometry from equidistant sampling along the path

            var pts = this.getSpacedPoints( divisions );
            return this.createGeometry( pts );

        },

        createGeometry: function ( points ) {

            console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );

            var geometry = new Geometry();

            for ( var i = 0, l = points.length; i < l; i ++ ) {

                var point = points[ i ];
                geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );

            }

            return geometry;

        }

    } );

    //

    Object.assign( Path.prototype, {

        fromPoints: function ( points ) {

            console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
            this.setFromPoints( points );

        }

    } );

    //

    function ClosedSplineCurve3( points ) {

        console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );

        CatmullRomCurve3.call( this, points );
        this.type = 'catmullrom';
        this.closed = true;

    }

    ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );

    //

    function SplineCurve3( points ) {

        console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );

        CatmullRomCurve3.call( this, points );
        this.type = 'catmullrom';

    }

    SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );

    //

    function Spline( points ) {

        console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );

        CatmullRomCurve3.call( this, points );
        this.type = 'catmullrom';

    }

    Spline.prototype = Object.create( CatmullRomCurve3.prototype );

    Object.assign( Spline.prototype, {

        initFromArray: function ( /* a */ ) {

            console.error( 'THREE.Spline: .initFromArray() has been removed.' );

        },
        getControlPointsArray: function ( /* optionalTarget */ ) {

            console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );

        },
        reparametrizeByArcLength: function ( /* samplingCoef */ ) {

            console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );

        }

    } );

    //

    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 ( url ) {

            console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
            return LoaderUtils.extractUrlBase( url );

        }

    } );

    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( Box2.prototype, {

        center: function ( optionalTarget ) {

            console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
            return this.getCenter( optionalTarget );

        },
        empty: function () {

            console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
            return this.isEmpty();

        },
        isIntersectionBox: function ( box ) {

            console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
            return this.intersectsBox( box );

        },
        size: function ( optionalTarget ) {

            console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
            return this.getSize( optionalTarget );

        }
    } );

    Object.assign( Box3.prototype, {

        center: function ( optionalTarget ) {

            console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
            return this.getCenter( optionalTarget );

        },
        empty: function () {

            console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
            return this.isEmpty();

        },
        isIntersectionBox: function ( box ) {

            console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
            return this.intersectsBox( box );

        },
        isIntersectionSphere: function ( sphere ) {

            console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
            return this.intersectsSphere( sphere );

        },
        size: function ( optionalTarget ) {

            console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
            return this.getSize( optionalTarget );

        }
    } );

    Line3.prototype.center = function ( optionalTarget ) {

        console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
        return this.getCenter( optionalTarget );

    };

    Object.assign( _Math, {

        random16: function () {

            console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );
            return Math.random();

        },

        nearestPowerOfTwo: function ( value ) {

            console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );
            return _Math.floorPowerOfTwo( value );

        },

        nextPowerOfTwo: function ( value ) {

            console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );
            return _Math.ceilPowerOfTwo( value );

        }

    } );

    Object.assign( Matrix3.prototype, {

        flattenToArrayOffset: function ( array, offset ) {

            console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
            return this.toArray( array, offset );

        },
        multiplyVector3: function ( vector ) {

            console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
            return vector.applyMatrix3( this );

        },
        multiplyVector3Array: function ( /* a */ ) {

            console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );

        },
        applyToBuffer: function ( buffer /*, offset, length */ ) {

            console.warn( 'THREE.Matrix3: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
            return this.applyToBufferAttribute( buffer );

        },
        applyToVector3Array: function ( /* array, offset, length */ ) {

            console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );

        }

    } );

    Object.assign( Matrix4.prototype, {

        extractPosition: function ( m ) {

            console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
            return this.copyPosition( m );

        },
        flattenToArrayOffset: function ( array, offset ) {

            console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
            return this.toArray( array, offset );

        },
        getPosition: function () {

            var v1;

            return function getPosition() {

                if ( v1 === undefined ) v1 = new Vector3();
                console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
                return v1.setFromMatrixColumn( this, 3 );

            };

        }(),
        setRotationFromQuaternion: function ( q ) {

            console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
            return this.makeRotationFromQuaternion( q );

        },
        multiplyToArray: function () {

            console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );

        },
        multiplyVector3: function ( vector ) {

            console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
            return vector.applyMatrix4( this );

        },
        multiplyVector4: function ( vector ) {

            console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
            return vector.applyMatrix4( this );

        },
        multiplyVector3Array: function ( /* a */ ) {

            console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );

        },
        rotateAxis: function ( v ) {

            console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
            v.transformDirection( this );

        },
        crossVector: function ( vector ) {

            console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
            return vector.applyMatrix4( this );

        },
        translate: function () {

            console.error( 'THREE.Matrix4: .translate() has been removed.' );

        },
        rotateX: function () {

            console.error( 'THREE.Matrix4: .rotateX() has been removed.' );

        },
        rotateY: function () {

            console.error( 'THREE.Matrix4: .rotateY() has been removed.' );

        },
        rotateZ: function () {

            console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );

        },
        rotateByAxis: function () {

            console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );

        },
        applyToBuffer: function ( buffer /*, offset, length */ ) {

            console.warn( 'THREE.Matrix4: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
            return this.applyToBufferAttribute( buffer );

        },
        applyToVector3Array: function ( /* array, offset, length */ ) {

            console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );

        },
        makeFrustum: function ( left, right, bottom, top, near, far ) {

            console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
            return this.makePerspective( left, right, top, bottom, near, far );

        }

    } );

    Plane.prototype.isIntersectionLine = function ( line ) {

        console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
        return this.intersectsLine( line );

    };

    Quaternion.prototype.multiplyVector3 = function ( vector ) {

        console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
        return vector.applyQuaternion( this );

    };

    Object.assign( Ray.prototype, {

        isIntersectionBox: function ( box ) {

            console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
            return this.intersectsBox( box );

        },
        isIntersectionPlane: function ( plane ) {

            console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
            return this.intersectsPlane( plane );

        },
        isIntersectionSphere: function ( sphere ) {

            console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
            return this.intersectsSphere( sphere );

        }

    } );

    Object.assign( Triangle.prototype, {

        area: function () {

            console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
            return this.getArea();

        },
        barycoordFromPoint: function ( point, target ) {

            console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
            return this.getBarycoord( point, target );

        },
        midpoint: function ( target ) {

            console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
            return this.getMidpoint( target );

        },
        normal: function ( target ) {

            console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
            return this.getNormal( target );

        },
        plane: function ( target ) {

            console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
            return this.getPlane( target );

        }

    } );

    Object.assign( Triangle, {

        barycoordFromPoint: function ( point, a, b, c, target ) {

            console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
            return Triangle.getBarycoord( point, a, b, c, target );

        },
        normal: function ( a, b, c, target ) {

            console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
            return Triangle.getNormal( a, b, c, target );

        }

    } );

    Object.assign( Shape.prototype, {

        extractAllPoints: function ( divisions ) {

            console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
            return this.extractPoints( divisions );

        },
        extrude: function ( options ) {

            console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
            return new ExtrudeGeometry( this, options );

        },
        makeGeometry: function ( options ) {

            console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
            return new ShapeGeometry( this, options );

        }

    } );

    Object.assign( Vector2.prototype, {

        fromAttribute: function ( attribute, index, offset ) {

            console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
            return this.fromBufferAttribute( attribute, index, offset );

        },
        distanceToManhattan: function ( v ) {

            console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
            return this.manhattanDistanceTo( v );

        },
        lengthManhattan: function () {

            console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
            return this.manhattanLength();

        }

    } );

    Object.assign( Vector3.prototype, {

        setEulerFromRotationMatrix: function () {

            console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );

        },
        setEulerFromQuaternion: function () {

            console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );

        },
        getPositionFromMatrix: function ( m ) {

            console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
            return this.setFromMatrixPosition( m );

        },
        getScaleFromMatrix: function ( m ) {

            console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
            return this.setFromMatrixScale( m );

        },
        getColumnFromMatrix: function ( index, matrix ) {

            console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
            return this.setFromMatrixColumn( matrix, index );

        },
        applyProjection: function ( m ) {

            console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
            return this.applyMatrix4( m );

        },
        fromAttribute: function ( attribute, index, offset ) {

            console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
            return this.fromBufferAttribute( attribute, index, offset );

        },
        distanceToManhattan: function ( v ) {

            console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
            return this.manhattanDistanceTo( v );

        },
        lengthManhattan: function () {

            console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
            return this.manhattanLength();

        }

    } );

    Object.assign( Vector4.prototype, {

        fromAttribute: function ( attribute, index, offset ) {

            console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
            return this.fromBufferAttribute( attribute, index, offset );

        },
        lengthManhattan: function () {

            console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
            return this.manhattanLength();

        }

    } );

    //

    Object.assign( Geometry.prototype, {

        computeTangents: function () {

            console.error( 'THREE.Geometry: .computeTangents() has been removed.' );

        },
        computeLineDistances: function () {

            console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );

        }

    } );

    Object.assign( Object3D.prototype, {

        getChildByName: function ( name ) {

            console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
            return this.getObjectByName( name );

        },
        renderDepth: function () {

            console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );

        },
        translate: function ( distance, axis ) {

            console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
            return this.translateOnAxis( axis, distance );

        },
        getWorldRotation: function () {

            console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );

        }

    } );

    Object.defineProperties( Object3D.prototype, {

        eulerOrder: {
            get: function () {

                console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
                return this.rotation.order;

            },
            set: function ( value ) {

                console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
                this.rotation.order = value;

            }
        },
        useQuaternion: {
            get: function () {

                console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );

            },
            set: function () {

                console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );

            }
        }

    } );

    Object.defineProperties( LOD.prototype, {

        objects: {
            get: function () {

                console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
                return this.levels;

            }
        }

    } );

    Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {

        get: function () {

            console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );

        },
        set: function () {

            console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );

        }

    } );

    Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {

        get: function () {

            console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
            return this.arcLengthDivisions;

        },
        set: function ( value ) {

            console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
            this.arcLengthDivisions = value;

        }

    } );

    //

    PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {

        console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
                "Use .setFocalLength and .filmGauge for a photographic setup." );

        if ( filmGauge !== undefined ) this.filmGauge = filmGauge;
        this.setFocalLength( focalLength );

    };

    //

    Object.defineProperties( Light.prototype, {
        onlyShadow: {
            set: function () {

                console.warn( 'THREE.Light: .onlyShadow has been removed.' );

            }
        },
        shadowCameraFov: {
            set: function ( value ) {

                console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
                this.shadow.camera.fov = value;

            }
        },
        shadowCameraLeft: {
            set: function ( value ) {

                console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
                this.shadow.camera.left = value;

            }
        },
        shadowCameraRight: {
            set: function ( value ) {

                console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
                this.shadow.camera.right = value;

            }
        },
        shadowCameraTop: {
            set: function ( value ) {

                console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
                this.shadow.camera.top = value;

            }
        },
        shadowCameraBottom: {
            set: function ( value ) {

                console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
                this.shadow.camera.bottom = value;

            }
        },
        shadowCameraNear: {
            set: function ( value ) {

                console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
                this.shadow.camera.near = value;

            }
        },
        shadowCameraFar: {
            set: function ( value ) {

                console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
                this.shadow.camera.far = value;

            }
        },
        shadowCameraVisible: {
            set: function () {

                console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );

            }
        },
        shadowBias: {
            set: function ( value ) {

                console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
                this.shadow.bias = value;

            }
        },
        shadowDarkness: {
            set: function () {

                console.warn( 'THREE.Light: .shadowDarkness has been removed.' );

            }
        },
        shadowMapWidth: {
            set: function ( value ) {

                console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
                this.shadow.mapSize.width = value;

            }
        },
        shadowMapHeight: {
            set: function ( value ) {

                console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
                this.shadow.mapSize.height = value;

            }
        }
    } );

    //

    Object.defineProperties( BufferAttribute.prototype, {

        length: {
            get: function () {

                console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
                return this.array.length;

            }
        },
        copyIndicesArray: function ( /* indices */ ) {

            console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );

        }

    } );

    Object.assign( BufferGeometry.prototype, {

        addIndex: function ( index ) {

            console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
            this.setIndex( index );

        },
        addDrawCall: function ( start, count, indexOffset ) {

            if ( indexOffset !== undefined ) {

                console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );

            }
            console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
            this.addGroup( start, count );

        },
        clearDrawCalls: function () {

            console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
            this.clearGroups();

        },
        computeTangents: function () {

            console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );

        },
        computeOffsets: function () {

            console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );

        }

    } );

    Object.defineProperties( BufferGeometry.prototype, {

        drawcalls: {
            get: function () {

                console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
                return this.groups;

            }
        },
        offsets: {
            get: function () {

                console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
                return this.groups;

            }
        }

    } );

    //

    Object.assign( ExtrudeBufferGeometry.prototype, {

        getArrays: function () {

            console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );

        },

        addShapeList: function () {

            console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );

        },

        addShape: function () {

            console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );

        }

    } );

    //

    Object.defineProperties( Uniform.prototype, {

        dynamic: {
            set: function () {

                console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );

            }
        },
        onUpdate: {
            value: function () {

                console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
                return this;

            }
        }

    } );

    //

    Object.defineProperties( Material.prototype, {

        wrapAround: {
            get: function () {

                console.warn( 'THREE.Material: .wrapAround has been removed.' );

            },
            set: function () {

                console.warn( 'THREE.Material: .wrapAround has been removed.' );

            }
        },
        wrapRGB: {
            get: function () {

                console.warn( 'THREE.Material: .wrapRGB has been removed.' );
                return new Color();

            }
        },

        shading: {
            get: function () {

                console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );

            },
            set: function ( value ) {

                console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
                this.flatShading = ( value === FlatShading );

            }
        }

    } );

    Object.defineProperties( MeshPhongMaterial.prototype, {

        metal: {
            get: function () {

                console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
                return false;

            },
            set: function () {

                console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );

            }
        }

    } );

    Object.defineProperties( ShaderMaterial.prototype, {

        derivatives: {
            get: function () {

                console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
                return this.extensions.derivatives;

            },
            set: function ( value ) {

                console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
                this.extensions.derivatives = value;

            }
        }

    } );

    //

    Object.assign( WebGLRenderer.prototype, {

        animate: function ( callback ) {

            console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
            this.setAnimationLoop( callback );

        },

        getCurrentRenderTarget: function () {

            console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
            return this.getRenderTarget();

        },

        getMaxAnisotropy: function () {

            console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
            return this.capabilities.getMaxAnisotropy();

        },

        getPrecision: function () {

            console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
            return this.capabilities.precision;

        },

        resetGLState: function () {

            console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
            return this.state.reset();

        },

        supportsFloatTextures: function () {

            console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
            return this.extensions.get( 'OES_texture_float' );

        },
        supportsHalfFloatTextures: function () {

            console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
            return this.extensions.get( 'OES_texture_half_float' );

        },
        supportsStandardDerivatives: function () {

            console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
            return this.extensions.get( 'OES_standard_derivatives' );

        },
        supportsCompressedTextureS3TC: function () {

            console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
            return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );

        },
        supportsCompressedTexturePVRTC: function () {

            console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
            return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );

        },
        supportsBlendMinMax: function () {

            console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
            return this.extensions.get( 'EXT_blend_minmax' );

        },
        supportsVertexTextures: function () {

            console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
            return this.capabilities.vertexTextures;

        },
        supportsInstancedArrays: function () {

            console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
            return this.extensions.get( 'ANGLE_instanced_arrays' );

        },
        enableScissorTest: function ( boolean ) {

            console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
            this.setScissorTest( boolean );

        },
        initMaterial: function () {

            console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );

        },
        addPrePlugin: function () {

            console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );

        },
        addPostPlugin: function () {

            console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );

        },
        updateShadowMap: function () {

            console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );

        },
        setFaceCulling: function () {

            console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );

        }

    } );

    Object.defineProperties( WebGLRenderer.prototype, {

        shadowMapEnabled: {
            get: function () {

                return this.shadowMap.enabled;

            },
            set: function ( value ) {

                console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
                this.shadowMap.enabled = value;

            }
        },
        shadowMapType: {
            get: function () {

                return this.shadowMap.type;

            },
            set: function ( value ) {

                console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
                this.shadowMap.type = value;

            }
        },
        shadowMapCullFace: {
            get: function () {

                console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
                return undefined;

            },
            set: function ( /* value */ ) {

                console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );

            }
        }
    } );

    Object.defineProperties( WebGLShadowMap.prototype, {

        cullFace: {
            get: function () {

                console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
                return undefined;

            },
            set: function ( /* cullFace */ ) {

                console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );

            }
        },
        renderReverseSided: {
            get: function () {

                console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
                return undefined;

            },
            set: function () {

                console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );

            }
        },
        renderSingleSided: {
            get: function () {

                console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
                return undefined;

            },
            set: function () {

                console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );

            }
        }

    } );

    //

    Object.defineProperties( WebGLRenderTarget.prototype, {

        wrapS: {
            get: function () {

                console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
                return this.texture.wrapS;

            },
            set: function ( value ) {

                console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
                this.texture.wrapS = value;

            }
        },
        wrapT: {
            get: function () {

                console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
                return this.texture.wrapT;

            },
            set: function ( value ) {

                console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
                this.texture.wrapT = value;

            }
        },
        magFilter: {
            get: function () {

                console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
                return this.texture.magFilter;

            },
            set: function ( value ) {

                console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
                this.texture.magFilter = value;

            }
        },
        minFilter: {
            get: function () {

                console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
                return this.texture.minFilter;

            },
            set: function ( value ) {

                console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
                this.texture.minFilter = value;

            }
        },
        anisotropy: {
            get: function () {

                console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
                return this.texture.anisotropy;

            },
            set: function ( value ) {

                console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
                this.texture.anisotropy = value;

            }
        },
        offset: {
            get: function () {

                console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
                return this.texture.offset;

            },
            set: function ( value ) {

                console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
                this.texture.offset = value;

            }
        },
        repeat: {
            get: function () {

                console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
                return this.texture.repeat;

            },
            set: function ( value ) {

                console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
                this.texture.repeat = value;

            }
        },
        format: {
            get: function () {

                console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
                return this.texture.format;

            },
            set: function ( value ) {

                console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
                this.texture.format = value;

            }
        },
        type: {
            get: function () {

                console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
                return this.texture.type;

            },
            set: function ( value ) {

                console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
                this.texture.type = value;

            }
        },
        generateMipmaps: {
            get: function () {

                console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
                return this.texture.generateMipmaps;

            },
            set: function ( value ) {

                console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
                this.texture.generateMipmaps = value;

            }
        }

    } );

    //

    Object.defineProperties( WebVRManager.prototype, {

        standing: {
            set: function ( /* value */ ) {

                console.warn( 'THREE.WebVRManager: .standing has been removed.' );

            }
        }

    } );

    //

    Audio.prototype.load = function ( file ) {

        console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
        var scope = this;
        var audioLoader = new AudioLoader();
        audioLoader.load( file, function ( buffer ) {

            scope.setBuffer( buffer );

        } );
        return this;

    };

    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 ( 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 ( geometry ) {

            console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
            return geometry.center();

        }

    };

    var ImageUtils = {

        crossOrigin: undefined,

        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;

        },

        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;

        },

        loadCompressedTexture: function () {

            console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );

        },

        loadCompressedTextureCube: function () {

            console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );

        }

    };

    //

    function Projector() {

        console.error( 'THREE.Projector has been moved to /examples/js/renderers/Projector.js.' );

        this.projectVector = function ( vector, camera ) {

            console.warn( 'THREE.Projector: .projectVector() is now vector.project().' );
            vector.project( camera );

        };

        this.unprojectVector = function ( vector, camera ) {

            console.warn( 'THREE.Projector: .unprojectVector() is now vector.unproject().' );
            vector.unproject( camera );

        };

        this.pickingRay = function () {

            console.error( 'THREE.Projector: .pickingRay() is now raycaster.setFromCamera().' );

        };

    }

    //

    function CanvasRenderer() {

        console.error( 'THREE.CanvasRenderer has been moved to /examples/js/renderers/CanvasRenderer.js' );

        this.domElement = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
        this.clear = function () {};
        this.render = function () {};
        this.setClearColor = function () {};
        this.setSize = function () {};

    }

    //

    var SceneUtils = {

        createMultiMaterialObject: function ( /* geometry, materials */ ) {

            console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );

        },

        detach: function ( /* child, parent, scene */ ) {

            console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );

        },

        attach: function ( /* child, scene, parent */ ) {

            console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );

        }

    };

    //

    function LensFlare() {

        console.error( 'THREE.LensFlare has been moved to /examples/js/objects/Lensflare.js' );

    }

    exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
    exports.WebGLRenderTarget = WebGLRenderTarget;
    exports.WebGLRenderer = WebGLRenderer;
    exports.ShaderLib = ShaderLib;
    exports.UniformsLib = UniformsLib;
    exports.UniformsUtils = UniformsUtils;
    exports.ShaderChunk = ShaderChunk;
    exports.FogExp2 = FogExp2;
    exports.Fog = Fog;
    exports.Scene = Scene;
    exports.Sprite = Sprite;
    exports.LOD = LOD;
    exports.SkinnedMesh = SkinnedMesh;
    exports.Skeleton = Skeleton;
    exports.Bone = Bone;
    exports.Mesh = Mesh;
    exports.LineSegments = LineSegments;
    exports.LineLoop = LineLoop;
    exports.Line = Line;
    exports.Points = Points;
    exports.Group = Group;
    exports.VideoTexture = VideoTexture;
    exports.DataTexture = DataTexture;
    exports.CompressedTexture = CompressedTexture;
    exports.CubeTexture = CubeTexture;
    exports.CanvasTexture = CanvasTexture;
    exports.DepthTexture = DepthTexture;
    exports.Texture = Texture;
    exports.CompressedTextureLoader = CompressedTextureLoader;
    exports.DataTextureLoader = DataTextureLoader;
    exports.CubeTextureLoader = CubeTextureLoader;
    exports.TextureLoader = TextureLoader;
    exports.ObjectLoader = ObjectLoader;
    exports.MaterialLoader = MaterialLoader;
    exports.BufferGeometryLoader = BufferGeometryLoader;
    exports.DefaultLoadingManager = DefaultLoadingManager;
    exports.LoadingManager = LoadingManager;
    exports.JSONLoader = JSONLoader;
    exports.ImageLoader = ImageLoader;
    exports.ImageBitmapLoader = ImageBitmapLoader;
    exports.FontLoader = FontLoader;
    exports.FileLoader = FileLoader;
    exports.Loader = Loader;
    exports.LoaderUtils = LoaderUtils;
    exports.Cache = Cache;
    exports.AudioLoader = AudioLoader;
    exports.SpotLightShadow = SpotLightShadow;
    exports.SpotLight = SpotLight;
    exports.PointLight = PointLight;
    exports.RectAreaLight = RectAreaLight;
    exports.HemisphereLight = HemisphereLight;
    exports.DirectionalLightShadow = DirectionalLightShadow;
    exports.DirectionalLight = DirectionalLight;
    exports.AmbientLight = AmbientLight;
    exports.LightShadow = LightShadow;
    exports.Light = Light;
    exports.StereoCamera = StereoCamera;
    exports.PerspectiveCamera = PerspectiveCamera;
    exports.OrthographicCamera = OrthographicCamera;
    exports.CubeCamera = CubeCamera;
    exports.ArrayCamera = ArrayCamera;
    exports.Camera = Camera;
    exports.AudioListener = AudioListener;
    exports.PositionalAudio = PositionalAudio;
    exports.AudioContext = AudioContext;
    exports.AudioAnalyser = AudioAnalyser;
    exports.Audio = Audio;
    exports.VectorKeyframeTrack = VectorKeyframeTrack;
    exports.StringKeyframeTrack = StringKeyframeTrack;
    exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
    exports.NumberKeyframeTrack = NumberKeyframeTrack;
    exports.ColorKeyframeTrack = ColorKeyframeTrack;
    exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
    exports.PropertyMixer = PropertyMixer;
    exports.PropertyBinding = PropertyBinding;
    exports.KeyframeTrack = KeyframeTrack;
    exports.AnimationUtils = AnimationUtils;
    exports.AnimationObjectGroup = AnimationObjectGroup;
    exports.AnimationMixer = AnimationMixer;
    exports.AnimationClip = AnimationClip;
    exports.Uniform = Uniform;
    exports.InstancedBufferGeometry = InstancedBufferGeometry;
    exports.BufferGeometry = BufferGeometry;
    exports.Geometry = Geometry;
    exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
    exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
    exports.InterleavedBuffer = InterleavedBuffer;
    exports.InstancedBufferAttribute = InstancedBufferAttribute;
    exports.Face3 = Face3;
    exports.Object3D = Object3D;
    exports.Raycaster = Raycaster;
    exports.Layers = Layers;
    exports.EventDispatcher = EventDispatcher;
    exports.Clock = Clock;
    exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
    exports.LinearInterpolant = LinearInterpolant;
    exports.DiscreteInterpolant = DiscreteInterpolant;
    exports.CubicInterpolant = CubicInterpolant;
    exports.Interpolant = Interpolant;
    exports.Triangle = Triangle;
    exports.Math = _Math;
    exports.Spherical = Spherical;
    exports.Cylindrical = Cylindrical;
    exports.Plane = Plane;
    exports.Frustum = Frustum;
    exports.Sphere = Sphere;
    exports.Ray = Ray;
    exports.Matrix4 = Matrix4;
    exports.Matrix3 = Matrix3;
    exports.Box3 = Box3;
    exports.Box2 = Box2;
    exports.Line3 = Line3;
    exports.Euler = Euler;
    exports.Vector4 = Vector4;
    exports.Vector3 = Vector3;
    exports.Vector2 = Vector2;
    exports.Quaternion = Quaternion;
    exports.Color = Color;
    exports.ImmediateRenderObject = ImmediateRenderObject;
    exports.VertexNormalsHelper = VertexNormalsHelper;
    exports.SpotLightHelper = SpotLightHelper;
    exports.SkeletonHelper = SkeletonHelper;
    exports.PointLightHelper = PointLightHelper;
    exports.RectAreaLightHelper = RectAreaLightHelper;
    exports.HemisphereLightHelper = HemisphereLightHelper;
    exports.GridHelper = GridHelper;
    exports.PolarGridHelper = PolarGridHelper;
    exports.FaceNormalsHelper = FaceNormalsHelper;
    exports.DirectionalLightHelper = DirectionalLightHelper;
    exports.CameraHelper = CameraHelper;
    exports.BoxHelper = BoxHelper;
    exports.Box3Helper = Box3Helper;
    exports.PlaneHelper = PlaneHelper;
    exports.ArrowHelper = ArrowHelper;
    exports.AxesHelper = AxesHelper;
    exports.Shape = Shape;
    exports.Path = Path;
    exports.ShapePath = ShapePath;
    exports.Font = Font;
    exports.CurvePath = CurvePath;
    exports.Curve = Curve;
    exports.ShapeUtils = ShapeUtils;
    exports.WebGLUtils = WebGLUtils;
    exports.WireframeGeometry = WireframeGeometry;
    exports.ParametricGeometry = ParametricGeometry;
    exports.ParametricBufferGeometry = ParametricBufferGeometry;
    exports.TetrahedronGeometry = TetrahedronGeometry;
    exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
    exports.OctahedronGeometry = OctahedronGeometry;
    exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
    exports.IcosahedronGeometry = IcosahedronGeometry;
    exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
    exports.DodecahedronGeometry = DodecahedronGeometry;
    exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
    exports.PolyhedronGeometry = PolyhedronGeometry;
    exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
    exports.TubeGeometry = TubeGeometry;
    exports.TubeBufferGeometry = TubeBufferGeometry;
    exports.TorusKnotGeometry = TorusKnotGeometry;
    exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
    exports.TorusGeometry = TorusGeometry;
    exports.TorusBufferGeometry = TorusBufferGeometry;
    exports.TextGeometry = TextGeometry;
    exports.TextBufferGeometry = TextBufferGeometry;
    exports.SphereGeometry = SphereGeometry;
    exports.SphereBufferGeometry = SphereBufferGeometry;
    exports.RingGeometry = RingGeometry;
    exports.RingBufferGeometry = RingBufferGeometry;
    exports.PlaneGeometry = PlaneGeometry;
    exports.PlaneBufferGeometry = PlaneBufferGeometry;
    exports.LatheGeometry = LatheGeometry;
    exports.LatheBufferGeometry = LatheBufferGeometry;
    exports.ShapeGeometry = ShapeGeometry;
    exports.ShapeBufferGeometry = ShapeBufferGeometry;
    exports.ExtrudeGeometry = ExtrudeGeometry;
    exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry;
    exports.EdgesGeometry = EdgesGeometry;
    exports.ConeGeometry = ConeGeometry;
    exports.ConeBufferGeometry = ConeBufferGeometry;
    exports.CylinderGeometry = CylinderGeometry;
    exports.CylinderBufferGeometry = CylinderBufferGeometry;
    exports.CircleGeometry = CircleGeometry;
    exports.CircleBufferGeometry = CircleBufferGeometry;
    exports.BoxGeometry = BoxGeometry;
    exports.BoxBufferGeometry = BoxBufferGeometry;
    exports.ShadowMaterial = ShadowMaterial;
    exports.SpriteMaterial = SpriteMaterial;
    exports.RawShaderMaterial = RawShaderMaterial;
    exports.ShaderMaterial = ShaderMaterial;
    exports.PointsMaterial = PointsMaterial;
    exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
    exports.MeshStandardMaterial = MeshStandardMaterial;
    exports.MeshPhongMaterial = MeshPhongMaterial;
    exports.MeshToonMaterial = MeshToonMaterial;
    exports.MeshNormalMaterial = MeshNormalMaterial;
    exports.MeshLambertMaterial = MeshLambertMaterial;
    exports.MeshDepthMaterial = MeshDepthMaterial;
    exports.MeshDistanceMaterial = MeshDistanceMaterial;
    exports.MeshBasicMaterial = MeshBasicMaterial;
    exports.LineDashedMaterial = LineDashedMaterial;
    exports.LineBasicMaterial = LineBasicMaterial;
    exports.Material = Material;
    exports.Float64BufferAttribute = Float64BufferAttribute;
    exports.Float32BufferAttribute = Float32BufferAttribute;
    exports.Uint32BufferAttribute = Uint32BufferAttribute;
    exports.Int32BufferAttribute = Int32BufferAttribute;
    exports.Uint16BufferAttribute = Uint16BufferAttribute;
    exports.Int16BufferAttribute = Int16BufferAttribute;
    exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
    exports.Uint8BufferAttribute = Uint8BufferAttribute;
    exports.Int8BufferAttribute = Int8BufferAttribute;
    exports.BufferAttribute = BufferAttribute;
    exports.ArcCurve = ArcCurve;
    exports.CatmullRomCurve3 = CatmullRomCurve3;
    exports.CubicBezierCurve = CubicBezierCurve;
    exports.CubicBezierCurve3 = CubicBezierCurve3;
    exports.EllipseCurve = EllipseCurve;
    exports.LineCurve = LineCurve;
    exports.LineCurve3 = LineCurve3;
    exports.QuadraticBezierCurve = QuadraticBezierCurve;
    exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
    exports.SplineCurve = SplineCurve;
    exports.REVISION = REVISION;
    exports.MOUSE = MOUSE;
    exports.CullFaceNone = CullFaceNone;
    exports.CullFaceBack = CullFaceBack;
    exports.CullFaceFront = CullFaceFront;
    exports.CullFaceFrontBack = CullFaceFrontBack;
    exports.FrontFaceDirectionCW = FrontFaceDirectionCW;
    exports.FrontFaceDirectionCCW = FrontFaceDirectionCCW;
    exports.BasicShadowMap = BasicShadowMap;
    exports.PCFShadowMap = PCFShadowMap;
    exports.PCFSoftShadowMap = PCFSoftShadowMap;
    exports.FrontSide = FrontSide;
    exports.BackSide = BackSide;
    exports.DoubleSide = DoubleSide;
    exports.FlatShading = FlatShading;
    exports.SmoothShading = SmoothShading;
    exports.NoColors = NoColors;
    exports.FaceColors = FaceColors;
    exports.VertexColors = VertexColors;
    exports.NoBlending = NoBlending;
    exports.NormalBlending = NormalBlending;
    exports.AdditiveBlending = AdditiveBlending;
    exports.SubtractiveBlending = SubtractiveBlending;
    exports.MultiplyBlending = MultiplyBlending;
    exports.CustomBlending = CustomBlending;
    exports.AddEquation = AddEquation;
    exports.SubtractEquation = SubtractEquation;
    exports.ReverseSubtractEquation = ReverseSubtractEquation;
    exports.MinEquation = MinEquation;
    exports.MaxEquation = MaxEquation;
    exports.ZeroFactor = ZeroFactor;
    exports.OneFactor = OneFactor;
    exports.SrcColorFactor = SrcColorFactor;
    exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
    exports.SrcAlphaFactor = SrcAlphaFactor;
    exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
    exports.DstAlphaFactor = DstAlphaFactor;
    exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
    exports.DstColorFactor = DstColorFactor;
    exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
    exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
    exports.NeverDepth = NeverDepth;
    exports.AlwaysDepth = AlwaysDepth;
    exports.LessDepth = LessDepth;
    exports.LessEqualDepth = LessEqualDepth;
    exports.EqualDepth = EqualDepth;
    exports.GreaterEqualDepth = GreaterEqualDepth;
    exports.GreaterDepth = GreaterDepth;
    exports.NotEqualDepth = NotEqualDepth;
    exports.MultiplyOperation = MultiplyOperation;
    exports.MixOperation = MixOperation;
    exports.AddOperation = AddOperation;
    exports.NoToneMapping = NoToneMapping;
    exports.LinearToneMapping = LinearToneMapping;
    exports.ReinhardToneMapping = ReinhardToneMapping;
    exports.Uncharted2ToneMapping = Uncharted2ToneMapping;
    exports.CineonToneMapping = CineonToneMapping;
    exports.UVMapping = UVMapping;
    exports.CubeReflectionMapping = CubeReflectionMapping;
    exports.CubeRefractionMapping = CubeRefractionMapping;
    exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
    exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
    exports.SphericalReflectionMapping = SphericalReflectionMapping;
    exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
    exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
    exports.RepeatWrapping = RepeatWrapping;
    exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
    exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
    exports.NearestFilter = NearestFilter;
    exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
    exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
    exports.LinearFilter = LinearFilter;
    exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
    exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
    exports.UnsignedByteType = UnsignedByteType;
    exports.ByteType = ByteType;
    exports.ShortType = ShortType;
    exports.UnsignedShortType = UnsignedShortType;
    exports.IntType = IntType;
    exports.UnsignedIntType = UnsignedIntType;
    exports.FloatType = FloatType;
    exports.HalfFloatType = HalfFloatType;
    exports.UnsignedShort4444Type = UnsignedShort4444Type;
    exports.UnsignedShort5551Type = UnsignedShort5551Type;
    exports.UnsignedShort565Type = UnsignedShort565Type;
    exports.UnsignedInt248Type = UnsignedInt248Type;
    exports.AlphaFormat = AlphaFormat;
    exports.RGBFormat = RGBFormat;
    exports.RGBAFormat = RGBAFormat;
    exports.LuminanceFormat = LuminanceFormat;
    exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
    exports.RGBEFormat = RGBEFormat;
    exports.DepthFormat = DepthFormat;
    exports.DepthStencilFormat = DepthStencilFormat;
    exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
    exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
    exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
    exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
    exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
    exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
    exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
    exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
    exports.RGB_ETC1_Format = RGB_ETC1_Format;
    exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
    exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
    exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
    exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
    exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
    exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
    exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
    exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
    exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
    exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
    exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
    exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
    exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
    exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
    exports.LoopOnce = LoopOnce;
    exports.LoopRepeat = LoopRepeat;
    exports.LoopPingPong = LoopPingPong;
    exports.InterpolateDiscrete = InterpolateDiscrete;
    exports.InterpolateLinear = InterpolateLinear;
    exports.InterpolateSmooth = InterpolateSmooth;
    exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
    exports.ZeroSlopeEnding = ZeroSlopeEnding;
    exports.WrapAroundEnding = WrapAroundEnding;
    exports.TrianglesDrawMode = TrianglesDrawMode;
    exports.TriangleStripDrawMode = TriangleStripDrawMode;
    exports.TriangleFanDrawMode = TriangleFanDrawMode;
    exports.LinearEncoding = LinearEncoding;
    exports.sRGBEncoding = sRGBEncoding;
    exports.GammaEncoding = GammaEncoding;
    exports.RGBEEncoding = RGBEEncoding;
    exports.LogLuvEncoding = LogLuvEncoding;
    exports.RGBM7Encoding = RGBM7Encoding;
    exports.RGBM16Encoding = RGBM16Encoding;
    exports.RGBDEncoding = RGBDEncoding;
    exports.BasicDepthPacking = BasicDepthPacking;
    exports.RGBADepthPacking = RGBADepthPacking;
    exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
    exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
    exports.CubeGeometry = BoxGeometry;
    exports.Face4 = Face4;
    exports.LineStrip = LineStrip;
    exports.LinePieces = LinePieces;
    exports.MeshFaceMaterial = MeshFaceMaterial;
    exports.MultiMaterial = MultiMaterial;
    exports.PointCloud = PointCloud;
    exports.Particle = Particle;
    exports.ParticleSystem = ParticleSystem;
    exports.PointCloudMaterial = PointCloudMaterial;
    exports.ParticleBasicMaterial = ParticleBasicMaterial;
    exports.ParticleSystemMaterial = ParticleSystemMaterial;
    exports.Vertex = Vertex;
    exports.DynamicBufferAttribute = DynamicBufferAttribute;
    exports.Int8Attribute = Int8Attribute;
    exports.Uint8Attribute = Uint8Attribute;
    exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
    exports.Int16Attribute = Int16Attribute;
    exports.Uint16Attribute = Uint16Attribute;
    exports.Int32Attribute = Int32Attribute;
    exports.Uint32Attribute = Uint32Attribute;
    exports.Float32Attribute = Float32Attribute;
    exports.Float64Attribute = Float64Attribute;
    exports.ClosedSplineCurve3 = ClosedSplineCurve3;
    exports.SplineCurve3 = SplineCurve3;
    exports.Spline = Spline;
    exports.AxisHelper = AxisHelper;
    exports.BoundingBoxHelper = BoundingBoxHelper;
    exports.EdgesHelper = EdgesHelper;
    exports.WireframeHelper = WireframeHelper;
    exports.XHRLoader = XHRLoader;
    exports.BinaryTextureLoader = BinaryTextureLoader;
    exports.GeometryUtils = GeometryUtils;
    exports.ImageUtils = ImageUtils;
    exports.Projector = Projector;
    exports.CanvasRenderer = CanvasRenderer;
    exports.SceneUtils = SceneUtils;
    exports.LensFlare = LensFlare;

    Object.defineProperty(exports, '__esModule', { value: true });

})));
